Tyndmyr
2011-08-24, 10:06 PM
Now, out of the box, this will likely be broken as hell, so much feedback shall be needed. It'd intended to support tier 2-3 classes, and be an overall more passive form of casting that isn't so reliant on vancian spell slots. It's most definitely a work in progress.
Notable features of auras....all auras are arcane magic, but are not spells, and thus, cannot be put on scrolls, cast by others, etc by default. Auras all have the same set range(30 feet) unless modified. Auras usually affect friend and foe alike.
Note that I plan for an Auramancer to be most strictly limited in number of auras active at once. Typically, they'll cap out at 4 active auras of a given type. Thus, even the highest of auras must necessarily be significantly weaker than a 9th level spell.
Superior Auras
--------------
Aura of Greater Dispelling - As per greater dispel, roll a dispel check once per round against the highest level magical effect other than Aura of Greater Dispelling within range.
Greater Aura of Impact: +7 competence bonus to damage rolls.
Greater Aura of Protection: DR 7/-
Greater Auras
--------------
Aura of the Maelstrom: Whirling winds hurl any unattended object of less than 5 lbs about(DC 15 reflex to catch). The swirling objects and winds deal 3d6 force damage(reflex for half)/rnd to anyone within.
Aura of the Ages: Time slows within the Aura's effects. All within are subject to a Slow effect[will negates]
Aura of Spell Resistance: Everyone in the aura's range has spell resistance = Auramancer CL + 8.
Moderate Auras
--------------
Aura of Dispelling: As per Dispel Magic, roll a dispel check once per round against the highest level magical effect other than Aura of Dispelling within range.
Lesser Auras
--------------
Lesser Aura of Positive Energy: 1 hp healing/rnd for non undead. Undead or other people injured by positve energy take one hp of damage/rnd instead.
Lesser Aura of Negative Energy: 1 hp damage/rnd. Undead and others healed by negative energy are instead healed for 1 hp damage/rnd.
Lesser Aura of Repair: All constructs within range are healed for 1 hp/rnd.
Lesser Aura of Flame: 3 hp fire damage/rnd
Aura of Timelessness: Creatures within this aura age at half the normal speed. In addition, they are immune to magical aging effects.
Lesser Aura of Impact: +1 competence bonus to weapon damage rolls.
Lesser Aura of Protection: DR 2/-
Lesser Aura of Fire Shielding: The next 20 points of fire damage dealt to targets within the aura is prevented, after which, the aura no longer is up, nor provides any effect.
Lesser Aura of Frost Shielding: The next 20 points of cold damage dealt to targets within the aura is prevented, after which, the aura no longer is up, nor provides any effect.
Least Auras
--------------
Aura of Stealth: +2 hide/move silently.
Aura of Change: constant prestidigitation effect.
Aura of Stabilization: Anyone knocked unconscious but not killed is immediately stabilized.
Aura of Sparks: 2 hp fire damage/rnd.
Aura of Resistance: +2 resistance to one save of choice. Special: Multiple Auras of this may be active at once, with each targeting a different save.
Aura of the Viper: +4 save vs poison
Elven Aura: +2 save vs mind-affecting
Aura of Alertness: +2 spot/listen
Aura of Revealing: As Detect Magic
Base class: The Auramancer
Hit Die: d6
Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int),Knowledge (the planes) (Int), Knowledge (religion)(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Aura Knowledge, Least Aura(1).
