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Spirit Animal Quest
A spirit animal quest is an important ritual, one which many barbarians attempt on the day their tribe considers them an adult. Barbarians also seek out spirit animals at other times, most notably when preparing for a difficult journey, or when readying themselves for war or the hunt. During a spirit animal quest, the barbarian’s spirit voyages to a primal plane where the totem spirit animals reside. His spirit must then hunt a spirit animal, by tracking it across the wilderness. The barbarian is considered to have the Tracking feat for the purposes of finding a spirit animal and the base DC of the Survival check required to track the spirit animal is always 25 (hard ground, covering tracks) unmodified by the size of the animal. The spirit animal’s tracks are always considered fresh and the spirit animal is always considered to be 2d4 miles away from the point where the barbarian’s spirit begins to track it. The barbarian decides when he enters the spirit animal quest for the first time which type of spirit animal he will track. From that point on, that is the animal he will seek out each time he attempts this quest; if the barbarian has the Totem Bond feat, or if he has chosen a totem spirit animal patron, then he will always track that spirit animal, gaining a +2 sacred bonus in his attempts to do so.
If the barbarian is successful in tracking the spirit animal, then he gains its favour and a temporary boon. The barbarian can choose one of the following boons, each of which can be used once and must be used within one week of completing his spirit animal quest:
- As a free action, he can affect himself as by one of the following spells, cast by a cleric of his class levels: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendour, fox’s cunning, or owl’s wisdom.
- He can commune with nature, as the spell cast by a druid of his caster level.
- He can use summon nature’s ally V, as the spell cast by a druid of his caster level.