Concordia Cosmology

## **The Boar**

Honest and trusting, the Boar embodies happiness and good
health.

Element: Water

Manifestations: Champion, Equipment, Weapon

**Champion (Essence cost 4):** You gain the ability to manifest the
Boar constellation in the form of a boar animal companion with
a starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Boar, its maximum hit points increase by 2 and it
gains a +2 bonus on damage rolls for attacks made as part of a
charge.

**Equipment (Essence cost 2):** You gain the ability to manifest the
Boar constellation as a pair of stout leather bracers that grants
the wearer a +2 insight bonus on Fortitude saves and a pool of 5
temporary hit points.

*Essence:* For each point of essence invested in the equipment
form of the Boar, the insight bonus on Fortitude saving throws
increases by +1 and the temporary hit point pool increases by 5
hit points.

**Weapon (Essence cost 2):** You gain the ability to manifest the
Boar in the form of a massive pitchfork that can be wielded as
a masterwork trident. This trident deals damage as though it
were one size larger than it actually is. For every two zodiac
levels you possess, this weapon gains a +1 enhancement bonus.
As long as the weapon has at least a +1 enhancement bonus,
these bonuses can be used to add magical weapon properties to
it, consuming an amount of bonus equal to the property’s base
price modifier. These bonuses and properties are decided when
the weapon is manifested and cannot be changed until the next
time the zodiac manifests the weapon.

*Essence:* As long as there is at least 1 point of essence invested
in the weapon form of the Boar, its wielder never provokes an
attack of opportunity for attempting a bull rush or trip combat
maneuver. For each point of essence invested in the weapon
form of the Boar, the wearer gains a +1 insight bonus to CMB
and CMD when performing or resisting a bull rush or trip combat maneuver.

## **The Dog**

Loyal and perceptive, the Dog embodies fidelity.

Element: Earth

Manifestations: Champion, Equipment, Weapon

**Champion (Essence cost 4):** You gain the ability to manifest the
Dog constellation in the form of a dog animal companion with a
starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Dog, it gains a +1 insight bonus to AC and to all attack rolls made with its bite attack. This bonus is doubled as long as the Dog is flanking an enemy with at least one allied creature.

**Equipment (Essence cost 2):** You gain the ability to manifest the
Dog as a velvet mask in the shape of a stylized snarling canine,
which can be worn in the head slot. The wearer of this mask
gains the scent universal monster ability.

*Essence:* For each point of essence invested in the equipment
form of the Dog, the wearer gains a +2 insight bonus to Perception and Survival checks.

**Weapon (Essence cost 2):** You gain the ability to manifest the
Dog as a masterwork heavy flail. For every two zodiac levels
you possess, this weapon grants its wielder a +1 insight bonus
to CMB and CMD when performing or resisting a disarm or trip
combat maneuver. For every four zodiac levels you possess, this
weapon’s enhancement bonus increases by +1.

*Essence:* If you have at least 1 point of essence in the Dog, its
wielder gains Improved Disarm and Improved Trip as bonus
feats, even if they would not normally qualify for them. For
each additional point of essence invested, the wielder deals 1d6
points of bludgeoning damage to the target creature whenever
they successfully perform a disarm or trip combat maneuver.

## **The Dragon**

Brave but quick tempered, the Dragon embodies power and
nobility.

Element: Earth

Manifestations: Armor, Champion, Weapon

**Armor (Essence cost 2):** You gain the ability to manifest the Dragon as a suit of masterwork scale mail armor that instantly forms
around you or a touched willing creature. For every two zodiac
levels you possess, this armor gains a +1 enhancement bonus. As
long as the armor has at least a +1 enhancement bonus, these
bonuses can be used to add magical armor properties to the
armor, consuming an amount of bonus equal to the property’s
base price modifier. These bonuses and properties are decided
when the armor is manifested and cannot be changed until the
next time the zodiac manifests the armor.

*Essence:* Investing at least one point of essence in the Dragon’s
armor form grants you a fly speed of 30 feet with poor maneuverability. For each additional point of essence invested, this fly
speed increases by 20 feet.

**Champion (Essence cost 11):** You gain the ability to manifest the
Dragon constellation in the form of a wyrmling sovereign dragon.
When you reach zodiac level 13th the Dragon instead appears
in the form of a young sovereign dragon and at zodiac level 18th
or higher the Dragon instead appears in the form of an adult
sovereign dragon.

