Astromancer (3.5e Class)
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A wizard whose focuses on the power of the stars, wielding space, gravity, and solar magic. 20 0 Poor Poor Poor Good Prepared Arcane Spellcasting Full
Some say that the power of magic flows from the outside, from the sun and the stars and the mysterious void beyond. Astromancers are those who study the stars and convert their cosmic energy into powerful arcane force.
Making a Astromancer
Abilities: Astromancers are either Intelligence or Wisdom based, based on their initial choices. Much like a wizard they need a strong Dexterity, and Constitution to survive attacks which make it through anyway. Strength and Charisma are relatively unimportant.
Starting Gold: 5d4×10 gp (125 gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Astronomy (Dazzling Display, Geolocate, Zoom), Stardust, Voidshield +2||3||1||—||—||—||—||—||—||—||—|
|2nd||+1||+0||+0||+3||Points of Light, Prediction, Voidshield +4||4||2||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Astronomy (Relative Space)||4||2||1||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Defy Gravity, Improved Voidshield||4||3||2||1||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Astronomy (Relative Time), Stardust (full attack), Voidshield +6||4||3||3||2||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Astronomy (Create Space, Move Action)||4||4||3||2||1||—||—||—||—||—|
|9th||+4||+3||+3||+6||Astronomy (Planetary Gate)||4||4||4||3||2||1||—||—||—||—|
|10th||+5||+3||+3||+7||Astronomy (Flatten Space), Greater Voidshield||4||4||4||3||3||2||—||—||—||—|
|11th||+5||+3||+3||+7||Hibernation, Voidborn, Voidshield +8||4||4||4||4||3||2||1||—||—||—|
|13th||+6||+4||+4||+8||Astronomy (Swift Action)||4||4||4||4||4||3||2||1||—||—|
|15th||+7||+5||+5||+9||Astronomy (Interplanetary Gate), Superior Voidshield||4||4||4||4||4||4||3||2||1||—|
|18th||+9||+6||+6||+11||Astronomy (Restore Spacetime)||4||4||4||4||4||4||4||3||3||2|
|19th||+9||+6||+6||+11||Immortalized in the Heavens||4||4||4||4||4||4||4||4||3||3|
|20th||+10||+6||+6||+12||Astronomy (Banish to the Void)||4||4||4||4||4||4||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Astromancer.
Weapon and Armor Proficiency: Astromancers are proficient with all simple weapons and shields (but not tower shields). Armor of any type interferes with a astromancer’s movements, which can cause her spells with somatic components to fail.
Spells: Astromancers casts arcane spells like a wizard which are drawn from the astromancer spell list. A astromancer must choose and prepare her spells ahead of time. Upon first taking astromancer, they choose to base their spellcasting on either Intelligence or Wisdom. To learn, prepare, or cast a spell, the astromancer must have an Intelligence or Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a astromancer’s spell is 10 + the spell level + the astromancer’s Intelligence or Wisdom modifier.
Like other spellcasters, an astromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Astromancer. In addition, she receives bonus spells per day if she has a high Intelligence or Wisdom score.
