Marked by Stars (the Birthsign Campaign)

First, for easy reference because I'm feeling lazy, just the birthsigns themselves chosen upon character creation. Now with TOMAGOMB variant rules!

Alanthi’s Crest: Those born under this sign feel an intense desire to punish the wicked, even if they themselves are a far worse evil. Three times per day, the character may make a smite evil attempt just like the paladin’s class ability, but instead using their total character level to determine extra damage. However, the character also takes a -2 penalty to saving throws vs. spells and spell-like abilities that have an alignment descriptor other than neutral.

TOMAGOMB rules: Character gains 3 smite attempts that can be used regardless of alignment, which add +2 Dex to hit and bonus damage equal to your character level. However, the character has a -1 penalty to any save made against a divine spell or ability.

Alimbo’s Hand: Those born under the healing touch of Alimbo are aligned in a special way with life. Whenever you cast a spell or spell-like ability that heals with positive energy, add +1 to the amount healed (or against undead, damaged). Also, you gain a special form of fast healing 1 that lies dormant until you are damaged. It immediately activates and heals you until you are either healed to full, or exceeded its limit (it heals no more than 2 x your character level per day). It stacks with any permanent, non-magical fast healing or regeneration the character may possess. However, the character may not use any spell or spell-like ability which has a negative energy descriptor or a death descriptor.

TOMAGOMB rules: When using a spell that heals with positive energy, you add 1 + 1 / 5 character levels to the amount healed (for interaction with Lay on Hands, see the Bardic Music errata). The rest is the same.

Awfhule’s Embrace: Characters born under this dark sign gain a +1 profane bonus on all attack rolls, damage rolls, and saving throws, but have an unmistakable birthmark of Awfhule’s unholy symbol somewhere on their body. Additionally, good-aligned individuals are uneasy around the character, decreasing all reaction modifiers by one step. Note that your character can overcome this with time, and doesn’t have to be evil. However, if your character is evil, Awfhule may begin granting you extra powers… and asking favors.

TOMAGOMB rules: The stat cap on either M.D., Piety or L.S. (choose one) is +1 higher. The penalty is the same.

Barognis’ Shadow: Characters born under this sign gain an extra 30 ft. of darkvision, and get a +2 bonus to Bluff, Hide, Move Silently and Sleight of Hand. However, the character may not cast any spell with a light component (fire spells are fine, but light, daylight, dancing lights, etc. are not) and gains the light blindness trait of the dark elf race.

TOMAGOMB rules: You gain 30 ft. more infravision, and +10% to Subterfuge, Stealth and Pick Pocket. However, your character is haunted by a shadow twin (your own shadow) that can move of its own accord. You generally don't have a shadow because of this (if you do, it can move however it likes when it's around you), and sometimes your shadow twin will cause mischief from across the planar boundaries.

Sign of Growth (Spring): Characters born on the Spring Solstice gain this blessing of Gramalthen, gaining the lay on hands ability just like the paladin class ability, except using the character’s total character level. Additionally, the character gains a one-time permanent bonus at creation of +1 to either Strength, Dexterity, or Constitution. However, your character requires one hour longer to sleep in all situations, and consumes twice as much food for basic nourishment. A ring of sustenance leaves you feeling hungry and tired all the time if you don’t complement it (and you still sleep one hour longer than the ring states), giving you a -1 to all attack rolls, skill checks, saving throws and ability checks. This can be overcome by wearing two rings of sustenance or eating and sleeping like a normal person in addition to your ring.

TOMAGOMB rules: You gain an extra stat point at character creation (so, 59 points instead of 58) that can only be added to Str, Dex, or Fort. The stat you add it to has its cap increased by +1. The drawback for the sign is the same.

Sign of Thriving (Summer): Characters born on the Summer Solstice gain one of Gramalthen’s blessings. The character improves all reaction modifiers of animals, beasts and plants by one step, and can cast spells as a first level druid as long as they have neutral in their alignment (all Wisdom prerequisites apply). If the character is already a druid, instead add +1 to their effective caster level and +1 DC on all their spells’ saving throws. However, the character may not use any item made of metal (even those normally allowed by druids) and begins play illiterate due to their dedication to nature, and not to studies (they may spend 2 skill points just like a barbarian to learn to read).

TOMAGOMB rules: Animals, beasts and plants are never KOS (Kill on Sight) to begin with for your character, and if the character has no spellcasting ability, they gain 3 CPD and gain the spell selection of a level 1 druid. These spells still face the same armor penalties that any caster would have, and your caster level is equal to 1 + 1/3 your character level rounded down (or a secondary casting class you pick up, whichever is higher). If the character was already a spellcaster other than druid, they gain +2 CPD and learn 4 druidic spells, which they cast at their full caster level for their highest-level casting class. If the character is a druid, the cap on Piety is increased +1, they learn 4 more druidic spells, and their druid caster level is increased +1. The drawback is the same (a TOMAGOMB character can overcome illiteracy by spending 10 skill percent, even a racial bonus to a different skill could be spent at character creation).