*Essence:* For each point of essence invested in the champion
form of the Dragon, he gains a +1 insight bonus on attack rolls
and damage rolls, and increases the saving throw DC of his
breath weapon by 1.

**Weapon (Essence cost 2):** You gain the ability to manifest the
Dragon as a pair of masterwork spiked gauntlets. While these
gauntlets are formed, anyone wielding both of them is treated
as having the Two-Weapon Fighting feat, even if they would not
normally meet its prerequisites. For every two zodiac levels you
possess, each of these weapons gains a +1 enhancement bonus. As long as the gauntlets have at least a
+1 enhancement bonus, these bonuses can be used
to add magical weapon properties to them, consuming an amount of bonus equal to the property’s base
price modifier. These bonuses and properties are decided when the weapons are manifested and cannot be changed
until the next time the zodiac manifests the gauntlets.

*Essence:* For each point of essence invested in the weapon manifestation of the Dragon, the wielder gains a +1 insight bonus on
all saving throws against effects created by good or evil aligned
creatures.

## **The Horse**

Quick to move and react, the playful Horse embodies speed and freedom.

Element: Fire

Manifestations: Armor, Champion, Equipment

**Armor (Essence cost 1):** You gain the ability to manifest the
Horse as a suit of masterwork leather armor that instantly forms
around you or a touched willing creature. For every two zodiac
levels you possess, this armor gains a +1 enhancement bonus. As
long as the armor has at least a +1 enhancement bonus, these
bonuses can be used to add magical armor properties to the
armor, consuming an amount of bonus equal to the property’s
base price modifier. These bonuses and properties are decided
when the armor is manifested and cannot be changed until the
next time the zodiac manifests the armor.

*Essence:* For each point of essence invested in the armor form of
the Horse, the wearer gains a +10-foot enhancement bonus to
their base speed.

**Champion (Essence cost 4):** You gain the ability to manifest the
Horse constellation in the form of a horse animal companion
with a starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Horse, it gains a +1 insight bonus to AC and a +5
enhancement bonus to its base speed.

**Equipment (Essence cost 2):** You gain the ability to manifest the
Horse as a rich leather cloak with golden horse-hair fringe that
occupies the shoulders slot. The wearer of this cloak gains a +10-
foot enhancement bonus to the speed of all movement modes
they possess and gains Run as a bonus feat.

*Essence:* For each point of essence invested in the equipment form of the
Horse, the enhancement bonus to speed it grants increases by +10 feet.

## **The Monkey**

Curious and clever, the Monkey is the embodiment of mischief.

Element: Fire

Manifestations: Champion, Equipment, Weapon

**Champion (Essence cost 4):** You gain the ability to manifest the
Monkey constellation in the form of a chimpanzee animal companion with a starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Monkey, it gains a +2 insight bonus to CMB and
CMD when performing or resisting a disarm or steal
combat maneuver. As long as the Monkey has at least
1 point of essence invested in it, it never provokes attacks of opportunity for attempting a disarm or steal
combat maneuver.

**Equipment (Essence cost 2):** You gain the ability to manifest the Monkey as a fur belt that looks like a monkey tail
wrapped around the wearer’s waist. The wearer of
this belt gains a 20-foot climb speed, requires only
one free hand to climb, and may use a shield while
climbing.

*Essence:* For each point of essence invested in the
equipment form of the Monkey, the wearer gains a
+10-foot enhancement bonus to the granted climb
speed and a +1 insight bonus to Acrobatics and
Sleight of Hand checks.

**Weapon (Essence cost 2):** You gain the ability to manifest the
Monkey as a masterwork quarterstaff. For every two zodiac levels you possess, this weapon grants its wielder a +1 shield bonus
to AC. For every four zodiac levels you possess, this weapon’s
enhancement bonus increases by +1.

*Essence:* If you have at least 1 point of essence invested in the
Monkey, its wielder gains a 10-foot climb speed and may wield
it in one hand while climbing, though they may not treat it as
a double weapon and cannot two-weapon fight with it while
wielding it in this manner. For each additional point of essence
invested, the granted climb speed increases by 5 feet, and
the wielder’s effective reach with this weapon when attacking
increases by 5 feet; this does not increase the wielder’s threatened area, it merely increases the range at which they can make
attacks with the Monkey on their turn.

## **The Ox**

Strong and determined, the Ox embodies hard work and intolerance of laziness.

