Lhurgyof
2013-08-22, 04:15 PM
http://i.imgur.com/PoW9HKm.png
Auramancers are found throughout the Magic: The Gathering universe in every nook and cranny. Any race can take up auramancy. Auramancers use their auras to help their allies in battle, as well as make opponents weaker.
Abilities: Charisma determines the saving throws of offensive Auras. Constitution and Strength are important for an auramancer who likes to go into the front lines.
Alignment: Any
Starting Age: Simple
Starting Gold: 5d4 x 10gp.
Hit die: d8
Class Skills (4 + Int modifier per level; x4 at first level): Autohypnosis (Wis), Climb (Str) Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana), Knowledge (Planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
An auramancer has additional class skills, determined by their primary color (see below)
The Auramancer
LevelBABFort SaveRef SaveWill SaveSpecialAuras Known
1st
+0
+2
+0
+2
Primary Color, Auras (least)
2
2nd
+1
+3
+0
+3
Bonus Feat
2
3rd
+2
+3
+1
+3
3
4th
+3
+4
+1
+4
Surmount Ability
3
5th
+3
+4
+1
+4
Auras (Lesser)
4
6th
+4
+5
+2
+5
Secondary Color
5
7th
+5
+5
+2
+5
Peak Ability
5
8th
+6/+1
+6
+2
+6
Double Auras
6
9th
+6/+1
+6
+3
+6
Widened Auras
6
10th
+7/+2
+7
+3
+7
Auras (Greater), Bonus Feat
7
11th
+8/+3
+7
+3
+7
Mastered Emulation
7
12th
+9/+4
+8
+4
+8
Tertiary Color
9
13th
+9/+4
+8
+4
+8
9
14th
+10/+5
+9
+4
+9
Retether
10
15th
+11/+6/+1
+9
+5
+9
Auras (Master)
11
16th
+12/+7/+2
+10
+5
+10
Perfect Emulation
11
17th
+12/+7/+2
+10
+5
+10
12
18th
+13/+8/+3
+11
+6
+11
Bonus Feat
12
19th
+14/+8/+3
+11
+6
+11
13
20th
+15/+10/+5
+12
+6
+12
Prime Ability
13
Class features:
Weapon and armor proficiencies: An Auramancer is proficient with all simple and martial weapons, and with light and medium armor. An auramancer is proficient in shields (but not tower shields).
Primary Color: Each auramancer has a primary color of magic they use. The five colors are listed and detailed below. Once your primary color is chosen, it cannot be changed. Later on as you gain levels, you may access different colors. An auramancer may only create auras of his color.
Black
"Greatness, at any cost."
Black is the color of ambition, death, and betrayal. A black Auramancer adds the following skills to his class skill list: Bluff (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (History), and Move Silently (Dex)
Black Auras:
Least Auras:
Artificer's Hex: Enemies in aura take -1 to hit with manufactured weapons. Expend to make enemies attack self.
Crippling Blight: Enemies in aura take -1 penalty to AC. Expend to double penalty for 1 round.
Dying Wish: If an ally in aura is knocked unconscious, enemies in aura take 1d10/2 levels damage. Expend to stabilize all allies in aura.
Feebleness: Enemies in aura take -2 penalty on grapple checks, trip attempts, bull rush attempts, and other such checks. Expend to give enemies a strength penalty for one round.
Ghoul Flesh: Allies in aura have light fortification. Expend to grant allies Damage Reduction for one round.
Relic Bane: Enemies attempting to activate magic items in aura take 1d6 points of damage. Expend to disarm enemies.
Seizures: Enemies in aura take -2 penalty to dexterity. Expend to knock enemies prone.
Skeletal Grimace: Allies in aura get +4 bonus to intimidate checks and add +1 DC to all fear spells/abilities they use. Expend to strike fear into enemies.
Torment: Enemies in aura take -2 penalty on damage. Expend to wrack enemies with pain.
Unholy Strength: Allies in aura get +1 to hit and damage. Expend to add +1d6 to all allies' damage for 1 round.
Lesser Auras:
Blowfly Infestation: Enemies in aura are afflicted with blowfly larvae. Expend to mature the blowflies.
Breeding Pit: Summon Thrull minion which must remain in aura at all times. Expend to increase allies' stats for one round.
Circle of Affliction: Half Strength Circle of Protection, damages planar beings and summoned monsters within aura.
Crown of Suspicion: Allies in aura get the benefits of the Combat Reflexes feat. Expend to give allies +10 on next sense motive check.
Diabolic Servitude: Take damage to raise recently fallen foes for a short time. Expend to detonate undead.
Dragon Shadow: Allies in aura get minor black-dragon themed bonuses. Expend to give allies a breath weapon for one round.
Endless Whispers: Enemies in aura are distracted, enemy arcane casters get +25% spell failure. Expend to confuse one target in aura.
Fear (Sp): You gain a fear gaze attack that can be used against enemies in aura.
Maggot Therapy: Allies gain +2 natural armor bonus, intimidate bonus, and are slimy. Expend to heal allies 2d8.
Underworld Connections: Allies get minor demon-themed bonuses. Expend to recover a single aura on cooldown.
Greater Auras:
Attrition: Enemies in aura take damage equal to your charisma modifier every turn, save for half. Expend to Shrivel Limb on foes.
Bad Moon: Allied creatures gain +4 Str, DR 5/good, and Spell Resistance. Expend to increase bonuses for 1d4 rounds.
Banewasp Affliction: Afflicts enemies with Banewasp Larvae. Expend to have Banewasp swarm burst out of foes.
Blood Reckoning: Enemies in aura that successfully damage an ally must make a saving throw or take 1 point of strength damage. Expend to fatigue enemies, aura lasts for 1d4 more rounds.
Call to the Grave: Zombie hands reach out of ground and attempt to trip, pin, and claw foes. Foes knocked unconscious are dragged under, raised as a zombie under your control. Expend to call forth 1d3 zombies that last for 5 rounds.
Crumbling Ashes (Sp): Each round, you may target an enemy, who must save or take 1d6 points of damage per two auramancer levels (half fire, half unholy). Expend to target two foes at once and empower the effect. Any foe slain by this is disintegrated.
Curse of Wizardry: Enemies who cast spells, manifest powers, use spell- or psi- like abilities, use supernatural abilities, or activate magic items within aura must save or be dazed for one round after the action. Expend to Silence enemy casters in aura for 2d4 rounds.
Discordant Dirge: Enemies in aura suffer -2 penalty on attack rolls, damage rolls, and skill checks. Each round, every enemy in the aura takes 1d6 points of sonic damage. Expend to deal 1d6 sonic damage per two levels and deafen foes.
Quagmire: Ground within aura becomes an acidic muck. Enemies within your aura must make a strength check to move through the extremely sticky muck. Enemies caught within the quagmire take 1d6 points of acid damage every round. Expend to solidify ground, trapping creatures in the ground.
Witch's Mist: Enemies in aura take an extra 1d4 points of damage whenever they are injured. Constant Obscuring Mist within aura. Expend to charm enemies in aura.
Master Auras
Baneful Omen: Enemies receive visions of their allies' betrayal and turn on one another. Expend to Bestow Greater Curse on enemies in aura.
Bitterblossom: Summons a swarm of poisonous faeries inside your entire aura. Expend aura to cast Overland Flight.
Necropotence: Allies in aura gain undead type, cause negative levels if they crit with their attacks, and can make paralyzing touch attacks. Expend to refresh any other Black or Necromancy aura.
The Abyss: Enemies in aura must save or take physical and constitution damage. Expend to Disintegrate.
Vile Requiem: Ghastly noises deal sonic damage and wisdom damage to enemies in aura. Expend to cause Insanity.
Blue:
"The things I once imagined would be my greatest achievements were only the first steps toward a future I can only begin to fathom."
Blue is the color of knowledge, deception, and planning. A blue Auramancer adds the following skills to his list of class skills: Appraise (Int), Decipher Script (Int), Disguise (Cha), and Knowledge (All Skills, taken induvidually) (Int).
Blue Auras:
Least Auras:
Artificer's Intuition: Allies in aura get +5 on Use Magic Device checks. Expend to Detect Magic.
Buoyancy: Allies in aura can't sink in water or similar substances. Expend to give allies +10 on next swim checks.
Cloak of Mists: Allies gain +1 deflection bonus to AC. Expend to create an Obscuring Mist.
Curiosity: Allies gain +2 bonus on appraise and knowledge checks. Expend to double the bonus.
Defensive Stance: Allies gain +1 bonus to hit and AC when fighting defensively. Expend to give allies the use of the Combat Reflexes feat for one round.
Diplomatic Immunity: Enemies must succeed on Will save to attack allies, as long as allies don't attack back. Expend to give allies +5 on diplomacy checks.
Freed from the Real: Allies get Silent Images that must remain in the aura. Expend to add a ghost sound for one round.
Illusionary Armor: If enemies fail a Will save, allies in aura get +4 armor bonus to AC. Expend to make illusionary armor real for one round.
Mana Chains: Enemies suffer 15% arcane spell failure. Expend to increase DCs of all concentration checks in aura by 5.
Sensory Deprivation: Enemies in aura get -5 on spot and listen checks. Expend to negate scent, blindsense, and tremorsense in aura for one round.
Lesser Auras:
Agoraphobia: Enemies in aura gain a fear of open spaces, and take -3 penalty on checks while in an outdoors area. Activate to cause an illusion of a wide, open area.
Air Bladder: Allies gain a constant Feather Fall effect on them. Expend to give allies a fly speed of 30 feet for one round.
