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Admiral Squish
2010-05-24, 11:13 PM
Aboleth Totem:
http://i48.tinypic.com/33abdy8.jpg
New Class Skills: Knowledge (arcana, dungeoneering, religion, the planes)
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Swim Speed (slow)
2|+2|+3|+0|+0| Dominion
3|+3|+3|+1|+1| Dark Knowledge (tactics) 4/day
5|+5|+4|+1|+1| Swim speed (fast)
[/table]

Swim Speed: An aboleth totem barbarian gains a swim speed equal to one-half his base land speed (round down to the nearest 5-foot interval). At fifth level, his swim speed becomes equal to his full base land speed.
Dominion: At 2nd level and higher, an aboleth totem barbarian may harness the mind of a nearby creature once during each rage. The aboleth totem barbarian may select a single creature within 30 feet. The target must make a will save (DC 10+1/2 barbarian level+cha) or be under the effects of charm person. This effect expires when the aboleth totem barbarian's rage ends. When the aboleth totem barbarian gains greater rage, this effect upgrades to dominate person. When the barbarian gains mighty rage, this effect becomes dominate monster.
Dark Knowledge:At 3rd level and above, the aboleth totem barbarian taps into a vast well of terrible knowledge to gain advantages over his enemies. This ability functions as the archivist ability of the same name. Every three levels after 3rd, the barbarian gains an additional use/day. At 6th level, the barbarian can use the pussance ability. At 9th, the barbarian can use the foe ability. At 12th level, the barbarian can use the dread secret ability. At 15th level, the barbarian can use the foreknowledge ability. The aboleth totem barbarian can use this ability while in rage.

Ape Totem:

http://fc02.deviantart.net/fs31/f/2008/230/9/b/Tarzan_by_scarrart.jpg
"I was saved! I was saved by a flying wild man in a loincloth!" -Jane Porter, on her rescue by an Ape Totem Barbarian.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Rage 1/day Climb Speed (slow), Wild Empathy
2|+2|+3|+0|+0|Power Attack
3|+3|+3|+1|+1|Beat your Chest +2
5|+5|+4|+1|+1|Climb speed (Fast)
[/table]

Wild Empathy: A ape-totem barbarian can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The barbarian rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the barbarian and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The barbarian can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Climb Speed: An ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). At fifth level, his climb speed becomes equal to his full base land speed.
Power Attack: At 2nd level, an ape totem barbarian gains power attack as a bonus feat. If he already had power attack, he may select Cleave or Improved sunder as his bonus feat.
Beat your Chest: At 3rd level an ape totem barbarian gains a +2 bonus to intimidate checks, and can use his strength modifier in place of his charisma modifier for intimidate checks. Every three levels thereafter, the barbarian gains an additional +2 bonus to intimidate checks. You can make an intimidate check with a DC equal to 10+the target's HD as a move action. If you succeed, the target becomes shaken. If you beat the DC by five or more, the target instead becomes frightened.


Bat Totem:
http://fc08.deviantart.net/fs51/i/2009/270/3/a/Bat_Barbarian_by_Akumajo100.jpg
"We can't stop here. this is bat country." -Ingvar Bibb, Merchant, moments before being ambushed by a tribe of bat totem barbarians.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Whirling Frenzy 1/day, Darksight
3|+3|+3|+1|+1|Bat senses
[/table]
Darksight: A Bat totem barbarian is well-suited to working in the dark, and can see normally in darkness, even magical darkness.
Bat Sense: A bat totem barbarian emulates the bat as he grows in experience. At 3rd level, the bat totem barbarian gains blindsense out to 10 feet and blindsight out to 5 feet. Every three levels thereafter, the range of his blindsense increases by 10 feet, and the range of his blindsight increases by 5 feet.


Bear Totem:

http://fc00.deviantart.net/fs17/f/2007/216/f/c/Berserker_by_ArnaTornwolf.jpg
"They call 'em berserkers, bear-shirts. They're the kind of guy you don't want to get in arm's reach of while there's fighting going on. He's as likely to tear off your head as the enemy's." -Thorvol Grimmald, mercenary.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Bear Rage 1/day
2|+2|+3|+0|+0|Improved Grapple
3|+3|+3|+1|+1|Bone-crushing Grip
5|+5|+4|+1|+1|Steely Grip
[/table]

Bear Rage: A bear totem barbarian gains an additional +2 bonus to strength while raging, but loses the +2 to will saves normally gained from rage. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of bear rage. In addition, when the bear totem barbarian gains greater or mighty rage, he gains an additional +2 bonus to strength in rage and takes a -2 penalty to will saves while raging.
Improved Grapple: At 2nd level, a bear totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the prerequisites. This ability replaces the standard barbarian's uncanny dodge ability.
Bone-Crushing Grip: Once/round while pinning an opponent, a barbarian can inflict 1 point of strength or dexterity damage to the pinned opponent with a successful grapple check. Every three levels, the barbarian can deal an additional 1 point of damage with a successful grapple check.
Steely Grip: The bear-totem barbarian gains an additional +4 to grapple checks while raging.


Boar Totem:
http://fc01.deviantart.net/fs4/i/2004/247/a/b/celta.jpg
"Pain is temporary. It may last a minute, or an hour, or a day, or a year, but eventually it will subside and something else will take its place. If I quit, however, it lasts forever.” -Weylin Steelgut, Boar Totem Barbarian

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Undying rage 1/day, Diehard
2|+2|+3|+0|+0| Mettle
3|+3|+3|+1|+1| Vitality
5|+5|+4|+1|+1| Martyr's might
[/table]

Undying Rage: When a a boar totem barbarian enters undying rage, he can continue to fight without penalty if he is disabled or dying. When reduced
to 0 hit points, he can act as if he wasn’t disabled (that is, he ignores the normal restriction to only a single move or standard action per turn). He does not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced below –1 hit points, he does not fall unconscious. He does not automatically lose 1 hit point each round when at –1 to –9 hit points. When his current hit points drop below negative (10+Con mod x barbarian level), he immediately dies. This ability is in addition to the usual benefits of rage. This ability replaces the standard barbarian's rage ability. Then he would otherwise gain another use of Rage, he instead gains additional uses of undying rage.
Diehard: The boar totem barbarian gains diehard as a bonus feat, even if they don't meet the prerequisites.
Mettle: At 2rd level and higher, a boar-totem barbarian can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping barbarian does not gain the benefit of mettle.
Vitality: At 3rd level and higher, a boar-totem barbarian gains fast healing 5 while in rage. This increases to fast healing 10 at sixth level, and increases by 5 every three levels thereafter.
Martyr's Might: At fifth level and higher, the boar totem barbarian gains a +1 to attack and damage rolls for every successful attack made against him in the previous round.


Bulette Totem
http://i48.tinypic.com/2vs2onq.jpg
""
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Tremorsense
2|+2|+3|+0|+0| Natural Armor
3|+3|+3|+1|+1| Leap +2
5|+5|+4|+1|+1| Burrow Speed
[/table]

Tremorsense: The bulette totem barbarian gains tremorsense out to 30 feet. Every three levels thereafter, the range of his tremorsense increases by 10 feet.
Natural Armor: A bulette totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.
Leap: At 3rd level, a bulette totem barbarian gains a +2 bonus to jump checks. In addition, if a bulette totem makes a jump that covers at least ten feet, he gains a +1 to attack and damage rolls for the round. Every three levels thereafter, the bulette totem gains an additional +2 to jump checks, and the bonus to attack and damage after a successful jump increases by 1.
Burrow Speed:At 5th level, a bulette-totem barbarian gains a burrow speed equal to one-half his base land speed (round down to the nearest 5-foot interval). The bulette totem barbarian can choose to leave a usable tunnel behind him as he digs or seal it behind himself.


Bunny Totem:

http://www.collectedcurios.com/Bunny_Barbarian.jpg
"For the last time... I AM NOT A JESTER!" -Squee Sunseed, human bunny totem barbarian, to his employer.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Cute Rage 1/day, Hop
2|+2|+3|+0|+0|AC Bonus
3|+3|+3|+1|+1|Cuteness
5|+5|+4|+1|+1|Super Bunnie Punch
[/table]

Cute Rage: When a bunny totem barbarian enters a Cute Rage, he gains a +2 bonus to Strength, Dexterity, and Charisma. In addition, no matter how angry he gets, no one can take him seriously, and everyone takes a -2 penalty to their AC against attacks originating from the bunny totem barbarian. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Cute Rage. When the bunny totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength, dexterity, and charisma.
Hop: As a swift action, a bunny totem barbarian can make a Jump check, and move the distance determined by the check result. He provokes attacks of opportunity with this movement, and must move in a straight line. As with any movement, he can attempt a Tumble check to avoid any attacks he provokes with this jump. He can’t move through enemies, unless he succeeds on the appropriate Tumble check.
AC Bonus: Starting at 2nd level, a bunny totem barbarian can add his Charisma modifier as a bonus to Armor Class, so long as he wears light armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when the bunny totem barbarian is flat-footed. However, he loses this bonus when he is immobilized or helpless.
Cuteness: At 3rd level and every three levels thereafter, a bunny totem barbarian gains a +2 bonus to all Cha-based checks.
Super Bunnie Punch: Beyond anything else, bunny totem barbarians somehow come off as just so gosh-darn cute in the way they try to act tough. When the bunny totem barbarain strikes an enemy with a confirmed critical hit, it doesn't matter now much it hurts, it's just so laughable that the target of the attack must make a Will save (DC 10+1/2 barbarian level+Cha), or be effected as though by the spell Hideous Laughter (http://dungeons.wikia.com/wiki/SRD:Hideous_Laughter). Unlike the spell, this is not a Mind-Affecting effect, or even magic in nature.


Chain Devil Totem:
http://fc00.deviantart.net/fs11/i/2006/229/3/c/Iron_Wrought_Wraith_by_django_red.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Whirling Frenzy 1/day, Steel Serpent Style
2|+2|+3|+0|+0| Improved Trip
3|+3|+3|+1|+1| Chained Heart
5|+5|+4|+1|+1| Master of Chains
[/table]
Steel Serpent Style: A chain devil totem barbarian is automatically proficient with the spiked chain. He gains combat reflexes as a bonus feat.
Improved Trip: A chain devil totem barbarian gains Improved trip as a bonus feat even if he doesn't meet the prerequisites.
Chained Heart: At 3rd level, a chain devil totem barbarian has learned to used his chains in defense as well as offense. He gains a +1 shield bonus to AC when wielding a spiked chain. In addition, once per round he may instantly attempt a disarm attempt against an opponent that attacks him with a melee weapon and misses. Every three levels thereafter, the shield bonus increases by +1 and he may make an additional disarm attempt/round.
Master of Chains: At 5th level, a chain totem barbarian may tap into the supernatural control of chains his totem is infamous for. A chain devil totem barbarian can animate a single chain within 20 feet as a standard action once during each rage. This chain can grow in length up to 10 feet and attacks with the same attack and damage modifiers as himself. This chain remains animated under his control for the remainder of his rage.

Cheetah Totem
http://fc08.deviantart.net/fs30/i/2009/239/4/d/Yellow_Amber_by_BlueKrystalFox.jpg
"If everything seems under control, you're just not going fast enough." Amber quickstep, cheetah totem barbarian, to her pupil.
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Darting Frenzy 1/day, Fast Movement
2|+2|+3|+0|+0| Imp. Trip
3|+3|+3|+1|+1| Skirmish +1d6
5|+5|+4|+1|+1| Dash
[/table]
Darting Frenzy: When entering the Darting Frenzy, the cheetah totem barbarian gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. In addition, when the cheetah totem barbarian is in darting frenzy, she can move at twice her normal speed and can make an additional five-foot step whether on not they have taken a movement action or a five-foot step. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Darting Frenzy. When the cheetah totem barbarian would normally gain greater or mighty rage, she gains an additional +2 bonus to strength and a +1 dodge bonus to AC and reflex saves.
Improved Trip: The cheetah totem barbarian gains improved trip as a bonus feat, even if she does not meet the prerequisites.
Skirmish: A Cheetah totem barbarian relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every three levels thereafter.
Dash: A cheetah totem barbarian may move with an incredible burst of speed a number of times per day equal to her constitution modifier. When the cheetah totem barbarian makes a dash, she may move up to 10 times her speed as a full-round action. While dashing, the barbarian gains a dodge bonus to AC against attacks of opportunity equal to his barbarian level.


Crab Totem:
http://fc08.deviantart.net/fs40/f/2009/012/a/3/a3db02a13d847d46c946d45f255b6e54.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Bottomcrawler
2|+2|+3|+0|+0| Natural Armor
3|+3|+3|+1|+1| Siltwalker Adaption
5|+5|+4|+1|+1| Claw's Crush
[/table]
Bottomcrawler: A crab totem barbarian can walk at his full base land speed along the bottom of any body of water without making swim checks.
Natural Armor: A crab totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.
Siltwalker adaptation: At 3rd level, a crab totem barbarian gains a +2 bonus to hide checks, and can hide without cover or concealment when in contact with the bottom of a body of water. In addition, he can hold his breath much longer while underwater. He can hold his breath for an additional number of rounds equal to his constitution score. Every three levels thereafter, a crab totem barbarian's hide bonus increases by an additional +2, and he adds his constitution score to the number of rounds he can hold his breath.
Claw's Crush: A crab totem barbarian gains improved grapple as a bonus feat even if he doesn't meet the prerequisites. In addition, he takes no penalty when making an attack with a light weapon, natural weapon or unarmed strike while in a grapple, and any attack he makes in a grapple deals double damage.


Crocodile Totem:
http://fc04.deviantart.net/fs71/f/2010/073/2/b/Commission__Red_vs_Crocs_by_Jebriodo.jpg
"That wild woman makes me think of a crocodile. When she smiles I can't tell if she's happy or if she's getting ready to eat me!"- Arvbrand Dalderee, halfling explorer, commenting on his river guide.
New Class Skills: Hide
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Rage 1/day, Swim Speed (slow)
2|+2|+3|+0|+0|Jaws of Death
3|+3|+3|+1|+1|Lurk +2
5|+5|+4|+1|+1|Swim Speed (Fast)
[/table]
Swim Speed: An crocodile totem barbarian gains a swim speed equal to one-half her base land speed (round down to the nearest 5-foot interval). At fifth level, his swim speed becomes equal to her full base land speed.
Jaws of death:The crocodile totem barbarian gains Improved Grapple as a bonus feat, even if she does not meet the prerequisites, and gains a +4 to grapple checks made to move the grapple. In addition, the crocodile totem barbarian can constrict a grappled opponent for 1d6 damage. If the target is holding it's breath, subtract one-half the damage dealt from the number of rounds the creature can continue to hold it's breath before making fortitude saves. If the target was not holding it's breath, either being on land, having some alternate method of breathing, or having been caught by surprise, it must immediately begin making fortitude saves. If the crocodile totem barbarian deals constrict damage to a creature making fortitude saves, add half the damage dealt to the DC to avoid suffocating.
Lurk: A crocodile totem's skin is hardened from it's rough life style as it learns how to hide in the murky river waters. At 3rd level, it gains +2 to hide checks and it's natural armor increases by one. Every three levels thereafter, the hide bonus increases by two and the natural armor bonus increases by one.


Dragon Totem:
http://fc01.deviantart.net/fs6/i/2005/022/8/c/Diablo__Chinese_barbarian_by_Furious_Ming.jpg
“Always speak politely to an enraged Dragon. ” -Gellik Ferrin, Scholar, on a recent visit to the eastern lands.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Fearsome Rage 1/day
2|+2|+3|+0|+0| Natural Armor
3|+3|+3|+1|+1| Resistance 5
5|+5|+4|+1|+1| Ragefire
[/table]
Fearsome Rage: The Dragon totem barbarian is a truly fearsome sight in a fury, and gains the dragon's frightful presence as long as he is enraged. In addition to the normal effects of rage, when he enters rage, attacks, or charges, all creatures within 30 feet that have equal or fewer HD than the barbarian must make a will save DC (10+1/2 barbarian level+cha mod). A successful save means the victim is immune to the dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of fearsome rage.
Natural Armor: A dragon totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level. This bonus cannot exceed his constitution modifier.
Resistance: At 3rd level, a dragon totem barbarian gains energy resistance 5 to Fire, cold, acid, or electricity. This resistance increases by 5 points every three levels thereafter.
Ragefire:At 5th level, a barbarian may end his rage prematurely to channel the constrained rage into a blast of energy. The dragon totem barbarian may breathe out a burst of energy that maches the resistance he chose at 3rd level. This blast takes the form of a 30-foot cone that deals 1d6 damage of the appropriate energy type for every two levels of barbarian the dragon-totem barbarian has, plus an additional 1d6 for every round of rage he would otherwise have experienced. The barbarian still suffers all the usual effects of his rage ending as if had it been ended normally.


Eagle Totem:
http://fc00.deviantart.net/fs10/i/2006/100/d/7/Yaotl_by_MaliceInTheWake.jpg
The foolish hunter may think the eagle weak prey. The Eagle's wings are silken, but its claws are made of steel.
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Rain of Feathers 1/day, Talon Dance
3|+3|+3|+1|+1| Keen Eyes +2
[/table]
Rain of Feathers: The eagle totem barbarian gains a +2 bonus to ranged attack and damage rolls while in Rain of feathers. In addition, he gains a +2 dodge bonus to AC and reflex saves. In addition, while the barbarian is in Rain of Feathers, he may make an additional ranged attack at his highest attack bonus each round, though all ranged attacks that round take a -2 penalty. This stacks with the benefits and penalties of the rapid shot feat. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Rain of Feathers. In addition, when he would normally gain greater rage or Mighty rage, these bonuses all increase by +1
Talon Dance: The Eagle totem barbarian is considered proficient with the Footspike, may extend and retract the blade as a free action, and takes no penalty using them while on the ground. The eagle totem barbarian may make a full attack action to attack with one or two foot-spikes, take a five-foot step, and then perform a normal full attack with their bow.
Keen eyes: At 3rd level, the eagle totem barbarian is treated as having the far shot feat for determining the maximum range of his weapon. In addition, he gains a +2 bonus to spot checks. Every three levels thereafter, this bonus increases by +2.


Elemental Totems:


Fire Totem
http://fc02.deviantart.net/fs43/f/2009/072/3/5/Barbarian_by_Broken_Orange.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Burning Fury 1/day, Forgeborn
3|+3|+3|+1|+1| Wildfire
[/table]
Burning Fury: When entering a burning fury, a fire totem barbarian gains a +4 bonus to strength and constitution. In addition, his body ignites, becoming a walking inferno, though these flames do no harm to him. Each attack he makes with a natural weapon or metallic weapon deals an additional 1d6 fire damage +1d6/five levels you have in barbarian, and each creature striking him with a non-reach melee weapon or natural attack takes the same. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of burning fury. When the fire totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution.
Forgeborn A fire totem barbarian gains a bonus to craft (blacksmithing, armorsmithing, or weaponsmithing) checks equal to his barbarian level. He gains a +2 bonus to attack and damage rolls with a weapon of his creation, and 1/day with an hour of work can turn any metallic weapon, armor, or shield into any other weapon, armor, or shield he is proficient with that weighs equal or less than the original. He does not need access to a forge or tools to do so. Enchantments that were on the original weapon or armor can be transferred to a new form as long as they are still applicable.
Wildfire: A fire totem barbarian can, once during each rage, unleash his fiery spirit. All creatures within 5 ft x his constitution modifier take 1d6 fire damage. A successful reflex save (DC 10+1/2 barbarian level+con mod) means affected creatures take half damage. Each creature that fails the reflex save also catches fire, taking 1d6 fire damage for 1d4 rounds. Affected creatures can take a move action to extinguish the flames. Every three levels thereafter, the initial fire damage and burn damage dealt by this ability increases by 1d6.


Water Totem
http://fc07.deviantart.net/fs46/f/2009/196/f/c/Wind_Warrior_by_Archie_The_RedCat.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Swim speed (slow)
2|+2|+3|+0|+0| Pounding Waves
3|+3|+3|+1|+1| Flowing Strikes
5|+5|+4|+1|+1| Swim Speed (fast)
[/table]
Swim Speed: A water totem barbarian gains a swim speed equal to one-half her base land speed (round down to the nearest 5-foot interval). At fifth level, her swim speed becomes equal to her full base land speed.
Pounding Waves: At 2nd level and above, a water totem barbarian gains a stacking +1 bonus to attack and damage rolls against a single opponent for each successive, successful attack she has made against that opponent. If the water totem barbarian misses an attack or changes targets, this bonus resets.
Flowing Strikes: At 3rd level, a water totem barbarian can, once/round with a successful melee attack, take a 5-foot step as a free action. Every three levels thereafter, he can make an additional 5-foot step in a round, provided she makes a successful melee attack.

Earth Totem
http://fc08.deviantart.net/fs40/i/2009/015/e/e/stone_heart_by_nehrist.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Earth Master
2|+2|+3|+0|+0| Earth Shaking Stomp
3|+3|+3|+1|+1| Shape the Stones
5|+5|+4|+1|+1| Avalanche Press
[/table]
Earth Master: A stone-totem barbarian gains a bonus to attack and damage rolls equal to one-half his barbarian level while both he and his opponent are both touching the ground. In addition, he gains a +4 to resist bull rush and trip attempts while standing on the ground
Earth Shaking Stomp: When standing on the ground, an earth totem barbarian can make a single, powerful stomp that sends shockwaves through the earth. Stomping is a standard action that can be performed once during each rage. All creatures standing on the ground within thirty feet must make a reflex save (DC 10+1/2 barbarian level+Str) or fall prone.
Shape the Stones: An earth totem barbarian can use his connection with the earth to duplicate any number of effects, 1/day for every three levels he has in barbarian. One use can emulate any one of these abilities, at the barbarian's option. Treat the barbarian's barbarian level as the caster level for these effects. The save DC for any of these effects is constitution-based. At 3rd level, this ability can emulate soften earth and stone. At 6th level, this ability can emulate stone shape. At 9th level, this ability can emulate wall of stone. At 12th, this ability can emulate move earth. At 15th level, this ability can emulate earthquake. And at 18th, this ability can emulate transmute rock to lava.
Avalanche Press: At 5thd level, an earth-totem barbarian gains improved bull rush as a bonus feat. In addition, with a successful melee attack with a bludgeoning weapon, an earth totem barbarian may initiate a bull rush attempt as a free action. If the earth totem barbarian wins, he pushes his opponent back five feet, and can chose to move with him if he wishes.

Air Totem
http://fc03.deviantart.net/fs46/f/2009/201/5/0/Warrior_by_CinnamonSoldier.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Windborne Frenzy 1/day, Fast Movement
2|+2|+3|+0|+0| Air Ward
3|+3|+3|+1|+1| Zephyr Motion
5|+5|+4|+1|+1| Gust's Embrace
[/table]
Windborne Frenzy: When entering windborne frenzy, an air-totem barbarian gains a +2 bonus to ranged attack and damage rolls and a +2 dodge bonus to AC and reflex saves. In addition, while in windborne frenzy, an air totem barbarian's feet lift from the ground. While in windborne frenzy, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round. While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the levitate spell. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, she instead gains additional uses of windborne frenzy. In addition, when the air totem barbarian wold gain greater or mighty rage, the bonus to ranged attack and damage increases by +1 and the dodge bonus to AC and reflex saves increases by +1.
Air Ward: An air totem barbarian is eternally surrounded by a friendly breeze. She is constantly under the effects of entropic shield and gains a bonus to ranged attack rolls equal to one-half her barbarian level.
Zephyr Motion: At 3rd level and above, a wind totem barbarian can move 5 feet as a free action once per round, no matter what other movement has been made in that round. Every three levels thereafter, the wind totem barbarian can move an additional 5 feet in this motion.
Gust's Embrace: At 5th level, an air totem barbarian gains the hovering ability of her windborne rage, except it can be active at all times. While in a windborne frenzy, an air totem barbarian gains a fly speed equal to her base land speed with good maneuverability.



Elephant Totem:
http://fc07.deviantart.net/fs47/f/2009/202/8/f/Elephant_Totem_by_butterfrog.jpg
"When elephants fight, it is the grass that suffers."-Proverb
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Titanic Rage 1/day, Imp. Bull rush
2|+2|+3|+0|+0| Titan's Stomp
3|+3|+3|+1|+1| Thunderous Rush
5|+5|+4|+1|+1| Mighty Build
[/table]
Titanic Rage: The elephant totem barbarian gains +4 bonus to strength and a -2 penalty to dexterity as he expands by one size category, gaining all the benefits and penalties that entails. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Titanic Rage. In addition, when he would normally gain greater rage or Mighty rage, the strength bonus increases by +2.
Improved Bull Rush The Elephant totem barbarian gains the improved bull rush feat, even if he doesn't meet the prerequisites.
Titan's stomp: When standing on the ground, an elephant totem barbarian can make a single, powerful stomp that sends shockwaves through the earth. Stomping is a standard action that can be performed once during each rage. All creatures standing on the ground within thirty feet must make a reflex save (DC 10+1/2 barbarian level+Str) or fall prone.
Thunderous Rush: An elephant totem barbarian gains an additional +2 bonus to attack rolls and bull rush attempts when he makes a charge. Every three levels thereafter, this bonus increases by two.
Mighty Build:At 5th level and up, whenever a elephant totem barbarian is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the barbarian is treated as one size larger if doing so is advantageous to him. A elephant totem barbarian is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category except for the barbarian's own Titanic Rage.


Fungus Totem:
http://fc07.deviantart.net/fs25/f/2008/034/6/f/Sporeling_by_raithesheep.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Spores
2|+2|+3|+0|+0| Regrowth
3|+3|+3|+1|+1| Spore Effects
5|+5|+4|+1|+1| Decompose
[/table]
Spores: At will, a fungus totem barbarian can release a could of spores with a standard action. These spores are released in a 10-foot cloud centered on the fungus totem. Any living, breathing creature in the cloud that fails a fortitude save (DC 10+1/2 barbarian level+con) takes a -1 penalty to AC, attack and damage rolls, and skill checks. This penalty increases by 1 every odd numbered level thereafter.
Regrowth: While in rage, a fungus totem barbarian gains fast healing equal to his barbarian level.
Spore Varieties: At 3rd level and every three levels thereafter, a fungus totem barbarian can develop a single new, different effect with his spores. These abilities replaces the usual effects of the spores, though any effects that require a save use the same formula.
Spore Effects:
Obscuring Cloud: This cloud of spores is thick and dark green, and it hangs in the air. This cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). It hangs in the air for a number of minutes equal to your con mod. In a moderate wind (11+ mph) it disperses in 4 rounds. In a strong wind (21+ mph) it disperses in 1 round.
Slumber: This cloud looks faintly blue, and any creature in the cloud must make a fortitude save or fall asleep. This cloud cannot affect creatures with more HD than the barbarian has class levels.
Rapport: This cloud shimmers in the air like glitter. All creatures inside the cloud can communicate telepathically for a number of minutes equal to his con mod. A successful Fortitude saving throw negates the effect, but it is harmless.
Purple Haze: This cloud of spores has a faint purplish color to it. All creatures entering the cloud must make a fortitude save or start to hallucinate vividly, acting as though under the effects of the confusion spell for 1 hour.
Devouring Spores: This cloud looks bright green. When a fungus totem barbarian uses this ability, all creatures within the cloud take 2d6 points of damage, +1d6 for every odd numbered level after 3rd. Creatures that pass a fortitude save take half damage.
Animate: This cloud looks gray and wispy. When a fungus totem barbarian uses this ability, he can animate any corpses within the cloud as servants. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. He can only control a maximum number of HD equal to 4x his barbarian level, and cannot animate a servant with more HD than 2x his barbarian level. These servants crumble to dust after one minute per level of barbarian you have.
Stun Spore: This cloud looks yellowish and sickly. When a fungus totem barbarian uses this ability, all creatures inside the cloud must make a fortitude or be dazed for 2 rounds +1 round for every odd numbered level above 3rd.
Healing Spores: This cloud looks pale green and smells sweet. When a fungus totem barbarian uses this ability, all creatures within the area gain fast healing 2, +1 for every odd-numbered level above 3rd. This ability lasts for a number of rounds equal to his constitution modifier. A successful Fortitude saving throw negates the effect, but it is harmless.

Decompose: A fungus totem barbarian may decompose the body of a fallen corporeal creature of at least small size as a full round action, gaining HP based on the size of the creature consumed and it's HD. If he has time, he may divide larger creatures into multiple medium-sized servings, though consuming one serving is still a full-round action.
{table=head]Size|HP (X=Target's HD)|Medium Servings
Small|1d4+X|1/2
Medium|1d6+X|1
Large|1d8+x|4
Huge|3d6+X|9
Gargantuan|5d6+X|16
Colossal|7d6+X|36[/table]


Goat Totem:
http://fc04.deviantart.net/fs18/f/2007/214/8/2/Pit_Fighter___Lineart_by_Tensen01.jpg
"Doesn't take a genius to recognize a goat in a flock of sheep. Put a fleece on a goat and he's still a goat."-Vigoro, A goat totem barbarian, commenting on how he found his more urban cousin.
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Headbutt 1d6
2|+2|+3|+0|+0| Surefooted
3|+3|+3|+1|+1| Stubborn +2
5|+5|+4|+1|+1| Knockabout
[/table]
Headbutt: Years of literally butting head with his peers, a goat totem barbarian's skill is thick and hard, granting him a natural headbutt attack that deals 1d6 damage.
Surefooted: The Goat totem barbarian is used to difficult terrain. Starting at 2nd level, a goat totem barbarian can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A goat totem barbarian loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy
load.
Stubborn: At 3rd level, a goat totem barbarian gains a +2 bonus to will saves against mind-affecting spells or abilities and all fortitude saves.
Knockabout:A goat totem barbarian is skilled at keeping his opponent at arm's reach. When a Goat totem barbarian hits with his headbutt attack, he can immediately attempt a bull rush without entering the foe’s space or provoking an attack of opportunity. If the bull rush succeeds, the foe is driven back 5 feet and must make a Reflex save (DC 10+1/2 barbarian level+str mod) or fall prone. If being driven back would force the opponent into a barrier or into a square where it cannot stop (such as a wall or a square that already contains another creature), the foe falls down in its square instead.

Gray Render Totem:
http://i49.tinypic.com/212b8jq.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Improved Grapple
2|+2|+3|+0|+0| Body Guard
3|+3|+3|+1|+1| Rend 1d6
5|+5|+4|+1|+1| Guardian
[/table]
Improved Grapple: A gray render totem barbarian gains improved grapple as a bonu feat, even if he does not meet the prerequisites.
Body Guard: A gray render totem barbarian can choose to guard an ally with his body. As a swift action, he can choose to give all ranged attacks made against an ally a 50% miss chance. If they miss the original target, however, they instead strike the gray render totem barbarian.
Rend: At 3rd level and above, whenever a gray render totem barbarian deals damage in a grapple with a natural weapon or a light weapon, he automatically deals 1d6+1 1/2xstr damage to the target. Every three levels thereafter, this damage increases by 1d6.
Guardian: At 5th level and above, a gray render totem barbarian considers himself the protector of his allies. Every round, the gray render totem barbarian gains a +1 bonus to attack and damage rolls for every successful attack against an ally within 30 feet.


Horse Totem:
http://fc08.deviantart.net/fs22/i/2008/021/4/5/Barbarian_Princess_by_Werdandi.jpg
"In riding a horse, we borrow freedom."-Velk, daughter of Carne Tallhorse, Horse Totem Barbarian
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rider's fury 1/day, Mount
2|+2|+3|+0|+0| Mounted Combat
3|+3|+3|+1|+1| Saddleborn
5|+5|+4|+1|+1| Bonus Feat
[/table]

Rider's Fury: A horse totem barbarian can enter a state of Rider's Fury only when mounted. Both mount and rider gain the typical effects of rage, though they do not take a -2 penalty to AC. In addition, the mount gains a 10-foot competence bonus to speed. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of rider's fury.
Mount: The horse totem barbarian gains the service of a loyal mount. Treat this mount as a druid's animal companion, with the barbarian's effective druid level being equal to his barbarian level. However, this mount must be large enough for the barbarian to ride.
Mounted Combat:The horse totem barbarian gains the mounted combat feat, whether or not he meets the prerequisites.
Saddleborn: At third level, the horse-totem barbarian gains a +2 bonus to ride and handle animal checks made in regards to his mount. This bonus increases by +2 every three levels thereafter.
Bonus Feat:At 5th level, the horse totem barbarian can choose Ride-by Attack or Mounted Archery for a bonus feat.


Hydra Totem:
http://i46.tinypic.com/29gbs5h.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Hydra Strikes
2|+2|+3|+0|+0| Fast Healing
3|+3|+3|+1|+1| Hydra Style
5|+5|+4|+1|+1| Two Grow Where One Was Felled
[/table]

Hydra strikes: A hydra totem barbarian gains two-weapon fighting as a bonus feat. In addition, a hydra totem barbarian may make one extra attack with each weapon at his highest base attack bonus, but these attacks take a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action. When a hydra totem barbarian reaches 5th level, the penalty lessens to -1, and at 10th level it disappears. A hydra totem barbarian must use a full attack action to strike with a Hydra Strikes. At 11th level, the hydra totem barbarian can make a second extra attack at her highest base attack bonus. This ability can only be used while wielding two or more weapons.
Fast healing: A Hydra totem barbarian gains fast healing equal to his barbarian level while in rage.
Hydra Style: A hydra totem gains a bonus feat of his choice at third level and every three levels thereafter, but these feats must have two-weapon fighting as a prerequisite.
Two Grow Where One Was Felled: A hydra totem barbarian gains a +1 bonus to attack and damage rolls for every successful attack made against him in the previous round.


