View Full Version : Auron [Base Class] (Long)

2007-03-30, 12:29 AM
"Hey Druid! Want to join our adventuring group?"
"I'm not a Druid..."
"But you have that big animal with you!"
"He's not an animal..."
"Then you're some kind of mage? Can you cast fireballs and such..."
"No. I am a mage, but I can't..."
"Then what exactly can you do?"
The Auron completed his gestures, and his bestial Eidolon surged with might so great that it was visible. It let out a savage growl.
"That..." he said, "is what I do."

One of the biggest problems play groups have with casters is that they demean the value of other classes; what's the point of playing a fighter if the wizard will nuke everything to smithereens in one turn? One of the goals of this class is to make a different kind of caster, one who's powers focus on buffing and enhancing his companions, making not only the party, but I feel the game, better to play with.
Also, I added the Eidolon, a sort of "Create Your Own Monster" that allows the Auron to use his buffs and mix it up without having to rely only on his party members.

This class is very long, which can be intimidating, but I've tried to make the abilities themselves as clean as simple as possible. Generally, the heaviness of it comes from the spell list, and creating an Eidolon; however, once you get the two down, playing the class is very smooth.

Hit Die: d4
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

+2|Bind Least Eidolon, Brew Potion|3|1|–|–|–|–|–|–|–|–

+3| |4|2|-|–|–|–|–|–|–|–

+3| |4|2|1|-|–|–|–|–|–|–

+4|Arcane Projection|5|3|2|-|-|–|–|–|–|–

+4|Bind Lesser Eidolon|5|3|2|1|–|–|–|–|–|–

+5| |5|3|3|2|-|-|-|–|–|–

+5| |6|4|3|2|1|-|-|-|–|–

+6|Lingering Augmentation|6|4|3|3|2|-|-|-|-|-

+6| |6|4|4|3|2|1|-|-|-|–

+7|Bind Greater Eidolon|6|4|4|3|3|2|-|-|-|-

+7| |6|5|4|4|3|2|1|-|-|-

+8|Chain Barrier|6|5|4|4|3|3|2|-|-|-

+8| |6|5|5|4|4|3|2|1|-|-

+9| |6|5|5|4|4|3|3|2|-|-

+9|Bind True Eidolon|6|5|5|5|4|4|3|2|1|-

+10|Aura Wave|6|5|5|5|4|4|3|3|2|-

+10| |6|5|5|5|5|4|4|3|2|1

+11| |6|5|5|5|5|4|4|3|3|2

+11| |6|5|5|5|5|5|4|4|3|3

+12|Eidolon Apotheosis, Craft Permanency|6|5|5|5|5|5|4|4|4|4[/table]
Skills: (2 + Int Modifier) Craft (Any), Concentration, Decipher Script, Forgery, Spellcraft, Bluff, Diplomacy, Gather Information, Sense Motive

Brew Potion: Aurons are exceptionally skilled with protective spells, and know how to transfer those protections in multiple forms. Aurons gain Brew Potion as a Bonus Feat at 1st level.

Arcane Projection: Aurons can use the force of their arcane abilities to project their protective spells farther than other mages. Aurons of 4th level or higher can use spells with a range on Touch up to a distance equal to 5 ft./2 Class Levels.

Lingering Augmentation: An Auron’s magical energy is so powerful that it persists even where others’ spells would dissipate. If a spell effect created by an Auron of at least 8th would be dispelled, it instead remains for a number of rounds equal to the Auron’s Charisma modifier. If dispelled again during this period, the spell effect ends.

Aura Chain: An Aurons spells are so potent that they radiate energy past their original targets. When an Auron of at least 12th casts a spell that effects one target, he may choose to have it also effect one additional adjacent target. Spell Resistance and Saving Throws apply separately for each target.

Aura Wave: An Auron learns to radiate pure magic rather than trying to sculpt it through arcane force. Whenever an Auron of at least 16th level casts a spell with a range of touch targeting himself, he may choose to share its effects with all allies within 5 ft./4 Caster Levels.

Craft Permanency: Aurons are deeply connected to magic they create, and can easily imbue them with lasting force. All XP Costs required to cast Permanency on one of your spells are reduced by 50%.

