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  1. - Top - End - #1
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Receding Horizons: Astrophysics in D&D 3.5

    In preparation for a prc I'm working on, I thought I'd repost and collate all the Astronomer stuff into one thread here, for easy reference. The base class was originally written for (and won!) Base Class Contest XVI - Doing What We Must Because We Can on gitp.

    Astronomer

    Image!

    I conclude, therefore, that this star is not some kind of comet or a fiery meteor... but that it is a star shining in the firmament itself one that has never previously been seen before our time, in any age since the beginning of the world.

    All truths are easy to understand once they are discovered; the point is to discover them.

    An astronomer is one who looks to the heavens, observing the strange phenomena which occur there and seeks to understand them. He searches for the meaning of existence, and attempts to discover the machinery which defines light, motion, and creation.

    This is a lofty goal; though astronomers are universally respected for their intelligence, innovation, and tenacity, some believe them to be crackpots, tinkering with abstruse contraptions seemingly designed as torture devices for the mind. Nonetheless, an astronomer knows that these naysayers are simply untrained eyes, unable to see or understand the natural events happening around them.

    Adventures: An astronomer adventures to observe new and varied phenomena, taking notes and formulating theories on the fundamental laws of the Universe.

    Characteristics: The gentleman astronomer generally considers himself a scientist, an impartial observer of things such as war, magic, or the stars; however, it seems that wherever he goes, he manages to observe horrible things happening to his enemies. His studies and hypotheses about the nature of the Universe grant him surprising (and, at times, incredible) abilities.

    Alignment: When a character undergoes the rigorous observational and scientific training necessary to become an astronomer, he accepts a certain amount of professional detachment, and attempts to follow established scientific techniques and principles. The former tends to guide an astronomer towards neutral alignments, while the latter leads to a proclivity for lawful alignments.

    Religion: Astronomers come in two categories: those who operate without need for faith, simply hypothesizing, theorizing, and observing the Universe in its actuality; and those who marvel at the wonders the gods have created for those such as him to observe and understand.

    Background: Astronomers begin as lowly apprentices, scampering around underfoot with charts, tools, and finely-crafted springs. Then they graduate into the tedious job of grinding lens after lens, polishing mirror after mirror. Finally they are allowed to look at the sky, but only while the master is not working. This is usually about the time that an ambitious (and impatient) young man or woman steals Master's best spyglass and sets out adventuring.

    Races: Those races with particularly keen eyesight (such as elves, half-elves, and raptorans) often make excellent astronomers -- especially elves, with that race's leanings toward the mental and philosophical arts.

    Other Classes: Most other classes aren't sure what to make of an astronomer. He insists that he is "simply an impartial observer", and then he watches rocks fall from the sky or fire engulfs the enemy. His abilities are extremely useful... no matter what his quirks of mind or personality.

    Role: An astronomer is generally a primary caster, with a range of effects at his disposal from buffs to debuffs, blasting to battlefield control. His passive abilities (granted by Constellations and Astrolabe Techniques) can make him significantly more durable than a wizard or sorcerer, as well.

    Adaptation: In a setting with little scientific infrastructure (or no access to observing the sky), an astronomer could be a cerebral arcanist who works with primal flows of magic, replacing Conjunctions with arcane formulations and Constellations with particular schools of thought. Transported to a primitive setting, an astronomer could be a shaman, calling on collections of spirit beings to produce effects. In a sci-fi setting, the phenomena that an astronomer observes could instead be created by high-tech machines manipulating the fabric of the Universe.

    GAME RULE INFORMATION
    Astronomers have the following game statistics.
    Abilities: Astronomers require a healthy measure of Intelligence to be able to understand the complex cosmic phenomena they observe, and a helping of Constitution to keep them hale and hardy while adventuring. Many of an astronomer's Constellation abilities rely on Charisma.
    Alignment: Any, though as impartial scientists, Astronomers tend towards law and/or neutrality.
    Hit Die: d4
    Starting Age: As wizard.
    Starting Gold: 6d4x10 (150gp); an astronomer always begins with at least 100gp.

    Class Skills
    The Astronomer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).

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

    Astronomer
    {table=head]Level|BAB|Fort|Ref|Will|Special|Phenomena
    1st |+0 |+0|+0|+2 | Observe phenomena, spyglass apprentice|4
    2nd |+1 |+0|+0|+3 | Star chart (planet)|5
    3rd |+1 |+1|+1|+3 | Astrolabe technique|6
    4th |+2 |+1|+1|+4 | Orrery, sextant mastery|7
    5th |+2 |+1|+1|+4 | Spyglass initiate|8
    6th |+3 |+2|+2|+5 | Torquetum|8
    7th |+3 |+2|+2|+5 | Astrolabe technique|9
    8th |+4 |+2|+2|+6 | Star chart (star)|10
    9th |+4 |+3|+3|+6 | Spyglass journeyman|11
    10th|+5 |+3|+3|+7 | Astrarium|12
    11th|+5 |+3|+3|+7 | Astrolabe technique|12
    12th|+6/+1 |+4|+4|+8 | Planisphere|13
    13th|+6/+1 |+4|+4|+8 | Spyglass master|14
    14th|+7/+2 |+4|+4|+9 | Star chart (cluster)|15
    15th|+7/+2 |+5|+5|+9 | Astrolabe technique|16
    16th|+8/+3 |+5|+5|+10| Greater orrery|16
    17th|+8/+3 |+5|+5|+10| Spyglass grandmaster|17
    18th|+9/+4 |+6|+6|+11| Armillary sphere|18
    19th|+9/+4 |+6|+6|+11| Astrolabe technique|19
    20th|+10/+5|+6|+6|+12| Cosmos unbound, star chart (galaxy)|20
    [/table]

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

    Weapon and Armor Proficiencies: An Astronomer is proficient with all simple weapons and light armor, but not with shields.

    Observe phenomena (Su): When learning your trade under the watchful eye of prestigious scientists, you have learned that by and large the denizens of the world are woefully unobservant. Perhaps it is simply that the common folk are untrained, but from your experience there are strange and often dangerous astronomical phenomena happening every day. Why, you have simply to look through your spyglass to see something (usually quite painful) happen to your enemies out of the blue sky.

    You can "observe" (read: create) effects called Phenomena by looking through a spyglass as a standard action. You are limited to observing phenomena that you know, and also by properties of your surroundings called Conjunctions. You may only observe phenomena whose Conjunctions are active, and once you observe a phenomenon, the active Conjunctions change, as described in the Phenomena descriptions below. Your Observer Level for phenomena is equal to your Astronomer level, and the save DC for any phenomena you observe is 10 + 1/2 Observer level + your Intelligence modifier.

    A phenomenon can be identified with a Knowledge (Arcana) check just like a spell can be identified with a Spellcraft check. The DC to identify a phenomenon is 15 + the number of required Inferior Conjunctions while it is being observed, or 20 + the number of required Inferior Conjunctions to identify the effect of a phenomenon.

    You may observe a maximum of one phenomenon per round, and may not observe a given phenomenon more than once per encounter. Outside of an encounter, Conjunctions and phenomena uses reset after 5 minutes of inactivity.

    You begin play knowing 4 phenomena from the list below, and learn more as shown on the table above. In the beginning, the only Conjunction automatically active is a single Superior Conjunction ([Day], [Night], or [Sheltered]), which cannot be changed except by certain specific phenomena. The [Day] Conjunction is active during the day, beginning at dawn; the [Night] Conjunction is active at night, beginning at dusk; and the [Sheltered] Conjunction is active underground or indoors, or on planes without day and night -- essentially, any time or place when day and night are unclear.

    You can add a new Inferior Conjunction or change an existing Inferior Conjunction by making a Spot check (DC 10 + twice the number of already-active Inferior Conjunctions) through a spyglass as a move action. Conjunctions reset at the beginning and end of each encounter, and you can have a maximum number of Inferior Conjunctions equal to half your class level (rounded down, minimum 1) active at any given time; if a Constellation or Phenomenon would increase the number of active Inferior Conjunctions past this limit, you choose which Inferior Conjunctions to deactivate.

    Spoiler: Design Notes
    Show

    So, I get that this is unusual, and complex. It's a very organic and fluid system, one that requires planning and forethought. I suggest that before you play this at a table, during the character creation process (probably as part of picking your Phenomena Known) you run yourself through some mock combats of varying lengths to get a feel for how it works, to internalize the mechanics.

    Here's an example:

    [quote author=Concerned Ninja Citizen]
    If you mean a hypothetical example, I'll give it a shot:

    Steve is a 1st level Astronomer, he has 4 phenomena known (Cosmic Rays, Nutation, Solar Eclipse, and Light Echo) and a maximum of 1 inferior conjunction active at a time. His spot check is 4(ranks)+4(int)+2(spyglass)= +10

    Outside, during the day, Steve's party are attacked by goblins. The superior conjunction "Day" is active so Steve can observe Solar Eclipse to make the goblins shaken. It has inferior conjunction requirements of "any" so he whips out his spyglass and takes a move action to add the Transit conjunction. Spot check DC is 10 because there are no currently active inferior conjunctions, so Steve's +10 spot means he automatically succeeds and doesn't have to roll. He then uses his standard action to observe Solar Eclipse, the goblins quake in fear, and the superior conjunction changes to Night.

    On the next round, the party's fighter has attacked and killed one of the goblins and the others are running away. Steve wants to observe Nutation so the fighter can teleport after the goblins to catch up with them. Nutation can be used under any superior conjunction and it requires the Transit inferior conjunction, which Steve set up last turn, anticipating he would want to observe Nutation. His foresight means that he can spend his standard action observing, then use his move action as he desires. Nutation causes the loss of any one inferior conjunction (Transit, since that's the only one active) and the addition of the Spin conjunction.

    If the goblins had turned invisible somehow and Steve wanted to observe Light Echo to counter this, he would have to change the inferior conjunction because Light Echo requires Stars (and Night but he covered that with Solar Eclipse.) To do that he would use his move action to make a spot check with a DC of 12 because there is one active inferior conjunction. He actually has to roll this time but he succeeds on anything besides a 1 so he should be fine. Assuming he succeeds, he spends his standard action observing Light Echo and outlines the invisible goblins with faerie fire. Light Echo does not add or remove any conjunctions so Transit Stars is still there if he wants to observe Nutation next turn.
    [/quote]


    Spyglass apprentice (Ex): Your most important tool is your spyglass, so the first thing you learn is how to make one quickly and cheaply, and how to use it effectively. You can make a masterwork spyglass (granting you a +2 circumstance bonus to Spot checks in addition to its normal effects) by spending 24 hours and using 100gp of raw materials. You cannot sell a spyglass you create this way for more than 100gp. In addition, you use your Intelligence bonus instead of your Wisdom bonus for Spot checks made using a spyglass.

    Star chart (Su): Beginning at 2nd level, you learn to make a Star Chart, which is a method of focusing on particular Constellations, stellar patterns in the sky. Once per day, you can study your Star Chart for 1 hour to focus on any Constellation (see Constellations, below). The Constellation you choose grants you the Planet benefit (as described in the particular Constellation description), and also grants you a set of Inferior Conjunctions at the beginning of each encounter. At 8th, 14th, and 20th level, you unlock a new tier of Constellation benefits and Inferior Conjunctions.

    After 24 hours, without any intervention on your part, the heavens turn, and you automatically focus on the next Constellation in the progression, granting you the benefits and Inferior Conjunctions of that Constellation as normal. You can focus on a different Constellation after 8 hours of rest, by studying your Star Chart for another hour.

    Astrolabe technique (Ex): An astrolabe is an inclinometer used by astronomers to predict the positions of celestial objects. At 3rd level, and again at every 4 levels afterwards, you use an astrolabe to learn a skill which will aid you in your studies of the heavens.

    Astrolabe techniques:
    Spoiler
    Show

    Baade's Stars: You have discovered the source of violent energy in the Universe. You gain resistance to the energy type of your choice equal to your Intelligence modifier. You may select this technique multiple times, each time choosing a different energy type.

    Cassini's Optics: You have studied the refractive properties of the atmosphere, granting you unparalleled visual awareness and acuity. You are immune to blindness, and may make a Spot check in place of any other Wisdom-based skill check a number of times per day equal to your Intelligence modifier.

    Copernicus's Innovation: You have realized that your planet is not the center of the Universe, but merely a petal on a spinning flower. By spending a swift action to recenter yourself and gain perspective, you may gain a second save against a mind-affecting effect which affects you and has a duration longer than instantaneous. You can use this ability a number of times per day equal to your Intelligence modifier.

    Einstein's Experiments: You perform complex experiments using your mind alone. You can observe phenomena and add or change Inferior Conjunctions without using a spyglass (this requires the same action types as using a spyglass does).

    Galileo's Resolution: You are adept at observing the heavens in great detail. You learn an additional phenomenon. You may select this technique multiple times, each time learning a new phenomenon.

