The stars are all around us - not just in the heavens, but in you, me, and this world as well. Whether by happenstance or by mortal intervention, we are all part of the grandeur of the universe's heavenly play, that billion-year show sure to outlast our ephemeral lives. In this I am a medium of sorts, acting as conduit for the Signs above to act upon reality so far from themselves.
~Yedeah, a Zodiac and philosopher
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.)
Zodiacs begin practically as blank slates, whose abilities change with the Sign they choose to adopt for the day. They are unable to change their Sign once they have adopted it, however, so they must choose wisely from among the choices given to them. Typically, they become proficient at a specific area (such as mounted combat, information gathering, controlling minds, or summoning allies) without too much widespread power.
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.
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.
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.
Though there is no official list of races that the greater population of Zodiacs object to, mostly longer-lived races, such as elves, are interested in the stars in such a way that Zodiacs are. Shorter-lived races, and more brutal and savage creatures, tend to focus on more specific needs, such as things that are occurring in their everyday lives. Some savage Zodiacs, and many cultured ones, insist that the stars do actually play a role in even the most mundane beast's life.
Zodiacs relate best to other knowledge-seekers - wizards, archivists, factotums, and possibly rogues. They have slight disdain for those that would rather not learn at all, but such is really not a problem among members of a specific class (except maybe Barbarian), though they are usually willing to put up with the small, usually tolerable issues they have with other classes.
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.
DMs may change the names of the constellations involved to include more Fantastical star signs instead of established Zodiac signs. They could also limit the number of Signs a Zodiac may adopt based on her Favored Sign, but grant the ability to switch between them with a short ritual.
The Zodiac is a character who is closely tied to the heavens and the shining stars within them, specifically the twelve signs of the Zodiac. She attunes herself to her Favored Sign early on, and can adopt the powers of a Sign to gain more abilities. Depending on her choice of adopted Sign, she may fulfill several different roles.
GAME RULE INFORMATION
Zodiacs have the following game statistics:
Charisma is paramount to a Zodiac. Her skills and ability DCs are largely dependent upon it, though some Signs a Zodiac might adopt may focus on other abilities. High Constitution and Dexterity help keep a Zodiac alive, and a high Intelligence helps her take advantage of more of her skills. High Strength allows a Zodiac focused on melee combat greater potential.
The Zodiac's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Hide (Dex), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Move Silently (Dex), Use Magic Device (Cha).
In addition, a Zodiac gains an additional Class Skill based on her Favored Zodiac, which she retains regardless of the Sign she has adopted at any time. See the list below the class table regarding Favored Signs.
Skill Points at First Level:
(4 + Int modifier) x 4
Skill Points at Each Additional Level:
4 + Int modifier
Weapon and Armor Proficiency:
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Adopt Sign, Starlight|
|Blessed by Stars (2 skills)|
|Blessed by Stars (4 skills), Galactic Adaptation|
|Planar Step (Temporary)|
|Blessed by Stars (6 skills)|
|Planar Step (Permanent)|
|Child of the Stars, Blessed by Stars (8 skills)|
The Zodiac is proficient with all simple weapons and all light armor, but not with shields.
A Zodiac's Favored Sign has little actual effect on the Zodiac herself, instead mostly influencing her interactions with others. When a character first takes a level of Zodiac, she chooses one of the following Signs as her Favored Sign; this decision can never be altered and determines some of the abilities she gains as she gains levels as a Zodiac, such as her bonus Class Skill, the shape her Living Constellation takes and the Alignment she gains a bonus to from her Celestial Conjunction and Celestial Opposition abilities. She also gains a +1 bonus to all DCs required by abilities she uses while she has adopted her Favored Sign (though she is not limited to only her Favored Sign).
