Zodiac

Starting Wealth: 4d6x10 gp (average 140 gp).

Role: The zodiac’s role in combat is generally determined by their orbit, and their choice of constellations. Zodiacs who choose the solar orbit are often powerful warriors in their own right, girding themselves in weapon and armor constellations to fight in the thick of battle. Zodiacs who choose the lunar orbit have stronger magical abilities but are weaker combatants, preferring to use their veil abilities to support a powerful champion constellation.

Alignment: A zodiac can be of any alignment, but often find their attitudes strongly influenced by the constellations they choose to manifest regularly.

Hit die: d8.

Class Skills: The zodiac’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography), Knowledge (history), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str) , and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Proficiencies: Zodiacs are proficient with simple weapons, and with light armor, medium armor, and shields (except tower shields).

Class Features

Level Base Attack Bonus Fort Save Reflex Save Will Save Special Essence
1 +0 +2 +0 +2 Constellations, orbit 1
2 +1 +3 +0 +3 Orbit progression 2
3 +2 +3 +1 +3 Improved essence capacity +1 3
4 +3 +4 +1 +4 Orbit progression 4
5 +3 +4 +1 +4 Celestial lord 5
6 +4 +5 +2 +5 Orbit progression 6
7 +5 +5 +2 +5 Stargazing (1d6) 7
8 +6/+1 +6 +2 +6 Orbit progression 8
9 +6/+1 +6 +3 +6 Improved essence capacity +2 9
10 +7/+2 +7 +3 +7 Orbit progression 10
11 +8/+3 +7 +3 +7 Celestial ruler 11
12 +9/+4 +8 +4 +8 Orbit progression 12
13 +9/+4 +8 +4 +8 Stargazing (1d8) 13
14 +10/+5 +9 +4 +9 Orbit progression 14
15 +11/+6/+1 +9 +5 +9 Improved essence capacity +3 15
16 +12/+7/+2 +10 +5 +10 Orbit progression 16
17 +12/+7/+2 +10 +5 +10 Celestial emperor 17
18 +13/+8/+3 +11 +6 +11 Orbit progression 18
19 +14/+9/+4 +11 +6 +11 Stargazing (1d10) 19
20 +15/+10/+5 +12 +6 +12 Astrological mastery, orbit progression 20

Constellations (Su)

All zodiacs learn to call on the constellations for power starting at 1st level. Constellations may manifest as a weapon, piece of armor, or other equipment, or as powerful champions ready to fight at the zodiac’s side; the ways a given constellation can manifest are listed in the constellation’s entry. Constellations manifested as equipment are tangible items that occupy a slot just like a piece of magical equipment (so a constellation that manifests as a pair of boots cannot be worn with another pair of magical boots). Regardless of which manifestation option the zodiac chooses, a given constellation cannot be manifested more than once (for example, a zodiac who manifested the armor option of the Crab constellation could not also manifest the Crab’s champion option).

Champion constellations can always understand the zodiac’s commands and do their best to carry out any orders they are given. In the event the zodiac is conscious but unable to give a command, the champion will use its best judgement to take whatever actions seem most beneficial to the zodiac. The zodiac always summons the same version of a champion after they have manifested them for the first time; any feats, skill points, or other variable options are fixed and cannot be changed once selected, though most champions can still gain levels or improve as animal companions based on the zodiac’s class level (treating the zodiac’s class levels as druid levels when determining animal companion advancement) and receive all appropriate benefits for doing so.

Manifesting a constellation is a standard action that requires the zodiac to devote a portion of their life force to sustaining the constellation. When a zodiac manifests a constellation, they take an amount of essence burn equal to the constellation’s essence cost (described in the constellation’s entry). This essence burn cannot be healed or recovered in any way as long as the constellation is manifested, though it begins to recover normally once the constellation is dismissed (a free action). Constellations are automatically dismissed if the zodiac loses consciousness for any reason, or if the constellation’s hit points are reduced to zero, but otherwise remain indefinitely. A constellation that is reduced to zero or fewer hit points is automatically dismissed; if the constellation is manifested again before 24 hours have passed, it appears with only 1 hit point, though it can be healed or repaired normally.

