Totemist Classes (Brave, Shaman, and Trickster)


Homebrew and House Rules

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Totemists rely on binding with totem spirits to give them supernatural powers. Braves are warriors that use totems to make them excell in combat. Shamans are healers that use totems to grant them a variety of magical abilities. Tricksters are skillful manipulators that use totems to help them in their schemes. All Totemists have access to the same totem spirits; these spirits grant different abilities to the different totemist classes based on their nature. Multi-classed Totemist stack their different class levels for the caster level of their totem spirit abilities.

There are three categories of totem spirits: ancestral, animal, and elemental. Ancestral Totems represent idealized heroes from history. Animal Totems represent the many faces of the wild creatures. Elemental Totems represent the impersonal forces of nature.

Certain, rare, combinations of totems will occur after 8th level. These will be described in Mingled Spirit feats. Examples are the Berserker (Ursine animal totem and Savage ancestral totem), the Phoenix (Raptor animal totem and Sun elemental totem), and Mother Earth (Medicine Woman ancestor spirit with Stone elemental totem).

There will also need to be Prestige Classes designed for Brave/Shamans, Brave/Tricksters, and Shaman/Tricksters, with good Fortitude and Will, Fortitude and Reflex, and Reflex and Will saves, respectively.

Brave

Brave:
Brave

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Perception, Profession, Ride, Sense Motive, Survival, Swim.

Skill Ranks per Level: 4 + Intelligence modifier.

Braves are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (but not Tower Shields).

LEVEL ABILITY
1. Bind Totem, Initial Totems, Counting Coup +1
2. Totem
3. Warpath
4. Totem
5. Counting Coup +2
6. Totem
7. Warpath
8. Bind Two Totems, Totem
9. Counting Coup +3
10. Totem
11. Warpath
12. Totem
13. Counting Coup +4
14. Totem
15. Warpath
16. Bind Three Totems, Totem
17. Counting Coup +5
18. Totem
19. Warpath
20. Totem

Bind Totem (Su). The Brave can bind any totem he knows. He gains the ability to use any ability the totem grants that he qualifies for. The Save DC of any ability he gains from binding with a totem is equal to 10 + ½ his level + his Charisma modifier. At 8th level, the Brave can bind 2 totems at the same time, but both totems must be from different categories. At 16th level, the Brave can bind 3 totems at the same, selecting a single totem from each of the three categories of totems.

Initial Totems (Su). At 1st level, the Brave gains one Ancestral Totem, one Animal Totem, and one Elemental Totem. At 2nd level, and every 2 levels thereafter, the Brave selects an additional totem from any of the three categories of totems.

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.

Warpath Attack. The Brave gains a +2 bonus to his initiative for every +1 of his Counting Coup bonus.

Warpath Defense. The Brave gains DR 2/- per +1 of his Counting Coup bonus.

Warpath Dodge. The Brave gains a Dodge bonus to AC equal to his Counting Coup bonus.

Warpath Hardiness. The Brave reduces any ability damage, ability drain, or penalties to his ability scores by an amount equal to his Counting Coup bonus.

Warpath Healing. The Brave heals 5 hit points per +1 of his Counting Coup bonus.

Warpath Resistance. The Brave selects one of the following energy types: acid, cold, electricity, fire, or sonic. The Brave gains energy resistance 5 per +1 of his Counting Coup bonus against the selected energy type.

Warpath Saves. The Brave gains a +1 bonus to his Saving Throws for every +1 of his Counting Coup bonus.

Warpath Speed. The Brave gains a 10 foot enhancement bonus to his speed for every +1 of his Counting Coup bonus.

Warpath Steadiness. The Brave gains a +2 bonus to his CMD for every +1 of his Counting Coup bonus.

Warpath Toughness. The Brave gains 10 temporary hit points for every +1 of his Counting Coup bonus.

Shaman

Shaman:
Shaman

BAB: +½
Good Saves: Will
Hit Dice: 1d6

Class Skills: Bluff, Craft, Diplomacy, Disguise, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Spellcraft, Survival, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier.

Shamans are proficient in all Simple Weapons, Light Armor, and Shields (but not Tower Shields).

LEVEL ABILITY
1. Bind Totem, Channel Energy 1d6, Initial Totems
2. Bonus Feat, Totem
3. Channel Energy 2d6, Mercy
4. Totem
5. Channel Energy 3d6
6. Bonus Feat, Mercy, Totem
7. Channel Energy 4d6
8. Bind Two Totems, Totem
9. Channel Energy 5d6, Mercy
10. Bonus Feat, Totem
11. Channel Energy 6d6
12. Mercy, Totem
13. Channel Energy 7d6
14. Bonus Feat, Totem
15. Channel Energy 8d6, Mercy
16. Bind Three Totems, Totem
17. Channel Energy 9d6
18. Bonus Feat, Mercy, Totem
19. Channel Energy 10d6
20. Totem

Bind Totem (Su). The Shaman can bind any totem she knows. She gains the ability to use any ability the totem grants that she qualifies for. The Save DC of any ability she gains from binding with a totem is equal to 10 + ½ her level + her Charisma modifier. At 8th level, the Shaman can bind 2 totems at the same time, but both totems must be from different categories. At 16th level, the Shaman can bind 3 totems at the same, selecting a single totem from each of the three categories of totems.

Channel Energy (Su). As the cleric ability of the same name. Shamans can channel both positive and negative energy, regardless of their alignment.

Initial Totems (Su). At 1st level, the Shaman gains one Ancestral Totem, one Animal Totem, and one Elemental Totem. At 2nd level, and every 2 levels thereafter, the Shaman selects an additional totem from any of the three categories of totems.

Bonus Feat. At level 2, and every 4 levels thereafter (6, 10, 14, and 18), the Shaman selects a bonus feat from the following list. She must meet any requirements of the selected feat.

Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Extra Mercy, Improved Channel, Selective Channeling, Turn Undead, or any other feat that affects channeling positive or negative energy.

Mercy (Su). At 3rd level, and every 3 levels thereafter, the Shaman may select one mercy. Each mercy adds an effect to the shaman’s ability to channel positive energy. The effects of multiple mercies stack. Otherwise, mercies work as described under the paladin class on pages 61-62 of the Pathfinder Core Rulebook.

Trickster

Trickster:
Trickster

BAB: +¾
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier.

Tricksters are proficient in all Simple Weapons, the hand axe, longbow, rapier, sap, short bow, short sword, and throwing axe. Tricksters are proficient in Light Armor, but not any shields.

LEVEL ABILITY
1. Bind Totem, Initial Totems, Sneak Attack 1d6, Trapfinding
2. Totem, Tricky Skills
3. Evasion
4. Totem
5. Sneak Attack 2d6
6. Totem
7. Trick of Fate 1/day
8. Bind Two Totems, Totem
9. Sneak Attack 3d6
10. Totem
11. Improved Tricky Skills
12. Totem
13. Sneak Attack 4d6, Trick of Fate 2/day
14. Totem
15. Improved Evasion
16. Bind Three Totems, Totem
17. Sneak Attack 5d6
18. Totem
19. Trick of Fate 3/day
20. Greater Tricky Skills, Totem

Bind Totem (Su). The Trickster can bind any totem she knows. She gains the ability to use any ability the totem grants that she qualifies for. The Save DC of any ability she gains from binding with a totem is equal to 10 + ½ her level + her Charisma modifier. At 8th level, the Trickster can bind 2 totems at the same time, but both totems must be from different categories. At 16th level, the Trickster can bind 3 totems at the same, selecting a single totem from each of the three categories of totems.

Initial Totems (Su). At 1st level, the Trickster gains one Ancestral Totem, one Animal Totem, and one Elemental Totem. At 2nd level, and every 2 levels thereafter, the Trickster selects an additional totem from any of the three categories of totems.

Sneak Attack (Ex). At 1st level, the Trickster can sneak attack like a rogue for 1d6 points of damage. This increases by 1d6 points at 5th level and every 4 levels thereafter (9th, 13th, and 17th).

Trapfinding (Ex) A Trickster adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Trickster can use Disable Device to disarm magic traps.

Tricky Skills (Su). Whenever a Trickster is bound to a totem, the Trickster gains a number of bonus skill ranks equal to her Trickster level. The Trickster must choose skills from her list of class skills. Each time the Trickster binds herself to a new totem, she can select to distribute the skill ranks into the same or different skills. At 11th level, the Trickster gains double her level in skill ranks. At 20th level, she gains triple her level in skill ranks.

Evasion (Ex). The Trickster gains Evasion at 3rd level. This improves to Improved Evasion at 15th level.

Trick of Fate (Su). Once per day at 7th level, the Trickster can use a Trick of Fate. This can have one of three effects. First, it allows the Trickster to ignore the delay between uses of a totem power. Second, it allows the Trickster to re-roll any d20 roll as an immediate action before the success or failure of the first d20 roll are known. Third, the Trickster can use the Trick of Fate to take 10 on any d20 roll instead of rolling the d20. At 13th level, the Trickster can use Trick of Fate twice a day. At 19th level, she can use it 3 times per day.

Sample Totems

Sample Totems:

Ancestor Totem:

SCOUT:

Beast Friend. You gain a bonus on Handle Animal skill checks equal to your Base Will Save bonus. You can use the Handle Animal skill to make Diplomacy checks with animals and magical beasts with an Intelligence score of 1 or 2.

Pathfinding Guide. You gain a bonus on Knowledge geography and Survival checks equal to ½ your totem binder level. You always travel through terrain as if it were a good road. You can share this benefit with a number of allies equal to your Base Will Save bonus.

Skirmisher. If you move 10 or more feet per round and make an Acrobatics skill check with a DC equal to your opponent’s CMD, that opponent is considered flat-footed against your next attack. This only applies to ranged attacks if you are within 30 feet of your opponent.

Steady Hiker. You gain DR equal to your Base Fortitude Save bonus against non-lethal damage from hustling or performing a forced march.

Wild Stride. You can ignore a number of square of difficult terrain each round equal to your twice your Base Reflex Save bonus. In natural surroundings, you gain a bonus equal to your Base Reflex Save bonus on Acrobatics, Climb, and Stealth skill checks. When your Base Reflex Save bonus is +4, you can choose not to leave tracks. For every +3 of your Base Reflex Save, your land speed increases by +10 feet.

Animal Totems:

CANIDAE

Coyote Trick. When your Base Reflex Save bonus is +3, you gain sneak attack 1d6. For every additional +3 your Base Reflex Save bonus increases by, you gain an additional +1d6 of sneak attack. This sneak attack damage stacks with other sources of sneak attack damage.

Dingo Dash. Your speed increases by 10 feet for every +1 of your Base Reflex Save when you use the Withdraw from Combat action. You also gain a Dodge bonus equal to your Base Reflex Save when you Withdraw from Combat.

Hound dog’s Scent. You gain the scent ability.

Hyena’s Hideous Laughter. A number of times per day equal to your Base Reflex Save bonus, you can use Hideous Laughter.

Lick Your Wounds. A number of times per day equal to your Base Will Save bonus, you can heal a number of hit points equal to 10 multiplied by your Base Will Save bonus by touch. This touch is delivered by a kiss or lick as a standard action. You can heal your own wounds using this ability as a swift action.

Outfox. You add your Base Reflex Save bonus to your Bluff skill when you feint in combat. You can feint in combat as a move action. If you have the Improved Feint feat, you can feint in combat as a free action.

Puppy Dog Eyes. You gain a bonus to Diplomacy skill checks equal to your Base Reflex Save bonus. This ability only works once per day on any given target.

Watchdog. A number of times per day equal to your Base Will Save bonus, you can use Alarm. When your base Will Save is +7, you gain the ability to use Mage’s Faithful Hound instead.

Werewolf’s Toughness. You gain DR equal to your Base Fortitude Save bonus/silver.

Wolf Pack Attack. You gain a bonus equal to ½ your Base Reflex Save bonus to your attack rolls when you flank an opponent or benefit from the Aid Another action.

Wolf’s Howl. When your Base Will Save bonus is +2, you gain the use of Cause Fear. When your Base Will Save bonus is +4, you gain the ability to use Scare. When your Base Will Save bonus is +6, you can use Fear. When your Base Will Save bonus is +11, you can use Wail of the Banshee.

TURTLE

Hold Breath. You multiply the number of rounds you can hold your breath by your Base Fortitude Save bonus.

Snapping Turtle. You gain a bonus to your CMB equal to your Base Reflex Save on Disarm and Sunder attempts.

Swim. You gain a Swim speed equal to half your base land speed. You gain a +8 racial bonus to Swim skill checks and can always take 10 on Swim skill checks, even when threatened.

Tortoise Endurance. You reduce ability damage, ability drain, and ability score penalties by an amount equal to ½ your Base Fortitude Save bonus. You are immune to effects that age you.

Turtle Shell. You gain an armor bonus equal your Base Fortitude Save bonus. This is considered Heavy Armor, and reduces your land speed accordingly. You gain Heavy Armor Proficiency when using your Turtle Shell. The Turtle Shell armor provides an armor check penalty equal to ½ its armor bonus (rounded up) and has an arcane spell failure chance of 5% for every point of its armor bonus.

Turtle’s Slowness. When your Base Will Save bonus is +4, you can use Slow at will.

Wisdom of the Ages. You gain an enhancement bonus to Wisdom equal to your Base Will Save bonus.

The World on Your Back. When your Base Will Save Bonus is +10, you can use Earthquake at will.

Your Home On Your Back. You add your Base Fortitude Save bonus to your Strength score for the purposes of determining your Carrying Capacity. When your Base Will Save is +5 you can use Tiny Hut at will, but you can only have one in existence at one time.

Elemental Totem:

SUN

Body of the Sun. When your Base Fortitude Save bonus is +6, you can use Elemental Body I (fire only). When your Base Fortitude Save bonus is +8, you can use Elemental Body II (fire only). When your Base Fortitude Save bonus is +10, you can use Elemental Body III (fire only). When your Base Fortitude Save bonus is +12, you can use Elemental Body IV (fire only).

Fiery Gaze. You can use Flare at will as a swift action. When your Base Reflex Save bonus is +4, this improves to granting your opponent a 20% miss chance for 1 round if it fails the Will Save. When your Base Reflex Save bonus is +6, this improves further to grant your opponent a 50% miss chance for 1 round if it fails its Will Save.

Fury of the Burning Sun. When your Base Will Save bonus is +3, you can use Produce Fire. This improves to Flaming Sphere when your Base Will Save is +4, Fireball when your Base Will Save is +5, Wall of Fire when your Base Will Save is +6, Flame Strike when your Base Will Save is +7, Fire Seeds when your Base Will Save is +8, Delayed Blast Fireball when your Base Will Save bonus is +9, Fire Storm when your Base Will Save is +10, and Meteor Swarm when your Base Will Save is +11. After you use Fury of the Burning Sun, you must wait a number of rounds equal to the number of damage dice used before using it again.

Glory of the Blazing Sun. When your Base Reflex Save bonus is +3, you can use Faerie Fire. This improves to Glitterdust when your Base Reflex Save is +4, Daylight when your Base Reflex Save is +5, Searing Light (with a Fortitude Save to avoid being blinded 1 round) when your Base Reflex Save is +6, Sunbeam when your Base Reflex is +9, and Sunburst when your Base Reflex is +10.

Light of the Sun. You can use Light at will.

Shadowed Gaze. When your Base Fortitude Save bonus is +2, you gain immunity to being dazzled. When your Base Fortitude bonus is +6, you gain immunity to blindness.

Sun Shield. For every +3 of your Base Fortitude Save bonus, your melee attacks do an additional 1d6 points of fire damage, you gain fire resistance 10, and any opponent that strikes you with a non-reach melee weapon, natural attack, or unarmed strike takes 1d6 points of fire damage.

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Some additional elemental totems.

