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Thread: The Aurist (3.5, WIP)
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2010-02-05, 11:32 PM (ISO 8601)
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- Feb 2008
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- center of earth
The Aurist (3.5, WIP)
The Aurist
Fluff coming!
Loosely based off a Stephan King novel I read last summer.
The Aurist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+0|+2|Aura points, Absorb Aura +1d6, Least Aura
2nd|+1|+0|+0|+3| Least Influence
3rd|+2|+1|+1|+3|Least Aura
4th|+3|+1|+1|+4|Absorb Aura +2d6
5th|+3|+1|+1|+4|Absorb Aura (Ranged), Least Aura
6th|+4|+2|+2|+5|Least Aura, Lesser Influence
7th|+5|+2|+2|+5|Absorb Aura +3d6, Minor Aura
8th|+6/ +1|+2|+2|+6|Aura Sight, Extend Aura
9th|+6/+1|+3|+3|+6| Minor Aura
10th|+7/+2|+3|+3|+7|Absorb Aura +4d6, Absorb Aura (30 ft. Emanation), Minor Influence
11th|+8/+3|+3|+3|+7|Minor Aura
12th|+9/4|+4|+4|+8|Retain Aura Points
13th|+9/+4|+4|+4|+8|Absorb Aura +5d6, Greater Aura
14th|+10/+5|+4|+4|+9|Greater Influence
15th|+11/+6/+1|+5|+5|+9|Absorb Aura (60 ft. Emanation), Greater Aura
16th|+12/+7/+2|+5|+5|+10|Absorb Aura + 6d6
17th|+12/+7/+2|+5|+5|+10|Greater Aura
18th|+13/+8/+3|+6|+6|+11|Total Influence
19th|+14/+9/+4|+6|+6|+11|Absorb Aura +7d6
20th|+15/+10/+5|+6|+6|+12|Super Charge, Ultimate Aura[/table]
Alignment: Any Alignment
Hit Die: d6
The Aurist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), and Profession (Wis).
Skill Points at First Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier
Auras: Auras can affect all allies or enemies within Class level * 10 feet. The save is specified in the aura, and the dc is 10 + halfclass level + Cha. An aura cannot be used more than once per round.
Aura Points: The Aurist can hold a number of Aura Points (AP) equal to her class level plus Charisma modifier. These points are used to power her special abilities below. Aura Points last for one day, or until the Aurist goes to sleep or falls unconcious.
Absorbing AP from creatures without damaging them takes one minute per point gained. The Aurist does not need to concentrate specifically during this time.
Absorb Aura (Su): The Aurist can siphon away enemies' auras to damage their very essence. This is a standard action and does damage shown on the table. A will save of (dc = 10 + half class level + Cha) negates this damage. If an enemy fails, the Aurist gains one Aura Point. She can only absorb from creatures with at least one full hit die.
At first level, Absorb Aura targets one creature within threatened range.
At 4th level, AP gathered increases to 2 AP per creature damaged.
At 5th Level, she can target one creature within 60 ft.
At 10th level, She can choose to intead use a 30 ft. emanation, centered on her. This gives the aurist AP equal to the number of creatures that failed their save. All affected creatures take the same amount of damage.
At 12th level, AP gathered increases to 3 points per creature damaged.
At 15th level, the emanation improves to 60 ft.
At 17th level, AP gathered increases to 4 points per creature damaged.
Least Aura (Su): At first, 3rd, and 5th level, the Aurist gains an aura from the list of least auras. These auras cost one AP per round to maintain. This is a free action that can only be made on her turn.
Minor Aura (Su): At 7th, 9th, and 11th, the theAurist ganis an aura from the list of Minor Auras. Minor Auras cost three AP per round to maintain.This is a free action that can only be made on her turn.
Greater Aura (Su): At 13th, 15th, and 17th, the theAurist ganis an aura from the list of Greater Auras. Minor Auras cost six AP per round to maintain. This is a free action that can only be made on her turn.
Ultimate Aura (Su): At 20th level, the Aurist gains an Ultimate Aura. An Ultimate Aura cost 10 AP per round to maintain. This is a free action that can only be made on her turn.
Influence (Su): An Aurist gains one Influence of the appropriate level indicated on the table. Influences are always mind-affecting. Influences take a standard action to use, and the Aurist must be touching the target (in combat, this is a melee touch attack). Influences offer a will save of (dc = 10 + half class level + Cha).
Least Influences cost 2 AP.
Lesser Influences cost 5 AP.
Minor Influences cost 8 AP.
Greater Influences cost 11 AP.
Total Influences cost 14 AP.
Aura Sight (Su): At 8th level, the Aurist begins to see the auras of sentient beings. She can discern the alignment and attitude to the Aurist as a standard action.
As a side effect, she can see invisible creatures normally.
Extend Aura (Su): At 8th level, the aurist's auras last an additional round after she stops maintaining them.
Retain Aura Points (Su): At 12th level, the Aurist retains half of her AP indefinitly, even if she falls unconcious.
Super Charge (Su): At 20th level, the Aurist intantly recieves her full allotment of AP every round once per day for Charisma modifier rounds. This means that she could, for example, use 20 + Charisma modifier least auras, if she possesed so many auras.
Auras!