Spellcasting: An Auron’s spellcasting is based on Charisma. An Auron prepares spells daily, drawing them from an item called an Aurashard. An Aurashard is a crystallized shard of pure arcane energy, functionally similar to a wizard’s spellbook. An Auron begins play with all 0-Level Spells. For each point of the Auron’s Charisma bonus, he begins play with an additional 1st Level spell. At each new Auron level, he gains two new spells of any level or levels that he can cast to his Aurashard.
Adding a new spell to an Aurashard requires a day of meditation followed by a Spellcraft check (DC 15 + Spell Level). If the check is successful, the spell is learned. If failed, the spell cannot be learned until the character gains another rank in Spellcraft.
Additionally, this process requires special reagents which cost gold equal to 50 x the spell’s level.
An Aurashard can hold any number of spells.

Auron Spell List:

0-Resistance, Detect Magic, Read Magic, Mage Hand, Mending, Message, Arcane Mark, Disrupt Undead, Cure Minor Wounds, Inflict Minor Wounds, Repair Minor Damage*
1-Endure Elements, Protection from Chaos/Evil/Good/Law, Shield, Sleep, Mage Armor, True Strike, Doom, Disguise Self, Magic Weapon, Enlarge Person, Reduce Person, Expeditious Retreat, Jump, Repair Light Damage,* Cure Light Wounds, Inflict Light Wounds
2-Aid, Align Weapon, Remove Paralysis, Resist Energy, Protection from Arrows, See Invisibility, Touch of Idiocy, Invisibility, Continual Flame, Blur, Mirror Image, Blindness/Deafness, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Fox’s Cunning, Owl’s Wisdom, Eagle’s Splendor, Spider Climb, Repair Moderate Damage,* Cure Moderate Wounds, Inflict Moderate Wounds, Lesser Restoration
3-Dispel Magic, Explosive Runes, Magic Circle Against Chaos/Evil/Good/Law, Nondetection, Clairaudience/Clairvoyance, Deep Slumber, Rage, Heroism, Displacement, Contagion, Bestow Curse, Invisibility Purge, Magic Vestment, Remove Curse, Remove Disease, Remove Blindness/Deafness, Water Walk, Water Breathing, Vampiric Touch, Blink, Fly, Haste, Slow, Keen Edge, Greater Magic Weapon, Repair Serious Damage,* Cure Serious Wounds, Inflict Serious Wounds
4-Air Walk, Control Water, Death Ward, Dimensional Anchor, Dismissal, Freedom of Movement, Neutralize Poison, Poison, Spell Immunity, Lesser Globe of Invulnerability, Stoneskin, Dimension Door, Minor Creation, Confusion, Crushing Despair, Lesser Geas, Resilient Sphere, Greater Invisibility, Enervation, Fear, Mass Enlarge Person, Mass Reduce Person, Repair Critical Damage*, Cure Critical Wounds, Inflict Critical Wounds
5-Break Enchantment, Major Creation, Teleport, Telepathic Bond, Sending, Magic Jar, Spell Resistance, Waves of Fatigue, Animal Growth, Baleful Polymorph, Fabricate, Overland Flight, Permanency, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, True Seeing, Mass Cure Light Wounds, Mass Inflict Light Wounds
6-Animate Objects, Antilife Shell, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Fox’s Cunning, Mass Owl’s Wisdom, Mass Eagle’s Splendor, Forbiddance, Geas, Wind Walk, Word of Recall, Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Repulsion, Guards and Wards, Greater Heroism, Freezing Sphere, Shadow Walk, Veil, Eyebite, Control Water, Harm, Heal, Mass Cure Moderate Wounds, Mass Inflict Moderate Wounds
7-Sequester, Spell Turning, Phase Door, Plane Shift, Greater Teleport, Teleport Object, Insanity, Mass Invisibility, Project Image, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Reverse Gravity, Regenerate, Mass Cure Serious Wounds, Mass Inflict Serious Wounds
8-Cloak of Chaos, Holy Aura, Unholy Aura, Shield of Law, Greater Spell Immunity, Dimensional Lock, Mind Blank, Protection from Spells, Telekinetic Sphere, Iron Body, Temporal Stasis, Mass Cure Critical Wounds, Mass Inflict Critical Wounds
9-Freedom, Imprisonment, Mordenkainen’s Disjunction, Astral Projection, Soul Bind, Etherealness, Energy Drain, Mass Heal
*Spell Compendium
Adding Spells: An Auron’s spells should deal exclusively with Buffing, Debuffing, and Healing.

