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danzibr
2013-06-09, 05:11 PM
Now with a new title! It was called, "Another Totemist Handbook (WIP, input welcome!)"


Estimated completion: 98%

If you want to help out, I'll listen to anything (constructive criticism or new material please, but if you're rude I'll ignore it).

To do:

Add stuff when I discover it

Special thanks:

123456789blaaa (also known as Count). A lot of input over the months. Very appreciated.
thethird for a minor formatting correction.
Glimbur for a correction.
Chronos for quite a bit of input.
Psyren for some rules clarification (and more).
ArchangelAzrael for the tragedy of Feral not getting all of its abilities with any ol' HD.
Essence_of_War for some races and other stuff.
Piggy Knowles for a good few suggestions.
ShneekeyTheLost for a couple builds, and otherwise good help (I used his handbook for reference, too).
Karnith for reminding me of Sun School's name, and Blood Wind's name.
Kuulvheysoon for some race suggestions.
Darth_Stabber for reminding me to put IUS in (or maybe I had at that point? Anyway, it's in now for sure).
Pesimismrocks for introducing me to Saurian Shifters. So boss.
Tenebris for mentioning Soul Manifester before I had it in.
Person_Man for numerous suggestions, and for posting tons of crap on GitP over the years. Just check the list of useful links.
Coidzor for some minor corrections, a build, some solid homebrew, and other suggestions (and encouragement).
Krazzman for suggesting Blood Wind. That's a sweet spell.
Waker for noting a mistake in Kensai suggested entry.
Aliek for suggesting Soul Eater.
Troacctid for suggesting Duskling as a Soul Eater entry.
Curmudgeon. He never posted in this thread, but I asked a fair amount of questions in the Q&A by RAW thread which he answered.
shaikujin for the masterwork unarmed strikes/natural weapons bit.
Anyone who contributed (knowingly or not) to the build section.

And to TheFallenOne and TuggyNE, it would've been nice to have 11 posts after all. I have more than 50,000 characters in the builds post and so had to split it into two, and I had to combine other posts I didn't want to combine. For those not aware what this is referring to, check this thread (http://www.giantitp.com/forums/showthread.php?t=286206).


Contents

1: Introduction *AND* General Incarnum Information and Important Rules (http://www.giantitp.com/forums/showpost.php?p=15401471&postcount=1)
2: Totemist Overview and Homebrew/Potential Alternate Rules (http://www.giantitp.com/forums/showpost.php?p=15401474&postcount=2)
3: Soulmelds (http://www.giantitp.com/forums/showpost.php?p=15401478&postcount=3)
4: Soulmelds Sorted by Niche (http://www.giantitp.com/forums/showpost.php?p=15401482&postcount=4)
5: Critique of Soulmelds and Rules Involving Natural Weapons (http://www.giantitp.com/forums/showpost.php?p=15401488&postcount=5)
6: Races and Templates (http://www.giantitp.com/forums/showpost.php?p=15401497&postcount=6)
7: Feats, Skill Tricks, Flaws and Traits *AND* Equipment and Spells/Powers (http://www.giantitp.com/forums/showpost.php?p=15401501&postcount=7)
8: Multiclassing and Prestige Classes (http://www.giantitp.com/forums/showpost.php?p=15401508&postcount=8)
9: Sample Builds (http://www.giantitp.com/forums/showpost.php?p=15401516&postcount=9)
10: More Sample Builds (http://www.giantitp.com/forums/showpost.php?p=15401526&postcount=10)


1: Introduction
Another Totemist handbook?
Yeah, another. There are already two Totemist-specific handbooks and two general Incarnum guides which I've found (always open to more!).

Useful links

Other Totemist handbooks

Sinfire Titan's (http://brilliantgameologists.com/boards/index.php?PHPSESSID=ipeoej1tapemmmi8lqsu9lp9n7&topic=2943) (previously a member here, even). Has quite a bit of general MoI info but focuses more on Totemists, naturally. Seems complete.
Doogieboy's (http://community.wizards.com/go/thread/view/75882/19870034/The_Totemist_Handbook): This one's alright. Unfinished.

Useful Totemist-specific information

Totemist Soulmelds by Chakra (http://www.giantitp.com/forums/showpost.php?p=11823659&postcount=30). By Godskook. Alternatively, go down to post 4, table 1, click the column that says, "Chakra."
Totemist Soulmelds, including rating (http://www.giantitp.com/forums/showpost.php?p=11818341&postcount=7). The second by Godskook. This is actually really neat. It lacks details but is otherwise very good.
MoI excerpt - Totemist (http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3). Wizards made the Totemist info public.

General MoI handbooks

Sinfire Titan's (http://brilliantgameologists.com/boards/index.php?PHPSESSID=ipeoej1tapemmmi8lqsu9lp9n7&topic=551). It covers the Incarnum system itself briefly, then all the MoI classes briefly. It seems pretty good but I (and others) disagree with it on some points.
ShneekeyTheLost's (http://www.giantitp.com/forums/showthread.php?t=215723) (famous optimizer of CW Samurai (http://www.giantitp.com/forums/showthread.php?t=125885)): It covers the Incarnum system itself briefly, then all the MoI classes briefly.

Useful MoI information, but not Totemist-specific

Soulmelds listed by class and chakra (http://www.giantitp.com/forums/showthread.php?t=217064). Another by Shneekey.
A soulmeld list. (http://www.devinlc.com/soulmelds.htm)
A soulmeld spreadsheet (http://brilliantgameologists.com/boards/index.php?topic=7576.0). Very nice.
Mind's Eye article with some soulmelds (http://www.wizards.com/default.asp?x=dnd/psm/20060217a
).
Draconic Soulmelds (http://www.wizards.com/default.asp?x=dnd/ex/20060912a&page=4). Again made public by WotC.
Red Fel's Ironsoul Forgemaster handbook (http://www.giantitp.com/forums/showthread.php?344798-Soul-and-Steel-A-Guide-to-the-Ironsoul-Forgemaster-%28WIP-PEACH%29).

Natural weapon info

Solo's guide to natural weapons (http://brilliantgameologists.com/boards/index.php?topic=10994.0). This is definitely a good read.
Person_Man's ways to get extra attacks, natural attacks and AoO's (http://www.giantitp.com/forums/showpost.php?p=7066595&postcount=1). Man you're a stud, Person_Man.
101+ Natural Weapons (http://www.giantitp.com/forums/showthread.php?t=286497). Honestly if an attack shares the name with one of these natural weapons I don't see how anything beyond extreme nitpickery can consider it anything but a natural weapon.

Other useful info

Person_Man's ways to get pounce and free movement (http://www.giantitp.com/forums/showpost.php?p=5707409&postcount=1).
Person_Man's guide to melee combos (http://www.giantitp.com/forums/showpost.php?p=7044115&postcount=1).
Person_Man's guide to increasing size, effective size, unarmed damage, reach (http://www.giantitp.com/forums/showthread.php?p=7081777). Namely, more damage for natural weapons (but not actually natural weapon-specific).
The famous Soulborn fix (http://www.giantitp.com/forums/showthread.php?t=156441), again by Person_Man. If you peruse MoI threads this pops up a lot. Soulborn as-is stinks and needs a fix, and Person_Man did just that. And this is... how many links to threads by Person_Man now? I lost count.
Master of Many Forms handbook (http://community.wizards.com/go/thread/view/75882/19528526/updated_Master_of_Many_Forms_Bible__official_wild_ shape_rules). Check for good forms to use with Skin of Proteus.
Grapple handbook (http://www.minmaxboards.com/index.php?topic=585.0).
A list of handbooks (http://www.minmaxboards.com/index.php?topic=399.0). Likely not entirely comprehensive, but it has a ton. And it's still being updated, 2 years after creation.
List of stuff (http://community.wizards.com/forum/previous-editions-character-optimization/threads/1068066). Surprisingly useful.
List of necessary magic items (http://www.giantitp.com/forums/showthread.php?t=187851). A must-see.

So with all the information out there why am I making a Totemist handbook? For example, Sinfire Titan says, “Readers of the previous Incarnum Handbook will know how powerful [Totem Rager] is,” while Shneekey says, “Don't let the whole pile of bonus essentia fool you, [Totem Rager] is a Grade A trap." That's a pretty radical difference.

Furthermore, the 2 Totemist-specific guides make the terrible mistake of giving single ratings to all the soulmelds (Sinfire is less guilty of this, though still guilty). But some soulmelds have good shaped effects and bad bound effects or vice versa, and furthermore some soulmelds may be shaped/bound to several chakras. Each aspect deserves its own rating. To collapse them into a single rating loses valuable information. Furthermore, certain soulmelds are more useful at, say, low levels. This should be pointed out as well.

My hope is to do a (realistically) complete treatment of the class and that at least one person finds it useful.

Color rating?
Of course every handbook needs a color key! I'll be using good ol' ROGBV (sorry yellow and indigo!). The colors mean slightly different things when used in different contexts. I'll give an example or two.

Red: Very bad. Taking levels in a PrC which is red will make your character worse (relative to taking another level Totemist). Think of the -2 PrC's in the PrC tier list. A red feat, on the other hand, is merely a waste of a feat. And a red class feature sucks and you'll never use it, but doesn't actually make you worse (I guess if you consider illiteracy the default and literacy an added bonus). Do not take this unless you have a darn good reason to, such as fluff or whatever.
Orange: In most cases, bad. However, unlike things which are rated red, things which are rated orange might be situationally useful. Like Kraken Mantle bound to Totem. Most of the time it'll be useless, but when you do need, you need it.
Green: Average. Meh, okay. Could be worse. Like Run.
Blue: Good. A solid choice, though possibly not useful depending on the particular build/situation. For example, no Totem Rager will be buying a Necklace of Natural Attacks with Splitting (well, probably not), but it's a stellar choice if you focus on Manticore Belt (assuming it works).
Violet: Very good. Every Totemist should have this! Sort of like every Swordsage needs Adaptive Style; that is, not absolutely necessary, but certainly very good.
Important note: There is no black. If a feat or the like is left black that is because I have not yet rated it.

What are all these funny words?
MoI has its own dictionary. The last thing in this introductory post is some definitions that will be good to be familiar with.

MoI: Magic of Incarnum. The book we're working out of.
meldhsaper: Someone who does MoI stuff.
body slot: *Not* MoI specific. Page 214 of the DMG details 12 body slots, which I'll slightly simplify, one for each of the following: helmet, glasses, necklace, vest, armor, belt, cloak, bracers, gloves, ring 1, ring 2, boots. Well, technically they combine ring 1 and ring 2 as just rings, but the point is you can equip 12 magic items.
chakra: MoI specific. Basically chakra=body slot in MoI lingo. There are two differences: there is no chakra corresponding to rings and Totemists have the extra chakra, the totem chakra (at level 2 and above, at least).

For the non-MoI/MoI correspondence we have the following: helmet=crown, glasses=brow, necklace=throat, vest=heart, armor=soul, belt=waist, cloak=shoulders, bracers=arms, gloves=hands, boots=feet. Rings have no MoI version and totem has no non-MoI version.
Chakras and the usual body slots in the DMG *do not overlap*. Physically they're located in similar places, but by taking a meldshaper level you're basically doubling your body slots (2 helmets, 2 glasses, etc.).

soulmeld: Basically soulmeld=pseudo magic item. With your 10 (or 11 if you count totem, though it's special) shiny new body slots you need stuff to equip! This stuff is soulmelds.
shape: Basically shape=equip. Instead of “equipping pseudo magic items to your new body slots” you “shape soulmelds to your chakras."

Important note: You can shape a soulmeld and equip a magic item in the same body slot! For example, if you shape a soulmeld to your crown chakra you may also equip a magical helmet. Chakras really are like bonus body slots.

bind: The next level of shaping. Once you have a soulmelds shaped to a chakra you can “bind” it to that same chakra (slight exception with totem chakra, detailed in the step-by-step guide below). Binding a soulmeld gives you more bonuses or abilities at the price of not being able to equip a magic item in the corresponding body slot (which you can get around at the price of a feat, namely Split Chakra).
meldshaper level: Think caster level.
soulmeld-magic transparency: Think psionics-magic transparency.
essentia: Hmm, well, there's no simple analogy with preexisting mechanics to my knowledge. It's basically a pool of points which you can use to enchant your soulmelds.
essentia damage: Think ability damage for essentia. Like ability damage it heals over time.
essentia receptacle: Anything you can invest essentia into, the most common of which are soulmelds, but certain feats, racial abilities and class features can be essentia receptacles.

Important note: If you invest essentia into a feat you *must* do it at the start of the day and it stays locked in for the *whole day*. With the others (soulmelds, racial features and class features) you can invest whenever you wish as a free action and you may reallocate them at any time.

natural weapon: From the Monster Manual,


Natural Weapons: Natural weapons are weapons that are physically part of a creature.




General Incarnum Information and Important Rules
What is this Incarnum business?
Simply put, Incarnum is a system where you double your body slots! However, there is the catch of only being able to equip special magic items there (that is, shaping soulmelds to chakras).

How exactly do you do soulmelds?
And here "do" entails both shaping and binding. Well, here is a step-by-step process.


Step 1: Rest for 8 hours.
Yup, just like casters you need 8 hours of sleep/rest/whatever.
Step 2: Meditate for 1 hour.
There goes another hour.
Step 3: Choose which soulmelds to shape to your chakras.
At the end of step 2/beginning of step 3 your pseudo body slots/chakras are all essentially empty. In this step you equip your pseudo magic items/shape your soulmelds to your chakras. Note

Just like with equipping magic items you can only shape one soulmeld per chakra (there are some ways to get around this, see near the bottom of this post).
You also may not shape more soulmelds than your Constitution score – 10. This is basically never an issue though since Totemists like high Con (though be wary of hits to your Con)
The final limitation is based off of your Totemist level. For example, a level 1 Totemist may shape at most 2 soulmelds.
Unlike with binding soulmelds to chakras (step 4), you may shape soulmelds to any chakra from level 1! They're all available to you.
You shape all your soulmelds at the same time. You can't just leave a chakra open and shape a soulmeld to it later (unlike a Wizard leaving a spell slot open). To do so you'd have to start back from step 1.

Step 4: Choose which soulmelds you shaped in step 3 to bind to your chakras.
Similar to step 3 but with some important differences.

Like with shaping soulmelds, you have to bind them upon completing your resting and whatnot. There are exceptions, such as the Rebind Totem Soulmeld class feature.
You may only bind a soulmelds to the chakra where it is shaped (with the exception of a soulmeld shaped anywhere may be bound to the totem chakra). So you can't, say, shape Dread Carapace on your arms and bind it to your feet. If you shape it on your arms you may *only* bind it to your arms or totem chakras.
Like shaping you may only shape so many based on your level. For example, at level 1 a Totemist can't bind any soulmelds to their chakras, at level 2 they have 1 bind, etc.
Also like shaping you may only bind one soulmelds per chakra.
Unlike with shaping you may *not* bind soulmelds wherever you please. At level 1 you can't bind your soulmelds to any chakra. At level 2 the totem chakra opens up. At level 5 crown, hands and feet chakras all open up. And so on.

Step 5: Invest essentia
At this point you may invest your essentia in any of the following essentia receptacles (if you have them): soulmelds (which usually gives bonuses to both the shaped and bound effects... usually), certain racial features, certain class features and certain feats.

If you plan on investing essentia in a feat you have to do it right now and it stays locked in until the next time you do this process. For the other three you can reinvest your essentia whenever you wish as a swift action.
The amount of essentia you can put into a soulmeld is always between 1 and 8. You can put in up to 4 based on your HD, and by stacking other feats and abilities and items you can get up to another 4. Specifically, Expanded Soulmeld Capacity gives +1, Incarnum Focus items give +1. For general soulmelds, Incarnate level 3 and 15 up your essentia cap (for all Incarnate soulmelds) by 1 each, Totemist level 2 and 15 does likewise but only works for soulmelds bound to your totem chakra, and only for Totemist soulmelds.



Ways to get more essentia (bigger pool)/increase essentia capacity/overcome 1 soulmeld or item per chakra/overcome 1 chakra per soulmeld.

Ways to get more essentia (bigger pool)

Take levels in an MoI class (varies +0/+1/+2, permanent).
Bonus Essentia feat (+1 or +2, permanent).
Following feats: Azure Enmity, Azure Talent, Azure Touch, Azure Toughness, Azure Turning, Azure Wild Shape, Cerulean Fortitude, Cerulean Reflexes, Cobalt Charge, Cobalt Critical, Cobalt Expertise, Cobalt Power, Cobalt Precision, Healing Soul, Incarnum Spellshaping, Indigo Strike, Midnight Augmentation, Midnight Dodge, Midnight Metamagic, Psycarnum Blade, Sapphire Fist, Sapphire Smite, Sapphite Sprint, Soulsight, Soultouched Spellcasting (+1 each, permanent. That's 25 by the way).
Divine Soultouch feat (+1/turn or rebuke undead, lasts 1 round).
Psycarnum Crystal feat (+1 if psicrystal is within reach).
Psycarnum Infusion feat (expend psionic focus to max one essentia receptacle for 1 round).
Essentia Jewel item (+1 for one round, consumed upon use, 400 gold).
Essentia Helm item (max 1 essentia receptacle/charge, has 3 charges per day, 1500 gold, MIC p. 97).
Ring of Essentia item (someone can put 1 essentia in, someone else take it out, lasts 24 hours, 16,000 gold).
Soul Boon spell (+1 essentia/3 CL, lasts 1 minute, Cleric 3, Sorc/Wizard/Incarnum domain 2). Too bad it can't be persisted.
Incarnum Apotheosis spell (max out all essentia receptacles, lasts 1 round/3 levels, Incarnum domain 8). Also can't be persisted (at least not normally. Its range is touch)! Shucks. Friggin' awesome spell though, though it is level 8 so it better be good.
Incandescent Champion's Incarnum Overload ability (limited number of +Cha to single essentia receptacle for 1 round).
Necrocarnate's Harvest Soul ability (+1/2 Necrocarnate level rounded up essentia, lasts 24 hours, consumes a fresh body).
Thief of Life's Borrow Vigor ability (+1 if you drop a living creature unconscious, lasts 1 hour, from FoE p. 85).
Necrocarnum Weapon bound to hands. More specifically, as Person_Man said, "Necrocarnum Weapon bound to Hands chakra gives you temporary essentia = essentia invested in this soulmeld when you crit and enemy for 10 rounds. (Basically you trade a chakra bind for extra essentia). It's an Incarnate soulmeld, not Totemist. But worth listing under the "Ways to get more essentia" section, since anyone can get it with Feats, and Incarnate/Totemist is a common multiclass combo."

Ways to increase essentia capacity

Expanded Soulmeld Capacity feat (+1 to 1 soulmeld determined when shaped, lasts until next shaping).
Incarnum Focus item (+1 while equipped, one for each chakra, 25,000 gold).
Totemist's Totem Chakra Bind class feature (+1 at level 2, +2 at level 15).
Totemist's Totem Embodiment class feature (double cap and invested essentia, level 20).
Incarnate level 3 and 15 grant Expanded Soulmeld Capacity +1 and +2, respectively. The text reads, "the essentia capacity of your soulmelds increases by 1" so it should work on, well, all soulmelds, AT LEAST AT FIRST GLANCE. Unfortunately, in "Multiclass Meldshapers" on page 20, we see it only applies to Incarnate soulmelds.
Necrocarnate level 9 grants Expanded Necrocarnum Meld Capacity. +1 to max invest-able essentia, but only for necrocarnum melds.

Ways to overcome 1 soulmeld or item/chakra

Double Chakra feat (choose a chakra when taking feat, can bind two soulmelds to it, needs level 9).
Split Chakra feat (choose a chakra when taking feat, equip item on it and bind soulmeld to it).
Incarnum Focus items (+1 while equipped, one for each chakra, 25,000 gold). Wait, weren't these already mentioned above? Yes, but they have another use! You can use the MiC rules of adding combining effects of magic items. Your only limit is your budget (thanks PsyRen and Essence_of_War).

Ways to overcome 1 chakra/soulmeld.

Totemist's Totem Chakra Bind class feature (can bind 1 soulmeld to two different chakras, level 11).


Important rules regarding natural weapons

These have been collected in 5: Critique of Soulmelds and Rules Involving Natural Weapons (http://www.giantitp.com/forums/showpost.php?p=15401488&postcount=5).

Other nifty things


Soulmelds are not magical items, whether bound or shaped. Thus they interact very nicely with things like Wild Shape. However, they interact poorly with augment crystals.
Soulmelds have no value. Thus they interact very nicely with Vow of Poverty.


Save DC for abilities granted by soulmelds

The save DC for abilities granted by soulmelds is 10+Con modifier+invested essentia
Which is a pity. I guess it's supposed to emulate 10+modifier+spell level for casters, but this has a couple of issues: first, the amount of essentia you can invest almost always lags behind spell level; second, most Totemists will not have sky high Con (unlike casters and their mental stats); third, Totemists do not have the same resources available to them as casters do for increasing save DC's; fourth, the abilities granted by soulmelds are inferior to spells in most cases. There simply aren't enough abilities to make it worth investing so much into Con.

So how can you maximize this? Well, clearly if you increase your Con modifier and/or invested essentia, you can boost the save DC. Drink a potion of Bull's Endurance, play as a Dragonborn Arctic Mongrelfolk (cheesier: Half-Ogre Half-Minotaur Dragonborn Arctic Mongrelfolk, LA +1, +14 Con by RAW). 32 Con at ECL 2. Get some tomes at higher levels. It's impractical but not impossible for this to be effective beyond low levels.

For essentia, you can only put 1 essentia in until level 6 (base, anyway, can squeeze more out of Totem Chakra Bind and Expanded Soulmeld Capacity), then 2 until 12, then 3 until 18. Again, Totem Chakra Bind gets you can extra 1 and 2, then another extra 1 at 15. Lastly, Incarnum Focus items cost a whopping 25k, but increase capacity by 1. Ultimately, at level 18, you can have 8 essentia if you do it right. At level 20 (given pure Totemist), this can be 16 for a limited amount of time per day.

Then you can see if you can take Ability Focus. Increase the DC by 2.

Are the abilities granted by soulmelds (Ex) or (Su) or (Sp) or natural?
That's a great question. I do not know. Here's a quote from the SRD.


Natural Abilities

This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

Special Abilities

A special ability is either extraordinary, spell-like, or supernatural in nature.

For an example of a natural ability, RC says, "They’re rarely identified as natural—that’s assumed—and they rarely take a distinct action to use. A lion uses its claws as an attack, for instance; it doesn’t activate its claws and then attack."

Anyway, back to soulmelds, I think it depends on the abilities. The ones which give you breath weapons, or things like breath weapons, are probably (Su), just like the real deal. A dragon's breath weapon is (Su) and its tail sweep is (Ex), for example.

Shape Soulmeld

Shape Soulmeld is a feat. When you take it, you learn a soulmeld, basically. Here is the key text:


Benefit: When this feat is selected, choose a soulmeld from any class’s soulmeld list. You can shape that soulmeld using the normal meldshaping rules (see page 49).

There are (at least) two reasonable interpretations:

You *only* learn the soulmeld. If you do not have the ability to shape soulmelds (from, say, being a Totemist or Incarnate), then this feat is utterly useless. It'd be like knowing a level 4 spell but having no level 4 spell slots.
You learn the soulmeld and can actually shape it.

Now the second one is interesting. If you're a Fighter 10 or something and pick up Shape Soulmeld (Thunderstep Boots), then you're just going to shape Thunderstep Boots and call it a day. But what if you're a Totemist 10? Do you just get 1 extra shaped soulmeld? Or do you only learn the soulmeld as in 1 above? Or do you get an extra shaped soulmeld, but it can only be used for Thunderstep boots?

By RAW it seems like 1 is the case. Take it up with your DM.

Here's my suggestion: treat it like Martial Study. That is, if you're not a meldshaper, you can shape it. If you are a meldshaper, you just add it to your list of soulmelds you can shape. Considering it takes an epic feat to get an extra shaped soulmeld, I do not believe Shape Soulmeld (which is available at level 1) should give an extra soulmeld.

Open (Least/Lesser/Greater) Chakra

Shneekey talks about this (http://www.giantitp.com/forums/showthread.php?t=215723) (just search for "The Debates").

Open <whatever> Chakra suffers the same problem as Share Soulmeld. Let's look at the key phrase of the feat feat open Least Chakra.


Benefit: When this feat is selected, choose one of the following chakras: crown, feet, or hands. You can now bind a soulmeld or a magic item to that chakra.

There are two common interpretations:

You *must* have chakra binds (say from levels of Totemist) to gain any benefit from this feat. If you go Totemist 2/Fighter 18, you have 1 chakra bind available to you, but it's only the Totem. You could choose Crown from the above feat and bind a soulmeld to either the Totem or Crown.
You can bind a soulmeld to the chakra you choose regardless of chakra binds from class features.

For the second one, if a Fighter 10 takes Shape Soulmeld (Thunderstep Boots) and Open Least Chakra (Feet), he can shape it to his feet, then bind it, essentially giving a free chakra bind. But what if it's Totemist 10? They already can bind soulmelds to the Feet chakra, so is there no benefit? Or do they get an extra chakra bind, but only for their feet? Or how about Fighter 10/Totemist 10 who takes Open Least Chakra (feet) at level 6? When he gets the ability to bind soulmelds to his feet, does the feat become useless?

Again, by RAW it seems 1 is the case, but take it up with your DM.

What's meldshaper level good for?

First note you have distinct meldshaper levels for Totemist and Incarnate if you happen to be a Totemist/Incarnate. Here's some stuff meldshaper level affects:

Dispel Magic can suppress soulmelds' magical properties. The caster of Dispel Magic makes a check against a DC of 11+meldshaper level.
Apparition Ribbon bound to Throat. Go incorporeal for meldshaper level rounds per day.
Beast Tamer Circlet bound to Totem. Use Animal Trance, up to 1 minute per meldshaper level, basically.
Blink Shirt bound to Heart. Use Blink spell with caster level = meldshaper level.
Cerulean Sandals bound to Feet. Use Dimension Door with total distance up to 10 feet per meldshaper level.
Disenchanter Mask bound to Totem. Suppress a magic item, roll 1d20+meldshaper level against a DC of 11+magic item caster's level.
Enigma Helm shaped to Crown. Caster of a divination spell has to pass a caster level check DC of 11+meldshaper level.
Lifebond Vestments shaped to Arms or Heart. Heal up to 1 hit point per meldshaper level, and take half as much damage.
Necrocarnum Circlet bound to Crown. Animate zombie, HD up to meldshaper level.
Planar Ward bound to Throat. Add meldshaper level to Planar Ward's save DC.
Shedu Crown bound to Heart. Go to Ethereal Plane for meldshaper level rounds per day.
Totem Avatar shaped to Arms, Feet, Heart, Shoulders. Bonus hit points equal to meldshaper level.
Vitality Belt shaped to Waist. Get meldshaper level*essentia bonus hit points (yeah, that can be a lot).

Of these, the most important soulmeld-wise is Vitality Belt, with Necrocarnum Circlet as a second (not that either are Totemist soulmelds). Obviously you don't want your stuff getting suppressed by Dispel Magic.

Masterwork/Enchanting Natural Weapons/Unarmed Strikes?

It seems it is possible. I'll quote shaikujin, to whom all credit is owed.

Regarding Unarmed Strikes aren't masterwork -

Champions of Valor has a Region call "Chosen Born".
One of the bonus equipment choice is "deity’s favored weapon (masterwork)".

There are several deities that have unarmed strikes as their favored weapon.

Hence, masterwork unarmed strikes is possible.

Regarding that:

There are deities with "claw" as favored weapons. Sharess, for example. So certain types of natural weapons can be masterwork as well.

Also, warforged with adamantine body might work. Adamantine items are always of masterwork quality I think.
And you can enchant masterwork weapons.

danzibr
2013-06-09, 05:12 PM
2: Totemist Overview and Homebrew/Potential Alternate Rules
Recall the Totemist class information is available here (http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3).

Let's pick apart these class features (top down form the above link).


Proficient with all simple weapons, with light armor, and with shields (except tower shields).
It's possible to go the ubercharger route with a two-hander, but you'll likely be attacking either with a boat load of natural weapons, with the spines from Manticore Belt or the abilities of your soulmelds. The armor proficiency is nice.
Meldshaping.
Boo yeah, this is where it's at. This is what makes you a MoI class.
Hit die: d8
This could certainly be better, but you want a high Constitution. My guess is they gave a melee class a d8 because they expected high Con.
Medium BAB
Boo. Granted you probably don't care about iterative attacks but full BAB would be nice.
Good Fort and Ref saves, bad Will save.
It is what it is. You can front line like a champ, but be wary of getting dominated or the like.
Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Handle Animal, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim.
Having both Listen and Spot is a great boon. It's a good idea to have at least one of your knowledges be high (well, high enough) for Collector of Stories skill trick, and arcane and nature are good for monsters. Spellcraft is nice so you know what spell you're being hit with. Some of the ratings of these skills change for multiclassing (like Concentration being nice for Warblades).
Totem Chakra Bind
The first chakra bind you get. This is what makes you a Totemist. Not only that but it starts out able to take 2 essentia (that's what the +1 capacity means), then it gets another boost at level 15.
Wild Empathy (Ex)
Diplomacy for animals! It's a pity you only get 1d20+Cha for the result. The bonus is highly situational, but when it's in effect that +4 is nice. However, as Piggy Knowles noted, if you build for it (high Cha and essentia in Beast Tamer Circlet) you can get some good results at low levels.
Illiteracy
Cool! Like Barbarians you can't read and write.
Totem's Protection (Ex)
Again highly situational. If you're fighting magical beasts which like to use stuff with saving throws, you're in luck! So to speak. This doesn't happen often in my experience, but when it does happen it's nice.
Rebind Totem Soulmeld (Su)
To be honest, this seems pretty cool but I can't see much use for it because it's so limited. Not only is it 1/day per four levels, rounded down, but you have to already have the soulmeld shaped and not bound elsewhere. It's certainly not useless though.
Totem Embodiment (Su)
Oh man this is awesome. Double essentia cap and invested essentia of all soulmelds bound to your totem chakra. To be honest it's rather underwhelming at level 20 (it's a million miles from level 9 spells anyway), but still certainly useful.


Stat priority?

It depends on what niche you want to fill. Click on the spoiler beneath, "Sample point-buys for various niche-fillers"

Floor, ceiling?

The best way to give an idea of what these phrases mean are the following: Wizards have a low floor and high ceiling while Warblades have a high floor and low ceiling. A poorly made Wizard sucks hard (low floor), while an optimized Wizard can do anything (high ceiling). But for a Warblade, poorly chosen maneuvers don't shaft you really hard because you're still good at smacking things (high floor), whereas no matter how much optimizing you do a Warblade will never do much outside of combat (low ceiling). Then again they can do ridiculous amounts of damage as an uber charger.

So what about Totemist? Fortunately you always know all your soulmelds, so if you shape and bind the wrong soulmelds you're only 9 hours away from fixing that problem. Poor race and feat choice can mess you up. Like the Warblade you can do a lot of damage, but won't be doing much beyond damage (at least not relative to Wizards, but they have a good few options).

Totemist has high floor, low ceiling.

What tier is a Totemist anyway?
They're usually regarded as tier 3. Capable of doing one thing quite well (melee), but being able to contribute meaningfully in other areas. I think of them as being mid tier 3 with 9 hours advanced notice, and tier 4 otherwise.

What levels do Totemists shine?
A Totemist isn't really a Totemist at level 1. Getting access to their totem chakra at level 2 is when they become awesome (honestly, relative to other classes level 2 is perhaps the single best level for a Totemist since that's their biggest power and versatility jump). As Person_Man said,


Cool things a Totemist can do:

LOTS of natural attacks which are easy to boost and Pounce.
You can easily boost many commonly used Skills by +6 to +10 for minimal effort.
Super Grapple checks via Girillion Arms.
Blink Shirt bound to Totem is at will, move action Dimension Door. Thus you can use a Standard Action, then Dimension Door, EVERY TURN. You never run out of Power Points, and you never have to "refresh" a maneuver. (And you can do it at level 2).
Frost Helm bound to Totem gives you at will area of effect Stun ability. (Remember that enemies also drop their weapons when Stunned).
Gorgon Mask bound tot Totem gives you at will Stone to Flesh. (Only effects 1 enemy and lasts one round, but that's long enough for an ally to Sunder that enemy, so it's basically Save or Lose).
Shadow Mantle bound to Shoulders gives you (weird, poorly worded) continuous Greater Invisibility.
Phase Cloak bound to Shoulders makes you Ethereal when you move. (Avoid AoO, can move through walls, flight, etc).
Shedu Crown bound to Crown gives Telepathy.
Brood Keeper's Heart (Dragon Magazine 350 pg 86) bound to Heart gives you the Swarm template.
Various breath weapon options (weaker then DFA, but useful for most other builds).
Manticore Belt bound to Totem gives you a fairly decent ranged attack.
Many of your coolest abilities kick in at level 1 or 2. This includes various situational things which are very useful at level 1, like Trample, Die Hard, the equivalent of heavy armor, immunity to Flanking,+15 movement speed, Evasion, and most of the natural weapon options.

There's lots of other situational things I'm too lazy to list out here. The point is that it's a very well rounded class (melee, mobilility, ranged attack, area of effect, Save or Lose) and that most of his abilities are passive/always on, which means that it stacks well in Gestalt.

They continue to get power upgrades, in particular at level 9 when they can take the Double Chakra feat. This lets you bind one more soulmeld to your totem chakra, having 2 total.
A pure Totemist does a decent job keeping up with other melee classes their entire career, but naturally casters outperform them at higher levels.

What niches can a Totemist fill?

To understand what I mean by niche, read Person_Man's Niche Ranking System (http://www.giantitp.com/forums/showthread.php?t=314701).

Excellent: Essentially, Totemists have 2 niches which they can fit exceptionally well (though one depends on rules interpretation). In particular, Totemists are excellent at filling the Melee Damage niche with only slight optimization, and thanks to Manticore Belt, are (I would venture to say) equally as excellent at filling the Ranged Damage niche. HOWEVER, it takes a fair amount more optimization for the latter, and there are two catches: first, if your DM rules it's not a weapon, it really sucks; second, if your DM rules it's a weapon but not a natural weapon, it optimizes well, but not as well as it could.
Totemists can do a bit with their breath weapons, but will not be as good as Dragonfire Adepts or Dragon Shamans. You can still pull tricks with metabreath feats, but it's like putting a square peg in a round hole. Totemist *can* do it, but if that's your goal, don't roll a Totemist.
Respectable: There is one more niche which Totemists do quite well at: Mobility. Totemists have *several* soulmelds which enhance mobility in some way or another.
Mediocre: Totemists can do a decent job at Debuffing, but only a decent job. Similarly for being a Meat Shield. They have lots of Con, can get decent AC and a little miss chance, but they lack the really good stuff.
Bad: There are some things which pure Totemists can... kind of do. Battlefield Control, Curiosity, Party Face, Sage, Scout, Thief. They make good grapplers, but that's grappling. In particular, the party face role mostly applies to animals (they get a little held in the Intimidate department, but not much).
A Rogue/Totemist/Umbral Disciple makes a great sneak, but the pure Totemist will be passable at best.
Ain't happenin': Totemists simply cannot fill the rest of the niches.


Sample point-buys for various niche-fillers

I originally called it, "Sample point-buys for various archetypes," then I realized... No, not the PF archetypes.

Face basher
Most pure Totemists focus on getting a great deal or natural weapons (at least in my mind) then laying the smack down. For these Totemists stats should be as follows:

Str>Con>Dex>Wis>Int>Cha

Con is very important to Totemists, but don't optimize it at the expense of Str in particular. Without high Con you can't shape all your soulmelds, but without high Str you won't be hitting anything or doing any damage. It's also good to have some Wis for that crappy Will save and Dex for AC and Ref save (and initiative and skills). Here are some sample point buys:

(30 pb) 16 12 16 10 12 8
(32 pb) 16 14 16 10 12 8

HOWEVER, even if you're not Manticore Belt you can more or less safely dump Str due to Weapon Finesse or binding Bloodtalons or Kruthik Claws to the hands chakra (level 5, most likely, though you don't get your second bind until level 6). Of course you miss out on a lot of +Str to damage, but if you have like a DFI Bard or something then that's not a big deal. Note they say you have Weapon Finesse for natural weapons, so check if it counts for unarmed strikes (I think it does). You deal quite a bit less damage, naturally, but by pumping Dex you get more AC, initiative, better Ref save, potentially more AoO's, skills (thanks to Person_Man for this suggestion).

Dex>Con>>Wis>Int=Str>Cha

Here are some sample point buys (you don't want a penalty to Str, so adjust accordingly based on racials):

(30 pb) 10 16 16 10 14 8
(32 pb) 10 18 16 10 10 8


Manticore Belt
For Manticore Belt, you add half your Str to each spike for damage. Again, it's not good to have a negative Str. However, since you only add half your modifier, and it only adds to damage, you don't get great returns. Most of your damage will be coming from things like Heart of Fire or DFI (if you have a DFI Bard). For stats, probably have Int and Str be 10, hence the equal sign.

Dex>Con>>Wis>Int=Str>Cha

Here are some sample point buys:

(30 pb) 10 16 16 10 14 8
(32 pb) 10 18 16 10 10 8


Sneak
Remember pure Totemists don't make good sneaks, but something like a Rogue/Totemist/Umbral Disciple makes a great sneak. It's really quite a neat combo, loading up on natural attacks and doing lots of SA. You can either take Str or leave it, but... taking Str spreads you pretty thin, so I'll write it up for leaving it.

Dex>Con>Int>Str>Cha

If you're going to UMD, you obviously want higher Cha. Here are some sample point buys (again you don't want a penalty to Str, so adjust accordingly based on racials):

(30 pb) 10 18 14 12 10 8
(32 pb) 10 18 14 14 10 8


Soulmeld ability spammer
Here we're talking abilities which have a save, like Basilisk Mask. Here... it's hard to say. It depends on what else you want to do. You can leave Str at 8 if you plan on doing no melee, or get it to 14 or something. The only guideline here is to get Con to 18.

Animal tamer
Like with Soulmeld ability spammer, the only guideline is to get your Cha to 18. With your Wild Empathy class feature, +2+2/essentia competence from Unicorn Horn shaped to brow, +2+2/essentia insight from Beast Tamer Circlet shaped to crown, +4 from class feature if the creature is the same as the one associated with your Totem bind... that's some good Wild Empathy. This was suggested by Person_Man suggested. Then go Beast Heart Adept (http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4) and ask your DM nicely if your bonuses apply to Monster Empathy.

General Totemist-playing guidelines
Simply put, Totemists have 2 major paths they can try to walk:

Get pounce, a bunch of natural attacks and bash faces.
Optimize Manticore Belt and fling spikes in people's faces.

But this is oversimplifying it. Totemists can also be great defensively, and at certain levels they have other nifty tricks. Let's talk about that.


