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View Full Version : [3.5 Base Class] Zodiac (PEACH)



Derjuin
2011-11-21, 11:39 AM
Zodiac

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

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

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

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

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

Races: Though there is no official list of races that the greater population of Zodiacs object to, mostly longer-lived races, such as elves, are interested in the stars in such a way that Zodiacs are. Shorter-lived races, and more brutal and savage creatures, tend to focus on more specific needs, such as things that are occurring in their everyday lives.

Other Classes: Zodiacs relate best to other knowledge-seekers - wizards, archivists, factotums, and possibly rogues. They have slight disdain for those that would rather not learn at all, but such is really not a problem among members of a specific class (except maybe Barbarian).

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

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

GAME RULE INFORMATION
Zodiacs have the following game statistics:

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

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

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

In addition, a Zodiac gains an additional Class Skill based on her Favored Zodiac. See the list below the class table regarding Favored Signs.

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

The Zodiac


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Favored Sign, Adopt Sign, Starlight


2nd

+1

+0

+0

+3
Celestial Conjunction


3rd

+2

+1

+1

+3
-


4th

+3

+1

+1

+4
Living Constellation


5th

+3

+1

+1

+4
Blessed by Stars (2 skills)


6th

+4

+2

+2

+5
-


7th

+5

+2

+2

+5
Celestial Opposition


8th

+6/+1

+2

+2

+6
Cosmic Smash


9th

+6/+1

+3

+3

+6
-


10th

+7/+2

+3

+3

+7
Blessed by Stars (4 skills), Galactic Adaptation


11th

+8/+3

+3

+3

+7
Planar Step (Temporary)


12th

+9/+4

+4

+4

+8
-


13th

+9/+4

+4

+4

+8
Celestial Convergence


14th

+10/+5

+4

+4

+9
Shifting Shield


15th

+11/+6/+1

+5

+5

+9
Blessed by Stars (6 skills)


16th

+12/+7/+2

+5

+5

+10
Planar Step (Permanent)


17th

+12/+7/+2

+5

+5

+10
Quantum Strike


18th

+13/+8/+3

+6

+6

+11
-


19th

+14/+9/+4

+6

+6

+11
Galactic Jump


20th

+15/+10/+5

+6

+6

+12
Child of the Stars, Blessed by Stars (8 skills)



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

Favored Sign: A Zodiac's Favored Sign has little actual effect on the Zodiac herself, instead mostly influencing her interactions with others. When a character first takes a level of Zodiac, she chooses one of the following Signs as her Favored Sign; this decision can never be altered and determines some of the abilities she gains as she gains levels as a Zodiac, such as her bonus Class Skill, the shape her Living Constellation takes and the Alignment she gains a bonus to from her Celestial Conjunction and Celestial Opposition abilities.


Aries the Ram

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

Taurus the Bull

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

Gemini the Twins

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

Cancer the Crab

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

Leo the Lion

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

Virgo the Maiden

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

Libra the Scales

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

Scorpio the Scorpion

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

Sagittarius the Centaur

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

Capricorn the Sea-Goat

Associated Class Skill: Sleight of Hand (Dex)
Associated Alignment: Neutral
Influence: Two upward-pointing horns sprout from the Zodiac's forehead

Aquarius the Waterbearer

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

Pisces the Fish

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


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

A Zodiac who has fully adopted her Favored Sign displays a unique effect, called the Influence. She cannot suppress the Influence of her Sign in any way, but she can find ways to hide it - covering her forehead suitably will hide the Influence of Aries, but wearing gloves only causes the Influence of Aquarius to transfer to the palms of the gloves.