2007-03-30, 12:29 AM
Eidolons: An Auron specializes in protective and augmentative magic, but even with his protections he doesn’t have the strength to stand up to the rigors of combat; so a practiced Auron creates a powerful being by binding the same energies that fuel his protective auras into a companion being to strands of his own power and consciousness. Although similar to a Familiar, this being is created rather than summoned. Only one Eidolon can ever be possessed at a time.

Creating an Eidolon takes 12 hours of uninterrupted work. Additionally, the ritual to create more powerful Eidolons requires special materials costing 500 gold for a Lesser Eidolon, 1000 gold for a Greater Eidolon, and 5000 gold for a True Eidolon. Dismissing an Eidolon requires 1 hour.

Eidolon Creation
When Creating an Eidolon the Auron first selects its type; this determines the size of its hit die, base attack bonus, saves, feats, special traits, and skill selection; also, Eidolon’s receive bonuses based on their type.
The Eidolon types are:
Spore Eidolon (Plant): Melee attacks inflict Poison (DC 10 + 1/2 Auron Level + Auron Cha Modifier; 1d4 Con/1d4 Con)
Beckoned Eidolon (Outsider): Gains Opposed Smite Attack Usable 1/Day; Deals 1 damage per HD to creature of opposing alignment.
Primordial Eidolon (Elemental): Immunity to own Energy type.
Feral Eidolon (Animal): Gains Scent special ability.
Golem Eidolon (Construct): Gains 1 hit point per hit die.
Mystic Eidolon (Magical Beast): Natural attacks treated as Magic for purposes of overcoming DR.
Unfathomable Eidolon (Aberration): All enemies within 30 ft. must succeed on a Will Save (DC 10 + 1/2 Auron Level + Auron Cha Modifier) or be Shaken for 1 round.
Necrotic Eidolon (Undead): Gains Turn Resistance.
True Neutral characters cannot choose Beckoned Eidolons. Only Evil characters may choose Necrotic Eidolons.

Use the Elite Array (15 14 13 13 10 8) to determine the Eidolon’s abilities. Eidolon’s with no Con score (Constructs or Undead) may drop the lowest score. The Eidolon gains feats based on it’s hit die. A Least Eidolon is always Small.

After choosing the type, the Auron can then select the Eidolon’s attacks. The Eidolon is considered to have this or a similar attack (A Golem Eidolon could have a snapping clamp to represent a bite, or a Spore Eidolon could use thorny branches as a claw)
Each attack is considered a primary attack.
|Damage (S)|Damage (M)|Critical|Damage Type|Number
*A Gore attack adds double the Eidolon’s strength bonus on a successful charge.
**Tentacle attack adds 5 ft. to reach.
An Eidolon gains additional attacks at levels 1, 6, 11, and 17

Eidolons advance based on the following table
Auron Level|Bonus HD|Feats|Natural Armor|Special
1-2|+0|Feat|+1|Least, Empathic Link
7-8|+5|Feat|+2|Extra Attack
9-10|+6||+3|Improved Evasion
11-12|+8|Feat|+3|Extra Attack
13-14|+9||+4|Improved Multi-Attack
15-16|+11|Feat|+4|Spell Resistance (10+HD)
17-18|+13||+5|Extra Attack

An Eidolon's Speed is based on it's size;
Diminuative: 10 ft.
Tiny: 15 ft.
Small: 20 ft.
Medium: 30 ft.
Large: 40 ft.
Huge: 60 ft.

Lesser Eidolon: At Level 5, an Auron’s understanding of Eidolons progresses, and his own personal Eidolon improves. His Eidolon gains one of the following benefits:
Spore Eidolon (Plant): Poison Damage increases to 1d6 Con/1d6 Con; DC increases by 2.
Beckoned Eidolon (Outsider): Resist Fire 10, Cold 10, and Electricity 10.
Primordial Eidolon (Elemental): Gain Air Mastery, Earth Mastery, Burn, or Drench.
Feral Eidolon (Animal): Gains Improved Natural Attack as a Bonus Feat.
Golem Eidolon (Construct): Gains an amount of DR/Adamantine equal to Auron’s Charisma Modifier.
Mystic Eidolon (Magical Beast): Gains Improved Grab special ability.
Unfathomable Eidolon (Aberration): Able to use Detect Thoughts at will.
Necrotic Eidolon (Undead): Gains +2 to Str and Dex.
Additionally, your current Eidolon, and any future Eidolons you create, can be either Small or Medium.

