
SmiloDan RPG Superstar 2012 Top 32 |

Holy WOW this is awesome.
Seems like enough to me, certainly lots of variety, but if you WANT to make more, something porcine wouldn't hurt (think boars). A straight-up fish one. Sharks? Maybe a different sort of bird one: one for herons, or songbirds, or something, I dunno, raptors are certainly the most popular but other birds show up in this sort of imagery too. A mustelid (weasel/ferret/etc.) themed one could be really cool.
But honestly, you have a lot of options already, so don't feel required to make anymore, that's fantastic.
Mustelidae has TONS of great inspirational animals in it: wolverine, otter, stoat or ermine, weasel, ferret, fisher, badger, sable, mink, skunk (well, skunks used to be considered mustelidae, so close enough for government work!).
Suidae has: Babirusas, Giant forest hogs, Warthogs, Pygmy Hog, Bushpigs, and Pigs, so it would also be pretty fun to write up. I can think of something fun for razorbacks!!!
Songbirds might be a cool one to do too, as well as the fish you mentioned.
But I think I'm mostly going to focus on the Ancestral and Elemental totems for a while, just to bring in some more variety to those totemic lineages.

SmiloDan RPG Superstar 2012 Top 32 |

Oh, definitely needs more Ancestral and Elemental, but you asked about Animal, so. Is Elemental going to contain the Classic Four as well as extra things like Forest, or is it going to be a more primal sense of Elemental like Forest, Stone, River, or something?
More primal, like Sun, Moon, Forest, Mountain, Sea, Storm, Stone, River, Night, Rainbow, etc.
For Ancestral, I want to use archetypes.
So far, I have Chieftain, Scout, Hunter, Medicine Man, Witchdoctor, Skinwalker, Red Hand, and Ghost Dancer.
I'm thinking of make a Sage, Magician, Seducer, Betrayer, Craftsman, maybe Farmer, Shepherd, Merchant?
Can you think of any others? Or how some could be combined? I guess ideally, I would want at least 4 for Braves, 4 for Shamans, and 4 for Tricksters.
Next, I'll be working on Hybrid Feats, like combining Ursine and Red Hand to get the Berserker, or the Sun and Raptor or Corvidae to make the Phoenix. Stuff like that.
I'd also like to work on Prestige Classes that have Good Fort & Will, Good Reflex and Will, and Good Fort and Reflex. And maybe an epic prestige class with all good saves. Or as good as saves get in Pathfinder PrCs..... ;-)

Tim4488 |
Well, that's 16 Ancestral listed right there, so you should be easily able to meet your minimum of 4/4/4. Still 13 if you cut the last three.
That sounds like a pretty good list. Guard, maybe? The guy who makes sure camp doesn't get attacked while everyone else is out hunting. You could work in Explorer for the Trickster, potentially, but it might overlap with others in theme. Medicine Man/Witchdoctor/Sage could all overlap in theme somewhat, as could Seducer/Betrayer, depending on how they're built. You did a good job keeping Medicine Man and Witch Doctor separate, you just have to keep it up. Spirit Talker could be a Shaman even more tied to the spiritual world, little bit like a Witchdoctor but with fey or undefined spirits that benefit him. Then again, Sage could fill that role, depending.
But honestly, looks like a solid list to me. You're doing really impressive work with this and I'm eagerly looking forward to building one myself.
EDIT
Another idea for the Spirit Talker would be that it actually improves the bond with other spirits or totems. So maybe the DCs for your other totems increase by 2, or you can choose one ability to use more often, or you're allowed to substitute your best base save for one of your other base saves for the purposes of a single ability (yes you could use Fort for Bloody Minded, no you can not use Fort for all of Red Hand).
But that may be ripe for abuse, so, maybe a bad plan.
EDIT x2
Going back and actually reading more of the specific abilities, Canidae and Red Hand have great synergy for a Trickster. Almost on par with a Rogue for Sneak Attack at 8th level, though the gap widens with more levels. (I'm not saying this is a bad thing or overpowered. Just, wow, that's a cool combination.)

