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Sahi Astrologer

(Source: Into the Garden of Good and Evil)

Requirements

Race: Sarcosan.
Abilty: Charisma 13.
Skills: Knowledge (arcana) 2 ranks, Knowledge (nature) 8 ranks, Knowledge (religion) 5 ranks.
Feats: Magecraft.


Hit Die: d8.

Class Skills: Bluff(Cha), Concentration (Con), Craft (Int), Diplomacy(Cha), Handle Animal (Cha), Heal (Wis), Knowledge(all skills, taken individually)(Int), Profession (Wis), Ride(Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Sahi astrologers gain no additional proficiencies with either weapons or armor.

Improved Spellcasting: A Sahi astrologer gains knowledge of one spell from the Divination school at every odd level (1st, 3rd, 5th, 7th, and 9th), even if she does not possess the Spellcasting (Divination) feat. She may not learn any other spells (even other Divination spells) unless she has the appropriate Spellcasting feat.

Sahi astrologer levels stack with channeler levels for the purposes of determining the highest-level spells the character can cast. A character with more channeler and Sahi astrologer levels than levels in other classes adds +1 to his character level to determine the highest-level spells she can cast.

Finally, the character's maximum spell energy increases by one point at every odd level (1st, 3rd, 5th, 7th, and 9th) of Sahi astrologer he gains.

Divination Focus:All divination spells cast by the Sahi astrologer cost one less spell energy than normal. This discount stacks with spell talismans and similar abilities, but cannot reduce a spell’s spell energy cost below 1. At 10th level, this discount is increased to two.

Gift of the Riders:At each level the Sahi astrologer learns to focus on the patterns and energies of one of the Sorshef. Each Rider grants a unique benefit to those who study them, as shown below.

Gift of Shareel (Ex): Shareel teaches the fine line between what is and what could be. Once per day, the character gains a +10 bonus on any one Bluff check.

Gift of Doshram (Sp): Doshram teaches the necessity of the bonds of family and friendship. Once per day, the character can cast shield other at her normal caster level and with no cost in spell energy.

Gift of Sahaad: Sahaad teaches that a horse can bring a man closer to heaven. The character gains a +4 bonus on all Handle Animal and Ride checks with horses.

Gift of Sennach (Ex): Sennach teaches that battle is often the best option. The character gains a +1 bonus on all attack rolls versus orcs, legates, and other creatures associated with the armies of Izrador.

Gift of Halail (Su): Halail teaches that the radiance of the sun sustains life. The character gains the ability to evoke an aura of warmth about herself once per day. The aura has two effects. First, it protects the character and all within 10 feet against nonlethal damage suffered from cold environments. Second, the area glows with light equivalent to a daylight spell. This effect can be suppressed if the character desires. The aura lasts for up to one hour per level, and can be dismissed whenever the character chooses. A character cannot invoke the gift of Halail and the gift of Hisha in the same 24-hour period.

Gift of Zimra (Su): Zimra teaches that even the most skilled astrologers seem foolish in the eyes of the Riding Host. Once per day the character can breathe a curse upon the wind to a range of 120 feet. The curse travels forward toward its target, which must make a Will save (DC 10 + Charisma modifier + 1/2 class level) or be affected by a bestow curse spell.

Gift of Obares (Su): Obares teaches that rejuvenation can lead to success as often as hard work. Once per week, the character can touch up to one character per class level. Any character so touched is refreshed as if he had slept for 8 hours and eaten a full meal. Spellcasters must still spend time preparing their spells, but the effects of lack of sleep and food are ameliorated for a full day.

Gift of Hanud (Su): Hanud teaches that death is inevitable for all creatures. Once per day the character can evoke prophecies of death for all creatures with at least a 3 Intelligence in a 20-ft. burst. These creatures must make a successful Will save (DC 10 + Wisdom modifier + 1/2 class level) or be shaken for the duration of the combat as they see flashes of the time of their own death.

Gift of Hisha (Su): Hisha teaches that things must wither under the cold sky to insure balance in the world. The character gains the ability to evoke an aura of coldness about herself once per day. The aura has two effects. First, it protects the character and all within 10 feet against nonlethal damage suffered from hot environments. Second, the area dims to the equivalent of a darkness spell. This effect can be suppressed if the character desires. The aura lasts for up to one hour per level, and can be dismissed whenever the character chooses. A character cannot invoke the gift of Halail and the gift of Hisha in the same 24-hour period.

Gift of Sutara (Ex): Sutara teaches that hope is the greatest of man’s gifts. Once per day the character can evoke hope in all allies within 30 feet. This cancels the effects of fear as well as removes any cowering, frightened, panicked, or shaken effects from the allies in question. Affected allies also gain a +1 bonus on all attack rolls and saving throws for one full round.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +0 +2 Improved spellcasting, gift of the Riders
2nd +1 +0 +0 +3 Gift of the Riders
3rd +2 +1 +1 +3 Divination focus, gift of the Riders
4th +3 +1 +1 +4 Gift of the Riders
5th +3 +1 +1 +4 Gift of the Riders
6th +4 +2 +2 +5 Gift of the Riders
7th +5 +2 +2 +5 Gift of the Riders
8th +6 +2 +2 +6 Gift of the Riders
9th +6 +3 +3 +6 Gift of the Riders
10th +7 +3 +3 +7 Greater divination focus, gift of the Riders