An animal spirit guide is a nature spirit manifested physically in the form of an animal. This spirit bonds with the shaman, providing guidance, protection, and aid. It is a magical beast for all effects that depend on its type. An animal spirit guide’s abilities are determined by the shaman’s level and its animal form racial traits.
As a full-round action, shamans can summon their animal spirit guides from the spirit realm. This is a supernatural ability that causes the animal spirit guide to appear adjacent to the shaman. A shaman can use this ability 1/day at 1st level, and one additional time per day for every 4 levels thereafter, for a total of 5/day at 17th level. Shamans can return their animal spirit guides to the spirit realm as a swift action. If an animal spirit guide is ever lost or dies, it can be replaced after a full day through a ritual involving 24 uninterrupted hours of fasting and solitary meditation in a natural environment.
Each animal spirit guide has different starting sizes, speed, attacks, ability scores, and SQ. All attacks are made using the creature’s full base attack bonus unless otherwise noted. Animal spirit guide attacks add the creature’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. As the shaman gains levels, his or her spirit guide improves as well, as noted on Table: Spirit Guide Base Statistics.
An animal spirit guide looks like a normal animal, but it has an exceptional quality such as unblinking eyes, pure white or black color, or a slight shimmer or glow to its body. In addition, its eyes reveal an unmistakable, otherworldly intelligence.
A shaman receives an additional bonus spell known from his or her animal spirit guide. This bonus spell is in addition to the number of spells given on Table: Shaman Spells Known and cannot be exchanged for a different spell at higher levels. The shaman must be of sufficient level to cast the totem spell.
* Available to the shaman only when his animal spirit guide is present and within 120 ft.
This is the character’s shaman level.
This is the total number of eight-sided (d8) Hit Dice the animal spirit guide possesses, each of which gains a Constitution modifier, as normal.
This is the animal spirit guide’s base attack bonus. Animal spirit guides do not gain additional attacks using their natural weapons for a high base attack bonus.
This lists the animal’s total skill ranks. Animal spirit guides can assign skill ranks to any skill and receive bonus skill ranks for a high Intelligence as normal. An animal spirit guide cannot have more ranks in a skill than it has Hit Dice. Any skill an animal spirit guide has ranks in is considered a class skill.
This is the total number of feats possessed by an animal spirit guide. Animal spirit guides are free to select any feat, although they cannot utilize some feats (such as Martial Weapon Proficiency).
The number noted here is an improvement to the animal spirit guide’s existing natural armor bonus.
This includes a number of abilities gained by animal spirit guides as they increase in power. Each of these bonuses is described below.
Empathic Link* (Su) Shamans have an empathic link with their animal spirit guides to a distance of 120 ft. Shamans can communicate empathically with their animal spirit guides but cannot see through their eyes. Because of the link’s limited nature, only general emotions can be shared. Shamans have the same connection to an item or place that his animal spirit guide does.
Share Spells* (Ex) Shamans can cast a spell with a target of “You” on their animal spirit guides (as a spell with a range of touch) instead of on themselves. A shaman can cast spells on his or her animal spirit guide even if the spells do not normally affect creatures of the animal spirit guides type (magical beast.) This ability does not allow the animal spirit guide to share non-spell abilities, even if they function like spells.
Evasion (Ex): If an animal spirit guide is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Commune with Spirits* (Su): If the shaman is 3rd level or higher, his or her animal spirit guide can act as an intermediary between the shaman and the spirit realm. The shaman must enter a trance lasting for 1 minute, which must be uninterrupted and during which he or she can take no other actions. The shaman gains the benefits of an augury spell with 90% effectiveness. At 5th level, the shaman gains the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge gained is equivalent to a commune spell. None of these spell effects require material components.
Deliver Touch Spells* (Su) If the shaman is 4th level or higher, an animal spirit guide can deliver touch spells for him or her. If the shaman and the animal spirit guide are in contact at the time the shaman casts a touch spell, he or she can designate the animal spirit guide as the “toucher.” The animal spirit guide can then deliver the touch spell just as the shaman would. As usual, if the shaman casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Shaman* (Ex): If the shaman is 5th level or higher, the animal spirit guide and the shaman can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Devotion (Ex) If the shaman is 6th level or higher, an animal spirit guide gains a +4 morale bonus to Will saving throws against enchantment spells and effects.
Spell Summons* (Sp) The animal spirit guide acts as a direct conduit between a shaman of 7th level or higher and the spirit world, granting the shaman the ability to cast one additional spell per day which he or she is capable of casting. This can be any spell drawn from the full druid spell list–it does not need to be one of the shaman’s spells known. This spell is treated like any other spell cast by the shaman, including casting time, duration, and other effects dependent on the shaman’s level. This spell cannot be modified by metamagic feats or other abilities. The shaman can summon a different druid spell in this way each time he or she uses this ability.
Invisibility (Sp) If the shaman is 8th level or higher, an animal spirit guide can become invisible, as the spell, 3 times per day.
Improved Evasion (Ex) When subjected to an attack that allows a Reflex saving throw for half damage, an animal spirit guide takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Spell Resistance (Ex) If the shaman is 12th level or higher, an animal spirit guide gains spell resistance equal to the shaman’s level + 5. To affect the animal spirit guide with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the animal spirit guide’s spell resistance
Scry on Animal Spirit Guide* (Sp) If the shaman is 14th level or higher, he or she can scry on the animal spirit guide (as if casting scrying) once per day.
Incorporeal (Ex) If the shaman is 16th level or higher, the animal spirit guide can become incorporeal as a standard action. The animal spirit guide must become corporeal in order to deliver a touch spell for the shaman.
Fast Healing (Ex) If the shaman is 18th level or higher, the animal spirit guide gains fast healing 10.
Size: Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural armor; Melee bite (1d4), 2 claws (1d6); Str 10, Dex 17, Con 15, Int 10, Wis 12, Cha 10; Special Attacks rage (as a barbarian for 6 rounds per day); SQ low-light vision, scent.
Totem Spell Granted: bloody claws.
Totem Spell Granted: echolocation.
Totem Spell Granted: bear’s endurance
Totem Spell Granted: rage.
Totem Spell Granted: bull’s strength
Totem Spell Granted: divination.
Totem Spell Granted: remove disease
Totem Spell Granted: cat’s grace
Totem Spell Granted: bloodhound
Totem Spell Granted: fox’s cunning
Totem Spell Granted: communal mount.
Totem Spell Granted: ride the waves.
Totem Spell Granted: owl’s wisdom
Size: Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Melee bite (1d3 plus poison); Str 8, Dex 17, Con 11, Int 12, Wis 12, Cha 6; Special Attacks poison (frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC); SQ low-light vision, scent.
Totem Spell Granted: delay poison
Totem Spell Granted: aspect of the stag.
Section 15: Copyright Notice
New Paths Compendium. © 2013 Open Design LLC; Authors: Marc Radle, Crystal Frasier, John Ling, Jr., and Jerall Toi.