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View Full Version : New d20 class - The Heathen [PEACH]



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?

Galileo
2009-02-08, 05:23 AM
Very nice. I like the flavour, and I like the abilities. I'd definitely be interested in your other classes.

Ashtagon
2009-02-08, 09:53 AM
Interesting set of class abilities. But the class name needs changing badly. You've got what is in essence a paladin of nature, but you've named him according to what his enemies would call him. This is equivalent to renaming the paladin class to "slayer of the faithful" (how historical paladins were often called by Muslims during the crusades).

I'm not sure what to suggest renaming it to. That may depend on whether you want it flavoured toward a specific naturistic society.

TSED
2009-02-08, 06:20 PM
Interesting set of class abilities. But the class name needs changing badly. You've got what is in essence a paladin of nature, but you've named him according to what his enemies would call him. This is equivalent to renaming the paladin class to "slayer of the faithful" (how historical paladins were often called by Muslims during the crusades).

I'm not sure what to suggest renaming it to. That may depend on whether you want it flavoured toward a specific naturistic society.


What's wrong with that? The word 'heathen' is only carrying a negative context because of our christianized society; it was not an insult in days long past. In fact, you can even find references of the heathens calling themselves that, and mention of things like heathen armies, etc. etc.

I just realised I need to put in a clause that they can't gain levels when in a 'civilized' religion, but I can't think of any way to put that. Want to help out?

And lastly, think I should put in an epic feat that lets them have 2 Totems active? Prereqs = Joining of the Land and 21 cha or the like?

Lappy9000
2009-02-08, 08:01 PM
What's wrong with that? The word 'heathen' is only carrying a negative context because of our christianized society; it was not an insult in days long past. In fact, you can even find references of the heathens calling themselves that, and mention of things like heathen armies, etc. etc.

I just realised I need to put in a clause that they can't gain levels when in a 'civilized' religion, but I can't think of any way to put that. Want to help out?

And lastly, think I should put in an epic feat that lets them have 2 Totems active? Prereqs = Joining of the Land and 21 cha or the like?Well, Dictionary.com (http://dictionary.reference.com/browse/Heathen)says differently for the most part, although there is one definition that the word may once have meant "dwelling on the heath." Regardless, the class isn't designed for people of days past. It's designed for our culture of the present, and whether of not you have a problem with a Christianized society, most people will view it with a negative connotation.

More to the point, this really does seem to scream "Prestige Class," with features like Sneak Attack and the many bonus feats like seem out of place. I also think that it could potentially lead to some problems among the players. I could definitely see someone who gets a little too into their roleplaying accidentally offending other players.

With any base class, you really need to ask yourself, "What roles does this class fill?" since the base classes are normally (with some exceptions) just fufill core themes such as arcane caster archetype, sneaky archetype, martial/divine archetype. It really just looks like a specialized druid to me, which makes it look like a Prestige Class.

Arright, I hate giving bad reviews and writing text walls, but I think this could function pretty well as a Prestige Class. The totems are pretty flavorful, although I really stink at judging balance. Once again, sorry for the rough critique, but that's how stuff gets done, aye? :smallwink:

TSED
2009-02-08, 08:40 PM
Well, Dictionary.com (http://dictionary.reference.com/browse/Heathen)says differently for the most part, although there is one definition that the word may once have meant "dwelling on the heath." Regardless, the class isn't designed for people of days past. It's designed for our culture of the present, and whether of not you have a problem with a Christianized society, most people will view it with a negative connotation.


1. an unconverted individual of a people that do not acknowledge the God of the Bible; a person who is neither a Jew, Christian, nor Muslim; pagan.
2. an irreligious, uncultured, or uncivilized person.
–adjective
3. of or pertaining to heathens; pagan.
4. irreligious, uncultured, or uncivilized.

Are you sure? 1 and 3 apply well to this, 2 and 4 apply to what others think of them. Kind of the flavour I was going for - "uncivilized, will face prejudice from more theological persons, etc." And most people seeing the word with a negative connotation... good! It would help flavour the roleplaying. That's exactly what these are - undesirable wild untamed people, needing a good strict dose of civilization.


More to the point, this really does seem to scream "Prestige Class," with features like Sneak Attack and the many bonus feats like seem out of place. I also think that it could potentially lead to some problems among the players. I could definitely see someone who gets a little too into their roleplaying accidentally offending other players.

How do they seem out of place? I can accept they seem out of place to you, but did you read the totems? They are all temporary, switchable buffs. It is a gameplay mechanic to get a flexible, supernatural, resource-management-lacking warrior. They are striking from the woods in ambushes, from the cover of night to whittle down troops and break morale... They are the forest fighting guerrilla forces that invading armies can't break, the whispering winds that bring death, the noble savage performing acts of finesse that leaves the trained soldiers in utter awe.