Totemists can make good uberchargers. Not the best uberchargers, but good uberchargers. The problem is ubercharging typically takes a 2-handed weapon and 4 feats: Power Attack, Leap Attack, Improved Bull Rush and Shock Trooper. This is a problem because Totemists like to have their hands free for claws/slams/spines/whatever, and Totemists don't have many feats to spare. Oh, and you have less BAB to PA with. The upside is that you can wield a morningstar or whatever and still get your iteratives and all unoccupied natural weapons on a full attack.
That's the typical way to ubercharge. A Totemist can still get pounce, load up on natural attacks, and use soulmelds which increase charging damage, and still do the usual Leap Attack Shock Trooper business. The returns from PA won't be nearly as good, but still, it's respectable.
At lower levels Yrthak Mask is good for ranged damage. The sweet spot is level 2. 1 feat on Enhanced Soulmeld Capacity, play as a MoI race, shape Yrthak Mask on your brow (designate it for your Enhanced Soulmeld Capacity), bind it to your totem, put 3 essentia into it, 3d6 sonic damage every other round. Well, that's passable for level 2 at least. Unfortunately it doesn't improve until 6th level to 4d6 damage every other turn which is almost laughable. At least sonic damage is good.
If you're going the face-basher route again look at Person_Man's ways to get extra attacks, natural attacks and AoO's (http://www.giantitp.com/forums/showpost.php?p=7066595&postcount=1). Soulmelds only take you so far. Grafts, feats, etc. take you the rest of the way.
Basilisk Mask is an amazing save-or-lose effect at level 2. Petrify something, your buddy sunders it before your next round. With pumped up Con and Ability Focus (http://www.d20srd.org/srd/monsterFeats.htm) (if your DM lets it) you can get the saving throw DC very high for level 2 (easily over 20).


Increasing your number of natural attacks

It is important to understand that you shouldn't get all of your natural weapons from soulmelds. Good Totemists get natural weapons from their race, their feats, their items and their soulmelds (and maybe even other sources, like their buddies casting spells on them). Then once you have an adequate/absurd number of natural attacks you need to make them stronger.

You can get at most 10 (or 9 if your DM is a stickler) natural attacks from Totemist soulmelds alone. Throw in Astral Vambraces, possibly up to 12. And this happens at level 9. It seems to me there are two ways to do it. You have to use the 3 attacks from Threefold Mask of the Chimera as your primary, by the way.

Option 1, requires the tail from Dragon Tail being ruled as a natural weapon, and the slams from Astral Vambraces not messing with your claws. Be Totemist 9 and take Double Chakra feat and Shape Soulmeld (Astral Vambraces). Shape Girallon Arms to Arms, bind it to Totem (4 claws). Shape Threefold Mask of the Chimera to Crown or Soul, bind to Totem (2 bites and 1 gore). Shape Chaos Roc's Span to Shoulders (2 buffets). Either be Dragonblooded (that is, have the Dragonblood subtype) or pick up a feat to give you said subtype (Dragontouched from Dragon Magic), shape Dragon Tail to Feet or Waist (1 tail). Shape and bind Astral Vambraces to Hands (2 slams). Note the text, "If you use a weapon in one hand, you can use your other hand to deal a slam attack as a secondary natural weapon." This suggests (but does not imply) you can use your slam as a secondary natural weapon if you do not have a weapon in that hand. A claw does not count as a weapon *in* your hand (and Curmudgeon confirmed this here (http://www.giantitp.com/forums/showthread.php?t=318591)). It's still not clear to me by RAW if you can do both claws and both slams. Up to 12 attacks.
Option 2, requires the claws from Claws of the Wyrm and tail from Dragon Tail being ruled as a natural weapon, and same for Astral Vambraces as above. Be Totemist 9 and take Double Chakra feat and Shape Soulemld (Astral Vambraces) feat. Shape Lamia Belt to Waist, bind it to Totem (2 claws on lower body). Shape Threefold Mask of the Chimera to Crown or Soul, bind to Totem (2 bites and 1 gore). Shape Chaos Roc's Span to Shoulders (2 buffets). Again get Dragonblood subtype, shape Claws of the Wyrm to Arms (2 claws on upper body). Shape Dragon Tail to Feet or Waist (1 tail). Again, Astral Vambraces to Hands (2 slams). 12 attacks.

It seems option 1 is better since it takes 1 fewer soulmelds (4 rather than 5). Keep in mind the buffet attacks can't be done on adjacent foes, so you can't charge and use them all on the same foe, for example. There is an option 3 which requires level 12, namely taking Double Chakra twice, once for Totem and once for Shoulders. Then shape both Displacer Mantle and Chaos Roc's Span to Shoulders, bind Displacer Mantle to Shoulders. Then Claws of the Wyrm, Dragon Tail, Threefold Mask of the Chimera. 2+2+2+1+3+2=12 again.

If you only want 8 natural attacks, this can happen as early as level 4. Needs 4 soulmeld to be shaped, 1 to be bound.

Requires the claws from Claws of the Wyrm and tail from Dragon Tail being ruled as a natural weapon. Shape Threefold Mask of the Chimera to Crown or Soul, bind to Totem (2 bites and 1 gore). Shape Chaos Roc's Span to Shoulders (2 buffets). Again get Dragonblood subtype, shape Claws of the Wyrm to Arms or Hands (2 claws on upper body). Shape Dragon Tail to Feet or Waist (1 tail). 8 attacks.

If you're okay with 7 natural attacks, this can happen at level 2. Simply follow the above but don't shape Dragon Tail. You shape 3 (Threefold Mask of the Chimera, Claws of the Wyrm and Chaos Roc's Span) and bind 1 (the mask). Beyond that... at level 1 you can shape Claws of the Wyrm and Chaos Roc's Span for 4.

In order to get more natural weapons, check out posts 6 and 7 and 8, namely races, feats and gear.

Lots of natural attacks at low levels:

Level 1

Warforged with Jaws of Death, 1 flaw for Dragontouched (need 11 Cha), shape Claws of the Wyrm and Chaos Roc's Span. Slam, bite, claw 1, claw 2, 5-foot step, wing 1, wing 2. 6 attacks.
If you don't want to 5-foot step instead shape Dragon Tail, but drops you down to 5 attacks.
Kobold with web enhancement, shape Dragon Tail and Chaos Roc's Span. Bite, tail, claw 1, claw 2, 5-foot step, wing 1, wing 2. 6 attacks.

Level 2

Warforged with Dragontouched (need 11 Cha), shape Claws of the Wyrm, Chaos Roc's Span, Threefold Mask of the Chimera, bind the latter to your totem chakra. Primary bite 1, bite 2, gore, secondary slam, claw 1, claw 2, 5-foot step, wing 1, wing 2. 8 attacks.
If you don't want to 5-foot step instead bind Dragon Tail, but drops you down to 7 attacks.
Warforged with Jaws of Death and Dragontouched, shape Claws of the Wyrm, Chaos Roc's Span, Girallon Arms, bind the latter to your totem chakra. Primary claw 1, secondary claw 2, claw 3, claw 4, bite, slam, 5-foot step, wing 1, wing 2. 8 attacks.
If you don't want to 5-foot step instead bind Dragon Tail, but drops you down to 7 attacks.

Level 3

Anthropomorphic Giant Octopus 2/Totemist 1. 6 racial tentacle attacks, 1 bite. With 2 flaws, take Aberrant Blood, Inhuman Reach, Deepspawn (2 more tentacles), Dragontouched. Shape Dragon Tail (1 tail) and Chaos Roc's Span (2 buffets, reach). 10 attacks, 5 foot step (or not, if you start 5' away, due to Inhuman Reach), 2 more. 12 attacks.

Level 4

Anthropomorphic Giant Octopus 2/Totemist 2. Like above, but shape and bind Girallon Arms. 2 more claws, 14 attacks total.

Warning: everyone you play with might hate you when you take 5 minutes to make 14 attacks. Every round.


Homebrew/Alternate Rules
Perusing the boards you hear some complaints about MoI. First of all, it has very little support (very, very little, like a tiny bit in Dragon Magic, even tinier bit in Dragon Magazine 350, a little in Mind's Eye). People also complain about various mechanics. This section addresses both of those.
Homebrew

First we address the very-little-support problem. Wouldn't it be nice to have more Soulmelds to choose from? Or more PrC's? It would be nice, and these come in the form of homebrew.

A word of caution, of course. Homebrew varies from more broken than Truenamer to more broken than Incantatrix. When I provide a link for homebrew, I'll try to make a comment on its relative power level (relative to official, published material).

Before anything else, here is the Homebrew Compendium (http://www.minmaxboards.com/index.php?topic=214.msg856#msg856). It's still updated, somewhat surprisingly. Just Ctrl+F "Incarn" and you can find all sorts of goodies.

Base classes

Also, here's Person_Man's Forsaker Totemist (http://www.giantitp.com/forums/showthread.php?t=172094). VoP meets Totemist in a good manner!
And here's BelGareth's Incarnum Redone (http://www.giantitp.com/forums/showthread.php?t=260048) for a high-powered Totemist (like, really high-powered, better than gestalt Totemist//Fighter by far, likely better than Totemist//Barbarian, probably on par with Totemist//Warblade).
Another by Person_Man, a better version (http://www.giantitp.com/forums/showthread.php?t=156441) of the terrible, terrible Soulborn. If you want to go Soulborn, instead talk your DM into this.

PrC's

Several PrC's (and more!) (http://www.giantitp.com/forums/showthread.php?t=311204) by Coidzor. Mostly notably the Totem Shaman, a Totemist/Druid hybrid.
Totem Chanter (http://brilliantgameologists.com/boards/index.php?topic=13448.0), a Bard-Totemist PrC by gabrion.

Soulmelds

Some neat new Totemist soulmelds (http://www.giantitp.com/forums/showthread.php?t=219328) by zagan. Elsewhale Collar, Steelwing Mantle and Wasp Stinger stand out as being cool.
Some more Totemist soulmelds (http://www.giantitp.com/forums/showthread.php?t=58332), by Gralamin. Vermin-oriented.
More Totemist soulmelds (http://www.giantitp.com/forums/showthread.php?t=26877), by The Demented One.
More Totemist soulmelds (http://www.giantitp.com/forums/showthread.php?p=6321801), by Glimbur. I like Shock Lizard Crest a lot for some reason.
Archetype soulmelds (http://www.giantitp.com/forums/showthread.php?t=192424), by Pyromancer999. They're high-powered soulmelds which you have to blow feat(s) to learn them. There's only one which you can bind to your Totem.

Other

A feat to conceal soulmelds (http://www.giantitp.com/forums/showthread.php?t=180337) (like suppressing the signs of manifesting), by Shhalahr Windrider.
Some (http://www.giantitp.com/forums/showthread.php?t=281190) more (http://www.giantitp.com/forums/showthread.php?t=285911) stuff (http://www.giantitp.com/forums/showthread.php?t=287834) which (http://www.giantitp.com/forums/showthread.php?t=200385) isn't (http://www.giantitp.com/forums/showthread.php?t=192424) Totemist (I like this one a lot) (http://www.giantitp.com/forums/showthread.php?t=281819) specific (http://brilliantgameologists.com/boards/index.php?topic=12737). And a lizard melshaper PrC (http://www.giantitp.com/forums/showpost.php?p=7666926&postcount=23).
Also non-Totemist, but very noteworthy. A base class by Draken, Evolutionist (http://www.giantitp.com/forums/showthread.php?t=240717). It's some of the finest homebrew out there, imo. *One* option is to load up on natural weapons, but there's so much more. Another is Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536), more focused on natural weapons, but again it has more going on.



Alternate Rules Worth Considering

The material presented below is supposed to address certain, let's say, shortcomings of MoI as-written.

However, one must tread carefully. First of all, there's the saying, "If it ain't broke, don't fix it." MoI is, indeed, not broken, at least not any more than the rest of 3.5. Lots of people use it as it is, and enjoy it just fine.

Then again, there are those who use MoI as it is and don't quite enjoy it just fine, perhaps because meldshaper can't keep up with CoDzilla or the like. Then there are those who are open to rule modifications. If you are of the latter sort, I suggest reading on, though this calls for a second word of caution: altering any basic rule will potentially have undesirable consequences. I shall try to present the issue, potential fix(es), and ramifications of said fix(es).

Problem: Save DC's of soulmeld abilities simply don't keep up.
More specifically, 10+modifier+essentia for soulmelds is supposed to model 10+modifier+spell level for spells, but the problems are twofold: the max essentia you can have invested will certainly be lower than spell level, and there are many feats and class features which increase save DC's of spells, but meldshaper don't enjoy the same options.

Potential solution 1: Alter the save DC to 10+modifier+meldshaper level/2.
Thoughts: This will keep the save DC's on par with a pure Sorcerer's. Unfortunately, this takes one of the main benefits of having essentia invested.
Potential solution 2: Alter the save DC to 10+modifier+essentia+meldshaper level/2.
Thoughts: Strictly better than what's printed in MoI. You could also make it +meldshaper level/3 or something. In any case, this will allow meldshapers who like to use abilities granted by soulmelds (rather than, say, natural weapons and defensive abilities) to keep up with pure casters on their save DC's.
Potential solution 3: Increase essentia cap to HD/2, minimum 1.
Thoughts: More on this below.

Problem: Much as the save DC's lag further and further behind as you gain levels, the blasty soulmelds can't keep up with casters or otherwise. Not that casters are meant to be blasters, but a Sorc will be muuuuuch better at blasting than any meldshaper. And DFA will have better breath weapons.

Potential solution 1: Increase essentia cap in some manner, potentially to HD/2, minimum 1.
Thoughts: This makes Totemists into contenders in the blasting game. Several of the soulmelds which bind to Throat give a breath weapon, often 2d6+1d6/essentia damage. With putting 10 essentia in, that's 12d6 damage at level 20, more than base for DFA or Dragon Shaman (although for Totemists, either the range or the recharge rate is crap, and they lack the flexibility of DFA and Dragon Shaman). Still, it's much more viable.
Potential solution 2: Somehow modify the mechanics of the blasty soulmelds.
Thoughts: I'm open to suggestions. If you don't want to modify essentia cap, I'm not sure how to do this.

Problem: Essentia cap scales terribly (1 for 1-5 HD, 2 for 6-11, 3 for 12-17, 4 for 18-20, then for epic it's ONE EVERY TEN LEVELS, which is so pathetic I didn't want to mention it).

Potential solution 1: Make it HD/2, minimum 1.
Thoughts: As mentioned above, this would fix the save DC problem. It makes it much easier to calculate, and makes meldshapers strictly more powerful.
Ramifications: Abusable with the Necrocarnate/Vivicarnate oil-on-anthill trick or Soul Boon. It also makes feats with the [Incarnum] tag much more useful, as well as racial abilities and class abilities. For example, an Umbral Disciple would be able to get 100% concealment at level 20. Also, at level 20 you could put 12 essentia into, say, Girallon Arms, for +12 to attack and damage on 4 claws. Then the Totemist capstone doubles this for ridiculousness (though it still doesn't hold a candle to level 9's). This might sound game breaking, but keep in mind these numbers are at level 20, where any semblance of balance has long been discarded.
Potential solution 2: Make it HD/3, minimum 1.
Thoughts: Just like above, but slower growth, obviously. Hit 2 the same time you normally would (level 6), then it grows faster than the MoI progression. Other ramifications remain similar.
Potential solution 3: Make it the max of manifester level/2 and what's in MoI.
Thoughts: Like solution 1, but only benefits pure (or almost pure) meldshapers. Alternatively, go the max of manifest level/3 and what's in MoI.

While it's contained above, it's worth reiterating that epic essentia capacity is a freakin' joke.
Since essentia cap is based on HD rather than meldshaper level, it seems clear that the MoI classes are designed to be multiclass friendly. However, effects which depend on meldshaper level (like how easily they're dispelled or Necrocarnum Zombie HD, see the bottom of post 1) do not like multiclassing. I would suggest calculating meldshaper level like initiator level.
The whole essentia-is-locked-into-feats thing is really stupid. Consider ditching it.
If you want to go pure Totemist into Necrocarnate, you're kind of shafted by RAW. You need Necrocarnum Acolyte feat, which is fine, but it only lets you shape Necrocarnum feats unrestrictedly: you do not actually learn them, so to speak. So you can blow Shape Soulmeld to pick them up one at a time, but then your meldshaper level for them is only half your character level, which hurts very badly for, say, making Necrocarnum Zombies.
Long story short: let Necrocarnum Acolyte add the Necrocarnum soulmelds to Totemist soulmelds.
Azure Toughness counts as Toughness regarding prereq's. Same for Midnight Dodge and Dodge. Why not Cerulean Fortitude for Great Fortitude? And Cerulean Reflexes for Lightning Reflexes? And Cerulean Will for Iron Will?

danzibr
2013-06-09, 05:13 PM
3: Soulmelds
Table 1: list of all Totemist soulmelds, sorted alphabetically. Note giantitp has the nice feature of changing how they're sorted based on column. In other words, you can sort by chakra or level.



Name
Chakra
Shape Effect
Invest Bonus (Shape)
Bind Effect
Invest Bonus (Bind)
lvl


Ankheg Breastplate

throat

+2 armor bonus to AC

+1/essentia armor bonus to AC

1/minute spit line of acid, 5 feet, 2d6 acid damage, Ref half

+5 feet/essentia and +1d6 acid damage/essentia
14


Ankheg Breastplate

totem

-

-

gain natural weapon 1 bite, 1d8 damage

+1d4/essentia acid damage on bite

2


Basilisk Mask

brow

low-light vision

darkvision 30 ft/essentia

gain benefit of Blind-Fight

n/a

9


Basilisk Mask

totem

-

-

full round action, gaze 1 creature within 30 ft. as Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) but 1 round, Fort negates

n/a

2


Beast Tamer Circlet

crown

+2 insight to Handle Animal and Wild Empathy

+2 more/essentia

speak with animals the spell, also magical beasts with Int 1 or 2, needs at least 1 essentia

at least 1 needed for bind effect

5


Beast Tamer Circlet

totem

-

-

Animal Trance (http://www.d20srd.org/srd/spells/animalTrance.htm) the spell usable 1/minute, lasts concentration up to 1 min/meldshaper level, needs at least 1 essentia

at least 1 needed for bind effect

2


Behir Gorget

throat

+4 to resist being bull rushed or tripped

resist electricity 5/essentia

standard action 1/minute 5 ft. line of lightning, 2d6 electricity damage, Ref half

+5 ft. and 1d6 electricity damage/essentia
14


Behir Gorget

totem

-

-

gain natural weapon 1 bite, 1d8 damage

+1d4 electricity damage on bite/essentia

2


Blink Shirt

heart

standard action teleport 10 ft. as dimension door, only self, ends turn

+10 ft./essentia

use blink spell with CL=meldshaper level

n/a

17


Blink Shirt

totem

-

-

use dimension door ability as move action

n/a

2


Bloodtalons

hands

act normally at 0 to -9 hit points

+2 unnamed bonus to Spot/essentia

gain benefit of Weapon Finesse with natural weapons

n/a

5


Bloodtalons

totem

-

-

gain natural weapon 2 claws, 1d4 damage

+1 bleeding (undead immune) damage and +1 enhancement bonus to attack/essentia

2


Brass Mane

throat

+4 competence to Intimidate

+2 more/essentia

standard action 1/minute roar, all except dragonnes within 10 ft. Will or be fatigued

+10 ft./essentia
14


Brass Mane

totem

-

-

gain natural weapon 1 bite, 1d8 damage

+1 enhancement to attack and damage/essentia

2


Disenchanter Mask

brow

standard action to use detect magic the spell, range of 10 ft., 1/round

+10 ft./essentia

when using detect magic, determine number, strength and location of each magical aura

n/a

9


Disenchanter Mask

totem

-

-

standard action to make a melee touch attack at normal reach +5 ft., can suppress a magic item

n/a

2


Displacer Mantle

shoulders

+4 competence to Hide

+2 more/essentia

gain concealment as blur, true seeing overcomes it, see invisiblity does not

n/a

9


Displacer Mantle

totem

-

-

gain 2 tentacles****, 1d4 damage, normal reach +5 ft., can't AoO

+1 enhancement damage/essentia

2


Dread Carapace

arms

PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons

1 more PA/essentia

threat range of natural weapons doubled

n/a

9


Dread Carapace

feet

PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons

1 more PA/essentia

1/minute enhancement bonus of +60 ft. to speed

+10 more ft./essentia

5


Dread Carapace

heart

PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons

1 more PA/essentia

SR 5

+4 SR/essentia

17


Dread Carapace

totem

-

-

when charge all enemies within 60 ft. shaken for 1 round, Will negates

n/a

2


Frost Helm

crown

tolerate -50 to 90 degrees

resist cold 5/essentia

standard action ranged touch attack, range ???, 1d6 cold damage

+1d6 cold damage/essentia

5


Frost Helm

totem

-

-

standard action stun single opponent within 20 ft. for 1d4 rounds, Will negates, frost worms immune

+1 creature/essentia

2


Girallon Arms

arms

+2 competence to Climb and grapple

+2 more/essentia

rend when you hit with 2 claws (from any source)

n/a

9


Girallon Arms

totem

-

-

gain natural weapons 4 claws (behave strangely), 1d4 damage

+1 enhancement to attack and damage/essentia

2


Gorgon Mask

throat

+1 resistance to Fortitude, +2 resistance to bull rushed, tripped, overrun or trampled

+1 more/essentia

standard action 1/day Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) on an adjacent foe

n/a
14


Gorgon Mask

totem

-

-

full-round action trample attack, 1d8 damage

n/a

2


Great Raptor Mask

brow

+2 competence to Spot

+2 more/essentia

gain low-light vision but 5x as far

n/a

9


Great Raptor Mask

totem

-

-

gain evasion

n/a

2


Heart of Fire

waist

+1 insight to attack and damage v. cold

+1 more/essentia

people attacking take 1d6 fire damage if unarmed, weapons take half

n/a

14


Heart of Fire

totem

-

-

natural weapons and end-of-turn-grappling do extra 0d4 fire damage

+1d4 more/essentia

2


Hunter's Circlet

crown

+2 insight to Heal and Survival

+2 more/essentia

gain benefits of Track

n/a

5


Hunter's Circlet

totem

-

-

detect opponents within 15 ft. by smell, full-round action to identify direction, +4 competence to survival when involving smell

n/a

2


Kraken Mantle

arms

+8 competence to Swim, swim faster

+5 ft. to swim/essentia

with successful grapple check 1d8+Str bludgeoning damage

+1 unnamed to grapple/essentia

9


Kraken Mantle

totem

-

-

breathe water as if water breathing

n/a

2


Krenshar Mask

brow

+4 competence to Jump and Move Silently

+2 more/essentia

+4 competence to Intimidate

+2 more/essentia

9


Krenshar Mask

totem

-

-

standard action to frighten 1 creature within 30 ft. for 1 round, Will negates

n/a

2


Kruthik Claws

hands

+4 competence to Hide and Move Silently

+2 more/essentia

gain benefit of Weapon Finesse with natural weapons

n/a

5


Kruthik Claws

shoulders

+4 competence to Hide and Move Silently

+2 more/essentia

gain acid resist 10

+5 more/essentia

9


Kruthik Claws

totem

-

-

gain natural weapon 2 claws, 1d6 damage

+1d4 acid damage/essentia

2


Lamia Belt

waist

+4 competence to Bluff and Hide

+2 more/essentia

+10 enhancement to land speed and gain benefit of Spring Attack

n/a

14


Lamia Belt

totem

-

-

gain natural weapon 2 claws, lower body, 1d4 damage

n/a

2


Lammasu Mantle

arms

+2 deflection to AC v. evil

+1 resistance to saves v. evil/essentia

deflection and resistance bonus applies to all allies in 10 ft.

n/a

9


Lammasu Mantle

shoulders

+2 deflection to AC v. evil

+1 resistance to saves v. evil/essentia

only good summoned creatures can come within 10 ft.

n/a

9


Lammasu Mantle

totem

-

-

standard action breathe 15 ft. cone of fire, 1d4 fire damage, Ref half

+1d4 fire damage/essentia

2


Landshark Boots

feet

+4 competence to Jump

+2 more/essentia

move action (while touching ground) to sense number and direction of creatures touching ground within 10 ft.

+5 ft./essentia

5


Landshark Boots

totem

-

-

gain natural weapon 2 claws, 1d6 damage, if 5-ft. jump in move action can attack with 4 claws as a standard action but can't use any other weapons

+1 enhancement attack and damage/essentia

2


Manticore Belt

waist

+2 enhancement to Jump and Spot

+2 more/essentia

gain clumsy flight 0 ft. and Flyby Attack

+10 ft./essentia

14


Manticore Belt

totem

-

-

standard action to release a volley of 0 spikes, range increment of 30 ft., max 150, ranged attack, 1d6 damage

+1 spike/essentia

2


Pegasus Cloak

shoulders

gain feather fall at all times, +2 enhancement to Jump

+2 more/essentia

gain average flight 0 ft.

+10 ft./essentia

9


Pegasus Cloak

totem

-

-

gain average flight 0 ft. but must begin and end on a solid surface

+10 ft./essentia

2


Phase Cloak

shoulders

+4 competence to Climb, can always take 10 on Climb, keep Dex to AC while climbing

+2 more/essentia

if you move at least 5 ft., can become ethereal during movement

n/a

9


Phase Cloak

totem

-

-

gain 1 bite attack****, 1d4 damage with poison (1d3 Con primary, no secondary, Fort negates)

+1 enhancement to attack (and DC)/essentia

2


Phoenix Belt

waist

tolerate 40 to 140 degrees

gain resist fire 5/essentia

damage negated from resist fire becomes fast healing

n/a

14


Phoenix Belt

totem

-

-

standard action to deal 0 fire damage to adjacent creatures, Ref half

+1d6 fire damage/essentia

2


Rageclaws

hands

act normally from 0 to -9 hit points

increase hit point range to act normally by 3/essentia

if negative hit points gain +2 morale to melee attack and damage and Fort saves

n/a

5


Rageclaws

totem

-

-

gain natural weapon 2 claws, 1d6 damage, can attack with both while grappling

+1 enhancement to attack and damage/essentia

2


Riding Bracers

arms

+4 insight to Handle Animal and Ride

+2 more/essentia

+2 insight to melee damage and +2 dodge to AC while mounted

n/a

9


Riding Bracers

totem

-

-

if riding magical animal, handle as free or push as move and mount gains evasion

n/a

2


Shadow Mantle

shoulders

+4 competence to Listen

+2 more/essentia

swift action to make 0 ft. radius orb of darkness, you are invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) to creatures inside unless they can pierce magical darkness, gain blindsight same radius, must be able to hear

+5 ft./essentia

9


Shadow Mantle

totem

-

-

+4 competence to Hide

+2 more/essentia

2


Shedu Crown

crown

immune to being pushed back by bull rush

+1 competence to saves v. mind-affecting/essentia

communicate telepathically with any creature within 100 ft.

n/a

5


Shedu Crown

heart

immune to being pushed back by bull rush

+1 competence to saves v. mind-affecting/essentia

standard action to shift from material to ethereal plane for meldshaper level rounds, back as free

n/a

17


Shedu Crown

totem

-

-

gain trample attack, 1d8 damage

n/a

2


Sphinx Claws

hands

+1 competence to Strength checks and Strength-based skills

+1 more/essentia

pounce for natural weapons

n/a

5


Sphinx Claws

totem

-

-

gain natural weapon 2 claws, 1d8 damage

+1 enhancement to attack and damage/essentia

2


Threefold Mask of the Chimera

crown

can't be flanked

+1 competence to Search and Spot/essentia

at end of turn take extra move action at -5 to AC and attack

reduce penalty by 1/essentia

5


Threefold Mask of the Chimera

soul

can't be flanked

+1 competence to Search and Spot/essentia

at end of turn take extra standard action at -5 to AC and attack

reduce penalty by 1/essentia


Threefold Mask of the Chimera

totem

-

-

gain natural weapon 1 bite, 1d8 damage, 1 bite, 1d6 damage, 1 gore, 1d6 damage, all primary or one secondary

n/a

2


Totem Avatar

arms

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

gain benefit of Improved Grapple

n/a

9


Totem Avatar

feet

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

stable as if four-legged and 1 size category larger, +8 to resist bull rush, trip, overrun

n/a

5


Totem Avatar

heart

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

DR 5/magic

+1 DR/essentia

17


Totem Avatar

shoulders

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

natural weapons deal damage as if 1 size category larger

n/a

9


Totem Avatar

totem

-

-

+0 morale bonus to damage on natural weapons

+1 more/essentia

2


Unicorn Horn

brow

+2 competence to Wild Empathy and Move Silently

+2 more/essentia

standard action to detect evil, 1/round

n/a

9


Unicorn Horn

totem

-

-

gain natural weapon 1 gore, 1d6 damage, extra 1d6 v. undead

+1 enhancement to attack and damage/essentia

2


Urskan Greaves

feet

move ice and snow at normal speed, +5 unnamed bonus to Balance on ice

resist cold 5/essentia

extra 0d4 untyped damage when charging

+1d4 damage/essentia

5


Urskan Greaves

totem

-

-

when overrun target can't avoid you, +2 unnamed to Str check to knock down

+1 more/essentia

2


Winter Mask

throat

standard action (?) to melee touch attack to make target become fatigued, Fort negates

+1d4 cold damage/essentia

standard action to breathe 15-ft. cone of cold, once every 1d4 rounds, 2d6 cold damage, Ref half

+2d6 damage/essentia
14


Winter Mask

totem

-

-

gain 1 bite attack****, 1d6 damage

+1d4 cold damage/essentia

2


Worg Pelt

feet

+2 competence to Hide and Move Silently

+2 more/essentia

+5 to base land speed

+5 more/essentia

5


Worg Pelt

hands

+2 competence to Hide and Move Silently

+2 more/essentia

free trip on bite

n/a

5


Worg Pelt

totem

-

-

gain natural weapon 1 bite, 1d6 damage

+1 enhancement to attack and damage/essentia

2


Wormtail Belt

waist

+2 enhancement to natural AC

+1 more/essentia

gain Awesome Blow feat and are treated as one size category larger when using it

n/a

14


Wormtail Belt

totem

-

-

gain natural attack 1 stinger, 1d6 damage with poison (1d4 Str primary, no secondary, Fort negates), not combinable

+1 enhancement to attack (and DC)/essentia

2


Yrthak Mask

brow

+4 competence to Listen

+2 more/essentia

gain 10 ft. blindsense, -4 to Spot, +4 to visual effects

+10 ft./essentia

9


Yrthak Mask

totem

-

-

standard action ranged touch attack 60 ft., 0d6 sonic damage to single opponent every other round

+1d6 sonic damage/essentia

2


Claws of the Wyrm*

arms

gain 2 claws attacks****, 1d6 damage

+1 enhancement to attack and damage/essentia

threat range doubles, doesn't stack with like effects

n/a

9


Claws of the Wyrm*

hands

gain 2 claws attacks****, 1d6 damage

+1 enhancement to attack and damage/essentia

damage dealt by claws granted by this soulmeld improves by one step

n/a

5


Claws of the Wyrm*

totem

-

-

gain climb speed, 1/2 base land speed, rounded up

n/a

2


Dragon Mantle*

heart

+2 enhancement on Fort saves

resistance to acid, electricity, fire and cold 3/essentia, stacks

fast healing 0

+1/essentia

17


Dragon Mantle*

shoulders

+2 enhancement on Fort saves

resistance to acid, electricity, fire and cold 3/essentia, stacks

DR 0/magic

+1 DR/essentia, natural weapons overcome DR as if magic

9


Dragon Mantle*

totem

-

-

move action, fly, poor, 0 ft.

+10 ft./level

2


Dragon Tail*

feet

gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling

+1 enhancement to attack and damage/essentia

+2 competence to Balance and Swim

+2 more/essentia

5


Dragon Tail*

waist

gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling

+1 enhancement to attack and damage/essentia

tail has reach, damage 2d6+1.5*Str

n/a

14


Dragon Tail*

totem

-

-

standard action, tail sweep, all adjacent foes take damage as if struck by tail, Ref half

n/a

2


Dragonfire Mask*

brow

low-light vision

+2 competence to Spot/essentia

darkvision out to 60 ft. or existing darkvision +30 ft.

n/a

9


Dragonfire Mask*

throat

low-light vision

+2 competence to Spot/essentia

standard action breath weapon, 30 ft. cone, 2d6 fire damage, Ref half, 1d4 round wait

+1d6 fire damage/essentia
14


Dragonfire Mask*

totem

-

-

free action frightful presence 1/round, all within 10 ft. with less HD Will or shaken for 1 round

+10 ft. to radius and 1 round/essentia

2


Brood Keeper's Heart**

heart

+4 insight to Concentration

+2 more/essentia

gain swarm subtype, lose armor and natural armor bonus to AC

n/a

17


Brood Keeper's Heart**

totem

-

-

natural armor bonus increases by +4 when fighting defensively

n/a

2


Chaos Roc's Span**

shoulders

gain natural weapon 2 buffets, nonlethal damage, reach (can't attack adjacent), secondary attacks, 1d4+.5*Str bludgeoning

+1 damage/essentia

wings deal lethal damage, if hit an opponent with both, Fort save or be dazed for 1d4 rounds, mind-affecting

n/a

9


Chaos Roc's Span**

totem

-

-

full-round action, 10 ft. cone deals 1d4 damage (type determined randomly), Ref half

+1d4 damage/essentia

2


Gravorg Tail**

waist

+4 competence to Balance

+2 more/essentia

use levitate as the spell, only up and down, 20 ft. per round

+10 ft./essentia

14


Gravorg Tail**

totem

-

-

levitate you and every willing creature within 10 ft. only up and down, 20 ft. per round

+10 ft./essentia

2


Psion-Killer Mask***

brow

standard action to detect psionics, range 10 ft.

+10 ft./essentia

when using detect psionics, instantly determine the number, strength, and location of each psionic aura

n/a

9


Psion-Killer Mask***

totem

-

-

standard action, ranged touch attack, 10 ft., possibly suppress psionic item

n/a

2



Explanation and other important notes regarding above table:


The lvl column is the earliest you can bind it if you're going straight Totemist. Remember this is just for *binding*. You can shape any soulmeld at any level.
* means the soulmeld comes from Dragon Magic. However,

Only characters of the dragonblood subtype can shape a soulmeld with the draconic descriptor.

** means the soulmeld comes from Dragon Magazine #350.
*** means the soulmeld comes from Mind's Eye.
**** means the attack is not stated to be a natural weapon. Read the "Important Rules" in post 2 for more on this. Ultimately, ask your DM if he/she considers it a natural weapons.
Regarding the “not combinable” found in the Wormtail Belt totem bind row, the text does say you get a natural weapon but explicitly says you can't use it as a secondary attack and that you can't use other natural weapons as secondary attacks with it. Disenchanter Mask is similar but the text does not say it is a natural weapon. Again refer back to the "Important Rules" found in post 2.
The listed damage for natural weapons is for medium.
If a claw slot is not mention it's on the arms. In fact, they all go on the arms except for Lamia Belt (and Landshark Boots for their jump attack thingy).
The – in the bind and invest columns for shape for the totem does not mean you don't get the bonus. They're supposed to mean you can't shape the soulmeld there.


Table 2: list of other useful soulmelds.



Name
Chakra
Shape Effect
Invest Bonus (Shape)
Bind Effect
Invest Bonus (Bind)
Source
lvl


Astral Vambraces

arms

DR 2/magic

+2 more/essentia

one special ability of Astral Construct menu A

n/a

Mind's Eye, Incarnate

9


Astral Vambraces

hands

DR 2/magic

+2 more/essentia

gain natural weapon 2 slams, 1d6 damage

n/a

Mind's Eye, Incarnate

5


Incarnate Avatar

soul

+0 insight to ranged attack if chaotic/melee damage if evil/AC if good/melee attack if lawful

+1/2/1/1 more/essentia

irrelevant

n/a

Incarnate

-


Sighting Gloves

hands

+1 insight damage with ranged weapons

+1 more/essentia

gain benefit of Precise Shot feat

n/a

Incarnate, Soulborn

5


Thunderstep Boots

feet

+1d4 sonic damage on charge

+1d4 more/essentia

any creature struck at end of charge is stunned for 1 round, Fort negates

n/a

Soulborn

5



Even More Soulmelds

Here I'll talk about some non-Totemist soulmelds which are worth discussing, but not generally so important they should go in Table 2. Originally I had this under the critique of soulmelds, but exceeded the 50,000 character limit.

For a note on Necrocarnum soulmelds, they all say, "Classes: Incarnate, soulborn." However, the feat Necrocarnum Acolyte says, "You can shape soulmelds with the necrocarnum descriptor regardless of your alignment." They're evil, so normally unless you're evil, you can't shape them. Anyway, if you want to go pure Totemist/Necrocarnate, you're kind of shafted since you have to take Necrocarnum Acolyte and Shape Soulmeld for whatever Necrocarnum soulmeld you want, and your meldshaper level for them is only 1/2 your character level. Your DM might let you count Necrocarnum soulmelds as Totemist soulmelds if you take Necrocarnum Acolyte.

Crystal Helm (crown, shape, bind). For shaping it, +2 to Will saves v. charms and compulsions, and +1/essentia deflection bonus to AC. For binding it, melee attacks gain the force descriptor. Deflection AC is nice. Unfortunately, it's not a bonus to your deflection bonus to AC, so it doesn't stack. Force damage is nice, too.
Dissolving Spittle (throat, shape, bind). For shaping it, you can take a standard action to make a ranged touch attack, deals 1d6+1d6/essentia acid damage. Like Yrthak Mask, but better. For binding it, you roll for damage the turn after as well, essentially doubling damage.
Fellmist Robe, 5 foot step
Necrocarnum stuff
Planar Chausible
Planar Ward
Soulspark Familiar. There have even been entire threads (http://brilliantgameologists.com/boards/index.php?topic=3751.0) on how badly Soulspark Familiar sucks. Then why talk about it? Well, it's crystal clear that, based on the name, Soulspark Familiar is supposed to be familiar for meldshapers. Wiz/Sorc is to familiar as Psion is to psicrystal as Druid is to AC as Incarnate is to Soulspark Familiar. Problem is, they fall short, horribly. One of the nicest features of genuine familiars is the ability to share spells. You might think Soulspark Familiars can (or should be able to) share soulmelds, but this is not the case. In fact, they're not even valid targets for the feat Share Soulmeld.
Which is a pity, since it's a cool concept. If you want one, you should talk to your DM about a fix (the above link has some suggestions). At the very least it should be a valid target for Share Soulmeld.
Spellward Shirt
Vitality Belt

danzibr
2013-06-09, 05:14 PM
4: Soulmelds Sorted by Niche
Originally I had this with the Soulmelds post, but... it's just so much text.

Note this goes hand in hand with "What niches can a Totemist fill?" of 2: Totemist Overview and Homebrew (http://www.giantitp.com/forums/showpost.php?p=15401478&postcount=2), which in turn stems from Person_Man's Niche Ranking System (www.giantitp.com/forums/showthread.php?t=314701).

Soulmelds for battlefield control (namely, grappling)

As far as battlefield control goes, Totemists get two abilities here: limited tripping, and superb grappling.

Worg Pelt bound to Hand (lvl 5). Free trip attempt on bite attacks.
Girallon Arms shaped to Arms (lvl 1). +2+2/essentia competence bonus to grapple checks.
Heart of Fire bound to Totem (lvl 2). +1d4/essentia fire damage at end of turn while grappling.
Kraken Mantle bound to Arms (lvl 9). Two boni: with successful grapple check, 1d8+Str bludgeoning damage (scales with size), and +1/essentia unnamed bonus to grapple checks.
Totem Avatar bound to Arms (lvl 9). Gain benefits of Improved Grapple.
Wormtail Belt bound to Totem (lvl 2). Get a stinger attack. So why is this listed here? With Barbed Stinger (SK, p. 144), you get Improved Grab, so you can grapple with your tail while the rest of your body can do what it wishes.


