Resilience: Allies gain DR /- equal to the Chaplain's charisma modifier that stacks with other such abilities. (Such as Barbarian Damage Reduction)
No way would I ever let that fly, People would start with DR 5- and get it up to DR 10- for the whole party.
Reason I feel this won't get out of hand is they don't have spell casting, so Charisma is NOT the primary stat for this class, despite everything keying off it. They will require strength or Dexterity to actually accomplish anything. If they DON'T then they will really only be talking characters. This is designed to be a frontline leadership style character. Like a Bard that doesn't cast, but mroe ont he reasons behind that later...
Awareness: Allies gain the aura bonus to Perception, Survival, and Initiative Checks. This aura lasts for one check per charisma modifier. (Minimum 1)
If this is not constant then this is useless
This is more to put it in line with other Auras, being able to have this as a constant aura is kinda something I could get behind, but then unlike other auras this one would be a weirder one. It does seem kinda clunky there.
Battle: By shouting words of both encouragement to allies and hate filled vitriol at the enemy a Chaplain creates a dominating presence on the battle field. Add the Chaplain's aura bonus to all Attack, Damage, and Save rolls made by allies. Allies must be able to hear the Chaplain in order to benefit from this aura.
Need to be 3 different abiltys way to strong
Inspire Confidence, and the bard still has spell casting and the same armor proficiencies. I don't see this as being a problem for a character that has these auras, a few supplementary abilities and basically has the option of full attacking or trying to bolster his allies with temporary hit points.
Auras (Su): Starting at first level the Chaplains presence on the battlefield presents a tangible aura of energy that inspires and bolsters allies while occasionally hindering and consuming enemies. These are represented in the auras a Chaplain can call upon when on the field of battle. Auras are always 30 foot range unless stated otherwise and activating an aura is a swift action. A Chaplain can change auras as a swift action, but this counts against the daily allotment of auras. Unless otherwise noted auras last only until the battle they are activated in ends (GM discretion) and affect only the Chaplain and those he considers an ally. These are considered sonic effects and are nullified if allies cannot hear the Chaplain. Only one Aura may be up at a time.
Need to clean this rule up and make it round based this is pathfinder not 4th ed.
That doesn't mean making things last for a battle is a bad thing. Saying that this isn't fourth edition doesn't really help me, other than to show your dislike of a mechanic that is actually okay. The problem with Fourth Edition is the over standardization in my opinion, and the streamlining that seems to have stripped away the flair. NOT the duration of abilities. If you have some other reason for it that's fine, but saying don't use a fourth Edition mechanic doesn't help me. It merely tells me you don't like fourth ed. I also point out that the Cavalier used to have their challenge work the same way.
Did you look at the battel herld Class in the APG?
Yes, and I didn't want the bard casting. While this has bard elements I don't wish to create a bard hybrid. I wanted something almost religious rather than arcane.
I like the base idea but the rule or clucky at best.
Also Full BAB no 3/4 and D8 hit dice not D10
If they had some other way of operating (I.E. spells) I could agree but this build implies front to mid line fighter which means that more hit dice and BAB is going to be more helpful than anything else. Hence the decision for full BAB and D10 Hitdice.
I'm not shooting down your suggestions I'm merely saying I need more argument before I'm just going to change things. Your arguments seem to be more of a because I said so than any real discussion of mechanics.