Author Topic: Astronomer (3.5 base)  (Read 21667 times)

Offline sirpercival

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Astronomer (3.5 base)
« on: March 16, 2013, 08:23:38 PM »
This was originally written for Base Class Contest XVI - Doing What We Must Because We Can on gitp.

Astronomer



I conclude, therefore, that this star is not some kind of comet or a fiery meteor... but that it is a star shining in the firmament itself one that has never previously been seen before our time, in any age since the beginning of the world.

All truths are easy to understand once they are discovered; the point is to discover them.

An astronomer is one who looks to the heavens, observing the strange phenomena which occur there and seeks to understand them.  He searches for the meaning of existence, and attempts to discover the machinery which defines light, motion, and creation.

This is a lofty goal; though astronomers are universally respected for their intelligence, innovation, and tenacity, some believe them to be crackpots, tinkering with abstruse contraptions seemingly designed as torture devices for the mind.  Nonetheless, an astronomer knows that these naysayers are simply untrained eyes, unable to see or understand the natural events happening around them.

Adventures: An astronomer adventures to observe new and varied phenomena, taking notes and formulating theories on the fundamental laws of the Universe.

Characteristics: The gentleman astronomer generally considers himself a scientist, an impartial observer of things such as war, magic, or the stars; however, it seems that wherever he goes, he manages to observe horrible things happening to his enemies.  His studies and hypotheses about the nature of the Universe grant him surprising (and, at times, incredible) abilities.

Alignment: When a character undergoes the rigorous observational and scientific training necessary to become an astronomer, he accepts a certain amount of professional detachment, and attempts to follow established scientific techniques and principles.  The former tends to guide an astronomer towards neutral alignments, while the latter leads to a proclivity for lawful alignments.

Religion: Astronomers come in two categories: those who operate without need for faith, simply hypothesizing, theorizing, and observing the Universe in its actuality; and those who marvel at the wonders the gods have created for those such as him to observe and understand.

Background: Astronomers begin as lowly apprentices, scampering around underfoot with charts, tools, and finely-crafted springs.  Then they graduate into the tedious job of grinding lens after lens, polishing mirror after mirror.  Finally they are allowed to look at the sky, but only while the master is not working.  This is usually about the time that an ambitious (and impatient) young man or woman steals Master's best spyglass and sets out adventuring.

Races: Those races with particularly keen eyesight (such as elves, half-elves, and raptorans) often make excellent astronomers -- especially elves, with that race's leanings toward the mental and philosophical arts.

Other Classes: Most other classes aren't sure what to make of an astronomer.  He insists that he is "simply an impartial observer", and then he watches rocks fall from the sky or fire engulfs the enemy.  His abilities are extremely useful... no matter what his quirks of mind or personality.

Role: An astronomer is generally a primary caster, with a range of effects at his disposal from buffs to debuffs, blasting to battlefield control.  His passive abilities (granted by Constellations and Astrolabe Techniques) can make him significantly more durable than a wizard or sorcerer, as well.

Adaptation: In a setting with little scientific infrastructure (or no access to observing the sky), an astronomer could be a cerebral arcanist who works with primal flows of magic, replacing Conjunctions with arcane formulations and Constellations with particular schools of thought.  Transported to a primitive setting, an astronomer could be a shaman, calling on collections of spirit beings to produce effects.  In a sci-fi setting, the phenomena that an astronomer observes could instead be created by high-tech machines manipulating the fabric of the Universe.

GAME RULE INFORMATION
Astronomers have the following game statistics.
Abilities: Astronomers require a healthy measure of Intelligence to be able to understand the complex cosmic phenomena they observe, and a helping of Constitution to keep them hale and hardy while adventuring.  Many of an astronomer's Constellation abilities rely on Charisma.
Alignment: Any, though as impartial scientists, Astronomers tend towards law and/or neutrality.
Hit Die: d4
Starting Age: As wizard.
Starting Gold: 6d4x10 (150gp); an astronomer always begins with at least 100gp.

Class Skills
The Astronomer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Astronomer


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Phenomena
1st +0    +0+0+2 Observe phenomena, spyglass apprentice4
2nd +1    +0+0+3 Star chart (planet)5
3rd +1    +1+1+3 Astrolabe technique6
4th +2    +1+1+4 Orrery, sextant mastery7
5th +2    +1+1+4 Spyglass initiate8
6th +3    +2+2+5 Torquetum8
7th +3    +2+2+5 Astrolabe technique9
8th +4    +2+2+6 Star chart (star)10
9th +4    +3+3+6 Spyglass journeyman11
10th+5    +3+3+7 Astrarium12
11th+5    +3+3+7 Astrolabe technique12
12th+6/+1 +4+4+8 Planisphere13
13th+6/+1 +4+4+8 Spyglass master14
14th+7/+2 +4+4+9 Star chart (cluster)15
15th+7/+2 +5+5+9 Astrolabe technique16
16th+8/+3 +5+5+10 Greater orrery16
17th+8/+3 +5+5+10 Spyglass grandmaster17
18th+9/+4 +6+6+11 Armillary sphere18
19th+9/+4 +6+6+11 Astrolabe technique19
20th+10/+5+6+6+12 Cosmos unbound, star chart (galaxy)20

Class Features
All of the following are class features of the Astronomer.

Weapon and Armor Proficiencies: An Astronomer is proficient with all simple weapons and light armor, but not with shields.

Observe phenomena (Su): When learning your trade under the watchful eye of prestigious scientists, you have learned that by and large the denizens of the world are woefully unobservant.  Perhaps it is simply that the common folk are untrained, but from your experience there are strange and often dangerous astronomical phenomena happening every day.  Why, you have simply to look through your spyglass to see something (usually quite painful) happen to your enemies out of the blue sky.

