This is an updated (and improved) version of my orignal (posted at WoTC boards) design.
Shaman
The shaman, much like the druid, is a nature-based spell caster. Unlike druids, shaman use arcane magic, and are under no obligation to protect and preserve nature. Rather, shaman seek to gain power by understanding and, in some cases, emulating nature. A shaman accomplishes this partially by bonding their soul to a specific type of animal, which becomes the shaman’s totem.
Alignment: any chaotic or neutral
Hit Die: d8.
Class Skills
The shaman’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str), Perform (dance) (Cha), Perform (percussion – non metal only) (Cha), Perform (wind instruments – non metal only) (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Gold: as per druid
Class Features
All of the following are class features of the shaman.
Weapon and Armor Proficiency: Shaman are proficient with the following weapons: club, dagger, dart, quarterstaff, throwing axe, hand axe, sling, and javelin. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Shaman are proficient with light armor (ASF chance) but are prohibited from wearing metal armor. They are proficient with small shields (ASF chance), but they cannot be metal.
A shaman who wears metal armor or carries a metal shield is unable to cast shaman spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter (Note, this does not apply to weapons – they may use other weapons if they have proficiency in them through other classes or feats without loss of abilities).
Spells: A shaman casts arcane spells, choosing from the spells on the druid spell list (simply make them arcane versions of the divine spells). The number of spells gained per spell level is equal to the Shaman’s WIS modifier (minimum 1) per level they have had access to that spell level (double at 1st level for 0-level spells). A shaman may only gain access to a total of ½ of the spells for each spell level.
To learn a new spell, the shaman must spend eight hours in ritual and meditation in a natural setting for each new spell learned. Since the shaman is a spontaneous caster, he does not use a spellbook. The shaman cannot, however, exchange a spell once learned.
To cast a spell, the shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the 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 spell allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score.
A shaman, as a spontaneous caster, can cast any spell he knows without preparing it ahead of time, just like the sorcerer can.
Bonus Languages: A shaman’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
Totem Beast (Ex): Starting at 1st level, a shaman may summon his Totem Beast, which may be any normal or dire animal with a CR of 2 or less.
This animal becomes a magical beast that resembles a normal animal and is unusually tough and intelligent. The creature serves as a companion and servant. Summoning a Totem beast takes 24 hours and uses up magical materials that cost 50 GP. As a shaman advances in level, the animal’s power increases as shown on the table. The totem beast is the shaman’s “other soul.” A shaman feels incomplete without his totem beast, and cannot access many of his abilities without one.
If the Totem Beast dies, the shaman must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per shaman level; success reduces the loss to one-half that amount. However, a shaman’s experience point total can never go below 0 as the result of a totem beast’s demise. A slain Totem beast cannot be replaced for a year and day. A slain Totem beast can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A shaman may choose to call a different animal as their new totem beast instead of raising the old one. It will be a different animal, but will be the same totem beast (it will have the same name, personality, etc., just a different body). The shaman retains access to his special (totem beast only) powers for a short time after the death of the totem beast. He loses 1 power per 12 hours, starting with the highest level power he has access to. These return when the shaman regains his totem beast.
A shaman of 4th level or higher may select from alternative lists of creatures for his totem beast. Should he select a totem beast from one of these alternative lists, the creature gains abilities as if the character’s shaman level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s shaman level and compare the result with the shaman level entry on the table to determine the totem beast’s powers. (If this adjustment would reduce the shaman’s effective level to 0 or lower, he can’t have that animal as a totem beast.)
4th level (level –3) normal or dire animal or dinosaur with a CR of 3-4
7th level (level –6) normal or dire animal or dinosaur with a CR of 4-6
10th level (level –9) normal or dire animal or dinosaur with a CR of 7-8
13th level (level –12) normal or dire animal or dinosaur with a CR of 9 or greater
Nature Sense (Ex): A shaman gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A shaman can improve the attitude of an animal of the same general kind as their totem beast. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shaman rolls 1d20 and adds his shaman level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the 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 this way takes 1 minute but, as with influencing people, it might take more or less time.