2nd|
+1|
+3|
+0|
+3| Least Aura(2)
3rd|
+1|
+3|
+1|
+3| Least Aura(3)
4th|
+2|
+4|
+1|
+4| Least Aura(4)
5th|
+2|
+4|
+1|
+4| Lesser Aura(1)
6th|
+3|
+5|
+2|
+5| Lesser Aura(2)
7th|
+3|
+5|
+2|
+5| Lesser Aura(3)
8th|
+4|
+6|
+2|
+6| Lesser Aura(4)
9th|
+4|
+6|
+3|
+6| Moderate Aura(1)
10th|
+5|
+7|
+3|
+7| Moderate Aura(2)
11th|
+5|
+7|
+3|
+7| Moderate Aura(3)
12th|
+6/1|
+8|
+4|
+8| Moderate Aura(4)
13th|
+6/1|
+8|
+4|
+8| Greater Aura(1)
14th|
+7/2|
+9|
+4|
+9| Greater Aura(2)
15th|
+7/2|
+9|
+5|
+9| Greater Aura(3), Aura Manipulation
16th|
+8/3|
+10|
+5|
+10| Greater Aura(4)
17th|
+8/3|
+10|
+5|
+10| Superior Aura(1)
18th|
+9/4|
+11|
+6|
+11| Superior Aura(2)
19th|
+9/4|
+11|
+6|
+11| Superior Aura(3)
20th|
+10/5|
+12|
+6|
+12| Superior Aura(4)[/table]
Aura Knowledge: You know 1+Int Bonus Least Auras at level 1. In addition, you will gain one Aura known at every additional level in any class that advances Auramancy. This Aura may not be of a higher level than you can cast.
Least Aura: you can raise a Least Aura as a standard action or dismiss a Least Aura as a swift action. Initially, you may have a maximum of one Least Aura active at once. At each additional level of Least Aura, this cap increases by one.
Lesser Aura: you can raise a Lesser Aura as a standard action or dismiss a Lesser Aura as a swift action. Initially, you may have a maximum of one Lesser Aura active at once. At each additional level of Lesser Aura, this cap increases by one.
Moderate Aura: you can raise a Least Aura as a standard action or dismiss a Moderate Aura as a swift action. Initially, you may have a maximum of one Moderate Aura active at once. At each additional level of Moderate Aura, this cap increases by one.
Greater Aura: you can raise a Greater Aura as a standard action or dismiss a Greater Aura as a swift action. Initially, you may have a maximum of one Greater Aura active at once. At each additional level of Greater Aura, this cap increases by one.
Aura Manipulation: At 15th level, your understanding of auras is such that you may also raise or lower a least aura whenever raising or lowering any other type of aura without spending additional actions.
Superior Aura: you can raise a Superior Aura as a standard action or dismiss a Superior Aura as a swift action. Initially, you may have a maximum of one Superior Aura active at once. At each additional level of Superior Aura, this cap increases by one.
Note: Currently, known auras is far too low as compared to auras active. I need more choice...and more variety in auras. Much work yet to be done, not least of which is balancing.
Notable features of auras....all auras are arcane magic, but are not spells, and thus, cannot be put on scrolls, cast by others, etc by default. Auras all have the same set range(30 feet) unless modified. Auras usually affect friend and foe alike.
Note that I plan for an Auramancer to be most strictly limited in number of auras active at once. Typically, they'll cap out at 4 active auras of a given type. Thus, even the highest of auras must necessarily be significantly weaker than a 9th level spell.
Superior Auras
--------------
Aura of Greater Dispelling - As per greater dispel, roll a dispel check once per round against the highest level magical effect other than Aura of Greater Dispelling within range.
Greater Aura of Impact: +7 competence bonus to damage rolls.
Greater Aura of Protection: DR 7/-
Greater Auras
--------------
Aura of the Maelstrom: Whirling winds hurl any unattended object of less than 5 lbs about(DC 15 reflex to catch). The swirling objects and winds deal 3d6 force damage(reflex for half)/rnd to anyone within.
Aura of the Ages: Time slows within the Aura's effects. All within are subject to a Slow effect[will negates]
Aura of Spell Resistance: Everyone in the aura's range has spell resistance = Auramancer CL + 8.
Moderate Auras
--------------
Aura of Dispelling: As per Dispel Magic, roll a dispel check once per round against the highest level magical effect other than Aura of Dispelling within range.
Lesser Auras
--------------
Lesser Aura of Positive Energy: 1 hp healing/rnd for non undead. Undead or other people injured by positve energy take one hp of damage/rnd instead.
Lesser Aura of Negative Energy: 1 hp damage/rnd. Undead and others healed by negative energy are instead healed for 1 hp damage/rnd.
Lesser Aura of Repair: All constructs within range are healed for 1 hp/rnd.
Lesser Aura of Flame: 3 hp fire damage/rnd
Aura of Timelessness: Creatures within this aura age at half the normal speed. In addition, they are immune to magical aging effects.
Lesser Aura of Impact: +1 competence bonus to weapon damage rolls.
