Astronomer
Creature 2 — human, humanoid
WeaverLANDhumanoidarcane
Different cultures have created stories about the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales—they desire truth. True power comes from knowledge—the power to shape the growth of kingdoms by mere whispers, stay three steps ahead of adversaries, or even know which flora is best for creating untraceable poisons.
Source: pathfinder-npc-core
Perception +10
Languages common
Skills arcana +8, Astronomy Lore +12, occultism +8
Str
+0
Dex
+1
Con
+2
Int
+4
Wis
+3
Cha
+0
Items Staff, Astrolabe, Spellbook
AC 15
Fort +6
Ref +5
Will +9
HP 23
Speed 25 feet
Offense
Melee Staff (two-hand-d8) +7, Damage 1d4+4 bludgeoning
Melee Fist (agile, finesse, nonlethal, unarmed) +8, Damage 1d4+4 bludgeoning
Abilities
Living Sextant — If the astronomer is able to see the night sky, they can Sense Direction using Astronomy Lore.
Reject Myth —
Arcane Prepared Spells DC 17, attack +9
1st Alarm, Gentle Landing, Phantasmal Minion, Sleep
Cantrips (1st) Detect Magic, Read Aura, Sigil, Telekinetic Hand, Telekinetic Projectile
WORKS WELL WITH
AnvilLANDA durable frontline shields this fragile spellcaster while it works its magic from behind the line.
FlankerLANDA mobile striker capitalizes on the openings the spellcaster's effects create.
SnareLANDA controller that locks a target in place lets the spellcaster's effects land more reliably.
PUNISHES
✖ low Will✖ clumping
Avoid stacking with another squishy Weaver; both fall quickly if either becomes the party's focus target.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Astronomer in the encounter builder — free, no install.
Open in PathfinderGM →