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tempestman
2011-05-14, 05:20 PM
I wanted to make an alternative to the druid that was similar to a sorcerer or favored soul, but instead of casting arcane or cleric spells, it cast druid spells. I also wanted to make a shaman class that fulfilled the role of spiritual liaison between mortal and spirit world/deities. This is what I've come up with, and I'm pretty proud of the results (I'm aiming at it being a Tier 2 class). Constructive criticism is welcome as always.

Totem Shaman


http://tempestman.webs.com/shaman2.jpg

The middle men between the Aether and Vastitas, shamans have a wide variety of mystical abilities to assist their allies in combat. While he calls upon the spirit world for assistance and has a spirit guide companion, the totem shaman does not claim to control the spirits, but instead he calls them friend. Totem shamans often serve as religious and political leaders amongst tribal and clan-based folk.

Totem shaman fluff is below. The specifics are for my homebrewed setting, but can be easily altered and adapted for any setting.

Adventures: Totem shamans most commonly adventure in order to complete their vision quests, powerful dreams typically sent to a shaman by his god or by a powerful spirit creature. Upon completing his vision quest, which can take years, a totem shaman usually returns to his ancestral homelands unless stricken by wanderlust or somehow incapable of returning.

Characteristics: Totem shamans cast divine spells in a similar fashion to clerics and druids, although they access these powers in much the same way as a favored soul or sorcerer, innately. Like a druid, a shaman’s spells are largely drawn from nature and the spirit world rather than directly from a deity or divine being. As they grow in power, totem shamans gain a unique animal companion and the ability to enter the spirit world for a short time each day.

Alignment: Totem shamans can be of any alignment, but most shamans tend to match the alignments of their chosen deities.

Religion: Totems shamans are often religious, although they are by no means forced to worship a deity. Shamans that dedicate themselves to a particular deity are often zealous and even fanatical in their worship. Common shaman deities include Mishnikai, Brukk, Kuwinda, Aahrad, Jötunn, Thanatos, and Nasduriam. Achvarl and Imperial totem shamans largely worship Mithras the Phoenix.

Background: Shamans share similar backgrounds to barbarians and hunters. With the exception of garudian shamans, most totem shamans live in uncivilized lands in tribes. Shamans of the same or allied deities often consider themselves to be brethren. However, shamans of rival deities are even more violent towards one another than clerics or paladins of rival and enemy gods.

Races: Garudian are known to possess a large number of shamans in their ranks, preferring the unique connection to the spirit world over the ceremonies of the cleric, the rituals of the druid, or the studies of the archivists. Jahseri, orcs, minotaurs, wood elves, tortles, and Achvarls typically favor the totem shaman class over druids or clerics, as the primordial powers of the shaman are more in line with the savage nature of the races than the “civilized” ways of the cleric and the druid’s dedication to nature.

Other Classes: Totem shamans work well with druids and rangers, as all three classes draw their magical ability from the same source. Arcanists are typically not trusted, as their use of magic is considered to be “unclean.” Clerics and shamans are often at odds over their differing ways of worship.

Role: A totem shaman’s role is somewhat defined by his spell selection, but most tend to specialize in support and healing spells. With his higher than normal Hit Dice, ability to wear medium armor, and his spirit guide companion, a totem shaman can take to the front lines, although he is no replacement for a fighter, barbarian, or paladin.

Game Rule Information

Abilities: Wisdom is an important ability since it determines the totem shaman’s ability to cast spells. Charisma is also beneficial to many of the totem shaman’s skills and abilities.

Alignment: Any. (In games where deities demand specific alignments of their followers, a totem shaman must be within one step of his deity’s, and he may not be neutral unless his deity’s alignment is neutral).

Hit Die: d8

Class Skills: The totem shaman’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Int), Survival (Wis), Swim (Str).

Skill Points at 1st Level: (4 + Int Modifier) x 4

Skill Points at Each Additional Level: 4 + Int Modifier

Totem Shaman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
+0|
+2|
+0|
+2|Illiteracy, Spirit Guide and Totem Power, Wild Empathy|5|3+1|-|-|-|-|-|-|-|-

2nd|
+1|
+3|
+0|
+3|-|6|4+1|-|-|-|-|-|-|-

3rd|
+2|
+3|
+1|
+3|-|6|5+1|-|-|-|-|-|-|-|-

4th|
+3|
+4|
+1|
+4|-|6|6+1|3+1|-|-|-|-|-|-|-

5th|
+3|
+4|
+1|
+4|Touch of Vitality (heal wounds), Totem Power|6|6+1|4+1|-|-|-|-|-|-|-