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



Sign
Starlight type
Damage
Hit Type


Aries
Fire, 60 ft. line
1d6/3 Zodiac levels
Reflex save


Taurus
Acid, 100 ft. ray
1d6/2 Zodiac levels
Ranged touch attack


Gemini
Electricity, 30 ft. cone
1d6/4 Zodiac levels
Reflex save


Cancer
Cold, 60 ft. line
1d6/3 Zodiac levels
Reflex save


Leo
Fire, 100 ft. ray
1d6/2 Zodiac levels
Ranged touch attack


Virgo
Acid, 30 ft. cone
1d6/4 Zodiac levels
Reflex save


Libra
Electricity, 60 ft. line
1d6/3 Zodiac levels
Reflex save


Scorpio
Cold, 100 ft. ray
1d6/2 Zodiac levels
Ranged touch attack


Sagittarius
Fire, 30 ft. cone
1d6/4 Zodiac levels
Reflex save


Capricorn
Acid, 60 ft. line
1d6/3 Zodiac levels
Reflex save


Aquarius
Electricity, 100 ft. ray
1d6/2 Zodiac levels
Ranged touch attack


Pisces
Cold, 30 ft. cone
1d6/4 Zodiac levels
Reflex save



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

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

Living Constellation (Su): Beginning at 4th level, the Zodiac can conjure a being that resembles the pattern of stars of her Favored Sign. Once summoned, her Living Constellation assumes the shape of her Favored Sign (see the Individual Shape Notes below). The Zodiac may only have one Living Constellation under her command at a time, and if it falls in battle or if she releases it, the Zodiac must spend an entire night (8 hours) gazing at the stars. If she is unable to see the stars (for example, if she is underground), she must instead perform peaceful meditation for 8 hours. Gazing or meditating successfully is considered restful time spent, as if she had slept 8 hours (or tranced for 4 if she is an elf). After gazing or meditation, the Zodiac can prepare a quick ritual, requiring only a minute, to summon a new Living Constellation. The ritual cannot be performed if the Zodiac is distracted or otherwise cannot devote an entire minute to careful and precise movements and chanting.

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



Size/Type
Medium Living Construct


Hit Dice
2d8+4 (13 hp)


Initiative
+2


Speed
40 ft. (8 squares)


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


Base Attack/Grapple
+1/+3


Attack
Slam +3 melee (1d8+6)


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


Space/Reach
5 ft./5 ft.


Special Attacks
See Individual Notes


Special Qualities
Darkvision 60 ft., tremorsense 30 ft.


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


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


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


Feats
Alertness, Power Attack



Individual Shape Notes:

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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



The Zodiac's Living Constellation Progression:



Zodiac Level
Bonus HD
Natural Armor Adj.
Str Adj.
Int Adj.
Special


5th-7th
+2
+4
+1
+1
Empathic Link, Evasion, Share Saving Throws


8th-10th
+4
+6
+3
+2
Improved Speed


11th-14th
+6
+8
+5
+3
Improved Evasion


15th-20th
+8
+10
+7
+4
Spell Resistance, Mettle




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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Signs

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

Aries



Level
Ability Granted


3
Sift through Time


6
Stop Time


9
Dreamsight


12
Leap through Dreams


15
Dream Visions


18
Improved Dreamsight


20
Calculated Foresight



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

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



DC
Type of Knowledge


10
Common, known by at least a substantial minority of the local population.


20
Uncommon but available, known by only a few people; legends.


25
Obscure, known by few, hard to come by.


30
Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.



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

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

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

Leap through Dreams (Su): By seeing connections between sleeping creatures and the dreamworld, the Zodiac adopting the sign of Aries may, beginning at 12th level, immediately teleport between two sleeping creatures. Doing so causes no sound and places the Zodiac as close as she can be to the target creature without waking it up. Leaping through dreams is a standard action.