Like a wizard the astromancer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the astromancer decides which spells to prepare. Astromancers choose their spells from the following list:
0—altimeter, amanuensisSpC, arcane mark, dancing lights, dark shadows, daze, dazzle ward, detect magic, detect mineral, detect radiation, detect voltage, ell's magic timepiece, flare, force stool, guidance, know direction, know distance, launch boltSpC, launch itemSpC, light, mage hand, message, obedient light, power word dazzle, read magic, safety goggles, simple image, wall of text
1st—alter gravity, atmospheric visualizer, aura against flameSpC, benign transpositionSpC, biogel mimic, bot interface, chaos blaze, cloak of dark powerSpC, detect heat, discern portal destination, dust bomb, ebon eyesSpC, endure elements, entropic shield, expeditious retreat, extinguish ball, faerie fire, familiar pocketSpC, feather fall, fireproofing, float, floating disk, focus shield, greater mage handSpC, guided shotSpC, guiding lightSpC, hail of stoneSpC, half shot, hawkeyeSpC, hypnotism, instant searchSpC, identify, lay of the landSpC, lesser boomshine, lesser energized shieldSpC, light laser, light of luniaSpC, low-light visionSpC, magic missile, magic probe, magic stone, moon lustSpC, nightshieldSpC, nimbus of lightSpC, object insight, orb of light, omen of perilSpC, parachute, pathfinder, portal beaconSpC, position drift, produce flame, quantum lock, scatterspraySpC, shield, shieldbearerSpC, shock and aweSpC, signSpC, silent image, sky eye, slideSpC, sniper's shotSpC, solar lance, solar paneling, sreip's haste vision, strobe lights, sparklers, swift expeditious retreatSpC, targeting raySpC, true strike, withstand energy
2nd—analyze object, analyze portalSpC, augury, baleful transpositionSpC, bang rounds, battering ramSpC, blast of forceSpC, blur, body of the sunSpC, continual flame, continual shade, countermoonSpC, cure light magic missile, dark waySpC, darkness, darkvision, dense weapon, directional shielding, earthbindSpC, enthrall, erupting firebolt, fireburstSpC, flaming sphere, force bit, force pulse, glitterdust, graviton implosion, greater slideSpC, heavy weapon, hostile levitate, hurlSpC, hypnotic light, hypnotic pattern, inflict psychosis, instantaneous portal, investigate portal, kiden's combustive torch, levitate, light of mercuriaSpC, light weapon, locate object, magic option, marked objectSpC, mechanus mindSpC, moonbeamSpC, mountain stanceSpC, nealan's disturbing image, portal alarmSpC, portal party, power word shove, protection from arrows, rainbow beamSpC, reject earth, resist energy, reveal doom, scan, see invisibility, shadow radianceSpC, shimmering forcefield, siege travel, silence, slow mirror, speak to alliesSpC, sterilize, stolen breathSpC, swift flySpC, tag, totemic power, trailing arcane mark, veil of shadowSpC, wall of gloomSpC, whirling bladeSpC
3rd—acceleration ring, anticipate teleportationSpC, arcane sight, avoid planar effectsSpC, blacklight, boulder cannon, chain missileSpC, clairaudience/clairvoyance, cone of dimnessSpC, cone of rubble, darkfireSpC, data mine, daylight, deeper darkness, deeper darkvisionSpC, dispel magic, displacement, energized shieldSpC, false gravitySpC, fireball, firestar, flashburstSpC, fly, force fence, gaseous form, giant's wrathSpC, glowing orbSpC, hailstonesSpC, heatstrokeSpC, hollow point ray, icarus wings, interplanar messageSpC, invert motion, knight's moveSpC, leidenfrost shell, lesser telepathic bondSpC, light of venyaSpC, locate portal, magic hovermissile, magic missile battery, magic volley, mass resist energySpC, moon bladeSpC, protection from energy, protection from radiation, rainbow blastSpC, reverse arrowsSpC, scramble time, scorching column, searing light, see through fog, shield of wardingSpC, solar bolt, solar denial, solar flare, uncontrolled mentality, wall of lightSpC, weather eyeSpC
4th—airtight architecture, analyze event, arcane eye, arcane space program, assay spell resistanceSpC, blistering radianceSpC, boomshine, burden, burning sunlight greatblade, chantry of goog, confusion, contingent energy resistanceSpC, control water, density control, detect scrying, dimension door, dimensional anchor, dismissal, dispelling screenSpC, escape pod, fear, flame pillars, force missilesSpC, forcewardSpC, forcewaveSpC, galea's energy corona, graviton lance, greater floating diskSpC, greater reject earth, improved portal alarmSpC, inversion scope, locate creature, magic missile sentry, mask of forbidden horror, mass darkvisionSpC, minor wish, moon boltSpC, phosphorus river, ploishing, protective aura, rainbow pattern, ray deflectionSpC, ray of dizzinessSpC, resilient sphere, rocks fall, rolling fireball, scramble portalSpC, scrying, sending, shadow wellSpC, shinespark weapon, shrinking curse, spicule barrage, throw force, time jump, wild teleport