Constellations that are dismissed normally recover all of their hit points, any ability damage or drain, and are cured of all negative conditions as long as at least 1 hour passes between each manifestation; otherwise they appear with whatever injuries and conditions they had when they were dismissed. Constellations from opposing elements (as described in the constellations section) impose additional costs when manifesting them.

Once a constellation has been manifested, it also acts as an essence receptacle and can be invested with essence just like a veil. The benefits for investing essence in a constellation are described in its entry, and the normal limitations for essence capacity apply.

The list of constellations is included below.

Orbit

When a zodiac gains his first level in the zodiac class, he must choose an orbit. Orbits determine various benefits the zodiac receives and what the best ways for him to utilize his constellations are. Presented below are the solar and lunar orbits.

Lunar

As the moon allows the light of the sun to reach into the darkness of night, so do zodiacs of the lunar orbit spread the light of the constellations. Lunar zodiacs specialize in supporting powerful champion constellations with veils designed to heal and enhance their champions while protecting the zodiac from harm. Lunar zodiacs reduce the essence cost to manifest champions by 1 (minimum 1), and gain an additional point of essence at 1st level, 2nd level, and every even level thereafter. At 4th level, and again at 6th level, the zodiac gains Access Low Chakra Slot as a bonus feat.

At 10th level, and again at 12th level, he gains Access Middle Chakra Slot as a bonus feat. At 14th level, and again at 16th level, the zodiac gains Access Higher Chakra Slot as a bonus feat. The zodiac does not need to meet the prerequisites for feats gained from this ability. In addition, the lunar zodiac gains the following class feature:

Veilweaving: A lunar zodiac learns to shape the magical power known as akasha into powerful veils, which are drawn from the lunar veil list. They know and can shape any veil from this list. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + the zodiac’s Charisma modifier. The lunar zodiac can shape 2 veils per day, plus one additional veil at 4th level and every 4 levels thereafter (8th, 12th, 16th, and 20th). Veils are constructs of pure magic and are suppressed while in the area of an antimagic field or similar phenomena. The zodiac’s character level, as noted in the Akasha and Magic Interactions section, determines the maximum quantity of essence they can invest in any single veil. As a swift action, they can reallocate their essence investments into their veils every round. A zodiac must have a good night’s rest and must meditate for one hour to prepare his veils for the day.

Solar

Zodiacs who follow the solar orbit are said to be like the sun; bright, brilliant, and self-reliant, charting the paths that others follow. A solar zodiac gains proficiency with heavy armors and all martial weapons. When wielding the weapon form of a constellation, the zodiac uses his class level in place of his base attack bonus when determining his bonus to hit, the effects of feats that rely on base attack bonus (such as Power Attack), and any other benefits or effects related to his base attack bonus. In addition, the zodiac gains a bonus feat at 2nd level and every even level thereafter, chosen from feats listed as either akashic, combat, or teamwork feats, or the Shape Veil feat; the zodiac must meet the prerequisites for these feats, but he treats his zodiac level as his base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. Solar zodiacs who take the Shape Veil feat use Charisma as their veilweaving modifier.

Improved Essence Capacity

At 3rd level and every six levels thereafter, the zodiac’s skill at investing essence improves and the total essence capacity of all his essence receptacles increases by 1

Celestial Lord (Su)

Starting at 5th level, the zodiac becomes more adept at influencing and commanding the constellations and reduces the essence penalty for manifesting constellations with opposing elements from 3 to 2. In addition, for each additional constellation the zodiac manifests with a matching element, he and his champions deal 2 additional points of elemental damage with their weapon attacks and any veil abilities they possess that deal hit point damage (so a zodiac who had manifested both the Archer and the Lion would deal 2 additional points of fire damage with his attacks, as would the Lion and Archer champion forms); fire element constellations add fire damage, air element constellations add electricity damage, water constellations add cold damage, and earth constellations add acid damage.

Stargazing (Su)

At 7th level the zodiac’s study of the heavenly bodies gives him prophetic insights into upcoming events. A number of times per day equal to half his class level (rounded down), the zodiac may use an immediate action to add 1d6 to an ability check, attack roll, saving throw, or skill check. The zodiac must use this ability after he has rolled the initial check but before he learns its consequences (for example, a zodiac’s player making a saving throw could wait to see the result of his d20, but must declare his use of this ability before the GM reveals whether the result is sufficient to succeed). At 13th level, the zodiac may roll a d8 instead of a d6 when using this ability. At 19th level, he may instead roll a d10.

