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Auramancers emit powerful auras to heal or deal damage instead of dealing with light arts/dark arts.

The auramancer is an archetype of the scholar class.

Limit Breaks (Su)

At 1st level, the auramancer receives the Limit Breaks (Greater Aura and Resistance Aura).

Greater Aura (Su): This Limit Break increases the range and effectiveness of her auras. This increases the aura range by 5 feet and her healing/damage by 1d6 per four scholar levels after 1st. This lasts for a duration of 1 round + 1 round per four scholar levels after 1st. This limit break can be used as a swift action.

Resistance Aura (Su): This Limit Break adds some effects to the auramancer’s auras. For a duration of 1 round + 1 round per four scholar levels after 1st, allies and the auramancer within her auras that are struck with damage are healed for 5 damage or resist elemental damage by 5 plus additional 5 per four scholar levels after 1st. This limit break can be used as a swift action.

This ability replaces the scholar’s standard Limit Breaks.

Healing Aura/Elemental Aura (Su)

At 1st level, an auramancer can, as a standard action, emit a powerful aura out to 10 feet. She chooses between Healing or Elemental. If she chose Healing Aura, she must spend 1 MP per round and this aura heals all allies within 10 feet of 1d6 + her Wisdom modifier. If she chose Elemental Aura, she must spend 1 MP per round and this aura deals elemental (chosen from the following elements: earth, fire, ice, lightning, water, or wind) damage equal to 1d6 + her Intelligence modifier to all enemies within range, with a Reflex save (DC 10 + half of the scholar’s level + her Intelligence modifier) for half damage. The auramancer can only maintain one aura up at a time. The aura deactivates if the auramancer runs out of MP, gets knocked unconscious, or deactivates it as free action on her turn.

At 7th level, an auramancer can activate an aura as a move action instead. At 14th level, an auramancer can activate an aura as a swift action instead.

This ability replaces light arts/dark arts.

Reduce Cost (Ex)

At 3rd level, up to 3 times per day, an auramancer can reduce the cost of her aura to 0 for the next 1d4 rounds after she activates an aura.

This ability replaces light arts: penury and dark arts: parsimony.

Improved Healing Aura/Elemental Aura (Su)

At 7th level, the healing and elemental damage increases to 3d6, but the cost to maintain the aura per round increases to 2. In addition, the aura’s range increases to 20 feet.

This ability replaces light arts: accession and dark arts: manifestation.

Imbued Auras (Su)

At 11th level, an auramancer imbues her aura with magic. A Healing Aura that is imbued also grants allies Fast Healing 3 for a number of rounds equal to the number of rounds which she has had the healing aura activated which activates after the auramancer stops maintaining a healing aura. An Elemental Aura that is imbued also inflicts the status effect of the element she deals (Earth = Weighted, Fire = Burning, Ice = Frozen, Lightning = Static, Water = Drenched, or Wind = Squalled), using the same saving throw DC to reduce the damage.

This ability replaces light arts: celerity and dark arts: alacrity.

Greater Healing Aura/Elemental Aura (Su)

At 14th level, the healing and elemental damage increases to 5d6, but the cost to maintain the aura per round increases to 3. In addition, the aura’s range increases to 30 feet.

This ability replaces light arts: rapture and dark arts: ebullience.