Aura Knight (3.5e Class)
From D&D Wiki
- 1 Aura Knight
- 1.1 Making an Aura Knight
- 1.2 Class Features
- 1.3 Campaign Information
Aura Knights were once trying to become Paladins, though now they have learned they're not so much worried about the will of gods, but more the survival of their friends. Aura Knights are not soloists. They're abilities are designed to boost others around him.
Making an Aura Knight
Abilities: Aura Knights are Cleric variants, as well as a hybrid idea from the class Aura Guardian on the Homebrew section, their primary stats are going to be Wis, Str, and Con. With their secondary stats being Int and Cha and their Dump stat being Dex. Now I know that this isn't going to make sense immediately, but just keep reading.
Alignment: As per chosen Diety.
Starting Gold: 6d4×10 gp (150 gp).
Starting Age: Special (Any as long as the DM allows it, remember these are people that fight for the gods, so usually they are older, but there are always exceptions.)
|1st||+1||+2||+0||+2||Auras of Faith|
|20th||+20/+15/+10/+5||+12||+6||+12||Aura of Absolution|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Guardian.
Weapon and Armor Proficiency: Aura Knights are proficient with all Simple and Martial Weapons, as well as all Armor (Light, Medium, & Heavy) and Shields (including tower shields). The Aura Knight is also proficient with one exotic weapon of their choice.
Auras of Faith (Ex): Aura Knights fight to uphold their deities beliefs and in doing so gain AoE (Area of Effect) abilities, Auras, to assist them and their party, or harm their enemy. The range of this Aura extends to 20ft + 5ft per Aura Knight Level. Only 1 Aura can be active at a time.
All Concentration checks are equal to 10 + damage dealt unless otherwise noted.
Auras are Area of Effect abilities that are constant as long as the Aura is in Effect, I.E. the user has chosen to use it. the DC for any saves allowed while in the aura is equal to (10 + Aura Knight Level + Wisdom Mod). Saves are only allowed for specific effects, you cannot dodge the effects of the aura while in its radius, unless they are designated below with a Save allowed for /\/\/\/ ability.
Consecration Aura lvl 1 - The Aura Knight effects the area within their Aura with either negative or Positive energy(At the users choice), as well effect those who the user chooses. I.E. Positive energy healing your party and harming undead. This Aura deals 1D4 per 4 Levels of Aura Knight to a maximum of 4D4, for every other level gained beyond reaching 4D4(12th Level), this aura gains +1 damage. 10Ft +5ft / 3 lvls of Aura Knight Light Radius at will of user.
Aura of Practice Lvl 1 - All Party gain +1 to all Class Skills / 2 Aura Knight Levels + Aura Knight Wisdom Mod. If any of these skills are used in combination, to Provoke, or invite a Hostile act, or a Hostile act occurs while this aura is active(Either to/from the party), the effects of the aura are negated.
Fire Aura - Lvl 1 - 1D4 fire to all Hostile Creatures in the Aura, 10% chance to ignite Creature or object at will of user(Save Allowed, Reflex to Extinguish the Fire once ignited, Minimum 1 Round on fire), 5 Fire Res to all Party. lvl 15- "Inferno Stride Aura" (Upgraded), 1D8 Fire Damage / 5 Aura Knight Levels to all Hostile creatures within the Aura, 50% chance to ignite creature or object at will of user (Save Allowed, Reflex to Extinguish the Fire once ignited, Minimum 1 Round on fire.), Immunity to Fire is given to party. This Ability can be used to ignite weapons, doing so allows for the weapon to do an additional 1D6 Fire damage, until the flame is extinguished, doing so also deals 1D6 Fire damage to the weapon. If a weapon is destroyed in this manor it must be reforged, and is otherwise worthless.
