Author Topic: [Forgehammer] Astrologist Prestige Class.  (Read 2196 times)

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kurashu

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[Forgehammer] Astrologist Prestige Class.
« on: October 06, 2008, 07:38:39 PM »
Been working like a madman on my homebrew setting this last week and I've hammered (no pun intended) out a lot, mostly flavor and fluff than mechanics and crunch. However, I do have some crunch to share. Keep in mind this my "world without magic" setting.

Astrologist

Astrologists are those that gain power from the positions of the stars, the location of the planes and knowing the astrologist signs of their opponents. They are equal parts derided as eccentric and praised as leaders of a new movement by the denizen of Thyon. Since the Rift Wake, astrology has seen a dramatic upturn in interest. Humans, dwarves and the remnants of elven nobility have expressed particular interest in astrology.

Requirements
Skills: Knowledge (History) 8 ranks, Knowledge (the Planes) 8 ranks, Profession (Astrologist) 8 ranks.
Feats: Skill Focus (Knowledge [the Planes]) or Skill Focus(Profession [Astrologist]), Study the Stars
Special: Must have visited the Astralsee and one other plane and conversed with that plane's essence

BAB: 3/4
Hit Die: d6
Good Saves: Will
Skills (4 + INT): Appraise, Autohyponosis, Bluff, Concentration, Craft, Diplomacy, Intimidate, Gather Information, Knowledge (All skills taken individually), Listen, Profession (Astrologist), Sense Motive, Speak Language, Spot, Survival

01 Favored Plane
02 Astrological Prescience (+2, 1/ecounter)
03 Star Pact
04 Favored Plane
05 Astrological Prescience (+4, 2/encounter)
06 Greater Star Pact
07 Favored Plane, Planeswalk

Weapon and Armor Proficiencies: An astrologist gains no weapon or armor proficiencies.

Favored Plane (Ex): An astrologist gains special insight to different planes because of his research and planar travel. At 1st level, he may choose a plane he has visited. The astrologist gains a +2 on all knowledge checks and survival checks made that involve his favored plane. At 4th and 7th levels, the astrologist chooses two other planes and the bonuses for his favored planes increase by one (to +3 at 4th and to +4 at 7th level).

Astrological Prescience (Ex): Astrologists have an ability to prophecy a creatures strengths and weaknesses by  diving their astrological signs. The astrologist makes profession (astrologist) check against a will save by the target. If the check fails, the attempt is not wasted. If the astrologist succeeds, he gains a +2 on saving throws, armor class and attack rolls against the creature for the rest of the encounter. Astrological Prescience can only affect one creature during an encounter and a creature that saves against the effect is immune to the astrologist's astrological prescience for 24 hours. At 5th level, the bonuses granted by Astrological Prescience increases to +4 and an astrologist may use it one additional time per encounter.

Star Pact: At 2nd level an astrologist can make a pact with the primordial essence of a favored plane. First he must contact with the plane's essence by making a profession (astrologist) check (DC 40). If the check is made, he negotiates the terms of the pact with the essence (most likely through bluff or diplomacy) and the astrologist is damaged of one point from each of his mental scores. This ability damages heals after 24 hours of rest after which the pact's effect begins. Star Pacts last for one year and an astrologist need not make star pacts with the same plane every year. An astrologist may only have one Star Pact at a time. If he violates the terms of the pact he instantly becomes fatigued, is drained 1 point from each mental score (this drain can not be restored until the pact would have expired) and he may not make another Star Pact until the violated pact would have expired. Violating a pact also increases future Star Pact DCs by 5 until the astrologist makes amends to the plane's essence.

Each plane provides different benefits based on individual astrologist. Any ability granted by a Star Pact can not be used to qualify for feats, prestige classes or other effects unless specifically mentioned in the pact.

  • Titanscradle (Ex): A Star Pact with Titanscradle grants the Astrologist the ability to rage like a barbarian can. He may rage a number of times per day equal to 1/2 his astrologist level. He also gains the fast movement ability of a barbarian as well.
  • Obscura (Sp): Star Pacts with Obscura grants the astrologist to turn invisible (as the spell) a number of times per day equal to 1/2 his astrologist level for a number of rounds equal to his Wisdom modifier. He also gains 2d6 sneak attack.
  • Muspelheim (Su): An astrologist who makes a Star Pact with Muspelheim gains a breath attack that he can use a number of times per day equal to 1/2 his astrologist level and deals 3d8. An astrologist can use this breath attack once every 1d4 rounds. The breath attack is either a 60ft line or a 30ft cone and can deal fire, acid, cold or electricity damage. The shape of the breath attack and the type of damage dealt are determined when the pact is made and cannot be changed until the pact expires. He also gains Energy Resistance 5 to his chosen element.
  • Aelf (Ex): When an astrologist makes a pact with Aelf, he gains a +2 bonus to his Dexterity score, a +2 bonus to Charisma and a +2 bonus on Survival checks. Additionally, if the Astrologist has the Wild Empathy class feature, 1/2 of his astrologist levels stack to determine the bonus on the roll.
  • Astralsee (Su): The astralsee is a respite for the mind and soul, as such it's star pacts grant the ability to meldshape or manifest as an incarnate or psion of 1/2 the astrologist level. He may only choose one of these abilities, which is determined at the time of the pact.