Soulmelds which buff allies

Totemist, simply put, suck at this.

Lammasu Mantle bound to Arms (lvl 9). +2 deflection to AC and +1/essentia resistance bonus to saves (both only v. evil creatures) to all allies within 10'.


Curiosity soulmelds

To quote Person_Man, these are soulmelds which, "Rarely used but helpful in some meaningful way. (Examples: Forgery, Tongues, Slow Fall, etc)." Totemists have a few.

Pegasus Cloak shaped to Shoulders (lvl 1). Gain Feather Fall at all times, and +2+2/essentia enhancement bonus to Jump. Not Slow Fall, but hey.
Riding Bracers bound to Totem (lvl 2). If riding a magical animal, handle as a free action or push as a move action. Also, mount gains Evasion. That's neat.
Sphinx Claws shaped to Hands (lvl 1). +1+1/essentia competence bonus to Strength checks and Strength-based skills. Smash doors?


Soulmelds which debuff

Totemists make respectable debuffers at lower levels (I say lower levels because the DC's scale very poorly). For example, start at level 2 with 2 flaws, take Expanded Soulmeld Capacity and take Ability Focus (your DM may not allow this) for your Basilisk Masks's ability, take something like Cobalt Charge, put 3 essentia into your Basilisk Mask, have a Con of 26 or more (Arctic Dragonborn Mongrelfolk anyone?). At level 2 you can Flesh to Stone any 1 target within 30' (given they're not immune), and they need to pass a DC 23 Fort save, lasts 1 round, get your buddy to sunder the statue.

Alternatively, with a similar setup but Frost Helm, stun any 3 creatures within 20' for 1d4 rounds each, Will negates. DC still 23.

Basilisk Mask bound to Totem (lvl 2). Full round action usable at will, Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) 1 creature within 30' ft., lasts 1 round. Fort negates.
Beast Tamer Circlet bound to Totem (lvl 2). Standard action usable 1/minute, Animal Trance (http://www.d20srd.org/srd/spells/animalTrance.htm), lasts concentration up to 1 round/meldhsaper level. Will negates for trained creatures.
Brass Mane bound to Throat (lvl 14). Standard action usable 1/minute, fatigue all creatures (except Dragonnes) within 10+10/essentia ft. Will negates.
Dread Carapace bound to Totem (lvl 2). Triggered upon charge, all creatures within 60 ft. shaken for 1 round. Will negates.
Frost Helm bound to Totem (lvl 2). Standard action usable at will, 1+1/essentia creatures (except Frost Worms) within 20 ft. stunned for 1d4 rounds. Will negates.
Gorgon Mask bound to Totem (lvl 2). Standard action usable 1/day, Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) 1 adjacent creature. Fort negates.
Krenshar Mask bound to Totem (lvl 2). Standard action usable at will, frighten 1 creature within 30 ft. for 1 round. Will negates.
Phase Cloak bound to Totem (lvl 2). Gives a poisonous bite attack, poison has 1d3 Con damage primary effect, no secondary effect. Fort negates. +1/essentia enhancement bonus to attack (and DC).
Winter Mask shaped to Throat (lvl 1). Standard action usable at will to make a melee touch attack, target becomes fatigued. Fort negates.
Wormtail Belt bound to Totem (lvl 2). Get a poisonous stinger attack, poision has 1d4 Str damage primary effect, no secondary effect. Fort negates. +1/essentia to DC.
Dragonfire Mask bound to Totem (lvl 2). Free action usable 1/round, all creatures within 10+10/essentia ft. with less HD shaken for 1+1/essentia rounds. Will negates.


Soulmelds which dominate

Nada. What comes closest is their Wild Empathy business, probably, but that's still certainly not domination.




Game changing soulmelds

Totemists don't have anything that would qualify as this.

Healing soulmelds

Totemists cannot heal others with soulmelds. The closest they come is giving themselves fast healing from Phoenix Belt (requires taking fire damage, so to speak), and Dragon Mantle.

Meat shieldery soulmelds

Here I'll include anything which is defense oriented. Totemists have deceptively many of these, but most of them don't amount to much.
AC

Ankheg Breastplate shaped to Throat (lvl 1). +2+1/essentia armor bonus to AC.
Lammasu Mantle shaped to arms or shoulders (lvl 1). +2 deflection bonus to AC and +1/essentia resistance bonus to saves, only against evil creatures.
Totem Avatar shaped to Arms, Feet, Heart or Shoulders (lvl 1). Gain bonus hit points = meldshaper level and +1/essentia enhancement bonus to natural AC.
Wormtail Belt shaped to Waist (lvl 1). +2+1/essentia enhancement bonus to natural AC.
Brood Keeper's Heart bound to Totem (lvl 2). +4 to natural AC when fighting defensively.

Damage Reduction

Totem Avatar bound to Heart (lvl 17). DR (5+1/essentia)/magic.
Dragon Mantle bound to Shoulders (lvl 9). DR (1/essentia)/magic.

Energy Resistance

Behir Gorget shaped to Throat (lvl 1). +4 to resist being bull rushed or tripped, and resist electricity 5/essentia.
Frost Helm bound to crown (lvl 5). Resist cold 5/essentia. Plus, tolerate temperatures from -50 to 90 degrees.
Kruthik Claws bound to Shoulders (lvl 9). Reist acid 10+5/essentia.
Phoenix Belt bound to Waist (lvl 14). Resist fire 5/essentia. Plus tolerate 40 to 140 degrees.
Urskan Greaves shaped to Feet (lvl 1). Resist cold 5/essentia, and +5 unnamed bonus to Balance and move on snow and ice at normal speed.
Dragon Mantle shaped to Heart or Shoulders (lvl 1). +2 enhancement bonus to Fort Saves, resist acid/cold/electricity/fire 3/essentia, stacks with others.

Hit Points/Healing

Bloodtalons shaped to Hands (lvl 1). Not disabled when your hit points are from -9 to 0. Plus, +2/essentia unnamed bonus to Spot.
Rageclaws shaped to Hands (lvl 1). Not disabled from 0 to -9-3/essentia hit points.
Phoenix Belt bound to Waist (lvl 14). Damage negated from resisting fire (the shaped effect) becomes fast healing.
Totem Avatar shaped to Arms, Feet, Heart or Shoulders (lvl 1). Gain bonus hit points = meldshaper level and +1/essentia enhancement bonus to natural AC.
Dragon Mantle bound to Heart (lvl 17). Fast healing 1/essentia.

Miss Chance

Blink Shirt bound to Heart (lvl 17). Can use Blink at will, caster level the same as your meldshaper level. Nice ability, but comes online quite late for the pure Totemist.
Displacer Mantle bound to Shoulders (lvl 9). Gain concealment as Blur.
Shadow Mantle bound to Shoulders (lvl 9). Swift action to make a 5/essentia ft. radius orb of darkness, gain blindsight of the same radius, only functions if you can hear. The key text is, "you are invisible to them unless they have some way of piercing magical darkness." Since you are invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) to them, you have total concealment, including that saucy 50% miss chance.

Saves

Gorgon Mask shaped to Throat (lvl 1). +1+1/essentia resistance bonus to Fortitude saves, +2+1/essentia resistance bonus to being bull rushed, tripped, overrun or trampled.
Lammasu Mantle shaped to arms or shoulders (lvl 1). +2 deflection bonus to AC and +1/essentia resistance bonus to saves, only against evil creatures.
Rageclaws bound to Hands (lvl 5). If at negative hit points, +2 morale bonus to Fort saves (and other stuff).
Shedu Crown shaped to Crown or Heart (lvl 1). Immune to being pushed back by being bull rushed and +1/essentia competence to saves v. mind-affecting stuff.
Dragon Mantle shaped to Heart or Shoulders (lvl 1). +2 enhancement bonus to Fort Saves, resist acid/cold/electricity/fire 3/essentia, stacks with others.

Spell Resistance

Dread Carapace bound to Heart (lvl 17). SR 5+4/essentia.

Other

Behir Gorget shaped to Throat (lvl 1). +4 to resist being bull rushed or tripped, and resist electricity 5/essentia.
Gorgon Mask shaped to Throat (lvl 1). +1+1/essentia resistance bonus to Fortitude saves, +2+1/essentia resistance bonus to being bull rushed, tripped, overrun or trampled.
Great Raptoran Mask bound to Totem (lvl 2). Gain Evasion.
Heart of Fire bound to Waist (lvl 14). People attacking you take 1d6 fire damage if unarmed, weapons take half.
Shedu Crown shaped to Crown or Heart (lvl 1). Immune to being pushed back by being bull rushed and +1/essentia competence to saves v. mind-affecting stuff.
Threefold Mask of the Chimera shaped to Crown or Soul (lvl 1). Can't be flanked.
Totem Avatar bound to Feet (lvl 5). Stable as if four-legged and 1 size category larger, +8 to resist bull rush, trip, overrun.
Brood Keeper's Heart bound to Heart (lvl 17). Gain swarm subtype, lose armor and natural armor bonuses to AC.


Soulmelds which enhance melee damage

No surprises here: the biggest list of the bunch. Makes sense since Totemists are the undisputed kings of melee (just kidding; I actually don't believe that). Because they have so many, they're broken up in several categories. For the generic these-might-help-in-combat soulmelds... well, a lot can go there. Like mobility. If you think I should add any, just lmk.

Natural weapons: gaining them
Important note: The ones marked with an asterisk are not explicitly called out as natural weapons. Also, the type and number has been bolded to make it easier to see at a glance. The default setting for damage is XdY+Str for primary, XdY+.5*Str for secondary.

Soulmelds which grant claws

Bloodtalons bound to Totem (lvl 2). Gain two claw attacks, 1d4 damage, +1 bleeding/essentia bleeding damage (undead immune), +1/essentia enhancement bonus to attack.
Girallon Arms bound to Totem (lvl 2). Gain four claw attacks, 1d4 damage, +1/essentia enhancement bonus to attack and damage.
Kruthik Claws bound to Totem (lvl 2). Gain two claw attacks, 1d6 damage, 1d4/essentia acid damage.
Lamia Belt bound to Totem (lvl 2). Gain two claw (on your lower body) attacks, 1d4 damage.
Landshark Boots bound to Totem (lvl 2). Gain two claw attacks, 1d6 damage, +1/essentia enhancement bonus to attack and damage. If you make at least a 5 ft. jump as part of a move action, then you attack with the two claws on your upper body, and two claws on your lower body as a standard action, but no other attacks (like a weak version of pounce).
Rageclaws bound to Totem (lvl 2). Gain two claw attacks, 1d6 damage, can attack with both while grappling, +1/essentia enhancement bonus to attack and damage.
Sphinx Claws bound to Totem (lvl 2). Gain two claw attacks, 1d6 damage, +1/essentia enhancement bonus to attack and damage.
Claws of the Wyrm shaped to Arms or Hands (lvl 1). Gain two claw* attacks, 1d6 damage, +1/essentia enhancement bonus to attack and damage.

Soulmelds which grant bites

Ankheg Breastplate bound to Totem (lvl 2). Gain one bite attack, 1d8 damage, +1d4/essentia acid damage.
Behir Gorget bound to Totem (lvl 2). Gain one bite attack, 1d6 damage, +1d4/essentia electricity damage.
Brass Mane bound to Totem (lvl 2). Gain one bite attack, 1d8 damage, +1/essentia enhancement bonus to attack and damage.
Phase Cloak bound to Totem (lvl 2). Gain one bite* attack, 1d4 damage with poison (1d3 Con damage primary, no secondary, Fort Threefold Mask of the Chimera bound to Totem (lvl 2). Gain two bite and one gore attacks, 1d8 and 1d6 damage for the bites, 1d6 for the gore, all primary or one secondary.
negates), +1/essentia enhancement bonus to attack (and DC).
Winter Mask bound to Totem (lvl 2). Gain one bite attack, 1d6 damage, +1d4/essentia cold damage.
Worg Pelt bound to Totem (lvl 2). Gain one bite attack, 1d6 damage, +1/essentia enhancement bonus to attack and damage.

Soulmelds which grant other

Displacer Mantle bound to Totem (lvl 2). Gain two tentacle* attacks, 1d4 damage, +1/essentia enhancement bonus to damage, normal reach +5 ft., can't AoE.
Threefold Mask of the Chimera bound to Totem (lvl 2). Gain two bite and one gore attacks, 1d8 and 1d6 damage for the bites, 1d6 for the gore, all primary or one secondary.
Unicorn Horn bound to Totem (lvl 2). Gain one gore attack, 1d6 damage, extra 1d6 v. undead, +1/essentia enhancement bonus to attack and damage.
Wormtail Belt bound to Totem (lvl 2). Gain one stinger attack, 1d6 damage with poison (1d4 Str primary, no secondary, Fort negates), +1/essentia enhancement to attack (and DC).
Dragon Tail shaped to Feet or Waist (lvl 1). Gain one tail* attack, 1d8 damage, +1/essentia enhancement to attack and damage, doesn't threaten, can't AoE, can't use while grappling.
Chaos Roc's Span shaped to Shoulders (lvl 1). Gain two buffet attacks, 1d4+.5*Str nonlethal bludgeoning damage, reach, +1/essentia bonus to damage.


Natural weapons: enhancing them

Blood Talons bound to Hands (lvl 5). Gain benefit of Weapon Finesse with natural weapons.
Dread Carapace shaped to Arms, Feet or Hands (lvl 1). Gain a version of Power Attack, but only for natural weapons. +2 damage/-1 attack for bites, +1 damage/-1 attack for all other natural weapons. 1 more/essentia.
Dread Carapace bound to Arms (lvl 9). Double threat range of all natural weapons (no stacking).
Girallon Arms bound to Arms (lvl 9). Rend when you hit with 2 claws from any source. Deals double claw damage (what if they're different?) + Str.
Heart of Fire bound to Totem (lvl 2). 1d4/essentia fire damage on all attacks from natural weapons (plus, this much damage when grappling at end of turn).
Kurthik Claws bound to Hands (lvl 5). Gain benefit of Weapon Finesse with natural weapons.
Sphinx Claws bound to Hands (lvl 5). Gain pounce for natural weapons.
Totem Avatar bound to Shoulders (lvl 9). Natural weapons deal damage as if 1 size category larger.
Totem Avatar bound to Totem (lvl 2). +1/essentia morale bonus to damage on all natural weapons.
Claws of the Wyrm bound to Arms (lvl 9). Threat range doubles, but only for these particular claws.
Claws of the Wyrm bound to Hands (lvl 5). Deal damage as if 1 size larger, but only for these particular claws.
Dragon Tail bound to Waist (lvl 14). Tail has reach, damage dealt is 2d6+1.5*Str, but only for this particular tail.
Chaos Roc's Span bound to Shoulders (lvl 9). Buffet attacks granted from Chaos Roc's Span deal lethal damage, and if you hit an opponent with both, they make a Fort save or be dazed for 1d4 rounds, mind-affecting.

General (not necessarily natural) weapons/attacks: gaining them

Gorgon Mask bound to Totem (lvl 2). Full-round action to trample (http://www.d20srd.org/srd/specialAbilities.htm#trample), 1d8 damage.
Phoenix Belt bound to Totem (lvl 2). Standard action to deal 1d6/essentia fire damage to adjacent creatures, Ref half.
Shedu Crown bound to Totem (lvl 2). Full-round action to trample, 1d8 damage.
Wormtail Belt bound to Waist (lvl 14). Gain Awesome Blow feat and you're treated as if you're one size category larger when using it.
Dragon Tail bound to Totem (lvl 2). Standard action to make a tail sweep, all adjacent foes take damage as if struck by your tail, Ref half.

General (not necessarily natural) weapons/attacks: enhancing them

Heart of Fire shaped to Waist (lvl 1). +1+1/essentia insight bonus to attack and damage v. cold.
Rageclaws bound to Hands (lvl 5). If at negative hit points, +2 morale bonus to to melee attack and damage and Fort saves.
Urskan Greaves bound to Feet (lvl 5). +1d4/essentia unnamed damage when charging.
Urskan Greaves bound to Totem (lvl 2). When you choose to overrun, target can't avoid you, and you get +2+1/essentia unnamed bonus to Str check to knock your opponent down.

Other soulmelds which can be useful in melee

Lamia Belt bound to Waist (lvl 14). +10 enhancement bonus to land speed and gain benefit of Spring Attack.
Basilisk Mask bound to Brow (lvl 9). Gain benefit of Blind-Fight.
Yrthak Mask bound to Brow (lvl 9). 10+10/essentia ft. blindsense, -4 to Spot, +4 v. visual effects.


Soulmelds which enhance mobility

Totemists have great mobility boosts, as seen below.

Balance

Urskan Greaves shaped to Feet (lvl 1). Move on ice and snow at normal speed, +5 unnamed bonus to Balance on ice.
Dragon Tail bound to Feet (lvl 5). +2+2/essentia competence bonus to Balance and Swim.
Gravorg Tail shaped to Waist (lvl 1). +4+2/essentia competence bonus to Balance.

Climbing

Girallon Arms shaped to Arms (lvl 1). +2+2/essentia competence bonus to Climb (and grapple).
Phase Cloak shaped to Shoulders (lvl 1). +4+2/essentia competence bonus to Climb, can always take 10 on Climb, keep Dex to AC while climbing.

Ethereal

Phase Cloak bound to Shoulders (lvl 9). If you move at least 5 ft., become ethereal during movement (vertical movement, pass through walls, etc.).
Shedu Crown bound to Heart (lvl 17). Shift to ethereal plane for meldshaper level rounds as a move action, back to material as free.

Extra actions

Threefold Mask of the Chimera bound to Crown (lvl 5). At the end of your turn, take an extra move action, but get -5 penalty to attack and AC *and* lose your next move action. Penalty decreases by 1/essentia.
Threefold Mask of the Chimera bound to Soul (lvl INFINITY). At the end of your turn, take an extra standard action, but get -5 penalty to attack and AC *and* lose your next standard action. Penalty decreases by 1/essentia.

Faster

Dread Carapace bound to Feet (lvl 5). 1/minute gain enhancement bonus of 60+10/essentia ft. to your speed for 1 round.
Lamia Belt bound to Waist (lvl 14). Gain enhancement bonus of +10 ft. to land speed.
Worg Pelt bound to Feet (lvl 5). +5+5/essentia land speed.

Flying

Manticore Belt bound to Waist (lvl 14). Gain flight speed 10 ft./essentia (clumsy maneuverability) and Flyby Attack.
Pegasus Cloak bound to Shoulders (lvl 9). Gain flight speed 10 ft./essentia (average maneuverability).
Pegasus Cloak bound to Totem (lvl 2). Gain flight speed 10 ft./essentia (average maneuverability), but must begin and end on a solid surface.
Dragon Mantle bound to Totem (lvl 2). Gain flight speed 10 ft./essentia (poor maneuverability).

Jumping

Krenshar Mask shaped to Brow (lvl 1). +4+2/essentia competence bonus to Jump (and Move Silently).
Landshark Boots shaped to Feet (lvl 1). +4+2/essentia competence bonus to Jump.
Manticore Belt shaped to Waist (lvl 1). +2+2/essentia competence bonus to Jump (and Spot).
Pegasus Cloak shaped to Shoulders (lvl 1). +2+2/essentia enhancement bonus to Jump (and permanent Feather Fall).

Levitate

Gravorg Tail bound to Waist (lvl 14). Can use Levitate as the spell, but can only move yourself up and down, and only 20+10 ft./essentia per round.
Gravorg Tail bound to Totem (lvl 2). Can use Levitate as the spell, but yourself and every willing creature within 10 ft., and only 20+10 ft./essentia per round.

Swimming

Kraken Mantle shaped to Arms (lvl 1). +8 competence bonus to Swim. With a successful swim check, can move your speed as a full-round action, or half your speed as a move action.
Kraken Mantle bound to Totem (lvl 2). Can breathe in water (I guess this counts as mobility).
Dragon Tail bound to Feet (lvl 5). +2+2/essentia competence bonus to Balance and Swim.

Teleporting

Blink Shirt shaped to Heart (lvl 1). Standard action to teleport 10+10/essentia ft. Ends turn.
Blink Shirt bound to Totem (lvl 2). Move action to teleport 10+10/essentia ft. Ends turn.


Social Soulmelds

Totemists actually... have a few. Nothing which improves Diplomacy. However, there are some which buff Intimidate (it's not a class skill, though). What they're best at is buffing Wild Empathy (note the insight and competence bonuses from Beast Tamer Circlet and Unicorn Horn, respectively, stack).

Beast Tamer Circlet shaped to Crown (lvl 1). +2+2/essentia insight bonus to Handle Animal and Wild Empathy.
Brass Mane shaped to Throat (lvl 1). +4+2/essentia competence bonus to Intimidate.
Krenshar Mask bound to Brow (lvl 9). +4+2/essentia competence bonus to Intimidate.
Lamia Belt shaped to Waist (lvl 1). +4+2/essentia competence bonus to Bluff (and Hide).
Unicorn Horn shaped to Brow (lvl 1). +2+2/essentia competence bonus to Wild Empathy and Move Silently.


Ranged damage Soulmelds

As you see, Totemists have quite a few ways to deal ranged damage. Most of them are subpar (like the 1/minute ones), but some are quite nice (Frost Helm and, especially, Manticore Belt).

At very low levels (2-4), Lammasu Mantle and Yrthak Mask are your best bets (Chaos Roc's Span is... decent). Lammasu Mantle is a 15 ft. cone, but deals fire damage, and it's d4's. Chaos Roc's Span takes longer (full-round action), is only a 10 ft. cone, but deals damage determined randomly, which can be good. Both allow Reflex saves. Yrthak Mask, on the other hand, while only usable every other round, does d6's (unfortunately, 1 less die), is a ranged touch attack with a range of 60 ft. At level 5, Frost Helm takes over, unless you really like cone attacks. Depending on rulings, Manticore Belt has the greatest potential. Winter Mask gets you the most bang for your buck, but you can't use it until level 14 if you're a pure Totemist.

Ankheg Breastplate bound to Throat (lvl 14). Standard action to spit a line of acid, 5+5/essentia ft., 2d6+1d6/essentia damage. Usable 1/minute. Ref half.
Behir Gorget bound to Throat (lvl 14). Standard action to make a line of lightning, 5+5/essentia ft., 2d6+1d6/essentia damage. Usable 1/minute. Ref half.
Frost Helm bound to Crown (lvl 5). Standard action to make a ranged touch attack, ??? ft., 1d6+1d6/essentia cold damage. Usable at will.
Lammasu Mantle bound to Totem (lvl 2). Standard action to breathe a cone of fire, 15 ft., 1d4+1d4/essentia damage. Usable at will. Ref half.
Manticore Belt bound to Totem (lvl 2). Standard action to snap a volley of spikes, 30 ft. range increment (max 150 ft.), 1/essentia spikes, each does 1d6 damage.
Winter Mask bound to Throat (lvl 14). Standard action to breathe a cone of cold, 15 ft., 2d6+2d6/essentia damage. Usable every 1d4 rounds. Ref half.
Yrthak Mask bound to Totem (lvl 2). Standard action to make a ranged touch attack, 60 ft., 1d6/essentia sonic damage. Usable every other round.
Dragonfire Mask bound to Throat (lvl 14). Standard action to breathe a cone of fire, 30 ft., 2d6+1d6/essentia damage. Usable every 1d4 rounds. Ref half.
Chaos Roc's Span bound to Totem (lvl 2). Full-round action to make a cone, 10 ft., 1d4+1d4/essentia damage (type determined randomly). Usable at will. Ref half.


Soulmelds which help with information

To quote Person_Man: "Knows or can find useful information." Totemists have one or two which fit here.

Disenchanter Mask shaped to Brow (lvl 1). Standard action to Detect Magic, 10+10/essentia ft., usable at will but no more than 1/round.
Disenchanter Mask bound to Brow (lvl 9). When using the above Detect Magic ability, determine the number, strength and location of each magical aura as if you'd been concentrating for 3 rounds. You need a Spellcraft check to determine the schools of magic.
Hunter's Circlet bound to Crown (lvl 5). Gain benefits of Track.
Hunter's Circlet bound to Totem (lvl 2). Always detect opponents within 15 ft. by smell. Use a full-round action to determine the direction. Also, +4 competence bonus to Survival when using your sense of smell to track.
Landshark Boots bound to Feet (lvl 5). Move action (while touching ground) to sense number and direction of creatures touching ground within 10+5/essentia ft.
Shedu Crown bound to Crown (lvl 5). Communicate telepathically with any creature within 100 ft. I guess this can be used to find useful information.
Unicorn Horn bound to Brow (lvl 9). Standard action to Detect Evil, 1/round.
Yrthak Mask bound to Brow (lvl 9). Gain blindsense 10+10/essentia ft., also -4 to Spot, +4 v. visual effects.
Psion-Killer Mask shaped to Brow (lvl 1). Standard action to Detect Psionics, 10+10/essentia ft., usable at will, but no more than 1/round (what's with that stupid limitation?).
Psion-Killer bound to Brow (lvl 9). When using the above Detect Psionics ability, determine the number, location and strength of each psionic aura as if you'd been concentrating for 3 rounds. You need a Spellcraft check to determine the schools of magic.


Soulmelds which help with scouting

There are two aspects to scouting: finding stuff out, and not being found out.
Finding stuff out

Vision enhancing.

Basilisk Mask shaped to Brow (lvl 1). Gain low-light vision. Gain darkvision 30/essentia ft.
Great Raptor Mask bound to Brow (lvl 9). Gain low-light vision but 5x as far.
Dragonfire Mask shaped to Brow or Throat (lvl 1). Low-light vision and +2/essentia competence bonus to Spot.
Dragonfire Mask bound to Brow (lvl 9). Darkvision out to 60 ft. or existing darkvision +30 ft.

+ to skills

Bloodtalons shaped to Hands (lvl 9). +2/essentia unnamed bonus to Spot (and not disabled from 0 to -9 hit points).
Great Raptor Mask shaped to Brow (lvl 1). +2+2/essentia competence bonus to Spot.
Manticore Belt shaped to Waist (lvl 1). +2+2/essentia enhancement bonus to Spot (and Jump).
Shadow Mantle shaped to Shoulders (lvl 1). +4+2/essentia competence bonus to Listen.
Threefold Mask of the Chimera shaped to Crown or Soul (lvl 1). +1/essentia competence bonus to Search and Spot (and can't be flanked).
Yrthak Mask shaped to Brow (lvl 1). +4+2/essentia competence bonus to Listen.
Dragonfire Mask shaped to Brow or Throat (lvl 1). Low-light vision and +2/essentia competence bonus to Spot.

Other nifty means of detecting things

Disenchanter Mask shaped to Brow (lvl 1). Standard action to Detect Magic, 10+10/essentia ft., usable at will but no more than 1/round.
Disenchanter Mask bound to Brow (lvl 9). When using the above Detect Magic ability, determine the number, strength and location of each magical aura as if you'd been concentrating for 3 rounds. You need a Spellcraft check to determine the schools of magic.
Hunter's Circlet bound to Crown (lvl 5). Gain benefits of Track.
Hunter's Circlet bound to Totem (lvl 2). Always detect opponents within 15 ft. by smell. Use a full-round action to determine the direction. Also, +4 competence bonus to Survival when using your sense of smell to track.
Landshark Boots bound to Feet (lvl 5). Move action (while touching ground) to sense number and direction of creatures touching ground within 10+5/essentia ft.
Shedu Crown bound to Crown (lvl 5). Communicate telepathically with any creature within 100 ft (does this allow for eavesdropping?).
Unicorn Horn bound to Brow (lvl 9). Standard action to Detect Evil, 1/round.
Yrthak Mask bound to Brow (lvl 9). Gain blindsense 10+10/essentia ft., also -4 to Spot, +4 v. visual effects.
Psion-Killer Mask shaped to Brow (lvl 1). Standard action to Detect Psionics, 10+10/essentia ft., usable at will, but no more than 1/round (what's with that stupid limitation?).
Psion-Killer bound to Brow (lvl 9). When using the above Detect Psionics ability, determine the number, location and strength of each psionic aura as if you'd been concentrating for 3 rounds. You need a Spellcraft check to determine the schools of magic.


Not being found out

+ to skills

Displacer Mantle bound to Shoulders (lvl 1). +4+2/essentia competence bonus to Hide.
Krenshar Mask shaped to Brow (lvl 1). +4+2/essentia competence bonus to Move Silently (and Jump).
Kruthik Claws shaped to Hands or Shoulders (lvl 1). +4+2/essentia competence bonus to Hide and Move Silently.
Lamia Belt shaped to Waist (lvl 1). +4+2/essentia competence bonus to Hide (and Bluff).
Shadow Mantle bound to Totem (lvl 2). +4+2/essentia competence bonus to Hide.
Unicorn Horn shaped to Brow (lvl 1). +2+2/essentia competence bonus to Move Silently (and Wild Empathy).
Worg Pelt shaped to Feet or Hands (lvl 1). +2+2/essentia competence bonus to Hide and Move Silently.

Other cool stuff

Displacer Mantle bound to Shoulders (lvl 9). Gain concealment as Blur (need concealment to Hide).
Shadow Mantle bound to Shoulders (lvl 9). Swift action to make a 5/essentia ft. radius orb of darkness, gain blindsight of the same radius, only functions if you can hear. As far as sneaking goes... you're at the center of this orb of darkness, so stuff on the outside can guess where you are. Still, neat.



Soulmelds which help with thievery

As with scouting, there are two aspects to thievery: not being found out, and actually grifting stuff.
Not being found out

See the same thing under, "Soulmelds which help with scouting."

Grifting stuff

Blink Shirt shaped to Heart (lvl 1). Standard action to teleport 10+10/essentia ft. Ends turn.
Blink Shirt bound to Totem (lvl 2). Move action to teleport 10+10/essentia ft. Ends turn.
Phase Cloak bound to Shoulders (lvl 9). If you move at least 5 ft., become ethereal during movement (vertical movement, pass through walls, etc.).
Shedu Crown bound to Heart (lvl 17). Shift to ethereal plane for meldshaper level rounds as a move action, back to material as free.


Soulmelds which... summon?

You guessed it: none.

Soulmelds which trapfind

Correct me if I'm wrong, but there are none. *If* you happen to be a Rogue/Totemist (or otherwise have Trapfinding), then a boost to Search helps.

Threefold Mask of the Chimera shaped to Crown (lvl 1). +1/essentia competence bonus to Search and Spot.

danzibr
2013-06-09, 05:15 PM
5: Critique of Soulmelds, and Rules Involving Natural Weapons
Before we get into the soulmelds themselves it's a good time to talk about natural weapons a little bit. There are many soulmelds which grant natural weapons. So we have the (natural) question of how natural weapons stack (with other natural weapons and with manufactured weapons). We answer this question, and others, below.

Important rules regarding classifications of weapons (i.e., natural or not, melee or not)

There are some things which are crystal clear by RAW. There are some things which are not. Here I'll try to state what is and isn't when it comes to weapon. I'll be using the glossary (http://www.wizards.com/default.asp?x=dnd/glossary) a fair amount. First of all, it's important to understand the following:

There is no definition of "weapon" in 3.5.
Yes, this is a bummer. The designers probably thought it was too obvious and just omitted it. We have definitions for "attack" and "attack roll" and "natural weapon" and "manufactured weapon" and "projectile weapon" and "thrown weapon" and "ranged weapon" but not just plain old "weapon."
To quote Curmudgeon, "There is no 'uncategorized' status for any weapon."
Here is the relevant quote.


Weapon Categories

Weapons are grouped into several interlocking sets of categories.

So *if* you know an object is a weapon, it is either a ranged weapon or it is not. It is either a melee weapon or it is not. Et cetera. Of course, a given weapon falls under many categories.
Here is the definition of natural weapon.


Natural weapons are weapons that are physically a part of a creature.

Great, we have a definition of natural weapon. And a litmus test, so to speak. When in doubt if a weapon (whatever that is) is a natural weapon, you ask yourself the following: is it physically a part of the creature? Before things get hairy, let's bring in two more quotes.


Natural weapons have types just as other weapons do. The most common are summarized below.

Then it goes on to talk about bites, claws, slams, etc. I feel this quote is important because it emphasizes the fact that natural weapons are like any other weapon, at least in certain regards.

And now for the definition (well, almost) of manufactured weapon.


in essence, [a manufactured weapon is] any weapon that is not intrinsic to the creature.

Which makes complete sense. That is, a manufactured weapon is the opposite of a natural weapon. The definition is *somewhat* counter intuitive in the sense that found items, such as rocks and logs, count as manufactured weapons.
It seems to me, a weapon is either natural or manufactured. That is, manufactured=not natural, and natural=not manufactured. I don't have RAW to support this, though (please lmk if you do). Seems intuitive... but it's not crystal clear from the definitions.
Now back to the, "what exactly is a natural weapon?" Here it gets hairy.
Some soulmelds which grant attacks make it very clear your body is somehow changing, others make it seems like you're simply equipping something does the attacking. Example:

Body changing, explicitly natural weapon: Worg Pelt.
Body changing, not explicitly natural weapon: Winter Mask.
Equipped, explicitly natural weapon: Wormtail Belt.
Equipped, not explicitly natural weapon: Manticore Belt.

At this point I suggest you read the text for the above 4 to see exactly what I mean by "body changing" and "equipped."

A real nitpicker could say, "Wait! Soulmelds aren't intrinsic to the creature, so the weapons granted by them shouldn't be considered natural weapons!" But this person would be a buffoon, since we have 2 examples (and there are many more) of soulmeld weapons being considered natural weapons. I guess they could maybe use the specific-trumps-general, but I'm of the opinion that when you shape/bind your soulmelds, the weapons become intrinsic to you.

Ultimately, talk to your DM about what exactly is a weapon and not a weapon, and for those which are weapons, decide what exactly is a natural weapon and what is not.
For a possible example of a ranged natural weapon (if you don't like Manticore Belt, or the friggin' Manticore itself (http://www.d20srd.org/srd/monsters/manticore.htm)), consider the Harpoon Spider from MMIII, p. 80. It's an extraordinary ability to shoot its fangs up to 20 feet. It makes a ranged attack and attempts to reel its foe(s) in. It is my understanding that the (Ex) refers to launching its fangs, and the fangs themselves (as being intrinsic to the spider) are natural weapons.


Important rules regarding natural weapons


Unless specifically said otherwise, *ANY* natural weapon may be used in a secondary attack
Some are silent on the matter (such as Dragon Tail), some explicitly say you can use them with others (such as Worg Pelt), some explicitly say you can't (like Wormtail Belt), or otherwise have limitations (Threefold Mask of the Chimera: 3 primary or 1 secondary), so what's the verdict? MM p. 312 says

When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature's remaining natural weapons are secondary.

Emphasis mine.
RAW makes it very clear: the default/general setting is one set of primary, everything else secondary. The ones that say they can't be used with other natural weapons are an example of specific trumps general. Of course the usual you-can't-use-a-weapon-and-a-claw-with-the-same-hand rule still applies, and don't expect to attack with Girallon Arms and Claws of the Wyrm and Rageclaws (they overlap rather than stack).

In short, unless it explicitly says you can't use a given natural weapon with other natural weapons, you can (and Curmudgeon affirmed this in the Q&A by RAW)! See spoiler.


Q 1756

Can the natural weapons gained by the soulmelds Claws of the Wyrm and Dragon Tail of Dragon Mage (page 83ish) be used with other natural weapons?

That is, suppose I have a bite attack. I shape Claws of the Wyrm, giving me 2 claws, and Dragon Tail, giving me a tail. If I full attack can I use my bite as my primary then both claws and the tail as secondary attacks?

A 1756 Yes.

You can always use extra natural attacks as secondary natural attacks (as long as they're available, unlike a claw holding a weapon) with the required penalty.

A 1756 follow-up

So just to be clear, absolutely the only time you can't is when the text says something along the lines of, "You cannot use the stinger as a natural secondary weapon—using the stinger is the only attack you can make in a given round" (Wormtail Belt, p. 94)?

A 1756 Follow Up

Yes, besides the restriction Curmudgeon already mentioned.

Ask your DM whether the weapons marked by **** in Table 1 are natural weapons or not
It is open to debate whether the attacks marked by **** in Table 1 are actually from natural weapons or not. Take the bite from the Phase Cloak for example. It specifically says you can use it as a primary or secondary attack, but nowhere does it use the phrase “natural weapon.” For the Displacer Mantle it says you can make a full-round attack to hit with your two tentacles, but doesn't call them “natural weapons.”
So is Manticore Belt a natural weapon or not?
I have no answer by RAW. I suppose there are three reasonable interpretations:

Manticore Belt isn't any sort of weapon at all (not the belt nor its spikes). All it does it give you the ability to use a standard action to make ranged attacks which deal damage. Maybe it's like... a weaponlike spell? Except not a spell, of course. A weaponlike supernatural ability? Or extraordinary, more likely.
Manticore Belt is a weapon but not a natural weapon. RC states, "In essence, a manufactured weapon is any weapon that isn't intrinsic to the creature." To which you might respond, "Then of course it's not a natural weapon!" Then what about all the other natural weapons which aren't intrinsic to the Totemist?
Manticore Belt is a natural weapon. Up to you. Err, the DM I suppose.

Here's a quote from the SRD (same as above).


Natural weapons are weapons that are physically a part of a creature.

So it seems the spikes of a genuine manticore are natural weapons. It does list the spikes as (Ex), which, to my understanding, is merely a classification of how it launches it spikes, while the spikes themselves are natural weapons as being physically a part of the manticore (I could be wrong).

Manticore Belt: long story short
First ask your DM whether he or she considers the belt and/or the spikes weapons or not.
Second, if they are weapons, ask if they are natural weapons or not.

If you want my honest opinion, I believe binding the belt gives you an (Ex) ability to fling spikes, an the spikes are natural weapons.

How do natural weapons stack?

Recall that the default setting for natural weapons is that a single weapon (or set) is your primary attack and everything else is secondary. Unless specifically stated otherwise, you can combine as many natural weapons as you wish (given you're not trying to attack with a claw or the like and a weapon in the same hand).

This was talked about a bit in the above spoiler. It's clear that you can't use a claw as a secondary attack if you swing with a weapon held in that claw. Let's give a not so crystal clear example.

Suppose you're a Skarn with Girallon Arms bound to totem chakra and Astral Vambraces bound to hands. You have 4 claw attacks, 2 slam attacks and 1 spine attack. Suppose you choose (recall Girallon Arms work strangely) to make 1 claw attack as a primary attack and everything else as secondary. For sure you get 1 primary claw and 3 secondary claws. But do you get the slam attacks? How about the spine attack? Regarding the spine we have


A skarn can’t attack with his spines and a weapon wielded by the same arm in the same round.

But does the claw count as a wielded weapon? And how about the slams? If they're like a punch then probably not, but what if it's more akin to a shoulder ram?

Ultimately it's the DM's decision. I personally would allow the person to attack with all of the weapons. 4 attacks from the hands, 1 attack from an elbow (the spine), 2 attacks from the arms, a total of 7. However, I would find it reasonable to only allow the 4 claws.

