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Old 09-30-2011, 04:18 AM   Top  -  End  -  #6
Derjuin
Ogre in the Playground
 
 
Join Date: Jul 2009
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Default Re: Base Class Challenge VIII - One Small Step for a Contest...

Zodiac



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

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

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

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

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

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

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

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

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

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

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

GAME RULE INFORMATION
Zodiacs have the following game statistics:

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

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

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

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

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

The Zodiac
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Adopt Sign, Starlight
2nd
+1
+0
+0
+3
Celestial Conjunction
3rd
+2
+1
+1
+3
-
4th
+3
+1
+1
+4
Living Constellation
5th
+3
+1
+1
+4
Blessed by Stars (2 skills)
6th
+4
+2
+2
+5
-
7th
+5
+2
+2
+5
Celestial Opposition
8th
+6/+1
+2
+2
+6
Cosmic Smash
9th
+6/+1
+3
+3
+6
-
10th
+7/+2
+3
+3
+7
Blessed by Stars (4 skills), Galactic Adaptation
11th
+8/+3
+3
+3
+7
Planar Step (Temporary)
12th
+9/+4
+4
+4
+8
-
13th
+9/+4
+4
+4
+8
Celestial Convergence
14th
+10/+5
+4
+4
+9
Shifting Shield
15th
+11/+6/+1
+5
+5
+9
Blessed by Stars (6 skills)
16th
+12/+7/+2
+5
+5
+10
Planar Step (Permanent)
17th
+12/+7/+2
+5
+5
+10
Quantum Strike
18th
+13/+8/+3
+6
+6
+11
-
19th
+14/+9/+4
+6
+6
+11
Galactic Jump
20th
+15/+10/+5
+6
+6
+12
Child of the Stars, Blessed by Stars (8 skills)

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

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

Spoiler


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

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

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

SignStarlight typeDamageHit Type
AriesFire, 60 ft. line1d6/3 Zodiac levelsReflex save
TaurusAcid, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
GeminiElectricity, 30 ft. cone1d6/4 Zodiac levelsReflex save
CancerCold, 60 ft. line1d6/3 Zodiac levelsReflex save
LeoFire, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
VirgoAcid, 30 ft. cone1d6/4 Zodiac levelsReflex save
LibraElectricity, 60 ft. line1d6/3 Zodiac levelsReflex save
ScorpioCold, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
SagittariusFire, 30 ft. cone1d6/4 Zodiac levelsReflex save
CapricornAcid, 60 ft. line1d6/3 Zodiac levelsReflex save
AquariusElectricity, 100 ft. ray1d6/2 Zodiac levelsRanged touch attack
PiscesCold, 30 ft. cone1d6/4 Zodiac levelsReflex 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.

Size/TypeMedium Living Construct
Hit Dice2d8+4 (13 hp)
Initiative+2
Speed40 ft. (8 squares)
Armor Class16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple+1/+3
AttackSlam +3 melee (1d8+6)
Full AttackSlam +3 melee (1d8+6)
Space/Reach5 ft./5 ft.
Special AttacksSee Individual Notes
Special QualitiesDarkvision 60 ft., tremorsense 30 ft.
SavesFort +5, Ref +5, Will +1
AbilitiesStr 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SkillsJump +8, Listen +5, Spot +5, Swim +3, Survival +1
FeatsAlertness, Power Attack

Individual Shape Notes:
Spoiler


The Zodiac's Living Constellation Progression:

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

Zodiac LevelBonus HDNatural Armor Adj.Str Adj.Int Adj.Special
5th-7th+2+4+1+1Empathic Link, Evasion, Share Saving Throws
8th-10th+4+6+3+2Improved Speed
11th-14th+6+8+5+3Improved Evasion
15th-20th+8+10+7+4Spell Resistance, Mettle

Spoiler


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Signs

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

Aries
Spoiler


Taurus
Spoiler


Gemini
Spoiler


Cancer
Spoiler
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Last edited by Derjuin : 11-06-2011 at 08:09 PM.
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