Omenomancer (3.5e Prestige Class)

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An omenomancer is a spellcaster who specializes in the observation of omens and their meanings. Their intimate connection with such omens grants them a number of divinations about their immediate future and helps guide them to a more prosperous and enlightened state of being. More sinister omenomancers use their powers for the purposes of greed, manipulation, and the acquisition of personal wealth and power.

Hit Dice: d10.

Requirements[edit]

Skills: Gather Information 6 ranks, Knowledge (Arcana) 5 ranks, Sense Motive 6 ranks.

Special: Either the Alertness feat or a familiar that grants the benefits of the Alertness feat.

Abilities[edit]

The Omenomancer
Level BAB Fort Ref Will Class Features Spells Per Day
1st +0 +0 +2 +2 Bonus Feat, Insightful Skills, Special Ability +1 existing spellcasting level
2nd +1 +0 +3 +3 Bonus Feat, Special Ability +1 existing spellcasting level
3rd +2 +1 +3 +3 Bonus Feat, Special Ability +1 existing spellcasting level
4th +3 +1 +4 +4 Bonus Feat, Special Ability +1 existing spellcasting level
5th +3 +1 +4 +4 Divination Mastery, Special Ability +2 existing spellcasting level

Class Skills (6 + Int modifier per level): Appraise, Balance, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Knowledge (any), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, and Tumble.


CLASS FEATURES

Weapon and Armor Proficiencies: Omenomancers do not gain any proficiencies beyond those they already possess from other sources.

Spells Per Day: When a new omenomancer level is gained, you gain new spells per day (and spells known or invocations unlocked, if applicable) as if you had also gained a level in whatever spellcasting class you previously possessed. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class in which you could cast spells before you became an omenomancer, you must decide to which class he adds each level of omenomancer for the purpose of determining spells per day. If you do not possess any spellcasting classes before joining, you do not gain the ability to do so from this class.

Bonus Feat: At 1st, 2nd, 3rd and 4th level you gain a bonus feat from the following list even if you don't normally qualify for it: Blind-Fight, Combat Expertise, Combat Reflexes, Deceitful, Deflect Arrows, Dodge, Improved Counterspell, Improved Critical, Improved Feint, Improved Initiative, Insightful, Insightful Divination, Insightful Reflexes, Investigator, Lightning Reflexes, Point Blank Shot, Precise Shot, Quick Draw, or Spell Focus (Divination).

Insightful Skills (Ex): At 1st level, your ability to read omens helps you avoid making potential mistakes in the near future. Select a number of skills equal to your Intelligence modifier. These skills gain an insight bonus equal to one-half your class level + your Int modifier. Each day when you prepare your spells, or during a ritual similar to preparing your spells if you normally do not, you may choose a different set of skills to receive this bonus.

Special Ability: Each level of omenomancer grants access to one special ability from the following list:

Awareness (Ex): When making a Listen, Search, or Spot check, you may roll twice and keep the higher roll.

Cunning Defense (Ex): Brief glimpses into the immediate future provided by your omens allow you to better anticipate your enemies attacks. You gain an dodge bonus to AC equal to your Int modifier when wearing no or light armor and while unencumbered.

Deceive Divination: If you successfully identify the source of a divination using your Divination Warding special ability, you can make a Bluff check (DC 20). If you succeed, you can cause the divination to report false information, such as a different alignment, that you're telling the truth, or that you're somewhere else. This ability has a prerequisite of Divination Warding.

Divination Focus: Your effective caster level increases by +1 when casting divination spells which stacks with other sources of caster level improvements. This ability may be selected up to three times.

Divination Specialization: Your studies of the divination arts has reached a pinnacle. Spellcasters may add a divination spell of any level they can cast to their spell list while invokers gain a bonus invocation of the divination school. You may also choose a spell that affects the flow of time, such as haste or time stop. This ability may be selected multiple times.

Divination Warding (Su): You have learned all the tricks of the trade in warding off unwanted divinations. You are treated as if the nondetection spell were protecting you and on a successful Sense Motive check (DC 10 + spell level) you know whenever someone is using such a spell or effect upon you. If the check succeeds by 5 or more points, you know the exact spell or effect being used as well as its source.

Evasion (Ex): You gain the Evasion ability as if you were a rogue. If you have Evasion from another source, you gain Improved Evasion instead. This ability may be selected twice.

Racial Insight (Ex): You gain either a dwarf's stonecunning ability or an elf's ability to sense hidden doors and passageways. If you already possess the ability you choose, your modifiers double. This ability may be selected twice.

Uncanny Dodge (Ex): You gain the Uncanny Dodge ability as a barbarian. if you have Uncanny Dodge from another source, you gain Improved Uncanny Dodge instead. This ability may be selected twice.

Divination Mastery (Su): Your knack for using divination magics has reached its zenith. Whenever a divination spell or effect requires a skill check, you gain a +5 circumstance bonus to the check. Additionally, your divination spells have their range and duration doubled.

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