How about natural weapons and manufactured weapons?

I couldn't find (maybe the rule exists and I didn't see it) a rule explicitly saying how these interact, but you can get it from the stat blocks of monsters. Also, read Darrin's TWF OffHandbook (http://www.giantitp.com/forums/showthread.php?t=279079).

Anyway, if you wield a weapon and want to use your natural attacks, here are the rules:

You may not use a claw (and potentially slam) if you're wielding a weapon with that hand (check what Darrin refers to as, "One Slam Good, Two Slams Bad").
If you full attack you get all the attacks (including iteratives) of your manufactured weapon and any free natural weapon (that is, natural weapons which don't clash with the manufactured weapon as per the rule above).

First, for the One Slam Good, Two Slams Bad, Darrin dissected a bunch of statblocks and figured out if a creature has a single slam attack, that slam can be used when its hands are occupied (like a headbutt or shoulder ram), *most* of the time. If a creature has two slams, it cannot use them while its hands are occupied (and I'm not sure if there are counterexamples to this). An exception is Warforged with Double Slam, as it gains two hits with the same slam rather than two different slams.

To justify the second one check out the Horned Devil (http://www.d20srd.org/srd/monsters/devil.htm#hornedDevilCornugon). It has a bite, 2 claws, a tail and a spiked chain and enough BAB to make 3 attacks. On a full attack it gets 3 attacks with the spiked chain, its bite and its tail but no claws, which are occupied by the spiked chain.

So while it gives up your claws (and spines for a Skarn, and potentially slams) a Totemist could definitely carry around a big weapon and bash dudes while biting/tail slapping/etc.

Buffing Natural Weapons (Manticore Belt deserves a note)

First important note: it is open to debate whether or not the spikes granted by the Manticore Belt are actually natural weapons or not. For more information look at the spoiler in the **** note in the table of soulmelds.

In any case, here's how you buff natural weapons in general.

Get bigger. Natural weapons scale with size.
Dread Carapace shaped (not bound) lets you PA with natural weapons.
Dread Carapace bound to arms doubles your threat range for natural weapons.
Heart of Fire bound to totem does extra 1d4+1d4/essentia damage per hit for natural weapons.
Totem Avatar bound to shoulders increases damage by 1 size category for natural weapons.
GET A BARD! Seriously. I played a DFI Bard recently... with just a little optimization a DFI Bard will make a Totemist into an absolute monster. Imagine +10d6 Fire/Cold/Sonic/whatever damage on *every single attack.* And +10 to attack and damage.
Refer to feats and gear sections. Also check soulmelds sorted by niche.

And here are things specific to Manticore Belt (well, ranged natural attacks, but I don't think Totemists can get these beyond Manticore Belt, and even then your DM may disagree). It's broken down into three levels.

If Manticore Belt is not considered a weapon (let alone a natural weapon)...

Then you're shafted. Don't even try it. All you get it +1 spike/essentia. To see how to get more essentia and ways to increase your essentia cap, search, “Ways to get more essentia (bigger pool).”

If Manticore Belt is considered a weapon but not a natural weapon...

Note Power Attack normally doesn't apply to ranged weapons, but (there is a version of it in PF though (http://paizo.com/pathfinderRPG/prd/feats.html#deadly-aim)).
Get a Bard. Inspire Courage for the win. And DFI, of course.
Incarnate Avatar (chaos) gives +1 insight to attack/essentia.
Sighting Gloves gives +1+1/essentia insight to ranged damage.
While not a way to buff it, precision damage (like skirmish, sudden strike and sneak attack) only apply to the first attack. No, it's not technically a volley, but because it's multiple attacks in a standard action it still holds.
Here (http://www.brilliantgameologists.com/boards/?topic=642.0)'s an archery handbook.

If Manticore Belt is considered a natural weapon...

Everything in the list above the Manticore Belt discussion
As for the getting bigger, your DM may rule the spikes as an exception.
As for Necklace of Natural Weapons (SS, p. 58), the best enchantment is probably Splitting (Champions of Ruin, p. 42), *if it works*, which is debatable. It says, “Any arrow or bolt fired from […]” Up to your DM. Does assume natural weapons. Seeking and Force are pretty boss.



Actual critique

Here's what the color scale means for this spoiler.
Red: Never shape/bind this. Total waste.
Orange: Situationally useful. Think something like Water Breathing. Highly situational, but when you need it you need it.
Green: Average. Not particularly strong, but shaping this should be beneficial in most circumstances. Like Darkvision. Very often useful, but not good if redundant.
Blue: Good. Shape/bind this and in most cases you can't go wrong.
Violet: Superb. The best of the best.

Keep in mind you *have* to have a soulmeld shaped in order to bind it. That is, if you get a bind bonus then surely you get the shape bonus.

Also keep in mind some soulmelds have great shape benefits but very poor bind benefits (like Wormtail Belt). It should be clear from just glancing at the colors.

Ankheg Breastplate (shape, bind throat, bind totem)

shape: The shape effect isn't terrible, but without substantial essentia (which it doesn't deserve), you don't get too much of an AC bonus. It's not bad, but not good.
bind throat: 1/minute? And that damage is pretty pitiful at level 14.
bind totem: In this right scenario this is very good, namely if you need both a bite attack and an armor bonus to AC. It takes all your essentia, but at level 2 with 3 essentia you get +5 to AC and a bite attack which does 1d8+Str+3d4 acid damage. I consider that very good for level 2.

Basilisk Mask (shape, bind brow, bind totem)

shape: It takes at least 1 essentia, but Darkvision can certainly be nice if your light runs out. From my experience it comes in handy very often, but obviously this is useless if you have good darkvision (or almost useless... with a lot of essentia the range is really good).
bind brow: Situational, but this can certainly be useful. Blind-Fight can come in handy.
bind totem: Now this is where it's at! Flesh to Stone is a sixth level Wizard spell, and you can do it at level 2! Granted it only lasts 1 round and takes a full-round action (at least you still have a swift action and a 5-foot step), but by pumping your Con you can reliably petrify most anything, then your buddy can sunder it. Excellent save or die for low levels (note it's only that good at low levels).

Beast Tamer Circlet (shape, bind crown, bind totem)

shape: If you really need the boost then by all means.
bind crown: This can come in handy. I wouldn't bind it unless you know ahead of time.
bind totem: Fascinate animals? Again situational.
However, Person_Man did make a good point regarding this.

Both Beast Tamer Circlet (Insight bonus) and Unicorn Horn (Competence Bonus) Soulmelds add to Wild Empathy checks. Wild Empathy can be used on Animals and Magical Beasts with an Int of 1 or 2, and the Totemist gets a +4 unnamed bonus to Wild Empathy checks if they have a soulmeld bound to their Totem chakra that is associated with that Magical Beast. You only need a DC 25 check to turn a Hostile creature Indifferent, which a Totemist can easily pull off. It also makes the Beast Heart Adept (http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4) a tempting PrC option, since it's Monster Empathy ability expands your Wild Empathy ability to all Magical Beasts (regardless of Int).

Behir Gorget (shape, bind throat, bind totem)

shape: If you need some electricity resist, this is a nice, easy way to get it. Plus if your DM likes tripping this will make you more sturdy. A decent defensive soulmeld.
bind throat: What the hell, level 14? Come on. And one/minute? It's not terrible but you have better things to be doing by now.
bind totem: Like Ankheg Breastplate, at low levels you can get respectable electricity damage at low levels. If for some reason you need both electricity resist and a bite with electricity damage then this could be blue.

Blink Shirt (shape, bind heart, bind totem)

shape: Free unlimited teleport! Granted without any essentia it's only 10 feet, and it takes a standard action, but this is very nice, especially at level 2.
bind heart: Blink is a nice spell. At-will Blink is very nice. Why rated green? You don't get it until level 17.
bind totem: More free unlimited teleport, but as a move action! And you don't even have to invest essentia. Use a standard action then teleport away (purple for shadowpouncers). Problem: it ends your turn, so you can't teleport in then do something (Sun School from CW, p. 112, lets you attack once after the tele).

Bloodtalons (shape, bind hands, bind totem)

shape: Like 10 free hit points at low levels. Identical to shaping Rageclaws (excluding the essentia bonus). Bonus to Spot is nice.
bind hands: I used to think this was total crap, but now I just think it's fairly bad. You can leave Str at 10 and pump Dex in certain builds, say if you're going sneaky Totemist. Something like Rogue/Totemist/Umbral Disciple with Shadow Mantle bound to shoulders and a ton of natural attacks could be really cool. So yeah, Weapon Finesse is viable, though most likely you either have high Str and are bashing faces, or have high Dex and are flinging spikes into faces.
bind totem: 2 claws, pumped with essentia. Bleeding damage is flavorful.

Brass Mane (shape, bind throat, bind totem)

shape: That's a hefty bonus to Intimidate. Wait, Intimidate isn't a class skill? You probably won't be using this.
bind throat: Fatigue is not a very good debuff. Stacking fatigue to get exhausted is better, but still not great.
bind totem: Just a single bite which improves with invested essentia.

Disenchanter Mask (shape, bind brow, bind totem)

shape: You probably have a caster in the party that can do this. Not totally useless, but you probably won't use it.
bind brow: Again, it has its uses, but you probably won't ever need to do this.
bind totem: Rather than suppressing magic items you'll likely be smashing faces.

Displacer Mantle (shape, bind shoulders, bind totem)

shape: Decent bonus to Hide (which isn't a class skill) if you're into that sort of thing.
bind shoulders: 20% miss chance is nice, especially for melee-loving Totemsts.
bind totem: Not explicitly called natural weapons (read more about this under Table 1). If your DM rules they are natural weapons then the default setting is that you can use them as secondary attacks (in which case, green). If not, they suck.

Dread Carapace (shape, bind arms, bind feet, bind heart, bind totem)

shape: Power Attack! The returns aren't great (equal +1 damage per -1 attack except for bites), but it is Power Attack. It's a pity you can't load up on bite attacks.
bind arms: Totemists aren't crit fishers. Still, not a bad bonus.
bind feet: That's quite a bonus to speed! If you need to zip around the battlefield, this is a good way to do it.
bind heart: You can get good SR this way. Too bad it kicks in so late.
bind totem: More useful if you can stack fear effects. Poor by itself.

Frost Helm (shape, bind crown, bind totem)

shape: Can be useful.
bind crown: Kicks in at level 5. You can get some decent damage out of this, use it every round.
bind totem: Stun is a good debuff. With a high Con and in the right scenario this could be blue.

Girallon Arms (shape, bind arms, bind totem)

shape: If you focus on grappling then this is violet (for best results combine with Kraken Mantle and Totem Avatar bound to arms, or replace the latter with Improved Grapple). In most cases increasing your grapple modifier is a good thing.
bind arms: Almost all Totemists are going to have at least 2 claws. This gives free damage!
bind totem: 4 claw attacks! And good essentia bonus. Staple of many Totemists.

Gorgon Mask (shape, bind throat, bind totem)

shape: You should have a very good Fort save, but extra defenses are nice.
bind throat: This would be a fantastic ability if you could use it more than once per day. Go Basilisk Mask instead.
bind totem: A nice low-level method to get trample. Usually you'll want to do something else with a full-round action though.

Great Raptor Mask (shape, bind brow, bind totem)

shape: You should have a decent Spot since it's a class skill and we don't dump Wisdom. However, more Spot is always nice (unfortunately it's competence and not a very big boost).
bind brow: Situational, not very useful. I see the merits, but Darkvision is so much better.
bind totem: Evasion's quite a nice ability, but you have better things to do with your totem bind.

Heart of Fire (shape, bind waist, bind totem)

shape: If you know you'll be fighting lots of cold creatures this is okay, but even then only okay.
bind waist: Not available until level 14. You're probably front-lining, taking hits, but the fire damage simply isn't great, and useless if you're being sniped or otherwise blasted from afar.
bind totem: An easy way to boost all of your natural weapons (in the right setup, say at low levels when you have plenty of natural weapons from races/feats/other soulmelds, this would be blue). Unfortunately fire is the most commonly resisted element. Definitely consider it as a second Totem bind if you use Manticore Belt.

Hunter's Circlet (shape, bind crown, bind totem)

shape: This could come in handy, but situational.
bind crown: Okay, my opinion's changed. If you need Track then this, as Piggy Knowles said, gives you the ideal version of it, "one you can put away when you're done with it."
bind totem: At first I underestimated this (I'm bad with the offense-over-utility mindset). Need to sniff someone under a door? Or around a corner? Or in magical darkness? Look no further.

Kraken Mantle (shape, bind arms, bind totem)

shape: If you're doing swimming then this is very good! ... If you're swimming.
bind crown: Bad if you're not a grappler, pretty good if you are. Constrict damage is good, as is the unnamed bonus to grapple. It's a pity the damage doesn't scale with essentia.
bind totem: If you need it, you really need it.

Krenshar Mask (shape, bind brow, bind totem)

shape: The bonus to skills is nice if you need it (like Leap Attack, some maneuvers,
bind brow: Again if you need it then this is a considerable bonus. Unfortunately it's a competence bonus.
bind totem: Hmm. This isn't too bad, especially if you build yourself for it at low levels. Note that whatever you fear goes straight to Frightened (unlike most fear effects which start at Shaken). Still, it quickly becomes useless as the levels increase and doesn't combine with natural weapons.

Kruthik Claws (shape, bind hands, bind shoulders, bind totem)

shape: Great for sneaky Totemists. Otherwise situational.
bind hands: Probably not useful because you're probably either bashing faces (high Str, no need for Weapon Finesse) or using Manticore Belt (high Dex, no need for Weapon Finesse as it's ranged). However, leaving Str at 10 and going high Dex is viable for a melee Totemist, especially if you're a sneaky one.
bind shoulders: This can be considerable acid resist if you know you'll be fighting something which dishes out the acid damage.
bind totem: While Girallon Arms are better in almost every case, if you want claws with easily pumpable acid damage, look no further.

Lamia Belt (shape, bind waist, bind totem)

shape: I find Bluff and Hide an interesting combination. Pity it's a competence bonus and can't stack with Kruthik Claws for an extra sneaky Totemist. Can be very useful in the right situation.
bind waist: More land speed is always nice, but Spring Attack just isn't very good for a Totemist (unless someone knows of a way to get full attacks with Spring Attack).
bind totem: Claws on the lower body! Boo yeah. Almost all races with claw attacks come with them on the upper body.

Lammasu Mantle (shape, bind arms, bind shoulders, bind totem)
Note: all of these are worthless if you're not fighting evil creatures.

shape: Free AC bonus! And it's deflection no less. Given you're not in an evil campaign you often fight evil baddies. It'd be much better if it increased with the amount of essentia invested (though the save bonus is nice). Best at low levels.
bind arms: 10' isn't much, but that's a nice bonus to give to your friends.
bind shoulders: Like a permanent Magic Circle against Evil!
bind totem: Best if buffed at low levels. 4d4 fire damage every round for a standard action is good. Scales poorly though.

Landshark Boots (shape, bind feet, bind totem)

shape: If you need jump (some maneuvers need this, or Power Attack) then you need jump.
bind feet: Good utility. Use it through walls and doors.
bind totem: This would be so fantastic if you could combine the jump attack ability with other natural weapons... but you can't.

Manticore Belt (shape, bind waist, bind totem)

shape: Spot is almost always nice, jump is nice if you need it.
bind waist: It takes some essentia investing, but free flight and Flyby Attack! Combines very well with the totem bind effect. Pity it comes online at level 14 for the pure Totemist.
bind totem: Not good if your DM rules the spikes (or the belt itself) aren't natural weapons, but can be fantastic otherwise.

Pegasus Cloak (shape, bind shoulders, bind totem)

shape: Like with others, if you need a boost to Jump then this helps. The Feather Fall can certainly come in handy.
bind shoulders: Unless you put quite a bit of essentia in the speed isn't great, but basically free flight, and the maneuverability isn't bad.
bind totem: This is great for low-level getting around, especially if you already have natural weapons from your race with would overlap with other totem binds.

Phase Cloak (shape, bind shoulders, bind totem)

shape: Obviously not good if you won't be climbing, but if you have to do a lot of climbing then this is very good.
bind shoulders: Superb maneuverability. Walk through walls, through ceilings, through floors. Get behind bad guys, get over rough terrain, over pits, etc.
bind totem: Regardless of whether your DM rules this is a natural weapon or not you can combine it with other attacks. If you need a bite with a weak poison, go for it. There are better totem binds though.

Phoenix Belt (shape, bind waist, bind totem)

shape: The shape effect is okay, but the real merit is in the invest bonus. Fire is one of the most common damage types. However, it is easily replaced by certain spells (http://www.d20srd.org/srd/spells/resistEnergy.htm).
bind waist: This would be much better if it became available before level 14.
bind totem: If you want to deal fire damage Lammasu Mantle is probably better.

Rageclaws (shape, bind hands, bind totem)

shape: Like Bloodtalons, free hit points. Especially good at low levels. Essentia bonus is different though.
bind hands: The bonus really isn't good enough to justify being in negative hit points. Not useless though.
bind totem: Yay claw attacks! Which improve with essentia. And you can use them while grappling. A solid choice. Honestly if you have no natural claws this may be better than Girallon Arms at level 2ish due to the free HP.

Riding Bracers (shape, bind arms, bind totem)

shape: I don't envision Totemists riding mounts, but it's certainly an option. In which case these can be useful.
bind arms: A buff while riding. Doesn't scale at all (who knows why), but not useless.
bind totem: This would be worthless in my group (we let the character freely control the mount), and I'd probably get my mount via Wild Cohort which get Evasion at level 3.

Shadow Mantle (shape, bind shoulders, bind totem)

shape: Like spot, listen is almost always useful.
bind shoulders: This is terrific. You're totally invisible to everything without blindsight in a sphere of radius 5*essentia. As Person_Man said, "Shadow Mantle bound to Shoulders gives you (weird, poorly worded) continuous Greater Invisibility." Think sneak attack.
bind totem: Decent bonus to Hide. If you need it.

Shedu Crown (shape, bind crown, bind heart, bind totem)

shape: When I play I'm almost never bull-rushed, but if your DM likes to do it then this can be good.
bind crown: Level 5, communicate telepathically with anything within 100'. 'Nuff said.
bind heart: While the ability isn't bad, by level 17 it's far from fantastic.
bind totem: Trample attack at level 2. Get big and strong, use it to run over a bunch of mooks.

Sphinx Claws (shape, bind hands, bind totem)

shape: Well. It covers a pretty wide net so will likely be useful when shaped.
bind hands: Pounce! If you don't want to dip Barb or get pounce some other way, this'll do the job. Note you can't ubercharge with it though (well, not use a 2-handed weapon, etc.).
bind totem: 1d8 damage is bigger than most, so will grow faster if you increase the size. And it gets the essentia bonus is should. As usual, many races which come with natural weapons come with claw attacks.

Threefold Mask of the Chimera (shape, bind crown, bind soul, bind totem)

shape: Not bad at all! You'll likely be in the thick of things a lot, hence likely to be flanked a lot, and this is especially good if your DM likes to sneak attack.
bind crown: This could come in handy if you really want to do something with a move action. I doubt I'd ever bind it here though.
bind soul: Now this is better! But wait, you bind it to your soul! Pure Totemists can't even *do* that!
bind totem: Three attacks on the head! This is great. All others only give 1. It has the restriction that you can either do:
a) all 3 primary, rest of your stuff secondary
b) something else primary, a single bite from this and the rest of your stuff secondary.
Meaning if you bind this, make this your primary attack.
Some DM's may violate RAW and saw you can't do option a, in which case they're only green.
In either case, unfortunately investing essentia doesn't improve them (boo, but at least you can put your essentia elsewhere). But Amulet of Mighty Fists does (yay). Or VoP. Or Greater Magic Fang.

Totem Avatar (shape, bind arms, bind feet, bind heart, bind shoulders, bind totem)

shape: Free hit points! Most useful if you go pure Totemist (hp bonus=meldshaper level). The bonus to natural AC is nice.
bind arms: If you're a grappler then by level 9 you probably already have this.
bind feet: This is truly great for defense if your DM likes to bull rush or trip. That's a big bonus for no invested essentia.
bind heart: That's pretty poor DR at level 17.
bind shoulders: Increases the damage of all your natural weapons! More effective if you're already large/huge/etc.
bind totem: Again, more damage for all of your natural weapons! The problem is that you'd probably prefer to use a different soulmeld if you're in the many-natural-weapons swing of things. However, if you're using Manticore Belt this is a great second totem bind. You may want to go Heart of Fire though.

Unicorn Horn (shape, bind brow, bind totem)

shape: Good if you need it.
bind brow: All the Detect Evil you ever want! Comes online at level 9, but great for plot purposes. And you can spray it around magic items.
bind totem: A single gore, not shabby. Scales well with essentia. Better in an undead-heavy campaign.
Again, Person_Man noted you can optimize this.

Both Beast Tamer Circlet (Insight bonus) and Unicorn Horn (Competence Bonus) Soulmelds add to Wild Empathy checks. Wild Empathy can be used on Animals and Magical Beasts with an Int of 1 or 2, and the Totemist gets a +4 unnamed bonus to Wild Empathy checks if they have a soulmeld bound to their Totem chakra that is associated with that Magical Beast. You only need a DC 25 check to turn a Hostile creature Indifferent, which a Totemist can easily pull off. It also makes the Beast Heart Adept (http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4) a tempting PrC option, since it's Monster Empathy ability expands your Wild Empathy ability to all Magical Beasts (regardless of Int).

Urskan Greaves (shape, bind feet, bind totem)

shape: Clearly situational, but very nice if you happen to be in a cold place, fighting dudes which deal cold damage.
bind feet: Can't say no to extra damage when charging (pounce, anyone?). Be warned it says, "if your melee attack hits," attack being singular, so a picky DM may say this only works on one attack. In any case Thunderstep Boots are probably better (more damage and a chance to stun), but they do cost a feet.
bind totem: I uhh, don't find myself doing many overruns.

Winter Mask (shape, bind throat, bind totem)

shape: Hmm, a melee touch attack. Pump it up for some damage and to increase the save.
bind throat: Better damage than most such soulmelds offer, but it kicks in at level 14? Shucks.
bind totem: Free bite, buff it for cold damage. There are much better totem binds.

Worg Pelt (shape, bind feet, bind hands, bind totem)

shape: Great for a sneaky Totemist.
bind feet: Bonus to speed! Key for us melee folks.
bind hands: Helps makes you into a tripper given you have a bite attack (or multiple somehow, like from Threefold Mask of the Chimera) and decent Str and are Large and packing other bonuses, you can be a decent tripper.
bind totem: Speaking of bite attacks, this gives you one.

Wormtail Belt (shape, bind waist, bind totem)

shape: Free NA just for shaping it! Only gets better with essentia. Big bummer it doesn't stack with Totem Avatar (both enhancement).
bind waist: Not useless, but at level 14 you should be doing other things.
bind totem: This might be worthwhile if you could use it as a secondary attack.

Yrthak Mask (shape, bind brow, bind totem)

shape: Bonus to Listen is always nice.
bind brow: Don't be fooled, it's not really blind-sense. Still, not terrible, and the +4 is nice when relevant.
bind totem: Decent range, can get some decent damage. Every other turn, bummer. Still, not terrible.

Claws of the Wyrm (shape, bind arms, bind hands, bind totem)

shape: One of the few (3, in fact) soulmelds which give you natural weapons for just shaping it! Great at level 1, decent at other levels.
bind arms: Bigger crit range, can't complain. Likely not worth it though.
bind hands: More damage, can't complain. Best when combined with like effects.
bind totem: Extra modes of movement are nice. Makes climbing a lot eaiser.

Dragon Mantle (shape, bind heart, bind shoulders, bind totem)

shape: Bonus to Fort saves! Probably not needed, but hey. The energy resist is very nice.
bind heart: C'mon, level 17? Still, if you're pumping essentia into this soulmeld for the energy resist then it's free fast healing.
bind shoulders: Oh man, it's DR/magic. So easy to overcome.
bind totem: Fly speed at level 2! And it doesn't have any weird restrictions. Worse at higher levels.

Dragon Tail (shape, bind feet, bind waist, bind totem)

shape: A tail attack without having to bind it! Good especially at low levels.
bind feet: If you need the bonuses.
bind waist: Gives your tail a nice boost.
bind totem: It's a pity it's only adjacent foes and not foes within reach. Still, surely deal damage (barring damage reduction and the like).

Dragonfire Mask (shape, bind brow, bind throat, bind totem)

shape: Free low-light vision is nice unless you have it (still, bonuses to spot are always nice).
bind brow: Again, free darkvision is nice unless you have it.
bind throat: Just like Winter Mask but worse.
bind totem: Bad. They have to have less HD than you, the DC is probably low, shaken is the weakest fear effect.

Brood Keeper's Heart (shape, bind heart, bind totem)

shape: Concentration? For a Totemist?
bind heart: This is, uhh, interesting. Here (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype)'s the swarm subtype. First it's not totally clear what this does. While you remain medium, are you composed of fine, diminutive or tiny creatures? Is your only attack the swarm attack or do you get that in addition to your other attacks? Regardless, you do get a bunch of cool immunities, and not often can you play as a swarm.
bind totem: If you find yourself fighting defensively then this is a considerable bonus. And it stacks with other bonuses, yay.

Chaos Roc's Span (shape, bind shoulders, bind totem)

shape: The final soulmeld (see Claws of the Wyrm and Dragon Tail) which gives you natural attacks for merely shaping it. They have reach to boot. Unfortunately they deal nonlethal damage, which in most cases isn't an issue, but they aren't effective on undead or constructs.
bind shoulders: Not only do your buffets deal lethal damage, but you have a chance to daze your opponent. Not bad.
bind totem: What's not to love about this soulmeld? At level 2 you can dish out 4d4 damage (type determined randomly) in a 10-ft. cone every round.

Gravorg Tail (shape, bind waist, bind totem)

shape: The usual. Situational.
bind waist: I don't see this being very useful, especially at level 14.
bind totem: This I can see being useful. Level 2, decent mobility, move your buddies up and down.

Psion-Killer Mask (shape, bind brow, bind totem)

shape: This is exactly like Disenchanter Mask.
bind brow: Ditto.
bind totem: Ditto (but more range).

Astral Vambraces (shape, bind arms, bind hands)

shape: Available at level 1! If you blow Shape Soulmeld (a feat) on it. Decent DR then.
bind arms: This is actually... really good. Check the list (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). Fly speed? Check. Swim speed? Check. More damage (Improved Natural Attack, doesn't appear to be limited to slam)? Check. More speed? Check.
bind hands: Two free natural attacks and not on the totem slot! Great. Doesn't scale at all, but just get an Amulet of Mighty Fists.

Incarnate Avatar (shape, bind soul)

shape: Unlike Incarnates, Totemists aren't forbidden from being, say, Lawful Evil. In which case you'd get both the damage to all melee attacks and damage. For just shaping it. Awesome potential.
bind soul: n/a

Sighting Gloves (shape, bind hands)

shape: Only good for Manticore Belt, but in that case it's quite good.
bind hands: This is good to have.

Thunderstep Boots (shape, bind feet)

shape: Pounce away! Extra 1d4+1d4/essentia *sonic* damage with *every* melee attack at the end of the charge. And that's right, you'll have a lot of attacks at the end of a charge. Man this is great.
bind feet: And a chance to stun! Granted the stun is only for 1 round and Fort negates. The DC might not be bad, either, and the more natural attacks you have the more likely it is for your opponent to get stunned (and stunned opponents drop weapons, among other things).

danzibr
2013-06-09, 05:17 PM
6: Races and Templates
Here I won't mention every race ever (that'd be way too long), I'll mention all the MoI races and a few notable others. They'll be done alphabetically by +ECL (LA+RHD).
Important preliminary notes
These ratings vary drastically based on if your DM allows LA buyoff or not and at what levels you're playing. If your campaign goes from 2 to 6 then a LA +4 race will be utterly, utterly useless. However, if you look at, say, Githzerai, and start at a high level with LA buyoff then they become a very good choice rather than simply average.

Also, it's considered extreme cheese, but you can get rid of RHD by being perma-level drained. Not that all RHD are that bad, but class levels are almost always better.

ECL +(varies)


Entomanothrope (here (https://www.wizards.com/default.asp?x=dnd/re/20040621a)): For ECL, it's a flat LA +2, then you gain HD equal to whatever the vermin had (for fractional I assume it's 0, since you always round down). Also, immunity to mind-affecting stuff, and bonus NA. The article is poorly written IMO (http://www.giantitp.com/forums/showthread.php?t=308257), but it seems you get +2 Wis and -2 Int in your standard form, then in hybrid and vermin forms you get bonuses to your physical stats equal to the physical stats of the vermin -10 or -11. Perhaps more importantly, you gain natural attacks. Two relevant quotes.


If the base vermin has a tail sting attack, then the hybrid form has it too.



An entomanothrope in hybrid form uses the base creature's attacks and the base vermin's bite attack (or other primary natural weapon if the vermin form lacks a bite attack). Monstrous scorpion entomanothropes gain claw attacks in hybrid form.

Some options are monstrous scorpions found here (http://www.d20srd.org/srd/monsters/monstrousScorpion.htm), and also check out this link (http://www.giantitp.com/forums/showthread.php?t=295929).
Lycanthrope (here (http://www.d20srd.org/srd/monsters/lycanthrope.htm)): ECL is +2+HD of base animal if afflicted, +3+HD of base animal if hereditary. Flat +2 Wis. Stat bonuses like Entomanothropes. Gain the animal's feats, get Iron Will for free, some NA. Get their special attacks and qualities (very, very good). For natural weapons, here's the key quote.


A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.

Which is ridiculous, and not in a good way. Yeah, tigers and bears have these, but what if you're a were-octopus? What's worse, the entries contradict this. The wererat gets no claw attacks (note rats don't have claw attacks). The wereboar gets 2 claws and a gore, not 2 claws and a bite (though the boar itself doesn't have claws). The wolf has no claws, but does gain claws though, which does support the above quote. PRESUMABLY you gain the natural attacks of the base creature while in hybrid (or animal) form. Or maybe just the primary? Plus claws, unless it's a rat? Consult your DM. Check this (http://www.giantitp.com/forums/showthread.php?t=254888) for good creatures. Nifern stands out: +6 Str, +4 Dex, +4 Con, 2 claws, bite, sting (presumably) with poison, Multiattack, Blindsight, for the low price of +2 LA and 2 RHD.
Also check this link (http://www.minmaxboards.com/index.php?topic=607.0). It's basically a lycanthropy handbook.


ECL -2

Templates:

Incarnate Construct (SS, p. 121): As usual, start with a Warforged, slap some templates on it, reduce them with Incarnate Construct. However, you must be wary. First, you cannot reduce LA below 0, meaning you have to add LA before taking it away. Second, since you're most likely applying it to a Warforged, keep in mind Warforged have the type Construct and subtype Living Construct. So you cannot apply a template which requires Humanoid, for example (even though Incarnate Construct changes type of Humanoid, you cannot add inherent templates which require Humanoid).
Long story short: first apply inherent or acquired templates which are valid for Constructs with the Living Construct subtype. Then add Incarnate Construct to reduce the LA by 2. Now you can add acquired templates which require Humanoid, but these will not be reduced.


ECL +0

Races:

Azurin (MoI): Like human but better! That bonus essentia is more valuable to a Totemist than more skill points.
Darfellan (here (http://www.wizards.com/default.asp?x=dnd/ex/20050805a&page=2), or Stormwrack): +2 Str, -2 Dex, bite attack. Not bad. Better in a more aquatic campaign.
Diabolus (Drag Mag 327, p. 65): No stat bonuses, Outsider, some other bonuses, and a natural tail attack which injects poison. They're okay, but a very strong option if you're going to grapple with your tail. There are two issues: the natural attack is labeled as a tail attack, while Barbed Stinger requires a stinger attack; it was updated to LA +1 in Dragon Compendium. The first one is probably fine since the tail has a barb and injects poison, so talk to your DM. The second... ugh, LA +1.
Duskling (MoI): They make good Totemists. Bonus essentia, decent stats. There's nothing too shmexy though. EXCEPT they're an excellent race for Soul Eater entry (Soul Eater requires non-human, and Dusklings are Fey).
Hellbred (Fiendish Codex II, p. 78): Go body aspect, of course. Tons of flavor points, but not that great a choice. See if your DM extends their Evil Exception to the necro soulmelds. Something to look into.
Human: Go Azurin or Silverbrow Human instead.
Kobold (RotD): The great Kobolds, great in many circumstances, have very little going for them here. Terrible penalties to stats. While small is often good, not so for natural weapons.
Arctic or Desert Kobold with Web Enhancement (Web Enhancement (http://www.wizards.com/default.asp?x=dnd/we/20060420a)): Well this is a step up. More Str or Con for less Wis and 3 natural attacks! Still small and bad stats though. Oh right, and access to DM soulmelds is a plus.
Minotaur (DCS, p. 43). Stumbled upon this the other day. +4 Str, -2 Dex, -2 Int, -2 Cha. +2 NA. Gore (better than claws or bite) attack which does more damage on a charge. +2 to Intimidate, Swim and Use Rope. Can take Scent as a feat. All for no LA!
Mongrelfolk (RoD, p. 98): Hefty bonus to Con. Not bad.
Orc (Water Orc (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm)): Good bonuses for no LA. Go Dragonborn.
Rilkan (MoI): Eeeh, don't play one of these.
Shifter (ECS, p. 20): Bonus to Dex, penalty to mental stats, shaperchanger subtype, can pseudo-rage, potential to get natural attacks (2 claws or 1 bite), with some feats can get the other one.
Shifter, Saurian (Drag Mag 328, p. 60): Now that'sa mo' betta! What a fantastic race. They have the reptilian and shapechanger subtypes, the former qualifies them for the Scaled Horror PrC (SS, p. 83), a level 1 dip giving them Improved Grab. +2 Con, -2 to dump stats, like Shifters they can change shape 1/day and another 1/day per shifter feat. They can choose 2 Shifter traits, 3 of which gain natural weapons (1 grants a bite, 1 grants 2 claws, 1 grants a tail slap), usable while shifting, and the traits give stat bonuses.
So why are they so much better than the normal Shifter? +2 Con rather than +2 Dex, 2 Shifter traits rather than 1, bigger list of Shifter traits to choose from. Quite the difference.
There's a Shifter trait in RoE, Gorebrute, which grants a decent natural weapon but you can't combine it with others and you can only use it during a charge (exception: Black Blood Cultist 8).
Silverbrow Human (DM): If you want the soulmelds from Dragon Magic then Silverbrow Human is a good way to go about it.
Skarn (MoI): Good, not great (why only 1 spine attack?). If you play one check with your DM on interaction of natural weapons.
Spiker (Planar Handbook, p. 15): For some reason I really like this race. Darkvision's nice, a little NA, some DR, acid resistance. The best thing about them is the Natural Spikes (Ex). They deal extra damage while grappling and can attack with their spikes like a normal weapon. Note they say, "use their natural spiked skin as a weapon," so while it doesn't explicitly call their spikes a natural weapon it would be natural to do so. Ask your DM.
Warforged (ECS): Terrific. Warforged Totemist is one of my favorite combos ever and likely what got me to make this handbook. Loads of immunities, bonus to Con, free natural weapon (a slam), a feat away from a bite and a second slam.

Templates:

Corrupted Creature (BoVD): +4 Str, -2 Dex, +4 Con, -2 Wis, -2 Cha. Hoo boy, 'das nice min-maxing for a Totemist. +4 to natural AC (probably), some DR (which needs to be converted from 3.0 to 3.5), some decent extra vile damage, bump DC of special attacks, fast healing, and ``The damage die used when the creature deals damage with natural attacks increases by one die type [...] as if the creature were one size larger.'' Oh, and you become an Aberration. Very solid template for a Totemist, especially if you're looking to stack size increases. There are problems, of course. First, it's 3.0, and has no listed LA. Technically that makes it LA +0 (hence why it's here), but +1, maybe +2 is more appropriate. Looking at its competition, I think it's quite good for +1, but not unreasonably so. Second, for alignment it says always evil. If anyone's interested, I found this on 4/28/15 while looking for for Bone Creature (2 templates above). Oh, and the split rating is due to the variability.
Dragonborn (RotD): +2 Con, -2 Dex. Removes basically all racial features (nice for, say, Orc's Light Sensitivity). Can pick up wings. Pretty solid.
Half-Machine (Dungeon 91): +4 Str, +4 Con, four (!?) free bonus feats from a nice list. Two special abilities per 3 HD chosen from separate lists, including extra natural attacks, increased damage for natural attacks, a breath weapon, ability to go invisible (Improved Invisibility) at will as a standard action, immunity to mind-affecting attacks, SR equal to twice its HD, tons of other BS. Basically the only downside is you have to obey the wizard that made you, but this can be removed with Wish, or presumably if the wizard is dead. This is one of the stinkiest, cheesiest template I've ever seen. Only bring it to a game of serious optimizers. It has no mention of LA, which means it is LA +0. To justify this, read


Generally, if a template does not cause a change to a certain statistic, that entry is missing from the template description.

That is, no mention of LA is not the same as Level Adjustment: -.
Half-Ogre (Drag Mag 313, p. 94): You may have noticed Half-Ogre in the ECL +1 section. Indeed, if the base creature doesn't gain a size increase (that is, is large or huge), you can throw on Half-Ogre for free. In which case it's awesome! You get a *free* +2 NA, darkvision 60, +4 Str, -2 Int and -2 Cha. Good luck explaining your Half-Minotaur, Half-Ogre Saurian Shifter to your DM.
Arctic (Drag Mag 306, p. 61): Also known as Ice-Dweller. Free +2 Con (at the price of -2 Cha, which few, few Totemists care about)! +1 to saves v. cold effects, -1 v. fire. +2 to Wilderness Lore (Survival in 3.5). Then there's this last feature, "An ice-dweller whose ancestral race had spell-like abilities retains those and also gains the ability to use ray of frost once per day as a 1st-level caster." Play an Aasimar and claim your celestial ancestor was a Planetar or something.


ECL +1

Races:

Bladeling (MM2, p. 31): There's an official 3.5 version you can find here (http://www.wizards.com/default.asp?x=dnd/dnd/20030718a), which makes it LA +2 and improves their DR. I'm not totally sure what the stats should be going from the 3.0 version. It appears they get +2 Dex, DR 5/+1, one claw attack (?), some NA and a 1/day cone attack. And they're Outsiders.
Chaond (MM2, p. 170): Outsider, +4 Dex, +2 Con, some nice resistances, 1/day cast Shatter. Not bad with Manticore Belt, but I wouldn't take the LA for it.
Diabolus (DC, p. 9): No stat bonuses, Outsider, some other bonuses, and a natural tail attack which injects poison. They're not worth the LA. See if you can use the LA +0 version.
Eneko (SoS, p. 109): These guys are a lot like Half-Giants. Low blue/high green. Something to consider.
Goliath (RoS, p. 56): Like Half-Giants and Eneko but better IMO.
Half-Giant (SRD (http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm)): These guys might be a low blue/high green. +2 Str and Con, -2 Dex. Powerful Build is nice for grapplers. If you're going Totemist/PsyWar or the like the 2 bonus PP are nice at low levels.
Half-Ogre (SS, p. 218): Why this is a race and not a template, I don't know. I guess the other half is defaulted to human, like Half-Orc or something. Anyway, there's a LA +2 version in RoD but we won't talk about that. Big Str, bonus to Con, large, some NA. Not too shabby. Not fantastic. Note it got reprinted in 3.5 so your DM might (well, probably) won't allow it.
Poison Dusk Lizardfolk (MM III, p. 96): Not too shabby. 3 natural attacks, bonus to Dex, bonus to Con. And +3 NA. Then why green? Well, they're small, which most Totemists don't like. Better than a Kobold though.
Wildren (Planar Handbook, p. 17): +4 Con, -2 Dex, -2 Cha. Outsider, medium, base speed 20 ft, burrow 10. Darkvision scent, a racial ability like Rage (your DM might let you use this to qualify for things requiring rage). And 2 claw attacks. Certainly worth considering. Plus they have awesome flavor (Dwarf+badger!?).