6th|
+4|
+5|
+2|
+5|Spirit Guide Companion|6|6+1|5+1|3+1|-|-|-|-|-|-

7th|
+5|
+5|
+2|
+5|Resist Nature's Lure|6|6+1|6+1|4+1|-|-|-|-|-|-

8th|
+6/+1|
+6|
+2|
+6|-|6|6+1|6+1|5+1|3+1|-|-|-|-|-

9th|
+6/+1|
+6|
+3|
+6|-|6|6+1|6+1|6+1|4+1|-|-|-|-|-

10th|
+7/+2|
+7|
+3|
+7|Touch of Vitality (remove conditions), Totem Power|6|6+1|6+1|6+1|5+1|3+1|-|-|-|-

11th|
+8/+3|
+7|
+3|
+7|Spirit Form|6|6+1|6+1|6+1|6+1|4+1|-|-|-|-

12th|
+9/+4|
+8|
+4|
+8|-|6|6+1|6+1|6+1|6+1|5+1|3+1|-|-|-

13th|
+9/+4|
+8|
+4|
+8|True Spirit Guide Companion|6|6+1|6+1|6+1|6+1|6+1|4+1|-|-|-

14th|
+10/+5|
+9|
+4|
+9|-|6|6+1|6+1|6+1|6+1|6+1|5+1|3+1|-|-

15th|
+11/+6/+1|
+9|
+5|
+9|-|6|6+1|6+1|6+1|6+1|6+1|6+1|4+1|-|-

16th|
+12/+7/+2|
+10|
+5|
+10|-|6|6+1|6+1|6+1|6+1|6+1|6+1|5+1|3+1|-

17th|
+12/+7/+2|
+10|
+5|
+10|Timeless Body, Tongue of the Sun and Moon|6|6+1|6+1|6+1|6+1|6+1|6+1|6+1|4+1|-

18th|
+13/+8/+3|
+11|
+6|
+11|True Seeing|6|6+1|6+1|6+1|6+1|6+1|6+1|6+1|6+1|3+1

19th|
+14/+9/+4|
+11|
+6|
+11|-|6|6+1|6+1|6+1|6+1|6+1|6+1|6+1|6+1|4+1

20th|
+15/+10/+5|
+12|
+6|
+12|-|6|6+1|6+1|6+1|6+1|6+1|6+1|6+1|6+1|6+1[/table]

Class Features: All of the following are class features of the Totem Shaman class (click spoiler to view).

Weapon and Armor Proficiency: Totem Shamans are proficient with all simple weapons as well as with light and medium Armor. Totem Shamans are not proficient with any form of shield.

Aura (Ex): A totem shaman of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Shamans who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A totem shaman casts divine spells (the same type of spells available to clerics and druids), which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time the way a druid or cleric must.

To learn or cast a spell, a totem shaman must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class or a saving throw against a shaman’s spell is 10 + the spell level + the totem shaman’s Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the table above. In addition, he receives bonus spells per day if he has a high enough Wisdom modifier (see page 8 of the Player’s Handbook).

A shaman’s selection of spells is extremely limited. A totem shaman begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. At each new shaman level, he gains one or more new spells, as indicated on the table below. Unlike spells per day, the number of spells a totem shaman knows is not affected by his Wisdom score, the numbers on the table are fixed. These new spells must be selected from the druid spell list.

Upon reaching 4th level, and at every even totem shaman level after that (6th, 8th, and so on), a totem shaman can choose to learn a new spell in place of one he already knows. In effect, the totem shaman “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level totem shaman spell that the totem shaman can cast. A totem shaman may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells for the level.

As noted above, a totem shaman need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Spells Known
{table=head]|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st |4|2|-|-|-|-|-|-|-|-
2nd |5|2|-|-|-|-|-|-|-|-
3rd |5|3|-|-|-|-|-|-|-|-
4th |6|3|1|-|-|-|-|-|-|-
5th |6|4|2|-|-|-|-|-|-|-
6th |7|4|2|1|-|-|-|-|-|-
7th |7|5|3|2|-|-|-|-|-|-
8th |8|5|3|2|1|-|-|-|-|-
9th |8|5|4|3|2|-|-|-|-|-
10th |9|5|4|3|2|1|-|-|-|-
11th |9|5|5|4|3|2|-|-|-|-
12th |9|5|5|4|3|2|1|-|-|-
13th |9|5|5|4|4|3|2|-|-|-
14th |9|5|5|4|4|3|2|1|-|-
15th |9|5|5|4|4|4|3|2|-|-
16th |9|5|5|4|4|4|3|2|1|-
17th |9|5|5|4|4|4|3|3|2|-
18th |9|5|5|4|4|4|3|3|2|1
19th |9|5|5|4|4|4|3|3|3|2
20th |9|5|5|4|4|4|3|3|3|3[/table]

Deity, Domains, and Domain Spells: A totem shaman can choose a deity (deities are listed in Chapter 3). His deity influences what magic he can perform, his values, and how others see him (and in some games the deity determines the shaman’s alignment). A shaman may also choose to have no deity, but this is rare.