You can "observe" (read: create) effects called Phenomena by looking through a spyglass as a standard action.  You are limited to observing phenomena that you know, and also by properties of your surroundings called Conjunctions.  You may only observe phenomena whose Conjunctions are active, and once you observe a phenomenon, the active Conjunctions change, as described in the Phenomena descriptions below.  Your Observer Level for phenomena is equal to your Astronomer level, and the save DC for any phenomena you observe is 10 + 1/2 Observer level + your Intelligence modifier.

A phenomenon can be identified with a Knowledge (Arcana) check just like a spell can be identified with a Spellcraft check.  The DC to identify a phenomenon is 15 + the number of required Inferior Conjunctions while it is being observed, or 20 + the number of required Inferior Conjunctions to identify the effect of a phenomenon.

You may observe a maximum of one phenomenon per round, and may not observe a given phenomenon more than once per encounter.  Outside of an encounter, Conjunctions and phenomena uses reset after 5 minutes of inactivity.

You begin play knowing 4 phenomena from the list below, and learn more as shown on the table above.  In the beginning, the only Conjunction automatically active is a single Superior Conjunction ([Day], [Night], or [Sheltered]), which cannot be changed except by certain specific phenomena.  The [Day] Conjunction is active during the day, beginning at dawn; the [Night] Conjunction is active at night, beginning at dusk; and the [Sheltered] Conjunction is active underground or indoors, or on planes without day and night -- essentially, any time or place when day and night are unclear.

You can add a new Inferior Conjunction or change an existing Inferior Conjunction by making a Spot check (DC 10 + twice the number of already-active Inferior Conjunctions) through a spyglass as a move action.  Conjunctions reset at the beginning and end of each encounter, and you can have a maximum number of Inferior Conjunctions equal to half your class level (rounded down, minimum 1) active at any given time; if a Constellation or Phenomenon would increase the number of active Inferior Conjunctions past this limit, you choose which Inferior Conjunctions to deactivate.

(click to show/hide)

Spyglass apprentice (Ex): Your most important tool is your spyglass, so the first thing you learn is how to make one quickly and cheaply, and how to use it effectively.  You can make a masterwork spyglass (granting you a +2 circumstance bonus to Spot checks in addition to its normal effects) by spending 24 hours and using 100gp of raw materials.  You cannot sell a spyglass you create this way for more than 100gp.  In addition, you use your Intelligence bonus instead of your Wisdom bonus for Spot checks made using a spyglass.

Star chart (Su): Beginning at 2nd level, you learn to make a Star Chart, which is a method of focusing on particular Constellations, stellar patterns in the sky.  Once per day, you can study your Star Chart for 1 hour to focus on any Constellation (see Constellations, below).  The Constellation you choose grants you the Planet benefit (as described in the particular Constellation description), and also grants you a set of Inferior Conjunctions at the beginning of each encounter.  At 8th, 14th, and 20th level, you unlock a new tier of Constellation benefits and Inferior Conjunctions.

After 24 hours, without any intervention on your part, the heavens turn, and you automatically focus on the next Constellation in the progression, granting you the benefits and Inferior Conjunctions of that Constellation as normal.  You can focus on a different Constellation after 8 hours of rest, by studying your Star Chart for another hour.

Astrolabe technique (Ex): An astrolabe is an inclinometer used by astronomers to predict the positions of celestial objects.  At 3rd level, and again at every 4 levels afterwards, you use an astrolabe to learn a skill which will aid you in your studies of the heavens.

Astrolabe techniques:
(click to show/hide)

Orrery (Ex): At 4th level, you construct a new device to aid you in your observations of the heavens.  An orrery is used to demonstrate the motion of planets and moons through their orbits; using one allows you to predict certain types of phenomena with more regularity.  A number of times per day equal to your Intelligence modifier, you may ignore 1 required Conjunction (Inferior or Superior) when observing a phenomenon.

Sextant mastery (Ex): Beginning at 4th level, your experience with an astronomical sextant has reached the point where you can judge astronomical angles at a moment's notice.  A number of times per day equal to your Intelligence modifier, you can add an Inferior Conjunction as a swift action instead of a move action, but the DC of the Spot check increases by 3.

Spyglass initiate (Ex): At 5th level, you've practiced so much with your spyglass that you've learned to notice eddies in the air and other similar minutiae, even when creatures are invisible.  When looking through a spyglass that you created, you can see invisible creatures (as per the see invisibility spell).

Torquetum (Ex): When you achieve 6th level or higher, you learn to compute using a torquetum, a mechanical instrument designed to take and convert measurements in different coordinate systems.  This teaches you to observe unknown phenomena on the fly.  Once per day per point of Intelligence modifier, you can spend a full-round action to observe a phenomenon which is not one of your phenomena known.  The phenomenon otherwise functions as normal.

Spyglass journeyman (Su): Starting at 9th level, your connection to your spyglass has taken on supernatural overtones, and you can use it to see far away places that wouldn't normally be visible to you.  A number of times per day equal to your Intelligence modifier, you can produce a clairvoyance effect (as the spell, with a caster level equal to your Astronomer level) as a standard action by looking through a spyglass you created.

Astrarium (Ex): Upon reaching 10th level, you learn to use an astrarium to predict eclipses and transits.  A number of times per day equal to your Intelligence modifier, you may spend a full-round action to change the [Sheltered] Conjunction to either [Day] or [Night], as appropriate.

