The AcrobatAncestralBy calling on an agile and nimble ancestor, you claim some amount of his skill for yourself. Your legs and arms glow a faint blue when this spirit's abilities are being used, and you have difficulty standing still when it isn't active.
Location: Arms, Feet
You gain a +2 insight bonus on Balance, Climb, Jump, and Tumble checks, though you can not use Tumble checks untrained.
Ephemera: Each ephemera invested in this spirit increases the insight bonus to these skills by 2.
1st Totem: With one totem bound to the acrobat, you are able to reduce the damage you take when falling from great heights.
Ephemera: You reduce falling damage you take by 1d6 for each ephemera invested in this spirit. If you fall 40 feet and have 2invested ephemera, you take only 2d6 falling damage instead of the normal 4d6.
2nd Totem: You are no longer hindered by difficult terrain after binding a second totem to the acrobat. You are not slowed by uneven terrain, rubble, or undergrowth, moving across it at your normal speed, though you may still need to make a Balance check. You can also run and charge across such terrain.
You can not use this ability on any terrain that would require a Climb or Swim check or on any terrain that has been magically enchanted to impede movement.
Ephemera: If you have at least 2 ephemera invested in this spirit, you may make a single turn of up to 90 degrees when making a charge attack or using the run action.
3rd Totem: With a third bound totem, your speed and agility greatly increase. You gain a +10 foot insight bonus to your land speed.
As a swift action, you gain the effects of freedom of movement for a number of rounds equal to the ephemera invested with this spirit. You may use this a number of times per day equal to your Dexterity modifier.
Ephemera: For each ephemera invested in this spirit, the bonus to your land speed increases by 5 feet.
Adamant GuardElemental [Earth]Any armor you wear takes on a faint oily sheen. When totems are bound to the adamant guard, the armor instead appears to be made from a crystalline material, and your skin takes on this appearance if you do not wear armor.
Location: Shoulders, Torso
When called, the adamant guard grants the shaman light fortification, giving him a 25% chance to negate critical hits and sneak attacks.
Ephemera: You gain damage reduction X/magic equal to the number of ephemera invested.
1st Totem: The adamant guard refuses to bind with the totems of a shaman who does not wear metal armor. A shaman only gains the totem abilities of this spirit while wearing armor made mostly from metal.
With a single totem bind, the damage reduction granted by the adamant guard improves. It can no longer be overcome by anything but adamantine weapons.
2nd Totem: By binding a second totem, the negation chance granted by the shaman's fortification is increased to 50%.
Ephemera: The amount of damage reduction you gain from invested ephemera doubles. If you have invested 2 ephemera, you gain DR 4/adamantine instead of DR 2/adamantine.
3rd Totem: With three bound totems, the adamant guard grants medium fortification instead of light fortification. This increases the negate chance to 75%.
Ephemera: The amount of damage reduction you gain from invested ephemera triples. If you have invested 2 ephemera, you gain DR 6/adamantine instead of DR 2/adamantine.
Additionally, if you have at least 4 ephemera invested with this spirit, you gain Heavy Fortification instead of Medium Fortification.
Chitinous CarapaceAnimalThis spirit seems to do little without bound totems; however, once bound, it forms a thick breastplate around the shaman's torso. The gray-blue plates of armor glisten like the chitin of a living insect, and fibers of muscle bind the plates to the shaman's body.
Location: Torso
The chitinous carapace grants a +2 armor bonus to your Armor Class. This bonus does not stack with armor bonuses granted from other sources, such as actual armor. The chitinous carapace is treated as light armor and has no max Dexterity bonus, armor check penalty, or chance of spell failure.
Ephemera: Each ephemera invested in this spirit increases the armor bonus by +1.
1st Totem: As the armor takes physical form, the armor bonus granted by this spirit increase from +2 to +4.
2nd Totem: Upon binding a second totem to this spirit, your skin hardens and takes on the likeness of chitin.
