TSED
2009-02-07, 10:03 PM
I kind of forgot I had an account here, so, woo. I have a bunch of other classes written up (it's a slight hobby of mine) which I can post if there's any interest in this one.
I was just thinking about totemic cultures and how none really show up in D&D. So I went about making one.
I thought of doing one for every 'archetype' (fighter, rogue, wizard, cleric) but Wizards of the Coast decided to do the cleric and rogue ones for me already - druids and scouts.
So I'll just do a mystic fighteresque figure (that isn't a ranger, shut up). I plan on doing an Arcane version, too, but I need to think on that one more. In the mean time, I give you:
THE HEATHEN.
http://www.primoalonso.com/Past%20Exhib/Rui%20Matsunaga/heathen_threshold.jpg
The Heathen lives in tiny communities far outside of civilization, being raised on a religion many of the 'civilized' folk could not begin to understand. His affinity with spirits set him apart from an early age, and he began training to become a different type of crusader than the classical Paladin. This Heathen instead fights a holy war - against those that attack the sacred of sites, nature.
Heathen
Alignment: Any
Religion: Must not worship any formalized God, but instead engage in Spirit Worship. If the Heathen converts he loses the ability to gain levels in Heathen and any supernatural class abilities.
Hit Die: d8
Class Skills: Climb, Craft (any), Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Dungeoneering, Geography, History, Nature, Religion),Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Tumble, Use Rope,
Skill Points: 6
BAB: Full
Saves: Fort good, ref good
Proficiencies: Simple and martial weapons, light and medium armour, shields (but not tower shields).
{table=head]
Level|
Base Attack Bonus|
Fort|
Reflex|
Will|
Special Abilities
1|+1|+2|+0|+2| Totems
2|+2|+3|+0|+3| Calm Animal
3|+3|+3|+1|+3| Combat Reflexes
4|+4|+4|+1|+4| Bonus Feat
5|+5|+4|+1|+4| 1d6 Skirmish
6|+6/+1|+5|+2|+5| Fey Friend
7|+7/+2|+5|+2|+5| Faithshaker
8|+8/+3|+6|+2|+6| Bonus Feat
9|+9/+4|+6|+3|+6| Speak With Animals
10|+10/+5|+7|+3|+7| 1d6 Sneak Attack
11|+11/+6/+1|+7|+3|+7| Land Totems
12|+12/+7/+2|+8|+4|+8| Bonus Feat
13|+13/+8/+3|+8|+4|+8| Ghost Warrior
14|+14/+9/+4|+9|+4|+9| Evasion
15|+15/+10/+5|+9|+5|+9| 2d6 Skirmish
16|+16/+11/+6/+1|+10|+5|+10| Bonus Feat
17|+17/+12/+7/+2|+10|+5|+10| Speak With Plants
18|+18/+13/+8/+3|+11|+6|+11| Slippery Mind
19|+19/+14/+9/+4|+11|+6|+11| Joining of the Land
20|+20/+15/+10/+5|+12|+6|+12| 2d6 Sneak Attack, Bonus Feat[/table]
Class Features
Totems (Su):
The Heathen uses totems to focus his worship. In turn, the Land's spirits grant boons to the faithful, though they are greedy and despise competition. Praying to a spirit for a minute or so grants its boon, but any older boons upon you leave. Every spirit has a defensive, steadfast side and a vicious, aggressive side - you choose which side to appease. It is much easier to change the side than the totem, and a full round action that evokes attacks of opportunity is enough to do it. In order to pray to a spirit, he must have seen the physical aspect of it in action and it must dwell near - there cannot be a Spirit of the Spider in the middle of a deep, treacherous ocean, for example. However, it IS possible to convince the Spirits to follow a persuasive Heathen.
The Heathen must always have some physical representation of the Spirit he wishes to appease; its worth is in that it is a symbol and there is no price attached. A golden statue encrusted with the brightest gems will do just as well as a crudely carven stone.
The Heathen will change his totems many times. The spirits understand that changing conditions lead to changing needs, and do not hold a grudge for being cast off. All that is needed for this to happen is several hours of rest; the spirits will leave one not actively praying to them. In this way, it is possible for a Heathen to adapt to his travels and to appease new spirits as old ones are left behind. For example, it is unlikely to find Hyena spirits in the iciest reaches of the north, but a Spirit of the Bear isn't out of the question. Spirits he prayed to but is not currently respecting keep an eye on him, quite willing to butt in if he would but praise them actively. He may keep a number of spirits interested equal to 3 + intelligence modifier OR his heathen level, which ever is lower.
Calm Animal (Ex):
The Heathen has grown up in less 'civilized' parts of the world. Ancient husbandry practices and a lifetime growing up around livestock have allowed him to instinctively calm animals. He gains +2 to Handle Animal checks, and can always take 10 even under stress.
Combat Reflexes (Ex):
At third level, the Heathen gains the feat 'Combat Reflexes' for free, even if he doesn't meet the requirements. If he already has the feat, he may choose another feat that he does meet the requirements for.
