The Augur was born out of the desire for a Pathfinder RPG class that functioned like the D&D 3.5e warlock but without the paradoxically blandness and brokenness of the upcoming "Kineticist." Here is a PDF of the class, it is also available below but beware that Blogger messed up all the formatting.
The Augur
An Augur is a hybrid alternate class which seeks to mesh the abilities of the magus with those of the investigator to explore the darker arcane arts. Augurs seek to understand the connection between magic, reality and the nature of the divine in a more practical way. Either through a dark pact, long-lost red magic, or some form of arcane ritual, Augurs bind a mote of demi-arcane essence within themselves. As an Augur grows in experience she learns how to tap into this godspark, granting her greater and greater control over how she weaves magic with reality. Due to their increased focus on an alternate form of magic, Augurs are less adept at conventional combat and casting than their cousins the magi. Reguardless of the stigma that follows their kind, Augurs choose this path in the hope of one day unlocking the secret to focusing their power, and taking their rightful place among the planes as demigods.
Role: The Augur focuses primarily on controlling and de-buffing the enemy while providing combat and skill support to the party; but they can function as a backup caster, fighter, or scout if built to do so.
Alignment: Augurs may be of any alignment but tend toward the non-good.
Hit Die: d8
Alternate Parent Classes: Magus and Investigator
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The Augur’s class skills are: Bluff (Cha), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int Modifier
Table: The Augur
Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Cantrips, Curse of Weakness, Augment Essence Reservoir (AER), Eldritch Insight Pool (EIP)
2nd +1 +0 +3 +3 Dark secret, Arcane Bolt ,AER max+1 (2)
3rd +2 +1 +3 +3 Spell Combat
4th +3 +1 +4 +4 Dark secret
5th +3 +1 +4 +4 Spellstrike
6th +4 +2 +5 +5 Dark secret , AER max+1 (3)
7th +5 +2 +5 +5 Devour Magic
8th +6/+1 +2 +6 +6 Dark secret, Bonus Combat Feat
9th +6/+1 +3 +6 +6 Spell recall
10th +7/+2 +3 +7 +7 Greater Dark Secrets, Dark Secret , AER max+1 (4)
11th +8/+3 +3 +7 +7 Improved spell combat
12th +9/+4 +4 +8 +8 Dark secret
13th +9/+4 +4 +8 +8 Evasion
14th +10/+5 +4 +9 +9 Dark secret, AER max+1 (5)
15th +11/+6/+1 +5 +9 +9 Stalwart
16th +12/+7/+2 +5 +10 +10 Dark secret, Bonus Combat Feat
17th +12/+7/+2 +5 +10 +10 Greater spell combat
18th +13/+8/+3 +6 +11 +11 Dark secret, AER max+1 (6)
19th +14/+9/+4 +6 +11 +11 Counterstrike
20th +15/+10/+5 +6 +12 +12 Arcane Apotheosis, Dark secret
Class Features
Weapon and Armor Proficiency: An Augur is proficient with all simple and weapons from the fighter weapon training groups. An Augur is also proficient with light armor. she can cast Augur spells and use Augur abilities while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spell caster, an Augur wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Augur still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spell Casting: An Augur casts arcane spells drawn from the magus spell list. An Augur must prepare her spells ahead of time, but unlike a magus, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the Augur must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against an Augur's spell is 10 + the spell's level + the Augur's Intelligence modifier.
An Augur can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Augur under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An Augur may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare three 0-level spells and two 1st-level spells each day. At each new Augur level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Augur Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an Augur can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spell caster instead affect the number of spells an Augur can prepare.
An Augur must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the Augur decides what spells to prepare and refreshes her available spell slots for the day.
Table: Augur spells prepared
Level 0 1 2 3 4 5 6
1st 3 2 - - - - -
2nd 4 3 - - - - -
3rd 5 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 3 - - - -
7th 6 5 3 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Like a sorcerer, an Augur can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit).
Spellbooks: An Augur must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic and detect magic (which all Augur can prepare from memory).
An Augur begins play with a spellbook containing all 0-level magus spells plus three 1st-level spells of her choice. The Augur also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new Augur level, she gains two new spells of any spell level or levels that she can cast (based on her new Augur level) for her spellbook. At any time, an Augur can also add spells found in other magus' spellbooks to her own.
Cantrips: Augur can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Augur Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Table: Augur spells per-day
Level 1 2 3 4 5 6
1st 0 - - - - -
2nd 0 - - - - -
3rd 1 - - - - -
4th 1 0 - - - -
5th 2 0 - - - -
6th 2 1 - - - -
7th 2 1 0 - - -
8th 2 2 0 - - -
9th 3 2 1 - - -
10th 3 2 1 0 - -
11th 3 2 2 0 - -
12th 3 3 2 1 - -
13th 3 3 2 1 0 -
14th 3 3 2 2 0 -
15th 3 3 3 2 1 -
16th 3 3 3 2 1 0
17th 3 3 3 2 2 0
18th 3 3 3 3 2 1
19th 3 3 3 3 3 2
20th 3 3 3 3 3 3
Curse of Weakness (CoW) (Su): At first level an Augur learns how to twist fate against those she does not like. At will as a move action an Augur may designate a single target of her curse. Cursed creatures are easier for the Augur to attack and take more damage from the attacks of the Augur who cursed them. The curse lasts a number of rounds equal to one plus the Augur’s Charisma modifier (minimum 1), after which it fades. A single enemy cannot be cursed more than once in a 24 hour period unless an Eldritch Insight pool point is spent for each additional curse. Curse has an audible verbal component and can be understood with a successful Spellcraft check. Creatures immune to curses and curse effects are immune to this power. Casting Remove Curse or Break Enchantment on the target of an Augur’s curse ends the curse immediately. The Curse of weakness may be modified via Augment points and is the only 0 cost ability which can still function when the EIP is empty. To cast a CoW the Augur must be aware of the target, pinpoint it’s position, and have line of effect.