    Halley's Transits: You can use your ingenuity to determine the distance between you and your targets by observing the movement of objects between. You may use your Intelligence modifier in place of your Dexterity modifier when making ranged attack rolls.

    Heisenberg's Uncertainty: It is impossible for opponents to know both your position and your momentum with perfect accuracy. Whenever you move at least 10 feet in a round, attacks against you suffer a miss chance equal to half the distance you moved (to a maximum of 50%) until the beginning of your next turn.

    Herschel's Radiation: Your observations span the spectrum of light, granting you increased awareness of the events around you. You gain blindsense out to a radius of 5 feet times your Intelligence modifier (minimum 5 feet).

    Hipparchus's Precession: Your awareness of the variability of systems lets you predict changes in your enemies' behavior. You no longer provoke attacks of opportunity from moving through threatened squares.

    Hubble's Expansion: You have noticed that space is expanding, moving objects farther apart. Your base speed increases by twice your Intelligence modifier, rounded up to the nearest multiple of 5 feet.

    Kepler's Mathematics: You have learned to calculate and draw inference from celestial arcs, applying rigorous scientific principles to your daily routine. You may use your Intelligence modifier instead of your Constitution modifier to determine your bonus hit points for each of your Astronomer levels, beginning with the level that you gain this ability.

    Laplace's Probability: You understand the flows of probability which determine the course of events, allowing you to predict mathematically where your opponents are going to strike. You may use your Intelligence modifier instead of your Dexterity modifier when calculating your AC (situations which would deny you your Dexterity bonus to AC, such as being flat-footed, deny you your Intelligence modifier instead).

    Newton's Physics: Your scientific mind is beyond compare. Increase the DC of your observed phenomena by +1. You may select this technique multiple times; its effect stacks.

    Ptolemy's Epicycles: You intuitively understand that motion is far more complex than most believe, and can use that to your advantage. You may use your Intelligence modifier in place of your Strength modifier when making melee attack rolls.

    Schrödinger's Cat: Your experiments are often bizarre and misunderstood. You gain a cat as a familiar, as the wizard ability, using your Observer level to determine the familiar's abilities. Unlike other familiars, your cat is neither dead nor alive, and has the Deathless type.

    Tycho's Measurements: You are the consummate observer, meticulous and thorough. Your mind processes information so precisely that it resists effects designed to alter it. You may apply your Intelligence modifier instead of your Wisdom modifier to your Will save bonus.


    Orrery (Ex): At 4th level, you construct a new device to aid you in your observations of the heavens. An orrery is used to demonstrate the motion of planets and moons through their orbits; using one allows you to predict certain types of phenomena with more regularity. A number of times per day equal to your Intelligence modifier, you may ignore 1 required Conjunction (Inferior or Superior) when observing a phenomenon.

    Sextant mastery (Ex): Beginning at 4th level, your experience with an astronomical sextant has reached the point where you can judge astronomical angles at a moment's notice. A number of times per day equal to your Intelligence modifier, you can add an Inferior Conjunction as a swift action instead of a move action, but the DC of the Spot check increases by 3.

    Spyglass initiate (Ex): At 5th level, you've practiced so much with your spyglass that you've learned to notice eddies in the air and other similar minutiae, even when creatures are invisible. When looking through a spyglass that you created, you can see invisible creatures (as per the see invisibility spell).

    Torquetum (Ex): When you achieve 6th level or higher, you learn to compute using a torquetum, a mechanical instrument designed to take and convert measurements in different coordinate systems. This teaches you to observe unknown phenomena on the fly. Once per day per point of Intelligence modifier, you can spend a full-round action to observe a phenomenon which is not one of your phenomena known. The phenomenon otherwise functions as normal.

    Spyglass journeyman (Su): Starting at 9th level, your connection to your spyglass has taken on supernatural overtones, and you can use it to see far away places that wouldn't normally be visible to you. A number of times per day equal to your Intelligence modifier, you can produce a clairvoyance effect (as the spell, with a caster level equal to your Astronomer level) as a standard action by looking through a spyglass you created.

    Astrarium (Ex): Upon reaching 10th level, you learn to use an astrarium to predict eclipses and transits. A number of times per day equal to your Intelligence modifier, you may spend a full-round action to change the [Sheltered] Conjunction to either [Day] or [Night], as appropriate.

    Planisphere (Ex): A planisphere, which you learn to use at 12th level, is a device which combines the simplicity of a Star Chart with the versatility of an Astrolabe. By making use of such a device, your Star Chart becomes more efficient, and you can focus on two Constellations per day. Choose two Constellations to focus on when using your Star Chart ability. You gain the benefits of both Constellations at the same time, but only one set of Inferior Conjunctions at the beginning of each encounter. You can switch between the Conjunctions of your two chosen Constellations by spending 1 minute studying your Star Chart. After 24 hours, both Constellations progress as normal.

    Spyglass master (Su): At 13th level, you have gained even more facility with your spyglass. Whenever you use your Spyglass Journeyman ability, you may gain the benefit of the scrying spell instead.

    Greater orrery (Ex): When you achieve 16th level, your orrery grows in complexity and accuracy. When you use your Orrery ability, you may instead ignore up to 2 required Conjunctions.

    Spyglass grandmaster (Ex): Upon reaching 17th level, you have achieved the pinnacle of your spyglass craft, and can use a spyglass . You can craft a spyglass in 1 hour, and whenever you look through normally through a spyglass you created (i.e., when you are not using your Spyglass Journeyman or Spyglass Master abilities), you gain the benefit of the true seeing spell.

    Armillary sphere (Ex): Beginning at 18th level, you graduate to the use of an armillary sphere, giving you a three-dimensional representation of the positions of celestial bodies. This allows you to use your Torquetum ability more rapidly; three times per day, you may activate your Torquetum ability as a standard action instead of a full-round action.

    Cosmos unbound (Su): You reach the pinnacle of your observational abilities at 20th level. You may observe a phenomenon at any distance, or across planar boundaries, if you have sufficient information to aim with. You can automatically target any square you can see, including squares you observe via scrying effects. If you cannot see your target but it is on the same plane, you must know its location relative to you (direction and distance) down to the exact 5-foot square.

    To observe a phenomenon on a different plane, you must succeed at a DC 30 Knowledge (the Planes) check requiring study time (as shown in the table below) to determine the active Conjunctions at your target location. You may then make Knowledge (the Planes) checks in place of Spot checks to alter the Inferior Conjunctions, with a DC 10 higher than the normal Spot check DC. Each added or exchanged Inferior Conjunction requires one further hour of study. Additionally, each phenomenon observed on a different plane requires the [Center] Superior Conjunction, which determines the point of origin of the phenomenon on that plane, and is automatically added when this ability is activated. The location of the point of origin is determined as per the plane shift spell. Once the [Center] location has been established, you treat the target as being on the same plane as you, that you cannot see.

    {table=head]Plane|Study time
    Material|1 day
    Transitive Plane|1d4 days
    Inner Plane|1d8 days
    Outer Plane|2d6 days
    The Far Realm|1d% days
    [/table]
    Last edited by sirpercival; 2014-02-03 at 01:45 PM.
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  2. - Top - End - #2
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    {table=head]Abbrev.|Conjunction|Abbrev.|Conjunction
    Azm|Azimuth|Orb|Orbit
    Dec|Declination|Phs|Phase
    Grv|Gravity|Spn|Spin
    Moo|Moon|Str|Stars
    Occ|Occultation|Trn|Transit[/table]