Adopt Sign (Ex):
Aries the Ram
Associated Class Skill:
The Zodiac's forehead becomes rough, bony and resilient
Taurus the Bull
Associated Class Skill:
Handle Animal (Cha)
The Zodiac's hair becomes long and shaggy
Gemini the Twins
Associated Class Skill:
An illusory "twin" follows the Zodiac around, staying in the same square
A Gemini Zodiac's "twin"
Cancer the Crab
Associated Class Skill:
The Zodiac's skin turns a mottled grey color
Leo the Lion
Associated Class Skill:
The Zodiac's ears turn up and resemble great cat ears
Virgo the Maiden
Associated Class Skill:
A sense of purity follows the Zodiac around
Libra the Scales
Associated Class Skill:
The Zodiac mutters nonsensically whenever making a decision
Scorpio the Scorpion
Associated Class Skill:
The Zodiac's incisors lengthen into large fangs
Sagittarius the Centaur
Associated Class Skill:
Sense Motive (Wis)
The Zodiac gains the tail of a horse
Capricorn the Sea-Goat
Associated Class Skill:
Perform (Juggling) (Cha)
Two upward-pointing horns sprout from the Zodiac's forehead
Aquarius the Waterbearer
Associated Class Skill:
The Zodiac's hands always appear wet
Pisces the Fish
Associated Class Skill:
Two sets of nonfunctional gills form on both sides of the Zodiac's neck
At the beginning of each day, the Zodiac decides upon a Sign to adopt. Doing so grants her additional abilities above and beyond those already possessed by nature of her Zodiac levels. It takes the Zodiac 1 hour of peaceful meditation to fully adopt a Sign. Once she has adopted a Sign, she gains its abilities for 24 hours or until she rests for 8 hours. She may not normally dismiss her Sign until the 24 hour duration is finished.
A Zodiac who has fully adopted her Favored Sign displays a unique effect, called the Influence. She cannot suppress the Influence of her Sign in any way, but she can find ways to hide it - covering her forehead suitably will hide the Influence of Aries, but wearing gloves only causes the Influence of Aquarius to transfer to the palms of the gloves. An Influence never gives a mechanical benefit; a DM is free to rule that certain Influences (such as Libra's) might cause situational penalties, though they do not, by these rules, cause any.
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). 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.
Individual Shape Notes:
|Size/Type||Medium Living Construct|
|Hit Dice||2d8+4 (13 hp)|
|Speed||40 ft. (8 squares)|
|Armor Class||16 (+2 Dex, +4 natural), touch 12, flat-footed 14|
|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|
The Zodiac's Living Constellation Progression:
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
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
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).
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
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)
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)
The Living Constellation resembles an old man of the Zodiac's race, garbed in blue robes with a blank stare on its face.
A Libra-based Living Constellation:
- 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
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
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
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)
- Gains two Hoof attacks dealing 1d6+0.5xStr damage each
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
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
The Zodiac's Living Constellation companion is a powerful aid to the Zodiac, and gains special abilities above and beyond those granted to it by virtue of its shape. It gains these abilities over time as the Zodiac advances in power.
|Zodiac Level||Bonus HD||Natural Armor Adj.||Str Adj.||Int Adj.||Special|
|5th-7th||+2||+4||+1||+1||Empathic Link, Evasion, Share Saving Throws|
|15th-20th||+8||+10||+7||+4||Spell Resistance, Mettle|
Blessed by Stars (Su):
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the Living Constellationís base attack and base save bonuses. A Living Constellationís 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 monsterís Hit Dice.
Natural Armor Adj.
The number on the table is an improvement to the Living Constellation's existing natural armor bonus.
Add this figure to the Living Constellationís Strength score.
Add this figure to the Living Constellationís 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 Constellationís eyes, but they can communicate empathically to the best of the Living Constellation's ability.
Note that even intelligent companions might see the world differently from the Zodiac, so misunderstandings are always possible.
Because of this empathic link, the Zodiac has the same connection to an item or place that her Living Constellation does, just as with a master and his familiar.
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 Zodiacís, whichever is higher. The Living Constellation applies its own ability modifiers to saves, and it doesnít share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The Living Constellationís 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 Constellationís spell resistance equals its masterís 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 Constellationís 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.
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.
Beginning at 5th level, the Zodiac gains a boon granted by her association with the heavens. At 5th level, and again at 10th, 15th and 20th levels, she picks 2 skills. Whenever she is able to see at least one star (the Sun counts as a star) in the sky, she gains a +3 Luck bonus to the skills chosen.
Celestial Opposition (Ex):
Beginning at 7th level, the Zodiac's Favored Sign begins playing a part in the outcome of battles she is in - generally ruling in her favor. Whenever the Zodiac is engaged in an encounter in which she is fighting creatures of the alignment that opposes her Favored Sign's Associated Alignment (Lawful opposes Chaotic and "extreme" alignments oppose neutral (LG, CG, LE, CE)), she gains a +1 Insight bonus to attacks, damage and AC for every 5 Zodiac levels she has, up to +4 at 20th level.