Planisphere (Ex): A planisphere, which you learn to use at 12th level, is a device which combines the simplicity of a Star Chart with the versatility of an Astrolabe.  By making use of such a device, your Star Chart becomes more efficient, and you can focus on two Constellations per day.  Choose two Constellations to focus on when using your Star Chart ability.  You gain the benefits of both Constellations at the same time, but only one set of Inferior Conjunctions at the beginning of each encounter.  You can switch between the Conjunctions of your two chosen Constellations by spending 1 minute studying your Star Chart.  After 24 hours, both Constellations progress as normal.

Spyglass master (Su): At 13th level, you have gained even more facility with your spyglass.  Whenever you use your Spyglass Journeyman ability, you may gain the benefit of the scrying spell instead.

Greater orrery (Ex): When you achieve 16th level, your orrery grows in complexity and accuracy.  When you use your Orrery ability, you may instead ignore up to 2 required Conjunctions.

Spyglass grandmaster (Ex): Upon reaching 17th level, you have achieved the pinnacle of your spyglass craft, and can use a spyglass .  You can craft a spyglass in 1 hour, and whenever you look through normally through a spyglass you created (i.e., when you are not using your Spyglass Journeyman or Spyglass Master abilities), you gain the benefit of the true seeing spell.

Armillary sphere (Ex): Beginning at 18th level, you graduate to the use of an armillary sphere, giving you a three-dimensional representation of the positions of celestial bodies.  This allows you to use your Torquetum ability more rapidly; three times per day, you may activate your Torquetum ability as a standard action instead of a full-round action.

Cosmos unbound (Su): You reach the pinnacle of your observational abilities at 20th level.  You may observe a phenomenon at any distance, or across planar boundaries, if you have sufficient information to aim with.  You can automatically target any square you can see, including squares you observe via scrying effects.  If you cannot see your target but it is on the same plane, you must know its location relative to you (direction and distance) down to the exact 5-foot square. 

To observe a phenomenon on a different plane, you must succeed at a DC 30 Knowledge (the Planes) check requiring study time (as shown in the table below) to determine the active Conjunctions at your target location.  You may then make Knowledge (the Planes) checks in place of Spot checks to alter the Inferior Conjunctions, with a DC 10 higher than the normal Spot check DC.  Each added or exchanged Inferior Conjunction requires one further hour of study.  Additionally, each phenomenon observed on a different plane requires the [Center] Superior Conjunction, which determines the point of origin of the phenomenon on that plane, and is automatically added when this ability is activated.  The location of the point of origin is determined as per the plane shift spell.  Once the [Center] location has been established, you treat the target as being on the same plane as you, that you cannot see.

PlaneStudy time
Material1 day
Transitive Plane1d4 days
Inner Plane1d8 days
Outer Plane2d6 days
The Far Realm1d% days
« Last Edit: April 26, 2013, 12:27:43 AM by sirpercival »
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Offline sirpercival

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Re: Astronomer (3.5 base)
« Reply #1 on: March 16, 2013, 08:24:16 PM »
Abbrev.ConjunctionAbbrev.Conjunction
AzmAzimuthOrbOrbit
DecDeclinationPhsPhase
GrvGravitySpnSpin
MooMoonStrStars
OccOccultationTrnTransit

Constellations
(click to show/hide)

List of Phenomena
(click to show/hide)
« Last Edit: April 24, 2013, 07:58:08 AM by sirpercival »
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Offline sirpercival

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Re: Astronomer (3.5 base)
« Reply #2 on: March 16, 2013, 08:24:31 PM »
Phenomena Descriptions (A thru L)
(click to show/hide)
« Last Edit: May 02, 2013, 11:13:40 PM by sirpercival »
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Offline sirpercival

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Re: Astronomer (3.5 base)
« Reply #3 on: March 16, 2013, 08:24:47 PM »
Phenomena Descriptions (M thru Z)
(click to show/hide)
« Last Edit: April 26, 2013, 12:59:07 AM by sirpercival »
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Offline sirpercival

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Re: Astronomer (3.5 base)
« Reply #4 on: March 16, 2013, 08:25:00 PM »
Feats

Amateur Observer
You have a layman's grasp of astronomy.
Prerequisites: None.
Benefit: Choose two phenomena; you gain the ability to observe those phenomena, with an Observer level equal to half your character level. However, you can have a maximum of 1 Inferior Conjuction active at any given time (so choose your phenomena wisely!).

Bellicose Witness
You've seen enough fights to reproduce one of the coolest techniques.
Prerequisites: Martial Lore 2 ranks, Spot 4 ranks, Observer Level 1st
Benefit: You learn one martial maneuver of your choice, as per the Martial Study feat, but using your Observer Level in place of Initiator Level for both prerequisites and maneuver effects, and using Spot checks in place of any checks with the maneuver's key skill. You must meet any other prerequisites of the maneuver you select.
Note: This feat does not count towards the number of Martial Study feats you can select.

Celestial Navigation
You know how to find your way by the stars.
Prerequisites: Spyglass Enthusiast or Spyglass Apprentice class feature.
Benefit: You can determine your exact location by spending a full-round action, and automatically know the direction of true north (see the Survival skill for details). In addition, by looking through your spyglass as a standard action, you can determine the distance to any location you view.
Special: This feat counts as the Track feat for the purposes of meeting prerequisites.

