Command Auras

The ability of some leaders is described as an aura of command, others within their presence innately desiring to follow them. Others use fear or intimidation to motivate their minions and terrify their enemies. Some learn to convert the weight of their presence into a true aura. This power of leadership is called a command aura.

Unless otherwise noted, a command aura affects all allies within 30 feet who have line of effect to you, including yourself. A beneficial command aura affects you and your allies, while a harmful command aura affects only your enemies. Manifesting a command aura is a swift action, and it remains in effect until you dismiss it, become unconscious, or die, even if you are otherwise unable to act.

Manifesting a command aura requires you to shout out a command. An ally or enemy must be able to hear your command to benefit from the command aura, though they do not necessarily need to understand it.

The benefits of multiple command auras do not stack, even if the bonus is untyped.

Save DC

The save DC for a command aura is equal to 10 + 1/2 your class level + your Cha modifier + your aura bonus, unless otherwise stated.

Command Aura Effects

Each command aura provides a specific bonus to allies or penalty to enemies within range of your aura.

Diplomat’s Command

This aura grants you and your allies a competence bonus to Deception, Insight, and Persuasion skill checks equal to twice your aura bonus.

Double-time Command

Allies gain a morale bonus to land speed equal to 5 ft. × your aura bonus.

Fearsome Command

Enemies within this aura are filled with dread as if under a fear spell. Foes that succeed the saving throw are unaffected by by this aura for 24 hours.

Indomitable Command

Allies within your aura gain the benefit of the Diehard feat. In addition, allies gain a morale bonus on Fortitude saves versus death effects, fatigue or exhaustion and or poison effects.

Overwatch Command

As a full-round action, you can mark an ally within this aura, allowing you to know the relative position and general condition of the marked allies as if they were under the effects of the deathwatch and status spells. You can mark a number of allies equal to your aura bonus. The effect of this aura persists even if the ally leaves the area of effect, but the mark fades after 10 minutes per point of aura bonus. The mark fades instantly if you stop projecting this aura.

Rallying Command

This aura grants allies a morale bonus to Will saves versus fear, death effects, and compulsion effects.

Rival’s Honor Command

This command honors the sanctity of an honorable duel between two rivals. When an ally within this aura is hit by an enemy’s attack, this aura grants them a morale bonus to weapon attack and damage rolls made against that enemy. This bonus is lost as soon as any other ally attacks that creature.

Sensei’s Command

When you manifest this aura, you may lend one of your readied (and granted) martial arts maneuvers to one ally within your aura. The maneuver is immediately expended and cannot be recovered so long as the ally possesses it. The ally uses their own initiator level and initiation modifier for the maneuver; if the ally’s initiator level is too low to initiate the maneuver, you cannot lend that maneuver to them.

Once the ally initiates the maneuver or leaves the area of this aura, the maneuver returns to you as an expended maneuver. You may recover it as normal. If you cease to project this aura, the maneuver also returns to you as an expended maneuver.

You may only grant one maneuver at a time when using this command aura, and the maximum level maneuver you can lend is equal to your aura bonus.

Taskmaster’s Command

Your cruelty drives your allies forward. Allies within your aura gain the benefit of the Endurance feat. In addition, allies gain a morale bonus on saves against fatigue, disease, compulsion effects, and sleep effects.

Teamwork Command

When an ally within this aura is the target of the Aid Another action, that ally adds your aura bonus to the normal bonus granted by that action. An ally can gain this bonus only once on any given roll, even if they receive aid from multiple sources.

Victorious Command

While this aura is active, whenever you bring an enemy to 0 or fewer hit points in battle, all allies within the aura heal for a number of hit points equal to 5 × your aura bonus. Any healing in excess of an ally’s maximum hit points is gained as temporary hit points. These hit points remain until they are lost or the encounter ends. This ability does not stack with itself.

Warning Command

Allies within your aura become more wary of danger, gaining a bonus on Reflex saves against traps and to their AC during a surprise round. In addition, you can designate one of your allies to act in a surprise round, even if they normally would not be able to.