AstronomerImage!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 INFORMATIONAstronomers 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 SkillsThe 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
| Base Attack | Fort | Reflex | Will | | |
Level | Bonus | Save | Save | Save | Special | Phenomena |
1st | +0 | +0 | +0 | +2 | Observe phenomena, spyglass apprentice | 4 |
2nd | +1 | +0 | +0 | +3 | Star chart (planet) | 5 |
3rd | +1 | +1 | +1 | +3 | Astrolabe technique | 6 |
4th | +2 | +1 | +1 | +4 | Orrery, sextant mastery | 7 |
5th | +2 | +1 | +1 | +4 | Spyglass initiate | 8 |
6th | +3 | +2 | +2 | +5 | Torquetum | 8 |
7th | +3 | +2 | +2 | +5 | Astrolabe technique | 9 |
8th | +4 | +2 | +2 | +6 | Star chart (star) | 10 |
9th | +4 | +3 | +3 | +6 | Spyglass journeyman | 11 |
10th | +5 | +3 | +3 | +7 | Astrarium | 12 |
11th | +5 | +3 | +3 | +7 | Astrolabe technique | 12 |
12th | +6/+1 | +4 | +4 | +8 | Planisphere | 13 |
13th | +6/+1 | +4 | +4 | +8 | Spyglass master | 14 |
14th | +7/+2 | +4 | +4 | +9 | Star chart (cluster) | 15 |
15th | +7/+2 | +5 | +5 | +9 | Astrolabe technique | 16 |
16th | +8/+3 | +5 | +5 | +10 | Greater orrery | 16 |
17th | +8/+3 | +5 | +5 | +10 | Spyglass grandmaster | 17 |
18th | +9/+4 | +6 | +6 | +11 | Armillary sphere | 18 |
19th | +9/+4 | +6 | +6 | +11 | Astrolabe technique | 19 |
20th | +10/+5 | +6 | +6 | +12 | Cosmos unbound, star chart (galaxy) | 20 |
Class FeaturesAll 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.
So, I get that this is unusual, and complex. It's a very organic and fluid system, one that requires planning and forethought. I suggest that before you play this at a table, during the character creation process (probably as part of picking your Phenomena Known) you run yourself through some mock combats of varying lengths to get a feel for how it works, to internalize the mechanics.
Here's an example:
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, he 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 Transit Stars is still there if he wants to observe Nutation next turn.
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.
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.
Plane | Study time |
Material | 1 day |
Transitive Plane | 1d4 days |
Inner Plane | 1d8 days |
Outer Plane | 2d6 days |
The Far Realm | 1d% days |