Distant Phenomenon [Quantum]
You can observe a phenomenon at a farther distance than normal.
Prerequisites: Ability to observe phenomena
Benefit: You can observe a phenomenon at larger range than usual.  If the phenomenon's original range was Touch, the new range is Close, and you must succeed at a ranged touch attack to affect the target; a phenomenon with an original range of Close, Medium or Long instead has its range doubled.  Observing a Distant phenomenon requires two additional Inferior Conjunctions (of your choice) than normal for that phenomenon.  When you observe a Distant phenomenon, one additional active Inferior Conjunction (of your choice) is removed.

Extra Orrery
You are more skilled than usual at using your Orrery.
Prerequisites: Orrery class feature.
Benefit: You gain 3 additional daily uses of your Orrery class feature.
Special: This feat can be selected multiple times; its effects stack.

Extra Torquetum
You have an unusual knack for using your Torquetum.
Prerequisites: Torquetum class feature.
Benefit: You gain 2 additional daily uses of your Torquetum class feature.
Special: This feat can be selected multiple times; its effects stack.

Greater Accord
One of the Superior Conjunctions you observe resonates within you, granting you strength and resolve.
Prerequisites: Lesser Accord, Spot 11 ranks
Benefit: Choose one Superior Conjunction. Whenever that Conjunction is active, you gain a benefit, as described in the table below.
Special: You may select this feat multiple times, each time choosing a different Superior Conjunction.

ConjunctionBenefit
DayYou gain fast healing 3
NightYou can fly at a speed of 30 feet with good maneuverability
ShelteredYou have concealment at all times

Inclinometric Variety
You learn to vary your astrolabe techniques, so as to adapt to new situations.
Prerequisites: Astrolabe Technique class feature
Benefit: Choose one astrolabe technique that you do not know.  Once per day per four Observer levels you have, you can spend a swift action to gain the benefit of the chosen astrolabe technique for a number of rounds equal to your Intelligence modifier.

Lesser Accord
One of the Inferior Conjunctions you observe resonates within you, granting you strength and resolve.
Prerequisites: Ability to activate an Inferior Conjunction, Spot 4 ranks
Benefit: Choose one Inferior Conjunction. Whenever that Conjunction is active, you gain a benefit, as described in the table below.
Special: You may select this feat multiple times, each time choosing a different Inferior Conjunction.

ConjunctionBenefit
AzimuthYou gain a +3 insight bonus to saves vs spells and spell-like effects
DeclinationYou take 1 less damage per die from spells and effects which affect an area
GravityYou gain a +4 insight bonus to avoid being bull rushed, grappled, or tripped
MoonYou can see through magical darkness (though non-magical darkness still baffles you unless you have some other way to pierce it)
OccultationAny bonus to AC granted to you by cover increases by 50%
OrbitIncrease your base speed by 20 feet
PhaseYou can see incorporeal and Ethereal creatures normally (but not invisible creatures)
SpinYou gain a +3 dodge bonus to AC
StarsThe range of any special senses you have increases by 50%
TransitYou may spend a swift action to take an additional 5-foot step on your turn

Phase-Shifted Phenomenon [Quantum]
You can observe a phenomenon which doesn't quite exist in normal reality.
Prerequisites: Ability to observe phenomena
Benefit: A Phase-Shifted phenomenon has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the phenomenon's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket. You must be able to perceive a creature to target it with a Phase-Shifted phenomenon, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread. Observing a Phase-Shifted phenomenon requires one additional Inferior Conjunction (of your choice) than normal for that phenomenon.

Practiced Observer
You have observed certain phenomena so many times that it's become nearly rote.
Prerequisites: Ability to observe phenomena
Benefit: Choose a number of phenomena that you know up to your Intelligence modifier. Your Observer Level when observing those phenomena increases by +4, up to a maximum of your character level. This does not affect the number of Inferior Conjunctions you can have active at any given time, only the Observer Level-dependent effects of the chosen phenomena.

Predicted Phenomenon [Quantum]
You can observe phenomena a few rounds before they occur.
Prerequisites: Ability to observe phenomena
Benefit: You can observe a phenomenon and have it take effect up to 3 rounds after you observe it. The delay time cannot be changed once set; the Predicted phenomenon activates just before your turn on the round you designate. Only area, personal, and touch phenomena can be affected by this feat. Any decisions you would make about the phenomenon (including attack rolls, designating targets, or determining or shaping an area) are decided when the phenomenon is observed, with any of its effects (including damage and saving throws) decided when it takes effect. If conditions change during the delay period in ways that would make the phenomenon impossible to observe when it would take effect (the target you designate moves beyond the phenomenon's range, for example, or the required Inferior Conjunctions are not active), the phenomenon fails. During the delay period, a Predicted phenomenon can be detected in the area or on the target (as applicable). Observing a Predicted phenomenon requires one additional Inferior Conjunction (of your choice) in excess of its normal set per round of delay.  When you observe a Predicted phenomenon, one additional active Inferior Conjunction (of your choice) is removed.

Self-Evident Phenomenon [Quantum]
You can observe phenomena which are clear even to the untrained eye.
Prerequisites: Ability to observe phenomena
Benefit: You can apply more Inferior Conjunctions to a phenomenon than normal, increasing its power.  If you have more active Inferior Conjunctions than are required for a given phenomenon, you may remove any number of the additional Conjunctions when you observe the phenomenon, adding +1 to the DC of the phenomenon for each one removed this way.

Spyglass Enthusiast
Your scientific training has taught you to craft and maintain your equipment.
Prerequisites: Amateur Observer.
Benefit: You can make and use spyglasses, as per the Spyglass Apprentice class feature of an Astronomer.

