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.

Publisher: Purple Duck Games.

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. These are the domain spell of the augury 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)

Role-Playing Omens

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.

By reading and interpreting omens, an augur can coax fate. As an immediate action that expends a prepared spell, the augur can add an insight 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. 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, and attribute checks. 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.

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 ISG, Greater Spell Focus (Divination) or Spell Focus (Divination). The augur must meet all prerequisites for each bonus feat.

Expiratory Divination (Su)

Game-Mastering Expiratory Divination

Besides allowing retries on the randomness inherent to some divination spells, the game world itself may change when an augur divines an issue. When the GM has not decided what the augur sought beforehand and resolves it randomly, and the augur uses expiratory divination to get a new divination result, the GM is encouraged to re-roll the random result. For example, a sacerdote uses locate object to find a comb in a ruin. The GM decides there is a 50% chance there is a comb in range of the spell. The roll fails, making locate object fail. If the augur uses expiratory divination in this case, the GM may decide to re-roll whether there is a comb present, or just be lenient and decide there is.

At 4th level, when a divination spell is cast and the result is unfavorable or unsatisfactory, 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 fail or 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. 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 18th 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
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 sacerdote 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 additional spells. Bonus spells the sacerdote may receive for having a high Wisdom score apply only to cleric spells and not to domain spells.

Notes & OGL Section 15 Addendum

Inner Sea Gods

Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

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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