Ephemera: You gain a natural armor bonus to your Armor Class equal to the number of ephemera invested in this spirit. If you already have a natural armor bonus, this counts as an enhancement bonus to natural armor.
3rd Totem: 0
CloudwalkerElemental [Air]Misty vapors surround a shaman's feet when he calls this spirit. When using its abilities, the vapors coalesce into small clouds beneath the shaman's feet.
Location: Feet
With this spirit called, you gain a fly speed of 10 ft (good), propelled by the cloud surrounding your feet. Unfortunately, this spirit is fickle and will not support you for long. The clouds dissipate as you come to a stop, and you will fall if you do not end your movement on a supporting surface.
Ephemera: The fly speed granted by this spirit is increased by 10 feet for each invested ephemera.
1st Totem: By binding a totem to the cloudwalker, the spirit becomes more dedicated to the shaman. Instead of simply dropping you at the end of your movement, you are lowered more slowly.
Ephemera: You reduce falling damage you take by 1d6 for each ephemera invested in this spirit. If you fall 40 feet and have 2 invested ephemera, you take only 2d6 falling damage instead of the normal 4d6.
2nd Totem: With a second bound totem, your flight skill increases. Your maneuverability increases to perfect.
3rd Totem: You gain the effects of the Flyby Attack feat when you have a 3rd totem bound to this spirit.
Ephemera: Your fly speed increases by 15 ft per invested ephemera instead of 10 ft.
The ExorcistAncestral [Good]You call upon the power of your ancestors to destroy undead, profane mockeries of the spirits you call. The power of the exorcist disrupts the foul magics which animate undead and allow you to destroy even the most elusive ghosts.
Location: Arms, Hands
Whenever you miss an incorporeal undead due to its incorporeal nature, you may roll the miss chance a second time. The results of the second roll must be used.
Ephemera: By investing ephemera in this spirit, you are able to make a disrupting attack against undead as a standard action. Once per round as a melee touch attack, you may deal 1d6 disruption damage per invested ephemera to a single undead.
1st Totem: Binding a totem to the exorcist causes holy symbols to appear on your hands and forearms. Any weapon you wield gains the ghost touch property.
2nd Totem: When fighting undead, the second bound totem creates an aura of holy light surrounding you, offering you greater protection.
Ephemera: Against undead creatures, you gain an insight bonus to AC and saving throws equal to the ephemera invested in this spirit.
3rd Totem: By binding a third totem to the exorcist, you become able to conduct your disrupting touch attack granted by this spirit through any melee weapon you wield.
Ephemera: The disruption damage granted by this spirit increases from 1d6 to 1d8 per ephemera invested.
Eyes of the HawkAnimalWhen calling upon this animal spirit, your eyes glint in the dark like a cat's.
Location: Face
You gain low-light vision. If you already have low-light vision, the distance you can see with it doubles.
Ephemera: You gain 10 feet of darkvision for each ephemera invested in this spirit.
1st Totem: You gain the benefits of the Blind-Fight feat as long as you have a totem bound to this spirit.
Ephemera: You gain a +2 insight bonus to Spot checks for each ephemera invested in this spirit.
2nd Totem: With a 2nd bound totem, you gain blindsense out to 10 feet.
Ephemera: The blindsense granted by this spirit is increased by 5 feet for each invested ephemera.
3rd Totem: As a standard action, you gain the benefits of true seeing for 1 round. You may use this ability a number of times per day equal to your Wisdom modifier.
Ephemera: Each ephemera invested in this ability increases the duration of the true seeing ability by 1 round.
Golden ManeAnimalUse of the golden mane calls upon the spirit of a great lion, filling you with bravery and the power to inflict fear in even stout foes. Your voice takes on a deep, rich quality when you have called this spirit.
Location: Throat
While calling upon the golden mane, you gain a +4 insight bonus to Intimidate checks and a +2 insight bonus to saves against fear.
Ephemera: The bonus to Intimidate increases by +2 and the bonus to saves increases by +1 for each ephemera invested with this spirit.
