Class:Totmeist.   Posted by GM.Group: 0
GM
 GM, 1 post
Thu 29 Mar 2012
at 20:46
Class:Totmeist
Totemist: A barbarian who draws power from the spirits of nature.
HD: 4D4
Skillpoints: 4+int(x2 at first level)
Reaction points: 3

1  |Spirits Rage 1/day
2  |
3  |
4  |
5  |Improved Rage I
6  |
7  |
8  |
9  |
10 |Spirits Rage 2/day
11 |
12 |
13 |
14 |
15 |Improved Rage II
16 |
17 |
18 |
19 |
20 |Spirits Rage 3\ day
21 |
22 |
23 |
24 |
25 |Spirits blessing
26 |
27 |
28 |
29 |
30 |Choosen of the spirits

Totems Known
Level | Totems
1 |1
 2 -1
 3 -1
 4 -1
 5 -1
 6 -2
 7 -2
 8 -2
 9 -2
 10-2
 11-2
 12-3
 13-3
 14-3
 15-3
 16-3
 17-3
 18-4
 19-4
 20-4
 21-4
 22-4
 23-4
 24-5
 26-5
 27-5
 28-5
 29-5
 30-6


Spirits rage: Once per day at first level a totemist can call upon the spirits of nature to fill him with great strength. This ability takes a move action to activate, lasts for a number of rounds equal to the totmest CHA score, during this time the Totemist Str and CON  is increased by an amount equal to their CHA Modifier.

Totems: The totemist can draw the spirits of nature into themselves to increase their




The totmems are as follows
Grizzly: The spirits of rage lend you thier streght. +1 to two handed multiplier per known totem.

wolf: Gain access to the monster bite skill

Bear: Gain access to the monster claw skill

Dragon: You need 3 totems to access this one. Gain access to the monster breath weapon.

Medusa: You need 3 totems to acess this one. Gain acess to the monster gaze skill.

Hawk:: +1 to all attack rolls per totem known.

Primal Force: +2 to all damage roll per totem known

Horse: Gain +5ft landspeed per totem known

Spider: Gain +5ft climb speed per totem known

Shark: Gain +5ft swim speed per totem known

Eagle: Gain +5ft fly speed per totem known

Monkey: Gain +5ft jump range per totem known

Wolverine: Gain +1 crit range per totem known

Snake: Choose stat. All your natural attack make a secondary attack roll at +1/totem vs toughness. If it hits, targets take 1 point ability damage for 24 hours(stack with itself). Can be active along with either bear or wolf totem

Shadows: Gain +5ft darkvision per totem known

Bat: Gain +5ft blindsense per totem known

grey render: All melee attacks have a 3 in 10 chance of knocking prone.

Primal Rage: Must know at least 3 other totems. All natural attacks gain 1 extra attack per round. Can be active along with wolf or bear

Vulture: Add 1x dex modifer to bow attacks per totem known.

Ooze: enemies whobhit you with melee attacks take 1 damage per totem known. This damage cannot be reduced.

Chimera: choose any two monster skill totems, both are considered active, in addition, if any of these attacks have multiple attack an round, you can uses either skill for the attack.

Dire animal: need three totems, chose one monster skill totem, it's is considers active along with either wolverine or primal force.

Shadow cat: gain a bonus to stealth rolls made to hide, remain hidden, or to esacpe ropes equal to the number of totems known

Grandfather: needs four totems, choose any three totems you know, they can all be active at the same time.

Owl: gain a bonus to perception rolls equal to totems known

Predator: gain a bonus to insight rolls equal to totems known.

Frenzy: gain an additional number of unarmed attacks as totems known. Gain half as many claw or bite attacks but at half of total attack. Can be active with wolf or bear totem.

Horse Lord: Gaion a +2 bonus to all ride rolls per totem known.

River: once per turn ignore 2 points of poison damage, you may choose which sourse of damage to ignore if there is more than one sourse of posion a turn. You Ignore one additonal point of poison damage per two totems past first known.

Moutian: You gain +2 Damage resistance(DR) per totem known.

Ram: Charge attacks deal an additional 1D4 damage per totem known, this damage isnt a seperate source of damage but is added to base damage.

Sea: you may hold your breath an extra 2 turns per totem known.

Spring: You and all adjacent to you gain +2 to death saving throws per totem known.

Summer: You cannot contract diseases while this totem is active.

Fall: You do not fall uncounsious while dying if you have this totem active. While in this state the only action you may take  is a single move action. This move action can only be used to move 5ft per totem known(or youy max speed, whichever is lower)

Winter: All within 10ft of you take -2 to death saving throws per totems known.

Forset Fire: you gain fire resistance 3 per totem known.

Blizzard: you gain Ice resistance 3 per totem known.

Thunderstorm: You gain lightning resistance 3 per totem known

Tornado: You gain Force resistance 3 per totem known




Improved Rage I: As rage, but the bonus to STR and CON is CHA modifier +2

Improved Rage II: As rage, but the bonus to STR and CON is CHA modifier +4

Spirits blessing: All animals and magical beasts recognize you as an ally of nature, and wont attack you or your party willingly unless provoked.

Chosen of the spirits: All of your totems act as if you have one more totem, also you may now have two totems active at once.

A totmist can not learn Arcane Spells.

This message was last edited by the GM at 02:44, Tue 18 Apr 2017.

GM
 GM, 372 posts
 That dude who makes
 Stuff that dosent work
Tue 14 Apr 2015
at 14:24
Totem test progression.
1 |1
2 -1
3 -1
4 -1
5 -1
6 -2
7 -2
8 -2
9 -2
102
11-2
12-3
13-3
14-3
15-3
16-3
17-3
18-4
19-4
20-4
21-4
22-4
23-4
24-5
26-5
27-5
28-5
29-5
30-6