Celestial Ruler

From 11th level on, the zodiac’s ability to command the constellations and mitigate their petty squabbles increases even further, reducing the essence penalty for manifesting constellations with opposing elements from 2 to 1. In addition, the zodiac may now count constellations from complimentary elements (fire and wind, or earth and water) as though they were both the same element and their original element when determining the benefits of his celestial lord class feature; for example, a zodiac with both the Lion (fire) and Twins (air) constellations manifested would deal an additional 4 points of fire damage and an additional 4 points of electricity damage with his and his champions’ weapon attacks and veil abilities.

Celestial Emperor

At 17th level the zodiac’s command of the constellations is unquestioned, and he need no longer pay an essence penalty for manifesting constellations with opposing elements. In addition, if the zodiac has a weapon or armor constellation manifested, he gains immunity to damage of the associated energy type (air - electricity, earth - acid, fire - fire, water - cold). If the zodiac has a champion manifested, his champion gains immunity to the energy type associated with their element. For example, a zodiac wearing the Crab’s armor and wielding the Archer’s bow would have immunity to cold and fire damage; if a zodiac with this class feature manifested the Lion as a champion to fight for him, the Lion would have immunity to fire.

Astrological Mastery

At 20th level, the zodiac’s mastery of the astrological powers unlocks a new ability, determined by his orbit.

  • Lunar: Upon reaching 20th level, the lunar zodiac gains the ability to bind veils to his Body slot. In addition, the zodiac’s mastery of both his own essence and the astrological energies of his constellations allows him to instantly mitigate wounds dealt to him or his constellations by sharing the damage. Whenever the zodiac takes hit point damage, he may choose to have half the damage dealt (rounded down) apply to any champion constellation he has manifested instead of himself (so a zodiac who took 47 points of damage could instead to choose to have 23 points of the damage apply to one of his champions and only take 24 points of damage himself). Whenever one of the zodiac’s champion constellations takes hit point damage, he may choose to have half the damage dealt (rounded down) apply to either himself or another of his currently manifested champions.
  • Solar: Solar zodiacs who reach 20th level are nearly unstoppable on the battlefield, overflowing with life energy and power. The zodiac becomes immune to death effects and ability drain, and recovers ability damage twice as fast. In addition, any weapon, armor, or equipment constellations the zodiac has manifested cannot be disarmed or sundered.

List Of Constellations

The following constellations are available to zodiacs and characters with the Amateur Astrologist or Noble Astrologist feats. Each constellation is associated with a primal element: Air, Earth, Fire, or Water. Air compliments Fire and opposes Earth, Earth compliments Water and opposes Air, Fire compliments Air and opposes Water, and Water compliments Earth and opposes Fire. Whenever a character attempts to manifest a constellation while they already have a constellation of the opposing element manifested, they must pay an essence penalty, increasing the amount of essence burn taken when manifesting the new constellation by 3. If the character cannot pay this increased cost, they cannot manifest the new constellation.

The Archer

Generous but impatient, the Archer favors those with a keen eye and a fiery disposition.
Element: Fire
Manifestations: Champion, Weapon

Champion (Essence cost 5): You gain the ability to manifest the Archer constellation in the form of an elven ranger with the archery combat style whose class level is equal to your zodiac level -3 (minimum 1). The Archer never gains an animal companion and must choose the hunter’s bond option to form a bond with its companions instead. In addition to armor and equipment appropriate to an NPC of its class level, the Archer always appears with a magical bow or crossbow with an enhancement bonus equal to half your zodiac level (minimum 1). All equipment the archer appears with disappears as soon as the archer is dismissed for any reason. Any enhancement bonuses in excess of +5 must be spent on weapon special abilities.

Essence: For each point of essence invested in the champion form of the Archer, its movement speed increases by 5 feet and it gains a +1 insight bonus to CMD against disarm and trip attempts.

