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Homebrew and House Rules (D&D) / Leaders of Men - Aura Classes
« on: May 21, 2014, 01:42:29 AM »
Index
The base radius of an aura is 60 feet. Except where noted, an aura is an emanation that fills the projecting character's space and extends outwards to its radius beyond that in all directions. Auras require line of effect, but most do not need line of sight.
Auras (Ex/Su): As a projector, you can learn to produce different effects, or auras, over the course of your career. You may project one aura of each type that you have access to at a time, usually a minor aura plus a special aura based on your class. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Dragon Shaman 2/Marshal 2 would be able to project both a major aura and a draconic aura at the same time, but only a single minor aura.
Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind. You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.
Activating an aura is a purely mental action. Unless otherwise noted, your auras affect all creatures within 60 feet (including yourself) with line of effect to you. The exact nature of what creatures can be affected by your auras and what conditions and injuries may forcibly dismiss your auras and prevent you from projecting them varies from class to class.
Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.
Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.
Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. For most classes that grant access to minor auras, your minor aura bonus is equal to your Charisma modifier (minimum +1).
Auras By Effect
Minor Auras
Divine Auras (Paladin)
Draconic Auras (Dragon Shaman)
Major Auras (Marshal)
Mantle Auras (Divine Mind)
Change Log
- Aura Rules and Minor Auras
- Base Classes
- New Feats
- New Spells
The base radius of an aura is 60 feet. Except where noted, an aura is an emanation that fills the projecting character's space and extends outwards to its radius beyond that in all directions. Auras require line of effect, but most do not need line of sight.
Auras (Ex/Su): As a projector, you can learn to produce different effects, or auras, over the course of your career. You may project one aura of each type that you have access to at a time, usually a minor aura plus a special aura based on your class. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Dragon Shaman 2/Marshal 2 would be able to project both a major aura and a draconic aura at the same time, but only a single minor aura.
Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind. You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.
Activating an aura is a purely mental action. Unless otherwise noted, your auras affect all creatures within 60 feet (including yourself) with line of effect to you. The exact nature of what creatures can be affected by your auras and what conditions and injuries may forcibly dismiss your auras and prevent you from projecting them varies from class to class.
Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.
Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.
Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. For most classes that grant access to minor auras, your minor aura bonus is equal to your Charisma modifier (minimum +1).
- Accurate Strike: Allies gain a bonus on rolls made to confirm critical hits.
- Art of War: Allies gain a bonus on disarm, trip, bull rush, and sunder attempts.
- Blitz: Allies gain a bonus on damage rolls against flat-footed opponents.
- Combat Tactics: Allies gain a bonus on damage rolls on attacks of opportunity.
- Demand Fortitude: Allies gain a bonus on Fortitude saves.
- Determined Caster: Allies gain a bonus on rolls to overcome spell resistance.
- Determined Manifester: Allies gain a bonus on rolls to overcome power resistance.
- Distant Aim: Allies gain a bonus on ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
- Force of Will: Allies gain a bonus on Will saves.
- Lethal Strike: Allies gain a bonus on damage rolls for confirmed critical hits. This damage bonus is multiplied, as normal.
- Long Haul: Allies gain a bonus to Strength for the purpose of carrying capacity and a bonus on checks and rolls modified by the Endurance feat.
- Master of Opportunity: Allies gain a bonus to Armor Class against attacks of opportunity.
- Master of Tactics: Allies gain a bonus on damage rolls when flanking.
- Motivate Charisma: Allies gain a bonus on Charisma checks and Charisma-based skill checks.
- Motivate Constitution: Allies gain a bonus on Constitution checks and Constitution-based skill checks.
- Motivate Dexterity: Allies gain a bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
- Motivate Intelligence: Allies gain a bonus on Intelligence checks and Intelligence-based skill checks.
- Motivate Strength: Allies gain a bonus on Strength checks and Strength-based skill checks.
- Motivate Wisdom: Allies gain a bonus on Wisdom checks and Wisdom-based skill checks.
- Over the Top: Allies gain a bonus on damage rolls when charging.
- Reliable Strike: Allies gain a bonus on percentile miss chance rolls equal to twice your aura bonus.
- Sublime Focus: Allies gain a bonus on skill checks made as part of maneuvers.
- Tough It Out: Allies gain a bonus to current and maximum hit points equal to twice your aura bonus. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
- Warning Shout: Allies gain a bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. This does not change whether or not a character is considered denied Dex to AC, even if it raises his or her AC to its normal value.
- Watchful Eye: Allies gain a bonus on Reflex saves.
