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Temotei
2011-09-28, 01:08 AM
One Small Step for a Contest...One Giant Step for Contestkind

Welcome to base class challenge number eight! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of outer space and fantasy; spellcasters with stars as familiars, meteor-riding berserkers, and warriors with planet-aligning powers are all possibilities. You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by October 31, and should be submitted in the format shown in the next post. Feel free to play around with fonts, images, and the like, but make sure the end result is easy on the eyes.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Plagiarism is strictly forbidden.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=181782). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries belong in this challenge thread.

Ready, Houston?

SPACE RACE!

Temotei
2011-09-28, 01:09 AM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
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3rd|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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15th|
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16th|
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17th|
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18th|
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19th|
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+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
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+x|Class Ability

3rd|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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19th|
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20th|
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+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Noctemwolf
2011-09-29, 02:06 AM
Sci-Forged


http://fayren.cghub.com/files/Image/129001-130000/129299/056_stream.jpg

I once wondered what we Warforged truly are... and I have found it.

The Sci-Forged is a different take on the Warforged. Instead of being simply a feat, like the Psi-forged body and such, This class is a full on 20 level progression as the Warforged who takes the class slowly changes into less of a construct created by magic and more like a true futuristic robot; run by science and physics and not by the eldritch power of magic.
This class is meant to be very similar to the Warlock, but with a largely different flavor to it, as well as thematic invocations, with the best part being that every ability used by the Sci-Forged is not considered magical. Thus, A Sci-Forged makes a great opponent for magic users who will grit their teeth at the fact they cannot stop the Sci-forged' scientific abilities.

Adventures: a Sci-Forged adventures for knowledge to advance itself further towards it's ultimate goal; to finally be rid of the magic that first gave it life and to become a 'pure' machine.

Characteristics: A sci-forged is meant to be a support caster type, with many ways to help their allies and themselves while locking down opponents. With their abilities being entirely based on manipulating physics instead of magic power, their abilities are also almost impossible for a mage to stop without some heavy forethought.

Alignment: Almost all Sci-Forged are Lawful Neutral, as their thinking is based on logic. Good and Evil have little bearing on a sci-forged except as extremes of opinion. They are most often lawful as they understand that the basics of things are built upon immutable laws that all must follow. This is not a hard and fast rule, however; though all Sci-Forged wish to become 'pure', the philosophy behind what a pure machine is, all mind or all emotion, is wildly debated.

Religion: Most Sci-Forged have no religion, seeing it as a waste of their time to follow certain creeds or ideas on simple faith, preferring to listen to the laws of the universe and follow them.

Background: A War-Forged usually takes the Path of a Sci-Forged when he realizes that magic is not the only way to build a machine. Perhaps Alien creatures from another world have invaded the planet, and Robotic minions have inspired the War-Forged to become more like them. Perhaps an ancient civilization was discovered deep beneath the crust of the Earth, and the secrets discovered by the War-Forged was the staggering realization that the creatures they were fighting were not magical at all, and yet very similar to him.

Races: War-Forged are the exclusive members of this class, seeing as no other race as of yet is created through a fusion of magic and technology rather than just simple biological process. As such, only War-Forged may take levels in this class.

Other Classes: Sci-forged can understand the honor behind the fighters profession, seeing as many Sci-forged Were once War-Forged and were originally built to fight. They can see eye to eye with many other fighting classes as well, though barbarians are often seen as far to unrestrained and clerics as men of faith and not men of logic. Despite their dislike for magic (usually), Sci-Forged often get along well with wizards, due to the extensive similarities the two classes have. Sorcerer's, though they have similar abilities, aren't usually on the same mental plane as a Sci-Forged.

Role: The role of this class is as support to the rest of the party, filling a similar role to that of the cleric. With some light healing ability, as well as front line combat potential and powerful buffs, this class can stand beside their allies and insure they live to see another day.

Adaptation: If you wish, you could remove the racial requirement and play the class as one who seeks to become a machine rather than a flesh and body creature. Or, if your setting has mechanical creatures, simply rename the class and change the racial requirement. (If your imaginary machine race were called “Clocks”, as an example, then you could rename the class Sci-Clocks and change the racial requirement to “You must be a Clock”).

GAME RULE INFORMATION
Sci-Forged' have the following game statistics.
Abilities: Intelligence is paramount to this class, as it affects the power of their Theories (Effects similar to Invocations). Strength and Constitution are often important as well to insure that a Sci-Forged has staying power alongside his melee teammates, though Dexterity could also be useful if the Sci-Forged intends Any Ranged Combat.
Hit Die: d8
Starting Age: As Cleric.
Starting Gold: As Wizard.

Class Skills
The Sci-Forged' class skills (and the key ability for each skill) are...
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Jump (str), Knowledge (All, Taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).


Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Sci-Forged
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Theories|Theory Grade

1st|
+0|
+2|
+0|
+2|Theories, Nanites, Focused Strike +1d6|1|Least

2nd|
+1|
+3|
+0|
+3||2|Least

3rd|
+2|
+3|
+1|
+3||2|Least

4th|
+3|
+4|
+1|
+4|Focused Strike +2d6|3|Least

5th|
+3|
+4|
+1|
+4||3|Least

6th|
+4|
+5|
+2|
+5||4|Lesser

7th|
+5|
+5|
+2|
+5|Focused Strike +3d6|4|Lesser

8th|
+6/1|
+6|
+2|
+6||5|Lesser

9th|
+6/1|
+6|
+3|
+6||5|Lesser

10th|
+7/2|
+7|
+3|
+7|Focused Strike +4d6|6|Lesser

11th|
+8/3|
+7|
+3|
+7||7|Greater

12th|
+9/4|
+8|
+4|
+8||7|Greater

13th|
+9/4|
+8|
+4|
+8|Focused Strike +5d6|8|Greater

14th|
+10/5|
+9|
+4|
+9||8|Greater

15th|
+11/6/1|
+9|
+5|
+9||9|Greater

16th|
+12/7/2|
+10|
+5|
+10|Focused Strike +6d6|10|Greatest

17th|
+12/7/2|
+10|
+5|
+10||10|Greatest

18th|
+13/8/3|
+11|
+6|
+11||11|Greatest

19th|
+14/9/4|
+11|
+6|
+11|Focused Strike +7d6|11|Greatest

20th|
+15/10/5|
+12|
+6|
+12|Realized Potential, True Focus|12|Greatest[/table]

Class Features
All of the following are class features of the Sci-Forged.

Weapon and Armor Proficiencies: Sci-Forged are proficient with all simple weapons, as well as two martial weapons of their choice. They are proficient with Light and Medium Armors, and with shields (But not Tower Shields).

Theories (Ex): A Sci-Forged does not prepare or cast spells like most caster's do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Theories that require him to focus the wild energy that suffuses his soul. A Sci-Forged can use any Theory he knows at will, with the following qualifications:

A Sci-Forged’ Theories are similar to spell-like abilities; using a Theory is therefore a standard action that provokes attacks of opportunity. However, unlike a spell or spell-like ability, a Theory cannot be disrupted thorugh counterspelling or Dispel Magic. A Sci-Forged is entitled to a Concentration check to successfully use an theory if he is hit by an attack while Activating a Theory, just as a spellcaster would be. A Sci-Forged can choose to use a Theory defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A Sci-Forged’ Theories are not subject to spell resistance unless a Theories’s description specifically states otherwise. A Sci-Forged’ caster level with his theories is equal to his Sci-Forged level. The save DC for a Theory (if it allows a save) is 10 + equivalent spell level + the Sci-Forged’ Intelligence Modifier.
Since Theories are not spell-like abilities or spells, a Sci-Forged cannot benefit from the Spell Focus feat or from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four Levels of Theories, in order of their relative power, are least, lesser, greater, and greatest. A Sci-Forged begins with knowledge of one Theory, which must be of the lowest grade (least). As a Sci-Forged gains levels, he learns new Theories. A list of available Theories can be found following this class description. At any level when a Sci-Forged learns a new Theory, he can also replace a Theory he already knows with another Theory of the same or a lower grade. At 6th level, a Sci-Forged can replace a least Theory he knows with a different least theory (in addition to learning a
new theory, which could be either least or lesser). At 11th level, a Sci-Forged can replace a least or lesser theory he knows with another theory of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Sci-Forged can replace a least, lesser, or greater Theory he knows with another theory of the same or a lower grade (in
addition to learning a new Theory, which could be least,lesser, greater, or greatest).
Finally, Theories are not subject to arcane spell failure chance.

Theory List:

Least:
Medical (Healing as Cure Light wounds)
Gravity disruption, Minor (-1 penalty to attack rolls, str checks, items weigh an additional pound each, but cannot cause an enemy to go beyond a medium load).
Snap Decision (allow an ally an additional swift action).
Time Jaunt, minor (teleport you or an ally up to 10 feet).

Lesser:
Gravity Disruption (-3 penalty to attack rolls, str checks, items weigh 2 pounds extra each but cannot send an affected target above a medium load. can also be used similarly to a wind wall spell).
Rocket Boost (Gain a bonus on jump checks, always count as running).
Time Jaunt (teleport you or an ally up to 15 feet, OR use as similar to a slow spell OR as similar to a haste spell).

Greater:
Clarity of Movement (Freedom of movement for one round)
Technical Infusion (As Greater Magic Weapon)
Gravity Disruption, Major (-6 penalty to attack rolls, str checks, items weigh an additional three pounds, cannot cause an opponent to go above a Heavy load. can also be used as similar to an antigravity spell).
Time Jaunt, Major (teleport you or an ally up to 30 feet, OR Create an area of difficult terrain OR remove a target from the timeline).

Greatest:
Gravity disruption, Mass (As Gravity Disruption, but affects an area and has no limitation on weight increase. Can also be used as a ??? spell).
Time Jaunt, Mass (as Time Jaunt, but affects an area. Also can be used as similar to a slow,mass spell OR a Haste,Mass Spell).



Nanites (Ex): As a gift from the creatures you are attempting to emulate, these small bug like creatures are invisible to the naked eye. These small creatures are not considered separate from you; In effect, they are considered part of you. these creatures grant you several benefits as you gain levels.
at Level 1, You can heal naturally (As though you were not a construct).
At level 5, you heal naturally, but now gain hit points per hour instead of per day.
At level 10, you gain Fast healing 1.
At level 15, you gain Fast Healing 5 (this replaces Fast Healing 1).
At level 20, you gain Fast Healing 10 (this replaces Fast Healing 5).

Nanite Abilities:

Focused Strike (Ex): Through the use of your powerful intellect and speed of thought granted by your goal of becoming a perfect machine, your strikes are particularly deadly, as are those of your allies.
Whenever you make a standard action attack (Including special attacks that deal damage such as Stunning Fist) You may add your intelligence modifier to your attack roll, and the number shown on the list to the damage for that attack. This is precision damage and does stack with sneak attack damage.
In addition, as a standard action, you can share a number of dice up to your maximum with an ally. Whatever amount of dice you choose may be subtracted from your total, and you can grant this ability to an ally. For example, you have 6d6 dice from Focused strike added to your damage. You may choose to give 3d6 of this to an ally, allowing them to add their intelligence modifier to their attack roll and the 3d6 to their damage roll.
You may share any number of dice with any number of allies, so long as the total amount of dice shared does not exceed your total (no more than 6 dice can be shared, using the original example). This sharing is indefinite, but you may return any of your dice to yourself as a free action if you so desire.

Realized Potential (Ex): (Become a construct, but maintain Fort Saves and all constitution bases become int based instead).

True Focus: once per day plus an amount equal to half your intelligence bonus , you can add your Focused Strike attack roll and damage bonuses to all damaging attacks in a full attack sequence. You may share uses of this ability among your allies exactly as you would share Focused Strikes damage dice.

Theory descriptions:

note: All theories use your class level as your caster level when required.

least:

Medic: this ability works exactly like the cure light wounds spell, and casts as a standard action.

Gravity Disruption, Minor: Target one opponent within short range (for spells). This opponent must succeed at a fortitude save equal to 10+int+1/2 your character level or take a -1 penalty to attack rolls, damage rolls, and strength checks. In addition, all items the affected target are carrying become one pound heavier; this can cause an opponent to move into a heavier load (Though no higher than a medium load). The items return to their original weight if dropped, and any items picked up by the affected target become one pound heavier while this theory is in effect. This lasts for a number rounds equal to your class level. This is cast as a standard action.

Snap decision: as a swift action, you may grant an ally an additional swift action. the range of this spell is medium range (Like spells).

Time Jaunt, Minor: target one creature within medium range (Including yourself). the target can be teleported up to 10 feet in any direction, ignoring attacks of opportunity. This teleportation cannot place the target in a space that could not support it (Though if the target can fly, they can be telkeported to a space in the air). You also cannot place them in a space that would cause them damage (Such as Lava or spikes). A creature can make a fortitude save to ignore the effect (DC=10+Int+1/2 character level). this casts as a move action.


Lesser:

Gravity Disruption: Target one creature within medium range. The target can make a Fortitude saving throw to ignore the effect (10+Int+1/2 character level). If the saving throw fails, the target takes a -3 penalty to attack rolls, damage rolls, and strength checks. In addition, all items being carried by the target become 2 pounds heavier. This can cause the target to shift into a different load category (Though no higher than a heavy load). This theory can instead be used exactly like Wind Wall (As the Spell).This is cast as a standard action.
Rocket Boost: Target one creature within short range. This target gains a +10 circumstance bonus to jump checks, and always counts as running when making a jump check.

Time Jaunt (teleport you or an ally up to 15 feet, OR use as similar to a slow spell OR as similar to a haste spell).








CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Amechra
2011-09-29, 09:46 PM
The Star-Sworn Knight

http://fc03.deviantart.net/fs32/f/2008/199/d/9/d993b0a9a4195e350096764dee30b8bb.jpg (http://fc03.deviantart.net/fs32/f/2008/199/d/9/d993b0a9a4195e350096764dee30b8bb.jpg)



The songs sing; they sing Fate, to be exact.

What man would refuse a chance to listen to that beautiful song? It would be a blasphemous occurrence to stop up one's ears, and yet most people are born with stopped-up ears.

Of course, there are ways to remove such plugs...

Adventures: Why does anyone adventure? The stars sing differently from place to place, so merely the travel is a thing of wonder; and, well, combat is accompanied by the most wondrous choir you could possibly imagine.

Characteristics: Star-Sworn Knights have a wondrous ability to warp the fates of others to their will; whether granting freedom from the ties that bind an allies hands, or causing the enemies bodies to bleed, they mix this alteration of fate with martial prowess.

Alignment: Why, an at all, of course; the stars themselves care little for such trifles as alignment.

Religion: The stars are religion enough; a God of Fate could be worshiped, but they are a poor substitute.

Background: Somehow, their ears became freed of all blockage from the celestial chorus, and truly heard for the first time in their lives.

And it was wondrous.

Races: Any race that can see the heavens can follow this path; dwarves, admittedly, rarely take this path, as they live beneath the earth, away from the beauteous stars.

Other Classes: Everything has its place, and everyplace has the one thing that fits it. The Star-Sworn Knight does what it does, and everyone else does what they need to do.

Role: A Star-Sworn Knight is primarily a mid-line fighter, buffing allies and debuffing foes before entering into combat itself.

Adaptation: Perhaps they have simply learned Truenaming through a different tradition, or are blessed by some deity of something. I don't know, you tell me.

GAME RULE INFORMATION
Star-Sworn Knights have the following game statistics.
Abilities: Charisma is pretty darn important; other than that, don't neglect theit physical ability scores.
Alignment: Any
Hit Die: d10
Starting Age: As Bard
Starting Gold: As Druid

Class Skills
The Star-Sworn Knight's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (astronomy/dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis) Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

THE STAR-SWORN KNIGHT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Songs Known|Songs Attuned

1st|
+0|
+0|
+2|
+2|Chorist of the Heavens, Dream of Concordance|1|1

2nd|
+1|
+0|
+3|
+3|Guarded by the Stars|2|2

3rd|
+2|
+1|
+3|
+3|Virtuoso of Stars (1)|3|2

4th|
+3|
+1|
+4|
+4|Dream of Concordance|4|3

5th|
+3|
+1|
+4|
+4|Question the Skies 1/day|5|3

6th|
+4|
+2|
+5|
+5|Virtuoso of Stars (2)|5|4

7th|
+5|
+2|
+5|
+5|Dream of Concordance|6|4

8th|
+6/+1|
+2|
+6|
+6|Question the Skies 2/day|7|5

9th|
+6/+1|
+3|
+6|
+6|Virtuoso of Stars (3)|8|5

10th|
+7/+2|
+3|
+7|
+7|Dream of Concordance|8|6

11th|
+8/+3|
+3|
+7|
+7|Question the Skies 3/day|9|6

12th|
+9/+4|
+4|
+8|
+8|Virtuoso of Stars (4)|10|7

13th|
+9/+4|
+4|
+8|
+8|Dream of Concordance|11|7

14th|
+10/+5|
+4|
+9|
+9|Question the Skies 4/day|11|8

15th|
+11/+6/+1|
+5|
+9|
+9|Virtuoso of Stars (5)|12|8

16th|
+12/+7/+2|
+5|
+10|
+10|Dream of Concordance|13|9

17th|
+12/+7/+2|
+5|
+10|
+10|Question the Skies 5/day|14|9

18th|
+13/+8/+3|
+6|
+11|
+11|Virtuoso of Stars (6)|14|10

19th|
+14/+9/+4|
+6|
+11|
+11|Dream of Concordance|15|10

20th|
+15/+10/+5|
+6|
+12|
+12|Ascendant Embodiment of the Stellar Choir|16|11[/table]

Class Features
All of the following are class features of the Star-Sworn Knight.

Weapon and Armor Proficiencies: A Star-Sworn Knight is proficient in all simple and martial weapons, as well as all light and medium armor; they are also proficient in all shields, except for tower shields.

Chorist of the Heavens (Su): A Star-Sworn Knight has given their lives over to the stars and the music of the crystal spheres; as such, they may manipulate that "music" through their voices or footsteps.

At every level other than 6th, 10th, 14th, and 18th a Star-Sworn Knight learns a Song. However, they do not always have access to their Songs to use, and must first Attune to their songs. In their first two levels they learn two Songs, and the ability to Attune to two Songs, but from then on they may only Attune to a number of additional Songs for every two levels beyond 2nd. Their Songs are drawn from the Lexicon of the Evolving Mind, and otherwise function as Utterances (excepting, of course, the Truenaming check, and the Laws)

To Attune to their Songs, a Star-Sworn Knight must spend 10 minutes under the open skies listening to the music that threads its way through the heavens; as such, they need to have relative silence in the area while doing so. Alternatively, if they take three times the time necessary to normally Attune their Songs, they may Attune their Songs without needing a view of the sky.

Using a Song requires a Move action to begin, and then a Swift action is required to sustain the song, for a number of rounds up to 1/2 the Star-Sworn Knight's level (minimum 1). After the Song has finished in any way, the Star-Sworn Knight receives a number of points of Dissonance equal to 1/2 the number of rounds spent performing the song (minimum 1). The effects of the song remain for one round, plus an additional round at 5th, 10th, 15th, and 20th levels, after the Star-Sworn Knight finishes the song.

To perform a Song, the Star-Sworn Knight is required to make a Concordance check (1d20+Star-Sworn Knight level+Wisdom modifier); when they do so, they must choose whether to sing in harmony with the music of the Spheres or to use it as a guide for a dance. This choice determines whether or not the Song has a Verbal or Somatic component; if the Song has a Somatic component, they are affected by ASF.

A Star-Sworn Knight's Dissonance pool is set to 0 at Midnight; this only occurs if the Star-Sworn Knight has been asleep for at least one hour before midnight if they are below the open sky, or 3 hours if wherever they are sleeping does not have a direct view of the sky.

Dream of Concordance (Ex): A Star-Sworn Knight knows enough about the structure of the celestial music to use it to create a change in themselves, as well.

Each time the Star-Sworn Knight gains this class feature they may select one of the following abilities:

-Aria of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Armor Class equal to +2, with an additional +1 bonus for every 3 levels after 1st they have in this class.
-Canticle of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Damage Rolls equal to +1, with an additional +1 bonus for every 2 levels after 1st they have in this class.
-Cantata of the Stars: For as long as the Star-Sworn Knight is using a Song, they gain a Morale bonus to Attack Rolls equal to +1, with an additional +1 bonus for every 3 levels after 1st they have in this class.
-Rhymes of Heaven: The Star-Sworn Knight learns a single Fundamental of Shadow, Cantrip, or Orison as a Rhyme. This ability may be selected multiple times.
-Bonus Feat: The Star-Sworn Knight may choose any Fighter Bonus Feat or Luck feat as a Bonus Feat.