Ice Aura - lvl 2 - 1D4 Ice to all Hostile Creatures in the Aura, 10% Chance to Freeze Creature or Object at the will of user(Save Allowed, Fortitude to Defrost the Ice once Frozen, Minimum 1 Round Frozen), 5 Resistance to Cold. lvl 16- "Blizzard" (Upgraded) 2D4 / 5 Aura knight Levels to a max od 6D4, Addition +1 bonus per level beyond max, 50% Chance to Freeze creature or object at the will of user(Save Allowed, Fortitude to Defrost the Ice once Frozen, Minimum 1 Round Frozen), Immunity to Cold. This Ability can be used to freeze weapons, doing so allows for the weapon to do an additional 1D6 ice damage, until the weapon is thawed, doing so also deals 1D6 ice damage to the weapon. If a weapon is destroyed in this manor it must be reforged, and is otherwise worthless.
Protection Aura lvl 5 - +1 / 4 Lvls of Aura Knight to AC, +1 / 4 Lvls of Aura Knight to Hit, Light Fortification at Level 10, Medium Fortification at level 15, Heavy Fortification at lvl 20. +1 Resistance to all elements /3 levels past lvl 8.
Shadow Aura Lvl 6 - All Friendly people or creatures within Aura gain low light vision, Blind Fight, Darkvision 60ft, and +10 to Hide at will of user. lvl 12 - "Darkwalker" (Upgraded) All Friendly people or creatures within Aura gain Hide in Plain Sight, Shadow Jump 25Ft. (Combine)
Manifestation Aura Lvl 10 - If the Aura Knight has any levels in another class that has spells or abilities, they can try to manifest those abilities into this aura, as many abilities can be manifested into this aura as wanted so long as the Aura Knight is Chanting and can make both his checks. Must make an Auric Knowledge check DC = 10 + Highest Spell or Ability level + 3 + 2 per additional ability(+1 per level of all spells), Followed by a spellcraft check should spells be involved = to the normal spellcraft DC for spellweaving, (Making New Spells by combining previously existing ones.) or a Concentration Check DC= 10 + 8 + 4 per every additional ability beyond the first.
Fear Aura lvl 11 - Party gains Immunity to Fear Effects, All party members gain a Frightful Presence DC= Aura Knight Aura DC.
Aura of Sustenance Lvl 12 - Party becomes unaffected by time(for purposes of aging, thus is your were venerable, you are still venerable, but if you become verable you wont change until the aura is dispelled or changed.), does not need to eat, sleep, drink, or breath.
Spellfighting Aura lvl 12 - Gain Spell Resistance = Aura Knight level + Wisdom Score(Not Mod). lvl 18 - "Anti-Magic Aura" (Upgraded) The Aura of the Aura Knight is treated as if it were the Anti-Magic Zone spell.
Aura of Speed lvl 15 - Increase base movement speed by 60ft. lvl 20 - "Hastened Step" (Upgraded) Everyone in the area of effect is under the effects of the haste spell at the will of the user.
Aura of Freedom lvl 18 - All members of the party in this Aura are under the effects of Freedom of Movement(This Aura takes up 2 Auras, thus it can be the only one active.
Crusaders Aura lvl 20 - Extra Attack at Highest Attack Bonus, Double Threat Range, +4 to Confirming Criticals.
The Aura Knight can chant to heighten the abilities of his Aura, Extend its range, and shape some of its abilities. While chanting the Aura Knight cannot move or attack, and is treated as if flat footed, but is also treated as if in total defense. Should the Aura Knight move or attack the chanting effects stop. The Aura Knight must make a Concentration check every time he is hit. DC = 10 + Damage Delt or the Effects of his chanting are negated and his Aura is Degenerated.
Forced Chanting - The Aura Knight cannot control the power if his aura while chanting, taking .5 temp con damage per round of chanting, this damage heals as if it were regular damage, as opposed to ability damage. as well as having to make a Concentration check every round that he takes damage. Should he fail this Conc check the Aura Knight's Aura will stop, and he will take 1D6 Temp Con damage, again this damage is healed as if regular damage. DC= 10 + Aura Level + 1 per round of chanting. The Aura Knight can stop chanting at anytime, doing this is not the same as failing a conc check and does not result in damage or failure to generate an aura.