FOREST

Barkskin. When you have a Base Fortitude Save of +2, you benefit from the Barkskin spell. When your Base Fortitude Save is +4, you gain DR 5/slashing. This improves to DR 10/slashing when you have a Base Fortitude Save of +8, and DR 15/slashing when you have a Base Fortitude Save of +12.

Bounty of the Forest. You can use Goodberry a number of times per day equal to your Base Will Save bonus. When your Base Will Save increases to +5, you can use Create Food and Water and Plant Growth. When your Base Will Save increases to +8 Heroes Feast.

Forest Form. You can use Tree Shape at will. When your Base Will Save increases to +8, you can use Plant Shape I. When your Base Will Save increases to +10, you can use Plant Shape II. When your Base Will Save increases to +12, you can use Plant Shape III.

Forest Friend. You add your Base Will Save to any Bluff, Diplomacy, Intimidate, or Sense Motive skill check when interacting with Plant creatures. You can use Command Plants when your Base Will Save is +6. You can use Control Plants when your Base Will Save is +10.

Staff of the Forest. You can use Shillelagh at will. When your Base Fortitude Save increases to +4, the enhancement bonus on the staff increases to +2 and it causes damage as if it were 3 sizes larger than normal. When your Base Fortitude Save increases to +8, the enhancement bonus on the staff increases to +3 and it causes damage as if it were 4 times larger than normal. When your Base Fortitude Save increases to +12, the enhancement bonus on the staff increases to +4 and it causes damage as if it were 5 times larger than normal.

Trouble Underfoot. When you have a Base Reflex Save of +2, you can use Entangle. When you have a Base Reflex Save of +5, you can use Spike Growth. This improves to Spike Stones when your Base Reflex Save is +6, and Wall of Thorns when your Base Reflex Save is +7.

Walker in the Woods. You can use Woodland Stride and Trackless Step when your Base Reflex Save is +2. You can use Tree Stride when your Base Reflex Save is +6. You can use Transport Via Plants when your Base Reflex Save is +10.

MOON

Control Water. When your Base Will Save is +6, you can use Control Water.

Lunacy. When your Base Reflex Save is +2, you can use Lesser Confusion as a touch attack. When your Base Reflex Save is +6, you can use Confusion as a touch attack. When your Base Reflex Save is +10, you can use Insanity as a touch attack.

Lunatic Rage. A number of rounds per day equal to double your Base Fortitude Save bonus, you can Rage like a barbarian. While raging, you benefit from the Night Vision rage power, gaining darkvision with a range of 60 feet.

Moon Blessed. Your weapons, natural attacks, and unarmed strikes are considered silver for the purposes of bypassing damage reduction.

Moon Eyed. You gain Low-light Vision.

Tidal Forces. When your Base Will Save is +2, you can Pull or Push a single opponent within 30 feet by making a Rolling 1d20 + your binder level + your Charisma modifier against your opponent’s CMD. When your Base Will Save is +6, you can use Telekinesis. When your Base Will Save is +10, you can use Reverse Gravity.

Wildshape. When your Base Fortitude Save bonus is +5, you gain the ability to use Beast Shape I. When your Base Fortitude Save is +6, you can use Beast Shape II. When your Base Fortitude Save is +7, you can use Beast Shape III. When your Base Fortitude Save is +8, you can use Beast Shape IV. You can only assume the forms of animals when using Wildshape. You gain DR equal to your Base Fortitude Save bonus/silver while using Beast Shape.

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Animal Totem Spirit

LIZARD

All-Around Vision: When your Base Will Save bonus is +2, you cannot be flanked and add your Base Will Save to visual Perception skill checks.

Basilisk Gaze: When your Base Will Save bonus is +6, you gain a gaze attack with a range of 30 feet that petrifies opponents that fail a Fort save for a number of rounds equal to your totem binder level.

Chameleon Skin: When you have a Base Reflex Save bonus of +2, you can add your Base Reflex Save to Disguise and Stealth skill checks.

Fast Healing: When you have a Base Fortitude Save bonus of +6, you gain Fast Healing 1 whenever your hit point total is less than half your normal maximum number of hit points.

Hold Breath. You multiply the number of rounds you can hold your breath by your Base Fortitude Save bonus.

Intimidating Charge: When you have a BAB of +4, while charging, you gain +20 to your speed and can make an Intimidate skill check as a free action; all opponents within 30 feet that fail a Will save equal to your Intimidate skill check are shaken for 1d6 rounds.

Natural Armor. You gain a natural armor bonus equal to ½ your Base Fortitude Save bonus.

Poisonous Bite: When you have a Base Fortitude Save bonus of +3, you gain a poisonous bite. Treat the bite attack as a secondary natural bite attack that does 1d4 points of damage (if you are Medium) plus ½ your Strength bonus. It delivers a poison that causes 1d2 points of Dexterity for a number of rounds equal to your Base Fortitude Save bonus, cure is 1 save, the Saving Throw is Constitution based (10 + ½ your level + your Constitution modifier).

Prehensile Tail: When you have a Base Attack Bonus of +6, you can spend a full round action and grow a prehensile tail. This tail can be used as a 3rd arm, allowing you to wield a weapon or shield with it, use tools with it, or use it to perform somatic spell components. You also gain a bonus to Acrobatic skill checks by an amount equal to your Base Reflex Save bonus.

Regeneration: When you have a Base Will Save bonus of +5, you can use regenerate on yourself once per day.

Sticky Tongue: When you have a Base Reflex Save bonus of +4, you the gain Pull special ability with a range of 40 feet.

Swim: You gain a racial bonus on Swim skill checks equal to double your base Fortitude Save bonus. When this bonus reaches +8, you gain a Swim Speed equal to your base land speed and you can take 10 Swim skill checks, even if threatened.

Walk on Walls: When your base Fortitude Save bonus is +3, you gain a climb speed equal to your land speed and a +8 racial bonus to Climb skill checks. You are not considered flat-footed when you use the Climb skill.

Water Runner. When your Base Reflex Save bonus is +4, you gain the ability to walk on water for round. You must end your movement on solid ground or you end up in the water.


I've often desired to create a pre-Columbian native american setting. I like these class ideas of yours, all of them. I'd have never have given the brave a totem connection, as in the way you do above, but your way really makes sense!

<Forgive, this threadjack> you like to build unique classes and give interesting idea twists in them, I like that. Since I'm busier than Hell, in various publication projects, development on my Iron Age Celtic setting is slow. I need to develop two Prestige Classes for the setting. While I might go a completely different direction on them, I'd love to see your take on the ideas of these two PrC ideas I need to develop.

Myrrdin - the Tattooist Wizard. I'm starting to look at the base wizard as a runemaster carving spells in wood, stone or metal. The Myrrdin is a prestige class that takes the runemastery combined with arcane knotwork knowledge and apply them as permanent tattoo enchantments on recipients including himself - a kind of artificer in ink. Make him a five or ten level PrC and go with your own ideas.

Greater Fey Witch (?) - needs a better name. A Celtic Witch is an arcane spell caster whose magic involves both trafficking with and reliant on fey arcane sources for all her magic, including her familiar, though in all other ways follows the APG Witch class. The Greater Fey Witch (?) has evolved/transformed into a kind of fey being herself her magic should be much more primal, yet by its essence very "Fey". Casting should be a unique series of at will spell-like powers no more than five and could be a 5 level PrC.

Again, sorry for the threadjack - just thought my challenge could be an interesting experiment for you. <End Threadjack>

I know your Totemic classes aren't just for Native Americans, but that's the first thought in my head!

GP

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gamer-printer wrote:

I've often desired to create a pre-Columbian native american setting. I like these class ideas of yours, all of them. I'd have never have given the brave a totem connection, as in the way you do above, but your way really makes sense!

<Forgive, this threadjack> you like to build unique classes and give interesting idea twists in them, I like that. Since I'm busier than Hell, in various publication projects, development on my Iron Age Celtic setting is slow. I need to develop two Prestige Classes for the setting. While I might go a completely different direction on them, I'd love to see your take on the ideas of these two PrC ideas I need to develop.

Myrrdin - the Tattooist Wizard. I'm starting to look at the base wizard as a runemaster carving spells in wood, stone or metal. The Myrrdin is a prestige class that takes the runemastery combined with arcane knotwork knowledge and apply them as permanent tattoo enchantments on recipients including himself - a kind of artificer in ink. Make him a five or ten level PrC and go with your own ideas.

Greater Fey Witch (?) - needs a better name. A Celtic Witch is an arcane spell caster whose magic involves both trafficking with and reliant on fey arcane sources for all her magic, including her familiar, though in all other ways follows the APG Witch class. The Greater Fey Witch (?) has evolved/transformed into a kind of fey being herself her magic should be much more primal, yet by its essence very "Fey". Casting should be a unique series of at will spell-like powers no more than five and could be a 5 level PrC.

Again, sorry for the threadjack - just thought my challenge could be an interesting experiment for you. <End Threadjack>

I know your Totemic classes aren't just for Native Americans, but that's the first thought in my head!

GP

It sounds like the Tattoo Wizard might just need to use Arcane Mark and Permanency, and possibly an Item Creation feat, and Tattoo the subject on an area of the body that normally takes up a "slot" and give it the benefits of a magic item. It would cost the same as the magic item, with maybe a 5% reduction in cost per level of Tattoo Wizard. An arcane tattoo could be removed using Erase, but would also require a CL check with a DC equal to the Tattoo Wizard's caster level.

The greater fey witch might require the witch to make a pact with a supernatural being in order to gain power. In game terms, the GFW would get a spell-like or supernatural ability, or possibly the service of an entity or a one-time high level spell or magical effect, but would have to take a penalty, like a permanent penalty to Saving Throws, AC, hit points, ability scores, spell slots, blindness, deafness, muteness, sanity, a curse, etc.

There should probably be a rule for making a good pact and poor pact, with the cost or penalty of the good pact being less than the cost or penalty of the poor pact. Possibly, the GFW could get someone else to pay the cost for her. Under dire circumstances, there might even be human sacrifice involved.

The level of the service might be tied to class level, or class level might be used to reduce the penalty. A low level GFW might have to trade the life of a loved one to raise a dead comrade, but a high level GFW might only lose a finger....and possibly not even hers, but the raised one's.


Thanks, SmiloDan! I'll see what I can do with these.

Regarding your Animal Totems and your Brave class. I would think animal, Pony could fall in somewhere in there as a totemic animal, riding and warhorse as might be found in plains regions, like the Lakota, Blackfoot or Cheyenne.

GP

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gamer-printer wrote:

Thanks, SmiloDan! I'll see what I can do with these.

Regarding your Animal Totems and your Brave class. I would think animal, Pony could fall in somewhere in there as a totemic animal, riding and warhorse as might be found in plains regions, like the Lakota, Blackfoot or Cheyenne.

GP

Cool!

One of the neat aspects of my totemist classes (I think), is that all 3 classes use the same totems, but get different benefits from them. For example, The Forest totem grants the Brave a natural bonus to AC and DR/slashing, and a really big stick to whack foes with. The Forest grants the Shaman the ability to feed his allies, make friends with the creatures of the forest, and eventually turn into one. The Forest gives the Trickster the ability to confound his enemies by having the undergrowth hinder their movement, as well as giving the Trickster to move speedily through the woods.

And eventually, shaman and tricksters get the low-level brave abilities, the shaman and brave get the low-level trickster abilities, and the brave and trickster get the low-level shaman abilities.

This system also opens up some interesting multi-class combinations, even (or especially) between the totemist classes.

So the Pony totem would also have to provide some nifty features for the Shaman and Trickster in addition to the Brave. I can see the Pony Totem granting Mounted Combat bonuses to the Brave, maybe swiftness of foot to the Trickster, but I'm having trouble thinking of an ability to give the Shaman. Maybe the ability to be "ridden" like a horse, by various spirits and such? But that's kind of what the whole totemist class system is based on. Hmmm.... Horse sense?


Nice twist on incarnum. I like it!

Consider this stolen!

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Hexcaliber wrote:

Nice twist on incarnum. I like it!

Consider this stolen!

Incarnum???? That's that blue essentia system, right??? Didn't even look at it! This is more based on Binders from Tome of Magic.


I love the idea here. The boys are super genius have a base class shaman Thetis nice too. I always thought the 3.5 spiritshaman was dull. Shamans should not cast spells or at least not be a druid

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Yeah, from what Wikipedia tells me about shamans, they're healers who can peer into the spirit world.


SmiloDan wrote:
Yeah, from what Wikipedia tells me about shamans, they're healers who can peer into the spirit world.

The super genius version has spirit heal as a class features

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MerrikCale wrote:
SmiloDan wrote:
Yeah, from what Wikipedia tells me about shamans, they're healers who can peer into the spirit world.
The super genius version has spirit heal as a class features

Does it cure mental ability damage and drain, remove curses, and in general dispel fear and insanity?

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SERPENT

Anti-venom. When your Base Will Save is +1, you can use detect poison at will. When your Base Will Save is +4, you can use delay poison. When your Base Will Save is +7, you can use neutralize poison. When your Base Will Save is +10, you can use Break Enchantment.

Coils of the Leviathan. When your Base Fortitude Save bonus is +2, you gain Improved Grapple as a bonus feat. You can also constrict, causing damage equal to that of a monk with a level equal to your Base Attack Bonus. When your Base Fortitude Save is +5, you gain Greater Grapple as a bonus feat. You also gain the ability to swallow whole by making a successful grapple check against an opponent you have pinned. It takes damage equal to your constrict ability. You can swallow a creature up to 1 size category larger than yourself with this supernatural ability. It can free itself from your magical gullet by cutting itself out with a light piercing or slashing weapon. Your magical gullet has hit points equal to ½ your normal maximum hit points and has an AC of 10. Each round a creature is in your magical gullet, it takes damage equal to your constrict ability; half of this is acid and half is bludgeoning damage. A creature that cuts its way out of your magical gullet appears in a splash of gore in a random space adjacent to you.

Dragon’s Breath. You gain a breath weapon that causes 1d6 points of fire damage for every +1 of your Base Will Save bonus; targets within the area of effect of your breath weapon can make a Reflex Save for half damage. You can choose to breathe in a line that is 30 feet long or a cone that is 15 feet long. When your Base Will Save bonus is +6, you can breathe in a line that is 60 feet long or a cone that is 30 feet long. When your Base Will Save is +12, you can breathe in a line that is 120 feet long or a cone that is 60 feet long. Once you use your breath weapon, you must wait 1d4 rounds before using it again.

Hood of the Cobra. You add your Base Fortitude Save bonus to Intimidate skill checks. When your Base Fortitude Save bonus is +2, you gain Dazzling Display as a bonus feat. When your Base Fortitude Save bonus is +4, you gain Shatter Defenses as a bonus feat. When your Base Fortitude Save is +8, you gain Deadly Stroke as a bonus feat.

Naga’s Guardianship. You can use endure elements at will, but only one creature can benefit from it at once; if you cast it on a second creature, the benefit ceases for the first. When your Base Will Save bonus is +4, you can use shield other. When your Base Will Save bonus is +8, you can use antilife shell. When your Base Will Save is +12, you can use foresight.

Rattlesnake‘s Revenge. An opponent that successfully strikes you in melee provokes an attack of opportunity from you.

Serpent Strike. You add your Base Reflex Save bonus to your Initiative rolls. You gain Lunge as a bonus feat when your Base Reflex Save is +5. You gain Strike Back as a bonus feat when your Base Reflex Save is +10.

Serpent’s Tongue. You gain scent. You add your Base Reflex Save bonus to your Bluff skill. You can feint in combat as a move action. If you have the Improved Feint feat, you can feint in combat as a swift action. If you have the Greater Feint feat, you can feint in combat as a free action. When your Base Reflex Save bonus is +6, you gain the ability to speak and communicate two separate messages to two different groups simultaneously. You select who is a member of each group, and you determine what each group hears you say.