Auras By Effect
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Minor Auras
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Skill and Ability Checks
- Long Haul: Allies gain a bonus to Strength for the purpose of carrying capacity and a bonus on checks and rolls modified by the Endurance feat.
- Motivate Charisma: Allies gain a bonus on Charisma checks and Charisma-based skill checks.
- Motivate Constitution: Allies gain a bonus on Constitution checks and Constitution-based skill checks.
- Motivate Dexterity: Allies gain a bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
- Motivate Intelligence: Allies gain a bonus on Intelligence checks and Intelligence-based skill checks.
- Motivate Strength: Allies gain a bonus on Strength checks and Strength-based skill checks.
- Motivate Wisdom: Allies gain a bonus on Wisdom checks and Wisdom-based skill checks.
- Sublime Focus: Allies gain a bonus on skill checks made as part of maneuvers.
- Demand Fortitude: Allies gain a bonus on Fortitude saves.
- Force of Will: Allies gain a bonus on Will saves.
- Watchful Eye: Allies gain a bonus on Reflex saves.
- Master of Opportunity: Allies gain a bonus to Armor Class against attacks of opportunity.
- Tough It Out: Allies gain a bonus to current and maximum hit points equal to twice your aura bonus. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
- Warning Shout: Allies gain a bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. This does not change whether or not a character is considered denied Dex to AC, even if it raises his or her AC to its normal value.
- Blitz: Allies gain a bonus on damage rolls against flat-footed opponents.
- Combat Tactics: Allies gain a bonus on damage rolls on attacks of opportunity.
- Lethal Strike: Allies gain a bonus on damage rolls for confirmed critical hits. This damage bonus is multiplied, as normal.
- Master of Tactics: Allies gain a bonus on damage rolls when flanking.
- Over the Top: Allies gain a bonus on damage rolls when charging.
- Accurate Strike: Allies gain a bonus on rolls made to confirm critical hits.
- Distant Aim: Allies gain a bonus on ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
- Reliable Strike: Allies gain a bonus on percentile miss chance rolls equal to twice your aura bonus.
- Art of War: Allies gain a bonus on disarm, trip, bull rush, and sunder attempts.
- Determined Caster: Allies gain a bonus on rolls to overcome spell resistance.
- Determined Manifester: Allies gain a bonus on rolls to overcome power resistance.
Divine Auras (Paladin)
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Healing
- Prayer: Allies gain fast healing equal to twice your aura bonus. This fast healing cannot heal any creature above half its maximum hit points.
Personal: The fast healing granted by this aura can heal you up to your full normal hit points.
- Conviction: Enemies suffer a penalty on all saving throws equal to half your aura bonus, rounded up.
Personal: You gain a bonus to your caster level. - Courage: Allies gain a bonus equal to twice your aura bonus on saves against fear effects. Allies gain a bonus on attack and weapon damage rolls made as part of a charge.
Personal: You are immune to fear. When you perform a charge, you gain a bonus to your Armor Class until the start of your next turn. - Judgement: Enemies suffer a penalty to their Armor Class.
Personal: You do not automatically miss attacks when you roll a natural 1 on your attack roll. - Might: Allies gain a bonus on attack rolls.
Personal: You deal additional damage on each damaging weapon attack equal to 1d4 per point of aura bonus. - Wrath: Each round at the beginning of their turn, enemies in the aura take damage equal to twice your aura bonus. This damage can be either cold, electricity, or fire, chosen when the aura is activated. You can change this selection as the same type of action as activating an aura.
Personal: You deal additional energy damage on each damaging weapon attack equal to 1d4 per point of aura bonus. This damage is of the type chosen for this aura.
- Cleansing: Allies gain a bonus equal to twice your aura bonus on Heal checks and on saves against disease and poison. Whenever an ally would suffer ability damage or ability drain, the amount of it that they receive is reduced by half your aura bonus, rounded up. This cannot reduce the damage or drain to less than 1.
Personal: You are immune to disease and poison. At the start of your turn, you cure an amount of ability damage equal to your aura bonus to one of your ability scores (you can choose which one each turn). - Defiance: Allies gain a bonus to their Armor Class.
Personal: Attackers do not automatically hit you when they roll a natural 20 on their attack roll. - Perseverance: Allies gain resistance to cold, electricity, and fire damage equal to five times your aura bonus.