Kraken Totem:
http://i49.tinypic.com/2hxox2h.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Swim speed (Slow)
2|+2|+3|+0|+0| Reaching Strikes
3|+3|+3|+1|+1| Crushing Grasp 1d6
5|+5|+4|+1|+1| Swim speed (fast)
[/table]
Swim Speed: A kraken totem barbarian gains a swim speed equal to one-half his base land speed (round down to the nearest 5-foot interval). At fifth level, his swim speed becomes equal to his full base land speed.
Reaching Strikes: A kraken totem barbarian emulates it's patron's reach, though imperfectly. A Kraken totem bay attack and initiate grapples as though he had the reach of a creature one size larger, but he still only threatens as a creature of his normal size.
Crushing Grasp: A kraken's grip is deadly. At 3rd level, a kraken totem barbarian gains improved grapple as a bonus feat even if he doesn't meet the prerequisites. Also, with a sucessful grapple check, a kraken totem barbarian deals 1d6+1.5xstr constriction damage. Every three levels thereafter, a kraken totem's constrict damage increases by 1d6. In addition, a kraken totem barbarian can attack any creature within his reach while grappling, though he must use a light weapon, natural weapon, or unarmed strike to do so.


Lion Totem:
http://fc00.deviantart.net/fs27/f/2008/083/8/c/Chow_110_GB_Shaka_Zulu_by_ebony_chan.jpg
"It's better to be a lion for a day than a sheep all your life."- Tua, Cheif of the Luyane Tribe.

New Class Skills: Hide, Move silently
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Ferocious charge
2|+2|+3|+0|+0| Lion's Roar
3|+3|+3|+1|+1| Stalk
5|+5|+4|+1|+1| Pounce
[/table]
Ferocious Charge: Whenever a lion totem barbarian charges, they may move 3x their speed, instead of the usual 2x their speed. In addition, they gain a +1 bonus to attack and damage rolls on a charge for every two levels of barbarian they have.
Lion's Roar: At 2nd level and higher, a Lion totem barbarian may unleash a primal roar once during each rage. Roaring is a standard action. All enemies within 30 feet must make a will save, DC (10+1/2 barbarian level+cha modifier) or become frightened for the duration of her rage. Those who make the save are still shaken for the duration of her rage.
Stalk: At 3rd level, the lion totem barbarian gains +2 to hide and move silently checks. This bonus increases by +2 every three levels thereafter.
Pounce: At 5th level, a lion-totem barbarian may make a full attack at the end of a charge.


Marilith Totem
http://fc09.deviantart.net/fs51/f/2009/331/2/f/Marilith_by_kerembeyit.jpg
New Class Skill: Know (history)
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Whirling Frenzy 1/day, Six Sword Style
2|+2|+3|+0|+0| Natural Armor
3|+3|+3|+1|+1| Way of Blades
5|+5|+4|+1|+1| Tactical Master
[/table]
Six Sword Style: A marilith totem barbarian gains two-weapon (or multiweapon fighting) as a bonus feat. In addition, if a marilith is wielding only longswords, she takes no penalty to attack rolls.
Natural Armor: A bulette totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.
Way of Blades: At 3rd level and every three levels thereafter, the marilith totem barbarian gains a bonus feat of her choice, but the chosen feat must have two-weapon fighting as a prerequisite.
Tactical Master: At 5th level and above, a marilith totem barbarian can make a knowledge (history) check at the beginning of each battle. Divide the result of this check by 5 and add the result to attack and damage rolls for all party members that can see and hear the marilith totem. This bonus lasts a number of rounds equal to the marilith totem's intelligence modifier.

Admiral Squish
2010-05-25, 12:18 PM
Ooze Totem:
http://th01.deviantart.net/fs24/PRE/f/2008/016/f/5/venom_by_nebezial.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Bonded Rush 1/day, Ooze Armor
2|+2|+3|+0|+0| Corrosive Touch
3|+3|+3|+1|+1| Symbiosis 1
5|+5|+4|+1|+1| Lash
[/table]
Ooze Armor: An ooze totem barbarian is bonded with a symbiotic ooze that he wears like a second skin. The ooze grants him a +4 armor bonus to AC. At 3rd level and every three levels thereafter, this armor bonus increases by one. The ooze can be withdrawn into his own body as a full-round action, and can be called out once more as a move action. While the ooze armor is inside him, he does not gain the corrosive touch, lash, or armor bonus granted by his ooze armor, though he does still gain the symbiosis bonuses.
Bonded Rush: When an ooze-totem barbarian enters bonded rush, his ooze armor automatically emerges and he gains a +4 bonus to strength and constitution, and a +2 dodge bonus to Armor Class and on Reflex and Will saves. This bond is terribly draining, and a ooze totem barbarian must make a fortitude save (DC 12+2/round of rage elapsed) each round after the first or immediately exit rage and be fatigued as though the duration of your rage had expired normally. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Bonded Rush. When the ooze totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution and a +1 dodge bonus to AC and reflex saves.
Corrosive Touch: An ooze totem barbarian has learned how to make his ooze armor produce powerful, consuming acid. Each time he uses this ability, he may select stone, metal or flesh. As an attack action, he may make a melee touch attack that deals 1d4 acid damage for every two levels of barbarian he possesses. This acid only affects the material selected when activating the ability.
Symbiosis: At 3rd level and every three levels thereafter, the ooze totem barbarian's bond with his symbiont ooze deepens. He gains blindsight out to 5 feet and a +2 inherent bonus to strength, dexterity, or constitution, whichever is lowest. Every three levels thereafter, he gains an additional 5 feet of blindsight and an additional +2 inherent bonus to strength, dexterity, or constitution, whichever is lowest.
Lash: At 5th level an ooze totem barbarian can make his corrosive touch as a ranged touch attack against any target within 15 feet.


Otyugh Totem:
http://i47.tinypic.com/fo3s7n.jpg
New Class Skills: Hide
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Sludgeborn
2|+2|+3|+0|+0| Filth
3|+3|+3|+1|+1| Lurk
5|+5|+4|+1|+1| Reaching Grasp
[/table]
Sludgeborn:A Otyugh totem barbarian is immune to the sickened and nauseated conditions, and is also immune to all nonmagical diseases.
Stench:Any creature that ends it's movement or starts it's turn adjacent to an otyugh totem barbarian must make a fortitude save (DC 10+1/2 barbarian level+con) or become sickened for one round. Creatures that are sickened must make an additional save at the same DC. If they fail the second save, they are instead nauseated for one round and sickened for 10 rounds thereafter.
Lurk: A otyugh totem's skin is hardened from it's rough lifestyle and it's terrible surroundings. At 3rd level, it gains +2 to hide checks and it's natural armor increases by one. Every three levels thereafter, the hide bonus increases by 2 and the natural armor bonus increases by one.
Reaching Grasp: An otyugh's reaching tentacles are mimicked imperfectly by those who bear it's totem. An Otyugh totem barbarian gains improved grapple as a bonus feat even if he doesn't meet the prerequisites. In addition, he can initiate grapple checks at a distance, as though he had the reach of a creature one size category larger. And finally, with a successful grapple check, an otyugh totem can deal 1d6 damage to his opponent.


Owl Totem:
http://fc00.deviantart.net/fs16/i/2007/147/8/3/Hain_by_Archaia.jpg
"The owl's cry is a voice of hell, and it turns scrabbling mice to statues and roots men to the soil."-Virin, lone survivor of an owl-totem raid.
New Class Skills: Hide, Move Silently
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Glaring Fury 1/day, Eyes of the Owl
2|+2|+3|+0|+0| Deadly Silence
3|+3|+3|+1|+1| Sudden Strike +1d6
5|+5|+4|+1|+1| Screech
[/table]
Glaring Fury: When entering the Glaring Fury, the owl totem barbarian gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. In addition, as a swift action, the owl totem barbarian can render a single opponent within 30 feet flatfooted against the next attack that strikes him by fixing them with a intense gaze. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Glaring Fury. When the owl totem barbarian would normally gain greater or might rage, he gains an additional +2 bonus to strength and a +1 dodge bonus to AC and reflex saves.
Eyes of the Owl: An owl totem barbarian can see normally in darkness, even magical darkness.
Deadly Silence: at 2nd level and higher, an owl totem barbarian gains a competence bonus on move silently checks equal to their barbarian level.
Sudden Strike: At 3rd level and higher, the owl totem barbarian can deal extra damage to an opponent that is unable to defend itself. Whenever an owl totem barbarian strikes an opponent denied their dexterity bonus to AC, he deals an additional 1d6 points of damage. Every three levels thereafter, this damage increases by an additional 1d6.
Screech: At 5th level and higher, an owl totem barbarian may unleash a terrible screech once during each rage. Screeching is a standard action. All creatures within 30 feet must make a will save (DC 10+1/2 barbarian level+cha mod) or be paralyzed with fear for one round.



Panther Totem:
http://media.comicvine.com/uploads/1/15776/635804-blackpanther3.jpg
"If you hear me coming, it's because you're not my target" -Shekah, panther totem barbarian
New Class Skills: Hide, Move Silently
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Rage 1/day Climb Speed (slow), Low-light Vision
2|+2|+3|+0|+0|Pounce
3|+3|+3|+1|+1|Stalk
5|+5|+4|+1|+1|Climb speed (Fast)
[/table]

Climb Speed: An Panther-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). At fifth level, his climb speed becomes equal to his full base land speed.
Pounce: At 2nd level, a Panther-totem barbarian may make a full attack at the end of a charge.
Stalk: At 3rd level, the Panther-totem barbarian gains +2 to hide and move silently checks. This bonus increases by +2 every three levels thereafter.

Peacock Totem:
http://fc06.deviantart.net/fs71/f/2010/054/c/c/Peacock_dance_by_KarlaFrazetty.jpg

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Feather Dance 1/day, Glorious Warrior
2|+2|+3|+0|+0| Brilliant Plumage
3|+3|+3|+1|+1| Majestic Misdirection 1/round
5|+5|+4|+1|+1| Crushing Pride
[/table]

Feather Dance: When a peacock totem barbarian enters Feather dance, she gains a +4 bonus to charisma and a +2 dodge bonus to AC and reflex saves. In addition, she gains an additional dodge bonus to AC equal to her charisma modifier. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Feather Dance. When the peacock totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to charisma and a +1 dodge bonus to AC and reflex saves.
Glorious Warrior: A peacock totem barbarian gains a bonus to attack rolls equal to their charisma modifier.
Brilliant Plumage: Whenever a peacock totem barbarian makes an attack, all creatures within 30 feet that can see her must make a will save (DC 10+1/2 barbarian level+cha) or be dazzled. If the peackock totem barbarian makes a full attack, they instead must make a will save of the same DC or be fascinated for one round or until attacked.
Majestic Misdirection: A peacock totem barbarian is good at misdirecting her foes attacks harmlessly. 1/round a peacock totem barbarian that is the target of an attack of opportunity can make a bluff check opposing the attack roll as a free action. If the check is successful, the attack of opportunity misses and the target is flat-footed until their next turn.
Crushing Pride: A peacock totem barbarian deals additional damage equal to her charisma modifier to damage rolls against targets that are dazzled, flat-footed, or fascinated.


Pit Fiend Totem
http://fc08.deviantart.net/fs71/f/2010/074/e/6/Barbarian__diablo_3_by_ghostlove786.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Whirling Frenzy 1/day, Light's Foe
2|+2|+3|+0|+0| Terrible Fury
3|+3|+3|+1|+1| Demon's Grasp
5|+5|+4|+1|+1| Crush the Pure
[/table]
Light's Foe: A pit fiend totem barbarian is steadfast in his opposition to the forces of good. He gains a +1 deflection bonus to AC and a +1 bonus to saves against good creatures and effects created by them. This bonus increases by +1 at every odd numbered level after 1st. In addition, he cannot be touched by summoned creatures as though he were under the effects of protection from good, using his pit fiend totem barbarian level in place of caster level for overcoming spell resistance.
Terrible Fury: At 2nd level, while in rage a pit fiend totem barbarian can spend a swift action radiate an aura of fear. All creatures within 30 feet must make a will save (DC 10+1/2 barbarian level+cha mod) or become shaken. A creature that makes the save is immune to this ability for 24 hours. When a pit fiend totem barbarian gains greater rage, the effect upgrades to frightened, and when he gains mighty rage, it becomes panicked.
Demon's Grasp: At 3rd level, a pit fiend totem barbarian gains improved grapple as a bonus feat. In addition, with a successful grapple check, he may deal 1d6+1.5 str damage. Every three levels thereafter, this damage increases by 1d6.
Crush the Pure: At 5th level, when making an attack against a good aligned creature, a pit fiend totem barbarian gains a +1 bonus to attack and damage for every two levels he has in barbarian. Against good-aligned clerics, paladins, or outsiders with the good subtype, this bonus is +1.5 for every two levels of barbarian, rounded down.


Rat Totem:
http://fc00.deviantart.net/fs21/f/2007/269/0/1/Skaven_by_HiKi.jpg
"Watching them all poke at the caged rat, well, that was ugly. But I've never seen anything as bad as when the rats poked back." -Witness to a public beating of a rat totem barbarian before it was disrupted.
New Class Skills: Balance
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Whirling Frenzy 1/day, Sludgeborn
2|+2|+3|+0|+0| Stink
3|+3|+3|+1|+1| Agile +2
5|+5|+4|+1|+1| Filth Friend
[/table]
Sludgeborn: A rat totem barbarian is immune to the sickened and nauseated conditions, and is also immune to all nonmagical diseases.
Stink: Any creature that ends it's movement or starts it's turn adjacent to a rat totem barbarian must make a fortitude save (DC 10+1/2 barbarian level+con) or become sickened for one round. Creatures that are sickened must make an additional save at the same DC. If they fail the second save, they are instead nauseated for one round and sickened for 10 rounds thereafter.
Agile: At 3rd level and every three levels thereafter, you gain a +2 bonus to climb, swim, and balance checks.
Filth Friend: A 5th level rat totem barbarian gains the service of a rat swarm. Treat this swarm as an animal companion, with an effective druid level equal to your barbarian level -3.


Salamander Totem:
http://fc05.deviantart.net/fs21/f/2007/269/e/d/The_Firelord_By_Draconnasti_by_SalamandraRPG.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Burning Fury 1/day, Smolder
2|+2|+3|+0|+0| Forgeheart
3|+3|+3|+1|+1| Furnace Skin
5|+5|+4|+1|+1| Molten Coils
[/table]
Burning Fury:When entering a burning fury, a salamander totem barbarian gains a +4 bonus to strength and constitution. In addition, his body ignites, becoming a walking inferno, though these flames do no harm to him. Each attack he makes with a natural weapon or metallic weapon deals an additional 1d6 fire damage, and each creature striking him with a non-reach melee weapon or natural attack takes the same. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of burning fury. When the fire totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution.
Smolder:If a salamander totem barbarian ends his rage prematurely, he can choose to hold onto those remaining rounds of rage for up to one minute for each point of constitution he has. While smoldering, at any point, the salamander totem barbarian can take a swift action to re-activate his rage and expend the remaining rounds as normal.
Forgeheart: A salamander totem barbarian's skin is incredibly hot, but this leaves him unfortunately vulnerable to cold. At 2nd level and higher, he deals fire damage equal to his barbarian level when ever he touches or is touched by an enemy. Metallic weapons conduct this heat. However, whenever a salamander totem barbarian takes cold damage, he adds one-half his barbarian level to the damage taken. This ability may be suppressed or resumed with a swift action.
Furnace Skin: At 3rd level, a salamander totem barbarian becomes inured to heat, gaining fire resistance 5 and gaining a +1 bonus to natural armor. Every three levels thereafter, he gains another 5 points of fire resistance and the bonus to natural armor increases by one.
Molten Coils: A salamander totem barbarian gains improved grapple as a bonus feat. He can automatically deal 1d6 points of damage (plus his forgeheart and/or burning fury damage) with a successful grapple check.

Scorpion Totem:
http://fc07.deviantart.net/fs49/i/2009/152/9/7/Scorpion_Warrior_by_Sanguisa.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Tail and Claws
2|+2|+3|+0|+0| Guillotine Grip
3|+3|+3|+1|+1| Tremorsense 20
5|+5|+4|+1|+1| Venom
[/table]
Tail and Claws: A scorpion totem barbarian gains proficiency with the Scorpion Chain and the Drow Long Knife. The scorpion totem gains the benefits of the quick draw feat when drawing one of these weapons. The scorpion totem barbarian also never risks poisoning herself when applying poison to these weapons.
Guillotine Grip: A scorpion totem barbarian gains the improved grapple feat. In addition, when making an attack with a drow long knife in a grapple, she does not take a -4 penalty to the roll, and can make the attack as a touch attack.
Tremorsense: At 3rd level, a scorpion totem barbarian gains tremorsense out to 20 feet. Every three levels thereafter, the range of her tremorsense increases by 20 feet.
Venom: A scorpion totem barbarian no longer fears poisons, she welcomes them. A scorpion totem barbarian is immune to poisons. In addition, a scorpion totem may harvest doses of the poison she has most recently been exposed to from her blood. Once per day with one hour of work, a scorpion totem barbarian can harvest a number of doses from her blood equal to one-half her constitution score. Harvesting poison in this way requires her to deal two damage to herself for each dose harvested. This damage is not subject to damage reduction.


Serpent Totem:
http://fc09.deviantart.net/fs47/i/2009/196/1/3/Female_Barbarian_by_internlynch.jpg
"A snake will always bite back."-Vera, Snake Totem Barbarian
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Serpent Dance, Fang and Tail Style
2|+2|+3|+0|+0|Improved Trip
3|+3|+3|+1|+1|Sneak Attack +1d6
5|+5|+4|+1|+1|Serpent's Coils
[/table]
Serpent Dance: When entering the Serpent's Dance, the snake totem barbarian gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. In addition, as long as the dance continues, their target is considered flat-footed against their first attack of each round. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Serpent dance. When the serpent totem barbarian would normally gain greater or might rage, she gains an additional +2 bonus to strength and a +1 dodge bonus to AC and reflex saves.
Fang and Tail Style: The snake totem barbarian is automatically proficient with the whip, Nagaika, and Dagger-whip. She also is proficient with all light piercing weapons. The Serpent totem barbarian takes no penalty when using a whip (or equivalent) in one hand and a light piercing weapon in the other. In addition, she does not provoke attacks of opportunity for using the whip at melee range. The snake-totem barbarian also never risks poisoning herself when applying poison to a weapon.
Improved Trip: The snake totem barbarian gains improved trip as a bonus feat, even if she doesn't meet the prerequisites.
Sneak Attack: If a snake totem barbarian can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The barbarian’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the barbarian flanks her target. This extra damage is 1d6 at 3st level, and it increases by 1d6 every three barbarian levels thereafter. Should the barbarian score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a barbarian can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A barbarian can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The barbarian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A barbarian cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Serpent's Coils: A snake totem barbarian gains a +4 bonus to Disarm and Trip checks.


Shadow Totem:
http://i117.photobucket.com/albums/o76/mardyr/commission__Guide_of_Depth_by_Wen_M.jpg
New Class Skills: Hide
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Fade 1/day, Death Spurned
2|+2|+3|+0|+0| Shadow Bound
3|+3|+3|+1|+1| Endless Night
5|+5|+4|+1|+1| Darkstride
[/table]
Fade:When entering Fade, a shadow totem barbarian gains +4 charisma and becomes less real as shadows merge into his physical form. Any time he is targeted by a spell, ability, or attack that does not affect ethereal creatures, the effect has a 50% miss chance. While in fade he gains a deflection bonus to his AC equal to his charisma modifier, but he loses any natural armor bonus he may have had. He may make melee touch attacks as an attack action that deals 1d6+cha damage. He is treated as having the weapon finesse feat while in fade. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Fade. When he would gain greater or mighty rage, the bonus to charisma increases by 2.
Death Spurned: A shadow totem barbarian has been magically bound to death. He takes half damage from negative energy effects, ability damage, and ability drain. At level 5 the barbarian becomes immune to ability damage and ability drain. At level 10 the Shadow Totem barbarian becomes immune to negative energy effects and death effects.
Shadow Bound: A shadow totem barbarian has a heightened connection to the realms of darkness and spirits. He can see in darkness of all kinds, magical or otherwise, and can see ethereal creatures as though under the effects of see invisibility. In addition, any natural weapons the shadow totem barbarian possesses and any weapon he wields is treated as having the ghost touch special quality.
Endless Night: At 3rd level, a shadow totem barbarian brings darkness with him. Light conditions within 10 feet of the shadow totem barbarian are considered to be shadowy, and he gains a +2 bonus to hide checks. Every three levels thereafter, the radius of this effect increases by 10 feet and the bonus increases by 2. This ability cannot be brightened by nonmagical light, though it can be suppressed by a light spell cast by a spellcaster with a level greater than his barbarian level. the shadow totem barbarian can suppress or resume this ability as a swift action.
Darkstride:At 5th level, a shadow totem barbarian gains a deeper connection to the darkness. A shadow totem barbarian can become incorporeal a number of rounds per day equal to his barbarian level, spread out as he wishes. Activating this ability is a swift action. He can only use this ability in areas of shadowy or darker illumination. In addition, while incorporeal or in fade, he gains a fly speed equal to his base land speed with perfect maneuverability.


Shark totem:
http://fc07.deviantart.net/fs49/f/2009/199/0/5/Hawaiian_Warrior_ink_color_by_RayDillon.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Blood Frenzy 1/day, Swim speed (slow)
2|+2|+3|+0|+0|Scent
3|+3|+3|+1|+1|Worry the Wound 1
5|+5|+4|+1|+1|Swim speed (fast)
[/table]
Blood Frenzy: When in a Blood frenzy, a shark totem barbarian gains a +2 bonus to attack and damage rolls for every creature within thirty feet that was damaged in the previous round. The shark totem barbarian does not gain the +4 strength of a normal barbarian's rage. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Blood Frenzy. When he would gain greater or might rage, the bonus for each creature wounded increases by one.
Swim Speed: At first level, a shark totem barbarian gains a swim speed equal to one-half his base land speed. At fifth level, this speed becomes equal to his base land speed.
Scent:While underwater, a shark totem barbarian gains the scent ability.
Worry the Wound: At 3rd level, when a shark totem barbarian strikes an opponent with a piercing weapon while in a blood frenzy, he can thrash, tearing flesh and widening the wound. This deals an additional amount of damage equal to one-half the barbarian's strength modifier. The target continues to bleed for that amount of damage for one round, or until they receive magical healing equal to the initial damage of the worry. Every three levels thereafter, the duration of the bleed gets one round longer.


Spider Totem:
http://fc01.deviantart.net/fs45/i/2009/121/d/4/Vheltheera_The_Barbarian_by_Shodukari.jpg
"The spider and the fly can't make a deal." -Veena, Spider Totem Barbarian speaking to her opponent.
New Class Skills: Hide, Move Silently, Use Rope
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Whirling Frenzy 1/day, Spider Style
2|+2|+3|+0|+0| Way of the Web
3|+3|+3|+1|+1| Way of the Fang
5|+5|+4|+1|+1| Way of Venom
[/table]
Spider Style: A spider totem barbaian gains Two-Weapon Fighting as a bonus feat. A spider totem barbarian takes no penalty when wielding two light piercing weapons. In addition, a spider totem barbarian is automatically proficient with nets and bolas. She never risks poisoning herself when applying poison to a weapon.
Way of the Web: A spider totem barbarian gains a bonus on use rope checks equal to half their barbarian level. In addition, she gains a bonus on attack and damage rolls against an entangled opponent equal to half her barbarian level.
Way of the Fang: At 3rd level and every three levels thereafter, a spider totem barbarian gains a bonus feat of her choice, but the feat chosen must have two-weapon fighting as a prerequisite, and she must meet all other prerequisites.
Way of Venom: A spider totem barbarian no longer fears poisons, she welcomes them. A spider totem barbarian is immune to poisons. In addition, a spider totem may harvest doses of the poison she has most recently been exposed to from her blood. Once per day with one hour of work, a spider totem barbarian can harvest a number of doses from her blood equal to one-half her constitution score. Harvesting poison in this way requires her to deal two damage to herself for each dose harvested. This damage is not subject to damage reduction.


Squirrel Totem:
http://fc04.deviantart.net/images2/i/2003/52/6/7/Little_Warrior.jpg
New Class Skills: Balance
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Whirling Frenzy 1/day, Climb Speed (slow)
2|+2|+3|+0|+0| Branchrunner's Motion
3|+3|+3|+1|+1| Skirmish +1d6
5|+5|+4|+1|+1| Climb Speed (fast)
[/table]
Climb Speed: At first level, a suirrel totem barbarian gains a climb speed equal to one-half his base land speed. At fifth level, this speed becomes equal to his base land speed.
Branchrunner's Motion: A squirrel totem barbarian gains a bonus to balance, tumble and jump checks equal to 1/2 his barbarian level. In addition, he can charge or run over terrain that others could not. The squirrel totem barbarian can run down steep stairs, leap from a branch, or tumble over tables to perform a charge or run action, even if the motion takes him over difficult terrain, or through ally's squares. The squirrel totem barbarian must still make the appropriate checks to successfully navigate the terrain.
Skirmish:A squirrel totem barbarian relies on mobility to deal extra damage. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the barbarian's’s turn. This extra damage increases by 1d6 for every three levels gained above 3rd. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The barbarian must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Squirrel totem barbarians can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.


Succubus Totem:
http://fc08.deviantart.net/fs36/f/2008/249/5/3/Izel___Barbarian_Succubus_by_HecM.jpg
New Class Skills: Bluff, Diplomacy, Disguise, Sense Motive
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Moment of Passion 1/day, Glamor's Power
2|+2|+3|+0|+0| Arts of Seduction
3|+3|+3|+1|+1| Touch of Desire
5|+5|+4|+1|+1| Power of Lust
[/table]
Moment of Passion: A succubus totem barbarian gains a +4 bonus to strength and charisma when entering Moment of passions. In addition, any living, non-mindless creature within thirty feet that can see and hear the succubus totem barbarian must make a will save (DC 10+ 1/2 barbarian level + cha) or be dazzled for as long as the moment of passion lasts. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of moment of passion. When the succubus totem barbarian would normally gain greater or mighty rage, she gains an additional +2 bonus to strength and charisma.
Glamor's Power: A Succubus totem barbarian adds her charisma bonus to attack and damage rolls against dazzled opponents.
Arts of Seduction: At 2nd level, a succubus totem barbarian gains a bonus to disguise, bluff, sense motive, and diplomacy skills equal to one-half he class level.
Touch of Desire: At 3rd level and up, as a standard action, a succubus totem barbarian can make a melee touch attack to make a target desire her for a number of rounds equal to her charisma modifier. The succubus totem gets a +2 to bluff, diplomacy, intimidate, and sense motive checks against the target of this ability, and the target takes a -2 to attack rolls to strike her and saves against her abilities. The succubus totem can use this ability at will, but can only have one person desiring her at a time. Every three levels thereafter, the bonus of this ability increases by 2 and the penalty increases by 2.
Power of Lust: At 5th level, a succubus totem barbarian gains some of the magical power their totem enjoys. The succubus totem barbarian gains the effects of undetectable alignment at all times, and can use suggestion, detect thoughts, charm person or alter self a number of times per day equal to 1/2 her class level. The caster level for these effects is equal to he barbarian level and the save DC is equal to (10+1/2 barbarian level+cha mod).


Tortoise Totem:
http://fc03.deviantart.net/fs17/f/2007/155/2/1/Turtle_Warriors_by_Viking_Heart.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Iron Shell Guard 1/day, Shell of Steel
2|+2|+3|+0|+0| Natural Armor
3|+3|+3|+1|+1| Slow and Steady
5|+5|+4|+1|+1| Mettle
[/table]
Iron Shell Guard: When entering iron shell guard, a tortoise totem gains a +4 bonus to con, a +4 dodge bonus to AC, +2 to all saves, and a +4 to checks to resist bull rush, trip, disarm, or grapple attempts. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Iron Shell Guard. When the tortoise totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to constitution, +2 dodge bonus to AC, +1 to all saves, and +2 to checks to resist bull rush, trip, disarm, or grapple attempts.
Shell of Steel:A tortoise totem barbarian is proficient with light, medium, and heavy armor, and all shields (including tower shields). While wearing heavy armor or carrying a shield, a tortoise totem barbarian treats the ACP of his armor and shield as one point lower, and gains +4 to bull rush and overrun checks.
Natural Armor:A worm totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.
Slow and steady: Starting at 3rd level, once during each rage, a tortoise totem barbarian can take 10 on any check, save, or attack roll, even if he is rushed or threatened. Every three levels thereafter, he can use this ability an additional time in each rage.
Mettle: At 5th level and higher, a tortoise totem barbarian can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping barbarian does not gain the benefit of mettle.

Treant Totem
http://fc04.deviantart.net/fs4/i/2005/135/6/6/wood_warrior_by_yonaz.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Woodland Stride
2|+2|+3|+0|+0| Shattering Strikes
3|+3|+3|+1|+1| Treewalk 10
5|+5|+4|+1|+1| To Hide a Warrior
[/table]
Woodland Stride: A treant totem barbarian can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Shattering Strikes: A treant totem barbarian's powerful blows are capable of cleaving the mightiest swords. A treant totem barbarian gains improved sunder as a bonus feat, and he deals double damage when sundering. In addition, his attacks ignore one point of hardness for every two barbarian levels he has.
Treewalk: At 3rd level, treant totem barbarian can walk through trees over short distances. At will, a treant totem barbarian may walk into any living tree as a free action and exit another tree within fifteen feet as though the distance between them had not been crossed. A treant totem barbarian can charge or run through trees, provided he moves in a straight line. The entrance and exit trees must have girths equal to the barbarian's, and he cannot take any non-organic items or any other people through the trees. A treant totem barbarian can exit the destination tree in any direction, in any part of the tree that has enough girth. A treant totem, when entering a tree, automatically knows the location of all trees withing the range of his treewalk, and whether or not they are wide enough to accept him. Every three levels after 3rd, the range of this ability increases by 10 feet.
To Hide a Warrior: At 5th level, a treant totem barbarian can use tree shape, as the spell, at will while within the bounds of a forest.


Triceratops Totem:
http://fc09.deviantart.net/fs28/i/2008/147/6/d/Commission___Brute_Detail_by_Naranda.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Guardian Frill
2|+2|+3|+0|+0| Improved Bull Rush
3|+3|+3|+1|+1| Powerful Charge +1d8
5|+5|+4|+1|+1| Horned Guard
[/table]
Guardian Frill: A triceratops totem barbarian is proficient with all shields, including tower shields. In addition, a triceratops totem may bash with a tower shield, using it as a two-handed weapon that deals 1d8 damage for a medium barbarian, or 2d6 with spikes. A triceratops totem barbarian does not lose his shield bonus when making a shield bash attack. When he makes a successful bull rush attack, a triceratops totem barbarian may deal damage as though he had made a successful shield bash attack.
Improved Bull Rush: A triceratops totem barbarian gains the improved bull rush feat, even if he doesn't meet the prerequisites.
Powerful Charge: A triceratops totem barbarian deals extra damage when he makes a charge. This bonus damage starts at 1d8 damage at 3rd level, and increases by 1d8 every three levels thereafter.
Horned Guard: Any enemy attacking a triceratops totem barbarian with a natural weapon or a non-reach melee weapon that fails to overcome the triceratops totem barbarian's AC, the attacker takes damage equal to his shield's base damage + str.


Tyrannosaurus Totem:
http://fc01.deviantart.net/fs41/i/2009/037/f/2/Phillip_Tams_Barbarian_by_ojollands.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Fast Movement
2|+2|+3|+0|+0| Roar of the Tyrant
3|+3|+3|+1|+1| Mighty Rush
5|+5|+4|+1|+1| Terrible Fang
[/table]
Roar of the Tyrant: At 2nd level and higher, a tyrannosaur totem barbarian may unleash a primal roar once during each rage. Roaring is a standard action. All enemies within 30 feet must make a will save, DC (10+1/2 barbarian level+cha modifier) or become frightened for the duration of his rage. Those who make the save are still shaken for the duration of his rage.
Mighty Rush: At 3rd level, a tyrannosaur totem barbarian gains a +2 to attack and damage rolls when making a charge. This bonus increases by 2 every three levels thereafter.
Terrible Fang: At 5th level, a tyrannosaur totem's terrible strength makes itself obvious. When wielding a weapon two-handed, a tyrannosaur adds 2x his strength modifier to damage instead of 1.5x.


Unicorn Totem:
http://fc06.deviantart.net/fs71/i/2010/147/d/7/Bobby__the_Barbarian_by_marciolcastro.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rider's Bond 1/day, Piercing horn style
2|+2|+3|+0|+0| Touch of Cleansing
3|+3|+3|+1|+1| Mountback Warrior
5|+5|+4|+1|+1| Unicorn's Chosen
[/table]
Rider's Bond: A unicorn totem barbarian can enter a state of Rider's bond only when mounted. Both mount and rider gain the typical effects of rage, though they do not take a -2 penalty to AC. In addition, the mount gains a 10-foot competence bonus to speed. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of rider's bond.
Piercing Horn Style: A unicorn totem barbarian gains mounted combat as a bonus feat, even if he does not meet the prerequisite. In addition, he gains a light warhorse to ride until he is deemed ready to ride a true unicorn. He gains a bonus to ride checks equal to his class level.
Touch of Healing: A unicorn totem barbarian gains the ability to heal wounds with a touch. Each day, he can heal a number of HP equal to (class level x cha modifier), divided up as he wishes.
Mountback Warrior: At 3rd level and every three levels thereafter, the unicorn totem barbarian gains a bonus feat of his choosing, but it must have mounted combat as a prerequisite, and he must meet all the other prerequisites as well.
Unicorn's Chosen: A unicorn totem barbarian is sought out by a unicorn at 5th level if he has proven himself worthy. Treat this unicorn as an animal companion, with an effective druid level equal to his barbarian level -3. A unicorn totem barbarian can use his touch of healing ability as a swift action to affect himself or his unicorn mount, and points expended to heal himself or his mount heal 1.5 times as much as usual.

