Aura Sage & Eldritch Sage [Archive] - Wizards Community

Post/Author/DateTimePost
LoneFlame

01-08-08, 03:07 PM
Aura Sage

Spells Per Day
Lv BA FS RS WS Special 0 1 2 3 4 5 6 7 8 9
1 0 0 0 2 Aura Sight# 3 2 - - - - - - - -
2 1 0 0 3 Mystic Insight# 4 3 - - - - - - - -
3 2 1 1 3 Damage Reduction 1/Cold Iron 5 4 - - - - - - - -
4 3 1 1 4 Evasion 6 5 2 - - - - - - -
5 3 1 1 4 Read Auras# 6 6 3 - - - - - - -
6 4 2 2 5 Ghost Strike 6 6 4 2 - - - - - -
7 5 2 2 5 Damage Reduction 2/Cold Iron 6 6 5 3 - - - - - -
8 6 2 2 6 Energy Resistance 5 6 6 6 4 2 - - - - -
9 6 3 3 6 Memorize Aura# 6 6 6 5 3 - - - - -
10 7 3 3 7 Uncanny Dodge 6 6 6 6 4 2 - - - -
11 8 3 3 7 Damage Reduction 3/Cold Iron 6 6 6 6 5 3 - - - -
12 9 4 4 8 Aura Strike 1/day 6 6 6 6 6 4 2 - - -
13 9 4 4 8 Energy Resistance 10 6 6 6 6 6 5 3 - - -
14 10 4 4 9 Improved Evasion 6 6 6 6 6 6 4 2 - -
15 11 5 5 9 Damage Reduction 4/Cold Iron 6 6 6 6 6 6 5 3 - -
16 12 5 5 10 Aura Strike 2/day 6 6 6 6 6 6 6 4 2 -
17 12 5 5 10 Energy Resistance 15 6 6 6 6 6 6 6 5 3 -
18 13 6 6 11 Greater Mystic Insight# 6 6 6 6 6 6 6 6 4 2
19 14 6 6 11 Damage Reduction 5/Cold Iron 6 6 6 6 6 6 6 6 5 3
20 15 6 6 12 Mastery of the Sight#, 6 6 6 6 6 6 6 6 6 4
Aura Strike 3/day

Spells Known
Lv 0 1 2 3 4 5 6 7 8 9
1 4 3 - - - - - - - -
2 5 3 - - - - - - - -
3 5 4 - - - - - - - -
4 6 4 3 - - - - - - -
5 6 5 4 - - - - - - -
6 7 5 4 3 - - - - - -
7 7 6 5 4 - - - - - -
8 8 6 5 4 3 - - - - -
9 8 6 6 5 4 - - - - -
10 9 6 6 5 4 3 - - - -
11 9 6 6 6 5 4 - - - -
12 9 6 6 6 5 4 3 - - -
13 9 6 6 6 6 5 4 - - -
14 9 6 6 6 6 5 4 3 - -
15 9 6 6 6 6 6 5 4 - -
16 9 6 6 6 6 6 5 4 3 -
17 9 6 6 6 6 6 6 5 4 -
18 9 6 6 6 6 6 6 5 4 3
19 9 6 6 6 6 6 6 6 5 4
20 9 6 6 6 6 6 6 6 5 4

Class Description:
Through birth, or on occasion, injury, an individual manages to gain the ability to see the mystic forces at work using one, or sometimes both, eyes. These individuals through much training, can acquire great mystical powers.
Class Features
All of the following are class features of the Aura Sages.
Hit Die: 1d8
Gold: 3d6 * 10
Alignment: Any
Races: Any with eyes that can see
Skill Points: 4 + int mod; (4 + int mod * 4 at lv 1)
Class Skills: Balance, Bluff, Concentration, Diplomacy, Heal, Jump, Knowledge(all skills taken individually), Listen, Perform, Sense Motive, Spellcraft, Spot, Swim, Tumble
Weapon and Proficiency: Simple weapons, the shortsword and the longsword;
Armor Proficiency: light armor and no shields.
Spells: An Aura Sage casts divine spells which are drawn from druid spell list. These spells are cast spontaneously and are based on Charisma.

