Survive the Wilds
You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending energies into itself.
Until the start of your next turn, this shine creates an aura in a 15-foot emanation. You and all allies in the emanation gain a +2 circumstance bonus to AC and saving throws against effects with that trait.
Traits
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.
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.
Transcendence channels the might of an exemplar's divine spark through one of their ikons to surpass the mortal and enact a miraculous deed. Each ikon has an action with the transcendence trait, and using it is called Sparking Transcendence. To use the action, your divine spark must be empowering that ikon and you must have the ikon ready to use (typically holding a weapon ikon or wearing a worn ikon). Immediately after you Spark Transcendence, your divine spark is forcefully ejected from that ikon, coming to rest in another ikon of your choice. You can Spark Transcendence only once each round. As it comes from your divine spark, a transcendence action has the divine trait.