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View Full Version : The Haruspex (3.5 Divination based Base Class) PEACH



Silva Stormrage
2011-08-29, 11:40 PM
Haruspex


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Info: The Haruspex is a a divination specialist spell caster. Even wizards who specialize in the school of divination pale in comparison to Haruspex's mastery over the school of divination. This is supposed to be a tier 3 specialist caster similar to dread necromancer and beguiler. Also this is my first non necromancy based class! I am finally branching out


GAME RULE INFORMATION
Haruspexes have the following game statistics.
Abilities: Intelligence is the most important ability for Haruspexes. Their spell's dc's and their spells per day are based off Intelligence and they gain bonus skill points from the stat. Wisdom is important because it fuels many of their class features.

Alignment: Any
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As sorcerer

Class Skills
The Haruspex's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Listen (Wis), Knowledge (All) (Taken Individually), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Spot (Wis),

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Haruspex


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0

+0

+0

+2
Empowered Divinations, Entrails, Oracle's Vision, Diviner Sense
5
3
-
-
-
-
-
-
-
-



2nd

+1

+0

+0

+3
Share Divination (lesser)
6
4
-
-
-
-
-
-
-
-


3rd

+1

+1

+1

+3
Brief Glimpse 1/day
6

5
-
-
-
-
-
-
-
-


4th

+2

+1

+1

+4
Advanced Learning, Insightful Reflexes
6
6
3
-
-
-
-
-
-
-


5th

+2

+1

+1

+4
Rapid Diviner
6
6
4
-
-
-
-
-
-
-


6th

+3

+2

+2

+5
Brief Glimpse 3/day
6
6
5
3
-
-
-
-
-
-


7th

+3

+2

+2

+5
I knew you were about to do that
6
6
6
4
-
-
-
-
-
-


8th

+4

+2

+2

+6
Advanced Learning, You knew he was about to do that
6
6
6
5
3
-
-
-
-
-


9th

+4

+3

+3

+6
Brief Glimpse 5/day
6
6
6
6
4
-
-
-
-
-


10th

+5

+3

+3

+7
Share Divination (Major)
6
6
6
6
5
3
-
-
-
-


11th

+5

+3

+3

+7
Bypass Wards
6
6
6
6
6
4
-
-
-
-


12th

+6/+1

+4

+4

+8
Advanced Learning, Brief Glimpse 7/day
6
6
6
6
6
5
3
-
-
-


13th

+6/+1

+4

+4

+8
Major Glimpse
6
6
6
6
6
6
4
-
-
-


14th

+7/+2

+4

+4

+9
Share Divination (Prime)
6
6
6
6
6
6
5
3
-
-


15th

+7/+2

+5

+5

+9
Just a dream, Brief Glimpse 9/day
6
6
6
6
6
6
6
4
-
-


16th

+8/+3

+5

+5

+10
Advanced Learning, Marked
6
6
6
6
6
6
6
5
3
-


17th

+8/+3

+5

+5

+10
Perfect Divinations
6
6
6
6
6
6
6
6
4
-


18th

+9/+4

+6

+6

+11
Brief Glimpse 11/day
6
6
6
6
6
6
6
6
5
3


19th

+9/+4

+6

+6

+11
Hypercognition
6
6
6
6
6
6
6
6
6
4


20th

+10/+5

+6

+6

+12
Advanced Learning, Well of Knowledge
6
6
6
6
6
6
6
6
6
5


Class Features
All of the following are class features of the Haruspex.

Weapon and Armor Proficiencies: Haruspexes are proficient with all simple weapons and one martial weapon of their choice and no armor

Spellcasting: A Harupsex casts arcane spells which are drawn from the Haruspex's spell list (See Below). Like a sorcerer he can cast any spell he knows without having to prepare it ahead of time. When a Haruspex gains access to a new level of spells she automatically knows all the spells of that level. To cast a spell a Haruspex must have an Intelligence score of 10+the spell level. The difficulty class is 10+spell level+ the Haruspex's intelligence score. Like other spellcasters a Haruspex can only cast a limited amount of spells per day. His daily allotment is on the table above. In addition the Haruspex gains bonus spells for having a high intelligence score (See table 1-1 on page 8 of the player's handbook).

Empowered Divinations (Ex): The Haruspex's divination spells and abilities gain a bonus to their caster level equal to the Haruspex's wisdom modifier and half that bonus to their saving throw DCs.

Entrails: (Ex) By using the remains of animals the Haruspex can further enhance his visions and divinations. By using the remains of an animal as an optional material component he can cast divination spells at +1 caster level. This bonus increases to +2 at 8th level and +3 at 15th level. The remains of an animal can only be used once, even if you split the animal's remains up each animal's remains can only be used to fuel one divination spell this way. Abilities and feats that remove material components do not function for removing this optional material component.

In addition, they may ignore all material components that cost 50 GP or less for divination spells and abilities or spells and abilities which ward against divinations such as nondetection when they use Entrails as an optional material component. At 10th level this increases to material components of 100 GP or less.

Oracle's Vision: (Su) A Haruspex is bestowed a unique for of vision with which he perceives the world surrounding him. This ability grants the Haruspex a number of different "Vision Modes" which allow him to perceive things about the world most would be unaware of. The Haruspex at first level gains two Vision Modes detailed below. Switching between different vision modes is a swift action. At second level and every 2 levels beyond that the Haruspex gains an additional vision mode or may improve an existing one by selecting amongst the options listed below. These vision modes are divination effects and as such are blocked by Mind Blank and similar abilities. The DC of any Vision Mode is 10 + 1/2 Class Level + Intelligence Modifier.


