Augur

Augur

Base

Natural born leaders and inspirations, Augur often stand at the very forefront of battle, leading their units to victory. Unlike the close sibling, Ambassador, Augurs do not rely on words to inspire teammates, but rather, their actions. If a soldier does not have a role model to watch fight, how can they realistically fight for said leader?
Hit Dice: d8

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor
Melee Weapons: Light Melee, Heavy Melee
Ranged Weapons: Rifles, Snipers, Sidearms, Bows, Machine Guns, Submachine Guns, Shotguns
Saves: Charisma & Strength
Skills: Choose two from Performance (CHA), Persuasion (CHA), Intimidation (CHA), Athletics (STR), Physical Intimidation (STR)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
Guns start with a full mag and enough bullets for 2 full reloads.

Rank Acquires

Rank Augur Hope Catalyst Proficiency
1 Combat Style + Beacon of Hope 1 +2
2 Commander | Shaman 1 +2
3 ASI 2 +3
4 Main Feat 2 +3
5 Spec 1 2 | Spec 2 2 2 +4
6 ASI 3 +4
7 Main Feat 3 +5
8 Spec 1 3 | Spec 2 3 3 +5
9 Ability Upgrade + ASI (2) 4 +6

Rank 1

Combat Style

Always Active
You may choose a Combat Style to claim as your own.

Beacon of Hope

You are a beacon of hope to all, just being near allies inspires them. Allies within 30ft of you gain the benefits of Beacon of hope. Additionally, once per Short Rest, you may 'supercharge' your beacon as an Action for 3 Action Points, granting a supercharge status for 1 minute, allowing for additional effects and adding on the Hope Catalyst charge. Multiple Beacons of Hope do not stack. These effects only affect you if you are within Beacon of Hope's range of another ally.

Alternatively, for 2 Action Points, you may swap your Beacon of Hope to the Beacon of Despair, and Vice Versa. The Beacon of Despair follows the same rules as Beacon of Hope, with a once per Short Rest, and all supercharge rules stay the same. When swapping beacons, supercharge does not persist, and must be reactivated once again.


Rank 2

Specialty Selection

Commander

Commanders stand as the best of the best, the inspiration they offer never faulters, they stay at their best no matter what. Allies can always count on their commander to always have some inspiration left in them.

Relentless Leader

Supercharge may now be used Hope Catalyst + 1 times per Medium Rest, Though each use only lasts 6 turns, rather than 10. Additionally, when an ally begins their turn in your Beacon of Hope radius, the effects last until the end of their next turn, allowing them to leave the radius for short terms and keep the buffs. You no longer require allies to be near you to benefit from Beacon of Hope while not Supercharged.

Shaman

Shamans stand as the best for dominating a battlefield and letting their troops scatter while still remaining inspired. Every step a shaman takes trembles with the force of a thousand men.

Destitute King

You are now able to throw down a copy of your Beacon of Hope Aura as a Totem of Reliance. This totem has half of the radius you output, and counts as an ally, meaning you benefit from your abilities when in range of a allied totem. In addition, totems count as difficult terrain for enemies, including those who fly.

For 3 Action Points, you are able to swap locations with your totem. For 2 Action Points you may throw down a new totem within 15ft of yourself, this Action destroys the previous totem placed down if said totem exists.


Rank 3

ASI

Stat Enhancement
2 allocatable stat points

Expertise
Choose one Expertise/Mastery (Permanent Passive Ability)


Rank 4

Ability

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Rank 5

Specialty Upgrades

Spec1 - Ability
Ability

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Spec2 - Ability
Ability

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Rank 6

ASI

Stat Enhancement
2 allocatable stat points

Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)


Rank 7

Ability

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Rank 8

Specialty Upgrades

Spec1 - Ability
Ability

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Spec2 - Ability
Ability

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Rank 9

Ability Upgrade - Ability

Ability

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ASI (2)

Stat Enhancement
4 allocatable stat points

Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)

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