Bonus Feat (Ex):
The Heathen is training to defend his animalistic culture in any way he can, for it is not enough to rely on the spirits of the wild. Any feat from the Scout bonus feat list is available to him, but he must meet the requirements. He gains another bonus feat every 4 levels (8, 12, 16, 20) afterwords.
Skirmish (Ex):
The Heathen lives in the wild and relies heavily on mobility. Like the scout, he has learned ways to use mobility to his advantage, and gains 1d6 skirmish dice (as the Scout class feature). He has far different motives than the scout, however, and only improves this once every 10 levels.
Fey Friend (Su):
The Fey have taken notice of your devotion to the wilds, and have subtely rewarded you. You gain a +1 to saving throws vs enchantment effects (though you will not notice the work of the fey without meeting a DC25 Know (Nature) check) and gain +2 to reaction rolls when confronted by fey.
Faithshaker (Su):
There is a reason the Churches discriminate and rally against the Heathens. Their deep contentment upsets the clergymen and wreaks havoc upon their faith. The Heathen can cause a divine spellcaster to suffer two penalties: 1) The arcane spell failure chance of his armour is applied to his divine spells, and 2) a reduction of caster level equal to 1/2 the Heathen's level (round down). Faithshaker lasts for 1/2 the Heathen's level + the Heathen's charisma modifier. The Divine Spellcaster can resist this effect with a successful will save vs DC15 + Heathen's level + cha mod. The heathen can do this a number of times per day equal to twice his charisma mod (min. 1).
Speak With Animals (Su):
The Land now allows you to reach into its soul. You may Speak With Animals as the spell (caster level = 5) a number of times equal to your charisma modifier + 1 (minimum 1).
Sneak Attack (Ex):
The Heathen is not held to more 'civilized' concepts of honour. If victory is needed, then almost any length is justified. The Heathen gains 1d6 sneak attack dice as the rogue class feature. This only improves once every 10 levels.
Land Totems (Su):
Spirits of the Land are different than the spirits of the Creatures, and they do not compete - indeed, the creatures rely on the spirits of the land. Through the Heathen's animalistic fervour, he has attracted spirits of the land and may now adorn himself with their blessings as well. He may apply both a Land Totem and Totem at the same time, as long as he meets the criteria. Like Spirits of Creatures, a Heathen can only keep so many interested at once. Spirits of the Land are much harder to appease, and a Heathen can only keep 1 + intelligence modifier interested at once.
Ghost Warrior (Su):
The spirits of the land and animals come to the Heathen's aid. When an incorporeal creature seeks to attack the Heathen, he has to deal with total concealment. There is no way for an incorporeal creature to get past this (though blind fighting or the like would help).
Evasion (Ex):
The Heathen is quick on his feet from living in wild areas. He gains evasion as the rogue class feature.
Speak With Plants (Su):
The Land now allows you to reach deeper into its soul. You may Speak With Plants as the spell (caster level = 5) a number of times equal to your charisma modifier + 1 (minimum 1).
Slippery Mind (Ex):
The Heathen's growing struggle with encroaching organized religions has left him with a spry mind and quick wit. If he fails a will save, he may attempt to reroll it again. He cannot do this more than once a round.
Joining of the Land (Su):
The Heathen has appeased many of the Spirits of the Land with his actions and deeds. They flock to him, eager to aid him in his quests to restore their former glory. They are so eager to please him, in fact, that they will even put up with another Spirit of the Land - two Land Totems may now be applied at once, as long as the two Land Totems are different. Alternatively, the Heathen may use both the offensive and defensive aspects of a single Land Spirit. The Spirits of Creatures are far too petty to be willing to put up with one another, however, and this ability cannot be applied to them.
Totems
Prey / predator mode each. Full round action to change which aspect you are representing. 1 minute of intense prayer to change a totem.
Usually focused around either plants or animals. In order to have a totem, the Heathen must have observed them in action first-hand.
May know a number of totems equal to their Heathen level or 3 + int mod totems, whichever is lower. Can change totems known; merely requires 8 hours of rest.
Need to have a graphic depiction of the totem in order to manifest the powers.
Expending a Totem means that it is no longer set. You may reset it as the full round action (as described) instead of praying for a whole minute.
These are just a taste of the possible totems.
Ant:
Prey: The ants have protecting vital parts of the colony down to a science. Gain 25% light fortification.
Predator: If the Heathen and at least 2 other sources of damage hit the target in one round, it must make a will save or be confused for a number of rounds equal to the Heathen's charisma modifier. (DC = 5 + heathen level + wis mod + number attackers after the third). The more sources of damage, the better. Additionally, if more than one Heathen is using the Totem of the Ants offensively, more than one saving throw may be used. If any of the saving throws are lost, the highest duration possible from the Heathens is applied.
Bat:
Prey: +4 to jump checks +1 / 2 Heathen levels, can stick to roofs if holding still, +2 to listen checks.