With any base class, you really need to ask yourself, "What roles does this class fill?" since the base classes are normally (with some exceptions) just fufill core themes such as arcane caster archetype, sneaky archetype, martial/divine archetype. It really just looks like a specialized druid to me, which makes it look like a Prestige Class.

How is it druidic at all? It is a fighter with temporary, flexible buffs that don't run out. It has some precision dice to help it out (scout / ranger hybridesque there).

I am not familiar with the ToB as I don't have it, but this class gives off a slight vibe from what I've read of it. Melee that has more choices than 'attack' and 'attack something else.' It has slight resource management that changes depending on the totem and refills itself per round (AoOs) but that is very minor.

I don't mean to be offensive, but did you read the totems at all? They are slightly druidic in flavour but not in effect whatsoever. Whether it's throwing out another skirmish die on a charge, turning tumble checks into damage mitigation, or granting buffs... These don't feel druidesque at all to me. No spell casting, no animal companion, no throwing out battlefield control, no healing, no wild shape (though the physical buffs.. maybe that's why?). This class is nothing like a druid to my eyes. Mind sharing why it is in effect to you?



Arright, I hate giving bad reviews and writing text walls, but I think this could function pretty well as a Prestige Class. The totems are pretty flavorful, although I really stink at judging balance. Once again, sorry for the rough critique, but that's how stuff gets done, aye? :smallwink:

I don't mind reading text walls and constructive criticism (you did give some, I merely happened to disagree with you, probably on the basis of personal interpretations of the word 'heathen'). As a prestige class... Well, I thought about it, but what would fit? A fighter that goes into the woods and trades discipline and flavour for animal worship? Nope. A barbarian that has a spiritual side? Where's that 'deep contentment' thing that faithshaker's throwing out there? Nope. Ranger or scout that grew up in the wilds, learned from shamanistic peoples... Maybe. But that's all that works, and only for a small portion of their backgrounds. What about the rangers that grew up in small villages, or abandoned civilization to grow up in the woods? What about scouts that were assigned by the military? There's no real way to preclude them from the prestige class, which simply does not work with the fluff. And for full spellcasters, just forget it.

This is, keep in mind, the 'heathen army' type of niche. I made it specifically because there was nothing like it. Picture tiny villages in the frozen woods of Norway fighting off the Catholic missionaries. Picture the Native American facing the encroaching western civilization. Picture guerrillas in African or east-Asian jungles, or the mayans, or the aztecs... Why can't they have holy warriors? They do now.

(I hope this doesn't come across as me screaming "no I'm right and you're wrong", it's merely me trying to express my view point.)

Lappy9000
2009-02-08, 08:52 PM
This is, keep in mind, the 'heathen army' type of niche. I made it specifically because there was nothing like it. Picture tiny villages in the frozen woods of Norway fighting off the Catholic missionaries. Picture the Native American facing the encroaching western civilization. Picture guerrillas in African or east-Asian jungles, or the mayans, or the aztecs... Why can't they have holy warriors? They do now.I would have just re-fluffed clerics or druids, but hey, whatever works for ya. I meant that druids can replicate many of the effects with spells/wildshape (I did in fact, read the totems)

More than anything else, I'd be most worried about those potential role-playing issues, but hey, you know you group better than I do.


(I hope this doesn't come across as me screaming "no I'm right and you're wrong", it's merely me trying to express my view point.)Oh, not at all, we can just agree to disagree :smallsmile:

NakedCelt
2009-02-08, 09:03 PM
Pagan: Latin pagana, paganus, from pagus "back country". Present use dates from the century or so when urban citizens of the Roman Empire were mostly Christian and those far from the towns were mostly not. Pagus also gave rise to French pays, hence paysan, which in turn is the origin of English "peasant".
Heathen: from English "heath", originally meaning "back country". Simply a translation of "pagan" originally.

TSED
2009-02-08, 10:41 PM
More than anything else, I'd be most worried about those potential role-playing issues, but hey, you know you group better than I do.


That's only really an issue if the players makes it one. The heathens weren't dangerous because they were actively attacking the church, they were dangerous because they were actively defending their own religions. They refused to convert, and this was the source of problems.

If you look back to the original Roman Empire, there was a time when religion was absolutely free. Like, freer than we have in North America. Every one believed exactly what they wanted to believe and there were no holidays pushing one above the others. Later on, Christianity became the official religion (thanks to one Constantine, I believe?) and so on and so forth.

In short, heathens don't necessarily have to be attacking the faith. In fact, I'd say that's the opposite of what they should be doing. They should be like druids or rangers, protecting the wilderness (particularly the area they came from) or alternately just on some sort of vision quest or the like.

Chokuto
2009-02-14, 09:40 PM
Can't ... resist... urge .... to add in.... my two cents.....

Okay, I don't think the class name needs changed regardless of what dictionary.com or anyone says. People that will want to play this class will be wanting to play what they think of as a "Heathen" so the name is perfect in my opinon. Whether or not Heathen is a negative title or naught. Hell, Historical Druids don't fit what DnD Druids are but in the vaguest of sense.

