Aura Of Good

Paladin Extraordinary Ability

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Aura Power: A good aura’s power depends on the type of good creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
For example, as indicated on the table, a good outsider with 12 HD has an overwhelming aura of good. An evil cleric who casts detect good and directs it at the location of such a creature for longer than 1 round loses the spell and is stunned for 1 round if his character level is 6th or lower.
Lingering Aura: A good aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect good is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days
Detect Good ———————— Aura Power ————————
Creature/Object Faint Moderate Strong Overwhelming
Good creature (HD) 10 or lower 11–25 26–50 51 or higher
Good outsider (HD) 1 or lower 2–4 5–10 11 or higher
Cleric of a Good deity1 (class levels) 1 2–4 5–10 11 or higher
Good magic item or spell (caster level) 2nd or lower 3rd–8th 9th–20th 21st or higher

1 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Source: Player's Handbook

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License