Stargazer
You enjoy watching the slow wheel of the constellations in the night sky.
Prerequisites: Amateur Observer.
Benefit: Choose one Constellation. You can focus on it as per the Star Charts ability of an Astronomer, but can never attain a tier of abilities and Inferior Conjunctions higher than Planet. Whenever your chosen Constellation would progress, it is instead lost (and must be focused on again for you to gain the benefit).

Survey Phenomenon [Quantum]
You survey a large portion of the sky, allowing you more opportunities to observe a particular phenomenon.
Prerequisites: Ability to observe phenomena
Benefit: You can observe a phenomenon more often than usual.  A Survey phenomenon does not count against the usual limit of once per phenomenon per encounter. Observing a Survey phenomenon requires one additional Inferior Conjunction (of your choice) than normal for that phenomenon.  When you observe a Survey phenomenon, two additional active Inferior Conjunctions (of your choice) are removed.

Theoretical Phenomenon [Quantum]
You observe phenomena in theory, without actually seeing them.
Prerequisites: Ability to observe phenomena
Benefit: You can observe a phenomenon that has no visible manifestation.  All other aspects of a Theoretical phenomenon, including range, area, targets, and damage remain the same. Those with detect magic, see invisibility, or true seeing spells or effects active at the time of the observation will see whatever visual manifestations typically accompany the phenomenon. Observing a Theoretical phenomenon requires no additional Inferior Conjunctions, but one additional active Inferior Conjunction (of your choice) is removed when you observe it.

Vivid Phenomenon [Quantum]
You observe a phenomenon which is significantly brighter than normal.
Prerequisites: Ability to observe phenomena
Benefit: All variable, numeric effects of a Vivid phenomenon are increased by one-half. Saving throws and opposed rolls are not affected, nor are phenomena without random variables. Observing a Vivid phenomenon requires two additional Inferior Conjunctions (of your choice) than normal for that phenomenon.  When you observe a Vivid phenomenon, two additional active Inferior Conjunctions (of your choice) are removed.
« Last Edit: August 10, 2013, 08:35:40 PM by sirpercival »
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Offline FireInTheSky

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Re: Astronomer (3.5 base)
« Reply #5 on: March 17, 2013, 12:22:58 AM »
Finally!   :love

(+1)(I'll vote on gitp when I get home, and don't have to post from my cell)
« Last Edit: March 17, 2013, 12:27:51 AM by FireInTheSky »

Offline Garryl

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Re: Astronomer (3.5 base)
« Reply #6 on: March 17, 2013, 01:29:37 AM »
Why have I suddenly started reading the name as Astronomancer?

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Re: Astronomer (3.5 base)
« Reply #7 on: March 17, 2013, 07:59:54 AM »
Why have I suddenly started reading the name as Astronomancer?
Because you are very strange. :)
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Re: Astronomer (3.5 base)
« Reply #8 on: March 20, 2013, 10:25:38 PM »
Added two feats... thoughts?  Does that format for Quantum (i.e., Meta-observation ;) ) feats work?  Ideas for more Quantum feats?
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Offline sirpercival

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Re: Astronomer (3.5 base)
« Reply #9 on: March 23, 2013, 12:03:08 AM »
Added two feats... thoughts?  Does that format for Quantum (i.e., Meta-observation ;) ) feats work?  Ideas for more Quantum feats?
No comments?
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Offline Garryl

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Re: Astronomer (3.5 base)
« Reply #10 on: March 23, 2013, 02:43:48 AM »
Seems like a sound mechanic.

Offline Gazzien

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Re: Astronomer (3.5 base)
« Reply #11 on: April 06, 2013, 08:28:28 PM »
I really like this! Okay, that's out of the way.

Ideas for new [Quantum] feats:
-Repeating Observation, somehow?
-Maximize/ Empower? (The Stars Are Right/ The Stars Are Perfect)
-A way to recover already-observed effects for re-use in that encounter?

Offline Garryl

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Re: Astronomer (3.5 base)
« Reply #12 on: April 09, 2013, 03:24:19 PM »
Two ideas:

1) Twinkling Stars. Essentially +1 phenomenon-storing shuriken. They take care of all the inferior conjunctions, but can still only be used under circumstances where the superior conjunction(s) would be present. Can be thrown normally, or as a standard action to be thrown as a splash weapon. Can only be used with phenomena that target an area or have specific targets. If it hits, the shuriken observes the phenomenon on the target struck (if a targeted effect) or on a corner of the target's space (if an area effect). Twinkling Stars with targeted effects have no effect when thrown as a splash weapon if they miss their target. Twinkling Stars thrown normally have no effect at all if they miss.

2) Monks of the Long Night. An order of monks that catalog the night sky and the phenomena that occur within it. Either a Monk/Astronomer PrC or a separate base class. They call the observations "predictions" instead, but it's the same thing. Improved effectiveness (and ability to use) phenomena with the Night conjunction, but they have fewer and weaker phenomena with the other superior conjunctions.

Offline TravelLog

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Re: Astronomer (3.5 base)
« Reply #13 on: April 13, 2013, 05:05:12 PM »
I really love this. I'm headed out, but expect a more thorough critique either later tonight or tomorrow.
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
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Offline dougch

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Re: Astronomer (3.5 base)
« Reply #14 on: April 13, 2013, 08:53:33 PM »
can i get a small introduction to what combat looks like with an astronomer? i think i have it down how they work, but ide liek an example how the conjunction thing works in real time
« Last Edit: April 13, 2013, 09:05:30 PM by dougch »

Offline TravelLog

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Re: Astronomer (3.5 base)
« Reply #15 on: April 14, 2013, 02:12:42 PM »
Let's get started shall we?

Skills: I might add Autohypnosis, otherwise all appropriate.

