Aura Guardian (3.5e Class)

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Aura Guardian
Rating: Not fully rated
Power: Not rated
Wording: 2 out of 5 by 1 user
Formatting: 2.5 out of 5 by 1 user
Flavor: 2.5 out of 5 by 1 user
(Rate this class)
Status: starting updating as of November 24th, 2009
Editing: Constructive edits welcome

Guardian[edit]

A Guardian.

<-general description->.

Making a Guardian[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Guardians spend their time defending others in the party, so a high CON is key. Also having a high STR will aid in fending off the enemies that are on the assault.

Races: Any.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Moderate.

Table: The Guardian

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Guardian Aura, Aura bonus +1
2nd +2 +3 +3 +0
3rd +3 +3 +3 +0 Aura bonus +2
4th +4 +4 +4 +1 Swift Aura
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +1 Stable Aura, Aura bonus +3
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +2 Extend Aura, Aura bonus +4
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3 Special Mount
12th +12/+7/+2 +8 +8 +3 Aura bonus +5
13th +13/+8/+3 +8 +8 +4 Swiftest aura
14th +14/+9/+4 +9 +9 +4 Dual Aura
15th +15/+10/+5 +9 +9 +4 Aura bonus +6
16th +16/+11/+6/+1 +10 +10 +5 Negative Aura
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +5 Aura Burst, Aura bonus +7
19th +19/+14/+9/+4 +12 +12 +6 Mystic Transfer
20th +20/+15/+10/+5 +12 +12 +6 Final Honor

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Guardian.

Weapon and Armor Proficiency: A guardian is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Guardian Aura (Ex): A guardian can choose one of many auras that affect all allies within 30ft. Only one aura can be active at a time. It takes a standard action to activate the aura. The Guardian may use only auras that are of the same or lower level than his total levels in Guardian. This is a constant effect that lasts until the guardian dies.

--Auras--
Protector’s Defense (Lv1): Allies gain AC equal to aura’s bonus.
Defender’s Strike (Lv1): Allies gain +1 to their Base Attack Bonus equal to the aura’s bonus.
Elemental Defense (Lv5): Allies gain resistance 2 to the energy type of your choice per bonus of the aura.
Travelers Cloak (Lv10): Allies effected by this aura are treated as though under the effects of the invisibility spell. This aura may effect a number of people up to the Guardians aura bonus. If for any reason someone loses the effect of invisibility (such as making an attack) this aura will not work on them for a full 24 hours.
Protector’s Courage (Lv10): Allies gain a +2 morale bonus on saving throws against fear effects for each point of the Guardians Aura bonus. If an ally fails a saving throw against any fear effect he may roll the dice a second time, taking the higher of the two rolls, the ally only gains half the morale bonus (rounded up) on the second dice roll.
Travelers Speed (Lv15): Allies and any mount in range of this aura double their normal base land speed while under the effect of this aura. This aura may be used 1 hour per day per point of aura bonus. If at any time during the use of this aura any ally under its effect makes an aggressive action against anything (including inanimate objects) this aura's effects ends and may not be used again for 24 hours.
Defender’s Sight (Lv15): Allies gain the ability of Darkvision 30ft +10ft per aura bonus point.
Fortification (Lv20): Allies gain damage reduction equal to the the guardians bonus /- such as 5/- . This ability does not stack with other damage reduction but anyone effected may choose to give up the damage reduction they currently have to be effected by this aura. The moment they leave the aura or for any reason loses the effect of this aura the original damage reduction activates again.

Swift Aura: At 4th level the guardian has learned to invoke his auras faster, he may choose to change or create an aura as a move action.

Stable Aura: Stable aura allows a Guardian to cause his aura to radiate from a special gem that he must create himself. To use this ability the guardian must first activate an aura while holding the gem. He may transfer the Aura to the gem as a move action at this point the gem radiates the aura instead of the Guardian. So long as the gem is active and the Guardian is with in it range he considered to be using 1 aura. At any time the Guardian may use a move action to to destroy the gem with a thought range, line of sight, and even being on a different plane do not effect this ability. This stops the aura and allows the guardian to begin using auras as normal. To create a gem the Guardian must choose any gemstone of at least 50gp value and then spend 2 hours meditating with the gem in hand. A Guardian may only create one such gem per week and the gem works only for him not any other guardians. There is no time limit on how long a gem may remain active or on how many gems a guardian may own. A guardian may activate any special abilities that effect auras through the gem so long as he is within the aura that it creates. A guardian does not gain any benefits of the aura that the gem is radiating. Once the gem is in place if it is moved the aura stops and the gem is destroyed. Only the Guardian may touch the gem, anyone or anything else just passes through the gem as though they where trying to touch a ghost. The gem may only be effected by someone other than the guardian by using a wish or ghost touch,in which case the gem is destroyed.