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

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



Number of Rounds
Information


1
Dreams the creature is currently experiencing


2
Any ongoing magical effects on the creature


3
The approximate number of magical items the creature is carrying


4
The creature's approximate challenge rating (expressed in words, like "Weak", "Strong", "Overpowering")



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

Taurus



Level
Ability Granted


3
Companion Rider


6
Cavalier Extraordinaire


9
Tend to Mount

12
Riding Mastery
[/tr]

15
Mounted Reaper


18
Gravitic Stomp


20
Improved Celestial Weapon



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

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

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

Tend to Mount (Su): Beginning at 9th level, a Zodiac adopting the sign of Taurus gains the ability to use the Cure Serious Wounds (http://www.d20srd.org/srd/spells/cureSeriousWounds.htm) spell as a swift action on her Living Constellation companion. At 15th level, she instead gains the ability to use the Heal (http://www.d20srd.org/srd/spells/heal.htm) spell as a swift action on her Living Constellation companion.

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

Mounted Reaper (Ex): Beginning at 15th level, a Zodiac adopting the sign of Taurus instead deals 3x damage with a Longsword on a mounted charge (or 4x damage with a lance). In addition, her companion may make up to a 90 degree turn on any mounted charge that covers more than 20 feet of distance.

Gravitic Stomp (Ex): Beginning at 18th level, a Zodiac adopting the sign of Taurus is treated as if she had the Trample feat (her mount may make a Slam or Gore attack instead of a Hoof attack). In addition, victims of her Trample attack must spend a full round action to stand up from prone.

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

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

Gemini



Level
Ability Granted


3
Twin Starlight


6
Doublesight


9
Meteor


12
Foot on Both Sides


15
Improved Doublesight


18
Two Lives


20
Big Bang



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

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

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

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

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

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

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

Cancer



Level
Ability Granted


3
Powerful Grasp


6
Meek to Mighty


9
Clever Wrestling


12
Nimble Grasp


15
Cosmic Impact


18
Snap the Neck


20
Singularity



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

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

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

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

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

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

Cosmic Impact (Su): Beginning at 15th level, whenever a Zodiac adopting the sign of Cancer successfully pins an opponent, she deals damage to the creature equal to a maximized Starlight ability for her level (at 15th level for a Zodiac adopting the sign of Cancer, this would deal 5d6 Cold damage maximized, or 30 Cold damage).

Snap the Neck (Ex): Beginning at 18th level, a Zodiac adopting the sign of Cancer gains the ability to inflict a terrible wound on an opponent who she has pinned. Once per opponent as a standard action, she may make a special melee touch attack against an opponent she has pinned. If she succeeds, the victim loses half of its hit points, rounded down, and must succeed on a Fortitude save (DC = her touch attack roll + her Charisma modifier) or be Dazed for 1 round. This ability does not function against creatures with indiscernible anatomy, such as oozes, plants and elementals.

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

A creature that is completely assimilated grants the Zodiac a number of temporary hit points equal to the damage she dealt and a nonstacking +4 bonus to each of her ability scores for 1 hour.

Derjuin
2011-11-21, 11:40 AM
Signs, continued

Leo



Level
Ability Granted


3
Hunter's Claws


6
Ferocity of the Wild


9
Rake and Ravage


12
Stalking Starlight


15
Dreadful Roar


18
Berserk

20
Deathblow
[/tr]


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

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

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

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

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

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

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

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

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

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

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

Virgo



Level
Ability Granted


3
Inconspicuous Weapon


6
Masquerade


9
Surprising Strike


12
Divine Porphyria


15
Life from Blood


18
Unending Life


20
Perfect Host



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

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

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

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

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

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

Life from Blood (Ex): Beginning at 15th level, a Zodiac adopting the sign of Virgo gains a special ability while using her Bite attack. Whenever she successfully bites a living creature, she can opt to leech blood from the creature. Doing so is a swift action, deals 1d6 points of Constitution damage to the creature and grants the Zodiac 5 temporary hit points per point of Constitution damage dealt. After 1 hour, the temporary hit points and the constitution damage (if the victim is still alive) disappear.

