Astrologer (Mesmerist Archetype)

You have always studied the stars and their endless patterns and cycles, learning the influences of the heavenly bodies on the past, present, and future. You use the more esoteric insights you glean to bilk ignorant rubes ready to believe your erudite divinations, but you also have learned all too well that when you looked into the stars others were looking back, either with wonder or with malice.

Nightwatcher (Ex)

You gain a bonus on Perception checks in dim light or darkness. In addition, you gain a +2 bonus on Knowledge (arcana), Knowledge (geography), Knowledge (nature), and Survival checks outdoors at night equal to 1/2 your mesmerist level.

This replaces consummate liar.

Guiding Star (Su)

At 4th level, you can determine your precise location whenever you can see the open sky at night.

When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

This replaces the mesmerist trick gained at 4th level.

Student of the Stars (Ex)

At 8th level, you can use an astrolabe, telescope, or technological device created to observe the stars or track their movements in place of any focus component costing 1,000 gp or less. In addition, your copious astronomical observations and notes allow you to gain insight into the past, present, or future if you spend 10 minutes in contemplation, as if you had cast commune with a caster level equal to your mesmerist level. This effect is not magical.

This replaces the mesmerist trick gained at 8th level.

The Stars Are Right (Sp)

At 12th level, you expend one of your mesmerist tricks to foretell a willing creature’s future by spending 1 minute in contemplation of the stars and conversation with them, granting them the benefit of a moment of prescience. You can use this ability even if the stars are not visible by consulting your notes and an astrolabe instead, but the creature gains only one-half the normal bonus from the spell. You cannot use this ability on yourself. This is a language-dependent ability, and a creature receiving the effect cannot benefit from it again for one week.

This replaces the mesmerist trick gained at 12th level.

Satellite (Su)

At 16th level, you can expend one of your mesmerist tricks to create a Medium-sized force construct that resembles a small planet, moon, or star, orbiting around your body. The satellite sheds bright light within 10 feet and dim light 10 feet beyond that, and it otherwise functions as a forceful hand (though it is size Small, rather than Large). If you use this ability outdoors at night, the satellite gains additional temporary hit points equal to your mesmerist level and can be used as a clenched fist. You may create or dismiss the satellite as a standard action, but you must expend an additional mesmerist trick each time it is created, and the total duration per day cannot exceed 1 round per level. Any damage dealt to the satellite remains if it is dismissed and then recreated; if reduced to 0 hp it is destroyed and cannot be recreated for 24 hours.

This replaces the mesmerist trick gained at 16th level.

Stargate (Sp)

At 20th level, you may cast interplanetary teleport once per day, expending one of your mesmerist tricks for each passenger you wish to take with you. You and all companions gain the benefits of life bubble for 24 hours upon arriving at your destination.

This replaces the mesmerist trick gained at 20th level.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.

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