Augmentation Essence Reservoir (AER) (Ex): Augurs begin play with 3 augment essence points which they can invest to modify some of their class abilities. Augment essence points, when allocated, are not used up but rather provide the benefit of the selected augment investment until they are removed. An Augur gains additional augment points at a rate of 1 per 2 class levels, to a maximum of 13 at level 20 (before other bonuses). To move augment points into or out of an augment essence reservoir initially takes a standard action to perform, which drops to a move action at level 6. An Augur cannot have more than (1+((level+2)/4)) AEP active in a single augment category at a time.
Eldritch Insight Pool (EIP) (Ex): At 1st level, the Augur gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his skills or abilities. This Eldritch Insight Pool has a number of points equal to 1 plus 1/4 her level plus her Charisma modifier. The pool refreshes once per day, typically after she gets a restful night's sleep. One point of EIP may also be regained whenever a creature with a CR of at least half the Augur’s level dies under the effect of the CoW. As a free action, she can expend one use of Insight points from his pool to add 1d4 to the result of that check, including any on which she takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An Augur can only use Eldritch Insight once per check or roll. The Augur can use inspiration on any Knowledge, Spellcraft, or Use Magic Device skill checks without expending a use of inspiration, provided he's trained in the skill. All DCs related to abilities granted through the use of the EIP are charisma based.
Eldritch Insight points can also be used on attack rolls and saving throws, at the cost of expending two points of Eldritch Insight each time from the Augur's pool. In the case of saving throws, using Eldritch Insight points is an immediate action rather than a free action.
All abilities that use EIP have an effective spell level equal to the ability they mimic; if no such ability exists they have either an effective spell level of the base number of AER they require to unlock or twice the base number of EIP they require to activate.
Dark Secret (Ex) or (Su): At 2nd level and every 2 levels thereafter, an Augur learns a new dark secret. Except where otherwise noted, each Augur dark secret can only be selected once. An Augur may only pursue a single Path dark secret and Greater Path greater dark secret.
Quick Curse: Curse may now be used as a swift action. (requires level 4)
Silent Curse: Curse may now be used without its verbal component. (requires level 6)
Chant: The Augur may chant dark speech as a move action; increasing the duration of curse effects that they have placed on a target by one round per round spent chanting (to apply the effect must have a duration greater than 1 round). (requires level 8)
Gather Power: You may spend a full round action that provokes an attack of opportunity to activate a spell-like or supernatural ability at one fewer Eldritch point cost (minimum 0). (requires level 4)
Arcane Efficiency: Arcane bolt now costs 1 fewer EIP point to cast. (requires: level 8)
Elemental Focus: Air: you gain access to the Air elemental augment category. Also gain +1 Augment Essence. (requires: level 4)
Elemental Focus: Earth: you gain access to the Earth elemental augment category. Also gain +1 Augment Essence. (requires: level 4)
Elemental Focus: Fire: you gain access to the Fire elemental augment category. Also gain +1 Augment Essence. (requires: level 4)
Elemental Focus: Water: you gain access to the Water elemental augment category. Also gain +1 Augment Essence. (requires: level 4)
Elemental Focus: Magic: you gain access to the Magic elemental augment category. Also gain +1 Augment Essence. (requires: level 6)
Elemental Focus: Shadow: you gain access to the Shadow elemental augment category. Also gain +1 Augment Essence. (requires: level 6)
Elemental Focus: Entropy: you gain access to the Entropy elemental augment category. Also gain +1 Augment Essence. (requires: level 8)
Path of the Alchemist: You gain the ability to brew extracts as an Alchemist does (you do not gain additional spells known or spells per day).You add 1 extract per level from the alchemist spell list to your own whenever you gain access to a new spell level (for a total of 7 spells learned). You may prepare these extracts from memory. If taken a second time you gain access to the Investigator’s “Alchemy” ability and may take the Investigator talents in place of dark secrets. Using alchemist talents gained in this way costs 2 pool points per activation. (requires: level 6) May be taken a maximum of 2 times.
Path of the Conjurer: whenever you encounter a summoned or extraplaner creature you recognize it as such immediately, and may make a free associated knowledge check (even if that knowledge is untrained) with a bonus equal to half your class level to identify the monster and any traits, abilities, weaknesses, or other aspects that it has. If taken a second time you gain the ability to cast a few spells form the Summoner list (you do not gain additional spells known or spells per day).You add 1 spell per level from the summoner spell list to your own whenever you gain access to a new spell level (for a total of 7 spells learned). You may prepare these spells from memory. (requires: level 6) May be taken a maximum of 2 times.
Path of the Battlemage: you gain access to taking Magus Skirnir Arcana in place of dark secrets. Activating magus arcana costs an equal number of pool points as listed on the magus arcana entry. Additionally every 6 levels you gain +1 to your fort save and -1 to your reflex save (max 3). If taken a second time you gain access to the Medium Armor ability of the same name from the Magus class, and gains an Arcane Bond as a Wizard with shield (may not be a tower shield). This ritual costs 200 gold per class level and one hour to complete. Once bonded you act as if you had the Sorcerous Shield and spellstrike abilities from the Magus Skirnir Archetype with that item. (requires: level 6) May be taken a maximum of 2 times.
Path of the Spellsword: You gain an Arcane Bond as a Wizard with a specific weapon with which you are proficient and may make use of the Opportune Parry and Repost Swashbuckler ability of the same name except that you use EIP in place of Panache. Additionally every 6 levels you gain +1 to your fort save and -1 to your reflex save (max 3). If taken a second time you gain access to the Perfect Strike ability from the Magus Kensai Archetype, except that it functions with your bonded weapon and you use EIP in place of Arcane pool points. (requires: level 6) May be taken a maximum of 2 times.