SmiloDan RPG Superstar 2012 Top 32 |

I'm a little concerned about that synergy. With the Sneak Attack the Trickster Base Class gets, that's 13d6 sneak attack at 20th level.
Let's see.
Trickster
1d6 at 1st, 2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 5d6 at 17th.
Canidae:
1d6 at 2nd, 2d6 at 8th, 3d6 at 14th, 4d6 at 20th
Red Hand
(1d6 at 2nd), 2d6 at 8th, 3d6 at 14th, 4d6 at 20th
You can't bind with 2 totems until 8th level, but if you DID bind with Red Hand and Canidae at 8th level, you'd have 6d6 sneak attack dice, compared to 4d6 sneak attack dice for a rogue.
I really like the 1d6 sneak attack at +3 Reflex and 2d6 at +6 Reflex, because it lets the Brave and Shaman get +2d6 sneak attack at 18th level.
Maybe the Trickster should get sneak attack at levels 1, 9, and 17? And something else at levels 5 and 13?
EDIT:
The Trickster already gets Trick of Fate 2/day at 13th level, so I just need an idea for a new 5th level power.
I don't mind that a 20th level Trickster can get 11d6 sneak attack dice; the Tome of Magic binder can get a combo of Sudden Strike and Sneak Attack dice that total 11d6 by 20th level, easily.

SmiloDan RPG Superstar 2012 Top 32 |

BAB: +1 means their Base Attack Bonus goes up by +1 every level, ike a barbarian or fighter.
BAB: +3/4 means it goes up +0, +1, +2, +3, +3, +4, etc. Basically +3/4 every level, rounded down, like a cleric or rogue.
BAB: +1/2 means their Base Attack Bonus goes up +1 every 2 levels, rounded down, like a sorcerer or wizard.

SmiloDan RPG Superstar 2012 Top 32 |

TOTEMS
RIDER
Knight of the Steppes. For every +2 of your Base Fortitude Save bonus, you gain one of the following as a bonus feat; you must meet any requirements of the selected feat.
Animal Affinity, Improved Critical (lance), Martial Weapon Proficiency (lance), Mounted Archery, Mounted Combat, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample, Unseat, Weapon Focus (lance).
Magical Lasso. When your Base Reflex Save bonus is +2, you can use animate rope once every 3 rounds.
Mounted Skirmish. For every +3 of your Base Fortitude Save bonus, you add +1d6 points of damage if your mount moves more than 20 feet.
Mystical Mount. You can use mount at will, but the maximum number of mounts you can call into existence at one time cannot exceed your Base Will Save bonus (minimum 1). When your Base Will Save bonus is +5, you can use phantom steed. When your Base Will Save bonus is +7, you can summon a nightmare to serve as your mount for as long as you are bound to the Rider totem spirit. When your Base Will Save bonus is +10, you may summon a cauchemar nightmare instead if you choose.
Ride Like the Wind. You add ½ your Base Reflex Save bonus as a dodge bonus to your AC whenever your mount moves. Add your Base Reflex Save bonus to your Ride skill checks. As a move action, you use the Aid Another action to spur your mount to greater speed by making a DC 10 Ride skill check; if successful, your mount's speed increases by +5 feet for every +1 of your Base Reflex Save bonus for 1 round.
Swift Travel. If you spend 8 hours riding, you can increase the distance travelled by a number of miles equal to your Base Will Save bonus by sliding slightly into the spirit realms.