Weapon (Essence cost 1): You gain the ability to manifest the Archer as a masterwork composite longbow, masterwork heavy crossbow, or masterwork light crossbow. If you choose a composite longbow, it always has a strength rating equal to its wielder’s Strength bonus. If you choose a heavy or light crossbow, the wielder gains the Rapid Reload feat for that weapon as long as they are wielding it. For every two zodiac levels you possess, this weapon gains a +1 enhancement bonus.

As long as the weapon has at least a +1 enhancement bonus, these bonuses can be used to add magical weapon properties to it, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the weapon is manifested and cannot be changed until the next time the zodiac manifests the weapon. In addition you gain a quiver containing 10 masterwork arrows or bolts; this quiver automatically replenishes itself at the end of each round.

Essence: As long as you have at least 1 point of essence invested in the weapon form of the Archer, its wielder may perform the disarm, sunder, and trip combat maneuvers in place of any ranged attack made with this weapon. In addition, for each point of essence invested in the Archer, its wielder gains a +1 insight bonus on all CMB checks made to perform a disarm, sunder, or trip combat maneuver.

The Bull

Stubborn and reliable, the Bull will dash aside those who waver in their convictions.
Element: Earth
Manifestations: Champion, Equipment

Champion (Essence cost 4): You gain the ability to manifest the Bull constellation in the form of a war bull animal companion with a starting Intelligence score of 6.

Essence: For each point of essence invested in the champion form of the Bull, it gains a +2 insight bonus to CMB and CMD when performing or resisting a bull rush or overrun combat maneuver.

Equipment (Essence cost 2): You gain the ability to manifest the Bull as a set of heavy pauldrons that occupy the wearer’s shoulders slot. The wearer of these pauldrons increases the attack bonus from charging by +1, reduces the penalty to AC for performing a charge by 1, and never provokes an attack of opportunity due to movement made as part of a charge or for performing a bull rush or overrun combat maneuver.

Essence: For each point of essence invested in the equipment form of the Bull, the wearer gains a +1 insight bonus to CMB and CMD when performing or resisting a bull rush or overrun combat maneuver.

The Crab

Tenacious and suspicious, those who earn the Crab’s trust will find an enduring guardian.
Element: Water
Manifestations: Armor, Champion

Armor (Essence cost 2): You gain the ability to manifest the Crab as a suit of masterwork armor that instantly forms around you or a touched willing creature. You may choose at the time of manifesting what type of armor the Crab appears as, though you must choose a type of armor with which the wearer is proficient. For every two zodiac levels you possess, this armor gains a +1 enhancement bonus. As long as the armor has at least a +1 enhancement bonus, these bonuses can be used to add magical armor properties to the armor, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the armor is manifested and cannot be changed until the next time the zodiac manifests the armor.

Essence: Investing at least one point of essence in the Crab’s armor causes it to sprout chitinous prongs that act as masterwork armor spikes. For each additional point of essence invested, these armor spikes gain a +1 enhancement bonus; as long as the armor spikes have at least a +1 enhancement bonus, these bonuses can be used to add magical weapon properties to the armor spikes, consuming an amount of bonus equal to the property’s base price modifier.

Champion (Essence cost 4): You gain the ability to manifest the Crab constellation in the form of a giant crab animal companion with a starting Intelligence score of 6.

Essence: Investing at least one point of essence in the champion form of the Crab grants all its natural attacks a +1 enhancement bonus. Each additional point of essence invested increases this enhancement bonus by an additional +1. These bonuses can be used to add magical weapon properties to the crab’s natural attacks, consuming an amount of bonus equal to the property’s base price modifier.

The Druid

Loyal, practical, and shy, the Druid nurtures and protects those who seek her counsel.
Element: Air
Manifestations: Champion, Equipment, Weapon

Champion (Essence cost 5): You gain the ability to manifest the Druid constellation in the form of a halfling druid whose class level is equal to your zodiac level -3 (minimum 1). The Druid never gains an animal companion and must choose the Air domain option of their nature’s bond.

Essence: For each point of essence invested in the champion form of the Druid, it gains a +1 insight bonus to concentration checks. For every 3 points of essence invested, the Druid and all allies adjacent to it gain a +1 dodge bonus to AC.