Magekin: You gain an insight bonus to spellcraft and use magic device checks equal to 1 + 1/5 your class level. (requires: level 1)
Artificer: You may always take a 10 on use magic device even if distracted or threatened. (requires: level 1)
Secret Knowledge: You gain skill focus in any one knowledge skill; this skill must be trained to apply skill focus to it. This ability may be taken a maximum of three times. (requires: level 1)
Indomitable Will: You gain a bonus to concentration checks equal to 1/5 your class level. (requires: level 1)
Combat Inspiration (Ex): When an Augur uses insight on an attack roll or saving throw, she expends one use of inspiration instead of two. (requires: level 8)
Soul Gem: You learn how to craft and bind a soul gem. Crafting and binding a soul gem costs 1000 gold per class level and takes ½ class level hours. Each soul gem can contain ¼ the crafter’s level number of souls, and for every point of maximum capacity the Augur takes 5 points of temporary hitpoint damage which may not be healed until after the gem is destroyed or unbound. To gather a soul the Augur must present the soulgem to the target and the target must be no less than half the Augur’s class level and under an effect of the Curse of Weakness and die or be destroyed within 30 feet of the Augur. The Augur may then absorb its soul into the gem as a move action which provokes an attack of opportunity. Souls gathered in this way may be kept indefinitely (or until the soul gem is broken or the soul is used or released). An Augur may spend stored soul points to refill his EIP at a 1 to 1 soul to EIP point ratio (when the gem reaches 0 it is not destroyed). Souls may also be spent in place of valuable components in the processes of crafting (soul value must be double or more the value of the required amount of material), creation of magic items, enchanting, preforming rituals, or in spells that require rare or expensive components and reduce the cost of such things by 250 gold times the caster level of the character bound to the soul gem per stored soul expended. If a soul gem is used as a component of crafting or casting, the gem is destroyed and the Augur takes a number of temporary negative levels equal to the number of souls expended (these negative levels also occur in any other situation in which the gem is destroyed before being unbound, and when gained in this way may only be healed at a rate of 1/day). While souls are bound within your gem you may commune with them as “speak with dead” the spell at will at the cost of 1 Eldritch Insight point. (requires level 6)
Soul Sliver: At the point of death you may choose to only partially trap a creature’s soul. To activate this ability you take an amount of hitpoint damage equal to what would be required to bring that character back to 0 hitpoints (this damage remains and cannot be healed until the soul sliver is released in some fashion). Once done you have partially trapped the soul of the target creature and gain the ability to dominate it as if it were the target of a Dominate Person spell (but also affects monsters of up to ½ your level in CR) by spending one arcane pool point per dominate attempt. You also gain a bonus of ½ class level to all interactions with this creature (bonus does not apply to dominate check). While you hold a sliver of this creature’s soul you may always divine the creatures distance and direction from you using a move action, and may use Detect Thoughts at any range as a full round action (also does not receive bonus). The soul sliver takes up the space of a whole soul inside the gem, but may not be spent as full souls may. While you carry a soul sliver you suffer a -4 to all interactions with animals and they treat you as unfriendly. Note: Target must have soul.
- Note: Preforming this action is a supremely evil act and one should note that the subject of this effect will likely try to steal or destroy the soulstone, if not also destroy you in the process. The disposition of people and creatures you have performed Soul Sliver on may not rise above unfriendly. You may choose to release a soul sliver at any point, but this will not remove the memory of what you have done from the subject. (requires “Soul Gem” and level 8)
Conduit: When activating your Augur spell, spell-like, and supernatural abilities you may use the souls in your soul gem to strengthen the result. For every soul you have in your bound gem you gain a +1 enhancement bonus to damage with all applicable Augur spell, spell-like, and supernatural abilities. You may also choose as an immediate action to expend any number of stored souls to gain that amount as a bonus on any spell or ability being used to increase the to-hit and DC of that spell or ability by a number equal to the souls being expended. (The attack and damage bonus does not apply to non-attack based or non-damage based spells.) (requires: “Soul Gem” and level 8)
More on Soulgem Usage
Some souls or characters can resist having their soul trapped or destroyed depending on how strong their connection to fate is. If a soul or character is integral to the plot, the DM should consider either not allowing the soul to be captured, or not allowing the soul to be used up if captured, as some souls are just too strong or resistant to accept entrapment.
Souls may be transferred between gems as a full round action which requires the gems to be in contact at which point the character facilitating the transfer allows a select number of souls to be moved into the receptacle gem. This is a strenuous process which requires concentration, takes a full round action, and deals non-lethal damage to the person allowing the transfer equal to her caster level, in addition to granting a number of temporary negative levels per souls transferred (such transactions may be forced but take quadruple the time and twice the penalty). A person bound to a soul gem always knows how many souls it contains. Though a character may create and bind multiple soul gems at one time, they may not gain a benefit from using more than one at any given point in time.
A character may have more than a single soul gem bound to her at a time, but takes cumulative penalties for each one. Even if more than one gem is bound, a character may never gain benefits from more than one at a time, and if one is lost or destroyed it may be unbound and then replaced one week later (unbinding takes one round per character level). Once unbound a soul gem fades, any trapped souls are released, the temporary hitpoint damage can be removed, and the gem becomes only semi-precious, worth only its initial build cost.
See the bottom of the entry for more details on Soulgems as items.
Arcane Bolt (Sp): At 2nd level an Augur learns how to channel her inner power into a blast of destructive energy. This energy can be directed at a target with a ranged touch attack and has a maximum distance of close range. The Arcane bolt deals force damage, counts as magic for the purposes of bypass DR, and is subject to spell resistance. The damage done is 1d6 / 2 Augur levels (maximum of 4d6 at level 8) plus the Augur’s charisma modifier. The Augur may use this attack in conjunction with the spellstrike class feature and otherwise takes a standard action to cast. Casting Arcane Bolt costs 2 arcane pool points, which can later be reduced through dark secrets. Arcane bolt requires one hand free to make somatic gestures and thus is subject to spell failure under normal conditions and provokes an attack of opportunity if cast in melee combat. This ability can be modified with AEP. Arcane bolt has an effective spell level of ((class level -2)/2) rounded down, minimum 1.
Spell Combat (Ex): At 3rd level, an Augur learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the Augur must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the Augur spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. An Augur can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
An Augur may also use this ability with any Augur class ability which takes a standard action or less to perform except where noted otherwise.
Spellstrike (Su): At 5th level, whenever an Augur casts a spell or uses a class ability with a range of “touch” from the Augur spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, an Augur can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the Augur makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.