Biting Tether: A spectral leash and collar form around enemies in range, dealing 1d6 points of damage and reducing their speed by 10 feet. Expend to Bull Rush enemies.
Chill: Enemies in aura are numbed, taking 1d4 points of cold damage and fatiguing them. Expend to give enemies a dex penalty.
Cowardice: Enemies in aura become shaken. Expend to force them to cower for one turn.
Dance of Many: Each ally gains a single mirror image. Expend to make them quasi-real for one round.
Decree of Silence: Silence in aura. Expend as a free action to counter a spell of second level or lower.
Eyes of the Watcher: Minor precognition gives allies +1 bonus to hit, initiative, spot, search, and AC. Expend to cast Augury.
Mystic Veil:: Allies in aura gain +2 deflection bonus to AC. Expend to create a short-lasting Blur.
Psychic Venom: Enemies attempting to read allies' thoughts within aura are subject to a psychic poison. Expend to grant a nondetection effect for one round.
Greater Auras:
Aether Storm: Enemies in aura take 2d4 points of electricity every round, take -4 on spot and listen checks, -2 on ranged attack rolls. Expend to cast Gust of Windcoupled with a Lightning Bolt.
Aqueous Form Allies get +4 Dex, Light Fortification, a swim speed, and can squeeze into small spaces. Expend to force aqueous form on enemies.
Chronic Flooding: Aura gets filled with water- in which allies gain the benefits of a Water Breathing spell. Expend aura to wash away foes.
Crab Umbra: Allies in aura get +4 natural armor bonus, and one claw attack. Expend aura as an immediate action to negate one targeted effect on an ally.
Dissipation Field: Allies within your aura recieve the benefits of a Repelling Shield spell. In addition, extraplanar and summoned creatures must succeed on a will save to approach within your aura. Expend to shunt out creatures with arcane energy.
Gravitational Shift (Sp): On your turn, you may designate one 5-foot square to have either super- or anti- gravity. Until the beginning of your next turn, each enemy entering that square is pinned to the ground (if you increased gravity), or flies upwards, after which it lands on the ground (taking 2d6 points of damage) and continues its turn. Allies entering such squares get +4 on checks to avoid forced movement (if heavy), or can levitate (if the gravity is low). Expend to smash enemies into ground, dealing 2d6 points of falling damage.
Heightened Awareness: Allies in aura get +6 on search, spot, and listen checks, uncanny dodge, and trapsense +1. Expend to give allies blindsight for 1d4 rounds.
Hesitation: Enemies in aura take -3 penalty on attack rolls, spell-casting by enemy casters takes one full-round action. Expend to daze enemies.
Memory Erosion: Enemies in aura casting spells, manifesting powers, using spell- or psi- like abilities, and supernatural abilities lose an addition spell slot, power points equal to your charisma modifier, one daily use of their spell-, psi-, or supernatural abilities (or can't use it for an additional round if it has unlimited uses). Expend to deal 1d4 points of int, wis, or charisma damage to enemies within aura.
Second Wind: This aura has no passive effect. Instead, each ally may chose to expend it for themselves, granting them an extra move or standard action. The aura is fully expended when the last ally within the aura has expended it for themselves.
Master Auras
Counterbalance: Allies in aura receive the benefits of Spell Turning. Expend to Greater Dispel Magic on an area or object.
Future Sight: Precognitive edge gives allies +1 to hit, damage, saving throws, skill checks, opposed rolls, and ability checks. When you project this aura, each ally may choose to expend the aura for themselves at any time to reroll any one d20 roll they just made with a +5 bonus. The aura is fully expended when the last ally within the aura has expended it for themselves.
Hive Mind: Allies in aura are linked telepathically, gain greater uncanny dodge, gain improved evasion, and gain a +5 bonus on spot and listen checks. You may expend the aura to give each ally the highest base attack bonus, saving throw bonuses, and skill bonus among each other for 1 round.
Pemmin's Aura: Allies in aura gain constant displacement effect, gain a fly speed, and the use of the Combat Expertise and Power Attack feats. Expend to give an ally within your ally an immediate turn.
Treachery (Sp): Each round, you may attempt to dominate an enemy in the aura as with the Dominate Monster spell. A subject may only be dominated once, and you can only dominate one creature at a time. Expend to Feeblemind creatures within aura.
Green:
"I am neither their drover nor their leader. To these majestic beasts, I am simply their herdmate and nothing more."
Green is the color of community, nature, and brute strength. A green Auramancer adds the following skills to his list of class skills: Handle Animal (Cha), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Ride (Dex), and Survival (Wis).
Green Auras:
Least Auras:
Armor of Thorns: Allies gain +1 natural armor. Expend to deal 1d4 points of damage to melee attackers for one round.
Aspect of the Wolf: Allies gain +4 bonus on initiating and resisting trip attempts. Expend to give allies +2 bonus to strength for one round.
Decomposition: Enemy undead take 1d4 +1/2 level damage per round in aura. Expend make undead creatures susceptible to critical hits and sneak attack for one round.
Elephant Guide: Spectral elephant guides you, giving you a +5 bonus on your survival checks. Expend to make elephant slam an enemy for 2d6 points of damage.
Ferocity: Allies in aura get +4 bonus to initiative. Expend at the beginning of combat to give each ally a +2 bonus on damage rolls on the first round of combat.
Gravity Well: Enemies in aura have trouble flying. Expend to knock enemies prone.
Keen Sense: Allies in aura gain scent. Expend to give allies blindsense for one round.
Maddening Wind: Ranged attacks made against allies in aura suffer a -2 penalty. Expend to create a Wind Wall for one round.
Predatory Hunger: Allies in aura gain a bite attack that deals 1d4 points of damage. Expend to double bite's threat range for one round.
Wreath of Geists: Allies gain +5 bonus on knowledge checks. Expend to Speak with Dead.
Lesser Auras:
Ancestral Mask: Allies in aura get +2 on all wisdom checks, wisdom-based skills, and will saves. Expend as an immediate action to give allies a second saving throw against a mind-affecting effect.
Arachnus Web: Sticky strands of web entangle enemies. Expend to immobilize enemies for one round.
Carapace: Allies get +2 natural armor and DR 1/-. Expend to give allies an additional +2 natural armor and DR 5/- for one round.
Crown of Vigor: Allies in aura get fast healing 3, up to half of their hit point values. Expend to heal allies 2d8.
Dragon Fangs: Allies gain bite attack and minor bronze dragon-themed bonus. Expend to give allies a breath weapon.
Dryad's Favor: Allies in aura leave no tracks and ignore difficult terrain as long as they are in a natural environment. Expend to give allies +10 on handle animal, survival, and diplomacy checks against fey for one round.
Fyndhorn Pollen: Enemies in aura take -3 penalty on search, spot, and hide checks. Expend to nauseate enemies in aura for one round.
Greener Pastures: 1d4+1 saprolings are summoned to serve you, but must remain in aura. Expend to create a small wall of wood.
Lifeforce: Allies in aura get a +2 bonus on saving throws against negative energy, negative levels, and death effects. Expend as an immediate action to offer a reroll on a saving throw.
One With Nature: Allies in aura get +10 on survival checks and don't need to eat as long as they stay in a wilderness environment. Expend to create Goodberries.
Greater Auras:
Asceticism: Allies gain Spell Resistance equal to 11 + Caster level. Expend as an immediate action to cast a targeted Dispel Magic.
Barbed Foliage: Constant Entangle effect in aura with thorns that 1d4 points of damage each round and have the wounding property. Expend to have foliage trip or grapple enemies for one round.
Beastmaster Ascension: Summons 1d3 creatures off of the Summon Nature's Ally III spell that are bound to your aura. Spend a free action to give summoned allies +4 str, dex, and con for 2 rounds, after which the aura is expended.
Bow of Nylea: Conjures a +2 Longbow in your hand that shoots poisoned arrows. Expend to allow allies to ignore cover for one round.
Feral Invocation: Allies get +20 ft. movement speed within your aura and a +2 dodge bonus to AC and Reflex Saves. Expend to Haste allies for one round.
Frog Tongue: Allies grow long, frog-like tongues which can be launched as a free action once per round to try to disarm enemies within 10 feet. Expend to let allies use tongues to Bull Rush enemies with +5 bonus.
Glimpse of Nature: Allies gain +4 wisdom and the benefits of an Arcane Sight spell. Expend to ask one question as the Stone Tell spell.
Rancor: Allies in aura get +4 strength, +4 constitution, and gain the benefits of the Power Attack feat. Expend to give allies full base attack bonus for one round.
Serpent Skin: Allies get +4 natural armor and a +4 bonus on saving throws against poison. Expend as an immediate action to give allies immunity to poison for one round.
Shape of the Wiitigo: Allies increase in size, gain a bite attack, and are subject to the Sadism spell. Expend to give allies +8 strength for one round.
Master Auras
Archetype of Endurance: Summons an advanced celestial dire boar to aid you. While the boar is alive, allies within the aura gain a +10 bonus to constitution and are immune to diseases and poisons. Expend to negate one harmful effect to an ally within the aura.
Cyclone: Constant Control Weather within aura, and allies gain a fly speed. Expend the aura to bury enemies in rubble.
Lignify: Allies gain a +10 natural armor bonus, +10 strength, -4 dexterity, and heavy fortification. Expend to turn enemies in aura into trees.
Mythic Proportions: Allies in aura increase by one size category, gain base attack equal to their hit dice, and get a +6 bonus to strength and constitution. Expend the aura to stomp the ground, causing an earthquake.