TSED
2009-02-16, 01:54 AM
Can't ... resist... urge .... to add in.... my two cents.....

Okay, I don't think the class name needs changed regardless of what dictionary.com or anyone says. People that will want to play this class will be wanting to play what they think of as a "Heathen" so the name is perfect in my opinon. Whether or not Heathen is a negative title or naught. Hell, Historical Druids don't fit what DnD Druids are but in the vaguest of sense.

Thank you, well said.


Back to the actual class:

I am worried some of the Land Totems are a little too powerful, especially the ones that don't allow saves (IE: Fields or Mountains). Any opinions on those?

TSED
2009-02-19, 04:15 AM
Alternate Class Features:
The Naturalist Heathen

In addition to the changes noted below, a Naturalist Heathen follow's a druid's oath about metal armour. Like a druid, using prohibited items leads to a loss of all supernatural class abilities until it is removed and 24 hours afterwords.

Instead of gaining skirmish and sneak attack dice, a Heathen gains one use of Wildshape per day at those levels. He can wildshape into anything a druid of the same level could, and can take feats based off of uses of Wildshape. For all intents and purposes (except those noted directly below) it functions as a druid of an equal level's Wildshape.

Two differences are apparent, however. Firstly, the Heathen must have set the totem to the creature he wishes to shapeshift into (prey or predator does not matter). At 9th level, he may take the Totem's enchantment unto himself but loses Speak With Animals. He may take Land Totems' benefits with him at level 17 but loses Speak With Plants.

At 18th level, instead of shapeshifting into an elemental, a Heathen can shapeshift into a Magical Beast. Once again, he must have the appropriate totem set, and cannot wildshape into things that are not Magical Beasts that he may have totems for anyways (such as trolls, wyverns, dragons, or the like). He can do this a number of times equal to a druid of the same level.




Here are some new Totems:

Anenome
Prey: If the Heathen curls up into a ball, he loses his dexterity bonus (if positive) to AC and reflex saves, but instead gains his constitution bonus to AC.
Predator: Any living creature that touches you must make a saving throw (DC = 5 + 1/2 Heathen levels + con mod) or be paralyzed for 1 round. This also applies if you use a natural attack on a target.

Ankylosaurus
Prey: Gain con mod as a natural armour bonus
Predator: When attacking with a blunt weapon, the Heathen may make one extra attack at his full BAB as if he was hasted. This extra attack does not stack with other sources of an extra attack (such as haste).

Camel
Prey: +2 to fortitude checks to resist dehydration or hot weather, gain the feat 'Endurance'
Predator: May spit at a target up to 15' away to blind an opponent. Make an attack roll with only +BAB and +Dex mod. If it hits, they must make a reflex save (DC 10 + 1/2 Heathen levels + dex mod) or be blinded for 1d12 rounds. They may spend a full round action that provokes attacks of opportunity to clear their eyes. If a target has been hit by this before, or seen some one else hit by it during the encounter, they gain a +6 bonus to the reflex saving throw.

Centipede
Prey: +4 bonus to climb and hide checks, +1 / 2 levels of Heathen. Additionally, the Heathen can use either the strength or dexterity modifier for climb checks, whichever is higher.
Predator: On successful melee attacks, the target must make a fortitude save or take 1 point of dexterity damage (DC = 5 + 1/2 Heathen levels + con mod)

Crocodile
Prey: Can hold breath for con mod x4, gains +8 to swim checks, can float with only nostrils showing giving +10 cover bonus to hide checks.
Predator: If any melee attack is successful, the Heathen may enter a grapple without provoking an attack of opportunity as a free action.

Diplodocus
Prey: When attacked by a creature who is considered flanking you, you may make an attack of opportunity before they roll their dice. However, It can only be used for a trip attempt, but if it fails they cannot attempt to trip you. Additionally, you suffer a -2 penalty to reflex saves.
Predator: Gain the 'Powerful Build' ability, but suffer -4 dexterity.

Greenvise
Prey: Gain Resistance (Acid) equal to 1/4 your Heathen level (min 1, round down).
Predator: Expend the Totem to spit out a Death Fog similar to a Greenvise's. The fog deals 1d4 acid damage (no saving throw) to everything inside of it (except you) and grants 20% concealment to everything inside of it. The fog lasts for 3d6 rounds, unless a strong wind (31+ mph) disperses the vapours in 1 round.

Hippo
Prey: +4 to intimidate checks, +2 / 4 levels of Heathen.
Predator: Gain a bite attack that provokes an attack of opportunity and does 1d6 + Heathen level points of damage.

Horse
Prey: Gain the feats "Run" and "Endurance"
Predator: If you choose to kick (an unarmed attack), you do not provoke an attack of opportunity and it deals 1d6 + strength modifier if it hits.