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

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

Libra



Level
Ability Granted


3
Smite Opposition


6
Arbiter Body


9
Objection!


12
Implacability


15
Word of Justice


18
Execution


20
Imprisonment



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

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

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

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

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

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

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

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

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

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

Scorpio



Level
Ability Granted


3
Push the Weak Mind


6
Telepathic Sight


9
Seeds of Doubt


12
Mind Control


15
Mental Surge


18
Karmic Revenge


20
Chain of Control



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

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

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

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

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

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

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

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

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

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



Ability
Cost
Effect


Empower Push the Weak Mind
X*
Increase DC by X


Quicken Mind Control**
3
Using is a Move action, Concentrating is Swift


Break Mind Blank
2
Dispel a Mind Blank spell, dispel check = d20 + Zodiac level


Absolute Command
4
Use Push the Weak Mind, Mind Control or Chain of Control*** on a creature naturally immune to mind-affecting effects



Table notes:

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


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

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

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

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

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

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

Sagittarius



Level
Ability Granted


3
Skirmisher


6
Impeccable Aim


9
Aimed Shot


12
Powerful Draw


15
Cometfall


18
Seek the Blood


20
Arrowstorm



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

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

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

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

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

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

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

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

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


Capricorn



Level
Ability Granted


3
Violent Performer


6
Bloodrage


9
Chill Demeanor


12
Inspire Terror


15
Obliterating Rage


18
Hymn of Horror


20
Defy Death



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

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



Result
Bonus


10-19
+2


20-24
+4


25-30
+6


31-35
+8


36+
+10



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

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

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

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

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

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

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

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

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

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

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

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


Aquarius



Level
Ability Granted


3
Inspire Hope


6
Haughty Disbelief


9
Aura of Despair


12
Starlit Depression


15
Coerce Happiness


18
Destroy Hope


20
Wrath



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

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

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

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

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

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

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

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

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

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

Pisces



Level
Ability Granted


3
Aquatic Adaptation


6
Empowered Companion


9
Shield Friends


12
Guide Natural Ally


15
Convoke Extraplanar Ally


18
Song of Life


20
Prompt Command



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

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

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

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

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

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

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

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

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

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

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

GuyFawkes
2011-11-21, 01:29 PM
First of all congratulations on winning the contest! :smallwink: It truly is an interesting class.

Okay now for the comments:


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

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

This is a very nice ability. One question though. Will the time that she spends on gazing at the stars or meditating also count as her being rested? ie does this make her qualify for the required time of rest for other abilities?


Centaur Shape: Sagittarius
The Living Constellation resembles a young centaur, beaming with enthusiasm and pride.
Gains Improved Initiative as a bonus feat and confers a +2 bonus to Initiative to all allies of the Zodiac (including the Zodiac herself) within 30 ft. of itself
Gains two Hoof attacks dealing 1d6+2xStr damage each
Always considered Mounted for the purposes of a Charge attack

I know it's kinda silly, but Sagittarius is more of the archer than the centaur, so you might wanna go for that effect with regards to the abilities. And seeing all of the zodiacs, you really don't have a ranged attacker, so this might be a good opportunity for that.


Fish Shape: Pisces
The Living Constellation resembles a vicious-looking toothy fish that floats above the ground.
Loses 40 ft. Speed and gains a Fly speed of 20 ft. (Perfect maneuverability) and a Swim speed of 60 ft. (the Living Constellation cannot carry anything while Flying)
Loses its Slam attack and gains a Bite attack dealing 2d6+2x Str damage
Gains the ability to Latch On whenever it successfully hits a foe with a Bite attack (see Weasel)
Automatically deals 1 point of Constitution damage whenever it successfully hits a foe with its Bite attack

I don't know if this is stronger or weaker than what you have there, but I just have an idea I'd like to share for this. How about making Pisces have just a 'Swim' speed instead, but the living constellation can 'swim' through anything, ie air, the ground, but not through living creatures? When attacking from the ground or an adjacent wall or structure, your target is treated as if attacked by an invisible creature. Also, the living construct can end its turn inside structures, or under the ground to avoid damage. As usual, it can't carry gear when flying or underground/inside structures. You can put its swim speed at 40 ft, and maybe lose the con damage if you think it's too much.