Nature's Wrath: Allies in aura gain +4 strength and wisdom and their weapons ignore hardness, ignore damage reduction, and gain the bane property for aberrations, constructs, and undead. Expend the aura to fire a Slaying Arrow at each enemy within the aura.
Red:
"Of course you should fight fire with fire. You should fight everything with fire."
Red is the color of passion, unpredictability, and speed. A red Auramancer adds the following skills to his class list: Intimidate (Cha), Disable Device (Int), Open Lock (Dex), Tumble (Dex), and Use Rope (Dex).
Red Auras:
Least Auras
Agility: Allies gain +1 to dexterity-based checks, including ranged attacks and initiative checks. Expend to double this bonus for one round.
Curse of the Pierced Heart: At the beginning of your turn, each enemy takes one point of piercing damage. Expend to deal 1d6 points of piercing damage to each enemy in range.
Dizzying Gaze: Enemies are dazzled. Expend to sicken enemies for one round.
Eternal Warrior: Allies get +1 dodge bonus to AC. Expend as an immediate action to grant all allies in range an additional +2 to armor class for one round (total +3 bonus).
Flaming Sword: Allies deal an extra 1 point of fire damage on each melee attack. Expend to grant the weapons of each ally in range the flaming property for one round.
Malicious Intent: Enemies in range do not gain shield bonuses to armor class. Expend to make enemies lose their dexterity bonuses to armor class for one round.
Racecourse Fury: Allies' land speed is increased by 10 feet. This is an enchantment bonus. Activate to increase this bonus to 30 feet for one round.
Reflexes: Allies get +2 on all reflex saves. Expend as an immediate action to give allies the evasion ability for one round.
Seal of Fire (Sp): Once per turn, as a standard action you can place an explosive rune in a square within your aura. As a free action, you may expend this aura to detonate each seal you’ve placed within the aura's range, dealing 1d6 damage per two auramancer levels (max 5d6) to each creature in or adjacent to a square with a seal.
Undying Rage: Allies gain the benefits of the Diehard feat. Expend to stabilize each ally in range.
Lesser Auras:
Barbed Field: Ground in aura is covered in barbed wire, creating rough terrain and dealing 1d6 points of piercing damage to enemies who move within the wire. Expend to have wires constrict enemies.
Claws of Valakut: Allies in range gain a pair of stone claw, granting them two claw attacks each round that deal 1d8 points of damage. Expend to wreath claws in flame for a short time.
Flowstone Embrace: Allies in the aura gain the benefit of the Power Attack feat and gain an extra attack when they charge. Expend to give allies +4 natural armor for one round.
Destructive Urge: Whenever an ally in range strikes an enemy spellcaster or manifester in melee, that enemy must make a will save or lose one spell slot of their highest level (chosen at random) or an amount of power points equal to the cost of an unaugmented power of the manifester’s highest level known. Expend to grant allies the ability to see how many power points/spell slots enemies have.
Firebreathing: Allies in range deal an extra point of fire damage per two auramancer levels (max 5) on melee attacks. Expend to grant allies a breath weapon.
Galvanic Arc: Mana-infused lightning arcs between creatures in range, dealing electricity damage equal to your Charisma modifier to enemies at the start of each round, and granting allies a bonus to initiative equal to your Charisma modifier. Expend to shoot a lightning bolt at enemies.
Ion Storm (Sp): Create a small sphere of rippling electricity, fire, and mana that deals 1d6 points of damage. Each turn you may move it within your aura. Expend to detonate sphere, dealing damage to creatures within 30 feet.
Lust for War: Enemies take damage equal to charisma bonus when they attack, and must attack closest enemy each turn. Expend to force enemies to attack closest creature.
Manabarbs: Creatures activating magic items, casting spells, or manifesting powers within range take damage equal to half your level. Expend as a free action to force enemies to roll twice for saving throws, taking the worse result for one round.
The Brute: Allies get +4 Strength, +4 Con, -2 AC and can't take actions requiring concentration.
Greater Auras
Antagonism: Enemies are compelled to attack you. Each time they miss with their attacks or fail to attack you in a round, they take 2d6 damage.
Breath of Fury: Allies within the aura can breath a line of fire that deals 5d4 damage once every 1d4 rounds. Expend the aura to shoot Scorching Rays.
Burning Sands: The ground within your aura becomes unbearably hot, dealing 2d6 fire damage each round to creatures in contact with the ground within your aura and possibly scorching their feet. Expend the aura to shoot pillars of burning sand up from the ground.
Curse of Stalked Prey: When you project this aura, allies gain +2 favored enemy bonuses against two creature types you choose. Expend the aura to grant allies' weapons the bane quality for the chosen creature types for one round.
Dust Corona: Swirling dust in aura grants concealment and deals 2d4 damage to each enemy within aura. Expend to desiccate an enemy.
Fervor: Allies gain +4 on initiative checks, a +4 dodge bonus to AC, and +30 ft. movement speed. Expend to grant Expeditious Retreat to allies.
Goblin Assault: Summons four goblin minions within your aura. Whenever a goblin is slain, you may spend a standard action to summon another one. Expend the aura to have the goblins dog-pile an enemy.
Heat Stroke: Enemies in aura take 2d6 nonlethal damage and become fatigued. Fatigued creatures become exhausted, exhausted creatures become nauseated. Expend to daze enemies.
Scald (Sp): Each round you may fire a burst of scalding water at an enemy within your aura, dealing 1d6 bludgeoning damage and 1d6 fire damage. Expend the aura to fire a double-strength jet of water that bull rushes creatures.
Smoke: A Caustic Smoke fills your aura. You may expend the aura to create smoke ladders and/or smoke stairs.
Master Auras:
Blood Moon: Allies in aura gain +10 Str, +10 Dex, DR 10/silver, +30 ft. movement speed, improved trip, and gain a wounding bite attack. Expend the aura to Polymorph allies for a short time.
Emblem of the Warmind: Allies in aura gain immunity to mind-affecting effects. Expend the aura to damage those attempting to use mind-affecting effects.
Fire Whip: Gain the benefits of improved trip and improved disarm feats. You gain a whip that deals 1d6/2 levels fire damage that can reach anywhere in your aura.
Gravity Sphere: Summon super-dense spheres that crash enemies into them and cause movement to be extremely difficult. Expend to throw summoned spheres at creatures, slaying them as a sphere of anihilation.
Mana Echoes: Gain the ability to counter spells, psionic powers, and spell-like abilities with Greater Dispel Magic. On your next action, you may duplicate the effect of the spell, power, or ability. Expend to cast a spell of 7th level or lower.
White:
"In dark times, truth bears a blade"
White is the color of honor, purity, and justice. A white Auramancer adds the following skills to his class list: Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Sense Motive (Wis), and Speak Language (n/a).
White Auras:
Least Auras
Burden of Guilt: Enemies take -1 penalty on attack rolls. Expend to force enemies to not attack for one round.
Boon Reflection: All Conjuration (healing) spells cast in aura have their caster level increased by five. Expend to Cure Light Wounds.
Coalition Flag: Enemies are forced to attack you. Activate to give yourself +2 AC for one round.
Cooperation: Allies gain double the benefit when using the 'aid another' action. Expend to give an ally in range a free attack.
Floating Shield: Shield of force protects one ally each round, giving them +4 shield bonus to AC. Expend as an immediate action to change protected ally.
Holy Strength: Allies get +2 enhancement bonus to AC. Expend to give allies DR 3/evil for one round.
Lifelink: Whenever an ally hits with an attack, they gain one hit point. Expend to give allies 1d10 temporary hit points.
Mask of Law and Grace: Allies get +2 on Diplomacy and Sense Motive checks. Expend to double the bonuses.
Seeker: Allies get +5 on Gather Information checks. Expend to Charm Person.
Vigilance: Allies get +4 AC against attacks of opportunity. Activate as an immediate action to not provoke one attack of opportunity.
Lesser Auras:
Angelic Voices: Allies gain a +2 bonus on will saves, and an additional +2 bonus against enchantments and fear-effects. Expend to Calm Emotions.
Damping Field: Activating magic items in aura takes twice as long or uses twice the charges. Expend as an immediate action to minimize the effect of one spell.
Daybreak Coronet (Sp): Allies gain celestial crowns that illuminate as a torch and give them a +1 bonus on saving throws. Each ally may expend their own crown to shoot a blinding ray at a foe as a standard action.
Dragon Scales: Allies get +2 natural armor and minor gold dragon-themed bonuses. Expend to give allies a breath weapon.
Ethereal Armor: Allies get a weightless set of banded mail that doesn't interfere with spellcasting. Expend to give allies a blink effect for one round.
Favorable Destiny: This aura has no passive effect. At any point, an ally may expend the aura for themselves to re-roll any one d20 roll they just made with a +1 bonus. When the last ally uses their re-roll, the aura is expended.
Fylgja (Sp): Allies in aura get +5 on heal checks. Once per round, you may summon a mote of healing in a square within your aura that heals an ally for 1d8 hit points. Expend to heal all allies in aura as though with a Mass Cure Light Wounds spell.
Harsh Judgement: Allies within aura get Detect Evil as a paladin and deal an extra 1d4 points of damage to evil creatures, 1d6 to evil undead and outsiders. Expend to grant an ally the Smite Evil ability for one round.
Shackles: Spiritual cuffs attempt to shackle foes. Expend to deal 1d6/2 levels nonlethal damage to shackled foes.
Greater Auras:
Act of Authority: Allies in aura gain a +10 bonus on diplomacy and gather information checks as well as the fearsome presence ability. Expend to banish an enemy.
