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Adept | Aristocrat | Commoner | Expert | Warrior

Companion Details | Animal Options | Monstrous Options | Plant Options | Vermin Options | Archetypes

Totem Guide

Source Ultimate Wilderness pg. 189, Animal Archive pg. 21
Totem guides embody the wisdom and spirituality of the natural world, providing guidance as well as aid in combat. Once a totem guide is chosen, a character can replace the companion if it is slain but must choose the same kind of totem guide.

Spiritual Guidance (Sp): At 3rd level, a totem guide can use guidance as a spell-like ability at will as a full-round action, targeting itself or its master. In addition, a totem guide’s master can spontaneously cast the following spells while adjacent to the totem guide by sacrificing a spell slot of equal or higher level: detect animals or plants (1st), augury (2nd), helping hand (3rd), divination (4th), commune with nature (5th), and find the path (6th). The totem guide serves as a divine focus for these spells, but costly material components must still be provided.

This replaces evasion.

Beast Speech (Ex): At 6th level, a totem guide can speak with its master as though the two share a common language, and it can speak with other animals of its species (or, at the GM’s discretion, other creatures with similar types).

This replaces devotion.

Eldritch Claws: At 9th level, a totem guide gains Eldritch Claws as a bonus feat.

This replaces Multiattack.

Ghost Guardian (Ex): At 15th level, a totem guide’s natural weapons deal full damage to incorporeal creatures, and its natural armor bonus applies against incorporeal touch attacks. A totem guide can never be transformed into or animated as an undead creature.

This replaces improved evasion.