Aura sight(Ex) - at 1rst level the Aura Sages gets the Aura Sight trait, which enables him/her to see the auras of the all creatures, extra-planar entities, undead, and magic. As a result, they can basically see creatures through invisibility and darkness. Due to how it works, Magical Darkness and the Day Light spell significantly impair Aura Sight, rending it useless outside of a 5ft radius from the Aura Sage, while Obscuring Mist and smokescreens reduce the field of vision to 10ft. However, unlike others who see Auras through magic or other such effects, the Aura Sage do not suffer any impairment from what would normally be considered over-whelming Auras. Additionally, an Aura Sage may use their Aura eye(or eyes) to look up creatures with gaze attacks without suffering from them. When dealing with inanimate objects(chairs, swords, ect), an Aura sight eye can only discern the shape of the object and can't discern colors, as all inanimate objects show up as black & white. This renders the Aura Sage incapable of reading with an Aura-sight eye.
Mystic Insight(Ex) – At 2nd lv, By simply noticing the differences in magical auras, the Aura Sage can more easily discern illusions from real things and how spells work. This remarkable insight also bestows a +2 to all Spellcraft checks, a +2 to Spot Checks, and a +3 to any d20 check vs Illusions.
Damage Reduction(Ex)- beginning at level 3, an Aura Sage begins to have the ability to control their own aura. This bestows upon them, damage reduction. The DR bonus increases at higher levels.
Evasion(Ex) - at level 4, the Aura Sage gains the insight to be able to dodge certain attacks
Read Aura(Ex) - at 5th level, the Aura Sage gains insight into the aura of various beings. This bestows 1/2 class lv as a bonus to sense motive, & diplomacy; as well as + 4 to initiative and allows the discerning of gender(or lack of) or whether or not 2 people are related with a DC 20 Sense Motive check.
Ghost Strike(Su) - at 6th level, the Aura Sage gains the ability to physically interract with beings that would normally be intangible. This allows them to attack the incorporeal being with weapons(including natural ones) without the miss chance percent.
Energy Resistance(Su) - beginning at level 8, an Aura Sage's control of their own aura allows them to have Energy resistance to one or more Energy types of his/her/its choice. They may change the energy type at will, taking a standard action to do so. The ER bonus increases at higher levels. They may choose to put all energy resistance into 1 type or split it up in increments of 5.
Memorize Aura(Ex) - at 9th lv Aura Sage can roll a a Wisdom Check(DC 15 - 1 for every day the Sage has been with the intended target). Requires a minimum of 5 minutes of observing the subject. Also, after you've knowingly observed 10 or more beings of a species, you can recognize wether or not someone is of that species with a DC 30 Sense Motive check(any disguise other than one that alters auras does not impair this ability.
Uncanny Dodge(Ex) - at lv 10, gain Uncanny Dodge, as a the Barbarian ability of the same name.
Aura Strike(Su) - beginning at 12th level an Aura Sage can use his/her/its insight and control of their own aura to attack once with a melee or ranged weapon(such as with a dart, longsword, or unarmed strike) and do amplified damage to creatures, as a standard action. A creature may make a fort save to half this damage. The fort save for this is 10 + 1/2 the Aura Sage's level + cha modifier. The amplification for the attack is the Aura Sage's cha modifier plus two. Thus an Aura Sage with a charisma modifier of 4 can do 6 times as much damage for one attack. This attack can be done Cha Mod times a day, increasing by one at lv 16, 20, and every 4th lv afterwards. Sneak attack and similar added damages are not included in this amplification.
Improved Evasion(Ex) - at level 14, an Aura Sage's evasion ability becomes significantly better.
Greater Mystic Insight(Ex) - Mystic Insight Bonuses double.
Mastery of the Sight(Ex) - at lv 20, an Aura Sage's insight into Auras allow them to automatically discern different races, despite any disguise other than one that alters auras. An Aura sage can correctly identify a the race only after having seen 5 or more of said race(without a skill check), otherwise, at best, an Aura Sage would only know that the said creature isn't the race it appears to be. Also, an Aura Sage may also be able to discern how powerful a being of a known race is and what conditions(curse, disease, blindness, ect.) they are effected by, with a Sense Motive DC(DC 10 + Hit Dice). This also grants a Dodge Bonus to AC of + 1/2 Class Lv to AC, if the Aura Sage makes a Sense Motive Check(DC equal to the target's lv + 10). This bonus applies in Light or No Armor only and must be made on an opponent by opponent basis. The total number opponents this can be used on at any given time may not exceed the Aura Sage's Wisdom Modifier. Rolling a Sense Motive is always a Free Action(even if it would otherwise not be).