Templates:

Dark (ToM, p. 161): Not good if you have no intention of being sneaky, but really good for the sneaky Totemist. You move faster, you have free Darkvision, you get saucy skill bonuses, and most importantly Hide in Plain Sight (which may not work exactly as you think; read this thread (http://www.giantitp.com/forums/showthread.php?t=198113))!
Draconic (RotD, p. 74): Eh, decent bonuses, get some claws, but you'd probably be better off with another level of Totemist. Still, something to consider. Plus you get the dragonblood subtype.
Dragonspawn (White) (DCS, p. 222): Better than Draconic. You still get 3 attacks, but the other benefits are way better (+7 NA?).
Feral (SS, p. 115): +4 Str, +2 Con, -2 Dex (boo), -4 Int, +2 Wis. Okay, not bad. More speed, some NA, gain 2 claws, get Darkvision and Fast Healing based on HD (does not say monster Hit Dice). Unfortunately, as ArchangelAzrael pointed out, the really good abilities (Improved Grab, Pounce, Rake, Rend) do make specific mention of monster HD. Shucks.
Half-Minotaur (Drag Mag 313, p. 94): So good! So good your DM may not allow it. +4 Str, +2 Con *on top of* the stat gains from a size increase. Wait, a size increase! So your natural attacks do more damage. But there's more! You get a gore attack! And even more goodies!
Half-Ogre (Drag Mag 313, p. 94): Wait, Half-Ogre again? Yup, both a race and a template. Good, but nowhere near as good as Half-Minotaur (seriously, what were they thinking with Half-Minotaur?).
Lolth-touched (MMIV, p. 93): Hefty bonus to Str and Con, but that's pretty much it (good skill bonuses for the sneaky Totemist). Oh, and you have to be evil.
Mineral Warrior (Underdark p. 97): Good stats, bonus to NA, burrow speed, good DR. Solid choice.
Symbiotic Creature (Savage Species, p. 131): Like Half-Machine, this is stinky, stinky, stinky cheese. Read this (http://www.giantitp.com/forums/showthread.php?t=259833).


ECL +2


Anthropomorphic Giant Octopus (SS, p. 216): 2 RHD, 0 LA, so at least you get some BAB and saves. For stats, +2 Str, +6 Dex, -2 Con (ouch), +4 Wis, -4 Cha. Also, +2 NA. Then why so good? You get 6 tentacle attacks AND a bite attack. That's right, 7 natural attacks. It seems you keep special attacks which do not rely on nonhumanoid shape, so maybe you keep Constrict and Improved Grab. Add Amphibious from Stormwrack (p. 136) to breathe out of water at the price of 2 Dex.
Dolgrim (ECS, p. 281): 4 arms which you can get natural attacks on, but not worth it.
Githyanki (MM, p. 128): Good, but not worth the +2 LA.
Githzerai (MM, p. 129): Like their cousins, good but not worth it.

Templates:

Aberrant Limbs (DMGII, p. 158): It talks about NPC's, but gives a LA, so... it seems a PC can take it. Anyway. You get 2 extra arms or legs. Presumably if you're a race with claws, your extra arms get claws, too (consult DM, of course). Extra arms gives Multiweapon Fighting, extra legs gives +20 feet to speed. Terribly inferior to Obah-blessed.
Obah-blessed (Dungeon Mag 136, p. 61): The 2-arm variant. Stumbled upon this the other day. You get +4 to grapple, 2 more arms complete with natural attacks if you already had natural attacks, +2 Str, +4 Dex, +2 Con, +4 Cha. Free Multiweapon Fighting if you use weapons.


ECL +3


Anthropomorphic Baleen Whale (SS, p. 217): Great stats, large, somehow +0 LA but 3 RHD. Friggin' amazing if you can get rid of those RHD.
Taer (UE, p. 73): Suboptimal due to the 2 RHD, but if you can somehow get around that (cheesy methods or DM kindness, dropping them down to +1 LA) then they're really good. +4 Str, +2 Con, hit to Int and Cha. Two slams and a bite. Darkvision, some NA, cold subtype. Interestingly, they're a medium Giant. Also, bonuses to Jump.
Thri-Kreen (Shining South, p. 15): Decent stats, four arms each with a claw, a bite, some NA, huge bonus to jump. Sounds great! But 2 RHD and +1 LA. Ouch. Decent, but not worth it in my book. It'd be purple if you can get rid of the RHD by getting level drained or something.

Templates:

Obah-blessed (Dungeon Mag 136, p. 61): The 4-arm variant. +8 to grapple, 4 more arms complete with natural attacks if you already had natural attacks, +4 Str, +6 Dex, +4 Con, +6 Cha. Free Multiweapon Fighting if you use weapons. Probably not worth it without free LA or LA buyoff, but worth considering.


ECL +4

Templates:

Wight (SS, p. 137): Undead so you lose the Con and need Undead Meldshaper and a decent Wisdom, but *all their natural weapons* gain the energy drain, *2* negative levels if they fail a Fort save. And numerous other bonuses. They'd be purple were it not for the stunning +4 LA.


Silly combos


Half-Ogre Half-Minotaur Arctic Mongrelfolk Dragonborn (+1 LA). +8 Str and +10 Con without the extra bonuses from increased size, +16 Str and +14 Con with it. Not bad and utterly ****ing ridiculous, respectively.
Half-Ogre Half-Minotaur Arctic Water Orc Dragonborn (+1 LA). +12 Str and +8 Con without the size increase bonuses, +20 Str and +12 Con with it. +20 Str for LA +1?
Half-Minotaur Minotaur (+1 LA).
Half-Ogre Half-Ogre (+1 LA or +2 LA).
Obad-Blessed Thri-Kreen (+4 LA, 2 RHD) with Girallon's Arms bound. 10 claw attacks. Wut wut? Throw on Girallon's Blessing and some grafts, even more!

danzibr
2013-06-09, 05:18 PM
7: Feats, Skill Tricks, Flaws and Traits
Here I won't be picking apart every feat found in MoI and elsewhere, rather mentioning highlights.

Feats

As mentioned elsewhere, some things (items, soulmelds) say they you gain the feat, and some say you gain the benefit of the feat. Since you need the actual feat to qualify for prestige classes, some DM's might say merely have the benefit is not sufficient.

Feats which grant you natural weapons

Bite

Deformity (Teeth) (HoH, p. 121). Requires Willing Deformity and evil. Get a bite attack. Two feats for a single bite, subpar.
Jaws of Death (RoE, p. 119). Requires Warforged, gives you a bite attack. Just one feat, that's better.

Claw

Deformity (Clawed Hands) (BoVD, p. 48). Requires Willing Deformity and it's a vile feat. You get a claw attack. Only one it seems, unfortunately.
Minor Shapeshift [Reserve] (CM, p. 45). Requires ability to cast 4th level spells. Get a primary claw attack dealing 1d6 damage for medium, given you have a Polymorph spell of at least 4th level available to cast.

Ram

Practiced Binder (ToM, p. 74). Requires Bind Vestige. If you choose Amon you get a ram attack. Ram attacks are pretty good, but again... multiple feats for a lone attack.

Slam

Second Slam (RoE, p. 120). Requires Warforged and BAB +6, gives you another slam attack. One feat, one natural attack. Also, although it's 2 slams, it doesn't fall under the, two slams bad" part of Darrin's, "One slam good, two slams bad," since the text calls out you get a second slam whenever you get a slam. That is, instead of getting 2 distinct natural weapons, you get 2 attacks with the same natural weapon.

Tail

Dragon Tail (RotD, p. 98). Requires dragonblood subtype and level 1, gives you a tail attack. You can get one for shaping Dragon Tail, though.

Tentacle

Deepspawn (LoM, p. 179). Gives you two tentacles attacks (they sprout from the waist, so surely combinable with others), 1d4 damage each, and +2 to grapple checks. Unfortunately you need the Aberration Blood feat and one other (it's suggested you take Inhuman Reach to get +5 feet to reach for all weapons). 3 feats for two natural attacks... and tentacles are rare. Worth considering, but not excellent.
Illithid Grapple (CPsi, p. 61). Requires Illithid Heritage and one other Illithid feat. Gives 1 tentacle attack (from the face) with Improved Grab. You can take it up to 4 times, for 4 tentacles total (6 feats). I'd only take it if I were a Psychic Warrior//Totemist (they count as psionic feats, so a PsyWar can pick 'em up).

Other

Extra Shifter Trait (RoE, p. 114). Requires Shifter and two other Shifter feats. Presumably a Saurian Shifter can pick up a third trait (so 4 natural weapons when shifting). If you're going Saurian Shifter, you shouldn't need this.


Feats which grant you more attacks with your natural weapons

Rapidstrike (Draconomicon, p. 73). Requires 9 Dex, certain creature type, BAB +10, if you have a pair or set of natural weapons you get 1 extra attack at -5. Not worth it outside of King of Smack.
Improved Rapidstrike (Draconomicon, p. 70). Requires Multiattack, BAB +15. More attacks with a single natural weapon in a pair or set.

Feats which grant you more attacks but not with natural weapons

Improved Unarmed Strike (SRD (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike)). Basically free natural attacks based on BAB. You can attack with any part of your body, so stacks with all natural weapons (basically).

Feats which buff your natural weapons

Overcoming DR

Cold Iron Tracery (RoE, p. 120). Requires Warforged, natural weapons and grapple checks overcome DR as if cold iron.
Silver Tracery (RoE, p. 120). Requires Warforged, natural weapons and grapple checks overcome DR as if silver.

Increasing damage

Improved Natural Attack (SRD (http://www.d20srd.org/srd/monsterFeats.htm)). Requires a natural weapon and BAB +4. Choose a natural weapon type (claw, bite, etc.), they deal damage as if one size category larger. It is a damage increase, but almost negligible unless you're stacking size increases. Note if you have multiple claws, then it seems all the claws get the increased damage. Check the tiger and dire tiger stat blocks for support.
Sanctify Natural Attack (BoED, p. 46). You need 1 or more natural weapon, BAB +5. All your natural weapons deal an extra point of damage to evil creatures, or an extra 1d4 to evil outsiders and undead, and they're good-aligned for overcoming DR. Take it if you're going VoP.
Shifter Savagery (RoE, p. 115). Requires Shifter, BAB +6, ability to rage or frenzy. While shifting and raging, doubles threat range and increases damage of *all* natural weapons by 2 steps! It's a terrible, terrible pity that is explicitly doesn't stack with other effects (either of the abilities) except for genuinely increasing your size.

Increasing accuracy

Multiattack (SRD (http://www.d20srd.org/srd/monsterFeats.htm)). Requires 3 or more natural attacks. The secondary attacks only get a -2 penalty (usually -5). Unless you have ridiculous bonus to hit, you should pick this up.
Improved Multiattack (Draconomicon, p. 70). Requires Multiattack. Removes the attack penalty on secondary attacks. Not as necessary as Multiattack, but still very good.
Weapon Focus Of course Weapon Focus sucks. A feat for a static +1 to attack. However, it's a requirement for Kensai, which is respectable for Manticore Belt users.

Grappling

Barbed Stinger (SK, p. 144). Requires a sting attack (like from Wormtail Belt). Gives you Improved Grab with your sting attack. Essential in certain builds, but otherwise not good.


Other notable feats

Deformity (Tall) (HoH, p. 121). Requires evil, Willing Deformity, medium. Extra 5' of reach. Worth considering but inferior to Inhuman Reach in most cases.
Greater Multigrab (SS, p. 35). Needs Str 19, Dex 15, Multigrab. Eliminates the grappling-with-body-part penalty altogether, like another +10 bonus to grapple above Multigrab. Obviously not good if you don't plan on doing this, but terrific if you do.
Hidden Talent (EPH, p. 67). Can only be taken at 1st level. It gives you 2 power points and a single 1st level power from any list, but you need at least 11 Cha. It's like Wild Talent, but better, and it specifically called out as a high-powered version of it. Anyway, Expansion is a big one (no pun intended). The duration is 1 minute/level (the SRD is wrong, or at least doesn't include errata, check the version in EPH), so for twice a day, you become bigger for 10 rounds! Nice. There are other options too, of course. Quite a feat.
Inhuman Reach (LoM, p. 180). Mentioned above. Needs Aberration Blood, gives 5 more feet of reach to all weapons. Extra reach is good, but I don't think it's worth the 2 feats. However, take it if you're going for Deepspawn.
Intuitive Attack (BoED, p. 44). It's exalted. Needs BAB +1, you use your Wis modifier rather than Str for attack rolls with simple or natural weapons. Could be good in some builds.
Multigrab (SS, p. 37). Needs Str 17 and Improved Grab (the special ability). Reduces the grappling-with-body-part penalty to -10 (normally -20). Obviously terrific if you plan on grappling with parts of your body (like a freakin' +10 bonus) but not good otherwise.
Power Attack. Power Attack is... good but not great for a Totemist (much better in gestalt). First, we have medium BAB. Second, it's 1:1 for natural weapons. Third, Dread Carapace shaped gives you something like PA. In the right build it works, but Totemists are quite feat-starved as is. Still, worth considering.
Scorpion's Grasp (Sandstorm p. 52). Requires Str 13, IUS, Improved Grapple. A solid grappling feat, if you deal damage with unarmed strike, light or one-handed melee weapon (natural attacks are usually considered light weapons) then you get a free grapple.
Stormguard Warrior (ToB, p. 36). I'll just quote Person_Man here, "Stormguard Warrior Feat: You "give up" damage from attacks to gain a bonus to-hit and damage on all attacks next round. It's already been mentioned by Piggy on this thread, but it's worth reiterating that this Feat with a Totemist/Warblade can provide huge bonuses to-hit and damage, without the need for Power Attack, massive size, maneuvers, etc. (And it can be used with Power Attack without the need for Shock Trooper to provide even bigger damage bonuses). Requires Ironheart Aura, +6 BAB, two Iron Heart Maneuvers."
Sun School (CW, p. 112). Requires Flurry of Blows and BAB +4. You get a free attack after you teleport in next to the foe. Good with Blink Shirt.
Touch of Golden Ice (BoED, p. 47). Not bad, not bad. Any evil enemy hit, "with your bare hand, fist, or natural weapon" makes a Fort save DC 14 or take 1d6 Dex damage then another 2d6 1 minute later. The save doesn't increase, but with a butt ton of natural attacks (and you probably have a Fanged Ring or something) the enemy should roll a 1 sooner or later.
Vow of Poverty (BoED, p. 49). Requires Sacred Vow. Ahh, the great (so to speak) Vow of Poverty, topic of countless threads. While standard WBL is superior to Vow of Poverty, I can see a few great reasons to take this feat:

You are far below WBL.
You don't feel like spending the time to search for all the right items to buy.
You like the flavor.
You want to nerf yourself.

The average Totemist will suffer from taking Vow of Poverty (uurrgghhhh TWO feats on an already feat-starved class) but not nearly as much as other classes. VoP is probably "better" only on someone who focuses on shapechanging (by whatever means) or Monk.
Weapon Finesse. This can be a very solid choice. If you specialize in Manticore Belt you surely have high dex, and increasing your melee accuracy doesn't hurt. If you're face bashing you probably have a Fanged Ring (or have some Monk or something in you), and Weapon Finesse applies to both unarmed attacks and natural weapons. You do lose quite a bit of damage (even then, if you have like a DFI Bard or something the lost damage is nigh negligible), but you gain AC, Ref saves, potential AoE's, initiative, etc.

Feats from MoI
Given how we're working out of MoI, I thought it would be appropriate to mention some of the key feats here. Note a feat with the [Incarnum] tag means you can invest essentia in it. It does *not* mean you get essentia from it (though this is often the case), and there are feats without the [Incarnum] tag which do give you essentia. If I don't mention a feat it's because I think it's not worth mentioning.

Azure Talent [Incarnum, Psionic]. Needs Con 13, PP reserve. Get bonus PP based on essentia invested. The feat is okay for a Soul Manifester if you use it as intended, but you can unlimited PP off of it using a combo (http://www.minmaxboards.com/index.php?topic=1187.0). Search, "MoI Infini-manifesting." Needs Psycarnum Infusion as well. Plus gain 1 essentia.
Azure Wild Shape [Incarnum]. Needs Con 13, Wild Shape class feature. Gain insight bonus to damage with natural weapons while wild shaped based on essentia invested, +1/essentia. But wait! It doesn't say just the natural weapons from your form. Plus gain 1 essentia.
Bonus Essentia. Requires 13 Con and level 6, gets you 2 essentia. Too bad you have to wait until level 6.
Cobalt Charge [Incarnum]. Requires Con 13. +1/essentia insight bonus to attack and damage to every attack on a charge. Decent if you're an ubercharger with a ton of natural weapons, but something like Thunderstep Boots is better. Plus gain 1 essentia.
Cobalt Power [Incarnum]. Needs Con 13, Str 13, Power Attack. Bonuses attack rolls for Bull Rush, Overrun, Sunder, bonuses to damage for PA. Decent. Plus gain 1 essentia.
Divine Soultouch [Divine]. Con 13, ability to turn or rebuke undead. Spend a turn or rebuke attempt as a free action to add 1 point of essentia to your pool for 1 round, which is okay, and the real kicker is for that round, your essentia cap is raised by 1.
Double Chakra (MoI, p. 37). Requires meldshaper level 9, lets you bind two soulmelds to the same chakra. Naturally, pick the totem chakra.
Expanded Soulmeld Capacity. Requires 15 Con and meldshaper level 1, raises the essentia cap of a single soulmeld by 1 (you choose it every time you shape). Too bad this can't work with feats and class features.
Improved Essentia Capacity. Needs Con 12, 2 essentia. Increases essentia capacity of [Incarnum] feats by 1. If you use them a lot, then hey, this can be good.
Midnight Augmentation [Incarnum, Psionic]. Like Azure Talent, is decent when used like it's supposed to, but can get unlimited PP. It's the first trick in the link for Azure Talent.
Open <whatever> Chakra. It's not totally clear what these feats do. By the strictest reading, it is only useful if you chakra binds, say, from being a Totemist. A Totemist 2/Monk 18 has precisely 1 chakra bind, and can only bind things to his/her Totem. Take Open Least Chakra (Hands) and now he/she can bind to either his/her Totem or Hands.
A less strict reading is that it gives you a chakra bind. For example, if a Monk 20 takes Shape Soulmeld (Thunderstep Boots) and Open Least Chakra (Feet), he or she could shape and bind the boots to his or her feet.
With the stricter interpretation, it's essentially useless for a pure Totemist, but could be handy for multiclass. With the second interpretation, it's pretty nice since you get more binds (and small bonuses depending on which chakra you open).
Psycarnum Crystal [Psionic]. Need Con 13, Psicrystal Affinity, essentia pool. Why Sinfire rated this as good, I don't know. It *only* gives you 1 essentia, and situationally at that. In other words, it's strictly inferior to any other feat which gives you essentia. The only time you should take it is if you get a bonus [Psionic] feet, like from being a PsyWar.
Psycarnum Infusion [Psionic]. Needs Con 13, Concentration 4 ranks. Another one which is decent as-is, and stellar when you abuse it for unlimited PP. Check the link mentioned in Azure Talent.
Shape Soulmeld. This is potentially very good for a Totemist. As a Totemist you have your own load of essentia and you can bind stuff to your chakras. Feel free to pick up any Soulborn or Incarnate soulmeld and use them as you wish. Thunderstep Boots and Astral Vambraces come to mind, though there are other good ones. See Table 2.
Share Soulmeld. In the words of Person_Man, "The most powerful Feat a Totemist or Incarnate can take is Share Soulmeld." And I'm inclined to agree, given it's applicable (hence the split color rating). If you don't have a familiar or AC or mount (with which you can share spells), it's obviously worthless. If you do have one, they can benefit from ALL OF YOUR SOULMELDS! Including essentia bonuses and everything. Think snapping twice as many spikes with Manticore Belt. Or giving your animal companion an extra half dozen (or more) natural attacks. Yeah.
Split Chakra. Put stuff on Incarnum Focus items instead.
Undead Meldshaper. Requires Int 13, Undead type. You can use Wis rather than Con for determining the max number of soulmelds and save DC's (provided they use Con normally). Why so terrible? It doesn't remove the Con prereq's from anything else. If you really want to be an undead meldshaper, talk to your DM about that problem. The red is a little overly harsh, but really, you probably shouldn't be an undead Totemist.

"Free" feats

Go to the List of Stuff (http://community.wizards.com/forum/previous-editions-character-optimization/threads/1068066) and search what you're looking for. For example, type in, "Bonus Feats."
Better yet, this thread (http://www.minmaxboards.com/index.php?PHPSESSID=kasnkcbkjl77fihaigj7o36jd6&topic=4099.0) does a better job than I ever could.
From Complete Scoundrel, surviving the Otyugh Hole for a week gets you either Extend Rage, Iron Will, Menacing Demeanor or Skill Focus (Intimidate) as a bonus feat. Costs ya 3k gold. The Frog God's Fane gives you Skill Focus (History or Nature or Religion) for 2k gold. Heward's Hall gives you Skill Focus (Perform) or a Bardic feat for 5k gold. The Highest Spire gives Skill Focus (Climb) or Agile Athlete for 3k gold. Iron Wyrm Vault gives Nimble Fingers, Skill Focus (Disable Device, Hide, Move Silently, Open Lock, or Search), Stealthy, or Tactile Trapsmith for 3k gold. Excellent for meeting some PrC requirements.


Skill tricks

Skill tricks are found in Complete Scoundrel, starting at page 83.

Most skill tricks are always useless to a Totemist (especially considering their poor skill list), many are used only by certain Totemists. However, a few noteworthy ones should be obtained by almost any Totemist.

I would try to get Clarity of Vision, Collector of Stories, Listen to This, Point it Out, Spot the Weak Point.

And really... that's about it. There are plenty of good skill tricks out there, but the pure Totemist has such a poor skill list. Spot and Listen are good, but no Tumble, no Balance, no Jump... it really limits things.

Flaws and traits

Flaws: Okay, here's my opinion on flaws (keep in mind I'm not a very crunchy person): they should be meaningful. An ubercharging taking Shaky is really just a free feat. Granted, we all like free feats. Most are found in the SRD, and here (http://www.giantitp.com/forums/showpost.php?p=13177033&postcount=6)'s a post with ones from Dragon Magazine. Keep in mind they aren't actually class-specific, just oriented toward the given class. Some good (in the crunchy sense) flaws are Frail since you have a ton of hp anyway, Meager Fortitude because your Fort save should be really high anyway, Vulnerable because a -1 to AC is nbd, etc.

Traits: Aggressive is good for a Totemist, and can fit the flavor well. Going first and charging in with a pounce and one-shotting dudes is fun. Brawler is good if you're going grappler, but keep in mind you lose it if you get IUS (and most Totemists love IUS). Try to "gain the benefits of IUS" rather than gaining IUS itself, should cheese your way around losing the bonuses. Quick is usually good, etc.



Equipment and Spells/Powers
Obligatory link to [3.5] List of Necessary Magic Items (http://www.giantitp.com/forums/showthread.php?t=187851).
Also check Sinfire's Graft Handbook (http://webcache.googleusercontent.com/search?q=cache:bKXae7j8zk0J:brilliantgameologists. com/boards/index.php%3Ftopic%3D12154.0+stitching+things+toget her+sinfire+titan+cache&cd=1&hl=en&ct=clnk&gl=us). And Veyr's (http://www.giantitp.com/forums/showthread.php?t=190350).

Long story short, there are two different rules for grafts: with the earlier rules (which apply to Beholder, Fiendish, Maug, Aboleth, Silithar, Illithid, Yuan-ti and Undead), you can have as many grafts as you wish, and you can mix and match the types; with the later rules (which apply to Deathless, Elemental, Plant, Construct and Draconic) you can only have up to 5 grafts, you have body slots for them, and you cannot have more than one type.

For a note on grafts: some grafts make it totally clear you're replacing a limb, some make it very clear you're adding a limb, and others are vague. For example, under Fiendish grafts in FF, it says


Fiendish grafts are body parts of fiendish nature that can be attached to the body of another corporeal creature.

Emphasis mine. Similar text is used for many of the other grafts. Plus, the word "graft" doesn't have to do with replacing body parts, only adding. I am of the opinion that unless it specifically replaces a body part (like Replacement Tail), you get an extra weapon. In any case, ask your DM if grafts replace limbs (when relevant) or add more.
Gear

Gear (including grafts and symbionts) which grants you natural weapons

Here I won't be putting all the gear that could possibly give natural weapons, but rather key items that I know of.

Bites

Fanged Mask (MIC, p. 99, 8,300 gold). Gives you a bite attack treated as magic for overcoming DR. Limited attempts to stun.
Grasping Mandibles (FF, p. 212, 15k gold). It's an Illithid graft (so it uses the old rules). Gives you a bite attack with free Improved Grab.
Serpent Arm (SK, p. 154, 12k gold). It's a Yuan-ti graft (so it uses the old rules), and that's not a typo. You graft an arm, the arm ends in a snake head which can bite. 1d4 damage, poison, Fort DC 10+.5*character level+Con modifier, initial and secondary damage 1d6 Con).

Buffets

Winged Cape (RoE, p. 177). Unfortunately a minor artifact, and it's a Warforged component. If you somehow get your hands on this you get 2 buffet attacks and some good flight.

Claws

Beast Claws (SS, p. 49, 9,610 gold). They're +1 spiked gauntlets, give you 2 claw attacks, 1d4 damage. If you already have claws, they're +2 instead and deal base claw damage +1d6. Interestingly, there's a Druid spell of the exact same name.
Clawed Arm (FF, p. 210, 4k gold). It's a Fiendish graft (so it uses the old rules). +4 untyped bonus to Str and an extra claw attack. Man that's good (even if your DM rules it replaces an arm)!
Crawling Gauntlet (MoE, p. 155, 2k gold according to p. 154 of MoE). It's a symbiont. Get a claw attack. While it's only 2k, claws (along with bites) are the most common natural weapons, and it covers your hand, so you don't get an extra claw attack if you already had one.
Rending Claw (FF, p. 212, 5k gold). It's an Illithid graft (so it uses the old rules). Gives you a claw attack with a x3 critical. 5k for an extra attack is a good deal, but go Clawed Arm instead.
Skeletal Hand (LM, p. 80, 3k gold). It's an Undead graft (so it uses the old rules), gives you a claw attack. This one... it's just a hand, so it's more reasonable that it replaces a hand (if you just attach it to your body, how's it going to reach your opponent?). If it replaces a hand, it's not very good. If it doesn't, hey, 3k for an extra attack!
Taloned Arm (RotD, p. 130, 34k gold). It's a Draconic graft (so it uses the new rules), gives you a single claw attack. Rip off.

Gore

Fiendish Jaw (FF, p. 210, 2k gold). It's a Fiendish graft (so it uses the old rules), gives a gore (not bite) natural attack. Extra attack for 2k (assuming it doesn't replace a bite).
Horned Helm (MIC, p. 112, 4k gold) gives a gore attack. Cheap extra attack.

Manufactured Weapon

Weapon Graft (FF, p. 213, weapon price+1k gold). It's an Illithid graft (so it uses the old rules). Graft any weapon onto your hand, and get +1 to attack and damage with it, and it becomes a natural weapon. You can slap an artifact on there, I guess.

Slam

Buffeting Wings (RotD, p. 127, 100k gold). It's a Draconic graft (so it uses the new rules). Get two slam attacks (explicitly mentioned as wings). Expensive but good.
Mighty Arms (FoE, p. 158, 10k gold). It's a Construct graft (so it uses the new rules). Gives a slam attack. It says, "You can make a slam attack while wielding a weapon in the other hand."
Mummified Hand (LM, p. 80, 16.2k gold). It's an Undead graft (so it uses the old rules), gives a slam attack (from the arm, presumably). However, it's not called out as a natural attack, but by RAW it should be.
Smashing Tail (RotD, p. 130, 30k gold). It's a Draconic graft (so it uses the new rules), gives you a secondary slam attack. It's explicitly on your lower body.
Zombie Arm (LM, p. 80, 25k gold). It's an Undead graft (so it uses the old rules). Gives a slam (not called out as natural), +2 Str, -2 Dex.

Sting

Tongueworm (ECS, p. 300, 25k gold according to p. 154 of MoE). It's a symbiont. Gives a poisonous sting attack (among other things), replaces a bite if you have one.

Tentacle

Aboleth Tentacle (FF, p. 208, 50k gold). It's an Aboleth graft (so it uses the old rules). Gives an extra natural attack (explicitly can be attached beneath a limb). Sounds good, but all Aboleth grafts wither up after 1d4+1 days. So... it's crap.
Wriggler (Dragon Magazine, p. 60). It's a symbiont. While these can be bought (see p. 154 of MoE), this one has no price, which is a pity because you gain 4 tentacle attacks.

Type not specified

Flexible Arm (FF, p. 211, 27k gold). It's a Fiendish graft (so it uses the old rules), gives a natural attack (presumably a claw, type not specified). Inferior to Grappling Tentacle for most purposes.
Grappling Tentacle (FF, p. 211, 20k gold). It's a Fiendish graft (so it uses the old rules), gives a natural attack (presumably a tentacle, but type not specified). And bonus to Str when using tentacle and grapple.
Long Arm (FF, p. 211, 5k gold). It's a Fiendish graft (so it uses the old rules). Get a natural attack (slam, perhaps?) with an extra 5' of reach.
Mohrg's Tongue (LM, p. 80, 24k gold). It's an Undead graft (so it uses the old rules)... it doesn't say it gives you a natural attack, but it says you treat it as a secondary weapon. Make a melee touch attack, can paralyze for 1d4 rounds, Fort DC 17 negates.
Sting Tail (FF, p. 211, 50k gold). It's a Fiendish graft (so it uses the old rules), gives a natural attack (presumably a sting or tail sting or whatever, type not specified), doesn't scale with size, also deals Str damage (Fort negates).

Variable

Fleshshifter Armor (BoVD, p. 111, 13,160 gold). +1 leather armor made from the skin of humanoids *shudders*, gives you Alter Self at will. Alter Self has quite a few limitations on creature type and only goes up to 5 HD, but hey, it's still a good item if you're evil and low level.
Phylactery of Change (A&EG, p. 135, 11.2k gold). You can use Polymorph on yourself once per day (up to 7HD, since that's the CL which makes it, though maybe you can pay more for a higher cap?), and it lasts as long as you wish (it can be dispelled though, so watch out). I discovered this long after I discovered Skin of Proteus. While the latter is more useful for utility since you can change forms on the fly, if you want to just pick a good melee form a stick with it, Phylactery of Change is friggin' awesome.
Skin of Proteus (SRD (http://www.d20srd.org/srd/psionic/items/universalItems.htm#skinofProteus), 84k gold). Unbelievably good. Turn into almost anything (well, there are quite a few restrictions, but there are still a *lot* of options) all day, any day, up to 7 HD. Anyway, for the natural weapons you keep/lose, it appears (correct me if I'm wrong) you lose all the natural weapons granted by race and feats.
And this sentence for gear: "When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional."
Thus if you have natural weapons granted by gear (and your new form can use the gear) then you keep those natural weapons. In particular, you can still use all your soulmelds! Truly a fantastic item. Good options:

7-headed hydra (http://www.d20srd.org/srd/monsters/hydra.htm). Huge, good stats, 7 bite attacks. By chopping your heads off you might be able to get up to 14 (though probably not; the text doesn't spell it out, but the head regrowing is probably an extraordinary special quality).
Wyvern (http://www.d20srd.org/srd/monsters/wyvern.htm). A total of 6 attacks, large, decent stats. The lowish Con might mess with your soulmelds. But you do get fly speed. In most cases hydra will be the better of the two.
Giant Stag Beetle (http://www.d20srd.org/srd/monsters/giantStagBeetle.htm) is another option. It only has 1 bite, but it's a whopping 4d6 base damage. Totem Avatar to shoulders ups it by 1 to 6d6, Improved Natural Attack to 8d6, somehow get bigger for 12d6. Or maybe Sizing on Necklace of Natural Weapons (however that works). Greater Mighty Wallop works since bites do bludgeoning damage.
Remorhaz (http://www.d20srd.org/srd/monsters/remorhaz.htm) only gets one bite, and it's not a great bite, but you get Improved Grab, Swallow Whole, and potentially their Heat ability. Keep in mind that when you do Metamorphosis you gain the extraordinary special attacks. Too bad they don't distinguish between special attacks v. special qualities (only providing examples).
Rukanyr from Fiend Folio, p. 144. It's an Aberration, which is totally okay for Metamorphosis. 21 Str, 7 Dex, 24 Con, large, 1 slam, 6 claws, 3 bites. That's right, 10 attacks.
Tako from OA, p. 193. They only have 4 HD and they're Aberrations, so an Elan can Alter Self into one at level 4. They get a bite and 8 arms, though 1 arm has to be used to anchor itself, it seems. Now the strange this is... the arms deal 0 damage. They don't even get a bonus from high Str (correct me if I'm wrong). They're only used for Improved Grab, it looks like. Still, worth mentioning. Oh, and 20 Str, 15 Dex, 12 (!) Con. Watch out for that Con, since it'll mess with your soulmelds.
Tiger (http://www.d20srd.org/srd/monsters/tiger.htm). Surprisingly good. 6 HD, so you're good there. 23 Str, 15 Dex, 17 Con, large. A bite and 2 claw, and 2 rakes if you pounce.


Unarmed strike

Fanged Ring (Dragon Magic, p. 101, 10k gold) gives you Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike) and Improved Natural Attack (http://www.d20srd.org/srd/monsterFeats.htm) (Unarmed Strike), and if you crit with an unarmed strike (but not other natural weapons) you deal 1 point of Con damage. Since you attack with any part of your body this essentially gives you free attacks (do your usual main attack and iteratives then all natural weapons as secondary attacks).


Gear which buffs your natural weapons

Here I won't be putting all the gear that could possibly buff your natural weapons, but rather key items that I know of (some repetition from above).

Augment crystals
The rules for augment crystals are talked about in MiC, p. 221. The crystals themselves (the weapon ones, anyway) start on p. 64. Basically, instead of enchanting a weapon, you put a crystal on it, and these crystals grant various bonuses. Each weapon can only have a single crystal, and the weapon needs to be masterwork for lesser crystals, be magical with an enhancement bonus of +1 or higher for lesser, and same but +3 for greater.
Now... this is sort of confusing. What if you have a bite attack and want to put a Lesser Crystal of Acid Assault on your jaw? It's not masterwork, so you can't. Okay, but what if you have an Amulet of Mighty Fists? Can you then? Does the crystal go on your jaw or the amulet? Ultimately, consult your DM.
As far as which ones to get, Crystal of Energy Assault, Demolition Crystal, Truedeath Crystal.
Overcoming DR or miss chance

Dragonfang Gauntlets (MiC, p. 95, 8610 gold) give you +2 enhancement to Str, with your unarmed strikes they overcome DR/magic.
Gauntlets of Ghost Fighting (MIC, p. 216, 4k gold) lets you deal damage to incorporeal creatures as normal, negating the 50% miss chance, and you even get an extra 1d6 damage against incorporeal foes.
Ghost Shroud (MIC, p. 104, 5k gold) lets you affect incorporeal creatures as if ghost-touch. Plus you get +1 deflection bonus to AC.
Golembane Scarab (SRD (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#scarabGolembane), 2,500 gold) lets your natural weapons overcome DR for golems.
Ring of Adamantine Touch (MIC, p. 121, 6k gold) lets your melee weapons (including natural) overcome DR as if adamantine.
Wyrmfang Amulet (MIC, p. 148, 1,350 gold) lets your natural weapons overcome DR as if magic.
Necklace of Natural Weapons (Savage Species, p. 58, cost of enchantment*weapons affected+600). Read the entry in, "Increasing damage" for more details. It's here because you can put, say, Seeking (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#seeking) on it.

Increasing damage of natural weapons

Amulet of Mighty Fists (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#amuletofMightyFists) (6k for +1, 24k for +2, 54k for +3, 96k for +4, 150k for +5) is an excellent choice if you have a butt load of natural weapons. They are ridiculously expensive but you get the listed bonus to *all* of your natural weapons' attack and damage.
Bands of Blood Rage (MIC, p. 202, 2,600 gold) gives you +5 morale bonus on melee weapon damage rolls, 3/day for 5 rounds.
Bracers of Lightning (MIC, p. 206, 10k gold) lets *all* your weapons get shocking for 1 round, takes a swift action to activate, and you can use it as often as you like from what I can tell. So if you're okay giving up your swift actions you get a lot of extra 1d6 electricity damage.
Claw Extenders (Drag Mag 334, p. 87). It talks about equipping them on animals, but presumably anything with a claw can wield it. It costs 20 gold, does a measly +1 damage, *but* they're gear! Meaning they can be made masterwork and enchanted! And put Augment Crystals on them! Or make them out of special materials! I think they only come one at a time (as opposed to, say, in pairs).
Gloves of the Uldra Savant (MIC, p. 107, 3,100 gold) lets you imbue any "melee weapon held in your hand with the frost property" 3 times per day for 5 rounds apiece. Consult your DM on natural weapons. Honestly I wouldn't let it, but... it's worth a shot.
Jaws of the Dragon (Draconomicon, p. 83, 40k gold) lets one bite natural weapon deal damage as if one size category larger (despite what Solo said).
Necklace of Natural Weapons (Savage Species, p. 58, cost of enchantment*weapons affected+600). This should be contrasted to Amulet of Mighty Fists. Amulet of Mighty Fists works on all of your natural weapons, can only give + to attack and damage and costs a flat 3 times as much as the usual +1-+5. Necklace of Natural Attacks works on as many natural weapons as you pay it to, can give nifty bonuses like Flaming in addition to + to attack and damage, and the price is (# of natural weapons affected) times the usual +1-+10.
So what does this mean? Well, Amulet of Mighty Fists is far better if you have a great deal of natural attacks. If you're specializing in one natural attack (*cough* Manticore Belt) then not only is Necklace of Natural Weapons cheaper, it's more versatile.
Poison Fangs (SK, p. 154, 8k gold). It's a Yuan-ti graft (so it uses the old rules). Adds poison to your bite attack. If you don't have a bite attack, you can only deliver the poison to a pinned or helpless foe.
Spike Stones (FF, p. 214, 5k gold). It's a Maug graft (so it uses the old rules). Takes a standard action to grow them, and presumably they stay grown, so to speak. They deal more damage in a grapple, you can use them as a light weapon, and according to my reading, they add 1d4 piercing damage to all unarmed strikes and natural attacks.