Manta Ray
Prey: Huge, sprawling spectral fins sprout from the limbs like a Manta Ray's. Lose land speed and all attacks. Gain 30' swim speed, increase size category by 1, and gain +4 to strength. You are in no danger of drowning, and can move at full speed when carrying a medium load.
Predator: Considered to have the ability "Powerful Build" but all speeds (except swim) are reduced to 10' (do not raise if it was higher than that).

Orcwort
Prey: The Heathen only takes half damage from piercing weapons.
Predator: Gain Woodsense 60'.

Raven
Prey: Gain +2 bonus to spot and appraise, +1 / 2 levels
Predator: Natural attacks are considered to threaten on a range of 19-20

Tendriculous
Prey: Gain plant traits, but take triple damage from blunt or acid damage.
Predator: Animals and motile plants are unnerved by your presence and must make a will save (DC 10 + 1/2 heathen levels + cha modifier) or be frightened when within 60' of you, automatically. Tendriculi are immune to this effect.

Toad
Prey: +1 to all saving throws, -4 cha
Predator: Your throat bulges with air, and your voice may be heard an extra 1 mile away.

Treant
Defense: Gain DR equal to your level (max 10), piercable by slashing weapons. You take double damage from fire and cold.
Offense: Any full attack made against an object deals double damage.

Tyrannosaurus Rex
Prey: +2 hit points per Heathen level.
Predator: +2 strength, +2 damage while charging.

Weasel
Prey: +2 Escape Artist and Balance checks (+1 / 2 levels of Heathen),
Predator: Any Escape Artist DCs to escape a pin or grapple with you are increased by 1 point per Heathen level.

Wolverine
Prey: Gain 5' climb and burrow speeds.
Predator: Upon setting this totem, the Heathen enters a Barbarian Rage (as a barbarian, level = 1/2 Heathen level + cha mod).


To share my 'Totemization' process it goes something like this: look at a creature's MM entry. Notice things that stick out (unusual Ex or Su abilities). Think of a way that would be cool to apply them to a PC. Try to balance them. Apply Prereqs (the better the totem, the higher the prereqs). Magical beasts and fey tend to get Know (nature), oozes and aberrations get (Dungeoneering), dragons get a combination of (nature, religion). There are always exceptions (unicorns get religion, for example). Plants and animals don't get to be Land Totems (except for Dire Elephants, because those are awesome and balancing that was just too hard). Keep in mind that while a 1st level COULD learn any regular totem, it is very unlikely he'd learn ones like T-Rex because it requires knowledge of the subject. Lastly, weather or geographic features are made into Know (Geography) as their prereq, with a lot of them having other related prerequisites including feats or character-specific deeds.

And lastly, a ton of new Land Totems. Note that Knowledge (Dungeoneering) has been retroactively added to the Heathen's skill list.



Ankheg
Prerequisite: Knowledge (Nature) 14, have taken damage from an Ankheg's acid.
Defense: Gain burrow speed 10', tremorsense 30'.
Offense: On a successful attack, do 1d4 acid damage per 3 levels of Heathen + 1 point per constitution mod. This damage is applied on every successful attack.

Ash Rat
Prerequisites: Knowledge (Nature) 6, Chaotic Neutral, have captured and held an Ash Rat with bare hands
Defense: The Heathen begins smoking like an ash rat. (20% concealment granted, +8 to hide checks in smokey or foggy areas).
Offense: The Heathen gains the fire subtype and the Ash Rat's ability to heal from fire damage. Additionally, he gains the feat "Improved Initiative."

Asperi
Prerequisites: Knowledge (Nature) 9, Ride 10, Neutral Good, have ridden an Asperi
Defense: The Heathen is under a Feather Fall effect and gains Uncanny Dodge (like a rogue) and the Cold subtype.
Offense: The Heathen can expend his totem as a standard action. In return, he casts 'Air Walk' as a druid of the same level.

Basilisk
Prerequisite: Knowledge (Nature) 15, have made a successful saving throw vs basilisk gaze.
Defense: Immunity to petrification
Offense: May make a gaze attack at one opponent within 30'. If the opponent fails their saving throw (DC 5 + 1/2 Heathen levels + cha mod) then they take 1d2 dexterity damage. For every point of dexterity damage they sustain from this gaze attack, they gain +2 natural armour.

Bay / Harbour
Prerequisites: Knowledge (Geography) 14
Defense: The Heathen can ignore any wind effects that would negatively affect him. For example, if a Heathen fired an arrow at some one behind a wind wall, the arrow would hit the target anyways. When on a ship in the middle of a storm, this halves the severity of the waves.
Offense: The Heathen can sneak attack a target without flanking, however, the target must still have an ally adjacent to it.