Personal: Chose one of cold, electricity, or fire damage when the aura is activated. You can change this selection as the same type of action as activating an aura. You gain a delayed damage pool, as per the crusader's steely resolve class feature, except that it only applies to damage of the chosen energy type and that there is no limit to the amount of damage that can be stored. This effectively allows you to delay the damage from cold, electricity, or fire and only suffer it at the end of your next turn. If you already have a delayed damage pool, this is a separate one, and you can choose how to divide the damage between them. - Resolve: Allies gain a bonus equal to twice your aura bonus on saves against charm effects and compulsion effects and on checks, rolls, and saves made to resist being bull rushed, tripped, or forcibly moved.
Personal: You are immune to charms and compulsions. You can stand from prone as a swift action that does not provoke attacks of opportunity. - Righteousness: Allies gain a bonus on saves and to their Armor Class. This bonus only applies against against attacks made or effects created by evil creatures, and against spells and effects with the evil descriptor. Non-good summoned creatures cannot touch you or your allies, as per the protection from evil spell. Spell resistance can allow them to bypass this effect. Your effective caster level for the purpose of opposing spell resistance with this aura is equal to your class level plus your aura bonus.
Personal: Your weapon attacks are considered good-aligned, allowing them to bypass the corresponding damage reduction. You deal additional damage on each damaging weapon attack against evil-aligned targets equal to 1d4 per point of aura bonus. - Sacrifice: Whenever an ally would be dealt hit point damage, half of that damage is instead dealt to you. Loss of hit points through means other than hit point damage (such as a lowered Constitution score) are not split. Determine the amount of damage each of you take after applying your ally's damage reduction, resistances, immunities, regeneration, and similar defensive abilities. Your own such abilities do not apply to your resulting share of the damage.
Personal: You gain fast healing equal to twice your aura bonus. - Salvation: Allies gain a bonus on all saves.
Personal: You do not automatically fail saving throws when you roll a natural 1 on your saving throw roll. - Suppression: Allies gain a bonus on saves against spells, spell-like abilities, and supernatural abilities.
Personal: You gain spell resistance equal to 5 plus your level plus twice your aura bonus. You can raise or lower your spell resistance without an action, even if it is not your turn, you are unable to act, or you are unaware.
- Purification: Each round at the beginning of your turn, make a turning check to turn undead within the area of your aura, as a cleric of your paladin level + your aura bonus. Turned undead remain turned only while within your aura.
Personal: You can ignore all damage reduction and immunity or resistance to critical hits and precision damage that undead creatures and creatures with the evil subtype have when you attack them. - Retribution: Melee attacks that hit allies cause the attacker to suffer 1d6 damage per point of aura bonus.
Personal: You gain a bonus on attack rolls and on weapon damage rolls. These bonuses only apply while attacking an opponent that attacked you or an ally subject to this aura in the past 1 round.
- Clarity: Allies within the aura gain blindsense out to 5 feet per point of aura bonus and can see through nonmagical darkness within the aura. Allies gain a bonus equal to twice your aura bonus on saves against darkness and light effects.
Personal: You are immune to blinding and dazzling. You gain the benefits of the Blindfight feat.
- Alacrity: Allies gain a bonus to all movement speeds equal to 5 feet per point of aura bonus. Allies gain a bonus equal to twice your aura bonus on Balance, Climb, Survival, and Swim checks, and on saves against fatigue and exhaustion. If your aura bonus is at least +3, an ally who would become exhausted while not yet fatigued instead becomes fatigued, and an ally who would become fatigued while already fatigued remains fatigued (rather than becoming exhausted).
Personal: You are immune to fatigue and exhaustion. You gain the benefits of the Endurance feat. - Freedom: Allies ignore difficult terrain and gain a bonus equal to twice your aura bonus on Escape Artist checks, Move Silently checks, grapple checks to resist or escape a grapple, and saves against movement-impairing effects.
Personal: For a total time per minute of 1 round per point of your aura bonus, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per minute (up to the total limit of rounds per minute).
- None
Draconic Auras (Dragon Shaman)
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Healing
- Vigor: Allies gain fast healing equal to twice your aura bonus. This fast healing cannot heal any creature above half its maximum hit points.
Boost: Each ally can make a second attempt to save against an ongoing effect affecting them against which they failed their initial saving throw. If an ally is affected by more than one ongoing effect, she chooses one of them to retry the save against. If the ally succeeds on the saving throw on the second attempt, the effect's effects are reduced to what the ally would have suffered had she succeeded on her initial saving throw. This effect never restores hit points, ability score damage, or other instantaneous effects, but it does eliminate any conditions and continuous effects that were directly caused by failing the initial save against the effect. If an effect doesn't allow a save (such as power word stun), then this effect won't help the ally recover.
