Totemist

"Well, uh, some people wear clothes, and I wear blue fire instead."

Totemists can call upon the spirits of the wild to give them assistance. Except since this is a magical world, they can get magical assistance.

  • HD: 1d8+ConMod (8+ConMod at first level)
  • BAB: Medium
  • Saves: Good Will, Poor Fortitude and Reflex
  • Skill Points: 5/level (20 at 1st level)
  • Starting Equipment:
    • Simple weapon of any kind (plus 30 bolts if it's a crossbow)
    • Light Simple weapon
    • Leather Armor
  • Weapons And Armor Proficiency: Simple weapons as well as with any five other weapons of choice, and Light and Medium Armor.
Lvl BAB Fort Reflex Will Abilities
1st +0 +0 +0 +2 Soul Melds (2), Wild Empathy
2nd +1 +0 +0 +3 Extra Soulmeld (3), Respect for the Dead
3rd +2 +1 +1 +3 Woodland Stride, Magic Sight

Soul Melds (Su): A totemist has the ability to call upon a number of special blue glowing, intangible yet vaguely beast-related wardrobe accessories that cause them to glow blue and have powers. Each soul meld is unique, should have its own name (see below), and sheds light like a torch. A totemist knows three different soul melds at 1st level, and learns two additional soul melds every time they gain a level. Once used (a Standard Action unless stated otherwise), a soul meld can't be used again for 3 rounds. A totemist can only have two soul melds available ("shaped") at once, so on the 3rd and 4th round of a fight they have to use a weapon or something while waiting for their soul melds to recharge. It takes fifteen minutes of meditation to change which soul melds are active. Each soul meld has a power from the following list (DC, if any, is 10 + half level + Charisma Modifier):

  • Ankheg: Spit soul acid out to Short Range. Ranged Touch Attack. Inflicts 1d6 Acid damage/level, and then a second time on the totemist's next turn.
  • Ash Rat: Heavy Smoke extends around the Totemist like Obscuring Mist. The mists last 4 rounds, and creatures other than the Totemist suffer 1 point of Fire damage per round that they are in the ashy haze.
  • Blood Ape: The character increases in size by 1 size category (Giving +2 Str and -2 Dex as normal) for 4 rounds.
  • Blood Hawk: The Totemist makes a Ranged Touch Attack against up to one enemy per level within Medium Range. Each target struck suffers 1d3 of Force damage and 2 points of Constitution Damage from blood loss.
  • Corpse Crawler: Melee Touch Attack forces target to make a Fortitude save or be paralyzed for a minute.
  • Dark Mantle: All light within 40ft is blocked for 4 rounds, giving everyone Total Concealment.
  • Flame Snake: Melee Touch Attack forces target to take 1d4 Fire Damage/level and make a Fortitude Save against Poison or lose 1d6 Strength, Dexterity, and Constitution.
  • Harpoon Spider: A soul harpoon is sent after an enemy within Short Range. Ranged Touch Attack. On a hit, the target suffers 1d8 Force damage and must make a Fortitude save or be drawn as many squares towards the Totemist as the totemist feels like dragging them (as if bullrushed).
  • Howler: Scream causes Wisdom Damage. Short Burst. Will Save or suffer 1d6 Wisdom damage. Totemist is immune, this is a [Mind Affecting] [Sonic] effect.
  • Krenshar: Screech causes target within Short Range to be panicked for a 1d4 rounds if they fail a Will save. This is a [Sonic] [Mind Affecting] [Fear] Effect.
  • Mephit: Breath Weapon of something weird and noxious. Extends to a cone out to Short Range. All creatures in the area must pass a Fortitude Save or be nauseated for 1d2 rounds.
  • Owlbear: Melee Touch Attack Pins target for 1 round.
  • Rust Monster: As the Rusting Grasp spell.
  • Shocker Lizard: Melee touch attack inflicts 1d8/level Subdual Electricity damage.
  • Stirge: Melee Touch Attack causes 1d4 damage/level and heals the Totemist an equal amount as to the damage inflicted. Only works on living creatures with blood.
  • Sun Bird: Rainbow colors shoot off into a Short Ranged Cone. Creatures in the cone must make a Will save or be stunned for 1d2 rounds. This is a [Mind Affecting] [Pattern].

Wild Empathy (Ex): A totemist can use Diplomacy checks on animals to improve their disposition. This works just like normal Diplomacy.

Extra Soulmeld (Ex): A 2nd level totemist can shape 3 soul melds at once instead of 2.

Respect for the Dead (Ex): At 2nd level, the totemist counts their base attack bonus as twice its normal value when comparing against the armor check penalty of items made primarily from body parts to determine if wearing the item slows their movement.

Woodland Stride (Ex): At 3rd level, a totemists can move at full speed through naturally occuring undergrowth, and doesn't take damage from it either. Magical imparements affect her as normal.

Magic Sight (Sp): A 3rd level totemist's connection to the magical animal world lets them cast Detect Magic at-will.

Naming Your Soul Meld: Here's a chart with some inspiration of how to name your soul melds.

d20 Adjective Color Thingy
1 Crushing Azure Claws
2 Rising Beryl Mantle
3 Fierce Aqueous Cloak
4 Dimming Blue Wings
5 Clutching Cerulean Armor
6 Gnawing Cobalt Mask
7 Grasping Electric Gloves
8 Devastating Midnight Sleeves
9 Expansive Indigo Robe
10 Secret Navy Helm
11 Protective Ocean Hat
12 Monstrous Sapphire Horns
13 Horrendous Teal Gauntlets
14 Awesome Turquoise Cape
15 Wicked Ultramarine Belt
16 Depressive Sky Boots
17 Repetitive Steel Trail
18 Vengeful Cyan Eyes
19 Gorgeous Pale Braids
20 Futile Red Amulet

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