Building Dr. Aura

Post/Author/DateTimePost
#1

necrosnoop110

May 22, 2010 9:33:19
Concept: The idea is to create a character through races, classes, and magic items that creates as many effective auras as possible (i.e. Marshal class) that benefit the party.

Pieces:
Races

Classes & Class Abilities

  • Marshal [Base Class] (Miniatures Handbook)

  • Divine Mind [Base Class] (Complete Psionic)


  • Courage Domain [Cleric Domain] (Fear save bonus 10')

Equipment


Builds (In Progress):




(Any and all advice or contributions welcome)

Peace,
Necro
#2

necrosnoop110

May 22, 2010 9:33:46
[reserved]
#3

death_isthe_begining

May 22, 2010 9:43:02
Marshall, Dragon Shaman, Bard, Dragon Lord, and Dread Necromancer all get auras.

You can get auras from the Dragonic Aura feat and the Frightful Presence (from Draconomicon) feat.
#4

carnivore

May 22, 2010 11:13:17
the original post was here:
community.wizards.com/go/thread/view/758...



Background Story: As a young child .... Sir Hubert, or Hugh as his friend call him, was tired of always being the Butt of Jokes. It seemed as if he was always bringing up the rear and never appreciated for his wide outlook on life. However as he matured, he started to see how he could really excell in life .... that was by Helping Others to accomplish things. He had a natural nack for helping out, and giving direction .... so he pursued his goal of becoming a Marshal. Here i present to you:

Sir Hubert Jass

Marshal 20

1/2 Fey Human(use LA buyoff)
1/2 Fey
Dex +2, Con -2, Wis +2, Cha +4 Fey Type: She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids. Low-Light Vision (Ex): the half-fey gains low-light vision. Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier). Level Spell-Like Abilities Gained 1st Charm person at will, hypnotism 1/day 1st Faerie fire or glitterdust 1/day 3rd Detect law 3/day 3rd Enthrall or sleep 1/day 5th Protection from law 3/day 7th Confusion or emotion 1/day 9th Eyebite or lesser geas 1/day 11th Dominate person or hold monster 1/day 13th Mass invisibility 1/day 15th Geas/quest or mass suggestion 1/day 17th Insanity or mass charm 1/day 19th Otto's irresistible dance 1/day The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a half-fey whose character level is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day. Immunity to Enchantments (Ex): a half-fey becomes immune to all spells and effects from the Enchantment school. Wings (Ex): a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.
#5

Endarire

May 22, 2010 15:17:36
Bolstering Voice - White Raven stance.

+2 morale Will to everyone in 60' who can hear you.
#6

sir_ebral

May 23, 2010 14:57:14
community.wizards.com/go/thread/view/758...
#7

carnivore

May 24, 2010 11:17:17
community.wizards.com/go/thread/view/758...


good catch ... but might as well just post the list for simplicity sake:

Auras - or other area effects
Bard
Rogue 10, 13, 16, or 19/20, class variant, Complete Champion, "Friend's Evation", evasion for all adjacent allies
Paladin 1 - aura of good, courage at level 3
Paladin 3, half-orc substitution level, Races of Destiny - aura of awe
Paladin 3, elf substitution level, Races of the Wild - aura of freedom
Blackguard 1, ecl 7, DMG - aura of evil
Blackguard 3, ecl 9, DMG - aura of despair 10'
Dragon Shaman, PHB2 - draconic auras, improves with level
Knight of the Chalice 8, ecl 16, Complete Warrior, 20' immune to fear and enchantment effects from evil outsiders
Knight Protector 1, ecl 6, Complete Warrior, 10', +4 vs fear
Ravager 2, ecl 7, Complete Warrior, 10', fear, 20' at 5th, 30' at 8th
Marshall, Miniatures Handbook - various, improves with level
Courage, domain, Complete Warrior - aura of courage
Divine Mind, Complete Psionic - various
Enhanced Beneficience, feat, Complete Psionic, +5' psychic aura
Warpriest 5, ecl 10, Complete Divine, 20', fear aura, limited use, see text
Warpriest 10, ecl 15, Complete Divine - implacable foe 100' (keep fighting until -20 HP)
Ravager 2, ecl 7, Complete Warrior - aura of fear, range increases over levels
Tattoed Monk 1 (Falcon Tattoo), ecl 6, Complete Warrior - 10', similar to aura of courage
Divine Crusader 1, ecl 8, Complete Divine - alignment aura
Holy Liberator 1, ecl 6, Complete Divine - aura of good, resolve at level 3
Radiant Servant of Pelor 3, ecl 9, Complete Divine, 10', +2 Will
Sacred Exorcist 5, ecl 12, Complete Divine, 20', consecrate
Evil Devotion, domain feat, Complete Champion, damage reduction, 30', see text
Good Devotion, domain feat, Complete Champion, damage reduction, 30', see text
Protection Devotion, domain feat, Complete Champion, AC aura, 30', see text
Mythic Examplar (Reikhardt) 10, ecl 14, Complete Champion, 60', Cha to either Fort or will saves, also gain limited use DR
Inquisitor of the Drowning Goddess 1, ecl ?, FR: Underdark, 20', fear aura 1/day
Squire of Legend 3, ecl 7, Complete Champion, can extend an ally's aura by 50% once/day
Cold Comfort, warlock invocation, ecl 6, Complete Mage - warm or cool aura
Eldritch Disciple 1, ecl 6, Complete Mage, magic circle against evil, see text
Enlightened Spirit 1, ecl 6, Complete Mage - aura of courage, aura of menace
Storm Disciple 1, ecl 6, Complete Psionic - shocking aura - see text