Boost Cost: 15 DV
- Energy Surge: Allies deal additional energy damage on each damaging weapon attack equal to 1d4 per point of aura bonus. This damage can be either acid, cold, electricity, fire, or sonic, chosen when the aura is activated. You can change this selection as the same type of action as activating an aura.
Boost: Allies gain a bonus equal to half your aura bonus (rounded up) to the save DCs of their abilities that they use for 1 round per point of your aura bonus. This bonus only applies to effects that deal damage of this aura's chosen energy type or that have that descriptor.
Boost Cost: 15 DV - Fury: Allies gain a bonus on attack rolls and on weapon damage rolls. These bonuses only apply while attacking an opponent that attacked the ally in the past 1 round, or while the ally has half of its maximum hit points or less.
Boost: Allies can make an additional attack as part of a full attack, as per the haste spell. This effect lasts for 1 round per point of your aura bonus.
Boost Cost: 15 DV - Power: Allies gain a bonus on weapon damage rolls equal to 1d4 per point of aura bonus.
Boost: Allies gain a bonus to their caster and manifester levels for 1 round per point of your aura bonus.
Boost Cost: 15 DV - Strike: Allies gain a bonus on attack rolls.
Boost: Damage dealt by allies ignores the first 5 points of each type of damage reduction or energy resistance the defender has per point of aura bonus for 1 round per point of your aura bonus.
Boost Cost: 20 DV
- Dragon Magic: Allies gain spell resistance equal to 5 plus your level plus twice your aura bonus. Allies can raise or lower their spell resistance without an action, even if it is not their turn, they are unable to act, or they are unaware.
Boost: You produce a dispelling effect within your aura. This functions similarly to the area dispelling form of a greater dispel magic spell, except that the area affected is that of your aura, and that your dispel check modifier is equal to your level plus twice your aura bonus (with no maximum).
Boost Cost: 20 DV - Grace: Attacks against allies suffer a 10% miss chance, plus 5% per point of aura bonus (maximum 50%). This does not apply to allies who are denied their Dex to AC.
Boost: Allies gain a dodge bonus to Armor Class for 1 round per point of your aura bonus.
Boost Cost: 10 DV - Indomitability: Allies gain a bonus on all saves.
Boost: All existing fear effects are suppressed upon affected allies. Allies are immune to new fear effects. This effect lasts for 1 round per point of your aura bonus.
Boost Cost: 10 DV - Resistance: Allies gain resistance to acid, cold, electricity, fire, and sonic damage equal to five times your aura bonus.
Boost: Allies gain temporary immunity to all types of energy damage (acid, cold, electricity, fire, and sonic). When the aura absorbs a total amount of energy damage from among all allies affected, based on the amount of DV you spend, the boost ends. Unlike the protection from energy spell, this protection stacks with the energy resistance an affected creature has (including that granted by this aura itself); the amount of damage absorbed by the temporary immunity is calculated after energy resistances are applied. Boosting this aura again adds to the remaining absorption instead of replacing it. If a single attack deals more damage at once across multiple allies than there is remaining absorption, randomly determine the order in which it applies to each of them for the purpose of determining which allies gain the full benefit of the remaining absorption. This effect lasts for 1 hour per point of your aura bonus or until discharged.
Boost Cost: 1 DV per 1 damage absorbed - Stamina: Allies gain a bonus to Armor Class and on all saving throws. These bonuses only apply while the ally has half of its maximum hit points or less, or while the ally is dazed, disabled, dying, frightened, nauseated, panicked, paralyzed, stable, stunned, or unconscious. Allies also gain a bonus to checks and rolls modified by the Endurance feat at all times.
Boost: Allies within the aura that were slain within the past 1 round are returned to life, stable, and at -1 hit points, as per the revivify spell. This has no effect upon allies that were not subject to this aura at the time that they were killed.
Boost Cost: 50 DV - Toughness: Allies gain a bonus equal to twice your aura bonus to any damage reduction they may have. Allies that do not already have it are treated as having DR 0/- before applying this aura's bonus.
Boost: Allies gain temporary immunity to all types of physical damage (bludgeoning, piercing, and slashing). When the aura absorbs a total amount of damage from among all allies affected, based on the amount of DV you spend, the boost ends. This protection stacks with the damage reduction an affected creature has (including that granted by this aura itself); the amount of damage absorbed by the temporary immunity is calculated after damage reduction is applied. Boosting this aura again adds to the remaining absorption instead of replacing it. If a single attack deals more damage at once across multiple allies than there is remaining absorption, randomly determine the order in which it applies to each of them for the purpose of determining which allies gain the full benefit of the remaining absorption. This effect lasts for 1 hour per point of your aura bonus or until discharged.
