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A Haruspect does not have a religion per se but holds all aspects of a city as sacred. He sees it as a thriving organism that requires a guardian to keep all parts of the urban ecosystem vital. Haruspects share a connection with city and society as the bard and the rogue, and they tend to find the company of these classes the most pleasing. Their devotion to cities and civilization often places them at odds with more rural regions and the wilderness beyond; as a result they tend to avoid interaction with rangers and druids.  Haruspect may also find a staunch ally in the Artificer, who's talents enhance construction and the artificial structures which the Haruspect reveres. The Haruspect is a versatile character. She can serve as a healer, a warrior, and a diplomat with ease. Her Urban companion can also provide valuable melee combat support.

Haruspects adventure to gain knowledge (especially about the history and architecture of cities and the ways of their citizens).  Haruspects do not form hierarchical societies. Each is left to her own; when two Haruspects meet, they often exchange ideas, lore, and philosophies, but only rarely do they stay together. Haruspects find destruction and entropy to be the most horrifying aspect of the world; anything that can destroy a city is to be hated, feared, and hunted. Undead are particularly reviled for their ability to quickly destroy populations through disease, terror, and negative energy, but any huge wild creature (with their capability to destroy large buildings and swaths of cities with ease) are also hated, and often an Haruspect turns to an adventuring life to seek out and slay these terrible foes.

Alignment: Any Neutral. 
HD: D8
Class Skills: The Haruspect's class skills (and the key ability for each skill) are Appraise, Bluff, Climb, Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge Arcana or Knowledge Religion, Knowledge (Architecture and Engineering) (Int), Knowledge (Local) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). 

Skill Points: 6 + Int mod.

Class Features
Weapon Profs: simple and martial one handed. Short bow.  They are also proficient with any natural attacks they acquire with Aspect of the City (see below). 

Armor Profs: Light and Medium.

Spells: An Haruspect casts spells, which are drawn from the Haruspect spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. 

To prepare or cast a spell, the Haruspect must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Haruspect’s spell is 10 + the spell level + the Haruspect’s Wisdom modifier.

Like other spellcasters, a Haruspect can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Haruspect. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A Haruspect prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Haruspect may prepare and cast any spell on the Haruspect spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: An Haruspect can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. 

Chaotic, Evil, Good, and Lawful Spells: A Haruspect can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Language:  the Haruspect picks 2 bonus language from the languages spoken in the city she lives in. 

Urban Companion: An Haruspect may begin play with an animal companion selected from the following list: Small animated object, bat, dire rat, rat, cat, dog, riding dog, horse (light or heavy), Medium monstrous centipede, Small monstrous scorpion, Small monstrous spider, owl, pony, raven, snake (Small or Medium viper), warhorse(light). This animal is a loyal companion that accompanies the Haruspect on her adventures as appropriate for its kind.

A 1st-level Haruspect’s companion is exactly like a Haruspect's animal companion, and grows in power exactly like one as well (use the Animal Companion rules presented there for it's advancement). If a Haruspect releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an urban companion that has perished.

An Haruspect of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Haruspect level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Haruspect level and compare the result with the Haruspect level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Haruspect’s effective level to 0 or lower, she can’t have that animal as a companion.)

Alternative Urban Companions:

4th level or higher:
Medium animated object, giant ant (soldier), dire bat, Large monstrous centipede, Medium monstrous scorpion, Medium monstrous spider, Large snake(viper), warhorse (Heavy)

7th level or higher:
Large animated object, carrion crawler, hammerer (MM2, page 27), otyugh, Huge monstrous centipede, Large monstrous scorpion, Large monstrous spider, pulverizer (MM2, Pg 27), Huge snake (viper)

10th level or higher:
Huge animated object, Huge monstrous spider

13th level or higher:
Gargantuan monstrous centipede, Huge monstrous scorpion

16th level or higher: 
Gargantuan animated object, Gargantuan monstrous spider

City Sense(ex): At 1st level, an Haruspect gains a +2 bonus to Knowledge(Architecture, Engineering, Local) and Diplomacy checks.

Favored City (Ex): At 1st level, an Haruspect must select a favored city. This must be a settlement of at least small town size or larger that the Haruspect has
visited, but need not be the city the Haruspect currently calls home. As she gains levels, an Haruspect may consider additional cities her favored cities. While
within the city limits of one of her favored cities, an Haruspect gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks equal to
her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.

Seek the City(su): At 2nd level, an Haruspect learns how to intuitively seek out cities. She is able to sense any and all towns within a mile radius of herself. She knows the general direction of it (above/below/east/west of us), and about how large it is (See the DMG pg 137 for the names and sizes). She cannot tell who populates the city, nor the exact location of it. With 5 minutes of concentration, she may either extend her range a mile in a cardinal direction, learn the creature type that is predominant in a city, or the more precise location of a city, or the general health of the city. With 5 more minutes, she can add one of those again, learn the predominant species, gain general directions to the city by the roads most commonly used to reach the city, or learn the more exact health of the city (examples: If it is under siege, a flood, if there's an epidemic of Rat Fever, or something like a baby boom.). 

