D20r:Feats

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(Spirit Guide [Style])
(Spirit Guide [Style])
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http://img.photobucket.com/albums/v216/FaxCelestis/SpiritGuideTree.png
http://img.photobucket.com/albums/v216/FaxCelestis/SpiritGuideTree.png
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''Spirit Guide (0 Prowess):'' When you take this feat, you immediately gain the ability to summon a spirit guide adjacent to you as a swift action. Being an extension of your will, the spirit guide has no Hit Dice, Hit Points, saving throws, feats, ability scores, or skills. Your spirit guide has constant telepathic contact with you and possesses a fly speed that is equal to your land speed with perfect maneuverability. If you possess other forms of movement, your spirit guide shares them as well. It acts on your turn each round, following your mental commands perfectly--it is, in effect, an extension of your will.  
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''Spirit Guide (0 Prowess):'' You gain the ability to summon a spirit guide in a square adjacent to you as a swift action. This spirit guide isn't a creature, has no stats, and is able to communicate telepathically with you. Every turn, during your round, you may move it a distance equal to your highest movement speed in any direction, including vertically. When not in contact with solid ground, the spirit guide hovers. It is immune to damage and effects, cannot interact with objects or be attacked, and while it occupies a 5' square, it does not block movement or line of sight.
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Your spirit guide has no real substance and therefore cannot interact with creatures or objects (barring special features granted by this feat), though it does occupy a 5' square. It has no size and may share a square with a creature of any size. Most features of this feat only apply if your spirit guide shares a square with or is adjacent to a creature.
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It can be dispelled or suppressed as a spell; its spell level for this purpose is equal to your Hero Value and the caster level is equal to the number of abilities granted to you by this feat. It can be summoned normally again after being dispelled. If your spirit guide is more than 120' from you at the start of your turn or you ever lose line of effect to it, it immediately dissipates and must be reformed. You may only have one spirit guide summoned at a time: summoning a second immediately causes the first to dissipate.
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Your spirit guide is immune to damage or status conditions, though it can be dispelled or suppressed as if it were a spell of a level equal to your Hero Value and with a caster level equal to the number of abilities granted to you by this feat. If dispelled, you may reform it as a swift action on your next turn.
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Your spirit guide shares your Awareness bonus and possesses any senses (darkvision, low-light vision, blindsense, blindsight, tremorsense, or similar) that you possess, including temporary spell or psionic effects (such as ''see invisibility'' or ''synesthete'').
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A spirit guide cannot create flanking conditions, nor does it provoke attacks of opportunity: enemies automatically recognize it as an extension of your will rather than an actual creature. They are, however, aware of any effects that being near to your spirit guide may inflict. If your spirit guide is more than 120' from you at the start of your turn or you ever lose line of effect to it, it immediately dissipates and must be reformed. You may only have one spirit guide summoned at a time: summoning a second immediately causes the first to dissipate.
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Any opponent adjacent or sharing a square with your spirit guide suffers a -1 penalty to AC.
Any opponent adjacent or sharing a square with your spirit guide suffers a -1 penalty to AC.

Revision as of 21:34, 17 December 2010

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