Augur (Apath)

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Unofficial rules compendium

The augur is a sacredote focused on determining the will of fate and the powers. Augurs divine the future, petition for good fortune, and answer questions great and small. Through their innate understanding of omens and how to read them, 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.

Augury Domain

The augur gains augury as one of his domains. This replaces one of the augur's domains, but he need not have a patron that provides this domain. He does not gain any of the domain powers of this domain.

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

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 add a bonus equal to the level of the spell expended to the result of a check. This modifier cannot be greater than the augur's Intelligence modifier. It is an untyped bonus, but several applications from the same or different augurs do not stack. Good omens is used after the result of the roll is determined, likely changing the outcome of the roll. Good omens can modify attack rolls, caster level checks, saving throws, skill checks, attribute checks, and initiative checks. When used to modify initiative checks, good omens is not an action. The augur must see the target to be benefited and be within long range (400 ft + 40 ft./caster level). 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 divine wrath and all bonus dice of divine wrath damage.

Players and GMs both are encouraged to come up with ominous portents for this ability as a way to narrate the action, but this is not a requirement and in no way changes the effect of the ability. Observations like "she sheds a sudden unconscious tear looking at you", "you step on his shadow", "you see a black cat reflected in his polished shield", "a laurel leaf blows over her head", "he was the first one illuminated by the rising sun" and the like can be atmospheric or just feel like a waste of time, depending on the tastes of your gaming group.

Bonus Feats

At level 2 and every 4 levels thereafter (at 2nd, 6th, 10th, 14th, and 18th 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 meet all prerequisites for a bonus feat.

Expiratory Divination (Su)

At 4th level, when a divination spell is cast and the result is unfavorable or the casting fails, the augur can cast the spell an additional time and gain a second result. Only one additional attempt at each spell is allowed. This works even with divination spells that like augury and divination that normally have the same result on repeated castings. In the case of commune, this allows the augur to ask another deity or power, who may be more or less knowledgeable. Spells like scrying that the target is normally immune to for a period of time after a successful save can be cast an additional time within this period. The second casting works normally, and may yield the same result as the first.

Bad Omens (Su)

Gained at 8th level, this is the same as good omens above, except that it subtracts from a check result instead of adding. Both good and bad omens can be used on the same roll (presumably by different augurs), but several applications of bad omens do not stack. This replaces manifestation from level 9.

World of Signs (Ex)

As he grows in power, omens come spontaneously to the augur. At 12th level the augur can call upon a spontaneous omen, one that is obvious and which he need not spend an action interpreting. 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. At 20th level, the augur can do this twice a day, even two times in the same round if desired. This replaces manifestation from level 13 and 19.

Greater Omen (Su)

At level 16, 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 check 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. All affected allies must be within medium range (100 ft. + 10 ft./level). This replaces manifestation from level 17.

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, calculated targeting, good omens, orisons 3 1+1
2nd +1 +0 +0 +3 Bonus feat 4 2+2
3rd +1 +1 +1 +3 4 2+2 1+1
4th +2 +1 +1 +4 Expiratory Divination 5 3+3 2+2
5th +2 +1 +1 +4 5 3+3 2+2 1+1
6th +3 +2 +2 +5 Bonus feat 5 3+3 3+3 2+2
7th +3 +2 +2 +5 6 4+4 3+3 2+2 1+1
8th +4 +2 +2 +6 Bad omens 6 4+4 3+3 3+3 2+2
9th +4 +3 +3 +6 6 4+4 4+4 3+3 2+2 1+1
10th +5 +3 +3 +7 Bonus feat 6 4+4 4+4 3+3 3+3 2+2
11th +5 +3 +3 +7 6 5+5 4+4 4+4 3+3 2+2 1+1
12th +6/+1 +4 +4 +8 World of signs 6 5+5 4+4 4+4 3+3 3+3 2+2
13th +6/+1 +4 +4 +8 6 5+5 5+5 4+4 4+4 3+3 2+2 1+1
14th +7/+2 +4 +4 +9 Bonus feat 6 5+5 5+5 4+4 4+4 3+3 3+3 2+2
15th +7/+2 +5 +5 +9 6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
16th +8/+3 +5 +5 +10 Greater omen 6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
17th +8/+3 +5 +5 +10 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 World of signs (2/day) 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 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 Bonus feat 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 Wisdom 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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