Urban Stride(ex): Starting at 2nd level, an Haruspect may move through any sort of hampering ground that is both man-made and non-magical, and through crowds, at her normal speed and without taking damage. This does not include traps. (an example of man-made hampering ground is the ground at a construction sight, strewn with nails, or an alley full of broken bottles and other trash, or a road that is rained into useless mud that isn't excessively deep.) 

Trackless Step(ex): At 3rd level, while on any man-made ground, including roads, the Haruspect leaves no trail, and cannot be tracked. she can choose to leave a trail if she so chooses. 

Disease Immunity(ex): At 4th level, an Haruspect gains immunity to all diseases, including supernatural and magical diseases.

Alley Fighting (Ex): Haruspects are masters at fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd-level, an Haruspect's
ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she
gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of
cover (unless the foe has total cover). The Haruspect retains the benefits of cover against her enemy, unless she is fighting another Haruspect or other creature
with a similar power.

Aspect of the City(su): At 5th level, an Haruspect may take on one aspect from those described below. At 8th level, the Haruspect can take on up to two aspects simultaneously. At 11th level, she can take up on to three aspects simultaneously, and at 15th level the limit increases to its maximum of four simultaneous aspects. (Some aspects can only be combined with certain other aspects, as indicated in their descriptions.) Each aspect taken on counts as one daily use of the Haruspect's wild shape ability. Multiple versions of the same aspect don't stack. Taking on one or more aspects is a standard action (which does not provoke attacks of opportunity), and the effect lasts for 1 minute per Haruspect level.

Some aspects, as noted in their descriptions, have a minimum Haruspect level as a prerequisite.

Unless otherwise noted in an aspect's description, a Haruspect who assumes an aspect of nature retains her own type and subtype(s), keeps her extraordinary, supernatural, or spell-like abilities, and retains her ability to communicate and cast spells. She is considered proficient with any natural attacks granted by the aspect.

List of Aspects

She may use the following Aspects as pulled from the Haruspect list of Aspects of Nature: Agility, Aquatic, Endurance, Flight, Scent, Speed, Tooth and Claw, and Vigor. (Located for easy ref here.)

Material Masonry: The Haruspect's body becomes stony and rocky, resembling whatever stonework is nearby. While using this aspect, an Haruspect has immunity to poison, sleep, paralysis, and stunning, as well as DR 10/Magic. She may also enter a Defensive Stance at will, as a Dwarven Defender (see here), but without suffering fatigue when she leaves the Stance. Finally, an Haruspect using this aspect gains a +10 bonus to all Hide checks in areas with worked stone. The Haruspect cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Haruspect level 16th.

Material Glass: The Haruspect's body becomes clear as glass. While using this aspect, an Haruspect has immunity to poison, sleep, paralysis, and stunning, as well as DR 10/Magic. She is also translucent, granting her concealment of 20%. Finally, she has a constant True Seeing spell on herself that only reaches 60'. If it is dispelled, she may resume it at a free action, and she can suppress it at will. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Haruspect level 16th.

Material Metal: The Haruspect's body becomes hard and metallic, looking like some fantastic metal sculpture. While using this aspect, an Haruspect has immunity to poison, sleep, paralysis, and stunning, as well as DR 10/Magic. She gains a slam attack that deals bludgeoning damage equal to a morningstar of the Haruspect's size (1d8 for Medium Haruspects, 1d6 for Small Haruspects). Her natural armor bonus becomes +8 (replacing any other natural armor bonus the Haruspect has, though enhancement bonuses to natural armor still apply normally). The Haruspect cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for endurance and vigor. Prerequisite: Haruspect level 16th.

Material Cloth: The Haruspect's body flattens and looks like a tapestry. While using this aspect, an Haruspect has immunity to poison, sleep, paralysis, and stunning, as well as DR 10/Magic, and is immune to Bludgeoning damage. She gains the feats Improved Disarm, Improved Trip, and Improved Grapple, even if she is not qualified for these feats, but these feats only apply to her natural attacks. She also gains two tentacle attacks that deal bludgeoning damage equal to a dagger of her size (1d4 medium, 1d3 small). She gains the ability Evasion, as Rogue, or Improved Evasion if the Haruspect already has Evasion. The Haruspect cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance. Prerequisite: Haruspect level 16th.

Disease: The Haruspect gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the Haruspect's size (1d4 for a Medium Haruspect, or 1d3 for a Small Haruspect). In addition, the bite inflicts Filth Fever on a successful strike.