Blink Dog
Prerequisite: Knowledge (Nature) 8, Knowledge (Religion) 4, have participated in a battle with Blink Dogs, Good alignment
Defense: As a standard action, the Heathen may act as if under the effect of a Blink spell.
Offense: As a move action and swift action, the Heathen may use Dimension door. Every time he does, he suffers a cumulative -2 penalty on all attack rolls for one minute.

Bulette:
Prerequisite: Knowledge (Nature) 10, have seen a Bulette leap to attack prey.
Defense: Gain burrow speed of 5', Tremorsense 20', +2 to constitution.
Offense: May make a claw attack (1d6 + str) with any empty limb (feet, etc.). Feet require a jump attack to use. +10 to jump checks.

Blood Ape
Prerequisites: Knowledge (Nature) 18, two weapon fighting, have been under the effect that enlarges your size category.
Defense: Growth. The Heathen's size category increases by 1. While this is in effect, the Heathen and all its equipment is tinged red.
Offense: If an attack from each hand hits during a single round, the Heathen may rend for an additional 2d4 + 1.5 x strength modifier points of damage.

Catoblepas
Prerequisites: Knowledge (Dungeoneering) 12, Knowledge (Nature) 12
Defense: The Heathen gains a spectral tail attack (that is considered to have Reach) that takes a standard action or an Attack of Opportunity to use and cannot full attack. The target may make a fortitude save (DC 10 + 1/2 Heathen levels + con mod) or be stunned for one round.
Offense: The Heathen gains the ability to shoot a death ray from its eyes up to 160'. If it hits, the target takes 5d6 damage and must make a fortitude save (DC 5 + 1/2 Heathen levels + con mod) or suffer 1d4 constitution drain. This death ray can only be used once every 2d4 rounds.

Cavern
Prerequisites: Have discovered a natural cavern without a map or directions.
Defense: The Heathen may move through up to 5' of solid, non-living matter. He can do this more than once per movement, but there can be no more than 5' of non-living matter in the way (10' of stone cannot be passed at once, but 5' of stone twice in the same 30' movement is fine). The Heathen intuitively knows whether he can move past it or not when he is adjacent to the wall.
Offense: The Heathen may cast "Darkness" as the spell (caster level = Heathen level) as a free action once every 4d6 rounds.

Chaos Roc
Prerequisites: Knowledge (Nature) 24, have ridden with a Chaos Roc (be it in the claws or on its back)
Defense: Colossal spectral wings of the Chaos Roc Spirit arch from the Heathen's back and begin a wing buffet. Everything within a cone (size = 5 * Heathen level) is subject to hurricane force winds.
Offense: A spray of magical colours come from the Heathen's eyes. This is similar to a Prismatic Spray but not all colours are present, like the Chaos Roc's. (Roll a d6 instead of d8 ). Additionally, this can only be used once every 2d8 rounds.

Cloud Ray
Prerequisites: Knowledge (Nature) 19, have flown with a Cloud Ray (be it on its back or in its mouth).
Defense: The Cloud Ray receives DR 10 vs missile weapons and telekinesis that can carry up to 60 pounds.
Offense: The Heathen does not fall, he merely floats harmlessly in space where gravity should act on him. He can call upon spectral wings of the Cloud Ray to propulse him up to his highest movement rate (in fact he can even run), however, it must be in a straight line.

Corollax
Prerequisites: Knowledge (Nature) 6, have engaged in 'conversation' with a tamed Corollax or had a neutral or friendly encounter with a wild Corollax.
Defense: The Heathen becomes immune to fascination, daze, and sleep.
Offense: The Heathen may use Colour Spray (caster level = Heathen level) or Dancing Lights at will.

Clouds
Prerequisites: Knowledge (Geography) 18
Defense: The Heathen can cast "Fog Cloud" as the spell (caster level = heathen level) as a move action.
Offense: +4 dexterity. This is an inherent bonus (and so doesn't stack with tomes).

Desert
Prerequisites: Knowledge (Geography) 14, have wandered or traveled for at least one week in a desert.
Defense: Enemies within 60' of the Heathen must make a balance check (DC = 10 + 1/2 heathen levels + wis mod) or lose 1/2 of their land movement. Allies within 60' with a burrow speed have it doubled.
Offense: You may expend this totem in order to create a Silent Image (caster level = your level) that requires no concentration for you to maintain.

Digester
Prerequisite: Knowledge (Nature) 14, have encountered a Digester
Defense: For every point of dex mod, gain +5 to land movement and +2 to jump checks. Additionally, gain Resistance (Acid) 10.
Offense: As a standard action, the Heathen may make a touch attack that does 1d8 points of acid damage per 2 levels of Heathen. This touch attack is considered to have reach.

Dire Elephant
Prey: The Heathen enjoys an enhancement bonus to Constitution equal to 1/2 his Heathen levels (round down)
Predator: If the Heathen threatens a critical (confirmation is not required) on a charge, he gets a free bull rush attempt that is considered to automatically succeed unless success would not be possible.