Boost Cost: 1 DV per 1 damage absorbed
- Energy Shield: Melee attacks that hit allies cause the attacker to suffer 1d6 damage per point of aura bonus. This damage can be either acid, cold, electricity, fire, or sonic, chosen when the aura is activated. You can change this selection as the same type of action as activating an aura.
Boost: Allies gain a deflection bonus to Armor Class for 1 round per point of your aura bonus.
Boost Cost: 10 DV - Frightful Presence: Allies gain a bonus equal to twice your aura bonus on Bluff, Diplomacy, and Intimidate checks. Additionally, whenever you attack, charge, or fly overhead, all opponents within your aura are subject to this effect. A potentially affected creature that succeeds on a Will save remains immune to your Frightful Presence aura for 24 hours. On a failure, affected creatures become shaken for a number of rounds equal to your aura bonus. If the creature has fewer HD than your aura bonus, it instead is panicked for the same amount of time. This ability does not stack on subsequent rounds, but affected creatures are subject to a new Will save after you attack them, charge them, or fly above them following the end of this effect. This is a mind-affecting fear effect. The fear component of this aura counts as the frightful presence ability, and it always counts as being produced by a dragon, regardless of your type.
Boost: For 1 round per point of your aura bonus, opponents that are immune to this aura due to succeeding on their saving throws do not benefit from that immunity. Opponents within your aura that are already shaken as a result of failing their saving throw must make a separate Will save or be frightened for 1 round.
Boost Cost: 10 DV - Grandeur: Enemies within your aura must make a Will save or be fascinated by you for as long as they remain within your aura. Creatures that are threatened or engaged in combat are instead shaken, or panicked if they have fewer HD than your aura bonus. A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
Boost: Choose an creature affected by this aura. It must make another Will save or else be more strongly influenced by your power. If the subject is fascinated, you can make a suggestion (as the spell), which lasts for up to 1 minute per point of your aura bonus. If the subject is not fascinated but is shaken, frightened, or panicked, it instead cowers for 1 round per point of your aura bonus. This is a mind-affecting effect (regardless of your aura bonus).
Boost Cost: 20 DV
- Insight: Allies gain a bonus equal to twice your aura bonus on Decipher Script, Knowledge, Search, Sense Motive, and Spellcraft checks, and on saves against illusions and mind-affecting effects. Allies automatically gain a saving throw to recognize and disbelieve illusions the first time they come within 5 feet per point of aura bonus of one, as though they had interacted with it.
Boost: Allies gain the benefits of the true seeing spell for 1 round per point of your aura bonus.
Boost Cost: 20 DV - Senses: Allies within the aura gain blindsense out to 5 feet per point of aura bonus and can see through nonmagical darkness within the aura. Allies gain a bonus equal to twice your aura bonus on initiative checks and on Listen and Spot checks.
Boost: Allies within the aura gain blindsight out to 5 feet per point of aura bonus for 1 round per point of your aura bonus.
Boost Cost: 10 DV
- Swiftness: Allies gain a bonus to all movement speeds equal to 5 feet per point of aura bonus. Allies gain a bonus equal to twice your aura bonus on Balance, Climb, Survival, and Swim checks, and to their Armor Class against attack of opportunity. If your aura bonus is at least +3, the maneuverability category of any movement mode an ally possesses with a maneuverability category (such as fly or glide speeds) improves by 1 category, to a maximum of perfect.
Boost: Allies gain all movement modes that any other affected ally possesses for 1 round per point of your aura bonus.
Boost Cost: 10 DV
- None
Major Auras (Marshal)
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Healing
- Bloodlust: Allies heal an amount of hit points up to half the damage they deal with any attack they make or effect they produce. Each attack or effect cannot heal the ally for more hit points than twice your aura bonus, no matter how many times it deals damage or how many targets it deals damage to. Ongoing effects only heal based on the damage dealt as they are produced (not continuing damage they may deal later on).
- Motivate Perseverance: Allies gain fast healing equal to your twice aura bonus. This fast healing cannot heal any creature above half its maximum hit points.
- Inspire Discord: Enemies suffer a penalty on all saving throws equal to half your aura bonus, rounded up.
- Inspire Vulnerability: Enemies suffer a penalty to their Armor Class.
- Motivate Ardor: Allies gain a bonus on weapon damage rolls equal to 1d4 per point of aura bonus.
- Motivate Attack: Allies gain a bonus on attack rolls.