SmiloDan RPG Superstar 2012 Top 32 |

TOTEMS
EXORCIST
Abjure Magic. When your Base Will Save is +4, you can use dispel magic once every 3 rounds. When your Base Will Save is +6, you can use break enchantment. When your Base Will Save is +8, you can use greater dispel magic. When your Base Save is +10, you can use antimagic shell. When your Base Will Save bonus is +12, you can use mage’s disjunction, but this immediately ends your binding to the Exorcist totem spirit.
Counterspell. You can spend a full-round action and ready an action to counterspell. To successfully counterspell, you must make a Spellcraft skill check with a DC of 20 + the caster level of the spell you are attempting to counterspell. When your Base Will Save bonus is +4, you only spend a standard action to ready to counterspell. When your Base Will Save bonus is +8, you only spend a move action to ready to counterspell. When your Base Will Save bonus is +12, you only spend a swift action to ready to counterspell. Once you have successfully counterspelled, you must wait 3 rounds before doing so again.
Disrupt Spellcaster. You add your Base Fortitude Save bonus to the Concentration DC to cast defensively to the creatures that you threaten. When your Base Fortitude Save bonus is +7, you gain Spellbreaker as a bonus feat.
Hinder Outsider. When your Base Will Save is +2, you can use protection from chaos/evil/good/law. When your Base Will Save is +4, you can use magic circle vs. chaos/evil/good/law at will, but you can only have one magic circle in existence at a time; when you create a new one while an old one is in existence, the old one ceases immediately and instantly. When your Base Will Save is +6, you can use dimensional anchor once every 3 rounds. When your Base Will Save is +8, you can use banishment once every 3 rounds. When your Base Will Save is +10, you can use dimensional lock at will, but can only sustain a single dimensional lock effect at one time. When you use a new dimensional lock effect, the old one ceases immediately and instantly.
Sense Magic. You can use detect magic at will. When your Base Will Save is +5, you can use arcane sight. When your Base Will Save is +10, you can use greater arcane sight. You add your Base Will Save bonus to your Knowledge arcane, Knowledge planes, Spellcraft, and Use Magic Device skill checks.
Smite Spellcaster. A number of times per day equal to ½ your Base Fortitude Save bonus, you may spend a swift action and designate a creature as the target of your Smite Spellcaster ability. It must have the ability to cast spells or use spell-like effects; if you erroneously target a creature without the ability to cast spells or use spell-like effects, the Smite fails and you lose that use of it. Against the target of your Smite, you gain a bonus on all Saving Throws equal to your Charisma bonus. The target of your Smite is also subjected to a dispel magic effect each time you hit it. If you score a critical hit against the target of your Smite, it cannot use any spell, spell-like effect, or supernatural ability for a number of rounds equal to your critical hit multiplier. Your smite persists until your opponent is dead or unconscious, you target a different creature with your Smite Spellcaster ability, you end your binding to the Exorcist, or 24 hours have passed. When your Base Fortitude Save is +4, you gain Spell Resistance 5 + your totem binding level against the spells and spell-like effects of the target of your Smite. When your Base Fortitude Save is +8, you gain Spell Resistance 10 + your totem binding level against the spells and spell-like effects of the target of your Smite. When your Base Fortitude Save is +12, you gain Spell Resistance 15 + your totem binding level against the spells and spell-like effects of the target of your Smite.
Spell Shield. A number of times per day equal to your Base Fortitude Save bonus, you can spend an immediate action and gain total immunity against the effects of a single spell. This immunity persists for as long as you are bound to the Exorcist or until you change the spell you have immunity to as an immediate action. The level of the spell you choose to be immune to cannot exceed your Base Fortitude Save bonus (maximum 9th).
Steal Spell. Whenever you successfully sneak attack or score a successful critical hit against a spellcaster or creature with the ability to use spell-like abilities, you can steal a spell it has prepared or can spontaneously cast. The maximum level of the spell you can steal is equal to your Base Reflex Save Bonus minus 2 (minimum 0, maximum 9). If you steal a spell from a spellcaster that prepares spells, you steal prepared spell slot, and gain the use of that spell once, using the original caster‘s caster level and save DC. If you steal a spell from a spontaneous spell caster or a creature that uses spell-like abilities, it loses the ability to use that spell or spell-like ability for 1 minute, and you can use that spell or spell-like ability once, using the original caster’s caster level and save DC. You must use any stolen spell within 24 hours or lose the ability to cast it. You can store a number of spell levels equal to your totem binder level at one time; any excess spell levels are lost, and you select which excess spells are so removed from your ability to cast them.
Steal Spell Resistance. Whenever you successfully sneak attack or score a critical hit against a creature with spell resistance, you reduce the spell resistance of the creature by an amount equal to ½ your Base Reflex Save bonus. Whenever you reduce a creature’s spell resistance in this way, you gain Spell Resistance 5 + your totem binding level for a number of rounds equal to your Base Reflex Save bonus. When your Base Reflex Save bonus is +4, you gain Spell Resistance 10 + your totem binding level. When your Base Reflex Save bonus is +8, you gain Spell Resistance 15 + your totem binding level. When your Base Reflex Save bonus is +12, you gain Spell Resistance 20 + your totem binding level.
Trick Spell. A number of times per day equal to your Base Reflex Save bonus, you can reflect a spell that is targeting you back at its caster as an immediate action. The level of the spell reflected cannot exceed your Base Reflex Save bonus (maximum 9th).