Aura of Silence (Sp): Silence effect in aura. Once per round you may use a targeted Dispel Magic within your aura. Expend to create an Antimagic Field.
Cage of Hands: Phantasmal hands attempt to grapple, claw, and pin foes. Expend the aura to immobilize a target.
Celestial Mantle: Allies gain +10 armor bonus and fast healing 1 up to half their hit point total. Expend to Cure Moderate Wounds.
Eidolon of Countless Battles: Celestial soldier inspires allies and helps fight in battle. Expend to have him Inspire Greatness.
Greater Auramancy: Project a Lesser or Least aura of any other color.
Lightmine Field: Aura contains nodes of sparkling energy that hurt those moving through. Expend the aura to cause the nodes to explode.
Martyr's Bond: Each round, enemies must save or take damage that allies' heal up. Expend to deal strength damage to enemies in aura.
Mystic Barrier: Enemies willing passing into aura are sickened and take 2d4+level damage. Expend to force enemies out of aura.
Sacred Ground: Ground in aura acts as a double-strength Hallow spell and each ally within gains the benefits of a Protection from spell. Expend the aura to cast Undeath to Death on undead in aura.
Master Auras
Angelic Destiny: Allies in aura gain the benefits of a double-strength protection from evil, become outsiders, gain DR 10/evil, +5 holy great swords, and a fly speed of 60 ft.
Aurification (Sp): Each round you can force an enemy make a fortitude save or be turned to gold. If the save is successful, they take 1d6 dex damage. Expend to create a wall of gold that damages foes trying to break through.
Cover of Winter: Severe blizzard damages foes, may blow them away, and may blind them. Expend to bury enemies under snow.
Ghostly Prison (Sp): Trap enemies in spectral, barred Force Cage. Expend the aura to have ghostly hands attack those in the cages.
Oblivion Ring: Creatures entering your aura willingly must save or take 1d6/auramancer level of untyped damage. Expend the aura to planeshift enemies to a place of your choosing.
Auras (Su or Sp, see text): An auramancer's art is that of enchanting allies or enemies. He can learn to produce different effects, or auras, over the course of his career. The auramancer may project one aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the auramancer uses a free action to dismiss it or activates another aura of the same kind (major or minor). an auramancer can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the auramancer takes his first turn.
Each auras has two parts, a passive and an activated ability. When an aura is in effect, the passive ability is applied to each target in range, and at any time as a standard action (unless otherwise noted), the auramancer may use the activated ability as a spell-like ability.
At level one, an auramancer may expend each least aura he has learned once per day.
At level 5, the auramancer's ability to refresh his auras improves, allowing him to expend each least aura once per encounter, and his newly-learned lesser auras once per day each.
At level 10, the auramancer's auras improve again, and he may expend least auras once every 1d4 rounds, lesser auras once per encounter, and greater auras once per day.
At level 15, the auramancer is a master of his craft, and may expend least auras at will, lesser auras once every 1d4 rounds, greater auras once per encounter, and master auras once per day.
An auramancer is entitled to a Concentration check to successfully activate an aura if he is hit by an attack while activating, just as a spellcaster would be. an auramancer can choose to activate an aura's activated ability defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. an auramancer’s auras are subject to spell resistance unless an aura’s description specifically states otherwise. an auramancer’s caster level with his auras is equal to his auramancer level.
The save DC for an aura (if it allows a save) is 10 + equivalent spell level + the auramancer’s Charisma modifier. Since spell-like abilities are not actually spells, an auramancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual), but such feats only apply to the activated ability.
Unless otherwise noted, an auramancer's aura affects all targets within 30 feet (including himself) that are within line of effect. Unlike other supernatural abilities, an aura can be dispelled. If an aura is dispelled, it is put on cooldown as if its activated ability had been used.
The four grades of auras, in order of their relative power, are least, lesser, greater, and master. an auramancer begins with knowledge of two auras, which must be of the lowest grade (least) and of his primary color. As an auramancer gains levels, he learns new auras, as summarized on the class Table. A list of available auras can be found following this class description.
At any level when an auramancer learns a new aura, he can also replace an auras he already knows with another auras of the same or a lower grade. At 5th level, an auramancer can replace a least auras he knows with a different least auras (in addition to learning a new auras, which could be either least or lesser). At 10th level, an auramancer can replace a least or lesser auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, or greater). At 15th level, an auramancer can replace a least, lesser, or greater auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, greater, or master).
Bonus Feat: At second level, and every eight levels afterwords an auramancer receives a bonus feat. The feat must be based on a color you have chosen as your primary, secondary, or tertiary color. In addition the the list below, an auramancer may take the Ability Focus feat or the Skill Focus feat for any of the skills their primary color has granted them.
Black: Deceitful, Fade into Violence, Imperious Command, Death Blow, Evil Devotion, Stealthy.
Blue: Combat Expertise, Dodge, Iron Will, Magical Aptitude, Master of Knowledge, Trickery Devotion.
Green: Animal Affinity, Endurance, Great Fortitude, Improved Unarmed Strike, Plant Devotion, Power Attack.
Red: Acrobatic, Chaos Devotion, Improved Initiative, Lightning Reflexes, Empower Spell-Like Ability, Weapon Finesse.
White: Combat Intuition, Disease Immunity, Master Manipulator, Mind over Body, Law Devotion, Negotiator.
Surmount Ability: Auramancers gain an knack for certain things as they travel the planes. Upon reaching fourth level, an auramancer gains a surmount ability based on their color.
Black: You have learned how to manipulate people to get what you need. When making an intimidate check to influence somebody's behavior, their attitude shifts only to neutral (or unfriendly if they were unfriendly to start with).
Blue: You are a great scholar. Making a knowledge check to identify a monster is a free action instead of a standard action.
Green: You have an affinity with beasts of all shapes and sizes. You may use the Handle Animal skill on Aberrations, Magical Beasts, and Vermin just as easily as you could an animal.
Red: When you want something done, it better be done quick. When using a skill in a shorter amount of time than normal (such as tumbling while running, or picking a lock as a move action) you suffer only half the penalties, rounded down.
White: You're able to convey your thoughts and actions to others even through language barriers. You may make diplomacy checks against creatures who do not share a language with you (but still have a language) with a -5 penalty.
Secondary Color: Upon reaching sixth level, an auramancer gains a secondary color. The auramancer must choose another color from the list of five, and she can now choose auras from that color's list. Additionally, auras she creates of her primary color have their saving throw DCs increased by one.
Peak Ability: An auramancer of eighth level has gained some experience using their abilities and have started to master their color. The bonus an auramancer gains is dependent on their primary color.
Black: A black auramancer has learned how to recover from webs of lies they have spun. Once per day, when a black auramancer fails a bluff, disguise, or intimidate check, they may make a second check in the following round. If the check is successful, the previous failure is undone.
Blue: A blue auramancer has learned how to how to identify certain quirks about people from their writing. A blue auramancer may use the decipher script skill to identify certain aspects about the writer. An auramancer can determine the targets type and/or subtype and whether or not what is written is false information. The DC is equal to 10+ the charisma score of the person who wrote the piece.
Green: A green auramancer has learned how to strike a path for his allies to move through. When a green auramancer and his allies move overland, he may make a survival check. The DC is equal to 15+2 for each ally he wishes to effect. If the check is successful, they may move at full speed no matter what the terrain.
Red: A red auramancer has learned how to let their passions drive them. Whenever making a skill check for a skill in which the auramancer has full ranks, she may choose to add 1d6 to the result. This must be decided before the auramancer rolls the skill check. This ability is usable once per day.
White: A white auramancer has learned how to size up people through merely talking to them. While interacting with an intelligent being which the auramancer shares a language with, they may make a special sense motive check. The DC is equal to 10+the Hit Dice of the target. If your check is successful, you may discern if the targets alignment differs from yours and by how many steps.
Double Aura: An auramancer of eighth level or higher may have two auras projected simultaneously. The second aura must be at least one tier lower than the highest tier of auras the auramancer can project (for instance, an 11th-level auramancer could have a lesser aura and a greater aura active at the same time).
Widened Auras: An aura projected by a ninth level auramancer extends out to 60 feet instead of 30 feet.
Mastered Emulation: An auramancer of eleventh level can emulate any race when using magic items.
Tertiary Color: Upon reaching twelfth level, an auramancer gains access to his third and final color. He can from then on choose auras of that third color. All auras project of her primary and secondary colors have their saving throw DCs increased by one.
Retether: If a target would succeed on a saving throw against an aura projected by a fourteenth level auramancer, they must make a second saving throw in the next round.
Perfect Emulation: An Auramancer of sixteenth level can emulate any alignment when using magic items.
Prime Ability: Upon reaching twentieth level, an auramancer has mastered their abilities, taking them to a level of skill few can hope to attain. They gain a prime ability based upon their primary color:
Black: A black auramancer has become adept at hiding their body as easily as they hide their motives. A black auramancer may now hide even while being observed, as the hide in plain sight class feature.
Blue: A blue auramancer has learned how to perfect their subtle art of disguising. The auramancer may now use Alter Self and Charm Person as a supernatural ability at will. The DC for Charm Person is 11+charisma modifier.
Green: A green auramancer has walked every terrain in existance. A green auramancer is no longer effected by rough terrain, negative planar effects, and doesn't trigger any floor-based traps.
Red: A red auramancer has learned to truly embrace their chaos. Nobody, not even them, can predict their next move. They gain the Uncanny Dodge and Greater Uncanny Dodge class features.
White: Your prowess for healing has surpassed mortal hands. With a successful heal check you may now cure magical diseases, curses and poisons. The DC is equal to the saving throw DC of the spell, poison, or disease.