5th—chain solar bolt, commune with nature, communication transmission, cryostasis, firebrandSpC, firewardSpC, flame strike, flaming cannonball, greater dimension doorSpC, greater fireburstSpC, greater gaseous form, internal explosive, lucent lanceSpC, mage's private sanctum, make manifestSpC, mass flySpC, microwave box, mining beam, moon pathSpC, moonbowSpC, noclip, orb of destruction, overland flight, pemanency, planar toleranceSpC, prying eyes, redirect teleport, secret chest, shard stormSpC, solar window, spatial shuffle, symbol of fascination, telekinesis, telepathic bond, teleport, temporal hold, true seeing, vacuum sphere, vulcan bomb, wall of dispel magicSpC, wall of force, zone of respiteSpC, zone of revelationSpC
6th—analyze dweomer, anger of the noonday sunSpC, banishment, blazestorm, clockstopper, cometfallSpC, contingency, countdown, dimension pathway, energy immunitySpC, find the path, gemjumpSpC, graviton zero, great flaming sphere, greater anticipate teleportationSpC, greater dispel magic, greater fireball, illusory pitSpC, implacable pursuerSpC, interplanar telepathic bondSpC, legend lore, passage of the warp, phantasmal disorientationSpC, ray of lightSpC, rejectionSpC, repulsion, seal portalSpC, selective wall of force, sensory deprivation, shadow walk, stone bodySpC, subvert planar essenceSpC, sunlight slash, sunlight spear, transform into light, wall of plasma, word of recall
7th—chaos spinner, contingency other, delayed blast fireball, dire erupting firebolt, eclipse, greater arcane sight, greater boomshine, greater dispelling screenSpC, greater scrying, greater teleport, improved telekinesis, insanity, instant summons, l'ei kaszim's sustained flight, limited wish, mage's magnificent mansion, mass make manifestSpC, mass overland flight, negative mass, phase door, planar bubbleSpC, portal barrier, prismatic spray, radiant assaultSpC, rain of fireballs, refuge, reverse gravity, sasha's sunny day, sunbeam, telekinetic sphere, transfixSpC, transfixing object, ultrabeam, vision
8th—dimensional lock, diode of force, discern location, dynamic user navbox, graviton crash, gravity collapsar, greater prying eyes, greater telekinesis, hindsightSpC, infinite geyser, iron body, merton, meteor swarm, planar rip, portal recall, rimus's gate, scintillating pattern, sunburst, symbol of insanity, temporal statis, wall of greater dispel magicSpC
9th—area teleport, atmospheric press, comet flight, crushing sphere, dividing driver, eye of the gods, foresight, galaxy stop, gate, genesis, implosion, instant refugeSpC, magic missile maelstrom, meteor, meteor span, meteoric mortar, moonfireSpC, oblivion, orbital laser, pavilion of grandeurSpC, reality maelstromSpC, singularity, solar catapult, sphere of ultimate destructionSpC, superexplosion, teleportation circle, transmute buildings to toothpicks, wall of quark soup, wish
Spellbooks: An astromancer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all astromancer can prepare from memory.
An astromancer begins play with a spellbook containing all 0-level astromancer spells plus three 1st-level spells of your choice. For each point of Intelligence or Wisdom bonus the astromancer has, the spellbook holds one additional 1st-level spell of your choice. At each new astromancer level, she gains two new spells of any spell level or levels that she can cast (based on her new astromancer level) for her spellbook. At any time, an astromancer can also add spells found in other astromancers’ spellbooks to her own.
Astronomy: An astromancer is trained to use the Profession Astronomer skill to create magical and extraordinary effects for himself and others. As part of it, he automatically gains free ranks in Profession Astronomer equal to 3 + his class level and may use his Intelligence or Wisdom as the ability score used. He can use this ability for a number of rounds per day equal to 4 + his Intelligence or Wisdom modifier. At each level after 1st, an astromancer can use astronomy for 2 additional rounds per day. Each round, the astromancer can produce any one of the types of astronomy abilities he has learned, as indicated by his level.