Predator: Gain the Blind Fight feat temporarily. If the Heathen already has Blind Fight, he may reroll a third time if both of the first two attempts missed due to concealment.
Bear:
Prey: +1 hit point / Heathen level, +2 to fortitude saves.
Predator: Gain a natural claw attack that does 1d4 + str mod damage. Increases in dice size for every 4 levels of Heathen.
Crab:
Prey: Gain +4 to hide checks +1 / 2 Heathen levels, are considered 'exceptionally stable' when dealing with bull rushes.
Predator: Gain +4 strength, -6 dexterity. +4 bonus vs being disarmed.
Elk:
Prey: +4 to charisma, +2 saves vs fear.
Predator: Gain +1d6 skirmish dice, but this skirmish dice only applies when you charge.
Frog:
Prey: If hit in melee combat, the attacker must make a fortitude save or be poisoned (initial 1d6 str, secondary 1d4 con, save = 5 + 1/2 Heathen level + con mod).
Predator: If using a reach weapon and it hits, the Heathen may make a free bullrush attempt, except it pulls the target towards him instead of away.
Monkey:
Prey: Gain climb speed of 20' and brachiation speed of 30'.
Predator: Thrown items also have a chance of sickening the target. A fortitude save negates (DC 10 + Heathen levels + cha mod).
Oak Totem:
Prey: +2 natural armour
Predator: Attacks deal crushing damage bonus equal to strength mod
Octopus Totem:
Prey: Grease as a spell like ability, can only use it once per setting of the Totem.
Predator: +4 to grapple checks. Increases by +1 / 2 levels of Heathen.
Orca:
Prey: Swim speed of 40' granted, can hold breath for 10x regular amount.
Predator: As a full round action, can make a bite attack that deals 2d6 + str mod damage and can make a trip attempt vs the target if the bite hits. If the trip attempt fails, the target cannot attempt to trip the Heathen.
Owl:
Prey: Gain +4 circumstance bonus to spot and listen checks. This bonus increases by +2 for every 4 levels of Heathen.
Predator: You may make an attack of opportunity against an opponent during a move action as long as you end your move at least 15' away from the target.
Pine:
Prey: Gain Resistance 5 vs cold and fire.
Predator: Natural attacks or grappling deals an extra 1d4 piercing damage
Hyena:
Prey: +2 dodge bonus to AC for every adjacent ally.
Predator: Gain an additional 1d6 sneak attack die.
Rat:
Prey: +2 to reflex and fortitude saves, +4 to escape artist ( +2 / 4 levels)
Predator: Exude an Aura of Sickliness. The aura causes a -2 penalty to one particular saving throw (chosen at the time of setting the totem). Any opponent within 10' must make a fortitude save (DC 10 + Heathen level + cha mod) or receive the -2 penalty for 10 rounds. A successful save means they are immune to the aura for 24 hours.
Rhinoceras:
Prey: Make an intimidation check against any one wanting to charge you, if you succeed they cannot charge you (they may still charge some one else, however)
Predator: You do not provoke attacks of opportunity while moving or charging, but only if you successfully make an intimidate charge against them first.
Rose:
Prey: If an opponent successfully hits you in combat, he takes 1d4 piercing damage. If grappling, he automatically takes the piercing damage every round.
Predator: Like the rose's vivid colours, you draw attention towards yourself. Opponents cannot make attacks of opportunity against allies within 10' of you.
Spider Totem:
Prey: Spider climb, +2 to move silently
Predator: 1 con damage on every physical attack, fort save = 5 + 1/2 Heathen levels + con mod.
Tiger:
Prey: Gain +4 circumstance bonus to hide and move silently checks. This bonus increases by +2 for every 4 levels of Heathen.
Predator: The Heathen can use the full attack option on a charge.
Turtle:
Prey: Total defense action doubles the AC bonus given.
Predator: Armour check penalty is reduced by 2 + 1 per 2 levels of Heathen.
Willow:
Prey: If struck physically, a successful tumble check (DC 15 + damage dealt) negates the damage. This uses up an Attack of Opportunity for the round, and cannot be used if there are no Attack of Opportunities available.
Predator: Increase the distance in range increments by ranged weapons (except thrown) by 40'.
Wolf:
Prey: Gain the 'scent' ability.
Predator: Grant a +2 circumstance bonus to hit for any ally flanking an opponent with you. You gain a +3 circumstance bonus to hit when flanking an opponent.
Land Totems
Like regular totems, but can also have one on at the same time as the other. Tend to be about geography or magical beasts.
Know 1 + int mod Land Totems
Unlike other totems, most Land Totems also have certain other prerequisite in order to learn it.
Just like the Creature Totems, Land Totems must be studied close up in person. A Heathen from the far icey north, battling avalanches and ice floes is unlikely to know the peace of the fields.
Additionally, bonus damage dice dealt by Land Totems only applies once per round, unless specifically stated otherwise. [From a balance perspective, this is because you can get multiple attacks / round going, and they scale by level like wizard nukes.]