Auramancers are found throughout the Magic: The Gathering universe in every nook and cranny. Any race can take up auramancy. Auramancers use their auras to help their allies in battle, as well as make opponents weaker.
Abilities: Charisma determines the saving throws of offensive Auras. Constitution and Strength are important for an auramancer who likes to go into the front lines.
Alignment: Any
Starting Age: Simple
Starting Gold: 5d4 x 10gp.
Hit die: d8
Class Skills (4 + Int modifier per level; x4 at first level): Autohypnosis (Wis), Climb (Str) Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana), Knowledge (Planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
An auramancer has additional class skills, determined by their primary color (see below)
The Auramancer
LevelBABFort SaveRef SaveWill SaveSpecialAuras Known
1st
+0
+2
+0
+2
Primary Color, Auras (least)
2
2nd
+1
+3
+0
+3
Bonus Feat
2
3rd
+2
+3
+1
+3
3
4th
+3
+4
+1
+4
Surmount Ability
3
5th
+3
+4
+1
+4
Auras (Lesser)
4
6th
+4
+5
+2
+5
Secondary Color
5
7th
+5
+5
+2
+5
Peak Ability
5
8th
+6/+1
+6
+2
+6
Double Auras
6
9th
+6/+1
+6
+3
+6
Widened Auras
6
10th
+7/+2
+7
+3
+7
Auras (Greater), Bonus Feat
7
11th
+8/+3
+7
+3
+7
Mastered Emulation
7
12th
+9/+4
+8
+4
+8
Tertiary Color
9
13th
+9/+4
+8
+4
+8
9
14th
+10/+5
+9
+4
+9
Retether
10
15th
+11/+6/+1
+9
+5
+9
Auras (Master)
11
16th
+12/+7/+2
+10
+5
+10
Perfect Emulation
11
17th
+12/+7/+2
+10
+5
+10
12
18th
+13/+8/+3
+11
+6
+11
Bonus Feat
12
19th
+14/+8/+3
+11
+6
+11
13
20th
+15/+10/+5
+12
+6
+12
Prime Ability
13
Class features:
Weapon and armor proficiencies: An Auramancer is proficient with all simple and martial weapons, and with light and medium armor. An auramancer is proficient in shields (but not tower shields).
Primary Color: Each auramancer has a primary color of magic they use. The five colors are listed and detailed below. Once your primary color is chosen, it cannot be changed. Later on as you gain levels, you may access different colors. An auramancer may only create auras of his color.
Black
"Greatness, at any cost."
Black is the color of ambition, death, and betrayal. A black Auramancer adds the following skills to his class skill list: Bluff (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (History), and Move Silently (Dex)
Black Auras:
Least Auras:
Artificer's Hex: Enemies in aura take -1 to hit with manufactured weapons. Expend to make enemies attack self.
Crippling Blight: Enemies in aura take -1 penalty to AC. Expend to double penalty for 1 round.
Dying Wish: If an ally in aura is knocked unconscious, enemies in aura take 1d10/2 levels damage. Expend to stabilize all allies in aura.
Feebleness: Enemies in aura take -2 penalty on grapple checks, trip attempts, bull rush attempts, and other such checks. Expend to give enemies a strength penalty for one round.
Ghoul Flesh: Allies in aura have light fortification. Expend to grant allies Damage Reduction for one round.
Relic Bane: Enemies attempting to activate magic items in aura take 1d6 points of damage. Expend to disarm enemies.
Seizures: Enemies in aura take -2 penalty to dexterity. Expend to knock enemies prone.
Skeletal Grimace: Allies in aura get +4 bonus to intimidate checks and add +1 DC to all fear spells/abilities they use. Expend to strike fear into enemies.
Torment: Enemies in aura take -2 penalty on damage. Expend to wrack enemies with pain.
Unholy Strength: Allies in aura get +1 to hit and damage. Expend to add +1d6 to all allies' damage for 1 round.
Lesser Auras:
Blowfly Infestation: Enemies in aura are afflicted with blowfly larvae. Expend to mature the blowflies.
Breeding Pit: Summon Thrull minion which must remain in aura at all times. Expend to increase allies' stats for one round.
Circle of Affliction: Half Strength Circle of Protection, damages planar beings and summoned monsters within aura.
Crown of Suspicion: Allies in aura get the benefits of the Combat Reflexes feat. Expend to give allies +10 on next sense motive check.
Diabolic Servitude: Take damage to raise recently fallen foes for a short time. Expend to detonate undead.
Dragon Shadow: Allies in aura get minor black-dragon themed bonuses. Expend to give allies a breath weapon for one round.
Endless Whispers: Enemies in aura are distracted, enemy arcane casters get +25% spell failure. Expend to confuse one target in aura.
Fear (Sp): You gain a fear gaze attack that can be used against enemies in aura.
Maggot Therapy: Allies gain +2 natural armor bonus, intimidate bonus, and are slimy. Expend to heal allies 2d8.
Underworld Connections: Allies get minor demon-themed bonuses. Expend to recover a single aura on cooldown.
Greater Auras:
Attrition: Enemies in aura take damage equal to your charisma modifier every turn, save for half. Expend to Shrivel Limb on foes.
Bad Moon: Allied creatures gain +4 Str, DR 5/good, and Spell Resistance. Expend to increase bonuses for 1d4 rounds.
Banewasp Affliction: Afflicts enemies with Banewasp Larvae. Expend to have Banewasp swarm burst out of foes.
Blood Reckoning: Enemies in aura that successfully damage an ally must make a saving throw or take 1 point of strength damage. Expend to fatigue enemies, aura lasts for 1d4 more rounds.
Call to the Grave: Zombie hands reach out of ground and attempt to trip, pin, and claw foes. Foes knocked unconscious are dragged under, raised as a zombie under your control. Expend to call forth 1d3 zombies that last for 5 rounds.
Crumbling Ashes (Sp): Each round, you may target an enemy, who must save or take 1d6 points of damage per two auramancer levels (half fire, half unholy). Expend to target two foes at once and empower the effect. Any foe slain by this is disintegrated.
Curse of Wizardry: Enemies who cast spells, manifest powers, use spell- or psi- like abilities, use supernatural abilities, or activate magic items within aura must save or be dazed for one round after the action. Expend to Silence enemy casters in aura for 2d4 rounds.
Discordant Dirge: Enemies in aura suffer -2 penalty on attack rolls, damage rolls, and skill checks. Each round, every enemy in the aura takes 1d6 points of sonic damage. Expend to deal 1d6 sonic damage per two levels and deafen foes.
Quagmire: Ground within aura becomes an acidic muck. Enemies within your aura must make a strength check to move through the extremely sticky muck. Enemies caught within the quagmire take 1d6 points of acid damage every round. Expend to solidify ground, trapping creatures in the ground.
Witch's Mist: Enemies in aura take an extra 1d4 points of damage whenever they are injured. Constant Obscuring Mist within aura. Expend to charm enemies in aura.
Master Auras
Baneful Omen: Enemies receive visions of their allies' betrayal and turn on one another. Expend to Bestow Greater Curse on enemies in aura.
Bitterblossom: Summons a swarm of poisonous faeries inside your entire aura. Expend aura to cast Overland Flight.
Necropotence: Allies in aura gain undead type, cause negative levels if they crit with their attacks, and can make paralyzing touch attacks. Expend to refresh any other Black or Necromancy aura.
The Abyss: Enemies in aura must save or take physical and constitution damage. Expend to Disintegrate.
Vile Requiem: Ghastly noises deal sonic damage and wisdom damage to enemies in aura. Expend to cause Insanity.
Blue:
"The things I once imagined would be my greatest achievements were only the first steps toward a future I can only begin to fathom."
Blue is the color of knowledge, deception, and planning. A blue Auramancer adds the following skills to his list of class skills: Appraise (Int), Decipher Script (Int), Disguise (Cha), and Knowledge (All Skills, taken induvidually) (Int).
Blue Auras:
Least Auras:
Artificer's Intuition: Allies in aura get +5 on Use Magic Device checks. Expend to Detect Magic.
Buoyancy: Allies in aura can't sink in water or similar substances. Expend to give allies +10 on next swim checks.
Cloak of Mists: Allies gain +1 deflection bonus to AC. Expend to create an Obscuring Mist.
Curiosity: Allies gain +2 bonus on appraise and knowledge checks. Expend to double the bonus.
Defensive Stance: Allies gain +1 bonus to hit and AC when fighting defensively. Expend to give allies the use of the Combat Reflexes feat for one round.
Diplomatic Immunity: Enemies must succeed on Will save to attack allies, as long as allies don't attack back. Expend to give allies +5 on diplomacy checks.
Freed from the Real: Allies get Silent Images that must remain in the aura. Expend to add a ghost sound for one round.
Illusionary Armor: If enemies fail a Will save, allies in aura get +4 armor bonus to AC. Expend to make illusionary armor real for one round.
Mana Chains: Enemies suffer 15% arcane spell failure. Expend to increase DCs of all concentration checks in aura by 5.
Sensory Deprivation: Enemies in aura get -5 on spot and listen checks. Expend to negate scent, blindsense, and tremorsense in aura for one round.
Lesser Auras:
Agoraphobia: Enemies in aura gain a fear of open spaces, and take -3 penalty on checks while in an outdoors area. Activate to cause an illusion of a wide, open area.
Air Bladder: Allies gain a constant Feather Fall effect on them. Expend to give allies a fly speed of 30 feet for one round.