Lesser Aura of Protection: DR 2/-
Lesser Aura of Fire Shielding: The next 20 points of fire damage dealt to targets within the aura is prevented, after which, the aura no longer is up, nor provides any effect.
Lesser Aura of Frost Shielding: The next 20 points of cold damage dealt to targets within the aura is prevented, after which, the aura no longer is up, nor provides any effect.
Least Auras
--------------
Aura of Stealth: +2 hide/move silently.
Aura of Change: constant prestidigitation effect.
Aura of Stabilization: Anyone knocked unconscious but not killed is immediately stabilized.
Aura of Sparks: 2 hp fire damage/rnd.
Aura of Resistance: +2 resistance to one save of choice. Special: Multiple Auras of this may be active at once, with each targeting a different save.
Aura of the Viper: +4 save vs poison
Elven Aura: +2 save vs mind-affecting
Aura of Alertness: +2 spot/listen
Aura of Revealing: As Detect Magic
Base class: The Auramancer
Hit Die: d6
Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int),Knowledge (the planes) (Int), Knowledge (religion)(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Aura Knowledge, Least Aura(1).
2nd|
+1|
+3|
+0|
+3| Least Aura(2)
3rd|
+1|
+3|
+1|
+3| Least Aura(3)
4th|
+2|
+4|
+1|
+4| Least Aura(4)
5th|
+2|
+4|
+1|
+4| Lesser Aura(1)
6th|
+3|
+5|
+2|
+5| Lesser Aura(2)
7th|
+3|
+5|
+2|
+5| Lesser Aura(3)
8th|
+4|
+6|
+2|
+6| Lesser Aura(4)
9th|
+4|
+6|
+3|
+6| Moderate Aura(1)
10th|
+5|
+7|
+3|
+7| Moderate Aura(2)
11th|
+5|
+7|
+3|
+7| Moderate Aura(3)
12th|
+6/1|
+8|
+4|
+8| Moderate Aura(4)
13th|
+6/1|
+8|
+4|
+8| Greater Aura(1)
14th|
+7/2|
+9|
+4|
+9| Greater Aura(2)
15th|
+7/2|
+9|
+5|
+9| Greater Aura(3), Aura Manipulation
16th|
+8/3|
+10|
+5|
+10| Greater Aura(4)
17th|
+8/3|
+10|
+5|
+10| Superior Aura(1)
18th|
+9/4|
+11|
+6|
+11| Superior Aura(2)
19th|
+9/4|
+11|
+6|
+11| Superior Aura(3)
20th|
+10/5|
+12|
+6|
+12| Superior Aura(4)[/table]
Aura Knowledge: You know 1+Int Bonus Least Auras at level 1. In addition, you will gain one Aura known at every additional level in any class that advances Auramancy. This Aura may not be of a higher level than you can cast.
Least Aura: you can raise a Least Aura as a standard action or dismiss a Least Aura as a swift action. Initially, you may have a maximum of one Least Aura active at once. At each additional level of Least Aura, this cap increases by one.
Lesser Aura: you can raise a Lesser Aura as a standard action or dismiss a Lesser Aura as a swift action. Initially, you may have a maximum of one Lesser Aura active at once. At each additional level of Lesser Aura, this cap increases by one.
Moderate Aura: you can raise a Least Aura as a standard action or dismiss a Moderate Aura as a swift action. Initially, you may have a maximum of one Moderate Aura active at once. At each additional level of Moderate Aura, this cap increases by one.
Greater Aura: you can raise a Greater Aura as a standard action or dismiss a Greater Aura as a swift action. Initially, you may have a maximum of one Greater Aura active at once. At each additional level of Greater Aura, this cap increases by one.
Aura Manipulation: At 15th level, your understanding of auras is such that you may also raise or lower a least aura whenever raising or lowering any other type of aura without spending additional actions.
Superior Aura: you can raise a Superior Aura as a standard action or dismiss a Superior Aura as a swift action. Initially, you may have a maximum of one Superior Aura active at once. At each additional level of Superior Aura, this cap increases by one.
Note: Currently, known auras is far too low as compared to auras active. I need more choice...and more variety in auras. Much work yet to be done, not least of which is balancing.