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LordErebus12
2013-03-10, 05:43 AM
This class is my attempt of combining aspects of the Druid, Hexblade, and dragon shaman classes into a new class for my world im designing.

Its gonna partially fill in for Druid.

1) most lesser animals have died out, replaced by a few resistant dinosaurs and tons of vermin. Having an animal companion is much harder to do, especially with the selection on the table doesnt favor much in the way of vermin.

2) its mostly to give a bit of curse flavor to the druid, without dealing with shapeshifting and animal companions.

This wont mean I'm excluding members from the druid class, just trying to make it less common in the world.

LordErebus12
2013-03-10, 05:45 AM
Totemist

Totemists, like druids, often spend much of their time with nature. However, unlike druids, the Totemist spends much of its time within cities, leading a religion based upon ancestral worship, believing that the souls of the dead supply their magic, a blessing from beyond. The totemists of this religion often end up leading and protecting their territory from both beast and magic.

GAME RULE INFORMATION
Totemists have the following game statistics.

Abilities: Wisdom for casting spells and spell DC's, Charisma for curse ability DC's, Dexterity for ranged combat and spells.

Alignment: Any Neutral
Hit Die: d8.

Class Skills
The Totemist’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) Χ 4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]{colsp=16}
Table: Totemist Class
{colsp=6}
Class Features| {colsp=10}
Spells per Day
Level| BAB | Fort| Ref |Will| Special Abilities| 0| 1st| 2nd| 3rd | 4th| 5th |6th | 7th | 8th | 9th

1st|+0|+0|+0|+2|Totem, Aura +1, Scribe Scroll|3|1|—|—|—|—|—|—|—|—
2nd|+1|+0|+0|+3|Curse (1/Day)|4|2|—|—|—|—|—|—|—|—
3rd|+2|+1|+1|+3|Inscribe Rune, New Aura|4|2|1|—|—|—|—|—|—|—
4th|+3|+1|+1|+4|2nd Totem|5|3|2|—|—|—|—|—|—|—
5th|+3|+1|+1|+4|Aura +2|5|3|2|1|—|—|—|—|—|—
6th|+4|+2|+2|+5|Curse (2/Day)|5|3|3|2|—|—|—|—|—|—
7th|+5|+2|+2|+5|New Aura|6|4|3|2|1|—|—|—|—|—
8th|+6/+1|+2|+2|+6|Greater Curse|6|4|3|3|2|—|—|—|—|—
9th|+6/+1|+3|+3|+6|Aura +3|6|4|4|3|2|1|—|—|—|—
10th|+7/+2|+3|+3|+7|Curse (3/Day)|6|4|4|3|3|2|—|—|—|—
11th|+8/+3|+3|+3|+7|New Aura|6|5|4|4|3|2|1|—|—|—
12th|+9/+4|+4|+4|+8|3rd Totem|6|5|4|4|3|3|2|—|—|—
13th|+9/+4|+4|+4|+8|Aura +4|6|5|5|4|4|3|2|1|—|—
14th|+10/+5|+4|+4|+9|Curse (4/Day)|6|5|5|4|4|3|3|2|—|—
15th|+11/+6/+1|+5|+5|+9|New Aura|6|5|5|5|4|4|3|2|1|—
16th|+12/+7/+2|+5|+5|+10|Dire Curse|6|5|5|5|4|4|3|3|2|—
17th|+12/+7/+2|+5|+5|+10|Aura +5|6|5|5|5|5|4|4|3|2|1
18th|+13/+8/+3|+6|+6|+11|Curse (5/Day)|6|5|5|5|5|4|4|3|3|2
19th|+14/+9/+4|+6|+6|+11|New Aura|6|5|5|5|5|5|4|4|3|3
20th|+15/+10/+5|+6|+6|+12|4th Totem|6|5|5|5|5|5|4|4|4|4
[/Table]

Class Features
[I]All of the following are class features of the Totemist.

Weapon and Armor Proficiency:
Totemists are proficient with all simple weapons and light armor (but with no shields).

Spells:
Prepares and casts from the druid spell list, just as a druid does.

Aura (Su):
The Totem's aura strength is equal to +1 at 1st level, and increases by one at 5th, 9th, 13th and 17th levels.

Scribe Scroll:
A Totemist gains Scribe Scroll as a bonus feat.

Totems (Su):
Carved from a great number of materials, often decorated with symbols of the faiths that spawned them. Totems share their mighty power by projecting an aura that grants you and nearby allies a special benefit. Activating totems requires a full round action, during which the Totemist may place up to four totems in a single five foot square to complete the ritual.

Each totem can only project one aura at a time, but you may have more than one totem active at once, up to the maximum (see below). A totem's aura remains in effect until you use a free action to dismiss it or a move action to reclaim the totem from wherever it was placed. You can have the totem's aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.

Unless otherwise noted, a totem's aura affects all allies within 30 feet (including yourself) with line of effect to the totem. The aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. totem's typically have hardness 5 and one half the totemist's total hit points, rounded down. Destroying the totem renders it inert and dispels the aura's effect.

At 1st level the Totemist has one totem that he can use to project an aura; he then gains a second at 4th, a third at 12th and finally four total at 20th level.

Curse (Su):
Once per day, as a free action, a Totemist can unleash a curse upon a foe. The target must be visible to the Totemist and within 60 feet. The target of a Totemist’s Curse takes a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 Totemist’s class level + Totemist’s Cha modifier) negates the effect.

At every four levels beyond 2nd (6th, 10th, 14th, and 18th), a Totemist gains the ability to use his curse one additional time per day, as indicated on Table. Multiple Totemist curses do not stack, and any foe that successfully resists the effect cannot be affected again by the same Totemist’s curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Totemist’s curse.

Inscribe Runestone:
With this unique ability, the Totemist can create small stones carved with runes, functioning as a potion, except it is crushed in hand then sprinkled upon the target to activate, rather than by drinking it. This ability functions otherwise like the Brew Potion item creation feat.

Greater Curse (Su):
When a Totemist attains 8th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the Totemist’s curse becomes –4 instead of –2.

Dire Curse (Su):
When a Totemist attains 16th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the Totemist’s curse becomes –6 instead of –4.

Types of Totems:

Energy Shield:
Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is based on the totem type.

Power:
Bonus on melee damage rolls equal to your aura bonus.

Presence:
Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.

Resistance:
Resistance to your totem’s energy type equal to 5 Χ your aura bonus.

Senses:
Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.

Toughness:
DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level).

Vigor:
Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.

LordErebus12
2013-03-10, 05:47 AM
reserved for feats or whatnot. below is fine to comment.

LordErebus12
2013-03-11, 09:55 PM
need some comments