Devour Magic (Sp): Starting at 7th level, an Augur learns how to cast Dispel Magic as a spell like ability which costs 2 EIP. At level 16 this ability improves to function like Greater Dispel Magic. If an Augur is successful at countering or dispelling an effect, she gains either a number of hitpoints equal to twice the effect’s spell level (if the health pool starts at or reaches its maximum limit when this ability is used the additional health becomes temporary hp which does not stack with itself and fades at a rate of 1 per minute per temporary hp point) or pool points equal to half the level of the spell dispelled.
Bonus Combat Feat (Ex): At 8th and 16th level an Augur gains a bonus feat. This feat must be taken from the combat feats list and when taking these bonus feats an Augur counts half of her level as effective fighter levels for the purpose of meeting pre-requisites. An Augur does not count as a fighter for any other feats they may gain.
Spell Recall (Su): At 9th level, the Augur learns to use his Eldritch Insight Pool to recall spells he has already cast. With a swift action he can recall any single spell slot that she has already cast that day by expending a number of points from her arcane pool equal to the spell’s level (minimum 1). After using this ability the spell slot is ready again, just as if it had not been used.
Greater Dark Secrets (Ex) or (Su): At 10th level, and every two levels thereafter, an Augur can choose from the list of Dark Secrets or Greater Dark Secrets when they learn a new Dark Secret.
Greater Arcane Efficiency: arcane bolt now costs 1 fewer arcane pool point to cast, this may reduce the cost to 0. (requires: level 12)
Amazing Insight: When using inspiration, the Augur rolls a d6 instead of a d4. (requires: level 14+)
Greater Combat Inspiration (Ex): Choose a single weapon type (such as mace or long sword). As long as the Augur has at least 1 insight point in his EIP, she no longer has to expend a use of inspiration to use that ability with attacks made with this weapon. (requires: “combat inspiration” and level 20)
Hungry Curse (Su): when a creature under your CoW effect dies the curse jumps to a new target within 30 feet as an immediate action (under your direction). The curse only retains as much duration as whatever remained when the last creature died. (requires: level 10)
Ravenous Curse (Su): when Hungry Curse procs, the curse duration is reset and the distance between targets is increased to 60 feet. (requires: level 14, Hungry Curse)
Twin Curse: when you use the CoW ability you may apply it to 2 targets simultaneously. (requires: level 10)
Accursed Ground: You designate a square within 60 feet to become accursed ground. Any enemy within 5 feet of that square acts as if cursed for as long as they remain within that location. If an enemy moves out of this circle it is no longer cursed. (requires: Twin Curse, level 14)
Greater Path of the Caster: You may take Witch hexes in place of dark secrets as long as you meet the appropriate level and all additional requirements. When learning or using hexes an Augur treats her level as effective witch levels. In addition you gain access to a small number of spells from the Witch class list, these spells do not change level, nor can you cast spells above the maximum level of which you are able to have prepared. When you take this you gain access to a single Witch spell of each spell level up to and including third (for a maximum of 4 spells). If taken a second time you gain access to additional Witch spells between fourth and sixth spell levels (for a maximum of 7 spells). You also gain the ability to once per day while you prepare your spells change a single known Witch Hex to any other you are capable of using. If taken a third time you gain the Improved Spell Recall ability of the Magus in place of Stalwart, and gain an additional spell known of each level you can cast from either the Witch or the Sorcerer/Wizard spell list. Note: when you gain access to new spells you do not gain additional spells known or spells per day when you gain access to this expanded list, nor can you cast spells above the maximum level you are allowed to cast per your class table. You may prepare any of these new spells from memory. (requires: two points in either the path of the alchemist or the path of the conjurer, level 10) May be taken a maximum of 3 times.
Greater Path of the Shield/Sword Sage: You gain the ability to deflect arrows with your bonded item at a cost of 1 EIP per arrow (which counts as a use of an attack of opportunity). If taken a second time you gain the Iaijutsu ability from the Magus Kensai Archetype of the same name or the Shielded Spell Combat ability from the Magus Skirnir Archetype of the same name, but replace Arcane pool points with EIP and Intelligence with Charisma. If taken a third time you gain either Spellshield and Greater Spellshield from the Magus Skirnir Archetype, or you gain the Iaijutsu Focus and Superior Reflexes abilities of the Magus Kensai Archetype of the same name except that you replace Arcane pool points with EIP and Intelligence with Charisma. Both bonded items gain the Unbreakable and Teleport Blade abilities as a Magus with the Bladebound Archetype (replacing APP with EIP), and (requires: two points in path of the battlemage or path of the spellsword, level 10) May be taken a maximum of 3 times.