Cosmic Smash (Su):
Beginning at 8th level, the Zodiac learns to call stars to her aid, increasing the potency of her melee abilities. As a full-round action, the Zodiac may make a single attack with her weapon against an enemy within melee range of her. This attack deals normal weapon damage plus her Starlight damage, varying depending on the effect of Starlight:
Ray Starlight abilities deal weapon damage plus Starlight damage to the target, but do not require an additional ranged touch attack to hit.
Line Starlight abilities deal weapon damage plus Starlight damage to the target and all other enemies within 10 feet of the victim; the victim does not get a Reflex save to avoid damage, but all others do.
Cone Starlight abilities deal weapon damage plus Starlight damage to the target and all other enemies within 10 feet of the victim. None of the creatures affected are allowed Reflex saves to avoid the Starlight damage.
Galactic Adaptation (Ex):
Beginning at 10th level, the Zodiac's body goes through several changes that prepare her for existing on worlds less hospitable to her. She is permanently surrounded in a small pocket of air, allowing her to breathe (even when underwater or in a vacuum) and protecting her from inhalation-based damage (such as gases or vapors). In addition, her body is protected from the negative effects of gravity (she is affected as if by the amount of gravity her home plane creates), those of existing in a vacuum, and other effects of being in outer space, such as radiation and the damaging effects of entering and exiting atmospheres.
Planar Step (Su):
Beginning at 11th level, the Zodiac can step through planar boundaries as easily as she might take any other step. At 11th level or higher, the Zodiac may, as a full round action, transport herself to another plane of her choice. She has no choice in where she ends up on the other plane, however. She is considered Extraplanar when on a plane not her native plane, and is immediately shunted back to her previous plane after 1 round per Zodiac level spent on the plane she travelled to with this ability. In order to properly make the step onto another plane, however, she must make a DC 15 Intelligence check in order to step to the plane that she wants. If she fails, she accidentally transports herself and all those traveling with her to a random plane.
At 16th level, the transfer to the new plane does not have a time limit on it; she may spend as much time on the other plane as she wishes.
Celestial Convergence (Su):
Beginning at 13th level, when the Zodiac is able to see the sky, she call for the star's aid at short notice. The Zodiac is able to grant herself an Insight bonus equal to her Zodiac level to a single save, opposed ability or skill check, or AC against a single attack as a free action. You must use Celestial Convergence before you make the roll to which it applies. Once it is used, it can't be used again for 24 hours.
Shifting Shield (Su):
Beginning at 14th level, the Zodiac can project a shield similar to a gravity well, but with only shifting properties. Despite behaving similarly to a gravity well, the shield does not attract anything, but instead either causes one of two effects to occur; she can switch between the two with a move action, or activate or deactivate her shield with a standard action.
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.
All energy attacks used by the Zodiac, and all energy attacks directed at her, deal half-and-again as many dice in damage (as if Empowered). However, the ranges of all energy attacks she uses are cut in half.
Quantum Strike (Su):
Beginning at 17th level, the Zodiac's Cosmic Smash can be sped up considerably, inflicting several blows in only a few seconds. Once per encounter, the Zodiac may, as a full round action, make a full attack action. Each attack that hits is treated as if it were a Cosmic Smash.
Galactic Jump (Ex):
Beginning at 19th level, the Zodiac is able to use the light of the stars and her connection to them to make incredible leaps. Once in outer space (defined as being outside a planet's atmosphere, if it has one), the Zodiac is able to transform her body into pure energy and travel incredible distances. Once transformed into energy (a full round action), she is able to travel six lightseconds per round (approximately 1,200,000,000 squares). She cannot stop her motion until the end of a round, however (and thus cannot travel fewer than 6 lightseconds) and cannot perform any other actions while transformed into energy. Assuming her previous form takes a full round action. While traveling, she is protected from all damaging effects and is considered incorporeal, and thus passes through solid objects.
Child of the Stars (Ex):
Upon attaining mastery of her domain at 20th level, the Zodiac transcends mortality and becomes like unto the universe: a naturally ordered being above time and space. She is treated as if she were a Living Construct for the purposes of spells, abilities and immunities if it would be for her benefit; for example, she may ignore poisons and diseases, but accept a spell that would only target Humanoids normally. The Zodiac decides which abilities affect her and which do not; her decision does not consume any time and is a Free action. In addition, the Zodiac is immune to the rigors of time; she continues to accumulate bonuses for aging, but suffers no penalties (though she does not lose penalties she has already accrued). However, she never actually ceases living because of age.