Unicorn changes:
-Loses magic circle against evil, but is under the effects of protection from evil and extends this protection to his rider.
-Loses teleport, gains dim door usable 1/day, can take his rider with him.
-Loses cure SLAs, gains a touch of healing pool equal to his rider's.


Vampire Totem:
http://fc05.deviantart.net/fs8/i/2006/165/d/0/Carnerea_by_Sedeslav.jpg
New class Skills: Bluff, Hide, Move Silently, Search, Sense Motive, and Spot
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Bloodscent
2|+2|+3|+0|+0| Footsteps of the Dead
3|+3|+3|+1|+1| Feast of Blood
5|+5|+4|+1|+1| Child of Night
[/table]
Bloodscent: A vampire totem barbarian gains the scent ability. In addition, with a swift action, he can take note of the subtleties of the scent and identify if the source is dead, fragile (With less than 2 HP/HD), wounded, in perfect health, undead, or neither alive or dead (Such as a construct).
Footsteps of the Dead: A vampire totem barbarian gains a bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks equal to half his barbarian level.
Feast of Blood: At 3rd level, a vampire totem barbarian gains improved grapple as a bonus feat. In addition, if a vampire totem barbarian establishes a pin, he can drink his target's blood, dealing one point of constitution damage per turn he maintains the pin. The vampire totem barbarian gains temporary HP equal to 1/2 the target HD for each round this continues. Every three levels thereafter, the constitution damage increases by 1, and the temporary HP gained increases by an additional 1/2 the target's HD.
Child of Night: A vampire totem barbarian gains an animal companion. Treat his effective druid level as equal to his barbarian level for determining this companion's stats. He must select a dire rat, wolf, dire bat, horrid rat, horrid bat, dire wolf, or horrid wolf as his animal companion, applying penalties as normal for his selection.


Vine Totem:
http://fc06.deviantart.net/fs19/i/2007/289/f/3/Ireth_by_DojiArai.jpg
New Class Skills: Hide
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Grasping Plants
2|+2|+3|+0|+0| Crushing Cords
3|+3|+3|+1|+1| Bramble-lurk
5|+5|+4|+1|+1| Call Brambles
[/table]
Grasping Plants: A vine totem barbarian's influence brings the plants around him to life. While in rage, a vine totem barbarian replicates the effects of the entangle spell in a 20-foot radius burst around him. The reflex DC of this ability is equal to (10+1/2 barbarian level+cha mod). He is unaffected by the grasping plants, and can choose to suppress or resume this ability as a swift action.
Crushing Cords: A vine totem barbarian gains improved grapple as a bonus feat. In addition, with a successful grapple check, he can deal 1d6+1.5 str damage.
Bramble Lurk: At 3rd level, a vine totem barbarian gains a +2 bonus to hide checks, and gains a +1 bonus to natural armor. Every three levels thereafter, this natural armor bonus increases by +1 and the hide bonus increases by +2.
Creeping Vines: At 5th level, a vine totem barbarian gains the service of a Creeping Vine. Treat a creeping vine as an assassin vine with a land speed equal to the barbarian's base land speed. Treat the creeping vine as an animal companion with an effective druid level equal to your barbarian level -3.


Whale Totem
http://fc01.deviantart.net/fs18/i/2007/208/6/8/Cetus_by_Tyshea.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Swim speed (slow)
2|+2|+3|+0|+0| Whale-Road
3|+3|+3|+1|+1| Deep Adaptation
5|+5|+4|+1|+1| Swim Speed (fast)
[/table]
Swim Speed: At first level, a whale totem barbarian gains a swim speed equal to one-half his base land speed. At fifth level, this speed becomes equal to his base land speed.
Whale-Road: A whale totem barbarian gains the benefits of the endurance feat while in the water, but gains an additional +4 to those checks if he is in seawater.
Deep Adaptation: At 3rd level, a whale totem barbarian gains blindsight out to 10 feet, but this only extends beneath the surface of the water. In addition, he can hold his breath much longer while underwater. He can hold his breath for an additional number of rounds equal to his constitution score. In addition, he is immune to atmospheric affects. Every three levels thereafter, he gains an additional 10 feet of blindsight and adds his constitution score to the number of rounds he can hold his breath.

Wolf totem:
http://fc03.deviantart.net/fs49/f/2009/224/b/d/Ceeris_by_Mu_An.jpg
"It never troubles a wolf how many sheep stand before him, why should your numbers impress me?" -Conri, wolf totem barbarian, to the leader of the twelfth legion on the night of a battle.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Track
2|+2|+3|+0|+0| Improved Trip
3|+3|+3|+1|+1| Great Ally
5|+5|+4|+1|+1| Improved Flanker
[/table]
Track: the wolf totem barbarian gains Track as a bonus feat even if he does not meet the prerequisites.
Improved Trip: The wolf totem barbarian gains Improved Trip as a bonus feat even if he does not meet the prerequisites.
Great Ally: A wolf totem barbarian works well with others, gaining and granting an additional +1 bonus when using or being the target of the aid another action. He gains and grants an additional +2 bonus when flanking an enemy. The aid another bonus increases by +1 every three levels thereafter, and the flanking bonus increases by +2 every three levels thereafter.
Improved Flanker: An enemy is always considered flanked by all allies that threaten it, as long as you and one other ally threaten his space with a melee weapon, even if none of you are on opposite sides of that enemy. Your allies do not need to have the improved flanker feature for this ability to work.


Worm Totem:
http://i117.photobucket.com/albums/o76/mardyr/c55b3bbc7f019d1e.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Rage 1/day, Imp. Grapple
2|+2|+3|+0|+0| Natural Armor
3|+3|+3|+1|+1| Tremorsense 20
5|+5|+4|+1|+1| Burrow Speed
[/table]
Improved Grapple: The worm totem barbarian gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.
Natural Armor: A worm totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.
Tremorsense:At 3rd level, a worm totem barbarian gains tremorsense out to 20 feet. Every three levels thereafter, the range of his tremorsense increases by 20 feet.
Burrow Speed:At 5th level, a worm totem barbarian gains a burrow speed equal to one-half his base land speed (round down to the nearest 5-foot interval). The worm totem barbarian can choose to leave a usable tunnel behind him as he digs or seal it behind himself.

Machiavellian
2010-05-25, 12:23 PM
Would SO play the Ape Totem. Tar-Fricken-Zan baby!

Mulletmanalive
2010-05-25, 02:18 PM
When writing out Substitution levels, it's standard practice to include those features that aren't changed in the table and then simply not comment on them in the text. Ape barbarian makes it unclear if you actually get the rage ability, for instance.

I too find the idea of playing an Ape Barbarian rather appealing.

Also, please remove the stupid dip thing from Lion totem. Seriously. When you get to it.

PairO'Dice Lost
2010-05-25, 03:19 PM
Also, please remove the stupid dip thing from Lion totem. Seriously. When you get to it.

Wrong Lion Totem; these are the ones from UA, while the lion totem with pounce is one of the Spiritual Totems from CC.

Admiral Squish
2010-05-25, 03:28 PM
I was going to include pounce, but that would be a fifth-level ability, not first.

Does anyone have any balance comments on these so far? Or maybe ideas they'd like to see on other totems?

DragoonWraith
2010-05-25, 04:58 PM
Also, please remove the stupid dip thing from Lion totem. Seriously. When you get to it.
#%*#&$(@!! Complete and utter disagreement. The difficulty of gaining Pounce in this game, barring that, is utterly ridiculous. Why must melee not get nice things?


Anyway, I rather like this. Heh... I know what I want for the Serpent Totem Barbarian (I have my own homebrew with 'Serpent' in the title, hint, hint, nudge nudge), but regardless I'm pretty interested to see what you do with that, since I really like the picture.

Mulletmanalive
2010-05-25, 05:34 PM
#%*#&$(@!! Complete and utter disagreement. The difficulty of gaining Pounce in this game, barring that, is utterly ridiculous. Why must melee not get nice things?


To me, that outburst makes no sense. If melee needs the help, just Houserule it. It makes no real sense as a first level ability for a class as it'll only be useful to the class at that level under very specific build conditions.

Or make it a feat.

I can only think of one GM i know who's sufficiently obsessed with officiality over good fun to refuse a houserule like that while allowing the other as a level one class feature.

DragoonWraith
2010-05-25, 05:38 PM
I've never played in a game where the Lion Spirit Totem variant of the Barbarian was never allowed (and if the DM of any game I was interested in did, I probably wouldn't play no matter what class I wanted to play; this is the advantage of PbP, lots of options.), but I'd be really surprised if I could ask a DM "Oh, could I have Pounce?" and he'd let me.

Basically, I agree with you, and you're right insofar as it's really not a big concern for someone doing homebrew, but I consider the easy availability of Pounce necessary for the system if not for any particular class.

Anyway, apologies for the outburst, since this probably isn't the place for that. I agree that for someone who actually wants to be a Barbarian, having Pounce at level 1 is kind of (really) pointless. I just think the system desperately needs easy availability of the feature, and 1 level dip is a decent way to do that.

Admiral Squish
2010-05-25, 06:45 PM
There you go, dragon is up, and a new picture for eagle. Not sure what to give eagle, so I think I'll skip it for the moment.

Really, I'm having the most trouble with serpent, eagle, and shark. Shark especially, 'cause I don't have anything to base it off.

Mulletmanalive
2010-05-25, 07:19 PM
VT did aquatic based Totem barbarians. Seek ye out his creation compilation! A swim speed and a "worry" attack [as in the thrashing, damage dealing effect] would be logical places to start.

Serpant would logically have either climb or escape artist benefits, Constrict and the whole "snake coils then lunges" thing.

Eagle? Well, a spring attack type Improved Grab springs [no pun intended] to mind instantly, along with spot abilities. On the other hand, you could base it around archery or something. That and the eagle's cry is iconic.

DragoonWraith
2010-05-25, 07:27 PM
Serpant would logically have either climb or escape artist benefits, Constrict and the whole "snake coils then lunges" thing.
I did a lot of that kind of thing with my Chthonic Serpent (http://wiki.faxcelestis.net/index.php?title=Chthonic_Serpent) martial discipline, if you're looking for ideas. In particular, see the Binding Constrictor/Boa Strike/Choking Python/Anaconda Crush line and the Viper Lash/Death Adder Lash/Cobra Lash/Wrath of Quetzalcoatl for constricting and lunging, respectively, and also consider things like Coils of Rapture, Crack of the Whip, and the Bound's Bound by Sorrow (http://wiki.faxcelestis.net/index.php?title=Bound#Bound_by_Sorrow_.28Ex.29) class feature - that girl's holding a Whip, which have all sorts of problems, and if you're dealing with Grapples, size modifiers/restrictions and Freedom of Movement are a huge problem that deserve fixing.

Feel free to use any thing you see there for inspiration or just straight use in your Serpent Totem Barbarian, if you would like.

Admiral Squish
2010-05-25, 07:54 PM
Serpent's certainly going to take a lot of change, but I think I got some good ideas.

Horse totem is up, too.

DragoonWraith
2010-05-25, 08:10 PM
I feel like the Animal Companion of a Druid of half your level might be a little low. I know that's what the Ranger gets but... I disagree with that too...

Admiral Squish
2010-05-25, 08:43 PM
Actually, ranger gets half his level-3. But I think you're right, I just don't know if making it full progression would unbalance it.

Snake totem is up, hopefully this works.

Krazddndfreek
2010-05-25, 08:53 PM
I'm liking the snake totem, I think it might be a little bit strong, because of the lack of penalty for fighting with two weapons. Maybe just give it TWF with those weapons?

Also for Horse Totem, there's no real reason to take Mounted Archery over Ride-by Attack after five levels of barbarian.

PairO'Dice Lost
2010-05-25, 08:56 PM
I'm liking the snake totem, I think it might be a little bit strong, because of the lack of penalty for fighting with two weapons. Maybe just give it TWF with those weapons?

Nah, penalty-less TWF is fine. Since the off-hand weapon must be light, it's only a difference of +2/+2 and only for those particular combinations of weapons.

Admiral Squish
2010-05-25, 09:17 PM
Also for Horse Totem, there's no real reason to take Mounted Archery over Ride-by Attack after five levels of barbarian.

Well, I figured if I could give them a choice, why wouldn't I? Plus, there is a lot of history to mounted archery. Mongols were another source I tried to draw inspiration from on that one.

As for your concern about snake totem, I'm going to side with Pair o' dice. There's only a 2-point difference, and it's sacrificing a lot of choices. I'm actually worried it's too limiting, that nobody would want to play EXACTLY that character.

I put up Eagle Totem, though I'm not confident in it at all.

Vaynor
2010-05-25, 09:36 PM
Awesome, I was just looking at those today and thinking how much they sucked, too.

Can't find much to say except that Sneak Attack progression is much better than Trap Sense, but that's far from a bad thing (it's not like barbarians are overpowered or anything).
Never mind, looked at the other Trap Sense replacers and it seems to be pretty balanced.

However, you definitely need to go through these and specifically say which abilities the barbarian does and doesn't get. With Sneak Attack as an example, it never says anything about replacing Trap Sense, so they could fairly easily get Trap Sense and Sneak Attack at later levels. Same goes with most of the abilities.

Edit: Can't wait to see the lion totem!

Admiral Squish
2010-05-25, 10:19 PM
Ask and ye shall receive! Lion totem is up. I will be putting up the 'this replaces X' soon.

Now, to work on shark and wolf... Any ideas?

Vaynor
2010-05-25, 10:31 PM
Awesome!

Just some brainstorming:

Shark: Swim speed, scent/track while in water, maybe underwater breathing, natural bite attack, endurance/no need to sleep, bonus on escape artist checks (slimy body? :smalltongue:), improved grab.

Wolf: Trip, howl (summon wolves?), scent/track, endurance (wolves rely on endurance rather than speed when hunting), maybe a "hunt" ability that grants them a hide/move silently/attack bonus when stalking a specific creature, bonus when flanking (pack), endure elements (cold), perhaps something to do with marking their territory and getting a bonus in that area, pounce.

Rithaniel
2010-05-25, 10:59 PM
Well, Wolf is easy. They're pack hunters, so, you can give them some 'wolfpack tactic' style benefits, like you gain the benefits of flanking against any creature who is flanked by your allies (even if you are using a ranged attack), or they get +(what) to hit and damage against a foe who has been damaged by one of your allies in the last two rounds, or even 'if the wolf totem barbarian makes an attack against who has damaged one of their allies in the last two rounds, he may make two attack rolls and take the better roll'.

Further Brainstorms: 'For determining flanking with your allies, you may count your location as being 5' in any direction from your real location.' 'You gain a +4 bonus when flanking instead of the normal +2 bonus. Your allies who flank with you gain the same advantage.' 'Any Dodge bonus to AC you gain is also granted to any adjacent allies for as long as you benefit from the bonus and your ally remains adjacent.'

Admiral Squish
2010-05-26, 01:10 AM
Okay! Shark and wolf are done, but I'm not sure about the worry ability on shark, and I'm not sure how wolf measures up.

Oh, and I need a quote for shark. Anyone have any ideas?

And, since they're all done, does anyone have anything to say abut their balance among one-another?

Ashtagon
2010-05-26, 01:21 AM
For the wolf totem, to do pack tactics, I'd suggest an Improved Flanker feature:

Improved Flanker (Ex): An enemy is always considered flanked if you and two other allies threaten his space with a melee weapon, even if none of you are on opposite sides of that enemy. Your allies do not need to have the improved flanker feature for this ability to work.

Rithaniel
2010-05-26, 02:31 AM
Shark -- "A shark's sense of smell is so keen that, if men ever bathe in seas where they are found, a shark is almost sure to appear directly afterwards."

"Like a shark, I'm only going to live, if I forge on ahead and never stop."

"Well, what would you call something that kills things so indiscriminately?"



Wolf -- Well, that's not how I would do it, but, I guess it works. Aid Another isn't really a good choice for a wolf, or a barbarian. A wolf would be more focused on catching the prey on the blind-side while their fellow hunter distracts it, or just gang-piling all on a single target and ripping it to shreds in a frenzy, as would a barbarian. Not so much pointing out or directing their allies. I like Ashtagon's suggestion. (If you've ever seen a pack of domesticated dogs drive off a bear, you should understand what I mean)

Glimbur
2010-05-26, 11:18 AM
Boar totem seems... strong. Not dying from hp damage during a rage is a mid to high level ability via Frenzied Berserker and carries significant downsides. Giving it out a first level seems too strong. Maybe they can get Diehard for free, like a regular boar? That's kind of uninspiring though... maybe Diehard plus they can take another 2xbarbarian level before dying; so a level 4 boar barbarian dies at -18 in a rage.

They also get Mettle earlier than most people can, but I'm not sure that's actually a problem.

You could pull the restriction off of Vitality and let the fast healing work even if they're not below half health; it's not a lot of healing in any case.

Martyr's Might is thematic and not too strong.

Rithaniel
2010-05-26, 11:42 AM
You could pull the restriction off of Vitality and let the fast healing work even if they're not below half health; it's not a lot of healing in any case.

Just curious, but, where did the concept of fast healing that only heals up to 1/2 hp even come from? I've seen it in multiple places on these boards so far, and, well, I can't figure out why you would want fast healing that doesn't do the job it's supposed to do.

DragoonWraith
2010-05-26, 11:45 AM
Just curious, but, where did the concept of fast healing that only heals up to 1/2 hp even come from? I've seen it in multiple places on these boards so far, and, well, I can't figure out why you would want fast healing that doesn't do the job it's supposed to do.
Dragon Shaman has an aura that gives that quality to everyone in a sizable radius.

Admiral Squish
2010-05-26, 02:45 PM
I put the half max limiter in there to keep it reasonable, but now that you mention it, I suppose it being only in rage should be plenty.

As for diehard: No, sorry. Diehard is terrible. you may still be ALIVE at -9, but you're not doing anything either. I do like the idea of the extra buffer zone, though I think having them fully functional is too important.

DragoonWraith
2010-05-26, 03:11 PM
Maybe see the Totemist's Rageclaws for inspiration?

Admiral Squish
2010-05-26, 03:53 PM
Good suggestion. Okay, fixed undying rage, Added diehard for non-range purposes, and uncapped vitality's fast healing.

As for wolf: I still feel it's lacking. I stole great ally off a Kenku, but changed it a little to make it scale easier. The real focus is not the aid another but the additional flanking benefits. Perhaps I should strengthen that part a little more.

Edit: Plus, new picture for horse totem.

Ashtagon
2010-05-27, 01:19 AM
I suppose the improved flanker could follow on to a "greater flanker" ability, which requires only a single ally to threaten an enemy for that enemy to be considered flanked.

Rithaniel
2010-05-27, 02:54 AM
Alright, *cracks knuckles*, I'm getting in there.


Ape Totem
Wild Empathy has it's uses in most every campaign. You never know when your gonna need to talk that dog out of attacking you. Past those initial uses, however, it's not so hot, so, you shouldn't have any problem tacking it on there. This one gets a thumbs up.

You gain a climb speed instead of more speed? Seems like a neat trade-off, and you patched it up, and had it actually become equal to your full base land speed later on. This one gets another thumbs up.

Next, you gain power attack. What if you already had power attack? Can you take another feat? Do you gain Uncanny Dodge instead? Needless to say, it's a good class feature, but, just needs the questions answered.

Okay, Beat your Chest doesn't do anything wrong, it's a fine class feature. Of course, intimidate makes us weep with how weak it is. You can't even get an opponent to run away from you with it or anything. Again, there's nothing wrong with that class feature. The problem lies with intimidate's inherent uselessness. If you seek to make that class feature worth having, however, I'd add in some sort of special attack that is used with intimidate.


Bear Totem
I like the Bear Rage. Good for the 'I WILL RIP YOU APPART' style of play. Higher damage, more glass cannon. In fact, if you wanted to heighten that feeling even more, you could have the later versions do the same thing (Bears Rage gets +6 to strength, with no bonus to will saves. So, Greater Bears Rage would give +10 to strength with a penalty to will saves, and Mighty Bears Rage would give +14 to strength with an even bigger penalty to will saves. Just something to contemplate.). Thumbs up.

Improved Grapple is a good feat. Thumbs up.

Bone-Crushing Grip is just mean. I like it. Having someone trying to get out of a grapple with escape artist just gets harder and harder with that ability. The only down-side is that it requires a certain set of criteria to be met, and still can only be used just two or three times a day, making it all but useless. I don't see why, if you've had a guy in a bone-breaking grapple for a full minute, they should be able to move. If you want there to be a 'once every three levels' scaling benefit, then remove the once a day restriction, and have it inflict 1 point of damage at first, then, as you gain levels, it increases to 2 points, then 3 points, etc. That way, it remains useful at all levels, and still is scaling.

Steely/Greater Grip is also really good. I give it a thumbs up while I look into taking this class and the PrC 'Reaping Mauler' together.


Boar Totem
Undying Rage instead of Fast Movement. So, this guy gets to turn into Zabuza and run around with a thousand glaives and bastard swords sticking out of him like a porcupine. Sounds like a fun time. All the same, you might as well veiw Undying Rage as what it actually is: more hp. As is, when they're in their rage, they suddenly have 10+(2xlevel) extra hp to burn through. Don't know about you, but, I usually expect to take that much damage in a single attack most of the time. So, looking at it that way, Undying Rage winds up just being an extra attack he can take and keep going. If you would like it to have a more impacting use, I'd increase the number you can go under, like, make it be 10+(str mod x level) or something to that effect.

Diehard would be necessary for Undying Rage to be of use, so yeah, keep it. Thumbs up.

Mettle. Hooray. Thumbs up.

Okay, now it's Vitatily. I'm going to explain the way this works in the most direct way I can. It's obvious that, if a character is fooling around in melee combat at level 3 or so, they're gonna take upwards of 20 damage from each attack, and after level 4 it just gets worse. Even if you had fast healing 5 at this level, that would still be 4 rounds to recover what a single attack had done to you, so, fast healing is obviously not useful in combat except in exorbent ammounts (fast healing 20+). So, fast healing that is small (like this), has really only one purpose: the purpose of getting your hp back between battles. Therefore, logic stands that having it only work in combat, or only up to 1/2 hp, removes it's core usefulness.

Martyr's Might is okay. I'd have it be a boost to both hit and damage, to make it line up with the similar Crusader ability. Otherwise, it'd be okay to even increase it to +3 damage.


Dragon Totem
Fearsome Rage has one hinging factor: is that in addition to the other effects of rage, or a straight-up replacement? If it's in addition, then, this ability is very good at clearing out a tight packed room of enemies, and then dealing with the ones who were strong enough to just glare back. Otherwise, this is just good at taking out a room full of enemies. I also have one qualm with it: If I enterred my rage, then attacked the floor twice, would everyone around me have to make 3 saves versus fear? As is, I give this a very tentative thumbs up.

If a Barbarian's con mod is less than one half his level, the player screwed up somewhere along the line. Having only +3 at level 8 likely isn't possible. +5 at level 12 is even less likely. Obviously the player made a blunder somewhere if his con mod is that low. Should he be punished for that, though? I don't think so. I would see no problem if that restriction on the Natural Armor were removed.

Woo hoo, Energy Resistance! Thumbs up.

Ragefire is neat. Giving you a simple way to finish off the last enemy before he goes dancing off into the sunset. The penalties on it are pretty high, however, as you lose everything that Fearsome Rage gave you, and then get fatigued on top of it. It's a 30-foot cone of lightning or acid, though. Since it'd pretty much just a one-off shot to burn a good few enemies, I'd say there would be no problem if it simply dealt 1d6 damage for each of your HD. The dragon totem barbarian will definetly still be persuaded to use it earlier than the last round of his rage. It's good how it is, at the same time, of course. Give this a shrug and a thumbs up.


Eagle Totem
:smallconfused: Ranged.... Barbarian....? That's a new one. I am gonna have to say that you didn't do too bad, of course. +2 to hit and damage that you can forsake in leiu of an extra attack isn't a bad thing, in the least. Still, most of what this version of rage adds up to is just a +4 to dexterity that later becomes +6, then +8. You could tack something else onto that feature and round it out slightly.

Where is the footspike from? Regardless, I really, really like Talon Dance. It gets a forceful thumbs up.

Keen Eyes is also a good one for a ranged warrior. For a first try, this ranged Barbarian turns out to be really freaking awesome. Thumbs up.


Horse Totem
Rider's Harmony/Fury is an interesting little ability. Turns out working like a Barbarian Centaur in my eyes, but, it can be acheived without burning up several levels of your progression, so, it gains a nod and a thumbs up.

Animal Companion Mount. Good, but your effective druid level is going to leave your mount kind of fragile. Even using full druid level, the mount would only have 12 more HD than a normal horse, and that leaves them still pretty lacking in the power department. At the high levels, the mounts gonna fall so far behind the babarian, that, he's going to need constant resurrection as it's gonna be a CR 8 thing going up against CR 16 things. Don't be afraid to give it full druid level progression.

Wait, they only get Mounted Combat at level 2? So, you've been going this entire time with a mount, but not actually using it? Explain to me how this would work.

Yay! Bonuses to skills checks that are useful in the class they are given! Thumbs up.

Bonus Feat is good. Explain to me why they didn't get Mounted Combat till level 2.


Lion Totem
Okay, just a suggestion, but, why not have ferocious charge allow them to charge at x3 their base land speed, instead of just ((their base land speed + 10 feet) x2). I think it'd be pretty neat. The bonus damage and to-hit for the charge is also quite useful. Thumbs up.

So, back to the Fearsome Rage bit. Good for clearing out a room full of enemies. This one is quite a bit stronger, however, as they are shaken regardless. This one gets a thumbs up, for sure.

Stalk is odd, considering that Barbarians don't get Hide or Move Silently as class skills. Or have very much reason to invest in Dexterity

Pounce. Thumbs up.


Serpent Totem
:smallconfused: Rogue-barian? Another wierd one. Serpents Dance is good. Gets you a bonus to Strength, a pseudo-bonus to Dexterity, and a way to catch the opponent flat-footed. Gets a standard thumbs up.

Fang and Tail Strike is kind of shoehorning the player into a particular slot, but, there is nothing wrong with the slot it shoehorns you into. Someone should have no problem playing a whip-dual-weilding finesse barbarian for the same reason they should have no problem playing the grim reaper and wielding a scythe. The concept is just that cool. Thumbs up.

Improved Trip is a good feat. Gets a big thumbs up. Think this barbarian might also be cool if you took it with a spiked chain wielder. Thumbs up.

Sneak Attack?! On a barbarian variant?! That's not possible?! Yet it works so well. Especially with Serpents Dance. Catching your opponent flat-footed just turned into 'hey, how does your blood taste?'. Thumbs up.

Serpent's Coils is good. Give you even more tripping awesome. This is kind of like the Bear Totem in that sense, I've noticed. The boosts to grapple and disarm are useful as well, but, the variant really only notices the trip bonus, I think. Thumbs up.


Shark Totem
Okay, Blood Frenzy. If every single square within 30 feet of you was occupied by one individual creature, Blood Frenzy included you, and an enlarged Fireball had just exploded on your head, you'd be getting +250 to hit and damage. That is a lot, but, that's also the ceiling of your boosts. As a side note, I think Blood Frenzy would be a lot more likely to grant around +10 to hit and damage at any given point in time. Not sure how that would work out, tbh. It might be fine, but, I aint giving it a thumbs up.

Swim Speed that improves later on. Thumbs up.

Scent is scent. Thumbs up.

Worry the Wound is another just mean ability. It could use some more urgent-sounding descriptive text, but, that's just my personal preference. The ability itself seems fine. Thumbs up.


Wolf Totem
Track is useful. I think it's a fair trade off for fast movement. Thumbs up.

Improved Trip. Good, but this class gets no real synergy with tripping people. Still, it gets a thumbs up.

Great Ally. Again, I don't like the idea of a guy stopping in the middle of a rage to help out a buddy. So, fluff doesn't agree with me, but, mechanics, I still think this isn't a very good ability. Having you burn your standard action for the round to give another person a small bonus to a single thing? You could play a bard and use a standard action to give dozens of other people small bonuses to multiple things. Not such a great ally.

Improved Flanker. Good Ability. I would even go as far to say that it could be reduced to you and a single other ally (Like Ashtagon just said while I was typing this). As is, still a thumbs up.


There you go, all fancy and stylized and pretty.

Admiral Squish
2010-05-27, 10:01 AM
Ape Totem
Power attack: Hmm, you do have a point. Maybe I should give them the choice of some power attack-prereq feats? Improved sunder and such.
Beat your chest: Hmm. Maybe if you make an intimidate DC = enemy's HD, they are shaken, and if you beat it by five you frighten them?


Bear Totem
Bear Rage: I like that idea. Also fits the quote quite well.

Also a good idea! I'd have to put in a 1/round clause though, or we'll be getting ridiculous.


Boar Totem
I could see that, though I think Con Mod would be better fitting as the modifier.

Diehard is sort of like a lesser, always on sort of undying rage.

Alright, then, maybe make the fast healing become the listed number x con mod? I'm worried that's pushing it.

Attack and damage seems pretty balanced.


Dragon Totem
Fearsome Rage does gain the usual benefits of rage. As for your question, yes, they would have to make three saves... But if they already made the save they'r immune for 24 hours, and if they already failed it they're still already paniced. However, if you're in rage and encounter a new group, as soon as you charge or attack, the effect kicks in again.

NA: good point, I'll take it off.

I think I'll leave ragefire as it stand, I think it'll be easier to sell like this.


Eagle Totem
Well, there is that +2 damage which doesn't come out of dex. I thought the extra attack was a nice augment, but what would you recommend to top it?

Footspike is from RotW. It's a raptoran weapon, usually.


Horse Totem
True, true. Full druid it shall be. Maybe apply some nice templates to it in addition as he grows? Like warbeast, magebred...

Mounted combat is not REQUIRED to ride a horse and fight. It's just that ride check =AC option. I don't want to overload level one, and with proper planning, a horse-totem barbarian shouldn't be significantly put out by this.


Lion Totem
Sure, I could see 3x speed instead.

Well, not quite. A lion totem barb can only use it once/rage and it costs an action, while a dragon totem has it always on.

Well, I honestly can't think of any other skill a lion would use in daily life. Maybe I should incluse a clause about hide and move silently being class skills? (honestly, I just never pay attention to class skills.)


Serpent Totem
Well, it's a bonus to that style, but nothing says the rest of serpent totem doesn't work if you pick up a spiked chain or somethin'.


Shark Totem
Well, that's if they drop a fireball right on your head. I could put a cap on it, but think of it like this. The party will generally focus on a smaller number of foes to expedite their individual demises. The wizard is really the one to worry about hitting multiple opponents, but he's probably not going to be damaging them as much as just un-writing their existence from the fabric of fate.

Well, barbarian's aren't known for nice :P
I'll throw some better descriptive text in there.


Wolf Totem
The focus of great ally is really supposed to tbe the flanking bonus. I'll ramp that up to help make it more clear. Aid another is just a bonus.

Yeah, I'm not even sure why I included the two other allies part. That will be fixed.

DragoonWraith
2010-05-27, 10:20 AM
I think it might be interesting to give the Wolf Knock-down as a bonus feat, too - after all, that's how the actual wolf's attack sequence works...

Admiral Squish
2010-05-27, 02:22 PM
There we go, edits fully installed. How you like THEM apples?

Ashtagon
2010-05-27, 02:45 PM
For the wolf totem, I'd throw in the original improved flanker as a 1st level ability, and rename the 5th level ability as greater flanker.

As I originally write it, it was my intention that the flanked status on the enemy apply to all attacks he is subject to, not just your own.

Rithaniel
2010-05-27, 02:46 PM
Ape Totem
Power attack: Hmm, I'd say any feat that has Power Attack as a prereq would be good.

Beat your chest: Your suggestion is actually a really good idea, if that intimidate check is done as a move action.


Bear Totem
Bone-Crushing Grip: Well, of course, that would just be 'crazy-go-nuts' strong. Good idea to put that in there, though.


Boar Totem
Well, I said str since the characters usual hp is based off of constitution. Might have added some variantion, but, you're correct, it makes more sense.

Well, if you really want them to have fast healing that impacts combat effectively, I'd say what you have would be acceptable (except at later levels, where it becomes FH 78 (level 18 would be +6 normal, with an easy +13 con mod when raging), but, that might be necessary for those levels, it depends on the game, I guess). Or, perhaps, make it be equal to their level + their con mod (worst you'll see is FH 31 at ecl 18, but, that removes the 'once every three' levels scaling part).


Dragon Totem
Well, if the targets have 5 or more HD, then, if they fail their first save, they're shaken, if they fail their second, they're frightened, and if they fail their third, they're panicked. As is, you confirmed the thumbs up (I was just wondering about the saves to find out if it would trigger if I attacked the floor, that would have been a wording problem if you had to attack a creature, or something).

Ragefire: agreed.


Eagle Totem
Hmm, well, I think I'd probably toss in either increased move speed, or a tiny increase to the range of any ranged weapon you use. Either way, I can see myself using this class.


Horse Totem
Well, templates would be an interesting touch, but then you get pretty fancy. Full druid progression should augment it well, and the ability to rage with the horse should offer it some toughness, but, if you'd like, I'd say throw in the ability to select a template from a list at level 10 or so. At that point your character is legendary, so, riding around on an eight-legged horse whose hoove-falls cause thunder-claps shouldn't be surprising.

Mounted Combat: Touché.