Element: Fire

Manifestations: Armor, Champion, Weapon

**Armor (Essence cost 1):** You gain the ability to manifest the Ox
as a masterwork breastplate that instantly forms around you
or a touched willing creature. For every two zodiac levels you
possess, this armor gains a +1 enhancement bonus. As long as
the armor has at least a +1 enhancement bonus, these bonuses
can be used to add magical armor properties to the armor, consuming an amount of bonus equal to the property’s base price
modifier. These bonuses and properties are decided when the
armor is manifested and cannot be changed until the next time
the zodiac manifests the armor.

*Essence:* The Ox’s armor form grants the wearer a +2 insight
bonus to CMD per point of essence invested.

**Champion (Essence cost 4):** You gain the ability to manifest the
Ox constellation in the form of an aurochs animal companion
with a starting Intelligence score of 6.

*Essence:* The champion form of the Ox gains a +1 insight bonus
to AC and a +2 insight bonus to CMD per point of essence invested.

**Weapon (Essence cost 2):** You gain the ability
to manifest the Ox in
the form of a masterwork spiked heavy
steel shield. For every
two zodiac levels you
possess, this shield is enhanced as a weapon, gaining a +1 enhancement bonus. As long
as the weapon
has at least a +1 enhancement bonus from this effect, these
bonuses can be used to add magical weapon properties to it,
consuming an amount of bonus equal to the property’s base
price modifier. These bonuses and properties are decided when
the shield is manifested and cannot be changed until the next
time the zodiac manifests the shield.

*Essence:* For each point of essence invested in the weapon form
of the Ox, it is enhanced as a shield and gains a +1 enhancement
bonus. As long as the shield has at least a +1 enhancement bonus from this effect, these bonuses can be used to add magical
armor properties to it, consuming an amount of bonus equal to
the property’s base price modifier. These bonuses and properties are decided when the shield is manifested and cannot be
changed until the next time the zodiac manifests the shield.

## **The Rabbit**

Sensitive and filled with creativity, the Rabbit embodies diplomacy.

Element: Air

Manifestations: Champion, Equipment, Weapon

**Champion (Essence cost 4):** You gain the ability to manifest the
Rabbit constellation in the form of a giant hare animal companion with a starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Rabbit, it gains a +2 insight bonus to Acrobatics
checks and a +5-foot enhancement bonus to its base speed.

**Equipment (Essence cost 2):** You gain the ability to manifest the
Rabbit as a silver necklace with a pendant portraying a startled
hare. This item occupies the neck slot and grants the wearer a +1
luck bonus to Acrobatics and Diplomacy checks, and the ability
to always be treated as having a running start when attempting
an Acrobatics check to jump.

*Essence:* For each point of essence invested in the equipment
form of the Rabbit, the wearer increases the granted bonus to
Acrobatics and Diplomacy checks by +1.

**Weapon (Essence cost 2):** You gain the ability to manifest the
Rabbit as a masterwork nunchaku. For every two zodiac levels
you possess, this weapon grants its wielder a +1 insight bonus on
Acrobatics checks and Bluff checks made to feint. These bonuses are doubled in any round where the wielder moves at least
10 feet. For every four zodiac levels you possess, this weapon’s
enhancement bonus increases by +1.

*Essence:* If you have at least 1 point of essence in the Rabbit, its
wielder can move up to 10 feet as a free action that can be taken
even when it’s not their turn after each time they successfully
deal damage with the Rabbit. For each additional point of essence invested, the Rabbit’s wielder deals an additional +2 points
of precision damage with all attacks made with the Rabbit in any
round where they have moved at least 10 feet.

## **The Rat**

Cunning and practical, the Rat embodies wisdom itself.

Element: Water

Manifestations: Armor, Champion, Equipment

**Armor (Essence cost 2):** You gain the ability to manifest the
Rat as a suit of masterwork leather armor that instantly forms
around you or a touched willing creature. For every two zodiac
levels you possess, this armor gains a +1 enhancement bonus. As
long as the armor has at least a +1 enhancement bonus, these
bonuses can be used to add magical armor properties to the
armor, consuming an amount of bonus equal to the property’s
base price modifier. These bonuses and properties are decided
when the armor is manifested and cannot be changed until the
next time the zodiac manifests the armor.

*Essence:* Investing at least one point of essence in the Rat’s
armor form grants the wearer a swim speed of 30 feet. For each
additional point of essence invested the granted swim speed
increases by 5 feet and the wearer gains a +1 insight bonus on
Swim checks.

**Champion (Essence cost 4):** You gain the ability to manifest the
Rat constellation in the form of a dire rat animal companion with
a starting Intelligence score of 6.

