You give a lot of fluff effects to the auras that are secondary, and I suggest a lot of ways of adding crunch to them. If you want to avoid all that, just say "It is just a DC -10 illusion in the minds of those in the area, and nobody outside the area can detect it at all...

Quote Originally Posted by Sir_Chivalry View Post
Special: Must kill a fiend who you have made friendly contact with
Does this really fit a LE character and Bel? I don't know anything about Bel, but this doesn't seem to fit the rest of the class, except if Bel is big into commissars and such like.
Quote Originally Posted by Sir_Chivalry View Post
Weapon and Armour Proficiency: Disciples of Bel gain proficiency with tower shields.
Good touch... but make it ALL shields in case someone sneaks into this class without shield proficiency somehow.
Quote Originally Posted by Sir_Chivalry View Post
Second lieutenant: A disciple of Bel has such personal magnetism that another being approaches him to offer its services as a second cohort. This cohort follows the same rules as normal cohorts, but is four levels below the disciple of Bel instead of two.
A bit more work for everyone, but it is flavorful.
Quote Originally Posted by Sir_Chivalry View Post
2nd-Passage of the Few: At the beginning of his turn, if a disciple of Bel has this aura active, he can select two allies within 30ft of each other who have line of sight to each other and the disciple of Bel, and cause them to switch places. This acts as a greater teleport, but only works under these conditions. While this aura is active, the air smells faintly of sulfur and a faint screaming can be heard off in the distance.
Give a base Listen DC (to be modified as normal for distance) for the screaming, and specify if it comes from the character, or every point of the aura (so that the distance can be figured out). If you are feeling ambitious, do similar things for the sulfur smell and scent, including tracking by scent if it doesn't completely vanish outside the range of the aura (for instance as the character is moving along, or when their is a wind).

Actually if the efffect is purely mental in nature, it could be impossible to hear outside that radius.
Quote Originally Posted by Sir_Chivalry View Post
3rd-Iron Defendersí reinforcement: Allies in the area of this aura gain a bonus equal to the disciple of Belís class level on rolls to resist being bull-rushed, disarmed, overrun, tripped or to escape a grapple. While this aura is active, the air seems unnaturally still (or if it is windy, the wind seems calm and orderly), and a heartbeat breaks the silence rhythmically.
See above about listen stuff.
Quote Originally Posted by Sir_Chivalry View Post
4th-Gleaming Guardís armoury: Allies in the area of this aura can ignore a number of points of damage reduction equal to half the disciple of Belís class level. While this aura is active, the weapons of the disciple of Belís allies all appear to be made from gold and encrusted with jewels.
I would recommend Hide check penalties, but most GMs are anywhere NEAR that nit-picky realistic.
Quote Originally Posted by Sir_Chivalry View Post
5th-Skin of the Walkers in Fire: Allies within the area of this aura are immune to the negative effects of any spells cast by their allies. A wizard ally could freely cast fireball in the middle of the group and it would only affect any enemies caught in its area. While this aura is active, allies feel a rush of adrenaline and euphoria, and the air seems to crackle with the sounds of an unseen inferno.
Change this to unbeatable SR unless you want people walking through their allies Wall of Force (which I don't recommend).
Quote Originally Posted by Sir_Chivalry View Post
6th-Caution of the Stygian Champions: Allies with the area of this aura can negate one attack of opportunity they provoke each round. Each ally can only negate an attack of opportunity they provoke (if Rex the barbarian provoked an attack of opportunity while under the effects of this aura, he could negate it. If later that round he provoked another attack of opportunity, his allies could not sacrifice their negation to negate that attack). While this aura is active, all the senses feel numb and cold, and a icy rime settles on the area of the aura.
Penalty to Spot, Listen, and Search? Is the ice slippery?
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7th-Terrain of the Creeping Cadre: The entire area of this aura becomes extremely unsanitary. All enemies who enter the aura (but not those already within when it is activated) must succeed on a Fortitude save (DC 12+half the disciple of Belís level+Cha modifier). Failure causes the opponent to become nauseated for 2d4 rounds or until they leave the aura, which ever comes first. Success means they become sickened for 2d4 rounds or until they leave the aura, whichever comes first. While this aura is active, the ground seems to pulse and squirm like a living things, and becomes slick and sticky.
Penalties to Tumble and Balance for slick/sticky ground? Or do they cancel eachother out somehow? Or is it all in your head? Penalties to resist trip and/or bull-rush attempts, especially by flying creatures which need not worry about their own footing?
Quote Originally Posted by Sir_Chivalry View Post
8th-Charge of the Maldominaar: Allies within the area of this aura can ignore areas that slow movement or contain creatures when making charge attacks. A charging ally can ignore a number of squares containing difficult or hindering terrain equal to the disciple of Belís charisma modifier, and any creature in the path of a charge provokes an overrun attempt that does not provoke an attack of opportunity. Resolve the overrun attempt normally. While this aura is active, the air buzzes with the sound of countless flies and gnats, and slugs and snails seem to crawl along the ground.
Listen DCs?
Quote Originally Posted by Sir_Chivalry View Post
Standard of Bel: A 10th level disciple of Bel can have two Baatorian Auras active at once. He also gains the Standard of Bel a slotless magic emblem that makes him immune to compulsions, poisons and diseases.
What does this look like, can it be destroyed, and if so, how hard/easy is it to replace?


Note that I haven't said anything about balance one way or another.