Star Child

“We are all created from materials borrowed from the stars, why should we not look to them for guidance?”

Humanoids have put special significance on “magic” numbers since the time that legends were only handed down by word of mouth and not writing. Most only half-believe these numbers have any significance, but a loose group of spellcasters known as the Children of the Stars study their significance and that of the stars associated with them. These star children gain insight into existence and their place in it by studying the stars related to their birth.

Star Children don’t have much organization to speak of. While some maintain a college and observatory on a large plateau with clear weather, the star child’s journey is a very personal one.

Although the class is open to just about all spellcasters, wizards and sorcerers are the most likely to become star children. Druids with a more bookish, studious bent are also quite common.

Hit die: d4.
To qualify to become a star child, a character must fulfill all of the following criteria.
Feats: Skill Focus (Spot).
Skills: Knowledge (arcane) 4 ranks, Knowledge (religion) 4 ranks, Profession (astrologer) 8 ranks.
Spells or Spell-like Abilities: Caster level 7th.

Class Skills
The star child’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

LevelBaBFort SaveRef
Will SaveSpecialSpells
1+0+0+0+2Guiding Stars (One Star)
2+1+0+0+3Guiding Stars (Two Stars)+1 level of existing spellcasting class
3+1+1+1+3Guiding Stars (Three Stars)+1 level of existing spellcasting class
4+2+1+1+4Guiding Stars (Four Stars)+1 level of existing spellcasting class
5+2+1+1+4Guiding Stars (Five Stars)+1 level of existing spellcasting class
6+3+2+2+5Guiding Stars (Six Stars)+1 level of existing spellcasting class
7+3+2+2+5Guiding Stars (Seven Stars)

Class Features
All of the following are class features of the star child prestige class.

Weapon and Armor Proficiency: A star child gains no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level except first and seventh, a star child gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one spellcasting class before becoming a star child, she must decide to which class to add each level for the purposes of determining spells per day and spells known.

Guiding Stars: A star child studies the sky for her unique set of stars that can guide her throughout her journeys. The first of these is relatively easy to find if the character knows her birth date. Each of her other stars however, is fainter and harder to find than the last. While each star she locates is guiding her on its own, studying the stars as a set gives a completely different reading than studying only a portion of the set. Thus, when a star child gains a new level in this class, she loses all previous special abilities gained from this class, and gains a new set in their place.

One Star:
Independence (Ex): The first star alone is not very powerful, but standing alone is a strength all its own. The star child gains the strength to stand alone where others would fall. She gains Diehard a bonus feat.

Two Stars:
Companionship (Ex): At second level a second star joins the first. No longer alone, these stars seek further companionship, and learn to interact with others. The star child gains a +2 insight bonus on all Charisma based skills and checks.

Duality (Ex): The universe is filled with opposing forces that constantly struggle against one another. At second level the star child gains insight into the nature of that struggle. She can counter or dispel a spell or effect with a descriptor with any spell of higher level that has the opposite descriptor. For instance, if an enemy were casting protection from good, the star child could counter it with a magic circle against evil spell. For convenience, the opposing pairs of descriptors are: [air]/[earth], [fire]/[water], [good]/[evil], [chaos]/[law], [light]/[darkness]. The DM is free to add others that may be appropriate to the list, such as [fire]/[cold].

Three Stars:
Progress (Ex): At third level, a star child overcomes duality and moves forward. This drive to progress grants her protection against that which would bind her. She gains a +4 bonus to saves against any spell or effect that would restrict her movement. This includes mind-affecting effects such as charm person or dominate person.

Soul (Su): When the star child discovers her third star, they guide her focus inward, seeking to bolster her spiritual strength. A star child’s increased spiritual strength at third level grants her protection from supernatural threats. She gains a deflection bonus equal to her Charisma modifier against touch attacks.

Stability (Ex): The guidance of three stars does not grant only spiritual strength. The triangle is a rugged structure for something so simple, and the star child benefits from its example. She gains a +4 bonus to resist trip and bull rush attempts.

Four Stars:
Body (Ex): Four represents the body; it is what contains the self and the soul. Under the direction of four stars the star child’s body becomes hardier. She gains a number of hit points equal to her current hit die total. If she gains hit dice later (for example, by taking levels in another class) she increases her hit points by 1 for every hit die gained.

Death (Sp): With a body comes the promise of death; upon reaching 4th level a star child is forced to realize and come to terms with this eventuality. Usually this takes the form of a terrible nightmare, but other events are not unheard of. Either way, the star child comes out slightly changed after confronting death. Once per day as a swift action, the star child can alter her face to resemble the face of death. Anyone meeting her gaze must make a Will save with a DC equal to half her hit dice + Charisma modifier or be shaken for 4 rounds. Additionally she may, as a standard action, produce an effect equivalent to phantasmal killer (DC 14+Cha mod), but this ends the gaze effect as well. Otherwise, the gaze effect lasts a number of rounds equal to the star child’s Charisma modifier (minimum 1).