Vulnerability Vision
This vision mode allows the Haruspex to perceive which creature has the lowest armor class in his line of sight. By altering who he perceives as an enemy the Haruspex can thus rank all creatures within his line of sight by their armor class. This ranking does not take into account a creature's touch ac, or flatfooted ac just their regular ac. When attacking an enemy they can see with this vision mode active the Haruspex gains a +2 insight bonus to hit and damage rolls

Improved Vulnerability Vision: Requires Vulnerability Vision and Haruspex Level 4
This allows the Haruspex's "Vulnerability Vision" Vision Mode to rank creatures by their touch or flatfooted ac as well as their regular ac. In addition, the insight bonus to hit and damage increases to +4 and any critical hit they make has their critical hit multiplier increased by 1.

Vulnerability Exploitation: Requires Improved Vulnerability Vision
This improves the Haruspex's "Vulnerability Vision" Vision Mode and grants it an additional feature. While the Haruspex has Vulnerability Vision as his current vision mode he may make a single attack as a standard action at a -10 penalty to his attack roll and if he hits automatically threaten and confirm a critical hit. In order to score the critical hit he must still hit the opponent's ac with the -10 penalty.

Perfect Vulnerability Vision: Requires Improved Vulnerability Vision and Haruspex level 10:
This improves the Haruspex's "Vulnerability Vision" immensely, allowing him to know the exact AC of every creature within range.

Status Display: Requires Haruspex Level 6
This vision mode when active allows the haruspex to identify a creature's conditions and injuries. While this vision mode is active they may select one creature within line of sight as a swift action and gain information about the creature for one round as if the Haruspex had cast the spell "Status" on them.

Combat Awareness: Requires Haruspex Level 8, Vulnerability Vision
This vision mode when active allows the haruspex to read the flow of battle to exploit weaknesses and spot opportunities. While this vision mode is active they gain a +4 bonus to initiative and a +2 bonus to ac and saving throws versus enemies they can see. In addition, all of the the Haruspex's abilities have their saving throw DCs increased by 2 against any enemy whom they can see while this vision mode is active.


Emotion Sensor:
This Vision Mode when selected allows the Haruspex to identify the emotions of anyone within his field of vision. This ability isn't very precise and gives general idea of emotions not specifics. So "That orc is angry" not "That orc is angry because the bartender messed up on his order and he lost a fight recently". It doesn't read surface thoughts, only emotions. Still this can be very useful for understanding people and thus gives a +10 bonus on sense motive checks while this vision mode is active.

Lie Sense: Requires Emotion Sensor, Haruspex Level 12
This Vision Mode when selected allows the Haruspex to automatically detect when a creature within their line of sight tells a direct lie. This doesn't help with partial truths or things that are technically true..

Visions of Memories:
This Vision Mode when selected allows the Haruspex perfectly memorize what he sees with it active. This also prevents his memory from being modified as the vision mode locks his memory in place. Lastly while this vision mode is active he may produce an illusionary replica of what he has previously seen while this vision mode was active in a 5ft cube within close range as the spell Major Image.

Weakness Indication:
This Vision Mode when selected allows the Haruspex to pinpoint a particular save of a particular creature within line of sight as a move action. For example, he could focus on a particular enemy spending a move action and figure out his current will saving throw bonus. The Haruspex does not learn all the individual bonuses that make up that total bonus or even if the bonus changes in a future round. Each round the Haruspex may identify another creature. The Haruspex may only identify a single saving throw bonus per round.

Improved Weakness Indication: Requires Weakness Indication, Haruspex level 8
This improves the Haruspex's "Weakness Indication" Vision Mode allowing the Haruspex to determine the total bonus of every saving throw of a particular enemy. For example, by spending a move action the Haruspex may learn a particular enemy's total bonus to his fortitude, reflex and will saving throws.

Greater Weakness Indication: Requires Improved Weakness Indication, Haruspex level 12
This improves the Haruspex's "Weakness Indication" Vision Mode allowing the Haruspex to determine the total bonus of every saving throw of all enemies within line of sight. He still must spend a move action to determine their saving throws bonuses though.

Perfect Weakness Indication: Requires Greater Weakness Indication
This improves the Haruspex's "Weakness Indication" Vision Mode allowing the Haruspex to determine the total bonus of every saving throw of all enemies within line of sight without needing to spend a move action to do so.

Type Sensor:
This Vision Mode when selected allows the Haruspex to identify particular types of creatures. When activated a Haruspex may select a type of creature such as Construct, Undead, Outsider, etc. If any creatures within his line of sight is of the selected creature type they are highlighted in a reddish glow. This glow grants the Haruspex a +5 bonus to spot any hiding creatures of the selected type. The Haruspex can switch which creature type he is trying to find with a swift action.

Morality Detector:
This Vision Mode when selected allows the Haruspex to determine alignment. He may select any particular aspect of an alignment such as "Lawful, Chaotic, Good, Evil or Neutral". Any creature who has one of those aspects in their alignments glows with a particular color identifying them to the Haruspex. He may switch which aspect to detect as a swift action

Improved Morality Detector: Requires Morality Detector
This improves the Haruspex's "Morality Detector" Vision Mode allowing the Haruspex to determine the exact alignment of every creature within his line of sight.

Object Analysis:
When this vision mode is active the Haruspex gains the ability to analyze objects and magic items. With this vision mode all magical objects glow with a faint outline, this doesn't help with determining what type of items they are. However, with ten minutes of effort he can replicate the effects of the identify spell on one item he is touching. In addition to the information given by the identify spell he also learns details about how the object was made (Whether by magic, by hand, manufactured, etc), what materials it is made out of and other basic info about the item.