Activating an astronomy ability is a standard action, but it can be maintained each round as a free action. Changing from one astronomy ability to another requires the astromancer to stop the previous ability and start a new one as a standard action. Astronomy cannot be disrupted, but it ends immediately if the astromancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An astromancer cannot have more than one astronomy ability in effect at one time.
At 7th level, an astromancer can start an astronomy ability as a move action unless stated otherwise. At 13th level, they may start it as a swift action.
Each use of astronomy requires somatic components, as spectral equipment manifests around the astromancer to perform his various abilities. If an astronomy ability has a visual component, the targets must have line of sight to the astromancer for the ability to have any effect. A blind astromancer has a 50% chance to fail when attempting to use an astronomy ability with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to astronomy abilities with visual components.
Dazzling Display (Su): At 1st level, the astromancer can display a holographic projection of the heavens in all their glory, the fantastical otherworldly sights of alien planets, and the dizzying scale of reality as a whole. While clearly illusory, its grandeur invokes feelings of awe and terror in sapient beings. One creature within 90 ft (with an additional creature at 3rd and every 3 levels beyond) must make a Will save DC 10 + 1/2 class level + ability modifier used for spellcasting, or be fascinated with the visuals around them. The astromancer must also be able to see the creatures affected. Nearby combat or other dangers prevents the ability from working. However regardless of the saving throw creatures are dazzled so long as the visual display is maintained. If the original saving throw succeeds, the astromancer cannot attempt to fascinate that creature again for 24 hours (they may still be dazzled). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. This is an illusion (mind-affecting, pattern) ability which relies on visual components. It does not function on creatures with Int 2 or less.
Geolocate (Ex): As long as the astromancer can see the open sky, they always can determine their exact position in the world with a DC 10 Profession Astronomy check to narrow it down to 1000 ft, DC 20 to narrow it down to within 100 ft, and DC 30 to narrow it down to the exact square. The DC increases by +10 in the daytime or in cloud cover. Profession Astronomy may be used in this way to substitute for Survival checks for the purpose of determining direction and pathfinding, or for predicting weather patterns. This ability does not consume daily uses and is free to activate.
Zoom (Ex): Using their keen eyesight, the 1st level astromancer can peer at far distances as if they were a massive telescope. While zoomed in, they treat vision as being a number of times closer equal to their Profession Astronomy ranks. For example, an object 6000 ft away for 15 ranks in Profession Astronomy treats it as only 400 ft away for the purpose of range penalties and penalties on perception. Likewise they would treat a creature standing 120 ft away as being 5 ft away (8 ft, round down to a minimum of 5 ft). However, maximum range on weapons still apply. While zoomed in, they take a -4 penalty on attack rolls and AC on anyone who is actually adjacent to them. This ability does not consume daily uses and is free to activate.
Relative Space (Su): A 3rd level astromancer can determine the straightest path through an environment is not always a straight line. They may target one creature within 90 ft plus one additional creature at 5th and every five levels beyond. While under the effect of relative space, these creatures ignore difficult terrain and may travel diagonally without any loss of speed (always being one square instead of sometimes two or more squares). The effect lasts as long as they direct their concentration to finding the shortest path.
Relative Time (Su): The 6th level astromancer understands that time is also relative. One creature within 90 ft benefits from either haste or is afflicted by slow (DC 10 + 1/2 level + ability modifier used for spellcasting). Those affected by slow gain a save each round at the end of their turn to break free. As long as you concentrate you can choose a new target each round, but it must be the same as the initial haste or slow, and you cannot target someone who successfully made a saving throw against the slow effect for 1 round.