Torpor. You can choose to convert cold damage into non-lethal cold damage, but you become fatigued if you do so. If you are already fatigued when you use Torpor, you become exhausted instead. If you are already exhausted when you use Torpor, you fall asleep until you naturally heal or otherwise recover all non-lethal cold damage.

Venomous Bite. You gain a bite attack that causes 1d4 points of damage plus your Strength modifier. It injects of a poison that causes 1d3 points of Constitution damage if your target fails a Fortitude Save. The target must make an additional Fortitude Save for every +1 of your Base Fortitude Save until it makes a successful save.

Viper’s Gaze. You gain darkvision. When your Base Will Save bonus is +2, you gain a gaze attack with a range of 30 feet. Those subjected to your gaze attack must make a successful Will Save or be shaken for a number of rounds equal to your totem binding level. When your Base Will Save bonus is +4, those that fail their Will Save are also dazed for 1 round. When your Base Will Save is +6, those that fail their Will Save are instead Stunned for 1 round. When your Base Will Save is +8, those that fail their Will Save are paralyzed for a number of rounds equal to your totem binding level after being stunned. When your Base Will Save is +10, those that fail their Will Save are paralyzed for a number of hours equal to your totem binding level. When your Base Will Save is +12, those that fail their Will Save are permanently petrified.

Vision of the Pythoness. When your Base Will Save bonus is +6, you can use Scrying. When your Base Will Save is +10, you can use Greater Scrying

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FELIDAE

Cat fall. You can use feather fall at will.

Cat’s Eye. When your Base Will Save is +1, you gain lowlight vision. When your Base Will Save is +2, you gain darkvision with a range of 60 feet. When your Base Will Save is +3, you can see invisible. When your Base Will Save is +4, you can use clairvoyance. When your Base Will Save is +5, you can use arcane sight. When your Base Will Save is +6, you can use arcane eye. When your Base Will Save is +7, you can use prying eyes. When your Base Will Save is +8, you can use true seeing. When your Base Will Save is +9, you can use greater arcane sight. When your Base Will Save is +10, you can use greater prying eyes. When your Base Will Save is +11, you can use foresight. When your Base Will Save is +12, you gain blind sight with a range of 120 feet.

Cat’s Grace. You gain Weapon Finesse as a bonus feat. You add your Base Reflex Save bonus as an enhancement bonus to your Dexterity score.

Cheetah Chase. When your Base Reflex Save bonus is +4, you can spend a swift action and gain the benefits of haste for 1d4 rounds. You can use this ability a number of times per day equal to your Base Reflex Save bonus.

Jaguar Pounce. When your Base Fortitude Save bonus is +2, you gain the ability to make a full attack at the end of a charge.

Leopard’s Spots. When your Base Will Save bonus is +4, you can use blur. When your Base Will Save bonus is +6, you can use displacement.

Lion Roar. When your Base Will Save is +2, you can use sound burst. When your Base Will Save bonus is +6, you can use shout. When your Base Will Save bonus is +10, you can use greater shot. When your Base Will Save bonus is +12, you can use Wail of the Banshee.

Nine Lives. When your Base Will Save bonus is +6, you automatically benefit from a breath of life as an immediate action.

Path of the Black Panther. You gain a bonus equal to your Base Reflex Save bonus to Stealth skill checks. When your Base Reflex Save bonus is +3, you can become invisible as a full round action. When your Base Reflex Save bonus is +5, you can become invisible as a standard action. When your Base Reflex Save bonus is +7, you can become invisible as a move action. When your Base Reflex Save bonus is +9, you can become invisible as a swift action. This invisibility persists for a number of rounds equal to your level. When your Base Reflex Save bonus is +11, you gain greater invisibility instead of normal invisibility.

Tiger Claws. You gain 2 primary claw attacks that cause damage equal to a monk’s unarmed strike with a level equal to your Base Attack Bonus.


I kinda like WoW's twist on the shaman. Being a conduit of the elements of nature. Then using totems to gain extra effects and power ups. But thats just me.

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TOTEMS

CERVIDAE

Bull-headed. You add half of your Base Fortitude Save bonus to your Will Saves.

Bull Rush. You gain Improved Bull Rush as a bonus feat. When your Base Fortitude Save bonus is +5, you gain Greater Bull Rush as a bonus feat.

Bull Strength. You add your Base Fortitude Save bonus as an enhancement bonus to your Strength score.

Elk Heart. You add your Base Reflex Save bonus to your saving throws against fear effects.

Gazelle Leap. You add your Base Reflex Save bonus to your Acrobatics skill checks made to jump.

Minotaur’s Lament. When your Base Will Save bonus is +10, you can use maze.

Mountain Goat’s Grace. You add your Base Fortitude Save bonus to your Acrobatics skill checks made to balance and to Climb skill checks.

Ram Horns. You grow a pair of curling rams horns that cause damage equal to the unarmed strike of a monk with a level equal to your Base Attack Bonus. You add 1 ½ your Strength bonus to this damage. When you charge, you deal double damage and may make a Bull Rush attempt as a free action if you hit, gaining a bonus to your CMB equal to your Base Fortitude Save bonus.

Stag Crown. You add your Base Will Save bonus to your Knowledge nature and Knowledge nobility skill checks.

Stampede. As a full round action, you can summon a host of ghostly buffalo that stampede as you direct them. They fill an area 10 feet square for every +1 bonus to your Base Will Save. The stampede causes 1d6 points of damage for every +1 bonus to your Base Will Save and overruns everyone in the area of effect; those caught in the stampede can make a Reflex Save for half damage and to avoid being overrun. You can direct the stampede as a full round action; its speed is 40 feet, its AC is 10 + your Base Will Save, and each 10 foot by 10 foot area has hit points equal to ½ your normal maximum. A stampede has a duration equal to your Base Will Save bonus in rounds.

White-Tail Deer. You gain a +5 foot enhancement bonus to speed for every +1 of your Base Reflex Save bonus. When using the withdraw action, you gain a dodge bonus to your AC equal to your Base Reflex Save bonus. You gain Wind Stance as a bonus feat when your Base Reflex Save bonus is +5. You gain Lightning Stance as a bonus feat when your Base Reflex Save is +8.


I love these ideas


great work. do you plan to present this as a compiled document (like a pdf or something)?

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The post monster ate my post!!!!!

Basically, it dealt with the FREQUENCY of the totem powers. Should they be once every 5 rounds, once every 3 rounds, once every 1d4 rounds, recharge on 1, 1-2, and/or 1-3 on a d6, etc. etc. ????


Use 1/3 rounds. Sounds like a reasonable compromise and avoids rolling dice to determine when you have power. Extra dice rolling isn't that much fun.


1/3 works for me

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And it kind of jives with the totem binder theme. 3 base classes (brave, shaman, trickster), 3 kinds of totems (ancestral, animal, and elemental), and eventually you can bind 3 totems at once.


SmiloDan wrote:
And it kind of jives with the totem binder theme. 3 base classes (brave, shaman, trickster), 3 kinds of totems (ancestral, animal, and elemental), and eventually you can bind 3 totems at once.

Dude, you rock! That's all I have to say. Also, can you do me a favor and check out the races for my world?

Here is the link- http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/untitled7u84s

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TOTEMS

CHIEFTAIN

Aura. You can project an aura that affects all allies within 30 feet. Activating an aura is a swift action. You can only project a single aura at a time. You can select to project one of the following auras:

Aura of Battle. You add half your Base Fortitude Save bonus to the attack and damage rolls of your allies.
Aura of Command. You add half your Base Reflex Save bonus to the skill checks of your allies.
Aura of Defense. You add half your Base Fortitude Save bonus to the CMD of your allies.
Aura of Dodging. You add half your Base Reflex Save bonus as a dodge bonus to the AC of your allies.
Aura of Durability. You grant damage reduction (DR 1/-) equal to half your Base Fortitude Save to your allies.
Aura of Healing. You grant fast healing equal to half your Base Will Save to all allies below half their normal maximum hit point total.
Aura of Magical Potency. You add half your Base Will Save bonus to the caster level checks and saving throw DCs of the spells, spell-like abilities, and supernatural abilities of your allies.
Aura of Readiness. You add half your Base Reflex Save bonus to the initiative rolls of your allies.
Aura of Safety. You add half your Base Will Save bonus to the Saving Throws of your allies.

Commanding Presence. You add your Base Fortitude Save bonus to your Diplomacy and Intimidate skill checks.

Great Ally. You add half your Base Reflex Save bonus to your attack and damage rolls when you flank an opponent. You add half your Base Reflex Save bonus to your rolls when you use the Aid Another action.

Shield Mastery. You are proficient will all shields, including Tower Shields. You add half your Base Reflex Save bonus to your shield bonus to AC. You add your shield bonus to your Reflex Saves against area effects. When your Base Fortitude Save bonus is +4, you benefit from evasion when using a shield. When your Base Fortitude Save bonus is +8, you benefit from improved evasion when using a shield.
When your Base Fortitude Save bonus is +12, you add your shield bonus to AC to your touch AC.

Wise Warrior. When you are wearing no armor and have only a light load, you can add your Wisdom bonus (up to an amount not exceeding your Base Will Save bonus) to your AC. This bonus applies to your touch AC and even when you are flat-footed, but not when you are helpless or immobilized.

HUNTER

Arrow Sense. You gain proficiency in composite longbows, composite shortbows, longbows, and shortbows. You may select a number of bonus feats equal to half your Base Fortitude Save bonus from the following list. You must meet any requirements of the selected feats.
Deadly Aim, Far Shot, Improved Precise Shot, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Throw Anything.

Favored Enemy. When you bind with the Hunter Totem, choose 1 favored enemy from the ranger’s list of choices. You add your Base Reflex Save bonus to your attack and damage rolls against your selected favored enemy, as well as to Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks associated with your Favored Enemy.

Hunter’s Sight. When your Base Will Save bonus is +2, you can use detect animals or plants. When your Base Will Save is +4, you can use hide from animals. When your Base Will Save bonus is +6, you gain the use of commune with nature.

Hunter’s Strike. When you hit an opponent that is flat-footed, you add your Base Fortitude Save bonus to the damage.

Track. You add half your totem binding level to Survival skill checks.

URSINE

Bear Claw. You gain two primary claw attacks that deal damage equal to the unarmed strike of a monk with a level equal to your Base Attack Bonus. If you hit with both claws against the same opponent, you can make a grapple check as a free action.

Bear Hug. When your Base Fortitude Save bonus is +2, you gain Improved Grapple as a bonus feat. You can also constrict, causing damage equal to that of a monk with a level equal to your Base Attack Bonus when you make a successful grapple check. When your Base Fortitude Save is +5, you gain Greater Grapple as a bonus feat.

Bear’s Endurance. You add your Base Fortitude Save bonus as an enhancement bonus to your Constitution score.

Cave Bear’s Lair. When your Base Will Save bonus is +4, you can use rope trick. When your Base Will Save is +7, you can use passwall. When your Base Will Save is +10, you can use mage’s magnificent mansion.

Mama Bear. When your Base Will Save bonus is +4, you can use Shield Other as an immediate action. For every +2 increase to your Base Will Save bonus above +4, the deflection bonus to AC and resistance bonus to Saving Throws that you grant to your ally improves by +1.

Papa Bear. You can use enlarge person as a swift action on yourself when your Base Fortitude Save bonus is +4.

Polar Bear. You gain cold resistance 5 for every +1 of your Base Fortitude Save bonus.

Salmon Snatch. You gain a bonus equal to your Base Reflex Save bonus on attack rolls against targets smaller than yourself, up to +2 per size category between your size and your opponent’s size.

VERMIN

Ant March. Your speed does not decrease due to your encumbrance or the wearing of medium or heavy armor. The size of the load you can carry is determined as if you were one size category larger than normal, and you receive a bonus to your Strength score equal to your Base Fortitude Save bonus for the purposes of determining your heavy load.

Cloud of Butterflies. For every +2 to your Base Reflex Save, you gain a 10% miss chance from the cloud of butterflies surrounding you, to a maximum of 50% when your Base Reflex Save is +10.

Comb of the Honeybee. You can make a number of potions each day whose combined spell levels equals your Base Will Save bonus. These potions can be made from any spell list, have a maximum spell equal to ½ your Base Will Save bonus (maximum 3rd), have a caster level equal to your totem binding level, and become inert when you cease being bound to the Vermin Totem.

Fly on the Wall. When your Base Will Save is +5, you can use clairaudience/clairvoyance. When your Base Will Save is +7, you can use arcane eye.

Glow Worms. You can use dancing lights.
Grasshopper Leap. You gain a +5 on Acrobatic skill checks made to jump for every +1 of your Base Reflex Save bonus.

Mosquito Bite. You can make a melee touch attack that causes 1d6 points of damage per +1 of your Base Will Save bonus. You gain a number of temporary hit points equal the damage caused, which persist for a number of minutes equal to your totem binding level.

Summon Swarm. When your Base Will Save bonus is +4, you can use summon swarm. When your Base Will Save is +7, you can use insect swarm. When your Base Will Save is +9, you can use creeping doom.

Wings of the Scarab. You grow a pair of beetle-like wings on your back. They grant you the benefits of a shield spell. You can choose to drop the benefits of the shield spell as a swift action to gain a flight speed of 10 feet for every +1 of your Base Reflex Save bonus with perfect maneuverability for 1 round.


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.

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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.


We need more. And u should put this in a PDF or something it's a great idea

Or better yet paizo should put out a book compiling the best fan stuff like these classes

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I'll probably work on a Spider/Anansi totem next. It will have spidery powers (spider climb, web, poison, tremorsense) and also deal with aspects of the weaver of fate (moment of prescience, augury, divination, etc.), and possibly an obsession with scissors.... ;-)


SmiloDan wrote:
I'll probably work on a Spider/Anansi totem next. It will have spidery powers (spider climb, web, poison, tremorsense) and also deal with aspects of the weaver of fate (moment of prescience, augury, divination, etc.), and possibly an obsession with scissors.... ;-)

Cool. Keep em coming

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SPIDER

Illusory Wall. When your Base Reflex Save bonus is +6, you can use illusory wall at will. You can only have one illusory wall in existence at one time. As soon as you make a new illusory wall, your old illusory wall disappears.

Leaping Spider. You gain a bonus equal to your Base Fortitude Save bonus on Acrobatic and Escape Artist skill checks.

Poison. You gain a poisonous bite that causes 1d4 (1d3 if you are Small) points of damage + your Strength modifier. It causes 1d3 points of Strength damage for 1 round, plus 1 additional round for every +1 of your Base Fortitude Save bonus. A successful Fortitude Save cures the poison, but not any accumulated Strength damage.

Spider Trap. When your Base Reflex Save bonus is +5, you can use glyph of warding; in addition to causing damage, it entangles any targets for 1 round per totem binding level if they fail their Reflex Save. When your Base Reflex Save is +8, you can use greater glyph of warding; in addition to causing damage, it grapples any targets for 1 round per totem level if they fail their Reflex Save, otherwise they are entangled if they took any damage from the greater glyph of warding.

Spider Walk. You gain a climb speed equal to your Base Reflex Save bonus multiplied by 5 feet. You gain a +8 racial bonus to Climb skill checks. When your Base Reflex Save bonus is +4, you do not lose your Dexterity bonus to your AC when you climb. You are immune to being entangled by webs. You add your Base Reflex Save bonus to your CMD to avoid being bull rushed, over run, or tripped.

Spinner. A number of times per day equal to your Base Fortitude Save bonus, you can make 50 feet of silk rope.

Stalker. You gain a bonus to Perception and Stealth skill checks equal to your Base Reflex Save bonus.

Summon Swarm. When your Base Will Save is +4, you can use summon swarm to summon a swarm of spiders.

Tremorsense. You gain Tremorsense with a range of 10 feet per +1 to your Base Will Save bonus.