Guarded by the Stars (Su): The stars guard their own; and a Star-Sworn Knight has managed to enter that elite group.

A Star-Sworn Knight of at least 2nd level adds their Wisdom Modifier to any two out of the three Saves; they may change this selection as a free action once per round, which may be performed during another creature's action.

In addition, the Star-Sworn Knight may, as an Immediate Action, forgo the use of this ability for the next minute to allow a Will Save to ignore the effects of any spell or spell-like ability that would affect them that they wouldn't normally receive a saving throw against.

Virtuoso of Stars (Su): A Star-Sworn Knight oftentimes will need to use their Songs in ways that they were not entirely designed for.

A Star-Sworn Knight of at least 3rd level gains a number of Virtuoso points equal to the amount indicated on the table above plus their Wisdom Modifier. They may spend a Virtuoso Point for one of the following benefits:
-Extension: A Star-Sworn Knight may spend a Virtuoso Point to cause the current round of the currently active Song to not count against the maximum duration of the Song itself; in addition, they do not need to use a Swift action to sustain the Song for that round. If they somehow have multiple Songs active, this benefit only applies to one of the Songs.
-Rapidity: A Star-Sworn Knight may spend a Virtuoso Point when activating a new song to have it take a Swift action to begin, rather than a Move action.
-Find the Pitch: A Star-Sworn Knight may spend any number of Virtuoso Points to remove an equal amount of Dissonance.


They regain one Virtuoso point whenever they enter an encounter, and regain a number of Virtuoso Points equal to their Wisdom Modifier whenever they spend the time to Attune their Songs.

Question the Sky (Sp): A Star-Sworn Knight has a unique connection to the stars; this allows them to be privy to information that would be inaccessible to others.

A number of times per day as indicated by the table above, a Star-Sworn Knight of at least 5th level may use Augury as a Spell-like ability.

Ascendant Embodiment of the Stellar Choir (Ex): A Star-Sworn Knight slowly climbs the ladders of the heavens, until they finally learn the final secret: the method of becoming a star.

At 20th level, a Star-Sworn Knight's type changes to being an Outsider with the [Native] and [Void] subtypes; do not recalculate their hit points, saves, or BAB.

In addition, they may expend every daily use of Question the Sky simultaneously to use Contact Other Plane as a Spell-Like ability, in a ritual that takes 10 minutes to perform.

Finally, they may discard their mortal forms temporarily, becoming star-stuff, for a moment. For a number of minutes per week equal to their Wisdom Modifier, split up as they wish, a Star-Sworn Knight gains the following traits:

-They become Incorporeal; in addition, whatever weapons they wield gain the Ghost-Touch property.
-They shed light as a Daylight spell in a 50 ft radius; this light is visible from up to 20 miles away, as long as nothing impedes line of sight.
-Fly speed 200 ft (Perfect).
-Their weapons deal Dessication damage instead of their normal damage type, due to the extremes of temperature present; anything destroyed by their weaponry is reduced to ash.
-Luck feats and other abilities that grant rerolls or automatic successes on a check do not function within the radius of the Daylight effect.

It takes 1 full minute to enter this state; once they exit this state, they are sickened until they sleep for 8 hours.

Saidoro
2011-09-29, 11:15 PM
Danmaku

In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.

Ancient mystically and technologically advanced civilizations have at some point risen on almost every plane, and on almost all of those planes they have fallen, leaving behind artifacts of great power. Among those artifacts there are the Danmaku satellites, grand ships filled with weapons and placed among the stars to watch over the civilization's enemies and strike them down from above. Occasionally someone will find a way to reactivate and communicate with one of these satellites, drawing upon its stored information and using it to rain death upon their foes.

Adventures: Most Danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.

Characteristics: Most Danmaku will have downloaded the schematics to several mystic tools to give them some versatility, but still their answer to most situation is lasers. If that doesn't work they'll use more lasers.

Alignment: If the campaign world is such that logic and rationality are associated with law Danmaku will tend to be lawful. Otherwise they can come in any alignment whatsoever.

Religion: Every Danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some Danmaku will choose to worship gods of science or knowledge.

Background: The first step to becoming a Danmaku is building a device capable of sending and recieving signals to an old-tech Satellite and breaking through the satellite's information defenses. From their all they need do is decide that they want to use their new toy.

Races: Warforged are common entrants into this class, they were likely created by the same group that made the satellite and show a certain amount of kinship with the machines. It is also common for any race somehow associated with whatever civilization built the satellites to pursue the path of the Danmaku, for them it is less like discovering something new than it is like relearning old secrets.

Other Classes: Melee types tend to view the Danmaku the same way they would an arcanist when they first meet, though some will come to view them as a fellow weapon-user when the nature of their power is explained. Learned spellcasters like wizards tend to look down on the Danmaku for taking up a source of external power when they could be cultivating an internal one, and Danmaku likewise look down on wizards for taking a difficult path when an easy one is available. Danmaku tend to get along well with warlock, rogues and othe skilled types.

Role: The Danmaku fills the ever-important 'shooting things with lasers' role, their primary class abilities having to do with killing their enemies as quickly as possible. They are also a fairly skilled class, having high skill points per level, a high intelligence and the ability to select whichever skills the party most needs as class skills.

Adaptation: The satellite could easily be something the Danmaku has designed and built himself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the Danmaku could be a stellar traveller of some variety how is using the weaponry found on their spaceship.

GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Dexterity and intelligence are the most important scores for a Danmaku, the first deciding her attack modifier with lasers and the second contributing to her saving throw DCs. Constitution is also useful as it contributes to hitpoints and saving throws.
Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Monk + Communicator, Laser and Omnitools

Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

DANMAKU
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Communicator, Laser 1d6, Space Laser, Omnitools, Magitech, Schematic
2nd|
+1|
+0|
+3|
+0|Beam Spam, Trapfinding
3rd|
+2|
+1|
+3|
+1|Laser 2d6, Schematic
4th|
+3|
+1|
+4|
+1|Beam Jump
5th|
+3|
+1|
+4|
+1|Laser 3d6
6th|
+4|
+2|
+5|
+2|Schematic
7th|
+5|
+2|
+5|
+2|Laser 4d6
8th|
+6/+1|
+2|
+6|
+2|Deep Strike
9th|
+6/+1|
+3|
+6|
+3|Laser 5d6, Schematic
10th|
+7/+2|
+3|
+7|
+3|Sweep, Bunker Buster
11th|
+8/+3|
+3|
+7|
+3|Laser 6d6
12th|
+9/+4|
+4|
+8|
+4|Siege Beam, Schematic
13th|
+9/+4|
+4|
+8|
+4|Laser 7d6
14th|
+10/+5|
+4|
+9|
+4|Beamportation
15th|
+11/+6/+1|
+5|
+9|
+5|Laser 8d6, Schematic
16th|
+12/+7/+2|
+5|
+10|
+5|Paint Target
17th|
+12/+7/+2|
+5|
+10|
+5|Laser 9d6
18th|
+13/+8/+3|
+6|
+11|
+6|Beam Shield, Schematic
19th|
+14/+9/+4|
+6|
+11|
+6|Laser 10d6
20th|
+15/+10/+5|
+6|
+12|
+6|Vaporization Beam[/table]

Class Features
All of the following are class features of the Danmaku.

Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.

Communicator (Ex): The first step in becoming a Danmaku is building a device capable of communicating with their satellite, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use Beam Jump, any ability involving Space Laser or Siege Beam, and some schematics. The exact appearance and function of the communicator is up to the Danmaku, but they usually have some sort of visual component and always require at least one hand to use. The communicator can be activated using a hand also holding a light weapon or similarly sized object provided the weapon is not used to attack that round and the Danmaku does not need to hold the communicator (so it would need to be attached to their belt or wrist or something.)

Laser (Ex): One of the first things most Danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. A Danmaku is able to build a laser gun with one hours work and materials worth 50 gold pieces. The laser gun acts as a light ranged weapon with the damage listed on the above table, a critical threat range of 20x2, and a 30 ft range increment. The lasers can be used by characters other than the Danmaku but only while they are within 30 feet of the Danmaku. Only one laser can be used in any given round, though the Danmaku may possess more than one at a time.

Omnitools (Ex): The Danmaku satellites don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the Danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the Danmaku's class level, whichever is higher. Unlike most of their class features, these can be used by people other than the Danmaku, but they exhaust their power supplies and are rendered unusable if away from their creator for more than an hour.

Space Laser (Ex): The Danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the Danmaku may deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. The cylinder must be created within 100 feet + 50 feet per class level of the Danmaku. After using this ability the Danmaku must wait 1d4 rounds before using it again. This ability can even be used underground, indoors or on other planes, in which case the satellite fires into a momentary portal and the cylinder is only as high as the ceiling rather than being infinite in height.

Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A Danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.

Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the Danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.

Beam Spam (Ex): At second level the Danmaku gains Rapid Shot as a bonus feat. If they already have rapid shot they may instead ignore the -2 penalty to attack rolls when using Rapid Shot with their lasers.

Trapfinging (Ex): Beginning at second level, the Danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.

Beam Jump (Ex): At fourth level the Danmaku has learned the secret of converting herself to pure energy and flinging her new form as a laser. This transformation only lasts for a fraction of a second, but that is enough for some purposes. As a move action the Danmaku can tranfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the Danmaku's origin and destination take damage as though they had been struck by the Danmaku's Laser. After using this ability the Danmaku must wait 1d4 rounds before using it again.

Multi Beam (Ex): Starting at fourth level the Danmaku can power more than one laser at a time. Any number of lasers can now be used, but for each used in a round beyond the first the damage of all lasers used in that round decreases by 1d6. If this would reduce laser damage to below 1d6 it is reduced to 1d4 instead.

Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them to convert themselves to energy, launch themselves up to their satellite and be sent back down nearby. As a standard action the Danmaku may move to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. After using this ability the Danmaku must wait 4d6 minutes before using it again and 1d4 rounds before using Space Laser or Beam Jump again.

Sweep (Ex): Beginning at tenth level the Danmaku can set their lasers to produce a constant emanation, and use these beams to strike multiple targets. As a standard action the Danmaku can deal damage as their laser in a 300 foot line or a 150 foot cone. This ability can be used at will.

Bunkerbuster (Ex): Starting from tenth level the Danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. After using this ability the Danmaku must wait 1d4 minutes before using it again and 1d4 rounds before using space laser again, this ability cannot be used while space laser is unusable.

Siege Beam (Ex): Starting at twelfth level the Danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. As a 2-round action the Danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam iis treated as though Bunkerbuster was applied to it for the purpose of damageing objects and such. Unfortunately, this beam cannot be aimed precisely. Instead, the Danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 time 100 feet in a random direction from that point. After using this ability the Danmaku cannot use it again for 6d6 hours.

Beamportation (Ex): Beginning at fourteenth level the Danmaku can send themselves and others up to their satellite and then send themselves great distances or even between planes at the expense of accuracy. This allows the Danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points. After using this ability the Danmaku must wait 1d6+1 hours before using it again or one hour if it was only used to transport the Danmaku and up to 50 pounds of goods.

Paint Target (Ex): At sixteenth level the Danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction. This does not render their siege beam usable again if they have already expended it within the last 6d6 hours.

Beam Shield (Ex): At eighteenth level the Danmaku gain the ability to call down a solid wall of laser energy and sustain it over time. As a standard action the Danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. After ending this ability the Danmaku must wait 1d4 minutes for each minute it was used before using it again or one minute if it was used for less than a minute.

Vaporization Beam (Ex): At twentieth level the Danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 4d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. After using this ability the Danmaku must wait 2d6 hours before using it again and 1d4 rounds before using space laser again. This ability cannot be used while Space Laser is unusable.

Schematics:

Composite Armor: A suit of powered armor made of lightweight materials. Mechanically identical to a chain shirt. When worn by the Danmaku the powered elements activate causing the armor to be treated as mithril and have an enhancement bonus of +1 per three Danmaku levels its wearer possesses past the first. Creating this device requires 100 gold in materials and one hour of work. This armor can be enchanted normally, though that bonus does not stack with the one the Danmaku gains while wearing it.
Powered Armor: Requires Composite Armor An enhanced form of the normal armor. Any character wearing it treats their strength score as being 4 higher for calculating encumbrance. Additionally, when worn by the Danmaku the armor's full systems activate, giving its wearer a +2 circumstance bonus to strength, dexterity and constitution.The Danmaku may add powered elements to a suit of armor with materials worth 150 gold and 2 hours of work.
Athlete's armor: Requires Composite Armor This schematic actually includes several modifications only one of which can be applied to a suit of armor at a time. The first is the runner's Armor which grants its wearer the run feat and if worn by the Danmaku improves the wearer's base move speed by 10 feet. The second is the swimmer's armor which grants its wearer a swim speed equal to their base land speed and grants a Danmaku wearing it the ability to breath underwater. The third is the Climber's Armor which grants its wearer a climb speed equal to their base land speed. Applying one of these to a suit of armor requires 100 gold worth of materials and 1 hour of work. The Danmaku can prepare several forms of this enhancement for one suit of armor and switch them out with 15 minutes of work.
Flight Armor: Requires Athlete's Armor or Power Armor An enhancement featuring a combination of jets and discrete wings allowing for flight. This enhancement grants a bonus to jump checks equal to the creator's Danmaku level and if worn by a Danmaku allows them to fly with average maneuverability at a speed equal to their base land speed plus twice their Danmaku level(rounded to the nearest 5 feet). This enhancement requires 300 gold worth of materials and three hours of work to apply to a suit of armor.

Mystic Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing arcane energy or augmenting an existing pair of goggles to do so. Wearing the Goggles allows it's wearer to use Detect Magic as the spell at will. Additionally, a Danmaku can use the goggles to identify magic items as the spell Identify at no cost. A Danmaku of seventh level or higher is treated as being under the effect of Arcane Sight when wearing these goggles. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Spiritual Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing spiritual energy or augmenting an existing pair of goggles to do so. The goggles enable their wearers to use Detect Evil, Detect Good, Detect Chaos, Detect Law and Detect Undead as the spells at will. A Danmaku wearing these goggles instead constantly recieves information as though using the spell in whichever direction they are facing for 1 round and may concentrate on any area with any of the spells as a swift action instead of a standard action. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Piercing Goggles: Requires Danmaku Level 3 This schematic allows the Danmaku to construct a pair of goggles capable of seeing through magical concealment or augmenting an existing pair of goggles to do so. Any character wearing these goggles gets a +3 bonus to will saves against illusions. Additionally, A Danmaku of fourth level or higher is treated as constantly under the effects of see invisibility, and a Danmaku of eleventh level or higher is constantly treated as being under the effects of true seeing. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 200 gold and 2 hours of work.
Far sight: Requires Danmaku level 6 A Danmaku with access to this schematic can use their communicator to use Clairaudience/Clairvoyance as the spell at will. This schematic does not require any additional devices but it does require use of the Danmaku's Communicator.

Derjuin
2011-09-30, 04:18 AM
Zodiac

http://fc03.deviantart.net/fs51/f/2009/289/a/8/Zodiac_by_puimun.jpg

The stars are all around us - not just in the heavens, but in you, me, and this world as well. Whether by happenstance or by mortal intervention, we are all part of the grandeur of the universe's heavenly play, that billion-year show sure to outlast our ephemeral lives. In this I am a medium of sorts, acting as conduit for the Signs above to act upon reality so far from themselves.
~Yedeah, a Zodiac and philosopher

Adventures: Zodiacs adventure to find out more about the mystery of the stars and the universe as a whole - how it all fits together, how things relate to each other, and just what those patterns in the sky mean (if anything.)

Characteristics: Zodiacs begin practically as blank slates, whose abilities change with the Sign they choose to adopt for the day. They are unable to change their Sign once they have adopted it, however, so they must choose wisely from among the choices given to them. Typically, they become proficient at a specific area (such as mounted combat, information gathering, controlling minds, or summoning allies) without too much widespread power.

Alignment: Zodiacs can be of any alignment. Lawful scholars and chaotic free-spirits abound in the study of the stars, as well as those that would use their knowledge to aid others and those that would use their knowledge for greed, power, and villainy.

Religion: Zodiacs don't have much of a central religion, however they do sometimes revere deities of knowledge and learning, or deities that align with their own outlook on life and the universe as a whole.

Background: Most Zodiacs become a member of their class through an extreme sort of curiosity, as this is what drives the class's members as a group to study the reaches of the universe that have, so far, been left untouched to mortal minds. Most are explorers at heart, and enjoy travelling to gaze at the stars in new lands, or even travel beyond the plane (or planet!) to get closer to the stars.

Races: Though there is no official list of races that the greater population of Zodiacs object to, mostly longer-lived races, such as elves, are interested in the stars in such a way that Zodiacs are. Shorter-lived races, and more brutal and savage creatures, tend to focus on more specific needs, such as things that are occurring in their everyday lives. Some savage Zodiacs, and many cultured ones, insist that the stars do actually play a role in even the most mundane beast's life.

Other Classes: Zodiacs relate best to other knowledge-seekers - wizards, archivists, factotums, and possibly rogues. They have slight disdain for those that would rather not learn at all, but such is really not a problem among members of a specific class (except maybe Barbarian), though they are usually willing to put up with the small, usually tolerable issues they have with other classes.

Role: Zodiacs can perform many functions, though their roles are usually limited to inflicting damage, controlling enemies, the party face, or aiding their allies through buffs and debuffs. They rarely can contribute to more than one of these at a time, and must make their choice at the beginning of the day which path to pursue for that day.

Adaptation: DMs may change the names of the constellations involved to include more Fantastical star signs instead of established Zodiac signs. They could also limit the number of Signs a Zodiac may adopt based on her Favored Sign, but grant the ability to switch between them with a short ritual.

The Zodiac is a character who is closely tied to the heavens and the shining stars within them, specifically the twelve signs of the Zodiac. She attunes herself to her Favored Sign early on, and can adopt the powers of a Sign to gain more abilities. Depending on her choice of adopted Sign, she may fulfill several different roles.

GAME RULE INFORMATION
Zodiacs have the following game statistics:

Abilities: Charisma is paramount to a Zodiac. Her skills and ability DCs are largely dependent upon it, though some Signs a Zodiac might adopt may focus on other abilities. High Constitution and Dexterity help keep a Zodiac alive, and a high Intelligence helps her take advantage of more of her skills. High Strength allows a Zodiac focused on melee combat greater potential.

Hit Die: d8
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The Zodiac's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Hide (Dex), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Move Silently (Dex), Use Magic Device (Cha).

In addition, a Zodiac gains an additional Class Skill based on her Favored Zodiac, which she retains regardless of the Sign she has adopted at any time. See the list below the class table regarding Favored Signs.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

The Zodiac
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Adopt Sign, Starlight
2nd|
+1|
+0|
+0|
+3|Celestial Conjunction
3rd|
+2|
+1|
+1|
+3|-
4th|
+3|
+1|
+1|
+4|Living Constellation
5th|
+3|
+1|
+1|
+4|Blessed by Stars (2 skills)
6th|
+4|
+2|
+2|
+5|-
7th|
+5|
+2|
+2|
+5|Celestial Opposition
8th|
+6/+1|
+2|
+2|
+6|Cosmic Smash
9th|
+6/+1|
+3|
+3|
+6|-
10th|
+7/+2|
+3|
+3|
+7|Blessed by Stars (4 skills), Galactic Adaptation
11th|
+8/+3|
+3|
+3|
+7|Planar Step (Temporary)
12th|
+9/+4|
+4|
+4|
+8|-
13th|
+9/+4|
+4|
+4|
+8|Celestial Convergence
14th|
+10/+5|
+4|
+4|
+9|Shifting Shield
15th|
+11/+6/+1|
+5|
+5|
+9|Blessed by Stars (6 skills)
16th|
+12/+7/+2|
+5|
+5|
+10|Planar Step (Permanent)
17th|
+12/+7/+2|
+5|
+5|
+10|Quantum Strike
18th|
+13/+8/+3|
+6|
+6|
+11|-
19th|
+14/+9/+4|
+6|
+6|
+11|Galactic Jump
20th|
+15/+10/+5|
+6|
+6|
+12|Child of the Stars, Blessed by Stars (8 skills)[/table]

Weapon and Armor Proficiency: The Zodiac is proficient with all simple weapons and all light armor, but not with shields.