Aura Bonus: At First level a guardian gains a +1 bonus to his auras this increases by +1 every 3 levels thereafter so it becomes +2 at 6th level +3 at 9th level and so on.

Extend Aura: At 9th level an Aura Guardian learns to focus his powers in order to extend the range of his aura. He may choose to give up some of his Aura bonus to cause his aura to cover more area. He may choose to give up 1 point to extend his aura by 20ft for 24 hours. At the end of the 24 hour period the aura loses the 20ft extension and the guardian regains the bonus to his aura. He may spend a max of 1/2 of his aura bonus rounded down in this manner, gaining 20ft each time. For example if 2 points are spent then his aura covers 70ft (30ft +40 from the ability). Once the guardian makes a choice to give up points, he may not choose to end the effect, add points or remove points until the full 24 hours have passed.

Swiftest Aura: With practice activating Auras is now a free action.

Dual Aura: This ability allows an Aura Guardian to have 2 auras active at a single time. If he chooses to activate a second aura he must decide how much of his aura bonus will be given to each aura. He may divide his bonus in any way he chooses. The second aura is treated separate from the first in all ways, for example if the guardian chooses to extend one aura, it does not effect both unless he spends points for both. He may not have the same aura active twice.

Special Mount (Sp): Upon reaching 5th level, a guardian gains the service of an unusually intelligent, strong, and loyal steed to serve him in his mission. This mount is usually a heavy warhorse (for a Medium guardian) or a warpony (for a Small guardian). However, guardians may choose other mounts with the approval of the GM.

Once per day, as a full-round action, a guardian may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the guardian’s level. The mount immediately appears adjacent to the guardian and remains for 2 hours per guardian level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the guardian may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the guardian’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The guardian may not summon another mount for thirty days or until he gains a guardian level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the guardian takes a –1 penalty on attack and weapon damage rolls and looses its Guardian Aura ability.

Final Honor (Sp): A guardian may attempt to sacrifice himself to kill an opponent at time of sacrifice. If target beats save (Fortitude DC 20 + Con Mod + highest attack bonus), than its health is reduced by 50%, and the guardian instantly dies. If target fails the save, they are instantly killed and so is the guardian. If the guardian is killed this way, then he becomes an honored servant of a deity. This ability is only useable once and requires three rounds to prepare, and he cannot perform any action during these three rounds and must be in sight of the target.

Ex-Guardians[edit]

When a guardian becomes that of another Alignment that he starts out picking, he looses his Guardian Aura and Special Mount. He cannot thereafter gain levels as a guardian until he atones (see the atonement spell description, page 201, PHB 3.5)

Epic Guardian[edit]

Table: The Epic Guardian

Hit Die: d12

Pure Aura Bonus: At 21nd level a guardian gains a +2 bonus to his auras this increases by +2 every 3 levels

Level Special
21st Aura bonus +9
22nd Bonus Feat,
23rd -
24th Bonus Feat, Aura bonus +11
25th -
26th Bonus Feat,
27th Aura bonus + 13
28th Bonus Feat
29th -
30th Bonus Feat, Aura bonus +15

3 + Int modifier skill points per level.

Bonus Feat The epic guardian gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th.

Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any feat designated as a Fighter Bonus Feat, but not listed here, as being on his or her bonus feat list.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Guardian[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: Most Guardians in the world do not follow one deity. However they are known to follow any god that provides protection as one of their domains.

Other Classes: Guardians fit into just about every adventuring party that they come by or join. They tend to be very helpful in many ways as far as setting up camps or helping fix a broken cart. Guardians sometimes choose to follow the path of the cleric or the Paladin later in life as they become more attached to a god.

Combat: Typically a Guardian takes up the front line of combat in most situations. They will not focus on seeking out an opponent, they rather help an ally overcome their's and protect them.

Guardians in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
My life for yours!
—Dykon, Human Aura Guardian

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: Due to the fact that the sole reason for an Aura Guardian to live is to protect others most everyone loves them. Wizards enjoy adventuring with Aura Guardians more than almost any other class due to the fact that they are able to cast freely and feel safe when concentrating on a spell, while sorcerers enjoy the protection provides conflicts sometimes arise due to the free spirited nature of the sorcerer. Ranged attackers also enjoy the protection provided. Rouges, ninjas, and the like are often put off by the fact that they must remain so close the the Guardian in order to truly benefit them and its a little hard to be sneaky with a walking pile of metal 20 feet away.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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