Greater Star Pact: At 6th level, an astrologist gains more clout with his plane. He can make stronger pacts with planes' essences. Greater Star Pact follows the same rules as Star Pact. When an astrologist gains this class feature, his current pact is instantly augmented to meet the benefits mentioned below. All effects of Greater Star Pact are in addition to those granted by Star Pact unless otherwise stated.

  • Titanscradle (Ex): An astrologist who makes a greater star pact with Titanscradle gains Greater Rage and Tireless Rage as the barbarian features. His fast movement bonus increases by 10ft as well.
  • Obscura (Sp): Greater Star Pacts with Obscura grant the ability to use greater invisibility instead of invisibility and also gains two weapon fighting and greater two weapon fighting as bonus feats.
  • Muspelheim (Su): Muspelheim grants an improved breath attack with a Greater Star Pact. The astrologist's breath attack deals 6d8 and he may use it a number of times per day equal to his astrologist level. His energy resistance improves to 15. He also gains one bonus feat which must be a metabreath feat he qualifies for.
  • Aelf (Ex): A Greater Star Pact with Aelf increases the bonuses to Dexterity and Charisma by 2. He also gains Damage Reduction 10/Cold Iron and Magic. He may also choose one invocation from the warlock list that a warlock of his astrologist level may have.
  • Astralsee (Su): Astrologists who make a pact with the Astralsee gain the ability to meldshape as an incarnate of his Astrologist level or manifest psionics as a psion of his Astrologist level. In addition, he gains the expanded soulmeld capacity and chakra binds of an incarnate of his level or the bonus feats granted by a psion's class levels (these feats may only be used to qualify for another feat granted in this way, not by other feats granted by character levels or by class levels).

Planeswalk (Su): Once per week, an astrologist may transport himself to one of his favored planes. He may also choose to take allies with him. If he is traveling alone, he simply makes a knowledge (the planes) check (DC set by DM, his bonus from favored planes counts towards this) to determine the position of the plane and then makes a concentration check (DC equal to his HD) as he completes a ritual. This process takes ten minutes. If he is taking any other beings with him, they much be willing and maintain contact with him during the ritual. He must make a concentration check against each creature's HD. An astrologist can only transport a total amount of HD equal to four times his character level. If the astrologist fails his concentration check against any of the creature's HD, he may choose to abort the attempt and try again later. Any creature that breaks contact with the astrologist is left behind if the transport succeeds, though the astrologist may choose to abort the transport and try again later if he chooses.

Study the Stars
You are a student of astrology and have learned to determine certain qualities about creatures you encounter and how to calculate the position of planes.
Requirements: Knowledge (the Planes) 6 ranks, Profession (Astrologist) 6 ranks
Benefit: Study the Stars grants the following benefits:
  • Know Astrological Symbol: By taking a full round action to make a profession (Astrologist) check against a creature's HD  you can determine what astrological symbol the creature belongs to.
  • Determine Planar Location: By making a Knowledge (the Planes) check (DC varies and is set by the DM) you can determine the position of a particular plane, what plane your are on, and the orbit of your current plane.
In addition, you gain a +2 bonus on Knowledge (the Planes) and Profession (Astrologist) checks.


Quick Notes of the Cosmology of Forgehammer:
Every plane has a primordial essence which is similar to a divine being that is both the plane and the power of the plane. The material plane doesn't have one because of the Rift Wake (I desperately need a better name for that).
I also stole a lot of ideas from 4e FR's cosmology.
  • Titanscradle is the combo of the elemental planes, limbo and the abyss.
  • Obscura is the combination of the plane of shadow and most of the positive and negative energy planes. It's coexistent with the material plane most of the time. It is also the so-called graveyard plane, where souls go to decide their final fate. Think the Shadowfell basically.
  • Muspelheim is the plane of dragons and dragonkin. It's equal parts horrid wasteland and elysian paradise depending on the ruling dragon of the area. Parts of the elemental planes fused here, but their influence is minimal.
  • Aelf is basically the material plane if it was ruled by fey and elves. Massive forests, unbroken nature for miles, small villages and castles carved into mountainsides.
  • The Astralsee is a fusion of the astral plane and the ethereal plane. It is also the in between of all the planes, the plane all other planes float in. The Astralsee is also the source of psionics and incarnum.
  • The Far Realm is so far removed from the current cosmology that it's existence is unknown at this point.

Questions, comments, other stuffs?