Displacer Beast
Prerequisites: Knowledge (Nature) 12
Defense: Like a displacer beast, the Heathen can displace its image in every way, except it cannot control the displaced image's location and does not gain the +8 to hide checks.
Offense: The Heathen grows two spectral tentacles from his shoulders. They each do 1d6 + 4 damage (they do not take the Heathen's strength mod into account).

Drought
Prerequisite: Any evil, Knowledge (Geography) 15
Defense: The Heathen allows a Spirit of Drought to possess him. He becomes withered (-6 charisma) and gains an Aura of Evil (as strong as a cleric of the same level's). He is immune to dessication damage.
Offense: The Heathen allows a Spirit of Drought to possess him. He becomes withered (-6 charisma) and gains an Aura of Evil (as strong as a cleric of the same level's). A physical attack deals 1d6 dessication damage / 2 levels of Heathen and the Heathen gains a number of temporary hit points equal to the damage he dealt for one minute. Temporary hit points do not stack, but the Heathen can choose to keep the old or new set after any attack.

Ether Scarab
Prerequisite: Knowledge (The Planes) 2, Ghost Warrior
Defense: If the Heathen is knocked unconscious on another plane, he is automatically transferred back to a random location on his home plane.
Offense: Can attack the fabric of the Planes with spectral mandibles, causing planar rifts. These rifts only go to the Ethereal Plane, can only fit Large or smaller creatures through, and close in 1d4+1 rounds.

Famine
Prerequisite: Any evil, Knowledge (Geography) 15
Defense: The Heathen allows a Spirit of Famine to possess him. He becomes withered (-6 charisma) and gains an Aura of Evil (as strong as a cleric of the same level's). He no longer has to eat, and all plant life within 5' suffer 1d4 con damage (no save, only applied once).
Offense: The Heathen allows a Spirit of Famine to possess him. He becomes withered (-6 charisma) and gains an Aura of Evil (as strong as a cleric of the same level's). Every successful melee attack (including iterative attacks) deals 1d4 points of starvation damage.

FiendWurm:
Prerequisites: Chaotic Evil, Knowledge (Nature) 24, have seen a Fiendwurm die.
Defense: The Heathen gains immunity to acid and deals 3d6 acid damage to anything that strikes him in melee. He deals 5d8 acid damage in a grapple automatically, This damage is halved against stone (such as an Earth Elemental)
Offense: The Heathen may deal 1d4 constitution damage to himself to summon a demon; roll a d100 to determine results. 01-50 = Jovoc, 51 - 75 = Quasit, 76 - 100 = Vrock. The demons cannot use their own summoning abilities and are automatically dominated by the Heathen.

Frost Salamander
Prerequisites: Any Evil, Knowledge (Nature) 17
Defense: Gain the Cold subtype and the Frost Salamander's Cold Aura.
Offense: Grow two spectral arms that have razor sharp claws. They can each perform a claw attack (1d6 + str mod, threaten criticals on 19-20) or give a +5 circumstance bonus to climb checks.

Gravorg
Prerequisites: Knowledge (Nature) 15, have stumbled upon a Gravorg in a non-subterranean environment
Defense: Gain dark vision 60', SR = 10 + cha mod, DR 5 / magic.
Offense: Once every 1d10 rounds as a standard action, the Heathen can effect a single square with an effect parralel to Reverse Gravity for 1d6 + cha mod rounds. (If trying to grab something, Ref DC = 5 + 1/2 Heathen levels + cha mod)

Gelatinous Cube
Prerequisite: Knowledge (Dungeoneering) 15, Spot 8, have engaged combat with a Gelatinous Cube
Defense: Initiative is set to -5, but turn transparent like a GC. (Requires DC15 spot check to notice, even when not hiding or as a separate roll when hiding). Additionally, resistance (10) Electricity.
Offense: Successful attacks from the Heathen cause the target to make a DC (10 + 1/2 Heathen's levels + con mod) fort save or be paralyzed for [1d2 + wis] mod rounds.

Jungle:
Prerequisites: Knowledge (Geography) 18
Defense: A constant 'Entangle' effect is in the squares you can reach unarmed, but does not affect you. Allies must still make their save. If the victim of a Dispell Magic effect, the effect is suppressed for a number of rounds equal to the spell's level. (Anti-magic suppresses it until the Heathen is out of the area, at which point it immediately sprouts back.)
Offense: Any DCs the Heathen forces (such as poisons or perhaps from other totems) are 2 points higher.

Leviathan
Prerequisites: Knowledge (Nature) 15, Profession (Sailor) 10, have survived an encounter with a Leviathan
Defense: Gain a natural Armour Class bonus equal to 1/2 your Heathen levels, but suffer a penalty of -20 to all attacks and DCs
Offense: The Spirit of the Leviathan begins thrashing, centering on your location. It only displaces water, so this has no effect on land. Essentially, the Heathen gains the Swamping ability (as described on the Leviathan's MM entry)

Marsh
Prerequisite: Knowledge (Geography) 4
Defense: The Heathen can walk on water.
Offense: If attacking a creature that is not aware of your presence, gain an additional +2d6 sneak attack damage.

