Talk:Aura Guardian (3.5e Class)

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I am planning to update and balance this class. If anyone has any ideas at all or would be willing to work on the layout (I am not great with that part for some reason) it would be of a huge help. I will attempt to contact Ganre before any major changes for obvious reasons. --Starcry 08:42, 24 November 2009 (MST)

It would be great if someone else would rate this class as well as update the rating box on the main page. I have not done that before and am treading carefully with my editing until I feel more advanced.--Starcry 07:21, 25 November 2009 (MST)
I still really need help with spell checking, grammar checking, as well as any ideas over all. I do intend to make a prestige class that plays off this one. Finally have I made any changes people don't like?--Starcry 11:08, 7 December 2009 (MST)


Why are you saved messed up? There are only two save progressions: good and poor. Good starts at +2, then increases by 1 every even numbered level until it's +12 at 20th level. Poor starts at +0 and increases by 1 every level divisible by three until it's +6 at 18th level. There are a few other things like this. I suggest you look over your class and make sure it adheres to the standards and rule of D&D. -Valentine the Rogue 16:35, 19 March 2009 (MDT)

I fixed the saves for them, but i still think this class needs work. --Ganre 04:50, 30 March 2009 (MDT)


Power - 3/5 I give this class a 3 out of 5 because the class is simply too weak and does not explain how the powers work well enough. This class needs at least some type of attack choices I think.

Wording - 3/5 I give this class a 3 out of 5 because Over all the wording is not bad but there are places where things are not explained well enough or leave things to open and could cause balance issues>

Formatting - 3/5 I give this class a 3 out of 5 because This class does not meet the standard layout requirements though an attempt was certainly made.

Flavor - 5/5 I give this class a 5 out of 5 because I love the idea of a true "tank" that has some interesting utility. I also enjoy the over all feel of the class --Starcry 09:05, 24 November 2009 (MST)

Dec Breakdown[edit]

Starcry. I'm going to give you some feedback since you said you wanted some. Yeehaa. --Jay Freedman 14:57, 7 December 2009 (MST)

  • A d12 hit dice is way too high for a Heavy Armor PC. Go with d10. The armor denies hp damage so the HD becomes overpowered. Barbarians get d12 because they take hits, not deflect them with Tower Shields and Full-plate.
  • Auras: Do they affect the Guardian too? If so they will make you too strong.
  • Protector Defense: Change bonus to a dodge bonus. (my opinion)
  • Defender Strike: Change bonus to a straight attack bonus. (bab bonus is weird)
  • Elemental Defense: Change bonus to (3*aura level).
  • Travelers Cloak: Change to skill bonus of (1*aura level) toward Hide, Move Silent, Disguise. (No giving ranks)
  • Defenders Sight: Darkvision at 15th level? Way underpowered. (Maybe something stronger)
  • Travelers Speed: This must affect the guardian himself or lose any chance of becoming effective. Your aura only goes 30ft, so any boost in speed will allow them to simply sprint out of the aura and forgo the bonus. Or they can just match your speed to stay in the aura and then they gain no speed bonus at all.
  • Fortification: 100 temp hp while affected? Can this become recast if I just step out and back in? Refilling my temp hp?
  • Aura Bonus: So you get a +10 combined Aura bonus at 20th? Way too strong. Ditch this.
  • Bonus Feats: =Lame. Be specific.
  • Final Honor: =Lame. "Save or Die" are the worst. The deity part is weird too. What if my Guardian is not religious. Shouldn't that just be left to Roleplay?
  • Other: What do these do? Swift Aura, Stable Aura, Extend Aura, Dual Aura, Mystic Transfer, etc?

Address these concerns and we shall talk again! Muahahaha!