Favored Sign: A Zodiac's Favored Sign has little actual effect on the Zodiac herself, instead mostly influencing her interactions with others. When a character first takes a level of Zodiac, she chooses one of the following Signs as her Favored Sign; this decision can never be altered and determines some of the abilities she gains as she gains levels as a Zodiac, such as her bonus Class Skill, the shape her Living Constellation takes and the Alignment she gains a bonus to from her Celestial Conjunction and Celestial Opposition abilities. She also gains a +1 bonus to all DCs required by abilities she uses while she has adopted her Favored Sign (though she is not limited to only her Favored Sign).


Aries the Ram

Associated Class Skill: Jump (Str)
Associated Alignment: Neutral
Influence: The Zodiac's forehead becomes rough, bony and resilient

Taurus the Bull

Associated Class Skill: Handle Animal (Cha)
Associated Alignment: Lawful
Influence: The Zodiac's hair becomes long and shaggy

Gemini the Twins

Associated Class Skill: Balance (Dex)
Associated Alignment: Chaotic
Influence: An illusory "twin" follows the Zodiac around, staying in the same square

A Gemini Zodiac's "twin"

http://fc03.deviantart.net/fs49/f/2009/211/0/0/00fd57909a39cb8187933402c6e72882.jpg

Cancer the Crab

Associated Class Skill: Tumble (Dex)
Associated Alignment: Neutral
Influence: The Zodiac's skin turns a mottled grey color

Leo the Lion

Associated Class Skill: Intimidate (Cha)
Associated Alignment: Lawful
Influence: The Zodiac's ears turn up and resemble great cat ears

Virgo the Maiden

Associated Class Skill: Appraise (Int)
Associated Alignment: Chaotic
Influence: A sense of purity follows the Zodiac around

Libra the Scales

Associated Class Skill: Diplomacy (Cha)
Associated Alignment: Neutral
Influence: The Zodiac mutters nonsensically whenever making a decision

Scorpio the Scorpion

Associated Class Skill: Bluff (Cha)
Associated Alignment: Lawful
Influence: The Zodiac's incisors lengthen into large fangs

Sagittarius the Centaur

Associated Class Skill: Sense Motive (Wis)
Associated Alignment: Chaotic
Influence: The Zodiac gains the tail of a horse

Capricorn the Sea-Goat

Associated Class Skill: Perform (Juggling) (Cha)
Associated Alignment: Neutral
Influence: Two upward-pointing horns sprout from the Zodiac's forehead

Aquarius the Waterbearer

Associated Class Skill: Swim (Str)
Associated Alignment: Lawful
Influence: The Zodiac's hands always appear wet

Pisces the Fish

Associated Class Skill: Survival (Wis)
Associated Alignment: Chaotic
Influence: Two sets of nonfunctional gills form on both sides of the Zodiac's neck


Adopt Sign (Ex): At the beginning of each day, the Zodiac decides upon a Sign to adopt. Doing so grants her additional abilities above and beyond those already possessed by nature of her Zodiac levels. It takes the Zodiac 1 hour of peaceful meditation to fully adopt a Sign. Once she has adopted a Sign, she gains its abilities for 24 hours or until she rests for 8 hours. She may not normally dismiss her Sign until the 24 hour duration is finished.

A Zodiac who has fully adopted her Favored Sign displays a unique effect, called the Influence. She cannot suppress the Influence of her Sign in any way, but she can find ways to hide it - covering her forehead suitably will hide the Influence of Aries, but wearing gloves only causes the Influence of Aquarius to transfer to the palms of the gloves. An Influence never gives a mechanical benefit; a DM is free to rule that certain Influences (such as Libra's) might cause situational penalties, though they do not, by these rules, cause any.

Starlight (Su): As long as the Zodiac has fully adopted a Sign, she may make use of the radiant light that projects from the constellation, turning it into an energy attack to help defeat her foes. Starlight's damage is determined by the Zodiac's level and the Starlight Type of her adopted Sign. Line and Cone Starlight attacks do not deal damage to the Zodiac's allies. Unleashing Starlight is a Standard action and does not provoke attacks of opportunity.

{table=head]Sign|Starlight type|Damage|Hit Type
Aries|Fire, 60 ft. line|1d6/3 Zodiac levels|Reflex save
Taurus|Acid, 100 ft. ray|1d6/2 Zodiac levels|Ranged touch attack
Gemini|Electricity, 30 ft. cone|1d6/4 Zodiac levels|Reflex save
Cancer|Cold, 60 ft. line|1d6/3 Zodiac levels|Reflex save
Leo|Fire, 100 ft. ray|1d6/2 Zodiac levels|Ranged touch attack
Virgo|Acid, 30 ft. cone|1d6/4 Zodiac levels|Reflex save
Libra|Electricity, 60 ft. line|1d6/3 Zodiac levels|Reflex save
Scorpio|Cold, 100 ft. ray|1d6/2 Zodiac levels|Ranged touch attack
Sagittarius|Fire, 30 ft. cone|1d6/4 Zodiac levels|Reflex save
Capricorn|Acid, 60 ft. line|1d6/3 Zodiac levels|Reflex save
Aquarius|Electricity, 100 ft. ray|1d6/2 Zodiac levels|Ranged touch attack
Pisces|Cold, 30 ft. cone|1d6/4 Zodiac levels|Reflex save[/table]

The save DC against the Zodiac's Line or Cone Starlight attacks is 11 + (1/2 Zodiac levels) + the Zodiac's Charisma modifier.

Celestial Conjunction (Ex): Beginning at 2nd level, the Zodiac gains the ability to better connect with and socially interact with those that display alignments similar to her Favored Sign's. The Zodiac gains a +1 Insight bonus to all Charisma-based checks against creatures that display an alignment that at least partially contains her Favored Sign's Associated Alignment, increasing by +1 at 4th level and every 4 levels above that, up to +6 at level 20.

Living Constellation (Su): Beginning at 4th level, the Zodiac can conjure a being that resembles the pattern of stars of her Favored Sign. Once summoned, her Living Constellation assumes the shape of her Favored Sign (see the Individual Shape Notes below). Regardless of the Favored Sign's actual shape, it begins with the same properties as outlined below. As the Zodiac grows in power, her Living Constellation ally does as well. The Zodiac may only have one Living Constellation under her command at a time, and if it falls in battle or if she releases it, the Zodiac must spend an entire night (8 hours) gazing at the stars. If she is unable to see the stars (for example, if she is underground), she must instead perform peaceful meditation for 8 hours. After gazing or meditation, the Zodiac can prepare a quick ritual, requiring only a minute, to summon a new Living Constellation. The ritual cannot be performed if the Zodiac is distracted or otherwise cannot devote an entire minute to careful and precise movements and chanting.

A Living Constellation, regardless of its shape, has the following base stats. Each shape, however, confers additional abilities, attacks, or alters other stats of the Living Constellation.

{table]Size/Type|Medium Living Construct
Hit Dice|2d8+4 (13 hp)

Initiative|+2

Speed|40 ft. (8 squares)

Armor Class|16 (+2 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple|+1/+3

Attack|Slam +3 melee (1d8+6)

Full Attack|Slam +3 melee (1d8+6)

Space/Reach|5 ft./5 ft.

Special Attacks|See Individual Notes

Special Qualities|Darkvision 60 ft., tremorsense 30 ft.

Saves|Fort +5, Ref +5, Will +1

Abilities|Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills|Jump +8, Listen +5, Spot +5, Swim +3, Survival +1

Feats|Alertness, Power Attack[/table]

Individual Shape Notes:

Ram Shape: Aries
The Living Constellation resembles a powerful Ram with immense curved horns and a rough, bony forehead.

Slam attack deals 2d6+2x Str instead of 1d6+2x Str, or 4d6+3x Str on a Charge
Gains a +4 bonus to Bull Rush attacks
Gains a +5 competence bonus to Str checks to break objects or a +5 bonus to damage when using its Slam attack on a charge against an object


Bull Shape: Taurus
The Living Constellation resembles a stout Bull with forward-facing horns and brightly glowing eyes.

Gain Gore attack for 1d12+Str in addition to Slam
Gains a +4 bonus to Bull Rush attacks
Gains Frightening Presence for 1 round whenever it uses the Charge action


Twin Shape: Gemini
The Living Constellation resembles the Zodiac that created it in almost every detail.

Uses your own base abilities (unmodified by spells or magic items) instead of the Living Constellation abilities
Gains the ability to wield weapons and use your Starlight ability for half damage. It does not gain any of your other abilities or the ability to wear complex armor (Mountain Plate, any kind of shield, etc).


Crab Shape: Cancer
The Living Constellation resembles an ornery crab, its shell rimmed with horns just above its menacing claws.

Gains Improved Grab and a +4 Racial bonus to Grapple attempts
Gains two Claw attacks dealing 1d6+1.5 Str damage each
Gains Constrict for 1d6+2x Str damage when successfully Grappling


Lion Shape: Leo
The Living Constellation resembles a proud lion, ready to pounce and protect.

Gains Pounce and two Rake attacks dealing 1d4+0.5 Str each
Gains two Claw attacks dealing 1d6+Str each
Gains the Aura of Courage special ability (see Paladin (http://www.d20srd.org/srd/classes/paladin.htm))


Maiden Shape: Virgo
The Living Constellation resembles a maiden of the Zodiac's race whose youth belies her shrewdness and eye for detail.

Base Intellect becomes 10 instead of 2
Gains Knowledge (Architecture and Engineering) (Int), Knowledge (Nobility and Royalty) (Int), and Knowledge (Religion) (Int) as racial skills, each with effective skill ranks equal to the summoner's Zodiac level
Confers the ability to Take 10 on Decipher Script, Diplomacy, Forgery and Knowledge checks to those it attends (the Constellation may only attend one person at a time)


Adjudicator Shape: Libra
The Living Constellation resembles an old man of the Zodiac's race, garbed in blue robes with a blank stare on its face.

Base Intellect becomes 10 instead of 2
Gains the ability to use Zone of Truth 3/day as a Supernatural Ability
Acts as a Phylactery of Faithfulness to the Zodiac summoner


A Libra-based Living Constellation:

http://fc01.deviantart.net/fs50/i/2009/315/0/e/Algalon_the_Observer_by_Elenandaron.jpg

Scorpion Shape: Scorpio
The Living Constellation resembles a tough and crafty scorpion, ready to fight with claws and stinger.

Loses its Slam attack and gains two Claw attacks dealing 1d6+Str damage and a Stinger attack dealing 2d6+2xStr damage
Gains a Poison special attack whenever it hits with its Stinger attack; the Poison deals 1d4 Dexterity damage (primary and secondary) with a DC = 10 + the Living Constellation's Hit Dice + its Constitution modifier
Gains Improved Grab and Constrict damage equal to Claw damage


Centaur Shape: Sagittarius
The Living Constellation resembles a young centaur, beaming with enthusiasm and pride.

Gains Improved Initiative as a bonus feat and confers a +2 bonus to Initiative to all allies of the Zodiac (including the Zodiac herself) within 30 ft. of itself
Gains two Hoof attacks dealing 1d6+2xStr damage each
Always considered Mounted for the purposes of a Charge attack


Sea-Goat Shape: Capricorn
The Living Constellation resembles a goat whose lower half is that of a sea monster's.

Loses 40 ft. Speed and gains a Fly speed of 20 ft. (Perfect maneuverability) and a Swim speed of 50 ft. (the Living Constellation cannot carry anything while Flying)
Gains the ability to cast Create Food and Water at a Cleric level equal to half its HD once per day
Gains the ability to enter a Rage once per encounter (see Barbarian (http://www.d20srd.org/srd/classes/barbarian.htm))
Gains two Hoof attacks dealing 1d6+0.5xStr damage each


Servant Shape: Aquarius
The Living Constellation resembles a humble servant with a bucket, ready and eager to serve its lord or lady.

Can transform into an Unseen Servant (as the spell) for 1 hour per Zodiac level its summoner possesses; the time spent need not be all at once
Confers a +4 bonus instead of +2 bonus when Flanking or Aiding Another
Is considered Mindless against abilities and spells used by anything but you


Fish Shape: Pisces
The Living Constellation resembles a vicious-looking toothy fish that floats above the ground.

Loses 40 ft. Speed and gains a Fly speed of 20 ft. (Perfect maneuverability) and a Swim speed of 60 ft. (the Living Constellation cannot carry anything while Flying)
Loses its Slam attack and gains a Bite attack dealing 2d6+2x Str damage
Gains the ability to Latch On whenever it successfully hits a foe with a Bite attack (see Weasel (http://www.d20srd.org/srd/monsters/weasel.htm))
Automatically deals 1 point of Constitution damage whenever it successfully hits a foe with its Bite attack



The Zodiac's Living Constellation Progression:

The Zodiac's Living Constellation companion is a powerful aid to the Zodiac, and gains special abilities above and beyond those granted to it by virtue of its shape. It gains these abilities over time as the Zodiac advances in power.

{table=head]Zodiac Level|Bonus HD|Natural Armor Adj.|Str Adj.|Int Adj.|Special
5th-7th|+2|+4|+1|+1|Empathic Link, Evasion, Share Saving Throws
8th-10th|+4|+6|+3|+2|Improved Speed
11th-14th|+6|+8|+5|+3|Improved Evasion
15th-20th|+8|+10|+7|+4|Spell Resistance, Mettle[/table]


Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the Living Constellation’s base attack and base save bonuses. A Living Constellation’s base attack bonus is equal to that of a cleric of a level equal to the Living Constellation's HD. A Living Constellation has good Fortitude and Reflex saves (treat it as a character whose level equals the Living Constellation's HD). The Living Constellation gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number on the table is an improvement to the Living Constellation's existing natural armor bonus.

Str Adj.
Add this figure to the Living Constellation’s Strength score.

Int Adj.
Add this figure to the Living Constellation’s Intelligence score.

Empathic Link (Su)
The Zodiac has an empathic link with her Living Constellation out to a distance of up to 1 mile. The Zodiac cannot see through the Living Constellation’s eyes, but they can communicate empathically to the best of the Living Constellation's ability.

Note that even intelligent companions might see the world differently from the Zodiac, so misunderstandings are always possible.

Because of this empathic link, the Zodiac has the same connection to an item or place that her Living Constellation does, just as with a master and his familiar.

Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a Living Constellation takes no damage if it makes a successful saving throw and normal damage if the saving throw fails.

Share Saving Throws
For each of its saving throws, the Living Constellation uses its own base save bonus or the Zodiac’s, whichever is higher. The Living Constellation applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex)
The Living Constellation’s speed increases by 10 feet. If it has multiple sources of movement, all of them increase by 10 feet.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a Living Constellation takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Spell Resistance (Ex)
A Living Constellation’s spell resistance equals its master’s Zodiac level + 10. To affect the Living Constellation with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Living Constellation’s spell resistance. The Living Constellation may, at the Zodiac's empathic behest, lower its Spell Resistance. Doing so is a free action for both the Zodiac and the Living Constellation.

Mettle (Ex)
When subjected to an attack that normally allows a Will or Fortitude saving throw for half damage or partial effect, a Living Constellation suffers no effect if it makes a successful saving throw. It is affected by the attack as normal if it fails to make its save.

Blessed by Stars (Su): Beginning at 5th level, the Zodiac gains a boon granted by her association with the heavens. At 5th level, and again at 10th, 15th and 20th levels, she picks 2 skills. Whenever she is able to see at least one star (the Sun counts as a star) in the sky, she gains a +3 Luck bonus to the skills chosen.

Celestial Opposition (Ex): Beginning at 7th level, the Zodiac's Favored Sign begins playing a part in the outcome of battles she is in - generally ruling in her favor. Whenever the Zodiac is engaged in an encounter in which she is fighting creatures of the alignment that opposes her Favored Sign's Associated Alignment (Lawful opposes Chaotic and "extreme" alignments oppose neutral (LG, CG, LE, CE)), she gains a +1 Insight bonus to attacks, damage and AC for every 5 Zodiac levels she has, up to +4 at 20th level.

Cosmic Smash (Su): Beginning at 8th level, the Zodiac learns to call stars to her aid, increasing the potency of her melee abilities. As a full-round action, the Zodiac may make a single attack with her weapon against an enemy within melee range of her. This attack deals normal weapon damage plus her Starlight damage, varying depending on the effect of Starlight:

Ray Starlight abilities deal weapon damage plus Starlight damage to the target, but do not require an additional ranged touch attack to hit.

Line Starlight abilities deal weapon damage plus Starlight damage to the target and all other enemies within 10 feet of the victim; the victim does not get a Reflex save to avoid damage, but all others do.

Cone Starlight abilities deal weapon damage plus Starlight damage to the target and all other enemies within 10 feet of the victim. None of the creatures affected are allowed Reflex saves to avoid the Starlight damage.

Galactic Adaptation (Ex): Beginning at 10th level, the Zodiac's body goes through several changes that prepare her for existing on worlds less hospitable to her. She is permanently surrounded in a small pocket of air, allowing her to breathe (even when underwater or in a vacuum) and protecting her from inhalation-based damage (such as gases or vapors). In addition, her body is protected from the negative effects of gravity (she is affected as if by the amount of gravity her home plane creates), those of existing in a vacuum, and other effects of being in outer space, such as radiation and the damaging effects of entering and exiting atmospheres.

Planar Step (Su): Beginning at 11th level, the Zodiac can step through planar boundaries as easily as she might take any other step. At 11th level or higher, the Zodiac may, as a full round action, transport herself to another plane of her choice. She has no choice in where she ends up on the other plane, however. She is considered Extraplanar when on a plane not her native plane, and is immediately shunted back to her previous plane after 1 round per Zodiac level spent on the plane she travelled to with this ability. In order to properly make the step onto another plane, however, she must make a DC 15 Intelligence check in order to step to the plane that she wants. If she fails, she accidentally transports herself and all those traveling with her to a random plane.

At 16th level, the transfer to the new plane does not have a time limit on it; she may spend as much time on the other plane as she wishes.

Celestial Convergence (Su): Beginning at 13th level, when the Zodiac is able to see the sky, she call for the star's aid at short notice. The Zodiac is able to grant herself an Insight bonus equal to her Zodiac level to a single save, opposed ability or skill check, or AC against a single attack as a free action. You must use Celestial Convergence before you make the roll to which it applies. Once it is used, it can't be used again for 24 hours.

Shifting Shield (Su): Beginning at 14th level, the Zodiac can project a shield similar to a gravity well, but with only shifting properties. Despite behaving similarly to a gravity well, the shield does not attract anything, but instead either causes one of two effects to occur; she can switch between the two with a move action, or activate or deactivate her shield with a standard action.

Redshift: All energy attacks directed at the Zodiac, and all energy attacks she uses, deal half as many dice in damage. In addition, the ranges of all energy attacks she uses are doubled.

Blueshift: All energy attacks used by the Zodiac, and all energy attacks directed at her, deal half-and-again as many dice in damage (as if Empowered). However, the ranges of all energy attacks she uses are cut in half.

Quantum Strike (Su): Beginning at 17th level, the Zodiac's Cosmic Smash can be sped up considerably, inflicting several blows in only a few seconds. Once per encounter, the Zodiac may, as a full round action, make a full attack action. Each attack that hits is treated as if it were a Cosmic Smash.

Galactic Jump (Ex): Beginning at 19th level, the Zodiac is able to use the light of the stars and her connection to them to make incredible leaps. Once in outer space (defined as being outside a planet's atmosphere, if it has one), the Zodiac is able to transform her body into pure energy and travel incredible distances. Once transformed into energy (a full round action), she is able to travel six lightseconds per round (approximately 1,200,000,000 squares). She cannot stop her motion until the end of a round, however (and thus cannot travel fewer than 6 lightseconds) and cannot perform any other actions while transformed into energy. Assuming her previous form takes a full round action. While traveling, she is protected from all damaging effects and is considered incorporeal, and thus passes through solid objects.

Child of the Stars (Ex): Upon attaining mastery of her domain at 20th level, the Zodiac transcends mortality and becomes like unto the universe: a naturally ordered being above time and space. She is treated as if she were a Living Construct for the purposes of spells, abilities and immunities if it would be for her benefit; for example, she may ignore poisons and diseases, but accept a spell that would only target Humanoids normally. The Zodiac decides which abilities affect her and which do not; her decision does not consume any time and is a Free action. In addition, the Zodiac is immune to the rigors of time; she continues to accumulate bonuses for aging, but suffers no penalties (though she does not lose penalties she has already accrued). However, she never actually ceases living because of age.

In addition, the Zodiac always knows whether it is day or night out, and can identify instantly the position of the stars above (and thus always knows what direction North is), even if she cannot see the sky or any indicator of time of day or star locations. This also allows her to use abilities that only work if she can see the stars.

