Fear Aura's Duration, Range and Saving mechanism


Rules Questions

The Concordance

Auras rules seems to be vague and ambiguous.
Taking Fear Aura (30ft., DC 17) as an instance,

Fear Aura wrote:
Fear Aura (Su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area.

Firstly, the Saving mechanism. I don't when should I make the saving throw, each time I enter the area, or each round I stay in the area. the Fear Aura does not define it, so I search among all auras and find out that some auras are "once", and some others are "each round", such as Subsonic Hum(60 ft., DC 22) of Carnivorous Crystal. So I can not find any general rule.

Secondly, the Duration and Range. IMO, if the text gives an duration, as long as I affected by the aura, the effect should last for the duration no matter I stay or leave the area. Despair Aura (30ft., paralyzed for 1d4 rounds, Will DC 16 negates) of Mummy is this Type. If the text does not give duration, the duration is permanent and the range should only within the area. Fear Aura (30ft., DC 17) is this type.

However, Fear Aura (30ft., DC 17) triggers a lot of different opinions in my group. Some insist the duration should function as Fear spell, and there are three different opinions thereinto, the Panic last for 1 round, for 7 rounds (the min CL of Fear) or for HD rounds. the above three all insist once affected, the Panic is still effective even the outside the area.

We have at least four different judgements on Aura Fear, and none of us can find solid textual evidence about it. If no further demonstration, Each GM will go his own way about it.

Liberty's Edge

Each fear aura is different. You should look at what the monster description says (or sometimes the type description).

The Concordance

Diego Rossi wrote:
Each fear aura is different. You should look at what the monster description says (or sometimes the type description).

Of course I'm asking the Fear Aura without other description.

Since the Fear Aure is already shown in Universal Monster Rules in Bestiary, many monster only write "Aura Fear([Range], [save DC])", no description in special ability, such as Ice Devil, Bone Devil, Terror Creature Template in City of Golden Death
Acttualy, the Terror Creatures (Aura Fear [20ft. DC 12 maybe]) nearly killed our team last night. 3 creatures with Fear Aura in front of us. Each round, every PC has to make 3 saving throw or Panicked for 1 round. If the GM makes it HD rounds, we were all gone.


if it doesn't mention exactly what it does you default to "..or function like the fear spell.."

"...3 creatures with Fear Aura in front of us. Each round, every PC has to..."
i don't have my books next to me, but most creature's ability like this have a "if you save you are immune to it for 24 hours' in them, does this one has it too?

The Concordance

zza ni wrote:

"...3 creatures with Fear Aura in front of us. Each round, every PC has to..."

i don't have my books next to me, but most creature's ability like this have a "if you save you are immune to it for 24 hours' in them, does this one has it too?

No! no 24 hours immune sentence.

And not only Terror Creature Template, but also Fear Aura of Ice Devil or Bone Devil has no such sentence.

Liberty's Edge

Terror creature: Aura fear (as fear spell, 20 ft., Will save DC 10 + 1/2 terror creature’s racial HD + creature’s Charisma modifier);

Hmmm. RAW effectively is unclear.
I would rule that same source effects don't stack and a single activation of the aura is the same effect, so the characters need to save only once during an encounter unless the creature spends a standard action to deactivate the aura and then a free action to re-activate it.
As the aura works as the fear spell, the effect should last 1 round/HD of the creature.


Fear Aura (Su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy's despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area.

The way I read it is that a fear aura defaults to acting like the fear spell. The part about being able to freeze an opponent references a specific creature. The part stating it can have other effects is simply stating the description of the creature can override the default. Basically those two parts are both saying that the description can override the default. So, that leaves functioning like the fear spell as the default.

Liberty's Edge

The problem is that the Fear spell is a burst. You cast it, the burst hit everything in the cone, they make their saves, then they are affected for the duration.
An aura is essentially an emanation. It persists. So the question is if you need to save each round or not.


I would one go once per encounter. The fear spell has a limited effect even if you make the save. Having to make the save every round would mean you are always affected by the aura even if you make a save. That makes the ability too strong and goes against the idea that a successful saving throw allows you to avoid the effect. If the players somehow manage to gain a fear aura I would not want them to be able to always affect their targets unless they are immune to fear. If I am not going to allow the players to do something I should avoid allowing their opponents to do the same thing.

Symbol of fear has a similar effect, and the targets only have to save once.

The Concordance

I find a reply by JJ today. He stated the Fear Aura of Terror Template in Golden Cith of Death should be just one save, once pass, immune in 24 hours. I think it is the RAI of author.
However, He did not answer the duration of the Aura. Panic condition will be removed when leave the area, last for the end of the round when leave, or last for 7 rounds (min cl of Fear Spell), or even HD rounds.

Liberty's Edge

The Panic will last for 7 rounds, like for the Fear spell, but:

Panicked, CRB wrote:
Once they are out of sight (or hearing) of any source of danger, they can act as they want.

So, as soon as the Panicked character is out of the line of sight of the terror creature, he can stop and cast Remove Fear or do other things that remove the condition.

The Concordance

Em..usually, the Fear Aura gives the duration, such as Aura Fear (20ft. DC 12, 1d
6 rounds). So IMO, the duration of Panic is independent, not the part that functions as Fear Spell. Further more, the duration of Fear Spell rely on CL, use min. CL or use HD as CL seems a bit rash and baseless.

As for "out of sight (or hearing) of any source", line of sight is clear while hearing is vague. When a Bard perform Bardic Performance by sounds or voice, We usually view the area of hearing as the whole map. I think the hearing area of Frighten or Panic is similar, maybe nearer. It may leaves to GM to decide.

If hearing area is much larger than sight, 7 rounds Panic is much stronger than you thought.

Liberty's Edge

From what I recall, a bardic performance can be heard in a 60' range (not sure where it was said, probably a Dev comment).
Most fear effects based on sound specify a range. And to hear the creature it needs to howl, growl, shout, or do something similar, so you can use the perception rules to determine if you hear it or not (a high perception can be a negative trait in this instance, LOL). Doors, running around the corner, etc. can make it harder to hear the creature.

The terror creature description says that the creature aspect is terrifying, so I would consider its power sight dependent.

The Concordance

I don't want hign skill bonues to be negative.


Diego Rossi wrote:
From what I recall, a bardic performance can be heard in a 60' range (not sure where it was said, probably a Dev comment).

It might have been a dev comment, but that range is based on the perception rules… to hear a bardic performance would be the same as the sounds of battle, base DC10. If you are in that battle (which if you are affected by the performance you usually are) then +5 to the DC for terrible conditions. At +1DC per 10’ this results in a DC1 perception at 60’ which is automatic success with a perception +0.

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