A shaman can also use this ability to influence a magical beast (of the same general type as their totem beast) with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
This ability only functions when the shaman has a totem beast.
Nature’s Touch (Su): Starting at 2nd level, a shaman may permanently exchange a daily spell use for a lay-on-hands-type of healing. The shaman may heal {4 HP +Wis modifier} per spell level exchanged per day. Shaman may exchange up to twice their level in spell levels.
Woodland Stride (Ex): Starting at 2nd level, a shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect his.
Trackless Step (Ex): Starting at 3rd level, a shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. At 6th level he may extend this ability to his totem beast.
Totem’s Power (Su): Starting at 3rd level, a shaman may spend a 2nd level spell to gain a 24-hour +1 bonus to one physical stat (that the totem beast has at >10). He may spend one additional casting for every 2 levels above 3rd, for a total of +5 (may be spread out on multiple stats). This ability only functions when the shaman has a totem beast.
Wild Shape (Su): At 4th level, a shaman gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. However, there are restrictions. Shaman only have access to a certain number of shapes, equal to their Wisdom modifier times their level. The first shape chosen must be that of their totem beast. For all other shapes, the shaman must have some talisman of the animal (a feather, a claw, a piece of fur or bone, etc) on their person, usually affixed to a necklace. The talisman must have been personally taken from the animal, living or dead. The animal’s Hit Die must be less than or equal to the shaman’s level (the exception being the totem beast form). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level (+ Wis modifier for totem beast’s form), or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. A shaman in totem beast form has physical stats equal to that of their totem beast.
A shaman loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A shaman can use this ability more times per day at higher levels, as noted on the table. In addition, he gains the ability to take the shape of a Large animal at 7th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s shaman level.
The shaman may only use this ability when they have a totem beast.
Totem’s Sense (Su): At 4th level, the shaman may spend a 1st level spell casting for the ability to utilize one of their totem beast’s senses (an eagle’s vision, a wolf’s scent ability, etc) for 12 hours. This ability only functions when the shaman has a totem beast.
Venom Immunity (Ex): At 9th level, a shaman gains immunity to all natural (plant/animal/monster) poisons.
Speak in Wild Shape (Su): at 10th level the shaman may speak any language they know while in wild shape.
Totem Shape Perfection (Su): at 10th level, the shaman may permanently exchange a 3rd level spell casting for the ability to wild shape into the form of their totem beast an unlimited number of times per day. In addition, the duration for this shape doubles. This supernatural ability only functions if the Totem beast is within 1 mile/shaman level. Outside of this range, the Totem beast form counts against the total number of shapes/day, and the range is normal.
THE SHAMAN’S TOTEM BEAST
A shaman’s totem beast is a normal animal that gains special powers and becomes a magical beast when in service to a shaman. It is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type (exception: spells cast by the shaman that affect animals will still affect the Totem beast).
Totem beast Basics: Use the base statistics for a creature of the totem beast’s kind, but make the following changes:
Class Level: The character’s shaman level. The shaman’s class levels stack with levels of any other classes that are entitled to an totem beast for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the totem beast’s base attack and base save bonuses. A totem beast’s base attack bonus is the same as that of a shaman of a level equal to the animal’s HD (unless the base creature’s BAB is better). A totem beast has good Fortitude and Reflex saves and a poor Will save(treat it as a character whose level equals the animal’s HD). A totem beast gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the totem beast’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the totem beast’s Strength and Dexterity scores.
Int: This number replaces the original creature’s Intelligence score.
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 totem beast. The totem beast must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the totem beast 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. Additionally, the shaman may cast a spell with a target of “You” on his totem beast (as a touch range spell) instead of on himself. A shaman and his totem beast can share spells even if the spells normally do not affect creatures of the totem beast’s type (magical beast).
Empathic Link (Su): The shaman has an empathic link with his Totem beast out to a distance of up to 1 mile/level. The shaman cannot see through the Totem beast’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. However, the totem beast can use a skill slot to learn to understand the shaman’s primary language. Because of this empathic link, the shaman has the same connection to an item or place that his Totem beast does.
