Prerequisite: special
Tags: Multiple (Special)
Cost: Special
You can take the Auras trait multiple times, each time you must take a different option listed below.
Aura of Courage (Immunization; 6 Points): You become immune to effects with the fear tag (supernatural or otherwise). Each ally within 10 feet of you gains a 1d6 Morale bonus on saving throws against effects with the fear tag. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Faith (5 Points): Your weapons are treated as if they had your alignment for the purposes of overcoming Resistances. Any attack made against an enemy within 10 feet of you is treated as if they had your alignment for the purposes of overcoming Resistances. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Justice (Prerequisite: Smite Alignment, 4 Points): You can expend two uses of your Smite Alignment to grant the Smite Alignment trait to all allies within 10 feet of you at the time you expend the uses. After activating it (by designating a target) as a free action your ally can use Smite Alignment for 1 minute. Allies use your bonuses. Allies must activate the Smite Alignment by the start of your next turn otherwise they lose any benefits of the Aura of Justice trait and cannot use Smite Alignment.
If the Smite Alignment trait is against independent/individual creatures, independent /individual creatures may not benefit from this. Likewise with Communal/Community, Honor/Repute, or Integrity/Principle creatures. Your allies do not need to be the same alignment as you to benefit, merely that they are not of the alignment that is being smited.
Aura of Resolve (Immunization, 6 Points): You become immune to effects with the emotion and psychic tags. Each ally within 10 feet of you gains a 1d6 Morale bonus on saving throws against effects with the emotion and psychic tags. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Righteousness (Immunization, 6 Points): You gain Resistance 10 against alignments on the opposite side of the scale: Communal/Community, Honor/Repute, Independent/Individual, or Integrity/Principle. You can only choose one when you gain this trait. You also gain immunity to abilities or items that would control you. Each ally within 10 feet of you gains a 1d6 Morale bonus on saving throws against abilities or items that would control them. This ability functions only while you are conscious, not if you are unconscious or dead.