*Essence:* Investing at least one point of essence in the champion
form of the Rat grants it a +1 insight bonus to attack and damage
rolls with its bite, and to the DC of its filth fever. If you have at
least 3 points of essence invested in the champion form of the
Rat, the onset time and frequency of its filth fever are both
reduced to 1 round.

**Equipment (Essence cost 2):** You gain the ability to manifest the
Rat as a pair of supple leather gloves with small, hooked metal
claws on the fingertips. These gloves act as a pair of masterwork
thieves’ tools and allow the wearer to use Disable Device to
disarm magic traps.

*Essence:* For each point of essence invested in the
equipment form of the Rat, the wearer gains a +2
insight bonus on Disable Device checks.

*(**Editor's Note:** Per dev comment, the Rat gloves allow you to perform Disable Device checks untrained and disable mundane traps.)*

## **The Rooster**

Pompous but honest, the outspoken Rooster embodies ambition.

Element: Air

Manifestations: Armor, Champion, Equipment

**Armor (Essence cost 1):** You gain the ability to manifest the
Rooster as a suit of masterwork splint mail that instantly forms
around you or a touched willing creature. For every two zodiac
levels you possess, this armor gains a +1 enhancement bonus. As
long as the armor has at least a +1 enhancement bonus, these
bonuses can be used to add magical armor properties to the
armor, consuming an amount of bonus equal to the property’s
base price modifier. These bonuses and properties are decided
when the armor is manifested and cannot be changed until the
next time the zodiac manifests the armor.

*Essence:* For each point of essence invested in the armor form
of the Rooster, the wearer gains a +2 insight bonus to Acrobatics
and Intimidate checks. If there are at least 3 points of essence
invested in the armor form of the Rooster, it manifests made
entirely of mithral.

**Champion (Essence cost 4):** You gain the ability to manifest the
Rooster constellation in the form of an axe beak animal companion with a starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Rooster, it gains a +1 insight bonus to attack and
damage rolls made with its bite attack and a +5 enhancement
bonus to its base speed.

**Equipment (Essence cost 2):** You gain the ability to manifest the
Rooster as a pair of spurs that act as a magical item occupying
the feet slot. The wearer of these spurs gains a pair of talon secondary natural attacks that deal 1d6 points of slashing damage
when worn by a Medium creature (1d4 Small, 1d8 Large).

*Essence:* For each point of essence invested in the equipment
form of the Rooster, the wearer gains a +1 insight bonus on
attack and damage rolls made with the granted talon natural
attacks, and to Acrobatics checks.

## **The Sheep**

Polite and mild mannered, the Sheep embodies community, harmony, and self-control.

Element: Earth

Manifestations: Armor, Champion, Equipment

**Armor (Essence cost 1):** You gain the ability to manifest the
Sheep as a suit of masterwork padded armor that instantly forms
around you or a touched willing creature. For every two zodiac
levels you possess, this armor gains a +1 enhancement bonus. As
long as the armor has at least a +1 enhancement bonus, these
bonuses can be used to add magical armor properties to the
armor, consuming an amount of bonus equal to the property’s
base price modifier. These bonuses and properties are decided
when the armor is manifested and cannot be changed until the
next time the zodiac manifests the armor.

*Essence:* For each point of essence invested
in the Sheep’s armor manifestation, the
wearer gains DR 1/slashing and resist
cold 2. If there are at least 3 points
of essence invested in the armor
form of the Sheep, the wearer may expand
the armor’s fleecy substance for 1 round as a
move action. While the fleece is expanded in
this manner the DR and cold resistance granted by
the armor are doubled, all squares adjacent to the wearer are
treated as difficult terrain, and the wearer can only be grappled
by creatures who are at least 1 size larger.

**Champion (Essence cost 4):** You gain the ability to manifest the
Sheep constellation in the form of a sheep animal companion
with a starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Sheep, it gains a +1 insight bonus to AC and resistance to cold and electricity equal to 5 x the number of points of
essence invested.

**Equipment (Essence cost 2):** You gain the ability to manifest the
Sheep as a fluffy, fleece-lined shirt that occupies the chest slot.
The wearer of this shirt gains 5 points of resistance to electricity.
Whenever a spell or effect that deals electricity damage in a ray
or line, such as lightning bolt, passes within 10 feet of the wearer
or targets a creature or object within 10 feet of the wearer, it
changes course to strike the wearer instead, immediately ending
at the wearer even if its maximum range or area of effect would
normally be greater. This can cause an effect that travels in a
straight line to change course by up to 90 degrees.