Increasing accuracy

Amulet of Mighty Fists (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#amuletofMightyFists) (6k for +1, 24k for +2, 54k for +3, 96k for +4, 150k for +5) again.
Necklace of Natural Weapons (Savage Species, p. 58, cost of enchantment*weapons affected+600) again.

Bettering unarmed strikes

Dragonfang Gauntlets (MIC, p. 95, 8610 gold) give you +2 enhancement to Str, with your unarmed strikes they overcome DR/magic. IMPORTANT: You can put Augment Crystals on these.
Fanged Ring (Dragon Magic, p. 101, 10k gold) gives you Improved Unarmed Strike (http://www.d20srd.org/srd/feats.htm#improvedUnarmedStrike) and Improved Natural Attack (http://www.d20srd.org/srd/monsterFeats.htm) (Unarmed Strike), and if you crit with an unarmed strike (but not other natural weapons) you deal 1 point of Con damage. Since you attack with any part of your body this essentially gives you free attacks (do your usual main attack and iteratives then all natural weapons as secondary attacks).
Gloves of the Balanced Hand (MIC, p. 105, 8k gold) gives you TWF for unarmed strikes, if you already have TWF, get ITWF.
Monk's Belt (here (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#beltMonks), 13k gold) treated like a level 5 Monk for AC bonus (WIS to AC!) and unarmed damage.


Other notable gear

Incarnum Focus Items (MoI, p. 114, 25k gold). For every chakra (except Totem) you can wear an item which has the following decent ability: "While worn, an incarnum focus adds 1 to the essentia capacity of any soulmeld occupying or bound to the chakra it matches." Waist for Maticore Belt? Arms for Girallon Arms? Yes please.
More importantly (and otherwise the item would be nigh useless), you can bind a soulmeld a chakra where the Incarnum Focus is equipped. This seems pretty common sensical... then you recall the rules in MIC for combining magic items.
In MIC, p. 233, it says you can add simple effects at the regular price. Like +2 Con to an Incarnum Focus in your amulet slot. If you want to add a nonstandard effect, you can do so but it costs you 50% more than normal. It's quite an investment, but this way you totally circumvent the you-can't-equip-gear-and-bind-soulmelds-in-the-same-slot rule.
Essentia Helm (MIC, p. 97, 1.5k gold). Max essentia investment is 1 receptacle for 1 round, usable 3 times per day. Cheap, can come in handy. Imagine having Blink Shirt shaped for a nice short range tele, but it's just a little too short.
Added Tail and Replacement Tail from SK, p. 154, 6k and 12, respectively, both grafts, give you constrict.
Cheesy as hell, enchant a shuriken with Sizing and Morphing.
Stuff which prevents dispelling. Your soulmelds can be suppressed, and if you have a Permanency'd Girallon's Blessing or you're using Phylactery of Change, you want to not be dispelled. Check Ring of Counterspells (SRD, 4k gold) and Ring of Spell-Battle (MIC, 12k gold).
Speaking of counterspells, Polymorph Any Object is super duper cheesy. With a level 15 caster, you can get 1 done for 1200 gold, and 2 make it permanent. Read this (http://www.giantitp.com/forums/showpost.php?p=7749676&postcount=8) for an example of how broken it is.


Spells/powers

Spells/powers which grant you natural weapons

Adamantine Wings (CM, p. 95, Sor/Wiz 7, Wu Jen 7) gives 2 attacks with your wings, but explicitly don't combine with others.
Alter Self/Polymorph/Polymorph any Object/Shapechange (SRD, levels 2/4/8/9, respectively). Check this thread (http://brilliantgameologists.com/boards/index.php?topic=3479.0) for rules, and this thread (http://community.wizards.com/forum/previous-editions-character-optimization/threads/1096231) for useful forms.
Arms of Plenty (LoM, p. 209, Sor/Wiz 3) gives 2 extra arms complete with claws for attacking.
Beast Claws (SC, p. 25, Druid 1). Standard action, personal, 1 hour/level. Get 2 claws, deal 1d4 damage, threat on 19-20.
Bite of the <Insert animal here> (SC, pp. 28-29). Standard action, personal, 1 round/level. Get a bite (and possibly more), some nice bonuses to stats, and benefits of certain melee feats.
Evard's Menacing Tentacles (PHBII, Druid 3, Sorc/Wiz 3). Standard action, personal, 1 round/level. Get two tentacles which attack as a free action once per round. Their attack is BAB + Str, their damage is 1d8 + Str. 10' reach.
Fire Wings (SC, p. 93, Druid 3). 1 round, personal, 1 minute/level. Can fly with them, and if you're not flying, you can use them as natural weapons, each does 2d6 fire damage.
Form of Doom (SRD, PsyWar 6). Standard action, personal, 1 round/level. Get 4 tentacle attacks (from your back) and other cool stuff. You have to start in your base form. Also, it allows you to combine Claws of the Beast with Bite of the Wolf (normally Claws of the Beast can't be combined with anything else).
Girallon's Blessing (SC, p. 106, Cleric 3, Druid 3, Sorc/Wiz 3). 1 standard action, lasts 10 minutes/level. Grow two new arms, and *all* arms gain claws. Original are primary, new ones are secondary. It says you gain 4 claw attacks, but presumably you gain more if you had, say, 6 arms to start with (somehow) and grew 2 more. Originally appeared in SS, can be Permanency'd.
Graft Weapon (SRD, PsyWar 3). Standard action, personal, lasts 24 hours. Make *any* weapon you can wield in one hand a natural weapon!
Metamorphosis/Greater Metamorphosis (SRD, levels 4 and 9, respectively). Like Polymorph, but different. Check the links mentioned in Alter Self/Polymorph/etc.
Unicorn Horn (CM, p. 121, Druid 3, Sor/Wiz 3). Get a gore attack, 1d8+1.5*Str primary, double damage on a charge. Can also discharge it for more damage. If you're also under the effect of Unicorn Heart or Unicorn Blood you get some minor benefits.

Spells/powers which buff your natural weapons

Align Fang (SC p. 9, Druid 2, Ranger 2). Standard action, touch, 1 minute/level. Makes the target's natural weapons count as good-, evil-, lawful-, or chaotic aligned. There's also a Mass and Legion's form of this.
Corrosive Grasp (SC, p. 53, Sorc/Wiz 1). Standard action, touch, instantaneous. Deal 1d8 acid damage with a touch attack. You can do it with an unarmed strike or an attack with a natural weapon.
Jagged Tooth (SC p. 126, Druid 3, Ranger 2). Standard action, close, one natural slashing or piercing weapon, 10 minutes/level. Doubles crit range, doesn't stack with like abilities.
Magic Fang (Druid 1, Ranger 1). Standard action, touch, 1 minute/level. +1 enhancement bonus to attack and damage for a single natural weapon. Fair game for Permanency.
Magic Fang, Greater (Druid 3, Ranger 3). Standard action, touch, 1 hour/level. Like Magic Fang, but +1/4 caster levels. Also fair game for Permanency. Alternatively, all natural weapons of a target get +1 (uhh, Amulet of Mighty Fists?).
Magic Fang, Superior (Druid 5, Sorc/Wiz 5). Standard action, touch, 1 round/level. Every natural weapon of the target gets +1/4 caster levels. Doesn't seem like you can Permanency it.
Mighty Wallop (RotD, Sorc/Wiz 1). Standard action, range is touch, lasts 1 minute/level. A virtual size increase for any "bludgeoning melee weapon." Most of your natural weapons are melee weapons (perhaps all of them, depending on DM rules). A bite does bludgeoning damage, for example (in fact, bludgeoning, piercing and slashing).
If anyone tries raising a stink about natural weapons not being melee weapons, melee means close quarters, essentially. It's melee v. ranged and natural v. manufactured, not natural v. melee. Furthermore, take Dolorous Blow, for example. It specifically calls out not being able to cast it on natural weapons.
Mighty Wallop, Greater (RotD, Sorc/Wiz 3). Touch, lasts 1 hour/level. Virtual size increase per 4 caster levels, caps at colossal.
Razorfangs (SC, p. 168, Sorc/Wiz 2). Standard action, personal, lasts 1 round/level. Choose a slashing or piercing natural weapon, double threat range, doesn't stack.
Painful Strike (SRD, PsyWar 2). Standard action, personal, 1 round/level. Each natural weapon does an extra 1d6 nonlethal damage.
Sharptooth (SC, p. 187, Sorc/Wiz 4). Standard action, personal, lasts 1 round/level. Choose a natural weapon (or unarmed strike if you have none), deal damage as if 1 size bigger.
Silvered Claws (BoED, p. 107, Druid 1, Ranger 1). Standard action, touch, 1 minute/level. All natural weapons (not just claws) are treated as silver for overcoming DR.
Tiger's Tooth (SC, p. 221, Druid 2). Like Magic Fang, but it's a swift action.
Toxic Tongue (CM, p. 120, Assassin 3). Make a poison with deals Con damage, can be applied to natural weapons.
Venomfire (SK, Cleric 3, Druid 3, Ranger 4). Touch, lasts 1 hour/level, 1 standard action. Extra CLd6 acid damage with each attack which deals poison. Phase Cloak and Wormtail Belt come to mind. Maybe there's some way to get all your stuff to make poison. It does, however, say, "This spell has no effect on creatures that do not naturally produce poison." Define "naturally." Consult your DM.

Spells/powers which otherwise help in combat with natural weapons

Blood Wind (SC, pp. 33-34, Cleric 1, Sorc/Wiz 1). Range is close, 1 swift action casting time, lasts 1 round. The target can take a full attack action to attack a single target with all of its natural weapons or unarmed strikes with a 20-ft. range increment. Nice. The "or" here isn't an exclusive or (I'm a mathematician), so you should be able to use both.
Keep in mind natural weapons are weapons. So anything which buffs weapons (like Sonic Weapon, SC, p. 195), can work on natural weapons unless it specifically says it doesn't (like Dolorous Blow). Also, obviously anything which increases your Str will make you more accurate and hit harder, etc.
Enlarge Person and Expansion, of course. Or anything which makes you bigger.
PsyWar has quite a bit of stuff which affects only claws (Metaphysical Claw, Claws of the Beast, Truevenom). Not too appealing (for example, Claws of the Beast explicitly can't be combined with others), but since they affect all your claws, there's some cool potential if you have a ton of claw attacks from like Obah-blessed, Girallon's Blessing, Thri-Kreen, Girallon Arms, etc., then they're awesome buffs.


Doesn't fall into the above: Hunger Domain grants a bite attack.

danzibr
2013-06-09, 05:19 PM
8: Multiclassing and Prestige Classes
Incarnate and Totemist are known for being very dip-friendly. 2 levels of Totemist offer a good bit of flexibility (look at all those totem binds!), and perhaps the best thing about dipping Totemist is that your essentia cap is based off of HD and not meldshaper level. So if you're a Totemist 2/whatever 16 you can put 5 essentia into soulmeld bound to your totem chakra (4 from having 18 HD and 1 extra from it being on your totem), and you can further increase this with feats and equipment.

With that said, first we'll look at natural break points for taking levels of Totemist, then look at what goes well with Totemist.

When to bail out of Totemist?

I won't do it exactly level-by-level, only mentioning highlights.

level 1: Don't do it! Alright, this is an exaggeration in that you get a lot of goodies at level 1, but if you're going in for 1 level, go in for 2 levels. Okay, in all seriousness, you get a lot of stuff with Totemist 1, but you're so close to...
level 2: Now that's more like it! 2 levels of Totemist is an excellent dip for many builds. Another soulmeld to shape, 1 to bind, 1 more essentia, and most importantly, access to totem chakra. Truly excellent.
level 3: You ONLY get 1 BAB and +1 to your Will save (and some class feature which will rarely, if ever, see use).
level 4: 1 more soulmeld and essentia. And BAB and Fort and Ref. Not terrible.
level 5: Not a good break point. While you don't get to shape or bind any more soulmelds, you now have the option of binding soulmelds to your least chakras (crown, feet, hands). To see what exactly this does for you, go to the table of soulmelds and sort it by level. The problem is that you still only have 1 bind, which will surely be used for your Totem.
level 6: 1 more bind, 1 more essentia, 1 more BAB and 1 more to each save. And +1 to meldshaper level for stuff bound to your Totem. Good break.
level 9: 1 more essentia and access to the next 3 soulmelds, arms, brow and shoulders.
level 10: While you don't unlock anything, you get a *lot* here. More BAB, Fort, Ref, soulmeld, essentia, chakra bind.
level 14: 1 more soulmeld, 1 more essentia and again access to the next group of soulmelds, throat and waist.
level 15: Another +1 essentia cap to soulmelds bound to your totem. Conveniently, you get +1 essentia.
level 17: Can bind soulmelds to your heart chakra. Alright, this isn't too shabby, but at level 17 your Wizard has level 9 spells. Plus there aren't many soulmelds to bind to your heart chakra.


What goes well with Totemist (multiclassing)?

Naturally, this depends greatly on the campaign. Perhaps you'll be going 1-20. Perhaps you'll go 10-13 or the like. It's important to know the long run before you plan your build. Ideally every build is viable from 1-20, but that's simply not the case. Some (especially gishes) kick in at mid to high levels, some don't achieve their combos until very high levels, some have good power early on and burn out later.

In particular, dips help in the short run, but are harmful in the long run. At level 3 Barb 1/Totemist 2 is saucy, but at level 20 Barb 1/Totemist 19 kills you. You lose 2 essentia and your awesome capstone for a 1/day rage and pounce, which you could have by Sphinx Claws. It all depends on the campaign.

Barbarian. As just mentioned, 1 level gets you rage and pounce, freeing up an important chakra bind at mid levels. The City Brawler ACF gives you IUS and TWF for your unarmed strikes (more attacks, yay!). Barbarian is certainly good, and you should take it if you're going into, say, Black Blood Cultist, but keep in mind the rule on dips.
Bard. With just one level you get very little. You can only do Bardic Music once without blowing feats, and it's not going to benefit you much. But with a couple levels and a little bit of investment... you can DFI yourself into high damage heaven. Takes a lot of your resources away from the Totemist aspect of things, of course.
Cleric. If you have Cleric in your build, odds are it's not for a mere dip (in which case it'd be blue... but that's just because Cleric's so dang good). Hunger domain gives you a bite attack. Cloistered Cleric gives tons of skills, of course. Look into The Grappling Tree in the builds section.
Crusader. The tankier ToB class. Like the other two ToB, it's pretty good for dips. For one thing, Totemists have essentially no way to heal. In a low level campaign where the Totemist is the only frontliner, this would be a good option. Also, consider this for getting into Ironsoul Forgemaster or Kensai.
Druid. Druid's really don't give you much for just a dip. With more levels of Druid, they're really freakin' fantastic because of Wildshape and, well, Druid spells. No surprises there.
Fighter. Don't do it outside of gestalt. You don't need a bonus feat that badly.
Psychic Warrior. I suppose the idea is there, but I haven't seen a good Totemist/Psychic Warrior/Soul Manifester. You spread yourself too thin. It would be better to go pure Psychic Warrior or pure Totemist (or Monk/PsyWar, whatever).
Ranger. 1 level of with the Wildshape ACF gets you Fast Movement and Track. Good for getting into Black Blood Cultist. More levels and you get full BAB and you can get into MoMF.
Swordsage. Like Warblade, Swordsage is a good option for multiclassing. Check out Shneekey's Manticore Shotgun in the build section.
Warblade. You can pick up some good stuff with a dip into Warblade. In particular, Totemist 4/Warblade 1 is going to start off with second level maneuvers. Or even Totemist 1/Warblade 1. Pick up Moment of Perfect Mind to Concentrate away your Will saves (remember Concentrate is a class skill, and you should have high Con, and your Will save sucks). It's a crying shame there's no Totemist/Warblade PrC. As with PsyWar, it's better off to go pure Totemist or pure Warblade.


What goes well with Totemist (gestalt)?

In general when you gestalt you want to avoid having 2 active classes. That is, classes whose abilities eat up your actions. Here Totemist does something interesting: while Totemists are usually thought of as getting tons of natural attacks, they also have numerous soulmelds which grant them passive bonuses. In other words, with the right soulmeld choice Totemists can either be active or passive.

Barbarian: A step up from Fighter in most cases. Unlike with a dip, the rage will be meaningful. City Brawler ACF for IUS and TWF with your unarmed strikes. Get into Black Blood Cultist or Bear Warrior or the like. With gratuitously many natural attacks that bonus to Str really adds up. Oh, and free pounce at level 1. And full BAB. I'd play that.
Bard: Wtf, a spoony Bard? Seriously. Optimize their DFI (go Silverbrow Human probably to help with the feat tax) and smash faces. There's actually a lot of potential here with Bard spells too.
Binder: Binders offer a lot of utility. You can also get natural weapons from them (horns from Amon, bite from Chupoclops, claws from Ipos). Chupoclops also gives you pounce. Interestingly, the bite from Chupoclops is called "Poison Bite" but has no poison. Ipos also gives you rend, but it's a crappy rend (you have to connect with all of them). A solid choice.
Cleric: Well, that's not a surprise. Gestalting anything with Cleric is going to make it better. I have things like DMM Persist buffs in mind to enhance Totemist, but that's treating a T1 like a T3. Also, Hunger Domain gives a bite attack. Go Cloistered Cleric since you won't be losing any BAB or hp.
Druid. Yeah, mix Totemist with a shapechanging T1.
Fighter: In gestalt, Fighter actually brings a lot to the table. Totemists love full BAB, and the bonus feats can be used to help meet PrC requirements. You still probably shouldn't take more than a couple levels (unless you have some ACF's).
Ranger. Wildshape Ranger into MoMF. Gives you a lot.
Warblade: Maybe borderline violet. You get a bit MAD with Warblades liking Int, but both classes have a mix of active and passive abilities. If you want to make a ton of natural attacks, choose boosts and counters. If you want to make strikes, choose support soulmelds.
Skill monkeys: As Person_Man said, "Totemist or Incarnate Gestalt well with any Skill Monkey class, as it allows them to wrack up fairly massive Skill checks early in their progression. Beguiler, Factotum, Psychic Rogue, and Binder are particularly noteworthy for this reason."


How 'bout dem PrC's?

As mentioned elsewhere, some things (items, soulmelds) say they you gain the feat, and some say you gain the benefit of the feat. Since you need the actual feat to qualify for prestige classes, some DM's might say merely have the benefit is not sufficient.

For homebrew, look at this (http://www.giantitp.com/forums/showthread.php?t=311204) by Coidzor. Druid and Totemist go hand-in-hand, yet there is no good official Druid/Totemist PrC. Coidzor made one (but there's much more in that link).

Black Blood Cultist (CoR, p. 44, or here (http://dndtools.eu/classes/black-blood-cultist/))

Summary: Substantial bonuses to grapple, at level 8 ridiculous damage leap.
Requirements: CE, CN or NE. Knowledge (nature) 2 ranks, Survival 8 ranks (both class skills for Totemists). Improved Unarmed Strike and Track (IUS is often good for a Totemist, Track is crap, can get them from Bracers of Striking (Magic of Faerun, 1,300 gold) and Mask of the Tiger (Garb of the Hunting Cat) (MIC, 4k gold), respectively, though the former says, "as if he had the IUS feat" and the latter "gives the benefit" of Track). Ability to rage.
Suggested entry: Barbarian 1/Totemist 4/Black Blood Cultist 1.
What you get: 3/4 BAB, rage stacks with Barb levels, some natural weapons while raging, Improved Grapple, then... HOLY HELL READ SAVAGE GRAPPLE. Every single time you make a successful grapple check you deal damage as if you had hit with *all your natural weapons,* including rend if you're raging. All of them! And free rend damage!
How many levels you should take: Precisely 8, no more, no less. Also, this PrC has its own handbook (http://community.wizards.com/go/thread/view/75882/19870826/Black_Blood_Cultist_Handbook:_A_Grapplers_Manual).
Other remarks: I originally had this rated as excellent then proceeded to try to make a boss grappling build with it, when I realized... you need a Barbarian dip and then you put in 8 more levels to get the really good ability, and furthermore you might want Extra Rage and the PrC gives a bite and claws, and there are a great deal of bite and claw attacks already. At this point I feel it's only as awesome as I thought it originally was in gestalt, when it won't take such a monstrous chunk out of your meldshaping abilities.


Fist of the Forest (CC, p. 80 or here (http://dndtools.eu/classes/fist-of-the-forest/))

Summary: Solid, short melee PrC.
Requirements: BAB +4, Great Fortitude (boo), IUS (not bad), Power Attack (not bad).
Suggested entry: Barbarian 1/Totemist 4/FotF 1.
What you get: Only 3 levels long, at level 1 get Con (modifier) to AC while unarmored, fast movement, something like rage which gives a bite, improved unarmed damage, uncanny dodge. Fast movement stacks with other fast movement, improved unarmed damage is substantial (can even get lesser ghost touch at level 2).
How many levels you should take: Probably 1, but depends on the build. If you're going gestalt Monk/Barbarian//Totemist or something then all 3 can be very good.


Incandescent Champion

Summary: Go pure Totemist instead.
Requirements: n/a
Suggested entry: don't
What you get: not worth it
How many levels you should take: 0


Incarnum Blade

Summary: See Incandescent Champion.
Requirements: n/a
Suggested entry: don't
What you get: not worth it
How many levels you should take: 0
Other remarks: Actually, this is *worse* than Incandescent Champion (for Totemists). At least with IC you get some essentia. If you enter this class, it's not as a Totemist.


Ironsoul Forgemaster

Summary: If you want to be a highly defensive Totemist, this is a good place to look. Alternatively, they're superb craftsmen. Read Red Fel's handbook (http://www.giantitp.com/forums/showthread.php?344798-Soul-and-Steel-A-Guide-to-the-Ironsoul-Forgemaster-%28WIP-PEACH%29).
Requirements: Dwarf, not evil, Craft (armor or weapons) 8 ranks, Knowledge (arcana) 2 ranks. Very easy for a Totemist.
Suggested entry: Totemist 5/ISFM 1, Totemist 2/Crusader 3/ISFM 1.
What you get: Good defenses. Shield Bond gives you great resistances, and you only have to give 1 claw up (assuming you have claws). You also get 9/10 Meldshaping advancement, not bad. Note most Totemists won't be making use of Weapon Bond since most Totemists fight with natural weapons, *but* Totemists can wield weapons, of course. This is probably more useful in gestalt. As Person_Man noted, if you compare straight Totemist to Totemist 5/ISFS x, note Totemists unlock arms at ECL 9, waist at ECL 11, shoulders at ECL 13 and heart at ECL 15, while Totemists unlock arms at ECL 9 (so a tie), waist at ECL 14 (so later), shoulders at ECL 9 (so faster) and heart at ECL 17 (so later). Something to keep in mind depending on what binds you're after. However, ISFS misses brow and throat.
How many levels you should take: 1 nets you the Shield Bond, 5 the Armor Bond. After that go back to Totemist (or something else).
Other remarks: Don't go Totemist 3/Crusader 2/IS 1. Totemist 3 is a terrible, terrible break point. Also as Person_Man noted, "This PrC also works particularly well with the Dragon Mantle soulmeld, which provides Energy Resistance to Acid, Electricity, Fire, and Cold (3 * essentia) which explicitly stacks with ER from other sources. Together with a Evasion (I suggest buying a ring) you're defacto immune to most Energy damage."


Kensai (CW, p. 49)

Summary: Buffs to a single type (e.g. claw, tentacle) of natural weapon.
Requirements: Lawful, BAB +5, Concentration, Diplomacy and Ride 5 ranks (Totemists get Concentration and Ride), Combat Expertise and Weapon Focus, take an oath.
Combat Expertise sucks the hardest as it forces you to have Int at least 13. Or be a Monk (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#passiveWay).
Suggested entry: Totemist 7 fits the bill. However, 7 isn't a great break point for Totemist. All you get is 1 BAB, 1 soulmeld and 1 essentia. Not bad, but not great. Since Totemist 6 is a great break point, you might want to go Totemist 6/something 1/Kensai 1. Note if you're using fractional BAB, the something 1 has to be 3/4 BAB or full BAB, and if you're not using fractional BAB, it has to be full BAB. That is, Totemist 6 has 4.25 BAB. Some good dips would be Cleric or Swordsage with fractional BAB, or Crusader or Warblade or Barbarian or Fighter (if you really need that bonus feat) for non fractional BAB.
Odds are, if you're going Kensai you're either a Manticore Belt user or you have a ton of one single type of natural weapon (like claws from Thri-Kreen+Girallon Arms+Obah-blessed+Girallon's Blessing+Grafts). If you're going Manticore Belt, I suggest at least 6 levels of Totemist (depends on how much Kensai you want and what you plan on doing after). If you have a ton of claws or something, maybe 2 levels of Totemist is okay for your build.
Lastly, for Diplomacy, if your DM is down with PF stuff, check Ease of Faith (http://www.d20pfsrd.com/traits/faith-traits/ease-of-faith).
What you get: Most notably +1 bonus to a set of natural weapons per level (so +2 at level 2, etc.), to be used on cool bonuses and not just enhancement bonuses (get Amulet of Mighty Fists for the latter). Power Surge is sweet, too.
How many levels you should take: Depending on what specific properties you want, as many as necessary.
Other remarks: I would *almost always* take Totemist over this. There are two cases I personally would take Kensai: using Manticore Belt or in gestalt. In gestalt, you can access Kensai much sooner. For example, Warblade 1/Crusader 1/Fighter 1/Ranger 1/Barbarian 1/Kensai 10//Totemist 15 would have a wicked Manticore Belt at level 15... or you could go something slightly less comical than Warblade 1/Crusader 1/Fighter 1/Ranger 1/Barbarian 1.


Necrocarnate

Summary: Get essentia for killing stuff, access to all chakra binds.
Requirements: Evil, Knowledge (arcana) and (religion) 5, Spellcraft 10. Feat: Necrocarnum Acolyte. Bind crown, feet and hands. Okay, for Totemists this is actually really easy. Fortunately Spellcraft is a class skill while Knowledge (religion) isn't, but since you only need half as much in the latter it's fine.
Suggested entry: Alright, before we get into this, there's one glaring issue with Totemist entry. The Necorcarnum soulmelds aren't on the Totemist list, thus if you want them, by RAW you either need to dip Incarnate or blow a feat (or several) on Shape Soulmeld. But wait, there's more (problems)! If you take Shape Soulmeld, your meldshaper level for the acquired soulmeld is half your character level; if you dip Incarnate, your Totemist meldshaper level takes an equal hit. Why the fuss? The best Necrocarnum soulmeld, the circlet (makes zombies), is limited by your meldshaper level.
With that said, I suggest letting the Necrocarnum Acolyte feat add the Necrocarnum soulmelds to the Totemist list. It's not RAW, but makes the PrC much more appealing for Totemist entry.
Regardless of whether or not Necrocarnum Acolyte adds Necrocarnum soulmelds to the Totemist list, Totemist 7/Necrocarnate 1 works, and in fact if you're just dipping to harvest essentia, that's totally fine.
You could also go Totemist 6/Incarnate 1/Necrocarnate 1. 6 is a stellar breakpoint for Totemist and 7 is crap since you only get 1 more BAB, 1 more soulmeld and 1 more essentia.
You could also go heavier on the Incarnate side, like Incarnate 5/Totemist 2/Necrocarnate 1.
What you get: Poor BAB, boo. While you don't gain any base essentia, it does fully advance meldshaper level, grant new binds (in fact, *all* of them, one of the few ways for a Totemist to get soul bind pre-epic), and increases the number of soulmelds and binds. Basically, it does everything *but* grant extra base essentia. Regarding essentia, as Person_Man put it, "1 level of Necrocarnate basically gives you +1 essentia for 24 hours whenever you kill something (not you specifically, you just need something which died with 1 hour of Necrocarnate level). This makes you MORE powerful as the "game day" progresses, unlike most other classes, which become less powerful as the day goes on. This is particularly potent at high levels when combined with the Heart of Incarnum Feat (MoI pg 38, requires ability to bind Heart chakra) which gives you bonus hit points equal to your essentia pool. You can also theoretically just pour boiling water on an ant hill to get thousands of points of essentia, though I don't know any DM who would allow it."
You also get better at the necro soulmelds.
Also, Necrocarnum Soulshield (Su), which you gain at 2nd level, has no duration. It gives you a profane bonus on all saving throws equal to the number of necrocarnum soulmelds you have shaped (note: this has nothing to do with investing essentia, unlike what some people seem to think). It's usable Necrocarnate lvl/2 times per day.
How many levels you should take: 1 if you just want more essentia when you kill stuff, up to 13 if you want access to soul bind. Also at level 13 Necrocarnate (so level 20 total) you'll be getting 7 essentia per dude you kill. 7! Combine with Heart of Incarnum for ludicrous hp.
Other remarks: I like it. Not super boss, but I'm always fond of necro stuff. Compare Totemist 20 to Totemist 6/dip 1/Necrocarnate 13 and see what you like more.
I'll compare Totemist 20 to Totemist 7/Necrocarnate 13, assuming Necrocarnum Acolyte adds Necrocarnum soulmelds to Totemist list (if it doesn't, you probably should go Incarnate 7/Necrocarnate 13).

Levels 1-7: Same.
Level 8: From here on out, pure Totemist will have better BAB, better Fort and Ref, worse Will.
Pure Totemist has same soulmelds, essentia, and binds. Necrocarnate can now harvest essentia from corpses.
Level 9: Pure Totemist has same soulmelds, 1 more base essentia, can bind to Arms, Brow, Shoulders while Necrocarnate cannot. From here on our, pure Totemist has more essentia.
Level 10: Pure Totemist has 1 more soulmeld, 1 more bind, access to same binds.
Level 11: Pure Totemist has has same soulmelds, same number of binds, access to same binds.
Level 12: Pure Totemist has same soulmeld, same number of binds, access to same binds.
Level 13: Pure Totemist has 1 more soulmeld, same number of binds, access to same binds.
Level 14: Pure Totemist has same soulmeld, same number of binds, access to Throat and Waist while Necrocarnate does not.
Level 15: Pure Totemist has same soulmeld, 1 less bind, access to same binds.
Level 16: Pure Totemist has 1 more soulmeld, 1 less bind, access to same binds.
Level 17: Pure Totemist has same soulmelds, 1 less bind, access to Heart bind while Necrocarnate does not.
Level 18: Pure Totemist has same soulmelds, binds, access to same binds.
Level 19: Pure Totemist has same soulmelds, 1 less bind, access to same binds.
Level 20: Pure Totemist has 1 less soulmeld, 1 less bind, does not have access to Soul while Necrocarnate does. Totemist gets Totem Embodiment while Necrocarnate gets 2 zombies.

So at the end of the day, their meldshaping abilities are quite similar.
Again, you can always multiclass with Incarnate.
Also, under Adaptation, they suggest a good version of a Necrocarnate called the Vivicarnate. Keep everything the same, but they use vivicarnum instead of necrocarnum, the former is "a pure and holy version of necrocarnum channeled from the purest of unborn souls." And rename necrocarnum zombies as "reborn."


Sapphire Hierarch

Summary: A divine/Totemist theurge.
Requirements: Lawful, shape 3 soulmelds, 2nd level divine spells, 3 essentia, access to Law domain.
Suggested entry: Warforged Cleric 3/Totemist 2/Landforged Walker 5/Sapphire Heirarch 1 (see "The Grappling Tree" in builds section).
What you get: You get some cool bonuses (Smite Chaos does what it sounds like, also get some fortification, some DR, + to certain saves), but mostly it's for progressing meldshaping and divine casting.
How many levels you should take: All 10.


Scaled Horror (SS, p. 83).

Summary: 1-level dip for Improved Grab if you're a grappler.
Requirements: Aquatic or reptilian subtype, BAB +5, Hide and Move Silently and Swim 5 (or +8 racial bonus on swim checks).
Suggested entry: Saurian Shifter or Skarn, work it into your grappling build.
What you get: Improved Grab.
How many levels you should take: 1, no more, no less. Like Mindbender.


Soul Eater (BoVD, p. 66)

Summary: A 1-level dip lets you bestow a negative level on every single natural attack, no save.
Requirements: BAB +5, Knowledge (Arcana) 2 ranks, Alertness, Weapon Focus (any natural weapon), any evil, any living nonhumanoid.
Suggested entry: Totemist 7 has 5 BAB. For race, you can go like Warforged or Elan. I'd suggest Warforged. It calls out monstrous humanoid as being okay, btw. Also, Dragonwrought Kobold would be a solid choice (thanks, Aliek). So would Duskling (thanks, Troacctid).
Actually, perusing the races section of this guide, there are quite a few good options. Diabolus, potentially. Hellbred (especially if your DM says they can get into Soul Eater without being evil, if you're in a non-evil campaign). Etc.
In gestalt, something like Warblade 5/Soul Eater 10//Totemist 15 would be very solid. Or even just Warblade 5/Soul Eater 1//Totemist 6. Or swap out Warblade with any full BAB class.
What you get: At level 1, every single natural attack bestows a negative level, no save. Yeah, that's ridiculous. It has full BAB and all good saves, and a few really good abilities. At level 2, +4 enhancement bonus to Str for 24 hours when you drain a soul, at level 3 you can make 1 ray/day, deals 1d6 damage per Soul Eater level, at level 4, when you drain a soul you get +2 enhancement bonus to saves and skills, at lvl 5 +4 to Con when you drain a soul. These are all decent, then at level 6, whenever you, "completely drain a creature of energy," you can take on its form as Shapechange, meaning you get *all* of its abilities. Depending on what your DM throws at you, this can be awesome. At level 7, drain 2 levels per hit. Level 8, +4 Dex when you drain a soul, level 9 you make Wights under your command when you completely drain a creature of its soul, level 10 you can do any spell-like and supernatural abilities twice the number of times per day that you normally can.
How many levels you should take: 1, 6, 7, 9 and 10 are all good break points.
Other Remarks: Plus, think of the flavor! I love this PrC. Eat souls and use soul energy. Anyway, the text for inflicting negative levels says, "the touch of a soul eater bestows one negative level on its target." However, it is listed as (Su), so your DM may rule it takes a standard action to do it, rather than happening whenever you touch your opponent.


Soul Manifester

Summary: A psionic/Totemist theurge.
Requirements:
Suggested entry: Very standard, very simple entry with Ardent 2 and Practiced Manifester (other: Totemist 2, Incarnate 1).
What you get:
How many levels you should take:
Other remarks: Metamorphosis power through the Natural World mantle or Expanded Knowledge feat; I prefer the latter, since there are may far more useful mantles to pick. Then change shape to 12-headed hydra, Worg Pelt bound to your hands chakra; therefore you have 12 trip attempts per round.

Vow of Poverty is still optional, but not a shabby option anymore, since you won't that much use of your body slots. (And you don't worry if they are occupied by items anymore, before binding your soulmelds).


Soulcaster

Summary: A theurge (or gish?) PrC. 10/10 meldshaping and arcane casting.
Requirements: Knowledge (arcana) 8 ranks, Incarnum Spellshaping feat, 2nd-level arcane spells, shape 3 and bind 1 soulmeld.
Suggested entry: Totemist 2/Wizard 3/Soulcaster 1.
What you get: As mentioned, 10/10 meldshaping and arcane casting. Specifically, your meldshaping advances just as Totemist *except* opening chakras (and class features, of course).
How many levels you should take: I suppose 10. The capstone is really lackluster (can sacrifice spell slots to gain bonus essentia, but you can't exceed your essentia cap, and the bonus essentia only lasts 1 round).
Other remarks: Here's what Troacctid had to say on the matter:

Oh, it's definitely valid. Besides the obvious fact that spellcasting is the #1 most powerful thing anyone can do in this game, Soulcaster is also the best for Share Soulmeld abuse, and there are some great Totemist melds that you can share. Like remember that at-will Flesh to Stone from Basilisk Mask? Think about spamming it every round without spending an action. Scratch that, spamming it twice per round without spending an action, because you have both a familiar and an animal companion (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWizard). And then using your action to cast shatter. That's pretty kickass. There are plenty of strong defensive and utility soulmelds on the Totemist list that are solid choices on a caster, and Totemist has a better chassis than Incarnate, so you pick up a slightly bigger hit die and more skill points for the early levels.

Off the top of my head, you could go something like Totemist 2/Wizard 3/Soulcaster 10/Wizard 5. Swap your familiar for an animal companion and take Obtain Familiar to get it back. Maybe pick up Improved Familiar or Celestial Familiar too. If Dragon Magazine is allowed, spam the Extra Familiar feat from Dragon #280 in all your feat slots and go to town.
I completely agree with the fact that Soulcaster makes really good use of Share Soulmeld. In my mind I'm thinking (with the right rules interpreting of course) of you, your familiar(s) and animal companion(s) flinging all sorts of spikes from Manticore Belt in people's faces. Then again, *really* optimizing it requires feat and gear investment.

Anyway, the flavor is a little unusual, but a solid PrC!



Spinemeld Warrior

Summary: If you're a Skarn, you can buff your spines.
Requirements: Skarn, lawful, BAB +5, 1 essentia.
Suggested entry: Don't do it, it's crappy.
What you get: You can TWF with your spines and buff them. Seriously not worth it. You do get limited meldshaping, at least.
How many levels you should take: 0. Well, 2 if you want Noble familiarity. Shneekey talks about this in his guide.


Thayan Gladiator (CoR, p. 63, or here (http://dndtools.eu/classes/thayan-gladiator/))

Summary: Buffs to a single natural weapon.
Requirements: Evil, BAB +5, Toughness, Weapon Focus (natural weapon), have a natural weapon, undergo a ritual.
Suggested entry: Personally I wouldn't take it. Go Kensai instead.
What you get: Rather than me list them all out, just check the book. You do get several bonuses to one of your natural weapons (one of the few ways to get multiple attacks, namely 2 or 3, with a single natural weapon), but I just can't see how it's worth it. At least you get full BAB.
How many levels you should take: As many as you wish.
Other notes: Actually, it might be a decent choice for a Manticore Belt user. I still wouldn't suggest it.


Totem Rager

Summary: Combines Barbarian and Totemist. Seems like a natural marriage.
Requirements: BAB +5, Intimidate 5, Survival 9, Cobalt Rage feat, Totem bind, rage class feature. Survival 9 means you can get in at 7 at the earliest. The BAB means you can't go Barb 1/Totemist 5 (since Totemist 5 only has +3 to BAB). Plus, Totemist 6 is a better break point anyway.
Suggested entry: If you really want to go in, probably Barbarian 2/Totemist 4.
What you get: Soulmeld progression (but it's stinted), rage progression, Totem Rager level/2 bonus essentia while raging, can put 1 more essentia in Cobalt Rage.
How many levels you should take: 0 or 10.
Other remarks: Compare Totemist 16 to Barbarian 2/Totemist 4/Totem Rager 10. Totem Rager is 4 levels down when it comes to shapes, binds and essentia, so 6 shapes, 8 essentia, 3 binds, while pure Totemist has 7 shapes, 12 essentia and 4 binds (though Totem Rager pulls ahead by 1 essentia while raging). Further, Totem Rager gets Crown, Feet and Hands at ECL 10, while Totemist gets this at 5. Totem Rager gets Arms, Brow and Shoulders at ECL 14, while Totemist gets this at 9. Totem Rager does not get Throat and Waist while Totemist gets this at 14. Further, Totem Rager is missing out on Double Bind. Totem Rager doesn't even get full BAB.
Long story short, Totem Rager has its appeal (raging), but pure Totemist is going to have a lot more utility and just as much melee prowess.