SmiloDan RPG Superstar 2012 Top 32 |

DIABOLIST
Bind Fiend. When your Base Will Save is +2, you gain a familiar of your choice. Use your totem binding level as your wizard level for the purposes of determining the abilities of your familiar. When your Base Will Save is +6, you can use lesser planar binding. When your Base Will Save is +8, you can use planar binding. When your Base Will Save is +10, you can use greater planar binding. You must select an evil outsider to bind when using this ability.
Black Magic. You can use protection from good on yourself at will. When your Base Will Save bonus is +4, you can use magic circle against good. When your Base Will Save bonus is +6, you can use unholy blight once every 3 rounds.
Diabolical Alignment. While bound to the Diabolist totem spirit, the moral aspect of your alignment becomes Evil.
Fiend-blooded. When your Base Fortitude Save bonus is +6, you gain the Half-Fiend template.
Foul Fortitude. You add ½ your Base Fortitude Save bonus on all Saving Throws against the spells, spell-like effects, and supernatural abilities of Good Aligned creatures.
Mephitis Servant. When your Base Reflex Bonus is +2, you gain a mephit as a (mostly) loyal servant. You choose which kind of mephit serves you. The mephit adds your Base Reflex Save bonus to its AC, special attack Saving Throw DCs, and to each hit die as bonus hit points. Your mephit servant gains a profane bonus to its Attack Rolls, Damage Rolls, and Saving Throws equal to ½ your Base Reflex Save bonus. For every +3 of your Base Reflex Save bonus, both you and your mephitis servant gain +1d6 sneak attack damage when you flank the same opponent.
Silver Tongue. You add ½ your Base Reflex Save to all Charisma checks made with evil outsiders.
Summon Monster. When your Base Will Save bonus is +2, once every 3 rounds, you can use Summon Monster 1. When your Base Will Save bonus is +4, you may instead use Summon Monster II. Whenever your Base Will Save Bonus increases above +4, you can may instead use the next higher level of Summon Monster, up to a maximum of Summon Monster IX when your Base Will Save is +11. You can have only a single casting of Summon Monster active at any given time, and you cannot use this spell to summon any creature of Good alignment.

Spyder25 |

Spyder25 wrote:I don't know if you've posted these or not ( i read through them and didn't see them), but if you would make a river and mountain totems then it would fit well with the spirit folk that I have in my setting.I'm working on a Stone and Stream spirit. Also Snow, Storm, and Sky.
Awesome! Keep up the good work bub.

Tim4488 |
With Diabolical Alignment, does it mean that your alignment detects as evil and people can smite you as evil, or that you actually must behave evil while you are bound to it? Does it effectively change the character's outlook, or merely how he interacts with magic and the like? Will there be other similar totems? (A Lawgiver Ancestor that makes you Lawful, a Rebel Ancestor for Chaotic, and so on?)

SmiloDan RPG Superstar 2012 Top 32 |

With Diabolical Alignment, does it mean that your alignment detects as evil and people can smite you as evil, or that you actually must behave evil while you are bound to it? Does it effectively change the character's outlook, or merely how he interacts with magic and the like? Will there be other similar totems? (A Lawgiver Ancestor that makes you Lawful, a Rebel Ancestor for Chaotic, and so on?)
I was thinking your alignment actually changes when you choose to bind to that totem spirit....and maybe even stay that way afterward for a while.
I hadn't thought of the Lawgiver and Rebel, but I like it. I was thinking of making an Angel one, but as one of the combo-feats (possible healer-type ancestors and flying animal totems).

Tim4488 |
Tim4488 wrote:With Diabolical Alignment, does it mean that your alignment detects as evil and people can smite you as evil, or that you actually must behave evil while you are bound to it? Does it effectively change the character's outlook, or merely how he interacts with magic and the like? Will there be other similar totems? (A Lawgiver Ancestor that makes you Lawful, a Rebel Ancestor for Chaotic, and so on?)I was thinking your alignment actually changes when you choose to bind to that totem spirit....and maybe even stay that way afterward for a while.
Sounds reasonable, I was just asking for clarification. Thanks.