In addition, the Zodiac always knows whether it is day or night out, and can identify instantly the position of the stars above (and thus always knows what direction North is), even if she cannot see the sky or any indicator of time of day or star locations. This also allows her to use abilities that only work if she can see the stars.
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.
Sift through Time (Ex):
|3||Sift through Time|
|12||Leap through Dreams|
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 donít understand the significance of the knowledge.|
In addition, whenever the Zodiac makes a successful Sift through Time check against a creature, she gains a bonus to her attack rolls, damage, AC and saves against that creature based on her roll:
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.
Beginning at 9th level, the sign of Aries grants to those adopting it the power of Dreamsight - they are able to fully detect sleeping creatures up to 100 feet away, even through solid matter. Creatures that are nearby glow a faint green; creatures with solid matter between themselves and the Zodiac only show up as a faint green glowing blob to the Zodiac.
In addition, the Zodiac may concentrate on any sleeping creature within 10 feet of herself to identify what kind of dreams it is having. Concentrating in this way is a standard action.
Leap through Dreams (Su):
By seeing connections between sleeping creatures and the dreamworld, the Zodiac adopting the sign of Aries may, beginning at 12th level, immediately teleport between two sleeping creatures. Doing so causes no sound and places the Zodiac as close as she can be to the target creature without waking it up. If there isn't room for the Zodiac within 10 feet of the creature, her attempt fails. Leaping through dreams is a standard action.
Dreambubble Visions (Su):
Beginning at 15th level, the Zodiac adopting the sign of Aries gains the ability to use the spell Greater Scrying
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")|
In addition, the Zodiac gains the ability to afflict any creature she spends 4 rounds concentrating on with a Nightmare
as a swift action. The Nightmare can be countered by Dispel Evil, but the Zodiac does not become stunned for any duration afterwards if such happens.
Calculated Foresight (Su):
Once attaining 20th level, the Zodiac adopting the sign of Aries is granted permanent Foresight
. In addition, she may set up a single contingency
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.
Ride the Companion (Ex):
|3||Ride the Companion|
|6||Be the Cavalier|
|9||Tend to Mount|
|20||Improved Celestial Weapon|
Beginning at 3rd level, a Zodiac adopting the sign of Taurus is treated as if she had the Mounted Combat feat. In addition, the Zodiac is considered to have effective ranks in the Ride skill equal to 4 + her Zodiac level while riding her Living Constellation companion.
Be the Cavalier (Ex):
Beginning at 6th level, a Zodiac adopting the sign of Taurus is treated as if she has the Ride-by Attack and Spirited Charge feats. In addition, the Zodiac may, as a standard action, summon a longsword or lance made entirely out of celestial matter. This weapon functions as if it had a +2 enhancement bonus (increasing by +1 at every even level beyond 6th, increasing from +8 to +10 at level 20). She may, as a standard action, redistribute the enhancement bonus of her celestial weapon between Enhancement Bonus and weapon abilities (such as Flaming or Vicious). When the celestial weapon leaves the Zodiac summoner's hand, it disappears. A Zodiac is considered proficient with the weapon summoned by this ability. While wielding either weapon, the Zodiac adds her Charisma to her hit and damage with that weapon.
At 12th level, the Zodiac's companion gains the ability to fly as if by the spell Air Walk.
At 15th level, the Zodiac's companion gains a Flight speed equal to four times its base land speed with Good maneuverability.
Tend to Mount (Su):
Beginning at 9th level, a Zodiac adopting the sign of Taurus gains the ability to use the Cure Serious Wounds
spell as a swift action on her Living Constellation companion. At 15th level, she instead gains the ability to use the Heal
spell as a swift action on her Living Constellation companion. Afterwards, the companion gains Damage Reduction/- equal to 1/2 the Zodiac's level for an equal number of rounds.
Riding Mastery (Ex):
Beginning at 12th level, a Zodiac adopting the sign of Taurus is granted the ability to use her effective Mounted Combat feat against every attack made against her Living Constellation companion, instead of only one attack per round. In addition, she may always take 10 on Ride checks, even when threatened or distracted, but only once per round.
Mounted Reaper (Ex):
Beginning at 15th level, a Zodiac adopting the sign of Taurus instead deals 4x damage with a Longsword on a mounted charge (or 5x damage with a lance). In addition, her companion may make up to a 90 degree turn on any mounted charge that covers more than 20 feet of distance.