Weaver of Fate. When your Base Will Save bonus is +2, you can use deathwatch. When your Base Will Save bonus is +4, you can use augury. When your Base Will Save is +6, you can use divination. When your Base Will Save bonus is +8, you can use commune. When your Base Will Save bonus is +10, you can use discern location. When your Base Will Save bonus is +12, you can use foresight.

Web. You can cast Web once every 3 rounds when your Base Reflex Save bonus is +4.

Web Shooter. You can shoot out sticky lines of webbing from your hands as a free action. You make a ranged touch attack with a maximum range of 10 feet for every +1 of your Base Reflex Save bonus. If you hit, you can make a Pull attempt as an attack action by making a CMB roll with a bonus equal to your Base Reflex Save bonus. If you are successful, you move your target along a straight line between its initial position and your position; you can stop it at any point along this line. When your Base Reflex Save bonus is +4, you can spend a free action and make a ranged touch attack and if successful, make the Pull attempt as a swift action.
You can also use your sticky lines to brachiate in most forested and urban locations, swinging on lines of webbing. You gain an effective flight speed equal to your Base Reflex Save bonus multiplied by 10 feet; you can use Acrobatics or Climb skill checks in place of any Fly skill checks you would normally make. It takes a move action to Fly up to 10 feet multiplied by your Base Reflex Save bonus; when your Base Save bonus is +4, you can spend a swift action to move this distance.
You can also shoot webbing from your hands as an immediate action and gain the benefits of featherfall.

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RODENTIA

Beaver Dam. You can summon a number of 5 foot by 5 foot barriers of wood equal to your Base Will Save bonus; they must be placed within Close range of you. They are 2 ½ feet tall and create difficult terrain for creatures attempting to pass through them. If you choose to place 2 barriers in the same 5 foot by 5 foot square, they create a wall 5 feet high with a Climb skill DC equal to 10 + your totem binding level + your Charisma modifier. You can place multiple barriers in the same square, up to your Base Will Save bonus. This creates a structure 2 ½ feet tall for every +1 of your Base Will Save bonus. You can create a number of Beaver Dams equal to your Base Will Save bonus at one time. If you create a number in excess to this, the oldest Beaver Dam immediately disappears.

Black Plague. When your Base Will Save is +5, you can use contagion once every 3 rounds.

Gopher Burrow. You gain a burrow speed equal to 5 feet for every +1 of your Base Fortitude Save bonus. You can choose to leave a tunnel behind you or not.

Guinea Pig. Once per day for every +1 of your Base Fortitude Save bonus, as an immediate action, you can re-roll a Saving Throw before finding out if the result is a success or failure. You must take the results of the re-roll, even if it is worse than the original roll.

Pack Rat. You gain a bonus equal to your Base Reflex Save bonus on Appraise and Sleight of Hand skill checks. You also gain access to an interdimensional space that can store 10 pounds of equipment for every +1 of your Base Reflex Save bonus. You can store or retrieve an item from this interdimensional space a free action, allowing you to emulate the Quick Draw feat when retrieving a weapon from the interdimensional space.

Prairie Dog Pop. A number of times per day equal to your Base Reflex Save bonus, you can teleport a distance equal to 10 feet for every +1 of your Base Reflex Save bonus. When your Base Reflex Save bonus is +4, you can use Prairie Dog Pop as a move action. When your Base Reflex Save bonus is +8, you can use Prairie Dog Pop as a swift action. When your Base Relflex Save bonus is +12, you can use Prairie Dog Pop as an immediate action; if this is done in response to an attack, you there is a 50% chance the attack misses.

Quiet as a Mouse. You gain a bonus on Stealth skill checks equal to your Base Reflex Save bonus. You can use silence, centered on you, a number of times per day equal to your Base Reflex Save bonus. When your Base Reflex Save bonus is +7, you can use silence as a swift action.

Quills of the Porcupine. You grow a coat of sharp quills, granting you an enhancement bonus to your armor’s AC equal to ½ your Base Fortitude Save bonus. Anyone striking you with a natural weapon, unarmed strike, or non-reach melee weapon takes damage equal to your Base Fortitude Save bonus. Once every 3 rounds, you can use a Quill Burst as a swift action. This shoots off all of your quills, removing your enhancement bonus to your armor bonus to AC. This sickens and causes 1d6 points of damage for every +1 of your Base Fortitude Save bonus to every creature adjacent to you; a successful Reflex Saving Throw negates the sickened effect and halves the damage.

Rat Tooth. You can cause a number of points of damage equal to your Base Fortitude Save bonus to an object as a full round action. You ignore 1 point of hardness per level when you damage items.

Small as a Squirrel. You can use reduce person on yourself.
When your Base Will Save Bonus is +4, you can become Tiny, becoming ¼ as tall and weighing 1/64th as much. You take a -4 size penalty to Strength (minimum 1), a +4 size bonus to Dexterity, a +2 size bonus to attack rolls and AC, a -2 size penalty to CMB and CMD, a +8 size bonus to Stealth skill checks, and a +4 size bonus to Fly skill checks.
When your Base Will Save Bonus is +8, you can become Diminutive, becoming 1/8 as tall and weighing 1/512 as much. You take a -8 size penalty to Strength (minimum 1), a +8 size bonus to Dexterity, a +4 size bonus to attack rolls and AC, a -4 size penalty to CMB and CMD, a +12 size bonus to Stealth skill checks and a +6 size bonus to Fly skill checks.
When your Base Will Save Bonus is +12, you can become Fine, becoming 1/16 as tall and weighting 1/4096 as much. You take a -12 size penalty to Strength (minimum 1), a +12 size bonus to Dexterity, a +8 size bonus to attack rolls and AC, -8 size penalty to CMB and CMD, a +16 size bonus to Stealth skill checks and a +8 size bonus to Fly skill checks.

Summon Swarm of Rats. When your Base Will Save bonus is +4, you can use summon swarm to summon a swarm of rats. You can summon (and control) a maximum number of swarms equal to your Base Will Save bonus.


I've been meaning to read up these for quite some time but every time I see a new addition it seems to be a lot more added to the original so I find myself saying "I'll read it later" :O


This would be cool as part of an Arcadia supplement

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I need ideas for the more Elemental and Ancestral Totem Spirits.

And if anyone wanted to try their hand at designing a Totem Spirit or two, that'd be cool too!

Remember, any Totem Class (Brave, Shaman, and Trickster), learns only about 13 spirits ever: 3 at 1st level (1 each of Ancestral, Animal, and Elemental), and an additional one at every even level thereafter.

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TOTEMS

I really wanted to add some features to the corvidae that were reminiscent of the corvidae characters from Charles DeLint's Newford novels, like Raven, the Crow Girls, etc. I might make an "evil" counterpart to the corvidae: the cuckoo.

CORVIDAE

Blinding Critical. When your Base Attack Bonus is +15, you gain Blinding Critical as a bonus feat.

Creator’s Cauldron. You gain a number of bonus item creation feats equal to ½ your Base Will Save bonus. For the purposes of item creation, you may add your Base Will Save bonus to Craft, Knowledge, Profession, Spellcraft, and Use Magic Device skill checks. When your Base Will Save bonus is +6, you can use minor creation. When your Base Will Save bonus is +7, you can use fabricate or major creation.

Crow’s Claw. You add your Base Fortitude Save bonus to your Bluff skill checks used to feint in combat. If you hit an opponent in melee while they are flat-footed, they are blinded for 1 round.

Devour the Dead. You add your Base Will Save bonus to any damage you cause to undead. If you damage undead with positive energy, you add double your Base Will Save bonus to any damage you cause undead. If you destroy an undead creature, you heal a number of hit points equal to your Base Will Save bonus. Any excess hit points are temporary hit points that last up to 1 hour.

Jackdaw’s Kiss. You add your Base Reflex Save bonus to your Sleight of Hand skill checks. When your Base Reflex Save bonus is +4, you can use touch of idiocy once every 3 rounds; if you use touch of idiocy against a flat-footed opponent, you can add half your Base Reflex Save bonus to the penalty to your target’s Intelligence, Wisdom, and Charisma.

Magpie’s Mirror. You can use mirror image, gaining 1 image for every +1 of your Base Reflex Save. When your Base Reflex Save is +6, you can use mislead. When your Base Reflex Save is +8, you can use project image.

Murder of Crows. When your Base Will Save bonus is +10, you can become a swarm of Diminutive crow-like shadows that fills two 10-foot squares (or eight contiguous 5 foot squares, shapeable as you desire. The duration is 24 hours or until you dismiss it as a free action. In this swarm-like form, you gain the following characteristics and traits.
—Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6.
—Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.
—Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through.
—Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the
swarm.
—Swarm Attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your
alignment.
—Blindness: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be blind for 1 round.
—Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level).
—Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form.
You can take only move actions while under the effect of Murder of Crows.

Raven Eye. When your Base Will Save is +7, you can use scrying. When your Base Will Save is +10, you can use greater scrying.

Ravening Ravager. You add your Base Fortitude Save bonus to your weapon damage rolls against opponents that are shaken, frightened, panicked, or cowering. You gain a bonus against fear effects equal to your Base Fortitude Save bonus.

Rook Cunning. You can use deathwatch. You add your Base Reflex Save bonus to your Disable Device skill checks and Knowledge nature skill checks relating to weather. When your Base Reflex Save is +9, you can use control weather.

Scarecrow. When your Base Will Save bonus is +2, you can use cause fear or doom once every 3 rounds. When your Base Will Save bonus is +4, you can also use scare. When your Base Will Save bonus is +6, you can use fear. When your Base Will Save bonus is +8, you can use eyebite.


Coyote, Cougar, Beaver, Hare, Tortoise, Rattlesnake - just sticking with American Native motif.

Or Hawaiian: Shark, Owl, Monitor Lizard...

You could always go HOL (Human Occupied Landfill) with totems of Lemmings and Sea cucumbers - LOL.

GP

RPG Superstar 2012 Top 32

TOTEMS

PRIMATE

Brachiate. You can brachiate in most forested and urban locations, swinging from branch to branch or window sill to chimney to pipe. You gain an effective flight speed equal to your Base Reflex Save bonus multiplied by 5 feet; you can use Acrobatics or Climb skill checks in place of any Fly skill checks you would normally make. It takes a move action to Fly up to 5 feet multiplied by your Base Reflex Save bonus.

Gorilla Display. You add your Base Will Save bonus to your Intimidate skill checks and you add ½ your Base Will Save bonus to the Save DC of any fear-based effect you use.

King of Beasts. You gain the Powerful Build trait. Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category.
When your Base Fortitude Save Bonus is +3, you can become Large; your height doubles and your weight increases by a factor of 8; you gain a +8 size bonus to Strength, a -2 size penalty to Dexterity, a +4 size bonus to Constitution, and a +2 size bonus to natural armor; you get a -1 size penalty to attack rolls and AC, a +1 size bonus to CMB and CMD, a -4 size penalty to Stealth and a -2 size penalty to the Fly skill.
When your Base Fortitude Save Bonus is +6, you can become Huge; your height quadruples and your weight increases by a factor of 64; you gain a +16 size bonus to Strength, a -4 size penalty to Dexterity, a +8 size bonus to Constitution, and a +3 size bonus to natural armor; you get a -2 size penalty to attack rolls and AC, a +2 size bonus to CMB and CMD, a -8 size penalty to Stealth, and a -4 size penalty to the Fly skill.
When your Base Fortitude Save Bonus is +9, you can become Gargantuan; your height increases by a factor of 8 and your weight increases by a factor of 512; you gain a +24 size bonus to Strength, a -4 size penalty to Dexterity, a +12 size bonus to Constitution, and a +4 size bonus to natural armor; you get a -4 size penalty to attack rolls and AC, a +4 size bonus to CMB and CMD, a -12 size penalty to Stealth, and a -6 size penalty to the Fly skill.
When your Base Fortitude Save Bonus is +12, you can become Colossal; your height increases by a factor of 16 and your weight increases by a factor of 4096; you gain a +32 size bonus to Strength, a -4 size penalty to Dexterity, a +16 size bonus to Constitution, and a +5 size bonus to natural armor; you get a -8 size penalty to attack rolls and AC, a +8 size bonus to CMB and CMD, a -16 size penalty to Stealth, and a -8 size penalty to the Fly skill.
For each increase in size category, your base weapon damage also increases by 1 category. It takes 1 round to increase or decrease a size category. Once you assume a new size category, you remain that size until you choose to change it or until you are no long bound to the Primate totem spirit.

Monkey Paw. When your Base Will Save bonus is +5, you can use bestow curse once every 3 rounds. When your Base Will Save bonus is +10, you double the penalty caused when you use bestow curse.

Monkey See, Monkey Do. If you see some one perform a skill you are not trained in, the following round you may attempt to perform that skill, even if it is not normally allowed to be used untrained. If it is able to be used untrained, you add your Base Reflex Save bonus to the skill check.

See No Evil, Hear No Evil, Speak No Evil. Your alignment cannot be detected. You are immune to any effect that causes harm based on alignment.

Tool Use. A number of times per day equal to your Base Reflex Save, you can summon a tool or piece of equipment. This item persists for a number of rounds equal to your totem binding level; you can increase this to a number of minutes equal to your totem binding level by spending an additional daily use of this ability. You can increase the duration to a number of hours equal to your totem binding level by spending 2 additional daily uses of this ability. You can spend an additional daily use of this ability to summon a masterwork version of the piece of equipment. You can only summon a piece of equipment with a base cost of 100 gps or less. You can spend an additional daily uses of this ability to increase the gold piece limit by 100 for each additional use. It is possible to summon magic items using this ability, but you cannot summon a “partial” or “used” magic item, such as a wand with only 5 charges.

RPG Superstar 2012 Top 32

TOTEMS

RAPTOR

Buzzard’s Gullet. You reduce the amount of ability damage or drain you take from disease or poison by an amount equal to your Base Fortitude Save bonus.

Eagle Claw. You gain 2 primary claw attacks that cause damage equal to the unarmed damage of a monk with a level equal to your Base Attack Bonus.

Eagle’s Splendor. You add your Base Will Save bonus as an enhancement bonus to your Charisma score.

Falcon’s Flight. You gain a bonus equal to your Base Reflex Save bonus of Fly skill checks. When your Base Reflex Save bonus is +2, you can use Swift Fly once every 3 rounds. When your Base Reflex Save bonus is +4, you gain a flight speed of 10 for every +1 of your Base Reflex Save bonus, with good maneuverability.

Harrier. You are able of chasing down prey with great swiftness. When using the run action, you add 5 multiplied by your Base Fortitude Save bonus to your speed.

Kite in the Storm. You can call down lightning upon your opponents. You can cause a vertical bolt of lightning to strike a single opponent within 10 feet per totem binder level. This causes 1d6 points of damage per +1 of your Base Will Save bonus.

Hawkeye. You add your Base Reflex Save bonus on Perception skill checks.

Owl’s Flight. When your Base Will Save bonus is +2, you gain feather fall. You add your Base Will Save bonus to your Stealth skill checks. When your Base Will Save is +4, you gain a flight speed of 5 feet for every +1 of your Base Will Save bonus, with average maneuverability. You can use silence, centered on yourself, a number of times per day equal to your Base Will Save bonus.

Snatch. You add your Base Fortitude Save bonus to Disarm and Grapple checks. If you hit the same opponent with both of your claw attacks, you may make a grapple check as a free action.

Vulture. You can use purify food and water at will. When your Base Will Save bonus is +2, you can use shield other; the bonuses to AC and Saving Throws are equal to ½ your Base Will Save bonus.


Totem of Cetaceans (whales & dolphins) and Pennipedia (Seals, Walruses, Sea Lions, Manitee) - for tribal coastal peoples. I can see long time holding breath underwater, swim enhancements, whale song ability (?), long distance communication, sense direction at sea, keeping warm in cold water, etc.

