Augur (Apath)

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Unofficial rules compendium

The augur is a sacredote focused on determining the will of fate and the higher powers. Augurs divine the future, petition for good fortune, and answers questions great and small. Through their innate understanding of the omens of nature, an augur can even coax fate.

Class Information

This is a sacredote archetype.

Class Skills

The augur's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (All) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Class Features

This archetype has all normal class features, except as noted.

Augur Spells

An augur adds the following spells to his domain spell list at the indicated levels.

1st—identify, 2nd—see invisible, 3rd—clairaudience/clairvoyance, 4th—divination, 5th—commune, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

This replaces one of the augur's domains.

Good Omens (Su)

By reading and interpreting omens, an augur can coax fate. As an immediate action that expends a prepared spell, the augur can modify a die roll, adding a number equal to the level of the spell expended. This modifier cannot be greater than the augur's Intelligence modifier. This is done after the result of the roll is determined, possibly changing the outcome of the roll. Read omens can modify attack rolls, caster level checks, saving throws, skill checks, attribute checks, and initiative checks. When used to modify initiative checks, read omen is not an action. The augur must see the action performed and be within 300 ft. Read omen cannot make an attack roll into a critical threat, but it can be used to turn a die roll of "1" into a success on an attack roll or saving throw. The spell used can be either a cleric spell or a domain spell and is expended as if cast without having any of its normal effect. This replaces channel spells and all bonus dice of channel spell damage.

Bonus Feats

At level 3 and every 4 levels thereafter (at 3rd, 7th, 11th, 15th, and 19th level) a sacredote gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, Divination Guide, Diviner's Delving, Greater Spell Focus (Divination) or Spell Focus (Divination). The augur must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Bad Omens (Su)

Gained at 9th level, this is the same as good omens above, except that it can subtract from a die roll instead of adding. The augur must be within 100 ft. to use this ability. This replaces manifestation from level 9.

World of Signs (Ex)

At 9th level the augur can encounter a spontaneous omen once per day, one that comes to him spontaneously and need not be read. Once per day, the augur can use good omens without it being an action. This can be done at any time, outside the action economy, and regardless of surprise or conditions that would hinder an immediate action. It can be used in the same round as an immediate action is spent to use these abilities normally. At 17th level, the augur can do this twice a day, even two times in the same round if desired. This replaces manifestation from level 9 and 17.

Greater Omen (Su)

At level 13, when a group of people all need to make a die roll in response to an event or as part of a collective effort, the augur can use good omens (above), and add the level of the spell expended to the roll each ally makes, as long as the rolls are all made in the same round. This can help with things like saving throws against spells with multiple targets, Swim checks to survive a tidal wave, or Strength checks to lift an immense weight. This replaces manifestation from level 13.

Table: Augur

Level Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Advanced spellcasting, augur spells, domains, good omens, orisons 3 1+1
2nd +1 +0 +0 +3 4 2+2
3rd +1 +1 +1 +3 Bonus feat 4 2+2 1+1
4th +2 +1 +1 +4 5 3+3 2+2
5th +2 +1 +1 +4 Bad omens 5 3+3 2+2 1+1
6th +3 +2 +2 +5 5 3+3 3+3 2+2
7th +3 +2 +2 +5 Bonus feat 6 4+4 3+3 2+2 1+1
8th +4 +2 +2 +6 6 4+4 3+3 3+3 2+2
9th +4 +3 +3 +6 World of signs 6 4+4 4+4 3+3 2+2 1+1
10th +5 +3 +3 +7 6 4+4 4+4 3+3 3+3 2+2
11th +5 +3 +3 +7 Bonus feat 6 5+5 4+4 4+4 3+3 2+2 1+1
12th +6/+1 +4 +4 +8 6 5+5 4+4 4+4 3+3 3+3 2+2
13th +6/+1 +4 +4 +8 Greater omen 6 5+5 5+5 4+4 4+4 3+3 2+2 1+1
14th +7/+2 +4 +4 +9 6 5+5 5+5 4+4 4+4 3+3 3+3 2+2
15th +7/+2 +5 +5 +9 Bonus feat 6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
16th +8/+3 +5 +5 +10 6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
17th +8/+3 +5 +5 +10 World of signs (2/day) 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
18th +9/+4 +6 +6 +11 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
19th +9/+4 +6 +6 +11 Bonus feat 6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3
20th +10/+5 +6 +6 +12 6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4

In addition to the stated number of spells per day for 1st- through 9th-level spells, a sacredote gets an equal number of domain spells for each spell level, starting at 1st. The "x+x" in the entries on this table represents these extra spells. Bonus spells the sacredote may receive for having a high intelligence score apply to both regular spells and domain spells separately and is thus applied twice.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Bonus feats (All)
  • Manifestations (All)
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