Spirit Guide [Origin]
You are linked to a Spirit Guide.
Prerequisites: None
Benefit: You gain +4 on any skill check with creatures associated with the spirit guide. If you have minion of the type of an spirit guide it may use the spirit guides special ability.
You gain blessing bonus based on the spirit guide:
- Auroch/Bull/Bear/The Empress: You receive +2 on Brawn. When your hitpoints are reduced under the bloodied or creeping threshold, you are charged with psychic energy that unleaches with your next sonic or weapon attack. You receive +2 on attack rolls, DCs and damage (if any) is increased by 1d4 + 1d4 per three levels. You may do so at most once per turn and the energy fades when resting.
- Dragon/The Chariot: You receive +2 on Leadership. When you use an ability to provide a moral bonus to attack rolls, damage rolls or skill checks within an area. You may reduce it by half (round up), and emit other half (round down) as a penalty to all enemies in the area.
- Fungus/Three of Cups: You receive +2 on Gossip. When you use aid another, you may choose to reduce the bonus by half and provide it to all allies within 18m.
- Horse/Stag/The Fool: You receive +2 on Athletics. You receive +2 on saving throws against abilities that restrict or dictate movement and actions. You may make a such an save for your mount. When you succeed a saving throw versus such an ability, you may move 3m without provoking an attack of opportunity.
- Phoenix/Death/Temperance: You receive +2 on Healing. When you use a limited character resource (bardic music, readied maneuver, spell) and fail to have an effect, you have a 50% chance to recover the resource.
- Serpent/The Devil: You receive +2 on Insight. You may use abilities that provide a positive status effect as a deal. A creature may perform a will saving throw to decline the deal. The ability provides its ordinary bonus in the first turn but provides the same bonus as a penalty in subsequent turns. E.g. haste would slow a creature, provide a malus to attack, AC, reflex saves and reduce the attacks on a full attack by one.
- Sheep/The Herd/Six of Cups/The Heirophant: You receive +2 on Diplomacy. You receive one herd point per ally within the same encounter. When an ally within 3m takes damage, you may spend herd points to reduce the damage with 1-by-1 ratio. Whenever you or an ally uses an standard or full-round action for a pacifist ability you refresh your herd points. Such effects typically end on hostile actions, such as the sanctuary spell or the dance for peace bardic music. You receive +2 to the DCs of such abilities. At fourth level your herdpoints double.
- Spider/Wheel of Fortune/The Hanged man: You receive +2 on Trickery. Your DCs are increased by two if your opponent is actively suffering under an effect that you caused.
- Tiger/Ace of Swords/Justice: You receive +2 on Composure. Choose a clearly negative status effect that applies a penalty to your AC or to an d20 check, reduce it by 2. Once per encounter, until the start of your next turn, you ignore any penalty that you put on yourself and is lower than your level.
- Raven/Owl/The Hermit: You receive +2 on Perception. You may use luck rerolls in advance to forsee. To do so spend your immediate action as swift action one turn in advance and roll once. When you perform said d20 check in the next turn, you may switch the previous roll.
- Wolf/The Collective/The Moon: You receive +2 on Nature. When you are healed, you may choose to give up the healing. Instead allies within 3m heal your level + your wisdom modifier up to half the healing you would receive.
Special: Bonuses to DCs from the spirit guide does not stack with other racial, class or origin bonuses to the DC.