Once a shaman has chosen a deity, he may choose one domain from among those listed in the deity’s entry. While the shamans of a particular religion are united in their reverence for their deity, each totem shaman emphasizes different aspects of the deity’s interests. A shaman may select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If your shaman is not devoted to a particular deity, you still select a domain to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives your totem shaman access to a domain spell at each spell level he can cast, from 1st one up, as well as a granted power. The totem shaman can cast each domain spell once per day as a spell-like ability. Domain spells and granted powers can be found in Chapter 3, and domains not listed in this book have their original sources located in the Appendix. A totem shaman is treated as a cleric with levels equal to his class level for all effects relating to his domain power.

Chaotic, Evil, Good, and Lawful Spells: A totem shaman can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Illiteracy: Totem shamans do not automatically know how to read and write. A totem shaman may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A totem shaman who gains a level in any other class automatically gains literacy.

Spirit Guide and Totem Powers: All totem shamans have a spirit guide, a personification of the spirit world that embodies a certain aspect of the shaman himself. In some sense a shaman and his guide are one being, but in another sense they are two separate entities. Only totem shamans have the ability to see or interact with spirit guides, that is, until a shaman is strong enough to manifest his guide as a corporeal creature. A totem shaman’s spirit guide not only serves as a mentor and companion, but it also bestows upon him a totem power unique to each type of spirit.

At first level a totem shaman’s spirit guide heightens the shaman’s awareness, granting him the Alertness feat. At 1st, 5th, and 10th levels, a totem shaman’s spirit guide grants him totem powers, additional abilities that can make him more powerful or influential. All bonuses received from totem powers are sacred bonuses if the shaman is good- or neutral-aligned or profane bonuses if the shaman is evil or neutral-aligned (neutral shamans must choose their bonus upon character creation and once chosen it cannot be switched).

Possible Spirit Guides (click spoiler to view):