GP

RPG Superstar 2012 Top 32

gamer-printer wrote:

Totem of Cetaceans (whales & dolphins) and Pennipedia (Seals, Walruses, Sea Lions, Manitee) - for tribal coastal peoples. I can see long time holding breath underwater, swim enhancements, whale song ability (?), long distance communication, sense direction at sea, keeping warm in cold water, etc.

GP

Dolphin was next on my short list, but I like the addition of whales. Too bad I just statted out the Kongoidization of getting to Colossal size for the Primate.

Maybe have the Primate Biggy be Fortitude based and the Cetacean Biggy be Reflex based? I don't see a lot of Reflex, Trickster-class stuff for the whales, so maybe becoming Whale-sized will do the trick?

EDIT: I can see whale song as being "telepathic" communication with anyone touching the water. Maybe spells like message, sending, helping hand, etc. Definitely blindsense (and Blindfight), and possibly blindsight at high levels. Maybe some DR/slashing for the blubber? Or would DR/slashing or piercing be better? Did harpoons really hurt the whales, or just stick in them for better slaughter? I'm out of touch with my friends who are friends with subsistence whalers in Indonesia....

Dark Archive

Okay you have to do air and lighting separate so we can get father sky and thunderbird who would both be triple spirits. As for ancestor totems you would need medicine man/woman, he who brought back fire a shaman ancestor who was in visited the gods to beg for help for the ppl, trickster so we can make coyote call him loki or shadow man, also I think that ravens should get a knoweldge power like bardic knoweldge but that's viking lore sorry maybe a brave totem named red hands a warrior who took more coupe than anyone else and grew pridefull enough to challenge the gods so the cursed him with madness so him and bear lead to beserker???

RPG Superstar 2012 Top 32

divineshadow wrote:
Okay you have to do air and lighting separate so we can get father sky and thunderbird who would both be triple spirits. As for ancestor totems you would need medicine man/woman, he who brought back fire a shaman ancestor who was in visited the gods to beg for help for the ppl, trickster so we can make coyote call him loki or shadow man, also I think that ravens should get a knoweldge power like bardic knoweldge but that's viking lore sorry maybe a brave totem named red hands a warrior who took more coupe than anyone else and grew pridefull enough to challenge the gods so the cursed him with madness so him and bear lead to beserker???

Awesome ideas!

I was going to just do a generic Savage, then combine him with Ursine to make the Berserker. I really like the Red Hands idea better.

I was going to do a Storm elemental. Maybe a Sky or Cloud one too. Then combine them with Corvidae or Raptor for the Thunderbird.

I also want to do a Phoenix combo, mixing Corvidae or Raptor with Sun or Volcano.

I also want to make a Rainbow elemental, and combine it with the Serpent for the Rainbow Snake.

I really like the Bardic Knowledge added to the Corvidae. Definitely fits the flavor I'm going for, which is a more global system of spirits, rather than focusing only on Native American ones.

I'm going to make a Witch Doctor that curses and raises undead, and a Medicine Man who does cures and removes effects.

RPG Superstar 2012 Top 32

TOTEMS

CETACEAN

Ambergris. When your Base Will Save bonus is +5, you can use stinking cloud once every 3 rounds. When your Base Will Save bonus is +7, you can use cloudkill instead.

Blindsense. You gain blindsense with a range of 10 feet for every +1 of your Base Will Save bonus. When your Base Will Save bonus is +3, you gain the benefits of the Blindfight feat as a bonus feat. When your Base Will Save bonus is +6, you gain blindsight with a range of 5 feet per +1 of your Base Will Save bonus. You add your Base Will Save bonus on Perception skill checks made while underwater.

Blubber. While in the water, you benefit from endure elements. You gain cold resistance 5 for every +1 of your Base Fortitude Save bonus. You gain DR 1/slashing for every +1 of your Base Fortitude Save bonus.

Hold Breath. You gain a bonus on your Constitution checks to hold your breath equal to your Base Fortitude Save bonus. You multiply the number of rounds you can hold your breath before needing to make a Constitution check by your Base Fortitude Save bonus.

Swim. You gain a swim speed equal to you Base Fortitude Save bonus multiplied by 10 feet. You gain a +8 racial bonus to Swim skill checks and can take 10 on Swim skill checks, even if threatened.

Tail Slap. When your Base Will Save bonus is +7, you can use interposing hand once every 3 rounds. Its appearance is that of a large whale’s tail instead of a giant hand. When your Base Will Save bonus is +8, you can use forceful hand. When your Base Will Save bonus is +9, you can use grasping hand. When your Base Will Save bonus is +10, you can use clenched fist. When your Base Will Save bonus is +11, you can use crushing hand.

Whale Size. You gain the Powerful Build trait. Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or
special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category.
When your Base Reflex Save Bonus is +3, you can become Large; your height doubles and your weight increases by a factor of 8; you gain a +8 size bonus to Strength, a -2 size penalty to Dexterity, a +4 size bonus to Constitution, and a +2 size bonus to natural armor; you get a -1 size penalty to attack rolls and AC, a +1 size bonus to CMB and CMD, a -4 size penalty to Stealth and a -2 size penalty to the Fly skill.
When your Base Reflex Save Bonus is +6, you can become Huge; your height quadruples and your weight increases by a factor of 64; you gain a +16 size bonus to Strength, a -4 size penalty to Dexterity, a +8 size bonus to Constitution, and a +3 size bonus to natural armor; you get a -2 size penalty to attack rolls and AC, a +2 size bonus to CMB and CMD, a -8 size penalty to Stealth, and a -4 size penalty to the Fly skill.
When your Base Reflex Save Bonus is +9, you can become Gargantuan; your height increases by a factor of 8 and your weight increases by a factor of 512; you gain a +24 size bonus to Strength, a -4 size penalty to Dexterity, a +12 size bonus to Constitution, and a +4 size bonus to natural armor; you get a -4 size penalty to attack rolls and AC, a +4 size bonus to CMB and CMD, a -12 size penalty to Stealth, and a -6 size penalty to the Fly skill.
When your Base Reflex Save Bonus is +12, you can become Colossal; your height increases by a factor of 16 and your weight increases by a factor of 4096; you gain a +32 size bonus to Strength, a -4 size penalty to Dexterity, a +16 size bonus to Constitution, and a +5 size bonus to natural armor; you get a -8 size penalty to attack rolls and AC, a +8 size bonus to CMB and CMD, a -16 size penalty to Stealth, and a -8 size penalty to the Fly skill.
For each increase in size category, your base weapon damage also increases by 1 category. It takes 1 round to increase or decrease a size category. Once you assume a new size category, you remain that size until you choose to change it or until you are no long bound to the Cetacean totem spirit.

Whalesong. You can use message at will. When your Base Will Save is +7, you can use sending or telepathic bond at will, but both you and the recipient(s) must be in contact with the same body of water.

RPG Superstar 2012 Top 32

TOTEMS

SKINWALKER

Fearsome Visage. You add your Base Reflex Save bonus to your Disguise and Intimidate skill checks.

My Skin Falls Apart. Once your Base Reflex Save bonus is +1, whenever you hit point total falls below 0, you become a swarm of Diminutive rat-like beings that fills one 10-foot square (or four contiguous 5 foot squares) for each +1 of your Base Reflex Save bonus, shapeable as you desire. You heal 1d8 points of damage for each +1 of your Base Reflex Save bonus. You can remain in this swarm-like form for a number of hours equal to your Base Reflex Save bonus; changing back is a full round action. In this swarm-like form, you gain the following characteristics and traits.
—Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6.
—Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.
—Movement: You gain a speed of 40 feet. You can pass through openings a Diminutive creature could pass through.
—Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, your swarm disperses and one randomly determined rat-like creature from the swarm contains your life force and lies there unconscious until you die or your hit point total becomes positive, at which point you take a full round action and resume your normal form.
—Swarm Attack: You gain a swarm attack that deals 1d6 points of damage for every +2 of your Base Reflex Save bonus to any creature whose space you occupy at the end of your turn.
—Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level).
—Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form.
You can take only move actions while under the effect of My Skin Falls Apart.

Skin Warrior. A number of times per day equal to your Base Fortitude Save bonus, you may choose to use one of the following abilities for 1 round. Activating any of these abilities is an immediate action.
—Gain +5 feet of reach. This increases to +10 feet when your Base Fortitude Save bonus is +6.
—Gain +30 feet to your speed. This increases to +60 feet when your Base Fortitude Save bonus is +6.
—Gain +5 increase to your natural AC. This increases to +10 when your Base Fortitude Save bonus is +6.
—Gain resistance 10 against one of the following energy types: acid, cold, electricity, fire, or sonic. This increases to resistance 20 when your Base Fortitude Save bonus is +6.
—Gain DR 5/-. This increases to DR 10/- when your Base Fortitude Save bonus is +6.
—Gain +2 to Attack and Damage rolls. This increases to +4 when your Base Fortitude Save bonus is +6.
—Gain a +10 bonus on Acrobatics, Climb, Escape Artist, and Swim skill checks. This increases to +20 when your Base Fortitude Save bonus is +6.
—Gain a +10 bonus on Bluff and Intimidate skill checks. This increases to +20 when your Base Fortitude Save bonus is +6.
—Gain darkvision 60 feet. When your Base Fortitude Save bonus is +6, you gain blindsight 60 feet.
—Gain see invisibility. When your Base Fortitude Save bonus is +6, you can use true seeing.
—Gain a fly speed of 30 feet. When your Base Fortitude Save bonus is +6, you gain a fly speed of 60 feet.

Walk In Your Skin. When your Base Will Save is +1, you can use disguise self. When your Base Will Save bonus is +4, you can use detect thoughts. When your Base Will Save bonus is +7, you can use an effect similar to magic jar, except your body becomes insubstantial and possesses the body of the victim, and the victim's life force remains trapped but impotent and insensate in its own body. When your Base Will Save bonus is +10, you can use clone.

Warping My Skin. When your Base Reflex Save bonus is +4, you can use alter self. When your Base Reflex Save bonus is +6, you can use polymorph. When your Base Reflex Save bonus is +8, you can use transformation. When your Base Reflex Save bonus is +10, you can use greater polymorph. When your Base Reflex Save bonus is +12, you can use shapechange.

Your Mind is a Terrible Thing I‘ll Waste. When your Base Reflex Save bonus is +2, you can use lesser confusion. When your Base Reflex Save bonus is +6, you can use confusion. When your Base Reflex Save bonus is +10, you can use insanity.

RPG Superstar 2012 Top 32

TOTEMS

MEDICINE MAN

Feast on Magic. When your Base Reflex Save bonus is +5, you can use dispel magic. When your Base Reflex Save bonus is +7, you can use break enchantment. When your Base Reflex Save bonus is +9, you can use greater dispel magic. When your Base Reflex Save is +11, you can use mage’s disjunction. You heal 1 hit point for every spell level you dispel.

Fast Healing. You heal an amount of hit points each round equal to ½ your Base Reflex Save bonus, up to half your normal maximum hit point total.

Lay on Hands. A number of times per day equal to your Base Fortitude Save bonus, you can heal 1d6 points of damage for every +1 of your Base Fortitude Save bonus by touching a wounded creature. This is a standard action if used to heal another creature, but is a swift action if used to heal yourself.

Merciful. You can cause non-lethal damage with weapons that normally deal lethal damage without penalty. You add your Base Fortitude Save bonus to your damage rolls when you deal non-lethal damage.

Mercy. For every +2 of your Base Will Save bonus, you add the effects of a mercy (see pages 61-62 of the Pathfinder Role Playing Core Rulebook for details) whenever you heal damage.

Restore. When your Base Will Save is +3, you can use lesser restoration. When your Base Will Save is +6, you can use restoration. When your Base Will Save bonus is +9, you can use greater restoration.

Revivify. When your Base Will Save bonus is +6, you can use breath of life. When your Base Will Save bonus is +8, you can use raise dead. When your Base Will Save bonus is +10, you can use resurrection. When your Base Will Save bonus is +12, you can use true resurrection.

Swift Channel. If you can channel positive energy, you gain the ability to channel energy as a swift action.

Willful Healer. You add your Base Will Save bonus to your Heal skill checks. You add your Base Will Save bonus to the amount of damage you heal whenever you restore hit points to a living creature.

RPG Superstar 2012 Top 32

TOTEMS

RAINBOW

Aurora Borealis. When your Base Reflex Save bonus is +4, you can use hypnotic pattern once every 3 rounds. When your Base Reflex Save bonus is +6, you can use rainbow pattern once every 3 rounds. When your Base Reflex Save bonus is +10, you can use scintillating pattern once every 3 rounds.

Color Spray. You can use color spray once every 3 rounds.

Pot of Gold at the End of the Rainbow. At 12th character level, you can gain the benefits of 3 limited wishes. At 16th character level, you can gain the benefits of 3 wishes. If you ever use this ability, you can never again bind with the Rainbow totem, but the Rainbow totem still counts as one of the totem spirits you know how to bind with; you cannot replace it with a different totem spirit. These wishes do not need to be used right away, but until all 3 wishes are used, the number of totem spirits you can bind with is reduced by 1 (minimum 0).

Prism. When your Base Will Save is +9, you can use prismatic spray once every 3 rounds. When your Base Will Save is +10, you can use prismatic wall at will, but you can only have one prismatic wall in existence at a time; when you create a new prismatic wall, any older wall disappears immediately. When your Base Will Save is +11, you can use prismatic sphere at will, but you can only have one prismatic sphere in existence at a time; when you create a new prismatic sphere, any older prismatic spray disappears immediately.

Rainbow Aegis. When your Base Fortitude Save bonus is +2, you gain energy resistance 5 against acid, cold, electricity, fire, and sonic energy damage. For every +2 your Base Fortitude Save bonus, your energy resistances increase by 5.

Rainbow Archery. You become proficient with the longbow, short bow, and the composite versions of both. When you bind with the Rainbow totem, you gain a number of bonus feats equal to ½ your Base Fortitude Save bonus from the following list. You must meet the requirements of the selected feats.
Deadly Aim, Far Shot, Improved Critical (any bow), Improved Precise Shot, Manyshot, Mounted Archery, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (any bow).

Rainbow Bridge. When your Base Will Save is +4, you can create a temporary magic bridge that is up to 5 feet wide and 20 feet long for every +1 of your Base Will Save bonus. This bridge exists as long as you concentrate on it, plus 1 round per totem binding level you have. When your Base Will Save bonus is +8, you can create a mystical bridge that crosses planar boundaries, emulating the effects of a plane shift spell. When your Base Will Save bonus is +12, you can use gate.

Rainbow Ray. When your Base Reflex Save bonus is +4, once every 3 rounds you can make a ranged touch attack with a ray that has a range of 20 feet for every +1 of your Base Reflex Bonus. This ray causes 5d4 points of damage: 1d4 points of acid damage, 1d4 points of cold damage, 1d4 points of electricity damage, 1d4 points of fire damage, and 1d4 points of sonic damage. When your Base Reflex Save bonus is +6, you cause 5d6 points of damage. When your Base Reflex Save bonus is +8, you cause 5d8 points of damage. When your Base Reflex Save bonus is +10, you cause 5d10 points of damage. When your Base Reflex Save is +12, you cause 5d12 points of damage.

WITCHDOCTOR

Animate Dead. When your Base Will Save bonus is +5, you can use animate dead. When your Base Will Save bonus is +7, you can use create undead. When your Base Will Save bonus is +9, you can use create greater undead. The undead you create with this By spending a Blood Point, you do not need to spend the expensive material component cost.

Bestow Curse. When your Base Will Save bonus is +5, you can use bestow curse once every 3 rounds. When your Base Will Save bonus is +10, you double the penalty caused when you use bestow curse. You can spend a Blood Point as a free action and increase the Save DC of the bestow curse effect by +4.

Bleeding Wound. Anyone you wound takes bleed damage equal to your Base Fortitude Save bonus each round. You can spend a Blood Point as a free action to double the amount of bleed damage you cause for 1 round.