Greater Object Analysis: Requires Object Analysis, Haruspex Level 10
This improves your Object Analysis vision mode. Now the Haruspex can gain the information from their Object Analysis Vision Mode on an item by simply observing it and activating this vision mode as a free action. He may only observe one item in this manner in a given round. He also gains more detailed information about how an object works and how it was constructed to the point that he learns the general process to create it himself (In game terms he learns the prerequisites to create the item but doesn't gain the craft skill or magic item creation feat to create it)

Perfect Object Analysis: Requires Greater Object Analysis, Haruspex Level 18
This perfects your Object Analysis Vision Mode. Now they automatically discern all magical properties of all items in their field of view automatically as well as gaining the extra information their Object Analysis vision mode grants. In addition, this Vision Mode works on artifacts and with an extra hour of concentration with an artifact on hand the Haruspex can figure out at least one specific method of destroying the artifact. Whether the Haruspex can accomplish the method is another thing entirely.

Detection:
This Vision Mode when selected allows the Haruspex to improve his visual prowess. He gains a +10 bonus to all spot checks.

Improved Detection: Requires Detection
This improves the Haruspex's "Detection" Vision Mode allowing him to automatically spot all creatures who are hiding behind anything less than total cover. This ability is impacted by the feat "Darkstalker (LoM)" and a hiding target with that feat gets to make a hide check.

Detect Thoughts: Requires Haruspex Level 6
This functions as the spell "Detect Thoughts" except while this vision mode is active the Haruspex is always treated as if having spent 2 rounds concentration on the effect. The Haruspex may spend a round concentrating to read the surface thoughts of one creature within range. They get a will save to resist this effect.

See Invisibility: Requires Haruspex Level 6
This Vision Mode when selected functions as the See Invisibility spell.

See Illusions: Requires Haruspex Level 6
This Vision Mode when selected allows the Haruspex to automatically get a will saving throw to disbelieve any illusion he sees. He does not need to interact with it in order to get a saving throw.

Pierce Illusions: Requires See Illusions and Haruspex Level 10
This improves the Haruspex's "See Illusion" Vision Mode and allows him to automatically disbelieve any illusions that he can see without the need for a saving throw.

True Seeing: Requires See Illusions and Pierce Illusions and Haruspex Level 18
The Vision Mode gives the Haruspex the benefits of the true seeing spell up to 300ft away.

X-Ray Vision: Requires Haruspex Level 8
This Vision Mode when selected functions as the magic item "X-Ray Ring" except its use is not exhausting and does not cause constitution damage.

Hidden Insight
This Vision Mode when selected allows the Haruspex to locate and identify traps and secret doors easily without spending effort. While this Vision Mode is active the Haruspex is always treated as searching for traps and secret doors and gains a +10 bonus on such checks to identify them. However, this ability does not grant any particular bonus to disabling or opening those traps or doors.

Perfect Hidden Insight: Requires: Hidden Insight, Haruspex Level 14
This improves the Haruspex's "Hidden Insight" Vision Mode allowing the Haruspex to automatically detect and locate all traps and secret doors within 30ft of him. Once again though this grants no insight on disabling or opening them.

Power Scanner:
This Vision Mode when selected allows the Haruspex to focus on a creature to determine raw vitality and danger of a creature. By spending a move action the Haruspex may determine how many HD a single creature has. This ability also informs the Haruspex of any level adjustment the creature has. If attempting to scan a creature whose HD is 10 higher than your own this vision mode shuts off and the Haruspex becomes blind for one round unable to use any other vision modes while blinded. This happens even if the Haruspex is normally immune to being blind.

Improved Power Scanner:
This improves the Haruspex's "Power Scanner" Vision Mode allowing him to also determine the creature's CR as well as HD and LA.

Arcane Eyes: Requires: Haruspex Level 8
While this vision mode is active the Haruspex gains the benefits of the spell "Arcane Sight" as well as gaining a +5 insight bonus on spellcraft checks while this vision mode is active.

Greater Arcane Eyes: Arcane Eyes, Haruspex Level 14
This improves their Arcane Eyes vision mode. Now it grants the benefits of the spell "Arcane Sight, Greater" and the bonus to spellcraft checks improves to +10.

Path to Discovery: Requires Haruspex level 18
This Vision Mode allows the Haruspex to locate the exact path to a particular creature or object's location. The Haruspex must have previously seen the creature or object in person, not through any other divination effect. While using this ability the Haruspex can unerringly follow a path that will lead him to the chosen target. This does not allow the Haruspex to automatically know each step in advance, he only knows the next step he needs to take to reach the creature. While this Vision Mode does not avoid all dangers and harms (Such as a patrolling guard or a hired assassin) it does avoid obviously harmful terrain environments (It won't tell the Haruspex to swim through lava or swim across an ocean unless there is literally no other way). Trying to locate a creature who is on a different plane will either have this ability direct the Haruspex to a planar portal or instruct the Haruspex to either find a creature who can plane shift him to a random point on the plane the target is located on or cast wish to bring the Haruspex to a random point on the plane the target is located on. Finally, no non epic source can block this ability.

This ability is the pinnacle in divinations to find someone but it does have its faults. Knowing the way to reach someone and actually walking that path are two different things. In addition, a cunning enemy can infuriate a Haruspex who over relies on this by simply moving around a lot. If the target is fond of teleporting around constantly will have this ability instructing the Haruspex to turn around and walk in a completely different direction often. In addition, this path won't suggest to the Haruspex to teleport to a location unless they have already been to that location in person. Thus if a creature you wanted to find was in your home the path would perhaps suggest "Step 1: Teleport to the front entrance of your living room". But if they were in a city you have never been to it won't suggest "Teleport to East Hythe in the merchant district" and will instead tell you to walk to the location similar to the spell Find the Path.