Saves and BAB: Appropriate.

Weapon and Armor Proficiencies: Fine, fine.

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Observe phenomena (Su): When learning your trade under the watchful eye of prestigious scientists, you have learned that by and large the denizens of the world are woefully unobservant.  Perhaps it is simply that the common folk are untrained, but from your experience there are strange and often dangerous astronomical phenomena happening every day.  Why, you have simply to look through your spyglass to see something (usually quite painful) happen to your enemies out of the blue sky.

You can "observe" (read: create) effects called Phenomena by looking through a spyglass as a standard action.  You are limited to observing phenomena that you know, and also by properties of your surroundings called Conjunctions.  You may only observe phenomena whose Conjunctions are active, and once you observe a phenomenon, the active Conjunctions change, as described in the Phenomena descriptions below.  Your Observer Level for phenomena is equal to your Astronomer level, and the save DC for any phenomena you observe is 10 + 1/2 Observer level + your Intelligence modifier.

A phenomenon can be identified with a Knowledge (Arcana) check just like a spell can be identified with a Spellcraft check.  The DC to identify a phenomenon is 15 + the number of required Inferior Conjunctions while it is being observed, or 20 + the number of required Inferior Conjunctions to identify the effect of a phenomenon.

You may observe a maximum of one phenomenon per round, and may not observe a given phenomenon more than once per encounter.  Outside of an encounter, Conjunctions and phenomena uses reset after 5 minutes of inactivity.

You begin play knowing 2 phenomena from the list below, and learn more as shown on the table above.  In the beginning, the only Conjunction automatically active is a single Superior Conjunction ([Day], [Night], or [Sheltered]), which cannot be changed except by certain specific phenomena.  The [Day] Conjunction is active during the day, the [Night] Conjunction is active at night, and the [Sheltered] Conjunction is active underground or indoors, where day and night are unclear.

You can add a new Inferior Conjunction or change an existing Inferior Conjunction by making a Spot check (DC 10 + twice the number of already-active Inferior Conjunctions) through a spyglass as a move action.  Conjunctions reset at the beginning and end of each encounter, and you can have a maximum number of Inferior Conjunctions equal to half your class level (rounded down, minimum 1) active at any given time; if a Constellation or Phenomenon would increase the number of active Inferior Conjunctions past this limit, you choose which Inferior Conjunctions to deactivate.

Ah the meat of the class. It's a fascinating mechanic, but I definitely think you need to add a spoiler "Designer's Notes" explanation of how this might go in a typical encounter or on a typical day. As is, while it makes sense, it's so different from any other existing mechanic that explaining it further might go a long way towards getting this class to be played.

Some other questions:
  • What conjunctions are active at dusk and dawn?
  • What about a setting or plane that has neither day or night, but is not necessarily underground or indoors?
  • How far away can you activate these conjunctions? Does my BBEG astronomer with a 1 million gp super-telescope get to fight the heroes from miles and miles away?

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Spyglass apprentice (Ex): Your most important tool is your spyglass, so the first thing you learn is how to make one quickly and cheaply, and how to use it effectively.  You can make a masterwork spyglass (granting you a +2 circumstance bonus to Spot checks in addition to its normal effects) by spending 24 hours and using 100gp of raw materials.  You cannot sell a spyglass you create this way for more than 100gp.  In addition, you use your Intelligence bonus instead of your Wisdom bonus for Spot checks made using a spyglass.
How far does this enable a normal character to see? How does it interact with range increments? Spot checks? Search checks?

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Star chart (Su): Beginning at 2nd level, you learn to make a Star Chart, which is a method of focusing on particular Constellations, stellar patterns in the sky.  Once per day, you can study your Star Chart for 1 hour to focus on any Constellation (see Constellations, below).  The Constellation you choose grants you the Planet benefit (as described in the particular Constellation description), and also grants you a set of Inferior Conjunctions at the beginning of each encounter.  At 8th, 14th, and 20th level, you unlock a new tier of Constellation benefits and Inferior Conjunctions.

After 24 hours, without any intervention on your part, the heavens turn, and you automatically focus on the next Constellation in the progression, granting you the benefits and Inferior Conjunctions of that Constellation as normal.  You can focus on a different Constellation after 8 hours of rest, by studying your Star Chart for another hour.

Good.

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Astrolabe technique (Ex): An astrolabe is an inclinometer used by astronomers to predict the positions of celestial objects.  At 3rd level, and again at every 4 levels afterwards, you use an astrolabe to learn a skill which will aid you in your studies of the heavens.

Astrolabe techniques:
(click to show/hide)

Useful and varied. I like these quite a lot. For Einstein's Phenomena, I would specify that they still have to take the same action to activate as normal, even though you aren't using a spyglass. Heisenberg's Uncertainty principle is very powerful at low levels. No comments in particular about it, other than that, but just something to think about. Ditto Herschel's Radiation. Kepler's Mathematics: it's about damn time. For Schrodinger's Cat, I would list the changes of the Deathless type, just for ease of use.

On the whole, these are great, but some are infinitely better than others. I would take Kepler's Mathematics and Einstein's Phenomena every time I played the class for example, while I would almost never take Baade's Stars given how easy it is to get energy resistance.

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Orrey (Ex): At 4th level, you construct a new device to aid you in your observations of the heavens.  An orrey is used to demonstrate the motion of planets and moons through their orbits; using one allows you to predict certain types of phenomena with more regularity.  A number of times per day equal to your Intelligence modifier, you may ignore 1 required Conjunction (Inferior or Superior) when observing a phenomenon.