Or you could just scroll down the page.Last edited by Pie Guy; 2010-02-06 at 11:20 PM. Reason: saves
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2010-02-05, 11:34 PM (ISO 8601)
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Re: The Aurist (3.5, WIP)
It's customary to fill in iterative attacks in the base attack bonus column.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-02-05, 11:37 PM (ISO 8601)
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- Vancouver, Canada
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2010-02-05, 11:38 PM (ISO 8601)
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Re: The Aurist (3.5, WIP)
When I clicked this link I expected a gold-based class, or a class with super-hearing.
If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.
I'm always extremely careful to hedge myself against absolute statements.
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2010-02-05, 11:42 PM (ISO 8601)
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- Minnesota
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Re: The Aurist (3.5, WIP)
Last edited by Temotei; 2010-02-05 at 11:42 PM.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-02-05, 11:45 PM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Long Shiny Cloud-land
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Re: The Aurist (3.5, WIP)
I know that gold would have been shoddy word-coining, but shoddy word-coining is not all that uncommon, and I have been doing chemistry.
If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.
I'm always extremely careful to hedge myself against absolute statements.
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2010-02-06, 12:35 AM (ISO 8601)
- Join Date
- Feb 2008
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- center of earth
Re: The Aurist (3.5, WIP)
Auras, Influences, and New Feats stored here? Madness!
Auras can affect all allies or enemies within Class level * 10 feet. The save is specified in the aura, and the dc is 10 + halfclass level + Cha. An aura cannot be used more than once per round.
Least Auras
Spoiler
Aura of Speed
Increase all affected creatures speed by 10 feet per 2 class levels(Min.10)
Aura of Life
All affected crearures are healed 1 Hp/ 2 Class levels. Like normal healing, this deals damage to undead.
Aura of Clarity
Affected creatures gain an aura bonus to concentration, spot, sense motive, and knowledge of 1/2 classlevel (min 1).
Aura of Anger
The Aurist chooses one creature type when he activates this aura. Affected creatures gain favored enemy bonuses as if they were a ranger of equal Character level against that creature type.
Aura of Fear
Will save negates. If a creature fails a will save, they become shaken. If this aura is maintained, the creature may make another save every round. For every two rounds this is maintained, the creaure advances one step closer to cowering.
Aura of Distraction
Will save negates. Affected creatures take a -1 aura penalty per two class levels to attack rolls, damage rolls and armor class.
Minor Auras
Spoiler
Aura of Darkness
Darkness encompasses the area, and chosen creatures gain a +1/ class level aura bonus to hide. If the Aurist maintains this for three rounds, affected creatures turn invisible until the Aurist ends the aura.
Aura of Helplessness
Will save negates. Affected creatures take a penalty to all saves as they feel that their actions are worthless.
Aura of Boldness
Affected creatures can take a penalty to AC in exchange for an equal bonus to attack and damage + the Aurist's Charisma modifier.
Aura of Paralysis
Fort save negates. Affected creatures cannot move from the spot they are in. This does not prevent them from defending themselves or attacking. This is the same as the immobilized effect in Tome of Magic, Shadowcaster section.
Aura of Luck
Affected creatures gets a +1/ four class levels luck bonus on all rolls.
Aura of Pain
Reflex save negates. The Aurist directly targets creatures' essence and deals 1d4 force damage per class level.
Greater Auras
Spoiler
Aura of Drowsiness
Will save negates. The targets take a cumulitive -2 penalty on attack rolls, Armor Class, skill checks, and saving throws. If the Aurist maintains this for three rounds, the targets must make an additional will save or fall asleep completely.
Aura of Force
Fort save negates. Targets get knocked to the edge of the Aurist's aura range. for every 20 ft. the target flies, they take 1d6 bludgeoning damage. This damage is doubled if the target hits a wall or other solid object.
Aura of Power
Targets gain a cumulitive +4 to strength and Dexterity for each turn the Aurist maintains this. If the Aurist maintains this for more than four rounds, the aurist must make a will save or take one point of Constitution damage.
Last edited by Pie Guy; 2010-02-06 at 11:19 PM.
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2010-02-06, 12:36 AM (ISO 8601)
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Re: The Aurist (3.5, WIP)
Possibly a Prestige class or two here if I think of any?
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2010-02-06, 06:20 PM (ISO 8601)
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Re: The Aurist (3.5, WIP)
Does Aura of Paralysis prevent attacking?
Also, with the Aura-pool easy to drain, especially at higher levels, and getting only 1 point of aura regardless of how many points of damage you inflict and the AoE effects, it might be worth carrying around a bag full of beetles for quick recharges at certain levels...
When they do the AoE aura gathering can they exclude certain creatures? If not, can they pick a lower-level version, especially of the emanation?Last edited by DracoDei; 2010-02-06 at 06:31 PM.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
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2010-02-06, 06:41 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- center of earth
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2010-02-06, 08:01 PM (ISO 8601)
- Join Date
- May 2007
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- Near Atlanta,GA USA
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Re: The Aurist (3.5, WIP)
Try also limiting the aura gathering to creatures with at least 1/3 of your HD. That will automatically exclude small insects even at first level.
I believe the official term for that condition is "Immobilized", although you might or might not like how that interacts with flying.
Also, I would edit the auras into the first post, just to keep everything easy to find.Last edited by DracoDei; 2010-02-06 at 08:02 PM.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.