Dimensional Step: for the cost of 1 Insight point you may use dimension door. If you spend 2 EIP you may use this ability as a move action. (requires: level 10)
Quick Augment: By spending one EIP you may move augmentation essence points as a swift action or as an immediate action if you spend 2. (requires level 10)
Resilient Magic: Your spell-like and supernatural abilities have a chance to continue to function even when in areas of anti-magic. You gain a special spell resistance against effects or areas that disrupt or negate magic equal to 10 plus your class level. This SR does not function against any other effects. This check is made any time an antimagic effect interacts with your abilities. This does not affect your actual spells. (requires level 16)
Spiteful Curse: you may now add your insight dice to your curse duration and DC if applicable. To do this you spend 1 pool point as an immediate action when preforming a CoW. (requires: level 12)
Soul Eater: You gain the ability to regenerate arcane pool points from any creature that dies or is destroyed within 10 feet of your current position regardless of whether or not you were the one who killed or cursed it. (if you have the “soul gem” dark secret you may collect all souls within 20 feet whose bodies have died within the past level/5 rounds (to a maximum collected of your gem’s remaining capacity limit) as a move action). You also gain the option to consume souls (both immediately captured and stored in a soulgem) to heal yourself as a move action a number of points equal to half your class level per expended soul (using all the souls in this way does not destroy the soulgem. Partial souls from Soul Sliver may not be devoured). (requires level 12)
Soul Bind: With this ability you may take a disembodied soul and reconstitute it into a new or previously used body. The Augur must find a body whose soul no longer inhabits it (usually due to death) and may transfer a bound soul into the empty body. This act requires a ritual that costs 1000 gold per CR or character level of the soul in question, and 24 hours. After the ritual is complete the soul gem is destroyed and the soul unites with the new body (if the new body still has a soul in it then a will save is allowed for the body against the Augur’s caster level plus charisma mod, if successful the new soul enters the body and is able to control it, but with the old soul still intact it may make the will save whenever it wishes to exert itself and if successful regains control for 1 min/level). If the body previously had no soul due to death this new creature begins unconscious and stable at 0 hp. Otherwise this acts like raise dead. This may be used to reunite dead allies to their bodies, or save the souls of allies whose bodies have been destroyed for later reincarnation or proper resurrection. In this case the soul counts as willing and able if the Augur allows it. (requires “Soul Gem” and level 10)
Soul-bound Cohort: You exert even greater control over a single creature which you have performed the Soul Sliver ritual on. You must designate a single soul which from this point forward you may treat like a companion. Your power over this creature is so great that, although they may hate you, they are willing to do what you say as if their disposition towards you was indifferent. Whenever your orders would conflict with the cohort’s personal safety or moral code, the cohort is able to make a will save vs. your caster level plus your Charisma mod to willfully disobey. You may still use the Soul Sliver dominate ability against them should they be unwilling to perform your task. (requires “Soul Gem,” “Soul Sliver,” and level 10)
Medium: You no longer have a need to create or use soul gems when dealing with powers or abilities which use soul gems. You have learned how to use your own body as the container for these souls. You may still preform all soul related actions and must still follow the same rules when doing so other than the requirement of having a crafted and bound gem. (requires: “Soul Gem” and level 12)
Dark Harvest: A character who dies with souls remaining in a gem may return at will within a number of days equal to the number of trapped souls and regains health as if they had used the soul eater ability, all remaining souls are consumed upon activation of this ability and the gem is destroyed. (requires: “Soul Gem” and “Soul Eater” and level 14
Improved spell combat (Ex): Starting at 11th level an Augur’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the Augur receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack.
Evasion (Su): At 13th level and higher, an Augur can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Augur is wearing light armor or no armor. A helpless Augur does not gain the benefit of evasion.
Stalwart (Ex): At 15th level, an Augur can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the Augur is wearing light armor or no armor. A helpless Augur does not gain the benefit of the stalwart ability.
Greater Spell Combat (Ex): At 17th level, the Augur gains the ability to seamlessly cast spells and make melee attacks. Whenever she uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Counterstrike (Ex): At 19th level, whenever an enemy within reach of the Augur successfully casts a spell defensively, that enemy provokes an attack of opportunity from the Augur after the spell is complete. This attack of opportunity cannot disrupt the spell.
Arcane Apotheosis (Ex): At 20th level, an Augur becomes one with the mote of divine energy inside of them. Whenever she uses her spell combat ability, she does not need to make a concentration check to cast the spell defensively. Also whenever she uses her Eldritch Insight pool she adds 2d4 rather than 1d4 to the result. And finally each augmentation reservoir requirement and augment insight activation cost is reduced by one point (minimum of 0), and the maximum cap of augment points spent in each category is removed.
Augment Essence Powers: The following pools outline where augment essence may be allocated; some of these pools come freely whereas others must be purchased through dark secrets. Any time an ability costs 0 points to activate may be performed at will as long as your EIP is not empty. Augments which allow for the casting of abilities that base their effects off of existing spells do not require material components to perform. An augmented ability may never apply more than a single effect which requires a saving throw. Any augment that contradicts another may not be applied at the same time, (abilities may only ever have one damage type or target augment applied at a time) however if multiple augments that apply to the same quality are charged with AER, the character may choose which to apply at will as an immediate action. Any time essence points are unassigned and remain that way for a full hour a character regenerates an equal number of Insight points evenly over that hour (if 6 points are unassigned the character regenerates 1 point per 10 min etc.). Unless otherwise noted, augments are supernatural, except for those augments that work in conjunction with EIP which are spell-like.
Curse of Weakness (CoW) Augmentations (free)
0 points (CoW):
Weakness: -1/4 level ac against attacks made by the Augur (does not stack with other AC effects).
1 point (CoW):
Prolong: duration increased by ¼ Augur level in rounds. Activating this ability costs 1 EIP.
Befuddle: target takes a penalty on all attacks against the Augur equal to 1/5 the Augur’s level (minimum 1).
2 points (CoW):
Soften Resistance: -1/6 level to all saves and SR vs spells and abilities used by the Augur
Stupefy: target gains ¼ your level penalty to all mental based skills and abilities. Activating this ability costs 1 EIP. (WIL save)
3 points (CoW):
Corruption: +2d6 to all damage from attacks dealt by the Augur.**
Slow: target is affected as if by “Slow” spell. Activating this ability costs 2 EIP.(WIL save)*
Wither: target takes level/2 negative energy damage per round. (continuous damage)*
4 points (CoW):
Greater Weakness: target takes a -2 penalty to overall attacks and AC.
Curse: target is affected as if by “Bestow Curse.” Activating this ability costs 2 EIP. (WIL save)*
5 points (CoW):
Greater Corruption: +1d6 /5 levels to all damage suffered from you and half that to all other damage suffered from individual attacks.**
Syphon: every time you damage the target you heal level/4 hp or level/6 EIP, you cannot heal more points than you deal in damage.
Polymorph: target is affected as if by “Baleful Polymorph.” Activating this ability costs 3 EIP. (FORT + WIL save)*
6 points (CoW):
Twist Fate: CoW affects even creatures immune to curses, magic, curse effects, or any other immunity that would negate the CoW.
Vulnerability: target is affected as if by “Vulnerability.” Activating this ability costs 3 EIP. (no save)*
*Effect duration is limited to the duration of the CoW.