Create Space (Sp): At 7th level, the astromancer discovers how to distort space so that spaces on the inside can be larger than they are on the outside. Over the course of 10 minutes they enhance any sort of enclosed space such as a bag, a hallway, or a building to have twice as much space within as normal. From the outside objects and creatures appear to be compressed or shrunk. You can maintain this distorted space without using astronomy rounds per day, but can only maintain up to 10 ft cube per level of space in its compressed state at any one time (dismissing a currently compressed state is a standard action). You can make the effect permanent and no longer applying to your maximum limit by expending 100 gp per 10 ft space to enhance the object or area. It is considered to be a 4th level spell effect, and if a compressed space is destroyed any objects or creatures that cannot fit in the new space are harmlessly shunted to the nearest empty valid space. This ability does not consume daily uses and is free to activate.
Emptiness (Su): Much like dazzling display, the 8th level astromancer subjects targets to illusions but this time leaves them within the empty black void of the cosmos and the feelings of dread within. Targets must make a Will save (DC 10 + 1/2 level + ability modifier used for spellcasting) or be rendered shaken and suffering from a 20% miss chance from concealment as shadows envelop their head for as long as you concentrate, or simply shaken for 1 round on a successful save. If the target was already shaken, instead of becoming frightened they become further disoriented and have a 20% chance of failing any move actions as they simply turn in place. They still provoke for any attempted movement they would have tried.
Planetary Gate (Su): The 9th level astromancer can concentrate for 3 rounds, and at the end of the third round open up a wormhole from one place to another. Treat this as teleport except it leaves a portal up to 15 ft in diameter in a location for as long as you concentrate.
Flatten Space (Su): At 10th level, the astromancer can release a pulse of spacial energy and treat all transitive planes as the same. As a full round action, all creatures within 10 ft per rank in Profession Astronomy that are in transitive planes such as the ethereal and shadow appear in normal space. While they retain their properties such as floating or passing through objects, any attacks are treated as ghost touched for the purpose of interacting with such beings. In addition travel through the transitive planes is suppressed as long as this effect is active. You can maintain it as long as you concentrate, and creatures get a Will save DC 10 + 1/2 level + ability modifier used for spellcasting to resist (save negates).
Eclipse (Su): As a 1 round action 12th level astromancer can blot out the sun, moving an obstruction over a celestial object such as the sun or moon over a wide area. This has the effect of dropping the light level down to darkness in up to a 5 mile radius centered on where you activate this ability. While it does not prevent any other lighting effects such as on the ground, [Light] effects are weakened and have their effective caster level cut in half, or doubled for [Darkness] effects, for the purpose of duration and spell resistance. After you cease concentrating, lighting does not return for 1 round as the obstruction moves out of the way.
Void (Su): A 14th level astromancer can rob an area of atmosphere and gravity, treating it as if it were a void. As a standard action within 90 ft, you can create a 20 ft radius sphere of vacuum. No sound can cross through, nor breathing, and the pressure loss deals 1d6 points of non-lethal damage every round a creature remains within. Creatures who are in the effect when it first manifest get a Fortitude save DC 10 + 1/2 level + ability modifier used for spellcasting to hold their breath, otherwise they have the air sucked out of them and must move in order to avoid suffocating. In addition gravity is unbound in this area, causing creatures to move at half speed in order to stay on the ground and suffering from the penalties of levitate from attacking. You can move the area around as long as you concentrate up to 20 ft in any direction as a move action, with creatures making Fortitude saves if they are caught off guard or otherwise unable to take a breath beforehand. Willing creatures can choose to move with the void when you move it, drifting along as the space moves.
Restore Spacetime (Su): The 18th level astromancer can recognize distorted space and time and return them to how they should be. Spells and effects that manipulate time such as haste or space such as a rope trick or bag of holding, as well as spells which imprison such as maze or imprisonment have their effects undone on a successful dispel check, using your Profession Astromy ranks as your effective caster level for dispelling. Against active portals this closes the portal, but an additional attempt much be made to destroy an inactive portal. This is a standard action on any one effect within 90 ft. An unsuccessful dispel attempt grants it immunity to further attempts for 24 hours. This ability does not consume daily uses and is free to activate.