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

Maybe make this effect work whenever she is under a clear sky like celestial convergence? Cause it would suck to have the sun hidden by a patch of cloud, and the rest is clear as it can be, when the millions of stars are just there, but you can't see them so you can't have your bonus. Maybe state the only things to negate this effect are total cloud cover or being inside enclosed spaces/underground. I know it's silly, but hey, who knows? :smalltongue:


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

Maybe put some mechanical effects here? I mean if the class can withstand entry and exit of the atmosphere, surely that means she can resist high temperatures. Fire Resistance maybe, as well as for the other effects stated.


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

I don't know if it's gamebreaking, but it would be nice to be able to use this even after knowing your rolls. I mean, you only get it once a day.


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

Only a question here. What would happen if she ended her turn inside something?


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

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

Nice capstone. Again, I'm not one for balance, but it wouldn't hurt to get another bonus when the Zodiac is actually under stars, even just for her favored sign.


All in all, very nice job. The abilities and fluff tie up together very well, and that's what for me makes a class worth it. Good job, and again congratulations!

DiBastet
2011-11-21, 01:49 PM
I don't like too specific base classes, so could you make a prc version? It would fit like a glove in my setting.

Derjuin
2011-11-21, 02:14 PM
First of all congratulations on winning the contest! :smallwink: It truly is an interesting class.


Thanks!



Okay now for the comments:



This is a very nice ability. One question though. Will the time that she spends on gazing at the stars or meditating also count as her being rested? ie does this make her qualify for the required time of rest for other abilities?


It would count; I'll add in a line about that.



I know it's kinda silly, but Sagittarius is more of the archer than the centaur, so you might wanna go for that effect with regards to the abilities. And seeing all of the zodiacs, you really don't have a ranged attacker, so this might be a good opportunity for that.


I only made it a centaur because I thought an archer companion might be too complex for, well, a companion. Plus you can ride a centaur, but not an archer :smalltongue:. I will give it some thought, though; what would you suggest for its attack? Give it a Longbow whose arrows vanish after dealing damage and the bow itself disappears after it leaves the archer's hands?



I don't know if this is stronger or weaker than what you have there, but I just have an idea I'd like to share for this. How about making Pisces have just a 'Swim' speed instead, but the living constellation can 'swim' through anything, ie air, the ground, but not through living creatures? When attacking from the ground or an adjacent wall or structure, your target is treated as if attacked by an invisible creature. Also, the living construct can end its turn inside structures, or under the ground to avoid damage. As usual, it can't carry gear when flying or underground/inside structures. You can put its swim speed at 40 ft, and maybe lose the con damage if you think it's too much.


That's actually what its Perfect fly speed is supposed to emulate, though I'm not sure if I'd like it being able to swim through the ground. They're physical constructs without an elemental affiliation (like a Xorn has), so they don't really have much of a reason to be able to swim through structures or the ground.



Maybe make this effect work whenever she is under a clear sky like celestial convergence? Cause it would suck to have the sun hidden by a patch of cloud, and the rest is clear as it can be, when the millions of stars are just there, but you can't see them so you can't have your bonus. Maybe state the only things to negate this effect are total cloud cover or being inside enclosed spaces/underground. I know it's silly, but hey, who knows? :smalltongue:


Thanks for pointing this out - the wording was supposed to be identical, but Celestial Convergence was written a few days later than Blessed by Stars.



Maybe put some mechanical effects here? I mean if the class can withstand entry and exit of the atmosphere, surely that means she can resist high temperatures. Fire Resistance maybe, as well as for the other effects stated.


It's essentially a Necklace of Adaptation in class ability form :smalltongue:. Fire Resistance, maybe...