Blood Sacrifice. Once per night, you can sacrifice a living creature by performing a Coup de Grace action on it. You gain a number of Blood Points equal to its hit dice; this number is doubled if it has an Intelligence score of 3 or higher. Blood Points last 24 hours or until you use them; you can spend Blood Points to enhance the abilities you gain by binding with the Witchdoctor totem.

Cursed Wound. Any damage that you cause does not heal naturally. Anyone using magical healing must succeed on a caster level check with a DC equal to 10 + your totem binding level for their magic to work. You can spend a Blood Point as a free action to increase the DC of the caster level check by +10.

Evil Eye. When your Base Reflex Save bonus is +2, you gain a gaze attack that causes fear in all who see you. The range is 30 feet, and any who fail a Will Save become shaken for a number of rounds equal to your totem binding level + your Charisma modifier. When your Base Reflex bonus is +6, those that fail the save become frightened. When your Base Reflex Save bonus is +10, those that fail the save become panicked. You can spend a Blood Point as a free action to double the range of your gaze attack and cause those who succeed on their Will Save to be shaken for 1 round.

Fearsome Wound. Whenever you damage a creature under the influence of a fear effect (such as shaken, frightened, panicked, or cowering), you add your Base Reflex Save bonus to the damage you cause. You can spend a Blood Point as a free action to double the amount of damage you cause using Fearsome Wound.

Ghost-blooded. Negative energy heals you as if you were undead. You are harmed by positive energy as if you were undead. You can spend 1 Blood Point as an immediate action to become immune to positive energy for 1 round.

Swift Channel. If you can channel negative energy, you gain the ability to channel energy as a swift action. You can spend a Blood Point as a free action and cause any creature you slay with your channel negative energy to animate as a skeleton or zombie, under your control, for a number of rounds equal to your totem binding level + your Charisma bonus.

Wounding Touch. You can make a melee touch attack that causes 1d6 points of negative energy damage for every +1 of your Base Will Save bonus. Your target is allowed a Will Save for half damage. You can spend a Blood Point as a free action to negate your target’s Will Save or you can recover damage equal to the amount you caused; any excess hit points are treated as temporary hit points that last 1 hour.

RPG Superstar 2012 Top 32

TOTEMS

GHOSTDANCER

Corrupting Gaze. Your face appears scarred and disfigured. When your Base Fortitude Save bonus is +4, you gain a gaze attack with a range of 30 feet that causes 1d10 points of damage for every +2 of your Base Fortitude Save bonus. In addition, they must make a Fortitude Save or take 1d4 Charisma damage.

Corrupting Touch. You gain an incorporeal touch attack that does 1d6 points of damage for every +1 of your Base Will Save bonus. This touch attack bypasses all kinds of damage reduction, but does not affect creatures immune to aging.

Draining Touch. You gain a touch attack that causes 1 point of ability drain for every +2 of your Base Reflex Save bonus. You heal 2 points of damage for every 1 point of ability damage you drain.

Frightful Moan. You can emit a frightful moan as a standard action. All living creatures must make Will Save or become panicked for 1 round for every +1 of your Base Reflex Save bonus. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Ghost Dance. You add your Base Reflex Save bonus to your Stealth skill checks. When your Base Reflex Save bonus is +4, you gain concealment when you move more than 10 feet in a round. When your Base Reflex Save bonus is +8, you can use Hide in Plain Sight. When your Base Reflex Save bonus is +12, you gain full concealment when you move more than 10 feet in a round.

Ghost Hand. You can use mage hand at will. When your Base Will Save bonus is +2, you can use unseen servant at will. When your Base Will Save is +7, you can use telekinesis at will.

Ghost Sight. When your Base Will Save is +4, you can use see invisibility. When your Base Will Save is +8, you can use true seeing. When your Base Will Save is +12, you can use foresight.

Ghost Skin. You add your Charisma bonus as a deflection bonus to your AC.

Ghost Step. When your Base Reflex Save bonus is +3, you can spend a swift action to become invisible for 1 round. You can use Ghost Step a number of times per day equal to your Base Reflex Save bonus plus your Charisma bonus. When your Base Reflex Bonus is +6, you can become incorporeal for 1 round. When your Base Reflex Save bonus is +9, you can remain invisible for a number of rounds equal to your Charisma bonus as if using greater invisibility. When your Base Reflex Save bonus is +12, you can remain incorporeal for a number of rounds equal to your Charisma bonus.

Ghost Touch. When your Base Fortitude Save is +4, you can strike incorporeal opponents as if your weapon(s) had the ghost touch special weapon quality. When your Base Fortitude Save is +6, any armor, clothing, or shield you wear has the ghost touch property as well, protecting you from incorporeal touch attacks.

Malevolence. Once per round, when your Base Will Save bonus is +7, you can merge your body with an adjacent creature. This ability is similar to a magic jar spell, except it does not require a receptacle. The target can resist this attack with a successful Will Save.

REDHAND

Bloody Claws. When your Base Reflex Save bonus is +3, you can sneak attack for +1d6. When your Base Reflex Save bonus is +6, you can sneak attack for +2d6. When your Base Reflex Save bonus is +9, you can sneak attack for +3d6. When your Base Reflex Save bonus is +12, you can sneak attack for +4d6.

Bloody Gaze. When your Base Will Save bonus is +2, you gain a gaze attack that causes fear in all who see you. The range is 30 feet, and any who fail a Will Save become shaken for a number of rounds equal to your totem binding level + your Charisma modifier. When your Base Will bonus is +6, those that fail the save become frightened. When your Base Will Save bonus is +10, those that fail the save become panicked.

Bloody Handed. You gain the Improved Unarmed Strike feat. Your unarmed strikes do damage equal to that of a monk of your level. When your Base Fortitude Save bonus is +3, your unarmed strikes bypass damage reduction as if they were magic. When your Base Fortitude Save bonus is +6, they bypass damage reduction as if they were cold iron. When your Base Fortitude Save bonus is +9, they bypass damage reduction as if they were aligned to match your alignment (you gain no benefit if your alignment is Neutral). When your Base Fortitude Save bonus is +12, they bypass damage reduction as if they were adamantine. When you bind with the Redhand totem, you gain a number of bonus feats equal to ½ your Base Fortitude Save bonus from the following list. You must meet the requirements of the selected feats.
Dazzling Display, Gorgon’s Fist, Greater Grapple, Improved Critical-unarmed strike, Improved Grapple, Intimidating Prowess, Lunge, Medusa’s Wrath, Power Attack, Scorpion Style, Shatter Defenses, Step Up, Stunning Fist, Weapon Focus-unarmed strike.

Bloody Minded. You add your Base Reflex Save bonus to your saving throws against charm, compulsion, and fear effects.

Bloody Rage. When your Base Fortitude Save bonus is +2, you can rage like a barbarian for a number of rounds per day equal to your Base Fortitude Save bonus plus your Constitution bonus. While raging, you gain a +2 morale bonus to Strength, +2 morale bonus to Constitution, +1 to Will saves, but suffer a -2 penalty to your AC. When your Base Fortitude Save bonus is +4, your bonuses increases to +4 Strength, +4 Constitution, +2 on Will saves. When your Base Fortitude Save bonus is +8, your bonuses increases to +6 Strength, +6 Constitution, +3 on Will saves. When your Base Fortitude Save bonus is +12, your bonuses increase to +8 Strength, +8 Constitution, and +4 on Will Saves.

Bloody Touch. You can make a melee touch attack that causes 1d6 points of negative energy damage for every +2 of your Base Will Save bonus. Your target is allowed a Will Save for half damage. You recover damage equal to the amount you caused; any excess hit points are treated as temporary hit points that last 1 hour. On a critical hit, you cause 2 points of Constitution damage. This becomes Constitution drain when your Base Will Save bonus is +6.

RPG Superstar 2012 Top 32

Is this enough animal totems?

ANIMAL TOTEM

CANIDAE
CERVIDAE
CETACEAN
CORVIDAE
FELIDAE
LIZARD
PRIMATE
RAPTOR
RODENTIA
SERPENT
SPIDER
TURTLE
URSINE
VERMIN

spoiler:

ANIMAL TOTEMS

CANIDAE

Coyote Trick. When your Base Reflex Save bonus is +3, you gain sneak attack 1d6. For every additional +3 your Base Reflex Save bonus increases by, you gain an additional +1d6 of sneak attack. This sneak attack damage stacks with other sources of sneak attack damage.

Dingo Dash. Your speed increases by 10 feet for every +1 of your Base Reflex Save when you use the Withdraw from Combat action. You also gain a Dodge bonus equal to your Base Reflex Save when you Withdraw from Combat.

Fox’s Cunning. You add your Base Reflex Save bonus as enhancement bonus to your Intelligence score.

Hound dog’s Scent. You gain the scent ability. You gain a bonus equal to your Base Will Save on Sense Motive and Survival skill checks.

Hyena’s Hideous Laughter. A number of times per day equal to your Base Reflex Save bonus, you can use Hideous Laughter.

Lick Your Wounds. A number of times per day equal to your Base Will Save bonus, you can heal a number of hit points equal to 10 multiplied by your Base Will Save bonus by touch. This touch is delivered by a kiss or lick as a standard action. You can heal your own wounds using this ability as a swift action.

Outfox. You add your Base Reflex Save bonus to your Bluff skill when you feint in combat. You can feint in combat as a move action. If you have the Improved Feint feat, you can feint in combat as a free action.

Puppy Dog Eyes. You gain a bonus to Diplomacy skill checks equal to your Base Reflex Save bonus. This ability only works once per day on any given target.

Watchdog. A number of times per day equal to your Base Will Save bonus, you can use Alarm. When your base Will Save is +7, you gain the ability to use Mage’s Faithful Hound instead.

Werewolf’s Toughness. You gain DR equal to your Base Fortitude Save bonus/silver.

Wolf Pack Attack. You gain a bonus equal to ½ your Base Reflex Save bonus to your attack rolls when you flank an opponent or benefit from the Aid Another action.

Wolf’s Howl. When your Base Will Save bonus is +2, you gain the use of Cause Fear. When your Base Will Save bonus is +4, you gain the ability to use Scare. When your Base Will Save bonus is +6, you can use Fear. When your Base Will Save bonus is +11, you can use Wail of the Banshee.

CERVIDAE

Bull-headed. You add half of your Base Fortitude Save bonus to your Will Saves.

Bull Rush. You gain Improved Bull Rush as a bonus feat. When your Base Fortitude Save bonus is +5, you gain Greater Bull Rush as a bonus feat.

Bull Strength. You add your Base Fortitude Save bonus as an enhancement bonus to your Strength score.

Elk Heart. You add your Base Reflex Save bonus to your saving throws against fear effects.

Gazelle Leap. You add your Base Reflex Save bonus to your Acrobatics skill checks made to jump.

Minotaur’s Lament. When your Base Will Save bonus is +10, you can use maze.

Mountain Goat’s Grace. You add your Base Fortitude Save bonus to your Acrobatics skill checks made to balance and to Climb skill checks.

Ram Horns. You grow a pair of curling rams horns that cause damage equal to the unarmed strike of a monk with a level equal to your Base Attack Bonus. You add 1 ½ your Strength bonus to this damage. When you charge, you deal double damage and may make a Bull Rush attempt as a free action if you hit, gaining a bonus to your CMB equal to your Base Fortitude Save bonus.

Stag Crown. You add your Base Will Save bonus to your Knowledge nature and Knowledge nobility skill checks.

Stampede. As a full round action, you can summon a host of ghostly buffalo that stampede as you direct them. They fill an area 10 feet square for every +1 bonus to your Base Will Save. The stampede causes 1d6 points of damage for every +1 bonus to your Base Will Save and overruns everyone in the area of effect; those caught in the stampede can make a Reflex Save for half damage and to avoid being overrun. You can direct the stampede as a full round action; its speed is 40 feet, its AC is 10 + your Base Will Save, and each 10 foot by 10 foot area has hit points equal to ½ your normal maximum. A stampede has a duration equal to your Base Will Save bonus in rounds.

White-Tail Deer. You gain a +5 foot enhancement bonus to speed for every +1 of your Base Reflex Save bonus. When using the withdraw action, you gain a dodge bonus to your AC equal to your Base Reflex Save bonus. You gain Wind Stance as a bonus feat when your Base Reflex Save bonus is +5. You gain Lightning Stance as a bonus feat when your Base Reflex Save is +8.

CETACEAN

Ambergris. When your Base Will Save bonus is +5, you can use stinking cloud once every 3 rounds. When your Base Will Save bonus is +7, you can use cloudkill instead.

Blindsense. You gain blindsense with a range of 10 feet for every +1 of your Base Will Save bonus. When your Base Will Save bonus is +3, you gain the benefits of the Blindfight feat as a bonus feat. When your Base Will Save bonus is +6, you gain blindsight with a range of 5 feet per +1 of your Base Will Save bonus. You add your Base Will Save bonus on Perception skill checks made while underwater.

Blubber. While in the water, you benefit from endure elements. You gain cold resistance 5 for every +1 of your Base Fortitude Save bonus. You gain DR 1/slashing for every +1 of your Base Fortitude Save bonus.

Hold Breath. You gain a bonus on your Constitution checks to hold your breath equal to your Base Fortitude Save bonus. You multiply the number of rounds you can hold your breath before needing to make a Constitution check by your Base Fortitude Save bonus.

Swim. You gain a swim speed equal to you Base Fortitude Save bonus multiplied by 10 feet. You gain a +8 racial bonus to Swim skill checks and can take 10 on Swim skill checks, even if threatened.

Tail Slap. When your Base Will Save bonus is +7, you can use interposing hand once every 3 rounds. Its appearance is that of a large whale’s tail instead of a giant hand. When your Base Will Save bonus is +8, you can use forceful hand. When your Base Will Save bonus is +9, you can use grasping hand. When your Base Will Save bonus is +10, you can use clenched fist. When your Base Will Save bonus is +11, you can use crushing hand.

Whale Size. You gain the Powerful Build trait. Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or
special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category.
When your Base Reflex Save Bonus is +3, you can become Large; your height doubles and your weight increases by a factor of 8; you gain a +8 size bonus to Strength, a -2 size penalty to Dexterity, a +4 size bonus to Constitution, and a +2 size bonus to natural armor; you get a -1 size penalty to attack rolls and AC, a +1 size bonus to CMB and CMD, a -4 size penalty to Stealth and a -2 size penalty to the Fly skill.
When your Base Reflex Save Bonus is +6, you can become Huge; your height quadruples and your weight increases by a factor of 64; you gain a +16 size bonus to Strength, a -4 size penalty to Dexterity, a +8 size bonus to Constitution, and a +3 size bonus to natural armor; you get a -2 size penalty to attack rolls and AC, a +2 size bonus to CMB and CMD, a -8 size penalty to Stealth, and a -4 size penalty to the Fly skill.
When your Base Reflex Save Bonus is +9, you can become Gargantuan; your height increases by a factor of 8 and your weight increases by a factor of 512; you gain a +24 size bonus to Strength, a -4 size penalty to Dexterity, a +12 size bonus to Constitution, and a +4 size bonus to natural armor; you get a -4 size penalty to attack rolls and AC, a +4 size bonus to CMB and CMD, a -12 size penalty to Stealth, and a -6 size penalty to the Fly skill.
When your Base Reflex Save Bonus is +12, you can become Colossal; your height increases by a factor of 16 and your weight increases by a factor of 4096; you gain a +32 size bonus to Strength, a -4 size penalty to Dexterity, a +16 size bonus to Constitution, and a +5 size bonus to natural armor; you get a -8 size penalty to attack rolls and AC, a +8 size bonus to CMB and CMD, a -16 size penalty to Stealth, and a -8 size penalty to the Fly skill.
For each increase in size category, your base weapon damage also increases by 1 category. It takes 1 round to increase or decrease a size category. Once you assume a new size category, you remain that size until you choose to change it or until you are no long bound to the Cetacean totem spirit.