    Constellations
    Spoiler
    Show
    • Andromeda
      • Inferior Conjunctions: MoonP, DeclinationS, OrbitC, AzimuthG, PhaseG
      • Planet: You gain a +4 insight bonus on Diplomacy checks.
      • Star: You are immune to petrification
      • Cluster: You gain a +4 enhancement bonus to Charisma.
      • Galaxy: Your allies within 30 feet gain a morale bonus to attack rolls equal to your Charisma modifier (minimum +1), and deal an equal number of d4 in bonus damage.
    • Cassiopeia
      • Inferior Conjunctions: OccultationP, AzimuthS, MoonC, TransitG, SpinG
      • Planet: You gain a +2 insight bonus on Bluff and Diplomacy checks.
      • Star: You are immune to Language-Dependent effects.
      • Cluster: You can use suggestion three times per day as a spell-like ability, with a caster level equal to your Observer level.
      • Galaxy: You receive your Charisma modifier (minimum +1) as an insight bonus to AC and all saves.
    • Pisces
      • Inferior Conjunctions: TransitP, SpinS, OccultationC, MoonG, DeclinationG
      • Planet: You gain a +4 insight bonus to Swim checks.
      • Star: You can take the shape of a normal Porpoise as a standard action, as per the Alternate Form ability in the Monster Manual.
      • Cluster: Three times per day, you can use minor creation as a spell-like ability, with a caster level equal to your Observer level.
      • Galaxy: You are immune to effects which have the [Water] descriptor.
    • Aries
      • Inferior Conjunctions: GravityP, StarsS, TransitC, PhaseG, OccultationG
      • Planet: You constantly glow with an aura of light, shedding illumination like a torch. You can suppress or resume this ability as a free action, and it counts as a 2nd-level [Light] effect for the purpose of dispelling [Darkness] effects.
      • Star: You grow ram’s horns, which you can use as a natural weapon that deals 1d6 points of damage + 1.5 times your Strength bonus (for a Medium creature). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit.
      • Cluster: You are immune to fear effects.
      • Galaxy: Creatures must make a Will save (10 + 1/2 Observer level + your Charisma modifier) to be able to attack you in melee (this is not a mind-affecting effect).
    • Ursa
      • Inferior Conjunctions: PhaseP, GravityS, AzimuthC, OccultationG, MoonG
      • Planet: You gain a +4 insight bonus to grapple checks.
      • Star: Choose one of the following when you focus on this constellation: gain bonus hit points equal to your Observer level (these are not temporary hit points, and are not lost first -- if you cease focusing on this Constellation, you may die from hit point loss); or, gain an insight bonus on melee attack rolls equal to half your Observer level, and a +4 enhancement bonus to Strength.
      • Cluster: Your size category increases by one step. This does not affect your ability scores, but does alter your reach and your size bonus to attack rolls and AC.
      • Galaxy: Whenever you deal damage to a creature with a successful melee attack, the creature must make a Fortitude save (DC 10 + 1/2 Observer level + your Charisma modifier) or be stunned for 1 round. If the creature is immune to stunning but not to dazing, that creature is dazed for 1 round instead.
    • Taurus
      • Inferior Conjunctions: SpinP, TransitS, DeclinationC, GravityG, OrbitG
      • Planet: You gain a +4 bonus to Strength checks when bull rushing or being bull rushed.
      • Star: You can act without penalty while disabled or dying, though you still die when you reach -10 hp as normal.
      • Cluster: You gain a primary natural gore attack which deals 1d8 damage + 1.5 times your Strength bonus (for a Medium creature), and has a x3 critical hit multiplier.
      • Galaxy: Creatures you encounter who are not Hostile are automatically one step friendlier toward you, to a maximum of Friendly.
    • Orion
      • Inferior Conjunctions: AzimuthP, Orbits, GravityC, StarsG, TransitG
      • Planet: You gain Track as a bonus feat.
      • Star: You gain the scent special ability.
      • Cluster: As a swift action, you can grant a touched weapon the Bane ability for 1 round, for any creature type you choose.
      • Galaxy: You gain a +5 insight bonus to saves vs supernatural and spell-like abilities.
    • Gemini
      • Inferior Conjunctions: DeclinationP, PhaseS, StarsC, OrbitG, GravityG
      • Planet: Creatures do not gain any bonus to their attack rolls due to flanking you (other effects which would trigger when you are flanked, such as sneak attack, function normally).
      • Star: Attacks made by allies within 30 feet of you deal +2d6 electricity damage.
      • Cluster: Three times per day, you can observe a phenomenon you know as a swift action instead of a standard action. You cannot observe more than one phenomenon per round using this ability.
      • Galaxy: Once per week you can use resurrection as a spell-like ability, with a caster level equal to your Observer level.
    • Cancer
      • Inferior Conjunctions: StarsP, MoonS, PhaseC, SpinG, AzimuthG
      • Planet: You gain a +4 insight bonus to Swim checks.
      • Star: You gain 2 primary natural pincer attacks which deal 1d4 damage (for a Medium creature) + your Strength modifier.
      • Cluster: You gain a natural armor bonus equal to your Charisma modifier.
      • Galaxy: You gain blindsight out to a range of 5 feet times your Intelligence modifier.
    • Leo
      • Inferior Conjunctions: OrbitP, OccultationS, SpinC, DeclinationG, StarsG
      • Planet: You gain a +4 insight bonus to Intimidate checks.
      • Star: You are immune to poison.
      • Cluster: Whenever you make a charge attack, you can make a demoralize attempt against your target as a free action, with a +2 circumstance bonus to the Intimidate check.
      • Galaxy: You gain damage reduction /– equal to your Charisma modifier.
    • Virgo
      • Inferior Conjunctions: GravityP, Orbits, TransitC, OccultationG, AzimuthG
      • Planet: You gain a +4 insight bonus to Heal checks.
      • Star: You can use plant growth as a spell-like ability at will, with a caster level equal to your Observer level.
      • Cluster: You can summon a shambling mound at will as a spell-like ability, with unlimited duration. You may only have one such shambling mound summoned at a time; summoning a new one causes the previous one to disappear.
      • Galaxy: Three times per day, you can use heal as a spell-like ability with a caster level equal to your Observer level.
    • Centaurus
      • Inferior Conjunctions: DeclinationP, PhaseS, GravityC, TransitG, StarsG
      • Planet: You gain a +2 insight bonus on Handle Animal and Ride checks, and can use Handle Animal untrained.
      • Star: Your base land speed increases by +20 feet.
      • Cluster: You gain the Rage ability of a barbarian of your Observer level. You do not gain any higher tiers of rage abilities (such as Mighty Rage or Tireless Rage).
      • Galaxy: You gain a +6 enhancement bonus to Wisdom, and may use Wisdom in place of Dexterity when making Reflex saves and ranged attack rolls.
    • Libra
      • Inferior Conjunctions: StarsP, DeclinationS, SpinC, GravityG, MoonG
      • Planet: You gain a +4 insight bonus to Sense Motive checks.
      • Star: You can determine the alignment of any creature within 30 feet by concentrating as a full-round action. This is a divination effect.
      • Cluster: You can use discern lies as a spell-like ability at will, with a caster level equal to your Observer level.
      • Galaxy: You can use mark of justice as a spell-like ability at will, with a caster level equal to your Observer level.
    • Scorpius
      • Inferior Conjunctions: AzimuthP, StarsS, MoonC, DeclinationG, OrbitG
      • Planet: You gain a +2 insight bonus to Hide and Move Silently checks.
      • Star: You gain a primary sting natural attack which deals 1d8 damage (for a Medium creature) + 1.5 times your Strength bonus.
      • Cluster: Creatures struck with your sting attack are afflicted with a deadly venom (Injury, Fort DC 10 + 1/2 Observer level + Charisma modifier; 2d6 Con/2d6 Con).
      • Galaxy: You are immune to mind-affecting effects.
    • Draco
      • Inferior Conjunctions: MoonP, GravityS, PhaseC, StarsG, OccultationG
      • Planet: You gain a +4 insight bonus to Jump checks.
      • Star: Your very presence is unsettling to foes. This ability takes effect automatically whenever you observe a phenomenon. Opponents within 30 feet who witness the phenomenon must make a Will save (DC 10 + 1/2 Observer level + your Charisma modifier) or become shaken for 1 minute. Multiple instances of this ability do not stack, and an opponent that succeeds on the saving throw is immune to this effect for 24 hours. This is an extraordinary, mind-affecting fear effect.
      • Cluster: You gain a breath weapon -- a line of fire 60 feet long, which deals 1d8 damage per two Observer levels (Reflex save DC 10 + 1/2 Observer level + your Charisma modifier for half damage). You can use this breath weapon once every 1d4 rounds.
      • Galaxy: Creatures who fail their saves against the Star effect of this Constellation become frightened instead of shaken.
    • Sagittarius
      • Inferior Conjunctions: OrbitP, MoonS, OccultationC, SpinG, PhaseG
      • Planet: You gain a +2 insight bonus to Listen and Survival checks.
      • Star: You no longer provoke an attack of opportunity for making ranged attacks in melee.
      • Cluster: You no longer automatically fail saves on a natural 1.
      • Galaxy: Whenever you make a ranged attack roll, you may roll twice and take the better result.
    • Lyra
      • Inferior Conjunctions: SpinP, OccultationS, StarsC, OrbitG, TransitG
      • Planet: You gain a +4 insight bonus on Perform checks.
      • Star: You gain the Inspire Courage ability of a bard of half your Observer level (granting you uses per day equal to half your Observer level, as normal). You gain 3 virtual ranks in Perform, which do not affect your Perform bonus, but grant you the ability to use Inspire Courage if you otherwise have no ranks in Perform.
      • Cluster: You can use charm monster as a spell-like ability at will, with a caster level equal to your Observer level.
      • Galaxy: Your allies are able to live on past death while you sing, gaining the effect of the delay death spell whenever they benefit from your Inspire Courage ability.
    • Cygnus
      • Inferior Conjunctions: PhaseP, SpinS, DeclinationC, AzimuthG, GravityG
      • Planet: You gain the wild empathy ability of a druid of your Observer level.
      • Star: You can speak with animals (as the spell) at will.
      • Cluster: You gain a fly speed of 5 feet times your Charisma modifier, with good maneuverability.
      • Galaxy: You gain damage reduction /cold iron equal to your Observer level.
    • Aquarius
      • Inferior Conjunctions: OccultationP, TransitS, AzimuthC, PhaseG, SpinG
      • Planet: You gain a +4 insight bonus to Tumble checks, and can use the skill untrained.
      • Star: You can breathe water as easily as you breathe air.
      • Cluster: You can use control water as a spell-like ability at will, with a caster level equal to your Observer level.
      • Galaxy: Once per day, you can transform into a Large water elemental, as per the druid's Wild Shape ability.
    • Capricornus
      • Inferior Conjunctions: TransitP, AzimuthS, OrbitC, MoonG, DeclinationG
      • Planet: You gain a +4 insight bonus on Profession checks (and can use the skill untrained).
      • Star: You can use create food and water at will as a spell-like ability, with a caster level equal to your Observer level.
      • Cluster: You no longer need to eat, drink, breathe, or sleep (though you still require 8 hours of rest for abilities which would have required you to sleep).
      • Galaxy: You can use heroes' feast as a spell-like ability at will, with a caster level equal to your Observer level.


    List of Phenomena
    Spoiler
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    {table=head]Phenomenon|Superior|Inferior|Description
    Accretion|Night|Dec, Grv, Orb, Spn|Creature increases in size by 2 categories
    Albedo|Sheltered|Phs|Suppress darkness effects
    Apogee|Night|Azm, Orb, Spn|Creatures take cold damage every round
    Asteroid Encounter|Day or Night|Azm, Dec, Grv, Occ, Orb, Phs, Str, Trn|Asteroid falls from sky, creating a massive explosion
    Aurora|Night|Grv, Occ, Spn|Creatures are fascinated
    Big Bang|Any|Azm, Dec, Grv, Orb, Phs, Spn, Str|Creatures take damage, can be blinded & dazed
    Big Crunch|Any|Azm, Dec, Grv, Occ, Phs, Spn, Str, Trn|Creatures cannot move and are crushed
    Black Hole|Any|Azm, Dec, Grv, Occ, Orb, Spn, Trn|Creatures are drawn toward a black hole
    Blueshift|Any|Orb, Trn|Allies can move closer to you
    Cosmic Rays|Any|Any|Target takes 1d4 damage per level
    Dark Energy|Any|Azm, Dec, Grv, Occ, Str, Trn|Distances are increased dramatically
    Dark Matter|Any|Azm, Dec, Grv, Moo, Str, Trn|Dark matter grapples or entangles creatures in the area
    Dispersion|Any|Azm, Phs, Str|Target throws off multiple figment-images
    Dust Outflow|Night|Azm, Dec, Moo, Occ, Phs, Str, Trn|Create dust cloud which dazes creatures
    Eccentricity|Any|Orb|Creatures gain a bonus to AC vs ranged attacks
    Electromagnetic Discontinuity|Any|Azm, Dec, Spn, Str|Gain cover vs energy effects
    Event Horizon|Any|Azm, Dec, Grv, Moo|Create an information barrier
    Flocculus|Day|Occ|Target can see through magical darkness
    Gamma Ray Burst|Any|Grv, Orb, Phs, Spn, Str|Target takes 1d10 damage per level, nearby creatures take half damage from scatter
    Gas Giant|Any|Grv, Moo, Orb|Fill a sphere with gravity-less fog
    Gravitational Lens|Day or Sheltered|Azm, Dec, Grv, Occ, Phs, Spn, Str, Trn|Concentrate light into a small area
    Gravity Wave|Any|Grv|Gravity increases and then decreases
    Great Attractor|Any|Azm, Grv|Target attracts attacks
    Heat Death|Any|Azm, Dec, Grv, Moo, Occ, Orb, Phs, Spn, Str, Trn|Create a region of null and void
    Hypernova|Day or Night|Azm, Dec, Grv, Moo, Occ, Phs, Str, Trn|Creatures and objects are caught in an exploding star
    Jovian Satelite|Night|Moo, Occ, Orb, Spn, Trn|Orbiting moons protect the subject and attack its enemies
    Kuiper Object|Day or Night|Dec, Grv, Orb, Phs, Str, Trn|Creatures are hit by a falling rock
    Light Echo|Night|Str|Invisible creatures suffer faerie fire
    Lunar Eclipse|Night|Moo|Creatures become enraged
    Magnetar|Day or Night|Azm, Dec, Spn, Trn|Creatures are disarmed of metallic items
    Magnetic Instability|Any|Azm, Dec, Grv, Occ, Orb, Phs, Spn, Trn|Suppress magic in an area
    Meteor Shower|Night|Dec, Moo, Orb, Phs, Spn|Your targets are hit by falling meteors
    Microlens|Day or Night|Grv|Focus light on a single target, dazing or blinding
    Nadir|Any|Moo, Occ, Orb, Str|Creatures must make Ref save or lose fly speed
    Nebular Lines|Night|Dec, Moo, Occ, Spn, Str, Trn|Produce effects based on active conjunctions
    Neutrino Burst|Any|Moo, Spn|Target suffers 75% miss chance when making ranged attacks
    Nutation|Any|Trn|Target creature can teleport as an immediate action
    Opposition Surge|Day|Occ, Orb, Spn|Negate invisibility within 30' cone
    Outgassing|Any|Azm, Grv, Moo, Occ, Orb, Phs, Str|Targets can't breathe
    Parallax|Any|Any|Increase range increments by 100%
    Penumbra|Day or Night|Moo, Occ|Area is filled with shadowy illumination
    Perigee|Day|Moo, Orb, Spn|Creatures take fire damage every round
    Precession|Any|Occ, Phs|Allies can teleport 15 feet
    Recurrent Nova|Day or Night|Phs, Str|Creatures take 1d6 damage per level
    Redshift|Any|Grv, Phs|Bull rush your targets at range
    Refraction|Any|Dec, Moo, Occ, Phs|Join targets' visual senses
    Retrograde Motion|Night|Dec, Moo, Orb, Trn|Target can take many 5' steps
    Sidereal Time|Any|Occ, Orb, Phs, Spn, Str|Haste your allies and slow your enemies
    Singularity|Night|Grv, Phs, Spn|Target's melee reach increases by 30 feet
    Solar Eclipse|Day|Any|Creatures can become shaken
    Spacetime Continuum|Any|Azm, Dec, Grv, Orb, Phs, Spn|Teleport any number of creatures within Medium range
    Starburst Region|Night|Azm, Dec, Occ, Phs, Str|Moving through area triggers explosions
    Supernova|Day or Night|Azm, Moo, Phs, Str, Trn|Creatures and objects explode like a star
    Syzygy|Day or Night|Moo, Occ, Trn|Allies gain luck bonuses while enemies suffer luck penalties
    Umbra|Day or Night|Azm, Dec, Moo, Occ, Trn|Area is shrouded in absolute darkness
    Universal Expansion|Any|Azm, Str|Distances between objects are doubled
    X-ray Burst|Any|Grv, Orb, Spn, Str|Target takes 1d8 damage per level, is touch-attacked for 1 round
    Zenith|Any|Phs, Spn, Trn|Target gains a fly speed
    Zodiacal Light|Night|Azm, Dec, Moo, Occ, Orb, Phs, Spn, Trn|Temporary magical effects end
    Zone of Avoidance|Any|Moo, Occ, Orb, Str, Trn|Targets gain total concealment[/table]
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Phenomena Descriptions (A thru L)
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    Accretion [Light]
    Superior: Night
    Inferior: Declination, Gravity, Orbit, Spin
    Target: One creature at Close range
    Duration: 1 round/level
    Effects: The target draws in mass from around itself, increasing in size while the infalling mass gives off its excess energy as light. For the duration, the target's height quadruples, and its weight is multiplied by 16. This causes the creature’s size category to increase by two. The target gains a +4 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), a +2 size bonus to Constitution, and a -2 penalty on attack rolls and AC due to its increased size. The target’s speed does not change, but its space and reach are increased as appropriate to its new size. If insufficient room is available for the desired growth, the target attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the phenomenon cannot be used to crush a creature by increasing its size.

