Aura Techs

Aura techs with a target other than personal, always have a range of medium.

Tier I
Aero Lance (Wf): When executed the tech user must make a ranged touch attack. If successful this deals 1d8+1 points of force damage.

Dazing Breeze (Wf): When executed the target must make a Fortitude save or become dazed for 1 round. Creatures with 8 or more Hit Dice are unaffected by this tech. The save DC for this tech is Strength-based.

Gust (Wf): When executed a 100-foot area around the tech user has the wind level increased by 1 for 1 round. (moderate to strong etc.)

Scent (Wf): When executed the tech user gains the Scent ability for as long as the program is running in their console.

Sky Pulse (Wf): When executed a 10-foot area around the tech user is protected from the next Gabriel Pulse this is an immediate action.

Grey Barrier (Rpls): When executed, one creature gains Tech Resistance of 8 for as long as this program is running in their console.

Leap (Rpls): When executed one creature gains a +4 bonus to acrobatics checks for as long as this program is running in their console.

Missile Ward, Lesser (Rpls): When executed, one creature gains a +2 deflection bonus to AC against Ranged attacks for as long as this program is running in their console.

Pull (Rpls): When executed, one creature is subject to a Bull-Rush attempt using the tech users CMB with a bonus equal to their Charisma Modifier. However they remain stationary and instead this bull rush attempt is made from the opposite side (flank) of the target, effectively pushing it towards the tech user who executed Pull.

Push (Rpls): When executed, one creature is subject to a Bull-Rush attempt using the tech users CMB with a bonus equal to their Charisma Modifier. However the tech user may remain stationary effectively pushing the target away from the caster.

Aura Detection (Au): When executed the tech user gains a bonus equal to their HD to any skill checks made to identify the effects of auras for as long as this program is running in their wrist console.

Aura of Incantation, Lesser (Au): When executed, the tech user gains a 15-foot aura for as long as this program is running within their wrist console. Auras such as this require twice the amount of tiers to remain running in a wrist console. This aura grants anyone within range a +2 bonus to the DCs of all Spells and Supernatural Abilities (But not to techs).

Aura of Power, Lesser (Au):  When executed, the tech user gains a 15-foot aura for as long as this program is running within their wrist console. Auras such as this require twice the amount of tiers to remain running in a wrist console. This aura grants anyone within range a +1 morale bonus to all melee and ranged damage rolls (But not to those resulting from a melee touch or ranged touch attack).

Brandish (Au): When executed, the tech user gains a +2 insight bonus to initiative for as long as this tech is running in their wrist console.

Francisca (Au): When executed, the tech user must make a ranged attack roll, as he throws a metaphysical wind-form shaped like an axe at a target. If he is successful the target takes 1d4+1 points of slashing damage and must make a Will save or lose the effects of any auras they currently have for 1 round. The save DC for this tech is Charisma-based.

Tier II
Blood Wind (Wf):  When executed, the tech user causes a creature to take 1 points of bleeding damage as nano-winds cut their skin. Multiple uses of this tech stack, and it is a swift action.

Falcon Dash (Wf): When executed, one creature gains 1/2 of their total speed as a bonus to speed for as long as this program is running in their wrist console (For example a creature with 30-feet speed becomes 45-feet speed).

Storm Braid (Wf): When executed the tech users summons an electrified whip that acts as a +1 monowhip, this whip lasts for 1 round per caster level before the nanos forming it disperse.

Storm Pulse (Wf): When executed, all techs running in a single creatures wrist console immediately cease unless the target makes a successful Reflex saving throw. The save DC for this tech is Strength-based.

Bane Sphere, Lesser (Rpls): When executed the tech user must declare a creature subtype as a sphere with a radius of 5 feet per caster level appears centered on the target square. Creatures of the declared subtype take a -2 penalty to all d20 rolls for as long as they are in the sphere. The sphere lasts for 1 round per two caster levels.