SmiloDan RPG Superstar 2012 Top 32 |

Hey SmiloDan, are you still working, or even interested, on this?
If you are, can I help?
If you aren't, would you mind if I adopt the idea?
I was taking a little break, but we could start it up again.
One thing I think that needs to be done is to whittle down the different totems and maybe focus on each one having a practical and mechanical theme.
For example, I was thinking of having the Mustelidae Totem focus on enhancing the combat effectiveness of Small or smaller characters.

VM mercenario |

Cool I'm better at helping and throwing ideas anyway.
I don't think whittling down the number of totems would be necessary. In fact the flavor kinda seems to demand as many totems as can be concieved. And the animal totems are only lacking the mustelidae, suinae, fish, songbird and possibly bat(Is there a bat already? I didn't see one)...
Also to not resurrect another thread:
ELDER (Will/Fort): While usually indicating age the main requirements for a tribesmen to join the council of elders are the wisdom learned from the spirits and bravery shown in the field of battle and is not unheard of young warriors being accepted as elders. Requirements: Bind Totem, channel energy Xd6, +X BAB (It could be taken by a brave/shaman, other +1 BAB/shaman or even maybe cleric/brave, and maybe the requirements could be changed so druid/brave was acceptable too...)

SmiloDan RPG Superstar 2012 Top 32 |

I think there should be plenty of Totems (12-15+ each for Ancestor, Animal, and Elemental, for a total of 40-50), I think some of the existent ones might have too many.
I have a mustelidae I should post that has about 12 or 15 different powers, I think. That might be a bit much. Also, a lot of different totems give identical or very similar abilities, and I want them to be pretty unique.

SmiloDan RPG Superstar 2012 Top 32 |

MUSTELIDAE
Badger‘s Burrow. You gain a burrow speed of 5 feet for every +2 of your Base Fortitude Save Bonus.
Ermine‘s Endurance. You gain cold resistance 5 for every +1 of your Base Fortitude Save Bonus.
Ferret‘s Tenacity. When grappling, you automatically succeed on CMB rolls to grapple to cause damage.
Fisher’s Resilience. A number of times per day equal to your Base Fortitude Save Bonus, as an immediate action, you gain DR equal to your Base Attack Bonus/bludgeoning or slashing for 1 round.
Marten’s Ferocity. You can use reduce person on yourself at will. You gain a number of bonus feats equal to half your Base Fortitude Save Bonus from the following list. You must meet requirements of the selected feats, and each time you are bound to the Mustelidae totem spirit you may select different feats.
Agile Maneuvers, Burrow Friend, Defensive Combat Training, Dodge, Go Unnoticed, Groundling, Low Profile, Mobility, Strike Back, Taunt, Under and Over, Underfoot, Weapon Finesse.
Mink Coat. You gain a bonus on Diplomacy and Knowledge nobility skill checks equal to your Base Will Save Bonus.
Mongoose Grace. You can choose to make a Reflex Save in place of a Fortitude Save to resist poison.
Otter Dance. You can use freedom of movement as an immediate action a number of rounds per day equal to your Base Reflex Save Bonus. You add your Base Reflex Save Bonus to Escape Artist and Swim skill checks. You may use your Dexterity modifier in place of your Strength modifier for Climb and Swim skill checks.
Polecat
Raccoon’s Resourcefulness. A number of times per day equal to your Base Will Save Bonus, you can use the Well Prepared feat, even if you do not qualify for it.
Sable Shadow. You gain a bonus to Stealth skill checks equal to your Base Reflex Save Bonus. When your Base Reflex Save Bonus is +2, you can spend a full round action and become invisible for a number of rounds equal to your Charisma bonus. When your Base Reflex Save Bonus is +4, it only takes a standard action. When your Base Reflex Save Bonus is +6, it only takes a move action. When your Base Reflex Save Bonus is +8, it only takes a swift action. When your Base Reflex Save is +10, you can use an immediate action to become invisible. When your Base Reflex Save is +12, you can turn invisible as a free action. When your Base Reflex Save Bonus is +6, you gain improved invisibility for a number of rounds equal to your Charisma bonus. This ability is usable a number of times per day equal to your Base Reflex Save.
Skunk‘s Stench. Once every 3 rounds, you can make a ranged touch attack with a range of 10 feet for every +1 of your Base Will Save Bonus. If you hit, the target is nauseated for a number of rounds equal to your Spirit Totemist level. All creatures adjacent to the target must make a Fortitude Save each round or be nauseated until no longer adjacent to the target. Creatures with the Scent ability suffer a -4 penalty to their saves.
Stoat Trip. You can enter the space of an opponent that is at least one size category larger than you and make a trip attempt. If successful, your opponent becomes prone and takes 1d6 points of damage for each size category larger than you it is. You gain a bonus equal to your Base Reflex Save Bonus on your CMB and CMD.
Weasel Out of It. A number of times per day equal to your Base Reflex Save Bonus, when you fail a Diplomacy skill check, you may immediately make a Bluff skill check with the same DC as the failed Diplomacy skill check and the results of the Bluff skill check in place of the Diplomacy skill check.
Wolverine. You gain 2 claw attacks that do damage equal to the unarmed attacks of a monk with a level equal to your Base Attack Bonus. When you are below half your normal maximum hit points, you gain Fast Healing equal to your Base Fortitude Save Bonus. You add your Constitution bonus to your Intimidate skill checks.