Perfected Path to Discovery: Requires Path to Discovery
This improves the Haruspex's "Path to Discovery" Vision Mode. Now while Path to Discovery is active the Haruspex automatically views the creature he is trying to reach as if scrying upon him. The Haruspex still has his normal senses while scrying, and like Path to Discovery the scrying effect is not stopped by any non epic ability.

Visions of the Past: Requires Haruspex Level 20
This Vision Mode allows the Haruspex to simply see past actions of creatures following behind them. As a swift action with this Vision Mode active they can learn peer into a creature's past and learn details about the actions the creature took in the past 24 hours. They learn quite a lot of information but some details may be obscured or lacking clarity. For example, if they used this Vision Mode on a creature who committed murder in the past 24 hours the Haruspex may learn the creature killed an individual by using a poisoned dagger he then later threw away in a river. In this example, the Haruspex may not learn the exact name of the murdered individual or where the dagger currently is located. It is up to the DM to determine the exact extent of the information granted by this Vision Mode.


Diviner Sense: This ability functions as bardic knowledge as a bard of equal level with the following differences. This ability is not gained from general knowledge the Haruspex has picked up from traveling but rather an innate sense that is constantly looking for more information and knowledge. As such this is treated as a divination effect and is blocked by mind blank and similar effects (But likewise is affected by Bypass Wards (See below). This ability still counts as Bardic Knowledge for the purpose of ACFs and effects that modify or replace Bardic Knowledge.

Share Divination (Su): The Haruspex can begin to share his visions of the future with allies. Starting at second level whenever he casts a personal range or touch range divination spell on himself he can share the benefits of that spell with a willing creature within 30 feet. They can also share wards against divination such as Mind Blank or Non Detection in the same way.

At 10th level the Haruspex can share it with one willing creature/intelligence modifier within 60ft. Also the Haruspex can share the benefits of divination spells that only effect him, such as the Assay Spell Resistance spell.

14th Level the Haruspex the range increases to the Haruspex's line of sight and the number of willing creatures equal to their caster level or intelligence modifier, whichever is higher.

Brief Glimpse (Sp): As a free action that can be done anytime the Haruspex isn't flatfooted the Haruspex can see briefly into the future. The Haruspex can determine the outcome of a spell or action before the target finishes it. The Haruspex is aware of the spell or action failing, being resisted, the target making his saving throw, or any immediate actions the target takes to resist/block the spell or attack. The action that the Haruspex can see with this ability has to be done within 1 round or less.

At 9th level this ability improves. The Haruspex can use Brief Glimpse once per encounter without expending a use for the day. They can also use it once every 5 minutes outside of combat without expending a charge. Any additional uses take up a daily charge as normal

At 16th level this ability improves further. The Haruspex can use this ability once each round for free without using up a use per day any additional uses during that round take up a daily charge as normal.

Advanced Learning: At 4th level, a Haruspex can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a spell of the divination school, and of a level no higher than that of the highest-level spell the Haruspex already knows. Once a new spell is selected, it is added to that Harspex's spell list and can be cast just like any other spell he knows. If a spell is on the cleric, wizard or druid spell list, use the lower of the spell levels (when different) to determine what level the spell is for a Haruspex. If the spell only appears on another class's list use the level for that class instead. A Haruspex gains an additional new spell at 8th, 12th, 16th, and 20th level.

Instead of choosing a divination spell he may select a spell of any other school but of a level of at most one level lower than the maximum one he already has access to. In addition, a non divination spell must be chosen from the Wizard/Sorcerer, Cleric or Druid spell lists.

Insightful Reflexes (Ex): The Haruspex can see the way the opponent moves and can dodge accordingly. The Haruspex gains a bonus to Reflex saving throws, initiative and to AC equal to his wisdom modifier. At 6th level the Haruspex gains Evasion and at 14th level he gains Improved Evasion.

Rapid Diviner (Ex): The Haruspex can cast divinations much faster than the average caster. The Haruspex can cast all divination spells, spell like abilities and similar effects as if they were affected by the rapid spell metamagic without an increase in casting time or spell level. This stacks with the metamagic feat.

I knew you were about to do that (Ex): Due to naturally predicting opponents movements the Haruspex can ready an action against an opponent without specifying what he is readying against and what action he will perform against it.

You knew he was about to do that (Su): The Haruspex visions even help his allies. All allies within 20 feet of the Haruspex are treated as if having the ability "I knew you were about to do that". The ally can use "I knew you were about to do that" once per encounter. At 15th level the range of this ability increases to those within LoS and LoE to the Haruspex.

Bypass Wards (Ex): The Haruspex is adept at getting around protection against divination. He ignores any spell or item that blocks divination effects unless the enemy caster or item has a caster level higher than his caster level. In which case the target gets a will saving throw to resist the spell. If the spell allows a saving throw already he must fail two. If the ability doesn't normally have a saving throw the DC is 10+spell level+the Haruspex's int modifier + the Haruspex's wisdom modifier. If it doesn't have a spell level treat the spell level as equal to 1/2 of the Haruspex's class level.

Major Glimpse (Sp): Once per day when using his Brief Glimpse ability on a spell the Haruspex casts he can see how the target fails to defend himself. The dc for the spell the Haruspex used Brief Glimpse for increases by his wisdom modifier. This ability can be used after the Haruspex determines if the target succeeded or failed his saving throw. At 18th level the Haruspex can use this ability a number of times equal to his wisdom modifier per day.

Just a Dream (Ex): Sometimes the Haruspex has a very very vivid nightmare where the party dies horribly in a total party kill... Thankfully it was just a dream right? The Haruspex can see into the future unconsciously at 15th level. Once a week the current day can be determined to be "just a dream" the Haruspex wakes up at the beginning of the day with perfect knowledge of what he just experienced in the dream. This ability is not affected by effects and abilities that block or mess with divination effects.