Biting Tether: A spectral leash and collar form around enemies in range, dealing 1d6 points of damage and reducing their speed by 10 feet. Expend to Bull Rush enemies.
Chill: Enemies in aura are numbed, taking 1d4 points of cold damage and fatiguing them. Expend to give enemies a dex penalty.
Cowardice: Enemies in aura become shaken. Expend to force them to cower for one turn.
Dance of Many: Each ally gains a single mirror image. Expend to make them quasi-real for one round.
Decree of Silence: Silence in aura. Expend as a free action to counter a spell of second level or lower.
Eyes of the Watcher: Minor precognition gives allies +1 bonus to hit, initiative, spot, search, and AC. Expend to cast Augury.
Mystic Veil:: Allies in aura gain +2 deflection bonus to AC. Expend to create a short-lasting Blur.
Psychic Venom: Enemies attempting to read allies' thoughts within aura are subject to a psychic poison. Expend to grant a nondetection effect for one round.
Greater Auras:
Aether Storm: Enemies in aura take 2d4 points of electricity every round, take -4 on spot and listen checks, -2 on ranged attack rolls. Expend to cast Gust of Windcoupled with a Lightning Bolt.
Aqueous Form Allies get +4 Dex, Light Fortification, a swim speed, and can squeeze into small spaces. Expend to force aqueous form on enemies.
Chronic Flooding: Aura gets filled with water- in which allies gain the benefits of a Water Breathing spell. Expend aura to wash away foes.
Crab Umbra: Allies in aura get +4 natural armor bonus, and one claw attack. Expend aura as an immediate action to negate one targeted effect on an ally.
Dissipation Field: Allies within your aura recieve the benefits of a Repelling Shield spell. In addition, extraplanar and summoned creatures must succeed on a will save to approach within your aura. Expend to shunt out creatures with arcane energy.
Gravitational Shift (Sp): On your turn, you may designate one 5-foot square to have either super- or anti- gravity. Until the beginning of your next turn, each enemy entering that square is pinned to the ground (if you increased gravity), or flies upwards, after which it lands on the ground (taking 2d6 points of damage) and continues its turn. Allies entering such squares get +4 on checks to avoid forced movement (if heavy), or can levitate (if the gravity is low). Expend to smash enemies into ground, dealing 2d6 points of falling damage.
Heightened Awareness: Allies in aura get +6 on search, spot, and listen checks, uncanny dodge, and trapsense +1. Expend to give allies blindsight for 1d4 rounds.
Hesitation: Enemies in aura take -3 penalty on attack rolls, spell-casting by enemy casters takes one full-round action. Expend to daze enemies.
Memory Erosion: Enemies in aura casting spells, manifesting powers, using spell- or psi- like abilities, and supernatural abilities lose an addition spell slot, power points equal to your charisma modifier, one daily use of their spell-, psi-, or supernatural abilities (or can't use it for an additional round if it has unlimited uses). Expend to deal 1d4 points of int, wis, or charisma damage to enemies within aura.
Second Wind: This aura has no passive effect. Instead, each ally may chose to expend it for themselves, granting them an extra move or standard action. The aura is fully expended when the last ally within the aura has expended it for themselves.
Master Auras
Counterbalance: Allies in aura receive the benefits of Spell Turning. Expend to Greater Dispel Magic on an area or object.
Future Sight: Precognitive edge gives allies +1 to hit, damage, saving throws, skill checks, opposed rolls, and ability checks. When you project this aura, each ally may choose to expend the aura for themselves at any time to reroll any one d20 roll they just made with a +5 bonus. The aura is fully expended when the last ally within the aura has expended it for themselves.
Hive Mind: Allies in aura are linked telepathically, gain greater uncanny dodge, gain improved evasion, and gain a +5 bonus on spot and listen checks. You may expend the aura to give each ally the highest base attack bonus, saving throw bonuses, and skill bonus among each other for 1 round.
Pemmin's Aura: Allies in aura gain constant displacement effect, gain a fly speed, and the use of the Combat Expertise and Power Attack feats. Expend to give an ally within your ally an immediate turn.
Treachery (Sp): Each round, you may attempt to dominate an enemy in the aura as with the Dominate Monster spell. A subject may only be dominated once, and you can only dominate one creature at a time. Expend to Feeblemind creatures within aura.
Green:
"I am neither their drover nor their leader. To these majestic beasts, I am simply their herdmate and nothing more."
Green is the color of community, nature, and brute strength. A green Auramancer adds the following skills to his list of class skills: Handle Animal (Cha), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Ride (Dex), and Survival (Wis).
Green Auras:
Least Auras:
Armor of Thorns: Allies gain +1 natural armor. Expend to deal 1d4 points of damage to melee attackers for one round.
Aspect of the Wolf: Allies gain +4 bonus on initiating and resisting trip attempts. Expend to give allies +2 bonus to strength for one round.
Decomposition: Enemy undead take 1d4 +1/2 level damage per round in aura. Expend make undead creatures susceptible to critical hits and sneak attack for one round.
Elephant Guide: Spectral elephant guides you, giving you a +5 bonus on your survival checks. Expend to make elephant slam an enemy for 2d6 points of damage.
Ferocity: Allies in aura get +4 bonus to initiative. Expend at the beginning of combat to give each ally a +2 bonus on damage rolls on the first round of combat.
Gravity Well: Enemies in aura have trouble flying. Expend to knock enemies prone.
Keen Sense: Allies in aura gain scent. Expend to give allies blindsense for one round.
Maddening Wind: Ranged attacks made against allies in aura suffer a -2 penalty. Expend to create a Wind Wall for one round.
Predatory Hunger: Allies in aura gain a bite attack that deals 1d4 points of damage. Expend to double bite's threat range for one round.
Wreath of Geists: Allies gain +5 bonus on knowledge checks. Expend to Speak with Dead.
Lesser Auras:
Ancestral Mask: Allies in aura get +2 on all wisdom checks, wisdom-based skills, and will saves. Expend as an immediate action to give allies a second saving throw against a mind-affecting effect.
Arachnus Web: Sticky strands of web entangle enemies. Expend to immobilize enemies for one round.
Carapace: Allies get +2 natural armor and DR 1/-. Expend to give allies an additional +2 natural armor and DR 5/- for one round.
Crown of Vigor: Allies in aura get fast healing 3, up to half of their hit point values. Expend to heal allies 2d8.
Dragon Fangs: Allies gain bite attack and minor bronze dragon-themed bonus. Expend to give allies a breath weapon.
Dryad's Favor: Allies in aura leave no tracks and ignore difficult terrain as long as they are in a natural environment. Expend to give allies +10 on handle animal, survival, and diplomacy checks against fey for one round.
Fyndhorn Pollen: Enemies in aura take -3 penalty on search, spot, and hide checks. Expend to nauseate enemies in aura for one round.
Greener Pastures: 1d4+1 saprolings are summoned to serve you, but must remain in aura. Expend to create a small wall of wood.
Lifeforce: Allies in aura get a +2 bonus on saving throws against negative energy, negative levels, and death effects. Expend as an immediate action to offer a reroll on a saving throw.
One With Nature: Allies in aura get +10 on survival checks and don't need to eat as long as they stay in a wilderness environment. Expend to create Goodberries.
Greater Auras:
Asceticism: Allies gain Spell Resistance equal to 11 + Caster level. Expend as an immediate action to cast a targeted Dispel Magic.
Barbed Foliage: Constant Entangle effect in aura with thorns that 1d4 points of damage each round and have the wounding property. Expend to have foliage trip or grapple enemies for one round.
Beastmaster Ascension: Summons 1d3 creatures off of the Summon Nature's Ally III spell that are bound to your aura. Spend a free action to give summoned allies +4 str, dex, and con for 2 rounds, after which the aura is expended.
Bow of Nylea: Conjures a +2 Longbow in your hand that shoots poisoned arrows. Expend to allow allies to ignore cover for one round.
Feral Invocation: Allies get +20 ft. movement speed within your aura and a +2 dodge bonus to AC and Reflex Saves. Expend to Haste allies for one round.
Frog Tongue: Allies grow long, frog-like tongues which can be launched as a free action once per round to try to disarm enemies within 10 feet. Expend to let allies use tongues to Bull Rush enemies with +5 bonus.
Glimpse of Nature: Allies gain +4 wisdom and the benefits of an Arcane Sight spell. Expend to ask one question as the Stone Tell spell.
Rancor: Allies in aura get +4 strength, +4 constitution, and gain the benefits of the Power Attack feat. Expend to give allies full base attack bonus for one round.
Serpent Skin: Allies get +4 natural armor and a +4 bonus on saving throws against poison. Expend as an immediate action to give allies immunity to poison for one round.
Shape of the Wiitigo: Allies increase in size, gain a bite attack, and are subject to the Sadism spell. Expend to give allies +8 strength for one round.
Master Auras
Archetype of Endurance: Summons an advanced celestial dire boar to aid you. While the boar is alive, allies within the aura gain a +10 bonus to constitution and are immune to diseases and poisons. Expend to negate one harmful effect to an ally within the aura.
Cyclone: Constant Control Weather within aura, and allies gain a fly speed. Expend the aura to bury enemies in rubble.
Lignify: Allies gain a +10 natural armor bonus, +10 strength, -4 dexterity, and heavy fortification. Expend to turn enemies in aura into trees.
Mythic Proportions: Allies in aura increase by one size category, gain base attack equal to their hit dice, and get a +6 bonus to strength and constitution. Expend the aura to stomp the ground, causing an earthquake.