    All equipment worn or carried by a creature is similarly enlarged by this effect. Melee and projectile weapons the creature wields deal more damage due to the increase in size, but other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Multiple magical effects that increase size do not stack. Finally, an affected creature sheds light as a torch for the duration of the effect.
    Conjunctions Lost: Gravity, Spin
    Conjunctions Gained: Azimuth, Stars

    Albedo [Light]
    Superior: Sheltered
    Inferior: Phase
    Area: 10 ft/level radius emanation
    Duration: 1 round/level
    Effects: The world around you reflects light from the Sun. Change the [Sheltered] Conjunction to the [Day] Conjunction for the duration. Suppress all darkness effects of 3rd level or lower in the area for the duration.
    Conjunctions Lost: Phase
    Conjunctions Gained: Occultation

    Apogee [Cold]
    Superior: Night
    Inferior: Azimuth, Orbit, Spin
    Area: 20 ft/level radius emanation
    Duration: 1 round/level
    Effects: The world is at its furthest point from the Sun during its orbit. Creatures within the area take 2d6 cold damage per round for the duration (Fort save for half damage).
    Conjunctions Lost: Azimuth
    Conjunctions Gained: Moon

    Asteroid Encounter
    Superior: Day or Night
    Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Phase, Stars, Transit
    Area: See text
    Duration: See text
    Effects: An asteroid falls from the sky, causing a wide-spread calamity when it impacts. The asteroid creates an impact crater of radius 100 feet per Observer level, centered on a square within Long range. All creatures within the area take 2d6 bludgeoning and fire damage per level (Reflex save for half damage); you receive a +5 bonus on the save, and have the Improved Evasion ability against the effect. The area within the crater permanently becomes difficult terrain. The smoke, dust, and debris thrown into the air by the impact create a cloud in the air which blocks light; reduce the ambient light within 1 mile per level by 50% for 1 week per level. In addition, the poor air quality and residual effects of the impact make flourishing more difficult -- within the area of the cloud, creatures must make a Fortitude save each day until the cloud disperses. Failure means that they do not receive natural healing.
    Conjunctions Lost: All
    Conjunctions Gained: Sheltered, Spin

    Aurora [Light, Mind-affecting, Pattern]
    Superior: Night
    Inferior: Gravity, Occultation, Spin
    Area: 10 ft/level radius emanation
    Duration: 1 round/level
    Effects: Enemies within the area must make a Will save or be fascinated for the duration by the shimmering lights in the sky. Sightless creatures are not affected. Creatures for whom the fascination is broken automatically due to an obvious threat must roll a 1d4, and make a Will save once that many rounds has passed, or become fascinated again (as long as the effect is still active).
    Conjunctions Lost: Spin
    Conjunctions Gained: Phase

    Big Bang
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Orbit, Phase, Spin, Stars
    Area: 30-ft-radius burst at Long range
    Duration: See text
    Effects: You look through space and time to the beginning of all things, the great cataclysm which formed the Universe. Creatures within the area take 2d4 damage per level (Fort save for half damage) as the energy of that cataclysm pours through them. Creatures which fail their Fort saves are also blinded permanently and dazed for 1d6 rounds, or dazzled and staggered for 1d6 rounds on a successful save.
    Conjunctions Lost: Declination, Orbit, Phase
    Conjunctions Gained: Occultation, Transit

    Big Crunch
    Superior: Any.
    Inferior: Azimuth, Declination, Gravity, Occultation, Phase, Spin, Stars, Transit
    Area: 50-ft-radius burst at Long range
    Duration: 1 round/level
    Effects: You can foresee the end of the Universe as a widespread gravitational contraction, crushing all matter into a single point. All movement speeds within the area are reduced to 0; creatures caught within the burst are unable to make attacks, and are denied their Dexterity bonus to AC. Any creature flying in the area via a natural fly speed instead of by a spell or similar effect is forced to the ground, and takes 1d6 damage for every 10 feet it falls. Creatures within the area are instantly crushed, taking 2d6 points of damage per level (Fort save for half damage).
    Conjunctions Lost: Occultation, Phase, Transit
    Conjunctions Gained: Orbit

    Black Hole
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Spin, Transit
    Area: 10 ft/level radius spread at Long range
    Duration: 1 round/level
    Effects: A black hole appears, drawing creatures inexorably inward. Each round at the beginning of your turn (and on the turn you observe this phenomenon), all creatures and unattended objects within the area are automatically bull rushed in a straight line towards the black hole in the center of the area, with a bull rush bonus equal to your Intelligence modifier (objects have a bonus to the opposed Strength check equal to their weight divided by 10). The bonus against a given creature increases by +1 for every 10 feet that the creature is from the edge of the area, and creatures gain no bonuses or penalties from being larger or smaller than Medium size. Creatures of any size may be bull rushed this way. A creature that attempts to move away from the black hole must make an opposed Strength check against the black hole to do so, with the black hole using the same modifier it uses for a bull rush. Any creature which reaches the black hole (which occupies a cube at the center of the area that is 5 ft/4 levels on a side, minimum 5 feet) takes 1d6 damage per level (Fort save for half damage) each round that it remains at the center; a creature that dies due to this damage is crushed into a single point, preventing that creature from being raised or resurrected by anything less than a miracle, wish, or true resurrection spell.
    Conjunctions Lost: Azimuth, Declination
    Conjunctions Gained: Phase, Stars

    Blueshift
    Superior: Any
    Inferior: Orbit, Transit
    Target: 1 willing creature/level within Close range, no two of which may be more than 30 feet apart
    Duration: Instantaneous
    Effects: You observe that objects become bluer as they move toward from you. Each target can immediately move up to their base speed; this movement provokes attacks of opportunity as normal. A target can move in whatever trajectory it likes, as long as its destination square is closer to you than its original square. Creatures may not take any other actions while moving due to this phenomenon.
    Conjunctions Lost: Any one
    Conjunctions Gained: None

    Cosmic Rays
    Superior: Any
    Inferior: Any
    Target: One creature within Medium range
    Duration: Instantaneous
    Effects: Target creature takes 1d4 points of damage per Observer level as high-speed ions bombard its body. The target may make a Fortitude save for half damage. Unlike other phenomena, you can observe this phenomenon multiple times in the same encounter.
    Conjunctions Lost: None
    Conjunctions Gained: None

    Dark Energy
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Occultation, Stars, Transit
    Area: 60-foot-radius spread at Long range
    Duration: 1 round/level
    Effects: The expansion of the Universe is accelerating. Distances between objects within the area are increased dramatically, which effectively reduces speed, maximum range for ranged attacks, and range for spells to 5', as well as reducing melee reach to 0', for all creatures in the area. 5' steps are entirely impossible, and spell and spell-like effect areas within this phenomenon's area are reduced to affecting a single 5' square adjacent to the caster. Ranged attacks are made as if at 5 range increments for the purpose of determining range penalties.
    Conjunctions Lost: Gravity, Occultation, Transit
    Conjunctions Gained: Orbit, Phase

    Dark Matter
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Moon, Stars, Transit
    Area: 40-foot-radius burst at Long range
    Duration: 1 round/level
    Effects: Creatures in the area are caught in a shifting field of variable-density dark matter. Every creature within the area must make a grapple check, opposed by the grapple check of the dark matter. Treat the dark matter grappling a particular target as a Large creature with a base attack bonus equal to your Observer level and a Strength modifier equal to your Intelligence modifier. The dark matter cannot be interacted with other than via the grapple check, but does not deal any damage to creatures caught in the grapple, merely holding them in place. Any creature that enters the area of the phenomenon is immediately grappled by the dark matter. Because the dark matter grapples creatures with pure gravity, it can grapple creatures affected by freedom of movement or similar abilities, though such creatures receive a +5 bonus on grapple checks against the dark matter. Incorporeal creatures are not grappled by the dark matter. Any corporeal creature in the area which is not grappled is entangled instead.
    Conjunctions Lost: Gravity, Moon, Stars
    Conjunctions Gained: Occultation, Phase

    Dispersion
    Superior: Any
    Inferior: Azimuth, Phase, Stars
    Target: Creature touched
    Duration: 1 round/level
    Effects: The image of your target separates into its component colors as the light waves move at different speeds, resulting in multiple disorienting figures of slightly different colors. The figments stay near the target, and disappear when struck. The target throws off 2d6 images, which separate from it and remain in a cluster, each within 5 feet of at least one other figment or the target itself. The target (and other figments) can move into and through a figment without disrupting it. When the target and an image separate, observers can’t use vision or hearing to tell which one is the target and which the image -- the figments mimic the subject's actions exactly. While moving, the subject can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

    Enemies attempting to attack or cast spells at the subject must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + the subject's size modifier + the subject's Dex modifier. Figments seem to react normally to area effects (such as looking like they’re burned or dead after being hit by a fireball). An attacker must be able to see the images to be fooled; if the subject is invisible or an attacker shuts his or her eyes, the images have no effect. (Being unable to see carries the same penalties as being blinded.) True seeing and similar effects can pierce the figments as if they were an illusion effect.
    Conjunctions Lost: Phase
    Conjunctions Gained: Moon

    Dust Outflow
    Superior: Night
    Inferior: Azimuth, Declination, Moon, Occultation, Phase, Stars, Transit
    Area: 60-foot cone
    Duration: 1 round and 1 round/level
    Effects: A cone of interstellar dust flows from you, surrounding your enemies, and remains stationary for the duration. This dust causes creatures caught in the area to cough and choke; affected creatures must make a Fortitude save each round on their turn or be dazed for 1 round. In addition, the dust obscures all sight, including darkvision, beyond 5 feet, for 1 round/level. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A strong wind (21+ mph) disperses the dust in 4 rounds, while a severe wind (3s1+ mph) disperses the dust in 1 round.
    Conjunctions Lost: Azimuth, Declination, Moon
    Conjunctions Gained: Orbit

    Eccentricity
    Superior: Any
    Inferior: Orbit
    Area: 15-foot-radius emanation
    Duration: 1 round/level
    Effects: Circular trajectories elongate into ellipses, which become parabolas and then hyperbolas. Creatures within the area gain a bonus to AC against ranged attacks equal to +2 + half your Observer level (rounded down).
    Conjunctions Lost: Orbit
    Conjunctions Gained: Gravity

    Electromagnetic Discontinuity
    Superior: Any
    Inferior: Azimuth, Declination, Spin, Stars
    Effect: Translucent sheet up to 40 ft long and 20 ft high, at Medium range
    Duration: 1 round/level
    Effects: A shimmering break in the electromagnetic field stops the transmission of energy. This phenomenon grants total cover against energy effects, blocking line of effect for any effect with the Acid, Air, Cold, Earth, Electricity, Fire, Force, Shadow, Sonic, or Water descriptor, though it does not block line of sight.
    Conjunctions Lost: Azimuth, Declination
    Conjunctions Gained: Gravity

    Event Horizon
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Moon
    Area: 20-foot-radius emanation at Medium range
    Duration: 1 minute/level
    Effects: A gravitational information barrier exists around the area, preventing light and sound to pass through. Anyone looking into the area from outside sees pure blackness, which darkvision (or even the ability to see through magical darkness) cannot penetrate. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside cannot see or hear out, either. Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The event horizon prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar. The spell does not prevent creatures or objects from moving into and out of the area.
    Conjunctions Lost: Moon, Gravity
    Conjunctions Gained: Occultation

    Flocculus [Light]
    Superior: Day
    Inferior: Occultation
    Target: Creature touched
    Duration: 1 round/level
    Effects: Small patches of extra brightness on the Sun's surface break through the gloom. For the duration, the target can see through magical darkness (though he cannot see through normal darkness unless he has other means to do so).
    Conjunctions Lost: Occultation
    Conjunctions Gained: Spin

    Gamma Ray Burst
    Superior: Any
    Inferior: Gravity, Orbit, Phase, Spin, Stars
    Target: One creature within Medium range
    Duration: Instantaneous
    Effects: A burst of extremely high-energy photons from a dying star streams through the air, slamming into your target and scattering its particles in all directions (an effect called Cherenkov Radiation). The target takes 1d10 points of damage per Observer level, and bursts of bluish light erupt, striking all creatures within 10 feet of the original target for half the original amount of damage. Creatures which make a Fortitude save take half damage.
    Conjunctions Lost: Gravity, Orbit, Phase
    Conjunctions Gained: Azimuth, Declination, Transit

    Gas Giant
    Superior: Any
    Inferior: Gravity, Moon, Orbit
    Area: 60-foot-radius sphere
    Duration: 1 round/level
    Effects: The ground and any unattended inanimate objects disappear for the duration, and the sphere is filled with a featureless fog and no gravity (replacing any existing gravity trait in the area for the duration). The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance), while creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). With no gravity, creatures simply float in their previous position, though a creature can make a Swim check (DC equal to the DC for this phenomenon) to move up to one-quarter of their speed as a move action. Fly speeds do not function within the sphere. When the effect ends, any creatures below the surface of the returning ground (if applicable) are shunted directly upwards to the surface, and end up prone; objects are also shunted to the surface, as necessary. Creatures in the air fall when gravity returns, suffering falling damage as normal.
    Conjunctions Lost: Gravity
    Conjunctions Gained: Phase

