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    Ogre in the Playground
     
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    Default Re: Base Class Challenge VIII - One Small Step for a Contest...

    Signs, Continued

    Leo
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    {table=head]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[/table]

    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 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
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    {table=head]Level|Ability Granted
    3|Inconspicuous Weapon
    6|Masquerade
    9|Surprising Strike
    12|Divine Porphyria
    15|Life from Blood
    18|Unending Life
    20|Perfect Host[/table]

    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 spell, lasting a number of hours equal to her Zodiac level or until she dismisses it or uses the Perfect 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, and deals 1d6 points of Constitution damage to the creature and grants the Zodiac 10 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 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
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    {table=head]Level|Ability Granted
    3|Smite Opposition
    6|Arbiter Body
    9|Objection!
    12|Implacability
    15|Word of Justice
    18|Execution
    20|Imprisonment[/table]

    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 3 + her Charisma modifier uses of Smite Opposition 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 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 to counter the spell (with her Zodiac level replacing her Caster level). This use of Objection! is a supernatural ability.

    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 and Freedom of Movement 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 if Evil, Word of Chaos if Chaotic, Holy Word if Good, Dictum if Lawful, and Word of Balance (Spell Compendium, 242) 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
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    {table=head]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[/table]

    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 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 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.

    {table=head]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]

    Table notes:
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    *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, 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
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    {table=head]Level|Ability Granted
    3|Skirmisher
    6|Impeccable Aim
    9|Aimed Shot
    12|Powerful Draw
    15|Cometfall
    18|Seek the Blood
    20|Arrowstorm[/table]

    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 set to equal her Zodiac level. 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
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    {table=head]Level|Ability Granted
    3|Violent Performer
    6|Bloodrage
    9|Chill Demeanor
    12|Inspire Terror
    15|Obliterating Rage
    18|Hymn of Horror
    20|Defy Death[/table]

    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 as long as she wields two one-handed or light weapons that inflict bludgeoning damage. 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:

    {table=head]Roll|Bonus
    11-20|+2
    21-25|+4
    26-30|+6
    31-35|+8
    36+|+10[/table]

    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.

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    A (male) Zodiac, emitting his dreadful Hymn of Horror.
    Gamzee Makara created by Andrew Hussie, I do not claim to own the character or his honks


    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
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    {table=head]Level|Ability Granted
    3|Inspire Hope
    6|Haughty Disbelief
    9|Aura of Despair
    12|Starlit Depression
    15|Coerce Happiness
    18|Destroy Hope
    20|Wrath[/table]

    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 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
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    {table=head]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[/table]

    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 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 spell.

    at 18th level, this effects acts as a Summon Nature's Ally VII 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 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.