Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
Cleric
This indicates abilities from the cleric class.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
area: 15-foot emanation
domain: Protection
duration: 1 min.
source: Player Core pg. 379
spell_type: Focus
type: Spell
A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while in the aura.