Signs

When a Zodiac adopts a sign, she gains several abilities starting at level 3. At every 3rd level beyond (6th, 9th, etc, up to 18th) and at 20th, she gains an additional ability when adopting a sign. When she ceases to adopt a sign, she loses all benefits of having adopted that sign until she adopts it again, including any items created by abilities her Signs grant her (such as Taurus's Celestial Weapon, or Virgo's Greatsword) or allies created or summoned by abilities (such as Pisces' natural ally). For the purposes of most spells and spell-like abilities, the Zodiac's caster level is equal to her Zodiac level.

Aries

{table=head]Level|Ability Granted
3|Sift through Time
6|Stop Time
9|Dreamsight
12|Leap through Dreams
15|Scrying
18|Improved Dreamsight
20|Calculated Foresight[/table]

Sift through Time (Ex): A Zodiac who has adopted the sign of Aries may make a special knowledge check with a bonus equal to her Zodiac level + her Charisma modifier to see whether she is able to quickly search through time to glean some relevant information about local notable people, legendary items, or noteworthy places.

A successful check will not reveal the powers of a magic item but may give a hint as to its general function. A Zodiac may not take 10 or take 20 on this check; this sort of searching is essentially random. Using Sift through Time is a full round action.

{table=head]DC|Type of Knowledge
10|Common, known by at least a substantial minority of the local population.
20|Uncommon but available, known by only a few people legends.
25|Obscure, known by few, hard to come by.
30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.[/table]

In addition, whenever the Zodiac makes a successful Sift through Time check against a creature, she gains a bonus to her attack rolls, damage, AC and saves against that creature based on her roll:

{table=head]Result|Bonus
10-19|+1
20-24|+2
25-30|+3
31-35|+4
36+|+5[/table]

Stop Time (Su): The Zodiac adopting the sign of Aries may, beginning at 6th level, freeze an enemy in space and time, preventing it from taking any action but also protecting it from any form of harm. The Zodiac may concentrate fully on continuing to keep the enemy frozen; doing so causes this ability to last for a number of rounds equal to the number of rounds spent concentrating plus the Zodiac's Charisma modifier. While concentrating, the enemy does not receive a save against Stop Time; however, as soon as the Zodiac ceases concentrating on Stop Time, the enemy is given a Will save (DC = 15 + the Zodiac's Charisma modifier) each round to attempt to remove Stop Time.

Dreamsight (Su): Beginning at 9th level, the sign of Aries grants to those adopting it the power of Dreamsight - they are able to fully detect sleeping creatures up to 100 feet away, even through solid matter. Creatures that are nearby glow a faint green; creatures with solid matter between themselves and the Zodiac only show up as a faint green glowing blob to the Zodiac.

In addition, the Zodiac may concentrate on any sleeping creature within 10 feet of herself to identify what kind of dreams it is having. Concentrating in this way is a standard action.

Leap through Dreams (Su): By seeing connections between sleeping creatures and the dreamworld, the Zodiac adopting the sign of Aries may, beginning at 12th level, immediately teleport between two sleeping creatures. Doing so causes no sound and places the Zodiac as close as she can be to the target creature without waking it up. If there isn't room for the Zodiac within 10 feet of the creature, her attempt fails. Leaping through dreams is a standard action.

Dreambubble Visions (Su): Beginning at 15th level, the Zodiac adopting the sign of Aries gains the ability to use the spell Greater Scrying (http://www.d20srd.org/srd/spells/scryingGreater.htm) as a supernatural ability once per hour.

Improved Dreamsight (Su): Beginning at 18th level, the Zodiac adopting the sign of Aries gains the ability to glean more information about a sleeping creature by concentrating on them using Dreamsight. Each round reveals more information about the creature:

{table=head]Number of Rounds|Information
1|Dreams the creature is currently experiencing
2|Any ongoing magical effects on the creature
3|The approximate number of magical items the creature is carrying
4|The creature's approximate challenge rating (expressed in words, like "Weak", "Strong", "Overpowering")[/table]

In addition, the Zodiac gains the ability to afflict any creature she spends 4 rounds concentrating on with a Nightmare (http://www.d20srd.org/srd/spells/nightmare.htm) as a swift action. The Nightmare can be countered by Dispel Evil, but the Zodiac does not become stunned for any duration afterwards if such happens.

Calculated Foresight (Su): Once attaining 20th level, the Zodiac adopting the sign of Aries is granted permanent Foresight (http://www.d20srd.org/srd/spells/foresight.htm). In addition, she may set up a single contingency (http://www.d20srd.org/srd/spells/contingency.htm) on herself for her Stop Time ability as if it were a spell (though she is not able to take the option of concentrating on the contingencied Stop Time). The victim of the contingencied Stop Time does not get a Will save for the first 1d4+1 rounds of the Stop Time effect.

Taurus

{table=head]Level|Ability Granted
3|Ride the Companion
6|Be the Cavalier
9|Tend to Mount
12|Riding Mastery
15|Mounted Reaper
18|Gravitic Stomp
20|Improved Celestial Weapon[/table]

Ride the Companion (Ex): Beginning at 3rd level, a Zodiac adopting the sign of Taurus is treated as if she had the Mounted Combat feat. In addition, the Zodiac is considered to have effective ranks in the Ride skill equal to 4 + her Zodiac level while riding her Living Constellation companion.

Be the Cavalier (Ex): Beginning at 6th level, a Zodiac adopting the sign of Taurus is treated as if she has the Ride-by Attack and Spirited Charge feats. In addition, the Zodiac may, as a standard action, summon a longsword or lance made entirely out of celestial matter. This weapon functions as if it had a +2 enhancement bonus (increasing by +1 at every even level beyond 6th, increasing from +8 to +10 at level 20). She may, as a standard action, redistribute the enhancement bonus of her celestial weapon between Enhancement Bonus and weapon abilities (such as Flaming or Vicious). When the celestial weapon leaves the Zodiac summoner's hand, it disappears. A Zodiac is considered proficient with the weapon summoned by this ability. While wielding either weapon, the Zodiac adds her Charisma to her hit and damage with that weapon.

At 12th level, the Zodiac's companion gains the ability to fly as if by the spell Air Walk.

At 15th level, the Zodiac's companion gains a Flight speed equal to four times its base land speed with Good maneuverability.

Tend to Mount (Su): Beginning at 9th level, a Zodiac adopting the sign of Taurus gains the ability to use the Cure Serious Wounds (http://www.d20srd.org/srd/spells/cureSeriousWounds.htm) spell as a swift action on her Living Constellation companion. At 15th level, she instead gains the ability to use the Heal (http://www.d20srd.org/srd/spells/heal.htm) spell as a swift action on her Living Constellation companion. Afterwards, the companion gains Damage Reduction/- equal to 1/2 the Zodiac's level for an equal number of rounds.

Riding Mastery (Ex): Beginning at 12th level, a Zodiac adopting the sign of Taurus is granted the ability to use her effective Mounted Combat feat against every attack made against her Living Constellation companion, instead of only one attack per round. In addition, she may always take 10 on Ride checks, even when threatened or distracted, but only once per round.

Mounted Reaper (Ex): Beginning at 15th level, a Zodiac adopting the sign of Taurus instead deals 4x damage with a Longsword on a mounted charge (or 5x damage with a lance). In addition, her companion may make up to a 90 degree turn on any mounted charge that covers more than 20 feet of distance.

Gravitic Stomp (Ex): Beginning at 18th level, a Zodiac adopting the sign of Taurus is treated as if she had the Trample feat (her mount may make a Slam or Gore attack instead of a Hoof attack). In addition, victims of her Trample attack must spend a full round action to stand up from prone. Victims of the Trample attack must also make a DC (10 + 1/2 Zodiac levels + her Charisma modifier) Will save or be shaken for 1 round after standing up from prone.

Improved Celestial Weapon (Su): Once attaining 20th level, a Zodiac adopting the sign of Taurus summoning a celestial weapon summons a vastly improved version of a Longsword or Lance. Either weapon summoned is treated as if it were 2 size categories larger for the purposes of damage. In addition, each weapon is automatically considered to have the Speed property, allowing the Zodiac to make an extra attack with it.

On any charge or mounted charge the Zodiac makes with her celestial weapon, she may make a full attack at the end.

Gemini

{table=head]Level|Ability Granted
3|Twin Starlight
6|Doublesight
9|Meteor
12|Foot on Both Sides
15|Improved Doublesight
18|Two Lives
20|Big Bang[/table]

Twin Starlight (Su): Beginning at 3rd level, whenever a Zodiac adopting the sign of Gemini uses her Starlight ability, she produces two identical cones of electricity that overlap each other. If the victim of her Starlight ability fails its first save against Starlight, it automatically fails its second save as well.

This ability does not double the Starlight effect added onto Cosmic Smash, Quantum Strike, Meteor or Big Bang.

Doublesight (Ex): Beginning at 6th level, a Zodiac adopting the sign of Gemini gains twofold vision, being able to see on two separate spectrums and combining them. The new mode of vision appears identical to the Zodiac's previous mode of vision; however, she gains the benefits of a See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm) spell. She also gains Low-Light Vision and can see twice as far as a human in moonlight or other environments of low light.

Meteor (Su): Beginning at 9th level, a Zodiac adopting the sign of Gemini gains the ability to make a Cosmic Smash from up to 60 feet away. A Cosmic Smash delivered in this way is the result of a meteor (inflicting 2d6 Bludgeoning damage) and requires a ranged touch attack to succeed.

Foot on Both Sides (Su): Beginning at 12th level, a Zodiac adopting the sign of Gemini gains the ability to detect, speak with and otherwise interact with incorporeal creatures. To do so, she must spend a full round action concentrating; afterwards, she becomes incorporeal for a number of rounds equal to 1d6 + her Charisma modifier. In addition, she may use the Speak with Dead (http://www.d20srd.org/srd/spells/speakWithDead.htm) spell as a supernatural ability at will (she does not need to be incorporeal to use this ability). Once she uses Speak with Dead, she must wait 5 rounds after the ability expires to use it again.

Improved Doublesight (Ex): Beginning at 15th level, a Zodiac adopting the sign of Gemini has their doublesight improved - instead of See Invisibility, she gains permanent True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm).

Two Lives (Ex): Beginning at 18th level, a Zodiac adopting the sign of Gemini is guaranteed at least one extra chance at life - she essentially lives two lives. Once per month, if the Zodiac dies, her spirit returns to her body and she is brought back to full health, as if by a True Resurrection (http://www.d20srd.org/srd/spells/trueResurrection.htm) spell.

Big Bang (Su): Once attaining 20th level, a Zodiac adopting the sign of Gemini is able to apply her Quantum Strike ability to her Meteor ability, allowing her to, once per encounter, make up to 3 Meteor attacks against the same enemy.

Cancer

{table=head]Level|Ability Granted
3|Powerful Grasp
6|Meek to Mighty
9|Clever Wrestling
12|Nimble Grasp
15|Cosmic Impact
18|Snap the Neck
20|Singularity[/table]

Powerful Grasp (Ex): Beginning at 3rd level, a Zodiac adopting the sign of Cancer is treated as if she had the Improved Unarmed Strike and Improved Grapple feats. In addition, she gains a +4 Racial bonus to grapple attempts and gains the Improved Grab ability, which functions whenever she strikes a foe with an unarmed strike. Whenever the Zodiac deals damage with her unarmed strike in a grapple, she may add twice her Charisma modifier to the damage dealt.

Meek to Mighty (Ex): Beginning at 6th level, a Zodiac adopting the sign of Cancer has her Base Attack Bonus become equal to her Zodiac level (gaining additional attacks as normal for an increase in Base Attack Bonus), and gains a +4 bonus to Grapple attempts for each size category smaller she is than her opponent and does not automatically fail to begin a grapple against creatures two sizes or more larger than she is.

Clever Wrestling (Ex): Beginning at 9th level, a Zodiac adopting the sign of Cancer gains several special abilities while grappling:

Dodgy Wrestler: All attacks made against the Zodiac have a 50% chance of missing and striking her grappled target instead.

Tricky Hold: The Zodiac gains the ability to make Disarm, Trip, and Sunder attempts as free actions against a creature she has pinned, instead of replacing attack attempts; however, she may only make one of each per round.

Determination: The Zodiac gains a +2 bonus to her Grapple checks for each enemy beyond the first that engages in a grapple with her; creatures that fail to start a grapple with the Zodiac when she is already grappling are pushed back from the Zodiac 5 feet.

Nimble Grasp (Ex): Beginning at 12th level, whenever a Zodiac adopting the sign of Cancer attempts to grapple a creature under the effects of Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm), the creature does not automatically succeed on grapple checks and escape artist checks to escape from a grapple. If the Zodiac manages to pin a creature under the effects of Freedom of Movement, the Freedom of Movement effect is dispelled (if it is constant, it is suppressed until the creature escapes the pin, as if by an anti-magic field).

Cosmic Impact (Su): Beginning at 15th level, whenever a Zodiac adopting the sign of Cancer successfully pins an opponent, she deals damage to the creature equal to a maximized Starlight ability for her level (at 15th level for a Zodiac adopting the sign of Cancer, this would deal 5d6 Cold damage maximized, or 30 Cold damage). In addition, she may cause one unarmed strike per round (regardless of whether or not she is grappling or not) to deal additional damage equal to a maximized Starlight ability for her level.

Snap the Neck (Ex): Beginning at 18th level, a Zodiac adopting the sign of Cancer gains the ability to inflict a terrible wound on an opponent who she has pinned. Once per opponent, she may make a special melee touch attack against an opponent she has pinned. If she succeeds, the victim loses half of its hit points, rounded down, and must succeed on a Fortitude save (DC = her touch attack roll + her Charisma modifier) or be Dazed for 1 round. This ability does not function against nonliving creatures such as undead or constructs, nor creatures with indiscernible anatomy, such as oozes, plants and elementals. Using Snap the Neck takes up a possible attack or grapple check during a round.

Singularity (Su): Once attaining 20th level, a Zodiac adopting the sign of Cancer gains the ability to attempt to force an opponent she has pinned to assimilate into her form. The Zodiac makes a melee touch attack against an opponent she has pinned; if she succeeds, the opponent takes 20d6 damage and is partially drawn into her form. Any creature reduced to 0 or fewer hit points by Singularity is killed, entirely assimilated into the Zodiac's form, leaving behind only a trace of fine dust. An assimilated creature’s equipment is unaffected.

A creature that is partially assimilated into the Zodiac's form (that is, a creature that has at least 1 hit point remaining after suffering from Singularity) grants the Zodiac a number of temporary hit points equal to half the damage dealt by Singularity for 1 hour.

A creature that is completely assimilated grants the Zodiac a number of temporary hit points equal to the damage she dealt and a +4 bonus to each of her ability scores for 1 hour. In addition, the Zodiac gain some semblance of a creature she completely assimilates for 1 hour, granting her a +10 bonus on Disguise checks made to appear as that creature during that time.

Derjuin
2011-09-30, 04:33 AM
Signs, Continued

Leo

{table=head]Level|Ability Granted
3|Hunter's Claws
6|Ferocity of the Wild
9|Rake and Ravage
12|Stalking Starlight
15|Dreadful Roar
18|Berserk
20|Deathblow[/table]

Hunter's Claws (Ex): Beginning at 3rd level, a Zodiac adopting the sign of Leo gains two claw attacks, one with each hand, and is treated as if she had the Power Attack feat. These claws are not considered to be natural weapons, but are wielded as if they were light weapons, though they receive the normal benefit for Power Attacking with one-handed weapons (instead of light). They inflict 1d6+Charisma modifier damage each and do not suffer from the usual -2 penalty for dual wielding. Beginning at 4th level and every 4th level above, each claw gains a +1 Enhancement bonus, to +5 at 20th.

If the Zodiac wields any weapons other than her claws, she does not gain the benefit of the abilities granted by adopting the Leo sign.

Ferocity of the Wild (Ex): Beginning at 6th level, a Zodiac adopting the sign of Leo gains the Pounce special ability. In addition, her Base Attack Bonus becomes equal to her Zodiac level and she gains a single iterative attack with her off-hand claw. The Zodiac also may add her Charisma modifier to her attack rolls made with her claws if it is higher than her Strength modifier.

Rake and Ravage (Ex): Beginning at 9th level, a Zodiac adopting the sign of Leo gains two Rake attacks that deal 2d6+2x Charisma modifier damage. These Rake attacks can only be made after hitting with at least one Claw attack after a charge. In addition, the Zodiac may opt to reduce her AC instead of her attack when making a power attack on a charge, to a maximum of her base attack bonus.

Stalking Starlight (Ex): Beginning at 12th level, a Zodiac adopting the sign of Leo gains the Hide in Plain Sight ability when she is able to see the stars (the Sun counts as a star). In addition, whenever the Zodiac has successfully managed to stay hidden via the Hide skill for 3 consecutive rounds, she gains the benefits of a Greater Invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) spell for a number of rounds equal to her Charisma modifier.

The Zodiac adopting the sign of Leo also gains a second iterative attack with her offhand claw.

Dreadful Roar (Ex): Beginning at 15th level, whenever a Zodiac adopting the sign of Leo charges, she may make an Intimidate check to demoralize against all opponents within 30 feet of the line in which the Zodiac charges. Any opponent that becomes demoralized becomes Panicked instead of Shaken for a number of rounds equal to the Zodiac's Charisma modifier. If any part of the Zodiac's charge takes her through an area of silence, this ability does not function; similarly, creatures that cannot hear or are immune to mind-affecting abilities or fear are immune to this ability.

Berserk (Ex): Beginning at 18th level, a Zodiac adopting the sign of Leo can go into a berserker rage, throwing off magical assaults and dealing additional damage. Once per encounter, a Zodiac may, as a swift action, enter a special controlled rage state. Upon entering the state, a Zodiac chooses up to three spells, effects or conditions currently affecting her that are the result of magic or supernatural abilities that cause her to be helpless (with the exception of unconsciousness), cause her movement or number of attacks to be reduced from their normal number (such as entangled or slowed), or cause her to lose control of herself (such as dominated or charmed). Those conditions end immediately.

Upon ending up to three conditions, the Zodiac enters a rage, gaining a +6 bonus to Strength and Constitution and the effects of a Freedom of Movement spell for a number of rounds equal to her Charisma modifier. Afterwards, the Zodiac becomes fatigued.

Regardless of whether she is enraged or not, the Zodiac gains a third iterative attack with her offhand claw.

Deathblow (Ex): Once attaining 20th level, a Zodiac adopting the sign of Leo gains the ability to end a creature's life in a single powerful blow. Whenever the Zodiac charges an enemy and hits with the first claw attack, the creature struck must succeed on a Fortitude save (DC = the damage dealt by the claw attack) or die. If the save is successful, the next claw attack that you make that hits this turn inflicts an additional 15d6 damage against the same enemy. Creatures immune to death effects or critical hits are immune to the death effect of this ability, but are not immune to the bonus damage granted by a successful save. Creatures that successfully save against the death effect are immune to it for 5 rounds.

Virgo

{table=head]Level|Ability Granted
3|Inconspicuous Weapon
6|Masquerade
9|Surprising Strike
12|Divine Porphyria
15|Life from Blood
18|Unending Life
20|Perfect Host[/table]

Inconspicuous Weapon (Ex): Beginning at 3rd level, a Zodiac adopting the sign of Virgo learns how to conceal even the largest weapon in a simple, mundane object. As a free action, the Zodiac may transform a single small mundane object in her possession, such as a decorative ring or a key, into a greatsword. She is considered proficient with her Inconspicuous Weapon, but not with other greatswords. At first, the greatsword gains a +1 enhancement bonus at 4th level and every even level beyond, increasing to +10 at level 20. The normal weapon enchantment rules apply, and the Zodiac may choose to grant her weapon a special ability instead of an increase in enhancement bonus; doing so is a standard action, and is limited to the weapon's current enhancement bonus (so at 8th level, the weapon would have a bonus of +4, which could be changed to be a +3 Flaming weapon instead). The Zodiac may also revert the item from its greatsword shape to its mundane shape as a swift action.

Masquerade (Su): Beginning at 6th level, a Zodiac adopting the sign of Virgo learns how to display clothes, jewelry, or even racial features of other races for the right occasion. As a swift action, the Zodiac may alter herself as if by the Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) spell, lasting a number of hours equal to her Zodiac level or until she dismisses it or uses the Perfect Masquerade ability again. The changes created by this ability are actual and real, not illusory, and are not revealed to those with True Seeing (etc), though the Zodiac does not gain nor lose any racial benefits or penalties for changing the race she looks like.

