Among the Wizarding World, there are those who practice forbidden magic. These people practice dark magic, and are Dark wizards and witches. Auror's are an elite unit of wizards and witch's who track down these Dark Arts users. They are a division of the Ministry of Magic, in the Department of Magical Law Enforcement. Becoming an Auror is very difficult requiring an additional three years of training after school. Exceptions have been made in the past most notably Harry Potter.
Being an Auror requires a wizard or witch to be well trained in Charms, Transfiguration, and especially Curses and Anti-Curses. They must go against Dark wizards, and as such must be beyond temptation.
Requirements
To qualify to become an Auror, a character must fulfill all of the following criteria.
BAB: +6
Skills: Charms 12 Ranks, Curses and Counter-Curses 12 ranks, Herbology 12 ranks, Knowledge (Charms) 12 ranks, Knowledge (Dark Arts) 12 ranks, Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks Transfiguration 12 ranks
Spells Known: Expelliarmus (Disarming Charm), Expecto Patronum (Patronus Charm), Protego, Stupefy (Stunning Spell)
Special: Must be accepted into the Ministry of Magic as an Auror
Hit Die- d8
Class Skills
The Auror's class skills are Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Counter-Curses (Cha), Divination (Cha), Hide (Dex). Intimidation (Cha), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Herbology), Knowledge (Transfiguration) (Int), Listen (Wis), Move Silently (Dex), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at Each Additional Level – 6+ Int Modifier
Class Features
Favored Enemy Dark Wizards- At 1st level, an Auror gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against Dark Wizards. Likewise, the Auror gets a +2 bonus on weapon damage rolls against Dark Wizards, which includes damaging spells. This Increases to a +4 Bonus at 5th level.
Auror Training- An wizard or witch undergoes intense training to become an Auror. Part of that training is to learn how to defend against curses. As such they gain a +2 bonus to their Curses and Counter-Curses check for Magical Counterspelling checks against Curses and Anti-Curses. Also, as a result of your training you may cast, Expelliarmus (Disarming Charm), Expecto Patronum (Patronus Charm), Protego, Stupefy (Stunning Spell), all as if you possess the Wandless Magic ability, but only with a +10 modifier instead of a +25 representing your constant practice with these spells during training.
Magical Quickdraw- An Auror is lightning fast to the draw with a wand. As such they gain the ability to benefit from the Quickdraw feat with their wand.
Quickened Casting- By adding a +10 to a spells DC you can cast it as a swift action.
Magical Assault- An Auror learns that sometimes against a Dark Wizard, that they must go on the offensive. As such they may cast an additional Magic Blast each round, at a -2 penalty to all attacks that round.
Spell Limit- The Auror adds two to their spell limit each time they level.