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Mehangel
2014-11-14, 08:30 PM
Aura Mystic - Think Dragon Shaman meets the Marshal with a rewrite specifically for pathfinder... It is a class made for support much like the bard, but instead of giving your position away when you buff up your companions, you instead can silently enhance your party while still contributing.

http://i63.photobucket.com/albums/h154/Mehangel/AuraMystic-Table.jpg (http://s63.photobucket.com/user/Mehangel/media/AuraMystic-Table.jpg.html)

HD: d6

Skill 4 + Int class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Auras (Su): You can channel the mighty powers of the Mystics to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action, and you can only project one aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have an aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. Unless otherwise noted, your aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The bonus granted by your aura begins at +1 and increases as you gain levels. As a 1st-level Aura Mystic, you know begin knowing only one aura. As you gain levels you add auras to your list of auras known. Each time you activate an aura, you can choose from any of the auras that you know.


Mystic Sources: Every Aura Mystic gains its power from one specific source. This source may be from a pact made by the individual or may be hereditary much like a sorcerers bloodline. An Aura Mystic usually does not change its Mystic Source. If a Mystic Source has the [Energy] subtype, a particular energy must be chosen such as (Acid, Cold, Electricity, Fire or Sonic). Mystic Sources are usually not restricted by alignment, as such a lawful good Mystic is just as likely to have the Undead or Fiend Source as an Evil Aura Mystic is to have the Celestial Mystic Source. The strength of the Mystic Source is found in the table above, although such may be changed through use of Mystic Skills, Feats, or Items.

Source Power (Sp): Each Mystic Source Grants a particular spell-like ability that they may use at-will as a Full-Round Action.

Mystic Source: Dragon [Energy]
Power: Line of Energy equal to Aura Range; or Cone of Energy equal to ½ Aura Range. Damage d6 per Mystic Power

Mystic Source: Celestial,
Power: Burst affecting all allies, granting temporary hitpoints equal to 2*Mystic power aslong as they remain within aura range.

Mystic Source: Fiend [Energy]
Power: Self Only, Enveloped in Energy, deals damage vs non-reach Melee Attacks or Combat Maneuvers. Dealt energy damage equal to twice your mystic power.

Mystic Source: Undead,
Power: Melee Touch Attack, Fatigue for a number of rounds equal to Mystic Power

Mystic Source: Animal,
Power: Summon Single Animal with HD equal to Mystic Power for an equal number of rounds. The creature is automatically unsummoned if it leaves the range of your aura.

Mystic Source: Hive,
Power: Grant an additional move action to a number of allies equal to your Mystic Power. The granted move action must be used by the start of the Aura Mystics next turn or be lost. An ally cannot benefit from this power more than once in a single round, even in a party with multiple Aura Mystics. Unlike most Mystic Source Powers, you cannot include yourself as an ally when using this power to grant move actions.

Mystic Skills: Whenever an Aura Mystic gains a Mystic Skill, he or she may choose one of the following abilities which she meets the prerequisites for and use it to augment either the aura or Mystic Source. Unless otherwise noted, a Mystic Skill may not be taken more than once.

Mystic Skill: Additional Aura Known
Prerequisites: Must know one Aura Mystic Aura.
Benefit: You may add an additional Aura to your list of auras known.
Special: This Mystic Skill may be chosen more than once, each time it grants an additional aura known.

Mystic Skill: Ranged Touch
Prerequisites: Must have a Mystic Source Power with a Melee Touch Attack. You may use your Aura Mystic Source Power as a Ranged Touch attack instead of a Melee Touch Attack.

Mystic Skill: Increased Mystic Power
Prerequisites: Must have a Mystic Source.
Benefit: You may increase your Mystic Power by 1.
Special: You may take this mystic Skill more than once, but your Mystic Power can never exceed your Aura Mystic Level.