Only a VERY few aura will effect the Guardian. The aura bonus will be worked on im not happy with it. As far as the "other" stuff im getting ready to write up. The Fortification was there before i adopted it. I have lots of work to do, I just wanted to see someone elses take on it. I will be giving some major disadvantages to even things out later down the road. The reason for BAB is so that they can actually increase number of attacks. Final Honor is TRASH in my mind, it will be changed. The bonus feats i left so that players can flesh him out some and to give hime at least some combat choices. But if you have an idea for a list there by ALL means please do. As far as travelers cloak goes, it cant be used in combat at all, its one and only job is to get from point A to point b while outside safley, i better clear that one up some. Think of it as a weakened teleport. The hit die is a d12 because he really only takes hits. Ill play test a d10 to see. Thank you for pointing out some glaring things that can be abused. I will fix those asap! good input, check back in a couple weeks for me.--Starcry 18:16, 7 December 2009 (MST)
Ok I noted on Final Honor, Totally revamped Fortification and Travelers cloak. As far as Defenders Sight mabye Arcane sight?--Starcry 18:16, 7 December 2009 (MST)
Hmm. Okay let me expound. (Edit conflict. Sign your posts!) --Jay Freedman 15:24, 7 December 2009 (MST)
  • Bonus Feats: If they want "combat options" they can take a level in Fighter. This class will benefit from specifics not generalities. In other words, its a wasted bonus IMO.
  • Travelers cloak: A minor teleport? Overland movement while Moving Silently? I got abit confused. Guess I'll look at it when you are all finished.
  • Hit Dice: If you feel a class needs a d12 then their is something wrong with that class. No class should NEED a d12. Remember, smart opponents avoid Tanks, they do not focus on them. Shields and Heavy Armor do not give a bad-guy a reason to hit you. They give them reasons to NOT hit you. Hehe.
Travelers cloak grants ranks and is a multiplier? What other class feature does that? And, does Fortifications DR stack with other DR? Hehe. --Jay Freedman 15:29, 7 December 2009 (MST)
the entire point behind the Travelers line is just that, to allow travel without any harm coming to the person. This class is ment to be a tank first and foremost It has alot of work to be done in it. Bear in mind I have NOT balanced it totally yet. I plan to add negatives to this class somehow. Im still pretty firm on not forcing the class to multi just to get a couple of combat choices, I did remove the uncanny dodge abilities as they felt tacked on. I plan on letting the DR stack somehow just not sure how yet. As i don't want something crazy. Finally Most monsters ARE not smart. Also I plan on putting in Auras that push damage onto him, that's what the mystic transference will be. I just have not gotten it totally worked out. It WAS set at d10 but because of the fact people where roleplaying the class correctly and tossing themselves in the line of fire i ended up with lots of deaths. Ill figure it out. I may remove the bonus feats as I add auras that give some combat choices, It will make more sense when some of the faults are put in. Thank you for the constant updates. If you have better ideas for the travel line let me know. I DONT want actual teleports though.--Starcry 18:16, 7 December 2009 (MST)
I added the explanation of the stable aura ability, this is one of the most important abilities for the Guardian if you could look over it and let me know of any glaring abuses that would be great. The general idea is it should basically act exactly as if the guardian where standing where the gem is. Though I intend to limit a lot of the things that can be done through it as I add abilities. --Starcry 09:58, 9 December 2009 (MST)

Stable Aura[edit]

I looked over the Stable Aura ability. I felt you were being very conservative with the idea. Making a gem, destroying a gem, describing a gem, powers with a gem. It felt very confusing. In my opinion you don't need a gem. Just use a minor action to anchor an aura on the 5 foot square which you occupy. Your character can then maintain the aura on that specific location. Maybe they can hold it in place for a number of rounds or sustain it as a minor action? Maybe you can anchor it to a landmark or something.