Surprising Strike (Ex): Beginning at 9th level, a Zodiac adopting the sign of Virgo takes advantage of the surprise created by her Inconspicuous Weapon. Whenever she strikes an enemy in the same round that she transformed an object into her greatsword, she deals an additional 1d6 damage for every 2 Zodiac levels she has (up to 9d6 at level 18) on the first attack. Creatures immune to critical hits are not subject to this extra damage. The ability to surprise her opponents requires the Zodiac to revert her weapon after inflicting damage for a certain period of time, however; she must wait 1d4 rounds with her weapon disguised as a mundane item before she can inflict another Surprising Strike.

Divine Porphyria (Ex): Beginning at 12th level, a Zodiac adopting the sign of Virgo becomes afflicted with a lesser form of vampirism. While adopting the sign of Virgo, she gains the undead type (gaining immunities, weaknesses, and 4 bonus hit points per level), loses her Constitution score, gains a Bite attack for 1d6+2x Str, and gains Light Sensitivity, Superior Low-Light Vision, and Darkvision out to 120 feet. She also gains Unholy Toughness, adding her Charisma modifier times her Hit Dice to her hit points.

However, due to the nature of her vampirism, she does not appear undead (the only aesthetic change is slightly paler skin), nor does she identify as undead under spells that detect undead. She is still considered humanoid for the purposes of spells such as command undead and undeath to death (thus she is immune to these spells), but is still affected by Turn Undead (she cannot be Destroyed outright by Turning, Greater Turning, or Destroy Undead abilities however).

Unlike other vampires, she is able to cross streams, thresholds, etc. as a normal humanoid would; however, she takes increasing penalties when exposed to sunlight - upon being exposed to sunlight and for every hour she spends exposed to sunlight, she gains 1 negative level. Though she is undead, these negative levels function as if she were a living creature. These negative levels vanish after the Zodiac spends at least 30 minutes shielded from sunlight; they can never result in permanent level drain, but can kill her if she accrues enough negative levels to equal her total class level. If she manages to shield herself from it (such as by wearing heavy clothing and some kind of eye covering), she only suffers a -1 penalty to attacks, damage, and AC while in sunlight.

Life from Blood (Ex): Beginning at 15th level, a Zodiac adopting the sign of Virgo gains a special ability while using her Bite attack. Whenever she successfully bites a living creature, she can opt to leech blood from the creature. Doing so is a swift action, and deals 1d6 points of Constitution damage to the creature and grants the Zodiac 10 temporary hit points per point of Constitution damage dealt. After 1 hour, the temporary hit points and the constitution damage (if the victim is still alive) disappear.

Unending Life (Su): Beginning at 18th level, a Zodiac adopting the sign of Virgo becomes incredibly difficult to kill as her body resists damage and seems to heal itself. She gains an amount of Fast Healing and Damage Reduction/Cold Iron equal to her Charisma modifier. This version of Fast Healing functions even though the Zodiac is considered undead.

Perfect Host (Ex): Once attaining 20th level, a Zodiac adopting the sign of Virgo becomes an impeccable host. She has effective ranks in Diplomacy, Bluff and all Knowledge skills equal to her Zodiac level + 3, she may take 10 on all Diplomacy attempts, her Aid Another action and flanking grants a +4 bonus to her allies instead of +2, and she radiates a special aura that affects creatures within 60 feet as if by a Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) spell, with a DC equal to 19 + the Zodiac's Charisma modifier. The aura is not considered to be mind affecting. She may choose to activate or deactivate her aura as a swift action.

Libra

{table=head]Level|Ability Granted
3|Smite Opposition
6|Arbiter Body
9|Objection!
12|Implacability
15|Word of Justice
18|Execution
20|Imprisonment[/table]

Smite Opposition (Su): Beginning at 3rd level, a Zodiac adopting the sign of Libra gains the ability to Smite those of an alignment opposed to her own on at least one axis (true neutrality is only opposed by alignment extremes (LG, CG, LE, CE)). She gains 3 + her Charisma modifier uses of Smite Opposition each encounter. When attacking, a Zodiac adopting the sign of Libra may expend a Smite Opposition use to gain a bonus on to Hit equal to her Charisma modifer and a bonus to Damage equal to her Zodiac level on all attacks made against creatures opposing her alignment for the next 5 rounds.

Arbiter Body (Ex): Beginning at 6th level, a Zodiac adopting the sign of Libra gains a tougher body, the ability to sense peoples' true alignment and can force them to speak the truth. She gains an extra 2 hit points per Zodiac level. In addition, the Zodiac may, as a swift action, learn the alignments of all individuals within 30 feet of her. Those affected are not aware of this part of the ability.

The Zodiac may also, as a standard action, produce a field wherein intentional falsehoods cannot be spoken (similar to a Zone of Truth (http://www.d20srd.org/srd/spells/zoneOfTruth.htm) spell, except it only surrounds the Zodiac). The field lasts for a number of rounds equal to the Zodiac's Charisma modifier and has a save DC equal to 14 + her Charisma modifier. This use of Arbiter Body is considered a supernatural effect.

Objection! (Ex): Beginning at 9th level, a Zodiac adopting the sign of Libra gains the ability to harry enemy spellcasters with judicious interruptions. She may make an additional number of attacks of opportunity each round equal to her Charisma modifier (stacking with Combat Reflexes, if she has it), causes threatened spellcasters to provoke attacks of opportunity if they attempt to cast defensively, and gains a supernatural ability to expend a Smite Opposition use to counter a spell being cast. Using a Smite Opposition attempt in this manner is an immediate action and acts as if the Zodiac had used Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) to counter the spell (with her Zodiac level replacing her Caster level). This use of Objection! is a supernatural ability.

Implacability (Su): Beginning at 12th level, a Zodiac adopting the sign of Libra becomes an implacable foe, to both impeding magic and controlling magic. She may expend a Smite Opposition use as a free action to grant herself both Mind Blank (http://www.d20srd.org/srd/spells/mindBlank.htm) and Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) for a number of rounds equal to her Charisma modifier.

Word of Justice (Su): Beginning at 15th level, a Zodiac adopting the sign of Libra gains the ability to state a single word or passage relating to her alignment, banishing, disabling, or outright killing those that oppose her. By spending two uses of Smite Opposition, the Zodiac may cast as a supernatural ability the Word spell associated with one of her alignments (Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) if Evil, Word of Chaos (http://www.d20srd.org/srd/spells/wordOfChaos.htm) if Chaotic, Holy Word (http://www.d20srd.org/srd/spells/holyWord.htm) if Good, Dictum (http://www.d20srd.org/srd/spells/dictum.htm) if Lawful, and Word of Balance (Spell Compendium, 242) if she is True Neutral). The Zodiac's caster level for these abilities is equal to her Zodiac level. She may expend additional uses of Smite Opposition to increase her effective caster level by 1. This ability is a full round action.

At the time of casting, the Zodiac may identify a number of individuals within the range of the spell that are not to be affected by the spell's effects, even if their alignment is in some way opposite to her own.

Execution (Ex): Beginning at 18th level, a Zodiac adopting the sign of Libra may make coup de grace attempts as standard actions. In addition, she may add her Starlight damage to the coup de grace attempt as if by Cosmic Smash, but the damage dealt by the Starlight is maximized for its level.

Imprisonment (Su): Once attaining 20th level, a Zodiac adopting the sign of Libra gains the ability to imprison foes at a touch. To use this ability, the Zodiac must make a successful touch attack against an enemy, and the enemy must fail a Will save with a DC equal to 19 + the Zodiac's Charisma modifier. If the touch attack succeeds and the enemy fails its Will save, that enemy is immediately imprisoned in a pocket dimension that cannot be reached by any means except imprisonment. It is suspended in time and space, remaining in the same state until its imprisonment ends, after 1 day per Charisma modifier the Zodiac has or until she imprisons another creature. Once set free from its imprisonment, the creature appears in the location where its imprisonment began.

During its imprisonment, if the creature is susceptible to mind-affecting abilities, the Zodiac may hold a mental conversation with it (consuming no actions) as if by the Probe Thoughts (Spell Compendium, 162) spell for up to 1 minute per Charisma modifier the Zodiac has per day.

Scorpio

{table=head]Level|Ability Granted
3|Push the Weak Mind
6|Telepathic Sight
9|Seeds of Doubt
12|Mind Control
15|Mental Surge
18|Karmic Revenge
20|Chain of Control[/table]

Push the Weak Mind (Su): Beginning at 3rd level, a Zodiac adopting the sign of Scorpio can influence the actions of creatures of Large size or smaller as if by the Suggestion (http://www.d20srd.org/srd/spells/suggestion.htm) spell, except that the range is 100 feet and the duration is 4 hours plus 1 hour per Zodiac level. Up to one creature for every 2 Zodiac levels can be affected at one time; if another creature beyond the limit is affected, the first creature affected is set free from its suggestion effect. The save to resist Push the Weak Mind is Will-based and has a DC equal to 10 + (1/2 the Zodiac's levels + her Charisma modifier). Using Push the Weak Mind is a standard action and is a mind-affecting effect.

As the Zodiac gains levels, she can force victims to perform against their own will and self-preservation. Beginning at 9th level, the Zodiac can force any victim of her Push the Weak Mind ability to attempt to kill themselves, as if by the Death Urge (http://www.d20srd.org/srd/psionic/powers/deathUrge.htm) power, instead of the normal Suggestion effect of Push the Weak Mind. If she does, the ability's duration becomes 1 round for every 5 Zodiac levels the Zodiac has. This ability is a mind-affecting effect.

Telepathic Sight (Su): Beginning at 6th level, a Zodiac adopting the sign of Scorpio gains Telepathy out to 100 feet and is treated as if she has the Mindsight (Lords of Madness, pg. 126) feat.

At 12th level, the Zodiac may read the surface thoughts of any creature within the reach of her telepathy. She need not have line of sight or effect to the creature - she simply must know where it is via her effective Mindsight feat.

Seeds of Doubt (Su): Beginning at 9th level, a Zodiac adopting the sign of Scorpio radiates an aura of doubt, affecting her enemies' morale. Creatures within 60 feet of the Zodiac that attempt to attack her must make a Will save (DC equal to 15 + the Zodiac's Charisma modifier) or suffer a 20% miss chance against the Zodiac until the end of the round. In addition, creatures within the aura that fail their save have any and all Morale bonuses suppressed until they are no longer affected by the aura.

At 15th level, this ability confers a 50% miss chance against those that fail their saves.

Mind Control (Su): Beginning at 12th level, a Zodiac adopting the sign of Scorpio can attempt to eliminate a creature's will, dominating it for her own devices. Using Mind Control is a standard action that requires a standard action each round to sustain; if the victim fails a DC 10 + (1/2 Zodiac levels + her Charisma modifier) Will save, it falls under the Zodiac's direct control. She can employ any and all abilities the creature has access to, can force it to move or attack at her whim, can read its surface thoughts or feelings (as if by empathy), and can use the creature's senses (and thus can see, smell, etc. what the victim can). This control lasts until the Zodiac ceases concentrating on it.

In order to control a creature with Mind Control, it must have an Int score of at least 2, and the Zodiac must be able to see the creature to initially establish control (she need not retain line of sight once control is established) - this can be direct sight (seeing with her own eyes) or through a scrying effect or other magical methods of seeing across long distances.

The Zodiac can only have one creature under her direct control at a time.

Mental Surge (Ex): Beginning at 15th level, a Zodiac adopting the sign of Scorpio can cause a great surge within her own mental faculties to empower one of the effects of her abilities, risking damage to her body. Initiating a Mental Surge is a free action that may be performed once per round, and has an effect on one of her abilities or produces an ability of its own, as outlined in the table below. If she chooses to use Mental Surge to improve one of her abilities, she must use that ability in the same round she uses Mental Surge. Using Mental Surge deals at least 1 point of Constitution damage to the Zodiac; the Zodiac cannot reduce her Constitution to less than 1 with this ability. This Constitution damage lasts for 1 hour. If the Zodiac becomes immune to Constitution damage, or loses her Constitution score (it becomes -, as if through becoming undead), she cannot make use of Mental Surge.

{table=head]Ability|Cost|Effect
Empower Push the Weak Mind|X*|Increase DC by X
Quicken Mind Control**|3|Using is a Move action, Concentrating is Swift
Break Mind Blank|2|Dispel a Mind Blank spell, dispel check = d20 + Zodiac level
Absolute Command|4|Use Push the Weak Mind, Mind Control or Chain of Control*** on a creature naturally immune to mind-affecting effects[/table]

Table notes:

*The Zodiac may take a number of points of Constitution damage to increase the DC of her Push the Weak Mind by that much.
**This ability does not allow the Zodiac to quicken her Chain of Control ability.
***The Zodiac suffers the 4 Constitution damage only once, and may afterwards control up to 8 creatures naturally immune to mind-affecting effects; she may continue to control them until she no longer controls any creatures immune to mind-affecting effects or until 1 hour has passed and her Constitution damage heals. This ability does not let the Zodiac bypass non-natural Mind Blank effects.


At 20th level, a Zodiac can use Mental Surge at the cost of 5 Constitution damage to obliterate an Anti-Magic Field she is in. Treat this as a normal dispel check, only her dispel check is equal to d20 + her Zodiac level.

Karmic Revenge (Su): Beginning at 18th level, a Zodiac adopting the sign of Scorpio radiates a potent field of karma. This ability works similarly to the psionic power Affinity Field (http://www.d20srd.org/srd/psionic/powers/affinityField.htm), with the following differences. The range of Karmic Revenge is a 30-foot radius, centered on the Zodiac, and the ability only affects enemies. Powers and spells that are directed at the Zodiac also affect other enemies within the radius of Karmic Revenge, regardless of spell or power level, and force a save as normal. The Zodiac chooses which spells or powers affect other creatures.

Enemies within the radius take all damage they inflict on the Zodiac (including Ability Damage), though they do not take damage the Zodiac inflicts on herself (as through Mental Surge or other abilities or items). Enemies do not get a chance to save against the damage from this ability.

Chain of Control (Su): Once attaining 20th level, a Zodiac adopting the sign of Scorpio gains the ability to make a special Mind Control attempt on a creature. Once she has established Mind Control on a creature, she may choose to attempt to establish Mind Control on another creature as a free action once per round, as if her victim were the one using the ability. Doing so allows her to control up to 8 creatures at once. Concentrating on Chain of Control is a full round action instead of a standard action.

Once the Zodiac has established control over at least two creatures, she may choose to extend the Chain of Control through any of the creatures under her direct control. She is able to see through the eyes of any of the creatures under her control, and can read (but not experience) any of the senses the creatures are experiencing. She may only give direct orders to one of the creatures under her control per round; she may give basic commands to all other creatures under her control (such as “Come here,” “Go there,” “Fight,” and “Stand still.”).

Creatures under her control do not need to concentrate on any creatures they bring under the Zodiac's control; all concentration needs are fulfilled by the Zodiac.

Sagittarius

{table=head]Level|Ability Granted
3|Skirmisher
6|Impeccable Aim
9|Aimed Shot
12|Powerful Draw
15|Cometfall
18|Seek the Blood
20|Arrowstorm[/table]

Skirmisher (Ex): Beginning at 3rd level, a Zodiac adopting the sign of Sagittarius becomes proficient with all forms of martial bows and crossbows, and gains the ability to make Skirmish attacks by moving 10 or more feet before attacking in the same round. At 3rd level, her Skirmish deals an extra 1d6 damage and grants her a +1 Dodge bonus to AC. At 5th level, and every 4 levels above (9th, 13th, 17th), the Dodge bonus to AC increases by 1 (to a maximum of +4); at 7th level, and every 4 levels above (11th, 15th, 19th), the damage bonus increases by 1d6 (to a maximum of 4d6). This bonus damage isn't granted against creatures with strange anatomy, unliving creatures, and creatures immune to critical hits, such as elementals, undead, oozes, plants, and constructs.

In addition, the Zodiac can summon a celestial bow or crossbow of her choosing that she is proficient with. At first, the bow or crossbow gains a +1 enhancement bonus at 4th level and every even level beyond, increasing to +10 at level 20. The normal weapon enchantment rules apply, and the Zodiac may choose to grant her weapon a special ability instead of an increase in enhancement bonus; doing so is a standard action, and is limited to the weapon's current enhancement bonus (so at 8th level, the weapon would have a bonus of +4, which could be changed to be a +3 Flaming weapon instead).

Impeccable Aim (Ex): Beginning at 6th level, a Zodiac adopting the sign of Sagittarius has her Base Attack Bonus set to equal her Zodiac level. In addition, whenever she moves more than 10 feet in a round, she gains a +1 Insight bonus to hit with all attacks made with a ranged weapon in that round, increasing to +2 at level 12 and to +3 at level 18.

In addition, at 12th level, a Zodiac becomes much faster on her feet while still keeping her ability to unleash a volley of arrows at her foes. Her 5-foot steps increase to 10-foot steps, but she must make these 10-foot steps in straight lines.

Aimed Shot (Ex): Beginning at 9th level, a Zodiac adopting the sign of Sagittarius can make a single powerful shot if she finds movement is not a tactically sound choice. Using Aimed Shot is a full round action (similar to a full attack) that does not provoke an attack of opportunity and cannot be used if the Zodiac has moved in the round. The Zodiac fires a single shot from her weapon that gains a bonus to Hit and Damage equal to her Zodiac level and has its range increment doubled. If the shot hits, it deals additional damage equal to twice her Skirmish damage, even if the creature is normally immune to Skirmish damage.

Powerful Draw (Ex): Beginning at 12th level, a Zodiac adopting the sign of Sagittarius gains the Power Attack feat as a bonus feat and can make Power Attacks with her bow or crossbow. She gains a +2 bonus to damage for every -1 attack she takes, as if wielding a 2-handed melee weapon. In addition, her Skirmish attacks now deal damage to Undead and Elementals as if they were not immune to precision damage. If used with Aimed Shot to make a power shot with at least a -5 penalty to hit, she instead gains +4 damage per -1 penalty instead of +2.

Cometfall (Su): Beginning at 15th level, a Zodiac adopting the sign of Sagittarius can use a full round action to fire an arrow at each enemy within 60 feet of herself. Each enemy struck automatically takes skirmish damage plus extra damage as if hit by the Zodiac's Starlight ability. In addition, the Zodiac's Skirmish attacks now deal damage to Plants, Constructs and Oozes.

Seek the Blood (Ex): Beginning at 18th level, whenever a Zodiac adopting the sign of Sagittarius attacks a living creature with a ranged attack, she may ignore all cover bonuses and miss chances against that creature. In addition, the critical hit range of all ranged attacks she makes with her summoned weapon increase by 2, and she has a 50% greater chance of critically hitting living creatures that are normally immune to critical hits (as if through Fortification).

Arrowstorm (Su): Once attaining 20th level, a Zodiac adopting the sign of Sagittarius can fire a hail of arrows at her foes. Once per encounter, the Zodiac may, as a full round action, move 10 feet in any one direction, then make a full attack at up to 10 creatures within 60 feet of herself. These arrows are conjured of pure cosmic power and don't count against the Zodiac's ammunition used. As such, they don't gain any bonuses from arrows she might have fired, but instead are counted as Force arrows with a +5 Enhancement bonus.


Capricorn

{table=head]Level|Ability Granted
3|Violent Performer
6|Bloodrage
9|Chill Demeanor
12|Inspire Terror
15|Obliterating Rage
18|Hymn of Horror
20|Defy Death[/table]

Violent Performer (Ex): Beginning at 3rd level, a Zodiac adopting the sign of Capricorn is treated as if she had the Two Weapon Fighting feat as long as she wields two one-handed or light weapons that inflict bludgeoning damage. In addition, she may make a Perform (Juggling) check with her weapons as a free action, once per round, before she attacks. The DC to successfully juggle her weapons is 10; if she fails, she merely catches her weapons to no effect. If she fails by 5 or more, she drops her offhand weapon.

Depending on the roll, she gains a Morale bonus to her damage made with her weapons in the same round as the check, according to the table below:

{table=head]Roll|Bonus
11-20|+2
21-25|+4
26-30|+6
31-35|+8
36+|+10[/table]

In addition, she may make a Perform (Juggling) check instead of an Intimidate check to demoralize a foe she threatens.

At 10th level, she is treated as if she had the Improved Two-Weapon Fighting feat as long as she wields two one-handed or light weapons that inflict bludgeoning damage.

At 15th level, she is treated as if she had the Greater Two-Weapon Fighting feat as long as she wields two one-handed or light weapons that inflict bludgeoning damage.