Nature's Wrath: Allies in aura gain +4 strength and wisdom and their weapons ignore hardness, ignore damage reduction, and gain the bane property for aberrations, constructs, and undead. Expend the aura to fire a Slaying Arrow at each enemy within the aura.
Red:
"Of course you should fight fire with fire. You should fight everything with fire."
Red is the color of passion, unpredictability, and speed. A red Auramancer adds the following skills to his class list: Intimidate (Cha), Disable Device (Int), Open Lock (Dex), Tumble (Dex), and Use Rope (Dex).
Red Auras:
Least Auras
Agility: Allies gain +1 to dexterity-based checks, including ranged attacks and initiative checks. Expend to double this bonus for one round.
Curse of the Pierced Heart: At the beginning of your turn, each enemy takes one point of piercing damage. Expend to deal 1d6 points of piercing damage to each enemy in range.
Dizzying Gaze: Enemies are dazzled. Expend to sicken enemies for one round.
Eternal Warrior: Allies get +1 dodge bonus to AC. Expend as an immediate action to grant all allies in range an additional +2 to armor class for one round (total +3 bonus).
Flaming Sword: Allies deal an extra 1 point of fire damage on each melee attack. Expend to grant the weapons of each ally in range the flaming property for one round.
Malicious Intent: Enemies in range do not gain shield bonuses to armor class. Expend to make enemies lose their dexterity bonuses to armor class for one round.
Racecourse Fury: Allies' land speed is increased by 10 feet. This is an enchantment bonus. Activate to increase this bonus to 30 feet for one round.
Reflexes: Allies get +2 on all reflex saves. Expend as an immediate action to give allies the evasion ability for one round.
Seal of Fire (Sp): Once per turn, as a standard action you can place an explosive rune in a square within your aura. As a free action, you may expend this aura to detonate each seal you’ve placed within the aura's range, dealing 1d6 damage per two auramancer levels (max 5d6) to each creature in or adjacent to a square with a seal.
Undying Rage: Allies gain the benefits of the Diehard feat. Expend to stabilize each ally in range.
Lesser Auras:
Barbed Field: Ground in aura is covered in barbed wire, creating rough terrain and dealing 1d6 points of piercing damage to enemies who move within the wire. Expend to have wires constrict enemies.
Claws of Valakut: Allies in range gain a pair of stone claw, granting them two claw attacks each round that deal 1d8 points of damage. Expend to wreath claws in flame for a short time.
Flowstone Embrace: Allies in the aura gain the benefit of the Power Attack feat and gain an extra attack when they charge. Expend to give allies +4 natural armor for one round.
Destructive Urge: Whenever an ally in range strikes an enemy spellcaster or manifester in melee, that enemy must make a will save or lose one spell slot of their highest level (chosen at random) or an amount of power points equal to the cost of an unaugmented power of the manifester’s highest level known. Expend to grant allies the ability to see how many power points/spell slots enemies have.
Firebreathing: Allies in range deal an extra point of fire damage per two auramancer levels (max 5) on melee attacks. Expend to grant allies a breath weapon.
Galvanic Arc: Mana-infused lightning arcs between creatures in range, dealing electricity damage equal to your Charisma modifier to enemies at the start of each round, and granting allies a bonus to initiative equal to your Charisma modifier. Expend to shoot a lightning bolt at enemies.
Ion Storm (Sp): Create a small sphere of rippling electricity, fire, and mana that deals 1d6 points of damage. Each turn you may move it within your aura. Expend to detonate sphere, dealing damage to creatures within 30 feet.
Lust for War: Enemies take damage equal to charisma bonus when they attack, and must attack closest enemy each turn. Expend to force enemies to attack closest creature.
Manabarbs: Creatures activating magic items, casting spells, or manifesting powers within range take damage equal to half your level. Expend as a free action to force enemies to roll twice for saving throws, taking the worse result for one round.
The Brute: Allies get +4 Strength, +4 Con, -2 AC and can't take actions requiring concentration.
Greater Auras
Antagonism: Enemies are compelled to attack you. Each time they miss with their attacks or fail to attack you in a round, they take 2d6 damage.
Breath of Fury: Allies within the aura can breath a line of fire that deals 5d4 damage once every 1d4 rounds. Expend the aura to shoot Scorching Rays.
Burning Sands: The ground within your aura becomes unbearably hot, dealing 2d6 fire damage each round to creatures in contact with the ground within your aura and possibly scorching their feet. Expend the aura to shoot pillars of burning sand up from the ground.
Curse of Stalked Prey: When you project this aura, allies gain +2 favored enemy bonuses against two creature types you choose. Expend the aura to grant allies' weapons the bane quality for the chosen creature types for one round.
Dust Corona: Swirling dust in aura grants concealment and deals 2d4 damage to each enemy within aura. Expend to desiccate an enemy.
Fervor: Allies gain +4 on initiative checks, a +4 dodge bonus to AC, and +30 ft. movement speed. Expend to grant Expeditious Retreat to allies.
Goblin Assault: Summons four goblin minions within your aura. Whenever a goblin is slain, you may spend a standard action to summon another one. Expend the aura to have the goblins dog-pile an enemy.
Heat Stroke: Enemies in aura take 2d6 nonlethal damage and become fatigued. Fatigued creatures become exhausted, exhausted creatures become nauseated. Expend to daze enemies.
Scald (Sp): Each round you may fire a burst of scalding water at an enemy within your aura, dealing 1d6 bludgeoning damage and 1d6 fire damage. Expend the aura to fire a double-strength jet of water that bull rushes creatures.
Smoke: A Caustic Smoke fills your aura. You may expend the aura to create smoke ladders and/or smoke stairs.
Master Auras:
Blood Moon: Allies in aura gain +10 Str, +10 Dex, DR 10/silver, +30 ft. movement speed, improved trip, and gain a wounding bite attack. Expend the aura to Polymorph allies for a short time.
Emblem of the Warmind: Allies in aura gain immunity to mind-affecting effects. Expend the aura to damage those attempting to use mind-affecting effects.
Fire Whip: Gain the benefits of improved trip and improved disarm feats. You gain a whip that deals 1d6/2 levels fire damage that can reach anywhere in your aura.
Gravity Sphere: Summon super-dense spheres that crash enemies into them and cause movement to be extremely difficult. Expend to throw summoned spheres at creatures, slaying them as a sphere of anihilation.
Mana Echoes: Gain the ability to counter spells, psionic powers, and spell-like abilities with Greater Dispel Magic. On your next action, you may duplicate the effect of the spell, power, or ability. Expend to cast a spell of 7th level or lower.
White:
"In dark times, truth bears a blade"
White is the color of honor, purity, and justice. A white Auramancer adds the following skills to his class list: Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Sense Motive (Wis), and Speak Language (n/a).
White Auras:
Least Auras
Burden of Guilt: Enemies take -1 penalty on attack rolls. Expend to force enemies to not attack for one round.
Boon Reflection: All Conjuration (healing) spells cast in aura have their caster level increased by five. Expend to Cure Light Wounds.
Coalition Flag: Enemies are forced to attack you. Activate to give yourself +2 AC for one round.
Cooperation: Allies gain double the benefit when using the 'aid another' action. Expend to give an ally in range a free attack.
Floating Shield: Shield of force protects one ally each round, giving them +4 shield bonus to AC. Expend as an immediate action to change protected ally.
Holy Strength: Allies get +2 enhancement bonus to AC. Expend to give allies DR 3/evil for one round.
Lifelink: Whenever an ally hits with an attack, they gain one hit point. Expend to give allies 1d10 temporary hit points.
Mask of Law and Grace: Allies get +2 on Diplomacy and Sense Motive checks. Expend to double the bonuses.
Seeker: Allies get +5 on Gather Information checks. Expend to Charm Person.
Vigilance: Allies get +4 AC against attacks of opportunity. Activate as an immediate action to not provoke one attack of opportunity.
Lesser Auras:
Angelic Voices: Allies gain a +2 bonus on will saves, and an additional +2 bonus against enchantments and fear-effects. Expend to Calm Emotions.
Damping Field: Activating magic items in aura takes twice as long or uses twice the charges. Expend as an immediate action to minimize the effect of one spell.
Daybreak Coronet (Sp): Allies gain celestial crowns that illuminate as a torch and give them a +1 bonus on saving throws. Each ally may expend their own crown to shoot a blinding ray at a foe as a standard action.
Dragon Scales: Allies get +2 natural armor and minor gold dragon-themed bonuses. Expend to give allies a breath weapon.
Ethereal Armor: Allies get a weightless set of banded mail that doesn't interfere with spellcasting. Expend to give allies a blink effect for one round.
Favorable Destiny: This aura has no passive effect. At any point, an ally may expend the aura for themselves to re-roll any one d20 roll they just made with a +1 bonus. When the last ally uses their re-roll, the aura is expended.
Fylgja (Sp): Allies in aura get +5 on heal checks. Once per round, you may summon a mote of healing in a square within your aura that heals an ally for 1d8 hit points. Expend to heal all allies in aura as though with a Mass Cure Light Wounds spell.
Harsh Judgement: Allies within aura get Detect Evil as a paladin and deal an extra 1d4 points of damage to evil creatures, 1d6 to evil undead and outsiders. Expend to grant an ally the Smite Evil ability for one round.
Shackles: Spiritual cuffs attempt to shackle foes. Expend to deal 1d6/2 levels nonlethal damage to shackled foes.
Greater Auras:
Act of Authority: Allies in aura gain a +10 bonus on diplomacy and gather information checks as well as the fearsome presence ability. Expend to banish an enemy.
Aura of Silence (Sp): Silence effect in aura. Once per round you may use a targeted Dispel Magic within your aura. Expend to create an Antimagic Field.