1st Totem: With a bound totem, the spirit appears as a golden gorget about your neck in the likeness of a lion's mane. Once every 1d4+2 rounds, you can bellow forth a dire roar as a standard action. All enemies within 15 feet of you must make a Will save or become shaken.
Ephemera: For each ephemera invested with this spirit, the range of this ability increases by 5 feet.
2nd Totem: With a second bound totem, your jaw muscles strengthen, and your teeth become long and sharp. You gain a bite attack as a natural weapon, which deals 1d8 damage.
Ephemera: You gain a +1 enhancement bonus to attack and damage rolls with this bite for each ephemera invested with this spirit.
3rd Totem: You roar with ferocity as you attack your foes. When you make a melee or charge attack, you may make an Intimidate check as a swift action action before making your attack roll. This Intimidate attempt must be made against the target of your attack and affects only one creature.
Ephemera: For each invested ephemera, the will save DC for the roar granted by your 1st totem ability gains a +1 insight bonus.
Griffon TalonsAnimalThe spirit of the griffon infuses you with its hunter's instinct and forms vicious talons on your hands.
Location: Hands
The talons on your hands can be used as natural weapons. You gain two claw attacks which deal 1d4 damage plus your Strength modifier. You can still use your hands as normal, but you cannot hold an item in your hand and attack with that claw at the same time.
Ephemera: You gain a +1 enhancement bonus to attack rolls with these claws for each ephemera invested with this spirit.
1st Totem: As long as you have a totem bound to this spirit, you gain the benefits of the Weapon Finesse feat when using natural weapons.
Ephemera: You gain a +1 enhancement bonus to damage rolls with these claws for each ephemera invested with this spirit.
2nd Totem: Binding a second totem to the griffon spirit, you gain a secondary natural weapon, a rake attack which deals 1d6 damage plus half your Strength modifier. This rake attack can only be used on a full attack.
Ephemera: If you have at least 2 ephemera invested in this spirit, you gain a second rake attack.
3rd Totem: When charging an enemy, you can make a full attack with the natural weapons you gain from this spirit, including 2 claw and 2 rake attacks. You can not use any other weapons or attacks as part of this full attack.
Ephemera: When charging, the enhancement bonuses from ephemera invested with this spirit double, giving a +2 bonus for each invested ephemera.
The MagusAncestralTotems bound to the magus must be worn as a necklace or attached to a circlet about the head. These totems flare with arcane energies whenever the shaman casts a spell.
Location: Head, Throat
By calling upon the magus, you gain a +4 insight bonus to Concentration checks made when you cast a spell or spell-like ability.
Ephemera: The insight bonus to Concentration is increased by +1 for each invested ephemera.
1st Totem: Whenever you cast a spell or use a spell-like ability that deals damage, you deal 1 additional point of damage to each damaged target for each totem bound to this spirit. You deal +1 damage with 1 totem up to +3 damage with 3 bound totems. This does not affect spells that do not deal damage.
Ephemera: Spells and spell-like abilities you cast with a duration measured as 1 round/level last an additional number of rounds equal to the ephemera invested in this spirit.
2nd Totem: With two bound totems dedicated to the magus, any time you successfully target a creature with a spell, you gain a +2 insight bonus to weapon attack rolls against that creature for the current encounter. Additionally, if you successfully hit a creature with a melee attack, for the rest of the current encounter, you gain a +2 insight bonus on caster level checks to overcome that creature's spell resistance, and the save DC of any spell you cast against that creature is increased by +1.
3rd Totem: The magus reveals magical secrets to the shaman when a 3rd totem is bound to it. When calling the magus, choose a single spellcasting class that you possess. The magus is tied to that class until dismissed.
Ephemera: Your caster level for the chosen class is increased by the number of ephemera invested with this spirit. This bonus can not cause your caster level to exceed your Hit Dice.
This does not affect your spells per day, spells known, or other level dependent class features. It increases only your caster level, increasing the variable effects of your spells and helping to penetrate spell resistance.