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PFS StandardChanneled Protection [one-action] Feat 4

Animist Apparition Aura 
Source War of Immortals pg. 24
Prerequisites Channeler's Stance
Requirements You are in Channeler’s Stance and your last action was to Cast a Spell from your spell slots

Your apparition uses excess energy to protect you. You and all adjacent allies gain a +1 status bonus to your AC and to your Reflex saving throws until the start of your next turn. If the spell was at least 7th rank, the status bonus increase to +2.

Traits

Apparition:

Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so.

Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.

Aura:

An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.