** Not including continuous damage effects such as bleed, burn, or wither.
Transmutation Augmentations (free)
1/2/3/4/5 points (Transmutation):
Combat Prowess: gain an inherent bonus to hit and damage with melee attacks based on invested points (max 5)
1 point (Transmutation):
Cat’s Eyes: gain lowlight and darkvision 60’
Hunter’s Boon: gain track and scent 30’
Ease: gain “Feather Fall” and “Buoyancy” at will
Insomnia: while active you do not suffer penalties from going without rest/sleep but do not regenerate used spell slots, health, or recover from conditions which require rest.
2 points (Transmutation):
Climb: gain climb speed of 30’
Acumen: gain “See Invisibility” at will, the “Trap Spotter” rogue perk, and a bonus to perception checks equal to ¼ level
Alter: gain “Alter Self” at will.
Shadow Sustenance: for every hour spent in total darkness you act as if you had consumed 1/4 your daily required food and water and half as much from low-light conditions.
3 points (Transmutation):
Fly: gain “Fly” as the spell at will
Swim: gain swim speed of 30’ and the ability to breathe water
Fiendsight: gain the “See in Darkness” quality
4 points (Transmutation):
Harden: gain dr/cold iron equal to 1/4 of your Augur level
Aether Sense: gain 30’ blindsense
5 points (Transmutation):
Foresight: gain “Foresight” as the spell and communicate telepathically at will
6 points (Transmutation):
Regeneration: you gain the regeneration 1 (energy, cold iron) extraordinary ability. You may also spend EIP to increase your fast healing by an amount equal to the insight points spent (max 4 EIP for 5 fast healing) per round for 1 minute or until this ability is no longer fueled by AER whichever is shorter.
Arcane Bolt Augmentations (free at level 2)
1/2/3/4/5/6 points (Bolt):
Concentrated blast: deal 1 extra die of damage +1 per point invested (maximum +6d6+6) also requires two free hands and one full round action to cast. This ability costs a number of EIP points to use equal to the AER invested.
1 points (Bolt):
Charge Weapon: Standard action to charge a melee weapon with blast damage for one round and gain 1 free melee attack (as spells with spellstrike). Works with spellstrike to charge a full round attack (if combined with concentrated blast may only make a single attack as a full round action). This form of Arcane Bolt does not provoke an AoO.
Energy Whip: this attack has 10 foot reach and attacks like a line, affecting all squares it touches. Using energy whip only allows for a single attack to be made as a standard action.
Practiced Blast: reduce the EIP cost of casting Arcane Bolt by 1 point (min 0).
2 points (Bolt):
Keen Bolt: threatens a critical on an attack roll of 19-20
Sculpted Bolt: instead of bolt the attack takes the shape of a 30’ line or 15’ cone
Memorized Blast: reduce EIP cost by 2 points per cast (min 0).
3 points (Bolt):
Reaching: increase range to medium and gain +1/4 level to penetrate SR
Refractive: blast may ricochet between level/5 enemies within 30 feet before dissipating; each successive hit reduces damage by 1 die.
4 points (Bolt):
Double Strike: may make 2 blast attacks at full bab-3 as a standard action, this may not be paired with concentrated blast. (costs 2 EIP)
Burst: instead of a bolt the blast erupts from a square within range and affects a 10’ radius.
Bewitching Bolt: enemies damaged by the bolt are affected with currently augmented CoW.(each enemy affected costs 1 EIP)
5 points (Bolt):
Manaburn: any damage suffered from your blast causes the target to bleed for a number of points per round equal to 1/4 your Augur level. Affected targets bleed until healed; the bleed damage caused does not stack with itself or other bleed damage.
Air Augmentation (gained through the “Elemental Focus: Air” dark secret)
1 point (Air):
Minor Air Affinity: gain “Virtue,” “Guidance,” and “Purify Food and Drink” at will
2 point (Air):
Electricity Resistance: gain ½ level resistance to electricity
Air Control: gain “Air Bubble” and “Fog Cloud” at will as the spell but costs 1 EIP to activate. You may also move and shape 10 + ½ level cubic feet of air/fog at will within 5 feet.
3 point (Air):
Electric Bolt: treat arcane bolt damage as electric damage with Fort save or become blinded or deafened (your choice) for 1d4 rounds. Bypasses SR.
Air Wall: gain “Wind Wall” as the spell but costs 1 EIP to activate.
4 point (Air):
Air Form: Allows the Augur to spend EIPs to activate “Elemental Body” for this element as the spell but of a degree equal to the number of EIPs spent on activation.
5 point (Air):
Air Mastery: You may communicate with, turn, and rebuke elementals of this element by spending EIPs in place of the normal activation requirement. You may also move and shape 20 + level cubic feet of air/fog at will within 15 feet.
Earth Augmentation (gained through the “Elemental Focus: Earth” dark secret)
1 point (Earth):
Minor Earth Affinity: gain “Know Direction,” “Mending,” and “Resistance” at will
2 point (Earth):
Acid Resistance: gain ½ level resistance to acid
Earth Control: gain “Stone Fist” and “Binding Earth” at will as the spell but costs 1 EIP to activate. You may also move and shape 10 + ½ level cubic feet of earth/stone at will within 5 feet.
3 point (Earth):
Acid Bolt: treat arcane bolt damage as acid damage with Reflex save or sickened by the noxious smell for 1d4 rounds. Bypasses SR.
4 point (Earth):
Earth Form Allows the Augur to spend EIPs to activate “Elemental Body” for this element as the spell but of a degree equal to the number of EIPs spent on activation.
5 point (Earth):
Stone Wall: As “Wall of Stone”, but costs 3 EIPs to activate.
Earth Mastery: You may communicate with, turn, and rebuke elementals of this element by spending EIPs in place of the normal activation requirement. You may also move and shape 20 + level cubic feet of earth/stone at will within 15 feet.
Fire Augmentation (gained through the “Elemental Focus: Fire” dark secret)
1 point (Fire):
Minor Fire Affinity: gain “Light,” “Spark,” and “Flare” at will
2 points:
Fire Resistance: gain ½ level resistance to fire
Fire Control: gain “Heat Metal” and “Burning Disarm” as the spell but costs 1 EIP to activate. You may also move and shape 10 + ½ level cubic feet of fire/magma at will within 5 feet.