The only problem with the gem is that it can be moved or carried by another party member or opponent. Its like handing your class features to someone else? Again, just my opinion. I can't wait to see the class all finished up! --Jay Freedman 16:58, 18 December 2009 (MST)

Well I want it to be hard to do, because combined with Dual aura its possible to make a huge aura. I do want combos used. I may even need to change how the Aura bonus works. Using only the Aura bonus for special aura stuff like extend and making the effects of the aura based on something else, OR the other way around. You are right though I never ment for that gem to be moved at all once in place. Much less by someone else, thank you so much for pointing that out. If you can think of a better way to phrase what i said so its less complicated that would be good to. If you look over some of the new abilities i have explained you may see why the gem is needed. Also do you like the direction im taking the class in? Do you think it may be straying to far from the protection set up? I figure if i keep almost all of the aura stuff built around protection its fine, though i will be adding 2 ways to use the aura activly as a damage ability. Also I will be adding a Brambles type effect where the aura provides an ability for monsters to take damage if they hit people. I have not decided the best way to put that in yet, Or the type of damage. Thank you as always for your advice your really helping this class come together.--Starcry 08:36, 19 December 2009 (MST)
The community is here to help and grow. The less "Diablo 2 Paladin" the better. Good luck. --Jay Freedman 11:46, 19 December 2009 (MST)
I haven't played that in years. Though I suppose anything using an aura could be compared to it. I do want this guy to be very different. I just don't want him to "replace" another class. I figure no base class should be so good that its a given you want to play it. Giving him spells would just be to much, I tested the HP thing and your right, He would just be to darned durable. I have an idea about using the aura to damage anything other than the guardian inside it. maybe 1d4 per level using Divine/Fire? I really need some combat idea in here without using magic or going to "cleric". Though I want the Damage abilities to still be defensive somehow as odd as that sounds. Maybe 1d4 Divine while healing half that divide among any allies in the aura? hmmm. As always advice is welcome. Could really use your insight as well Green. Ive fallen in love with this class and really want it playable. You are however very right about the paladin thing, thanks for catching me before i cloned something :)--Starcry 12:27, 19 December 2009 (MST)
Ideas, I got. Probably not the ones you want though. Because, really, your not ready for them. You need to know what this is. What this class is. What you want it to do. How you want it to grow. What you want it to fight. (That last one is a bit tricky too.) Here is what I do.
  • Define the Role: Tank, DPS, Buffer, etc. (You already have this)
  • Define the Specialization: (You have picked Auras. A magical effect upon nearby creatures within a defined sphere.)
  • Research other classes with similar Roles and Specials to get ideas about abilities, rules, growth by level, and who-does-it-best. (I think your still right here. The tedious part.) --Jay Freedman 12:48, 19 December 2009 (MST)


Power - 2.5/5 I give this class a 2.5 out of 5 because are the auras constantly present? One could read it like that except for things like Swift Arua, etc. That needs to be worded better. E.g. how long they last, how often they can be invoked, etc. Why do the Guardian Aura's jump around? That should be a standard progression. Same with the Bonus Feat. Also the armor related abilities are probably overpowered. Toning them down would make it so one could increase the auras to be much better (and not make that section so overpowered). To be honest I would love to see the auras changed a bit (more flavor added to them) and made more powerful and usable. Maybe even affect oneself. Then the HD could be lowered to a d8 or d10 or so. Also, really, the wording needs to be increased so one knows more what this class does before it can be better judged. --Green Dragon 13:00, 19 December 2009 (MST)

I actually intend to remove the bonus feats and the armor stuff so that I can focus more on the auras. I have not reached the point yet about deciding which auras effect him and which do not. I fully agree I need more auras, stronger ones, and ones that are more use able. I am trying to get the way to auras will work exactly first then create them so that I have a set of rules to work from. If anyone has ideas for auras please post them. The more unique the better. From what I am gathering everyone wants me to go back and fix the bases before adding more, so ill go with that advice. Ill fix the armor issues, hit die issues, remove the bonus feats so that I can increase other things. Finally, The idea behind this class is very simple, to use auras, mainly to protect people. I need to add some way to force people to go after him. That seems to be missing badly. I can always change around stuff I am not pleased with. --Starcry 17:58, 19 December 2009 (MST)
I have removed bonus feats as they feel tacked on. Reduced the Hit die as i agree with all of the comments. I removed the armor ability and am considering dropping it to medium armor as his defense should come from auras. Finally the Special steed I am really up in the air about. Is it even really needed with the travel auras? It also seem to be pushing it towards a Paladin and not its own base class. Any comments on the steed? --Starcry 18:10, 19 December 2009 (MST)
The Special Mount seems really out of place. It has no relation to the rest of the abilities that the Guardian possesses. <Enialis 12:21, 23 June 2011 (MDT)