Avalanche:
Prerequisite: Have seen an avalanch (not necessarily been in its wake), OR Knowledge (Nature) 8, Knowledge (Geography) 8.
Defense: When making a move, charge, or run action, you may attempt to intimidate creatures in your way. If successful, they make an immediate action to move 5' so that they are no longer in your path.
Offense: A successful melee attack against a knocked down opponent with a crushing weapon does damage as if it was a confirmed critical hit. If the attack WAS a confirmed critical, increase the damage multiplier by 1 instead.
Chimera:
Prerequisite: Knowledge (Nature) 4, have been in combat with a chimera.
Defense: Gain +4 circumstance bonus to Spot and Listen, +1 / 2 levels of Heathen.
Offense: Can make Attack of Opportunities with a ranged weapon. The target must be within 30' and every use uses up 2 Attack of Opportunities for the round.
Dragon:
Prerequisite: Have helped slay a true dragon, Knowledge (Religion) 8.
Defense: +4 natural armour bonus, +2 bonus on saving throws vs breath weapons.
Offense: Gain a breath attack that does 1d6 damage / 2 levels of Heathen, usable once every 2d4 rounds. The damage type and shape is determined by the dragon on the totem you are using. Reflex save halves the damage.
Fields:
Prerequisite: None
Defense: Any rage effects within 20' of the Heathen instantly end (including magically induced ones). Any Power Attack effects used within the 20' suffer a trade off; an increase in damage results in twice the loss of attack bonus it would have had. There is no save against these effects, and they also apply to allies.
Offense: The tranquility of the meadows calms the soul and soothes the rage within. A peaceful energy surrounds one's weapons. All damage is converted to subdual damage, and an additional 1d6 / 4 levels of Heathen worth of subdual damage is applied.
Glacier:
Prerequisite: Know (History) 12.
Defense: Temporarily gain the "Cold" subtype.
Offense: Initiative is automatically set to act last in a round, but any threatened critical hits (confirmed is not required) deal an extra +1d6 cold and +1d6 crushing damage, +1d6 of each for every 4 levels of Heathen.
Hydra:
Prerequisite: Have been in combat with a hydra
Defense: Make an attack of opportunity against the aggressor whenever you are struck by a melee attack.
Offense: If three or more attacks from the Heathen hit in one round, the target is stunned for one round. (Will negates, DC = 5 + Heathen levels + dex mod)
Mountain:
Prerequisite: Know (geography) 8.
Defense: Any attack of opportunity that hits ends a creature's move action instantly.
Offense: When using a weapon that deals crushing damage, gain a competence bonus to damage equal to Heathen levels.
Ocean:
Prerequisite: Have swam in the ocean entirely out of sight of land or lived in a coastal community for at least a year.
Defense: Every time you are hit by a melee attack, you may take a free 5' step away from the opponent.
Offense: Gain a +6 bonus to bull rush attempts, and the opponent gets no bonus for having more than 2 legs or being stable.
River:
Prerequisite: Know (nature) 4.
Defense: +4 to dex
Offense: +2d6 cold damage when hitting the target with a physical attack, the target must make a successful strength check (DC 10 + 1/2 Heathen levels + wis mod) or fall backwards one square and land prone.
Storm:
Prerequisite: Have been outside in a thunderstorm fierce enough to break buildings or sink ships.
Defense: Gain Resistance 5 against sonic, electric, and cold damage.
Offense: An attack can deal an extra 1d6 sonic, electric, OR cold damage (even iterative attacks). The damage type must be chosen when setting the Totem.
Summer Sun:
Prerequisite: Knowledge (Nature) 18
Defense: You become very bright. Your features are indistinct and difficult to look at, you illuminate the area like a Daylight spell, and creatures who can see trying to strike you or anything adjacent to you receive a -4 penalty to attacks.
Offense: Deal an extra 1d6 fire damage with a melee attack (including iterative ones), or make a ranged touch attack up to 60' for 1d6 fire damage + 1d6 / 2 heathen levels.
Troll:
Prerequisite: Knowledge (nature) 4, have been attacked by a troll.
Defense: Receive fast healing (3) for a number of rounds equal to wisdom mod for every time you are hit with physical damage (minimum 1). This does not stack with itself, but it can stack if you have another source of fast healing.
Offense: Gain 10' reach.
Winter Winds:
Prerequisite: Knowledge (Nature) 18
Defense: You are in the center of a contained, angry air elemental. If you are aware of a creature, you can use an Attack of Opportunity to direct the elemental telephathically to blow the opponent away. It is subject to tornado power winds for one round.
Offense: Anything (including allies) that come within 30' of the Heathen are subject to the worst of winter's bite. They take 1d6 cold damage +1d6 / 2 heathen levels, and receive 4 points of non-cumulative dexterity damage. A successful fortitude save halves the damage and negates the dexterity damage (DC 10 + heathen level + wis mod).
EDIT:: I realised that Heathens really needed Knowledge (Dungeoneering) on their class list. So that's in. Also, I clarified how totem expending worked.