3 point (Fire):
Fire Bolt: treat arcane bolt damage as fire damage with REF save or chance to catch fire until extinguished. While on fire the target takes an additional amount of fire damage each time it is successfully hit equal to 1/5 your Augur level. Bypasses SR.
4 point (Fire):
Fire Form Allows the Augur to spend EIPs to activate “Elemental Body” for this element as the spell but of a degree equal to the number of EIPs spent on activation.
Fire Wall: as “Wall of Fire” except that it costs 2 EIPs to activate.
5 point (Fire):
Fire Mastery: you may communicate with, turn, and rebuke elementals of this element by spending EIPs in place of the normal activation requirement. You may also move and shape 20 + level cubic feet of fire/magma at will within 15 feet.
Water Augmentation (gained through the “Elemental Focus: Water” dark secret)
1 point (Water):
Minor Water Affinity: gain “Stabilize,” “Create Water,” and “Ray of Frost” at will
2 point (Water):
Cold Resistance: gain ½ level resistance to cold
Water Control: gain “Chill Metal” and “Wave Shield” at will as the spell but costs 1 EIP to activate. You may also move and shape 10 + ½ level cubic feet of water/ice/snow at will within 5 feet.
3 point (Water):
Icy Bolt: treat arcane bolt damage as cold damage with Fort save or entangled for 1d4 rounds. Bypasses SR.
4 point (Water):
Water Form: allows the Augur to spend EIPs to activate “Elemental Body” for this element as the spell but of a degree equal to the number of EIPs spent on activation.
Ice Wall: as “Wall of Ice” but costs 2 EIPs to activate.
5 point (Water):
Water Mastery: you may communicate with, turn, and rebuke elementals of this element by spending EIPs in place of the normal activation requirement. You may also move and shape 20 + level cubic feet of water/ice/snow at will within 15 feet.
Magic Augmentation (gained through the “Elemental Focus: Magic” dark secret)
1/2/3 point (Magic):
Accelerate: 1 point: gain +5’ to base movement, +2 to initiative, and the ability to spend one EIP to move your base speed as a swift action in any viable direction. 2 points: gain the above, an additional +5’ to base movement speed, and gain the effect of the “Blur” spell while points are invested. 3 points: gain all of the above, +5’ to base movement speed (total of +15’), and the ability to spend EIP to make additional melee attacks during a dash, standard attack, or full attack action each round. The additional attacks begin at your full attack bonus and mirror your BAB. You may not make more attacks using EIP than you have made naturally each round. Each additional attack costs 2 EIP to perform.
Telepathy: 1 point: gain “Charm Person” as the spell with a cost of 1 EIP per activation. 2 points: gain “Detect Thoughts” as the spell but costs 1 EIP to activate. 3 points: gain “Suggestion” as the spell but must pay 2 EIP per activation.
1 point (Magic):
Insight: gain “Identify” as the spell with a cost of 1 EIP per activation.
Resize: gain “Enlarge/Reduce Person” as the spell with a cost of 1 EIP per activation.
Ward: you gain “Shield” as the spell with a cost of 2 EIP per activation. You may overcharge this shield by investing additional AER, with each point granting an additional +1 to the shield bonus to AC (max + 6)(this overcharge bonus may instead be applied to a bonded shield).
2 point (Magic):
Illuminate: gain the effects of “Glitterdust” or “Faerie Fire” chosen at will as the spells but costs 1 EIP to activate.
3 point (Magic):
Telekinetic Combat: gain +5’ reach and threat with all wielded melee weapons while this augment is active, bonus strength damage is replaced by charisma for these attacks and to-hit is based on dex. In all other ways the item acts as if it were wielded normally.
4 point (Magic):
Sensor: gain “Arcane Eye” as the spell but must pay 2 EIP per activation.
Telekinesis: gain “Telekinesis” as the spell but must pay 2 EIP per activation.
Shadow Augmentation (gained through the “Elemental Focus: Shadow” dark secret)
1/2/3 point (Shadow):
Obscure: gain “Obscuring Mist,” “Darkness,” or “Deeper Darkness” as the spell based on investment (1, 2, and 3 respectively) but costs 1 EIP per activation.
Fade: gain “Vanish,” “Invisibility,” or “Improved Invisibility” as the spell based on investment (1, 2, and 3 respectively) but costs 1 EIP per activation.
1 point (Shadow):
Doze: gain “Sleep” as the spell but costs 1 EIP to activate.
2 point (Shadow):
Shadow Bolt: By infusing your bolt with conjured shadow material you may treat arcane bolt as physical damage (b/p/s) which is not subject to SR but becomes a standard ranged attack with a +1 increase to critical threat range and multiplier.
3 point (Shadow):
Shadowy Shackles: gain “Hold Person” as the spell but costs 2 EIP per activation.
Shadow Armor: gain a pool of temporary hitpoints equal to your character level, this ability take 1 minute to activate and costs 2 EIP and remains active until dismissed. If the pool is damaged it regenerates at a rate of 1 temporary hitpoint per minute. Additionally, whenever in an area of shadow, low light, or darkness gain a +1/4 level bonus to stealth checks.
Shadow Mask: gain immunity to “Detect Thoughts,” “Discern Lies,” and any attempt to magically discern alignment while active.
4 point (Shadow):
Nightmare: gain “Black Tentacles” as the spell but costs 2 EIPs per activation.
Shadow Stuff: gain “Shadow Conjuration” as the spell but costs 2 EIPs per activation.
5 point (Shadow):
Shadow Walk: gain “Shadow Walk” as the spell but costs 3 EIPs per activation.
Entropy Augmentation: (gained through the “Elemental Focus: Entropy” dark secret)
1 point (Entropy):
Curse of Age: you may augment your CoW with the effect from “Ray of Enfeeblement.” Doing so still requires the target to make a Fort save.
Entropic Veil: gain “Entropic Shield” as the spell at will as a move action. When active you also leave no trail and cannot be tracked by scent.
2 point (Entropy):
Word of Unmaking: gain “Shatter” as the spell but can target magical and attended objects, costs 1 EIP per activation.