- Motivate Retribution: Allies gain a bonus on attack rolls and on weapon damage rolls. These bonuses only apply while attacking an opponent that attacked that or another ally subject to this aura in the past 1 round.
- Endure Hardship: Allies gain resistance to acid, cold, electricity, fire, and sonic damage equal to five times your aura bonus.
- Elusive Defenders: Attacks against allies suffer a 10% miss chance, plus 5% per point of aura bonus (maximum 50%).
- Hardy Soldiers: Allies gain a bonus equal to twice your aura bonus to any damage reduction they may have. Allies that do not already have it are treated as having DR 0/- before applying this aura's bonus.
- Inspire Weakness: Enemies suffer a penalty on attack rolls.
- Mindbreaker Legion: Allies gain power resistance equal to 5 plus your level plus twice your aura bonus. Allies can raise or lower their power resistance without an action, even if it is not their turn, they are unable to act, or they are unaware.
- Motivate Care: Allies gain a bonus to Armor Class.
- Motivate Endurance: Allies gain a bonus to Armor Class and on all saving throws. These bonuses only apply while the ally has half of its maximum hit points or less, or while the ally is dazed, disabled, dying, frightened, nauseated, panicked, paralyzed, stable, stunned, or unconscious. Allies also gain a bonus to checks and rolls modified by the Endurance feat at all times.
- Motivate Entrenchment: Allies gain a bonus equal to twice your aura bonus on Balance checks and on checks, rolls, and saves made to resist being bull rushed, tripped, or forcibly moved. Allies also have a 15% chance to negate the extra damage from critical hits and precision damage per point of your aura bonus.
- Resilient Troops: Allies gain a bonus on all saves.
- Spellbreaker Legion: Allies gain spell resistance equal to 5 plus your level plus twice your aura bonus. Allies can raise or lower their spell resistance without an action, even if it is not their turn, they are unable to act, or they are unaware.
- Inspire Awe: Enemies within your aura must make a Will save or be fascinated by you for as long as they remain within your aura. Creatures that are threatened or engaged in combat are instead shaken, or panicked if they have fewer HD than your aura bonus. A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
- Inspire Chaos: Enemies within your aura that attempt to attack you or an ally within the aura must make a Will save or be confused for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
- Inspire Pain: Enemies suffer a penalty on all skill and ability checks. The first time each round each enemy takes damage, it must make a Fortitude save or be staggered for 1 round.
- Inspire Peace: Enemies within your aura that attempt to attack you or an ally within the aura must make a Will save or be dazed for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
- Motivate Awareness: Allies within the aura gain blindsense out to 5 feet per point of aura bonus and can see through nonmagical darkness within the aura. Allies gain a bonus equal to twice your aura bonus on initiative checks and on Listen and Spot checks.
- Motivate Communication: Allies can communicate with each other, as though with telepathy. Allies gain a bonus equal to twice your aura bonus on saves against language-dependent effects and fear effects, and on Decipher Script and Forgery checks.
- Motivate Mobility: Allies ignore difficult terrain and gain a bonus equal to twice your aura bonus on Escape Artist checks, Move Silently checks, grapple checks to resist or escape a grapple, on saves against movement-impairing effects, and to their Armor Class against attacks of opportunity.
- Motivate Urgency: Allies gain a 5-foot bonus to all movement speeds, plus an additional 5 feet per point of aura bonus. Allies gain a bonus equal to twice your aura bonus on Balance, Climb, Survival, and Swim checks. If your aura bonus is at least +3, allies can move 10 feet as a swift action, using any movement mode they possess, as long as they perform no other movement during the round (as with a 5-foot step). If your aura bonus is at least +4, this movement does not provoke attacks of opportunity.
- Motivate Insight: Each ally gains an insight bonus on a single attack roll, saving throw, or check of their choice each round. The ally must choose to apply this bonus before making the roll.
Mantle Auras (Divine Mind)
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Healing
- Consumption: Allies heal an amount of hit points up to half the damage they deal with any attack they make or effect they produce. Each attack or effect cannot heal the ally for more hit points than twice your aura bonus, no matter how many times it deals damage or how many targets it deals damage to. Ongoing effects only heal based on the damage dealt as they are produced (not continuing damage they may deal later on).
- Life: Allies gain fast healing equal to twice your aura bonus. This fast healing cannot heal any creature above half its maximum hit points.
- Conflict: Allies gain a bonus on attack rolls.
- Death: Each round at the beginning of their turn, living enemies in the aura take damage from negative energy equal to your aura bonus. You gain a number of temporary hit points equal to the total hit points lost this way. These temporary hit points stack with each other, but only last for 1 round.