    Gravitational Lens
    Superior: Day or Sheltered
    Inferior: Azimuth, Declination, Gravity, Occultation, Phase, Spin, Stars, Transit
    Range: Medium (100 ft + 10 ft/level)
    Duration: Concentration
    Effects: A dense clump of matter concentrates sunlight into an area chosen by you, anywhere within range. For everywhere within range other than the area of effect, the illumination is reduced by 95% (there is a little illumination from scattering and reflection). The effect where the sunlight is concentrated depends on how tight the focus is, and on the ambient conditions, as described in the table below. While observing this phenomenon, you may change the position of the focused area once per round as a free action.
    {table=head]Ambient light|{colsp=3}
    Area of Effect

    |5' square|5' radius|10' radius
    Within 1 hr of noon, clear|Blinding light, 2d8 damage/level/round, soft metals melt, anything that can burn catches fire|Blinding light, d8 damage/level/round, Reflex save or catch fire|Blinding light, d8 damage/2 levels/round, Reflex save or catch fire
    Daytime, clear|Blinding light, d8 damage/level/round, Reflex save or catch fire|Blinding light, d8 damage/2 levels/round, Reflex save or catch fire|Blinding light, d8 damage/4 levels/round, Reflex save or catch fire
    Twilight, clear|Blinding light, d8 damage/4 levels/round, Reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds|Dazzling light, unattended highly flammable materials catch light in 4 rounds
    Within 1 hr of noon, heavy cloud|Blinding light, 2d6 damage/level/round, Reflex save or catch fire|Blinding light, d6 damage/level/round, Reflex save or catch fire|Blinding light, d6 damage/2 levels/round, Reflex save or catch fire
    Daytime, heavy cloud|Blinding light, d6 damage/2 levels/round, Reflex save or catch fire|Blinding light, d6 damage/4 levels/round, Reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds
    Twilight, heavy cloud|Dazzling light, unattended highly flammable materials catch light in 4 rounds|Dazzlng light|Brightly illuminated[/table]
    Conjunctions Lost: Declination, Spin, Stars
    Conjunctions Gained: Moon, Orbit

    Gravity Wave
    Superior: Any
    Inferior: Gravity
    Area: One 5-foot cube/level at Close range (cubes must be contiguous)
    Duration: 2 rounds
    Effects: A slow-moving gravitational fluctuation passes through the area. On the first round, the gravity in the area increases significantly. Balance, Climb, Jump, Ride, Swim, and Tumble checks incur a -2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. Creatures flying due to natural fly speeds (i.e., not magical) have their altitude reduced by half, and creatures who fall take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

    On the second round, the gravity decreases significantly instead. Creatures take a -2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks. Falling creatures take 1d4 points of damage for each 10 feet of the fall (maximum 20d4).
    Conjunctions Lost: None
    Conjunctions Gained: Spin

    Great Attractor
    Superior: Any
    Inferior: Azimuth, Gravity
    Target: 1 creature within Close range
    Duration: 1 round/level
    Effects: Your opponent's mass causes a gravitational anomaly, drawing in nearby objects. Attacks made against your target gain a bonus equal to your Observer level divided by 3 (rounded down, minimum +1) for the duration. In addition, your opponent must make a Reflex save, or have any miss chance applied to attacks made against them reduced by 20% (to a minimum of 0%) for the duration.
    Conjunctions Lost: Azimuth
    Conjunctions Gained: Moon

    Heat Death
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Moon, Occultation, Orbit, Phase, Spin, Stars, Transit
    Area: 30 ft-radius burst at Medium range
    Duration: Instantaneous
    Effects: The Universe is smeared into a grey wasteland, with maximum entropy, unsustainable to life. All creatures in the area take 2d4 damage per level (Fortitude save for half damage) as their constituent particles attempt to separate. In addition, the entire area is replaced with a featureless sea of inert matter which draws away life. All landscape and unattended objects disappear, while the planar traits in the area are changed to Major Negative Energy Dominant, No Gravity, and Dead Magic. Creatures which die due to the Negative Energy trait do not become undead, but simply crumble to dust, as if disintegrated.
    Conjunctions Lost: Gravity, Moon, Occultation, Spin, Stars
    Conjunctions Gained: None

    Hypernova [Fire]
    Superior: Day or Night
    Inferior: Azimuth, Declination, Gravity, Moon, Occultation, Phase, Stars, Transit
    Area: 45 ft radius burst at Long range
    Duration: Instantaneous
    Effects: The massive detonation of an enormous star burns your enemies alive. Creatures, unattended objects, and structures within the area take 3d6 damage per level (Reflex save for half damage), half of which is fire damage. Hardness applies to this damage. Any creature, unattended object, or structure reduced to 0 or fewer hit points by this phenomenon is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. In addition, all creatures within 1 mile of the explosion must make a Fortitude save or be blinded and deafened for 1d10 rounds.
    Conjunctions Lost: Azimuth, Declination, Moon, Stars
    Conjunctions Gained: Orbit, Spin

    Jovian Satellites
    Superior: Night
    Inferior: Moon, Occultation, Orbit, Spin, Transit
    Target: Touched creature
    Duration: 1 round/level
    Effects: The target gains a number of moons which orbit around it, providing protection and crashing into nearby creatures. All ranged attacks and targeted spells made against the target while this phenomenon is in effect suffer a 20% miss chance from the orbiting satellites. In addition, the moons threaten all squares within 20 feet of the subject, and can make attacks of opportunity against creatures which move through them. The moons can make any number of AoOs in a round; they have an attack bonus equal to your Observer level + your Intelligence modifier, and deal 5d6 bludgeoning damage on a successful hit.
    Conjunctions Lost: Occultation, Transit
    Conjunctions Gained: Declination, Gravity, Stars

    Kuiper Object
    Superior: Day or Night
    Inferior: Declination, Gravity, Orbit, Phase, Stars, Transit
    Area: 20-ft-radius cylinder, 80 ft high, at Long range
    Duration: Instantaneous
    Effects: A rocky object falls from the sky, slamming into the ground and crushing everything beneath it. Creatures within the area take 1d8 bludgeoning damage per Observer level (Reflex save for half damage). Creatures who fail the Reflex save must succeed on a Fort save at the same DC or die instantly as their bodies are pulverized.
    Conjunctions Lost: Orbit, Transit
    Conjunctions Gained: Occultation, Spin

    Light Echo [Light]
    Superior: Night
    Inferior: Stars
    Area: 10 ft/level radius emanation
    Duration: 1 round/level
    Effects: Reflected starlight illuminates hidden things. Any invisible creature or creature with concealment must make a Reflex save or be affected as by the faerie fire spell for the duration.
    Conjunctions Lost: None
    Conjunctions Gained: None

    Lunar Eclipse [Compulsion, Mind-affecting]
    Superior: Night
    Inferior: Moon
    Area: 10 ft/level radius emanation
    Duration: 1 round/level
    Effects: Remove the [Moon] Conjunction; restore it at the end of the duration. All lycanthropes must make a Control Shape check or be forced to their normal form. In addition, all creatures within the area (except you) must make a Will save or become enraged, as the rage spell, for the duration.
    Conjunctions Lost: None
    Conjunctions Gained: None
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  4. - Top - End - #4
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Phenomena Descriptions (M thru Z)
    Spoiler
    Show

    Magnetar
    Superior: Day or Night
    Inferior: Azimuth, Declination, Spin, Transit
    Area: 20-foot-radius spread at Medium range
    Duration: 1 round/level
    Effects: Fluctuations in the magnetic field wrench at nearby metallic objects. Each round at the beginning of your turn (including the round that you observe this phenomenon), make a disarm attempt against every creature in the area. These attempts do provoke attacks of opportunity, and your bonus on the opposed roll is equal to your Observer level + your Intelligence modifier; use the same roll result against all affected creatures. For each successful disarm attempt against a subject, that creature drops one metallic item it is currently holding or wearing, chosen at random. If metallic armor is chosen this way, the creature does not drop it, but instead is entangled for 1 round.
    Conjunctions Lost: Transit
    Conjunctions Gained: Gravity

    Magnetic Instability
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Phase, Spin, Transit
    Area: 15 ft radius spread at Close range
    Duration: 1 round/level
    Effects: The magnetic field breaks down in an area. Magic within the affected area is suppressed, as if by the antimagic field spell.
    Conjunctions Lost: Gravity, Occultation, Spin, Transit
    Conjunctions Gained: Moon, Stars

    Meteor Shower
    Superior: Night
    Inferior: Declination, Moon, Orbit, Phase, Spin
    Target: 1 creature per level within Medium range
    Duration: Instantaneous
    Effects: A series of meteors fall from the sky, leaving burning contrails as they crash into your targets. Make a ranged attack roll, using your Observer level in place of your base attack bonus and your Intelligence modifier in place of your Dexterity modifier, against the touch AC of each of your targets (only roll once for all targets). You cannot target the same creature more than once when observing this phenomenon. Any creature that you hit takes 1d8 bludgeoning and fire damage per Observer level as they are pummeled by a falling meteor.
    Conjunctions Lost: Moon, Spin
    Conjunctions Gained: Azimuth, Stars

    Microlens
    Superior: Day or Night
    Inferior: Gravity
    Target: 1 creature within Close range
    Duration: 1 round
    Effects: A small density fluctuation focuses light at your target, who must make a Fortitude save. On a successful save, the subject is dazzled for 1 round; however, on a failed save, it is blinded for 1 round instead. Unlike other phenomena, you can observe this phenomenon multiple times in the same encounter.
    Conjunctions Lost: Gravity
    Conjunctions Gained: Transit

    Nadir
    Superior: Any
    Inferior: Moon, Occultation, Orbit, Stars
    Area: 10-foot-radius burst at Medium range
    Duration: 1 round/level
    Effects: You observe the ground directly beneath your targets. Each creature in the area must make a Reflex save or lose any fly speed it had for the duration. A creature with no other movement speeds cannot move when affected by this phenomenon. Airborne creatures who fail their save plummet to the ground, taking falling damage as normal.
    Conjunctions Lost: Any one
    Conjunctions Gained: Declination

    Nebular Lines
    Superior: Night
    Inferior: Declination, Moon, Occultation, Spin, Stars, Transit
    Area: 30 ft radius emanation
    Duration: 1 round/level
    Effects: The elements in the air emit light at specific frequencies depending on the composition. Each round at the end of your turn, the colors of light produce a variety of effects based on the Inferior Conjunctions which are active at the time, as shown in the table below.
    {table=head]Conjunction|Effect
    Azimuth|Enemies within the area take 2d6 acid damage (Fort save for half damage)
    Declination|Allies within the area are healed for 2d8 damage + your Observer level
    Gravity|Enemies within the area take 2d6 electricity damage (Fort save for half damage)
    Moon|Allies within the area gain a +2 morale bonus to saves for 1 round
    Occultation|Enemies within the area take 2d6 cold damage (Fort save for half damage)
    Orbit|Increase the melee reach of allies within the area by +5 feet for 1 round
    Phase|Enemies within the area take 2d6 sonic damage (Fort save for half damage)
    Spin|Allies within the area cannot be denied their Dexterity bonus to AC for 1 round
    Stars|Enemies within the area take 2d6 fire damage (Fort save for half damage)
    Transit|Allies within the area can move up to their speed as a swift action for 1 round
    [/table]
    Conjunctions Lost: Moon, Occultation, Stars
    Conjunctions Gained: Azimuth

    Neutrino Burst
    Superior: Any
    Inferior: Moon, Spin
    Target: 1 creature within Close range
    Duration: 1 round/2 levels
    Effects: Neutrinos pass through all matter, almost never interacting with anything. The target suffers a 75% miss chance on all ranged attacks it makes for the duration.
    Conjunctions Lost: None
    Conjunctions Gained: Declination

    Nutation [Teleportation]
    Superior: Any
    Inferior: Transit
    Target: One willing creature within Close range
    Duration: 1 round/level, until discharged
    Effects: Sometimes a rotating object can have small fluctuations in the motion of its axis. At any point until the duration expires, the target creature can discharge the effect as an immediate action to teleport 10 feet in any direction. If the creature attempts to teleport into a solid object, the effect fails, and the phenomenon is wasted.
    Conjunctions Lost: Any one
    Conjunctions Gained: Spin

    Opposition Surge
    Superior: Day
    Inferior: Occultation, Orbit, Spin
    Area: 30-foot cone originating from a corner of your square
    Duration: 1 round/level
    Effects: Objects appear brighter when you face them directly with the sun behind you. All invisibility effects are negated within the area, as per the invisibility purge spell; you can change the orientation of the cone as a free action once per round.
    Conjunctions Lost: Orbit
    Conjunctions Gained: Transit