Cage of Hands: Phantasmal hands attempt to grapple, claw, and pin foes. Expend the aura to immobilize a target.
Celestial Mantle: Allies gain +10 armor bonus and fast healing 1 up to half their hit point total. Expend to Cure Moderate Wounds.
Eidolon of Countless Battles: Celestial soldier inspires allies and helps fight in battle. Expend to have him Inspire Greatness.
Greater Auramancy: Project a Lesser or Least aura of any other color.
Lightmine Field: Aura contains nodes of sparkling energy that hurt those moving through. Expend the aura to cause the nodes to explode.
Martyr's Bond: Each round, enemies must save or take damage that allies' heal up. Expend to deal strength damage to enemies in aura.
Mystic Barrier: Enemies willing passing into aura are sickened and take 2d4+level damage. Expend to force enemies out of aura.
Sacred Ground: Ground in aura acts as a double-strength Hallow spell and each ally within gains the benefits of a Protection from spell. Expend the aura to cast Undeath to Death on undead in aura.
Master Auras
Angelic Destiny: Allies in aura gain the benefits of a double-strength protection from evil, become outsiders, gain DR 10/evil, +5 holy great swords, and a fly speed of 60 ft.
Aurification (Sp): Each round you can force an enemy make a fortitude save or be turned to gold. If the save is successful, they take 1d6 dex damage. Expend to create a wall of gold that damages foes trying to break through.
Cover of Winter: Severe blizzard damages foes, may blow them away, and may blind them. Expend to bury enemies under snow.
Ghostly Prison (Sp): Trap enemies in spectral, barred Force Cage. Expend the aura to have ghostly hands attack those in the cages.
Oblivion Ring: Creatures entering your aura willingly must save or take 1d6/auramancer level of untyped damage. Expend the aura to planeshift enemies to a place of your choosing.
Auras (Su or Sp, see text): An auramancer's art is that of enchanting allies or enemies. He can learn to produce different effects, or auras, over the course of his career. The auramancer may project one aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the auramancer uses a free action to dismiss it or activates another aura of the same kind (major or minor). an auramancer can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the auramancer takes his first turn.
Each auras has two parts, a passive and an activated ability. When an aura is in effect, the passive ability is applied to each target in range, and at any time as a standard action (unless otherwise noted), the auramancer may use the activated ability as a spell-like ability.
At level one, an auramancer may expend each least aura he has learned once per day.
At level 5, the auramancer's ability to refresh his auras improves, allowing him to expend each least aura once per encounter, and his newly-learned lesser auras once per day each.
At level 10, the auramancer's auras improve again, and he may expend least auras once every 1d4 rounds, lesser auras once per encounter, and greater auras once per day.
At level 15, the auramancer is a master of his craft, and may expend least auras at will, lesser auras once every 1d4 rounds, greater auras once per encounter, and master auras once per day.
An auramancer is entitled to a Concentration check to successfully activate an aura if he is hit by an attack while activating, just as a spellcaster would be. an auramancer can choose to activate an aura's activated ability defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. an auramancer’s auras are subject to spell resistance unless an aura’s description specifically states otherwise. an auramancer’s caster level with his auras is equal to his auramancer level.
The save DC for an aura (if it allows a save) is 10 + equivalent spell level + the auramancer’s Charisma modifier. Since spell-like abilities are not actually spells, an auramancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual), but such feats only apply to the activated ability.
Unless otherwise noted, an auramancer's aura affects all targets within 30 feet (including himself) that are within line of effect. Unlike other supernatural abilities, an aura can be dispelled. If an aura is dispelled, it is put on cooldown as if its activated ability had been used.
The four grades of auras, in order of their relative power, are least, lesser, greater, and master. an auramancer begins with knowledge of two auras, which must be of the lowest grade (least) and of his primary color. As an auramancer gains levels, he learns new auras, as summarized on the class Table. A list of available auras can be found following this class description.
At any level when an auramancer learns a new aura, he can also replace an auras he already knows with another auras of the same or a lower grade. At 5th level, an auramancer can replace a least auras he knows with a different least auras (in addition to learning a new auras, which could be either least or lesser). At 10th level, an auramancer can replace a least or lesser auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, or greater). At 15th level, an auramancer can replace a least, lesser, or greater auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, greater, or master).
Bonus Feat: At second level, and every eight levels afterwords an auramancer receives a bonus feat. The feat must be based on a color you have chosen as your primary, secondary, or tertiary color. In addition the the list below, an auramancer may take the Ability Focus feat or the Skill Focus feat for any of the skills their primary color has granted them.
Black: Deceitful, Fade into Violence, Imperious Command, Death Blow, Evil Devotion, Stealthy.
Blue: Combat Expertise, Dodge, Iron Will, Magical Aptitude, Master of Knowledge, Trickery Devotion.
Green: Animal Affinity, Endurance, Great Fortitude, Improved Unarmed Strike, Plant Devotion, Power Attack.
Red: Acrobatic, Chaos Devotion, Improved Initiative, Lightning Reflexes, Empower Spell-Like Ability, Weapon Finesse.
White: Combat Intuition, Disease Immunity, Master Manipulator, Mind over Body, Law Devotion, Negotiator.
Surmount Ability: Auramancers gain an knack for certain things as they travel the planes. Upon reaching fourth level, an auramancer gains a surmount ability based on their color.
Black: You have learned how to manipulate people to get what you need. When making an intimidate check to influence somebody's behavior, their attitude shifts only to neutral (or unfriendly if they were unfriendly to start with).
Blue: You are a great scholar. Making a knowledge check to identify a monster is a free action instead of a standard action.
Green: You have an affinity with beasts of all shapes and sizes. You may use the Handle Animal skill on Aberrations, Magical Beasts, and Vermin just as easily as you could an animal.
Red: When you want something done, it better be done quick. When using a skill in a shorter amount of time than normal (such as tumbling while running, or picking a lock as a move action) you suffer only half the penalties, rounded down.
White: You're able to convey your thoughts and actions to others even through language barriers. You may make diplomacy checks against creatures who do not share a language with you (but still have a language) with a -5 penalty.
Secondary Color: Upon reaching sixth level, an auramancer gains a secondary color. The auramancer must choose another color from the list of five, and she can now choose auras from that color's list. Additionally, auras she creates of her primary color have their saving throw DCs increased by one.
Peak Ability: An auramancer of eighth level has gained some experience using their abilities and have started to master their color. The bonus an auramancer gains is dependent on their primary color.
Black: A black auramancer has learned how to recover from webs of lies they have spun. Once per day, when a black auramancer fails a bluff, disguise, or intimidate check, they may make a second check in the following round. If the check is successful, the previous failure is undone.
Blue: A blue auramancer has learned how to how to identify certain quirks about people from their writing. A blue auramancer may use the decipher script skill to identify certain aspects about the writer. An auramancer can determine the targets type and/or subtype and whether or not what is written is false information. The DC is equal to 10+ the charisma score of the person who wrote the piece.
Green: A green auramancer has learned how to strike a path for his allies to move through. When a green auramancer and his allies move overland, he may make a survival check. The DC is equal to 15+2 for each ally he wishes to effect. If the check is successful, they may move at full speed no matter what the terrain.
Red: A red auramancer has learned how to let their passions drive them. Whenever making a skill check for a skill in which the auramancer has full ranks, she may choose to add 1d6 to the result. This must be decided before the auramancer rolls the skill check. This ability is usable once per day.
White: A white auramancer has learned how to size up people through merely talking to them. While interacting with an intelligent being which the auramancer shares a language with, they may make a special sense motive check. The DC is equal to 10+the Hit Dice of the target. If your check is successful, you may discern if the targets alignment differs from yours and by how many steps.
Double Aura: An auramancer of eighth level or higher may have two auras projected simultaneously. The second aura must be at least one tier lower than the highest tier of auras the auramancer can project (for instance, an 11th-level auramancer could have a lesser aura and a greater aura active at the same time).
Widened Auras: An aura projected by a ninth level auramancer extends out to 60 feet instead of 30 feet.
Mastered Emulation: An auramancer of eleventh level can emulate any race when using magic items.
Tertiary Color: Upon reaching twelfth level, an auramancer gains access to his third and final color. He can from then on choose auras of that third color. All auras project of her primary and secondary colors have their saving throw DCs increased by one.
Retether: If a target would succeed on a saving throw against an aura projected by a fourteenth level auramancer, they must make a second saving throw in the next round.
Perfect Emulation: An Auramancer of sixteenth level can emulate any alignment when using magic items.
Prime Ability: Upon reaching twentieth level, an auramancer has mastered their abilities, taking them to a level of skill few can hope to attain. They gain a prime ability based upon their primary color:
Black: A black auramancer has become adept at hiding their body as easily as they hide their motives. A black auramancer may now hide even while being observed, as the hide in plain sight class feature.
Blue: A blue auramancer has learned how to perfect their subtle art of disguising. The auramancer may now use Alter Self and Charm Person as a supernatural ability at will. The DC for Charm Person is 11+charisma modifier.
Green: A green auramancer has walked every terrain in existance. A green auramancer is no longer effected by rough terrain, negative planar effects, and doesn't trigger any floor-based traps.
Red: A red auramancer has learned to truly embrace their chaos. Nobody, not even them, can predict their next move. They gain the Uncanny Dodge and Greater Uncanny Dodge class features.
White: Your prowess for healing has surpassed mortal hands. With a successful heal check you may now cure magical diseases, curses and poisons. The DC is equal to the saving throw DC of the spell, poison, or disease.