Carpe Diem Synergies [Racial]

You are better prepared for whatsoever.

Prerequisites: Human, level 4

Benefit: Depending on which combination of energies you are using, you receive unique benefits according to the table below:

Combination Ability
Might + Mind Twice per day, you may add +2 to the DC of any of your abilities that allow a saving throw. This bonus does not stack with any Origin or Racial bonus.

Passive: You may use strength to determine dispelling power.

Might + Spirit Twice per day, you receive a swift action that can be used to activate Natures Wrath, Channel Energy ability or to fuel a psifocused ability without expending the psi focus.

Passive: You may change the dependent attribute of a Natures Wrath, or Channel Energy effect to Wisdom.

Might + Grace Twice per day, when you ready an attack or combat maneuver a standard action, you receive your Charisma modifier points of resilience for one turn.

Passive: When performing a dexterity based attack roll and not using two weapon fighting nor attacking with your shield, your heavy multiplier is increased by 0.5.

Spirit + Grace Twice per day, in any combination, your contact provides heal or harm.

When touching an ally to provide a beneficial effect, such as aid another or laying on hands, you may heal the ally by 1d4 per two levels + your dexterity modifier.

When hitting an opponent with an unarmed attack or sneak attack, you may use this ability to deal 1d4 per two levels + your wisdom modifier points of bonus damage.

Passive: Bonus damage from wisdom and charisma becomes precision damage.

Spirit + Mind Twice per day, you may treat one expended ability as if it had not been used. This applies only to abilities with multiple uses per interval (turn, encounter, or day). For example, you may restore a use of bardic music, but you may not exceed an ability's per-encounter limit, such as a smite that can only be used once per encounter.

You may use this ability on simple magic items with multiple charges. Abilities from magic items with a level higher than your level +2 cannot be restored in this way.

Passive: You may change your dependent attribute for spellcasting/manifesting/invoking/initiating/uttering but not of other abilities to intelligence.

Grace + Mind Twice per day, you may cast a spell silently and without gestures, with no change to its effective level or casting time. Casting a spell this way the creature is denied its dexterity to AC versus that spell. Once a creature is affected by this ability it retains their dexterity against further uses.

Passive: You may use dexterity to determine your ability to pierce spell and holistic resistance.