Evasion (Ex): If a totem beast 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.
Speak with Shaman (Ex): If the shaman is 5th level or higher, the Totem beast and the shaman can communicate telepathically, up to a distance of 1 mile/level.
Speak with Animals of Its Kind (Ex): If the shaman is 7th level or higher, the Totem beast can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the intelligence of the conversing creatures.
Multiattack: A totem beast 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 totem beast 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, a totem beast takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Speech (Su): The Totem beast may speak the primary language of its shaman and any other language it has learned.
I welcome all comments on my offering. I'd like to know if you think it is balanced, weak, or overpowered. I'd like to know if you like it, what you like, and what you think could use improvement or change.
Shaman
The shaman, much like the druid, is a nature-based spell caster. Unlike druids, shaman use arcane magic, and are under no obligation to protect and preserve nature. Rather, shaman seek to gain power by understanding and, in some cases, emulating nature. A shaman accomplishes this partially by bonding their soul to a specific type of animal, which becomes the shaman’s totem.
Alignment: any chaotic or neutral
Hit Die: d8.
Class Skills
The shaman’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str), Perform (dance) (Cha), Perform (percussion – non metal only) (Cha), Perform (wind instruments – non metal only) (Cha).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Gold: as per druid
Code:
Shaman Class Progression
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Totem beast, nature sense, wild empathy
2nd +1 +3 +0 +3 Woodland stride, Nature’s touch
3rd +2 +3 +1 +3 Trackless step, Totem’s power
4th +3 +4 +1 +4 Wild shape (1/day), Totem’s sense
5th +3 +4 +1 +4 Wild shape (2/day)
6th +4 +5 +2 +5 Wild shape (3/day)
7th +5 +5 +2 +5 Wild shape (Large)
8th +6/+1 +6 +2 +6 Wild shape (4/day)
9th +6/+1 +6 +3 +6 Venom immunity
10th +7/+2 +7 +3 +7 Speak in Wild shape, totem shape perfection
11th +8/+3 +7 +3 +7 Wild shape (Tiny)
12th +9/+4 +8 +4 +8 Wild shape (5/day)
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9 Wild shape (6/day)
15th +11/+6/+1 +9 +5 +9 Wild shape (Huge)
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10 Wild shape (7/day)
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Wild shape (8/day)
Code:
Shaman Spell Progression
Level 0 1st 2nd 3rd 4th 5th 6th 7th
1st 3 0 — — — — — —
2nd 4 1 — — — — — —
3rd 4 1 0 — — — — —
4th 5 2 1 — — — — —
5th 5 2 1 0 — — — —
6th 5 2 2 1 — — — —
7th 6 3 2 1 0 — — —
8th 6 3 2 2 1 — — —
9th 6 3 3 2 1 0 — —
10th 6 3 3 2 2 1 — —
11th 6 4 3 3 2 1 0 —
12th 6 4 3 3 2 2 1 —
13th 6 4 4 3 3 2 1 0
14th 6 4 4 3 3 2 2 1
15th 6 4 4 4 3 3 2 1
16th 6 4 4 4 3 3 2 2
17th 6 4 4 4 4 3 3 2
18th 6 4 4 4 4 3 3 2
19th 6 4 4 4 4 4 3 3
20th 6 4 4 4 4 4 3 3
Class Features
All of the following are class features of the shaman.
Weapon and Armor Proficiency: Shaman are proficient with the following weapons: club, dagger, dart, quarterstaff, throwing axe, hand axe, sling, and javelin. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Shaman are proficient with light armor (ASF chance) but are prohibited from wearing metal armor. They are proficient with small shields (ASF chance), but they cannot be metal.
A shaman who wears metal armor or carries a metal shield is unable to cast shaman spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter (Note, this does not apply to weapons – they may use other weapons if they have proficiency in them through other classes or feats without loss of abilities).