EDIT2: Man, 'Holy holy holy holy holy' in the intro. Let's use some synonyms, shall we?
I was just thinking about totemic cultures and how none really show up in D&D. So I went about making one.
I thought of doing one for every 'archetype' (fighter, rogue, wizard, cleric) but Wizards of the Coast decided to do the cleric and rogue ones for me already - druids and scouts.
So I'll just do a mystic fighteresque figure (that isn't a ranger, shut up). I plan on doing an Arcane version, too, but I need to think on that one more. In the mean time, I give you:
THE HEATHEN.
http://www.primoalonso.com/Past%20Exhib/Rui%20Matsunaga/heathen_threshold.jpg
The Heathen lives in tiny communities far outside of civilization, being raised on a religion many of the 'civilized' folk could not begin to understand. His affinity with spirits set him apart from an early age, and he began training to become a different type of crusader than the classical Paladin. This Heathen instead fights a holy war - against those that attack the sacred of sites, nature.
Heathen
Alignment: Any
Religion: Must not worship any formalized God, but instead engage in Spirit Worship. If the Heathen converts he loses the ability to gain levels in Heathen and any supernatural class abilities.
Hit Die: d8
Class Skills: Climb, Craft (any), Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Dungeoneering, Geography, History, Nature, Religion),Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Tumble, Use Rope,
Skill Points: 6
BAB: Full
Saves: Fort good, ref good
Proficiencies: Simple and martial weapons, light and medium armour, shields (but not tower shields).
{table=head]
Level|
Base Attack Bonus|
Fort|
Reflex|
Will|
Special Abilities
1|+1|+2|+0|+2| Totems
2|+2|+3|+0|+3| Calm Animal
3|+3|+3|+1|+3| Combat Reflexes
4|+4|+4|+1|+4| Bonus Feat
5|+5|+4|+1|+4| 1d6 Skirmish
6|+6/+1|+5|+2|+5| Fey Friend
7|+7/+2|+5|+2|+5| Faithshaker
8|+8/+3|+6|+2|+6| Bonus Feat
9|+9/+4|+6|+3|+6| Speak With Animals
10|+10/+5|+7|+3|+7| 1d6 Sneak Attack
11|+11/+6/+1|+7|+3|+7| Land Totems
12|+12/+7/+2|+8|+4|+8| Bonus Feat
13|+13/+8/+3|+8|+4|+8| Ghost Warrior
14|+14/+9/+4|+9|+4|+9| Evasion
15|+15/+10/+5|+9|+5|+9| 2d6 Skirmish
16|+16/+11/+6/+1|+10|+5|+10| Bonus Feat
17|+17/+12/+7/+2|+10|+5|+10| Speak With Plants
18|+18/+13/+8/+3|+11|+6|+11| Slippery Mind
19|+19/+14/+9/+4|+11|+6|+11| Joining of the Land
20|+20/+15/+10/+5|+12|+6|+12| 2d6 Sneak Attack, Bonus Feat[/table]
Class Features
Totems (Su):
The Heathen uses totems to focus his worship. In turn, the Land's spirits grant boons to the faithful, though they are greedy and despise competition. Praying to a spirit for a minute or so grants its boon, but any older boons upon you leave. Every spirit has a defensive, steadfast side and a vicious, aggressive side - you choose which side to appease. It is much easier to change the side than the totem, and a full round action that evokes attacks of opportunity is enough to do it. In order to pray to a spirit, he must have seen the physical aspect of it in action and it must dwell near - there cannot be a Spirit of the Spider in the middle of a deep, treacherous ocean, for example. However, it IS possible to convince the Spirits to follow a persuasive Heathen.
The Heathen must always have some physical representation of the Spirit he wishes to appease; its worth is in that it is a symbol and there is no price attached. A golden statue encrusted with the brightest gems will do just as well as a crudely carven stone.
The Heathen will change his totems many times. The spirits understand that changing conditions lead to changing needs, and do not hold a grudge for being cast off. All that is needed for this to happen is several hours of rest; the spirits will leave one not actively praying to them. In this way, it is possible for a Heathen to adapt to his travels and to appease new spirits as old ones are left behind. For example, it is unlikely to find Hyena spirits in the iciest reaches of the north, but a Spirit of the Bear isn't out of the question. Spirits he prayed to but is not currently respecting keep an eye on him, quite willing to butt in if he would but praise them actively. He may keep a number of spirits interested equal to 3 + intelligence modifier OR his heathen level, which ever is lower.
Calm Animal (Ex):
The Heathen has grown up in less 'civilized' parts of the world. Ancient husbandry practices and a lifetime growing up around livestock have allowed him to instinctively calm animals. He gains +2 to Handle Animal checks, and can always take 10 even under stress.
Combat Reflexes (Ex):
At third level, the Heathen gains the feat 'Combat Reflexes' for free, even if he doesn't meet the requirements. If he already has the feat, he may choose another feat that he does meet the requirements for.