Mystic Skill: Increased Aura Power Bonus
Prerequisites: Must have one Aura Mystic Aura.
Benefit: Your Aura Bonus increases by +1
Special: This mystic skill may be chosen multiple times, but your Aura Bonus can never exceed ½ your Aura Mystic Level.

Mystic Skill: Expanded Aura
Prerequisite: Must have one Aura Mystic Aura.
Benefit: The range of your aura expands an additional 30 feet.
Special: This Mystic Skill may be chosen multiple times, each time it grants an additional 30ft.

Mystic Skill: Quickened Mystic Power
Prerequisite: Must have a Mystic Source Power.
Benefit: You may use Mystic Source power once per round as a standard action instead of a Full-round action.
Special: This mystic skill may taken multiple times. If taken two times it allows the power to be used as a move action instead of a standard. if taken three times it allows the power to be used as a swift action instead of a move. if taken four times it may be used even when it is not the Aura Mystics turn as an immediate action.

Mystic Skill: Aura Vision
Prerequisite: Aura Mystic level 10, Mystic Source Power
Benefit: In addition to the benefits granted by the Mystic Source, the Aura Mystic gains one of the following spell effects added to any aura she manifests: True Seeing, Telepathic Bond, Prying Eyes, Arcane Sight, Eyes of the Void, Blood Scent, Echolocation, or Greater Status. The range of the spell chosen is changed to be equal to that of the Aura and is constant so long as the aura is present.

Mystic Skill: Supernatural Source
Prerequisite: Must have a Mystic Source Power
Benefit: Your powers granted by Mystic Source are no longer spell-like abilities, but are classified as supernatural abilities. As such, they are no longer subject to dispel magic but are still affected by anti-magic zones.

Mystic Skill: Double Aura
Prerequisite: Must have an Aura Bonus +5
Benefit: You may have two auras active at the same time. Each aura must be activated separately.

Extraordinary Aura (Ex): At 20th level, your aura becomes Extraordinary and is thus no longer subject to Anti-magic fields.

Feats:

Amateur Aura Mystic
Benefit: Choose an Aura from the Aura Mystic Class list. You may activate that aura as an Aura Mystic. You gain an aura bonus of +1. You have an effective Aura Mystic level equal to ½ your levels in non Aura Mystic Classes only for the purpose in meeting prerequisites of feats and Mystic Skills.

Additional Mystic Skill
Prerequisites: Amateur Aura Mystic or Levels in Aura Mystic.
Benefit: You may choose and acquire a Mystic Skill from the Aura Mystic class list, of which you meet the prerequisites..
Special: This feat may be chosen multiple times, each time another Mystic Skill may be chosen.

Craft Aura Totem [Item Creation]
Prerequisites: Caster Level 3rd
Benefit: Create a single-use totem that may be activated to grant the benefits of a particular aura for a number of turns equal to Mystic Power of the created totem. Activating a totem is a Full-Round action that triggers attacks of opportunity. The individual activating the totem choses who is considered an ally to gain the benefits of the auras. Individuals may be added or removed by the wielder of the totem as a standard action on a one-for-one basis.

List of Auras:

Hardy Soldiers: Damage reduction equal to the amount of bonus the aura provides.

Motivate Ardor: Bonus on damage rolls

Motivate Attack: Bonus on melee attack rolls

Motivate Care: Bonus to Armor Class

Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides.

Resilient Troops: Bonus on all saves

Steady Hand: Bonus on ranged attack rolls

Motivate Power: Bonus on CMB and CMD equal to your aura bonus.

Motivate Presence: Bonus on skill checks equal to your aura bonus.

Motivate Resistance: Resistance to the the first energy type you take damage from equal to 5 × your aura bonus.

Motivate Senses: Bonus on initiative checks, equal to your aura bonus and gain the benefit of the Blind-fight feat.

Motivate Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.

Determined Caster: Bonus on caster level checks equal to your aura bonus.

Spell Protection: Spell Resistance 12 + your aura bonus.