Beruflich Dokumente
Kultur Dokumente
he Augerer performs several important roles in village life and beyond. Using their dowsing abilities they are able to track down missing people and property and often act as a sort of primitive Private Eye in that regard. They also act as healers and herbalists, dealing with ailments that the average villager cannot afford to pay a leech for, and occasionally at in a more official capacity as witch hunters. Some seek their aid, others blame them for supernatural disasters, but all respect their abilities.
Level 6: Speak with Dead Level 7: Neutralize Poison, Detect Lie Level 8: Divination, Exorcise Level 9: True Seeing Level 10: Dispel Unholy Level 1: Find the Path, Hide the Path Level 12: Stone Tell Level 13: Speak with Creatures Level 14: Restoration
Requirements: Wisdom 9, Intelligence 9 (13-15 for one score at least gives +5% to experience earned, 16-18 for one score at least gives +10%). Races Allowed: Human, Dwergi, Huldefolk Max Weapon Damage: 1-handed 1d6, 2-handed 1d8 Maximum Total Armour Modifier: -4
Esoteric Knowledge: This represents an Augerer's ability to decipher ancient magical documents, and to recall or research lost knowledge, on a d20 roll. There is no base chance for other classes to use this skill. Intelligence modifies this, and other modifiers may apply. The ability to use Sorcerer scrolls comes with higher levels too. Insightful: Augerers receive a +2 bonus on Saving Throws against any kind of deceit, including illusions, and against poisons and disease. They also always know the compass directions and time accurate to half an hour. Known and Respected: At 9th level the Augerer has enough power and renown to mostly avoid trouble from the populace. He may often be called upon by officials and nobility who have uses for his abilities, and may decide to create a grotto as a permanent base for study and teaching, attracting apprentices who may travel with him.
Chirurgy: Augerers know enough primitive chirurgy to be able to rescue a character dying from a Critical Blow. Divination and Herbalism: Using dowsing, scrying, herbalism and astrology, the Augerer gains abilities based on the Cleric spell list (these are treated as normal spells in terms of their effects) at each character level listed below. The Augerer must prepare his equipment for 1 hour each morning in order to use these abilities. He may then cast his level worth of 'spells' throughout the day. For example, at 4th level, he could cast 2 Cure Wounds and a Detect Magic, or a single Augury.
Poison: Augerers can create herbal poisons. This costs money Level 1: Cure Wounds (See House Rules), Purify Food and for materials and requires a laboratory costing 700 gp. Level 3: Class 1 Poison (15 gp, 1 day); Level 6: Class 2 Poison (60 Drink gp, 2 days); Level 9: Class 3 Poison (600 gp, 3 days) Level 2: Detect Magic
Level 3: Delay Poison, Augury Level 4: Reveal Charm Level 5: Cure Disease, Remove Curse
Turn Undead: Using exotic herbs, rituals and wards, an Augerer has the Clerical power to fend off the undead.