- Energy: Allies deal additional energy damage on each damaging weapon attack equal to 1d4 per point of aura bonus. This damage can be either cold, electricity, fire, or sonic, chosen when the aura is activated. You can change this selection as the same type of action as activating an aura.
- Fire: Allies gain resistance to fire damage equal to five times your aura bonus. Each round at the beginning of their turn, enemies in the aura take fire damage equal to twice your aura bonus.
- Force: Allies' attacks (including weapons, powers, spells, and other attack forms) are charged with force, allowing them to affect incorporeal and ethereal targets normally. Damage dealt by allies ignores the first 2 points of each type of damage reduction or energy resistance the defender has per point of aura bonus.
- Physical Power: Allies gain a bonus on weapon damage rolls equal to 1d4 per point of aura bonus.
- Air: Allies gain resistance to electricity damage equal to five times your aura bonus. In addition, strong winds blow your enemies away. Opponents move at half speed within your aura when moving towards you. As this aura does not directly affect opponents, all enemies within the area are so impeded, even if they are mindless.
- Chaos: Allies gain a bonus on saves and to their Armor Class. This bonus only applies against against attacks made or effects created by lawful creatures, and against spells and effects with the lawful descriptor. Non-chaotic summoned creatures cannot touch you or your allies, as per the protection from law spell. Power resistance can allow them to bypass this effect. Your effective manifester level for this purpose is equal to your class level plus your aura bonus.
- Creation: Matter appears and disappears almost randomly within the aura, hindering your foes. Enemies must make a Reflex save whenever they try to move through your aura or treat the area as difficult terrain for the duration of the movement, even flying or incorporeal enemies, and even if there is no terrain at all. Allies within the aura gain a circumstance bonus to Armor Class against ranged attacks equal to your aura bonus. As this aura does not directly affect creatures, all creatures within the area are affected, even if they are mindless.
- Deception: Attacks against allies suffer a 10% miss chance, plus 5% per point of aura bonus (maximum 50%).
- Earth: Allies gain resistance to acid damage equal to five times your aura bonus. Allies gain a bonus equal to twice your aura bonus on Balance checks and on checks, rolls, and saves made to resist being bull rushed, tripped, or forcibly moved.
- Elements: Allies gain resistance to acid, cold, electricity, fire, and sonic damage equal to five times your aura bonus.
- Evil: Allies gain a bonus on saves and to their Armor Class. This bonus only applies against against attacks made or effects created by good creatures, and against spells and effects with the good descriptor. Non-evil summoned creatures cannot touch you or your allies, as per the protection from good spell. Power resistance can allow them to bypass this effect. Your effective manifester level for this purpose is equal to your class level plus your aura bonus.
- Good: Allies gain a bonus on saves and to their Armor Class. This bonus only applies against against attacks made or effects created by evil creatures, and against spells and effects with the evil descriptor. Non-good summoned creatures cannot touch you or your allies, as per the protection from evil spell. Power resistance can allow them to bypass this effect. Your effective manifester level for this purpose is equal to your class level plus your aura bonus.
- Guardian: Allies gain a bonus equal to twice your aura bonus to any damage reduction they may have. Allies that do not already have it are treated as having DR 0/- before applying this aura's bonus.
- Justice: Enemies suffer a penalty on attack rolls for attacks directed against your allies (but not you) equal to twice your aura bonus.
- Law: Allies gain a bonus on saves and to their Armor Class. This bonus only applies against against attacks made or effects created by chaotic creatures, and against spells and effects with the chaotic descriptor. Non-lawful summoned creatures cannot touch you or your allies, as per the protection from chaos spell. Power resistance can allow them to bypass this effect. Your effective manifester level for this purpose is equal to your class level plus your aura bonus.
- Magic: Allies gain spell resistance equal to 5 plus your level plus twice your aura bonus. Allies can raise or lower their spell resistance without an action, even if it is not their turn, they are unable to act, or they are unaware.
- Mental Power: Allies gain power resistance equal to 5 plus your level plus twice your aura bonus. Allies can raise or lower their power resistance without an action, even if it is not their turn, they are unable to act, or they are unaware.
- Pain and Suffering: Allies gain a bonus to Armor Class and on all saving throws. These bonuses only apply while the ally has half of its maximum hit points or less, or while the ally is dazed, disabled, dying, frightened, nauseated, panicked, paralyzed, stable, stunned, or unconscious. Allies also gain a bonus to checks and rolls modified by the Endurance feat at all times.