#Note: This ability is based off of being able to see the opponent. Being unable to see the opponent means that you can't gain the benefits of this ability against them.


Eldritch Sage


Max Lv of Invocations Aura
Lv BA FS RS WS Special Invocation Known Techniques
1 0 0 0 2 Aura Sight# Least 1 1
2 1 0 0 3 Mystic Insight# Least 1 1
3 2 1 1 3 DR 1/Cold Iron Least 2 1
4 3 1 1 4 Evasion Least 2 1
5 3 1 1 4 Read Aura# Least 2 1
6 4 2 2 5 Ghost Strike Lesser 3 2
7 5 2 2 5 DR 2/Cold Iron Lesser 3 2
8 6 2 2 6 Energy Resistance 5 Lesser 4 2
9 6 3 3 6 Memorize Aura#, Lesser 4 2
Uncanny Dodge
10 7 3 3 7 Self Restoration 1 Lesser 4 2
11 8 3 3 7 DR 3/Cold Iron Greater 5 3
12 9 4 4 8 Self Restoration 2 Greater 5 3
13 9 4 4 8 Energy Resistance 10 Greater 5 3
14 10 4 4 9 Improved Evasion Greater 5 3
15 11 5 5 9 DR 4/Cold Iron Greater 5 3
16 12 5 5 10 Self Restoration 3 Dark 6 4
17 12 5 5 10 Energy Resistance 15 Dark 6 4
18 13 6 6 11 Greater Mystic Insight# Dark 6 4
19 14 6 6 11 DR 5/Cold Iron Dark 6 4
20 15 6 6 12 Mastery of the Sight# Dark 6 4

Aura Technique(Su) - Gain you choice of the following techniques, each usable Cha Mod + 1(minimum 1) times a day. Aura Techniques are Supernatural Abilities. Upon a 2nd selection, you may improve on an existing Aura Technique, or choose a new Technique:
Aura Restoration(Su) - Heal 3 * Class Lv points of damage each day. You may spread this out as you see fit among anyone you touch(including yourself) Usable as a Standard Action
Aura Blast(Su) - Conjure an orb of energy, a ranged touch attack with a 40ft range that deals 1d8/2 lvs(round up/min 1d6) points of damage. This energy attack is similar to Eldritch Blast, but with limited daily, usage, deals full damage to objects, & Usable as a Standard Action.
Aura Disruption(Su) - Melee or Ranged attack deals an extra 2 * Class Lv damage. 1/2 of this is included when using Lesser Aura Strike. Usable as a Swift Action
Aura Blade(Su) - Conjure a light blade of semi-solid energy, dealing 1d8 + Strength Mod points of damage, and lasting 5 minutes/lv. Usable as a Standard Action
Lesser Aura Strike(Su)- Deal 2x Damage with a Melee or Ranged Attack as a Standard Action.

*Greater Aura Technique(Su) - Existing Aura Technique improves as described below:
Aura Restoration(Su) - When you use Aura Restoration, add your choice of the following; 1) heal 1d4 + 2 points of total ability damage, 2) Remove Poison & heal 2 points of Con Damage, 3) Remove Disease & heal 1 point of ability damage, or the Break Enchantment spell.
Aura Blast(Su) - When you use Aura Blast, you have an option to convert it into an area effect, either 10ft Radius Burst, 25ft Cone, or 50ft Line. Reflex DC 10 + 1/2 lv + Cha Mod.
Aura Disruption(Su) - When using Aura Disruption, you can opt to deal 1d6 points of ability damage to an ability score of your choice. Fort Save DC 10 + 1/2 Class Lv + Cha Mod for half.
Aura Blade(Su) - Aura Blade gains an extra 1/4 lvs to attack & damage rolls. This damage counts as a magical enchantment. Aura Blade is now usuable as a Swift Action.
Lesser Aura Strike(Su) - Deal 4x Damage with a Melee or Ranged Attack. 1/2 Aura Disruption Bonus Damage(but not ability damage) is fully factored into Damage Amplification. Fort Save DC 10 + 1/2 Lv + Cha Mod for half of amplified damage.