DM Note: If the Haruspex wishes you should allow him to precede exactly the same up to a certain point in the day if he wishes to skip parts of the day. He is just doing the same thing, it should have the same reaction. Once he begins to act differently than the dream though the entire rest of the day becomes different.

Marked (Sp): At 16th level once a day a creature or object within line of sight and effect can become "marked". Marking a target takes a full round action and results in all divination spells and effects cast by the Haruspex having a +5 bonus to CL when targeting the marked target.. There is no saving throw against this ability If the target is successfully marked than he takes double the penalties described in the Scry spell and takes a -5 penalty on saving throws against other divination spells and effects. For example if the Haruspex had the target's hair he would take a -20 instead of - 10 on the will save to resist the scry. As well the Haruspex always knows what direction and how far away the marked subject is from the Haruspex. If the target is on another plane than the Haruspex learns which plane they are currently on. Their can only be one marked target at a time. The mark lasts indefinitely but can be removed with a disjunction, miracle or wish.

Perfect Divinations (Sp): The Haruspex is now a master and weaving divinations, all of his divination spells and spell like abilities take only a standard action to cast and no longer take any xp or material components as long as the components are less than 5000 gp or xp as appropriate. If a spell or spell like ability already had a casting time of one standard action they may be cast as a swift action.

Hypercognition (Sp): At 19th level the Haruspex can cast a spell like ability that mimics the abilities of the psionic power Hypercognition once per day per intelligence modifier.

Well of Knowledge (Sp): The Haruspex can know learn almost anything and find answers to almost any question. Once per week the Haruspex can learn everything about a creature, object or place within line of sight. If the Haruspex targets a creature, the Haruspex gains a full perfect memory of the creature's past and everything he ever learned regardless if the creatures still remembers the information or the memories or knowledge was removed via non epic magic. There is no saving throw to resist this effect though it is affected by spell resistance. This does not allow the Haruspex to manifest powers the target might know or duplicate any other class or racial features. This skill however, does let you copy over knowledge from knowledge skills. Whenever the Haruspex uses this ability and the target has higher ranks in any knowledge skill than the Haruspex the Haruspex increases his ranks in that knowledge skill permanently equal to the ranks of the targeted creature.

If the Haruspex targets an object he learns the entire history of the object, who has used it and for what purpose, all it's abilities and how they function, how the item was constructed, etc. This ability even works on artifacts.

If the Haruspex targets a place he learns the general culture of the surrounding town/kingdom, major events that occurred or influenced the region, notable people living within 10 miles of the place and similar details going back up to 100 years. They don't learn perfect details regarding these events or details but they do instantly gain a bonus equal to their caster level for divination spells on Knowledge (Local) and Knowledge (History) checks regarding the region and its surrounding area and can make such checks untrained.

Regardless of the choice the Haruspex instantly memorizes the exact details learned from this ability.

Haruspex Spell List

0—Arcane mark, Detect Magic, Detect Poison, Detect Undead, Detect Secret Doors, Fire Eyes (MoTW), Ghost Sound, Guidance, Light, Mage Craft (ECS), Message, Prestidigitation, Read Magic, Know Direction,
1st—Alarm, Arcane Sensitivity (SS) Comprehend Languages, Combat Readiness, Combined Talent (CM) Critical Strike (SpC), Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law,, Detect Weaponry (Cs), Ebon Eyes (SpC), Guided Path (CM), Guided Shot (SpC), Identify, Instant Search (SpC), Know Protections (MoF), Lay of the Land, Living Prints (SpC), Omen of Peril, Portal Beacon, Scholar's Touch, Sign, Speak With Animals, Spontaneous Search, Targeting Ray (SpC), Trance (OA), True Casting (CM), True Strike, Wieldskill (MoF)
2nd— Augury, Allied Footsteps (CM), Animal Spirit (MoI), Chain of Eyes (SpC), Continual Flame, Crown of Clarity (PHB II), Darkvision, Detect Thoughts, Divine Insight, Find Traps, Fox's Cunning, Greater Alarm, Insidious Insight, Insight of Good Fortune, Invisibility, Lesser Celerity (PHB II), Locate Object, Lore of the Gods (CC)2, Owl's Wisdom, Portal Alarm, See Invisibility, Speak to Allies, Snow Sight (Frostburn), Status, Silence, Sure Strike (PHB II), Tactical Precision (SpC), True Dodge*, Whispering Wind, Zone of Truth
3rd—Adept Spirit (MoI), Alter Fortune (PHB II), Analyze Portal, Anticipate Teleportation (SpC), Arcane Sight, Battlemagic Perception (HoB), Blindsight, Circle Dance (SpC), Clairaudience/Clairvoyance, Combat Perception*, Daylight, Detect Scrying, Dispel Magic, Divination, Enduring Scrutiny (CM), Find the Gap (SpC), Forest Eyes (CC), Glimpse of Truth (BoVD), Glowing Orb (SpC), Guardian Spirit (MoI), Helping Hand, Hesitate (PHB II), Implacable Pursuer (SpC) Invisibility Purge, Knight's Move, Know Opponent, Know Vulnerabilities, Listening Coin, Lesser Telepathic Bond, Nondetection, Path of the Exalted (BoED) Safety (MoP), Skull Watch, Speak with Plants, Spiritual Advisor (CC), That art Thou (OA), Tremorsense (SpC), Understand Device (MoF), Unluck (SpC), Valiant Spirit (MoI)
4th—Arcane eye, Assay Spell Resistance (SpC), Blink, Celerity (PHBII), Crown of Veils (PHBII), Discern Behavior*, Dimensional Anchor, Dimension Door, Discern Lies, Dispel Magic, Greater Blindsight (SpC), Greater invisibility, Identify Transgressor (BoVD), Imbue with Spell Ability, Improved Portal Alarm, Locate Creature, Mass Darkvision, Revelation (DoF), Scrying, Sending, Sensory Deprivation (SpC), Tongues, True Save*, Weather Eye (SpC)
5th—Blink Greater (SpC), Contact Other Plane, Echo Skull (SpC), Flowsight (Sw), Greater Dimension Door, Mage's Private Sanctum, Passwall, Permanency, Plane shift, Prying Eyes, Sacred Guardian (BoED), Scry Location (CS), Telepathic Bond, Teleport, True Seeing, Zone of Respite (SpC), Zone of Revelation (SpC)
6th--- Animal Spirit Mass (MoI), Contingency, Dispel Magic Greater, Find the Path, Hindsight (SpC), Eyes of the Oracle (DM), Gemjump (SpC), Greater Anticipate Teleportation (SpC), Legend Lore, Fox's Cunning Mass, Owl's Wisdom Mass, Probe Thoughts, Stone Tell, Trobriand's Baleful Teleport (CoSW), Watchful Vigil*
7th—Adept Spirit Mass (MoI) Brain Spider, Greater Arcane Sight, Guardian Spirit Mass (MoI) Greater Dispel Magic, Gem Tracer, Greater Scrying, Greater Teleport, Limited Wish, Mass Invisibility, Plane Shift Greater (SpC), Phase Door, Greater True Strike*, Vision
8th— A Life Examined*, Discern Location, Greater Celerity (PHBII) , Coiling Timelines*, Greater Prying Eyes, Mind Blank, Moment of Prescience, Screen, Speak With Anything (MoTW), Superior Invisibility (SpC), Valiant Spirit Mass (MoI), Visions of the Future (PHB II)
9th—Chain Contingency, Choose Destiny (RoD), Eye of Power (SpC), Foresight, Genesis, Mage's Disjunction, Perfect Strike*, Refuge, Teleportation Circle, Teleport Through Time (Web), Wish
* New Spell See Below
2: The Haruspex is always treated as worshiping a deity who grants the knowledge domain for the purpose of this spell, regardless of who, if anybody, he worships. In addition, they apply the bonus this spell grants to their Diviner Sense class feature's bardic lore check.
3: The Haruspex automatically qualifies to cast spells of the divination school on the spell list as if they had the Incarnum Spellshaping feat. This does not allow them to cast other incarnum spells without that feat.