Lion Totem
Still, the end effect is more powerful with the Lion than it is with the Dragon, they work out like you say, of course.

Yeah, just make em class skills, and add a clause about, how, even when raging, they can use hide or move silently.


Shark Totem
Well, a cap might work nicely for that situation, like, a max cap of 'three times their level' would be good. I had missed the line about how that replaced the original benefits of rage, btw, so, by my blunder, you got a thumbs up.


Wolf Totem
Oh, now that flanking bonus is getting noticable. Just one question, though: Does the person the wolf totem is flanking with gain the increase to the flanking bonus too? The term 'grants' is a little vague.

Looks good. That wolf totem is really turning into a mean flanker. I'd half to agree with DragoonWraith, btw. Knock-down would be a good addition to the class. Might knit it all together, just right. Maybe a further bonus to Trip attempts, like the serpent totem, and the bear totem, too.

Admiral Squish
2010-05-27, 03:46 PM
Ape Totem
Alright, Move action intimidate it is.


Boar Totem
Hmmm... This is a problem. I COULD go 1x con at 3rd, 2x con at sixth, but only have it progress every six levels? According to your example, we'd be looking at FH of ~52. More reasonable, though still pretty ridiculous. Hmmm. Maybe just have it cap at 2x or 3x con? (To be honest, I don't think Fast healing at lv. 18 is going to be the game-breaking factor.)


Eagle Totem
We traded the move speed for the talon dance, though, and he already gets far shot.


Horse Totem
Any templates you'd like to suggest for this?


Lion Totem
I'm not sure hide and move silently should be legal in rage. Doesn't really fit, and since you can rage immediately, she could just break cover and rage at the same time.


Shark Totem
I could see a 3x level cap.


Wolf Totem
Yes, other peeps get the greater bonus for flanking too.

Where is knockdown, anyway?

DragoonWraith
2010-05-27, 04:06 PM
Where is knockdown, anyway?
Here (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#knockDown).

Ashtagon
2010-05-27, 04:15 PM
Here (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#knockDown).

I have misgivings about letting even a 5th level character have an ability that was intended to be given to literal gods.

Admiral Squish
2010-05-27, 04:37 PM
It's less 'intended for gods' and more 'in the gods book'. Kinda like the XPH has greater manyshot in it.

Anyway, where in wolf totem would it fit in? Would it replace improved trip?

Ashtagon
2010-05-27, 04:46 PM
It's less 'intended for gods' and more 'in the gods book'. Kinda like the XPH has greater manyshot in it.

Anyway, where in wolf totem would it fit in? Would it replace improved trip?

Yeah, its in that book, but it is listed as a "salient divine ability". Those are specifically noted as being only for demigods or higher.

Statistically against a level-appropriate foe, knock-down results in a prone opponent about every other round. And while it does adequately reflect how a wolf attacks, a (human) barbarian doesn't really have the right body shape to perform that kind of attack to knock an opponent down.

Admiral Squish
2010-05-27, 05:03 PM
Actually, looking at it, a level five character would have no trouble at all provoking the trip every single turn. I'm gonna say no to that, improved trip should be plenty.

Vaynor
2010-05-27, 06:46 PM
Yeah, its in that book, but it is listed as a "salient divine ability". Those are specifically noted as being only for demigods or higher.

No it's not, it's on the page for Divine Abilities and Feats. This is one of those feats, not a divine ability. It says "Knockdown [General]", deigning it to be a general feat and not designed specifically for gods, but merely in the book along with those abilities designed specifically for gods. I think Squish is right on that part. However, I also think the feat is pretty overpowered and probably shouldn't be thrown around regardless.

Admiral Squish
2010-05-28, 12:13 PM
SO, anything else that could use changing?

LunarWolfPrime
2010-05-31, 02:30 PM
Great stuff dude.
I know this may be a dumb Q but could you take one of these along side a racial sub lvl for barbarian?
Got plans for any feats or prcs to go with these?
Or TOB variants for that matter?
An how would these be effected if any by the old rage feats?

Admiral Squish
2010-05-31, 03:17 PM
Great stuff dude.
I know this may be a dumb Q but could you take one of these along side a racial sub lvl for barbarian?
Got plans for any feats or prcs to go with these?
Or TOB variants for that matter?
An how would these be effected if any by the old rage feats?

I'd say you probably could, but that would be up to your DM. But the benefits would be one or the other, not some bizarre amalgamation of both.
No, no plans for feats or PRCs, I think these change the face of the barbarian plenty. No on ToB, too, I still don't know that stuff well enough.
Well, anything that gains you another use of rage would give you additional uses of the variants. I'd probably rule you'd be able to take extend rage to make it last longer, but beyond that is DM decision.

LunarWolfPrime
2010-06-03, 08:17 PM
Thank you.

LunarWolfPrime
2010-06-08, 06:57 PM
Any thoughts on a rework on the Jaguar Totem?
An do you have any ideas for new Totems?

Admiral Squish
2010-06-08, 09:19 PM
Well, the jaguar totem is the basic barbarian. If I were to do anything to it, it'd probably be a combination of ape and lion totem.

Other than that, I could probably think of a few more totems to add to the list if I really wanted. Anything you'd really like to see?

LunarWolfPrime
2010-06-11, 11:15 PM
Panther, Bat, Cheetah, Wolverine, etc

Temotei
2010-06-11, 11:20 PM
Bat

That would be rather unique.

Chainsaw Hobbit
2010-06-12, 11:47 AM
Yes! Yes! Do a bat totem, and maybe a lemming or ferret one too! :smallbiggrin: :smalltongue: :smallwink:

DragoonWraith
2010-06-12, 11:56 AM
A (Dire) Weasel totem would make sense for a tribe of Halfling Barbarians (like those in Dark Sun or Eberron).

Chainsaw Hobbit
2010-06-12, 12:15 PM
Ya! You can't get much cooler than halfling barbarians riding dire ferrits!

Lix Lorn
2010-06-12, 12:18 PM
I like these classes, but have no real advice. DXD
I like the idea of a weasel totem. XD

Chainsaw Hobbit
2010-06-12, 12:24 PM
I like these classes, but have no real advice. DXD
I like the idea of a weasel totem. XD

Not weasel, Ferrite!!!

Admiral Squish
2010-06-12, 12:27 PM
Bat, huh? Hmmm... Probably keep uncanny dodge and improved uncanny dodge. I'm not giving it a fly speed, but maybe like darkvision/blindsense?

Weasel... I have no clue.

Cheetah would probably overlap a lot with the lion.

DragoonWraith
2010-06-12, 12:32 PM
Cheetahs can run really, really fast. Unfortunately, not an ability that is highly valued in D&D, really, but maybe a feature where when they use the Run action, they may move 10x their speed for Con mod rounds, after which they are Fatigued?

As for Weasel, grappling and causing bleeding seems appropriate, since dire weasels are known for latching onto things and causing blood loss (Con damage).

Admiral Squish
2010-06-12, 12:38 PM
Alright, I could see those... Maybe cheetah's scaling ability would be like run, but you gain an additional times your speed for every three levels.

I could see weasel, I suppose, but it might be awkward.

Ooh, maybe a crocodile totem?

Hmm... Elephant? Rhino?

Maybe I should branch into dinosaurs or vermin?

Rithaniel
2010-06-12, 12:59 PM
Sorry for the delay.


Boar Totem
Well, that fast healing is very difficult to figure out, I have to admit. Of course, one idea would be to have it go 'FH (con mod) at level 3', 'FH (con mod +1) at level 6', 'FH (2x(con mod) +1) at level 9', 'FH (2x(con mod) +2) at level 12', 'FH (3x(con mod) +2) at level 15', and 'FH (3x(con mod) +3) at level 18'. So it alternates: at third level and every 6 levels afterwards, you get +(con mod) FH. At 6th level and every 6 levels afterwards, you get +1 FH. That way, at level 18 you're looking at (+14 con, since it's a barbarian) ~FH 45


Horse Totem
Templates I would like to suggest:
Phrenic
Half-Fiendish
Half-Celestial
Bone (from BoVD)
Corpse (from BoVD)
Half-Air-Elemental (Manual of the Planes)
Half-Fire-Elemental (Manual of the Planes)
Half-Water-Elemental (Manual of the Planes)
Half-Earth-Elemental (Manual of the Planes)
Shadow (Manual of the Planes)
Axiomatic (Manual of the Planes)
Anarchic (Manual of the Planes)
Tainted Minion (HoH)
Effigy Creature (C-Arcane)
Spellstitched (C-Arcae) (the mount has to be undead for that to work, though)
Greater Mummy (Deities and Demigods)
And then maybe a select few from the mother of all template sources: Savage Species


Lion Totem
Fair enough.


Wolf Totem
Well, if you really think Knockdown is too good for this, you could always give an ability like 'when making a trip attempt against a flanked opponent, you are not restricted by the targets size, allowing you to trip even a collosal sized opponent. Additionally, the target of the trip attempt takes a -4 penalty on their check to resist being tripped, if they are flanked.

Bat totem would be badass. For others you could do 'owl', 'spider', 'rat', 'elephant', 'goat', 'bull', 'peacock', 'crocodile', 'bunny', 'fox', and 'Wildebeest'.

I perosnally wouldn't mind seeing a Crocodile Barbarian, myself.

DragoonWraith
2010-06-12, 01:04 PM
For the bat, maybe the ability to heal or gain temp HP from damaging things? To kinda tie in with the whole vampirism thing.

Admiral Squish
2010-06-12, 01:28 PM
Boar Totem
Okay, new solution. You get FH 5 at 3rd, and 5 more every three levels. Simple, and it doesn't get so ridiculous. FH 30 is about what the tarrasque has, IIRC.


Horse Totem
A good list. But maybe I should just make it an animal companion, with the caveat that you have to be able to ride it?


Wolf Totem
I think I'm happy with wolf totem as it stands, honestly.

I think a lot of those suggestions overlap. goat and bull, spider and rat...

Owl: Hmm... Paralyzing screech, darkvision, hide/move silently, maybe even sneak attack?

Spider: Climb speed, poison use... and what?

Rat: No idea.

Bull: probably will overlap with the elephant I'm working on.

Peacock: What?

Bunny: Seriously? Bunny totem barbarian?

Lix Lorn
2010-06-12, 01:30 PM
Rhino and crocodile would be AWESOME.

Maybe more magical beasts? Dragons the only one atm.

Edit: Yes! Bunny! Anya would be terrified. XD

mrcarter11
2010-06-12, 01:39 PM
Croc and spider would be great.. And if you could pull of the spider one sometime soon.. I could try and use it in a upcoming game. We are all barbarians that worship a giant spider.. So I think it would work. Croc would just be cool, it would have swim and move silently. And a lunge attack, and deal some bleeding IMO. Rat would be a rogue.. So sneak attack and poison use.. Maybe something like island of blades. Where you don't have to be opposite of the enemy just adj to them. So there would be my suggestions.

Admiral Squish
2010-06-12, 02:12 PM
Alright, a list of totems I'm currently intending to work on:

Bat: Focuses on senses. Darkvision, blindsense...
Cheetah: Speed all the way. Maybe skirmish? Probably imp. trip in there too.
Crocodile: Swim speed, imp. grapple, and a lurk in the water ability.
Elephant: Bull rush, powerful charge, maybe even powerful build while in rage?
Owl: Hide/move silently, darkvision... Something else.
Rat: I'm stumped. I don't want to make them completely rogue-like. Probably a filth ability.
Spider: Probably give them dual wielding and poison use. Maybe a climb speed?


Any 'iconic' magical beasts that would work for totems?

I also need help thinking of how to do dinosaur.

mrcarter11
2010-06-12, 02:22 PM
Which dino you going with?
Magical beasts.. None come easily to mind. Maybe try a evil totem.. Go with devil or demon totems.. No clue on how to do it.. Could be cool..

Dante & Vergil
2010-06-12, 02:39 PM
Serpent Dance does not get better with the higher level rages. Thought you should know.
Also, your barbarian variants are awsome!:smallcool:

DragoonWraith
2010-06-12, 02:39 PM
For magical beasts, look towards the Totemist, I'd think. Displacer Beast, Gorgon, Sphinx, Pegasus... there's quite a few.

Admiral Squish
2010-06-12, 02:49 PM
I'm just thinking of getting a FEW magical beasts to use. I'm not a machine, after all. So, I'd just like some iconic ones. Dragons, everyone knows. what else? Plus, I'm looking for stuff that's less magical. Most of the totem abilities are supposed to be non-magical, just superhuman feats of strength and perseverance.

Which Dino? Well, probably a triceratops and a T-rex. Maybe a raptor?

Noted, I'll fix the Serpent Dance.

Also, we officially have a bat totem.

Edit: A cheetah totem, too!

mrcarter11
2010-06-12, 03:19 PM
T-Rex should grant powerful build IMO. I think it would go well. And triceratop would have a charge, of course. Maybe damage reduction.

Admiral Squish
2010-06-12, 03:24 PM
T-Rex should grant powerful build IMO. I think it would go well. And triceratop would have a charge, of course. Maybe damage reduction.

I don't know about powerful build. I'm thinking of giving that to the elephant totem, but t-rex should be more independant of his size.

I was thinking triceratops could actually be shield-based. Probably a powerful charge ability, bonuses to resisting trips and bull rushes... Maybe some ability to deal damage to anything attacking them that fails to actually hit them.

mrcarter11
2010-06-12, 03:33 PM
Alright.. It's always up to you, I just try to help with suggestions.. But I really like the new triceratops idea.. And T-rex can have a combination of different things. Um, maybe the crushing grab that bear has and powerful build. and that is it. Slight typo. In cheetah darting frenzy.. You say something else, I think serpent..

Admiral Squish
2010-06-12, 04:05 PM
Alright, fixed the typo and added crocodile.

I'm debating about adding a burrowing totem.

The big point of the T-rex is that incredible, crushing bite. I'm just having trouble representing that. I don't think the bear totem grapple should work, because that's more internal damage. The T-rex is more just kill-you-dead.

molten_dragon
2010-06-12, 04:05 PM
Crocodile totem seems very underpowered compared to the others.

mrcarter11
2010-06-12, 04:10 PM
Wanna use a save or die attack. Maybe a crushing blow with his weapon. Fort save of medium DC..

Rithaniel
2010-06-12, 04:17 PM
Boar Totem
Actually, the Tarrasque has unbyassable Regeneration 40. The really scary part there is the 'unbyassable' part. Of course, yes, 5/3 levels is good.


Horse Totem
Sure. Anything goes, really. Just make sure it's playable. I thought it was a neat idea that you mentioned, tbh, with the several different template choices. But, it's cool


Wolf Totem
You sure?

Goat would probably be more about getting a ram attack, moving on difficult terrian without penalty, and sheer stubbornness (bonus against enchantment effects, I would think) while the Bull would be more about STRENGTH and STRENGTH. You know, the spell 'Bull's Strength', the saying 'strong as an oxen' and all that. (I'd actually say give them the ability to carry things as though they were bigger/stronger than they actually are, a passive increase to strength instead of the normal 'enter a rage' bonus to strength, and Bullrush benefits.

Owl: Darkvision? Eh, I'd do the 'See in Darkness' ability of most devils, tbh.

Spider: Laying traps, tremorsense, climbing, something about webs?

Rat: Disease, ability to bring forth a plague of rats, maybe an instinctual connection with the vermin of the sewers. This would be a good 'urban barbarian' totem.

Peacock: Eyes everywhere. Startling opponents. Appearing bigger than you actually are. Actually a pretty cool idea.

Bunny: Yes, completely serious, a bunny totem barbarian. They would hop, be really happy, and eat grass. How is that not awesome?

Woo, new ones!


Bat Totem
Darkvision? Seriously? At least let them emmulate the 'Ebon Eyes' spell.

Whirling Frenzy?

Blindsight and Blindsense. I'll take it. Thumbs up.


Cheetah Totem
Darting Frenzy is all but useless unless their movement doesn't provoke AoO, as those are gonna stop you anyways.

Improved Trip. What? Thumbs up.

Skirmish Dice, Nothing wrong there. Thumbs up.

Dash will never be used in any situation. The only time 300 feet of movement matters, is in a combat situation. If a person is faced with the choice of getting to their location 1 round later, or being fatigued, they'll take one extra round


Crocodile Totem
Swim speed, neat-o. It upgrades later too. That's acceptable. Thumbs up.

Another Grappler. Nice. Comes up short in the long run next to the Bear Totem, though. So, no thumbs up there.

As for Lurk, just let them be able to breathe underwater with that swim speed, otherwise that swim speed is pretty much useless. The hide check bonus seems fine too, but, these guys aren't really useful at hiding.

Bat totem pic made me explode.

Croc totem pic made me laugh.

I like the elephant totem pic, he just looks cool.

Rat totem looks badass and cruel.

Admiral Squish
2010-06-12, 04:46 PM
Horse Totem
Well, the big problem with it was that it was awkward to explain why all of as sudden your awesome horse is now magically celestial. I'm trying to avoid magical effects as much as possible with these guys.


Wolf Totem
Well, no, honestly, but I can't think of anything that's not overly complicated and is inherently awesome about wolves.

Goat: I could see that, actually. Reduced/removed penalties for difficult terrain, perhaps mountain movement stolen directly from the goliaths, and some scaling bonus to will/fortitude saves. Perhaps simply giving them mettle?

Bull: I'm not honestly sure how often carrying capacity will be coming into play.

Owl: Well, like I said, I'm really trying to avoid magical effects as much as I can, erring more on the 'superhuman' side.

Spider: I was thinking climb speed, maybe proficiency with nets and bonuses in their use? Poison too, perhaps a two-weapon style to simulate fangs?

Rat: Disease definitely. Perhaps movement modes? A climb and a swim, but both only cap at half your base land speed? I could see rat empathy, but I'm not sure how to turn that into a class feature.

Peacock: I don't know, peacock just doesn't seem like something wild tribes of warriors would venerate and seek to emulate.

Bunny: I...Just...But...What? How? *tears out hair trying to figure it out*

Woo, new ones!


Bat Totem
See above concerns about owl.

Rage variant (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#rageVariantWhirlingFrenzy ) out of the SRD.


Cheetah Totem
That's why we have the two 5-foot steps. Without ToB, that gives you the no AoOs you need. The speed just helps get to the fight, or to a different part of the fight.

I actually did the research on this one, weird as it is. A cheetah trips the target first, then pounces on the fallen victim. A valid strategy for ending chases.

Well, there is the caveat that if you're in darting frenzy when it ends, you're cool. So, it's basically the ultra-long-distance charge that gets you to the fight. Also, it'd be 400 feet+. You've got the fast movement still.


Crocodile Totem
Crocodile confounds me. It's an ambush water predator. It's method of attack is to grab the victim and drag them under. Perhaps I should include sudden strike damage or something? Add a bonus to moving the target when in a grapple? Just give them a special move of move, grapple, drag back that only works on a flat-footed target?

Trying for non-magical. Besides, the hold breath is good enough for real crocs, no?
More or less my exact reactions when I found those pics.

mrcarter11
2010-06-12, 04:55 PM
Yea the croc works well. I also think that it should have an effect that allows it to kill. I mean, they grab you and drag underwater then spin you to rip you open plus you are being drown the whole time. I think that they should get something to rip the guy apart.. Just no clue how to do it.

And spider should have two weapon for sure. Make it two light weapons with no penalty. I mean, they have 8 arms, so fighting with two light weapons seems good.

DragoonWraith
2010-06-12, 05:06 PM
Maybe proficiency with Nets, to simulate Webs? Spiders basically come in two main varieties: trappers and hunters. Most create a web in which to trap enemies (though some have interesting variations on this; see the Trapdoor Spider for one such), but quite a few actively stalk prey, and use their silk primarily for mobility (descending from one place to another; later climbing back up), and for safety (they'll trail a strand behind them that they can climb back up if they accidentally walk off something).

All spiders are venomous, which could easily be something that those who worship a Spider Totem would seek to emulate.

I'd say features that emphasize stealth, silent and patient waiting, and use of ropes and poison.

Admiral Squish
2010-06-12, 05:59 PM
Maybe proficiency with Nets, to simulate Webs? Spiders basically come in two main varieties: trappers and hunters. Most create a web in which to trap enemies (though some have interesting variations on this; see the Trapdoor Spider for one such), but quite a few actively stalk prey, and use their silk primarily for mobility (descending from one place to another; later climbing back up), and for safety (they'll trail a strand behind them that they can climb back up if they accidentally walk off something).

All spiders are venomous, which could easily be something that those who worship a Spider Totem would seek to emulate.

I'd say features that emphasize stealth, silent and patient waiting, and use of ropes and poison.

I was thinking some sort of 'twin fangs style' that focuses on dual-wielding light weapons and using poison. Perhaps a bonus to poison DCs that you apply to a target more than once in the same round? I was also going to make the scaling bonus grant bonus feats that have TWF as a prerequisite. Second level would probably be 'the way of the web' some flat bonus to use rope checks and proficiency with nets. I'm not sure what to use for a 5th level ability.


In other news, still can't figure out how to express the killing grapple of the crocodile. I'm debating just giving it constrict and calling it done.

Lix Lorn
2010-06-12, 06:34 PM
Couldn't you give a version of constrict that does piercing/slashing/bludgeoning damage, like a bite?

Rithaniel
2010-06-12, 06:45 PM
Horse Totem
Guys get new horses. Heck, if my mount actually dies, I would want to get a new one pretty badly.


Wolf Totem
Then make something simple, like "enemies that you have a flanking bonus against receive a -4 penalty against being tripped".

Sound good?

Goat: Mettle would be cool. I'd say replace Uncanny Dodge with that. Maybe give them a ram attack as well (maybe the scaling benefit is a bonus to hit with the ram? Or something). Thumbs up, so far.

Bull: You obviously don't know about the Hulking Hurler Build.

Owl: Well, then just make it an extraordinary ability. Then fluff it as 'superhuman sight', as it's already fluffed as that.

Spider: TWF I can see. Of course, if you would like to really be cool, I'd say allow them to use a Spiked chain. Maybe the ability to weild one in only one hand? Or maybe even TWF... *drools* (There is a certian breed of spiders actually make thread that hardens into a metal-like substence as soon as it leaves their body, and they strike enemies from a long distant away with it. Saying that as a reason for the Spiked Chain would be good)

Rat: Disease has a thumbs up. As for giving two different movement modes. I'd say to give them the two, and then have them cap at (1/2 your base land speed plus 10 feet). 1 + 1 doesn't always equal 2, in D&D, after all. Make it be Wild Empathy, only for vermin instead of animals (Vermin Empathy).

Peacock: I for some reason am thinking of Native Americans if they had encountered a peacock. (Did they ever encounter a peacock?)

Bunny: Jump Bonus that scales. Immunity to negative morale effects and fear effects, and something else. *laughs evily*


Bat Totem
See above concerns about owl.

Ah, I see. Feeling just a bit uncreative on the Bat Totem?


Cheetah Totem
Okay, but the guy still can't move until the round after he takes those two 5 foot steps, which will still delay him for an entire round of combat. Maybe if there was also a clause about being able to take 5 foot steps even after he has taken a move action in the round, then sure, this way, not so much.

Okay, well, Improved Trip gets a thumbs up. (I'd also go so far as to say add in an ability that does something like 'You can make a trip attempt at the end of a charge')

Once you're in the fight, though, you are suddenly fatigued, and want to get out of the fight. Don't get me wrong, the ability itself is fine, but the drawback completely goes against the characters goals of fighting and doing damage.


Crocodile Totem
Well, one idea would be to give them an ability that makes it so that, if a creature is in a grapple with a croc barbarian, they cannot breathe, and immediately begin to suffocate (mundane ways of doing this would be to choke them to death). Or maybe, when they hold an opponent in a grapple for X long, they become disoriented and nauseated.

Well, crocs don't just hold their breathe. They keep their nose above water. Maybe an ability to go along with that as well?

Admiral Squish
2010-06-12, 06:47 PM
There. I think I got it.

The problem with that would be that making such a thing would require me to require certain equipment. You can't stab with your fingers. I think I just have to settle for constrict.

Admiral Squish
2010-06-12, 07:09 PM
Horse Totem
Well, yeah, but the thing would be until level ten he just rides a normal horsie, and he only buys horses, then all of a sudden he gets a magic flying horse.


Wolf Totem
Sounds good, but where do I put it?

Goat: I have a powerful urge to make the ram have a bunch of options. Think hooligan combat. A standing headbutt can knock the guy prone, and a charging one can knock him back.

Bull: Okay, carrying capacity doesn't matter much in the SANE world.

Owl: Fiiine, I suppose.

Spider: Pass on that. I love spike chain as much as the next guy, but if it was about using the silk itself as a weapon, we'd have him dual-wielding whips and the snake already has that shtick.

Rat: That doesn't work so well. At half your speed +10, a medium creature loses five feet and a small one loses nothing.

Peacock: No, they didn't. Peacocks are from india and thereabouts.

Bunny: I might be able to base something off the long patrol hares from redwall... But that's not a rabbit theme as it is a theme related, tentatively, to rabbits.


Bat Totem
Not uncreative, I just think it fits.


Cheetah Totem
What if I just give him mobility while in the frenzy?

You can always make a trip attempt at the end of a charge. I'm pretty sure it's any circumstance you could normally make an attack.

I suppose you have a point, but I'm not sure what else to give him. I could just remove the fatigue. What if I make it either impossible to AoO him or just pile on a massive bonus against them while he's dashing?


Crocodile Totem
I think I have produced a decent solution Vs. the breathing. Though, maybe I should make a note about making constitution checks or suffocating on dry land?

I'm not sure how that one would work. Human anatomy is rather different. I might have to throw on a mention of what happens if you have the hold breath ability already.

Rithaniel
2010-06-12, 07:29 PM
Horse Totem
fair enough.


Wolf Totem
Level 5 or 3 (or rather 'any level after they get imp. trip')

Goat: A good number of options would be interesting to see.

Bull: touché.

Owl: Thumbs up.

Spider: Well, as is, I'm afraid it's going to turn out kind of similar to the Snake Totem already. That's not a bad thing, or anything, but, I would hope it could go for some variation.

Rat: Well, that's the thing. In combat, the only ammount of movement that is really gonna matter, will be 20 feet +. This is why the UA totem barbarian that gives a 15 foot climb speed is so unsavory. You can't do anything if you have less than 20 feet in movement, you're just going to speed multiple rounds getting around as people run away from you faster than you can catch up.

Peacock: So there you go. If native americans had ever came into contact with a peacock, they would likely have used their feathers and stuff. Being all startling-like.

Bunny: I was actually being funny about the bunny totem. Course, if you like the idea, go ahead and take it.


Bat Totem
Fair enough. Thumbs up.


Cheetah Totem
Mobility is just mobility. Maybe if you gave them a bonus to reach or something, so that it's easier for them to get out of the way, or maybe just let them take a 5 foot step before or after their movement.

Touché. Thumbs up.

Just remove the fatigue. If you'd like to make it exceptional, you could still, very easily add on some bonus for him while he's dashing


Crocodile Totem
Suffocation on dry land would get a thumbs up from that new ability.

Hope you can add on a final little push to round the Croc out for combat.

Admiral Squish
2010-06-12, 08:14 PM
Goat: I actually really want to make a goat totem based off a soccer hooligan now...

Bull: I think this is just going to be rolled into elephant honestly.

Spider: I'm thinking spider would be stealthier than snake totem, though they would bear superficial resemblances.

Rat: Well, the thing is, it's not a land speed of 15. It's a climb speed, or a swim speed. Most humans would be pulling off 5 feet in the same action, and they'd be much harder checks.

Peacock: I'm not sure we need another intimidate-centered totem anyways.

Bunny: I'll pass.



Cheetah Totem
There. Suggested changes added in.


Crocodile Totem
I hope that's not too convoluted a wording.

Would you suggest something to make it more 'rounded out' as you put it?

LunarWolfPrime
2010-06-12, 08:14 PM
WOW NICE!
Jag?
RAM?
Panther?
and who is the chick in the croc pic?

Admiral Squish
2010-06-12, 08:22 PM
WOW NICE!
Jag?
RAM?
Panther?
and who is the chick in the croc pic?

Jaguar and panther are basically identical for stat purposes.

Ram and goat sort of overlap. Working on it.

Panther would likely be climb speed, pounce, and stalk. Smoosh ape totem and lion totem together. Not worth the writeup.

LunarWolfPrime
2010-06-12, 08:25 PM
Mind if I do a write up for you then and find a pic and pm you the stuff to post it here?
I suck at the table stuff

Admiral Squish
2010-06-12, 08:31 PM
Here's the template I use for this. Just quote this post and copy/paste the code.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|
2|+2|+3|+0|+0|
3|+3|+3|+1|+1|
5|+5|+4|+1|+1|
[/table]

LunarWolfPrime
2010-06-12, 08:51 PM
http://media.comicvine.com/uploads/1/15776/635804-blackpanther3.jpg
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Rage 1/day Climb Speed (slow)
3|+3|+3|+1|+1|Stalk
5|+5|+4|+1|+1|Climb speed (Fast), Pounce
[/table]

Climb Speed: An Panther-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). At fifth level, his climb speed becomes equal to his full base land speed.

Stalk: At 3rd level, the Panther-totem barbarian gains +2 to hide and move silently checks. This bonus increases by +2 every three levels thereafter.
Pounce: At 5th level, a Panther-totem barbarian may make a full attack at the end of a charge.

Other then the fluff quot that look good?

Rithaniel
2010-06-12, 08:55 PM
Goat: Sounds good, dude. I wanna see that now, actually. The more I think about it, the cool it sounds.

Bull: It seems fair enough.

Spider: Well, just one thing for poison, since you're likely gonna focus on it: being able to use poison is not any good unless you have the poison to use. In the depths of a dungeons, after you've run out of poison vials, it becomes a non-sequiter. I'd give the spider totem barbarian a way to produce different kinds of poisons, on top of the ability to use it. Or perhaps, since the human body actually contains some acids and venomous substances, they could even produce a special kind of poison from their body (with lessened strength, probably)

Rat: Yeah, and if a climb speed or a swim speed is too high, it's going to wind up with you getting too far ahead of your teammates, or, if it's too low, with you being in combat against foes who have halfway decent swim speeds going around you very easily. One way, it's not good, the other, it's far worse.

Peacock: Doesn't need to be intimidate. I was actually thinking that'd be a lesser part of it. More like dazzling/dazing/reach weapons/making a square adjacent to you impassable. Wjo exactly is going to expect to see a gigantic, pretty colored guy prancing around the battlefield, anyways? Be pretty dazing to me.

Bunny: Good. I am so going to make that, now.



Cheetah Totem
I like it. I have to admit. Probably would wind up taking that one. Thumbs up.


Crocodile Totem
It's very slightly confusing, but gets the point across pretty well. Maybe re-inforce the point by hightlighting the fact they they immediately start to suffocate only if they were caught unaware, and weren't previously hold their breath. Might help. Thumbs up, though.

One idea would be to just give them some minor natural armor to show that they are tough and scaly. Perhaps mettle on something, since crocodiles are one of the longest lived species on the planet.

Sweet pic, LunarWolfPrime. The write up could use a bit more strength, though.

Edit: just noticed you kept Pounce. It should be good.

LunarWolfPrime
2010-06-12, 09:07 PM
I can't the think of a lvl 2 feature.
feel free to post one that would work.

Rithaniel
2010-06-12, 09:18 PM
Well, the Admiral did everything for you already (go look at the front page, he posted it up). I'm not sure about his placement of Pounce at level 2, but, it shouldn't cause the problems that people who dislike the original Lion totem have.

Admiral Squish
2010-06-12, 09:23 PM
Panther totem is up. I moved pounce due to my obsessive hatred of dead levels. Hopefully doesn't make it too unbalanced.

Goat: Plus, I always love headbutt attacks. They're just so much fun.

Elephant: So far I've got that he effectively gets powerful build while raging, he's got improved bull rush, and a scaling bonus to bull rush/charges, and level five he counts as one size larger at all times, and two sizes larger in rage. But I don't know what to do for level two.

Spider: True enough. Hmm. Perhaps they keep, like, a box of spiders and can harvest X doses out of them with an hour of work? Perhaps they're immune to poisons and can excrete any poisons they've come into contact with most recently?

Rat: True, true. But then, something with a fly speed of sixty is going to fly circles around you no matter what you do.

Peacock: This just seems too weird to me. I have no idea where to even start. It seems more like a special class of it's own instead of a barbarian variant.

Bunny: go ahead, I'd love to se what you come up with.


Crocodile Totem
Point made. I'll throw on a sentence or two. and try to clean it up.

Wouldn't that be expressed via the +4 con from rage?

peterpaulrubens
2010-06-12, 10:44 PM
I don't know that I love the Bat class features, but I DO love the HST tribute quote. :smallbiggrin:

These are very cool overall though, awesome job. I really like the Serpent totem.

Admiral Squish
2010-06-13, 12:11 AM
Thanks!


Okay, I just put up goat totem and elephant totem.

I need a decent quote for owl totem, rat totem and spider totem. I also need a picture with a shield for triceratops totem, and some vague ideas for a t-rex totem.

I also still need some other iconic magical beasts and such to make totems out of.

What do you all think about burrowing totems? Is burrow a risky ability?

Rithaniel
2010-06-13, 05:06 AM
Spider: I like both of those options, actually. The choice to be made is really up to you, they should both turn out pretty okay.

Rat: Yeah, exactly. That's why mobility being nerfed, sucks.

Peacock: Tch, fine, I thought it'd be a cool addition, after how cool the the eagle totem turned out.


Crocodile Totem
I see no change in wording.

Well, the +4 con in rage is a standard part of it. Mettle or the nat-armor would be a way to round out the class, and, at the same time, flesh out the toughness aspect of the crocodile barbarian (I personally think that the crocodile barbarian should be marginally more tough than all the other *cough-horse-cough* barbarians).