Sign of Harvest (Autumn): Characters born on the Autumn Solstice gain a +2 bonus to Disguise, Knowledge: Nature and Wilderness Lore, and once per day can use alter self as a spell-like ability as a sorcerer equal to their character level. These characters usually have some exotic color in their hair or eyes, like the bright yellows, oranges, reds and purples of autumn leaves, and when undisguised are difficult not to recognize or pick out of a crowd. This gives anyone looking for the undisguised character a +2 bonus to Search and Spot.

TOMAGOMB rules: You gain +10% Subterfuge and Knowledge: Nature, and once per day can choose among one of the following: gain a 20% bonus to Subterfuge for one roll for the purpose of making a disguise; or you can fly at a speed of 60 ft. for one round. If you are undisguised and unhidden, anyone looking for your character gains a +2 bonus to M.A. for perception checks based on sight.

Sign of Frost (Winter): Characters born on the Winter Solstice have an affinity with cold, gaining cold resistance 5 (which stacks with other permanent non-magical cold resistance) and the ability to cast ray of frost as a spell-like ability a number of times per day equal to 3 x your character level. This spell-like ability is cast as the spell by a sorcerer equal in level to your character level. Whenever you take fire damage, add 1 point to the damage dealt.

TOMAGOMB rules: You gain cold resist 5, and you gain a special frost attack. You can either fire off a 1d4 ranged frost strike for each attack you could normally make (range 30 ft.) or you can add +2 cold damage to any melee attack you make, but you can only use either ability a number of times equal to 3x your character level per day. When you take fire damage, add 1d4 to the damage dealt.

The Performer: Those born under the stars of Alaria gain a +2 bonus to all Craft and Perform checks (and at the DM‘s discretion, certain artistic Profession checks), and may make a Bardic Knowledge check as if the character was a 1st level bard. If the character is already a bard, add +2 to their bardic knowledge checks. The character may also make untrained Craft, Perform and art-related Profession checks as if they had ½ a rank in each specific skill. Finally, due to their fluid artistry and grace, characters born under the sign of the Performer gain either a +1 on attack rolls, a +1 dodge bonus to AC, or a +1 bonus to Concentration and Spellcraft.

However, such characters are often a little oblivious to everyday reality in their pursuit of beauty, suffering a -1 to Search, Spot and Listen (unless it’s to spot something exotic and artful). Also, when these characters encounter something new of overwhelming beauty (a song, a sculpture, a lovely elf, etc.), they are distracted.

TOMAGOMB rules: You gain a +10% bonus to any Craft or art-related Profession or Knowledge skill (even ones they haven't been trained in), and may identify items with a M.A. check just like a level 5 Bard. If the character is at least a level 5 Bard, then they gain +2 to M.A. when making an identify check. Finally choose one of the following: +1 on all physical damage rolls, +4% dodge, or +1 CPD. The drawback is -1 to M.A. for perception checks, but is otherwise the same.

Fingers of Fire: The sign of Ignus in the night sky is a peculiar one to be born under. These characters gain both an affinity for, and a compulsive weakness to, fire. Once per day per character level, the character may set any flammable, unattended object ablaze as a move action with a mere touch (as a special feature of this effect, prepared flasks of lantern oil set ablaze with this ability function like proper alchemist‘s fire with no failure chance, they just weigh more). The character can comfortably sustain temperatures of up to 160 degrees Fahrenheit. Furthermore, the character automatically knows Ignan as a language, and once per day can attempt to summon a fire elemental as a standard action with a percent chance equal to 20% + (character level x 3). The size of elemental called is outlined below. It acts immediately on your turn, and will stay summoned for 1 round / character level.

Character Level:	Elemental Summoned: 1-5			Small 6-10			Medium 11-14			Huge 15-19			Greater 20+			Elder

However, these characters are seldom lawful, as they are gripped with the desire to set things on fire. By DM discretion, when the character encounters an unattended flammable object or structure that they are reasonably sure won’t cause harm to people or valuables and won’t be missed if burnt, the character must make a Will save (DC 12) or set the object/structure on fire and even stick around at a reasonably safe distance to watch it do so. Characters with pressing needs won’t go out of their way to do so (for instance, you won’t stop when fleeing from a dragon to torch an abandoned shed), but the compulsion for arson is strong. The character need not use their special ability to light these fires; more mundane sources of flame will do, and might delight the character more anyway. If the character has already lit a substantial fire within the last hour, they may resist the temptation and forego a Will save.