Elements: The four stars represent the four elements. Spells cast by the star child utilizing the elements gain additional strength. At fourth level, the star child casts [air], [earth], [fire], or [water] spells at one caster level higher than normal.

Direction: The four stars guide the star child’s sense of direction, even when she can’t see them. She gains a +5 insight bonus on Survival checks to avoid getting lost, and can always discern north. Additionally, she may re-roll any error chance for conjuration (teleportation) spells and take the result of her choice.

Five Stars:
Center (Ex): Five stars are those of the directions, they are four with the self at the center. This focus helps the star child steady her mind and body. She gains a +3 insight bonus to Concentration checks.

Energy (Ex): The five stars align with the five energies. A star child adds +1 to the DC for saving throws against spells she casts with the [fire], [cold], [electricity], [acid], or [sonic] descriptors.

Rebirth (Su): After death comes new life. At fifth level a star child is reborn into a new body of a race randomly determined by the DM. Adjust all ability scores accordingly, but make no other changes. If the star child’s original race comes up, she instead changes gender. This effect is permanent (at least until the star child gains another level, when she reverts to her old body).

Change (Ex): The five stars represent change. As well as creating changes in herself, the stars increase the duration of her spells that create change. All transmutation spells she casts have their duration doubled as if they were extended.

Senses (Ex): The star child’s five senses sharpen considerably under the five stars. She gains the blindsense ability out to a range of 30 feet.

Six Stars:
Balance (Ex): Six represents equilibrium and balance; the star child gains a +3 insight bonus to Balance checks.

Luck (Ex): Six stars grant good fortune upon the star child. This ability allows her to re-roll one roll per day that she has just made before the DM declares whether the roll results in success or failure.

Love (Sp): Three and three is six, the union of two souls. At sixth level, the star child may choose one willing creature. At will, she can use discern location on this creature. If she is within 100 feet she may also communicate telepathically with that creature. The chosen creature can use these abilities as well, except with the star child as the target.

Protection (Ex): Two triangles form the six-pointed star. This symbol represents the six stars and the protection they provide. Abjuration spells the star child casts have their duration doubled as if they were extended.

Mind (Ex): Some cultures consider the mind the 6th sense. When a star child reaches sixth level, her mind grows stronger. She may add a +2 inherent bonus to a mental ability of her choice.

Beauty (Su): The six stars last of all represent beauty. Minor changes in the star child’s face and body and a supernatural aura make her alluring to all who meet her gaze. NPCs’ initial attitudes towards her improve by one step, to a maximum of friendly, unless they make a will save, with a DC equal to half the star child’s hit dice + Charisma modifier.

Seven Stars:
Universe (Sp): The seven stars show the star child that the horizon is infinitely far away, and there is always a new place to explore. She can use plane shift as a spell-like ability once per day.

Cycle: All things eventually pass and then repeat themselves. The star child may select any previous power granted by another quantity of stars. For example, she may select the Death power to regain the gaze attack, or she may select Love to keep track of a loved one who is prone to being kidnapped. Once this ability is selected it cannot be changed.

Unity (Su): Seven stars are the sum of three and four, the soul and the body. The harmony of a star child’s body and soul protects her from harm and grants her an insight bonus on all saves equal to her Charisma modifier. Additionally, when she uses a spell such as astral projection, her silver cord cannot be severed, even by a githyanki silver sword.

Perfection (Ex): Seven is the number of perfection; under the guidance of the seven stars a star child gains mastery over some of her skills. She gains Skill Mastery as a bonus feat.

Color (Ex): There are seven colors of the rainbow, and upon reaching 7th level, a star child is given their aid. She may prepare and cast color spray, prismatic spray, prismatic wall, and prismatic sphere as if they were on her spell list. If the star child keeps a spellbook or knows a limited number of spells, these spells are added to her spellbook or spells known. However, she still cannot cast them if she does not have high enough level spell slots.

Music (Ex): There are seven musical notes, and the star child’s seven stars empower her ability to make this wondrous brand of sound. She gains a +3 insight bonus on all Perform checks to make music.

Magic (Su): The seven pointed star is known as the witch’s star or the astrologer’s star. As both an astrologer and a magic user, the star child’s spells become particularly hard to resist. She gains a +2 bonus to overcome spell resistance. This bonus stacks with Spell Penetration and Greater Spell Penetration.