*Essence:* For each point of essence invested in the equipment
form of the Sheep, the wearer’s resistance to electricity increases by 2. For every two points of essence invested, the range at
which electricity effects are redirected increases by 5 feet.

## **The Snake**

Vain, but also empathetic and kind, the Snake embodies discretion.

Element: Water

Manifestations: Armor, Champion, Weapon

**Armor (Essence cost 2):** You gain the ability to manifest
the Snake as a masterwork chain shirt that instantly forms
around you or a touched willing creature. For every two zodiac levels you possess, this armor gains a +1 enhancement
bonus. As long as the armor has at least a +1 enhancement
bonus, these bonuses can be used to add magical armor
properties to the armor, consuming an amount of bonus
equal to the property’s base price modifier. These bonuses and
properties are decided when the armor is manifested and cannot
be changed until the next time the zodiac manifests the armor.

*Essence:* Investing at least one point of essence in the Snake’s
armor form grants the wearer a 10-foot climb speed and a 10-
foot swim speed. For each additional point of essence invested
the granted speeds increases by 5 feet and the wearer gains a +1
insight bonus on Climb and Swim check

**Champion (Essence cost 4):** You gain
the ability to manifest the
Snake constellation in the
form of a constrictor snake
animal companion with a starting Intelligence score of 6.

*Essence:* Investing at least one point of essence in the champion form of the Snake grants it a +1 insight bonus to attack and
damage rolls with its bite, and a +2 bonus on damage rolls with
its constrict ability.

**Weapon (Essence cost 2):** You gain the ability to manifest the
Snake in the form of a supple masterwork longspear that acts as
a light weapon for the purposes of Weapon Finesse and similar
abilities. For every two zodiac levels you possess, this weapon
gains a +1 enhancement bonus. As long as the weapon has at
least a +1 enhancement bonus, these bonuses can be used to
add magical weapon properties to it, consuming an amount
of bonus equal to the property’s base price modifier. These
bonuses and properties are decided when the weapon is
manifested and cannot be changed until the next time the
zodiac manifests the weapon.

*Essence:* With 1 point of essence invested in the spear
manifestation, the zodiac may apply poison to it as though
having the Poison Use class feature. For each point of essence
invested in it, increase the DC of any contact or injury poison
applied to it by +1.

## **The Tiger**

Charming and competitive, the Tiger is the embodiment of pride
and confidence.

Element: Air

Manifestations: Armor, Champion, Weapon

**Armor (Essence cost 1):** You gain the ability to manifest the Tiger
as a suit of masterwork hide armor that instantly forms around
you or a touched willing creature. For every two zodiac levels
you possess, this armor gains a +1 enhancement bonus. As long
as the armor has at least a +1 enhancement bonus, these bonuses can be used to add magical armor properties to the armor,
consuming an amount of bonus equal to the property’s base
price modifier. These bonuses and properties are decided when
the armor is manifested and cannot be changed until the next
time the zodiac manifests the armor.

*Essence:* For each point of essence invested in the Tiger’s armor
manifestation, the wearer gains a +2 insight bonus on Intimidate
and Sense Motive checks.

**Champion (Essence cost 4):** You gain the ability to manifest the
Tiger constellation in the form of a big cat animal companion
with a starting Intelligence score of 6.

*Essence:* For each point of essence invested in the champion
form of the Tiger, all of its natural attacks deal an additional 1d6
electricity damage. This stacks with similar damage from other
sources, such as the shock special weapon property.

**Weapon (Essence cost 2):** You gain the ability to manifest
the Tiger as a pair of masterwork sais. While these sais are
formed, anyone wielding both of them is treated as having the
Two-Weapon Defense feat, even if they would not normally
meet its prerequisites. For every two zodiac levels you possess,
each of these weapons gains a +1 enhancement bonus. As long
as the sais have at least a +1 enhancement bonus, these bonuses
can be used to add magical weapon properties to them, consuming an amount of bonus equal to the property’s base price
modifier. These bonuses and properties are decided when the
weapons are manifested and cannot be changed until the next
time the zodiac manifests them.

*Essence:* For each point of essence invested in the weapon
manifestation of the Tiger, the wielder gains a +1 insight bonus
on all CMB and CMD checks made to perform or resist a disarm
attempt. If you have at least 4 points of essence invested, the
wielder of the sais gains the Two-Weapon Feint feat, even if they
would not normally qualify for it.