Spells: A shaman casts arcane spells, choosing from the spells on the druid spell list (simply make them arcane versions of the divine spells). The number of spells gained per spell level is equal to the Shaman’s WIS modifier (minimum 1) per level they have had access to that spell level (double at 1st level for 0-level spells). A shaman may only gain access to a total of ½ of the spells for each spell level.
To learn a new spell, the shaman must spend eight hours in ritual and meditation in a natural setting for each new spell learned. Since the shaman is a spontaneous caster, he does not use a spellbook. The shaman cannot, however, exchange a spell once learned.
To cast a spell, the shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the 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 spell allotment is given on Table: The Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score.
A shaman, as a spontaneous caster, can cast any spell he knows without preparing it ahead of time, just like the sorcerer can.
Bonus Languages: A shaman’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
Totem Beast (Ex): Starting at 1st level, a shaman may summon his Totem Beast, which may be any normal or dire animal with a CR of 2 or less.
This animal becomes a magical beast that resembles a normal animal and is unusually tough and intelligent. The creature serves as a companion and servant. Summoning a Totem beast takes 24 hours and uses up magical materials that cost 50 GP. As a shaman advances in level, the animal’s power increases as shown on the table. The totem beast is the shaman’s “other soul.” A shaman feels incomplete without his totem beast, and cannot access many of his abilities without one.
If the Totem Beast dies, the shaman must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per shaman level; success reduces the loss to one-half that amount. However, a shaman’s experience point total can never go below 0 as the result of a totem beast’s demise. A slain Totem beast cannot be replaced for a year and day. A slain Totem beast can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A shaman may choose to call a different animal as their new totem beast instead of raising the old one. It will be a different animal, but will be the same totem beast (it will have the same name, personality, etc., just a different body). The shaman retains access to his special (totem beast only) powers for a short time after the death of the totem beast. He loses 1 power per 12 hours, starting with the highest level power he has access to. These return when the shaman regains his totem beast.
A shaman of 4th level or higher may select from alternative lists of creatures for his totem beast. Should he select a totem beast from one of these alternative lists, the creature gains abilities as if the character’s shaman level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s shaman level and compare the result with the shaman level entry on the table to determine the totem beast’s powers. (If this adjustment would reduce the shaman’s effective level to 0 or lower, he can’t have that animal as a totem beast.)
4th level (level –3) normal or dire animal or dinosaur with a CR of 3-4
7th level (level –6) normal or dire animal or dinosaur with a CR of 4-6
10th level (level –9) normal or dire animal or dinosaur with a CR of 7-8
13th level (level –12) normal or dire animal or dinosaur with a CR of 9 or greater
Nature Sense (Ex): A shaman gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A shaman can improve the attitude of an animal of the same general kind as their totem beast. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shaman rolls 1d20 and adds his shaman level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the 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 this way takes 1 minute but, as with influencing people, it might take more or less time.
A shaman can also use this ability to influence a magical beast (of the same general type as their totem beast) with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
This ability only functions when the shaman has a totem beast.
Nature’s Touch (Su): Starting at 2nd level, a shaman may permanently exchange a daily spell use for a lay-on-hands-type of healing. The shaman may heal {4 HP +Wis modifier} per spell level exchanged per day. Shaman may exchange up to twice their level in spell levels.
Woodland Stride (Ex): Starting at 2nd level, a shaman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect his.
Trackless Step (Ex): Starting at 3rd level, a shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. At 6th level he may extend this ability to his totem beast.
Totem’s Power (Su): Starting at 3rd level, a shaman may spend a 2nd level spell to gain a 24-hour +1 bonus to one physical stat (that the totem beast has at >10). He may spend one additional casting for every 2 levels above 3rd, for a total of +5 (may be spread out on multiple stats). This ability only functions when the shaman has a totem beast.
Wild Shape (Su): At 4th level, a shaman gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. However, there are restrictions. Shaman only have access to a certain number of shapes, equal to their Wisdom modifier times their level. The first shape chosen must be that of their totem beast. For all other shapes, the shaman must have some talisman of the animal (a feather, a claw, a piece of fur or bone, etc) on their person, usually affixed to a necklace. The talisman must have been personally taken from the animal, living or dead. The animal’s Hit Die must be less than or equal to the shaman’s level (the exception being the totem beast form). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level (+ Wis modifier for totem beast’s form), or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. A shaman in totem beast form has physical stats equal to that of their totem beast.