Bloodrage (Ex): Beginning at 6th level, a Zodiac adopting the sign of Capricorn can draw upon hidden reserves of anger as shown to her by her sign and gain powerful combat bonuses; however, she is unable to enter a rage if she is not armed with two one-handed or light bludgeoning weapons, and automatically exits her rage if she wields any other weapon. A Zodiac gains a +6 Rage bonus to Strength and Constitution, a single extra attack with each weapon at her highest Base Attack Bonus, a +2 bonus to Will saves and a -1 penalty to AC during her rage, which lasts a number of rounds equal to her modified Constitution bonus. She may do so once per encounter. Her rage functions otherwise identically to a Barbarian's rage, except it requires a move action to activate, she can make Perform (Juggling) checks while raging and she does not become Fatigued at the end of a rage.

At 12th level, the Zodiac's rage bonuses increase to +8 Strength and Constitution, and she no longer suffers an AC penalty during it. In addition, she gains a +5 Morale bonus to all Perform (Juggling) checks she makes. Her rage also lasts a number of minutes equal to her Constitution modifier instead of rounds.

At 18th level, the Zodiac's rage bonuses increase further to +10 Strength and Constitution, and her rage lasts 10 minutes per point of Constitution modifier the Zodiac has.

Chill Demeanor (Ex): Beginning at 9th level, a Zodiac adopting the sign of Capricorn has an attitude that cannot be swayed by fear and enchantment - at least while raging. During her rage, the Zodiac is immune to fear effects and all strictly numerical penalties imposed by mind-affecting abilities. However, she is still considered to be affected by these penalties, and will resume taking their penalties when her rage wears off.

At 15th level, the Zodiac becomes immune to mind-affecting abilities while raging, and gains immunity to fear effects at all times.

Inspire Terror (Ex): Beginning at 12th level, a Zodiac adopting the sign of Capricorn can inspire fear in her foes simply by being violent. Whenever the Zodiac charges, makes a full attack or enters a rage, she gains the Frightful Presence ability for 1 round. All enemy creatures within 30 feet of the Zodiac must make a DC (10 + 1/2 Zodiac levels + her Charisma modifier) Will save or be shaken. Creatures with half as many HD as the Zodiac are automatically panicked; creatures with more HD than the Zodiac are not subject to the presence. This is a fear effect and is mind-affecting. Inspire Terror lasts for 1 round for every 2 Zodiac levels the Zodiac has. Creatures that successfully save against the Zodiac's Inspire Terror are immune to its effects for 24 hours.

Obliterating Rage (Ex): Beginning at 15th level, a Zodiac adopting the sign of Capricorn becomes increasingly devastating during her rage. While raging, the Zodiac gains a +10 bonus to breaking objects, and one-handed or light bludgeoning weapons she wields automatically overcome metal-based damage reduction (such as silver or adamantine). Creatures with metal-based damage reduction that suffer a blow from the Zodiac must make a DC (10 + 1/2 Zodiac levels + her Strength modifier) Fortitude save or be Dazed for 1 round. Once dazed, a creature cannot be affected by this ability for another 1d4+2 rounds.

Hymn of Horror (Su): Beginning at 18th level, a Zodiac adopting the sign of Capricorn subconsciously emits a series of ominous noises that can cause creatures already shaken or frightened by the Zodiac to become even more fearful of her. Once per round, each enemy who is shaken or frightened must make a DC (10 + 1/2 Zodiac levels + her Charisma modifier or her Strength modifier, whichever is higher) or have their fear escalate 1 level - from shaken to frightened, or from frightened to panicked. Creatures already panicked simply cower, and do not try to run from the Zodiac.


http://images3.wikia.nocookie.net/__cb20110521224635/mspaintadventures/images/0/00/03455.gif
A (male) Zodiac, emitting his dreadful Hymn of Horror.
Gamzee Makara created by Andrew Hussie, I do not claim to own the character or his honks


Defy Death (Ex): Once attaining 20th level, the Zodiac adopting the sign of Capricorn becomes almost impossible to kill during her rage. While raging, she becomes immune to Death attacks, energy drain, ability damage and ability drain. In addition, she cannot be killed or incapacitated by effects or attacks that reduce her to 0 or fewer hit points. If she take such damage, she must make a Fortitude save with a DC equal to her negative hit point total. If she fails this save, she dies or falls unconscious (as appropriate). If this save is successful, she is still alive and conscious, with 1 hit point remaining. After making 3 successful saves, this ability becomes suppressed for 1 round.


Aquarius

{table=head]Level|Ability Granted
3|Inspire Hope
6|Haughty Disbelief
9|Aura of Despair
12|Starlit Depression
15|Coerce Happiness
18|Destroy Hope
20|Wrath[/table]

Inspire Hope (Su): Beginning at 3rd level, whenever a Zodiac adopting the sign of Aquarius uses her Starlight ability and successfully deals damage with it, she inspires hope within her allies. All allies within 60 feet that see her inflict damage with her Starlight ability gain a +1 Morale bonus to saves and AC; this ability increases by +1 at every 5th level above 3rd (8th, 13th, and 18th), to a maximum of +4 at 18th level.

Haughty Disbelief (Ex): Beginning at 6th level, a Zodiac adopting the sign of Aquarius begins harboring a disbelief in her enemies' ability to challenge her and her allies with magic, and her connection to her sign brings it into reality. She gains her Charisma modifier as a Morale bonus to each of her saves, and can share this bonus with up to two allies at a time.

At 12th level, the Zodiac also gains Mettle. Whenever she is subject to a Fortitude or Will save that allows half damage or a partial effect on a successful save, she suffers no effect at all on a successful save instead. She still suffers the full effect on a failed save.

Aura of Despair (Su): Beginning at 9th level, a Zodiac adopting the sign of Aquarius radiates an aura that drains the hope from her enemies. All enemies within 30 feet of the Zodiac have a -2 penalty to saves, attacks, damage, and move 5 feet slower (to a minimum of 5 feet). At 18th level, this penalty increases to -4, and enemies move 10 feet slower (to a minimum of 5 feet). This is a compulsion and a mind-affecting effect.

At 15th level, creatures with intelligence scores that are immune to compulsions, enchantments, or mind-affecting effects in general that are within range of your Aura of Despair can be affected by your compulsions, enchantments, and mind-affecting effects as if they were not.

Starlit Depression (Su): Beginning at 12th level, a Zodiac adopting the sign of Aquarius can demoralize an opponent she successfully damages with her Starlight ability. Any creature that suffers damage from her Starlight ability must make a DC (10 + 1/2 Zodiac levels + her Charisma modifier) or lose all Morale bonuses it has. If the creature has no Morale bonuses, it instead becomes cursed; for 5 rounds, it has a 50% chance of taking its turn as normal; otherwise, it performs no actions other than weeping.

At 18th level, the curse bestowed by Starlit Depression becomes even worse: whenever the creature successfully takes its turn, it suffers a -4 Morale penalty to all attacks, damage, opposed checks, ability checks and skill checks.

Coerce Happiness (Su): Beginning at 15th level, a Zodiac adopting the sign of Aquarius can compel a creature to become overly happy, even against its will. As a swift action, the Zodiac can will an enemy within her Aura of Despair to become overly happy, dancing and laughing in place as if afflicted by the Irresistible Dance (http://www.d20srd.org/srd/spells/irresistibleDance.htm) spell. For the duration of the effect, the creature does not suffer the effects of the Zodiac's Aura of Despair. Only one creature at a time can be affected by Coerce Happiness at a time. If the Zodiac attacks a victim of her Coerce Happiness, the victim immediately shakes off the effect and comes to.

Destroy Hope (Su): Beginning at 18th level, a Zodiac adopting the sign of Aquarius can compel a creature to simply die from utter hopelessness. Any creature within the Zodiac's Aura of Despair that suffers damage from her Starlight ability must make a DC (10 + 1/2 Zodiac levels + her Charisma modifier) Will save. If it fails its save, it dies if it has less than 200 hit points. If it has more than 200 hit points, it instead loses half of its hit points, rounded up. This ability is a mind-affecting effect and a death effect. If a creature successfully saves against Destroy Hope, it becomes immune to the effects of Destroy Hope afterwards for 24 hours.

Wrath (Su): Once attaining 20th level, a Zodiac adopting the sign of Aquarius utterly awes creatures that witness her Destroy Hope ability. All enemies that can see the victim of her Destroy Hope ability (whether or not she actually slays it instantly) must make a DC (20 + her Charisma modifier) Will save or be awed. Awed creatures immediately cower when within 30 feet of the Zodiac, and are only shaken when she leaves; however, they must make DC (20 + the Zodiac's Charisma modifier) Will saves each round to resist the urge to run from the Zodiac when further than 30 feet from the Zodiac. Creatures immune to mind-affecting effects are immune to Wrath. The victims recover from this condition once they either are more than 300 feet from the Zodiac, successfully save 5 times against the urge to run from her, or spend 5 successive rounds running or cowering.

Pisces

{table=head]Level|Ability Granted
3|Aquatic Adaptation
6|Empowered Companion
9|Shield Friends
12|Guide Natural Ally
15|Convoke Extraplanar Ally
18|Song of Life
20|Prompt Command[/table]

Aquatic Adaptation (Su): Beginning at 3rd level, a Zodiac adopting the sign of Pisces gains qualities that adapt her body to aquatic environments. She gains the ability to breathe underwater and a swim speed equal to twice her base land speed; she is also able to communicate with other creatures while underwater. She can communicate with creatures within 20 feet of her that are also underwater telepathically; however, they are unable to converse with her unless they possess a means of creating meaningful sound underwater or are telepathic themselves.

Empowered Companion (Ex): Beginning at 6th level, a Zodiac adopting the sign of Pisces empowers her companion with additional powers and toughness. For the duration of her adoption, her Living Constellation gains a +2 Enhancement bonus to each of its abilities, a +2 Deflection bonus to AC, and can, as a free action, enlarge or shrink itself by 1 size category (it cannot grow beyond Large or shrink beyond Small).

At 12th level, each of its abilities gains a +4 Enhancement bonus instead, a +4 Deflection bonus to AC and a +2 Dodge bonus to AC, and can enlarge or shrink itself by up to 2 size categories (maximum Huge or Tiny).

At 18th level, each of its abilities gains a +6 Enhancement bonus, a +4 Deflection bonus to AC, a +4 Dodge bonus to AC, and a +2 enhancement bonus to its Natural Armor, and shrugs off the first 5th level spell or lower used against it each round.

Shield Friends (Su): Beginning at 9th level, a Zodiac adopting the sign of Pisces may, as a standard action, link two allies together that are standing no further than 30 feet apart. The two allies are shielded partially from damage; the subjects takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by a warded creature is taken by the linked ally. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the other ally because it is not hit point damage.

Guide Natural Ally (Su): Beginning at 12th level, a Zodiac adopting the sign of Pisces may call upon the beasts of nature to aid her in her endeavors. This acts as a Summon Nature's Ally V (http://www.d20srd.org/srd/spells/summonNaturesAllyV.htm) spell; however, she is not able to summon multiple creatures with the effect - she may only select creatures on the Summon Nature's Ally V list. Guide Natural Ally is a standard action. For the purposes of duration, the Zodiac's Caster Level is equal to her Zodiac level.

At 15th level, this effect acts as a Summon Nature's Ally VI (http://www.d20srd.org/srd/spells/summonNaturesAllyVI.htm) spell.

at 18th level, this effects acts as a Summon Nature's Ally VII (http://www.d20srd.org/srd/spells/summonNaturesAllyVII.htm) spell.

Convoke Extraplanar Ally (Su): Beginning at 15th level, a Zodiac adopting the sign of Pisces may, as a full-round action, summon forth an extraplanar creature that matches her alignment on at least one axis (Good/Evil and Law/Chaos) with HD equal to her Zodiac level - 4. She must spend a standard action each round to keep the extraplanar creature on the same plane as her; however, if she is on the extraplanar creature's home plane, she only needs to use a swift action each round instead. This ability lasts as long as she keeps concentrating on the creature, or until the creature decides to leave, whichever occurs first. The creature is not compelled to serve the Zodiac, and may leave at any time; returning to its home plane is a free action for the creature.

Song of Life (Su): Beginning at 18th level, a Zodiac adopting the sign of Pisces may begin a metaphorical "song" which restores health to her allies and fortifies them against their enemies. Using this ability is a swift action, and it must be maintained each round (a standard action) for its ability to continue to function. Once per encounter, the Zodiac may begin a Song of Life, which immediately affects each ally within 60 feet with a Heal (http://www.d20srd.org/srd/spells/heal.htm) spell on the first round. If the Zodiac continues to maintain the song, each ally also gains Fast Healing 5, Damage Reduction 5/-, and Resistance to Acid, Cold, Fire, and Electricity 20 for the duration of her concentration. The song may be maintained for up to 10 rounds.

Prompt Command (Su): Once attaining 20th level, a Zodiac can hand out orders to any summoned creature she controls as a free action, regardless of whether or not she can actually communicate in a meaningful way with each creature. In addition, her Guide Natural Ally and Convoke Extraplanar Ally now only take swift actions to use, and compel the creatures summoned to serve her for at least 1d4+6 rounds.

Owrtho
2011-10-05, 01:34 AM
Not yet complete.


Star-Lotus Apostle

A Star-Lotus apostle having just used a spell card. (http://img2.gelbooru.com//images/734/0630b179302d43ef9e59db493889bdfc994e520f.png?87710 2)
Two Star-Lotus apostles fighting after the first attack. (http://img2.gelbooru.com//images/891/e244989eb0a1464aff15515c7b0105d5.jpg)
A Star-Lotus apostle engaged in a dispute. (http://img2.gelbooru.com//images/734/ac24187d7684f3466768e9aa459d7d013f434584.png)

Oh, so you do that thing where you try to hit with only one shot. What's it called? Oh yeah, aiming!


Once there was a girl who saw an undefined object fly across the sky into a nearby forest. Drawn by its fantastic nature, she sought it out, and so it was she discovered the Star-Locus Ship. From it she gained powerful abilities allowing her to unleash a barrage of attacks that could cover a nearby area. She was the first Star-Lotus Apostle. Eventually, others came and learned the ways of the Star-Lotus, and spread the abilities throughout the land.

Adventures: Star-Lotus apostles tend to adventure for many reasons. However, the majority do so for petty reasons, as the calling of the Star-Lotus Ship seems to mainly attract those of more shallow personalities.

Characteristics: Star-Lotus Apostles are capable of unleashing a horde of attacks that can mostly cover the surrounding area as if a curtain of projectiles. This tends to allow them a degree of field control. However, their abilities tend to manifest in various patterns, and as such are often avoidable if one pays close attention.

Alignment: Star-Lotus apostles can be any alignment, but many are chaotic.

Religion: Most Star-Lotus apostles consider the Star-Lotus Ship a gift from the heavens, though frequently worship the normal deities.

Background: Some would say that those who become Star-Lotus apostles do so as they feel it to be a calling in their life, much like many priests believe their work to be. Most would say people become Star-Lotus apostles because they want the ability to fire hundreds of lasers at once with reckless abandon. Those who say the former reason usually then call those who say the latter reason jealous.

Races: Star-Lotus apostles are a varied lot. Oddly there seem to be at least as many non-human members as human. A peculiarity given the larger numbers of humans in the world.

Other Classes: Star-Lotus apostles tend to relate with other classes mainly based on how the individual perceives their common strategy of shooting everything in the surrounding area haphazardly until all enemies are vanquished. Which is to say those who feel such a strategy lacks finesse seem to find Star-Lotus apostles grate on their nerves. Those who find it entertaining or appreciate the intricate patterns get along with them fine.

Role: Star-Lotus apostles focus largely on blasting and field control.

Adaptation: A DM might remove the fluff of the Star-Lotus Ship and provide an alternate source for the Star-Lotus apostle's power. This may require some other re-flavouring of the class but it likely wouldn't be anything major.

GAME RULE INFORMATION
Star-Lotus apostle's have the following game statistics.
Abilities: Charisma and Dexterity are the most important skills for a Star-Lotus apostle.
Alignment: Any.
Hit Die: d8
Starting Age: As rogue.
Starting Gold: As monk.

Class Skills
The Star-Lotus apostle's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Spell Cards, Evasion

2nd|
+1|
+0|
+3|
+0|Focus

3rd|
+1|
+1|
+3|
+1|Swift Movement

4th|
+2|
+1|
+4|
+1|Combine Spell Cards (2)

5th|
+2|
+1|
+4|
+1|Bomb (1)

6th|
+3|
+2|
+5|
+2|Flight

7th|
+3|
+2|
+5|
+2|

8th|
+4|
+2|
+6|
+2|Combine Spell Cards (3)

9th|
+4|
+3|
+6|
+3|

10th|
+5|
+3|
+7|
+3|Improved Evasion

11th|
+5|
+3|
+7|
+3|

12th|
+6/+1|
+4|
+8|
+4|Combine Spell Cards (4)

13th|
+6/+1|
+4|
+8|
+4|

14th|
+7/+2|
+4|
+9|
+4|

15th|
+7/+2|
+5|
+ 9|
+5|Bomb (2)

16th|
+8/+3|
+5|
+10|
+5|Combine Spell Cards (5)

17th|
+8/+3|
+5|
+10|
+5|

18th|
+9/+4|
+6|
+11|
+6|

19th|
+9/+4|
+6|
+11|
+6|

20th|
+10/+5|
+6|
+12|
+6|Combine Spell Cards (6)[/table]

Class Features
All of the following are class features of the Star-Lotus apostle.

Weapon and Armor Proficiencies: A Star-Lotus apostle is either proficient with all simple weapons and a single martial weapon of her choice, or with a single exotic weapon of her choice. She is not proficient with any armour or shields.

Spell Card (Su): The key abilities of a Star-Lotus apostle are her spell cards. Generally they are unique to each individual, developed as she progresses through life. Spell cards refer to abilities that unleash a large barrage of attacks over the surrounding area in intricate patterns, usually depicted on cards the Star-Lotus apostle carries. At first level and every level thereafter, a Star-Lotus apostle makes one spell card. Starting at third level and every level thereafter she has the option to enhance a pre-existing spell card as well, as her abilities develop and grant new options. If enhancing a pre-existing spell card, she may not remove any attributes it already has, only add new ones or improve those already there. See Making Spell Cards below for details.

Evasion (Ex): A Star-Lotus apostle is adept at dodging large areas of damage. At first level she gains evasion as the rogue ability.

Focus (Ex): A Star-Lotus apostles gain the ability to forgo speed and for enhanced accuracy. Starting at second level she may as a free action enter or leave focused mode. While in this mode, her speed is halved. However, in turn she gains a bonus to attack equal to half her class level (rounded up). This counts as normal BAB for determining iterative attacks.

Swift Movement (Ex): A Star-Lotus apostle is adept at moving quickly to avoid various things. Starting at third level she gains the ability to move up to half her movement speed as a swift action.

Combine Spell Cards (Su): Starting at fifth level, when a Star-Lotus apostle gains a new spell card or enhances an existing spell card, she may choose to combine it with another spell card she already has. When spell cards are combine, the half point cost of the second spell card is added to the point cost of the first. When the first spell card is then used, the second spell card automatically is used the next round without additional action being required on the part of the Star-Lotus apostle. Combine spell cards are permanently combine, and may only be activated via the first card in the chain. At fifth level till tenth, only two spell cards may be combine in a single chain. Starting at tenth and every fifth level thereafter, chains may be increased by an additional spell card. In the case of chains longer than two cards, the point cost increase is applied to the cards from the last to first. Thus in a 3 card chain you add half the cost of the third card to the second card, then add half the new cost of the second card to the first card.

Bomb (Su): Starting at fifth level, a Star-Lotus apostle gains the ability to use a bomb once per day. Using a bomb is an immediate action and has the following effects.

Flight (Su): Starting at sixth level, a Star-Lotus apostle gains a flight speed of 5 feet per two class levels with perfect maneuverability.

Improved Evasion (Ex): A Star-Lotus apostle is adept at dodging large areas of damage. At tenth level she gains improved evasion as the rogue ability.


Making Spell Cards

Spell cards are a key feature of a Star-Lotus apostle's arsenal. Making spell cards requires a few steps. First, one must decide on the general shape of the spell card. Second, one needs to decide on the actual shape of the spell card. Third, one needs to decide on the attributes of the spell card. Last, one needs to decide on the damage type of the spell card. These things act on a point system. While there is a level based limit on the number of points a spell card may cost, the key issue points effect is what type of action is required to use a spell card. Thus one may choose to make weaker cards that can be used more easily, or make stronger cards that prevent other actions from being taken.

General Shapes:
Choose one of the following. This affects the number of squares of space that may be used in designing the actual shape, as well as the area within which they may be placed. While these values scale with level, already made spell cards are not upgraded unless enhanced.
Line:
Cone:
Square:

Actual Shape:
Coming soon.