Elephant Totem
Titanic Rage, now that's a big ability. I have only one question for it, though: is that on top of the other benefits of the rage? If it is, then, that's just gone overboard, and you have a problem. If it doesn't, then you're probably okay, but wind up a little on top all the same. This one is pending a reply.

Imp. Bull Rush. In place of fast movement? This is acceptable. Thumbs up.

Titan's Stomp. Yeah, it's so difficult to find a good 'knock prone' ability with a decent range in most places. I have a few questions, though: 1) what kind of action is this? I would hope standard. 2) Don't you think that giving this thing at will is a good idea? I mean, wouldn't a guy just spam this over and over again? Keeping an entire group of enemies prone forever. I mean, at least give it a recharge counter. Other than that, this one gets a good thumbs up.

Thunderous Rush is pretty nice. I like the idea of Mr. Gargantuan charging across the battlefield, just to smash the puny little fighter. Thumbs up, for sure.

Mighty Build. Okay, just so you're aware, this class is going to have a full +4 to any one combat maneuver (trip, grapple, etc.) than any other totem barbarian you're going to have. This ability might cause some inbalance in power, but, there isn't actually anything wrong with it. I'll give it a thumbs up, but recommend it be changed.


Goat Totem
Headbutt. Hooray, an extra attack. You win. Thumbs up. Good job.

Surefooted stands together pretty well, and gives the guy an advantage if he can choose the terrian they fight on. Thumbs up.

Stubborn turns out with huge save bonuses, but, is actually okay. Thumbs up.

Knockabout is pretty awesome. Maybe a few too many checks, in the end, but still, pretty awesome all the same. This gets a thumbs up.

Owl Quote: "The wailing owl Screams solitary to the mournful moon." (Owl Barbarian Poet), "The screech-owl, with ill-boding cry, Portends strange things, old women say; Stops every fool that passes by, And frights the school-boy from his play." (Proverb), and "O you virtuous owle, The wise Minerva's only fowle." (Proverb) all seem good to me.

Rat Quote: Maybe something like "By gnawing through a dike, even a rat may drown a nation." (Proverb), "Fate is not an eagle, it creeps like a rat." (Proverb), or "It would be ugly to watch people poking sticks at a caged rat. It is uglier still to watch rats poking sticks at a caged person." (some random guy, recounting his experiences with Rat Barbarians).

Spider Quote: A few ones I thought were good were "When spider webs unite, they can tie up a lion." (Proverb), "A spider spins his web strand by strand." (Proverb), and "The spider and the fly can't make a deal." (Spider Barbarian talking to her foe).

As for the rest of the stuff, I've gotta go to bed. I'll get around to it when I get up.

Admiral Squish
2010-06-13, 12:38 PM
[QUOTE=Rithaniel;8691083]Spider: I think I'll have to go with the latter, the first wouldn't explain why they don't all die in a cloud of poison.

Rat: Gaaaaah. Maybe just flat bonuses to the checks?

Peacock: Tell you what, if you come up with a peacock totem, I'll put it up.


Crocodile Totem
Well, it's there.

How does the updated lurk catch you?


Elephant Totem
Hmm. Perhaps I should just give the extra +2 strength and call it even.

How about standard action, 1/rage?

Mrrr... If I get rid of the double-stack in rage is it less broke?


Goat Totem
I was actually considering making the goat totem dazzled for one round if he misses with his headbutt, to represent slamming your face into the guy's armor/shield.

I basically kidnapped knockabout's wording off the brixashulty.

Admiral Squish
2010-06-13, 02:17 PM
Owl totem is up. I'm hoping that making it sudden strike rather than sneak attack will keep it balanced.

peterpaulrubens
2010-06-13, 02:39 PM
I think seeing through magical darkness is too... magical for a barbarian ability. Standard darkvision would be fine IMO.

I don't see a write-up of the rat abilities in the first post. Am I missing something?

Admiral Squish
2010-06-13, 02:43 PM
I think seeing through magical darkness is too... magical for a barbarian ability. Standard darkvision would be fine IMO.

I don't see a write-up of the rat abilities in the first post. Am I missing something?
I said that, but then, I always though magical darkness being effective against darkvision was stupid. It's a lack of light either way.

No, you're not missing anything, I'm still working on rat. I just put up the picture as a placeholder. Same reason there's nothing under spider. Same reason there won't be anything up under Tyrannosaurus, or triceratops at first.

peterpaulrubens
2010-06-13, 03:24 PM
I said that, but then, I always though magical darkness being effective against darkvision was stupid. It's a lack of light either way.

I hear you. Just seems like that should be a houserule about darkvision, not an explicit class feature. Warlocks have the same ability in Devil's Sight ( a least invocation, available at level 1) but it's magical - so it can be dispelled, and it won't function in an anti-magic field.

Admiral Squish
2010-06-13, 03:41 PM
It does, I suppose, but then, how often do you encounter magical darkness anyways? I really don't think it will be that much of an issue.

peterpaulrubens
2010-06-13, 03:53 PM
It does, I suppose, but then, how often do you encounter magical darkness anyways? I really don't think it will be that much of an issue.

You don't encounter it a lot because it usually messes your team up as much as theirs.

You do, however, encounter it a lot when you're immune to it, because you search out ways of spamming it on your enemies.

Admiral Squish
2010-06-13, 04:05 PM
However, only you are immune to it. So it still throws a wrench in everybody else's plans.

Honestly, I'd see an owl totem barbarian using darkness as an intelligent tactical choice.

LunarWolfPrime
2010-06-13, 07:34 PM
Panther Totem:
Any body have any against adding Darkvison to it at lvl 1 or 2 and shifting pounce back to lvl 5?

Admiral Squish
2010-06-13, 07:42 PM
Why? Putting pounce and the fast climb speed on 5 overloads the level.

LunarWolfPrime
2010-06-13, 07:46 PM
I got to thinking that in may need a darkvision and was not sure where to drop it if it was added.

Admiral Squish
2010-06-13, 08:58 PM
I don't think regular darkvision would break it. Just toss it in there.

LunarWolfPrime
2010-06-13, 09:32 PM
http://media.comicvine.com/uploads/1/15776/635804-blackpanther3.jpg
"If you hear me coming, it's because you're not my target" -Shekah, panther totem barbarian
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Rage 1/day Climb Speed (slow) Darksight
2|+2|+3|+0|+0| Pounce
3|+3|+3|+1|+1|Stalk
5|+5|+4|+1|+1|Climb speed (Fast), Pounce
[/table]

Darksight: A Panther-totem barbarian is well-suited to working in the dark, and can see normally in darkness

Climb Speed: An Panther-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). At fifth level, his climb speed becomes equal to his full base land speed.

Pounce: At 2nd level, a Panther-totem barbarian may make a full attack at the end of a charge.

Stalk: At 3rd level, the Panther-totem barbarian gains +2 to hide and move silently checks. This bonus increases by +2 every three levels thereafter.

LunarWolfPrime
2010-06-13, 09:35 PM
Oh for the spider, give it poison use a climb speed and some sort of net wep based special atk.

rat bite and a climb speed.

Magikeeper
2010-06-13, 11:47 PM
Tell you what, if you come up with a peacock totem, I'll put it up.

Peacocks, eh? Large, good at flying, get stressed if not given a lot of space, rather peaceful, and very flashy feathers (for the males, anyway). Hmm… do we have a Cha based barbarian yet? I'll give it a try:

Old Version:
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Wondrous Warrior, Soaring Rage
2|+2|+3|+0|+0| Crushing Pride
3|+3|+3|+1|+1| Follow the Eyes +1
5|+5|+4|+1|+1| Majestic Force
[/table]

Wondrous Warrior: A Peacock totem barbarian can add use his charisma modifier instead of his strength modifier to determine his attack bonus when making melee attacks. Also, a peacock totem barbarian adds bluff and diplomacy to his list of class skills.

Soaring Rage: The peacock totem barbarian gains a +6 bonus to his Charisma and a +10 bonus to all of his movement speeds while in a soaring rage. A soaring rage lasts for 3 rounds plus the barbarian’s charisma modifier. This ability replaces the standard benefits and penalties of barbarian’s rage ability. In addition, when the peacock totem barbarian gains greater or mighty rage, he gains an additional +2 bonus to Charisma in his rage and the speed bonus improves by 10. Unlike in a normal rage, a peacock totem barbarian is can use any cha based skills while using soaring rage.

Crushing Pride: A 2nd level peacock totem barbarian can add his charisma bonus to damage against stunned, dazed, flat-footed, or dazzled opponents.

Follow the Eyes: A 3rd level or higher peacock totem barbarian can trick opponents into moving where he wants. Once per turn as an immediate action the Peacock totem barbarian can oppose an attack roll with his bluff check. If he succeeds, the attack misses and the opponent is pushed 5ft in the direction of the barbarian’s choice. The Peacock totem barbarian gets a +1 circumstance bonus on the bluff check per three class levels.

Magestic Force: Whenever a 5th level or higher Peackock totem barbarian would provoke an attack of opportunity he may make an opposed charisma check as a free action. If the barbarian succeeds the opponent does not get to make the attack of opportunity and is instead stunned for 1 round.

New Version:
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Wondrous Warrior, Soaring Rage
2|+2|+3|+0|+0| Crushing Pride
3|+3|+3|+1|+1| Follow the Eyes +2
5|+5|+4|+1|+1| Majestic Force
[/table]

Wondrous Warrior: A Peacock totem barbarian can add use his charisma modifier instead of his strength modifier to determine his attack bonus when making melee attacks. Also, a peacock totem barbarian adds bluff and diplomacy to his list of class skills.

Soaring Rage: The peacock totem barbarian gains a +6 bonus to his Charisma and a +10 bonus to all of his movement speeds while in a soaring rage. A soaring rage lasts for 3 rounds plus the barbarian’s charisma modifier. This ability replaces the standard benefits and penalties of barbarian’s rage ability. In addition, when the peacock totem barbarian gains greater or mighty rage, he gains an additional +2 bonus to Charisma in his rage and the speed bonus improves by 10. Unlike in a normal rage, a peacock totem barbarian is can use any cha based skills while using soaring rage.

Crushing Pride: A 2nd level peacock totem barbarian can add his charisma bonus to damage against stunned, dazed, flat-footed, or dazzled opponents.

Follow the Eyes: A 3rd level Peacock totem barbarian recieves a +2 bonus on charisma based skill checks made to feint, demoralize, perform weapon drills, or use abilities granted by feats. This bonus increases by 2 for every 3 additional barbarian levels.

Magestic Force: Whenever a 5th level or higher Peackock totem barbarian would provoke an attack of opportunity he may make an opposed charisma check as a free action. If the barbarian succeeds the opponent does not get to make the attack of opportunity and is instead flat-footed for 1 round.

Admiral Squish
2010-06-14, 12:01 AM
Mrr... This is an interesting base, but I don't think it'd work without heavy editing. For one, useing cha for strength is fine, but then you give it a bonus bigger than the equivalent in strength.

Opposed skill check Vs. attack roll? Assuming an opponent with full bab and high strength, a skill check would still have an average +3 advantage. Then you get into MW tools and magic equipment and it breaks down very quickly. Would probably work better as a save, and I don't understand the five feet of push. How's that explained?

Opposed charisma check might work, but most melee-ers don't have high charisma, so we're still looking at a more or less guaranteed success.

Magikeeper
2010-06-14, 12:43 AM
Mrr... This is an interesting base, but I don't think it'd work without heavy editing. For one, useing cha for strength is fine, but then you give it a bonus bigger than the equivalent in strength.

Opposed skill check Vs. attack roll? Assuming an opponent with full bab and high strength, a skill check would still have an average +3 advantage. Then you get into MW tools and magic equipment and it breaks down very quickly. Would probably work better as a save, and I don't understand the five feet of push. How's that explained?

Opposed charisma check might work, but most melee-ers don't have high charisma, so we're still looking at a more or less guaranteed success.

I'm not calling it my greatest work. Peacock was hard.
The Cha bonus was greater than the STR bonus because it is harder to use it in combat. Few melee abilities and feats are based on Cha, many are based on Strength. I'm not sure +4 cha would be enough. Then again, the speed boost might even it out.

The 5ft push is you tricking them into stepping the wrong way. I played around with a number of ideas and the push was the least complicated and was still interesting tactics wise. Redirecting attacks was complicated and resulted in the player wanting to be surrounded by enemies which isn't what a peacock would want. I'm okay with near certain success. The goal was to have an ability that promoted the player staying in more open spaces like a peacock (since the ability is stronger the fewer attacks that are made against you).
Not really sure what else to do with that ability. It could just be a scaling bonus on certain checks, but I wanted another ability that gave a use for Cha in combat.

The last ability is very strong. You can attack unarmed without the feat and provoke from everyone. Fire a longbow in melee. Do whatever the heck you want in combat as long as it’s bizarre. Perhaps Stunned could be switched with flat-footed? That would be okay for an ability that will usually work. Even dazzled would work since this ability's main purpose is to combo with crushing pride.

-----------------------
Edit:
Follow the Eyes: A 3rd level Peacock totem barbarian recieves a +2 bonus on charisma based skill checks made to feint, demoralize, perform weapon drills, or use abilities granted by feats. This bonus increases by 2 for every 3 additional barbarian levels.


The name doesn't make much sense now... hmm...

I added a newer version to my previous post. (5th level ability was changed to *flat-footed*)

DragoonWraith
2010-06-14, 01:03 AM
Perhaps something like Armor Dance (http://www.realmshelps.org/cgi-bin/feats.pl?Armor_Dance) would be fitting?

Magikeeper
2010-06-14, 01:12 AM
Perhaps something like Armor Dance (http://www.realmshelps.org/cgi-bin/feats.pl?Armor_Dance) would be fitting?

Hmm...

Follow the Eyes: Whenever a 3rd level or higher Peacock totem barbarian moves at least 10ft in one round he recieves a +1 dodge bonus to armor class until the end of his next turn. This bonus increases by 2 for every 3 aditional barbarian levels.

So that would be +1 at level 3 (Useful), +3 at level six (Alright), +5 at level 9 (still good), +7 at level 12 (Might still matter), +9 at level 15 (Depends on game), and +11 at level 18. Prevents full attacking so it better be good (multiclass builds won't hit the higher bonus totals).

Admiral Squish
2010-06-14, 01:15 AM
Let me take a crack at it. Anyone have a picture I could use?

I've got rat and Spider up, hopefully they're okay.

Magikeeper
2010-06-14, 01:20 AM
Spider is awesome. Rat... probably needs to be playtested. Looks really interesting though.

Possible Picture:
http://fc03.deviantart.net/fs70/f/2010/010/1/a/Mononoke__The_Peacock_King_by_carrie_ko.jpg

or

http://www.internationalhero.co.uk/k/kingpeacock.jpg

Admiral Squish
2010-06-14, 01:48 AM
Peacock totem has been somewhat remodeled, shuffled, and posted. I'm debating between that second picture and the one up there.

Rithaniel
2010-06-14, 04:47 AM
Crocodile Totem
I see it now, and, eh, it gets the message across. If it doesn't, then it's noticable enough now that the reader will go back and sort through it if they don't get it, so... Thumbs up.

With the upgrade to Lurk, I think the Croc totem barbarian actually jumps to the other side of the bell curve. Not too far, of course. Gets a thumbs up.


Elephant Totem
Nah, I really the idea of 'getting bigger'. I'd say just make what you have replace the original rage benefits, and increase the strength bonus to +4. That would easily be fair.

Standard action, 1/rage works well enough.

How about just make them increase in size? That way, it automatically stacks with the rage, and, with the awesome bonuses from the class feature, penalties come as well.


Goat Totem
Oh, nah, it's fine to give an extra attack. Making them be punished if they missed will just make them never use it (why would you when you could just full attack with a great-axe and not worry about hurting yourself?).


Owl Totem
Glaring Fury. I like it. Strong, useful, and allows for a certain degree of helping out allies. Thumbs up.

Eyes of the Owl is good. Thumbs up. (Also, to anyone who thinks that seeing in the dark is 'ooo, magic': It's no more magical than weilding a hammer that is heavier than you are.)

Deadly Silence. Okay, these guys don't screw around with the sneakiness. Thumbs up.

Sudden Strike is really good with Glaring Fury, but has a max cap of +6d6, so, it evens out. Thumbs up.

Whoa. Paralysis? That's incredibly good. Admittedly, you made it only last for one round, and only once each rage, but, still, that's freaking awesome. Still, level 5 it's not bad. This whole totem seems pretty securely anchorred into place. The whole thing gets a Thumbs up from me.


Peacock Totem
See below.


Rat Totem
Sludgeborn is decent. Not really very noticable, but decent. It's a real saving grace against the random wizard using nauseating breathe, though, so, it'll get a Thumbs up.

Stink would be really overpowered, if it didn't take two rounds to get it to work. As is, the foe will be forced make two saves, and then might be nauseated. Of course, since the Rat totem gets whirling frenzy instead of normal rage, that save DC is decent, at best. This one gets a thumbs up.

Agile. I see you just bypassed the problem and made it be a skill bonus. Eh, Thumbs up.

Rat Swarm animal companion. I can't recall if there are stats for a 'rat swarm' anywhere, but, that should be good for most intents and purposes, if there is. This class gets a Thumbs up as well.


Spider Totem
Spider Style is neat. I could see that leading to some fun characters. Thumbs up.

Way of the Web is neat, but might have some difficulty to find use. So far I'm seeing these guys throwing a net first, then charging into the fight. This will get a Thumbs up.

Way of the Fang is okay. It essentially just gives the Spider totem the TWF tree, which is needed. Thumbs up.

Way of Vemon. Now that's what I'm talking about. Up till now this class has just been a TWF barbarian with nets. Now we have something to stick out as a defining aspect, something to be proud about. With this class feature, this whole totem, gets a Thumbs up.

Now then, I have a couple of presents for you:

Bunny Totem:

http://www.collectedcurios.com/Bunny_Barbarian.jpg
"For the last time... I AM NOT A JESTER!" -Squee Sunseed, human bunny totem barbarian, to his employer.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Cute Rage 1/day, Hop
2|+2|+3|+0|+0|AC Bonus
3|+3|+3|+1|+1|Cuteness
5|+5|+4|+1|+1|Super Bunnie Punch
[/table]

Cute Rage: When a bunny totem barbarian enters a Cute Rage, he gains a +2 bonus to Strength, Dexterity, and Charisma. In addition, no matter how angry he gets, no one can take him seriously, and everyone takes a -2 penalty to their AC against attacks originating from the bunny totem barbarian. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Cute Rage. When the bunny totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength, dexterity, and charisma.
Hop: As a swift action, a bunny totem barbarian can make a Jump check, and move the distance determined by the check result. He provokes attacks of opportunity with this movement, and must move in a straight line. As with any movement, he can attempt a Tumble check to avoid any attacks he provokes with this jump. He can’t move through enemies, unless he succeeds on the appropriate Tumble check.
AC Bonus: Starting at 2nd level, a bunny totem barbarian can add his Charisma modifier as a bonus to Armor Class, so long as he wears light armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when the bunny totem barbarian is flat-footed. However, he loses this bonus when he is immobilized or helpless.
Cuteness: At 3rd level and every three levels thereafter, a bunny totem barbarian gains a +2 bonus to all Cha-based checks.
Super Bunnie Punch: Beyond anything else, bunny totem barbarians somehow come off as just so gosh-darn cute in the way they try to act tough. When the bunny totem barbarain strikes an enemy with a confirmed critical hit, it doesn't matter now much it hurts, it's just so laughable that the target of the attack must make a Will save (DC 10+1/2 barbarian level+Cha), or be effected as though by the spell Hideous Laughter (http://dungeons.wikia.com/wiki/SRD:Hideous_Laughter). Unlike the spell, this is not a Mind-Affecting effect, or even magic in nature.


Peacock Totem:
http://i50.tinypic.com/altgec.jpg
"Look upon me and despair." -Noel Zjei, half-celestial peacock totem barbarian.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Daunting Rage, Fast Movement
2|+2|+3|+0|+0|Dance of Feathers
3|+3|+3|+1|+1|Plume
5|+5|+4|+1|+1|Flash of Resplendance
[/table]

Daunting Ire: When entering Daunting Ire, the peacock totem barbarian gains a +4 bonus to Strength and a +2 bonus to Dexterity. In addition, all opponents within 30 feet of the peacock totem barbarian are dazzled (no save), unless they avert their eyes from him, granting him total concealment from their attacks. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Daunting Ire. When the peacock totem barbarian would normally gain greater or might rage, he gains an additional +2 bonus to Strength and Dexterity.
Dance of Feathers: At second level and up, the beginning of his turn, each round, the peacock totem barbarian can choose one square that is adjacent to him. He treats this square as if he occupied it for the purpose of determining his reach and threatened area, replacing his normal reach and threatened area. (If he is larger than medium, this effectively shifts his reach and threatened area by 5'.) At the beginning of his turn, each round, he may change this square, or return his reach and threatened area to normal.
Plume: At third level and up, as a move action, a peacock totem barbarian can select a single 5 foot square adjacent to himself. This square becomes impassable terrian until the peacock totem barbarian either moves away, or dismisses this effect (requiring a free action). This square grants cover as though a wall occupied it (for further info, refer to the PHB). If a creature occupied a space when the peacock totem barbarian selected it, then that creature must make a Reflex save (DC 10+1/2 barbarian level+Dex), or become stuck in place, unable to move from their present location until the peacock totem barbarian either moves away, or releases this effect. A peacock totem barbarian can only have one adjacent square per three barbarian levels selected at a time. At sixth level, he can select up two squares as a move action, at ninth level, he may select up to three as a move action, etc.
Flash of Resplendance: At fifth level and higher, a peacock totem barbarian may take some form of incredible dazzling action, once during each rage. This action is a standard action. All enemies within 30 feet must make a will save, DC (10+1/2 barbarian level+Dex) or become dazed for three rounds. Creatures effected by this effect are still able to defend themselves.

Admiral Squish
2010-06-14, 06:31 AM
[SIZE="3"][U]
[FONT="Impact"]Elephant Totem
But they also get reach, and larger weapons which I specifically avoided. Maybe they have the powerful build at all timesafter 5th, then the rage makes them actually large?


Owl Totem
I picked sudden strike specifically because you can't take advantage of flanks to deal it on all attacks.


Peacock Totem
What, you don't like mine?


Rat Totem
Rat swarm, for reference. (http://www.d20srd.org/srd/monsters/swarm.htm#ratSwarm)

[CENTER]Bunny Totem:
I am... terrified.

Cute rage seems okay. Spread out a bit far. How about just +4 str/cha?

Hop would be awesome with some skirmish damage.

AC bonus, nice.

Cuteness, I think that may be a bit broad. I'd limit it to a few skills. Two or three tops.

Now, confirming a critical makes the guy laugh? I'd come up with another activator. Maybe when he charges.

Rithaniel
2010-06-14, 06:49 AM
Elephant Totem
That would be interesting. Either way you wind up the same in the end. Whether you say 'Large size at first, then Powerful Build later' or 'Powerful Build at first, then Large size later', is up to you. Thumbs up if you make those changes, though.


Owl Totem
Good, makes it even more peeled back. Class seems pretty solid all the way through.


Peacock Totem
Well, to be honest, not really. I also though that pic would be a ***-load more cool than the old one.


Bunny Totem:
*evil laugh*

Cause then it would have been too spread out. Having it be that way, half of the rage's bonuses would have been useless until level 2 (the boost to Charisma). The way I had it, it's a +1 to AC at level 1, then a +2 to AC at level 2, and it's actually helping out across the board (the -2 AC to foes is also part of it)

Yeah, that would be pretty nice to have. Since Cute Rage is actually slightly weaker than the normal rage, though, I decided to make the movement bonus be slightly better than the normal movement bonus. I hope I did a good job there.

Well, it's broad because the barbarian gets so few class skills that are actually based on Cha. This way, it evens out as though they were class skills, while still being relavent to the one that is a class skill.

Nah, that'd be a bit too easy. Besides, it's more random and funny this way, as you could maybe get 3 people taken care of in just one round, or none at all. With the charge option, it's just one person, and they get a save, but they are going to make that save regardless.

Admiral Squish
2010-06-14, 08:06 AM
Peacock Totem
Dance of feathers is interesting, but it doesn't strike me as incredibly useful.

My biggest problem with your version is plume. How would a warrior create wall-like constant cover that makes the squares completely impassable no matter what, especially three of them. This doesn't seem like something that would be possible with out heavily specialized equipment.

If you don't like my totem, then tell me what I should fix.

Eldan
2010-06-14, 08:11 AM
On the Peacock: what about making it a little like Cloak Dance? (http://www.d20srd.org/srd/psionic/psionicFeats.htm#cloakDance) Namely, make it give concealment to the barbarian, and make the adjacent square difficult instead of impassable terrain instead.

LunarWolfPrime
2010-06-14, 08:24 AM
They all look great.
Oh I keep forgetting to recommend Orcas
An for Dinos, don't do any more then T-Rex , Triceratops and Raptors (Pterodactyls maybe)

Rithaniel
2010-06-14, 09:01 AM
Peacock Totem
Well, with Dance of Feathers, it's mainly to be used with Plume, allowing you to keep an opponent rooted in place, and still attack at a pretty decent distance. Dance of Feathers helps you remain fighting while using your battlefield control to decent effect.

Plume, I debated throwing a pile of fluff onto that class feature, and describing how exactly they did it, but I realized the thing was already pretty long. The jist of it could be that they wear elaborate outfits with long 'wing-like' things that they use to throw out and distrupt the paths of their foes, or they use their weapon and, moving really fast, knock everything that passes through those squares aside, with elaborate parries and flourishes. Maybe you could even say that they spread their feet out really far, and throw their cloak high, spinning so fast that someone can't even get close. As for making the terrain be difficult instead of impassible. If it had been difficult, it would just slow the enemy down very slightly, and, if they are passing into squares adjacent to you, you had better have a way to stop them other than 'slow them down'. Else you aren't doing anything remotely useful. Making it be impassible just makes them unable to enter the square in the first place, making it more useful.

Well, the general reason I'm not thrilled with your peacock totem, is that it's based on Charisma. Which is kind of offensive, for lack of a better word. Could have made such a much cooler version, but no, it was Charisma based. It also seemed pretty standard, being one of the most bland ones. The only remarkable class features just made it so that they could do their attacks and damage with Charisma instead of Strength, which is nothing more than a stat change. Of course, this is the basis of the class. If I don't like the core basis of the class then I don't like the class. So, I don't like your version of the peacock because someone came on before I managed to finish my version, set up the premise that the peacock totem ought to be cha-based, and that was actually accepted.

Lix Lorn
2010-06-14, 09:30 AM
Um, in the first post, the Panther Totem has Pounce at 2nd level in the table, and 5th level in the ability description.

Admiral Squish
2010-06-14, 09:45 AM
Peacock Totem
I think we're having a problem where what you want it to do in game terms is taking precedence what can be done in realistic terms. While making the square completely un-enterable is the desired effect, realistically, all you can do is make it more difficult for a foe to move through it. While you want the cape or wing or whatever to provide cover, realistically all it could do is conceal. Maybe moving into a square occupied by a plume provokes an attack of opportunity? Maybe it dazzles them for one round thereafter? I'm sorry, but realism demands some MAJOR toning down of the ability.

And I still don't understand how we explain dance of feathers.

Alright, then say that. This isn't just me, I need feedback, but I'm not going to follow every suggestion without thinking or explanations.

Cloak dance looks like a good base to use for plume.

Orca... Swim speed, bat totem blindsense while underwater, and something else for 2nd.

I have no intention to make more than triceratops and t-rex. I might not even do raptor.

Rithaniel
2010-06-14, 10:09 AM
Peacock Totem
Well, the best justification for it would be similar to the feat 'Stand Still', which allows us to prevent people moving around, by smacking them with our weapon. This would be essentially taking it to the next level (so awesome).

Also, the reason for Dance of Feathers was because we were thinking about Peacocks, and the fact that their feathers reach so very far. If a warrior were to try and copy the peacock, they'd be focused on emmulating that kind of reach in their fighting style. The class feature was simply to show that they had managed to emmulate that kind of reach in their fighting style.

I gotcha, it wasn't meant to sound mean or anything. But, you can understand why it wouldn't be liked, right?

Also, please say that you'll post up the Bunny totem, it's functional, and would be so awesome to see next to the others.

LunarWolfPrime
2010-06-14, 10:56 AM
Ok on the Dino totem's
An why not on the bunny one?
I actually plan to use all of these for a major arche in a Homebrew camp setting I am working on.
Hence my extreme interest thread and I love the Spider one only thing I would add is a auto proficiency with light piercing weapons.
Oh I assume each of the ones that give a bonus to a skill that are not on the class skills for barbarians is a class skill for that totem, right?
Oh one q about the spider one. If you have over sized TWF (http://www.realmshelps.org/cgi-bin/feats.pl?Oversized_Two-weapon_Fighting) could you wield one handed Piercing weapons with out any pens?

Admiral Squish
2010-06-14, 12:12 PM
Peacock Totem
Well, stand still makes sense, though. You have a big o'l proadsword and a guy's trying to get past you, hit him hard enough and he's not gonna be getting where he wants to be. You're using the wight of your weapon and your swing to stop the guy's momentum. This, you're trying to stop him with a cape.
A side-note, keep in mind difficult terrain means you can't charge or run through it without some other ability.

Hmm. I'm not sure on that one. I mean, the feathers do reach far, but that's not really a combat ability...

Admiral Squish
2010-06-14, 12:16 PM
Ok on the Dino totem's
An why not on the bunny one?
I actually plan to use all of these for a major arche in a Homebrew camp setting I am working on.
Hence my extreme interest thread and I love the Spider one only thing I would add is a auto proficiency with light piercing weapons.
Oh I assume each of the ones that give a bonus to a skill that are not on the class skills for barbarians is a class skill for that totem, right?
Oh one q about the spider one. If you have over sized TWF (http://www.realmshelps.org/cgi-bin/feats.pl?Oversized_Two-weapon_Fighting) could you wield one handed Piercing weapons with out any pens?

I wouldn't add that, honestly. They've already got martial proficiency, if you have something special, just spend a feat on it.
I'd personally rule that the wording of oversized TWF allows for that, but they have to both be piercing weapons.

Oh, and for class skills, for simplicity, I';d go with that. I more or less just ignore class skills. If you want a barbarian that can dance, then go for it.

Magikeeper
2010-06-14, 01:01 PM
I have a lot to say. Here is the wall of text:
Hmm.. the cha peacock doesn’t add bluff to the class skill list and it honestly doesn’t give any abilities that change the way a barbarian would act in combat since the dazzling is a straight-up aura that doesn’t require acting a strange way. I have to admit it is the least interesting. This is not because it is cha-based. Replace cha with str and the problem remains (although it makes less sense :P).


Well, the general reason I'm not thrilled with your peacock totem, is that it's based on Charisma. Which is kind of offensive, for lack of a better word. Could have made such a much cooler version, but no, it was Charisma based. It also seemed pretty standard, being one of the most bland ones. The only remarkable class features just made it so that they could do their attacks and damage with Charisma instead of Strength, which is nothing more than a stat change. Of course, this is the basis of the class. If I don't like the core basis of the class then I don't like the class. So, I don't like your version of the peacock because someone came on before I managed to finish my version, set up the premise that the peacock totem ought to be cha-based, and that was actually accepted.

Y’know, I would accept the fact that my latter abilities were meh or unbalanced (I had trouble with those), I would accept that it could be done better, but the base idea? That I will defend.

I had trouble finding a good picture, to be honest, because most pictures I could find involving peacock feathers were deities. Edit: Looking around, I see themes of Protection, Vitality, and Beauty, with pride being more of a western view. Well, I'm western I suppose. :P

Notes: (Mostly directed at the non-cha version)
1) Dazzled sucks past, like, 3rd level. Unless you have an ability that combos with it - and if you are just giving someone an aura there isn’t much point in making a combo. As for Daunting Ire, it may as well read “This thing that is getting swapped with Whirling Frenzy” because I would never use it.
I think I could have said that nicer, but I wanted to be a little offensive. Well, that’s out of my system. :P

You kept fast movement, which I think fits the peacock. I personally folded it into the rage to make room for the cha ability. Fast movement also increases jump checks.

I like dance of feathers.

Other people have issues with plume.

Your fifth ability is similar in theme to mine, except yours involves standing around and is basically a mass save or die that is based on dex… mostly because you don’t like the idea of cha being involved with barbarians. Mine was probably overpowered, but it involved the barbarian actively running around or doing strange things to provoke AoOs. I’m not sure that fit the theme of the peacock, but it changed the battle style.
Edit: Hey! Bunny has Cha all over the place. Anyway, Sudden leap at will makes bunny awesome even without anything else.

For the cha version:
Already talked about the aura.

Other Crushing awe: I like the addition of fascinated, but why remove dazed or stunned? Those are harder to pull off than any of the others but still fit the theme.