I don't know if it's gamebreaking, but it would be nice to be able to use this even after knowing your rolls. I mean, you only get it once a day.


I might consider that. It was meant to emulate Moment of Prescience, which typically would be used only once or twice per day because of its duration.



Only a question here. What would happen if she ended her turn inside something?


A very good question at that! I have no idea. :smalltongue:

If she is still in energy form, she floats around inside it; since she's still incorporeal, she won't suffer harm. If she ends Galactic Jump inside it, I'm thinking maybe she is shunted to the nearest surface capable of supporting her weight.



Nice capstone. Again, I'm not one for balance, but it wouldn't hurt to get another bonus when the Zodiac is actually under stars, even just for her favored sign.


Hm, maybe. I'm not sure what else to provide as a bonus, though, as with the capstone you always have those bonuses. Plus there are a few abilities granted by the adopted Signs that work only while under the stars, so...



All in all, very nice job. The abilities and fluff tie up together very well, and that's what for me makes a class worth it. Good job, and again congratulations!

Thanks! I only hope the Signs themselves don't make the class too powerful, since they fill in every empty spot on the list.


I don't like too specific base classes, so could you make a prc version? It would fit like a glove in my setting.

I honestly don't think this class can fit into a PrC :smallfrown: It's also meant to discourage multiclassing and dipping, so a lot of its abilities would have to go away if it were turned into the traditional 10-level PrC.

mootoall
2011-11-21, 02:53 PM
This ... is neat. I'll give a full review later, but damn, it's neat.

DiBastet
2011-11-21, 05:43 PM
Well, that's sad. No use for me then. :smallfrown:

Eleven
2011-11-21, 08:41 PM
Why is the Living Constellation a construct? Wouldn't Outsider or perhaps Aberration fit the thematics better? I mean, they are summoned, not crafted.

unosarta
2011-11-21, 09:05 PM
I am sorry but my first thought combined with your avatar and location was using this to make some hilarious Homestuck references, but none of them really work.

Still, seems like an interesting class.

Derjuin
2011-11-21, 10:31 PM
Why is the Living Constellation a construct? Wouldn't Outsider or perhaps Aberration fit the thematics better? I mean, they are summoned, not crafted.

Outsider might fit better, actually. I imagined them sort of like symbols given life and form by the Zodiac's particular brand of magic, like "star golems" I guess. I didn't want to give them the full construct type, however.


I am sorry but my first thought combined with your avatar and location was using this to make some hilarious Homestuck references, but none of them really work.

Still, seems like an interesting class.

There are actually a lot of Homestuck references in this class; I decided to only call out one of them though (Hymn of Horror; check Capricorn and the associated picture for the ability).

Thanks!

unosarta
2011-11-21, 10:45 PM
Oh my god I forgot how terrifying Gamzee is.
HEHEHEHEHEHE
hehehehehehe

GuyFawkes
2011-11-22, 01:11 AM
I only made it a centaur because I thought an archer companion might be too complex for, well, a companion. Plus you can ride a centaur, but not an archer :smalltongue:. I will give it some thought, though; what would you suggest for its attack? Give it a Longbow whose arrows vanish after dealing damage and the bow itself disappears after it leaves the archer's hands?

Well, it is technically a centaur archer, so it's still a centaur, and you can still ride it. :smallwink: And yeah, something like what you said for its attack. Like a longbow that magically forms when the centaur tries to fire and disappears when it is just standing or doing something else, and the arrows are of pure energy form.


That's actually what its Perfect fly speed is supposed to emulate, though I'm not sure if I'd like it being able to swim through the ground. They're physical constructs without an elemental affiliation (like a Xorn has), so they don't really have much of a reason to be able to swim through structures or the ground.

Heh no worries. That was just some idea I had. The one you have works fine if I may say so.



A very good question at that! I have no idea. :smalltongue:

If she is still in energy form, she floats around inside it; since she's still incorporeal, she won't suffer harm. If she ends Galactic Jump inside it, I'm thinking maybe she is shunted to the nearest surface capable of supporting her weight.