3 point (Entropy):
Plague: gain “Contagion” as the spell but costs 2 EIP point per activation.
Unbind: gain “Remove Curse” as the spell but costs 2 EIP point per activation.
4 point (Entropy):
Poison: gain “Poison” as the spell but costs 2 EIP point per activation.
Blood Curse: gain “Caustic Blood” as the spell but costs 2 EIP point per activation.
Swarm: gain “Insect Plague” as the spell but costs 2 EIP point per activation.
5 point (Entropy):
Rust: gain “Rusting Grasp” as the spell but costs 3 EIP point per activation.
Greater Unbinding: gain “Break Enchantment” as the spell but costs 3 EIP point per activation.
6 point (Entropy):
Dust to Dust: gain “Dust Form” as the spell but costs 3 EIP point per activatio
*** NOTICE ***
Because this class relies heavily on special interactions between several inherent spell-like abilities, it is not recommended for DMs to allow players to take monster feats even if they meet the pre-requisites.
NEW FEATS:
Greater Power:
This feat may be taken a total of 3 times, each time it adds 1 to the maximum amount of Augment Essence and adds one to the maximum amount of Eldritch Insight an Augur has.
Additional Dark Secret:
The Augur learns an additional dark secret or greater dark secret as long as all pre-requisites are met.
Overcharged Bolt:
You can choose to take a –1 penalty on all bolt attack rolls to gain a +2 bonus on all bolt damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack two-handed. This feat also enables you to add 1-1/2 times your charisma to damage when making a normal bolt attack with two hands (both with and without the use of this feat).
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Craft Soul Gem (crafting):
Requirements: caster level 10
You learn the ritual required to craft and bind soul gems. This works in all ways like the “Soul Gem” dark pact ability.
Broad Study:
You may take one additional lesser path dark secrets instead of the normal limit of one. This does not allow you to take more than a single greater path dark secret. This feat may be taken multiple times.
NEW FAVORED CLASS OPTIONS:
1/5 level additional Eldritch Insight Pool points.
NEW SPELLS:
Soul Bind:
Sorcerer/Wizard, witch, and arcanist level 3, Magus level 2
This spell may meet the requirements of the “Curse of Weakness” for fulfilling the binding of souls to gems for non-Augur casters. It targets one creature and lasts a number of rounds equal one plus the modifier of the primary casting stat.
Soul Forge:
Sorcerer/Wizard, witch, and arcanist level 6, magus level 5
This spell may be cast before a character begins crafting, creating or enchanting magic items, casting a spell, or preforming a ritual. Once cast the subsequent act that meets these requirements that day may use the power of souls stored within a soul gem in place of components as the soul gem rules dictate. With this spell a caster does not need to have the “Craft Soul Gem” feat to use souls in place of component costs.
NEW ITEMS:
Soul Gem: Soul gems are special magical equipment created for the purpose of storing souls. Souls themselves can be used as valuable components in a number of magical applications. When creating a soul gem the crafter must poses one of the appropriate abilities to perform the ritual, and expend an amount of gold equal to 100 times his/her caster level. The caster then takes an amount of temporary hitpoint damage equal to 5 times the maximum storage the gem allows (1/4 caster level) which cannot be healed until after the soul gem is unbound or destroyed. Only bound soul gems may contain souls, and if a gem containing souls is unbound each of those souls escapes in 1d4 rounds. Soul gems weigh 1 pound per maximum storage point. If all remaining souls within a gem are used up in place of components the gem is destroyed, otherwise the gem is simply empty. Soul gems give off auras like other magic items, in this case they give off a strong necromancy school aura and an overall strength equal to that of enchanted items of a modifier value equal to their max capacity plus the current number of stored souls (1-10). If destroyed while bound, the crafter takes a number of temporary negative levels equal to the maximum capacity of the gem. Soul gems are diminutive objects which have a hardness of 15 +1 per maximum capacity, and have hitpoints equal to 10 x max capacity. If a soul gem is unbound and not destroyed it simply fades into a semi-precious stone of a value equal to the value needed to craft it initially.
New Magic Weapon Enchantment:
Soul stealing (+3 enchantment)
Creatures killed with this melee weapon are trapped inside it; it may hold a max number of souls equal to its enhancement bonus and otherwise works like a soul gem.
Variant Class: The Word-Augur
Augurs may give up traditional casting for word casting, in which case they act like spontaneous casters who follow the wordcasting as if they were bards but still following the restrictions of the reduced spells-per-day that Augurs follow. Augurs still use the list available to Magi (as they did with conventional spells) and may still expand upon this list by adding new words. New words can be learned in select numbers from other classes by using the “Expanded Casting” talents, which grant 1 word/level of the selected type to the words known by the Augur.
Mathematical proof of Augur class balance (with some rounding and good-faith equalities)
Base PF classes seem to range in numeric value from between around 2.9-3.1 by this type of breakdown.
10 talents = ~1 (.1 per talent)
6th level arcane casting =~1 (but I have 6th level 5-2 of every spell level / day) = ~.6 (3/5 = .6/1) (worth slightly less since there is a spell access delay so we’ll say ~.55)
Lost spell level totals (given max spell damage is linear) (6+5+4+3+2+1)x 2 lost = 42 total spell levels lost
Max level augment abilities gained =~level 6 spells x 4 (4 comes from maxing augment pool at 20 then taking max level 6 abilities which with capstone cost 5 each (20/5=4))(cost at ½ price so double number) = 6x4x2 = 48 of our 42 lost from the reduced casting putting that ability equal to about a value of ~.45
Plus equal trade magus/investigator class abilities at proper intervals =~1
For a total class numeric value of ~3/3*
*assuming that the options for class abilities, talents, and augments are valid for the level/value they are gained. I have personally balanced every augment, and found numeric/archetype equivalencies for every class ability, so the only variable here is the assumed power value of the talents themselves.
• Consider adding a soul brand ability (like Shadows of Mordor brand to know direction, and dominate line of effect at will as standard action to all within effect, max of CHA mod at once)
• Consider standardizing language, augment pools may be called spheres or circles, maybe the abilities within are called augments, make the language of the class unique.
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