TOMAGOMB rules: Once per day, the character can attempt to call up lesser flame elementals with a percent chance equal to 10% + 2% / character level. They appear anywhere within 5 ft. / character level when summoned and remain for 1 round + 1 round / 2 character levels.

Character Level:      # of Lesser Flame Elementals Summoned: 1-14                  1 15-26                  2 27-34                  3 35-42                  4 43-50                  5 51-55                  6 56-59                  7 60+                    8

When the character must resist setting something on fire (as above), they roll a M.A. save with a +2 bonus or must set the object/structure on fire. Otherwise, everything else transfers directly.

Saurian Deathshead: This grim sign grants those born under it a glimpse into life’s last moments, though it taints the character with death. First, the character gains a permanent supernatural effect of deathwatch, as the spell cast by a cleric equal in level to their total character level. Second, you gain a +2 bonus on Intimidate checks, but a -2 penalty to Handle Animal checks. Third, any fear or death effect you create that has a DC has that DC increased by +2, and you receive a bonus to resist fear and death effects by +2.

However, your character is morbid and paranoid to some greater or lesser degree, fully aware of his own mortality. Your character is not prone to taking risks (unless the deathwatch has driven them into deep depression and they are semi-suicidal), and for good reason. Your character can never be raised or resurrected through any means short of divine intervention.

TOMAGOMB rules: Your character gains 60 ft. of lifesense, as the undead vision ability. The drawback is the same.

Elfmother: Those born in the care of the Elfmother Falencia age more slowly, adding 1.5 times the normal beginning age for their race for each age category. Additionally, they innately know either Sylvan or Elven, and have a special ability to shield their party members: they may take any hit point damage dealt to allies within 60 feet, but can take no more than 3 damage/character level each day. Finally, they either gain low-light vision or improve their current low-light vision by one step.

However, these characters are filled with wanderlust, never settling down. As such, they generally have never had the time to learn a Profession skill (unless it relates to travel, like Profession: Sailor) or Craft skills. Also, orcs, gnolls and goblinoid races get a +1 bonus to attack rolls against these characters due to their opposition to Falencia.

TOMAGOMB rules: Character gains 1.5 times their normal lifespan, know either Sylvan or Elven, gain a +1 bonus to damage with bows, and can use Bless the Suffering once per day as a free action; if the character knows spells, they also add it to their spell list for free. The drawback is mostly the same, with orcs, gnolls and goblinoid races adding +1 to Dex when attacking the character.

The Disco Throwdown: The sign of Verkin is a weird and foreboding omen of silly and dangerous pastimes… and characters. Those born under this sign automatically have 1 rank of Perform: Dance, and choose one of the following blessings:

- Funkytown Truckin’: The character receives a +2 bonus on Reflex saves, gains a +1 bonus on Balance, Escape Artist, Jump, Swim and Ride, and receives a +2 bonus on all Charisma-related checks involving NPCs the character is trying to seduce or woo.

- Mad-Hatter Phatness: The character may cast spells as a 1st level weird mage, along with all class-related penalties that entails. Also as a move action, the character can straighten out and style hair, rearrange clothing, clean up minor stains and in general make one subject look great 1/day per character level. This adds a +1 bonus to all Charisma-related checks for 1 hour for the affected subject, but multiple instances do not stack within the same time frame.

- 1337 |-|4x0r: Once per day, you may change any number in the 1’s column (i.e., not the 10’s or 100’s etc. column) on your character sheet up or down one number as a free action. This change lasts for 1 hour.

However, whatever blessing you chose, your character has some sort of mental condition as a drawback. This can vary greatly and should be discussed with your DM. Some options include multiple personality syndrome, obsessive/compulsive disorder, schizophrenia, nymphomania/satyriasis, etc.

TOMAGOMB rules: All characters born under this sign gain +10% Perform: Dance and Acrobatics, and choose one of the following:

- Funkytown Truckin’: The character receives a +1 bonus to their Dex cap, and a +10% bonus when using Subterfuge for a seduction roll.

- Mad-Hatter Phatness: The character gains +3 CPD and gains knowledge of 3 weird magic spells + 1 / 10 character levels. When casting a non-Chaos spell, the character suffers a 30% spell failure penalty, resulting in random chaotic magical effects when failed. Also as a main action, the character can straighten out and style hair, rearrange clothing, clean up minor stains and in general make one subject look great 1/day per character level. This gives the subject a +5% bonus to Subterfuge and improves their basic reaction from all sentient NPCs.

- 1337 |-|4x0r: No change.

The drawback is the same.