Gravitic Stomp (Ex):
Beginning at 18th level, a Zodiac adopting the sign of Taurus is treated as if she had the Trample feat (her mount may make a Slam or Gore attack instead of a Hoof attack). In addition, victims of her Trample attack must spend a full round action to stand up from prone. Victims of the Trample attack must also make a DC (10 + 1/2 Zodiac levels + her Charisma modifier) Will save or be shaken for 1 round after standing up from prone.
Improved Celestial Weapon (Su):
Once attaining 20th level, a Zodiac adopting the sign of Taurus summoning a celestial weapon summons a vastly improved version of a Longsword or Lance. Either weapon summoned is treated as if it were 2 size categories larger for the purposes of damage. In addition, each weapon is automatically considered to have the Speed property, allowing the Zodiac to make an extra attack with it.
On any charge or mounted charge the Zodiac makes with her celestial weapon, she may make a full attack at the end.
Twin Starlight (Su):
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Beginning at 3rd level, whenever a Zodiac adopting the sign of Gemini uses her Starlight ability, she produces two identical cones of electricity that overlap each other. If the victim of her Starlight ability fails its first save against Starlight, it automatically fails its second save as well.
This ability does not double the Starlight effect added onto Cosmic Smash, Quantum Strike, Meteor or Big Bang.
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
spell. She also gains Low-Light Vision and can see twice as far as a human in moonlight or other environments of low light.
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
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
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
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.
Powerful Grasp (Ex):
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|18||Snap the Neck|
Beginning at 3rd level, a Zodiac adopting the sign of Cancer is treated as if she had the Improved Unarmed Strike and Improved Grapple feats. In addition, she gains a +4 Racial bonus to grapple attempts and gains the Improved Grab ability, which functions whenever she strikes a foe with an unarmed strike. Whenever the Zodiac deals damage with her unarmed strike in a grapple, she may add twice her Charisma modifier to the damage dealt.
Meek to Mighty (Ex):
Beginning at 6th level, a Zodiac adopting the sign of Cancer has her Base Attack Bonus become equal to her Zodiac level (gaining additional attacks as normal for an increase in Base Attack Bonus), and gains a +4 bonus to Grapple attempts for each size category smaller she is than her opponent and does not automatically fail to begin a grapple against creatures two sizes or more larger than she is.
Clever Wrestling (Ex):
Beginning at 9th level, a Zodiac adopting the sign of Cancer gains several special abilities while grappling:
All attacks made against the Zodiac have a 50% chance of missing and striking her grappled target instead.
The Zodiac gains the ability to make Disarm, Trip, and Sunder attempts as free actions against a creature she has pinned, instead of replacing attack attempts; however, she may only make one of each per round.
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
, the creature does not automatically succeed on grapple checks and escape artist checks to escape from a grapple. If the Zodiac manages to pin a creature under the effects of Freedom of Movement, the Freedom of Movement effect is dispelled (if it is constant, it is suppressed until the creature escapes the pin, as if by an anti-magic field).
Cosmic Impact (Su):
Beginning at 15th level, whenever a Zodiac adopting the sign of Cancer successfully pins an opponent, she deals damage to the creature equal to a maximized Starlight ability for her level (at 15th level for a Zodiac adopting the sign of Cancer, this would deal 5d6 Cold damage maximized, or 30 Cold damage). In addition, she may cause one unarmed strike per round (regardless of whether or not she is grappling or not) to deal additional damage equal to a maximized Starlight ability for her level.
Snap the Neck (Ex):
Beginning at 18th level, a Zodiac adopting the sign of Cancer gains the ability to inflict a terrible wound on an opponent who she has pinned. Once per opponent, she may make a special melee touch attack against an opponent she has pinned. If she succeeds, the victim loses half of its hit points, rounded down, and must succeed on a Fortitude save (DC = her touch attack roll + her Charisma modifier) or be Dazed for 1 round. This ability does not function against nonliving creatures such as undead or constructs, nor creatures with indiscernible anatomy, such as oozes, plants and elementals. Using Snap the Neck takes up a possible attack or grapple check during a round.
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 creatureís equipment is unaffected.
A creature that is partially assimilated into the Zodiac's form (that is, a creature that has at least 1 hit point remaining after suffering from Singularity) grants the Zodiac a number of temporary hit points equal to half the damage dealt by Singularity for 1 hour.
A creature that is completely assimilated grants the Zodiac a number of temporary hit points equal to the damage she dealt and a +4 bonus to each of her ability scores for 1 hour. In addition, the Zodiac gain some semblance of a creature she completely assimilates for 1 hour, granting her a +10 bonus on Disguise checks made to appear as that creature during that time.