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Gray wrote:I like this idea a lot. Fits well with my homebrew. I wasn't sure if the mechanic you used for Counting Coupe worked for me, but I think it's growing on me. I do like the fact that a touch attack counts as that fits the flavor I'd be looking for.Yeah, Counting Coupe isn't my favorite power, but I wanted something relatively easy mechanically that gave a minor boost to combat. And it fits the flavor.
I think the problem is it is more then minor, since the counting coup number factors into:
-> hit-> damage
-> dr
-> init
-> saves
-> resistance
For hit/damage it is similar to the fighters weapon mastery, but applies to all things, not just sets of weapons.
for dr it by far exceeds barbarian dr
I don't have a comparison class for init
For saves it is worse/better then a paladin because a paladins saves are fixed based on his cha.
For resistance it is better then the barbarian totem resistance by both the rate it scales, and that he doesn't have to sacrifice a limited slot to get it.
For an always on ability, it just does to much, much better then any other class, and has no limitation.

SmiloDan RPG Superstar 2012 Top 32 |

SmiloDan wrote:Gray wrote:I like this idea a lot. Fits well with my homebrew. I wasn't sure if the mechanic you used for Counting Coupe worked for me, but I think it's growing on me. I do like the fact that a touch attack counts as that fits the flavor I'd be looking for.Yeah, Counting Coupe isn't my favorite power, but I wanted something relatively easy mechanically that gave a minor boost to combat. And it fits the flavor.
I think the problem is it is more then minor, since the counting coup number factors into:
-> hit
-> damage
-> dr
-> init
-> saves
-> resistanceFor hit/damage it is similar to the fighters weapon mastery, but applies to all things, not just sets of weapons.
for dr it by far exceeds barbarian dr
I don't have a comparison class for init
For saves it is worse/better then a paladin because a paladins saves are fixed based on his cha.
For resistance it is better then the barbarian totem resistance by both the rate it scales, and that he doesn't have to sacrifice a limited slot to get it.
For an always on ability, it just does to much, much better then any other class, and has no limitation.
Counting Coup (Ex). Beginning at 1st level, the Brave gains a +1 morale bonus on attack and damage rolls, as well as to his CMB and CMD, for the remaining of the encounter against an opponent they have already successfully struck in melee or made a successful melee touch attack against. This bonus increases to +2 at 5th level, +3 at 9th level, and +4 to 13th level, and +5 at 17th level.
Warpath (Su). Beginning at 3rd level, the Brave gains a Warpath power. He gains an additional Warpath ability at level 7 and every 4 levels there after. The Brave can activate a Warpath ability as an immediate action and it lasts for 1 round. The Brave can use his Warpath abilities for a number of rounds per day equal to his class level + his Constitution bonus.
Counting Coup only affects attack and damage rolls, plus CMB and CMD, ad only against 1 opponent.
Warpath gives some of those other benefits you were concerned about, but they're only usable a limited amount of times per day: level + Con bonus rounds. If that is too much, we can reduce it to 1/2 level + Con bonus, kind of like the monk's ki pool.