Maximizing aura classes

Thurbane

First Post
Hello my friends,

As the clock ticks down on 3.5, I am looking for some general advice on a topic near and dear to my own heart.

I am hoping to open a dialogue with the learned members here at EnWorld on how to make the most out of "aura" based characters, such as Dragon Shamans (PHBII), Masrhals (MH), and to a lesser extend Paladins. The scope of this discussion could conceivably include Bards and other "insprational" characters who's abilities are not strictly auras.

Points of discussion:

a.) Classes/PrCs that help to boost or otherwise improve aura based abilities.

b.) Feats and skills that help to boost or otherwise improve aura based abilities.

c.) Spells and items that help to boost or otherwise improve aura based abilities.

d.) Racial abilities and templates that help to boost or otherwise improve aura based abilities.

All input is extremely welcomed. The discussion should primarily be about "official" WotC 3.5 sourcebooks, but can definitely include alternate sources such as WotC 3.0 sourcebooks, Dragon Magazine, 3rd party materials (Necromancer Games, Green Ronin, White Wolf etc.) and even homebrew/fan-based sources.

Thanks in advance, and happy discussing! :D

- Thurbane
 

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The feat "Double draconic aura" from Dragon Magic is a must have for Dragon Shamans. It allows you to activate two draconic auras at a time. Prereq: level 12.
 

That book has a couple extra choices for auras as well, but that's about it. Despite having three books that bring up the concept (Draconomicon, Miniatures Handbook, and Player's Handbook II), they really haven't done much with it.

I wouldn't recommend increasing the actual power of these auras; I'm playing a dragon shaman on Saturdays, and that +2 bonus has saved the party's hide a few times already. Perhaps a custom feat that increases its radius?
 


Found it!

Dilate Aura (FCII, p. 83).

Doubles the range of your aura, once per encounter, for a number of rounds equal to your CHA modifier! :)
 

Don't neglect the Divine Mind from the Complete Psionic. Mid-to-high level Divine Minds can project multiple auras without feats, and many of their auras are quite useful. (Creation can be kind of sick in an all-Warforged party.)
 

My experience with marshal suggests that you may want to treat the auras as an extra rather than the focus of your character. I've had a lot of fun and success playing a marshal (now 4th level) as pretty much a fighter with some extra powers. (Currently Marshal 2/Hexblade 2 with Master of Tactics and motivate attack auras). Parties appreciate the bonuses and they help make other characters more effective, but the character is a competent fighter in his own right and I find the possibilities available by attacking to be much more interesting than simply defining my contribution to the party as +1 to hit and +3 to damage when they are flanking.
 

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