Equipment (Essence cost 2): You gain the ability to manifest the Druid as a magical wooden mask that allows the wearer to use wild empathy as a druid whose class level is equal of your zodiac level. In addition, the wearer of the mask is under a constant speak with animals effect.

Essence: For each point of essence invested in the equipment form of the Druid, the wearer of the mask gains a +1 insight bonus on Handle Animal and wild empathy checks.

Weapon (Essence cost 1): You gain the ability to manifest the Druid as a masterwork club or greatclub. For every two zodiac levels you possess, this weapon gains a +1 enhancement bonus. As long as the weapon has at least a +1 enhancement bonus, these bonuses can be used to add magical weapon properties to it, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the weapon is manifested and cannot be changed until the next time the zodiac manifests the weapon.

Essence: As long as you have at least 1 point of essence invested in the weapon form of the Druid, whenever its wielder confirms a critical hit or rolls the maximum possible damage on the base weapon damage die on an attack with it (such as rolling a 6 on a 1d6), the target of the attack must succeed on a Reflex saving throw (DC 10 + zodiac’s Charisma modifier + 1 per point of essence invested) or take 1d6 points of piercing damage per point of essence invested and become entangled for one round as thorny vines spring out from the point of impact to wrap around them.

The Fish

Artistic and wise, the Fish lends its strength to any who can pique its curiosity.
Element: Water
Manifestations: Champion, Equipment

Champion (Essence cost 4): You gain the ability to manifest the Fish constellation in the form of either a dolphin or shark animal companion with a starting Intelligence score of 6; once chosen this choice cannot be changed.

Essence: For each point of essence invested in the champion form of the Fish, its swim speed increases by 5 feet. For every 2 points of essence invested, it gains either a +1 inherent bonus to its Strength score (if the chosen form is that of a shark), or a +1 inherent bonus to its Dexterity score (if the chosen form is that of a dolphin).

Equipment (Essence cost 2): You gain the ability to manifest the Fish as a pair of leather boots that sprout delicate fins when submerged in water. The wearer of these boots gains a 20 foot swim speed and the ability to breathe underwater.

Essence: For each point of essence invested in the equipment form of the Fish, the swim speed granted to the wearer increases by 5 feet.

The Lion

Passionate and fierce, the Lion’s arrogance will not allow it to aid any who fail to show it proper respect.
Element: Fire
Manifestations: Armor, Champion, Weapon

Armor (Essence cost 1): You gain the ability to manifest the Lion as a suit of masterwork hide armor that instantly forms around you or a touched willing creature. For every two zodiac levels you possess, this armor gains a +1 enhancement bonus. As long as the armor has at least a +1 enhancement bonus, these bonuses can be used to add magical armor properties to the armor, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the armor is manifested and cannot be changed until the next time the zodiac manifests the armor.

Essence: For each point of essence invested in the Lion’s armor manifestation, the wearer’s base move speed increases by 5 feet. If at least 4 points of essence are invested, the wearer gains the pounce universal monster ability.

Champion (Essence cost 4): You gain the ability to manifest the Lion constellation in the form of a big cat animal companion with a starting Intelligence score of 6.

Essence: For each point of essence invested in the champion form of the Lion, all of its natural attacks deal an additional 1d6 fire damage. This stacks with similar damage from other sources, such as the flaming special weapon property.

Weapon (Essence cost 2): You gain the ability to manifest the Lion as a pair of masterwork cestus. While these cestus are formed, anyone wielding both of them is treated as having the Two-Weapon Fighting feat, even if they would not normally meet its prerequisites. For every two zodiac levels you possess, each of these weapons gains a +1 enhancement bonus. As long as the cestus have at least a +1 enhancement bonus, these bonuses can be used to add magical weapon properties to them, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the weapon is manifested and cannot be changed until the next time the zodiac manifests the weapon.

Essence: For each point of essence invested in the weapon manifestation of the Lion, the wielder gains a +1 insight bonus on all CMB and CMD checks made to perform or resist a grapple. If you have at least 4 points of essence invested, the wielder of the cestus gains the Two-Weapon Rend feat, even if they would not normally qualify for it.

The Ram

Confident and enthusiastic, the Ram will not stand idly by and may abandon those who sit idle for too long.
Element: Fire
Manifestations: Champion, Equipment

Champion (Essence cost 4): You gain the ability to manifest the Ram constellation in the form of a ram animal companion with a starting Intelligence score of 6.