Sextant mastery (Ex): Beginning at 4th level, your experience with an astronomical sextant has reached the point where you can judge astronomical angles at a moment's notice.  A number of times per day equal to your Intelligence modifier, you can add an Inferior Conjunction as a swift action instead of a move action, but the DC of the Spot check increases by 3.

Spyglass initiate (Ex): At 5th level, you've practiced so much with your spyglass that you've learned to notice eddies in the air and other similar minutiae, even when creatures are invisible.  When looking through a spyglass that you created, you can see invisible creatures (as per the see invisibility spell).

Orrey is definitely useful and needed for the class. Sextant Mastery and Spyglass Initiate are both also very useful. How does Spyglass Initiate react with Einstein's Phenomena by the way?

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Torquetum (Ex): When you achieve 6th level or higher, you learn to compute using a torquetum, a mechanical instrument designed to take and convert measurements in different coordinate systems.  This teaches you to observe unknown phenomena on the fly.  Once per day per point of Intelligence modifier, you can spend a full-round action to observe a phenomenon which is not one of your phenomena known.  The phenomenon otherwise functions as normal.

Spyglass journeyman (Su): Starting at 9th level, your connection to your spyglass has taken on supernatural overtones, and you can use it to see far away places that wouldn't normally be visible to you.  A number of times per day equal to your Intelligence modifier, you can produce a clairvoyance effect (as the spell, with a caster level equal to your Astronomer level) as a standard action by looking through a spyglass you created.

Torquetum is a natural extension of Sextant Mastery, and Spyglass Journeyman of Spyglass Initiate. The Einstein's Phenomena question is relevant here as well. Also, why clairvoyance rather than Arcane Sight, out of curiosity?

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Astrarium (Ex): Upon reaching 10th level, you learn to use an astrarium to predict eclipses and transits.  A number of times per day equal to your Intelligence modifier, you may spend a full-round action to change the [Sheltered] Conjunction to either [Day] or [Night], as appropriate.

Planisphere (Ex): A planisphere, which you learn to use at 12th level, is a device which combines the simplicity of a Star Chart with the versatility of an Astrolabe.  By making use of such a device, your Star Chart becomes more efficient, and you can focus on two Constellations per day.  Choose two Constellations to focus on when using your Star Chart ability.  You gain the benefits of both Constellations at the same time, but only one set of Inferior Conjunctions at the beginning of each encounter.  You can switch between the Conjunctions of your two chosen Constellations by spending 1 minute studying your Star Chart.  After 24 hours, both Constellations progress as normal.

Spyglass master (Su): At 13th level, you have gained even more facility with your spyglass.  Whenever you use your Spyglass Journeyman ability, you may gain the benefit of the scrying spell instead.

Greater orrey (Ex): When you achieve 16th level, your orrey grows in complexity and accuracy.  When you use your Orrey ability, you may instead ignore up to 2 required Conjunctions.

All sensible extensions of previous abilities. Nice work.

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Spyglass grandmaster (Ex): Upon reaching 17th level, you have achieved the pinnacle of your spyglass craft, and can use a spyglass .  You can craft a spyglass in 1 hour, and whenever you look through normally through a spyglass you created (i.e., when you are not using your Spyglass Journeyman or Spyglass Master abilities), you gain the benefit of the true seeing spell.

At long last.

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Armillary sphere (Ex): Beginning at 18th level, you graduate to the use of an armillary sphere, giving you a three-dimensional representation of the positions of celestial bodies.  This allows you to use your Torquetum ability more rapidly; three times per day, you may activate your Torquetum ability as a standard action instead of a full-round action.

Excellent.  :smirk

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Cosmos unbound (Su): You reach the pinnacle of your observational abilities at 20th level.  You may observe a phenomenon at any distance, or across planar boundaries, if you have sufficient information to aim with.  You can automatically target any square you can see, including squares you observe via scrying effects.  If you cannot see your target but it is on the same plane, you must know its location relative to you (direction and distance) down to the exact 5-foot square. 

To observe a phenomenon on a different plane, you must succeed at a DC 30 Knowledge (the Planes) check requiring study time (as shown in the table below) to determine the active Conjunctions at your target location.  You may then make Knowledge (the Planes) checks in place of Spot checks to alter the Inferior Conjunctions, with a DC 10 higher than the normal Spot check DC.  Each added or exchanged Inferior Conjunction requires one further hour of study.  Additionally, each phenomenon observed on a different plane requires the [Center] Superior Conjunction, which determines the point of origin of the phenomenon on that plane, and is automatically added when this ability is activated.  The location of the point of origin is determined as per the plane shift spell.  Once the [Center] location has been established, you treat the target as being on the same plane as you, that you cannot see.

PlaneStudy time
Material1 day
Transitive Plane1d4 days
Inner Plane1d8 days
Outer Plane2d6 days
The Far Realm1d% days
Excellent capstone. Very fitting and very powerful. I will point out that the knowledge checks will be utterly trivial at 20th level, but you likely know that and planned accordingly. This allows a BBEG to essentially annihilate the heroes at any time, and vice versa. Just something to think about.

I'd also like to toss in a few abilities for use at 3rd, 7th, 11th, etc. for when you gain Astrolabe techniques.

Celestial Navigation: You always know which way is North, and once per day, can cast augury as a full-round action by looking through your spyglass.

Eppur si muove: By looking through your spyglass, you can determine the distance to any given location you are observing. Furthermore, once per day, you can cast lay of the land as a full-round action by looking through your spyglass.