New Feats
The following are a few new Haruspex only feats for them to take. I have used these previously for NPCs and might as well post them here as well.

Extra Vision Mode
[I]The Haruspex gains an extra Vision Mode
Prerequisite: Oracle's Vision Class Feature
Benefit: You learn one additional Vision Mode that you qualify for.
Special: This feat may be selected multiple times, each time selecting a new vision mode.


Dual Vision Mode
The Haruspex can have two vision modes active at a single time
Prerequisite: The Extra Vision Mode feat must be taken two separate times.
Benefit: The Haruspex can now have two vision modes active at any given time. Activating or deactivating one is still a swift action and if they already have two vision modes active and they try to activate a third the Haruspex can choose which of his two vision modes become deactivated.


Expert Scryer
The Haruspex is adept at bypassing wards against divination
Prerequisite: Bypass Wards.
Benefit: When the Haruspex attempts to cast a spell with the scrying descriptor he gains a +2 bonus on the spells saving throw DC as well as a +5 bonus on caster level for the purpose of his Bypass Wards class feature.

Silva Stormrage
2011-08-31, 11:46 AM
New Spells
The following are a few new divination spells for the Haruspex and others to use. Divinations are truly lacking at higher levels.

A Life Examined
Divination (Mind Affecting)
Level: Haruspex 8, Wizard/Sorcerer 8
Components: V, S
Casting Time: 10 Minutes
Range: Touch
Target: One Creature
Duration: One Minute/Level
Saving Throw: None
Spell Resistance: Yes

This spell allows the caster to observe the entire set of memories within a particular creature whom they lay their hands upon. Upon finishing casting the spell the caster gains full and unlimited access to the creature's current set of memories. Things they have forgotten or were unaware of at the time of an event are not shared with the caster. As long as the caster remains in contact with the creature and for ten minutes afterwords he has full access to its memories and can share this info with companions nearby. Once this duration expires he loses access to the trove of memories and they fade from his mind leaving only faint ephemeral whispers of what he saw. This spell doesn't give the caster any permanent bonus to any skill checks nor does it give any increases to the caster's skill ranks.

Coiling Timelines
Divination
Level: Haruspex 8, Wizard/Sorcerer 9
Components: V, S, M
Casting Time: 1 Hour
Target: Personal
Duration: 10 Minutes/Level
Range: 1 Mile/Level
Saving Throw: None
Spell Resistance: No

One of the most potent divinations in how clear and precise its results can be. Upon finishing casting this spell the caster falls into a coma for the duration of this spell. While in this coma he sees a vision of himself in his current position wide awake. In this dream vision he can act, cast spells and use his abilities exactly as if he was awake. In addition, his dream vision replicates the entire world within the range of the spell and he can interact with creatures/objects within this range as if he was interacting with the real thing. The dream version of people and objects act just as their real counterparts. The one exception is for people, item and locations warded against divinations. Those are simply represented as pure black voids to the caster's dream self's vision. Events and reactions may be different than in reality if events and people from outside the spells range would interact with those inside as this spell can't model those outside the range of the spell when it was first cast. Spells and abilities used in this dream vision are still expended even when he awakes from his dream. Time also passes at a 1-1 ratio with the outside world while he is inside this dream. If his dream self dies the spell immediately ends and he wakes up, even if something would of resurrected him in his dream vision.