Essence: For each point of essence invested in the champion form of the Ram, it gains a +1 insight bonus on attack rolls and a +2 insight bonus on damage rolls for all attacks made as part of a charge.

Equipment (Essence cost 2): You gain the ability to manifest the Ram as an adamantine helmet set with a pair of gleaming black horns. The wearer of this helmet gains a gore primary natural attack dealing 1d6 bludgeoning damage for a Medium creature (1d4 Small, 1d8 Large). For every two zodiac levels you possess, the gore natural attack granted by the helmet gains a +1 enhancement bonus.

As long as the gore has at least a +1 enhancement bonus, these bonuses can be used to add magical weapon properties to it, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the weapon is manifested and cannot be changed until the next time the zodiac manifests the weapon.

Essence: For each point of essence invested in the equipment form of the Ram, the wearer gains a +2 insight bonus to all damage rolls on attacks made as part of a charge.

The Sea Goat

Disciplined to a fault, many find the Sea Goat hard to tolerate for long stretches.
Element: Earth
Manifestations: Champion, Equipment

Champion (Essence cost 6): You gain the ability to manifest the Sea Goat constellation in the form of a capricorn with a starting Intelligence score of 6. When you reach zodiac level 4 and every level thereafter, the capricorn improves as though it was an animal companion, treating your effective druid level as your zodiac level -3.

Essence: For each point of essence invested in the champion form of the Sea Horse, it gains a 5 foot enhancement bonus to its land speed and swim speed, and increases the DC of its aura of fear by 1.

Equipment (Essence cost 3): You gain the ability to manifest the Sea Goat as a shimmering shirt made of scales woven together with goat’s hair. The wearer of this shirt gains a capricorn’s aura of fear with a save DC equal to 10 + your zodiac level + your Charisma modifier. This aura may be suppressed or resumed as a free action taken on the wearer’s turn.

Essence: For each point of essence invested in the equipment form of the Sea Goat, the wearer gains a +1 insight bonus on Intimidate checks and increases the DC of the aura of fear by 1.

The Scales

Those who seek balance and harmony in all things are most likely to earn the favor of the Scales.
Element: Air
Manifestations: Equipment, Weapon

Equipment (Essence cost 2): You gain the ability to manifest the Scales constellation as a set of beautiful mithral scales that can be wielded as a magical rod designed to channel the forces of balance. Whenever a creature carrying this rod is damaged by an attack, they may spend an immediate action to charge the rod with an amount of healing equal to the damage taken (maximum 5 x the zodiac’s class level). This healing may be delivered to any creature, including the creature carrying the rod, by touching the creature to be healed and activating the rod as a move action. This is a positive energy effect and harms undead. The Scales cannot carry more than one use of healing at a time.

Whenever a creature carrying the Scales receives healing from any source, they may spend an immediate action to charge the rod with an amount of damage equal to the healing received (maximum 5 x the zodiac’s class level). This damage can be dealt to any creature by making a melee touch attack with the rod as a standard action. This is a negative energy effect and instead heals undead for an amount equal to the damage that would have been dealt. The Scales cannot carry more than one such damage use at a time.

Essence: For each point of essence invested in the equipment form of the Scales, the damage dealt or healed by either of its abilities increases by 2.

Weapon (Essence cost 2): You gain the ability to manifest the Scales as a masterwork dire flail. This dire flail is perfectly weighted and balanced, reducing the penalties for two-weapon fighting with it as a double weapon by half, and allowing it to be treated as a martial weapon instead of an exotic weapon. For every two zodiac levels you possess, each end of this weapon gains a +1 enhancement bonus. As long as the weapon has at least a +1 enhancement bonus, these bonuses can be used to add magical weapon properties to it, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the weapon is manifested and cannot be changed until the next time the zodiac manifests the weapon.

Essence: As long as there is at least 1 point of essence invested in the weapon form of the Scales, its wielder never provokes an attack of opportunity for attempting a disarm or trip combat maneuver. For each point of essence invested in the weapon form of the Scales, the wearer gains a +1 insight bonus to CMB and CMD when performing or resisting a disarm or trip combat maneuver.