Banish to the Void (Su): The 20th level astromancer is able to throw creatures out to the merciless void. As a 1 round action to a creature within 90 ft you can open a portal, forcing a Fortitude save to avoid being sucked into the void. The creature is left in outer space in some far off void, and will likely suffocate or die, or at the very least be lost forever unless they can teleport an arbitrarily large distance. Unlike most abilities, this one can only be used 1/day. The DC is 10 + 1/2 level + your ability modifier used for spellcasting.
Stardust (Sp): At will, the astromancer can call on the power of the cosmos throwing tiny flecks of light like miniature stars out at their opponents. As a ranged touch attack within 60 ft you shower a target with 1d8 points of force damage + 1 damage per class level. It has splash damage as an alchemical item, dealing 1d8 damage to all squares within 5 ft of your target, and counts as an area effect for the purpose of interacting with swarms. This ability is stronger at night or under starlight, gaining a +3 on its effective caster level.
At 6th level and beyond, you can take a full attack action to attack two creatures in range, plus an additional creature every 5 levels beyond for normal damage. Alternatively you can take a full attack action against a single target dealing twice as much damage (2d8 + 2 per level, with a 2d8 splash).
Feats and effects which function on splash weapons affect stardust. This counts as a spell effect of 1/2th your caster level (minimum 1st).
Voidshield (Su): The astromancer can conjure a crystal disk from which not only can they observe the heavens, but also use it for defense. The voidshield forms a swirling energy shield which covers the arm and part of the hand. Items can be held but not wielded in the shieldbearing hand, and manifesting the shield is the same action as drawing a weapon. The shield provides several benefits, starting with a +2 bonus to AC. This bonus counts as, and overlaps with, both an armor and a shield bonus. The bonus increases to +4 at 2nd level, and improves by 2 at 6th and every five levels beyond.
The voidshield can be enhanced as a normal light or heavy shield by applying tattoos to the astromancer themselves. They can shield bash with it as if they possessed the Improved Shield Bash feat.
The voidshield can be broken and sundered, with no hardness and 10 hp/level, or DC 30 to sunder it outright. If broken, the shield cannot be summoned again for 10 minutes.
Prediction (Su): By observing the night sky for 1 hour the 2nd level astromancer can make a prediction on the days future effects. This acts like (and counts as) moment of prescience with a caster level equal to your class level, and you must choose what type of roll you wish to apply it to (attack, opposed ability or skill check, AC, or saving throws). Once expended the ritual must be performed again.
Extend Range (Ex): Instabilities in measurements is always a problem, so a 4th level astromancer can root themselves in place to improve their stability and range. As a standard action the astromancer can root themselves in place. As long as they make no movement (forced or otherwise) they double the ranges of all projectiles and spell ranges. This lasts until they move.
Defy Gravity (Su): At 5th level an astromancer manipulates reality to exclude himself from the pull of gravity when needed. He becomes immune to fall damage and in fact can choose not to fall, hovering as if levitating but being unable to gain altitude unless by other means. They can always choose to drift harmlessly to the ground at a speed of 60 ft a round. Against gravity based spells and effects, they are not immune but are resistant, taking half damage from any gravity based spells and effects.
Improved Voidshield (Su): The 5th level astromancer improves their voidshield, briefly opening the visual portal into the void as an actual one. They gain the effect of the Arrow Deflection enhancement, absorbing it into the void rather than knocking it aside. It is however subject to the same limitations. This does not add to the cost of the shield.
In addition by concentrating as a standard action, the astromancer can expand their voidshield out into a protective bubble up to 1 ft in radius per class level. You cannot move while this shield is up. This grants protection to creatures within, but makes it much more likely to be damaged and sundered. This bubble is also capable of Arrow Deflection.
Greater Voidshield (Su): The 10th level astromancer improves their voidshield again. They can now make an arrow deflection attempt against any projectile, ray, or ranged touch attack (but not siege attacks). You can choose to keep one attack in storage, and release the attack as a standard action with your own attack roll but the same damage and DC as the original attack.