Material Component: You must sacrifice all the broken shards of a mirror that was worth 2000GP.

Combat Perception
Divination
Level: Haruspex 3, Wizard/Sorcerer 3
Components: V, S
Casting Time: 1 Standard Action
Target: You
Duration: 1 Round/Level
Range: Personal
Saving Throw: None
Spell Resistance: No

You grant yourself a short term insight in combat, granting you brief glimpses in dodging and making attacks. You gain a +2 insight bonus to attack rolls, weapon damage rolls, ac and reflex saving throws as well as 20% miss chance. These bonuses increase by +1 and 10% miss chance at CL 10, 15 and 20 to a maximum of +5 bonus and 50% miss chance. This miss chance does not stack with other miss chance and the insight bonuses and miss chance is negated against targets immune to divinations.

Discern Behavior
Divination [Mind Affecting]
Level: Haruspex 4, Wizard/Sorcerer 5
Components: S
Casting Time: 1 Standard Action
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You discern how a creature would behave in a given situation. Effectively you build up a scenario in your mind and accurately simulate how the creature would behave and react and what they would think during such a scenario. If the caster casts this on another creature he may share the details with target. The scenario devised can not be longer than five minutes and the scenario can not compel the target to act in any particular way. You also don't have perfect control over the scenario, and once the scenario is set you can't alter it further. Thus if you set up a scenario of the target fighting a dragon you don't control exactly what tactics or movement the dragon performs, you simply set general criteria, "What would happen if they fought an adult red dragon who primarily used fire spells and took them by surprise", "How would they respond to a friendly merchant offering them a very exclusive deal for a magic item", etc. Spells and effects that prevent reading surface thoughts block this spell.

Thus a caster could use this spell to determine how a diplomat would react to hearing about a proposed peace plan and get their surface thoughts during such a proposal. Or the caster could cast this on a creature before sharing some classified or secret information and see if the target plans to leak or betray that information. This could also be used to deduce combat information, casting it on a target to see how they would react and behave if they were fighting a dragon would let you deduce what kind of tactics or spells they might use. For DMs its highly recommended that you don't actually play out the scenario in detail, just briefly think about it and give the players some details. For a combat example give them details regarding how the target fights, some prepared spells or knowledge of tactics and what items they have and similar details.

Greater True Strike
Divination
Level: Haruspex 7, Wizard/Sorcerer 8
Components: V, S
Casting Time: 1 Standard Action
Target: Personal
Duration: 1 Round
Saving Throw: None
Spell Resistance: No

Your next attack roll automatically hits your target's AC and ignores all miss chance, mirror images, concealment or similar effects. This even includes total concealment though you still need to find a way to pinpoint the target's square. In all ways this is treated as if you rolled a natural 20 except it doesn't trigger effects that rely on a natural 20 such as the Vorpal Weapon Special Ability.

Perfect Strike
Divination
Level: Haruspex 9, Wizard/Sorcerer 9
Components: V, S
Casting Time: 1 Standard Action
Target: Personal
Duration: 3 Rounds
Saving Throw: None
Spell Resistance: No

The first attack roll of your next three turns automatically hits your target's AC and threatens a critical hit, ignoring all miss chances, mirror images, concealment or similar effects. This even includes total concealment though you still need to find a way to pinpoint the target's square. In all ways this is treated as if you rolled a natural 20 except it doesn't trigger effects that rely on a natural 20 such as the Vorpal Weapon Special Ability.

Watchful Vigil
Divination
Level: Haruspex 6, Wizard/Sorcerer 6
Components: V, S, M
Casting Time: 1 Hour
Duration: 1 Day/Level or until discharged
Range: Touch
Saving Throw: None
Spell Resistance: No

This spell leaves a floating invisible beacon in a square adjacent to the caster. This beacon can not be seen even with see invisibility or true seeing but it can be detected with detect magic or arcane sight. Upon being placed the beacon is unmoving and triggers anytime a creature moves within 500ft of the beacon. When triggered the beacon gives a short telepathic warning to the caster and a mental image of the creature that triggered the beacon as long as the caster is still on the same plane as the beacon. If the caster so wishes he may activate the beacon as a free action and have the beacon follow the triggered creature at a rate of 100ft per round. While the beacon is activated the caster sees and hears in an area 500ft around the beacon. The caster can use special senses when viewing/hearing this location. Once activated this beacon lasts for one round per caster level and then is permanently deactivated.

Upon being cast the caster can choose to have the beacon ignore certain categories of creatures distinguishable by visual signs(Creatures smaller than tiny, animals, etc) or to ignore certain specific creatures who are nearby at the time of the spells casting.

Material Component: 100 GP worth of pearls.

True Dodge
Divination
Level: Haruspex 2, Wizard/Sorcerer 3
Components: V, S
Casting Time: 1 Immediate Action
Duration: 1 Round (See Text)
Range: Personal
Target: You
Saving Throw: None
Spell Resistance: No

You gain temporary, intuitive insight into the immediate future during the next few attacks against you within the duration allowing you to dodge incoming strikes. This grants you a +10 dodge bonus to AC for 1 round or until a number of attack rolls are made against you equal to your primary casting modifier.


True Save
Divination
Level: Haruspex 4, Wizard/Sorcerer 4
Components: V, S
Casting Time: 1 Standard Action
Duration: 10 Minutes/Caster Level
Range: Personal
Target: You
Saving Throw: None
Spell Resistance: No

You gain temporary, intuitive insight into the immediate future during the next few attacks against you within the duration allowing you to resist or dodge their effects. This grants you a +10 insight bonus on your next saving throw as well as knowledge of what success/failure means for the saving throw. This spell grants you this bonus on the first Fortitude, Reflex and Will save you suffer during its duration. Once you have made each saving throw once the spell is dismissed.