Whalesong. You can use message at will. When your Base Will Save is +7, you can use sending or telepathic bond at will, but both you and the recipient(s) must be in contact with the same body of water.

CORVIDAE

Blinding Critical. When your Base Attack Bonus is +15, you gain Blinding Critical as a bonus feat.

Creator’s Cauldron. You gain a number of bonus item creation feats equal to ½ your Base Will Save bonus. For the purposes of item creation, you may add your Base Will Save bonus to Craft, Knowledge, Profession, Spellcraft, and Use Magic Device skill checks. When your Base Will Save bonus is +6, you can use minor creation. When your Base Will Save bonus is +7, you can use fabricate or major creation.

Crow’s Claw. You add your Base Fortitude Save bonus to your Bluff skill checks used to feint in combat. If you hit an opponent in melee while they are flat-footed, they are blinded for 1 round.

Devour the Dead. You add your Base Will Save bonus to any damage you cause to undead. If you damage undead with positive energy, you add double your Base Will Save bonus to any damage you cause undead. If you destroy an undead creature, you heal a number of hit points equal to your Base Will Save bonus. Any excess hit points are temporary hit points that last up to 1 hour.

Jackdaw’s Kiss. You add your Base Reflex Save bonus to your Sleight of Hand skill checks. When your Base Reflex Save bonus is +4, you can use touch of idiocy once every 3 rounds; if you use touch of idiocy against a flat-footed opponent, you can add half your Base Reflex Save bonus to the penalty to your target’s Intelligence, Wisdom, and Charisma.

Magpie’s Mirror. You can use mirror image, gaining 1 image for every +1 of your Base Reflex Save. When your Base Reflex Save is +6, you can use mislead. When your Base Reflex Save is +8, you can use project image.

Murder of Crows. When your Base Will Save bonus is +10, you can become a swarm of Diminutive crow-like shadows that fills two 10-foot squares (or eight contiguous 5 foot squares, shapeable as you desire. The duration is 24 hours or until you dismiss it as a free action. In this swarm-like form, you gain the following characteristics and traits.
—Abilities: Your Strength score drops to 1, but your Dexterity score increases by 6.
—Armor Class: You lose any natural armor or armor bonuses to Armor Class. You gain a +4 size bonus to AC, and a deflection bonus to AC equal to your Charisma modifier.
—Movement: You gain a fly speed of 40 feet with perfect maneuverability. You can pass through openings a Diminutive creature could pass through.
—Swarm Traits: You are not subject to critical hits or flanking, and you are immune to weapon damage. You cannot be tripped, grappled, or bull rushed, and you cannot grapple an opponent. You are immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. You take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, you are not vulnerable to wind effects. If reduced to 0 hit points or less, or rendered unconscious by nonlethal damage, you instantly return to your normal form in a square of your choice that was formerly covered by the
swarm.
—Swarm Attack: You gain a swarm attack that deals 4d6 points of damage to any creature whose space you occupy at the end of your turn. Your swarm attack strikes as a magic weapon of your
alignment.
—Blindness: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be blind for 1 round.
—Distraction: Any living creature vulnerable to your swarm attack that begins its turn in a square occupied by your swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of your swarm requires a Concentration check (DC 20 + spell level).
—Possessions: All of your worn or carried equipment and items become nonfunctional, absorbed into your new form.
You can take only move actions while under the effect of Murder of Crows.

Raven Eye. When your Base Will Save is +7, you can use scrying. When your Base Will Save is +10, you can use greater scrying.

Ravening Ravager. You add your Base Fortitude Save bonus to your weapon damage rolls against opponents that are shaken, frightened, panicked, or cowering. You gain a bonus against fear effects equal to your Base Fortitude Save bonus.

Rook Cunning. You can use deathwatch. You add your Base Reflex Save bonus to your Disable Device skill checks and Knowledge nature skill checks relating to weather. When your Base Reflex Save is +9, you can use control weather.

Scarecrow. When your Base Will Save bonus is +2, you can use cause fear or doom once every 3 rounds. When your Base Will Save bonus is +4, you can also use scare. When your Base Will Save bonus is +6, you can use fear. When your Base Will Save bonus is +8, you can use eyebite.

FELIDAE

Cat fall. You can use feather fall at will.

Cat’s Eye. When your Base Will Save is +1, you gain lowlight vision. When your Base Will Save is +2, you gain darkvision with a range of 60 feet. When your Base Will Save is +3, you can see invisible. When your Base Will Save is +4, you can use clairvoyance. When your Base Will Save is +5, you can use arcane sight. When your Base Will Save is +6, you can use arcane eye. When your Base Will Save is +7, you can use prying eyes. When your Base Will Save is +8, you can use true seeing. When your Base Will Save is +9, you can use greater arcane sight. When your Base Will Save is +10, you can use greater prying eyes. When your Base Will Save is +11, you can use foresight. When your Base Will Save is +12, you gain blind sight with a range of 120 feet.

Cat’s Grace. You gain Weapon Finesse as a bonus feat. You add your Base Reflex Save bonus as an enhancement bonus to your Dexterity score.

Cheetah Chase. When your Base Reflex Save bonus is +4, you can spend a swift action and gain the benefits of haste for 1d4 rounds. You can use this ability a number of times per day equal to your Base Reflex Save bonus.

Copy Cat. You can create an illusory double, as if using mirror image, for every +1 of your Base Reflex Save bonus. When your Base Reflex Save bonus is +8, you can use project image.

Jaguar Pounce. When your Base Fortitude Save bonus is +2, you gain the ability to make a full attack at the end of a charge.

Leopard’s Spots. When your Base Will Save bonus is +4, you can use blur. When your Base Will Save bonus is +6, you can use displacement.

Lion Roar. When your Base Will Save is +2, you can use sound burst. When your Base Will Save bonus is +6, you can use shout. When your Base Will Save bonus is +10, you can use greater shot. When your Base Will Save bonus is +12, you can use Wail of the Banshee.

Nine Lives. When your Base Will Save bonus is +6, you automatically benefit from a breath of life as an immediate action.

Path of the Black Panther. You gain a bonus equal to your Base Reflex Save bonus to Stealth skill checks. When your Base Reflex Save bonus is +3, you can become invisible as a full round action. When your Base Reflex Save bonus is +5, you can become invisible as a standard action. When your Base Reflex Save bonus is +7, you can become invisible as a move action. When your Base Reflex Save bonus is +9, you can become invisible as a swift action. This invisibility persists for a number of rounds equal to your level. When your Base Reflex Save bonus is +11, you gain greater invisibility instead of normal invisibility.

Tiger Claws. You gain 2 primary claw attacks that cause damage equal to a monk’s unarmed strike with a level equal to your Base Attack Bonus.

LIZARD

All-Around Vision: When your Base Will Save bonus is +2, you cannot be flanked and add your Base Will Save to visual Perception skill checks.

Basilisk Gaze: When your Base Will Save bonus is +6, you gain a gaze attack with a range of 30 feet that petrifies opponents that fail a Fort save for a number of rounds equal to your totem binder level.

Chameleon Skin: When you have a Base Reflex Save bonus of +2, you can add your Base Reflex Save to Disguise and Stealth skill checks

Fast Healing: When you have a Base Fortitude Save bonus of +6, you gain Fast Healing 1 whenever your hit point total is less than half your normal maximum number of hit points.

Hold Breath. You multiply the number of rounds you can hold your breath by your Base Fortitude Save bonus.

Intimidating Charge: When you have a BAB of +4, while charging, you gain +20 to your speed and can make an Intimidate skill check as a free action; all opponents within 30 feet that fail a Will save equal to your Intimidate skill check are shaken for 1d6 rounds.

Natural Armor. You gain a natural armor bonus equal to ½ your Base Fortitude Save bonus.

Poisonous Bite: When you have a Base Fortitude Save bonus of +3, you gain a poisonous bite. Treat the bite attack as a secondary natural bite attack that does 1d4 points of damage (if you are Medium) plus ½ your Strength bonus. It delivers a poison that causes 1d2 points of Dexterity for a number of rounds equal to your Base Fortitude Save bonus, cure is 1 save, the Saving Throw is Constitution based (10 + ½ your level + your Constitution modifier).

Prehensile Tail: When you have a Base Attack Bonus of +6, you can spend a full round action and grow a prehensile tail. This tail can be used as a 3rd arm, allowing you to wield a weapon or shield with it, use tools with it, or use it to perform somatic spell components. You also gain a bonus to Acrobatic skill checks by an amount equal to your Base Reflex Save bonus.

Regeneration: When you have a Base Will Save bonus of +5, you can use regenerate on yourself once per day.

Sticky Tongue: When you have a Base Reflex Save bonus of +4, you the gain Pull special ability with a range of 40 feet.

Swim: You gain a racial bonus on Swim skill checks equal to double your base Fortitude Save bonus. When this bonus reaches +8, you gain a Swim Speed equal to your base land speed and you can take 10 Swim skill checks, even if threatened.

Walk on Walls: When your base Fortitude Save bonus is +3, you gain a climb speed equal to your land speed and a +8 racial bonus to Climb skill checks. You are not considered flat-footed when you use the Climb skill.

Water Runner. When your Base Reflex Save bonus is +4, you gain the ability to walk on water for round. You must end your movement on solid ground or you end up in the water.

PRIMATE

Brachiate. You can brachiate in most forested and urban locations, swinging from branch to branch or window sill to chimney to pipe. You gain an effective flight speed equal to your Base Reflex Save bonus multiplied by 5 feet; you can use Acrobatics or Climb skill checks in place of any Fly skill checks you would normally make. It takes a move action to Fly up to 5 feet multiplied by your Base Reflex Save bonus.

Gorilla Display. You add your Base Will Save bonus to your Intimidate skill checks and you add ½ your Base Will Save bonus to the Save DC of any fear-based effect you use.

King of Beasts. You gain the Powerful Build trait. Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category.
When your Base Fortitude Save Bonus is +3, you can become Large; your height doubles and your weight increases by a factor of 8; you gain a +8 size bonus to Strength, a -2 size penalty to Dexterity, a +4 size bonus to Constitution, and a +2 size bonus to natural armor; you get a -1 size penalty to attack rolls and AC, a +1 size bonus to CMB and CMD, a -4 size penalty to Stealth and a -2 size penalty to the Fly skill.
When your Base Fortitude Save Bonus is +6, you can become Huge; your height quadruples and your weight increases by a factor of 64; you gain a +16 size bonus to Strength, a -4 size penalty to Dexterity, a +8 size bonus to Constitution, and a +3 size bonus to natural armor; you get a -2 size penalty to attack rolls and AC, a +2 size bonus to CMB and CMD, a -8 size penalty to Stealth, and a -4 size penalty to the Fly skill.
When your Base Fortitude Save Bonus is +9, you can become Gargantuan; your height increases by a factor of 8 and your weight increases by a factor of 512; you gain a +24 size bonus to Strength, a -4 size penalty to Dexterity, a +12 size bonus to Constitution, and a +4 size bonus to natural armor; you get a -4 size penalty to attack rolls and AC, a +4 size bonus to CMB and CMD, a -12 size penalty to Stealth, and a -6 size penalty to the Fly skill.
When your Base Fortitude Save Bonus is +12, you can become Colossal; your height increases by a factor of 16 and your weight increases by a factor of 4096; you gain a +32 size bonus to Strength, a -4 size penalty to Dexterity, a +16 size bonus to Constitution, and a +5 size bonus to natural armor; you get a -8 size penalty to attack rolls and AC, a +8 size bonus to CMB and CMD, a -16 size penalty to Stealth, and a -8 size penalty to the Fly skill.
For each increase in size category, your base weapon damage also increases by 1 category. It takes 1 round to increase or decrease a size category. Once you assume a new size category, you remain that size until you choose to change it or until you are no long bound to the Primate totem spirit.

Monkey Paw. When your Base Will Save bonus is +5, you can use bestow curse once every 3 rounds. When your Base Will Save bonus is +10, you double the penalty caused when you use bestow curse.

Monkey See, Monkey Do. If you see some one perform a skill you are not trained in, the following round you may attempt to perform that skill, even if it is not normally allowed to be used untrained. If it is able to be used untrained, you add your Base Reflex Save bonus to the skill check

See No Evil, Hear No Evil, Speak No Evil. Your alignment cannot be detected. You are immune to any effect that causes harm based on alignment.

Tool Use. A number of times per day equal to your Base Reflex Save, you can summon a tool or piece of equipment. This item persists for a number of rounds equal to your totem binding level; you can increase this to a number of minutes equal to your totem binding level by spending an additional daily use of this ability. You can increase the duration to a number of hours equal to your totem binding level by spending 2 additional daily uses of this ability. You can spend an additional daily use of this ability to summon a masterwork version of the piece of equipment. You can only summon a piece of equipment with a base cost of 100 gps or less. You can spend an additional daily uses of this ability to increase the gold piece limit by 100 for each additional use. It is possible to summon magic items using this ability, but you cannot summon a “partial” or “used” magic item, such as a wand with only 5 charges.

RAPTOR

Buzzard’s Gullet. You reduce the amount of ability damage or drain you take from disease or poison by an amount equal to your Base Fortitude Save bonus.

Eagle Claw. You gain 2 primary claw attacks that cause damage equal to the unarmed damage of a monk with a level equal to your Base Attack Bonus.

Eagle’s Splendor. You add your Base Will Save bonus as an enhancement bonus to your Charisma score.

Falcon’s Flight. You gain a bonus equal to your Base Reflex Save bonus of Fly skill checks. When your Base Reflex Save bonus is +2, you can use Swift Fly once every 3 rounds. When your Base Reflex Save bonus is +4, you gain a flight speed of 10 for every +1 of your Base Reflex Save bonus, with good maneuverability.

Harrier. You are able of chasing down prey with great swiftness. When using the run action, you add 5 multiplied by your Base Fortitude Save bonus to your speed.

Kite in the Storm. You can call down lightning upon your opponents. You can cause a vertical bolt of lightning to strike a single opponent within 10 feet per totem binder level. This causes 1d6 points of damage per +1 of your Base Will Save bonus.

Hawkeye. You add your Base Reflex Save bonus on Perception skill checks.

Owl’s Flight. When your Base Will Save bonus is +2, you gain feather fall. You add your Base Will Save bonus to your Stealth skill checks. When your Base Will Save is +4, you gain a flight speed of 5 feet for every +1 of your Base Will Save bonus, with average maneuverability. You can use silence, centered on yourself, a number of times per day equal to your Base Will Save bonus.

Snatch. You add your Base Fortitude Save bonus to Disarm and Grapple checks. If you hit the same opponent with both of your claw attacks, you may make a grapple check as a free action.

Vulture. You can use purify food and water at will. When your Base Will Save bonus is +2, you can use shield other; the bonuses to AC and Saving Throws are equal to ½ your Base Will Save bonus.

RODENTIA

Beaver Dam. You can summon a number of 5 foot by 5 foot barriers of wood equal to your Base Will Save bonus; they must be placed within Close range of you. They are 2 ½ feet tall and create difficult terrain for creatures attempting to pass through them. If you choose to place 2 barriers in the same 5 foot by 5 foot square, they create a wall 5 feet high with a Climb skill DC equal to 10 + your totem binding level + your Charisma modifier. You place multiple barriers in the same square, up to your Base Will Save bonus. This creates a structure 2 ½ feet tall for every +1 of your Base Will Save bonus. You can create a number of Beaver Dams equal to your Base Will Save bonus at one time. If you create a number in excess to this, the oldest Beaver Dam immediately disappears.

Black Plague. When your Base Will Save is +5, you can use contagion once every 3 rounds.