Wording - 2/5 I give this class a 2 out of 5 because, although the abilities are mostly understandable, the wording needs to follow standards (the level written out in the ability, a sentence or part of a sentence of descriptive text, then the in game stats). This needs to follow the When to Italicize and Capitalize guideline. --Green Dragon 13:00, 19 December 2009 (MST)

Ill try and rephrase the auras. --Starcry 17:58, 19 December 2009 (MST)

Formatting - 2.5/5 I give this class a 2.5 out of 5 because the class features in the table need to link to the class feature below, links to the SRD need to be added, and sub-class abilities need to be italicized under the bold ability. Also extra line breaks need to be removed. --Green Dragon 13:00, 19 December 2009 (MST)

I need to simply learn more about the formatting I know. Anyone who would like to fix formating please feel free. --Starcry 17:58, 19 December 2009 (MST)

Flavor - 2.5/5 I give this class a 2.5 out of 5 because all the "section description needed" areas need to be added and an example NPC needs to be added. Also many of the these auras can just be mimicked with spells. Something unique would make one have a much greater desire to play this. Also what is this image from? Maybe an image with auras could be added if that image is from a game and not GNU FDL. --Green Dragon 13:00, 19 December 2009 (MST)

The class is based around the auras. As far as the picture goes, it was here when I took over about a month ago, the project was dead for a while and I did not want to see if go into deletion. Anyone who would like to add flavor text, or the like, please feel free. --Starcry 17:58, 19 December 2009 (MST)

Thank you again for the input. I'll get back to work on the base mechanics and away from the fun stuff for a bit, that and clean up some formatting! :) --Starcry 17:58, 19 December 2009 (MST)

Aura Guardian to Aura Knight[edit]

Hello i saw your class and it inspired me to make a class ive been thinking about for a while, it has the same cincept as yours, but different, come check it out, called the Aura Knight, not done yet, not even close but maybe youll like it, Cheers!!!   Envoyof_aGod   talk    contribs    email  

Thank you Envoy, I left a comment on your page and I would love to see us work together for one class. Yours seems more offensive and mine defensive, Perhaps a merge until level 10 then a choice that allows either defensive or offensive powers. Could be very intresting! Starcry 17:12, 24 September 2010 (MDT)

Well Mine is about finished, im trying to figure out anything else it might need, hows yours coming along?   Envoyof_aGod   talk    contribs    email  

Im not, thats the problem, ive been really ill :(

But if you were really ill then wouldnt you have alot more time to sit around and work on your class? ehh? ehh...haha   Envoyof_aGod   talk    contribs    email  

Well when I am unable to sit up for periods of time and randomly pass out its rather hard. At this point being that my authorship looks to have been removed I suppose you can either remove it or just take it over. Its starting to look like I wont be getting well anyway as I was orginally told. Starcry

Picture use[edit]

Haha the picture you chose is the same picture that i used for an item i made earlier this year, major artifact called the Archon Plate haha good pic i think it applies to both areas. -   Envoyof_aGod   talk    contribs    email  


Power - <<<3>>>/5 I give this class a <<<3>>> out of 5 because <<<overpowered, use the guidelines>>> -- 12:27, 25 December 2011 (MST)

Wording - <<<4>>>/5 I give this class a <<<4>>> out of 5 because <<<Decently Good>>> -- 12:27, 25 December 2011 (MST)

Formatting - <<<Insert Your Rating Here>>>/5 I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> -- 12:27, 25 December 2011 (MST)

Flavor - <<<2>>/5 I give this class a <<<2>>> out of 5 because <<<its boring>>> -- 12:27, 25 December 2011 (MST)

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