Attributes:
Coming soon.

Owrtho

Amechra
2011-10-07, 12:24 AM
Reserved for Rituals

Ra_Va
2011-10-07, 12:30 PM
Not good at making classes but figured doing these challenges will help with that. Lame Idea but only one I got worth exploiting.


Gun Shiner

http://www.missouririverpoker.com/assets/images/gunslinger1.jpg

Bigger Guns, Bigger Bullets, Less likely to miss. - Uthus Clericson

General Description: The Gun Shiners are hunters that fight a specific threat. To fight the threat they have the ability the 'shift' in between planes, dimensions and even timelines, but not time itself so they often feel rushed. They often make their bullets and sometimes their guns out of Kogoelite, a type of metier rock that can fall between dimensional shifts.

Adventures: Gun Shiners will do anything to destroy their target(s)

Characteristics: Gun Shiners are some of the greatest hunters and slayers in lore. Despite not being able to take a lot of damage their quick reflexes and deadly aim make them formidable weather alone or in a group.

Alignment: Any, Lawful or Neutral.

Religion: Any

Background: Gun Shiners often come out of a deep devotion to slay a certain enemy, whether for revenge, religious reasons. Many see themselves as Balance keepers for the planes appearing when the powers of either Good or Evil, have been tipped dramatically against their alignment.

Races: Any that can bear a gun. Dwarves and Elves are rare.

Other Classes: Gun Shiners get along with most other classes fine though can have trouble with Cleric of a different alignment.

Role: Ranged Weapon User.

Adaptation: The class can really fit in any scenario, unless you really don't want guns in your game, in that case all states for guns and bullets go to bows and arrows and the Gun Shiner becomes an Arrow Shiner.

GAME RULE INFORMATION
Gun Shiner's have the following game statistics.

Abilities: Dexterity is the most accentual skill for Gun Shiners.

Alignment: Any Lawful or Neutral

Hit Die: d8

Starting Age: As Ranger

Starting Gold: As Ranger

Class Skills
The Gun Shiner's class skills (and the key ability for each skill) are...

Skill Points at First Level: (6 + Int modifier per level) x 4
Skill Points at Each Additional Level: ×4 + INT at 1st level

CGun Shiner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|1st Favored Enemy, Point Blank Shot, Walk the Planes

2nd|
+0|
+0|
+3|
+3|Look Harmless, Track

3rd|
+1|
+1|
+3|
+3|Planar Vision

4th|
+1|
+1|
+4|
+4|Alcohol Resistance

5th|
+2|
+1|
+4|
+4|2nd Favored Enemy

6th|
+2|
+2|
+5|
+5|Camouflage

7th|
+3|
+2|
+5|
+5|Baleful Shift

8th|
+3|
+2|
+6|
+6|Elemental Bullet

9th|
+4|
+3|
+6|
+6|Swift Tracker

10th|
+4|
+3|
+7|
+7|3rd Favored Enemy, Elemental Shot 1/day

11th|
+4|
+3|
+7|
+7|Go Hungry

12th|
+5|
+4|
+8|
+8|Unearthly Dodge

13th|
+5|
+4|
+8|
+8|Ducking Shot, Elemental Shot 3/day

14th|
+6|
+4|
+9|
+9|Easy Walking

15th|
+6|
+5|
+9|
+9|4th Favored Enemy

16th|
+7|
+5|
+10|
+10|Swift Travel

17th|
+7|
+5|
+10|
+10|Elemental Shot 5/day

18th|
+8|
+6|
+10|
+10|

19th|
+8|
+6|
+11|
+11|Neth Sending

20th|
+9|
+6|
+12|
+12|5th Favored Enemy[/table]


Class Features
All of the following are class features of the Gun Shiner.

Weapon and Armor Proficiencies: The Gun Shiner is proficient with all simple weapons and guns. They are not proficient with any type of armor or shield.

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Crafting Guns: The very first thing a Gun Shiner must learn to do is create weapons. They may take Guncraft as a Profession, and take levels in Craft Rounds/Pistol/Rifle and then add their Guncraft Bonus to all of these Crafting checks. Guns are difficult to create, but over time the Gun Shiner will become skilled enough to craft more powerful weapons.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet(+3 ft./2 levels).

Walk the Planes (Su): A Gun Shiner’s greatest talent is the ability to travel the multiverse through sheer willpower. Once per day at 1st level, they may teleport to another plane of existence. This is a spell-like ability that functions as the Plane Shift spell, with a few caveats. First, it may not be used on unwilling subjects. Second, it takes one minute to cast, rather than a standard action. Finally, the Gun Shiner and anyone who traveled with them is dazed for five rounds following the shift, and fatigued for the rest of the day.

Planar Vision (Su): The Gun Shiner's vision extends into other planes, allowing him/her to see creatures that are ethereal, out-of-phase (incorporeal), under a displacement effect, and so forth. Treat as a permanent True Seeing spell, except that only dimensional effects can be seen through. (not illusions, darkness, polymorph etc).

Look Harmless: You have a knack for looking harmless, enabling you to avoid unwanted attention and potentially surprise your enemies.(This feat will not work against creatures with Intelligence under 3 or a creature that would consider anyone, or anyone of your race to automatically be dangerous or untrustworthy.)

Ducking Shot: You are skilled at dodging while using your ranged weapon. You get a +4 dodge bonus to Armor Class against attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.(A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.)

Easy Walking: At 14th level, the Gun Shiner is no longer fatigued after Walking the Planes, and is only dazed for one round upon arrival. Any passengers (willing and unwilling) still suffer the negative effects.

Swift Travel: At 16th level, you are able to planeshift much faster. Your “Walk the Planes” ability now takes only one round to cast.

Alcohol Resistance: Some people in the world have the almost supernatural ability to take in large amounts of alcohol before falling to the ground. This feat makes that possible.Gives a +3 inherent bonus on Fortitude saves against drunkenness.

Swift Tracker (Ex): Beginning at 9th level, a Gun Shiner can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Baleful Shift: At 7th level, the Gun Shiner may take unwilling individuals with him when he Plane Shifts. The victim receives a will save (DC = 10+ ˝ character level + spellcasting ability modifier) to resist this. (Until higher levels, the casting time is still 1 minute so an unwilling target must be bound, helpless, or unconscious.)

Elemental Shot (Su): You Channel the power of the Elemental Planes themselves, a thin, white ray springs from your Gun. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of elemental (fire, ice, etc.) damage of a element of your choice, per level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely immolated. A killed creature’s equipment is destroyed with it.(If the Gun Shiner worships an Archdevil or He-Who-Was the 'element' will always be Hellfire.)

Elemental Bullet (Su): At 8th level, a Gun Shiner can use the Elemental Bullet spell at will. Any ammunition the Gun Shiner fires become elemental projectiles. Each piece of ammunition deals an extra 1d6 points of chosen element damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. The Gun Shiner requires no material components for this and may suppress this ability at will as a free action before firing. (If the Gun Shiner worships an Archdevil or He-Who-Was the 'element' will always be Hellfire.)

Camouflage: A Gun Shiner can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment or while being observed.

Go Hungry: You are able to go without food and water for six days before suffering any ill effects.(After six days you must eat and drink normally for at least three days before fasting again.)

Neth Sending (Sp): By level 19, you have either been to, or know of Neth, the living plane. If you can touch your opponent you can send him/her to the living plane, which has this habit of eating people.(Once per Day, you are not transported with your opponent.)

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Citation:

Many of the Planar Abilities are stolen from Hawk7919 (http://www.giantitp.com/forums/showthread.php?t=189767)

Abilities also stolen and modified from:

The Tricopean Planeshifter (http://www.dandwiki.com/wiki/Triclopean_Planeshifter_%28DnD_Prestige_Class%29)

Planes Walker, Mountains (http://www.dandwiki.com/wiki/Planes_Walker,_Mountains_%28DnD_Class%29)

Andre
2011-10-08, 06:59 AM
Farslayer



Hold that thought. (http://www.youtube.com/watch?v=jlUKk7jwo8Q)

Beyond the planes lies an outer space drifting eternally with a madness that defies all logic, including that of the most vile and twisted fiend. It's the chiefly unknown and aptly named Far Realm, where unspeakable beings dwell. The Far Realm is warded off by the Living Gate, but as Fate would have it contacts between the realms are not unheard off, albeit rare; many creatures in their lust for knowledge and power, or teeming with mere curiosity towards occultism delve into secrets that should've been left undisclosed, and tap into dangerous sources of raw power, for it is whispered that the mere acknowledgment of the existance of the Far Realm allows a small portion of it to leak into our planes.
Thankfully, just as there are creatures who discover the forbidden knowledge by chance or willingly seek to establish a contact with it, there are also those who devote their life to contrasting its influence after becoming aware of the threat it poses.
Farslayers are very few in number, chosen carefully and usually precociously by older Farslayers and those precious few arcane spellcasters who have plunged into the forbidden lore and resisted its lure, their mind and bodies drilled mercilessly for years. Physically, they are trained in hunting, stalking, and eradicating any denizen of the Far Realms leaking into their own home plane and their cultists, but it is their training of the mind and the soul which is painfully cruel and specifically designed to fracture their mind beyond repair, hardening its fragments to resist corruption, and to imbue their soul with arcane power.
Through retaining a vast portion of their personality and free will beyond the duty that has been ingrained into their very being, Farslayers are usually shattered individuals who have been subjected to the knowledge of disgusting truths since young youth to better prepare them to face the depths of horror without a flinch. As such, a majority of them are wanderers seeking to erase knowledge of the Far Realm wherever it presents itself, and make sure no record survives afterwards.
When the Elders enter our planes, it will be unto Primordials, Gods, Celestial Courts and even Archfiends to repel them, but these mortals put their lives on the stake any day to delay that fateful day.

Adventures: Farslayers are adventurers by trade, incessantly scouring the lands and the planes to better hone their skills and find traces of the beyond. They can often be found travelling to great length to acquire powerful items or great treasures, too, for it is but a mean to sustain their struggle against their foes.

Characteristics: A Farslayer's mind is hard to fool, and the Farslayer himself is an accomplished fighter with a great variety of weapons. As he grows in power he can also benefit from a small number of invocations usable at will and from several abilities which help in the process of locating, fighting and dispatching as quickly as possible his foes as well as protecting him from harm.

Alignment: To face monsters that can't be bargained or reasoned with, one must be a monster himself, at least to some degree. Farslayers are often ruthless and prefer to strike first and not to ask questions later. Any non-Good alignment is equally common, although they tend slightly towards Neutral alignments.

Religion: Farslayers are not particularly religious as a whole, but several of them pay their respects to ideals or entities which hold great power such as cosmic forces, Gods, and powerful Fiends. One notable exception is Tharizdun, believed by some to be an Elder Evil disguised as a God.

Background: Farslayers are made, not born. Members of the class may stumble upon promising or orphaned children and young adults in their travels, and to bolster their numbers they may take them under their wing, or deliver them to their own old trainers as well as trusted arcane spellcasters. Whatever the choice, the chosen is then administered harsh training, and not every mind proves resilient enough to see it through the end with its sanity intact. Apprentices turned insane are regretfully terminated, while successful ones are presented with parting gifts and all that is required to survive on the short term. Normally, they are also assigned to a particular plane or location, but after departing Farslayers are almost exclusively on their own and hardly recognize any bound in their hunt.

Races: It seems impossible to determine which race is more common or suited to be a Farslayer, if there is any, the members of this class being extremely rare and secretive by nature.

Other Classes: In spite of concealing their true nature from discreet and indiscreet eyes alike, Farslayers tend to work well with a team of like-minded individuals or adventuring parties. Due to their pratical nature, they will tolerate any class as long as their goals coincide - their ideal of tolerance, however, actually coincides with merely ignoring any behaviour he may find displeasing, which may be as diverse as a Cleric's blind faith in his God, a Wizard's devotion to knowledge, or a Barbarian's naivety.

Role: Farslayers can be melče combatants as well as ranged ones, but they are not as apt at tanking due to their lack of heavy armor and shields, and are better served by swift and destructive attacks mixed with generous abuse of their invocations to empower and disguise themselves, beguile others and manipulate the nature of gravity and terrain. With the correct skill selection, they can become good at scouting ahead of the party, and can easily locate creatures both by tracking and more mundane means.

GAME RULE INFORMATION
Farslayers have the following game statistics.
Abilities: Due to the light-armored nature of the Farslayer, high Dexterity can be the most valuable score both defensively and offensively. Melče oriented characters would do best not neglecting Strength and Constitution, for they address the ability to deal damage and increase the chances of surviving in prolonged close quarter combat. Wisdom further increases the Farslayer's high Will saves and makes some of her invocations harder to resist.
Alignment: Any non-Good.
Hit Die: d8
Starting Age: As Wizard.
Starting Gold: As Ranger. [6d4x10 (150gp)]

Class Skills
The Farslayer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (the Planes, Int), Knowledge (Forbidden Lore, Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

TABLE: THE FARSLAYER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known
1st|
+1|
+0|
+0|
+2|Defense Mechanisms, Forbidden Lore, Track|
1|
2nd|
+2|
+0|
+0|
+3|Jaded|
1|
3rd|
+3|
+1|
+1|
+3|-|
2|
4th|
+4|
+1|
+1|
+4|Favored Enemy (Farspawn)|
2|
5th|
+5|
+1|
+1|
+4|Evade 'em|
3|
6th|
+6/+1|
+2|
+2|
+5|-|
4|
7th|
+7/+2|
+2|
+2|
+5|Unfettered|
4|
8th|
+8/+3|
+2|
+2|
+6|Favored Enemy (Humanoid)|
5|
9th|
+9/+4|
+3|
+3|
+6|-|
5|
10th|
+10/+5|
+3|
+3|
+7|Finish 'em|
6|
11th|
+11/+6/+1|
+3|
+3|
+7|-|
7|
12th|
+12/+7/+2|
+4|
+4|
+8|Favored Enemy (Aberrations)|
7|
13th|
+13/+8/+3|
+4|
+4|
+8|Greater Favored Enemy|
8|
14th|
+14/+9/+4|
+4|
+4|
+9|-|
8|
15th|
+15/+10/+5|
+5|
+5|
+9|Seek 'em|
9|
16th|
+16/+11/+6/+1|
+5|
+5|
+10|Favored Enemy (Humanoid)|
10|
17th|
+17/+12/+7/+2|
+5|
+5|
+10|-|
10|
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Blank Thoughts|
11|
19th|
+19/+14/+9/+4|
+6|
+6|
+11|Bloody Mess|
11|
20th|
+20/+15/+10/+5|
+6|
+6|
+12|Realmswalker, Favored Enemy (Humanoid)|
12|[/table]

Class Features

Weapon and Armor Proficiencies: Farslayers are proficient with all simple and martial weapons. They are proficient with light armor but not with shields.

Invocations: A Farslayer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the arcane power that has been imbued in his soul. A Farslayer can use any invocation he knows at will, with the following qualifications: the character's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacksof opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Farslayer is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. He can also choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. Invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A Farslayer’s caster level with his invocations is equal to his class level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + Wisdom modifier.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Farslayer begins with knowledge of one invocation, which must be of the lowest grade (least). As he gains levels, he learns new invocations, as summarized on the Table below. At any level when a Farslayer learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade.
Unlike other spell-like abilities, invocations are subject to arcane spell failure chance; however, because the somatic components required for Farslayer invocations are relatively simple, he can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance.

TABLE: INVOCATIONS KNOWN

{table=head]Level|Invocations (Least)|Invocations (Lesser)|Invocations (Greater)|Invocations (Dark)
1st|
1|
-|
-|
-|
2nd|
1|
-|
-|
-|
3rd|
2|
-|
-|
-|
4th|
2|
-|
-|
-|
5th|
3|
-|
-|
-|
6th|
3|
1|
-|
-|
7th|
3|
1|
-|
-|
8th|
3|
2|
-|
-|
9th|
3|
2|
-|
-|
10th|
3|
3|
-|
-|
11th|
3|
3|
1|
-|
12th|
3|
3|
1|
-|
13th|
3|
3|
2|
-|
14th|
3|
3|
2|
-|
15th|
3|
3|
3|
-|
16th|
3|
3|
3|
1|
17th|
3|
3|
3|
1|
18th|
3|
3|
3|
2|
19th|
3|
3|
3|
2|
20th|
3|
3|
3|
3[/table]


Defense Mechanisms (Ex): The Farslayer's mind has been fractured and drilled with the explicit purpose of denying and repelling outright the madness-inducing sight of the denizens of the Far Realm and any effect that attempt to control or sway its perceptions. As long as the Farslayer's INT modifier is no higher than +0, the character automatically takes 20 on any Sanity check and gains a +2 untyped bonus against spells and spell-like abilities from the Enchantment and Illusion sub-schools. This bonus increases by an additional +1 every five levels (at 6th, 11th, and 16th level) up to a maximum of +5. If for any reason the Farslayer's INT modifier becomes positive (+1 or higher) he immediately loses the benefits of this class ability, but regains them upon attaining an appropriate score modifier.

Forbidden Lore: A Farslayer knows that which should not be known. He has been subjected to horrible supernatural experiences and has read forbidden tomes, learning truly dark secrets that have challenged everything he thought he knew. He has also been taught how to store this knowledge into the recesses of his mind and let it surface only when sorely needed. The character adds 1/2 his Farslayer level, rounded up, as a competence bonus to Knowledge (the Planes) and Knowledge (Forbidden Lore) checks.

Track: A Farslayer gains Track as a bonus feat.

Jaded (Ex): Accustomed as he is to the horrors of the Far Realm, a Farslayer is by extension dispassionate towards the frightening aspects or behaviours of native creatures. The character is immune to fear (magical or otherwise) and fear-induced effects.

Favored Enemy (Ex): A Farslayer is drilled and conditioned to fight specifically against certain creature types, be it denizens of the Far Realm or their cultists.
At 4th level, the Farslayer selects as his favored enemy creatures with the Outsider (Extraplanar) subtype, the Pseudonatural template and Half-Farspawn template.
At 8th, 16th and 20th level, the Farslayer may select a type of Humanoid creature, including Monstrous Humanoids, from among those given on Table: Ranger Favored Enemies.
At 12th level, the Farslayer selects creatures with the Aberration type.
Due to his extensive study on his foe and training in the proper techniques for combating such creatures, the character gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the bonus against any favored enemy increase by an additional +1 at 8th, 12th, 16th, and 20th level.

Evade 'em (Ex): First and foremost, a Farslayer must learn how to survive in combat - some foes are sometimes just too powerful to defeat, and an useless death is far more ignominious than retreat. Anytime he is not flat-flooted or helpless, the character gains a 10% miss chance against any form of attack, and an additional 10% whenever one or more of the creatures selected with the Favored Enemy class ability is within sight of the Farslayer. This is an extraordinary ability, and therefore is of a different nature and stacks with the miss chance granted by spells such as Blur or Displacement.

Unfettered (Ex): Farslayers are relentless in their pursuits, and are often able to shrug off negative conditions via sheer will.
If the character is Confused, Dazed, Fascinated, Nausated, Paralyzed, Sickened or Stunned, he is entitled a new saving throw each round he is under one of these conditions - a successful saving throw negates the effect. Only one saving throw per round can be taken in this way; if multiple of these conditions apply to the character, he must designate first which one he is trying to negate.

Finish 'em (Ex): When he defeats or subdues an enemy a Farslayer can quickly finish it off with a Coup de Grace. As a full-round action, you can use a melee weapon to deliver a coup de grace to a paralyzed or pinned opponent as well as an helpless one. You can also use a bow or crossbow, provided you are adjacent to the target. You gain temporary hit points equal to 1d8+1 for every enemy killed this way, for a duration of one hour.

Greater Favored Enemy (Ex): Due to his prolonged studies on his foes, the Farslayer's skill to fight such creatures has truly reached surgical levels. The character gets a bonus on attack rolls equal to the bonus he gets to weapon damage rolls against such creatures.

Seek 'em (Ex): As his abilities at locating enemies improve, a Farslayer needs not to see his targets anymore to discern their location.
The character gains the Scent and Blindsight abilities against opponents who are no more than 15 ft. away from him.

Blank Thoughts (Ex): A Farslayer can negate access to his own mind by inducing within himself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms and morale effects). He can suppress or resume this ability as a free action.

Bloody Mess: A Farslayer's attacks are frightening to see, drenching the terrain with abundant gushes of blood and fluids and weakening their enemies even as they stand defiant. The character gains a +4 bonus to any roll made to confirm critical hits, as well as dealing an additional 2d6 points of damage and 2 points of constitution damage on scoring a successful critical hit.