A shaman loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A shaman can use this ability more times per day at higher levels, as noted on the table. In addition, he gains the ability to take the shape of a Large animal at 7th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s shaman level.
The shaman may only use this ability when they have a totem beast.
Totem’s Sense (Su): At 4th level, the shaman may spend a 1st level spell casting for the ability to utilize one of their totem beast’s senses (an eagle’s vision, a wolf’s scent ability, etc) for 12 hours. This ability only functions when the shaman has a totem beast.
Venom Immunity (Ex): At 9th level, a shaman gains immunity to all natural (plant/animal/monster) poisons.
Speak in Wild Shape (Su): at 10th level the shaman may speak any language they know while in wild shape.
Totem Shape Perfection (Su): at 10th level, the shaman may permanently exchange a 3rd level spell casting for the ability to wild shape into the form of their totem beast an unlimited number of times per day. In addition, the duration for this shape doubles. This supernatural ability only functions if the Totem beast is within 1 mile/shaman level. Outside of this range, the Totem beast form counts against the total number of shapes/day, and the range is normal.
THE SHAMAN’S TOTEM BEAST
A shaman’s totem beast is a normal animal that gains special powers and becomes a magical beast when in service to a shaman. It is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type (exception: spells cast by the shaman that affect animals will still affect the Totem beast).
Code:
Class Level Bonus Natural Str/Dex Int Special
HD AC + Adj. + abilities
1-2th +1 +1 +0 6 empathic link, share spells
3-4th +2 +2 +1 7 Evasion
5-6th +4 +4 +2 8 Speak with shaman
7-8th +5 +5 +2 9 Speak with animals of its kind
9–10th +6 +6 +3 10 Multiattack
11–12th +8 +8 +4 11
13–14th +9 +9 +4 12 Improved evasion
15–16th +10 +10 +5 13
17–18th +12 +12 +6 14 Speech
19–20th +13 +13 +6 15
Totem beast Basics: Use the base statistics for a creature of the totem beast’s kind, but make the following changes:
Class Level: The character’s shaman level. The shaman’s class levels stack with levels of any other classes that are entitled to an totem beast for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the totem beast’s base attack and base save bonuses. A totem beast’s base attack bonus is the same as that of a shaman of a level equal to the animal’s HD (unless the base creature’s BAB is better). A totem beast has good Fortitude and Reflex saves and a poor Will save(treat it as a character whose level equals the animal’s HD). A totem beast gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the totem beast’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the totem beast’s Strength and Dexterity scores.
Int: This number replaces the original creature’s Intelligence score.
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 totem beast. The totem beast must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the totem beast 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. Additionally, the shaman may cast a spell with a target of “You” on his totem beast (as a touch range spell) instead of on himself. A shaman and his totem beast can share spells even if the spells normally do not affect creatures of the totem beast’s type (magical beast).
Empathic Link (Su): The shaman has an empathic link with his Totem beast out to a distance of up to 1 mile/level. The shaman cannot see through the Totem beast’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. However, the totem beast can use a skill slot to learn to understand the shaman’s primary language. Because of this empathic link, the shaman has the same connection to an item or place that his Totem beast does.
Evasion (Ex): If a totem beast 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.
Speak with Shaman (Ex): If the shaman is 5th level or higher, the Totem beast and the shaman can communicate telepathically, up to a distance of 1 mile/level.
Speak with Animals of Its Kind (Ex): If the shaman is 7th level or higher, the Totem beast can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the intelligence of the conversing creatures.
Multiattack: A totem beast 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 totem beast 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, a totem beast takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Speech (Su): The Totem beast may speak the primary language of its shaman and any other language it has learned.
I welcome all comments on my offering. I'd like to know if you think it is balanced, weak, or overpowered. I'd like to know if you like it, what you like, and what you think could use improvement or change.