Reading the Heavens: You always know your exact location and cannot become lost. Once per day, you cast find the path as a full-round action by looking through your spyglass.
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
--Miguel de Cervantes

Offline TravelLog

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Re: Astronomer (3.5 base)
« Reply #16 on: April 14, 2013, 02:31:57 PM »
Constellation Analysis:

General notes: A lot of bonuses are untyped, and therefore ripe for (ab)use. Might I suggest making the skill bonuses insight boni?

Andromeda: Better Dragonfire Inspiration.

Cassiopeia: Making the galaxy effect untyped means it is a better version of the paladin's ability to give CHA to saves. On top of that, I will always be taking LaPlace's Probability, meaning you may be adding both Int and Cha to AC (and possibly saves depending on feats and other astrolabe techniques taken).

Aries: I worry about the Aries Galaxy ability only because you don't explain how it interacts with mindless creatures if at all, or in relation to mind-controlled creatures. Would they use their own saves, or those of the creatures controlling them?

Ursa: Galaxy ability is very lackluster compared to those preceding it. I'd make Star so you can choose between the bonus hitpoints and attack bonus, maybe changeable after a period of concentrating, move the Galaxy ability to the Cluster, and make a new Galaxy ability.

Taurus: Galaxy ability seemingly comes out of nowhere in comparison to the other abilities from this constellation. I'd make it the Cluster/Galaxy ability of Andromeda, remove the Petrification immunity (nice Perseus reference by the way), and shuffle it around, then make a new one for Taurus.

Orion: Those untyped bonuses again...

Cancer: Galaxy ability does basically the same thing as Herschel's Radiation.

Virgo: I'm sure there are many ways to abuse the at-will Shambling mound, even if you can only get one at a time. Gemini's resurrection ability would seemingly be more appropriate here.

Centaurus: That Wisdom bonus as a Galaxy effect compared to a Cluster bonus of equal value to Charisma for Andromeda. Should both be of the same grade.

Draco: Cluster ability that is the same as Ursa's Galaxy ability. Untyped skill bonus again.

Sagittarius: Really, really good for ranged characters. I question if Cluster ability isn't too good, or at least Galaxy-worthy.

Cygnus: What if you have both Cygnus and Leo active at the Galaxy level?


For Phenomena, before I get into them, I need to know if you need all of the noted Inferior and Superior conjunctions active or just any given combination.

Also, for quantum feats: teleportation abilities of some sort to mimic linked particles, some feat that grants combat maneuvers relating to each of the quark types, etc. I'll try to come up with more later.
« Last Edit: April 14, 2013, 02:40:55 PM by TravelLog »
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
--Miguel de Cervantes

Offline Concerned Ninja Citizen

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Re: Astronomer (3.5 base)
« Reply #17 on: April 14, 2013, 09:23:28 PM »
Note: the text says you begin play knowing 2 Phenomena while the table says 4.

can i get a small introduction to what combat looks like with an astronomer? i think i have it down how they work, but ide liek an example how the conjunction thing works in real time

If you mean a real life in game example, Lord Reginald Kensington VII is being played in this PbP. Not sure how long until we see combat but it'll happen sooner or later.

If you mean a hypothetical example, I'll give it a shot:

Steve is a 1st level Astronomer, he has 4 phenomena known (Cosmic Rays, Nutation, Solar Eclipse, and Light Echo) and a maximum of 1 inferior conjunction active at a time. His spot check is 4(ranks)+4(int)+2(spyglass)= +10

Outside, during the day, Steve's party are attacked by goblins. The superior conjunction "Day" is active so Steve can observe Solar Eclipse to make the goblins shaken. It has inferior conjunction requirements of "any" so he whips out his spyglass and takes a move action to add the Transit conjunction. Spot check DC is 10 because there are no currently active inferior conjunctions, so Steve's +10 spot means he automatically succeeds and doesn't have to roll. He then uses his standard action to observe Solar Eclipse, the goblins quake in fear, and the superior conjunction changes to Night.

On the next round, the party's fighter has attacked and killed one of the goblins and the others are running away. Steve wants to observe Nutation so the fighter can teleport after the goblins to catch up with them. Nutation can be used under any superior conjunction and it requires the Transit inferior conjunction, which Steve set up last turn, anticipating he would want to observe Nutation. His foresight means that he can spend his standard action observing, then use his move action as he desires. Nutation causes the loss of any one inferior conjunction (Transit, since that's the only one active) and the addition of the Spin conjunction.

If the goblins had turned invisible somehow and Steve wanted to observe Light Echo to counter this, he would have to change the inferior conjunction because Light Echo requires Stars (and Night but he covered that with Solar Eclipse.) To do that he would use his move action to make a spot check with a DC of 12 because there is one active inferior conjunction. He actually has to roll this time but he succeeds on anything besides a 1 so he should be fine. Assuming he succeeds, the Transit conjunction goes away and the Stars conjunction becomes active. He then spends his standard action observing Light Echo and outlines the invisible goblins with faerie fire. Light Echo does not add or remove any conjunctions so Stars remains active.

If you mean something different to either of those things, I apologize for not getting it.
« Last Edit: April 23, 2013, 11:05:23 PM by Concerned Ninja Citizen »

Offline dougch

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Re: Astronomer (3.5 base)
« Reply #18 on: April 15, 2013, 04:41:01 AM »
That was absolutely perfect, now all you need is a little ouija board thing to make it look totally awesome

Offline Amechra

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Re: Astronomer (3.5 base)
« Reply #19 on: April 15, 2013, 07:40:06 AM »
Part of me is entirely willing to steal and reskin the core mechanic of this class for a warrior class.
"There is happiness for those who accept their fate, there is glory for those that defy it."

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