Okay, I’m trying again, drawing from all of the peacock ideas given so far:
Peacock Totem:
http://i50.tinypic.com/altgec.jpg
"Look upon me and despair." -Noel Zjei, half-celestial peacock totem barbarian.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Daunting Ire 1/day, Glorious Warrior
2|+2|+3|+0|+0| Crushing Pride
3|+3|+3|+1|+1| Dance of Feathers
5|+5|+4|+1|+1| Majestic Plume
[/table]

Daunting Ire: When entering Daunting Ire, the peacock totem barbarian gains a +4 bonus to Charisma, he may add his charisma modifier to his AC as a dodge bonus, and all of his movement speeds increase by 10ft. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Daunting Ire. Daunting Ire lasts a number of rounds equal to 3 + the barbarians Charisma modifier and the barbarian can use charisma based skills while in a daunting ire. When the peacock totem barbarian would normally gain greater or might rage, he gains an additional +2 bonus to Charisma, his bonus to AC increases by 1, and the bonus to speed increases by 10ft.
Glorious Warrior : A Peacock barbarian can use his charisma instead of his strength or dexterity when calculating attack rolls as long as his opponent can see/hear/smell or otherwise detect his presence. A Peacock barbarian can also add bluff and perform(dance) to his list of class skills. This replaces the standard barbarian’s fast movement ability.
Crushing Pride: A peacock totem barbarian deals additional damage equal to his charisma modifier to damage rolls against targets that are dazzled, flat-footed, fascinated, dazed, or stunned. This replaces the standard barbarian’s uncanny dodge ability.
Dance of Feathers: At third level and up, once each turn as a free action, the peacock totem barbarian can choose one square that is adjacent to him. He treats this square as if he occupied it for the purpose of determining his reach and threatened area, replacing his normal reach and threatened area. (If he is larger than medium, this effectively shifts his reach and threatened area by 5'.) At the beginning of his turn, each round, he may change this square, or return his reach and threatened area to normal. The barbarian can use this ability one an additional time per turn per three class levels above 3rd.
Majestic Plume: Whenever a peacock totem barbarian under the effect of Daunting Ire hits an opponent who is aware of his presence with an attack the barbarian may make a free Bull Rush attempt that does not provoke attacks of opportunity. Unlike a normal Bull Rush, the barbarian can use his charisma modifier in place of strength, size bonuses and penalties do not apply, and the barbarian does not move with the opponent. On a success the opponent is pushed out of the barbarian’s reach in awe. Any opponent moved in this way must make a will save (DC 10 + ½ class level + the barbarian’s charisma modifier) or be fascinated for 1 round. The fascinated effect does not end prematurely unless the opponent takes damage. If the opponent cannot be pushed out of the barbarian's reach he is instead pushed back as far as possible (or 5ft if the opponent is not in the barbarian's reach).


---------------------
How about that? Dance of Feathers actually feels like a dance, Charisma is back in the house, and the 5th level ability combos with the other abilities while being far more interesting in battle than some save or die.

As written this version of the totem would also be great archer (but not sniper). Changing plume to "melee attack" would fix that if it needs fixing. Also, out-of-reach could just be 5ft. I wanted it to combo with dance of feathers but I understand it would result in some strange situations.

LunarWolfPrime
2010-06-14, 02:06 PM
Um didn't the crocodile one have some sort of boost to the number of rounds it could hold its breath or did I imagine that?

Admiral Squish
2010-06-14, 02:34 PM
The breath bonus wasn't imagined, but it WAS edited out.

Peacock Totem:
Daunting Ire: What seems to be giving people the impression that peacocks are speedy?

Glorious warrior: I'd say see only. The majority of the display is visual.

Crushing Pride: I'd move this back to 5th, he needs an ability that actually MAKES them one of those conditions before he gets this.

Dance of feathers: I simply do not understand how you'd fluff this ability. His arms are super-long; but only in one direction?

Glorious Plumage: I wouldn't call that a bull rush check if it's completely different from a bull rush check. It's more like cha vs. str as it stands. I'd say this needs to be changed altogether to something else, because it makes no sense to me. You sort scare-push the guy out of your square with sheer force of personality?

LunarWolfPrime
2010-06-14, 02:42 PM
Why, did you edit it out?
An I posted the edit for darkvision on the panther totem earlier. sorry forgot to mention it.
:smalleek::smallfrown:

Rithaniel
2010-06-14, 03:10 PM
I have a lot to say. Here is the wall of text:

Hmm.. the cha peacock doesn’t add bluff to the class skill list and it honestly doesn’t give any abilities that change the way a barbarian would act in combat since the dazzling is a straight-up aura that doesn’t require acting a strange way. I have to admit it is the least interesting. This is not because it is cha-based. Replace cha with str and the problem remains (although it makes less sense :P).

Alright, just ahead of time, I didn't mean to come off as aggressive, or putting down of your build, sorry if I came across as such. Now then, yes, I did use Charisma for the bunny because it was intended as a joke. A cute barbarian? Now that's funny. It's the entire reason I made the bunny totem. The reason I was pushing to get the peacock made, though, was to have a 'stunning' or 'overwhelming' barbarian. Not for a 'flashy' or 'flamboyant' barbarian.


Y’know, I would accept the fact that my latter abilities were meh or unbalanced (I had trouble with those), I would accept that it could be done better, but the base idea? That I will defend.

See above. Charisma + Peacock = Flamboyant. To most people, at least. Now, a Flamboyant Barbarian, that isn't cool.


I had trouble finding a good picture, to be honest, because most pictures I could find involving peacock feathers were deities. Edit: Looking around, I see themes of Protection, Vitality, and Beauty, with pride being more of a western view. Well, I'm western I suppose. :P

Yeah, we had trouble with the pic over here too, tbh, you aren't alone there. I luckily remembered I had this one in reserve for a while, so I pulled it out.


Notes: (Mostly directed at the non-cha version)
1) Dazzled sucks past, like, 3rd level. Unless you have an ability that combos with it - and if you are just giving someone an aura there isn’t much point in making a combo. As for Daunting Ire, it may as well read “This thing that is getting swapped with Whirling Frenzy” because I would never use it.
I think I could have said that nicer, but I wanted to be a little offensive. Well, that’s out of my system. :P

You kept fast movement, which I think fits the peacock. I personally folded it into the rage to make room for the cha ability. Fast movement also increases jump checks.

I like dance of feathers.

Other people have issues with plume.

Your fifth ability is similar in theme to mine, except yours involves standing around and is basically a mass save or die that is based on dex… mostly because you don’t like the idea of cha being involved with barbarians. Mine was probably overpowered, but it involved the barbarian actively running around or doing strange things to provoke AoOs. I’m not sure that fit the theme of the peacock, but it changed the battle style.
Edit: Hey! Bunny has Cha all over the place. Anyway, Sudden leap at will makes bunny awesome even without anything else.

1) Yeah, dazzling is the weakest of all stat effects. That's why Daunting Ire inflicts it without a save. The idea there, is that you either are going to have a penalty, or, you're gonna be giving the Barbarian total concealment.

2) Eh, fast movement doesn't do much, most of the time. It's nice to have and all, but, it doesn't go too far.

3) Thank you, I actually liked your 'make them take a 5 foot step' ability. It was a good little thing for battlefield control.

4) I know, I don't get it. What did you think about the ability?

5) Well, mine was to unite the theme of 'overwhelming' and the concepts in the OPs original totem builds. I admit, it probably should take a short nerf. Maybe make the dazing last for only 1 round, but I'm afraid that will have the effect loose it's value.

6) See Above, it was a joke class. Yeah, though, the movement bonus is boosted, and the Rage version is weakened.


Okay, I’m trying again, drawing from all of the peacock ideas given so far:
Peacock Totem:
http://i50.tinypic.com/altgec.jpg
"Look upon me and despair." -Noel Zjei, half-celestial peacock totem barbarian.

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Daunting Ire 1/day, Glorious Warrior
2|+2|+3|+0|+0| Crushing Pride
3|+3|+3|+1|+1| Dance of Feathers
5|+5|+4|+1|+1| Majestic Plume
[/table]

Daunting Ire: When entering Daunting Ire, the peacock totem barbarian gains a +4 bonus to Charisma, he may add his charisma modifier to his AC as a dodge bonus, and all of his movement speeds increase by 10ft. This ability replaces the standard barbarian's rage, and when the barbarian would normally gain additional uses of rage, he instead gains additional uses of Daunting Ire. Daunting Ire lasts a number of rounds equal to 3 + the barbarians Charisma modifier and the barbarian can use charisma based skills while in a daunting ire. When the peacock totem barbarian would normally gain greater or might rage, he gains an additional +2 bonus to Charisma, his bonus to AC increases by 1, and the bonus to speed increases by 10ft.
Glorious Warrior : A Peacock barbarian can use his charisma instead of his strength or dexterity when calculating attack rolls as long as his opponent can see/hear/smell or otherwise detect his presence. A Peacock barbarian can also add bluff and perform(dance) to his list of class skills. This replaces the standard barbarian’s fast movement ability.
Crushing Pride: A peacock totem barbarian deals additional damage equal to his charisma modifier to damage rolls against targets that are dazzled, flat-footed, fascinated, dazed, or stunned. This replaces the standard barbarian’s uncanny dodge ability.
Dance of Feathers: At third level and up, once each turn as a free action, the peacock totem barbarian can choose one square that is adjacent to him. He treats this square as if he occupied it for the purpose of determining his reach and threatened area, replacing his normal reach and threatened area. (If he is larger than medium, this effectively shifts his reach and threatened area by 5'.) At the beginning of his turn, each round, he may change this square, or return his reach and threatened area to normal. The barbarian can use this ability one an additional time per turn per three class levels above 3rd.
Majestic Plume: Whenever a peacock totem barbarian under the effect of Daunting Ire hits an opponent who is aware of his presence with an attack the barbarian may make a free Bull Rush attempt that does not provoke attacks of opportunity. Unlike a normal Bull Rush, the barbarian can use his charisma modifier in place of strength, size bonuses and penalties do not apply, and the barbarian does not move with the opponent. On a success the opponent is pushed out of the barbarian’s reach in awe. Any opponent moved in this way must make a will save (DC 10 + ½ class level + the barbarian’s charisma modifier) or be fascinated for 1 round. The fascinated effect does not end prematurely unless the opponent takes damage. If the opponent cannot be pushed out of the barbarian's reach he is instead pushed back as far as possible (or 5ft if the opponent is not in the barbarian's reach).

Seems like a mild mix between a few select parts of our version and your version. It might be functional, but, Majestic Plume, right off the bat, is far too complex and, well, tbh, silly, is the word that comes to mind. Don't take offense to that, I use that word lightly. Too many checks, saves, and whatnot, really, and it doesn't give you very much bang for your buck at the end of it all. Fascination is okay, but, all that work just to Fascinate one guy?


How about that? Dance of Feathers actually feels like a dance, Charisma is back in the house, and the 5th level ability combos with the other abilities while being far more interesting in battle than some save or die.

As written this version of the totem would also be great archer (but not sniper). Changing plume to "melee attack" would fix that if it needs fixing. Also, out-of-reach could just be 5ft. I wanted it to combo with dance of feathers but I understand it would result in some strange situations.

Yeah, you're right, you stuck Charisma back in the Flamboyant mix.

(☞゚ヮ゚)☞ YEAH ☜(゚ヮ゚☜)
Now, we could go with this, or we could try and see about maybe merging the two together more pleasingly.

Magikeeper
2010-06-14, 03:29 PM
Flamboyance? I saw it as PRIDE. You opponents are amazed by the force of your presence, the grace of your step, etc. A divine presence on the battlefield. Enemies weep before you, unable to comprehended the perfection that is about to rip them apart. Since when did majestic become an unmanly term? :(




Peacock Totem:

Daunting Ire: What seems to be giving people the impression that peacocks are speedy?

Peacocks avoid predators using the feathers and their flight ability which I keep seeing described as "powerful". Also, Peacocks like a lot of space. A LOT of space. Speed boosts are simply a way for the barbarian to also want a lot of space, like the peacock. Also, we keep using dance themes for some reason.

Glorious warrior: I'd say see only. The majority of the display is visual.
I actually thought that too, but then changed it because... meh.. it wasn't a very good reason. Sight isn't that hard to determine.

Crushing Pride: I'd move this back to 5th, he needs an ability that actually MAKES them one of those conditions before he gets this.
Why? Flatfooted can be caused by winning initiative or feinting (my versions have bluff as a class skill), or by working with party members. But mostly, I want a more interesting ability at 5th. I feel this is needed, but it is also boring.


Dance of feathers: I simply do not understand how you'd fluff this ability. His arms are super-long; but only in one direction?
I imaginge it being a dance, but, yeah, I'm not sure how the barbarian is pulling it off either. I really like the effect it could have on combat, so maybe Rithaniel can think of a reason it is possible.


Glorious Plumage: I wouldn't call that a bull rush check if it's completely different from a bull rush check. It's more like cha vs. str as it stands. I'd say this needs to be changed altogether to something else, because it makes no sense to me. You sort scare-push the guy out of your square with sheer force of personality?
I was about to go back and change it to always being 5ft. Basically the foe stumbles back in awe.


If you used Cha vs Str, without the possibility of improved bullrush this ability won't work very often as many enemies have crazy high strength scores... perhaps if the ability used intimidate vs will instead? Then it would almost always work, which is okay for a 5ft pushback. The fascination still uses the set DC to avoid skill boost crazyness.

I guess it could stun, with the stun ending when damage was dealt. This ability gets set off many times. Note that it works for archery if your opponent knows you are there.

Majestic Plume: Whenever a peacock totem barbarian under the effect of Daunting Ire hits an opponent who is aware of his presence with an attack the barbarian may make an intimidate check that is opposed by the opponent's will save. On a success the opponent is pushed back 5ft in awe. Any opponent moved in this way must make a will save (DC 10 + ½ class level + the barbarian’s charisma modifier) or be stunned for 1 round. The opponent ceases to be stunned if he is dealt damage.

Less wordy and far less complicated. You roll one more time, your opponent makes two will saves.

Edit: Honestly, the 5ft push could be no save.
Edit 2: Dazzed is so weak it is hardly worth it even as a no-save. It's like giving your party a +1 bonus to AC which just doesn't matter later on. Fast movement has niche uses, but it doesn't feel pointless at higher levels.

Rithaniel
2010-06-14, 04:00 PM
You'll have to excuse me, but, I've been up all night (and it was a long night). I'm starting to get to that point where I'm annoyed at everything, I'm informed, so, I'm gonna go to bed. We'll talk more later. If you want a fluff reason for dance of feathers, then here: You strike forward like a great bird, extending yourself almost beyond your ability to maintain your balance. Your foe stumbles backward, surprised that you could reach him from such a great distance.

Admiral Squish
2010-06-14, 09:22 PM
Okay, so, digressing a bit: there are still other totems that need work. Namely, triceratops and t-rex. I know I want the triceratops to use a spiked shield. Maybe an option to two-hand bash with a tower shield? But I really have no idea what to do for t-rex. A vague idea occurred to me to deal 2x strength damage with a two-hander, but that's all I've got.

I'm also trying to come up with some iconic monster totems. Do we have any suggestions?

DragoonWraith
2010-06-14, 09:52 PM
Scent would be appropriate for a T-Rex - if Jurassic Park II taught me anything, it's that have the largest olfactory center on the record, second to one (turkey vulture).

Admiral Squish
2010-06-14, 11:44 PM
With a quick perusing of the MM, I found a few non-animal totems that might be fun. Opinions? Ideas?

Bulette: Burrow speed, natural armor, jumping maneuver?
Gray Render: Grapple, rend, and probably something about protecting an individual.
Hydra: Many attacks, rapid healing, perhaps bonuses for being wounded?
Kraken: Grapple, swim speed, prolly constrict.
Otyugh: Grapple, filth, maybe constrict.
Ooze: Not sure how to handle this.
Scorpion: Grapple, poison, maybe use the drow flavor from eberron?
Worm (purple or frost): Burrow speed, natural armor, grapple.
Undead of some kind? (Vampire fanboys?)

with that, I'm off, I need to get some sleep. See you all come morning.

Rithaniel
2010-06-15, 05:28 AM
I've eliminated the ones that deal with creatures specific to D&D, cause, I honestly don't know what to say for them.

Hydra: Maybe you could replace the fast movement with a monk-style flurry attack. Rapid healing is acceptable, and just a copy/paste from the Boar. In later levels you could perhaps give them the ability to actually regrow limbs (like regeneration), that would be difficult to justify, though. Uhm, something dealing with long necks?

Kraken: Well, the only difference between a Giant Squid and the Kraken, is that the Kraken is bigger and can cast a few spell-like abilities. So, this could be either Giant Squid or Kraken, depends on how you wanna go. Course, thinking about it, you could make a Whale totem barbarian and maybe mix the Shark and the Elephant.

Ooze: Fluid combat style? Blindsight? Mind blank?

Scorpion: I can see this being similar to the spider totem, only with a two-handed weapon, instead of TWF.

Wurm: Now, this would be cool to see. Not sure what would be in there past what you've already said, however.

A shadow totem barbarian would be creepy.

Lix Lorn
2010-06-15, 07:17 AM
I like the hydra-I support giving it bonus attacks.

How about Mind Flayers? Maybe they 'understand instinctively the anatomy of most living beings', so deal Intelligence damage?

Admiral Squish
2010-06-15, 05:34 PM
Why ignore the D&D-specific monsters? In a world full of such monsters, it would only make sense.

Hydra: Monk-flurry had occurred to me. Perhaps a reach bonus, or some ability based off martyr's might?

Kraken: Well, Kraken sounds much cooler than squid. But yeah, it's more or less the same. I was thinking of whale, but I wasn't sure if I wanted to do the filter-feeders or the orcas.

Ooze: Blindsight maybe. They're not known for their senses. Mind blank is a good idea. What would fluid combat style imply?

Scorpion: I don't think so. Probably defense/grapple bonuses and then the poison.

Wurm: Maybe poison?

Shadow totem WOULD be creepy.

DragoonWraith
2010-06-15, 06:21 PM
I think having a sentient creature as a Totem is a little weird, personally.

Kraken should help with Grapple, probably.

Rithaniel
2010-06-15, 07:08 PM
Well, I'm not saying ignore them. I mean, sure feel free to make em, they'd be cool. It's just that I don't know what to say in regards to them.

Hydra: Well, if you wanna boost reach, you could, say, give them the reach of a single size category larger than they are while they're in their rage. Martyr's Might would be an interesting thing to see. That with Vitality would make the Hydra and the Boar actually play pretty similarly.

Kraken: You got me there, Kraken does sound cooler. One noticable thing about the Kraken, though, is those insanely long tentacles (60 feet of reach?). Maybe give some reach-booster and the ability to grapple at range. It'd make for an interesting barbarian.

Whale: Well, wouldn't both be interesting? You could do Blue Whale for the filter-feeders, and then an Orca one, for the more shark-like feel.

Ooze: Yeah, oozes aren't immediately linked with blindsight, you're right there, of course, the fact that every single ooze has blindsight out to a certain distance makes it a defining characteristic. Of course, for fluid combat style, it could just imply 'moving out of the way'. Maybe take immediate actions to move 5 feet without provoking attacks of oppurtunity? Dodge bonuses to AC would be reasonable. Being able to pass through occupied spaces as though they were unoccupied, maybe?

Scorpion: That would likely be a good path for them. Course, did you know that certain scorpion shells actually glow under a black-light? That likely doesn't help, but, hey, it might.

Wurm: Poison would be acceptable. A mash-up between different pre-existing totems, perhaps?

Shadow: Strength damage and incorporeality, ftw?

Human: Evil laughter?


...No seriously, where is that evil laughter coming from?

Lix Lorn
2010-06-15, 07:12 PM
...No seriously, where is that evil laughter coming from?
Sorry. I'll tone it down.

Admiral Squish
2010-06-16, 01:39 AM
Alright, new picture/placeholders are up. Help finding quotes/better pictures would be appreciated. I'm going to bed, so feel free to comment and submit ideas while I'm out.

Admiral Squish
2010-06-16, 10:41 AM
Bulette and Gray render are up, if a little... bland.

Admiral Squish
2010-06-16, 01:05 PM
Hydra and Kraken up.

Big problem I'm noticing with the magical totems. I can't find a single quote. So, I'm thinking we're going to have to put some creative muscle into quoting for these guys.

Fable Wright
2010-06-16, 01:53 PM
Hydra totem quote: Hydras were annoying before, but they stayed in the swamp. This hydra just won't stay put!

Kraken: Fabled beings from the deep that pulled ships to the bottom of the ocean are the Krakens. Me? I won't bother with the rest of the ship. Just you.

Admiral Squish
2010-06-16, 03:26 PM
Ooze totem is up! I really like this one. :smallbiggrin:

peterpaulrubens
2010-06-16, 03:55 PM
Ooze is pretty cool.

Thoughts in no real order:
- how does the armor bonus stack with other armor bonuses? by the text it seems "untyped" so it should stack with everything.
- Corrosive Touch seems nice, but unless it can be made as part of an iterative attack sequence or done with TWF techniques it's really sorta... meh. It gives the barbarian a way to deal some damage when unarmed, but really.. a 10th level barbarian doing an average of 13 damage for a standard action isn't really going to work. Especially if it provokes AoOs without Improved Unarmed Strike.
- I would also state that the acid produced by Corrosive Touch loses its potency one round after its creation, or it will be farmed as a cash crop.
- I think getting exhausted at the end of a rage is rather crippling.

I really like the flavor though. Good work!

Admiral Squish
2010-06-16, 04:06 PM
It's an armor bonus, so it doesn't stack with any other armor. You could wear fullpate over it if you wanted that kind of AC, but the armor bonus doesn't stack.

Would you recommend 1/round as an attack action? And it wouldn't provoke AoOs, it's be about the same as holding a touch spell. You'd count as armed.

Good point.

Well, he goes get an extra +4. The idea was the symbiont sorta taps into your internal energy to basically dump rocket fuel in with the adrenaline. What would you recommend?

Rithaniel
2010-06-16, 05:29 PM
You have no idea how difficult it was to upload these.

Grey Render
Grey Render/Human Intermix (http://i49.tinypic.com/2057a7t.jpg)
Rough on the Edges (http://i49.tinypic.com/212b8jq.jpg)

Bulette
Bullet (http://i47.tinypic.com/2pqtapw.jpg)
Bullet (http://i47.tinypic.com/2iawqk7.jpg)
Bullet (http://i48.tinypic.com/2moy3rp.jpg)
Bullet (http://i48.tinypic.com/2vs2onq.jpg)

Hydra
Spiked Chain (http://i46.tinypic.com/29gbs5h.jpg)
Guy With Hydra (http://i45.tinypic.com/357fs6r.jpg)

Kraken
Crab? (http://i49.tinypic.com/2hxox2h.jpg)
Seaweed (http://i45.tinypic.com/30ni5if.jpg)

Ooze
Wet (http://i45.tinypic.com/2q8u5oj.jpg)
Ooze (http://i47.tinypic.com/15qyfeb.jpg)
You already have Venom (http://i48.tinypic.com/334m5ch.jpg)
But Venom is easily recognized (http://i45.tinypic.com/295d7y8.jpg)

Disgusting
Otyugh's are famed for being filth (http://i47.tinypic.com/fo3s7n.jpg)
So, I got filth images (http://i46.tinypic.com/ngr9c9.jpg)

Shadow
Shadow (http://i45.tinypic.com/3495u8o.jpg)
Shadow (http://i117.photobucket.com/albums/o76/mardyr/commission__Guide_of_Depth_by_Wen_M.jpg)
Shadow (http://i117.photobucket.com/albums/o76/mardyr/4bc6844ca8d46b0fe5b9d69dc21ba26a.png)
Shadow (http://i117.photobucket.com/albums/o76/mardyr/haradrim_king_by_Geistig.jpg)
Shadow (http://i117.photobucket.com/albums/o76/mardyr/Prince_of_Darkness_by_KhaoticStorM.jpg)
Shadow (http://i117.photobucket.com/albums/o76/mardyr/grim.jpg)

Wurm
Wurm (http://i50.tinypic.com/2qns1dw.jpg)
wUrm (http://i117.photobucket.com/albums/o76/mardyr/c55b3bbc7f019d1e.jpg)
wuRm (http://i117.photobucket.com/albums/o76/mardyr/1247708762096.jpg)
wurM (http://i117.photobucket.com/albums/o76/mardyr/1251022175539.jpg)

Now, time to refresh oneself on critiquing.


Bulette Totem
Scent is a very nice ability. Glad to find a class that actually gives it. Thumbs up.

Again, no sense in having the natural armor be restricted by the constitution modifier, for the same reason that was given for the Dragon totem.

Tremorsense is weaker than most vision forms, but you get it in increments of 20 feet, so, actually a good bit better. Thumbs up.

Burrow Speed. Interesting. Doesn't get upgraded later, but, it's a burrow speed, those are so rare it's not even funny. You need to say if the burrow speed leaves a usable tunnel behind him, though. Other than that, Thumbs up.


Grey Render Totem
Power Attack. Yay for free feats. Thumbs up.

Even more feats. It's like being a little kid at Christmas. Thumbs up.

Rend is interesting. Persuades the barbarian to take a light weapon or imp. unarmed strike. Course, not sure if that's a waste or not. This will get a Thumbs up for now, but, any kind of doubt you might have, needs investigation.

Guardian is interesting. The spin on Martyr's Might it's got going is likable. Thumbs up.


Hydra Totem
Pretty much ever other totem up there deals with TWF, yet none seem to deal with just hefting around a two-handed weapon. That's thematically baised, and might make these things unliked, but, nothing wrong the abilities. Hydra Strikes lends to a ton of attacks, however. It's a bonus feat + Monk Flurry, of course. It might be a bit strong compared to the others.

Fast Healing of a minor ammount. Has nothing on the Boar totem, of course. Seems strange that a Boar is better at regeneration than a Hydra. This ability is good, however. Thumbs up.

Lots of feats. More TWF. Thumbs up.

Another Martyr's Might effect that has an interesting spin on it. Not half bad. Thumbs up.


Kraken Totem
Woo, swimming around and upgrading speed and goodness. Swim speed is good and it has nothing wrong with it. Thumbs up.

Reaching Strikes has an odd twist on it, in that it doesn't actually help reach builds, yet it still gives you more reach. It's acceptable, however, and gets a Thumbs up.

Crushing Grip reminds me of the Croc totem. Only, this one forgets the suffocation in exchange for more damage stacked on top. Granted, this has a synergy with the Reaching Strikes ability, but, it could use a little more 'umph'.


Ooze Totem
Lots of AC bonus. Doesn't stack with normal armor bonuses, however, so, fine there. Thumbs up.

Bonded Rush is problematic in that it gives the effects of a total +4 more than a normal rage, but the only drawback is an effect that may or may not ever actually matter in a game. With those bonuses, the ooze totem could very well kill anything before his Rush ends, meaning that the penalty is a non-sequiter.

Peterpaulrubens comments on the Corrosive Touch are correct. Do what's already been said, and it'll get a Thumbs up.

Symbiosis gives blindsight (decent), and gives a boost to the lowest physical ability score you have. Now, if it just gave a boost to one of them, that would be a problem, but, since it's only to the lowest one, it sort of balances. Course, the problem you run into is that they're gonna get pretty proficient across the board with that kind of boosting. It's difficult to call, but, it'll get a Thumbs up.

Lash is cool. Thumbs up.

Magikeeper
2010-06-16, 05:45 PM
Can these variant rages be swapped for Whirling Frenzy?

Anyway, Exhausted is okay IMO. Remember that barbarian fatigue only lasts until the end of the current encounter. I imagine ooze exhaustion works the same way?

Hydra: Wait, from the sound of it Hydra strikes is in addition to TWF. If that is not correct, I think it needs to be reworded. If it is correct, then it is worded just fine.

Depending on how amazing the first ability is, the 5th level hydra ability could stand to be +2 per attack.

Bear: Greater Grip and Steely Grip are the same ability?

Grey Render: It’s okay. I think it needs another ability that involves the bonding nature of a gray render. That is what sets it a part from similar totems. I worry about the totems being too much like each other.

Buelette: This is indeed bland, and it doesn’t have to be. Why no jumping or surprising type moves?
I think Scent should be replaced with 30ft tremor sense and the tremor sense should be replaced with some kind of jumping related ability.

Example:
Diving Claw: The Buelette Totem barbarian can make a free attack against any opponent within reach while jumping. This attack does not count as a charge, even if the barbarian is charging while jumping. The barbarian can use this ability once per round per 3 class levels, and can use this ability multiple times during the same jump as long as he has uses left.

^ The no-charge line is very important as it clears up a number of issues.

The second level ability could be… leap of the heavens plus?

Leap of the Earth Hunter: When making a Jump check, the DC for the check doesn't double if the barbarian fails to move 20 feet in a straight line prior to jumping. Furthermore, the barbarian gets a +4 bonus to jump checks.

^I chose +4 because a normal barbarian gets a +4 bonus to jump checks from his increased movement speed. Right now a Buelette totem barbarian is worse at jumping than a normal one.

Finally, the last ability could let you make jump checks from 5ft below the surface.


Edit: Huh, dive is a synonym for jump? Interesting, so "Diving Claw" could be an ability name. :D
Edit 2: Eh, the 30ft could be 20ft + 10ft per three class levels. (4,7,10,13,16,19).

Admiral Squish
2010-06-16, 05:58 PM
Oh, thank you! Jesus, I was up for hours just finding these pics.


Bulette Totem
Noted on the burrow speed, and I'll go re-remove the NA limiter.


Grey Render Totem
Well, I'm not sure, but I think armor spikes would count as a light weapon. Generally speaking, a grapple build will probably have those anywho.


Hydra Totem
Well, two-handers don't need the help, really.

It does, but then boar is focused completely on defense. I wanted hydra to be more offensive with a strong healing to help back him up.


Kraken Totem
Indeed, I though throwing on 'true' reach without geting magic involved was just too much to justify. I think this is a good compromise.

What would you recommend for 'umph'?


Ooze Totem
The Armor bonus got kidnapped directly out of the 'defense bonus' variant, specifically the barbarian column.

Hmm.. Maybe it deals acid damage to the character while in the rage? I could see that instead of tapping into 'reserves' it physically is consuming him to fuel the rush of energy.

Noted.

I was similarly concerned. I figured this way it wouldn't break anything, but it'd still be a helpful boost.

Also, Otyugh is up.

Admiral Squish
2010-06-16, 06:24 PM
Hmmm... I'd say, if you really wanted to, but it would definitely interfere with a bunch of them. Like owl totem.

Yup.

A first-level character with a pair of daggers would be able to attack four times, at a -4 penalty.

Oh, I renamed it and forgot to correct for it.

Well, there are... *counts* thirty-three totems at this point. There is only so much I can do. But yeah, I could do something more about that. Let's see...

I really don't understand why a bulette is jumping at all. Realistically, a heavy quadruped with all that armor shouldn't be able to get off the ground. Those leg joints are arranged all wrong, they'd be no good for supporting that kind of weight. I might be able to see rearing up but jumping all four legs clear of the ground and having them all usable for attack? It seems silly.

So, basically, you want the entire class focused entirely on the jumping aspect, not the hunting, or the armor, or the digging, or anything else, just the jumping. I've got four levels to work with here. there is only so much I can cram into one class.

Magikeeper
2010-06-16, 06:35 PM
Buelette: My suggestion covers digging, jumping, and tremorsense. Your current version covers sensory abilities, armor, and digging. What? I think you are overreacting to my suggestion here.

Then we move on to the fact that the current version isn't interesting in combat. It fights like a barbarian with a tiny increase in armor bonus over normal armor. It gains scent, which is fun, it gains tremorsense, which is good for burrowing but otherwise overlaps with scent, and that's it.
Edit 2: And the digging itself, which is awesome but very annoying without an ability that promotes NOT HIDING UNDERGROUND.

Edit 3: I see it is now a natural armor bonus. The ability is now good. Could we swap the scent with the tremorsense and have a combat ability as the level 3 though? Something that says "landshark"? That's why the buelette could jump - because it is a magical beast that was created to feel like a shark, only on land.

Admiral Squish
2010-06-16, 06:49 PM
Then we move on to the fact that your version isn't interesting in combat. It fights like a barbarian with a tiny increase in armor bonus over normal armor. It gains scent, which is fun, it gains tremorsense, which is good for burrowing but otherwise overlaps with scent, and that's it.
Edit 2: And the digging itself, which is awesome but very annoying without an ability that promotes NOT HIDING UNDERGROUND.
You gave me abilities for two, three, and five. your version had tremorsense and jumping, but no burrowing or armor.

As for interesting in combat, a standard barbarian, with no bells and whistles, can be pretty fun and interesting in combat. As for natural armor, +10 is hardly 'tiny', first off. Secondly, that stacks with other armor, so it does make quite a difference. I can understand scent and tremorsense overlapping, but I'm not about to throw out three fourths of the class to make them all jumping-related abilities. I can probably do something with three, but It'll take some thinking.

Magikeeper
2010-06-16, 06:52 PM
You gave me abilities for two, three, and five. your version had tremorsense and jumping, but no burrowing or armor.

As for interesting in combat, a standard barbarian, with no bells and whistles, can be pretty fun and interesting in combat. As for natural armor, +10 is hardly 'tiny', first off. Secondly, that stacks with other armor, so it does make quite a difference. I can understand scent and tremorsense overlapping, but I'm not about to throw out three fourths of the class to make them all jumping-related abilities. I can probably do something with three, but It'll take some thinking.

You missed my edits. I see the armor stacks now.

And my 5th was an addition to burrowing. As in, add the ability to jump from 5ft below the surface. How does that make any sense without giving a burrow speed? I think I failed to convey that.

Admiral Squish
2010-06-16, 07:04 PM
Why would you need to make a jump check from 5 feet under? As soon as you surfaced, you could likely make the same jump check, and easier.

Edit: There, added a jump bonus and a bonus to attack/damage after a jump. Put that in with leap attack and we have some pretty crazy damage.

Rithaniel
2010-06-16, 08:53 PM
Bulette Totem
Well, the newer version of this actually looks partially different.

Getting Tremorsense from the very beginning, but no Scent makes it so that a levitating or flying opponent is invisible to them. Minor power down, there.

Course, you get a bonus if you can jump and cannonball into an opponent. Minor power up, there. New version actually winds up being a lateral movement. Whole class gets a Thumbs up.