Aspect of the Citizen: The Haruspect pulls on the appearance and skills of the people who live in a nearby city or in her party. When she uses this aspect, she gains all the racial traits of a chosen race. This race is either herself, anyone permanently part of her party, or a race that lives in city closest to her that she knows the predominant species of (she can use magical means to discern this). If the race chosen is human, instead gain the Jack of all Trades feat for free, and a bonus to all skillchecks equal to her Haruspect level. She gains a +10 bonus to Disguise checks to impersonate the race she has the traits of.

Venom Immunity(ex): At 9th level, an Haruspect gains immunity to all poisons.

A Thousand Faces(su): At 13th level, an Haruspect gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Haruspect’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Haruspect’s appearance, within the limits described for the spell. 

Timeless Body(ex): After attaining 15th level, an Haruspect no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Haruspect still dies of old age when her time is up 

Heart of the City(ex): At level 17, the Haruspect has become so close to urban places that she begins to take on traits of it. Whenever it would be beneficial to be considered a Construct for the purposes of a spell, the Haruspect may do so. This does not actually grant any Construct traits. This works even while the Haruspect is unconscious or otherwise disabled. (Example: if a Hold Person spell is cast on the Haruspect, she will be unaffected, as she is considered a construct for the spell.)

Urban Apotheosis(ex): At level 20, the Haruspect's bond with the city is so close that it triggers a magical transformation that grants her many traits of the Construct type. Her typing does not change. There is some visual change, such as the skin becoming stony or her eyes looking metallic but this change is merely superficial. She no longer needs to eat, sleep, or breathe, gains Low-light vision and Darkvision 30', Immunity to disease and sleep effects, and Immunity to charms and compulsions. 

(Ed.Note: These two abilities are because the Haruspect's shafted out of the Haruspect 'capstone', Huge Elemental wildshape. The 17th level one's just because it's a deadlevel and it seemed to be the best place to put the compliment to Urban Apotheosis. If you have better/less broken/any sort of suggestions, go on and tell me about them. )

Haruspect Spell List

0th level spells (Orisons)
Create water, cure minor wounds, detect magic, detect poison, guidance, know direction, light, mending, purify good and drink, read magic, repair minor damage, resistance, virtue

1st level spells
Alarm, animate rope, charm person, comprehend languages, cure light wounds, detect secret doors, detect undead, endure elements, faerie fire, hold portal, jump, longstrider, magic fang, magic mouth, magic stone, obscure object, obscuring mist, pass without trace, repair light damage, scatterspray

2nd level spells
barkskin, bull's strength, calm emotions, cat's grace, chill metal, delay poison, detect thoughts, eagle's splendor, enthrall, fog cloud, heat metal, knock, lesser restoration, locate object, misdirection, owl's wisdom, resist energy, repair moderate damage, rope trick, spider climb, suggestion, summon swarm, warp wood, wood shape

3rd level spells
Call lightning, charm monster, contagion, cure moderate wounds, daylight, diminish plants, glibness, greater magic fang, halt undead, keen edge, Leomund's tiny hut, neutralize poison, nondetection, poison, protection from energy, quench, remove disease, repair serious damage, shrink item, speak with dead, stinking cloud, tongues

4th level spells
Antiplant shell, blight, control water, cure serious wounds, dispel magic, dominate person, freedom of movement, giant vermin, hold monster, legend lore, Leomund's secure shelter, locate creature, minor creation, repel vermin, repair critical damage, rusting grasp, scrying

5th level spells
Animate objects, atonement, call lightning storm, control winds, cure critical wounds, death ward, fabricate, hallow, Leomund's secret chest, Mass repair light damage, major creation, Mordenkainen's private sanctum, passwall, stoneskin, Susurrus of the city, transmute mud to rock, transmute rock to mud, unhallow, Wall of stone

6th level spells
Antilife spells, greater dispel magic, find the path, flesh to stone, guards and wards, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure light wounds, mass eagle's splendor, mass owl's wisdom, mass repair moderate damage, mass suggestion, move earth, repel wood, spellstaff, stone tell, stone to flesh, undeath to death, wall of iron

7th level spells
Control weather, creeping doom, disintegrate, greater scrying, heal, mass cure moderate wounds, mass repair serious damage, Mordenkainen's magnificent mansion, phase door, sequester, statue, transmute metal to wood, true seeing, wind walk

8th level spells
Dimensional lock, discern location, earthquake, finger of death, iron body, mass cure serious wounds, mass repair critical wounds, maze, polymorph any object, repel metal or stone, reverse gravity, word of recall

9th level spells
Antipathy, citygate, foresight, freedom, imprisonment, mass cure critical wounds, regenerate, shapechange, storm of vengeance, sympathy