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 may replace the companion if it is slain but may not choose a different 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 ability replaces evasion. Beast Speech (Ex)At 6th level, a totem guide can speak with its master as though the two shared 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 ability replaces devotion. Eldritch ClawsAt 9th level, a totem guide gains Eldritch Claws as a bonus feat. This ability 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 raised or animated as an undead creature. This ability replaces improved evasion. |