As a side note, I think it'd be really cool to be gestalt, and go Bulette totem on one side, and Goat totem on the other (FLYING HEADBUTT).


Grey Render Totem
That's actually fair enough. Thumbs up there.


Hydra Totem
Two-handers can be good, you're right. Of course, when TWF gets a lot of help, while two-handers get none, it soon turns out that the two-handers need to try and get stronger just to keep up.

In that case, you did a good job. This whole class gets a Thumbs up.


Kraken Totem
Not sure about the 'umph'.

One idea would be to be allowed to attack anyone within your reach, even if you're grappling someone.

Or maybe get to attack with any kind of weapon while in a grapple, not just natural weapons, lights weapons, and unarmed strikes.

Maybe you don't take the -4 penalty on attack rolls to attack someone you're grappling.

Pick and choose.


Ooze Totem
Well, dealing acid damage might be a little dangerous. If it's enough damage that the Barbarian, with his d12 HD and +4 con, is gonna notice, then it's reasonable that he might die in the process. You might be better off making it just last less time. Such as 1d4+1 rounds. Course, acid damage is a viable path. A good estimate might be 1d6 acid damage per round that he's been in the rage (first round 1d6, second round 2d6, etc.).

It's true. It's a good bit stronger than most class features around, but it is playable. Not game-breaking or anything.


Otyugh Totem
Ah, sludgeborn and stench over again. Both are good abilities that go ahead and help to define the character. Thumbs up.

Lurk. A crocodile/rat. Sounds like a Otyugh to me. So far this guys strategy seems to be to hide in a spot adjacent to his enemies, wait for them to fail enough saves to be nauseated, then spring the attack and start raging. Good, solid strategy. Thumbs up.

Reaching Grasp. A crocodile/rat with tentacles. Yeah, that's an Otyugh, to the letter. Nice little capstone ability. Makes this guy an excellent solo-er, as he gets his foes nauseated, springs on them, then grapples the ones that survive the initial onslaught. Whole class seems sturdy and reliable. Thumbs up.

Admiral Squish
2010-06-16, 08:53 PM
Okay, problem. Tried to finish scorpion totem, and the first post is officially too long. I'm going to have to do a major round of cut/paste, but I think if I absorb the first post it won't become an issue.

Admiral Squish
2010-06-16, 09:13 PM
Kraken Totem
But he already gets the scaling constrict damage that doesn't need an attack roll, just a grapple.The no penalty to attacking in grapple and the any weapon in a grapple abilities would never get used, because you can deal 6d6+1.5 str damage with a grapple check.

I could see that attack anyone in reach thing, But it'd have to be a light or at the very least one-handed weapon. I sorta picture it as him putting the guy in a headlock and swinging with the other arm.


Ooze Totem
Hmm. I think the scaling self-inflicted damage right off the bat would be too much, especially because you'd be fighting at the same time. Perhaps you can pull off 1d3/1d4 rounds without damage then start taking 1d3, 1d4, 1d6, 1d8... It still scales as you go, but not nearly as fast.

Magikeeper
2010-06-16, 09:30 PM
I think I should explain where I’m coming from better.
Basically, there is a difference between having abilities that are inspired by an animal and having abilities that feel like the animal. An example of a totem that does this well is the spider totem (personal favorite). A spider totem barbarian is not only flavorfully linked to the spider, its abilities promote hunting like one. I think the barbarian totems should work like that – you should feel the animal in combat. People who fight you should be able to use it in a sentence during an IC discussion about your combat style. It’s not a flag you wear on your back! Buelette totem didn’t fight like a Buelette IMO.

------------------
Gray Render:
I like the bodyguard ability, but I'm worried that it is kinda pointless at high levels. Soft cover is only +4 to AC against ranged attacks. It would be interesting if any attacks against the target had a chance of hitting you instead.

-------------

Bulette:

Why can you leave tunnels behind you? That makes the ability super annoying for DMs (because now the entire party can and will burrow everywhere), Buelettes can’t do that, and it is more nonsensical than the feather dance reach thing.

The jump ability is based on a horizontal jump? Could it instead be vertical? 5ft into the air is a DC 20 jump check so that would be fine. You can still combo it with leap attack by jumping 20ft and you would need leap of the heavens to really jump in place. Also note that the jump bonus doesn't rival a normal level 1 barbarian until level 6.

Say, what was the problem with exta attacks for jumping anyhow? I tried to word it to prevent combos with battle jump. Just wondering.

------------------
Ooze

It looks okay at the moment. Ooze totem is kinda playing its own game, but attacking with the style of an ooze would be... mindless :P
I give it a thumbs up.

On the new penalty: What? What is it getting in return for this? The current rage abilities aren't worth taking damage and making the rage weak to even out later abilities doesn't work if you can just swap it for whirling frenzy.

------------------

On two-handed fighting: Why does it need help? It is already the best. TWF requires class abilities to be good. Weilding a weapon in two hands is what barbarians without TWF are doing.

Admiral Squish
2010-06-16, 10:00 PM
Gray Render:
I can do that. Easy. any attack targeted at the ally has a 50% of hitting you instead. Sound fair?

Bulette:

Well, a bulette also doesn't often work with others. The ability doesn't need to be taken directly, word-for-word from the creature.

Why vertical? I mean, it's not like he's going to pop straight up out of the ground like a jack-in-the-box from hell. I think It's more realistic to see a bulette burrowing horizontally, briefly breaching to bite off something's face, and then tunneling back under all in one motion, like a shark breaching the surface to catch a seal. Besides, there's not all that much power in a vertical leap, whereas a horizontal one is most definitely a force amplifier.

The problem was it was getting an extra attack every three levels. He'd have more attacks in a round than hydra by the end at that rate.

Ooze

Well, he does raise a good point. With a high con, it's likely the counterbalance (exhaustion) will never actually show up in a battle. The rage itself is strong due to the three-stat boosting, and it needs something to counter it,something that can't be avoided completely.

Magikeeper
2010-06-16, 10:11 PM
Ooze



Well, he does raise a good point. With a high con, it's likely the counterbalance (exhaustion) will never actually show up in a battle. The rage itself is strong due to the three-stat boosting, and it needs something to counter it,something that can't be avoided completely.

Whirling frenzy gives a flurry-like ability which is usually worth more than +4 con. But if you feel that way I'd go with a speed reduction or non-lethal damage. Not something that lasts long after the combat ends (unless you have cheap healing, in which case it still doesn't matter)

Gray Render: Yeah, that would work.

Rithaniel
2010-06-16, 10:22 PM
Bulette Totem
The leaving tunnels behind part is acceptable. It adds options and versatility to the entire party, instead of forcing the Bulette totem to leave the party behind in order to use it to any real effect.


Kraken Totem
Good point on both accounts.

For the attacking others, it would pretty much make sense to be any weapon you'd be able to use in a grapple. Unarmed Strikes, light weapons, and nautral weapons. That ability would likely work, though.


Ooze Totem
Well, if you don't do it right off the bat, then you'll really not wanna have scale slow. The Bonding Rush is in every way better than a normal Rage. The only difference being what happens when it ends. Rages usually last long enough that you kill everything before that time, and so, to make the negative difference actually matter in a game or even just a combat, you need to make the barbarian simply want to end it early. Setting a tiny ammount of damage after a few rounds of no damage will just be a pin-prick, and it will not stop the Bonding Rush ability from over-shadowing the rage in every facet. If you would say, have it be 2 rounds of no damage, then an appropriate scaling ammount would be 1d8, 2d6, 2d8, 3d6, etc. Keep in mind, the Rush gives +4 con (2 hp per HD), and the barbarian has a likely decent constitution, and d12 HD. He's made to take damage. The only way the Rush is acceptable being across the board better than a normal rage, is if there is a real danger in using it, some form of danger in using it that might weaken you more than it helped you, and a barbarian, who will naturally be built to take damage, is only afraid of large ammounts of damage.

Admiral Squish
2010-06-16, 10:32 PM
Kraken Totem
I'm not sure if the reaching ability would function while in grapple, though.


Ooze Totem
Hmm... Perhaps we're going about this the wrong way. If he has infinite healing via some trick, then damage wouldn't be the answer to dissuade. either way. Perhaps we should try con damage?

Magikeeper
2010-06-17, 12:29 AM
Ooze:

The ability’s main issue is that it is only somewhat better than rage past the early levels. Will >> Reflex at really high levels so normal rage is not without its advantages.

I wouldn't take con damage for an effective +5 to AC at level 13 that came with an effective -3 will +3 reflex. I wouldn’t even take a bunch of 1d8s. At level 20 I don’t think I’d trade the will for free. I mean look at whirling frenzy – it gives you an extra attack along with the reflex and dodge. That’s usually more useful to the barbarian than +4 con. Fort is their high save, after all. The only thing I regret when taking whirling is the loss of the will boost, which ooze loses for less of a benifit at higher levels.

So if a drawback is needed, it should hurt when AC is valuable and stop hurting at higher levels where the AC is less useful and you’re hurting for will. Not sure what that would be.

On the other hand, you could have the rage grant ooze immunities, have it boost will instead of reflex (makes as much more sense), lose the AC bonus, and have it deal a point of temporary con damage each round that first removes the bonus con. That would be worthwhile if the con damage only lasted for 1 hour. Maybe even 1 day.

Maybe even 2 points per round... although that would be rather harsh..

Edit: Not the mind effecting immunity. You could state that the mindless immunities are replaced with the bonus to will saves.

Rithaniel
2010-06-17, 02:38 PM
Kraken Totem
There's not much reason for or against the reach applying to the attacks while in a grapple, really. You could justify it either way. It's more a matter of choice. Kraken gets a Thumbs up, though.


Ooze Totem
Yeah, as was already stated, having damage be the downside might turn out a little dangerous, as, if it's enough for the barbarian to care, it very well might kill the barbarian. The same holds true for the con damage. Of course, indeed, 2 con damage a round would likely be a scary enough ammount to be considered a drawback. The original alternative, though, if you're looking to try barking up another tree, was to make the ammount of time the rush lasts be much shorter than usual, so that the exhausted condition itself is a threat. 2d4+1 rounds might even be short enough (3-9 rounds, 6 on average). As is, there's no honest reason you'd take a normal rage over this.

Admiral Squish
2010-06-17, 03:41 PM
Ooze Totem
Shortened rage would work, but I don't like divorcing the con from the equasion. A healthy person should be more resilient and able to maintain the rage longer. Would just con mod rounds work? Maybe keep the rage limit the same and install a scaling fort save or the rage ends?

Magikeeper
2010-06-17, 03:51 PM
[
[SIZE="3"][U][CENTER][FONT="Impact"]Ooze Totem
Yeah, as was already stated, having damage be the downside might turn out a little dangerous, as, if it's enough for the barbarian to care, it very well might kill the barbarian. The same holds true for the con damage. Of course, indeed, 2 con damage a round would likely be a scary enough ammount to be considered a drawback. The original alternative, though, if you're looking to try barking up another tree, was to make the ammount of time the rush lasts be much shorter than usual, so that the exhausted condition itself is a threat. 2d4+1 rounds might even be short enough (3-9 rounds, 6 on average). As is, there's no honest reason you'd take a normal rage over this.

But any restriction that matters results in the opposite situation. The benefit is pretty small (and at high levels the will boost makes normal rage better). Why would I ever put up with exhaustion? Although high level battles tend to last fewer rounds…. so the shorter duration would matter about the time the AC boost did… I think the current version could be balanced by a shorter duration (1/2 normal) without the exhaustion. Heck, you could even remove the fatigue (oozes are tireless). It’s not like that comes up with most normal barbarians. Definitely not exhaustion combined with a shorter duration. The current ability doesn’t deserve such a restriction.

Rithaniel
2010-06-17, 05:10 PM
Ooze Totem
Actually, downgrading it back to fatigue and having a shortened duration would be a good path, as the fatigue isn't really a threat in the normal rage, and it's an acceptable penalty anyways. As for the actually duration, keeping con in the mix might be risky, as a barbarian is always going to have at least half-way decent con. It might be more advisable to go with a random duration as well, for the matter of making it be a little bit of a gamble. So far the ideas are 2d4+1 rounds, (con mod) rounds, and (1/2 of (3+con mod)) rounds. Then the 'no duration, but make fort saves each round' idea, which could be a viable path. You just have to worry about what to set the DCs to.

LunarWolfPrime
2010-06-17, 07:35 PM
Good Grief what a Totem pop Boom.
All look great, still waiting to see the whale and the scorpion.
Am curious what a Tiger Totem would be like?

Admiral Squish
2010-06-17, 08:03 PM
Ooze Totem
Hmm... DC 15+1/2 barbarian level, +1 for every round you've been in rage? If we go to the saves method, perhaps it should be 1 point con damage and fatigued when it ends? Encourages you not to overuse your rage. Perhaps that would balance an additional +2 will?

I think lion and tiger would be almost identical.

Magikeeper
2010-06-17, 09:46 PM
Ooze Totem
Hmm... DC 15+1/2 barbarian level, +1 for every round you've been in rage? If we go to the saves method, perhaps it should be 1 point con damage and fatigued when it ends? Encourages you not to overuse your rage. Perhaps that would balance an additional +2 will?

I dislike the saves method, although if you went that route I think the save should be a constitution check of DC 7 + 3 per round spent raging. So 7-10-13-16-19-22. That avoids save optimization and basically guarantees the first round. If that is not to your liking, DC 4 + 4 per round would be 8-12-16-20-24. Or DC 5 + 5 per round which would be 10-15-20-25 if you want it to be risky (I assume the save is made at the end of each round).

That fort save of 15+… wow, low level barbarians would have a pretty good chance of failing the first round.

Would that con damage for +will (in addition to +ref?) be temporary like the fatigue, or permanent? If the former, I think it should be 2 points of con damage. If the latter… I’m not sure if it is worth it or not. At high levels I think it would. Just grab a cleric buddy and go to town. At mid levels it means you stick with rage 1/day unless you have that cleric buddy (or Strongheart Vest).

Edit: Say, how about a tortoise totem? Like the ability to move at half speed regardless of terrain or magical impeadment (I.E. freedom of movement without the grapple immunity). Slow and Steady. Or perhaps a Dire Tortoise Totem would be a better idea as that gives you more to work with.

Rithaniel
2010-06-17, 10:29 PM
Ooze Totem
Perhaps DC 10 + (con mod) + (2 per round the rage has continued). That way, first round, at first level, with +2 from a save and +5 from con, you have 60% chance of sticking with it. At level 6, first round, with +5 from a save and +6 from con (assuming str 16, dex 14, and con 16, at level 1), you have a 75% chance of sticking with it. Not only that, but the +2 per round lends to a 10% decrease in chance of sticking with it each round. With this system, there's a chance you might fall out of it first round, which is an acceptable gamble for the increase in overall power. Not to mention that the con mod added into the DC signifies that your body is being driven onwards by a part of itself. Also, with an additional +2 to will saves, you could very well say '2 constitution damage after the end of the rage', that would be finely balanced. Also, Magikeepers idea might be a bit more streamlined. To make that idea be sufficient, however, a good path would be DC 11 + 3 per round. That way, with +5 con in a rage (+3 normal), you have only a 30% chance to fall out first round. At round two, a 45% chance. Round three, 60% chance. Round four, 75%. You'd see a lot of people fall out at rounds 3-4, this way, which, in normal games, is where a combat is usually ending.


Turtle Totem
You should so make it.

Rithaniel
2010-06-17, 10:36 PM
Actually, new point: the guy should at least be garunteed one round of the effect. Make the saves/checks start at round two.

Admiral Squish
2010-06-17, 11:45 PM
Ooze Totem
Good point, I did overdo that a bit. I was intending for people to only make saves after the first round is over, at the start of the next one. For DCs... How about DC 12+2/round rage has lasted? What are the numbers we're looking at there?


Turtle Totem
Huh, tortoise totem... Not sure what to do there. Tough, slow... And what? Definitely gonna get the natural armor.

Magikeeper
2010-06-17, 11:46 PM
Actually, new point: the guy should at least be guaranteed one round of the effect. Make the saves/checks start at round two.

It's less wordy to just have the first check be so low that a pass is basically guaranteed. If you had a con check be 5 * the number of rounds spent in the rage that would be good for any barbarian with a con of at least 14 (You can't critically fail a con check).

--------------
I think Tortoise > Turtle namewise.


Edit: I am ninja'd EVERY TIME! EVERY TIME! I clicked preview changes just to check!

Temotei
2010-06-17, 11:55 PM
Wow. Last time I checked, there was only one post with totems. Nice. I don't even care that some aren't finished. That's still pretty sweet.

The kraken totem introduces constriction damage. I recommend against making another type of damage. Just say "damage" instead of "constriction damage." They essentially mean the same thing, unless there's some prestige class or monster with damage reduction 5/constriction or something.

The peacock totem is unique. I like it. :smallcool:

Magikeeper
2010-06-18, 12:13 AM
Tortoise totem suggestions:
Tortoise Rage: As normal rage, except that your speed is cut in half, the con boost becomes +6, and you are not fatigued at the end.

Fast Movement: Exchange for the unstoppable ½ speed movement?

Uncanny Dodge: Switch for the NA ability (1/2 level)

Trap Sense: Either some kind of stability bonus or extra DR I think.

Improved Uncanny Dodge: How about a variant of the Dire Tortoise's signature ability:

Foresight of the Tortoise* : You may specify an action that you will take and the conditions under which you will take it. This action is treated as a readied action except that you may ready a standard action as a free action. You may only use this ability once per round (although you may maintain the same chosen action without effort), and the specified action must be one that could be performed during a rage.
For example, a Tortoise totem barbarian could say "I use my sword to attack the first person to use a melee attack on me", and then effortlessly maintain the chosen action while going about his day. When his foes jump him 5 hours later he would then get to take his "readied" action.

Edit: It now effects initiative as normal.

Rithaniel
2010-06-18, 12:30 AM
Ooze Totem
Well, it might be better to go with con checks. They're easier to keep in check without too much hassle. If you're scared of the player not understanding what a 'con check' is, just add a side note stating the formula for it (1d20+con mod). As for 12+2/round, at level 1, with +7 fortitude, you have a 25% chance to fall out, round two is 35% chance, round three is 45% chance. You'd likely want the chance to fall out be more than 50% at rounds 3 and up, though. Course, as you raise in level, say, at level 6, with +11 fortitude, first round you'd have 5% chance, then round 2, 10% chance, round 3 20% chance, etc, so, not very proficient in knocking them out. Course, you might want to add in a line saying that saves/checks don't start till the second round, so they don't enter it, then instantly fall out and get fatigued with 2 con damage.


Turtle Totem
Bulette/Dragon natural armor, yeah. Then maybe Mettle and Improved Mettle? Perhaps an ability based off of weight and steadiness (thinking 'Tortoise and the Hare' deal), like, being able to take a full-round action to move your base land speed and be effected by the freedom of movement spell for the round. Maybe have it improve later to become permenant freedom of movement, but that'd be higher level stuff. Bonus hp per HD. Some 'indestructable' effect.


It's less wordy to just have the first check be so low that a pass is basically guaranteed. If you had a con check be 5 * the number of rounds spent in the rage that would be good for any barbarian with a con of at least 14 (You can't critically fail a con check).

Assume the player doesn't know everything. Making the first check not be there, rather than have them roll one they cannot fail, makes for an easier time on their part. (5 x the number of rounds spent in the rage) would still be a good system, though. That way, round two, it's a 80% chance to continue, (with 16 con normally), then, round three, 55% chance, round four, 30%. Good, if a little rapid. If one were aiming for a more risky system that would have the chance to power on through, you'd have something like (DC 3 + (4 x the number of rounds spent in the rage)). That way, using the same barbarian, it'd be, round two, 75% chance to continue, round three, 55% chance to continue, round four, 35% chance to continue, etc.

Admiral Squish
2010-06-18, 11:02 AM
[QUOTE=Rithaniel;8729307]
Ooze Totem
If we go with con checks instead of fort saves, then with +5 con, the same DCs would be at 35%, then 45%, then 55% and so forth. How's that look?



Tortoise Totem
I've never seen improved mettle before. What's it do? Just Imp. evasion for fort and will? Perhaps the rage version would be more defense focused? Let's see... +4 con, +4 AC, +2 to saves? Too much? It does have more defenses, but it gets no strength or any other offensive bonus. Then throw on stability as a replacement for fast movement

For a 3rd level ability... I'm not sure. Bonus HP might work. Magic defenses might be good too. Too many choices.

For 5th... I got nothing. I like the readied ability, but I don't know what it has about tortoises.

Rithaniel
2010-06-18, 11:45 AM
Ooze Totem
Make it go 35%-50%-65%, and you've got it complete.



Tortoise Totem
Yeah, it's Imp. evasion for fort and will.

The +4 con, +4 AC, +2 to saves might be a good route, if a little heavy handed, yet might not matter in all cases. It's strange. For remedying the minor problems there, perhaps make the +2 to saves only be on a single save (Will, most likely), and replace the +4 to AC with a 30% miss chance on attacks that target him. Then you'd be good. (Bonuses to AC might not always matter. A miss chance will)

Perhaps giving (1 bonus hp per HD) at third level, then another (bonus hp per HD) at every third level there-after.

For 5th, make it be Improved Mettle and a side ability. Round it out, and all that.

Magikeeper
2010-06-18, 01:20 PM
Tortoise Totem


For 5th... I got nothing. I like the readied ability, but I don't know what it has about tortoises.

The Dire Tortoise (sandstorm) always acts during the surprise round. I assume the justification for this is because the slow & steady tortoise is always ready and endlessly patient. My 5th level ability was a less OMG version of the Dire Tortoise ability and it rewards forethought and patience, which are traits I could see the barbarians attributing to the tortoise.

Improved mettle is much weaker than improved evasion. This is because most fort/will saves with a partial effect do not deal damage with the main effect. It will almost never come up. What, maw of chaos? Some psionic powers (if they choose to target fort)? Mettle is sufficient for your will/fort needs.

Edit: Would improved mettle even work against Maw of chaos? Improved Mettle also has the issue of being confusing...

Admiral Squish
2010-06-18, 10:43 PM
Ooze Totem
I think that's a little steep, honestly. You you're likely to fall out by 4th round, compared to ~8 rounds of normal rage. I think 12+2/round should be fine for play purposes.



Tortoise Totem
The problem of the 30% miss is, while it is mechanically strong, it doesn't really have much to do with tortoise. Perhaps it should just be an untyped bonus, or have a special caveat that you don't lose it when flat-footed? It's kinda based on a tortoise in it's shell, pulling vulnerable points in at lightning speeds.

I'm concerned that if the players play the game the low-op way, they will find the ability too powerful, and if they play it high-op, then it's not going to be very useful at all.

How about something else on 5th? Magikeeper does bring up a good point, just putting mettle in there would be pretty good, and 5th needs to be more... iconic.

Temotei
2010-06-18, 10:48 PM
Tortoise Totem
The problem of the 30% miss is, while it is mechanically strong, it doesn't really have much to do with tortoise.


Tortoise TotemYou could always fluff the miss chance as the shell blocking attacks. "Missing" isn't always defined as missing.

Thirty percent miss chance is too high though, most likely.

Magikeeper
2010-06-19, 01:21 AM
Tortoise TotemI thought my ability was iconic, and it would be quite fun in high-op. Not sure about Low-Op, don’t really play anything close to it. A tortoise totem that never mentions patience is somewhat strange.

Another ability.. um… if level 2 was mettle perhaps level 5 could be one of the following:

--
Stature of the Tortoise: While raging, a 5th level or higher Tortoise totem barbarian can choose to ‘take 10’ on any one d20 roll per round. This includes attack rolls and saving throws.

--
Eternal Patience: Whenever a 5th level tortoise totem barbarian misses an opponent he gains a +2 circumstance bonus to hit that opponent until he succeeds with an attack or until 10 minutes pass. This bonus is cumulative.

Whenever the barbarian fails at a skill, ability check, or an opposed roll he receives a +2 circumstance bonus to succeed at that task until he succeeds, regardless of how much time passes. This bonus is cumulative, but the total bonus cannot exceed twice the barbarian’s class level. The task must be for the exact same purpose. For example, failing to out-grapple a squid would not grant a bonus against a shark or even against a different squid.
--

^Effectively two different abilities, it might be better to give them both a different name and to give the Tortoise totem two 5th level abilities. I think it is better for the attack bonus to be limited by time and the skill bonus to simply have a cap. I imagine it working better IC like that. I think the second ability is more important than the first as it feels the most iconic to me.

Admiral Squish
2010-06-19, 08:13 AM
Tortoise TotemThe thing is, Temotei, there's no guarantee a turtle totem barbarian will be carrying anything that could be fluffed as a shell. They probably won't, to be honest.

Actually, magikeeper, the 2nd ability was going to be the NA off the dragon or bulette totem, and, for reference, I was referring to the HP bonus ability being useless or too strong.

Hmm... Take 10 ability could work. perhaps 1/rage for every three levels.

Those two aren't really different enough to even warrant two paragraphs, let alone two entries.

So far it's looking like this:
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Iron Shell Guard 1/day, stability
2|+2|+3|+0|+0|Natural armor
3|+3|+3|+1|+1|?
5|+5|+4|+1|+1|?
[/table]




Does anyone have any ideas about the totems that aren't done yet? Scorpion, Shadow, Triceratops, Tyrannosaur, Whale, and Worm.

Also, I'm not having much luck finding pics for tyrannosaur, tortoise, or a decent pic for triceratops.

Admiral Squish
2010-06-19, 10:36 AM
Whoo, creativity! Scorpion, shadow, and triceratops are done. I'm worried about shadow, though. It's almost entirely magical in nature.

DragoonWraith
2010-06-19, 10:42 AM
Well, I mean... natural animals have plenty of things humans don't - claws, fangs, wings - but people still venerated them as totems and emulated them in combat. A Shadow Totem Barbarian is no less capable of level drain than a Eagle Totem Barbarian is capable of flight. It's about inspiration more than anything else.

Admiral Squish
2010-06-19, 11:24 AM
Well, I mean... natural animals have plenty of things humans don't - claws, fangs, wings - but people still venerated them as totems and emulated them in combat. A Shadow Totem Barbarian is no less capable of level drain than a Eagle Totem Barbarian is capable of flight. It's about inspiration more than anything else.

Well, that's why I'm concerned. It CAN do those things. Well, not level drain, but it's still definitely magical in nature, which I worry is going too far.

Also, we have a whale totem.

DragoonWraith
2010-06-19, 11:36 AM
How long does Fade last? Doesn't seem to be mentioned.

I worry about that more because incorporeality means being able to go through solid stuff, which is problematic. Maybe some limitations on that? Extended invisibility at level 1 is also really good. I dunno. It looks like the ultimate Rogue dip.

Also, they can become incorporeal but can see ethereal? Those aren't the same, are they?

Rithaniel
2010-06-19, 11:51 AM
Ooze Totem
Fair enough. With the new version of Bonded Rush, the ooze totem is still a little strong, but, it gets a Thumbs up, overall.



Tortoise Totem
There is no garuntee that the tortoise barbarian is going to be carrying anything that would even increase his AC, if you're agrueing that. In fact, there is no fluff explination for the vast majority of things that you are having the totems already do, if you are argueing that the turtle wouldn't have a way to have a miss chance. There isn't event a garuntee that the Snake totem was ever trained in how to handle a whip. It's advisable to have an arguement be able to hold up under scrutiny.

For your original draft of Iron Shell Gaurd, the turtle was getting too little, and it was weak. No lie there, it was weak for it's overall goal. With the ability to take 10 on a d20 roll at some point during it's effect built in, though, you might remedy that.

If you're afraid of a decent buffer of hp points, then just cut it in half, or even in a third (a flat bonus is never gonna cut it: just look at the Toughness feat). (1 hp per 2 HD) or (1 hp per 3 HD), perhaps.Course, your point is understandable.

As for imp. mettle. It's real power lies against effects that kill, but still have a reduced effect. Against those things, you'll never die..

As for the +2 ability when you fail. It's only real value is when you have failed at something, which is something no one wants to do.It's a little difficult to get behind, for that reason.


Scorpion Totem
Tail and Claws is interesting. What book are those weapons from? If they're good weapons, then that ability gets a Thumbs up.

Guillotine Grip is cruel. Likable and easy to see where the style is going, of course. Strong Thumbs up.

Tremorsense. Hooray. Very nice. Thumbs up.

Spider Venom ability. Awesome, awesome, awesome. Cements the character in place. The whole totem here gets a Thumbs up. Congratulations.


Shadow Totem
Now, Fade is incredibly, incredibly powerful. It grants immunity to melee attacks from non-magic weapons (who has a magic weapon at level 1?), and a flight speed. A flight speed at perfect maneuverability, at that. That is overwhelmingly good. Too much so, in fact. Some advice would be to add a clause that states that a weapon doesn't need to be magic in order to hit them, and to make them unable to move more than 5 feet from the ground with their flight speed (flight is an incredibly awesome ability, for anyone). These restrictions could likely be removed at later levels, but not having them be there at all at level 1, is overkill.

Death-spurned is neat. Give some energy resistance, and permenant see invisibility. Thumbs up.

Darkstride on top of fade? Sure, the guy could go incorporeal without using a usage of fade, but, it seems a little redundant. Still, nothing wrong there, as the ability doesn't have any offensive powers, and it's just 'wandering around all incorporeal-like'. Thumbs up.

Endless Night is odd. Would the guy be permenantly in shadowy illumination? Or are there higher levels of illumination than 'normal', 'shadowy', and 'dark'?

So, the guy with the 50% miss chance that comes with being incorporeal, has a miss chance when in shadows, as well as the miss chance the shadows grant? Most DMs tend to make miss chances over-lap, and not make a person roll for each individual one. So, this is a lot of redundancy.


Triceratops Totem
Woo, tower shield powers. Enough to make you considered to be two-handing a greatsword and still have a tower shield up. Reminiscent of a certain kind of monkey grip character, in a way. Thumbs up.

Improved Bull Rush. Feat. Hoorah. Thumbs up.

Charging damage brutality. Good ability, nothing wrong. Thumbs up.

Oh, now Horned Guard is a brutal ability. If the opponent misses they get punched in the face. That's awesome ability. This whole totem gets a solid Thumbs up.

LunarWolfPrime
2010-06-19, 09:11 PM
Wow they all look good to me.

Ok time for me to toss my hat in the ring again.

Worm: Tremor sense, Burrow speed, Regen, and some thing to mimic the flexibility of the worms body.

Tortoise: Give it the shield trick of the Triceratops and a Nat AC bonus like the Bullet, but no spike trick. Maybe a special rage. Maybe a bite atk. Stability maybe.

Cardea
2010-06-19, 11:03 PM
Howdy. Really love what you've been doing with this.

My two cents on the Worm Totem Barbarian:
- Possibly give it some Natural Armor, advancing in a way similar to a Monk's bonus to AC.

- Give it a burrow speed. Perhaps make it similar to the Ape Totem's climb, where it is half of base land speed, then later full base land speed.

- Give it some sort of bite attack, that may or may not stay while out of rage, but definitely staying while enraged.

- Figure out if you're going to be basing it off of Purple, Frost or some other form of Worm, then figure out abilities off of that.

-- If Frost, give it some cold resistance, darkvision and possibly something that mimics the Trill ability.

-- If Purple, give it some form of Poison with above mentioned bite attack, tremorsense and a bonus to grapple.

Admiral Squish
2010-06-19, 11:08 PM
Tortoise Totem
True, but then, there's no gaurantee anyone would be wielding the weapons intended for the class. A triceratops has no need to wield a shield if he doesn't want to, but that's what they get bonuses to, so... Perhaps I should just include bonuses for shields.

I'm not sure how a 30% miss chance on attacks is any different mechanically from a +6 dodge to AC. I mean, other than flat-footed situations. And I doubt you'd have rage up in a flat-footed situation anyways.

I think the third level ability will end up being something like 1/rage/3 levels you can take 10 on a single d20 roll.

I still need a 5th ability, though.


Scorpion Totem
Races of Eberron. One's a cross between short sword and dagger and the other is a spiked chain, but it has slightly less damage, a 19-20 crit, and deals slashing.


Shadow Totem
Ooh, didn't consider that one. Good point. I'll have to come up with the wording on the clause, though. Might be a little convoluted. What levels would you recommend fading in the abilities?

I thought it was sunlight, normal, shadowy, then dark. But I could just say shadowy illumination.

Good point, again, but this is a more passive ability. I suppose now that I really look at the lighting and concealment, I could probably snowball the effects of this into the 3rd level ability. Ideas for a 5th?


Worm Totem
I was going to give it the bulette NA bonus, but I'm not sure if a full burrow speed is too broken or if I should leave it at half like I did with the bulette.

No bite. I refuse to give any ability that would actually alter the barbarian's physiology in a way like that.

I was intending to base it off the purple worm, because trill is just WAAAAAAY too powerful to emulate.

But yeah, grapple, tremorsense... the works.

Also, how did the whale totem look?

EDIT: Worm and tortoise totem be done, or at least initially done.

Admiral Squish
2010-06-20, 02:28 PM
There. Tyrannosaurus and Vampire done, too.

Anyone else got ideas? Oh, and I still need help with quotes!

Elemental totems?
Demon/devil totems?
Celestial totem/s?
Fey totems?
Plant totems?
Maybe some kind of renegade mastermaker knock-off for a construct totem?

Honestly, I'm having a LOT of fun with this, I'm not looking to let it end just yet.

Lix Lorn
2010-06-20, 05:14 PM
How about a global elemental totem? What I mean is, you can pick any element from it and just base the elements from that.
Of course, how much you can do that isn't supernatural...
some sort of ability similar to the Dragon Totem? Kindof magic, but not much?

Chainsaw Hobbit
2010-06-20, 05:39 PM
I want to see the SWARM TOTEM!