Disable Speech (Rpls): When executed one creature must make a Fortitude save or immediately lose the ability to speak. They are entitled to a new save each round, but until they successfully save the effect persists. The save DC for this tech is Strength-based.

Winds of Mercy (Rpls): When executed one 5-foot cube per caster level is affected by supernatural winds. Anyone within these spaces are unable to take lethal damage with melee or ranged attacks and all damage they would take is instead converted to non-lethal damage. However this damage gains a +1 bonus. If they are damaged nonlethally beyond their normal hit points any damage dealt after is converted to lethal damage regardless of this effect. These winds last for 1 round per caster level.

Wind Barrier (Rpls): When this tech is executed, nanites emulate the wind wall spell and all of its normal effects.

Aura of Designation (Au):  When executed, the tech user gains a 15-foot aura for as long as this program is running within their wrist console. Auras such as this require twice the amount of tiers to remain running in a wrist console. This aura grants anyone within range a +2 bonus to all saving throws versus the effects of hostile auras.

Aura of Revelry (Au):  When executed, the tech user gains a 15-foot aura for as long as this program is running within their wrist console. Auras such as this require twice the amount of tiers to remain running in a wrist console. This aura increases any on-going morale effects by +1.

Gaze of the Hawk (Au): When executed, one creature gains a +2 insight bonus to all ranged attack and damage rolls for as long as this program is running in their wrist console.

Stamina (Au): When executed, one creature gains immunity to fatigue and exhaustion effects for as long as this tech is running in their wrist console.

Tier III
Blue Fragments (Wf): When this tech is executed a cone of electrified ice sprays out in a 15-foot radius dealing 1d4 cold (max. 10d4), and 1d4 electricity (max. 15d4) damage per caster level. A reflex save halves this damage. The save DC for this tech is Strength-based.

Cloud Bolt (Wf): This tech has a range of long, and fires an invisible bolt of air that moves in a guided trajectory so long as the user can see their target. Anyone attempting to perceive or identify this does so at a -4 penalty. On impact it deals 1d6 force damage per caster level (max 15d5). A Reflex save negates this damage. The save DC for this tech is Strength-based.

Raven Beat (Wf): When this tech is executed, it materializes 1d4 birds out of the very wind. Each gets a turn immediately after summoned and has a fly speed of 100-ft, a bite attack of 1d6+4 damage, 1 HP, and 20 AC (10 + 4(natural) + 6(dex)). And a +6 bonus to all saves.

Windfury, Lesser (Wf): As long as this tech is running in the target's console, they gain a +4 circumstance bonus to attack rolls.

Blasting Field (Rpls): When this tech is executed a burst of air erupts from a target square and attempts to knock everything within a 15-foot radius prone unless they successfully make a Reflex save. The save DC for this tech is Charisma-based.

Defensive Jet (Rpls): This tech is the same as push except that it can be done as an immediate action.

Force Geyser (Rpls): Similar to a bull-rush maneuver, when this tech is executed the user makes as CMB check with a bonus equal to his Charisma Modifier. If successful the target is thrown up into the air 10-feet plus 5 feet per two caster levels. For every 5 points that they exceed the CMD of the target, the target is launched up an additional 5-feet. Only to come crashing down taking falling damage equal to 1d6 per 10 feet. They may make a Reflex save to avoid being knocked prone  at the end of their fall. The save DC for this tech is Charisma-based.

Projection (Rpls): This tech can be used as a free action as part of a melee attack made as a standard action, including Vital Strike and similar alternative attacks. This tech when executed increases the range of their attack by 20 feet.

Aura of Faith (Au): Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: affected allies are protected from 1 divine spell per caster level. The spells they are protected from must be declared at the time of activating Aura of Faith and cannot be changed without ending the effect and starting it anew.

Aura of Protection, Lesser (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain a +4 deflection bonus to AC.

Aura of Resistance, Lesser (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain Spell Resistance of 16.

Aura of Unseeing, Lesser (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain Invisibility. Reactivating the invisibility once it is broken requires a standard action made by the affected ally so long as they are still in the radius. Hostile actions break the invisibility until a standard action is made to reactivate it. No action by allies is required to activate the invisibility at the time this tech is initially executed, though execution is a standard action for the user..

Tier IV
Flight (Wf):  When this tech is executed, a number of target creatures gain a fly speed of 40 feet. The number of targets is limited by the user's Strength modifier. This tech lasts for as long as the tech is running in the user's console.

Speed Pulse (Wf): When this tech is executed, a number of target creatures have their movement speed doubled for 1 minute. The number of targets is limited by the user's Strength modifier.

Wind Cutter (Wf): When this tech is executed the user sends a cutting wave of air in a 20-foot cone that deals 1d6 points of slashing damage plus the user's strength modifier. As well as 1 point of bleed damage per caster level. A Reflex save negates the bleed but not the normal damage. The save DC for this tech is Strength-based.

Wind Shell (Wf): When this tech is executed, the wind around a single creature hardens into solid crystalline matter. The subject can get in and out of it by means of teleportation but only if they have access to such things. Otherwise the crystalline sphere has 30 hp per caster level, and hardness equal to the caster's Strength modifier. This is a dismissable effect.

Beckon (Rpls): When executed, one creature is subject to a Bull-Rush attempt using the tech users CMB with a bonus equal to their Charisma Modifier multiplied by 3. However they remain stationary and instead this bull rush attempt is made from the opposite side (flank) of the target, effectively pushing it towards the tech user who executed Pull.

Negation Waves  (Rpls): When this tech is executed, the user emits waves of force that have a 20% chance to negate incoming melee and ranged attacks made by weapons of +2 or lower.

Repulse  (Rpls): When executed, one creature is subject to a Bull-Rush attempt using the tech users CMB with a bonus equal to their Charisma Modifier multiplied by 3. However the tech user may remain stationary effectively pushing the target away from the caster.

White Barrier  (Rpls):   When executed, one creature gains Nano Resistance of 16 for as long as this program is running in their console.

Portal (Au): When executed, the user and one creature per caster level are teleported to a location declared by the user within 1 mile per caster level. There is a 5% chance per additional creature beyond the user that they are thrown off trajectory to a completely random location within the same radius but of the target location rather than the execution location.

Aura of Munes (Au): Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: All affected allies gain a +4 tech bonus to Reflex saves. This bonus is further increased by the user's Charisma Modifier.

Aura of Ouls  (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: All affected allies gain a +4 tech bonus to Will saves. This bonus if further increased by the user's Charisma Modifier.

Aura of Serenity  (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies have all Arcane Spell Failure decreased by an amount equal to the caster level of the user + 5. Wild Magic tables for normal effects are widened by 10 on either parameter.

Aura of Tortoile (Au): Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: All affected allies gain a +4 tech bonus to Fortitude saves. This bonus if further increased by the user's Charisma Modifier.



Tier V
Orb of Final Breaths (Wf): When this tech is executed an unstable orb about 1 inch in diameter is created in the palm of the user's hand. This orb will violently suck air into it until it is dismissed by the user. Placing it in a willing or helpless creature causes suffocation until dismissed. Alternatively it can be used to remove toxic gases etc.

Zephyr Armor (Wf): For as long as this tech is running in the user's console, they gain a +1 misc. bonus to AC against ranged attacks per two caster levels.

Windfury  (Wf): As long as this tech is running in the target's console, they gain a +4 circumstance bonus to attack rolls and an extra attack made at their highest base attack bonus.

Bane Sphere  (Rpls):   When executed the tech user must declare a creature type as a sphere with a radius of 5 feet per caster level appears centered on the target square. Creatures of the declared subtype take a -4 penalty to all d20 rolls for as long as they are in the sphere. The sphere lasts for 1 round per two caster levels.

Press  (Rpls): When this tech is executed, one creature must make a Fortitude Save or take damage equal to 1% of their Maximum Hit points per caster level. The DC for this tech is Charisma-based.

Flying Sanctuary (Rpls): When executed, as long as this tech is running in the user's console or in some kind of anchor (such as a system in the structure, One structure tears itself from the ground, (taking most of the ground with to it avoid damage to itself) and begins to levitate at a height of up to 1 mile per caster level.

Aura of Incantation (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: The DC's of Spells, Spell-like Abilities and Supernatural Abilities of affected allies have their DC increased by 4.

Aura of Power (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain a +4 morale bonus to Attack and Damage rolls made with equipped weapons. Rays and other spell-created attacks are not affected.

Aura of Protection  (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected Allies gain a +6 deflection bonus to AC.

Tier VI
Energy Cyclone (Wf): When executed, a small 10-ft x 30-ft cyclone appears. The user must roll a d4 on execution of the tech to determine the swirling energies inside (1: fire, 2: cold, 3: electricity, 4: negative). He can then move the cyclone as a move action instead of moving himself, this cyclone does not require any checks to share a square with another creature. Any creature caught in the cyclone at the beginning of their turn takes 1d6 points of damage per caster level based on the energy type rolled on execution. Creatures who end their turn in the cyclone take an additional 1d8 of the same energy type per caster level. The save DC for this tech is Strength-based.

Grantz (Wf): When executed, the air violently implodes around a single target dealing 1d12 force damage per caster level. a successful Fortitude save halves this damage. The save DC for this tech is Strength-based.

Wind Blast (Wf): As push but uses Strength Modifier in place of Charisma modifier (in addition to the bonus already granted by the user's Strength modifier). Additionally, Wind Blast deals 1d6 points of bludgeoning damage per two caster levels.

Auric Puppetry (Rpls): When this tech is executed, for as long as the user concentrates they can move objects that are suspended in the air no matter what size. This can be used to manipulate Orbs of Final Breath, Flying Sanctuary/Bastion structures, Earth Motes, etc. Creatures are entitled to a Will save however. The save DC for this tech is Charisma-based.

Repulsive Offence  (Rpls):   When executed this tech mimics the telekinesis spell except that it can lift up to 100 lbs per caster level. Up to a maximum of 1500 lbs. Scion: Creatures caught in this tech take 1% of their current hit points in damage per round.

Sacred Pounder  (Rpls): When executed a powerful invisible force slams down in a 20-foot diameter area. On execution a CMB check is made with the user's Charisma modifier as a bonus. If the check exceeds the CMD of any of the creatures within the targeted area, they fall prone, and are stunned for 1 round.

Aura of Eygals (Au): Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain a +4 circumstance bonus to Attack rolls and Perception checks.

Aura of Lyons  (Au): Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain a +4 circumstance bonus to Damage rolls and Survival Checks.

Aura of Wylves (Au): Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain 30-foot base land speed, and a +4 bonus to initiative.

Tier VII
Gale Screen (Wf) When executed a 5-ft x 5-ft x 5-ft barrier of hurricane force winds is created per caster level.

Lumina (Wf): When executed a blast of wind speckled with nanite dust bursts down on a square and a 30-foot radius around it. This wind deals 1d6 points of force damage per caster level to affected creatures (max. 15d6) and attempts to dispel and end on-running techs. (d20 + tech caster level). A Fortitude save halves the damage. The save DC for this tech is Strength-based.

Inescapable Fury (Wf): When executed a furious blade of wind seeks after a single target in long range. This deals 1d8 points of slashing damage per caster level. There is no save and Nano Resistance does not apply.

Whirlwind Refuge (Rpls): When executed a 15-foot radius sphere of whirling winds surrounds the user. This wind negates all ranged attacks made from outside including those made by cannons and heavy artillery. This wind lasts until it has absorbed a number of attacks equal to 6 + the Charisma modifier of the user. Ranged touched attacks made from 7th level/tier or higher abilities or with +5 or higher weapons ignore this wall.

White Screen (Rpls): When executed, one creature gains Nano Resistance 32 for as long as this tech is running in their console.

Press, Mass  (Rpls): As press except targets up to one additional creature per caster level.

Aura of Resistance (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain Spell Resistance 32.

Aura of Unseeing (Au): Like lesser aura of unseeing except that activating the aura is a swift action for the user, and affected creatures cannot be detected by 4th level/tier abilities and lower.

Aura of the Gambit (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain a +4 luck bonus to all d20 rolls.

Tier VIII
Chaser Bolts (Wf): When this tech is executed a barrage of wind missiles slams into a 10-foot radius area. 8 missiles +1 per caster level are launched dealing 1d8 points of damage per missile spread equally amongst all creatures within the targeted area. There is no save but Nano Resistance applies.

Monsoon Crashing Lance (Wf): When executed, the user must make a ranged touch attack against a single creature in long range. This spear of wind ignores all defenses such as magical protections against ranged attacks (including increased ac), wind force, damage reduction, etc. If it hits, it deals 1d12 piercing damage plus an additional 1d8 points of piercing damage per caster level. Creatures immune to piercing however, are unaffected by this tech. Nano Resistance does not apply.

Astral Pulse (Rpls): When executed a powerful burst of force connects the moon and the face of Siv'Solvanis at the target's location. This powerful crushing energy deals 1d8 points of force damage + 15 points of force damage per caster level, attempting to slay the mortal vessel of the creature. However if they make a successful Fortitude save, it instead deals 1d8 points of force damage per caster level. The save DC for this tech is Charisma-based.

Negation Waves, Greater (Rpls): Like negation waves except that it is a 30% chance, and is only ignored by +4 and higher weapons.

Aura of Six Sorceries (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies gain a +4 bonus on all caster level checks, and have their caster level increased by 4 for any spell they cast.

Poltergeist  (Au): When executed an anomaly of crackling auric energy surrounds the user, this anomaly attacks once whenever the user attacks in either melee or ranged. It has the same attack bonus as the user with a bonus of +8, and deals 2d10+8 force damage. Also whenever the user is attacked 1/2 of the damage is dealt to the anomaly instead of the user. The anomaly has 8 hp per caster level. The anomaly cannot be attacked individually.

Tier IX
Tornado (Wf): When executed, this tech summons massive, 40-ft x 40-ft x 100-ft tornado onto the battlefield. Anything within 40 additional feet of the tornado are treated as if they were under the effects of hurricane force winds. This tornado moves on its own accord but typically in the direction the user was facing upon execution.

Windfury, Greater  (Wf):   As long as this tech is running in the target's console, they gain a +6 circumstance bonus to attack and damage rolls and two extra attacks made at their highest base attack bonus.

Flying Bastion (Rpls): Like flying sanctuary except that one structure per caster level can be targeted. And all are connected by chains of force or the same hunk of earth that was torn up with them.

Omni Wall (Rpls): When executed this tech conjures a 5-ft x 10-ft wall of force per caster level. Each round as a move action the user can reconfigure the lay out of this wall until it is destroyed, dismissed, dispelled or exceeds the 1 minute per caster level duration. However the wall does not regain HP when reconfigured.

Auramancy (Au): Upon execution of this tech, the capacity of the user's console is increased by 4 + the user's Charisma modifier. This tech lasts for 1 minute per caster level.

Aura of the Golden Nephilim (Au):  Aura techs require twice the normal capacity to sustain as other techs of their tier. When this tech is executed the user gains a 15-foot aura with the following effect: Affected allies attacks gain the alignment of the user to bypass damage reduction. And the Holy or Unholy properties depending on the alignment of the user. Additionally, affected allies gain Base Attack Progression equal to the Base Attack Progression of the user for as long as they remain in the aura (but only if their own is lower), and a +6 sacred or profane (based on the alignment of the user) bonus to Attack and Damage rolls. Neutral Auramancer's bonuses are all misc, and instead of Holy or Unholy grant the Keen property.