Self Restoration(Su) - Manipulate your own Aura do induce Fast Healing 1 for 1 minute a day. At higher lvs, the Fast Healing improves(to Fast Healing 2, then Fast Healing 3)

Invocations: At-will spell-like abilities drawn from the Eldritch Sage's Invocations list. Saves DCs are Charisma-based

Least Invocations
Beguiling Influence(Complete Arcane)
Devil's Sight(Complete Arcane)
Leaps & Bounds(Complete Arcane)
Otherworldly Whispers(Complete Mage)
Swimming the Styx(Complete Mage)
Spiderwalk(Complete Arcane)

Lesser Invocations
Charm(Complete Arcane)
Cold Comfort(Complete Mage)
Curse of Despair(Complete Arcane)
Fell Flight(Complete Arcane)
Witchwood Step(Complete Mage)

Greater Invocations
Aura of Flames(Dragon Magic)
Devour Magic(Complete Arcane)
Shapeshift - As Polymorph, but self-only & can't shift into aberations, dragons, plants, & fey. Also, you do not regain lost hit points when Shapeshifting, you merely change forms.
Wall of Perilous Flames(Complete Arcane)

Dark Invocations
Energy Immunity(Dragon Magic)
Impenetrable Barrier(Dragon Magic)
Retributive Invisibility(Complete Arcane)
LoneFlame

01-08-08, 09:04 PM
I'll do it only once, then that's it... :bump:
Talisman

01-08-08, 10:04 PM
Geez, man, it's only been 6 hours...

First, you need to specify whether abilities are (Ex) or (Su) or whatever. Some are obvious, but some aren't.

Second, please lose the "him/her/its." It is confusing and breaks the flow of reading. Pick a pronoun and stick with it; if you like, switch between "he" and "she" every section or two. As a male, I'd rather see nothing but feminine pronouns rather than "he/she/it."

Ghost Strike - at 6th level, the Aura Sage gains the ability to physically interract with beings that would normally be intangible. This allows them to attack them without the miss chance percent.

Does this apply to weapon attacks? Spell attacks? Anything the aura sage does that requires an attack roll? Area-effect spells? Only unarmed strikes?

Aura Strike - beginning at 12th level an Aura Sage can use his/her/its insight and control of their own aura to attack once and do amplified damage to creatures, as a standard action. A creature may make a fort save to half this damage. The fort save for this is 10 + 1/2 the Aura Sage's level + cha modifier. The amplification for the attack is the Aura Sage's cha modifier plus two. Thus an Aura Sage with a charisma modifier of 4 can do 6 times as much damage for one attack. This attack can be done Cha Mod times a day, increasing by one at lv 16, 20, and every 4th lv afterwards. Sneak attack and similar added damages are not included in this amplification.

This is confusing. Okay, the "amplification" is the sage's Cha mod +2...is this a damage multiplier? So, can your example sage attack for 6x damage? And does the Fort save halve the extra damage, or the total damage?

More significantly, can this apply to spells or only physical weapons? Consider an aura sage with a Charisma of 24--not at all unreasonable at 12th level. Can they blow off an Aura Strike-enhanced flame strike for 108d6 damage? (that's [7 + 2] x 12d6) 7 times per day? And what if it's Empowered, Maximized, or - Cthulhu help us - Twinned?

If the answer is no (as I devoutly hope it is), than this is kind of a strange ability for a class that's obviously a primary spellcaster. If a 12th-level full-caster is attacking with a melee weapon, something odd is happening unless they're buffed to hell and back.

Eldritch Sage

The table lists something called "self restoration [number]" What, pray tell, might that be?

Aura Restoration - Heal 3 * Class Lv points of damage each day. Usable as a Standard Action

To yourself only? By touch? To anyone you can see? To anyone you've ever heard of existing? Can this damage undead?

Aura Disruption - Melee or Ranged attack deals an extra 2 * Class Lv damage. 1/2 of this is included when using Lesser Aura Strike. Usable as a Swift Action

The underlined part is confusing. Does Lesser Aura Strike get the full bonus or half? If half, why? What if you have one of these techniques but not the other?

Aura Blade - Conjure a light blade of energy, dealing 1d6 + Strength Mod points of damage, and lasting 5 minutes/lv. Usable as a Standard Action

I suggest bumping this to 1d8 + Cha mod points of damage, as it's pretty useless as written...it's literally equal to a club. Is it a touch attack? Because it probably should be.