Greater Eidolon: At Level 10, an Auron achieves unprecedented mastery of the energy that comprises Eidolons. His Eidolon gains one of the following benefits:
Spore Eidolon (Plant): Poison DC increases by 2; gains Blindsense 30 ft.
Beckoned Eidolon (Outsider): Natural Weapons treated as Aligned, based off of the Auron’s alignment.
Primordial Eidolon (Elemental): Natural attacks gain Corrosive, Shocking, Flaming, or Frost special ability.
Golem Eidolon (Construct): Immunity to Sonic.
Mystic Eidolon (Magical Beast): Gains Constrict damage equal to natural attacks.
Unfathomable Eidolon (Aberration): Immunity to Mind-Affecting.
Necrotic Eidolon (Undead): Can wield manufactured weapons.
Additionally, your current Eidolon, and any future Eidolons you create, can be as small as Tiny or as Large as Large.

True Eidolon: At Level 15, an Auron is can fuse the pure energy of his aura into an almost invincible force of pure magic. His Eidolon gains one of the following benefits:
Spore Eidolon (Plant): Poison DC increases by 2; can transfer poison with a melee touch attack.
Beckoned Eidolon (Outsider): Gains one spell of 5th level or lower as Spell-Like Ability, usable 1/Day.
Primordial Eidolon (Elemental): Gains DR 10/-.
Golem Eidolon (Construct): Gains Spell Immunity against spells not cast by the Auron.
Mystic Eidolon (Magical Beast): Gains Fly Speed 60 ft. (Good); Gains Flyby Attack as a bonus feat.
Unfathomable Eidolon (Aberration): Gains Regeneration 5; Fire and Acid deal normal damage to the Eidolon.
Necrotic Eidolon (Undead): Natural Attacks bestow a Negative Level (Fortitude Save DC 10 + 1/2 Auron Level + Cha Modifier)
Additionally, your current Eidolon, and any future Eidolons you create, can be as small as Diminutive or as large as Huge.

Eidolon Apotheosis: At Level 20, the spirit of the Eidolon is almost inseparable from the Auron. If an Auron is slain, if his Eidolon is still alive, his soul is transferred into the Eidolon. An Auron possessing his Eidolon can reform his body, using a ritual that requires 10 hours and requiring special components costing 5,000 gold. This functions as True Resurrection as cast by a 20th level caster.

2007-03-30, 02:20 AM
I think this one is quite nice - Itīs spell list does not to contain to many powerful nuke spells(with the possible exception of disjunction), so as you said, it doesnīt replace the party but augment it. The Eidolons also have a nice touch, with the "weaker" ones (Outsiders and constructs have better basic stats) having the better abilities.
Iīd use an Unfathomable one btw.

2007-03-30, 02:35 AM
I think this is a really cool class, and the presence of the healing spells means it can fulfill one of the major party roles. It's focus on buff spells make it a good team player, and its Eidolon is a cool feature as well. It looks more or less balanced to me, it has a lot of sexy class features but it doesn't get the game-breaking spells.

2007-03-30, 07:12 AM
Wow i really like this one. its well thought out, and for the most part balanced. KUDOS! :biggrin:

2007-03-30, 11:50 AM
Awesome, I'm glad people like it.
I've fixed some of the problems with the charts and such; frankly what I really need is a chance to playtest it; but that would be it's own issue considering that I'd need an entire party to really do that.

2007-03-30, 12:57 PM
Looks like fun! Perfect class for me...if I can ever convince someone else to DM for once...

A few questions though:

What's the movement speed of the Auron's Eidolon? It isn't specified in the stat block...

As it currently reads, the Eidolon gets Multiattack before it gets a second attack form...is that correct?

2007-03-30, 01:09 PM
Looks like fun! Perfect class for me...if I can ever convince someone else to DM for once...

A few questions though:

What's the movement speed of the Auron's Eidolon? It isn't specified in the stat block...

As it currently reads, the Eidolon gets Multiattack before it gets a second attack form...is that correct?

Technically, an Eidolon with claws has 2 attacks. It's a little odd, but because I'm building it by 2 class level blocks it does leave the Eidolon with a Redundant feat for 1 level.

I'll fix Speed; it should be based on size.

D: 10
T: 15
S: 20
M: 30
L: 40
H: 60