Outcast Champion 1, ecl 6, Races of Destiny, aura of confidence
Dread Necromancer 5, Heroes of Horror - 5' fear aura
Corrupt Avenger 5, ecl 11, Heroes of Horror, 30' frightful fury, improves at level 9
Death Delver 5, ecl 10, Heroes of Horror - fear aura 1/day
Dread Witch 5, ecl ??, Heroes of Horror - fear aura
Purifier of the Hallowed Doctrine 1, ecl 6, Heroes of Horror - aura of purity
Commander auras, Heroes of Battle - see chapter
Dread Commando 1, ecl 6, 30', initiative boost = class level
Legendary Leader 5, ecl 11, Heroes of Battle - commander aura
Death's Chosen 3, ecl 8, Libris Mortis, unnatural aura, 30'
Master of Radiance 1, ecl 6, Libris Mortis - radian aura - increases caster level
Harper Paragon 1, ecl 6, Player's Guide to Faerun - aura of good
Incarnate 1, Magic of Incarnum - depends on alignment
Soulborn 9 (lawful good Dwarn substitution level), Magic of Incarnum - varies with alignment, only affects Dwarves, 30'
Incandescent Champion 8, ecl 14, Magic of Incarnum - damages foes
Lucky Dice, soulmeld, Magic of Incarnum - variable effects, 30'
Chupoclops, vestige, ecl 12, Tome of Magic - despair
Focalor, vestige, ecl 5, Tome of Magic - sadness
Fatemaker 4, ecl 9, Planar Handbook - confidence
Dragonfire Mask, soulmeld, Dragon Magic - fear
Diamond Dragon 10, ecl 15, Dragon Magic, frightful presence, 60', see text
Dragon Lord 1, ecl 7, Dragon Magic - draconic auras, improves with level
Singer of Concordance 1 and up, ecl 6, Races of the Dragon, various effects, mostly defensive, see text
Frightful Crest, draconic graft, Races of the Dragon - fear
Dragonslayer 1, ecl 6, Draconomicon, aura of courage
Brand of Nine Hells (Mammon), feat, ecl?, Fiendish Codex II, aura of pity, 30', see text
Devil's Aura, feat, ecl 6, Fiendish Codex II, aura of fear 10', limited use, see text
Hellbreaker 1, ecl 6, Fiendish Codex II, inhibits telepathy and divination spells, 20', inhibits conjuration at level 7, see text
Soulguard 8, ecl 14, Fiendish Codex II, allies within 20' get +2 on saves vs evil outsider spells and abilities
Celestial Mystic 10, ecl 17, Book of Exalted Deeds, fast healing 2 to all within 10'
Chaotician 3, ecl 7, Planar Handbook, "babble" aura impedes all sound
Demonwreaker 4, ecl 9, Expedition to the Demonweb Pits, 30', allies weapons become good and cold iron
Eye of Lloth 1, ecl ?, Drow of the Underdark, 20' zone of truth


stacks with...
Triadic Knight, ecl 6, Champions of Valor - aura of good

Special Mention
Extra Aura, feat, Complete Psionic, generate psychic aura based on mantle
Dilate Aura, feat, Fiendish Codex II, double range of aura once per encounter
Draconic Aura, feat, Dragon Magic, gain a draconic aura
Double Draconic Aura, feat, Dragon magic, project two draconic auras simultaneously
Mythic Examplar (Reikhardt) 3, 5, 7, 9/10, ecl 7, Complete Champion, increases bonuses from certain auras, see text
Squire of Legend 3 (Reikhardt), ecl 7, Complete Champion, increase an ally's aura range by 50%, see text
Inspiration, shield enhancement +1, Forge of War, doubles

beneficial aura range
Widen Supernatural Ability, feat, Tome of Magic, double range, limited use


Laughing
#8

awaken_D_M_golem

May 24, 2010 14:43:48
I vote Affinity Field!
www.d20srd.org/srd/psionic/powers/affini...
" ... Creatures in range are also subject to magical and psionic effects of 3rd level or lower ... "

Getting to a medium sized pile of magic + psi effects of 3rd and down.
Getting them up and going in a reasonable time frame.
Buff vs. combat time scale ... etc.

iirc - Psiotheurgist feat + Ardent + early entry magic something = psi 9s around level 9.
in this case for Affinity Field, and then lots of lesser effects. ymmv of course.

Erudite 7 w/ Spell to Power acf - could learn all the psi stuff + Arcanes that'll fit this.