Bear: The spirit of the Bear grants the totem shaman the Toughness feat and a +1 bonus to his Fortitude save. At 5th level he gains Improved Toughness as a bonus feat (Complete Warrior page 101) and his Fortitude save bonus is increased to +2. At 10th level the bear totem shaman receives a +2 bonus to his Constitution score.
Boar: The spirit of the Boar grants the totem shaman Damage Reduction 1/-. At 5th level his DR is increased to 2/- and he receives Diehard as a bonus feat, even if he does not normally qualify for it. At 10th level a boar totem shaman’s DR is increased to 3/- and when his hit points drop below -10, he may make a Fortitude save (DC equal to the amount of negative hit points he has) to delay death until his next turn. If his health is restored to above -10 before his next turn, the shaman may act in a manner appropriate to his restored state, otherwise he dies.
Dragon: The spirit of the Dragon grants the totem shaman a +1 bonus to saves against spells and spell-like abilities. At 5th level he gains blindsense out to 30 ft and his bonus to saves against spells and spell-like abilities increases to +2. At 10th level, a dragon totem shaman gains the frightful presence ability (DC equal to 10 + ½ totem shaman level + Cha modifier) and his bonus to saves against spells and spell-like abilities increases to +3.
Eagle: The spirit of the Eagle grants the totem shaman a +4 bonus to Search and Spot checks. At 5th level eagle totem shamans gains slow fall (20 ft) as the monk ability and his bonuses to Search and Spot checks increase to +6. At 10th level an eagle totem shaman’s slow fall ability works at heights up to 40 ft, he only suffers half-damage from falls, and his bonus to Search and Spot checks is increased to +8.
Horse: The spirit of the Horse grants the totem shaman a 10 ft bonus to his movement speed and grants him Run as a bonus feat. At 5th level his bonus to movement speed increases by another 10 ft (20 ft total) and he gains Endurance as a bonus feat. At 10th level a horse totem shaman’s movement speed bonus is increased by an additional 10 ft (30 ft total) and his movement speed isn’t affected by any sort of undergrowth or difficult terrain.
Leopard: The spirit of the Leopard grants the totem shaman a +2 bonus to his Reflex saves. At 5th level he gains Uncanny Dodge (if he has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead) and his bonus to Reflex saves increases to +3. At 10th level a leopard totem shaman gains Improved Uncanny Dodge and a +2 bonus to his Dexterity score.
Lion: The spirit of the Lion grants the totem shaman the fearless ability (see page 147). At 5th level he gains the aura of courage ability and can unleash a powerful and intimidating roar once per day. When he roars, every creature within a 30-foot radius must succeed on a Will save (DC 10 + ½ totem shaman level + Str modifier) or be shaken for a number of rounds equal to his totem shaman level. At 10th level he may roar a number of times per day equal to his Charisma bonus (minimum 1) and the morale bonus conferred to allies by his aura of courage is increased to +8.
Raven: The spirit of the Raven grants the totem shaman a +4 bonus to Bluff and Diplomacy checks. At 5th level gains the ability to use comprehend languages as a spell-like ability three times per day and his bonus to Bluff and Diplomacy checks increases to +6. At 10th level a raven totem shaman’s bonus to Bluff and Diplomacy checks increases to +8 and he receives a +2 bonus to his Intelligence score.
Serpent: The spirit of the Serpent grants the totem shaman immunity to poisons and allows him to perform a sneak attack that deals +1d6 damage as if he was a rogue. At 5th level the shaman’s sneak attack damage increases to +2d6 and gains a +2 bonus to attack rolls against flat-footed opponents. At 10th level a serpent totem shaman’s sneak attack damage increases to +3d6 and he can make an additional attack of opportunity each turn.
Wolf: The spirit of the Wolf grants the totem shaman a +4 bonus to Hide and Move Silently checks. At 5th level he gains the scent ability and his bonuses to Hide and Move Silently checks increases to +6. At 10th level a wolf totem shaman’s bonuses to Hide and Move Silently checks increases to +8 and he gains Track as a bonus feat.
Wolverine: The spirit of the Wolverine grants the totem shaman the ability to fly into a frenzy once per day (or one additional time per day if he already has a rage ability). The effect of this ability is identical to the effects of the barbarian’s rage ability. At 5th level he can enter a rage one additional time each day. At 10th level, a wolverine totem shaman can enter a rage a total of three times per day and receives a +2 bonus to his Strength score.


Wild Empathy (Ex): Guided by his insight into animal spirits, a totem shaman can use body language, vocalizations, and demeanor to improve the attitude of an animal (a monster of the animal type). This ability functions just like a Diplomacy check made to improved the attitude of a person (see Chapter 4: Skills in the Player’s Handbook). The totem shaman rolls a 1d20 and adds his totem shaman level and his Charisma modifier to determine the wild empathy check. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the totem shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in the way takes 1 minute (as with influencing people, use of this ability might take more or less time). A totem shaman cannot use this ability to influence a magical beast.

Touch of Vitality (Su): At 5th level, a totem shaman can heal the wounds of living creatures (his own or those of others) by touch. Each day he can heal a number of points of damage equal to twice his class level x his Charisma bonus. He can choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using touch of vitality is a standard action and it has no effect on undead.
Beginning at 10th level, a totem shaman can choose to spend some of the healing bestowed by his touch of vitality to remove other harmful conditions affecting the target.

For every 5 points of healing expended, a totem shaman can cure one point of ability damage or removed the dazed, fatigued, or sickened condition from one individual. For every 10 points of healing expended, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual. For every 20 points of healing expended, a totem shaman can remove a negative level or the blinded, deafened, or diseased condition from one individual.

A totem shaman can remove a condition and heal damage with the same touch, so long as he expends the required number of points.

Spirit Guide Companion (Su): At 6th level, a shaman’s bond with his spirit guide deepens, allowing him to adopt an animal companion (or in the case of a dragon totem shaman, an altered pseudodragon, see below) of the same type as his spirit guide. This animal is unusually sturdy, gains abilities above the norm as its shaman companion grows in power, and shares the same alignment as the shaman, but is the exact same as a regular animal in every other aspect. If a totem shaman loses his animal companion for any reason, he must wait a year and a day before adopting another companion.