Hibernation (Ex): The astromancer knows space is a hostile place, and so at 11th level they can encase themselves or willing creatures on touch in a protective shell that keeps them safe from both the elements and the rigors of time and space. Creatures within are held in stasis, immobile and mostly unaware, not needing to eat, sleep, or breathe, protected from the elements as per greater endure elements, and benefiting from total cover from within their crystal shell. The shell has hardness 20 and 40 hp. It protects against intense gravity and radiation, but can still be damaged by sufficiently large hazards or damage. You only have a dim awareness, enough to know when you reach your destination, and breaking out of your shell is the only action you can perform which takes 1 round, after which you are dazed for 1 round. Astromancers supposedly use this to travel long distances at sublight speeds, or survive otherwise hostile situations.
Voidborn (Ex): At 11th level, the astromancer has no fear of space. They no longer need to breathe, they do not suffer from extreme pressure changes, are immune to radiation damage (and take half damage from [Light] spells and effects), and always benefit from endure elements. They take minimum damage from any sort of re-entry in an atmosphere.
Superior Voidshield (Su): At 15th level, the astromancer's voidshield is not capable of absorbing siege attacks. They can also move at half speed while concentrating on the protective bubble form, and the protective bubble can permit allies to pass in and out of it freely.
Untethered (Su): The 17th level astromancer can completely forget about gravity. They gain a fly speed 100 ft (perfect) and can move in space. In fact, while in outer space or airless environments they can stack their speed indefinitely, but lose this velocity over their normal speed once inside a major gravity well.
Immortalized in the Heavens (Su): If the 19th level astromancer dies, they can choose to discorporate their body and, optionally, their equipment as they appear in the heavens as a new constellation. Beyond a keen memorial, this cosmic afterlife leaves them in a state of limbo where as long as a willing creature is under a night sky, they may communicate with them as if using telepathy, or scry upon them at will (up to 4 willing creatures, chosen on death). Normally they can only speak, but 1/day they may cast a single spell they know, up to 6th level spells, so long as the creature uses a standard action to wish for intervention. The spell effect emanates from said creature, but otherwise uses your ability scores and abilities.
As long as the night sky and your constellation is present, you may use it as effectively having a piece of your dead body for the purpose of resurrection.
Casting freedom or limited wish or stronger effects on the place you perished and discorporated unbinds your soul from the cosmos and sends you to your afterlife as normal. Doing so also returns the body, dead.
Gnome Astromancer Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative.
Gear: Masterwork Skill Tool (Spot).
Gold: 73 gp.
Playing a Astromancer
Religion: Awe of the heavens can often intersect with awe of the divine. Some say there is no difference between the two.
Other Classes: Others may assume you a specialized wizard with some strange splash weapons. That's probably right.
Combat: You are a wizard, but slightly less versatile. However your spells tend towards transportation, divination, and blasting just fine.
Advancement: If it works for a wizard, it works for you.
Astromancers in the World
Daily Life: You spend a great deal of time stargazing. Your need for the dark to see stars other than the sun might make you a bit of a night owl.
Organizations: Those interested in scientific and magical advancement often find unity with astromancers.
NPC Reactions: Most commoners cannot grasp the cosmos. Perhaps it is for the better they do not tax their feeble minds on such things.
Characters with ranks in Knowledge Arcana can research astromancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|Article Balance||Very High +|
|Base Attack Bonus Progression||Poor +|
|Class Ability||Prepared Arcane Spellcasting +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||0 +|
|Reflex Save Progression||Poor +|
|Skill||Autohypnosis +, Concentration +, Craft +, Decipher Script +, Gather Information +, Knowledge +, Profession +, Search +, Speak Language +, Spellcraft +, Spot + and Survival +|
|Skill Points||4 +|
|Summary||A wizard whose focuses on the power of the stars, wielding space, gravity, and solar magic. +|
|Will Save Progression||Good +|