Starseeker

HD: d6

Requirements:

 * Skills: 7 ranks in any 3 Knowledges
 * Special: one of the following class features: Bloodline, Domain, Mystery, Patron, or Spirit with one of the following (Astral, Aurora, Dark Tapestry, Day, Heavens, Light, Lunar, Moon, Portents, Shadow, Solar, Space, Stars, Starsoul, Sun, Void)

Class Skills
The Starseeker class skills are Intimidate, Knowledge (all), Perception, Sense Motive, Spellcraft, Survival, Use Magic Device

Skill Ranks per Level: 2 + Int Modifier

Weapon and Armor Proficiencies
A Starseeker gains no proficiency with any armors or weapons.

Spells Per Day/Spells Known:
Whenever a level in Starseeker is gained the character new spells, spells per day, and caster level as if they gained a level in their previous spellcasting class. If they have more than one spellcasting class, they must choose one when taking their first level of Starseeker. This choice cannot be changed and determines the spell list and primary ability score used for class abilities and spell-like abilities.

Familiar (Ex):
You gain a familiar as a wizard of your class level. If you already have a familiar, this class stacks with the Starseeker when determining the statistics and abilities of your familiar.

Wholeness of the Heavens (Su):
This class stacks with other classes when determining the effects and DCs of your bloodline, hexes, and revelations. This does not grant access to abilities additional abilities of the base class.

Distant Voices (Sp):
Once per week you may Commune with the Dark Tapestry. At higher levels you may Commune with different celestial entities instead. At 3rd you may Commune with the Void. At level 5 you may Commune with the Sun. At 7th level you may Commune with the Moon. At 9th level you may Commune with the Sky. You may spend 5 star points to bypass the weekly restriction.

Edge of Creation (Su):
You may use your primary ability score in place of the normal ability score for the following skills: Intimidate, Knowledge (planes), Sense Motive, Spellcraft, Survival, Use Magic Device. You can see the stars clearly through clouds or smoke. Once per day you may cast Shadow Vigor as a spell-like ability.

Constellations (Su):
At 2nd level, select one of the following constellations. You also gain a pool of star points equal to your class level plus your primary ability score. Once every 24 hours you recover these points while under starlight and you may swap a constellation you have for another. Constellations count as hexes. Select an additional constellation at levels 4, 6, 8, and 10.

Archer: When you cast a spell or use a hex, you may spend 1 star point to double the range of a spell or hex.

Bridge: When you cast a lightning spell, you may spend 1 star point to modify the spell in the listed way

-Aggressive Thundercloud[, greater]: When the thundercloud begins a turn or enters a square with a creature, you may move it 5ft. This may increase the number of targets affected on that round.

-Chain Lightning: The DC on secondary targets is not reduced.

-Lightning bolt: You may change the direction of the bolt at one square that contains a creature.

-Storm Step: You may change the direction of the bolt at each square containing a creature. The total distance traveled cannot exceed the spell's range. Each creature can only be damaged once by each casting.

Chariot: As a swift action, you may spend 1 star point to move up to your speed. You may use the rest of your actions at any point during the movement. You cannot use Chariot and take a five-foot step in the same round.

Dragon: As a standard action, you can exude a frightening aura. All enemies within 30ft must make a will save or be shaken for 1 minute. Shaken creatures are instead frightened for 1 round. Each target may only be affected once every 24 hours. By spending 1 star point when you use Dragon, you can ignore the 24 hour limitation for that use.

Hourglass: When a target passes a saving throw against the Slumber Hex, you may spend a star point as an immediate action. If you do, the target is exhausted for 1 round. This can be extended with Cackle.

Loom: When you cast a Conjuration (creation) or Illusion (shadow) spell, you may spend 1 star point to increase the DC by 2.

One-eyed Goat: When a target passes a saving throw against the Misfortune Hex, you may spend a star point as an immediate action. If you do, the target is affected by Evil Eye Hex for 1 round. This can be extended with Cackle.

Plow: When you cast a fire or light spell you may spend 1 star point. If you do, any target that takes fails a saving throw is fatigued. If there is no saving throw and a target is damaged, it can make a fortitude save at the spell's DC to negate the fatigue.

Scepter: When you cast an Enchantment (compulsion) spell, you may spend 1 star point. If you do, any targets that fail their saves face you and fall prone.

Scythe: When you use the Cackle Hex, you may spend 1 star point. If you do, each living creature is affected by Death Knell, using your hex DC.

One with Nothing (Su):
You no longer need to breathe. You are immune to inhaled poisons, poison based clouds, and the negative effects of the void. Once per day you may cast invisibility as a spell-like ability.

Anger of the Noonday Sun (Su):
At level 5 add the following spells to you spell list, familiar, and spellbook at the listed level : 1st - Produce flame 2nd - Burst of radiance, 3rd - Searing light, 4th - Burst with light, 5th - Wall of light, 6th - Greater shield of dawn, 7th - Sunbeam, 8th - Sunburst, 9th - Fiery Body You may cast one of these as a spell-like ability once per day, as long as you can cast spells of the associated level. In addition, you may see the stars clearly, even during the day.

Dark Huntress (Su):
At level 7, You no longer need to sleep and are immune to magical sleep. You gain a +4 racial bonus on saving throws against confusion, dazing, and fascination effects. Under any amount of moonlight, treat external areas a bright light. Without moonlight at night instead treat external areas as no darker than dim light. Once per day you may cast Moonstruck as a spell-like ability.

Scorn Earth (Su):
Starting at level 9, you permanently levitate one foot above the ground. As a move action, you can hover 30ft any direction, even while paralyzed. You slowly fall 60ft at the end of your turn unless you have a fly speed. Ending and resuming this ability is a free action. Once per day you may cast Control Weather as a spell-like ability.

Zenith (Su):
Once per day you may replace any or all of your Constellations as a full-round action.

Alternate capstone (Ex):
A level 10 Starseeker may choose Star Child as a capstone when their total character level is 20

Star Child (Ex): You receive a bonus on all saving throws equal to your spell casting modifier. You automatically stabilize if you are below 0 hit points and are immune to fear effects. Should you die, you are reborn 3 days later in the form of a star child, who matures in orbit around the closest planet over the course of 7 days (treat as the reincarnate spell).