ArmorArmadillo
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.
Auron
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
1st|
+0|
+0|
+0|
+2|Bind Least Eidolon, Brew Potion|3|1|–|–|–|–|–|–|–|–
2nd|
+1|
+1|
+1|
+3| |4|2|-|–|–|–|–|–|–|–
3rd|
+1|
+1|
+1|
+3| |4|2|1|-|–|–|–|–|–|–
4th|
+2|
+1|
+1|
+4|Arcane Projection|5|3|2|-|-|–|–|–|–|–
5th|
+2|
+2|
+2|
+4|Bind Lesser Eidolon|5|3|2|1|–|–|–|–|–|–
6th|
+3|
+2|
+2|
+5| |5|3|3|2|-|-|-|–|–|–
7th|
+3|
+2|
+2|
+5| |6|4|3|2|1|-|-|-|–|–
8th|
+4|
+3|
+3|
+6|Lingering Augmentation|6|4|3|3|2|-|-|-|-|-
9th|
+4|
+3|
+3|
+6| |6|4|4|3|2|1|-|-|-|–
10th|
+5|
+3|
+3|
+7|Bind Greater Eidolon|6|4|4|3|3|2|-|-|-|-
11th|
+5|
+4|
+4|
+7| |6|5|4|4|3|2|1|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Chain Barrier|6|5|4|4|3|3|2|-|-|-
13th|
+6/+1|
+4|
+4|
+8| |6|5|5|4|4|3|2|1|-|-
14th|
+7/+2|
+5|
+5|
+9| |6|5|5|4|4|3|3|2|-|-
15th|
+7/+2|
+5|
+5|
+9|Bind True Eidolon|6|5|5|5|4|4|3|2|1|-
16th|
+8/+3|
+5|
+5|
+10|Aura Wave|6|5|5|5|4|4|3|3|2|-
17th|
+8/+3|
+6|
+6|
+10| |6|5|5|5|5|4|4|3|2|1
18th|
+9/+4|
+6|
+6|
+11| |6|5|5|5|5|4|4|3|3|2
19th|
+9/+4|
+6|
+6|
+11| |6|5|5|5|5|5|4|4|3|3
20th|
+10/+5|
+7|
+7|
+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.
"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.
Auron
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
1st|
+0|
+0|
+0|
+2|Bind Least Eidolon, Brew Potion|3|1|–|–|–|–|–|–|–|–
2nd|
+1|
+1|
+1|
+3| |4|2|-|–|–|–|–|–|–|–
3rd|
+1|
+1|
+1|
+3| |4|2|1|-|–|–|–|–|–|–
4th|
+2|
+1|
+1|
+4|Arcane Projection|5|3|2|-|-|–|–|–|–|–
5th|
+2|
+2|
+2|
+4|Bind Lesser Eidolon|5|3|2|1|–|–|–|–|–|–
6th|
+3|
+2|
+2|
+5| |5|3|3|2|-|-|-|–|–|–
7th|
+3|
+2|
+2|
+5| |6|4|3|2|1|-|-|-|–|–
8th|
+4|
+3|
+3|
+6|Lingering Augmentation|6|4|3|3|2|-|-|-|-|-
9th|
+4|
+3|
+3|
+6| |6|4|4|3|2|1|-|-|-|–
10th|
+5|
+3|
+3|
+7|Bind Greater Eidolon|6|4|4|3|3|2|-|-|-|-
11th|
+5|
+4|
+4|
+7| |6|5|4|4|3|2|1|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Chain Barrier|6|5|4|4|3|3|2|-|-|-
13th|
+6/+1|
+4|
+4|
+8| |6|5|5|4|4|3|2|1|-|-
14th|
+7/+2|
+5|
+5|
+9| |6|5|5|4|4|3|3|2|-|-
15th|
+7/+2|
+5|
+5|
+9|Bind True Eidolon|6|5|5|5|4|4|3|2|1|-
16th|
+8/+3|
+5|
+5|
+10|Aura Wave|6|5|5|5|4|4|3|3|2|-
17th|
+8/+3|
+6|
+6|
+10| |6|5|5|5|5|4|4|3|2|1
18th|
+9/+4|
+6|
+6|
+11| |6|5|5|5|5|4|4|3|3|2
19th|
+9/+4|
+6|
+6|
+11| |6|5|5|5|5|5|4|4|3|3
20th|
+10/+5|
+7|
+7|
+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.