Haha yeah that should be the most logical solution.


Hm, maybe. I'm not sure what else to provide as a bonus, though, as with the capstone you always have those bonuses. Plus there are a few abilities granted by the adopted Signs that work only while under the stars, so...

Right, I forgot about the signs abilities, which are cool by the way. Though I have no idea for balance between each of them yet. But on the note of being powerful, I don't think they do. I mean each of them are pretty much focused one one aspect, well most of them are at least, making them powerful on certain situations, but not on others, so it's all good.


Oh, and one more thing. Just a useless comment. You don't have to mind this. On the Taurus ability Gravitic Stomp. Graviton Stomp or Gravity Stomp would sound better. :smallbiggrin:

Derjuin
2011-11-22, 02:55 PM
Well, it is technically a centaur archer, so it's still a centaur, and you can still ride it. :smallwink: And yeah, something like what you said for its attack. Like a longbow that magically forms when the centaur tries to fire and disappears when it is just standing or doing something else, and the arrows are of pure energy form.

This sounds reasonable; I'll give it some thought. :smallsmile:



Right, I forgot about the signs abilities, which are cool by the way. Though I have no idea for balance between each of them yet. But on the note of being powerful, I don't think they do. I mean each of them are pretty much focused one one aspect, well most of them are at least, making them powerful on certain situations, but not on others, so it's all good.


That's the ideal situation - each sign is powerful in its own field, but it's focused so you can be really good at one thing and okay at something else, but not really good at everything.



Oh, and one more thing. Just a useless comment. You don't have to mind this. On the Taurus ability Gravitic Stomp. Graviton Stomp or Gravity Stomp would sound better. :smallbiggrin:

I used Gravitic because, although it's considered archaic/rarely used, it means "of or pertaining to gravity". I couldn't find much else to mean something like that, but thanks for the suggestion :smallsmile:

Lix Lorn
2011-11-24, 12:25 PM
As I've said, I love this class!

I was thinking about feats earlier, though... The first two are just a personal thing I ALWAYS do, but the others might be more interesting.
Student of the Stars
Prerequisites: About to or already has taken at least one level of Zodiac.
Benefit: Your Zodiac class abilities are based on Intelligence, not Charisma.

Servant of the Stars
Prerequisites: About to or already has taken at least one level of Zodiac.
Benefit: Your Zodiac class abilities are based on Wisdom, not Charisma.

(This one could use a better name)

Favored of (Sign)
Prerequisites: Ability to Adopt Signs, chose (Sign) as their Favored Sign.
Benefit: When you adopt your sign for a day, you may choose to use the Starlight of your Favores Sign rather than the one you adopt.
Special: The Influence of your favored sign is always shown, even if you adopt another sign.

Blynkibrax
2011-12-19, 12:41 PM
Have you considered expanding this class to encompass the animals of the Chinese zodiac?

Or perhaps Ophiuchus?

Derjuin
2014-07-28, 08:16 PM
It only took about two months of putting it off and four hours of mindlessly typing but this class is now updated with not broken tables! Woo~

Network
2014-07-29, 12:13 AM
It only took about two months of putting it off and four hours of mindlessly typing but this class is now updated with not broken tables! Woo~
Take this (http://makaze-kanra.tumblr.com/ForumTableConverter), it will save you a lot of time for other homebrews you may want to convert. Explanations on it are given in this (http://www.giantitp.com/forums/showthread.php?338573-New-tables-converter) thread.

Derjuin
2014-07-29, 04:23 PM
Take this (http://makaze-kanra.tumblr.com/ForumTableConverter), it will save you a lot of time for other homebrews you may want to convert. Explanations on it are given in this (http://www.giantitp.com/forums/showthread.php?338573-New-tables-converter) thread.

Asdf, I wish I had known about that earlier. Hahah... :smallfrown: