Primary: Oracle.
Secondary: Fighter.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The auric warrior selects three fighter skills
to add to his class skills in addition to the normal oracle class skills. The auric
warrior gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The auric warrior is proficient with all simple
weapons and his deity’s favored weapon, light armor, medium armor, and with
shields (except tower shields). Auric warrior’s revelations grant additional
proficiencies.
Spellcasting: An auric warrior casts divine spells from the cleric/oracle spell list. Only cleric/oracle spells of 6th level or lower are considered to be part of the auric warrior spell list. An auric warrior otherwise learns and casts spells as an oracle equal to his auric warrior level. He also gains bonus spells is he has a high Charisma.
Auric Pool (Su): At 1st level, the auric warrior gains a reservoir of mystical divine energy that he can draw upon to fuel his powers and enhance his weapon. This auric pool has a number of points equal to 1/2 his auric warrior level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the auric warrior regains his spells.
At 1st level, an auric warrior can expend 1 point from his auric pool as a swift action to
- Make one additional attack at his highest attack bonus, or
- Receive a +1 insight bonus to his next saving throw, or
- Give himself a +4 insight bonus to AC for 1 round.
At 3rd level, an auric warrior can expend
points from his auric pool to cast spells. At 3rd level, the auric warrior can expend
1 auric point to cast timely inspiration
as an immediate action. At 5th level, he can expend 1 auric point to cast timely inspiration as an immediate action.
At 9th level, he can expend 2 auric points to cast grand destiny as a standard action. At 13th level, he can expend 3
auric points to cast brilliant
inspiration as a standard action.
At 5th level, an auric warrior can expend
1 point from his auric pool as a swift
action to grant any weapon he is holding a
+1 enhancement bonus for 1 minute.
For every three levels beyond 5th, the weapon gains another +1 enhancement
bonus, to a maximum of +5 at 17th level. These
bonuses can be added to the weapon, stacking with existing weapon enhancement
to a maximum of +5, or they can be used to add any of the following weapon
properties: corrosive, corrosive burst,
flaming, flaming burst, frost, icy burst, keen, shock, or shocking burst. Multiple uses of this
ability do not stack with themselves.
Adding these properties consumes an
amount of bonus equal to the property’s base price modifier. These properties
are added to any the weapon already has, but duplicates do not stack. If the
weapon is not magical, at least a +1 enhancement bonus must be added before any
other properties can be added. These bonuses and properties are decided when
the arcane pool point is spent and cannot be changed until the next time the auric
warrior uses this ability. These bonuses do not function if the weapon is
wielded by anyone other than the auric warrior. An auric warrior can only
enhance one weapon in this way at one time. If he uses this ability again, the
first use immediately ends.
This ability, auric talents, and heavy armor replace the oracle's 7th, 8th, and 9th level spells.
Mystery Spells: This is exactly like the oracle ability of the same name, except that the auric warrior gains his first mystery spell at 2nd level, and each subsequent mystery spell every three levels thereafter, up to his 6th mystery spell at 17th level.
Auric Talents: As an auric warrior gains experience, he learns a number of talents that aid him and confound his foes. Starting at 3rd level, an auric warrior gains one auric talent. He gains an additional auric talent for every 3 levels of auric warrior attained after 3rd level. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bonus Feats: The auric warrior gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. Upon reaching 6th level, an auric warrior can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, he loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An auric warrior can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Fighter Training (Ex): The auric warrior counts 1/2 his total auric warrior level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Improved Spell Access (Su): The auric warrior gains access to an expanded spell list. He learns and places 2 spells chosen from the inquisitor’s spell list, or abjuration or divination spells from the wizard’s spell list to his list of spells known. These spells must be of a spell level he can cast, up to 6th level spells.
Weapon Training (Ex): The auric warrior gains the fighter’s weapon training ability. When this talent is first selected, the auric warrior gains the benefits of weapon training 1. He can select this talent at 6th level, and gain every three levels thereafter, up to weapon training 3. The auric warrior must be at least 6th level to select this talent.