Meenlock
Prerequisite: Lawful Evil, Knowledge (Dungeoneering 14)
Defense: Once every 2 rounds, the Heathen can cast Dimension Door as a SLA, but the range is only 60' and the Heathen can only take the Meenlock totem with him (not even his clothes).
Offense: As a standard action, the Heathen can unleash a 30' burst that causes its victims to become catatonic with fear (DC 5 + 1/2 Heathen levels + cha mod). Anything that makes its saving throw is immune to this ability for 24 hours.

Moonrat
Prerequisite: Any Evil, Knowledge (Nature) 10, have participated in a Moonrat plot willingly.
Defense: Gain Uncanny Dodge, Scent, and Dark Vision 60'.
Offense: Gain the Supernatural Ability 'Lunar Mind' like a Moonrat, except the bonuses are enhancement bonuses.

Myconid
Prey: A spectral mushroom head appears, outlined against the Heathen's head. It can shoot a 40' pacificating ray (fort DC 10 + 1/2 heathen level + cha mod) that causes the target to be unable to make hostile actions (other actions are fine) for 1d6 rounds. After using this ray, the Totem is expended. This is a mind-affecting ability.
Predator: A spectral mushroom head appears, outlined against the Heathen's head. The head can release a 40' hallucinatory ray, which puts the target under the effects of Confusion for 1 round per charisma modifier (min 1) (fort save DC 5 + 1/2 Heathen levels + con mod). The totem is then expended. This is a mind affecting ability.

Nethersight Mastiff
Prerequisite: Knowledge (Nature) 20, have fed a Nethersight Mastiff.
Defense: Upon setting this totem, the Heathen has True Seeing for 5 rounds per point of wisdom modifier.
Offense: A Heathen's melee attacks are considered to have the Ghost Touch property. Additionally, as a full round action a Heathen can attempt to hit an ethereal creature once, if it does it may initiate a grapple check. If it succeeds, it wrenches the target onto the plane it is on, and the target is now trapped on the Heathen's plane unless it has ways to trap.

Nightmare Beast
Prerequisite: Knowledge (Nature) 20, Have suffered a Nightmare Beast's nightmare, Chaotic Evil
Defense: By expending this totem, you cast Nightmare (as the spell, not the Nightmare Beast's ability, caster level = Heathen Level) on everything sleeping within 1 mile. A target of this spell (whether they make their saving throw or not) is immune to it for the next 48 hours.
Offense: Two shimmering, spectral tusks of an equal size to a Nightmare Beast's sprout from the Heathen's head. They do 4d6 + strength mod damage, but the Heathen suffers two penalties in their use: -4 for being inproficient, and -4 for them being very oversized (for medium creatures). It is possible to spend a feat on Exotic Weaponry: Nightmare Tusks, and it is possible to decrease the bonus by increasing in size. They have 20' reach.

Nymph
Prerequisite: Knowledge (Nature) 15, have engaged a nymph in conversation, Neutral Good
Defense: Apply your charisma modifier to all three saves and initiative.
Offense: Gain an enhancement bonus to charisma equal to 1/2 of your Heathen levels + 4

Phase Wasp
Prerequisite: Knowledge (Nature) 8, Knowledge (Dungeoneering) 8, have been 'stung' by a phase wasp.
Defense: Upon setting this totem, the Heathen can See Invisibility for 1d4 rounds + 2 rounds / wisdom modifier.
Offense: Once every 1d4 rounds, the Heathen may cast Magic Missile (caster level = Heathen levels) as a standard action.
Phase Spider
Prerequisite: Knowledge (Dungeoneering) 18, have missed a Phase Spider due to etherealness, have struck a Phase Spider with a weapon.
Defense: Gain climb speed of 10', gain Darkvision 60'.
Offense: The Heathen may attempt a tumble check (DC 25) to become ethereal after striking a target in melee. (50% miss chance etc.) This ability lasts until either the start or end of the Heathen's next turn, chosen when activated.


Phoenix
Prerequisites: Knowledge (Nature) 20, Knowledge (Religion) 20, Chaotic Good
Defense: While this totem is set, the next time the Heathen would die he instead erupts in a giant fireball (1d6 damage per Heathen level in a 20' radius spread) and instead of being dead or unconscious, has one hit point. This even works if the Heathen was helpless or the victim of a coup de grace.
Offense: Once every 10 rounds, the Heathen can let loose the Phoenix's shriek. Every opponent within 30' must succeed a will save (DC 10 + 1/2 Heathen levels + cha mod) or be slowed (as the spell, caster level = Heathen level).