    Outgassing
    Superior: Any
    Inferior: Azimuth, Gravity, Moon, Occultation, Orbit, Spin, Stars, Transit
    Target: 1 creature/level at Close range, no two of whom may be more than 30 feet apart
    Duration: 1 round/level
    Effects: Gas erupts, leaving the area. Each target must make a Fortitude save or be unable to breathe for the duration of the phenomenon. Creatures can normally hold their breath for a number of rounds equal to twice their Constitution score before suffocating; see the Suffocation rules for more detail. On a successful save, a creature is fatigued instead.
    Conjunctions Lost: Azimuth, Gravity
    Conjunctions Gained: Declination

    Parallax
    Superior: Any
    Inferior: Any
    Area: 20-foot-radius emanation
    Duration: 1 round/level
    Effects: You can determine accurate distances by measuring angles between objects. All ranged attacks made from within the area increase the range increment by 100%.
    Conjunctions Lost: None
    Conjunctions Gained: None

    Penumbra [Darkness]
    Superior: Day or Night
    Inferior: Moon, Occultation
    Area: 20-foot-radius emanation
    Duration: 1 round/level
    Effects: The outer shadow of an occluding body falls over the area, filling it with shadowy illumination (as per the darkness spell).
    Conjunctions Lost: None
    Conjunctions Gained: Orbit

    Perigee [Fire]
    Superior: Day
    Inferior: Moon, Orbit, Spin
    Area: 20 ft/level radius emanation
    Duration: 1 round/level
    Effects: The world is at its closest point to the Sun during its orbit. Creatures within the area take 2d6 fire damage per round for the duration (Fort save for half damage).
    Conjunctions Lost: Moon
    Conjunctions Gained: Azimuth

    Precession [Teleportation]
    Superior: Any
    Inferior: Occultation, Phase
    Target: One willing creature/3 levels within Close range, no two of which are more than 30 ft. apart
    Duration: Instantaneous
    Effects: Orbital parameters change over time. Each target creature immediately teleports up to 15 feet in any direction. A target can teleport to any square within its line of sight. This movement does not provoke attacks of opportunity. A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above.
    Conjunctions Lost: Any one
    Conjunctions Gained: Orbit

    Recurrent Nova [Fire]
    Superior: Day or Night
    Inferior: Phase, Stars
    Area: 15 ft radius burst at Close range
    Duration: Instantaneous
    Effects: The energy of an exploding star envelops your enemies, burning them where they stand. Creatures within the area take 1d6 damage per level (Reflex save for half damage), half of which is fire damage. Unlike other phenomena, you can observe this phenomenon multiple times in the same encounter.
    Conjunctions Lost: Stars
    Conjunctions Gained: None

    Redshift
    Superior: Any
    Inferior: Gravity, Phase
    Target: 1 creature/level within Close range, no two of which may be more than 30 feet apart
    Duration: Instantaneous
    Effects: You observe that objects become redder as they move away from you. Each target is immediately the subject of a bull rush attempt as if bull rushed by a Medium creature, which automatically initiates without requiring a touch attack. You make a single check, which is opposed by each target's Strength check as normal for a bull rush. You use your Observer level in place of your Strength modifier for the check. For each active Inferior Conjunction beyond the minimum required for this phenomenon, the effective size of the bull rush attempt increases by 1 category (to a maximum of Colossal for 6 active Inferior Conjunctions). For each bull rush attempt, if you are successful the subject is pushed directly away from you, and you need not follow your target as it moves.
    Conjunctions Lost: Any one
    Conjunctions Gained: None

    Refraction
    Superior: Any
    Inferior: Declination, Moon, Occultation, Phase
    Target: 1 willing creature/level within Close range, each of which must be no more than 30 ft apart
    Duration: 1 round/level
    Effects: Light bends through the air, joining the targets' eyes through odd angles. For the duration, all targets can see through each others' eyes (even if they normally cannot see). Anything that any of the targets sees, all can see. If any of the targets is not flat-footed, none of them are, and no target is considered flanked unless all of them are.
    Conjunctions Lost: None
    Conjunctions Gained: None

    Retrograde Motion
    Superior: Night
    Inferior: Declination, Moon, Orbit, Transit
    Target: Creature touched
    Duration: 1 round
    Effects: Objects seem to move backward, due to their orbital mechanics. Until the beginning of your next turn, the target may make any number of 5-foot steps, up to a total distance equal to its normal base land speed. The subject can make 5-foot steps even during other creatures' turns.
    Conjunctions Lost: Transit
    Conjunctions Gained: Stars

    Sidereal Time
    Superior: Any
    Inferior: Occultation, Orbit, Phase, Spin, Stars
    Area: 30 ft-radius emanation
    Duration: 1 round/level
    Effects: Time moves differently when it's measured relative to the motion of the stars. Allies within the area benefit as if by the effects of the haste spell, while enemies within the area must make a Will save or be slowed (as the spell).
    Conjunctions Lost: Occultation, Orbit, Phase
    Conjunctions Gained: Azimuth, Declination, Transit

    Singularity
    Superior: Night
    Inferior: Gravity, Phase, Spin
    Target: Touched creature
    Duration: 1 round
    Effects: The entire mass of an area has been compressed down to a single mathematical point. Until the beginning of your next turn, the subject's melee reach increases by 30 feet.
    Conjunctions Lost: Phase
    Conjunctions Gained: Occultation

    Solar Eclipse [Fear, Mind-affecting]
    Superior: Day
    Inferior: Any
    Area: 10 ft/level radius emanation
    Duration: 1 round/level
    Effects: Change the [Day] Conjunction to [Night] for the duration. All creatures with HD no greater than your Observer level (other than you) must make a Will save or be Shaken for the duration. Creatures who are already Shaken, Frightened, Panicked, or Cowering are unaffected.
    Conjunctions Lost: None
    Conjunctions Gained: None

    Spacetime Continuum [Teleportation]
    Superior: Any
    Inferior: Azimuth, Declination, Gravity, Orbit, Phase, Spin
    Target: 1 creature/level within Medium range
    Duration: Instantaneous
    Effects: You see the flow and ebb of spacetime, and manipulate it to your advantage. You instantly transfer any subject creature from its current location to any other spot within range. You must have line of sight to each original and destination location. An unwilling creature can make a Will saving throw to negate this effect. The creature must be placed on solid ground capable of supporting its weight. If you attempt to place a creature within a solid object or into a space where it cannot fit, the creature does not move.
    Conjunctions Lost: Orbit, Phase, Spin
    Conjunctions Gained: Occultation, Transit

    Starburst Region
    Superior: Night
    Inferior: Azimuth, Declination, Occultation, Phase, Stars
    Area: One 10 ft square/level (S) at Medium range
    Duration: 10 minutes/level
    Effects: High-density gas in the area makes the slightest disturbance trigger star formation. Whenever a creature enters a square in the area, it must make a Reflex save or cause the square to explode in a blaze of light, causing 5d6 damage to all creatures within 5 feet of the square and blinding the triggering creature for 1d4 rounds. Each square in the area can only be triggered once.
    Conjunctions Lost: Azimuth, Declination, Stars
    Conjunctions Gained: Gravity, Moon, Transit

    Supernova [Fire]
    Superior: Day or Night
    Inferior: Azimuth, Moon, Phase, Stars, Transit
    Area: 30 ft radius burst at Medium range
    Duration: Instantaneous
    Effects: Your enemies are immolated by the massive energies of an exploding star. Creatures, unattended objects, and structures within the area take 2d6 damage per level (Reflex save for half damage), half of which is fire damage. Hardness applies to this damage. Any creature, unattended object, or structure reduced to 0 or fewer hit points by this phenomenon is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
    Conjunctions Lost: Moon, Stars
    Conjunctions Gained: Declination

    Syzygy
    Superior: Day or Night
    Inferior: Moon, Occultation, Transit
    Area: 20-foot-radius emanation
    Duration: 1 round/level
    Effects: Celestial bodies align auspiciously around you. Allies within the area gain a +1 luck bonus per 3 Observer levels (rounded down, minimum +1) to attack rolls, AC, and saves, while enemies take an equal luck penalty to the same statistics.
    Conjunctions Lost: Any two
    Conjunctions Gained: Any two

    Umbra [Darkness]
    Superior: Day or Night
    Inferior: Azimuth, Declination, Moon, Occultation, Transit
    Area: 30-foot-radius emanation
    Duration: 1 round/level
    Effects: You are lost within deep shadow, blocking all the senses. Within the area, all light is extinguished, and all sound is muffled. Spot and Listen checks automatically fail, and no creature can gain sensory information of any kind, even from sources such as the touchsight power, the Mindsight or Lifesense feats, the blindsense, tremorsense, or blindsight ability, or effects which allow one to see in or through magical darkness.
    Conjunctions Lost: Azimuth, Declination
    Conjunctions Gained: Phase

    Universal Expansion
    Superior: Any
    Inferior: Azimuth, Stars
    Area: 30-foot-radius spread at Medium range
    Duration: 1 round/level
    Effects: The expansion of the Universe is clearly apparent. Distances between objects within the area are doubled. Effectively, this reduces speed, range increment for weapons, range for spells, and melee reach by half for each creature in the area, and makes 5' steps (usually) impossible. Spell and spell-like effect areas are halved as well in the regions in which they overlap with this phenomenon's area.
    Conjunctions Lost: Stars
    Conjunctions Gained: Gravity

    X-ray Burst
    Superior: Any
    Inferior: Gravity, Orbit, Spin, Stars
    Target: One creature within Medium range
    Duration: Instantaneous and 1 round
    Effects: A group of high-energy photons streaks through your opponent, revealing its secrets. The target takes 1d8 points of damage per Observer level (Fort save for half damage). In addition, any attacks your allies make against the target until the beginning of your next turn are resolved using your target's touch AC in place of its normal AC.
    Conjunctions Lost: Orbit, Spin
    Conjunctions Gained: Phase

    Zenith
    Superior: Any
    Inferior: Phase, Spin, Transit
    Target: 1 creature within Close range
    Duration: 1 round/level
    Effects: You observe the top of the sky, directly above you. Your target gains a fly speed equal to twice your Observer level (rounded up to the nearest multiple of 5 feet) with perfect maneuverability.
    Conjunctions Lost: Any one
    Conjunctions Gained: Azimuth

    Zodiacal Light
    Superior: Night
    Inferior: Azimuth, Declination, Moon, Occultation, Orbit, Phase, Spin, Transit
    Area: 30 ft-radius burst at Close range
    Duration: Instantaneous and 1 round/level
    Effects: Light reflecting off of the sun's dust cloud illuminates the region with false dawn. All spells and spell-like effects within the area with a duration greater than instantaneous and less than 24 hours immediately end, as if their durations had expired. Additionally, change the [Night] Conjunction to the [Day] Conjunction for the duration.
    Conjunctions Lost: Orbit, Phase, Spin, Transit
    Conjunctions Gained: Gravity, Stars

    Zone of Avoidance
    Superior: Any
    Inferior: Moon, Occultation, Orbit, Stars, Transit
    Target: One creature/level at Close range, no two of which may be more than 30 ft apart
    Duration: 1 round/level
    Effects: Creatures are unable to look at your targets, as the light of the Galaxy obscures them. Targeted creatures gain total concealment for the duration.
    Conjunctions Lost: Occultation
    Conjunctions Gained: Spin
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  5. - Top - End - #5
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Feats

    Amateur Observer
    You have a layman's grasp of astronomy.
    Prerequisites: None.
    Benefit: Choose two phenomena; you gain the ability to observe those phenomena, with an Observer level equal to half your character level. However, you can have a maximum of 1 Inferior Conjuction active at any given time (so choose your phenomena wisely!).

    Bellicose Witness
    You've seen enough fights to reproduce one of the coolest techniques.
    Prerequisites: Martial Lore 2 ranks, Spot 4 ranks, Observer Level 1st
    Benefit: You learn one martial maneuver of your choice, as per the Martial Study feat, but using your Observer Level in place of Initiator Level for both prerequisites and maneuver effects, and using Spot checks in place of any checks with the maneuver's key skill. You must meet any other prerequisites of the maneuver you select.
    Note: This feat does not count towards the number of Martial Study feats you can select.

    Celestial Navigation
    You know how to find your way by the stars.
    Prerequisites: Spyglass Enthusiast or Spyglass Apprentice class feature.
    Benefit: You can determine your exact location by spending a full-round action, and automatically know the direction of true north (see the Survival skill for details). In addition, by looking through your spyglass as a standard action, you can determine the distance to any location you view.
    Special: This feat counts as the Track feat for the purposes of meeting prerequisites.

    Distant Phenomenon [Quantum]
    You can observe a phenomenon at a farther distance than normal.
    Prerequisites: Ability to observe phenomena
    Benefit: You can observe a phenomenon at larger range than usual. If the phenomenon's original range was Touch, the new range is Close, and you must succeed at a ranged touch attack to affect the target; a phenomenon with an original range of Close, Medium or Long instead has its range doubled. Observing a Distant phenomenon requires two additional Inferior Conjunctions (of your choice) than normal for that phenomenon. When you observe a Distant phenomenon, one additional active Inferior Conjunction (of your choice) is removed.