Umbral Disciple

Summary: The one and only PrC for sneaky Totemists (well, PrC which has interaction between sneaking and meldshaping).
Requirements: Concentration 4, Hide 8, Knowledge (arcana) 2, Listen 8, 1 essentia. These are all fine except for Hide, for which you should dip Rogue or something.
Suggested entry: Rogue 1/Totemist 4/Umbral Disciple 1, or Rogue 3/Totemist 2/Umbral Disciple 1.
What you get: 6+Int skills, Good Ref and Will saves, some information stuff, potential (crappy) bonuses to Balance, Climb, Jump and Tumble, essentia, SA, and then we see Embrace of the shadow. Now that's a nice ability. Whenever you wish you can dump essentia in here (unfortunately it's a class ability, so it's strictly based on your HD, to my knowledge) and get concealment and HiPS. Sight of the Eyeless kicks in at 7, gives you Blindsight when you need it. Soulchilling Strike would be boss were it not for the 1 attack per round limitation (lame). With Kiss of the Shadows you can get ridiculous reach on your turn.
How many levels you should take: Probably just 3 for Embrace of the shadow.


Warshaper (CW, p. 90, or here (http://dndtools.eu/classes/warshaper/)).

Summary: Buffs when changing shape (note all buffs *only* work when changing shape).
Requirements: BAB +4, able to change shape.
Suggested entry: Saurian Shifter with BAB +4, i.e. Barbarian 1/Totemist 4/Warshaper 1.
What you get: At level 1 you get two things: immunity to stun and crits and MORPHIC WEAPONS!!! Unfortunately the wording on Morphic Weapons is very vague. Perhaps your DM will let you grow only a single natural weapon, perhaps a select few, or perhaps as many as you wish (the latter being utterly absurd). Morphic Weapons can range from mediocre to literally one of the single strongests ability in all of 3.5 for a Totemist.
At level 2 you get untyped +4 to Str and Con (sweet!).
At level 3 you get +5' to reach (sweet!).
At level 4 you get fast healing 2 and you can make a concentration check to heal 10 hp.
At level 5 you can shape faster or more often.
How many levels you should take: Depending on the build, 1 2 or 3.


Weretouched Master (ECS, p. 85, or here (http://dndtools.eu/classes/weretouched-master/)).

Summary: Bonuses to stats/natural weapons while shifting.
Requirements: Shifter, BAB +4, Knowledge (nature) 5 ranks, Survival 8 ranks (both of which Totemists have), any Shifter feat.
Suggested entry: Saurian Shifter Totemist 6 or Barbarian 1/Totemist 4.
What you get: At level 1 bonuses based on which animal you choose. You can get +2 Str and a pair of claws/improved claw damage, +2 Con and tusks/improved tusk damage, +2 Dex and fangs/improved fang damage. Note that if get the improved claw damage is increases the damage of *all* your claws, not just the ones granted by the razorclaw Shifter trait.
At level 2 a free Shifter feat (yay) and Wild Empathy.
At level 3 another bonus based on which animal you chose, such as Improved Grab, Pounce, Rage.
At level 4 you can scare things while shifting and another Shifter feat.
At level 5 you get incredible bonuses to stats.
How many levels you should take: All 5 levels are great. If you need to break it off early then any level is good to do so.


Witchborn Binder

Summary: Mage-hating meldshaper. I originally had it as orange, but it's just so crappy.
Requirements: Meldshaper level 6th, Alertness and Track, bunch of skills (max ranks you need: 4), no arcane spellcasting. Ever.
Suggested entry: Don't do it.
What you get: 6/10 Meldshaping advancement. Ouch. Some pitiful bonus essentia in return. Ability to detect and dispel magic, free 500 gold/level (i.e., almost nothing). Meldshield is nice, +1/essentia insight bonus to saves v. spells and spell-like abilities. In all honesty, they get a lot of cool stuff, but it's just not worth it.
How many levels you should take: 1 or 0.

danzibr
2013-06-09, 05:20 PM
9: Sample Builds

Here are some builds taken from various places on the internet. The builds will be organized by exclusively Totemist (which uses nothing but Totemist), primarily Totemist (which has at least half Totemist), dip (between 2 and 9 levels of Totemist), and other (either vague or low-level). As you'll see, some are very detailed, some are not.

Exclusively Totemist
Rusty, the ideal sentry. Courtesy Tempest_Stormwind.

Rusty (http://community.wizards.com/go/thread/view/75882/29342115) is a pure Totemist build which plays the role of an independent sentry. Never needs to sleep, great at detecting enemies, heals himself, other uses.

The Strafing Manticore, a Manticore Belt build. Courtesy the Count courtesy Piggy Knowles.

Note there is a slight issue: as a standard action which grants multiple attacks, the precision damage only applies to the first spike. Still, it's worth listing (and maybe you can talk to your DM about waiving the precision damage rule).


For a different take on the same concept, Piggy Knowles's The Strafing Manticore also focuses on pumping the Manticore Belt:

The Strafing Manticore

BUILD STUB: Azurin, Totemist 20

PROGRESSION:

1- Darkstalker, Expanded Soulmeld Capacity
3- Shape Soulmeld (Sighting Gloves)
6- Martial Study (Cloak of Deception)
9- Double Chakra (Totem)
12- Martial Stance (Assassin’s Stance)
15- Craven
18- Bonus Essentia

Focusing on the Manticore Belt, this build is a ranged skirmisher. The idea is to be constantly surrounded in an inky cloud of darkness, swooping by and releasing a huge volley of spines. Manticore Belt bound to the Waist gives excellent Fly speed plus Flyby attack, while binding it to the chakra gives you the ability to fire one spine per essentia invested as a standard action... and by 14th level, both should be bound. The Shadow Mantle’s shoulders not only surrounds you in a globe of magical darkness (which, unlike regular darkness, explicitly prevents any sight), it also gives you blindsight within that globe. This should make it very easy to activate sneak attack via Assassin’s Stance, and Craven damage.

Instead of blowing two feats on PBS/Precise Shot, instead the build blows one feat on Sighting Gloves, which give the same benefit but also provide a significant damage boost.

Plus, you know, you’re a level 20 Totemist, so you’ve got skill boosters out the wazoo, can switch to melee when necessary, etc.

Mr. Stab n' Grab, the first of four make by JanusJones (courtesy the Count). It has some problems, detailed beneath the build, but is worth looking at.

FOUR TOTEMIST BADDIES:

Mr. Stab n’ Grab, the Flaming Loogie, Sir Sticky Fingers, and Romper-Stomper!

The following is a selection of four rather unique Totemist builds that I’ve cooked up over the last month or so. I’ve used the following books: Complete Adventurer, Complete Warrior, Complete Scoundrel, Dragon Magic, Magic of Incarnum, Miniatures Handbook, Races of the Wild, Forgotten Realms - Serpent Kingdoms, and Forgotten Realms - Unapproachable East. There are also a bunch of Dragon magazine references. Nevertheless, all of these builds are more or less do-able with just Magic of Incarnum (though Mr. Stab n’ Grab and the Flaming Loogie require Serpent Kingdoms feats to work). Enjoy!


Mr. Stab n’ Grab (aka the Scorpion): Diabolii (Dragon #327) Totemist 20

Overview: Mr. Stab n’ Grab is one of the most effective possible medium-sized grappling builds, with a +63 (or more, depending on build!) to grapple. He can grapple creatures of any size without needing to grow himself, grapple using only his tail at no penalty (leaving him free to do whatever else he likes to his victim!), and has such a huge grappling bonus that almost nothing (barring the Tarrasque) can manage to escape him. This guy’s great for sicking on big bruisers in your game’s party - they’ll be utterly shocked when he immobilizes the tank in one hit!

Attributes: Strength 16~18 base, Con 19~20 (by 20th level including item bonuses).

Feats: Barbed Stinger (1st), Multigrab (3rd), Improved Multigrab (6th), Shape Soulmeld (9th), Double Chakra Bind - Totem (12th), Expanded Soulmeld Capacity (15th), Bonus Essentia (18th)

Items: Hand-bound Incarnum Gauntlets, Waist-bound +6 Belt of Giant Strength, Arm-bound Incarnum Bracers, +6 Con Item, +5 Tome of Strength.

Soulmelds: 6 essentia in Mauling Gauntlets (5 + 1 from Expanded Soulmeld Capacity + 1 from Incarnum Focus), 8 in Totem-bound Girallon Arms (5 + 2 from Totem Capacity + 1 from Incarnum Focus), 7 in Totem-bound Heart of Fire (5 + 2 from Totem Capacity), Arm-Bound Totem Avatar, Hand-bound Sphinx Claws, Shoulder-bound Phase Cloak.

Alternatives: If you like, you can choose to forgo the benefits of either Heart of Fire or Girallon Arm’s totem-bind in favor of a Wormtail Belt, which will offer you yet another barbed stinger to pierce your foes with. Ultimately, however, you won’t be able to attack with both tails in a round, since the Wormtail Belt specifically states that you cannot use it as a secondary attack. Another option, if you want a truly unreasonable grapple check, is an Arm-bound Kraken Mantle, which can provide another +5 (or +6 with an Incarnum Focus) un-named bonus that stacks with that of the Mauling Gauntlets and Girallon Arms. Something else worth considering (if you want to be totally cheesy with the build) is two or three levels of Umbral Disciple for 1d6 sneak attack. Add on Craven and you can do an extra 1d6+20 damage with all your natural attacks against your grappled foe, since they'll count as flat-footed but you won't. This is strictly CHEESE, however, and I do not reccomend it.

Tactics: Mr. Stab n’ Grab has a total grapple check (assuming a base 18 Strength, +5 from levels, +5 from a Tome, and +6 from the Belt of Giant Strength) of +15 (BaB) + 14 (Mauling Gauntlets) + 18 (Girallon Arms) + 4 (Improved Grapple from Totem Avatar) + 12 (Strength) of +63. He can grapple creatures of any size, and can do so with his tail stab alone, leaving his four claw attacks free to shred his hapless opponent. Each claw will do 1d4 + 7d4 fire damage, and his tail will automatically deal the same damage each round to his grappled opponent. The most beautiful part about Barbed Stinger is the fact that size, as a grappler, no longer matters with this feat - you can grapple an opponent of any size. Greater Multigrab allows you to use just your tail in a grapple at no penalty, meaning you are free to attack your grappled opponent or even another target (provided your Strength score is high enough to drag the impaled enemy along behind you on the ground!).

Sphinx Claws allow Stabby to jump into combat, clawing 4 times and stabbing once with his tail. If his tail hits, next round whoever he impaled is his chew toy. Better yet, if he grabs a nice small-sized character or a 90-pound-weakling caster, he can drag him or her around behing him while he fights the rest of his enemies. If a particular character is annoying you, Stab n’ Grab is a great way to kill him off (or try to!) without being unfair - he can just jump into camp, stab said character, then run away, dragging the hapless character along behind him!

I like JJ's incarnum four builds, but some of them have issues and/or are a bit outdated.

Stabby doesn't actually qualify for Barbed Stinger, as it does not have a sting attack, but rather only a tail attack.
In addition, Mauling Gauntlets don't add a bonus to grapple checks. Also, while the Diabolus technically has a tail attack rather a sting attack, considering it injects poison this is probably poor writing. Consult your DM.

Primarily Totemist (10-19 levels of Totemist)
The Pauper of Smack, courtesy Courtesy Fax_Celestis.



The Pauper of Smack takes the premise of the King of Smack--that is, pwnage via natural attacks--and adds in a dash of Incarnum, Vow of Poverty, and Wild Shape.

The Hard Facts: Human Totemist 11/Druid 8/Warshaper 1
Critical Feats: Vow of Poverty, Aberration Blood, Aberrant Wild Shape, Exalted Wild Shape, Power Attack, Leap Attack, Shock Trooper, Multiattack
Vow of Poverty Bonus Feats to Grab: Exalted Wild Shape, Nymph's Kiss, Touch of Golden Ice

Here's the basics: Druid 8 with Aberration Blood and Aberrant Wild Shape lets you wildshape into a Rukanyr, a creature that has six claws, three bites, and a slam for natural weaponry. Warshaper 1 lets you treat yourself as one size larger for your natural weapons while Wild Shaped, which means the Rukanyr's weapons are considered that of a Huge monster.

Exalted Wild Shape lets you apply the celestial template to whatever you shift into, as well as retain the (Ex) and (Su) abilities of your new form. This means you get the wonderful Sundering Roar, dex-damaging poison on your three bites, and Fast Healing 5.

Before you shift, cast Girallon's Blessing on yourself and grow a new set of arms. These should stay with you when you Wild Shape, as it doesn't end any ongoing magical effects.

Nice, so far.

Now, here's where the Totemist comes in. Bind Urskan Greaves to your legs and sink essentia into them for an extra 20 cold resist and +4d4 damage whenever you charge. Bind Girallon Arms to your totem for an extra set of claw attacks. And bind Sphinx Claws to your arms for the ability to full-attack with your natural weapons after a charge. Your other soulmelds are largely whatever you feel like grabbing. I recommend Dread Carapace, Lammasu Mantle (with four essentia), and Pegasus Cloak.

Remember, not only do you get the nifty, nifty benefits of your soulmelds and your new form, you also get the benefits of your Vow of Poverty.

All told, your attack pattern should end up looking something like Slam +28/Claw +26/Claw +26/Claw +26/Claw +26/Claw +26/Claw +26/Claw +26/Claw +26/Claw +26/Claw +26/Bite +26/Bite +26/Bite +26, all of which you can full-attack with at the end of a charge.

Further, they all do extra damage. First, the slam attack does 4d6 (Huge) + 4d4 (Urskan Greaves) + 5 (Vow of Poverty) + 12 (1.5x Strength bonus) + (Power Attack * 3), or an average of 41 plus your Power Attack. And it has a DC 20 Fort save or stun attached.

Your other weapons are slightly less awesome, but they're still good.

Further, you have an AC of about 48.

Questions? Comments?


A Bear Warrior build. Courtesy ShneekeyTheLost


Totem rager really isn't all that spiffy. The binds it gets access to suck, and if you go back to totemist, you're wasting a lot of duplicated effort to unlock binds you already have.

Here's a couple of ideas:

1) The Melee Brawler (or: Natural Attacks are your friend). Totemist10/Barbarian1/Bear Warrior 5/Warshaper4

What you get:

Totemist 10 is a natural springboard. You get your third bind, unlocked most of the ones you plan on using, and in general, is a lot of fun. You may replace this with Totemis11 by only going Warshaper3, if you like.

You already get reach as a brown bear. Warshaper gives you more, plus some handy immunities, extra damage on your natural attacks, untyped bonus to STR and CON that stacks with the bonuses from being a Brown Bear, and Fast Healing (plus rapid out of combat self-healing).

Now let's add to that mix: Gorillion Arms to Totem Bind, Sphinx claws are unnecessary, since you've got your pouncebarian dip already, Dread Carapace for additional damage output with all natural attacks (double damage bonus to your bite) but don't bother binding it, Totem Avatar gives temp hit points, and binding it to Shoulders nets you more damage dice with your natural attacks, and binding your Warg Pelt to your hands gives you a free trip with your bite that you get from being a Brown Bear, which makes iterative attacks much easier to land. Uskun Greaves to Feet slot is also of use for extra charge damage.


Manticore Shotgun, another Manticore Belt build. Courtesy ShneekeyTheLost.

Note like the other Manticore Belt builds, the precision-damage-to-every-attack thing isn't sound by RAW. Still, it can function without it.


Manticore Shotgun

Swordsage1/Totemist6/Umbral Disciple 3/Swordsage1/Totemist9

This build is designed to be a hit and run build which gets a lot of benefit from the Manticore Belt in the Totem slot.

This build is dependent on the somewhat iffy rules interpretation that the Spines from the Manticore Belt are considered Natural Attacks. If your GM disagrees with this rules interpretation, much of the damage from this build vanishes, so make sure to verify this with your GM before starting.

In effect, Swordsage gives some survivability and the skills necessary to qualify for Umbral Disciple, which gives HiPS and 20% concealment always on.

Now then, let's talk about the Shadow Mantle. As written, it sucks. Darkness does NOT break Line of Sight, as it assumes (the author probably was having a flashback to AD&D 2nd ed) so, as written, it stinks. However, Umbral Disciple allows you HiPS, which means you can make a Hide check within your magical darkness, and making it function as it was probably intended to.

Right, now let's talk about the feat Double Chakra. We're actually wanting this one twice, once for the Shoulder chakra, and once for the Totem chakra. Why? Totem Avatar.

Shoulder bind increases size of natural attacks by one step. Now increase that further with Morale bonus to damage from the Totem bind.

Note: Heart of Fire would require an additional feat blown on Double Chakra for Waist, however it's 1d4 Fire damage when bound to Totem. Now, Fire damage is the single most commonly resisted elemental flavor, but it might be a viable alternative to binding Totem Avatar to Totem chakra.

The next soulmeld we will bind requires a feat for Shape Soulmeld, it's the Sighting Gloves. Insight Damage with ranged weapons that improves per essentia, then the free bind (from the feat) gives you Precise Shot.

We can also take the feat Improved Natural Attack (Spines) for another size boost.

Now we are looking at 2 size increases (one from the feat, one from Totem Avatar's Shoulder bind), Insight damage bonus from Sighting Gloves, either Morale bonus to damage from Totem Avatar or bonus d4's of damage from Heart of Fire. Plus since we're running around unable to be seen thanks to HiPS + Shadow Mantle, we're probably going to be able to add +1d6 Sneak Attack from Umbral Disciple and another +2d6 from Assassin's Stance. So, let's see what we've got

Now shape (but not bind) Dread Carapace for more damage, albeit at a penalty to attack. Still, you should be hitting Flat-Footed most of the time, so it shouldn't be a big problem. And if you have a problem hitting, dump essentia elsewhere to trade back attack for damage as a Swift action.

Now we need more Standard Actions. Well, how badly you tweak this depends on your allergy to cheese, and is best covered in its own guide.

You've got a +2 Soulmeld Capacity to the Totem chakra from your class, so you've got 7 shots. Each one is doing 2d6+(1+essentia) Insight bonus from gloves + (1+essentia) Morale from Totem Avatar +(1+essentia) untyped from Dread Carapace + 3d6 Sneak Attack (situationally immune)+ 1/2 Str mod. To get maximum damage output, find a way to significantly increase Essentia.

A ranged grappling build, courtesy Piggy Knowles. This one's really sweet, do zounds of damage with Manticore Belt+BBC. It's situational in the sense that your foe must be wearing clothes and must be near a surface in which your spikes can stick... but if you fire from above, the ground may count.


I posted this in my archer build thread, but....

Kraken Mantle's arms bind gives you 1d8+Str damage on any successful grapple check.

Ranged Pin allows you to make a grapple check on a ranged attack.

So, get the Manticore Belt's totem bind, the Kraken Mantle's arms bind, and the Ranged Pin feat. Fire off a volley of spikes, and call each of them a pin attempt. On every successful grapple check (and totemists can get some sick grapple checks), you deal 1d8+Str damage, and the enemy is stuck to the ground and has to spend a standard action to escape.

For a fancier version, go Barbarian 1/Totemist 11/Black Blood Cultist 8, and now on each spike from your Manticore Belt volley, you are dealing damage equal to all of your natural attacks.

Here's a quick build stub I've knocked together for a build that takes advantage of this:

Silverbrow Human, Barbarian 1/Totemist 11/Black Blood Cultist 8

1. Totemist1- Track, Point Blank Shot
2. Totemist2-
3. Barbarian1- Precise Shot
4. Totemist3-
5. Totemist4-
6. Totemist5- Improved Unarmed Strike
7. Black Blood Cultist1-
8. Black Blood Cultist2- Improved Grapple
9. Black Blood Cultist3- Ranged Pin
10. Black Blood Cultist4-
11. Black Blood Cultist5-
12. Black Blood Cultist6- Expanded Soulmeld Capacity
13. Black Blood Cultist7-
14. Black Blood Cultist8-
15. Totemist6- Bonus Essentia
16. Totemist7-
17. Totemist8-
18. Totemist9- Double Chakra (Arms)
19. Totemist10-
20. Totemist11-

(Azurin is a reasonable alternative if multiclassing penalties aren't enforced - you won't have access to the draconic melds, but an extra point of essentia certainly won't hurt.)

danzibr
2013-06-09, 05:21 PM
10: More Sample Builds

A continuation of the above post.

Dip (between 2 and 9 levels of Totemist)
Ashardalon Reborn, an attempt at recreating Ashardalon, a melee best and fear engine. Uses bloodlines. Courtesy Tempest_Stormwind. Also, thanks to Count for bringing this to my attention, there's a variant lower down in the link which uses a homebrew PrC rather than bloodlines.

Well, here (http://community.wizards.com/go/thread/view/75882/29098007/)'s the link. It's worth checking.

Bard/Totemist caster (very nice idea... go DFI!). Courtesy Coidzor.


Hmm... So I figured I'd sketch out a little skeleton for that bard+soulcaster+silverwood arcanist thing I mentioned earlier.

Gets 5th level bard spells, 14 levels of meldshaping, a familiar and a wild cohort(based on character level entirely) that share one's soulmelds, dragonfire inspiration + items to boost a +1 base inspire courage.

Costs 19 skillpoints, 4 feats for PrCs (1 of which is desired anyway), and 2 more feats for the shtick to work.

So not all that good, but it doesn't seem to be outright crippled by the exercise, but it is giving up a fair bit in order to triple its output with another creature. Fairly squishy though, not really sure of the squishiness of soulcaster but I imagine it's more squishy than Totemist proper. Since it's a ranged build though and has a built-in body guard as part of its deal...

Silverbrow Human
Human feat- Precocious Apprentice
1st level feat- Dragonfire Inspiration
Bard 1
Totemist 1
Totemist 2
3rd level feat- Incarnum Spellshaping
Totemist 3
Totemist 4
Soulcaster 1
6th level feat- Wild Cohort
Soulcaster 2
Soulcaster 3
Soulcaster 4
9th level feat- Obtain Familiar
Soulcaster 5
Soulcaster 6
Soulcaster 7
12th level feat- Mounted Combat
Silverwood Arcanist 1
Silverwood Arcanist 2
Silverwood Arcanist 3
15th level feat- X (Improved Familiar? Expanded Soulmeld Capacity?)
Silverwood Arcanist 4
Silverwood Arcanist 5
Soulcaster 8
18th level feat- Y (???)
Soulcaster 9
Soulcaster 10

Chaingun Porcupine, a Manticore Belt build. Courtesy Count courtesy Tempest_Stormwind.

Note there is a slight issue: as a standard action which grants multiple attacks, the precision damage only applies to the first spike. Still, it's worth listing (and maybe you can talk to your DM about waiving the precision damage rule).

Also, for sample builds the Chaingun Porcupine (http://community.wizards.com/go/thread/view/75882/29255309/) is really nice build that focuses on pumping the Manticore Belt. Only has two Totemist levels though so I don't know if it would be appropriate for adding to this handbook.


A Dwarven Defender done right. Courtesy ShneekeyTheLost.


Some sample builds:

Dwarven Defender (done right, for once)

Crusader1/Totemist6/Ironsoul Forgemaster10/Crusader1/Witch Slayer2

Breakdown:

Crusader to start off with for D12 HD and decent abilities. Start off with Martial Spirit stance for some self-healing which is actually relevant at low levels or Leading The Charge stance for more damage output on a charge. When you come back, pick up Thicket of Blades for better Area Denial. Remember that Prestige Classes offer full Initiation advancement for free.

Totemist 6 is a decent jump point. You got all of your low-end chakra at level 5, and 6 nets you an extra bind to use. This build doesn't use natural attacks, however Urksan Greaves are still a valid option for more damage on a charge.

Now, your Totem Bind is available to be swapped around, which actually gives you a lot of options. If you want ranged attacks, you can go for Manticore Belt. If you need to go underwater, go with Kraken Mantle. If you want some maneuverability, try using the Blink Shirt, for move action DimDoor. Remember, you can take your Move Action after your Standard Action if you like, so you can activate a Maneuver, then teleport somewhere else in the fight.

Ironsoul Forgemaster can really help you out. Because you are likely going axe and shield, your Shield pretty much makes you immune to blastomancy via investing essentia. Remember, you don't have to choose, you get all flavors of energy resistance at the same time.

Secrets of the Forge basically means that even if you don't have access to a MagicMart, you've at least got decent weapons. Forge Lore makes sure you can hit the Craft check DC's.

Armor Bond nets you some DR/-, just like Dwarven Defender does, but without being locked into place. Stacks with Adamantine Full Plate, which you gain proficiency with via Crusader.

Weapon Bond is an essentia dump for more damage output. The save is pathetic, but if your opponent rolls a natural 1, Dazing is not fun to be hit by.

Witchborn Binder nets you Mettle. This makes you able to shrug off secondary effects from spells such as Slay Living, Touch of Death, Disintegrate, and others.

This is meant as a beatstick/lockdown build, capable of taking a hit, and being mobile enough and threatening enough damage output that it has to be respected as a threat rather than simply ignored.


The Flaming Loogie, another build by JanusJones (courtesy Count). Also has problems, detailed beneath the build.
(same intro as Mr. Stab n' Grab)


The Flaming Loogie (aka The Spitting Dragon): Dragonborn Mongrelfolk Totemist 2/Scout 3/Fighter 2/Dragon Devotee 4/Hand of the Winged Masters 9

Overview: The Flaming Loogie is an entertainment build, able to hawk up burning loogies that cause 1d3 Con damage and deal skirmish damage to boot. He’s most effective when paired with other baddies, as he can run around and snipe at the characters in the party with the lowest base Con. If you choose, you can also make him a good character for hiding in plain sight and sniping, allowing him to terrorize a party by landing Con-draining hits every round as they frantically try to find him.

Attributes: 16~18 base Constitution, 14 Dexterity.

Feats: Dragontouched (1st), Spit Venom (3rd), Abiltiy Focus - Poison (6th), Point Blank Shot (Fighter 1), Precise Shot (Fighter 2), Improved Skirmish (9th), Improved Spit Venom (12th), Draconic Heritage - Battle Dragon (15th), Virulent Poison (18th).

Items: +6 item of Constitution, +5 Tome of Constitution.

Soulmelds: Totem-bound Phase Cloak plus any two other soulmelds you fancy. I suggest the Wormtail Belt for a +2 to natural AC and perhaps a Lamasu Mantle for a +2 deflection bonus to AC; Kruthik Claws, however, can be nice for the big bonus to Hide and Move Silently.

Alternatives: Instead of grabbing 4 levels in Dragon Devotee, you can grab 3 levels in Umbral Disciple and take the Darkstalker Feat (consider swapping out Virulent Poison or Draconic Heritage for this). If you do, you can hide in plain sight, allowing you to remain hidden while sniping at your foes. Granted, the penalty for hiding and shooting can get pretty annoying, but if you’re willing (and you juggle your feats around) you can try grabbing the Able Sniper and Woodland Archer feats from Races of the Wild to make sniping easier.

Tactics: The total Constitution on this character is pretty incredible - assuming an 18 base Con, your total becomes 18 + 5 (tome) + 5 (levels) + 6 (item) + 4 (Mongrelfolk) + 2 (Dragonborn) + 2 (Dragon Devotee) = 42. This makes your poison DC a whopping 10 (base) + 16 (Con) + 2 (essentia) + 2 (ability focus) + 2 (virulent poison) = 32. Spit Venom allows you to turn your Phase Cloak’s bite-based poison into a ranged touch attack, and skirmish adds dice of damage to improve this ability. Improved Spit Venom lets you do this at 60 feet of range, which is very handy. You can spit each round as a touch attack for skirmish damage, dealing 8d6+8 energy damage (sonic if you have the Heritage - Battle Dragon feat) and forcing a save vs. your Phase Cloak’s poison - failure means the target takes 1d3 Con damage as well. Consider pairing this guy with Romper-Stomper, below, to allow him to shelter in the protective threatened area of his enormous companion as he runs about spewing his venom.

I like JJ's incarnum four builds, but some of them have issues and/or are a bit outdated.

Flaming Loogie is neat, and I'd like to play around with the concept a bit, but the spit attacks don't actually deal damage and therefore can't trigger skirmish damage.

And here is Piggy_Knowles version of the Flaming Loogie:

After giving it some more thought, here's my modified version of the Flaming Loogie:

Human (of some sort), Rogue 3/Scout 4/Cloistered Cleric 1/Totemist 2/Chameleon 10

1. Rogue1- Able Learner, Craven
2. Totemist1-
3. Totemist2- Spit Venom
4. Cloistered Cleric1- Extend Spell, Extra Turning
5. Scout1-
6. Chameleon1- Persistent Spell
7. Chameleon2-
8. Chameleon3-
9. Chameleon4- Divine Metamagic (Persistent Spell)
10. Chameleon5-
11. Chameleon6-
12. Chameleon7- Open Lesser Chakra (Shoulders)
13. Scout2-
14. Scout3-
15. Scout4- Swift Ambusher, Improved Skirmish
16. Chameleon8-
17. Chameleon9-
18. Chameleon10- Travel Devotion
19. Rogue2-
20. Rogue3-

Persist Hunter's Eye, and cast Venomfire each morning while using a bead of karma. Bind the Phase Cloak to your totem chakra and the Shadow Mantle to your shoulders chakra.

Keep your essentia in Shadow Mantle maxed out (you may want to use your bonus feat for Bonus Essentia).

Each round, move and attack, hocking a loogie at your intended target. As vision is impossible inside your sphere of darkness, but you have blindsight within it, you should get both sneak and skirmish damage. That means 38d6+20 acid damage (24d6 venomfire +8d6 hunter's eye +2d6 sneak +2d6 skirmish +2d6 improved skirmish +20 craven). Plus they save for poison damage, too, but whatever.

Anyhow, that's only an average of 153 damage per shot, which is still a little low for my tastes. (By CR 20 I think a dedicated damage dealer should be averaging at least 250 damage.) Persistent cloud of knives might help for an additional 1d4+16d6+20 or whatever, but that's still below my arbitrary benchmark. I'm sure other Chameleon spells could bring it up, but I'll have to give it some thought...

Sir Sticky Fingers, another build by JanusJones (courtesy Count). It aims to grift everything from a player, even passing through walls to do it, but it, like the others, has problems, again detailed beneath the build.
(same intro as Mr. Stab n' Grab)

Sir Sticky Fingers (aka the Phantom): Silverbrow Human Rogue 1/Totemist 9/Umbral Disciple 3/Teflammer Shadowlord 5, Umbral Disciple 2

Overview: This is a character for driving your players nuts. In a single round, he’s able to walk through a dungeon wall, steal tons of stuff off of an unsuspecting PC, then blink right back through the wall to where he started from. If you use him throughout a dungeon, you can gradually deprive your PCs of all their decent gear and ensure that they have an undying hatred for Sir Sticky that will make him the number one villain on their hit list. If you use him as a recurring baddie, his ultimate demise will provide them with a huge treasure trove (of all the stuff he stole off them earlier) and an unmatched sense of grim satisfaction.

Attributes: 16~18 Dexterity.

Feats: Able Learner (1st), Shape Soulmeld - Theft Gloves (human), Expeditious Dodge (3rd), Mobility (6th), Spring Attack (9th), Blind-Fight (12th), Bonus Essentia (15th), Double Chakra Bind (18th).

Items: +6 Item of Dexterity, +5 Tome of Dexterity, +10 Sleight of Hand competence bonus item, Incarnum Gauntlets.

Soulmelds: 5 essentia in Theft Gloves, Kruthik Claws (vary essentia investment for improving Hide and Move Silently), Crown-bound Threefold Mask, Totem-bound Blink Shirt, Shoulder-bound Phase Cloak. Essentia investment should vary depending on your needs.

Alternatives: You can, if you wish, dump 2 levels of Umbral Disciple for one more of Teflammer Shadowlord, granting you a death attack, and one of some other class - maybe Assassin for an extra sneak attack die or a second level of Rogue for evasion. This would allow you to examine your target, spring out of hiding to death attack, then disappear. You could also do this with levels of Feat Rogue (from Unearthed Arcana), saving your 3rd and 6th level feats by getting Expeditious Dodge and Mobility as bonus feats. This would, however, require you to pick up some sneak attack dice in some other way - Martial Study - Shadow Jaunt and Martial Stance - Assassin’s Stance might work for this purpose. Another feat that would be nice for this build is Darkstalker from Lords of Madness, which would allow you to hide even from enemies with Scent, Blindsight, Tremorsense, and the like.

Tactics: Sir Sticky Fingers is NOT a shadow pouncer. His purpose is, instead, to harry and annoy your PCs. My only warning about using this character is that your players may actually attempt physical violence against you after a while! Here’s the trick: with a Totem-bound Blink Shirt, this character can dimension door as a move action. With a Crown-bound Threefold Mask, he receives an extra move action once every other round. Hide Sir Sticky Fingers in a dungeon with a lot of adjacent rooms, or better yet one with more than one floor. The best possible dungeon for Sticky is one with two floors that are unconnected by stairs (the top floor being closed off with stone shape), with holes in the floor of the upper level to allow Sticky to see what the PCs are doing down below.

Here’s how he works. First, he uses a move action to move through the dungeon wall (using his shoulder-bound Phase Cloak), ending up next to one of the PCs. Next, he uses a free action (granted by his insane Sleight of Hand check!) to steal anything off the character that isn’t nailed down. His skill bonus should be 23 (ranks) + 12 (34 Dex) + 12 (Theft Gloves) + 10 (Competence Item) = +57. You can get it higher by improving his competence item if you like. Now he uses a second move action to either move back through the wall or dimension door using his blink shirt (if he’s got to move up through the ceiling instead of just back through a wall). He can do this all day, robbing the PCs and fading away before they can do anything about it!

In addition, he can shadow pounce if he needs to fight and remain hidden the entire time, thanks to the Umbral Disciple’s hide in plain sight + concealment ability. The penalty for moving and attacking while remaining hidden is only a meager -20, which is easily offset by skill ranks and Kruthik Claws. If you’re really concerned about staying out of sight, consider spending 22,000 gold on a Collar of Umbral Metamorphoses from the Tome of Magic, which will pick you up all the qualities of a Dark Creature (+6 to Move Silently, +8 to Hide, +10 to speed), or just grabbing some good competence bonus items to keep yourself well-hidden.

I like JJ's incarnum four builds, but some of them have issues and/or are a bit outdated.

Sticky Fingers misinterprets how Spring Attack works - you don't get a move action before and after the attack, so you can't move, steal/attack, and then dimension door away. Most of the build can be replicated by Phase Cloak + flyby attack via Manticore Belt, without requiring the Spring Attack line or the teleportation. I'd also pick up mindsight to actually observe these folks from other rooms.

I guess my biggest problem is that Sticky Fingers has a lot of rigmarole for something that a straight totemist, or rogue 1/totemist 19 or whatever, would actually do better. Take Able Learner, Shape Soulmeld (Theft Gloves), Mindsight, Double Chakra, Bonus Essentia, Expanded Soulmeld Capacity x2. Or, even better: Able Learner, Hidden Talent (PMC), Shape Soulmeld (Theft Gloves), Mindsight, Psycarnum Infusion, Double Chakra, Bonus Essentia, Expanaded Soulmeld Capacity. Observe with Mindsight, flyby attack while phasing through the walls or from the floor to the ceiling or what not, poison them with PMC poison, rob them blind.

Romper-Stomper, another build by JanusJones (courtesy Count). You essentially get really big and overrun the baddies. It would be great against a ton of mooks, but in far outdamaged in other scenarios.
(same intro as Mr. Stab n' Grab)

Romper-Stomper (aka Baphomet’s Chosen) : Water Orc (Unearthed Arcana) Half-Minotaur (Dragon #313) Totemist 2/Barbarian 2/Fighter 2/Psychic Warrior 2/Warmind 10/Warblade 2

Overview: Romper-Stomper is a huge, mobile tank, able to move up to 100 feet per round trampling every enemy (up to Gargantuan-size ones) for up to 8d6+34 damage. Keep in mind that this is not in a straight line, either - he can cruise around corners to trample all the opponents he wants to. Depending on the build you choose, this ability can be combined with either reach-fueled battlefield control tactics or a tripping ability. Not only that, RS is an excellent tracker with both the Track feat and Scent ability.

Attributes: 16~18 base Strength, 14 Con.

Feats: Combat Reflexes (1st), Extra Rage (6th), Improved Natural Attack - Trample (9th). See the Alternatives section for more on other feat choices.

Items: +5 Tome of Strength, +6 Item of Strength, Boots of Striding and Springing, +5 Weapon(s).

Soulmelds: Shedu Crown grants Romper-Stomper his primary attack form: Trample. After this, you can choose any two other soulmelds. Good ones include Sphinx Claws on a tripping build, Rageclaws for being able to act at negative HP, Wormtail Belt for natural AC, and the Lamasu Mantle for AC vs. evil opponents.

Alternatives: Good ones include Moment of Perfect Mind (shoring up your Will save), Rapid Counter (allowing an extra Aoo against approaching enemies), Swift Leap (helps you gain a bit more movement before a trample, which is especially handy in difficult terrain), Iron Heart Surge (arugably the best maneuver EVER!), and Emerald Razor (touch attacks are great with Power Attack and a humongous Strength!). Since you must have one 1st level stance, I suggest Punishing Stance to up the damage of your Aoos (note that this WON’T up the damage of your trample, since it doesn’t officially count as an attack - it requires no roll to hit!).

Tactics: There are two ways to run Romper-Stomper: either as a trample/tripper or as a battlefield control Aoo fighter. For the first, you’ll want Combat Expertise, Expeditious Dodge, Combat Reflexes, Karmic Strike, Improved Trip, Two-Weapon Fighting, Improved Two-Weapon Fighting, and Double Hit. The benefit of this approach is the ability to make trip attacks against any opponents that succeed in attacking you as you trample them, tripping them and attacking them twice. Use standard rage rules, as the Con will help your Trample DC and the penalty to AC will actually help, as characters who hit you will have a nasty surprise in store for them. You may want to consider Reckless Rage as well to gain a bit more Strength. Finally, you’ll want to use your last Warblade level to pick up a stance - I suggest Giant’s Stance for improving your damage.

For a battlefield control character, you’ll want Combat Expertise, Expeditious Dodge, Combat Reflexes, Karmic Strike, Power Attack, Improved Bull Rush, Knockback, and Exotic WP Proficiency - Spiked Chain (or Rope Dart from Dragon #XXX). This option benefits more from an increased AC, so the Whirling Rage variant from Unearthed Arcana is the way to go. This character avoids Aoos with a high AC when trampling, then uses Combat Reflexes and Knockback to drive away any enemies foolish enough to attempt to close to melee distance. For your stance, try Pearl of Black Doubt - each missed attack will turn into another cumulative +2 to AC, making you well-nigh un-hittable by the end of your trampling turn.

Note that it’s also possible to use War Hulk for Romper-Stomper to get your Strength even higher. The reason that I chose Warmind instead is specifically due to the Expansion power, which allows Romper-Stomper to roll over targets of up to Gargantuan size (and has other benefits, like reach!). War Hulks also lose the ability to use mental skills, which ruins the Half-Minotaur’s Scent and Track abilities.

