Mostly designed by littha, edited and posted by sirp, fixed by Garryl. Some love for mechanosynths!
Aurasynth Knight "If you would like to meet your end, I would be happy to introduce you."-Reynolds Skrath, aurasynth knight
An aurasynth knight is a glowing warrior, encased in supple metal and blasting foes with his prismatic armbolt.
BECOMING AN AURASYNTH KNIGHT An aurasynth knight begins as a mechanosynth/holomancer.
ENTRY REQUIREMENTS Coherent Light: 2d6
Evolve: Armbolt
Class Skills The Aurasynth Knight's class skills (and the key ability for each skill) are Arcana (Int), Athletics (Str), Concentration (Wis), Engineering (Int), Negotiation (Cha), Perception (Wis), Persuasion (Cha), and Profession (Wis).
Skills Points at Each Level : 2 + int
Table: Aurasynth Knight | HD: d8 |
| | | Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 |
| | | Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 |
| | |
Special | Martial holomancy, armblast | Aurashield, backflash | Laser projection, luminescent evolution +1d8 | Next stage (type), power of light | Bonus feat, luminescent evolution +2d8 | Power of shape | Barrage, luminescent evolution +3d8 | Next stage (immunity) | Bonus feat, luminescent evolution +4d8 | Aura bombardment |
| | | Sculpts and Essences | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 |
| | |
Evolution | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver | +1 level of Synthevolver |
|
Weapon and Armor Proficiencies: An aurasynth knight gains proficiency with heavy armor, as well as one exotic armor of his choice.
Invocations: An aurasynth knight learns new light sculpting and prismatic essence invocations as shown in the table above. His aurasynth knight and holomancer levels stack for the purposes of determining which grade of light sculpting and prismatic essence invocations he can select, as well as for the caster level of his existing invocations.
Martial holomancy: An aurasynth knight uses his Constitution modifier in place of his Charisma modifier for his holomancer abilities, where applicable. He also ignores arcane spell failure for invocations while wearing armor with which he is proficient.
Evolution: At every level, an aurasynth knight increases his evolution progression as if he had gained a level in synthevolver. This does not include evolution 0 enhancements.
Armblast (Su): The first stage of an aurasynth knight's training teaches him how to combine the luminous power of
coherent light with the pure mechanical power of his armbolt. An aurasynth knight adds his armbolt damage to damage dealt by his
coherent light attacks. Whenever he makes a full attack with
coherent light, he may instead make one attack with his armbolt for each attack he makes with coherent light, at the same attack bonus. He may make these attacks in any order.
Aurashield (Su): Beginning at 2nd level, an aurasynth knight may channel his power over light into a shield that can stop incoming attacks in their tracks. As long as the aurasynth knight has a free hand, he may channel
coherent light into a protective barrier which grants a shield bonus to AC and a resistance bonus to saves equal to the number of dice his
coherent light attack would deal (including the extra damage from his armbolt). The aurashield may be activated and deactivated with the same action it would take to draw or sheath a weapon, and may not be dropped.
Backflash (Su): Whenever an aurasynth knight of 2nd level or higher damages a target with
coherent light, his next armbolt attack against that target before his next turn is resolved as a touch attack, and benefits as well from any prismatic essences he applied to that
coherent light attack. Each
coherent light attack affects a different armbolt attack, but this effect cannot be applied more than once to any given armbolt attack.
Laser projection (Su): At 3rd level, an aurasynth knight can use his
coherent light attack against any target he has attacked this round with his armbolt, even if that target is out of range of his
coherent light (as long as it is still within range of his armbolt). If he does so, treat his
coherent light as a projectile attack with a range increment equal to that of his armbolt for the purpose of determining penalties for attacking targets at distant range increments.
Luminescent evolution (Su): Beginning at 3rd level, the damage of an aurasynth's armbolt increases by +1d8. This bonus damage is untyped, as per
coherent light, modified by any prismatic essences or light sculpts applied to your armbolt (see Power of Light). This damage increases by +1d8 at 5th, 7th, and 9th level.
Next Stage (Ex): Upon reaching 4th level, an aurasynth knight learns to combine holomancy with mechanical synthetic evolution, allowing him to undergo a unique transformation. The aurasynth knight's type changes to elemental, with the bound elemental subtype (see below). His eyes take on a powerful white glow and glowing bands of runes appear around his joints. This visual manifestation of his power may be hidden as a standard action, and stays hidden until released as a free action. While the manifestation is hidden, the aurasynth knight loses access to his
coherent light damage and his sculpts and essences (but he still meets prerequisites that he met before). At 8th level, the transformation intensifies as the aurasynth knight gains immunity to mind-affecting effects.
Power of Light (Su): The second stage of training teaches how to control the focused energies of an aurasynth knight's armbolt by changing the essence of light. An aurasynth of level 4 or higher may apply prismatic essence invocations to his armbolt (including the extra damage granted by luminescent evolution). This follows the normal restrictions of the chosen essence, including the type of action required to make an attack with the armbolt. In addition, essences that apply to the first attack in an iterative attack may be applied to the Armlaser and Armgrenade evolves.
Bonus feat: An aurasynth knight gains a bonus feat at 5th and 9th level. The chosen feat may be any exotic armor proficiency or fighter bonus feat for which he meets the prerequisites.
Power of Shape (Su): The third stage of training teaches an aurasynth knightof 6th level or higher how to control the power of the armblaster with the art of shaping light. Any armbolt attacks gained from his backflash ability benefit from light sculpts in addition to prismatic essences that apply to the associated
coherent light attacks.
Barrage (Su): At 7th level, the penalty to an aurasynth knight's attack rolls for making secondary natural attacks with his armbolt and making iterative attacks with his
coherent light are reduced by 1 for every previous successful attack he makes with either during his turn. This cannot reduce the penalty he suffers on a given attack roll to less than -0.
Aura Bombardment (Su): Upon reaching 10th level, an aurasynth knight reaches the pinnacle of his power. Once per day as a full-round action, he can make a single
coherent light attack and a single armbolt attack against every target within range of both of them. This ability is generally used to shock and awe a large group of enemies, or provide covering fire for advancing allies.
PLAYING AN AURASYNTH KNIGHT Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on.
AURASYNTH KNIGHT IN THE WORLD "A quote of somebody else talking about your class!"-name of quote originator
Aurasynth Knights serve as shock troopers for close quarters fighting where the toughness of a mechanosynth can be combined with the destructive power of a Holomancer, their name derives from a defunct mercenary company who pioneered this style of fighting. Despite the name, Aurasynth Knights are no more inclined to be bound by any sort of honor than anyone else, indeed they are often popular bouncers and strong arms in the casinos and night clubs of Evernight where their lumionus justice is hard to miss.
Daily Life: Most Aurasynth Knights are mercenaries and generally live fairly typically for that, they spend their time cleaning their equipment and training when not on duty
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction Most NPCs avoid a confrontation with an Aurasynth Knight, their common presence as security detail generally makes people wary of starting a fight with one.
Bound Elemental Subtype:- A Bound Elemental possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to Poison, Sleep Effects, Parlysis and Stunning.
- Unlike other Elementals, a bound elemental is subject to critical hits and flanking.
- Unlike other Elementals, a bound elemental can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.