    Extra Orrery
    You are more skilled than usual at using your Orrery.
    Prerequisites: Orrery class feature.
    Benefit: You gain 3 additional daily uses of your Orrery class feature.
    Special: This feat can be selected multiple times; its effects stack.

    Extra Torquetum
    You have an unusual knack for using your Torquetum.
    Prerequisites: Torquetum class feature.
    Benefit: You gain 2 additional daily uses of your Torquetum class feature.
    Special: This feat can be selected multiple times; its effects stack.

    Greater Accord
    One of the Superior Conjunctions you observe resonates within you, granting you strength and resolve.
    Prerequisites: Lesser Accord, Spot 11 ranks
    Benefit: Choose one Superior Conjunction. Whenever that Conjunction is active, you gain a benefit, as described in the table below.
    Special: You may select this feat multiple times, each time choosing a different Superior Conjunction.

    {table=head]Conjunction|Benefit
    Day|You gain fast healing 3
    Night|You can fly at a speed of 30 feet with good maneuverability
    Sheltered|You have concealment at all times[/table]

    Inclinometric Variety
    You learn to vary your astrolabe techniques, so as to adapt to new situations.
    Prerequisites: Astrolabe Technique class feature
    Benefit: Choose one astrolabe technique that you do not know. Once per day per four Observer levels you have, you can spend a swift action to gain the benefit of the chosen astrolabe technique for a number of rounds equal to your Intelligence modifier.

    Lesser Accord
    One of the Inferior Conjunctions you observe resonates within you, granting you strength and resolve.
    Prerequisites: Ability to activate an Inferior Conjunction, Spot 4 ranks
    Benefit: Choose one Inferior Conjunction. Whenever that Conjunction is active, you gain a benefit, as described in the table below.
    Special: You may select this feat multiple times, each time choosing a different Inferior Conjunction.

    {table=head]Conjunction|Benefit
    Azimuth|You gain a +3 insight bonus to saves vs spells and spell-like effects
    Declination|You take 1 less damage per die from spells and effects which affect an area
    Gravity|You gain a +4 insight bonus to avoid being bull rushed, grappled, or tripped
    Moon|You can see through magical darkness (though non-magical darkness still baffles you unless you have some other way to pierce it)
    Occultation|Any bonus to AC granted to you by cover increases by 50%
    Orbit|Increase your base speed by 20 feet[/cell]
    Phase|You can see incorporeal and Ethereal creatures normally (but not invisible creatures)
    Spin|You gain a +3 dodge bonus to AC
    Stars|The range of any special senses you have increases by 50%
    Transit|You may spend a swift action to take an additional 5-foot step on your turn[/table]


    Phase-Shifted Phenomenon [Quantum]
    You can observe a phenomenon which doesn't quite exist in normal reality.
    Prerequisites: Ability to observe phenomena
    Benefit: A Phase-Shifted phenomenon has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the phenomenon's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket. You must be able to perceive a creature to target it with a Phase-Shifted phenomenon, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. Observing a Phase-Shifted phenomenon requires one additional Inferior Conjunction (of your choice) than normal for that phenomenon.

    Practiced Observer
    You have observed certain phenomena so many times that it's become nearly rote.
    Prerequisites: Ability to observe phenomena
    Benefit: Choose a number of phenomena that you know up to your Intelligence modifier. Your Observer Level when observing those phenomena increases by +4, up to a maximum of your character level. This does not affect the number of Inferior Conjunctions you can have active at any given time, only the Observer Level-dependent effects of the chosen phenomena.

    Predicted Phenomenon [Quantum]
    You can observe phenomena a few rounds before they occur.
    Prerequisites: Ability to observe phenomena
    Benefit: You can observe a phenomenon and have it take effect up to 3 rounds after you observe it. The delay time cannot be changed once set; the Predicted phenomenon activates just before your turn on the round you designate. Only area, personal, and touch phenomena can be affected by this feat. Any decisions you would make about the phenomenon (including attack rolls, designating targets, or determining or shaping an area) are decided when the phenomenon is observed, with any of its effects (including damage and saving throws) decided when it takes effect. If conditions change during the delay period in ways that would make the phenomenon impossible to observe when it would take effect (the target you designate moves beyond the phenomenon's range, for example, or the required Inferior Conjunctions are not active), the phenomenon fails. During the delay period, a Predicted phenomenon can be detected in the area or on the target (as applicable). Observing a Predicted phenomenon requires one additional Inferior Conjunction (of your choice) in excess of its normal set per round of delay. When you observe a Predicted phenomenon, one additional active Inferior Conjunction (of your choice) is removed.

    Self-Evident Phenomenon [Quantum]
    You can observe phenomena which are clear even to the untrained eye.
    Prerequisites: Ability to observe phenomena
    Benefit: You can apply more Inferior Conjunctions to a phenomenon than normal, increasing its power. If you have more active Inferior Conjunctions than are required for a given phenomenon, you may remove any number of the additional Conjunctions when you observe the phenomenon, adding +1 to the DC of the phenomenon for each one removed this way.

    Spyglass Enthusiast
    Your scientific training has taught you to craft and maintain your equipment.
    Prerequisites: Amateur Observer.
    Benefit: You can make and use spyglasses, as per the Spyglass Apprentice class feature of an Astronomer.

    Stargazer
    You enjoy watching the slow wheel of the constellations in the night sky.
    Prerequisites: Amateur Observer.
    Benefit: Choose one Constellation. You can focus on it as per the Star Charts ability of an Astronomer, but can never attain a tier of abilities and Inferior Conjunctions higher than Planet. Whenever your chosen Constellation would progress, it is instead lost (and must be focused on again for you to gain the benefit).

    Survey Phenomenon [Quantum]
    You survey a large portion of the sky, allowing you more opportunities to observe a particular phenomenon.
    Prerequisites: Ability to observe phenomena
    Benefit: You can observe a phenomenon more often than usual. A Survey phenomenon does not count against the usual limit of once per phenomenon per encounter. Observing a Survey phenomenon requires one additional Inferior Conjunction (of your choice) than normal for that phenomenon. When you observe a Survey phenomenon, two additional active Inferior Conjunctions (of your choice) are removed.

    Theoretical Phenomenon [Quantum]
    You observe phenomena in theory, without actually seeing them.
    Prerequisites: Ability to observe phenomena
    Benefit: You can observe a phenomenon that has no visible manifestation. All other aspects of a Theoretical phenomenon, including range, area, targets, and damage remain the same. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the observation will see whatever visual manifestations typically accompany the phenomenon. Observing a Theoretical phenomenon requires no additional Inferior Conjunctions, but one additional active Inferior Conjunction (of your choice) is removed when you observe it.

    Vivid Phenomenon [Quantum]
    You observe a phenomenon which is significantly brighter than normal.
    Prerequisites: Ability to observe phenomena
    Benefit: All variable, numeric effects of a Vivid phenomenon are increased by one-half. Saving throws and opposed rolls are not affected, nor are phenomena without random variables. Observing a Vivid phenomenon requires two additional Inferior Conjunctions (of your choice) than normal for that phenomenon. When you observe a Vivid phenomenon, two additional active Inferior Conjunctions (of your choice) are removed.
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    PRECESSION'S GUIDE

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    On this day, you, sir, will be introduced to the war of Mars, incarnate in this blade I'm holding in my hand. Yes, this one. It's very sharp, as you will soon discover. Sharpened by the very moonbeams in the night, it was. So what I'm saying is, don't mess with me.

    Some Astronomers look to the stars, and realize that the stars are telling them to hit people with a sword. Since the stars said so, who are those astronomers to argue? Thus, a Precession's Guide is born.

    BECOMING A PRECESSION'S GUIDE
    A Precession's Guide is an Astronomer who has decided that the best way to further his studies is through the rockage of face.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +3
    Skills: Spot 8 ranks
    Feats: Combat Reflexes
    Observing: Ability to have at least 2 Inferior Conjunctions active simultaneously
    Special: Einstein's Experiments astrolabe technique, ability to focus on a Constellation

    Class Skills
    The Precession's Guide's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
    Skills Points at Each Level: 2 + int

    Hit Dice: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|Observing
    1st |+1 |+2|+0|+2|Astrolabe technique, convergent strike, star charts|—
    2nd |+2 |+3|+0|+3|Astric guide|+1 level of existing observing class
    3rd |+3 |+3|+1|+3|Empyric grace|+1 level of existing observing class
    4th |+4 |+4|+1|+4|Astrolabe technique|—
    5th |+5 |+4|+1|+4|Precessing strike|+1 level of existing observing class
    6th |+6 |+5|+2|+5|Rapid Precession|+1 level of existing observing class
    7th |+7 |+5|+2|+5|Astrolabe technique|—
    8th |+8 |+6|+2|+6|Improved empyric grace|+1 level of existing observing class
    9th |+9 |+6|+3|+6|Improved astric guide|+1 level of existing observing class
    10th|+10|+7|+3|+7|Astrolabe technique, greater precessing strike|—[/table]

    Weapon Proficiencies: A Precession's Guide is proficient with all simple and martial weapons, light and medium armor, and shields.

    Astrolabe Technique: At 1st level, and every 3 levels after, you learn a new astrolabe technique, as described in the Astronomer class writeup. Precession's Guide levels count as Astronomer levels for the purposes of the Kepler's Mathematics technique.

    Convergent Strike (Su): You gain significant power from the alignment of heavenly bodies. As a swift action, you may choose to deactivate any number of active Inferior Conjunctions. For each Conjunction you deactivate, you gain a +1 to attack rolls and +1d4 bonus untyped damage on all attacks until the beginning of your next turn.

    Star Charts: Precession's Guide levels stack with Astronomer levels for the purposes of determining the abilities and conjunctions you gain from your focused Constellation.

    Observing: At each level indicated in the table above, you gain an increase in Phenomena known and Observer level as if you had gained a level of an Observing class in which you had levels before entering this prestige class. This does not grant you additional class features or any other benefits you would have gained from levels of that class.

    Astric Guide (Su): By 2nd level, you have gained sufficient skill that you are able to guide the heavens into different alignments by your actions. Once per round, whenever you successfully strike an opponent in melee combat, you may sacrifice one of your attacks of opportunity in the round as a free action to attempt a Spot check to add or change an Inferior Conjunction (as per the Astronomer ability). You cannot use this ability if you have no attacks of opportunity remaining in the round.

    Empyric Grace (Su): Beginning at 3rd level, you have acquired so much data and evidence during your martial experiments that a number of your observations can be made much more swiftly. You may observe any of the following phenomena as a move action instead of a standard action, provided that you know it and can observe it.
    Spoiler
    Show
    Empyric Phenomena:
    • Accretion
    • Albedo
    • Dispersion
    • Eccentricity
    • Electromagnetic Discontinuity
    • Great Attractor
    • Jovian Satellite
    • Magnetar
    • Nutation
    • Parallax
    • Precession
    • Redshift
    • Retrograde Motion
    • Sidereal Time
    • Singularity
    • Syzygy
    • Zenithh
    • Zone of Avoidance


    Precessing Strike (Su): When you achieve 5th level, your studies of heavenly alignments have progressed, allowing you to take extra advantage of particular convergences. Whenever you use your Convergent Strike ability to deactivate an Inferior Conjunction, you gain an additional benefit depending on which Conjunction you deactivate, as shown on the table below. You can only gain one benefit from this ability at a time; if you deactivate more than one Conjunction at a time, you must choose which one to gain the benefit from.
    {table=head]Inf.Conj|Benefit
    Azimuth | Each attack you make this round which damages an opponent reduces that opponent's spell resistance, power resistance, and damage reduction (as applicable) by 2 points for 1d6 rounds
    Declination | Whenever you attack an opponent in melee (but no more than once before the beginning of your next turn) you may cause an additional creature adjacent to that opponent to make a Reflex save (DC 10 + 1/2 observer level + Int mod) or take damage equal to half the damage dealt to the original target
    Gravity | The range increments of any ranged attacks made against you this round are reduced to 10 feet
    Moon | Choose an opponent adjacent to you to provoke; until the beginning of your next turn, that opponent must make a Will save (DC 10 + 1/2 observer level + Int mod) or be unable to affect anyone other than you with an attack, spell, or other ability
    Occultation | Gain a dodge bonus to AC depending on your weapon size: +1 for a light weapon, +3 for a one-handed weapon, +5 for a two-handed weapon
    Orbit | You can make a single normal melee attack this round against any creature within Close range (25 ft + 5 ft/2 observer levels)
    Phase | Your attacks function normally against ethereal and incorporeal creatures until the beginning of your next turn
    Spin | You may resolve one of your attacks this round against your opponent's touch AC instead of their regular AC
    Stars | You can counteract miss chances due to magical concealment effects, reducing them by up to 5% per class level for your attacks this round
    Transit | As an immediate action, you can cancel a single attack of opportunity which you would provoke before the beginning of your next turn[/table]

    Rapid Precession (Su): Your studies progress through the evolving sky at a faster pace than more traditional observers. Beginning at 6th level, you can spend a full-round action to progress your focused Constellation, as if 24 hours had passed. If you do so, at the beginning of your next turn, you gain the benefits of the new focused Constellation, including resetting your automatic Inferior Conjunctions as if the encounter had just begun.