The Aetherwell: Characters born under this sign have a strong affinity for magic, although they are also weak to it. First, the character gains the language Runic for free, along with 2 ranks of Spellcraft. If the character is a sorcerer or bard, they gain one extra spell known at each spell level, beginning at the level they first gain access to that spell circle. If the character is a wizard, they choose one spell at each spell level that they can cast spontaneously (like a cleric, i.e. takes a full-round action) but cannot change this spell and it only applies to its own spell level. For instance, the wizard could choose to spontaneously cast ray of frost in place of level 0 spells, and magic missile in place of 1st level spells, but could not swap the spell level (for instance, he couldn’t cast ray of frost in place of a 1st level spell spontaneously). If the character is a divine caster or any other caster, they gain the ability to cast spells just as a 1st level sorcerer but can’t gain any of the other bonuses listed above.

However, these characters take a -2 penalty to saving throws vs. spells and spell-like abilities, as the aether interacts with them in a different and slightly dangerous way.

TOMAGOMB rules: The character gains the language Runic for free, and +10% Knowledge: Arcana. If the character has any casting capability, they learn one extra arcane (mage) spell at level 1 + an arcane spell every 10 levels, and boost their CPD by 1 + 1 / 10 character levels. If the character did not have any casting ability, they gain Life Spirit as a set stat at 7 and learn 3 arcane spells at 1st level + an arcane spell every 10 levels. They have a caster level equal to 1 + 1 / 3 character levels (or a secondary casting class, whichever is higher).

The drawback is that the character takes a -2 penalty to any stat when making a saving throw vs. a spell.

Creeping Hunter: Those born under the sign of Whitskitter (deity of cunning, predators, and spiders in general) gain a few powers that make them more akin to their birth patron. First, the character can use spider climb 1/day as the spell cast by a sorcerer equal to their character level, except the effect is treated as extraordinary. Furthermore, the character gains a +2 bonus to initiative and one of the following: poison use (no 5% failure chance, etc.); a +1 bonus to Hide, Move Silently, Climb, Jump, Escape Artist and Use Rope; or the ability to make one 90 degree turn or ignore one square of difficult terrain while charging.

Most other creatures find you creepy, however, giving you a -2 penalty to all Charisma-related checks except Intimidate when interacting with non-spiderkind (but a +1 when interacting with spiderkind).

TOMAGOMB rules: 10 times a day for 1 minute, the character may crawl across walls and ceilings at their full base speed, and this effect cannot be dispelled. The character gains a +2 Initiative bonus and one of the following: the AA Poison Use, and if you can cast spells you add Minor Poison to your known spells; or a +1 bonus to your Dex cap and +10% to Stealth; or the maneuverability to treat run emcumbered like jogging (no turn penalty) and running like run encumbered (not as restrictive turn penalty) and also gain a +20 ft. / jogging action speed bonus.

The drawback is that you get -10% to Subterfuge when interacting with non-spiderkind (but +5% with other spiderkind).

Birthrite of Stoneflesh: Those born under the sign of Har'grag (dwarven deity of earth and stone) become more like a ponderous boulder, gaining a +2 bonus to natural armor and 2/- DR. In addition, they speak Terran innately and gain a +1 bonus on any Craft or Profession check relating to dirt, clay or stone.

However, these characters are also bound to the earth that strengthens them. They have a -10 penalty to swimming and all swim speeds are halved, though they automatically may walk along the bottom as if weighted. If capable of true flight (levitation, telekinesis, etc. don't count) they fly at half speed and reduce their maneuverability by one step. If this would reduce maneuverability to less than clumsy they aren't able to fly at all, though the wings grant them a +5 bonus to Jump checks.

TOMAGOMB rules: The character gains +3% dodge, +2 HP and +1 AC. They innately speak Terran, and gain a +5% bonus on any Craft or Profession skill relating to dirt, clay or stone.

However, the character takes a -5 penalty to Str and/or Dex for purposes of swimming, though they may automatically walk along the bottom as if weighted. Anytime they fly, they fly at half the usual speed and are somewhat clumsy.

The Hunted: Those born under the sign of the Hunted live life on the run, gaining +10 ft. speed and +1 to all Str and Dex based skills. The downside is that these characters are easily tracked, lowering the DC of tracking against them by 5. Worse, their trail can never be masked by any spell or ability, and Divination spells used against them gain +2 caster levels.

TOMAGOMB rules: The character gains +10 ft. speed, +4% dodge, and gains a +2 bonus to Str or Dex when making a roll used for movement such as climbing or jumping, or for avoiding a grapple. The reason you are so deft at avoiding foes and running is due to an unfortunate curse: you have been pursued by a Relentless for most of your life (either from birth or since your coming of age, or some other curse you work out with the DM). You can never stay put for too long or it will catch up with you once again.