Invoking
Auras
By
expending turning attempts, clerics, anti-paladins, and paladins are
capable of creating effects that are powered by their faith. These
auras are infused into a cleric's alignment aura, an anti-paladin's
aura of evil, or a paladin's aura of good. When a turning (or
rebuking) attempt is used, instead of turning (or rebuking) undead
(or other creatures, as indicated by your diety), it can be used to
infuse a special effect into your alignment aura. When you invoke an
aura, you may use as many turning (or rebuking) attempts as needed (
but no more than you are allowed), activating multiple aura effects,
up to a number of aura activations equal to your base Charisma
bonus (without enhancements, to a minimum of 1 activation). If you
have the Improved Turning feat, you gain an additional activation you
can add to the number of activations allowed when invoking an aura.
If the range of an aura is not increased (see Increase
Aura below), then all benefits afforded by the aura are gained
only by you. Expanding an aura (all clerics, anti-paladins, and
paladins are capable of this) allows allies within your aura to gain
the benefit of the aura's effect; the benefits provided by your aura
are sacred (if you turn) or profane (if you rebuke). Your aura
remains in effect for one minute. Invoking an aura is a standard
action, regardless of the number of turning (or rebuking) attempts or
aura activations used overall. Invoking a second aura while one is
already in effect cancels the first aura.
Example:
Cyrus is a cleric of Athemon, with a +3 Charisma bonus and 6 turning
attempts. He has access to the auras of Good Mastery (activation
requires two turning attempts), Increase Aura (activation requires
one turning attempt), and Undead Ward (activation requires one
turning attempt). He can invoke his aura to a provide -3 to hit and
damage for evil creatures that strike only him in combat (6 turning
attempts, three Good Mastery activations), a -2 to hit and damage for
evil creatures that strike him or his allies within 5 ft. (5 turning
attempts, two Good Mastery activations, one Increase Aura
activation), -1 to hit and damage for evil creatures that strike him
or his allies and making all his and his allies weapons good aligned
- all within 5 ft. (4 attempts, one Good Mastery activation, one
Increase Aura activation, one Undead Ward activation). Cyrus can
invoke any aura with any combination of aura effects, up to the three
activations allowed. If Cyrus had the Improved Turning feat, he would
be allowed four activations instead of three when invoking his aura.
Aura
Effects
Air
Mastery (Su): Activating this aura expends two turning attempts.
For each activation, your opponents suffer a -1 penalty on attack and
damage rolls against you if they are airborne.
Beast Hide (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus to your natural armor.
Diminish Power (Su): Activating this aura expends two turning attempts. For each activation, your weapons deal 1 point of temporary Strength damage. Strength damage dealt in this way lasts until the aura expires.
Divine Archery (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on ranged attack rolls.
Divine Celerity (Su): Activating this aura expends three turning attempts. For each activation, you gain a +2 bonus to your Dexterity.
Divine Deceit (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on all Bluff and Disguise checks.
Divine Melee (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on melee attack rolls.
Divine Might (Su): Activating this aura expends three turning attempts. For each activation, you gain a +2 bonus to your Strength.
Divine Shield (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus to your armor class.
Divine Stealth (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on all Hide and Move Silently checks.
Divine Vigor (Su): Activating this aura expends three turning attempts. For each activation, you gain a +2 bonus to your Constitution.
Divine Violence (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on weapon damage rolls.
Earth Mastery (Su): Activating this aura expends two turning attempts. For each activation, you gain +1 bonus on attack and damage rolls if both you and your opponent are touching the ground.
Elemental Ward (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on all saving throws made against air, earth, fire, and/or water effects.
Evil Mastery (Su): Activating this aura expends two turning attempts. For each activation, your opponents suffer a -1 penalty on attack and damage rolls against you if they are good.
Flame Halo (Su): Activating this aura expends two turning attempts. For each activation, you deal 1 point of fire damage to any creature striking you with its body or handheld weapons (excepting reach weapons).
Glorious Weapons (Su): Activating this aura expends one turning attempt. For each activation, your weapons are considered good for the purposes of overcoming damage reduction. Activating this aura more than once does not provide any additional benefits.
Good Mastery (Su): Activating this aura expends two turning attempts. For each activation, your opponents suffer a a -1 penalty on attack and damage rolls against you if they are evil.
Guarded Mind (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on Will saving throws.
Honed Reflexes (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on Reflex saving throws.
Increase Aura (Su): Activating this aura expends one turning attempt. For each activation, your aura radius is increased by +5 feet.
Nourish Spirit (Su): Activating this aura expends three turning attempts. For each activation, you heal 1 hit point per round.
Resolute Weapons (Su): Activating this aura expends one turning attempt. For each activation, your weapons are considered lawful for the purposes of overcoming damage reduction. Activating this aura more than once does not provide any additional benefits.
Riotous Weapons (Su): Activating this aura expends one turning attempt. For each activation, your weapons are considered chaotic for the purposes of overcoming damage reduction. Activating this aura more than once does not provide any additional benefits.
Robust Body (Su): Activating this aura expends one turning attempt. For each activation, you gain a +1 bonus on Fortitude saving throws.
Sicken Spirit (Su): Activating this aura expends three turning attempts. For each activation, you deal 1 point of temporary Constitution damage to any creature striking you with its body or handheld weapons (excepting reach weapons). Constitution damage dealt in this way lasts until the aura expires.
Skill Prowess (Su): Activating this aura expends one turning attempt. For each activation, you gain a +2 bonus on all checks with any one skill. This does not allow you to use an untrained skill in which you have no ranks.
Undead Ward (Su): Activating this aura expends one turning attempt. For each activation, you gain a s+1 bonus on all saving throws made against undead effects.
Venomous Weapons (Su): Activating this aura expends two turning attempts. For each activation, your weapons deal 1 point of temporary Dexterity damage. Dexterity damage dealt in this way lasts until the aura expires.
Vicious Weapons (Su): Activating this aura expends one turning attempt. For each activation, your weapons are considered evil for the purposes of overcoming damage reduction. Activating this aura more than once does not provide any additional benefits.
Water Mastery (Su): Activating this aura expends two turning attempts. For each activation, you gain +1 bonus on attack and damage rolls if both you and your opponent are touching water.