Aura Restoration - When you use Aura Restoration, add your choice of the following; 1) heal 1d4 + 2 points of total ability damage, 2) Remove Poison & heal 2 points of Con Damage, 3) Remove Disease & heal 1 point of ability damage, or the Break Enchantment spell.

That's a very nice ability.

Aura Blade - Aura Blade gains an extra 1/4 lvs damage. This damage counts as a magical enchantment. Aura Blade is now usuable as a Swift Action.

A bit underpowered...I'd bump the damage die up a type (d8 to d10, say)

Lesser Aura Strike - Deal 4x Damage with a Melee or Ranged Attack. 1/2 Aura Disruption Bonus Damage(but not ability damage) is fully factored into Damage Amplification. Fort Save DC 10 + 1/2 Lv + Cha Mod for half of amplified damage.

Didn't you already use this name?
Damage Amplification is kind of confusing.

I like the flavor and concept, but these could stand a little clean-up.
LoneFlame

01-08-08, 10:27 PM
First, you need to specify whether abilities are (Ex) or (Su) or whatever. Some are obvious, but some aren't.
Okay.

Second, please lose the "him/her/its." It is confusing and breaks the flow of reading. Pick a pronoun and stick with it; if you like, switch between "he" and "she" every section or two. As a male, I'd rather see nothing but feminine pronouns rather than "he/she/it."
Oh, so, you don't like a class that only works for someone who can change their gender at will, gotcha :D

Does this apply to weapon attacks? Spell attacks? Anything the aura sage does that requires an attack roll? Area-effect spells? Only unarmed strikes?
Weapons(including Unarmed Strike). Definitely not spells

This is confusing. Okay, the "amplification" is the sage's Cha mod +2...is this a damage multiplier? So, can your example sage attack for 6x damage? And does the Fort save halve the extra damage, or the total damage?
6x damage. 1/2 of that is 3x. Add-on damage damage, such is Sneak Attack isn't multiplied(if I'm not mistaken, that's the standard). I'm not sure what about is confusing.

More significantly, can this apply to spells or only physical weapons? Consider an aura sage with a Charisma of 24--not at all unreasonable at 12th level. Can they blow off an Aura Strike-enhanced flame strike for 108d6 damage? (that's [7 + 2] x 12d6) 7 times per day? And what if it's Empowered, Maximized, or - Cthulhu help us - Twinned?
No. It says attack, which at the time of writing I would've assumed people would think meant melee or ranged attack, but recently I learned it's bad to assume what is & isn't common sense.

If the answer is no (as I devoutly hope it is), than this is kind of a strange ability for a class that's obviously a primary spellcaster. If a 12th-level full-caster is attacking with a melee weapon, something odd is happening unless they're buffed to hell and back.
Not entirely impossible. Hell, the Druid & Cleric do it.

The table lists something called "self restoration [number]" What, pray tell, might that be?
Fixed

To yourself only? By touch? To anyone you can see? To anyone you've ever heard of existing? Can this damage undead?
Touch. My apologies on that one.

The underlined part is confusing. Does Lesser Aura Strike get the full bonus or half? If half, why? What if you have one of these techniques but not the other?
Lesser Aura Strike amplifies only 1/2 of this, as opposed to the normal none that would apply to other extra damages.

I suggest bumping this to 1d8 + Cha mod points of damage, as it's pretty useless as written...it's literally equal to a club. Is it a touch attack? Because it probably should be.
Touch.

A bit underpowered...I'd bump the damage die up a type (d8 to d10, say)
I should probably just revise it to 1/4 lv to Attack & Damage rolls

Didn't you already use this name?
Technically, but it's the same thing, though a little watered down.
Damage Amplification is kind of confusing.

I like the flavor and concept, but these could stand a little clean-up.
Alright. I'll try to have it done by tonight. I'm sorry for not having it written out better. It was pretty much a copy & paste from what I had typed out a while back on my computer
LoneFlame

01-09-08, 11:51 PM
Clarified & Improved on some. New critique welcomed.
vorpo

01-10-08, 11:25 PM
Pls drop me a note in the Peach Market (my sig) as to what category to list you under (pls refer to the 2nd post for categories). Pls make sure you link your class when you post.