Bonus Feat (Ex):
The Heathen is training to defend his animalistic culture in any way he can, for it is not enough to rely on the spirits of the wild. Any feat from the Scout bonus feat list is available to him, but he must meet the requirements. He gains another bonus feat every 4 levels (8, 12, 16, 20) afterwords.
Skirmish (Ex):
The Heathen lives in the wild and relies heavily on mobility. Like the scout, he has learned ways to use mobility to his advantage, and gains 1d6 skirmish dice (as the Scout class feature). He has far different motives than the scout, however, and only improves this once every 10 levels.
Fey Friend (Su):
The Fey have taken notice of your devotion to the wilds, and have subtely rewarded you. You gain a +1 to saving throws vs enchantment effects (though you will not notice the work of the fey without meeting a DC25 Know (Nature) check) and gain +2 to reaction rolls when confronted by fey.
Faithshaker (Su):
There is a reason the Churches discriminate and rally against the Heathens. Their deep contentment upsets the clergymen and wreaks havoc upon their faith. The Heathen can cause a divine spellcaster to suffer two penalties: 1) The arcane spell failure chance of his armour is applied to his divine spells, and 2) a reduction of caster level equal to 1/2 the Heathen's level (round down). Faithshaker lasts for 1/2 the Heathen's level + the Heathen's charisma modifier. The Divine Spellcaster can resist this effect with a successful will save vs DC15 + Heathen's level + cha mod. The heathen can do this a number of times per day equal to twice his charisma mod (min. 1).
Speak With Animals (Su):
The Land now allows you to reach into its soul. You may Speak With Animals as the spell (caster level = 5) a number of times equal to your charisma modifier + 1 (minimum 1).
Sneak Attack (Ex):
The Heathen is not held to more 'civilized' concepts of honour. If victory is needed, then almost any length is justified. The Heathen gains 1d6 sneak attack dice as the rogue class feature. This only improves once every 10 levels.
Land Totems (Su):
Spirits of the Land are different than the spirits of the Creatures, and they do not compete - indeed, the creatures rely on the spirits of the land. Through the Heathen's animalistic fervour, he has attracted spirits of the land and may now adorn himself with their blessings as well. He may apply both a Land Totem and Totem at the same time, as long as he meets the criteria. Like Spirits of Creatures, a Heathen can only keep so many interested at once. Spirits of the Land are much harder to appease, and a Heathen can only keep 1 + intelligence modifier interested at once.
Ghost Warrior (Su):
The spirits of the land and animals come to the Heathen's aid. When an incorporeal creature seeks to attack the Heathen, he has to deal with total concealment. There is no way for an incorporeal creature to get past this (though blind fighting or the like would help).
Evasion (Ex):
The Heathen is quick on his feet from living in wild areas. He gains evasion as the rogue class feature.
Speak With Plants (Su):
The Land now allows you to reach deeper into its soul. You may Speak With Plants as the spell (caster level = 5) a number of times equal to your charisma modifier + 1 (minimum 1).
Slippery Mind (Ex):
The Heathen's growing struggle with encroaching organized religions has left him with a spry mind and quick wit. If he fails a will save, he may attempt to reroll it again. He cannot do this more than once a round.
Joining of the Land (Su):
The Heathen has appeased many of the Spirits of the Land with his actions and deeds. They flock to him, eager to aid him in his quests to restore their former glory. They are so eager to please him, in fact, that they will even put up with another Spirit of the Land - two Land Totems may now be applied at once, as long as the two Land Totems are different. Alternatively, the Heathen may use both the offensive and defensive aspects of a single Land Spirit. The Spirits of Creatures are far too petty to be willing to put up with one another, however, and this ability cannot be applied to them.
Totems
Prey / predator mode each. Full round action to change which aspect you are representing. 1 minute of intense prayer to change a totem.
Usually focused around either plants or animals. In order to have a totem, the Heathen must have observed them in action first-hand.
May know a number of totems equal to their Heathen level or 3 + int mod totems, whichever is lower. Can change totems known; merely requires 8 hours of rest.
Need to have a graphic depiction of the totem in order to manifest the powers.
Expending a Totem means that it is no longer set. You may reset it as the full round action (as described) instead of praying for a whole minute.
These are just a taste of the possible totems.
Ant:
Prey: The ants have protecting vital parts of the colony down to a science. Gain 25% light fortification.
Predator: If the Heathen and at least 2 other sources of damage hit the target in one round, it must make a will save or be confused for a number of rounds equal to the Heathen's charisma modifier. (DC = 5 + heathen level + wis mod + number attackers after the third). The more sources of damage, the better. Additionally, if more than one Heathen is using the Totem of the Ants offensively, more than one saving throw may be used. If any of the saving throws are lost, the highest duration possible from the Heathens is applied.
Bat:
Prey: +4 to jump checks +1 / 2 Heathen levels, can stick to roofs if holding still, +2 to listen checks.
Predator: Gain the Blind Fight feat temporarily. If the Heathen already has Blind Fight, he may reroll a third time if both of the first two attempts missed due to concealment.
