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Spirit Speaker Feat 2

Source Pathfinder #175: Broken Tusk Moon
Prerequisites expert in Nature

You know that when an animal dies, its spirit lingers briefly before moving on. Using low chants, body language that shows respect, and special movements that demonstrate to the spirit that you are an ally, you glean information from a spirit before it departs. This is a 1-minute activity. You must begin the activity while adjacent to the body of an animal or beast that died within the last 1 minute.

As part of the activity, you ask one simple question of the spirit. Attempt a Nature check at a DC determined by the GM (normally, this is the appropriate DC for the level of the animal or beast when it was alive). Regardless of the result of your check, the spirit immediately departs and can't be used for Spirit Speaker again. If the creature had the Confused or Frightened condition when it died, you can't get a result better than a critical failure.

Only one creature can use Spirit Speaker on a given dead animal, as the effort takes the spirit's full attention.

Critical Success The spirit answers you truthfully. The spirit's answer is likely to be terse or cryptic compared to normal communication with an animal, and it can pertain only to things the creature directly experienced or considered important. The spirit doesn't remember anything that happened more than 1 day ago.

Success As critical success, but the spirit doesn't recall anything that happened more than 1 hour ago.

Failure The spirit doesn't answer you.

Critical Failure The spirit is wracked with misery or bewilderment and gives you an erroneous answer.



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 checks related to these creature is increased by 2.


A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.


Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.


The GM rolls the check for this ability in secret.


A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.