The Scorpion

Brave, but prone to jealousy, the Scorpion prefers small groups who can appreciate its power.
Element: Earth
Manifestations: Champion, Equipment, Weapon

Champion (Essence cost 4): You gain the ability to manifest the Scorpion constellation in the form of a giant scorpion animal companion with a starting Intelligence score of 6.

Essence: For each point of essence invested in the champion form of the Scorpion, the DC to resist the poison from its sting and the Strength damage dealt by its poison increases by 1.

Equipment (Essence cost 1): You gain the ability to manifest the Scorpion as a pair of magical leather bracers. These bracers are worn in the wrist slot and the wearer can command them to apply a dose of scorpion poison (DC 15, frequency 1 round for 6 rounds, effect 1 Str damage, cure 1 save) to one of their weapons or natural attacks as a swift action.

Essence: For each point of essence invested in the equipment form of the Scorpion, the saving throw DC to resist its poison and the amount of Strength damage dealt by the granted poison increase by 1.

Weapon (Essence cost 2): You gain the ability to manifest the Scorpion as a masterwork scorpion whip. This whip moves intuitively with the wielder, allowing them to be treated as proficient with both the whip and scorpion whip while wielding it and granting them the Whip Mastery feat, even if they would not normally qualify for it.

For every two zodiac levels you possess, this weapon gains a +1 enhancement bonus. As long as the weapon has at least a +1 enhancement bonus, these bonuses can be used to add magical weapon properties to it, consuming an amount of bonus equal to the property’s base price modifier. These bonuses and properties are decided when the weapon is manifested and cannot be changed until the next time the zodiac manifests the weapon.

Essence: For each point of essence invested in the weapon form of the Scorpion, the wielder gains a +1 insight bonus to CMB and CMD when performing or resisting a disarm or trip combat maneuver.

The Twin

Curious and ever-changing, the Twin seeks those who follow the horizon.
Element: Air
Manifestations: Champion, Equipment

Champion (Essence cost 7): You gain the ability to manifest the Twin constellation in the form of a doppelganger. When you reach zodiac level 6th and each level thereafter, this doppelganger gains one level in the rogue class.

Essence: For each point of essence invested in the champion form of the Twin, it gains a +1 insight bonus on Bluff and Disguise checks.

Equipment (Essence cost 3): You gain the ability to manifest the Twin as a shimmering robe that allows the wearer to cast mirror image as an at-will spell-like ability with a caster level equal to your zodiac level.

Essence: For each point of essence invested in the equipment form of the Twin, the wearer gains a +1 insight bonus on Reflex saving throws and Bluff checks made to feint as long as they are under the effects of the mirror image spell.

The Wanderer [Co7S]

Children of Dreams gain access to this lost constellation of the Void. Zodiacs choosing the Wanderer must replace another constellation with it. This choice may be made whenever the zodiac first chooses a cosmology or adapts to a new one.

Mysterious and reclusive, the Wanderer empowers those who value the journey above destination.

Element: Variable; Once per round, as a free action, the zodiac may set the wanderer’s element to any element of their choice as long as they have two or fewer manifestations of that element active.
Manifestations: Champion, Equipment

Champion (Essence cost 6): You gain the ability to manifest the Wanderer in the form of a fetchling bard with the storytwister archetype, whose class level is equal to your zodiac level -3 (minimum 1). In addition to armor and equipment appropriate to an NPC of its class level, the Wanderer always appears with a magical cloak of resistance with a bonus to saving throws equal to one-half your zodiac level (minimum 1). All equipment the Wanderer appears with disappears as soon as it is dismissed for any reason. Any bonuses the cloak would gain in excess of +5 must be spent on special armor abilities which the cloak may gain as if it were a suit of magical armor.

Essence: Creatures under the effect of the Wanderer’s inspire courage bardic performance deal an additional 2 points of elemental damage with weapon attacks of the element type set by the zodiac, plus 1 additional point of elemental damage per point of essence invested.

Equipment (Essence cost 4): You gain the ability to manifest the Wanderer as a magical cloak of shadow that swims with faint ribbons of vibrant color. This cloak provides the wearer with the benefits of an endure elements spell and grants energy resistance 5 of the element type set by the zodiac. At 10th level the cloak also grants 5 resistance to the opposite element type. Also, you may extend the protections of the cloak to any ally within 15 feet that is benefiting from any bardic performance as a free action.