Spirit Guide Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes:

{table=head]Class Level|Bonus HD|Natural Armor Adjustment|Ref Str/Dex Adjustment|Bonus Tricks|Special

5th-7th|
+0|
+0|
+0|
1 |Link, Share Spells

8th-10th|
+2|
+2|
+1|
2|Evasion

11th-13th|
+4|
+4|
+2|
3|Devotion

14th-16th|
+6|
+6|
+3|
4|Multiattack

17th-19th|
+8|
+8|
+4|
5|-

20th|
+10|
+10|
+5|
6|Improved Evasion [/table]


Class Level: The character’s shaman level. The shaman’s class level stacks with levels of druid for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra HD (d8), each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack bonus and base saving throws. An animal companion’s base attack bonus is ¾ of the shaman’s class level. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adjustment: The number noted here is an improvement to the animal companion’s existing natural armor bonus. When a totem shaman reaches 13th level, this bonus is changed to a sacred or profane bonus depending on the shaman’s alignment.
Strength/Dexterity Adjustment: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the shaman might choose to teach it.
Link (Ex): A shaman can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. He gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks regarding an animal companion.
Share Spells (Ex): At the shaman’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the shaman before the duration expires.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Pseudodragon Totem Shaman Companion: While most totem shamans call an animal by their side once they possess enough power, a dragon totem shaman summons a pseudodragon to be his companion. The pseudodragon is the same as the entry listed on page 210 of the Monster Manual, with the exception of alignment (which changes to match the shaman’s) and the addition of a breath attack. This breath attack deals 2d6 fire damage (DC 10 + ½ HD + Con Mod; Reflex half) in a 15 ft. cone. The pseudodragon can use this breath attack every 1d4 rounds. When the totem shaman reaches 13th level and gains his true spirit guide companion, his pseudodragon’s breath attack deals 1d8 fire damage and either 1d8 holy damage (for a good or neutral aligned shaman) or 1d8 unholy damage (for evil or neutral aligned shaman), depending on the shaman’s alignment (a neutral shaman must decide between holy or unholy damage, and once chosen, the damage type cannot be changed until the shaman replaces his companion).

Resist Nature’s Lure (Ex): Starting at 7th level, a shaman gains a +4 bonus on saving throws against the spell-like abilities of fey.

Spirit Form (Su): Starting at 11th level, a totem shaman can assume a spirit form for 1 minute a number of times per day equal to his Wisdom modifier.

While incorporeal, a totem shaman gains all the advantages of the incorporeal subtype (see the Glossary of the Monster Manual), including immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The totem shaman loses any armor or natural armor bonus to AC, but gains a deflection bonus equal to his Charisma modifier (minimum +1).

He has no Strength score against corporeal creatures or objects and cannot make physical attacks against them, but he gains the ability to make a melee touch attack (add the shaman’s Dexterity modifier to his attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purpose of overcoming damage reduction.

True Spirit Guide Companion: At 13th level, a totem shaman’s spirit guide companion becomes an incorporeal creature. It acquires the incorporeal subtype, gains a sacred bonus (or profane bonus in the case of an evil shaman) to AC equal to its natural armor and loses its Strength score. Its base Charisma score becomes equal to 10 plus the value in the natural armor column of the Shaman Spirit Guide table (see above). It does extra damage with its natural weapons equal to its Charisma bonus. Unlike normal incorporeal creatures, a true spirit guide companion cannot fly unless the creature it is based on has a fly speed. It can, however, phase through objects normally. If the base creature has a fly speed, it is doubled and its maneuverability is perfect.

If a totem shaman’s spirit guide companion is destroyed or banished it returns to his side 24 hours later. If it is ever more than 120 feet away from the totem shaman at the start of his turn, or if he ever loses line of effect to it, the true spirit guide companion instantly reappears adjacent to him.

Timeless Body (Ex): After attaining 17th level, a shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the shaman still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex): At 17th level, a totem shaman can speak with any living creature.

True Seeing (Su): Starting at 18th level a totem shaman is treated as if he is under a constant true seeing effect as a caster whose level is equal to his class level. The range of his true seeing is 120 feet.

Ex-Totem Shamans: A shaman who ceases communications with the spirits or angers his god loses all spells and shaman abilities (including his spirit guide, but not including weapon, armor, and shield proficiencies). He cannot there after gain levels as a totem shaman until he atones (see the atonement spell description).

Gideon Falcon
2011-05-14, 10:09 PM
You might want to define exactly what animals they get instead of just 'of the same type', so that bear totems don't wind up with a Dire Bear at 6th level.

Otherwise, I think it could still use a little meat.

tempestman
2011-05-15, 07:16 AM
I believe I cleared that up for you. What sort of "meat" are you looking for exactly?