Rain:
Prerequisites: Knowledge (Geography) 14, Knowledge (Nature) 14
Defense: A small, black, supernatural rain cloud follows the Heathen around, even indoors or underground. It is always raining heavily (+DC to concentration, water, etc. etc.) within 60' of the Heathen. This imposes a -16 move silently check, and intelligence creatures are going suspect something even if they cannot find you.
Offense: You may deal precision damage and threaten criticals on Constructs.

Reef
Prerequisite: Have swum in or very near a coral reef.
Defense: Immunity to poison, +8 to hide checks.
Offense: Charisma-dependent skills now add twice your charisma modifier to checks instead of once over.

Shadow Spider
Prerequisites: Knowledge (Nature) 18, have been to the Plane of Shadows
Defense: Upon setting this totem, the Heathen immediately casts Shadow Walk (caster level 10th, Will save DC 5 + 1/2 Heathen levels + wis mod)
Offense: Once every 2d6 rounds, the Heathen can spray a layer of slippery silk over a smooth surface (area = 5 * Heathen levels). The silk functions as the spell Grease except for the area and the duration (it lasts 13 rounds, caster level = Heathen level).

Sphinx
Prerequisite: Knowledge (Nature) 18, have met a Sphinx.
Defense: May use Detect Magic and Read Magic (caster level = Heathen level) once every 2d10 -cha mod rounds.
Offense: Deal an extra 1d6 sonic damage on an attack, + 1d6 / 2 Heathen levels. A Heathen may forgo the extra sonic damage in order to perform a Full Attack on a charge.

Swamplight Lynx
Prerequisite: Have had a non-hostile encounter with a Swamplight Lynx
Defense: The Heathen can move without penalties throughout marshland areas
Offense: The Heathen can cast Faerie Fire or Light once every 1d6 rounds (caster level 6)

Terrasque
Prerequisite: Have engaged in a combat where the Terrasque was reduced to 0 or less hit points.
Defense: 30% chance of rays, lines, cones, and single target damage spells of being deflected back at the caster.
Offense: The critical threat range of a weapon increases to 18-20 (does not change if it was better) and the damage multiplier is increased by 1.

Unicorn
Prerequisite: Knowledge (Religion) 18, are a virgin, good alignment
Defense: Magic Circle against Evil, centered on the Heathen. Additionally, the Heathen gains Wild Empathy as the druid class feature.
Offense: When charging, a weapon deals double damage. Alternately, it may expend the totem to cast Cure Light Wounds (caster level 5) as a full round action, and cannot reset the totem as Unicorn - Offense until 1d4 rounds have passed.

Volcano
Prerequisites: Knowledge (Religion) 18, Knowledge (Geography) 18, have seen a volcano erupt
Defense: The Heathen's body begins smoking. He is granted 20% concealment, +8 to hide checks in smokey or foggy areas, and enemies within 15' of him receive -1 to fortitude saving throws (if they breath).
Offense: The Heathen's hands boil with the heat of lava. His unarmed attack is now considered armed, and deals an extra 1d10 points of fire damage, +1d10 / 2 heathen levels. This damage stays for iterative attacks, but deals 1/2 of the damage to the Heathen as well. He cannot use it with any weapons - the weapons, or indeed anything hand-held, would melt or burn away.

Waterfall:
Prerequisite: Skill Focus (Concentration), Concentration 2 ranks, have meditated to the sound of a thundering waterfall for 4 hours or more straight.
Defense: Upon setting this totem, for a number of minutes equal to the Heathen's wisdom modifier, changing totems only takes a full round action, and setting a totem only takes a standard action.
Offense: Instead of using one's strength modifier or dexterity modifier for attack rolls, the Heathen may use his wisdom modifier. Additionally, he adds his wisdom modifier to damage.

Will O' Wisp
Prerequisite: Knowledge (Dungeoneering) 15, have seen and heard a Will-O'-Wisp
Defense: Gain SR equal to 5 + Heathen levels.
Offense: Upon setting this Land Totem, a Heathen becomes invisible for 1d6 + cha mod rounds.

Winter Wolf
Prerequisite: Knowledge (Nature) 8, have met a Winter Wolf in an encounter that was not immediately hostile.
Defense: Gain +4 bonus to Survival, +1 / 2 levels of Heathen. Additionally gain the feats 'Scent' and 'Track' if the Heathen does not have them already.
Offense: May make a breath attack equal to a Winter Wolf's. (15' cone, 4d6 cold damage, ref save DC10 + con mod for half). Additionally, a Heathen may strike with a melee weapon for an extra 1d6 points of cold damage / 2 levels of Heathen.

Wyvern
Prerequisite: Knowledge (Religion) 4, Knowledge (Nature) 18, have seen a wyvern sting something
Defense: Gain fly speed of 30' (poor), gain Flyby Attack feat.
Offense: Gain a spectral tail attack. Touch attack but counts as an unarmed strike. Ghost armour turns the attack into a regular strike. If it hits, it deals 1d4 con damage.