Bear:
Prey: +1 hit point / Heathen level, +2 to fortitude saves.
Predator: Gain a natural claw attack that does 1d4 + str mod damage. Increases in dice size for every 4 levels of Heathen.
Crab:
Prey: Gain +4 to hide checks +1 / 2 Heathen levels, are considered 'exceptionally stable' when dealing with bull rushes.
Predator: Gain +4 strength, -6 dexterity. +4 bonus vs being disarmed.
Elk:
Prey: +4 to charisma, +2 saves vs fear.
Predator: Gain +1d6 skirmish dice, but this skirmish dice only applies when you charge.
Frog:
Prey: If hit in melee combat, the attacker must make a fortitude save or be poisoned (initial 1d6 str, secondary 1d4 con, save = 5 + 1/2 Heathen level + con mod).
Predator: If using a reach weapon and it hits, the Heathen may make a free bullrush attempt, except it pulls the target towards him instead of away.
Monkey:
Prey: Gain climb speed of 20' and brachiation speed of 30'.
Predator: Thrown items also have a chance of sickening the target. A fortitude save negates (DC 10 + Heathen levels + cha mod).
Oak Totem:
Prey: +2 natural armour
Predator: Attacks deal crushing damage bonus equal to strength mod
Octopus Totem:
Prey: Grease as a spell like ability, can only use it once per setting of the Totem.
Predator: +4 to grapple checks. Increases by +1 / 2 levels of Heathen.
Orca:
Prey: Swim speed of 40' granted, can hold breath for 10x regular amount.
Predator: As a full round action, can make a bite attack that deals 2d6 + str mod damage and can make a trip attempt vs the target if the bite hits. If the trip attempt fails, the target cannot attempt to trip the Heathen.
Owl:
Prey: Gain +4 circumstance bonus to spot and listen checks. This bonus increases by +2 for every 4 levels of Heathen.
Predator: You may make an attack of opportunity against an opponent during a move action as long as you end your move at least 15' away from the target.
Pine:
Prey: Gain Resistance 5 vs cold and fire.
Predator: Natural attacks or grappling deals an extra 1d4 piercing damage
Hyena:
Prey: +2 dodge bonus to AC for every adjacent ally.
Predator: Gain an additional 1d6 sneak attack die.
Rat:
Prey: +2 to reflex and fortitude saves, +4 to escape artist ( +2 / 4 levels)
Predator: Exude an Aura of Sickliness. The aura causes a -2 penalty to one particular saving throw (chosen at the time of setting the totem). Any opponent within 10' must make a fortitude save (DC 10 + Heathen level + cha mod) or receive the -2 penalty for 10 rounds. A successful save means they are immune to the aura for 24 hours.
Rhinoceras:
Prey: Make an intimidation check against any one wanting to charge you, if you succeed they cannot charge you (they may still charge some one else, however)
Predator: You do not provoke attacks of opportunity while moving or charging, but only if you successfully make an intimidate charge against them first.
Rose:
Prey: If an opponent successfully hits you in combat, he takes 1d4 piercing damage. If grappling, he automatically takes the piercing damage every round.
Predator: Like the rose's vivid colours, you draw attention towards yourself. Opponents cannot make attacks of opportunity against allies within 10' of you.
Spider Totem:
Prey: Spider climb, +2 to move silently
Predator: 1 con damage on every physical attack, fort save = 5 + 1/2 Heathen levels + con mod.
Tiger:
Prey: Gain +4 circumstance bonus to hide and move silently checks. This bonus increases by +2 for every 4 levels of Heathen.
Predator: The Heathen can use the full attack option on a charge.
Turtle:
Prey: Total defense action doubles the AC bonus given.
Predator: Armour check penalty is reduced by 2 + 1 per 2 levels of Heathen.
Willow:
Prey: If struck physically, a successful tumble check (DC 15 + damage dealt) negates the damage. This uses up an Attack of Opportunity for the round, and cannot be used if there are no Attack of Opportunities available.
Predator: Increase the distance in range increments by ranged weapons (except thrown) by 40'.
Wolf:
Prey: Gain the 'scent' ability.
Predator: Grant a +2 circumstance bonus to hit for any ally flanking an opponent with you. You gain a +3 circumstance bonus to hit when flanking an opponent.
Land Totems
Like regular totems, but can also have one on at the same time as the other. Tend to be about geography or magical beasts.
Know 1 + int mod Land Totems
Unlike other totems, most Land Totems also have certain other prerequisite in order to learn it.
Just like the Creature Totems, Land Totems must be studied close up in person. A Heathen from the far icey north, battling avalanches and ice floes is unlikely to know the peace of the fields.
Additionally, bonus damage dice dealt by Land Totems only applies once per round, unless specifically stated otherwise. [From a balance perspective, this is because you can get multiple attacks / round going, and they scale by level like wizard nukes.]
Avalanche:
Prerequisite: Have seen an avalanch (not necessarily been in its wake), OR Knowledge (Nature) 8, Knowledge (Geography) 8.