Admiral Squish
2010-06-20, 05:53 PM
How about a global elemental totem? What I mean is, you can pick any element from it and just base the elements from that.
Of course, how much you can do that isn't supernatural...
some sort of ability similar to the Dragon Totem? Kindof magic, but not much?

I think the magic rule has to be relaxed in regards to creatures with undeniably magical natures. I mean, dragon's ability is definitely supernatural, but it still fits in. The shadow totem is definitely magical, but it's base is an undeniably magical creature. A bulette or a worm, though, neither of those strikes me as magic, just not-real beasts.


I want to see the SWARM TOTEM!

Well, you get a rat swarm animal companion from rat totem...

Rithaniel
2010-06-20, 06:09 PM
Tortoise Totem
Well, seems you've got it up, so, I'll go ahead and reveiw it. (As a side note, 30% miss chance is essentially +6 to AC, yes. Then again, if your opponent has +35 to attack, and you have AC 10, +6 to AC will still result in you getting hit on every attack other than one that comes up as a 1. Now, this is an extreme example, but it paints the point pretty well that a miss chance is actually a good bit better than a bonus to AC, as a miss chance will almost always matter, and a bonus to AC has a much better chance to not matter.)

Iron Shell Gaurd makes for a very mean defensive ability. It's strong enough all the way around, in fact, to almost make up for the lack of offensive ability. The +4 bonus to resisting special attacks is a nice little additional boost to make it noticable. Thumbs up.

Shell of Steel is interesting. Makes for a real ammount of AC. Thumbs up.

Nat armor. Cool. AC of the heavens in this class. Thumbs up.

Slow and Steady adds some versatility and awesomeness to the class. Really helps get across the 'turtle' feel, too. Thumbs up.

Mettle as a cap. It's true, it's a good ability, and always makes one think of a turtle. Tortoise totem gets an all around Thumbs up. AC will not be a problem for these guys, of course.


Shadow Totem
You could replace the 5th level ability with them having the restrictions on their fade ability getting peeled back. That would earn a Thumbs up, easily.

Shadowy illumination would work there.


Worm Totem
Impr. Grapple. Hooray for feats. Thumbs up.

Nat. Armor. Very nice. Thumbs up.

Tremorsense gives them a nice little bubble of awareness. Thumbs up.

Then a Burrow Speed. Idk, for some reason this is really reminiscent of the original Bullete totem. the Bullete totem has been changed a good bit since then of course, so, nothing wrong in that respect. Thumbs up to the wurm.


Whale Totem
Swim speed that upgrades later on. Very nice, obviously an underwater totem. Thumbs up.

Whale Road allows for this guy to swim an entire marathon while underwater. The ability lacks any real combat usage, but there is nothing wrong with it. Thumbs up.

Deep Adaptation is very nice. Freaking blindsight out to 10 feet. Very nice punch to clear this barbarian up into the 'strong' region. Then, he gets the ability to hold his breath a very long time. This would be good. Of course, there's also the matter of getting to a certain depth, getting the bends, and crushing water pressure. A whale can survive these things. Perhaps allowing the Whale totem at least resist them would help to cement the class in place. Perhaps immunity to atmospheric pressure at 5th level. The Deep Adaptation ability gets a Thumbs up, but the entire barbarian is a little lack-luster right now, so it won't get one as a whole, yet.


Tyrannosaurus Totem
Glad you found a pic for it, dude.

Roar of the Tyrant is the Lion's roar. Nothing wrong there, per say, it's a good ability. Just pointing that part out. Thumbs up.

Elephant's charge bonuses - the bull rush bonus. Another ability from another totem, but, a little less 'shiney'. Still, Thumbs up.

Now, Terrible Fang is awesome for making this totem stand out on it's own. Not to mention that he has normal rage, allowing this ability to stand out pretty strongly. Up till this point, it had been a pretty colorful and interesting-to-read hodge-podge, but had still been a hodge-podge. With this ability, it stands out pretty well on it's own. Thumbs up here.


Vampire Totem
Huh, vampires, neat choice. Bloodscent is scent with a neat little ability (isn't that deathwatch?) built into it. A little bit of a strength boost for 1st level, but, it's unique and good. Thums up.

Footsteps of the Dead is a pretty wide skill boost. The widest out of all of the totems, in fact. Course, a good few of those skills aren't barbarian class skills, so, while being on the 'stronger than usual' side, this ability will get a Thumbs up.

Ah, Feast of Blood reminds me of the Bear totem. Good ability, lacks any real synergy with the other class features that the Bear totem had, but a good ability. Thumbs up.

Horrid animals? Where are they from? Good ability, though. Interesting capstone. Overall the class is a little splayed across multiple facets, but, there's nothing wrong with that. The character could optimize themselves into any particular direction with this class.

As for new totems, you could do Camel totem, Toad totem, Salamander totem, Squirrel totem, maybe a series of new 'underwater' totems, like Crab totem, Eel totem, Octopus totem, Narwal totem, and Seal totem. Elemental totems would be cool, and plants would be interesting as well (Shambling Mound totem, Treant totem.). You might run out of room eventually, though.

As for the quotes, post a list of totems you still need quotes for, see what people come up with.

Lix Lorn
2010-06-20, 06:48 PM
As for new totems, you could do Camel totem, Toad totem, Salamander totem, Squirrel totem, maybe a series of new 'underwater' totems, like Crab totem, Eel totem, Octopus totem, Narwal totem, and Seal totem. Elemental totems would be cool, and plants would be interesting as well (Shambling Mound totem, Treant totem.). You might run out of room eventually, though.
I like Salamander totem. But, due to playing Warhammer, I want to see them spit fire. (Smile)
...
GIANT BOMBADIER BEETLE TOTEM!

Temotei
2010-06-20, 06:52 PM
Manticore totem would be kind of cool.

Aboleth totem? Tendriculos totem? Assassin vine totem?

Admiral Squish
2010-06-20, 06:56 PM
Shadow Totem
That works, yeah. Consider it done.


Whale Totem
I'm not sure exactly where those rules are hiding, because I can't see them, unfortunately.


Tyrannosaurus Totem
so am I! The next best thing was going to end up being Conan on a terribly-drawn fake-looking T-rex head.

Yeah, but a little renaming never hurt anyone, and I dare you to stand in front of a roaring T-rex and not wet yourself.

Actually, elephant's bonus was just damage and bull rush. This is attack and damage.

Not too powerful? doesn't break 2-Handers?


Vampire Totem
Mostly deathwatch, but I gave it an action, made it single target only, and added/edited a couple categories.

Yeah, I just stole the list directly off the 'vampires get +8 to...' part of it.

Well, it does give you temp HP.

The Horrid template is basically dire+. It's from the ECS.

Aboleth Totem: Swim speed... hypnosis? Not sure.
Camel totem: Eh... Endurance and what? I got nothin.
Toad totem: ...Is this another bunny totem?
Salamander totem: The magical kind or the amphibian kind?
Squirrel totem: Might be fun, climb speed and ridiculous reflexes.
Crab totem: Natural armor, some claw-based ability. Might be cool.
Eel totem: Something about flexibility. Not sure what exactly.
Octopus totem: I think Kraken more or less covers it.
Narwal totem: Eh, narwhals are cool, but if I'm going to do any predatory whale, it'll be an orca.
Seal totem: Also could be fun. Not sure what it'd do, though.
Elemental totems: Now, I was considering an omni-elemental with paths, but they're very different things and I don't think that would properly express their differences.
Fire: What do you think I'd do with fire? BURN, BABY!
Water: Fluidity of some kind, maybe healing?
Earth: Natural armor, strength, maybe meld into stone for a 5th?
Air: I'm thinking something like that 'scorn earth' ability from that one psionic PRC. Not much else is coming to mind. Maybe speed.
Shambling Mound totem: Would probably turn out a lot like a landbound kraken. Maybe something involving the lightning, probably hide.
Tendrilicious totem: Probably very similar to shambling mound.
Treant totem: sunder-based? Bonuses to hide? maybe some minor plant control ability, like entangle.
Yrthak: Blindsight, maybe even at the expense of their normal eyes? Sonic attack, perhaps.
Unicorn: Lancer. Maybe some lay on hands ability?
Demon/devil totem: Perhaps smite good? some fire-and brimstone pyrotechinics?
Celestial totem: This seems like it might end up like a paladin in flavor.
Construct Totem: Should I base this in golems or just more broadly over all constructs?
Manticore: Perhaps a more in-depth eagle totem.
Chimera: Could be cool. NO idea what to do, but...
Assisn vine: Nah, it's probably going to get balled in with the tendrilicious and the shambling mound into some sort of 'vine' totem.
Fungus totem: Spores! Spores everywhere!


As for running out of room, my math says I have another 25 or so before I have to absorb ANOTHER post into this, more or less depending on character count of each. I'll probably run out of subjects by then.

Also good idea. Let's see...

Quote-needing list:
Bulette
Gray Render
Hydra
Kraken
Ooze
Otyugh
Peacock
Scorpion
Shadow
Shark
Tortoise
Triceratops
Tyrannosaurus
Vampire
Whale
Worm

Lix Lorn
2010-06-20, 07:02 PM
...could we quote X3 for Triceratops?
'Donchoo know who I am? I'm the juggernaut, bitch!'
'Juggernaut', a Triceratops totem Barbarian, shortly before headbutting a castle. He won.

Also, I wanted fire-spitting salamander plz. XD

Admiral Squish
2010-06-20, 07:05 PM
...could we quote X3 for Triceratops?
'Donchoo know who I am? I'm the juggernaut, bitch!'
'Juggernaut', a Triceratops totem Barbarian, shortly before headbutting a castle. He won.

Also, I wanted fire-spitting salamander plz. XD

Might need a little editing, but it could work.

Don't worry, I'll be sure to make firey salamanders.

Lix Lorn
2010-06-20, 07:28 PM
I live to serve.

(Squee, hugs)

LunarWolfPrime
2010-06-20, 07:28 PM
Good lord man, we missing any?

Fable Wright
2010-06-20, 07:29 PM
Fungus Totem:


{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Growth 1/day, Spore
2|+2|+3|+0|+0|Regeneration
3|+3|+3|+1|+1|Decompose
5|+5|+4|+1|+1|Replicate
[/table]

Growth: A fungus totem can choose to enter a growth state 1/day. In this state, they get +2 str, +2 con, and Fast healing 1, powerful build, and a -4 to AC. FOr every enhancement, the character gains an extra +2 to str and con, and an extra point of fast healing. This lasts a number of rounds equal to 3 + con modifier, after which the barbarian is fatigued.

Spore: as a free action, every 1d4 rounds, the totem barbarian can release spores that deal 1d4 points of damage to everyone, friend or foe, within 5 ft. This increases by 1d4 points of damage every 3 levels. Everyone hit by the blast is entitled to a DC (10+class level + con. modifier) reflex save for 1/2 damage.

Regeneration: A second level totem barbarian can attach a severed limb back to the stump to reattach the limb. The totem barbarian also gains the effect of the faster healing feat (complete warrior)

Decompose: A 3rd level barbarian can decompose a dead body, regaining hit points for doing so. A fungus totem barbarian can choose to take a full-round action to start decomposing a body. Decomposing the body heals the barbarian 1d4 hit points for every round he decomposes. He can continue decomposing a body for a number of rounds equal to the body's HD. This need not be continuous.

Replicate: A 5th level totem barbarian, while during growth, can choose to make a replicate attempt instead of a spore attack as a free action. When the fungus totem barbarian replicates, the barbarian halves his remaining health. The replicated fungus totem barbarian has hit points equal to hit points lost using this ability. The replicated fungus totem barbarian has the exact same statistics as the original fungus totem barbarian, and they have the same initiative. Every round, the replicated fungus totem barbarian must make a concentration check (DC 10 + 2x (the number of rounds passed since the replicated barbarian was created.) They may take 10 on this check, even if stress or other situations would prevent them from doing so. When they fail the check, the replicated creature dies, and the totem barbarian does not regain the lost HP, but may fully decompose the body of the replicated barbarian as a standard action, gaining 1d4 HP back per 2 HD of the barbarian. The barbarian may replicate as many times as they want while in a growth, but any replicated barbarians who replicate automatically have the DCs for each replicated barbarian (the one just made and the one who replicated) increase by 5. Replicated barbarians appear adjacent to their creators.

Admiral Squish
2010-06-20, 07:33 PM
Oooh, more random ideas!

Beholder: Pyew pyew!
Dryad: Commune with nature and all that stuff.
Etheral X: Not sure how to justify it in my brain, but...
Giant: Big, extra strength, yadda yadda...
Medusa/gorgon: Obvious.
Nymph: Maybe a chance to make a real cha-based totem.
Rust Monster: Obvious. Probably sunder-based mechanism.
Swarm totem: Think this guy. (http://2.bp.blogspot.com/_24cqX_PK44E/Sgz-LwxIDdI/AAAAAAAAACE/cgOS3PSZIBY/s400/Aburame_Shino____.jpg) Might require making first-level capable swarms.


Maybe I should produce some arctic/desert totems? frostburn or sandstorm beasties.

...You know, I might have to shift threads just to hold all these. Reserve the first three or four posts and just move everything over.

Lix Lorn
2010-06-20, 07:40 PM
'What have you done, man? WHAT HAVE YOU UNLEASHED?!'

Admiral Squish
2010-06-20, 07:44 PM
Blame that lunarwolfprime guy. This was just going to sleep dead in my homebrew forever, then he asked for more. And HERE WE ARE.

LunarWolfPrime
2010-06-20, 07:46 PM
I am sorry, I did not expect this.

Lix Lorn
2010-06-20, 07:47 PM
Hee. <3
This is too awesome to leave to die.

Admiral Squish
2010-06-20, 07:47 PM
I am sorry, I did not expect this.

Sorry? Hell, I'm having the time of my life! :smallbiggrin:
Nothing like rampant, unchecked creativity to get me interested.

It's like being the juggernaut of awesome homebrew!

LunarWolfPrime
2010-06-20, 07:54 PM
Oh good, um ok I am surprised no one has done tiger yet and since we are doing magic beast
Winter Wolf
Worg
Tarrasque
Girallon
Barghest
If your gonna go demon add some based on specific archetypes
succubi for ex.
I know its a odd but interesting idea.

Fable Wright
2010-06-20, 08:03 PM
Fungus Totem:


{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Growth 1/day, Spore
2|+2|+3|+0|+0|Regeneration
3|+3|+3|+1|+1|Decompose
5|+5|+4|+1|+1|Replicate
[/table]

Growth: A fungus totem can choose to enter a growth state 1/day. In this state, they get +2 str, +2 con, and Fast healing 1, powerful build, and a -4 to AC. FOr every enhancement, the character gains an extra +2 to str and con, and an extra point of fast healing. This lasts a number of rounds equal to 3 + con modifier, after which the barbarian is fatigued.

Spore: as a free action, every 1d4 rounds, the totem barbarian can release spores that deal 1d4 points of damage to everyone, friend or foe, within 5 ft. This increases by 1d4 points of damage every 3 levels. Everyone hit by the blast is entitled to a DC (10+class level + con. modifier) reflex save for 1/2 damage.

Regeneration: A second level totem barbarian can attach a severed limb back to the stump to reattach the limb. The totem barbarian also gains the effect of the faster healing feat (complete warrior)

Decompose: A 3rd level barbarian can decompose a dead body, regaining hit points for doing so. A fungus totem barbarian can choose to take a full-round action to start decomposing a body. Decomposing the body heals the barbarian 1d4 hit points for every round he decomposes. He can continue decomposing a body for a number of rounds equal to the body's HD. This need not be continuous.

Replicate: A 5th level totem barbarian, while during growth, can choose to make a replicate attempt instead of a spore attack as a free action. When the fungus totem barbarian replicates, the barbarian halves his remaining health. The replicated fungus totem barbarian has hit points equal to hit points lost using this ability. The replicated fungus totem barbarian has the exact same statistics as the original fungus totem barbarian, and they have the same initiative. Every round, the replicated fungus totem barbarian must make a concentration check (DC 10 + 2x (the number of rounds passed since the replicated barbarian was created.) They may take 10 on this check, even if stress or other situations would prevent them from doing so. When they fail the check, the replicated creature dies, and the totem barbarian does not regain the lost HP, but may fully decompose the body of the replicated barbarian as a standard action, gaining 1d4 HP back per 2 HD of the barbarian. The barbarian may replicate as many times as they want while in a growth, but any replicated barbarians who replicate automatically have the DCs for each replicated barbarian (the one just made and the one who replicated) increase by 5. Replicated barbarians appear adjacent to their creators.


What do you think?

Admiral Squish
2010-06-20, 08:07 PM
Oh good, um ok I am surprised no one has done tiger yet and since we are doing magic beast
Winter Wolf
Worg
Tarrasque
Girallon
Barghest
If your gonna go demon add some based on specific archetypes
succubi for ex.
I know its a odd but interesting idea.

Winter wolf: Really, very similar to wolf. The only difference is it's bigger and has a breath weapon. I don't think it gets it's own totem.
Worg: Same.
tarrasque: Big T totem is just asking for trouble. Too many abilities, and all way too powerful.
Girallon: See ape. Maybe give it rend instead of beat your chest.
Barghest: The only real signature ability is shapechange and the feeding, but the feeding mechanism wouldn't work for a PC.
As for demon and devil, that was the plan, actually. The only hard part is picking the demons out of all those ones available.

Oh, and DMof darkness, that's a pretty darn good base, but I get the feeling you haven't looked over the power level or arrangement of the other totems.

Fable Wright
2010-06-20, 08:14 PM
yeah... 8 pages is alot to go through, and there were alot of options for totems... what would you recommend to be altered/fixed?

LunarWolfPrime
2010-06-20, 08:14 PM
Sorry by other then a few rare cases I am at a complete lose at making these things.
Sorry.

Admiral Squish
2010-06-20, 08:31 PM
No need to apologize.

DMoD, you'll see when I'm finished. :smallbiggrin:

Okay, so, totems I will probably be doing in the next batch:

Aboleth totem
Salamander totem
Squirrel totem
Crab totem
Eel totem
Orca totem
Seal totem
Elementals:
Fire totem
Water totem
Earth totem
Air totem
Vine totem
Treant Totem
Unicorn totem
Succubus totem
Marilith totem
Chain Devil totem
Ice Devil totem
Angel totem
Construct Totem
Manticore totem
Chimera totem
Fungus totem
Beholder Totem
Dryad totem
Etheral totem
Medusa/gorgon totem
Nymph totem
Swarm totem

Temotei
2010-06-20, 08:43 PM
Swarm totem

That one might be tough, since swarms act differently based on the creatures that make each one up.

Of course, you could just go with the team bonuses, free flanking sometimes (maybe rounds/day or per encounter?), etc.

Rithaniel
2010-06-20, 08:44 PM
Whale Totem
Yeah, not sure where the rules for water pressure are hiding either, but there are rules for the bends in Stormwrack. Seem to recall the water pressure rules being 'you take 1d6 damage every 100 feet below X feet you are'. Forget what X is, though. Course, you could just tag 'immunity to atmospheric pressure' on there. It's so situational that it might never even matter.


Tyrannosaurus Totem
Well, rest assured that the new pic is effeciently awesome.

Good point on the charge bonus. Makes it more unique.

Nah, course not too powerful for two-handers. They get most of their power from PA, and this doesn't beef up PA any at all. It's a good ability.


Vampire Totem
Yeah, it does give temp hp, you have a point there.

ECS?


Fungus Totem
Okay, that's scary, for anything.

First off, the Growth ability grants minor bonuses to ability scores, only fast healing 1, when it's already been stated is nowhere near enough (it only even gets up to fast healing 3, at that), and powerful build, which actually might put this over the top. As is, the fast healing is a non-ability, it imposes a hefty penalty to AC, and, other than that, it's similar to the Elephant totem rage. It might as well not have the fast healing there, of course. Give this a Thumbs up.

Spore is interesing. Gives a small little extra boost to damage (7d4 at level 18, not bad). Lifted from the Vrock? Thumbs up.

Regeneration allows for you to get back limbs, okay, that's fine. Thumbs up.

Decomposition allows you to be like 'lol, I get mah hp back', and so, is good. Thumbs up.

Replicate is a 'tortured-souls-in-an-ocean-of-boiling-baby-blood' kind of wrong. This is just not right, and abilities like this should always either enforce heavy (read: HEAVIER THAN THE JUGGERNAUGHT) penalties, or require a 10 or more level dip into the class, while the class should likely have less than perfect stats for melee (heck, a 1/2 BAB class might get away with an ability like this at 9th level). Thumbs down.

Aboleth Totem: Deepest memories. That is the cool part about Aboleths.
Camel totem: Horse totem reworked to camel, basically.
Toad totem: No, actually. If you've watched Naruto, you know that toads can be cool.
Salamander totem: Both (Noble Salamander one side, course).
Squirrel totem: This was a 'bunnie totem'.
Crab totem: Uncanny Dodge would make sense.
Eel totem: Maybe added electrical damage.
Orca totem: Then do it this way.
Vine totem: Seems like a good over-arcing concept.
Treant totem: Gaurdian of the forest fluff would be suitable.
Yrthak totem: Sonic totem. Interesting.
Unicorn totem: Paladin Lancer Barbarian. Seems neat.
Manticore totem: More in-depth eagle? Make it.

(Last comment, that's a long list of totems. Lot of review and critique ahead can be seen...)

Fable Wright
2010-06-20, 08:52 PM
Ok, then for replicate, how about after the growth ends, the replicated creatures disappear, and you take strength and con damage equal to their modifiers. (20 str -> 15 str for the replicator and the replicated creature.)(when you create the replicated creature)

Admiral Squish
2010-06-20, 09:24 PM
Whale Totem
Alright, I'll throw it on.


Vampire Totem
Eberron Campaign Setting

Aboleth Totem: So, what, a bonus to knowledge checks?
Camel totem: Meh. A horse totem can ride a camel no prob. It's in the options.
Toad totem: Actually, twelve-story toad yakuza can be cool, but even then, not much. No.
Salamander totem: Yay fire.
Squirrel totem: I like it now, so :P
Crab totem: How?
Eel totem: Could be fun.
Orca totem: I've already said I would :P
Vine totem: Yus.
Treant totem: Indeedy.
Yrthak totem: Not sure I'm actually going to use that one.
Unicorn totem: Yupyup.
Manticore totem: I intend to.

Rithaniel
2010-06-21, 12:22 AM
Aboleth Totem: Maybe make Knowledge be class skills for them, and add in the Dark Knowledge ability of the Archivist. Might make for an interesting spin on the barbarian.
Toad totem: Sure, thought it'd be a good companion to the turtle totem.
Squirrel totem: Have just the picture for you. (http://media.comicvine.com/uploads/0/77/77631-90985-squirrel-girl_large.jpg)
Crab totem: Have you ever tried skewering a crab? They move in ways you do not expect half the time. It's almost impossible to catch one.

Usually with dichotomy abilities, the only way to actually, reliably nerf that kind of power, is to make them share actions. So, if you have one copy, the copy could take a move, and then you a standard. One of your could take a full-round action, and the other a swift. Keep in mind that 'copy oneself' abilities are scary-strong, as it gives you an essentially pemenant 'Time Stands Still' for everything, unless touched up.

Admiral Squish
2010-06-21, 03:32 AM
Aboleth, Crab, Squirrel and salamander are all up! Yay creativity!

*passes out*

Lix Lorn
2010-06-21, 07:59 AM
(Fans with leaf while scantily clad)
;P

Aboleth says

An ape-totem barbarian gains a swim speed

And on Salamander, (YAY SALAMANDER (Huggles))

He can automatically deal 1d6 points of damage (plus his forgeheart and/or burning rage damage)
It's listed as Burning Fury everywhere else. Plus, Forgeheart only boosts metal weapons, unarmed strikes and natural weapons. It's obviously intended that it works with Molten Coils, but isn't actually said.

I also like the Squirrel. XD

Admiral Squish
2010-06-21, 09:14 AM
>.>
<.<

You saw nothing!

Lix Lorn
2010-06-21, 09:38 AM
Good Squishy. XD

Magikeeper
2010-06-21, 09:56 AM
Shadow
I have many issues with this:

Have any of you played a low-level game with someone who could become incorporeal? It allows for a number of stupid things people who don’t play high levels are trying to avoid. Basically, for ~5 rounds per day this level 1 barbarian can walk through walls. That alone could drive a DM nuts.

That 1/level incorporeal ability…. I would make it a full-round action to use. That turns it from ignore wall x/day to a defensive ability. Or perhaps…..

Honestly, the class is pretty messed up and I don’t think I could get anyone I know to allow it. And we allow almost everything from dragon, dungeon, the books, and a sizable amount of homebrew. This totem wrecks low level games. I don’t like low level games myself, but I see the pain this would cause those who do.

Also, the front abilities are crazy dip able. Immunity to death effects at level one?!

Changes I suggest:

Fade: Add the justification that the barbarian is *flickering*. That would explain how the heck nonmagical weapons could hit him and would allow you to add - “A barbarian using Fade cannot move through solid objects although he can reach through them”.

New level one ability:

Death-spurned: A shadow totem barbarian has been magically bound to death. He gets a +3 bonus on saving throws vs death effects and takes half damage from negative energy effects, ability damage, and ability drain. At level 6 the barbarian becomes immune to ability damage and ability drain and the bonus to saving throws improves to +6. At level 9 the Shadow Totem barbarian becomes immune to death effects.

^This way the barbarian becomes immune to death effects about the time a PC would really want the immunity. Although the 6/9 changes could possibly be levels 3 and 6.

New level two ability:

Shadow Bond : A shadow totem barbarian has a heightened connection to the realms of darkness and spirits. He can see in darkness of all kinds, magical or otherwise, and can see ethereal creatures as though under the effects of see invisibility. When not in direct sunlight the Shadow totem barbarian gains a bonus to hide checks equal to ½ his barbarian level and can feint as a move action.

^I think this feels shadow-like without bringing broken wall-walking into the mix.

Edit: Claiming that the barbarian is semi-solid could work too.
Edit 2: Right, barbarians don't get bluff as a class skill. Perhaps he could gain the ability to feint using his hide check instead of free "as a move action"?

Admiral Squish
2010-06-21, 10:37 AM
Shadow
You do have a point, but I'd like to point out that incorporeal has it's limits, specifically, that you can't walk through a wall that's thicker than you are. Also, walking through walls is all well and good, but what good does it do if you can't bring anyone with you?

Umm... Death-spurned is the immunity. How would it be activated? Spend a full round action to become immune to-oh wait, you died already. Nuts.

Honestly, how often do you encounter straight up death effects? Any DM that's laying out death attacks at level one is not a very nice DM. The earliest that ability will actually come into use is probably ~10.

Fade: I could see changing fade. It is the main thing I'm worried about, after all. How about...

A shadow barbarian in fade gains a +4 bonus to charisma and becomes less real as shadows merge into his physical form. Any time he is targeted by a spell, ability, or attack that does not affect ethereal creatures, the effect has a 50% miss chance.While in fade he gains a deflection bonus to his AC equal to his charisma modifier, but he loses any natural armor bonus he may have had. He may make a melee touch attack as an attack action that deals 1d6+cha damage. He is treated as having the weapon finesse feat while in fade.

Death-spurned: I could potentially see this being changed, but not THIS much.

Shadow Bond : Putting my foot down on this, no. I don't think barb level/day of wall-walking is going to completely destroy any DM's plans. A decent caster could be pulling off worse. Plus, feint? Seriously? Without a source of bonus damage, feint is a TINY bonus. I could see hide, but I'd probably just roll that into the eternal night. MAYBE I could consider moving the darkstride ability to 5th, but I'd probably say barb level + cha mod.

Magikeeper
2010-06-21, 11:15 AM
Shadow

I meant the other ability with the full-round. Not Death-Spurned. Anyway, you are correct. You don’t need the immunity at level 1. So giving it at level 1 is pointless front-loading that makes it a super-dip class. Right now shadow totem risks all other totems not being allowed as a DM is going to probably allow these on a all-or-nothing basis. The existence of this totem changes a lot. You could give it a useful 1st level ability that becomes death immunity a few levels later. It could be level 3 or 6 even. 9 was a little late.



Fade: I could see changing fade. It is the main thing I'm worried about, after all. How about...

A shadow barbarian in fade gains a +4 bonus to charisma and becomes less real as shadows merge into his physical form. Any time he is targeted by a spell, ability, or attack that does not affect ethereal creatures, the effect has a 50% miss chance. While in fade he gains a deflection bonus to his AC equal to his charisma modifier, but he loses any natural armor bonus he may have had. He may make melee touch attacks as an attack action that deals 1d6+cha damage. He is treated as having the weapon finesse feat while in fade.

That is much, much better. The duration could even be based on his charisma modifier instead of his CON (Making this a good totem for undead barbarians :P)


Death-spurned: I could potentially see this being changed, but not THIS much.
How so? It could grant the improvements at level 3 and 6 instead. Spreading out the bonuses prevent the crazy dippage and possible knee-jerk dm reactions.


Shadow Bond : Putting my foot down on this, no. I don't think barb level/day of wall-walking is going to completely destroy any DM's plans. A decent caster could be pulling off worse. Plus, feint? Seriously? Without a source of bonus damage, feint is a TINY bonus. I could see hide, but I'd probably just roll that into the eternal night. MAYBE I could consider moving the darkstride ability to 5th, but I'd probably say barb level + cha mod.

A decent caster at level 2? I’m not sure about that. Level 3 maybe. I know feint is a tiny bonus. It was in addition to darksight, seeing ethereal creatures, and a ½ level bonus to hide checks. Also, the feint should probably use his hide check instead of his bluff check since barbarians don’t get bluff.

Even if ignore wall+door+bindings+grapple+non-magical attacks x/day is not broken, DMs will knee-jerk ban it. I knee-jerked freaked out and I help my players make battle jump uberchargers! Incorporeal is a scary template. As homebrew I’d like to use from this point on that worries me. It’s more powerful than flying while in fade so it should be the 5th level ability. In fact, why not combine them together? X/day incorporeal and you can fly while incorporeal or using fade. It’s bizarre to not be able to fly while incorporeal anyhow IMO. Then you could have the 2nd level be something like what I suggested, with something more useful instead of feint if it needs it.

Maybe he could get ghost touch for free at level 2 instead of the feint?

Shadow Bond: A shadow totem barbarian has a heightened connection to the realms of darkness and spirits. He can see in darkness of all kinds, magical or otherwise, can see ethereal creatures as though under the effects of see invisibility, and can attack incorporeal creatures as though all of his attacks possessed the ghost touch special quality. When not in direct sunlight the Shadow totem barbarian gains a bonus to hide and move silently checks equal to his barbarian level.

Edit; Right, true fade also gives total immunities. Still, might as well get that at the same time as true incorporeal x/day.

Admiral Squish
2010-06-21, 12:55 PM
Alright, I used a bunch of your suggestions, albeit edited, and updated shadow totem. How's it look?

Magikeeper
2010-06-21, 03:25 PM
Alright, I used a bunch of your suggestions, albeit edited, and updated shadow totem. How's it look?

I like it. I think some of those abilities need to be (Su) though.
Some other minor things:
>The chart needs to be fixed.
> Fade could state "specifically effects" so that the 50% miss chance applies to magic weapons too. I'm not sure how to read the ability otherwise.
> Could he gain the ability to turn off the level 3 ability? Or is there a reason why he can't control it? On and off as a swift action or maybe as a free action?
> The level 5 ability should state what kind of action it takes (Free, I assume).

Admiral Squish
2010-06-21, 03:42 PM
There, those are fixed and we now have the elemental totems too. And I'm not done yet!

Okay, for vine totem: Should I give him an assassin vine animal companion for his 5th level ability, or should I give him the call brambles ability of the splinterwaif?

Lix Lorn
2010-06-21, 04:55 PM
I ♥ the elementals. Except Earth, but that's cause I don't like earth, not cause it's bad. ♥♥♥

Fable Wright
2010-06-21, 05:01 PM
I say call brambles. His companion would get hurt because of the spores, and this character would probably use that ability as often as they can.

Admiral Squish
2010-06-21, 05:11 PM
I say call brambles. His companion would get hurt because of the spores, and this character would probably use that ability as often as they can.

Vine totem, not fungus totem. Don't worry, you're on the list.

Fable Wright
2010-06-21, 05:16 PM
... I thought there was something that I was missing...

Admiral Squish
2010-06-21, 06:21 PM
There, vine and treant are done.

I'm thinking since we already have a mounted warrior, perhaps unicorn totem should be a ground-based lancer?

Magikeeper
2010-06-21, 07:17 PM
Some of these abilities are obviously supernatural and need to say as such. Once we have finished we should split the totems into two groups:
A) Extraordinary Totems
B) Supernatural Totems

We could further split it into group A into simple and complex totems. I mean, for the DM to handle. That would make it easier to get these totems into games. Groups A and B at the very least.
I'd be willing to do the grouping.

-----------------

Comments:

Earth Totem

This is a very strong totem. The 3rd level ability is clearly supernatural, there is no way to call that extraordinary.
On the other hand, the main damage boost doesn't work with any of the jumping techniques...

Water

I like this totem. It gets a mention for being the only elemental totem that would be in group A. Which isn't an issue.


Treant

The first ability makes this totem worse than useless in any campaign that doesn't take place right near a forest. Most of the swim-speed totems are usable even in water-light games. The first ability could be woodland stride.

Vine

The 5th level ability is supernatural, and needs to state its duration or lack of one. Also, it has the construct type, not the construct "special ability".

1st ability is also supernatural. Are you immune to the effect or does it hit you too? Also, I think this ability should be usable at-will but only while raging. (Assuming you are immune to the effect)

Hmm... with a rage restriction it could be based off of CON instead of Cha. Sort of like the plants rage with you...