    Improved Empyric Grace (Su): Upon reaching 8th level, whenever you use your Empyric Grace class feature, you can observe the given phenomena as a swift action instead of a move action.

    Improved Astric Guide (Su): At 9th level, your contemplations of heavenly bodies gain in complexity and death. You may use your Astric Guide ability whenever you strike an opponent in combat, up to an amount equal to your remaining attacks of opportunity in the round.

    Greater Precessing Strike: When you have achieved 10th level, you may gain as many benefits from your Precessing Strike feat as Conjunctions that you deactivate (rather than being limited to one at a time).

    PLAYING A PRECESSION'S GUIDE
    A Precession's Guide follows the great wheeling sky as it turns overhead, illuminating the best way to murder his enemies with impunity. He takes particular notice of any conjunctions he sees, which would suggest specific tactics for eviscerating opponents more efficiently (or less efficiently, as the case may be).
    Combat: Precession's Guides tend to be melee combatants, making use of the variety of tools granted by this class and his phenomena to put the hurt on creatures in the wrong place at the wrong time.
    Advancement: The best way to go is one of the following: more levels in Astronomer, levels in a martial class, or levels in another prestige class based on Astronomer.
    Resources: Royal Colleges of Astronomers often need guards, and/or have exchange programs with Wartime Academies. If they do not do either of these things, you could likely persuade them so.

    PRECESSION'S GUIDE IN THE WORLD
    He was standing there, looking up at the sky like he was waitin' for something. Then he came over and tried to cut my head off! The nerve of some people, right?

    As a Precession's Guide, you are likely to be underestimated, since most people will notice you stargazing and automatically assume you're not a fan of physical activity, particularly when it comes to the sublime art of beating-distribution.
    Daily Life: Your day begins extremely early -- in fact, usually the night before, when you spend time observing the heavens and taking notes for the next day's adventuring. You might consult one or more almanacs or star atlases. Then, after a hearty sleep of some length, you would continue traveling the world, looking for annoying monsters to add to your collection of discarded corpses.
    Notables: Ser Arthur of Eddingstown was a Precession's Guide of some repute, who had an ongoing rivalry with Lord Isaac of Novuston over the affection of a nearby gentlewoman. The two dueled, Ser Arthur with a blade and Lord Isaac with a reinforced spyglass. Legend has it that they struck each other dead in the same instant, whereby the gentlewoman in question collected both their things and moved to a tropical location to live out her life in luxury.
    Organizations: The Royal College of Strute is a collection of renowned Astronomers who have financed the Strutesmen as a league of investigators of all things bellicose. The Strutesmen recruit Astronomers of robust constitution who fancy themselves amateur pugilists, train them in the proper forms of deadly combat, and turn them loose on unsuspecting dangerous fauna, with often traumatic (and extremely informative) results.

    NPC Reaction
    "Wot, a Presusshes Guy? Ne'er erd ovit. Can ye eatit?"

    PRECESSION'S GUIDE IN THE GAME
    A Precession's Guide is essentially an alternate-magic gish, dishing out pain with the support of the scientific method. He is often a frontliner or glass cannon, but with unusual versatility due to the Constellation and phenomena systems.
    Adaptation: In a science fiction campaign, a Precession's Guide might be an elite nano-soldier, using quantum probabilities to explode his enemy's many eyeballs. In a maritime campaign, a Precession's Guide could traverse the waves while drawing strength and killing prowess from a variety of amorous sea creatures.
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    VOYEUR

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    some fluff text here

    While most astronomers live in the spotlight, celebrities who know the movement of the heavenly bodies, some steal away into the spaces between atoms and photons, sneaking phenomena behind their opponents' eyes.

    BECOMING A VOYEUR
    A Voyeur is an Astronomer who has learned some quantum.

    ENTRY REQUIREMENTS
    Skills: Knowledge (the Planes) 8 ranks, Spot 8 ranks, Sleight of Hand 4 ranks
    Skill Tricks: Any 1
    Feats: Any Quantum feat
    Observing: Ability to have at least 2 Inferior Conjunctions active simultaneously
    Special: Ability to focus on a Constellation
    Special: Sneak attack +1d6

    Class Skills
    The Voyeur's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Hide (Dex), Knowledge (all skills, taken individually) (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Sleight of Hand (Dex), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level: 6 + int

    Hit Dice: d8

    {table=head][br][br]Level|Base[br]Attack[br]Bonus|[br]Fort[br]Save|[br]Ref[br]Save|[br]Will[br]Save|[br][br]Special|[br][br]Observing
    1st |+0 |+0|+2|+2|Conjunction theft, sneak attack +1d6, star charts|+1 level of existing observing class
    2nd |+1 |+0|+3|+3|Quantum technique|+1 level of existing observing class
    3rd |+2 |+1|+3|+3|Resonating waveform|+1 level of existing observing class
    4th |+3 |+1|+4|+4|Quantum technique, sneak attack +2d6|+1 level of existing observing class
    5th |+3 |+1|+4|+4|Bonus Quantum feat|—
    6th |+4 |+2|+5|+5|Quantum technique|+1 level of existing observing class
    7th |+5 |+2|+5|+5|Sneak attack +3d6|+1 level of existing observing class
    8th |+6 |+2|+6|+6|Quantum technique|+1 level of existing observing class
    9th |+6 |+3|+6|+6|Improved conjunction theft|+1 level of existing observing class
    10th|+7 |+3|+7|+7|Quantum technique, sneak attack +4d6|+1 level of existing observing class[/table]

    Weapon Proficiencies: A Voyeur is proficient with all simple and martial weapons, light and medium armor, and shields.

    Conjunction theft (Su): When you enter this class, you learn the most fundamental skill a Voyeur needs to operate: that of stealing Conjunctions from your opponents for use with your Quantum feats. Whenever you would be able to sneak attack a creature (even if that creature is normally immune to precision damage), you may forego the extra damage to make a Sleight of Hand check (DC 20) as a free action. If you are successful, you gain a Waveform (essentially a Conjunction in potentia). The next time you observe a phenomenon in the encounter modified by a Quantum feat, you may collapse the Waveform, using it to take the place of one additional Inferior Conjunction required by the Quantum feat. (If the Quantum modification requires the deactivation of additional Conjunctions, the Waveform supplies one of those as well.) You may only have one Waveform at a time, and my only apply a single Waveform to any given phenomenon. Any Waveforms you have stored dissipate at the end of the encounter.

    Sneak attack: At 1st level, and every 3 levels after, your sneak attack damage increases by +1d6.

    Star Charts: You add your Voyeur class level to your Astronomer levels for the purposes of determining the abilities and conjunctions you gain from your focused Constellation.

    Observing: At each level except 5th, you gain an increase in Phenomena known and Observer level as if you had gained a level of an Observing class in which you had levels before entering this prestige class. You also increase your effective Astronomer level for the purposes of determining the number of Inferior Conjunctions you may have active at a given time. This does not grant you additional class features or any other benefits you would have gained from levels of that class.

    Quantum technique (Su): You are a master of microscopic probabilities. Beginning at 2nd level, and every even level after, you learn one of the abilities listed below.

    Quantum Techniques:
    Spoiler
    Show

    Bell's Entanglement: You know that particles separated by great distance can still be interconnected, and by transmitting yourself along these causal linkages, you can move from one area to another. At will, you may make a Spot check as a swift action to teleport yourself (with no chance for error) a number of feet equal to your check result, rounded up to the nearest multiple of 5 feet. The new space must be within line of sight and line of effect, and must be able to support your weight. You can’t use this ability to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the action is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you.

    Born's Superposition: Multiple occurrences can contribute to any given situation, due to the overlap of probability functions. Whenever you and an ally are both adjacent to a creature, you both count as flanking that creature (with all appropriate benefits) even if you are not in a configuration which would normally lead to flanking.

    de Broglie's Wavelength: Revealed to your awareness is the sinusoidal momentum of all matter. You are automatically aware of the starting and ending point of any creature within 120 feet which moves more than 5 feet during its turn, even if the creature is invisible, ethereal, incorporeal, etc. If you cannot see the creature, it still has total concealment from you, as normal.

    Dirac's Equation: With the proper mathematical tools, proper predictions can be made in nearly every situation. You can always act during a surprise round, even if you would have been surprised.

    Fermi's Decay: You understand that much that exists is inherently unstable, and how to capitalize on that fact. Whenever you would be able to sneak attack a creature (even if that creature is normally immune to precision damage), you may forgo some number of dice of sneak attack damage to reduce the duration of ongoing effects which the target has active. For any effects which are neither permanent nor instantaneous (i.e., that have finite durations), each die of sneak attack damage you forego reduces the duration by 1 unit. For example, an effect with a duration in rounds is reduced by 1 round, while one with a duration in hours is reduced by 1 hour.

    Feynman's Diagrams: The complex can be made simple and intuitive with the right application. Once per day per class level, you can make a Knowledge (the Planes) check in place of any other skill check, but increase the DC for the check by 5.

    Pauli's Exclusion: Two objects cannot occupy the exact same place and state at the same time, which you can use to your advantage. Whenever a creature attempts to bull rush, grapple, or overrun you, or enter your square for any other means, you may spend an immediate action to gain the Incorporeal subtype until the beginning of your next turn. All of your equipment becomes Incorporeal with you.

    Planck's Units: Fundamental measurements can be derived from first principles and natural constants, allowing communication (using common mathematics) between disparate consciousnesses. You can make a DC 25 Spot check as a move action to establish telepathic contact (as per the mindlink power, with a manifester level equal to your observer level) with any creature you can see.

    Politzer-Wilczek-Gross Chromodynamics: The smallest particles in existence come in a rainbow array of colors, each with its own unique properties. By studying these miniature building blocks, you learn to be more adaptable in the most innocuous of situations. Once per two class levels per day, you may use a skill trick you know an additional time in an encounter.

    Young's Duality: You recognize the juxtaposition between wave and particle which exists in everything. Whenever you observe a phenomenon which requires a touch attack (ranged or melee), you may channel the phenomenon through a regular melee or ranged attack as part of the same action. On a successful attack, the target takes damage from the attack and is affected by the phenomenon.


    Resonating waveform (Su): Starting at 3rd level, you can use a stolen Waveform on any phenomenon you observe within a number of rounds equal to your Intelligence modifier before it dissipates (instead of being limited to the next phenomenon you observe).

    Bonus Quantum feat: At 5th level, you gain a bonus Quantum feat for which you meet the prerequisites.

    Improved conjunction theft: When you reach 9th level, your thievery reaches new heights of observation. You can store one Waveform per 5 ranks of Knowledge (the Planes) you have, and may use up to 2 Waveforms per phenomenon.
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Okie doke, that's what I've got. Feel free to post.
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Woah. Just had an idea.

    I'm reserving this post for a Husk/Astronomer PrC, if that's alright.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    Let's play a game, shall we? Current Game: Soul Void. Updates Mondays, 6PM EST.

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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Quote Originally Posted by Amechra View Post
    Woah. Just had an idea.

    I'm reserving this post for a Husk/Astronomer PrC, if that's alright.
    Damn that class is awesome. Your usual fine work! Please feel free to add your own ideas to any and all homebrew I post.

    Also, have you abandoned Gramarie? :( :( :( :( :(
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    I confess, I tried running it in an IRL game, and that soured me to it (besides the fact that it hits a power level that I don't really like; I want my super-science/ultra-physics to require teams of arcanoengineers going for days without sleep to get the space-rending world destroyer built. Though I suppose that could be fixed by lengthening the time it takes to prepare principals...)
    Quote Originally Posted by segtrfyhtfgj View Post
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Quote Originally Posted by Amechra View Post
    I confess, I tried running it in an IRL game, and that soured me to it (besides the fact that it hits a power level that I don't really like; I want my super-science/ultra-physics to require teams of arcanoengineers going for days without sleep to get the space-rending world destroyer built. Though I suppose that could be fixed by lengthening the time it takes to prepare principals...)
    There are a plethora of things going on with it, if you feel like jumping back in at any point (including a proposal to do away with infinite or NI ebb generators). There's an IRC channel and everything.
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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Just a brief note for now: you've spelled "orrery" correctly in the text, but in the class features table, under "Special," it's listed as "orrey" at fourth and sixteenth levels.

    .
    Last edited by Palanan; 2014-02-03 at 12:12 PM.

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    Default Re: Receding Horizons: Astrophysics in D&D 3.5

    Quote Originally Posted by Palanan View Post
    Just a brief note for now: you've spelled "orrery" correctly in the text, but in the class features table, under "Special," it's listed as "orrey" at fourth and sixteenth levels.

    .
    Oh, thank you, I'll fix that.

    So... what did you think of the class/other stuff?
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