Essence: For every point of essence invested in the cloak of the Wanderer increase the energy resistance(s) granted by 3 and the range at which it can benefit allies by 5 feet.

The Water Bearer

Independent and temperamental, the Water Bearer will not long aid those who fail to appreciate her or who seek to control her.
Element: Water
Manifestations: Champion, Equipment

Champion (Essence cost 12): You gain the ability to manifest the Water Bearer constellation in the form of a marid. Unlike a standard marid, the Water Bearer cannot grant wishes. When you reach zodiac level 13th and each level thereafter, this marid gains one level in the bard class.

Essence: For each point of essence invested in the champion form of the Water Bearer, she gains a +1 insight bonus on attack rolls and damage rolls, and increases the saving throw DCs of all of her spells and spell-like abilities by 1.

Equipment (Essence cost 3): You gain the ability to manifest the Water Bearer as a beautiful porcelain gourd that hangs from the wearer’s waist by a hempen cord, occupying the belt slot. The wearer of this belt gains the ability to cast create water as an at-will spell-like ability with a caster level equal to your zodiac level. In addition, the wearer may fire a blast of water as a ranged touch attack that deals an amount of cold damage equal to 1d6 + your Charisma modifier. On a successful attack (including attacks where the attack roll was successful but the target’s cold resistance or immunity negates the damage), the wearer may attempt a bull rush against the target; the CMB for this bull rush is equal to your zodiac level plus your Charisma modifier. This bull rush does not provoke an attack of opportunity. This effect also extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

Essence: For each point of essence invested in the equipment form of the Water Bearer, the wearer gains a +1 insight bonus on Fortitude saving throws, and on CMB checks to perform a bull rush.


Favored Class Bonuses

Aasimar: Any champion the aasimar manifests gains a +1/4 bonus to a single saving throw of the aasimar’s choice, chosen at the time the champion is manifested.

Elf: Champion constellations you manifest gain +1 hit point. Weapon, equipment, and armor constellations you manifest gain +1 hardness.

Dwarf: Gain a +1/2 bonus to to CMD against bull rush and trip attempts while wearing a constellation’s armor form, and a +1/2 bonus to CMD against disarm and sunder attempts while wielding a constellation’s weapon form.

Gnome: Increase any hit point healing granted to your champion constellations by your veil effects or other akashic abilities by 1 point.

Halfling: Reduce the essence cost to manifest the champion form of the Water Bearer by 1/4 points of essence (this reduction only applies when you can reduce the cost by a full point of essence; for example an 8th level halfling zodiac who took this bonus at every level would only pay an essence cost of 10 to manifest the Water Bearer, but a 7th level zodiac would only reduce the cost by 1 point).

Human: Gain +1/5 point of essence.

Ifrit: Add 1 point of fire damage to all attacks you make with the weapon form of a fire element constellation, and to the natural attacks and weapons of any fire element champion you manifest.

Orc: Deal 1 additional point of damage with all attacks made with the weapon form of any constellation you have manifested.

Oread: Add 1 point of acid damage to all attacks you make with the weapon form of an earth element constellation, and to the natural attacks and weapons of any earth element champion you manifest.

Sylph: Add 1 point of electricity damage to all attacks you make with the weapon form of an air element constellation, and to the natural attacks and weapons of any air element champion you manifest.

Undine: Add 1 point of cold damage to all attacks you make with the weapon form of a water element constellation, and to the natural attacks and weapons of any water element champion you manifest.


Rule Note: Champions

Constellation champions represent a versatile companion option similar in nature to the Leadership feat. There are a lot of considerations that the Zodiac player and their GM will need to look at when playing this class. We recommend that in campaigns were PCs can make their own cohort that they be allowed to do the same for their champions. Some GMs will prefer to level the champion creature themselves. Have the discussion when creating the Zodiac character how this will work for a given campaign. Above all else — prepare the champions before a session begins. Spontaneous generation of a companion after a session starts will be time consuming and distracting, particularly at higher levels. GMs should not allow an unprepared champion to be summoned.


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