Gopher Burrow. You gain a burrow speed equal to 5 feet for every +1 of your Base Fortitude Save bonus.
You can choose to leave a tunnel behind you or not.

Guinea Pig. Once per day for every +1 of your Base Fortitude Save bonus, as an immediate action, you can re-roll a Saving Throw before finding out if the result is a success or failure. You must take the results of the re-roll, even if it is worse than the original roll.

Pack Rat. You gain a bonus equal to your Base Reflex Save bonus on Appraise and Sleight of Hand skill checks. You also gain access to an interdimensional space that can store 10 pounds of equipment for every +1 of your Base Reflex Save bonus. You can store or retrieve an item from this interdimensional space a free action, allowing you to emulate the Quick Draw feat when retrieving a weapon from the interdimensional space.

Prairie Dog Pop. A number of times per day equal to your Base Reflex Save bonus, you can teleport a distance equal to 10 feet for every +1 of your Base Reflex Save bonus. When your Base Reflex Save bonus is +4, you can use Prairie Dog Pop as a move action. When your Base Reflex Save bonus is +8, you can use Prairie Dog Pop as a swift action. When your Base Relflex Save bonus is +12, you can use Prairie Dog Pop as an immediate action; if this is done in response to an attack, you there is a 50% chance the attack misses.

Quiet as a Mouse. You gain a bonus on Stealth skill checks equal to your Base Reflex Save bonus. You can use silence, centered on you, a number of times per day equal to your Base Reflex Save bonus. When your Base Reflex Save bonus is +7, you can use silence as a swift action.

Quills of the Porcupine. You grow a coat of sharp quills, granting you an enhancement bonus to your armor’s AC equal to ½ your Base Fortitude Save bonus. Anyone striking you with a natural weapon, unarmed strike, or non-reach melee weapon takes damage equal to your Base Fortitude Save bonus. Once every 3 rounds, you can use a Quill Burst. This shoots off all of your quills, removing your enhancement bonus to your armor bonus to AC. This sickens and causes 1d6 points of damage for every +1 of your Base Fortitude Save bonus to every creature adjacent to you; a successful Reflex Saving Throw negates the sickened effect and halves the damage.

Rat Tooth. You can cause a number of points of damage equal to your Base Fortitude Save bonus to an object as a full round action. You ignore 1 point of hardness per level when you damage items.

Small as a Squirrel. You can use reduce person on yourself.
When your Base Will Save Bonus is +4, you can become Tiny, becoming ¼ as tall and weighing 1/64th as much. You take a -4 size penalty to Strength (minimum 1), a +4 size bonus to Dexterity, a +2 size bonus to attack rolls and AC, a -2 size penalty to CMB and CMD, a +8 size bonus to Stealth skill checks, and a +4 size bonus to Fly skill checks.
When your Base Will Save Bonus is +8, you can become Diminutive, becoming 1/8 as tall and weighing 1/512 as much. You take a -8 size penalty to Strength (minimum 1), a +8 size bonus to Dexterity, a +4 size bonus to attack rolls and AC, a -4 size penalty to CMB and CMD, a +12 size bonus to Stealth skill checks and a +6 size bonus to Fly skill checks.
When your Base Will Save Bonus is +12, you can become Fine, becoming 1/16 as tall and weighting 1/4096 as much. You take a -12 size penalty to Strength (minimum 1), a +12 size bonus to Dexterity, a +8 size bonus to attack rolls and AC, -8 size penalty to CMB and CMD, a +16 size bonus to Stealth skill checks and a +8 size bonus to Fly skill checks.

Summon Swarm of Rats. When your Base Will Save bonus is +4, you can use summon swarm to summon a swarm of rats. You can summon (and control) a maximum number of swarms equal to your Base Will Save bonus.

SERPENT

Anti-venom. When your Base Will Save is +1, you can use detect poison at will. When your Base Will Save is +4, you can use delay poison. When your Base Will Save is +7, you can use neutralize poison. When your Base Will Save is +10, you can use Break Enchantment.

Coils of the Leviathan. When your Base Fortitude Save bonus is +2, you gain Improved Grapple as a bonus feat. You can also constrict, causing damage equal to that of a monk with a level equal to your Base Attack Bonus. When your Base Fortitude Save is +5, you gain Greater Grapple as a bonus feat. You also gain the ability to swallow whole by making a successful grapple check against an opponent you have pinned. It takes damage equal to your constrict ability. You can swallow a creature up to 1 size category larger than yourself with this supernatural ability. It can free itself from your magical gullet by cutting itself out with a light piercing or slashing weapon. Your magical gullet has hit points equal to ½ your normal maximum hit points and has an AC of 10. Each round a creature is in your magical gullet, it takes damage equal to your constrict ability; half of this is acid and half is bludgeoning damage. A creature that cuts its way out of your magical gullet appears in a splash of gore in a random space adjacent to you.

Dragon’s Breath. You gain a breath weapon that causes 1d6 points of fire damage for every +1 of your Base Will Save bonus; targets within the area of effect of your breath weapon can make a Reflex Save for half damage. You can choose to breathe in a line that is 30 feet long or a cone that is 15 feet long. When your Base Will Save bonus is +6, you can breathe in a line that is 60 feet long or a cone that is 30 feet long. When your Base Will Save is +12, you can breathe in a line that is 120 feet long or a cone that is 60 feet long. Once you use your breath weapon, you must wait 1d4 rounds before using it again.

Hood of the Cobra. You add your Base Fortitude Save bonus to Intimidate skill checks. When your Base Fortitude Save bonus is +2, you gain Dazzling Display as a bonus feat. When your Base Fortitude Save bonus is +4, you gain Shatter Defenses as a bonus feat. When your Base Fortitude Save is +8, you gain Deadly Stroke as a bonus feat.

Naga’s Guardianship. You can use endure elements at will, but only one creature can benefit from it at once; if you cast it on a second creature, the benefit ceases for the first. When your Base Will Save bonus is +4, you can use shield other. When your Base Will Save bonus is +8, you can use antilife shell. When your Base Will Save is +12, you can use foresight.

Rattlesnake‘s Revenge. An opponent that successfully strikes you in melee provokes an attack of opportunity from you.

Serpent Strike. You add your Base Reflex Save bonus to your Initiative rolls. You gain Lunge as a bonus feat when your Base Reflex Save is +5. You gain Strike Back as a bonus feat when your Base Reflex Save is +10.

Serpent’s Tongue. You gain scent. You add your Base Reflex Save bonus to your Bluff skill. You can feint in combat as a move action. If you have the Improved Feint feat, you can feint in combat as a swift action. If you have the Greater Feint feat, you can feint in combat as a free action. When your Base Reflex Save bonus is +6, you gain the ability to speak and communicate two separate messages to two different groups simultaneously. You select who is a member of each group, and you determine what each group hears you say.

Torpor. You can choose to convert cold damage into non-lethal cold damage, but you become fatigued if you do so. If you are already fatigued when you use Torpor, you become exhausted instead. If you are already exhausted when you use Torpor, you fall asleep until you naturally heal or otherwise recover all non-lethal cold damage.

Venomous Bite. You gain a bite attack that causes 1d4 points of damage plus your Strength modifier. It injects of a poison that causes 1d3 points of Constitution damage if your target fails a Fortitude Save. The target must make an additional Fortitude Save for every +1 of your Base Fortitude Save until it makes a successful save.

Viper’s Gaze. You gain darkvision. When your Base Will Save bonus is +2, you gain a gaze attack with a range of 30 feet. Those subjected to your gaze attack must make a successful Will Save or be shaken for a number of rounds equal to your totem binding level. When your Base Will Save bonus is +4, those that fail their Will Save are also dazed for 1 round. When your Base Will Save is +6, those that fail their Will Save are instead Stunned for 1 round. When your Base Will Save is +8, those that fail their Will Save are paralyzed for a number of rounds equal to your totem binding level after being stunned. When your Base Will Save is +10, those that fail their Will Save are paralyzed for a number of hours equal to your totem binding level. When your Base Will Save is +12, those that fail their Will Save are permanently petrified.

Vision of the Pythoness. When your Base Will Save bonus is +6, you can use Scrying. When your Base Will Save is +10, you can use Greater Scrying.

SPIDER

Illusory Wall. When your Base Reflex Save bonus is +6, you can use illusory wall at will. You can only have one illusory wall in existence at one time. As soon as you make a new illusory wall, your old illusory wall disappears.

Leaping Spider. You gain a bonus equal to your Base Fortitude Save bonus on Acrobatic and Escape Artist skill checks.

Poison. You gain a poisonous bite that causes 1d4 (1d3 if you are Small) points of damage + your Strength modifier. It causes 1d3 points of Strength damage for 1 round, plus 1 additional round for every +1 of your Base Fortitude Save bonus. A successful Fortitude Save cures the poison, but not any accumulated Strength damage.

Spider Trap. When your Base Reflex Save bonus is +5, you can use glyph of warding; in addition to causing damage, it entangles any targets for 1 round per totem binding level if they fail their Reflex Save. When your Base Reflex Save is +8, you can use greater glyph of warding; in addition to causing damage, it grapples any targets for 1 round per totem level if they fail their Reflex Save, otherwise they are entangled if they took any damage from the greater glyph of warding.

Spider Walk. You gain a climb speed equal to your Base Reflex Save bonus multiplied by 5 feet. You gain a +8 racial bonus to Climb skill checks. When your Base Reflex Save bonus is +4, you do not lose your Dexterity bonus to your AC when you climb. You are immune to being entangled by webs. You add your Base Reflex Save bonus to your CMD to avoid being bull rushed, over run, or tripped.

Spinner. A number of times per day equal to your Base Fortitude Save bonus, you can make 50 feet of silk rope.

Stalker. You gain a bonus to Perception and Stealth skill checks equal to your Base Reflex Save bonus.

Tremorsense. You gain Tremorsense with a range of 10 feet per +1 to your Base Will Save bonus.

Weaver of Fate. When your Base Will Save bonus is +2, you can use deathwatch. When your Base Will Save bonus is +4, you can use augury. When your Base Will Save is +6, you can use divination. When your Base Will Save bonus is +8, you can use commune. When your Base Will Save bonus is +10, you can use discern location. When your Base Will Save bonus is +12, you can use foresight.

Web. You can cast Web once every 3 rounds when your Base Reflex Save bonus is +4.

Web Shooter. You can shoot out sticky lines of webbing from your hands as a free action. You make a ranged touch attack with a maximum range of 10 feet for every +1 of your Base Reflex Save bonus. If you hit, you can make a Pull attempt as an attack action by making a CMB roll with a bonus equal to your Base Reflex Save bonus. If you are successful, you move your target along a straight line between its initial position and your position; you can stop it at any point along this line. When your Base Reflex Save bonus is +4, you can spend a free action and make a ranged touch attack and if successful, make the Pull attempt as a swift action.
You can also use your sticky lines to brachiate in most forested and urban locations, swinging on lines of webbing. You gain an effective flight speed equal to your Base Reflex Save bonus multiplied by 10 feet; you can use Acrobatics or Climb skill checks in place of any Fly skill checks you would normally make. It takes a move action to Fly up to 10 feet multiplied by your Base Reflex Save bonus; when your Base Save bonus is +4, you can spend a swift action to move this distance.
You can also shoot webbing from your hands as an immediate action and gain the benefits of featherfall.

TURTLE

Hold Breath. You multiply the number of rounds you can hold your breath by your Base Fortitude Save bonus.

Snapping Turtle. You gain a bonus to your CMB equal to your Base Reflex Save on Disarm and Sunder attempts.

Swim. You gain a Swim speed equal to half your base land speed. You gain a +8 racial bonus to Swim skill checks and can always take 10 on Swim skill checks, even when threatened.

Tortoise Endurance. You reduce ability damage, ability drain, and ability score penalties by an amount equal to ½ your Base Fortitude Save bonus. You are immune to effects that age you.

Turtle Shell. You gain an armor bonus equal your Base Fortitude Save bonus. This is considered Heavy Armor, and reduces your land speed accordingly. You gain Heavy Armor Proficiency when using your Turtle Shell. The Turtle Shell armor provides an armor check penalty equal to ½ its armor bonus (rounded up) and has an arcane spell failure chance of 5% for every point of its armor bonus.

Turtle’s Slowness. When your Base Will Save bonus is +4, you can use Slow at will.

Wisdom of the Ages. You gain an enhancement bonus to Wisdom equal to your Base Will Save bonus.

The World on Your Back. When your Base Will Save Bonus is +10, you can use Earthquake at will.

Your Home On Your Back. You add your Base Fortitude Save bonus to your Strength score for the purposes of determining your Carrying Capacity. When your Base Will Save is +5 you can use Tiny Hut at will, but you can only have one in existence at one time.

URSINE

Bear Claw. You gain two primary claw attacks that deal damage equal to the unarmed strike of a monk with a level equal to your Base Attack Bonus. If you hit with both claws against the same opponent, you can make a grapple check as a free action.

Bear Hug. When your Base Fortitude Save bonus is +2, you gain Improved Grapple as a bonus feat. You can also constrict, causing damage equal to that of a monk with a level equal to your Base Attack Bonus when you make a successful grapple check. When your Base Fortitude Save is +5, you gain Greater Grapple as a bonus feat.

Bear’s Endurance. You add your Base Fortitude Save bonus as an enhancement bonus to your Constitution score.

Cave Bear’s Lair. When your Base Will Save bonus is +4, you can use rope trick. When your Base Will Save is +7, you can use passwall. When your Base Will Save is +10, you can use mage’s magnificent mansion.

Mama Bear. When your Base Will Save bonus is +4, you can use Shield Other as an immediate action. For every +2 increase to your Base Will Save bonus above +4, the deflection bonus to AC and resistance bonus to Saving Throws that you grant to your ally improves by +1.

Papa Bear. You can use enlarge person as a swift action on yourself when your Base Fortitude Save bonus is +4.

Polar Bear. You gain cold resistance 5 for every +1 of your Base Fortitude Save bonus.

Salmon Snatch. You gain a bonus equal to your Base Reflex Save bonus on attack rolls against targets smaller than yourself, up to +2 per size category between your size and your opponent’s size.

VERMIN

Ant March. Your speed does not decrease due to your encumbrance or the wearing of medium or heavy armor. The size of the load you can carry is determined as if you were one size category larger than normal, and you receive a bonus to your Strength score equal to your Base Fortitude Save bonus for the purposes of determining your heavy load.

Cloud of Butterflies. For every +2 to your Base Reflex Save, you gain a 10% miss chance from the cloud of butterflies surrounding you, to a maximum of 50% when your Base Reflex Save is +10.

Comb of the Honeybee. You can make a number of potions each day whose combined spell levels equals your Base Will Save bonus. These potions can be made from any spell list, have a maximum spell equal to ½ your Base Will Save bonus (maximum 3rd), have a caster level equal to your totem binding level, and become inert when you cease being bound to the Vermin Totem.

Fly on the Wall. When your Base Will Save is +5, you can use clairaudience/clairvoyance. When your Base Will Save is +7, you can use arcane eye.

Glow Worms. You can use dancing lights.

Grasshopper Leap. You gain a +5 on Acrobatic skill checks made to jump for every +1 of your Base Reflex Save bonus.

Mosquito Bite. You can make a melee touch attack that causes 1d6 points of damage per +1 of your Base Will Save bonus. You gain a number of temporary hit points equal the damage caused, which persist for a number of minutes equal to your totem binding level.

Summon Swarm. When your Base Will Save bonus is +4, you can use summon swarm. When your Base Will Save is +7, you can use insect swarm. When your Base Will Save is +9, you can use creeping doom.

Wings of the Scarab. You grow a pair of beetle-like wings on your back. They grant you the benefits of a shield spell. You can choose to drop the benefits of the shield spell as a swift action to gain a flight speed of 10 feet for every +1 of your Base Reflex Save bonus with perfect maneuverability for 1 round.


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.

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