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.
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.
Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.