- Time: Allies gain a bonus equal to twice your aura bonus on initiative checks, on Listen and Spot checks, and on saves against time-related effects. Each ally gains a delayed damage pool, as per the Crusader's Steely Resolve class feature, capable of holding up to 5 points of damage per point of your aura bonus. This effectively allows them to delay up to 5 points of damage per point of your aura bonus and only suffer it at the end of their next turn. If an ally already has a delayed damage pool, this is a separate one, and they can choose how to divide the damage between them.
- Water: Allies gain resistance to cold damage equal to five times your aura bonus. Allies bodies take on some of the fluidity of water, granting them a 15% chance to negate the extra damage from critical hits and precision damage per point of your aura bonus.
- Corruption and Madness: Enemies within your aura that attempt to attack you or an ally within the aura must make a Will save or be confused for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
- Destruction: Melee attacks that hit allies cause the attacker to suffer 1d6 damage per point of aura bonus.
- Repose: Enemies within your aura that attempt to attack you or an ally within the aura must make a Will save or be dazed for 1 round (after resolving the attack). A successful saving throw grants immunity for 24 hours. This is a mind-affecting effect. If your aura bonus is at least +3, a successful save only grants immunity for 1 round. If your aura bonus is at least +4, the effect is no longer mind-affecting.
- Communication: Allies can communicate with each other, as though with telepathy. Allies gain a bonus equal to twice your aura bonus on saves against language-dependent effects and fear effects, and on Decipher Script and Forgery checks.
- Knowledge: Allies gain a bonus equal to twice your aura bonus on Gather Information, Knowledge, Listen, Sense Motive, and Spot checks, and on saves against illusions and mind-affecting effects. Allies automatically gain a saving throw to recognize and disbelieve illusions the first time they come within 5 feet per point of aura bonus of one, as though they had interacted with it.
- Light and Darkness: Allies within the aura gain blindsense out to 5 feet per point of aura bonus and can see through nonmagical darkness within the aura. Allies gain a bonus equal to twice your aura bonus on Hide and Spot checks, and on saves against darkness and light effects.
- Freedom: Allies ignore difficult terrain and gain a bonus equal to twice your aura bonus on Escape Artist checks, Move Silently checks, grapple checks to resist or escape a grapple, and saves against movement-impairing effects.
- Natural World: Allies gain a bonus to all movement speeds equal to 5 feet per point of aura bonus. Allies gain a bonus equal to twice your aura bonus on Balance, Climb, Survival, and Swim checks. Allies gain a bonus on attack rolls with secondary natural weapons. This cannot raise a character's attack modifier above what it would be with a primary natural weapon. If your aura bonus is at least +3, allies natural weapons and unarmed strikes deal damage as a weapon one size category larger.
- The Planes: Allies gain a bonus equal to twice your aura bonus on saves against teleportation effects. Allies within the aura can teleport up to 10 ft. per point of aura bonus as a standard action, as long as the destination is within the aura. An ally that attempts to teleport into a space it cannot occupy instead takes 1d6 points of damage and does not move. Teleportation with this effect does not require line of sight or line of effect, (although the aura itself and thus the area within it is still limited by line of effect). If your aura bonus is at least +3, teleporting in this way requires only a move action instead of a standard action.
- Fate: Each ally gains an insight bonus on a single attack roll, saving throw, or check of their choice each round. The ally must choose to apply this bonus before making the roll.
Change Log
(click to show/hide)
24/6/2022: Added lists of all classes auras, sorted by general type of effect.
15/6/2022: Adjusted the wording of Long Haul and Warning Shout.
6/7/2017: Changed the wording of the auras ability. Now more generally affects creatures, rather than specifically allies with enemies being an exception. Reworded the way certain states and situation dismiss and prevent you from projecting auras.
22/6/2017: Reposted to Min Max Forum storm shelter.
7/3/2016: Explicitly stated that auras provide bonuses (and penalties) with a magnitude equal to your aura bonus.
29/11/2015: Typos fixed. Clarified Lethal Strike.
21/5/2014: First posted.
15/6/2022: Adjusted the wording of Long Haul and Warning Shout.
6/7/2017: Changed the wording of the auras ability. Now more generally affects creatures, rather than specifically allies with enemies being an exception. Reworded the way certain states and situation dismiss and prevent you from projecting auras.
22/6/2017: Reposted to Min Max Forum storm shelter.
7/3/2016: Explicitly stated that auras provide bonuses (and penalties) with a magnitude equal to your aura bonus.
29/11/2015: Typos fixed. Clarified Lethal Strike.
21/5/2014: First posted.