Realmswalker (Su): At the pinnacle of his power a Farslayer can perform feats that few others mortals can claim to be able to, such as visiting the Far Realm and surviving the experience. As a supernatural ability, a Farslayer learns to create a literal bubble of safety.
As a free action, he can create a sphere in a 30 ft. radius centered around himself; the sphere moves with the Farslayer, and as a full-round action he can shape terrain, wheater and gravity as he pleases within the affected squares, which override the standard conditions of the plane.
The sphere can be successfully dismissed by means of Mage's Disjunction or Antimagic Field, although a Farslayer has a 1% chance per caster level of retaining the effects of the sphere via his sheer will for one entire round after its dismissal.

Andre
2011-10-08, 07:00 AM
INVOCATIONS

INVOCATIONS (LEAST)


Bless
Least, 1st
You fortify your very being by tapping directly positive energy from the positive material plane. You gain a +1 luck bonus to Armor Class, as well as a +1 luck bonus to all saving throws for a period of 24 hours.

Dark Gift
Least, 2nd
Any weapon you wields shimmers dimly with profane energy, as if it shared a connection with the negative material plane. You gain a +2 bonus to any attack roll and deal an additional point of negative energy damage when attacking with any melče weapon for a duration on one hour per caster level.

Damp Terrain
Least, 2nd
You can conjure up rubble, undergrowth, uneven pavement or render the terrain muddy and nigh impassable. Every square in a 30 ft. radius around yourself is treated as difficult terrain for the purpose of any other creature's movement, for a duration of one minute per caster level.

Delusions
Least, 2nd
Absolute conviction radiates from yourself, effectively creating the belief that your body is faster, stronger, and tougher than it actually is. You receive a +2 enhancement bonus to Strength, Dexterity and Constitution as well as a -2 penalty to Intelligence for a period of 24 hours.

False Trail
Least, 1st
You can move through any type of terrain and leave neither footprints nor scent. Tracking you is impossible by nonmagical means. In addition, tracking you by magical means is possible only with a successful Will saving throw - creatures who fail this saving throw are sidetracked and derailed on a randomly rolled false trail.
This invocation lasts for a period of one hour per level.

Identity Theft
Least, 1st
You may assume the guise and identity of a known humanoid of the same race as yours, as well as receiving a +10 competence bonus to Disguise checks to act in character and being treated as under the effect of an Undetectable Alignment spell for a duration of 24 hours.

Planar Buffer
Least, 2nd
Your body and senses become attuned to the nature of the plane you dwell in and its dominant characteristics. You gain Energy Resistance 5 of the appropriate type depending on the morphology of the plane for a duration of 24 hours.
See Table: the Planes below.

Seeker
Least, 2nd
Your ranged attacks strike true, as if the missiles were guided by the winds of the elemental plane of air itself. You gain a +2 bonus to any attack roll and ignore concealment miss chance up to 10% when attacking with any ranged weapon for a duration of one hour per caster level.

INVOCATIONS (LESSER)


Conjunctive Ward
Lesser, 3th
Your mind and soul actively attempt to shield your physical form from further harm when it is in dire danger. When reduced to between -1 and -9 hit points, you automatically become stable and do not lose one hit point each round; furthermore, any opponent attempting to strike or otherwise directly attack you, even with a targeted spell, must attempt a Will save. On a successful save, the opponent can attack normally. If the save fails, the opponent can’t follow through with the attack and that part of its action is lost. This invocation lasts for a period of 24 hours.

Dissonance
Lesser, 4th
The matter composing your body becomes inconsistent and promptly acts erratically, although you retain some degree of control over it. Throughout the duration of the invocation you can instantly transfer yourself from your current location to any other square within 25 ft./+5 ft. per two caster levels as an immediate action every 1d3 rounds. If the chosen square is already occupied by a solid object or a creature, you are shunted to the nearest unoccupied square and fall prone. This invocation lasts for a duration of one round per caster level.

Flamewreath
Lesser, 4th
Flames exhude from the weapon you wield, ready to engulf your enemies, but the hilt remains cold to the touch for you. Whenever you attack with a melče weapon you deal an additional 1d6 points of fire damage per six caster levels; furthermore, you gain a +3 bonus on attack rolls if the opponent is wearing a wooden or leather armor or shield, is made of wood, or the like.
This invocation lasts for a period of one hour per caster level.

Frostbite
Lesser, 4th
Any missile fired by you becomes imbued with the power tapped from the para-elemental plane of ice. Whenever you attack with a ranged weapon, you deal an additional 1d4 points of cold damage per six caster levels and on a successful hit the opponent is paralyzed for one round unless he succeeds on a reflex saving throw.
This invocation lasts for a period of one hour per caster level.

Paranoia
Lesser, 3rd
As you suspect danger could come at any turn, your senses are heightened, allowing you to react swiftly whenever the unexpected happens.
You gain a +5 insight bonus to all initiative checks for a duration of 24 hours.

Planar Halo
Lesser, 4th
You draw power from the natural sources of the plane you dwell in, cresting yourself with an halo which smites enemies attempting to damage you. Any opponent that attacks you with a melče or natural weapon, or otherwise directly harms you with a touch spell must succeed on a Reflex save or take 1d4 points of elemental damage per three caster levels - the damage subtype is determined by the morphology of the plane. This invocation lasts for a period of 24 hours.
See Table: the Planes below.

Reveal
Lesser, 3rd
You gain the benefits of the See Invisibility spell in addition to receiving a +4 competence bonus to Spot and Search checks for a duration of ten minutes per caster level.

Silent Scream
Lesser, 3rd
You cast Silence, as the spell, with the difference that any opponent within the radius of the emanation must also succeed on a Fortitude saving throw or be deafened for one round. This invocation has a duration of one minute per caster level.

INVOCATIONS (GREATER)


Cheat Death
Greater, 5th
Positive energy tapped raw from the positive material plane surrounds you, rendering you immune to all death spells, magical death effects, energy drain, and any negative energy effects. It doesn’t however remove negative levels that you have already gained, although you automatically succeed on the saving throw necessary 24 hours after gaining a negative level, as long as you are still affected by the invocation. This invocation lasts for a period of 24 hours.

Denial
Greater, 5th
Your resolve allows you to deny the reality of an unpleasant outcome altogether, at least as long as your willpower holds. Once per encounter, you can as an immediate action delay the onset of one damaging attack or effect. Instead of taking the damage or applying the condition to the character immediately as normal, you take it 1d3+1 rounds later. If, in the intervening turns you gain some immunity that would have protected you from the damage or the condition, it does not protect you from the delayed effect. You are subject to damage or condition as if you had taken it when the blow or effect was struck. This invocation lasts for a period of 24 hours.

Double Gravity
Greater, 6th
Gravity above ground takes a much heavier toll when you manipulate it, forcing additional weight upon aerial creatures. Every flying creature in area up to one 10ft. cube per two levels centered around you immediately falls on the ground and strike it the same manner as they would during a normal downward fall.
This invocation has a duration of one round per level.

Mist Cloak
Greater, 6th
A thick, misty vapor arises around you, concealing you from sight. The vapor affects a 20ft. radius centered around you, 20ft. high, and moves with you for the duration of the invocation; it obscures all sight, including darkvision, beyond 5 ft. You have concealment (attacks have a 20% miss chance) against creatures who are 5ft. away and total concealment (50% miss chance, and the attacker cannot use sight to locate the target) against creatures who are farther away. The vapor is sustained by your magic, and cannot be dispersed by magical or non-magical wind, or burned away; opponents, however, may attempt to dispell the effect as normal.
This invocation has a duration of one minute per caster level.

Wind Ward
Greater, 6th
Through a connection to the elemental plane of air, furious winds rage around your person, deflecting incoming missiles, rays and other ranged attacks as if you were affected by an Entropic Shield spell; in addition, creatures targeting you with melče attacks or touch spells are forced to take a Fortitude saving throw or become checked for one round. This invocation lasts for one minute per caster level.

INVOCATIONS (DARK)


Banish
Dark, 7th
This invocation enables you to force extraplanar creatures out of your home plane and banish them back to their own plane. You can affect a creature up to two HD per caster level; it is however unaffected on a successful Will saving throw.

Crevasse Unseen
Dark, 9th
You may create at will an insidious illusory crevasse consisting of multiple layers of deceit. As a full round action, you create an illusory crevasse and shape it as you please over an area up to 100ft. of width and 30 ft. of heigth, centered around you; meanwhile, the second layer of the illusion is also applied over the crevasse, ensuring that structures, terrain and the original layout of the area do not appear hidden or changed in appearance. Each creature other than you entering the area or interacting with the illusion is forced to make a Will saving throw - on a failed save, they are not capable to see through the illusions and believe the floor in which they stand is a bottomless pit only when they enter the illusory crevasse; such creatures become helpless for 1d3 rounds as they receive the sensory inputs of an endless fall. Creatures who succeed on the Will save are able to pierce through the first layer of the illusion and discern the area where you created the crevasse; if they enter, are forced into, or interact with the crevasse they are allowed a second Will saving throw; on a successful save, they disbelieve the second layer of the illusion as well.
Flying creatures passing over the illusory crevasse are unaffected as long as they do not interact with it.
This invocation has a duration of ten minutes per caster level.

Dimension Lock
Dark, 8th
Through your powers, you can forbid any dimensional travel on a large area. You cast Dimensional Lock as the spell, with the following exceptions; the radius of the emanation is extended up to 100 ft. of the chosen point, and the duration is limited to a period of 24 hours.

Erratic Gravity
Dark, 8th
You cause gravity in the affected area to become fickle and unstable. This invocations functions as the Reverse Gravity spell, with the exception that it incessantly cycles through restoring the normal gravity and reversing it every 1d4 rounds as long as the invocation lasts, for a period of one round per caster level.

Planar Phase
Dark, 7th
So great is your ability to interact with the nature of the planes, that you may move yourself to another plane of existence or alternate dimension instantaneously. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. This invocation transports yourself instantaneously and then ends.

TABLE: THE PLANES

{table=head]
Plane|
Energy Type
Air-Dominant|
Electricity|
Earth-Dominant|
Acid|
Fire-Dominant|
Fire|
Water-Dominant|
Cold|
Positive-Dominant|
Positive Energy|
Negative-Dominant|
Negative Energy|
No Elemental Trait|
Any of the above (choose one)|[/table]

Dralnu
2011-10-08, 08:19 PM
Graviton Hammer

Put an image of your class here!

Put a quote by or about a member of your class here!

Gravity Fighter Person manipulates gravity (gravitons?) to help him/her + allies in battle and for funsies! Fluffwise, it's somethingsomething space pirate spelljammer propulsion doodad!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+2|Gravity Power, Momentum Surge

2nd|
+2|
+0|
+3|
+3|Feather Fall

3rd|
+3|
+1|
+3|
+3|Gravity Power

4th|
+4|
+1|
+4|
+4|Jump

5th|
+5|
+1|
+4|
+4|Gravity Power

6th|
+6/+1|
+2|
+5|
+5|False Gravity, Time Dilation

7th|
+7/+2|
+2|
+5|
+5|Gravity Power

8th|
+8/+3|
+2|
+6|
+6|Class Ability

9th|
+9/+4|
+3|
+6|
+6|Gravity Power

10th|
+10/+5|
+3|
+7|
+7|Fly

11th|
+11/+6/+1|
+3|
+7|
+7|Gravity Power

12th|
+12/+7/+2|
+4|
+8|
+8|Improved Time Dilation

13th|
+13/+8/+3|
+4|
+8|
+8|Gravity Power

14th|
+14/+9/+4|
+4|
+9|
+9|Class Ability

15th|
+15/+10/+5|
+5|
+10|
+10|Gravity Power

16th|
+16/+11/+6/+1|
+5|
+10|
+10|Reverse Gravity

17th|
+17/+12/+7/+2|
+5|
+11|
+11|Gravity Power

18th|
+18/+13/+8/+3|
+6|
+11|
+11|Implosion, Timespace Manipulation

19th|
+19/+14/+9/+4|
+6|
+12|
+12|Gravity Power

20th|
+20/+15/+10/+5|
+6|
+12|
+12|Black Hole[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Gravity Power (Ex):
As you gain levels, you learn to manipulate gravity in new ways. Starting at 1st level, you gain a gravity power. You gain another gravity power for every two levels of graviton hammer attained after 1st level. Unless otherwise noted, you cannot select an individual power more than once. Most powers cost a certain amount of momentum points (see below) in order to activate.

A complete list of gravity powers can be found here.

Momentum Surge (Ex):
Most of your class features require you to spend surge points. Out of combat, you have a number of surge points equal to half your class level, which refreshes every five minutes. You acquire a surge point with each successful attack that you make in combat, which you can then use to fuel your class abilities. These points are stored until you expend them. The maximum number of surge points that you can store at a time is one per class level. Surge points disappear after five minutes.

Example: Zakarei is a level 6 graviton hammer and is fighting an orc. He is currently storing 5surge points. He launches a full attack against an orc. Two attacks hit, earning him 2 surge points, but he can only store up to 6 points at a time, so he only gains 1 to bring him to 6.

Feather Fall (Sp):
Beginning at 2nd level, your manipulation of gravity offers you some rudimentary benefits. You can cast Feather Fall, as the spell, a number of times per day equal to your class level minus 1.

Jump (Sp):
Beginning at 4th level, you can alleviate the effect of gravity on you for a short period of time. You can cast Jump, as the spell, a number of times per day equal to your class level minus 3.

False Gravity (Sp):
Beginning at 6th level, gravity pulls in any direction you want it to. You can cast False Gravity (Spell Compendium), as the spell, a number of times per day equal to your class level minus 5.

Time Dilation (Ex):
As you gain deeper insights in gravity manipulation, you discover how to manipulate gravity around you to affect time itself. Starting at 6th level, you can spend 2 surge points to take an additional swift or immediate action. You may only use this ability once per round.

Improved Time Dilation
Starting at 12th level, you may use this ability twice per round.

Fly (Sp):
Beginning at 10th level, gravity can no longer confine you to the ground. You can cast Fly, as the spell, a number of times per day equal to your class level minus 9.

Reverse Gravity (Sp):
Beginning at 16th level, you can cast Reverse Gravity, as the spell, a number of times per day equal to your class level minus 15.

Implosion (Sp):
Beginning at 18th level, you can create gravity wells inside of your opponents, sucking them into themselves. You can cast Implosion, as the spell, a number of times per day equal to your class level minus 17.

Timespace Manipulation (Ex):
Gravity, space, time... These are your playthings now. Beginning at 18th level, you may spend 4 surge points to speed up any action you perform. A sped up action that normally takes a 1 round instead takes 1 standard action, 1 standard action instead is 1 swift action, and 1 swift action instead is a free action.

Black Hole (Su):
At the pinnacle of your career, you have achieved a mastery over one of the most powerful elements in existence: a black hole. Once per week as a full-round action you can summon a black hole into existence in a square within 10 miles of yourself. The black hole is incredibly small, about a nanometre in diameter. It functions as a sphere of annihilation with the following exceptions: anything within a mile radius of the black hole is instantly pulled into the black hole. Anything within a 5 mile radius of the black hole must make a DC 50 Fortitude save or be sucked 1d6x100feet towards the black hole.

You have the ability to control the black hole as if you were using a talisman of the sphere, and you're personally unaffected by the black hole.

Dralnu
2011-10-08, 08:24 PM
Gravity Powers:

{table=head] Gravity Power | Prerequisites | Benefits
Gravity Well (Sp) |
- | Create a gravity well
Yank (Su) |
Graviton Hammer 5, gravity well | Pull target towards the center of your gravity well
Mass Yank (Su) |
Graviton Hammer 9, yank | Pull targets towards the center of your gravity well
Redirection Field (Su) |
Graviton Hammer 3, gravity well | Allies within your gravity well gain a deflection bonus
Entangling Well (Su) |
Graviton Hammer 7, gravity well | Enemies within your gravity well are affected by the Entangle spell
Slowing Field (Su) |
Graviton Hammer 9, gravity well, entangling field | Enemies within your gravity well are affected by the Slow spell
Send 'Em Out (Su) |
Graviton Hammer 7, gravity well, redirection field | Enemies are shunted out of your gravity field
Hastening Field (Su) |
Graviton Hammer 9, gravity well, gravity-guided strike | Allies within your gravity well are affected by the Haste spell
Increase Field (Su) |
Graviton Hammer 3, gravity well | Increase the radius of your gravity well
Movable Field (Su) |
Graviton Hammer 12, gravity well | Move your gravity field as a move action
Spell Devouring Field (Su) |
Graviton Hammer 5, gravity well | Your gravity field sucks in area of effect spells
Anti-Magic Field (Sp) |
Graviton Hammer 5, gravity well | Your gravity field acts as an Anti-Magic Field
Weight (Su) |
Graviton Hammer 5 | Touched object becomes heavier or lighter
Levitate (Sp) |
Graviton Hammer 5 | Use Levitate, as the spell
Scorn Earth (Su) |
Graviton Hammer 7, levitate | Float over the ground
Telekinetic Sphere (Sp) |
Graviton Hammer 15, levitate | Use Telekinetic Sphere, as the spell
Weightless Medium Armor (Su) |
- | Gain proficiency and move at full speed with medium armor
Weightless Heavy Armor (Su) |
weightless medium armor | Gain proficiency and move at full speed with heavy armor
Undeniable Gravity (Sp) |
Graviton Hammer 3 | Use Undeniable Gravity, as the spell
Mass Undeniable Gravity (Sp) |
Graviton Hammer 5 | Use Mass Undeniable Gravity, as the spell
Gravity-guided Strike (Su) |
- | Touched creature gains a bonus on attack rolls
True Strike (Su) |
Graviton Hammer 7, gravity-guided strike | Use True Strike, as the spell, except it affects creature touched and is a swift action
Added Oomph (Su) |
- | Touched creature gains a bonus on damage rolls
Hit Hard (Su) |
Graviton Hammer 5, added oomph | Touched weapon deals damage as if two size categories larger.
Bring Down The Hammer (Su) |
Graviton Hammer 9, hit hard | Touched weapon deals damage as if five size categories larger.
Slowed Impact, Lesser (Ex) |
- | Gain damage reduction
Slowed Impact (Ex) |
Graviton Hammer 3, lesser slowed impact | Gain better damage reduction
Unstoppable Force (Ex) |
- | Gain bonus on opposed bull rush rolls equal to your class level[/table]

Temotei
2011-11-03, 05:41 PM
Voting thread (http://www.giantitp.com/forums/showthread.php?p=12154776). Check the chat thread for information.

Southern Cross
2014-12-21, 06:33 PM
UHere is my version of the star-sworn knight class table:

THE STAR-SWORN KNIGHT



The Star-Sworn KnightLevel[/td]Base Attack Bonus Fort SaveRef SaveWill SaveSpecial Songs Known Songs Attuned

1st
+0
+0
+2
+2
Chorist of the Heavens, Dream of Concordance

1
1

2nd
+1
+0
+3
+3
Guarded by the Stars
2
2


3rd
+2
+1
+3
+3
Virtuoso of Stars (1)]
3[/td]

2


4th
+3
+1
+4
+4
Dream of Concordance
4

3


5th
+3
+1
+4
+4
Question the Skies 1/day
5

3


6th
+4
+2
+5
+5
Virtuoso of Stars (2)
5
4


7th
+5
+2
+5
+
Dream of Concordance
6
4


8th
+6/+1
+2
+6
+6
Question the Skies 2/day
7[td]
4[td]


[td]9th
+6/+1
+3
+6

+6
Virtuoso of Stars (3)
8
5


10th
+7/+2
+3
+7

+7
Dream of Concordance
8
6


11th
+8/+3
+3
+7

+7
Question the Skies 3/day
9
6


12th
+9/+4
+4
+8

+8
Virtuoso of Stars (4)|
10
7


13th
+9/+4
+4
+8
+8
Dream of Concordance
11

7


14th
+10/+5
+4
+9
+9
Question the Skies 4/day
11
8


15th[center]+11/+6/+1[center]
+5
+9

+9
Virtuoso of Stars (5)
12

8


16th[center]+12/+7/+2[center]
+5
+10
+10
Dream of Concordance
13

9


17th[center]+12/+7/+2[center]
+5
+10
+10
Dream of Concordance
13

9


18th[center]+13/+8/+3[center]
+6
+11

+11
Virtuoso of Stars (6)
14

10


19th[center]+14/+9/+4[center]
+6
+11

+11
Dream of Concordance
15

10


20th[center]+15/+10/+5[center]
+6
+12

+12
Ascendant Embodiment of the Stellar Choir

16
11