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AUGUR

The augur sees through and beyond the veil of the world around them, observing the great strands of fate that twist, bend, and break with every decision made. Augurs are blessed (although others may think otherwise) with the ability to manipulate the strings of fate in small ways, but usually with great effect.

Seer of Fate:

The augur gains the Divination and Fate spheres as bonus spheres at 1st level. She must select her bonus talents from the Divination and Fate spheres instead of the sphere associated with her mystery.

This replaces mystery spells and alters the oracle's bonus talents.

Kismet (Ex):

Touched by fate, an augur possesses an innate knack for sensing and manipulating fate in small ways, manifesting in a pool of kismet. At the start of each day, she gains a number of kismet points equal to her casting ability modifier (minimum 1). Her kismet goes up or down throughout the day, but usually cannot go higher than her casting ability modifier (minimum 1), though feats and magic items can affect this maximum. An augur spends kismet to accomplish deeds (see below), and regains kismet in the following ways.

  • Gamble: When the augur spends at least one spell point on a Fate or Divination sphere effect, she can choose to roll a d3. If the result is a 1, the cost of the effect is increased by 1 spell point. If the result is a 2, she spends the spell points normally. If the result is a 3, the augur still spends the spell point, but regains one kismet point. She can attempt this for as many spell points as she might spend in a round, but can only regain one kismet point per round this way. She cannot gamble a spell point if the increased spell point cost of the sphere effect reduces her to 0 spell points.

  • Great Failure: Each time the augur rolls a natural 1 on an attack roll against a creature or saving throw, she regains 1 kismet point. If an ability or effect would allow the augur to roll twice or reroll, she only regains kismet if the final result of the roll is a natural 1. Rolling a natural 1 on a saving throw or attack roll against an effect caused by a creature, trap, or effect with a CR less than 1/2 her character level or who is not genuinely hostile to her does not restore kismet.

Attempting to manipulate or circumvent the definition of “genuinely hostile” attracts the ire of Lady Luck and results in the augur being unable to use her kismet or any abilities requiring it for one hour per oracle level as well as the occurrence of numerous tiny coincidences that make her life unpleasant during this time. (What these might be are entirely subject to the GM’s imagination, but should have little effect on gameplay and virtually none on combat. Examples might include tripping outside of combat and falling face-first into manure or being mistaken for someone a shopkeeper hates.)

This replaces the revelations gained at 3rd and 11th levels.

Deeds

Augurs spend kismet points to accomplish deeds. Most deeds grant the augur a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the augur has at least 1 kismet point, but do not require expending kismet to be maintained. An augur can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the augur has or spends the required number of kismet points to perform the deed.

  • Karmic Acumen (Su): At 1st level, the augur is blessed by fortune, even in the most mundane of endeavors. While the augur has at least 1 kismet point, she gains an insight bonus equal to 1/2 her oracle level to skill checks in class skills granted by her mystery (minimum +1). The augur can spend 1 kismet point as an immediate action before she would attempt such a check, allowing her to roll the check twice, taking the highest result.

  • Declare Omen (Su): At 3rd level, the augur can bet on the flow of the fates. Once per round as a free action that can be taken even while it is not her turn, whenever a target (not herself) within 60 feet makes an attack roll or saving throw, she may spend 1 kismet point and predict “weal” or “woe”. This ability must be used before the roll in question is made. Predicting “weal” is divining for the target’s success on the roll and predicting “woe” is divining for the target’s failure on the roll. If the augur was correct (and the target succeeded when predicted “weal” or failed when predicted “woe”), the augur regains 1 kismet point and may roll twice and take the highest result on the next attack roll or saving throw she attempts before the end of her next turn. The augur may choose to not regain this point of kismet (or the ability to roll twice on her next attack roll or saving throw) to instead grant one ally within 60 feet the ability to roll twice and take the highest result on their next attack roll or saving throw they attempt before the end of the ally’s next turn. If the augur was incorrect (and the target failed when predicted “weal” or succeeded when predicted “woe”), the augur instead rolls twice and takes the lowest result on the next attack roll or saving throw she attempts before the end of her next turn.

  • Embrace the Veil: At 5th level, the augur may spend a kismet point as a standard action to gain access to a single Divination or Fate sphere talent that she does not possess, which lasts for 10 minutes per oracle level she possesses. The augur can only benefit from a single talent gained this way at a given time; if the augur uses this ability again, any previously gained talents are lost.

  • Nebulous Magic: At 7th level, the augur may spend 1 kismet point as part of casting a Divination or Fate sphere ability to instead create a nebulous sphere effect. A nebulous sphere effect has no effect and does not function until it is activated as an immediate action; once activated, the augur then determines which talents and effects she is using with the sphere effect, paying any associated costs of the ability (including if she wants to concentrate on the effect). The chosen talents must be from the sphere used as part of the original casting. Once created, a nebulous sphere effect lasts for 1 minute per oracle level and is wasted if not activated by the augur. Once activated however, the normal duration for the chosen sphere effect begins. The caster level of a nebulous sphere effect is determined when the nebulous sphere effect is first cast, not when it is activated. The augur may only have a single nebulous sphere effect at a time; casting a second nebulous sphere effect while it is available for activation dispels the first.

  • Twist Strike: At 9th level, the augur may spend 1 kismet point as a free action that can be taken outside of her turn whenever a creature within 60 feet would threaten a critical hit, making them roll the critical confirmation roll twice, taking the highest or lowest result (her choice, Will negates if unwilling). If an unwilling creature succeeds at their saving throw against this effect, they are immune to this ability for 24 hours.

  • Fate Sight (Sp): At 13th level, the augur can spend 1 kismet point as a swift action to gain the ability to sense those touched by fate for 1 minute per oracle level. She may sense and locate creatures within 30 feet (as if she had the blindsight ability), but can only detect creatures who possess (or are affected by) abilities that manipulate fate and destiny; this includes Fate sphere abilities, creatures with a kismet pool, abilities that grant luck bonuses or the ability to reroll dice, creatures benefitting from luck bonuses, or similarly luck-based abilities such as divine favor, the misfortune hex, a pugwampi’s aura, etc.

  • Prophet of the Weave: At 17th level, the augur gains a +1 insight bonus to her Divination and Fate sphere caster level for every 2 points of kismet currently in her kismet pool (maximum +5).

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