Aura Master (Vorpal Knight Archetype)

Void Knight archetype

The Aura Master focuses on strengthening and healing their allies.

## Channel Energy (Su)

An Aura Master can release a wave of energy by channeling the power of her captured souls through her shield. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A neutral Aura Master channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil Aura Master channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Aura Master. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Aura Master levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the Aura Master’s level + the Aura Master’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Aura Master may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Aura Master can choose whether or not to include herself in this effect.

An Aura Master must be able to present her shield to use this ability.

The Aura Master loses the ability to gain Natural Attacks from captured souls in her reservoir.

This ability modifies the Reservoir ability of the Vorpal Knight.

## Auras (Su)

The Aura Master exerts an effect on allies in his vicinity. He will gain more options as he gains captured souls. The Aura Master may project one aura at a time at level 1, the aura master can project a second aura at level 10.

Projecting an aura is a swift action. The aura remains in effect until the Aura Master uses a free action to dismiss it or activates another aura of the same kind. An Aura Master can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the Aura Master takes his first turn.

The Aura Master's aura affects all allies within 10' + 5 feet per 5 Vorpal Knight levels (5, 10, 15, 20). An Aura Master's aura is dismissed if he is dazed, unconscious, stunned or paralyzed.

An Aura Master can project the following abilities gained from souls as auras: Fast Healing, Regeneration, Elemental Resistance, Immunities and the armor bonus gained from Infernal Constitution. At level 10, the Aura Master can also project a soul as an aura granting his allies the use of an extraordinary or supernatural ability, except this aura is half (rounded down to the nearest 5' increment) of the normal aura size.

All numerical bonuses granted by a Aura Master's auras are circumstance bonuses that do not stack with each other.

The Aura Master loses the ability to gain reservoir slots at level 4, 8, 12, 16 and 20.

This ability modifies the Reservoir ability of the Vorpal Knight.

## Gift of Souls (Su)

Beginning at 4th level, an aura master with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to the number of souls in her reservoir times her Charisma bonus (minimum 1). An aura master may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using gift of souls is a standard action.

## Spontaneous Casting

A neutral Aura Master can channel spell energy from their spell like abilities into healing spells. The Aura Master can “lose” a use of one of his spell like abilities in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil Aura Master can’t convert spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

An Aura Master may count cure or inflict spells as three levels lower for his Phylocrux when gaining Cure or Inflict spells but must meet the minimum level requirement of a cleric for casting the spell (Vorpal Knight level equal to cleric level). For example, an Aura Master could gain Cure Moderate Wounds, a second level spell, at level 1. However she would be unable to cast it until level 3, the level at which a cleric gains the ability to cast second level spells. The Cure Moderate Wounds would, however, only use a first level slot in the Phylocrux. This allows the Aura Master to learn more advanced healing spells than his casting abilities would normally allow.

In addition, Cure/Inflict spells do not count against the Aura Masters maximum aspect cap for his Phylocrux and the Aura Master gains twice the normal amount of uses per day of Cure or Inflict spells but reduces the uses per day of all other spells by half (round up, minimum 1).

This ability modifies the Phylocrux ability of the Vorpal Knight.