Defense: When making a move, charge, or run action, you may attempt to intimidate creatures in your way. If successful, they make an immediate action to move 5' so that they are no longer in your path.
Offense: A successful melee attack against a knocked down opponent with a crushing weapon does damage as if it was a confirmed critical hit. If the attack WAS a confirmed critical, increase the damage multiplier by 1 instead.
Chimera:
Prerequisite: Knowledge (Nature) 4, have been in combat with a chimera.
Defense: Gain +4 circumstance bonus to Spot and Listen, +1 / 2 levels of Heathen.
Offense: Can make Attack of Opportunities with a ranged weapon. The target must be within 30' and every use uses up 2 Attack of Opportunities for the round.
Dragon:
Prerequisite: Have helped slay a true dragon, Knowledge (Religion) 8.
Defense: +4 natural armour bonus, +2 bonus on saving throws vs breath weapons.
Offense: Gain a breath attack that does 1d6 damage / 2 levels of Heathen, usable once every 2d4 rounds. The damage type and shape is determined by the dragon on the totem you are using. Reflex save halves the damage.
Fields:
Prerequisite: None
Defense: Any rage effects within 20' of the Heathen instantly end (including magically induced ones). Any Power Attack effects used within the 20' suffer a trade off; an increase in damage results in twice the loss of attack bonus it would have had. There is no save against these effects, and they also apply to allies.
Offense: The tranquility of the meadows calms the soul and soothes the rage within. A peaceful energy surrounds one's weapons. All damage is converted to subdual damage, and an additional 1d6 / 4 levels of Heathen worth of subdual damage is applied.
Glacier:
Prerequisite: Know (History) 12.
Defense: Temporarily gain the "Cold" subtype.
Offense: Initiative is automatically set to act last in a round, but any threatened critical hits (confirmed is not required) deal an extra +1d6 cold and +1d6 crushing damage, +1d6 of each for every 4 levels of Heathen.
Hydra:
Prerequisite: Have been in combat with a hydra
Defense: Make an attack of opportunity against the aggressor whenever you are struck by a melee attack.
Offense: If three or more attacks from the Heathen hit in one round, the target is stunned for one round. (Will negates, DC = 5 + Heathen levels + dex mod)
Mountain:
Prerequisite: Know (geography) 8.
Defense: Any attack of opportunity that hits ends a creature's move action instantly.
Offense: When using a weapon that deals crushing damage, gain a competence bonus to damage equal to Heathen levels.
Ocean:
Prerequisite: Have swam in the ocean entirely out of sight of land or lived in a coastal community for at least a year.
Defense: Every time you are hit by a melee attack, you may take a free 5' step away from the opponent.
Offense: Gain a +6 bonus to bull rush attempts, and the opponent gets no bonus for having more than 2 legs or being stable.
River:
Prerequisite: Know (nature) 4.
Defense: +4 to dex
Offense: +2d6 cold damage when hitting the target with a physical attack, the target must make a successful strength check (DC 10 + 1/2 Heathen levels + wis mod) or fall backwards one square and land prone.
Storm:
Prerequisite: Have been outside in a thunderstorm fierce enough to break buildings or sink ships.
Defense: Gain Resistance 5 against sonic, electric, and cold damage.
Offense: An attack can deal an extra 1d6 sonic, electric, OR cold damage (even iterative attacks). The damage type must be chosen when setting the Totem.
Summer Sun:
Prerequisite: Knowledge (Nature) 18
Defense: You become very bright. Your features are indistinct and difficult to look at, you illuminate the area like a Daylight spell, and creatures who can see trying to strike you or anything adjacent to you receive a -4 penalty to attacks.
Offense: Deal an extra 1d6 fire damage with a melee attack (including iterative ones), or make a ranged touch attack up to 60' for 1d6 fire damage + 1d6 / 2 heathen levels.
Troll:
Prerequisite: Knowledge (nature) 4, have been attacked by a troll.
Defense: Receive fast healing (3) for a number of rounds equal to wisdom mod for every time you are hit with physical damage (minimum 1). This does not stack with itself, but it can stack if you have another source of fast healing.
Offense: Gain 10' reach.
Winter Winds:
Prerequisite: Knowledge (Nature) 18
Defense: You are in the center of a contained, angry air elemental. If you are aware of a creature, you can use an Attack of Opportunity to direct the elemental telephathically to blow the opponent away. It is subject to tornado power winds for one round.
Offense: Anything (including allies) that come within 30' of the Heathen are subject to the worst of winter's bite. They take 1d6 cold damage +1d6 / 2 heathen levels, and receive 4 points of non-cumulative dexterity damage. A successful fortitude save halves the damage and negates the dexterity damage (DC 10 + heathen level + wis mod).
EDIT:: I realised that Heathens really needed Knowledge (Dungeoneering) on their class list. So that's in. Also, I clarified how totem expending worked.
EDIT2: Man, 'Holy holy holy holy holy' in the intro. Let's use some synonyms, shall we?