Chanting - The Aura Knight can Chant his Heart and Personal Energy into his Auras, Increasing all the Benefits by Either +1, Die Type increase, 50%, or An additional effect, Whichever is applicable. The Aura Knight gets an additional bonus at every 15 past the first 10 Auric Knowledge check, I.E. DC = 10,25,40,55,70,85,100 each time that Dc is met an additional bonus is applied.
Powered Chanting - The Aura Knight begins to become empowered by any form of chanting. In cases like this he would benefit from all forms of chanting I.E. Any magical or supernatural sound based ability, Bardic music, things of that sort (So long as it is vocal based. To determine the bonuses that other players or NPCs might give they are considered 1/2 their Player Level as Aura Knight. so 10th lvl bard = 5th level aura knight, bonuses are the same as chanting. This ability is always active, even if the aura knight himself is not chanting. in cases like this the DC = +10 for any bonuses on a Perform Check(Vocal) or whatever related skill would apply depending on the class.
The Aura Knight gains a gift from their god, in 1 of 3 forms: Protection, Special Mount, or an Animal Companion. the user can pick which of the 3 he gets, but the DM rolls for what he will get in the end.
Protection - His God grants the Aura Knight with a gift of Armor, Shield, and Weapon. These Items level up at the same rate as a Special Mount, starting a a +1 enchantment bonus and 1 ability at 5th, next is +3 with 3 at 10th and ending with +5 and 5 abilities at 15th, for each item. The Aura Knight can Pray for 1 Week to have the abilities of these items transferred into a New Vessel, I.E. moving from a regular steel set of Full Platemail to a Mithral set of masterwork platemail.
Animal Companion - Allowances are as Level of Aura Knight, roll or pick off of the Ranger tables.
Special Mount - Most commonly a horse, but can be any special mount that the DM allows. levels as a paladin mount.
The Aura Knight Gains such control over his auras that when not chanting the Aura Knight can have 2 Auras active, Should the Aura Knight Start chanting of any form, he will lose the effects of the second aura until the chanting stops. Every time the Aura Knight takes damage, he must succeed on a Concentration Check in order to maintain both auras.
Aura of Absolution
This Aura is not effected by the Dual Aura Ability. The Aura of Absolution allows the Aura Knight and Anyone that his Aura effects to Void 1 damaging effect / per (1/4 Aura Knight Levels) days, only one act can be nulled per day/player effected by the aura, this calculation is for how regularly the Aura Knight an use this ability. How it works - A Player can designate once something happens to null it, once nulled it it spent, it cannot be taken back, and cannot be transferred, the Null works for 1 full round. In such cases as falling from the sky to the ground, the players can null all damage from the fall, being incinerated by a Breath weapon, or being disintegrated, All Nulls must be announced before any saves are rolled, and must be confirmed by the DM(Meaning that Dm acknowledges that you are using the Null. Not that the DM Allows it to happen). Yes you use it less the stronger you become.
An Aura Knight who grossly violates the name of his god loses auras and class features, except for armor, shield, and weapon proficiencies. He cannot thereafter gain levels as an Aura Knight of that god until he atones (see the atonement spell description).
Epic Aura Knights
4 + Int modifier skill points per level.
Meta-Aura - The Epic Aura Knight can take any metamagic feat and apply it to all his Auras, as if they were spells(Quicken Spell, and Automatic Quicken Spell only make it so your aura can be activated as a free action.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Aura Knights are commonly seen as Crusaders, but on rare occasions, they are seen as Prophets, messengers from god guiding the wicked ways of man, some are seen as ruthless warriors, it really depends who the aura knight prays to and how strongly they fight for them.
Playing an Aura Knight
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Aura Knights can be any range of extreme, from the everyday person who believes in a god and lives their lives along a directed path. others are zealots or evangelists claiming that their path is the only path and everyone else is insane for believing in something that does not exist. an aura knight is essentially played like a cleric and can be treated as one.
Aura Knights in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
Depending on the god that the Aura Knight prays to things change, some will be praying and chanting in a war hospital while having their consecration aura active healing everyone around them, others will be doing the opposite, fighting along side a horde of undead using consecration to heal their undead allies. some use their auras for fighting other, for everyday tasks. they are seen as clercs but nowhere near as common.
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.