VonDoom
2011-08-31, 05:31 PM
Lack of entrail-reading class feature makes me a sad occult-interested person.

Silva Stormrage
2011-08-31, 05:42 PM
Lack of entrail-reading class feature makes me a sad occult-interested person.

.... Wow, of all the things I expected that was not one of them >.>. My friend who I got the name from (originally going to call it seer but I didn't think that was original or cool enough) bugged me while I was adding the finishing touches to add animals entrails as a bonus material component to all spells >.>. Maybe I should add it :smallbiggrin:.

WhatsWithCanada
2011-09-02, 01:33 AM
These are some pretty solid abilities. I've been wracking my brain for months trying to make limited casters to replace wizards in my games, but I always came up short when divination was involved. This is a great help.

Fitz10019
2011-09-02, 03:36 PM
I knew you were about to do that (Ex): Due to naturally predicting opponents movements the Haruspex can ready and action against an opponent without specifying what he is reading against and what action he will preform against it.

... but they still have to use a standard action and declare that they are readying an action (note your typo 'ready and action') and which opponent they are readying against, right? I think this will cause headaches as the DM declares an action and the player says, "wait, um, I, um..." I think it would be more practical (in execution) to let them declare a 3-option readied action instead of the normal 1-option readied action.


You knew he was about to do that (Su): The Haruspex visions even help his allies. All allies within 20 feet of the Haruspex are treated as if having the ability "I knew you were about to do that". The ally can use "I knew you were about to do that" once per encounter.

The problem I imagine for I knew you were about to do that gets multiplied. Once per encounter is a good limit.

Silva Stormrage
2011-09-02, 03:51 PM
... but they still have to use a standard action and declare that they are readying an action (note your typo 'ready and action') and which opponent they are readying against, right? I think this will cause headaches as the DM declares an action and the player says, "wait, um, I, um..." I think it would be more practical (in execution) to let them declare a 3-option readied action instead of the normal 1-option readied action.


Thank you for pointing out the typo.

I don't think it's that much of a problem. The problem you pointed out is the same thing if the player has access to celerity or synchronicity. I actually based it off of synchronicity. Also players that tend to not know what they are doing quickly tend to not act quickly no matter what. "Um should i use the first action, should I wait... um should I use the second, no wait the first..."

Re'ozul
2011-09-09, 05:53 PM
I have to admit that I am somewhat confused by Empowered Divinations.
Its greates use is in extending the duration of divination spells as most of these spells are either not affected by SR/saves or are harmless.

The only big thing would be its interaction with Bypass wards if it affects that specific will save.

Also, does Bypass wards work against things like Mindblank?

Silva Stormrage
2011-09-09, 11:57 PM
I have to admit that I am somewhat confused by Empowered Divinations.
Its greates use is in extending the duration of divination spells as most of these spells are either not affected by SR/saves or are harmless.

The only big thing would be its interaction with Bypass wards if it affects that specific will save.

Also, does Bypass wards work against things like Mindblank?

Empower divination is mostly for things such as Scry (Will save negates), and the Unluck Spell which is a very good debuff which is divination for some reason and is also will save negates.

It does also the will save of bypass wards.

Yes bypass wards goes through mindblank, that was the key spell I thought about when designing that ability. A single permanent (basically) buff that removes 2 entire schools of magic needs some way to get around it.

Demidos
2011-09-10, 02:00 AM
Entrails needed. :smallbiggrin:
Nuff Said.

Silva Stormrage
2015-08-23, 09:00 PM
Entrails needed. :smallbiggrin:
Nuff Said.

I added your entrails for you happy now :smalltongue:

Also I am going through my old homebrew updating certain aspects that I no longer feel are good design and reupdating the tables etc.

I am mostly happy with the Haruspex, it's good at what it does and has some utility outside that narrow field. However, one thing I noted that really stood out was that a level 1 Haruspex simply cried itself to sleep. It has no useful combat spells other than true strike... which he can't even share to allies until second level.

Thus I granted him a new ability hopefully allowing him to be useful and at least be able to plink away with a crossbow more effectively than a wizard. In addition, he gains a variety of more useful and exotic "Vision Modes" as he progresses.

Thoughts and comments on the new ability "Oracle's Visions"? Or the rest of the class really. Feedback is always good.

Silva Stormrage
2019-10-12, 03:00 AM
Okay so made a few updates to this class. I do like how the Haruspex plays but there were a few things I often tweaked when using it as an NPC class and there were a few features I wanted to add.

Buffs:
Entrails: Added more functionality to this feature as it is flavorful. Now they can use the entrails instead of any material component for divination spells costing 25 gp or less.
Vision Modes: Added ~10 new vision modes. They now don't start with vulnerability vision and can chose a starting vision mode they qualify for.
New Spells: Added a few high level divination spells for them to play with. There are almost no high level divination spells.
New Feats: Added a couple new Haruspex feats mostly revolving around vision modes.
Minor Glimpse: Made it so that you can use it 1/encounter
Advanced Learning: Like Beguilers and DNs, it felt necessary to customize individual Haruspex spell list. Though I am not sure how many more divination spells there are left to be added. Their spell list has most of them.


Nerfs:
Empowered Divinations: Reduced the bonus to saving throw DCs to half the haruspex's wisdom modifier.
Bypass Wards: With Empowered Divination's bonus to CL I felt the bonus to CL the enemy needed to resist this effect was a bit redundant and too strong.


Other:
Change the spell list a decent chunk and added references for what book the various divinations come from. I removed a few spells I only put in to give the Haruspex some more options (Glitterdust, Arcane Fusion) but weren't really thematic. I did however, add a few more divination and combat related spells to make up for it as well as the new higher level spells I just introduced.

Let me know what you think!