Depends on the build. Either way, during Romper-Stomper’s turn he moves up to twice his speed (40 feet base speed, +10 from Barb levels, +10 from boots, so 120 feet) in any direction, trampling enemies of large size or smaller underfoot. If facing huge enemies, he can use Expansion, growing to either Huge or Gargantuan size. This allows him to deal more trample damage. In essence, his trample acts almost like an area effect spell, but deals much more damage (base 3d6~5d6 + 1.5 x Strength). If a tripper, he has the added ability to floor any enemies foolish enough to attack him during his trample. If a battlefield controller, he can not only trample large numbers of enemies but defend a huge area with his Aoos (20~60 feet, depending on his size), keeping his allies safe and dealing huge damage to those who move within his threatened area.

Strength is a large part of Romper Stomper’s damage, and with his huge 50 Strength (18 base, +4 from being a Water Orc, +4 for Half-Minotaur, +4 from the Warmind’s Chain of Personal Superiority, +4 from Rage or +6 from Reckless Rage, +5 from levels, +5 from a tome, and +6 from an item) he has a massive trample damage of 3d6+30 - and that’s only when he’s large! If expanded to Garganutan, the damage goes up to 6d6+33; if he’s got Reckless Rage, it’s 6d6+34. If he has Giant's Stance, this rises to 8d6+34. He does immense damage with his melee attacks as well - 3d6+34 when large, and 6d6+34 when fully expanded.

Note that one of the very handy things about Romper-Stomper’s trample is that it requires no roll to hit. On the other hand, this means that his attack will be far less effective if his opponents wise up and do not attempt to attack him when he’s rolling over them - Reflex saves are a much better idea! Characters with evasion will prove particularly obnoxious, but should be rare.

I like JJ's incarnum four builds, but some of them have issues and/or are a bit outdated.

Romper Stomper is a neat idea, although I'd probably work toward Robilar's and avoid the pre-reqs required for Karmic Strike.

Hur Derp, the Black Blood Cultist (grapple!), courtesy sirpercival
CN Dragonborn Azurin Barbarian 4/Totemist 2/Totem Rager 4/Black Blood Cultist 10
ACF: Bear Spirit Totem, City Brawler
Feats: Improved Unarmed StrikeB, Two-Weapon FightingB, Cobalt Rage1st, JotunbrudH, Track3rd, Bonus Essentia6th, Improved Natural Attack: Claws9th, Open Lesser Chakra: Arms12th, Improved GrappleB, Multiattack15th, Aberration Blood: Flexible Limbs18th.
Soulmelds: Girallon Arms (totem chakra), Dread Carapace, Blink Shirt, Totem Avatar (feet)

Str: 18 (base) +5 (levels) +6 (rage) +5 (tome) +6 (belt) = 40
Grapple check: +16 (bab) +15 (str) +4 (imp grap) +2 (open chakra) +4 (jotunbrud) +4 (extra arms) +12 (girallon arms) +2 (limbs) +4 (totem avatar) = +63

Using Savage Grapple with Dread Carapace is absolutely brutal, as you're not making attack rolls with the natural weapons, you're making grapple checks. And, using the Bear Spirit Totem, you get Improved Grab. Every time you make a successful grapple check, you get 4 claw attacks and a bite attack. With the Dread Carapace maxed out, your main claw attacks do 2d6+19 (you may be able to convince your DM that the Black Blood Cultist's improved natural attack class feature sets your Girallon Arms damage to a base of 1d8...) and your bite does 1d6+15.

And that's without any equipment.
The Grappling Tree, courtesy Surreal (and honestly, probably my favorite of all the builds)
Warforged Cleric 3 (travel & law domains)/Totemist 2/Landforged Walker 5/Sapphire Hierarch 10
*travel domain for survival for Landforged Walker, law domain for Sapphire Hierarch
You get 9th level spells, a plant form that you can boost with incarnum, and access to DMM silliness. This would make a very strong grappler build. Also consider that you'd get Huge shapes 5 levels earlier than a druid. At level 10 you could have a huge Treant with 29 Str, boosted with Girallon and/or Kraken soulmelds, with Divine Power on top. By level 12, you can be an Iron Maw/Octopus Tree/Tendriculous boosted even more with Righteous Might. I think that's a grapple bonus of +47 (give or take a few). Oh, and you can get 8 attacks with the Octopus Tree.

level 12 grapple: 12(BAB) + 10(str) + 8(huge) + 3(div.power) + 6(righteous might) + 14(Girallon) +4(kraken) + 4(imp.grap) = 61
- a few buffs, Iron Maw, Righteous Might, Divine Power, soulmelds, no items
A mix of Totemist and Warblade (and Uncanny Trickster), due to Piggy Knowles.

OK, here's the completed version. I realized that in order to get 8th-level maneuvers, you'll have to swap the order in which you progress levels via Uncanny Trickster. No biggy. Also, switching to wings aspect dragonborn (because flight is handy). That's good, because I was one Tiger Claw maneuver short from picking up Raging Mongoose as a capstone, which is sad. Luckily, freeing up a feat means I can spend one on Martial Stance and nab Hunter's Sense, adding a nice bit of out-of-combat utility to the build without tying up a chakra bind.

(If you'd prefer a more straightforward beatdown choice, Tactics of the Wolf can be a nice option instead. Open combat with Leading the Charge, adding +IL damage to all of your many attacks. Next round, switch to Tactics of the Wolf and get +1/2 IL for flanking, making that a better option than Punishing Stance. Alternatively, use Martial Study for Rabid Bear Strike or something.)

Here's the final:

Dragonborn (Wings Aspect) Water Orc, Totemist 9/Warblade 8/Uncanny Trickster 3

1. Warblade1- Dragon Tail
Punishing Stance (s), Sudden Leap, Moment of Perfect Mind, Wolf Fang Strike
2. Totemist1-
3. Totemist2- Multiattack
4. Warblade2-
Wall of Blades
5. Warblade3-
Action Before Thought
6. Totemist3- Headlong Rush
7. Totemist4-
8. Warblade4-
Leading the Charge (s), Action Before Thought -> Iron Heart Surge
9. Warblade5- Ironheart Aura, Stormguard Warrior
Bounding Assault
10. Totemist5-
11. Totemist6-
12. Warblade6- Combat Reflexes
Wall of Blades -> Dancing Mongoose
13. Warblade7-
Rapid Counter
14. Totemist7-
15. Totemist8- Robilar’s Gambit
16. Warblade8-
Wolf Fang Strike -> Moment of Alacrity
17. Totemist9-
18. Uncanny Trickster1- Martial Stance (Hunter’s Sense)
19. Uncanny Trickster2-
20. Uncanny Trickster3- Blind-Fight
Raging Mongoose

UT2 progresses totemist, UT3 progresses warblade. Final maneuvers and stances look like this:

STANCES:
Punishing Stance, Leading the Charge, Hunter's Sense

MANEUVERS:
Sudden Leap, Moment of Perfect Mind, Wolf Fang Strike, Wall of Blades, Action Before Thought, Iron Heart Surge, Bounding Assault, Dancing Mongoose, Rapid Counter, Moment of Alacrity, Raging Mongoose

Fairly straightforward build overall, and it should play nicely at all levels. Note that many of your tricks, in particular Leading the Charge, help your allies out as well.

Low Levels:
Lots of natural attacks plus Punishing Stance will let you easily power through most low level encounters. You've got some extra mobility thanks to Sudden Leap, and Moment of Perfect Mind helps cut into the bane of most melee characters - your Will save.

Middle Levels:
Leading the Charge + Headlong Rush + lots of natural attacks means ridiculous damage on a charge, making that a fantastic way to open up most encounters. From there you can switch back into Punishing Stance for the more reliable bonus damage on each hit. You're mostly focused on boosts and counters where applicable, and you pick up Stormguard Warrior and Robilar's, both of which add a lot of very nice melee options. Rapid Counter helps improve the latter in particular.

High Levels:
Your uber-charging and Stormguard Warrior shtick still holds up well, perhaps even better now that you have things like Bounding Assault and Moment of Alacrity. You've also got the shoulders binds for goodies like Phase Cloak, and you go ahead and pick up scent from a stance just for fun. Dancing/Raging Mongoose complete your tendency to make ridiculous numbers of attacks in a round.

A cool build with a lot of synergy, courtesy Count courtesy Surreal. I like it.


Also, for when you have more room, here's a really synerigistic and tight build by Surreal for Iron Chef #4 (back when they were held on BG):

Name: Peasmiil

Illumian Totemist 6/Nentyar Hunter 3/Suel Arcanamach 3/Geomancer 8

***No gear, no buffs, no soulmelds ||| with minimal gear/buffs/soulmelds***
Medium Humanoid
Hit Dice: 6d8 + 3d6 + 3d8 + 8d6 + Con = 81 + 60 -20 (quick) = 121 hp ||| 201 hp
Initiative: +1 ||| +4
Speed: 55' ||| 85'
Armor Class: 11, Touch: 11, Flat-footed: 10 ||| AC = 31 = 10 + 10 (armor) + 4 (Dex) + +5 (barkskin) +2 (RM)
Base Attack/Grapple/Trip: 15/19/19 ||| 15/ 33 / 35
Attack: +15 ||| +29
Full Attack: 2 claws, 1 bite, 1 stinger ||| plus whatever else you get with soulmelds
Space/Reach: 5'/5' ||| 10'/10'
Special Abilities/Qualities: always literate, wild empathy, woodland stride, swift tracker, swiftness of the stag, tenacious spells, dispelling strike, extended spellstrength, ignore ASF 5%, drift 4, spell versatility 7, ley lines +2
Saves: base 11/9/9 ||| 24/19/19
Abilities: Str 16 (21 w/levels), Dex 12, Con 16, Int 12, Wis 10, Cha 10 ||| Str 36, Dex 18, Con 24, Int 18, Wis 16, Cha 16
Skills: (4+1)*23 = 115 total;
Feats: see below
Flaws/Traits: Shaky, Vulnerable, Quick, Detached
Environment: forest
Alignment: non-evil
Languages Spoken:
Level Adjustment: +0

Feats:
F: track (prereq)
F: Confused open
otyugh hole: iron will (prereq)
1 alertness (prereq)
3 combat casting (prereq)
6 multiattack
9 double chakra
12 open lesser chakra - retrain to practiced spellcaster when we can cast the spell
15 battle jump
18 ?open greater chakra


Skill Tricks:
any relevant movement ones (climb, jump, charge, etc)


Possessions:
Mithril Breastplate +5
Cloak of Resistance +6
Belt of Magnificence +6
a couple Metamagic Rods of Extend
Necklace of Natural Weapons +1 Valorous for ? weapons
Manual of Gainful Exercise +5


Soulmelds:
Sphinx Claws (hands) - for pounce
Girallon Arms (totem) - 4 claws
whatever


Buffs active in stat block above:
Barkskin
Righteous Might
Expeditious Retreat


Spells known (Nentyar Hunter): **use Geomancer versatility: use Suel parameters, get extended duration and high CL**
1: barkskin, cure light wounds, detect magic, detect poison, entangle, jump, light, pass without trace, magic missile, snare, speak with animals, true strike
2: Aganazzar's Scorcher, blur, cure moderate wounds, gust of wind, moonbeam, neutralize poison, remove disease, resist elements, speak with plants, tree shape
3: cure serious wounds, freedom of movement, greenfire, invisibility, keen edge, moon blade, quench, see invisibility, wind wall
4: break enchantment, commune with nature, control winds, force orb, greater magic weapon, tree stride, wall of thorns
5: find the path, flame strike, healing circle, moon path, righteous might


Spells known (Suel Arcanamach): Caster Level 17 (base 9 + 2 Illumian + 2 ley lines + 4 prac)
1 (4): expeditious retreat, free, free, free
2 (4): heroics, wraithstrike. free, free
3 (3): free, free, free
4 (2): open least chakra, free
5 (2): free, free


Spells per Day: add bonus spells based on Strength (Illumian Aeshkrau sigil)
Nentyar Hunter/Suel Arcanamach
1: 3/4
2: 3/4
3: 2/3
4: 2/2
5: 1/1


Character background:
N/A


Pre-combat:
cast open lesser chakra a couple times (extend to last two or more days), bind whatever you feel like for the day
buff up with long duration spells


Combat:
move, jump, battle jump triggers charge, charge triggers pounce, slashy slashy, every attack trips at +35, can't be tripped in return, valorous doubles damage
standard silliness: heroics for power attack, pounce with wraithstrike with full power attack
assuming conservative 8 attacks, full power attack (15)...
... 1d4 + 13 (str) + 15 (PA) ~ 30 per attack, 8 attacks, valorous & battle jump... ~ 720 without considering anything else


Levels 1-6:
- straight Totemist, nothing overly fancy here

Levels: 7-10:
- grab Nentyar Hunter 2 and Suel Arcanamach 2
- still essentially playing a totemist with a few buffs


Levels 11-20:
- fill out the remainder with Geomancer 8/NH +1/SA +1
- Geomancer's spell versatility now let's us cast in heavier armor for SA spells, and use the higher CL and get extended durations for NH buffs
- alternatively drop NH 3 (which gives +10 speed) for Geomancer 9
- cold potentially drop SA 3 as well, since we're primarily aiming for long duration buffs anyways
- each level essentially brings more spells and natural weapons
- battle jump becomes a reliable way to boost damage when the buffs start spiking the jump check


Other notes:
- Nentyar Hunter fills the weapons prereq for Suel Arcanamach
- Totemist and NH fulfill most of the skill prereqs, use the cityscape web enhancement to get tumble
- buffing jump should be relatively easy: high speed, jump spell, soulmelds, etc
- Illumian: reduced MAD (makes bonus spells based off Str for both NH and SA), remain literate despite Totemist
- haste actually doesn't help that much, and the duration is short
- I absolutely hate dipping Lion-totem barbarian for pounce
- a grappling build is actually feasible here with soulmelds and geomancer (which can get constrict and improved grab), but then that involves mixing grappling rules with natural attacks, which makes the baby Pun-pun cry
- there are two empty feat slots; you can either build towards a lancer (and use heroics to get anything else) or do whatever else you feel like; I'm tempted to do shape soulmeld just for versatility


The Loyal Servant, a shadowpouncer, courtesy Count courtesy kestrel404. It won Iron Chef XVIII.

I just have the link (http://www.giantitp.com/forums/showpost.php?p=10359388&postcount=114).

Soul Manifester melee build, courtesy kestrel404


And here's my favorite Soul Manifester build, with a slant towards making it a good melee figher.

Race: Dragonborn (heart) Mongrelfolk
Alignment: Lawful Neutral or Neutral Good
Attributes (before modifiers): Wis > Str > Int > Con > Dex > Cha (If your Int score is less than 12 after the -2 racial mod, you'll need to get more skill points from somewhere to make it into uncanny trickster. For point buy, scores of 16/8/14/14/16/8 work just fine)
Class: Ardent 1/Incarnate 1/Ardent +1/Totemist 2/Soul Manifester 10/Uncanny Trickster 3/Incarnate +1/Ardent +1
Note: Soul Manifester goes towards increasing Incarnate meldshaping. Uncanny Trickster class feature advancement goes towards increasing Soul Manifester levels. This means that you end up with Totemist 2/Incarnate 14 meldshaping and Ardent 15 (+4 ML) manifesting. Remember that as an Ardent you can choose any power that you're capable of manifesting (except for your first level) - so you can choose a 2nd level power at level 3, thus qualifying for Soul Manifester.

Feats: Azure Talent, Practiced Manifester, Psycarnum Infusion, Psycrystal Affinity, Psycristal Containment, Midnight Augmentation, Expanded Knowledge* or Extend Power

Mantles: The top three contenders here are probably Conflict, Freedom and Guardian. Given your massive con score, you're going to be tanking. The above three mantles make for a good mix of buffs, debuffs, utility and attack powers that should keep you useful while you soak up enemy attention. If you want a bit more in the way of attack power, Time and Creation both offer some very nice options.

Powers: Your power points are going to be a bit scarce, and your available powers even more so until you hit level 10. Fortunately, you'll have a lot of different soulmelds to fall back on, and your dragonborn breath weapon will give you and at-will ranged/area attack that's very nice. If the GM allows Ardent mantle power substitution, try to convince them that Bestow Power belongs in the guardian mantle - otherwise you'll need to spend a feat to pick it up. At 18th level, you'll be able to regenerate power points (at a rate of 1 per 3 rounds of activity, since you'll need to expend two psionic foci and use Bestow Power to do it) using the Psycarnum Infusion -> Midnight Augmentation -> Bestow Power loop (spending 5 pp to gain 6) to do it, but this will allow you to adventure all day without need to rest and recover. If you don't think you'll reach 18th level, feel free to choose different feats from 9th level on (psycarnum infusion is just too good to pass up, so keep that at least).

Soulmelds: You've got a lot to work with, considdering that by 6th level you'll have 6 soulmelds to work with (3 totemist and 3 incarnate). By 20th level, you'll have 10! soulmelds available (as opposed to a full incarnate, who usually only gets 9) and 5 chakra binds (to anything but heart or soul). I'm not going to go into detail on what's good here and what's not. There are guides for that.

Skill Tricks: To get into Uncanny Trickster, you'll need 4 skill tricks, and you'll get 3 more from the class. Actually making it into this PrC is a bit tough, but your one saving grace is that Totemist gets Spot, Listen and Ride as class skills. With Heal 5 from Ardent for Healing Hands, Collector of Stories from Know(Psi), Swift Concentration and Listen to This, you can make it into the class with only a few ranks in cross-class skills, plus the mandatory 8 skill points spent on skill tricks. Once you make it into uncanny trickster, you'll be getting 8+int skill point per level, with pretty much all the skills needed to get more skill tricks as class skills, so you can just choose 3 new skill tricks you like. I'd go with some mobility tricks, since the build is a bit lacking there.

That's all I've got. Hope that helps!

Other (vague or low-level)
An outline of a Manticore Belt-user. Courtesy ShneekeyTheLost.



2) Ranged Damage Output:

This build focuses on being primarily a Totemist, because everything you need, you have in-house.

Basically, it combines Manticore Belt being bound to Totem chakra to generate tons of ranged natural attacks with Dread Carapace for more damage per shot, and totem avatar to shoulder for even more damage per shot. Then find as many ways to get damage multipliers on your natural attacks (necklace of natural attacks, for example).

A somewhat generic face basher. Courtesy Essence_of_War.


Here's a sample build for a Dragonborn Orc Totemist.


Str: 16->20
Dex: 13 ->11
Con: 16->18
Int: 10->8
wis: 10->8
cha: 11->9

Dragonborn Orc. If you're sure you'll get to 6th, pick the flight aspect. If not, heart or mind will probably be more benecifial.

Feats:
1 - Expanded Soulmeld Capacity
flaw - Endurance
flaw - Steadfast Determination
3 - Multiattack
6 - Bonus Essentia

If you don't get flaws, consider cutting Endurance+Steadfast+Multiattack for Cerulean Will or Shape Soulmeld: Crystal Helm.

At 1st level, you get 2 soulmelds. Use one of them for Dragon Claws or Dragon Tail, this is your combat meld (see the draconic soulmelds link above). For the other, pick something like Blink Shirt (general utility!) or a soulmeld that boosts a few useful skills.

Some goodies:
Worg Pelt or Kruthik Claws make you stealthy.
Hunter's Circlet is good if you're the de facto wilderness guide.
Shadow Mantle boosts listen which is notably a class skill!

At 2nd level you get your totem bind. I'd pick Sphinx Claws and bind it to my totem chakra. Your full attacks will be scary!

If you get Multiattack at 3rd, start binding the girallon arms to your totem and make 4 attacks. At 6th you can also bind the sphinx claws to your hands to get pseudo-pounce.


Random thoughts for a sneaky Totemist build (WIP).
Sneaky Totemist
Random ideas: Either be Dark or get Umbral Disciple, or HiPS somehow.
Get the Mage Slayer feat chain and Ring of Blinking.
SA with a boat load of NA's
Alekk Arsh, Grapplemancer (low-level build), courtesy sirpercival
Dragonborn Skarn Bear Totem Barbarian 1/Totemist 2/Wizard 3
Feats: Improved Unarmed StrikeBarb, Improved GrappleWiz, Incarnum Spellshaping1st, Expanded Soulmeld Capacity3rd, Bonus Essentia6th.
Traits: Brawler.
Equipment: Belt of Enlarge Person, Gloves of Fist of Stone, Wand of Balor Nimbus (25 charges).
Soulmelds: Girallon Arms [totem bind], Ankheg Breastplate, Wormtail Belt

Grapple Check: +4 bab +7 str +4 enlarge person +4 improved grapple +3 octopus familiar +1 brawler trait +10 girallon arms +4 fearsome grapple = +37

Can use arm spines or slam (from fist of stone) as natural weapons with corrosive grasp, but the real damage is Balor Nimbus. Also, improved grab from the barbarian level.
Incomplete Grappler, beginnings of an attempt at fixing JanusJones' Stabby:
Start in a campaign which starts at at least level 2 with 2 flaws.
Saurian Shifter (or else) Barbarian 1/Totemist 4/Black Blood Cultist 8/other stuff 7 (maybe Warblade 1/Weretouched Master 5)
Feats: Improved Unarmed Strike (level 1), Barbed Stinger (flaw at level 2, qualify by binding Wormtail Belt to totem chakra), Track (second flaw at level 2), Multigrab (level 3), Greater Multigrab (level 6), ??? (level 9), ??? (level 12), ??? (level 15), ??? (level 18).

Kraken Mantle, Girallon Arms, Mountain Hammer, Crushing Roots of the Mountain, many natural attacks, Black Blood Cultist 8, as large as possible (Permanency'd Enlarge Person, etc.)

Maybe PsyWar, ToB, other PrC

Probably Warforged, maybe Skarn, maybe Monk dip, maybe blow a feat on Track, maybe use the magic items talked about in the PrC section

Level 1: If Warforged you're a pounce Barb with 2 natural attacks.
Level 2: If you can get the dragonblood subtype you can be pounce with 5 natural attacks.
Level 3: Even more natural attacks thanks to totem chakra.
...
Level 13: You now kick ass. Get as many natural attacks as possible, get as big as possible (both for + to grapple and increase natural weapon damage), grapple and dominate. Can shape 4 soulmelds, bind 1. Black Blood Cultist gives a bite and 2 claws (and rend), look at what to do with the other stuff.

A level 10 gestalt Warblade//Totemist shadowpouncer. Does ridiculous damage. Courtesy Piggy_Knowles.


If anyone's curious, here is the build in question, for a level 10 gestalt game:

Gully Foyle
Azurin, Warblade 10 // Rogue 3/Totemist 2/Crinti Shadow Marauder 5
ROGUE ACF: Penetrating Strike

1. Warblade 1//Rogue 1- Stealthy, Craven, Mounted Combat (F), Darkstalker (F)
2. Warblade 2//Rogue 2-
3. Warblade 3//Rogue 3- Maiming Strike
4. Warblade 4//Totemist 1-
5. Warblade 5//Totemist 2- Ironheart Aura
6. Warblade 6//Crinti Shadow Marauder 1- Stormguard Warrior
7. Warblade 7//Crinti Shadow Marauder 2-
8. Warblade 8//Crinti Shadow Marauder 3- Ride-by Attack
9. Warblade 9//Crinti Shadow Marauder 4- Martial Study (Shadow Stride), Improved Initiative
10. Warblade 10//Crinti Shadow Marauder 5-

Girallon Claws and fanged ring gives me six attacks on a standard attack routine. Between Craven and battle cunning there's a good bit of bonus damage on each, plus Maiming Strike Charisma damage.

Key Tricks:

18 attack whirlwind: Anklets of Translocation as swift, Shadow Stride as move, finish with a standard action Blink Shirt. Three full attacks for 18 attacks total. If by some miracle all 18 hit and SA is possible, that's 6d6+12d4+432 points of damage, plus 36 points of Charisma damage via Maiming Strike. Probably overkill and won't be used, but it's an option.
White Raven Mongoose combo: Against non-flat footed enemies, use White Raven Strike as a standard action, which makes your enemy flat-footed for a round. Then Dancing Mongoose and move action Shadow Stride for 8 attacks against a guaranteed flat-footed enemy. Eventually this will be upgraded to White Raven Hammer for the auto-stun.
High-AC Combat Rhythm Take-Down: Against high-AC enemies who don't care much about being flat-footed, switch to touch attacks via Combat Rhythm, making two full attacks (Shadow Stride + Blink Shirt) plus Dancing Mongoose for 14 touch attacks. Next round, refresh maneuvers and full attack with as much as +70 from Combat Rhythm.



Incarnum Thug, courtesy Piggy_Knowles (doesn't actually have any Totemist... but still neat).



The Incarnum Thug

BUILD: Azurin, Zhentarim Thug Fighter 20 (Skilled City Dweller variant, Ride -> Tumble)

Why thug? It's pretty rare to see this variant without also taking the sneak attack fighter variant as well, but for these purposes, it works. The lack of the bonus feat at first level really doesn't slow this build down, and the skills are actually pretty important (especially Sleight of Hand). Martial rogue could theoretically work in its place, but it means you won't have the BAB for some of the capstone feats toward the end.

Ability Scores:
32-PB: Str 16/Dex 14/Con 14/Int 14/Wis 10/Cha 10
28-PB: Str 16/Dex 13/Con 14/Int 13/Wis 8/Cha 10
Rolled: Prioritize Str and Con, of course. Make sure Dex and Int are at least 13. If you can't afford at least a neutral score in Cha, consider dropping Urban Tracking and Gather Information.

Feat Progression

1- Midnight Dodge, Shape Soulmeld (Shedu Crown)
2- Combat Expertise
3- Shape Soulmeld (Phase Cloak), Skill Focus (Intimidate)
4- Improved Trip
6- Open Least Chakra (Crown), Mobility
8- Spring Attack
9- Mindsight
10- Urban Tracking
12- Open Lesser Chakra (Shoulders), Martial Study (Shadow Jaunt)
14- Elusive Target
15- Shape Soulmeld (Theft Gloves)
16- Bounding Assault
18- Imperious Command
20- Rapid Blitz

123456789blaaa
2013-06-09, 05:32 PM
Well at least you linked previous Totemist handbooks. Should help reduce confusion a bit.

Also, for sample builds the Chaingun Porcupine (http://community.wizards.com/go/thread/view/75882/29255309/) is really nice build that focuses on pumping the Manticore Belt. Only has two Totemist levels though so I don't know if it would be appropriate for adding to this handbook.

For a different take on the same concept, Piggy Knowles's The Strafing Manticore also focuses on pumping the Manticore Belt:

The Strafing Manticore

BUILD STUB: Azurin, Totemist 20

PROGRESSION:

1- Darkstalker, Expanded Soulmeld Capacity
3- Shape Soulmeld (Sighting Gloves)
6- Martial Study (Cloak of Deception)
9- Double Chakra (Totem)
12- Martial Stance (Assassin’s Stance)
15- Craven
18- Bonus Essentia

Focusing on the Manticore Belt, this build is a ranged skirmisher. The idea is to be constantly surrounded in an inky cloud of darkness, swooping by and releasing a huge volley of spines. Manticore Belt bound to the Waist gives excellent Fly speed plus Flyby attack, while binding it to the chakra gives you the ability to fire one spine per essentia invested as a standard action... and by 14th level, both should be bound. The Shadow Mantle’s shoulders not only surrounds you in a globe of magical darkness (which, unlike regular darkness, explicitly prevents any sight), it also gives you blindsight within that globe. This should make it very easy to activate sneak attack via Assassin’s Stance, and Craven damage.

Instead of blowing two feats on PBS/Precise Shot, instead the build blows one feat on Sighting Gloves, which give the same benefit but also provide a significant damage boost.

Plus, you know, you’re a level 20 Totemist, so you’ve got skill boosters out the wazoo, can switch to melee when necessary, etc.

Unlike the Chaingun Porcupine, it is a Totemist 20 build.

Finally, Rusty (http://community.wizards.com/go/thread/view/75882/29342115) is an attempt at an optimized sentry build with a focus on avoiding reliance on per-day abilities and being able to provide your own healing and supplies. It's also a Totemist 20 build.

thethird
2013-06-09, 05:36 PM
Everything looks fine, I only glanced over it.

[*list] and [*/list] are missing at the ECL 0 though. You also mentioned twice a supplemental 2. :smalltongue:

danzibr
2013-06-09, 05:39 PM
Well at least you linked previous Totemist handbooks. Should help reduce confusion a bit.

Also, for sample builds the Chaingun Porcupine (http://community.wizards.com/go/thread/view/75882/29255309/) is really nice build that focuses on pumping the Manticore Belt. Only has two Totemist levels though so I don't know if it would be appropriate for adding to this handbook.

For a different take on the same concept, Piggy Knowles's The Strafing Manticore also focuses on pumping the Manticore Belt:

The Strafing Manticore

BUILD STUB: Azurin, Totemist 20

PROGRESSION:

1- Darkstalker, Expanded Soulmeld Capacity
3- Shape Soulmeld (Sighting Gloves)
6- Martial Study (Cloak of Deception)
9- Double Chakra (Totem)
12- Martial Stance (Assassin’s Stance)
15- Craven
18- Bonus Essentia

Focusing on the Manticore Belt, this build is a ranged skirmisher. The idea is to be constantly surrounded in an inky cloud of darkness, swooping by and releasing a huge volley of spines. Manticore Belt bound to the Waist gives excellent Fly speed plus Flyby attack, while binding it to the chakra gives you the ability to fire one spine per essentia invested as a standard action... and by 14th level, both should be bound. The Shadow Mantle’s shoulders not only surrounds you in a globe of magical darkness (which, unlike regular darkness, explicitly prevents any sight), it also gives you blindsight within that globe. This should make it very easy to activate sneak attack via Assassin’s Stance, and Craven damage.

Instead of blowing two feats on PBS/Precise Shot, instead the build blows one feat on Sighting Gloves, which give the same benefit but also provide a significant damage boost.

Plus, you know, you’re a level 20 Totemist, so you’ve got skill boosters out the wazoo, can switch to melee when necessary, etc.

Unlike the Chaingun Porcupine, it is a Totemist 20 build.

Finally, Rusty (http://community.wizards.com/go/thread/view/75882/29342115) is an attempt at an optimized sentry build with a focus on avoiding reliance on per-day abilities and being able to provide your own healing and supplies. It's also a Totemist 20 build.
Excellent. Thank you on all accounts, Count. I'll incorporate those at the earliest opportunity (afk atm).

Glimbur
2013-06-09, 06:55 PM
Ways to overcome 1 chakra/soulmeld.


None to my knowledge. So it seems impossible to, say, bind Girallon Arms to both arms and totem.



Totemist level 11 ability. It's kind of buried in the "totem bind" class feature, but it is there. You seem to have misread it to instead allow you to bind another soulmeld to your totem. Magic of Incarnum is kind of a poorly laid out book, so I'm not surprised that even someone making handbook about it gets confused.

Thanks for doing a handbook. I'll read more once there's more to read; just the table of soulmelds with essentia and bind effects is very nice to have.

danzibr
2013-06-09, 08:58 PM
First @ Count: I'm about to mention those builds, but unfortunately (Rules Compendium, p. 42) all the precision damage they're getting doesn't work well with Manticore Belt. Rusty's cool though.

Everything looks fine, I only glanced over it.

[*list] and [*/list] are missing at the ECL 0 though. You also mentioned twice a supplemental 2. :smalltongue:
Fixed! I actually did that like 3 times. Whoops.

Totemist level 11 ability. It's kind of buried in the "totem bind" class feature, but it is there. You seem to have misread it to instead allow you to bind another soulmeld to your totem. Magic of Incarnum is kind of a poorly laid out book, so I'm not surprised that even someone making handbook about it gets confused.

Thanks for doing a handbook. I'll read more once there's more to read; just the table of soulmelds with essentia and bind effects is very nice to have.
Right! Ya know, now that you mention it I totally remember that being the actual feature, but when I was skimming the table I misremembered it. It's been a while since I played one.

Chronos
2013-06-09, 10:09 PM
You've also got some missing link tags in the glossary section.

And for prestige classes, make sure you mention Kensai.

Deophaun
2013-06-09, 10:11 PM
Going back to the definitions, a natural weapon is a weapon which is physically part of a creature [MM, p. 312].

A long, thick tail emerges from the back of your manticore belt
So, not physically part of you.

I guess you could nitpick and say the tail isn't physically part of your body, like you have it equipped or something, but that would be tantamount to saying the claws granted by Girallon Arms wouldn't be natural weapons if the text didn't explicitly say so.

Incarnum forms two additional, powerful arms that spring out from your ribs.
So, one forms out of a belt, and the other forms out of your ribs.

Fluff may not be RAW, but it does show that your reasoning is flawed.

Chronos
2013-06-09, 10:34 PM
But the belt is part of your soul, and your soul is a part of you.

Psyren
2013-06-09, 10:46 PM
Under Equipment, add Incarnum Focus gear (MoI pg. 114). It's fantastic for any meldshaper - they are the only magic items you can wear in the same slot as a bound chakra and still gain the benefits. By combining them with the Improving Magic Items rules (DMG pg. 288/MiC pg. 233), you can add the standard stat boosting effects and other effects you'd want. e.g. You can add Giant Strength to your Incarnum Belt, or turn it into a Belt of Battle.

Even without adding more effects they are useful - increasing essentia capacity, preventing essentia drain and keeping soulmelds from being unshaped by any effect you don't control. Since the latter two can't be undone without 8 hours rest, keeping them from happening is a very high priority for any meldshaper.

Essence_of_War
2013-06-09, 10:57 PM
A somewhat generic face basher by Essence_of_War.

I'm participating!:smallbiggrin:

Deophaun
2013-06-09, 11:11 PM
But the belt is part of your soul...
No, it's not. Totemists shape the souls of magical beasts, not their own.

Additionally, take a look at Incarnum Weapon. Incarnates create battleaxes, swords, flails, and warhammers with the stuff. These are not natural weapons by any means, but they're made from Incarnum, just like the Manticore Belt.

123456789blaaa
2013-06-09, 11:21 PM
First @ Count: I'm about to mention those builds, but unfortunately (Rules Compendium, p. 42) all the precision damage they're getting doesn't work well with Manticore Belt. Rusty's cool though.
<snip>

Wow...I did not notice that :smalleek:.

I do have a counterargument though. In the description of the Manticore Belt, MoI says:


As a standard action, you can snap your tail to loose a volley of spikes equal to the number of points of essentia you invest in your manticore belt. This attack has a range increment of 30 feet and a maximum range of 150 feet.

So this would seem to indicate that letting loose the spines is a single attack. Thus that paragraph in the Rules Compendium would not apply.

Am I missing something? If I'm not, maybe you could add the builds but make a note?

Psyren
2013-06-09, 11:42 PM
Am I missing something?

You are. MoI 78:

"Make a ranged attack roll for each spike, using your full base attack bonus."

Multiple rolls = multiple attacks, therefore the RC rule comes into play and you only get precision damage on the first hit.

123456789blaaa
2013-06-09, 11:51 PM
You are. MoI 78:

"Make a ranged attack roll for each spike, using your full base attack bonus."

Multiple rolls = multiple attacks, therefore the RC rule comes into play and you only get precision damage on the first hit.

I know that it's RAW dumbness but I haven't seen the bolded part really stated anywhere. Heck, I haven't really seen "attack" defined anywhere in the rules either. Thus I believe the part I quoted is still correct.

Psyren
2013-06-10, 12:33 AM
It actually doesn't matter how you define "attack" in a general sense. What matters here is that it meets the criteria on RC 42: "multiple attacks as part of an action other than a full-round action." The Manticore Belt, like an actual manticore, uses a standard action (not a full-round) to shoot its volley.

123456789blaaa
2013-06-10, 12:36 AM
It actually doesn't matter how you define "attack" in a general sense. What matters here is that it meets the criteria on RC 42: "multiple attacks as part of an action other than a full-round action." The Manticore Belt, like an actual manticore, uses a standard action (not a full-round) to shoot its volley.

What I'm trying to say is that using the Manticore Belt isn't multiple attacks. I think shooting the spines is a single "attack".

ArchangelAzrael
2013-06-10, 04:18 AM
Just a small nitpick. Not sure if anyone else mention it already but the feral template abilities (like pounce) counts monster hit dies only :smallfrown: so you wont be getting them while leveling.

Essence_of_War
2013-06-10, 08:39 AM
For this section:


Ways to overcome 1 soulmeld or item/chakra.

You've got the two biggies of "Double Chakra" and "Split Chakra".

There is also the possibility of the Incarnum Focus items. By RAW, the Incarnum Focus can share a lot with a bound soulmeld, and by the standard rules in MiC, one can add additional magical enhancements to the Incarnum Focus.

They are pricey so it's almost irrelevant before the mid-to-high levels (base cost of 15k each), and I don't know of a decisive argument for them working with the Totem Chakra (since Totem doesn't have a body slot). Although personally, I'd have no problem with a character giving up a ring/amulet slot for an Incarnum Focus to boost the Totem Chakra.

Edit 1: Sorry Psyren, I just noticed that you already pointed this out!

Edit 2: Some additional races:
ECL +1:


Bladeling (MM2) - Adds natural weapons, DR, natural armor, and a AoE damage ability.
Chaond (MM2) - Racial stat bonuses could be useful choice for a ranged totemist.
Eneko (SoS)/Half-Giant (SRD)/Goliath (RoS) - Very similar, all grant Powerful Build and bonuses to Str/Con. While powerful build doesn't actually increase natural weapon size, the bonuses to grapple/disarm/trip/bullrush could be useful for a totemist.
Poisondusk Lizardfolk - Add a bunch of natural attacks as well as dex and con.

Chronos
2013-06-10, 09:00 AM
Quoth 123456789blaaa:

What I'm trying to say is that using the Manticore Belt isn't multiple attacks. I think shooting the spines is a single "attack".
Isn't it the same effect either way? If it's multiple attacks, it's a volley, so you only get your Sneak Attack damage applied once. If it's a single attack, you also get your Sneak Attack damage applied once.

123456789blaaa
2013-06-10, 11:23 AM
Isn't it the same effect either way? If it's multiple attacks, it's a volley, so you only get your Sneak Attack damage applied once. If it's a single attack, you also get your Sneak Attack damage applied once.

Why? Since all of the spines only count as one attack, wouldn't the Sneak Attack damage be applied to all of them?

danzibr
2013-06-10, 12:20 PM
You've also got some missing link tags in the glossary section.

And for prestige classes, make sure you mention Kensai.
Thanks. And done!

So, not physically part of you.

So, one forms out of a belt, and the other forms out of your ribs.

Fluff may not be RAW, but it does show that

M'kay. I did some more digging. If you look under the table of soulmelds you can see what I wrote up. Please let me know what you think.

your reasoning is flawed.
A little blunt/rude but okay.

Under Equipment, add Incarnum Focus gear (MoI pg. 114). It's fantastic for any meldshaper - they are the only magic items you can wear in the same slot as a bound chakra and still gain the benefits. By combining them with the Improving Magic Items rules (DMG pg. 288/MiC pg. 233), you can add the standard stat boosting effects and other effects you'd want. e.g. You can add Giant Strength to your Incarnum Belt, or turn it into a Belt of Battle.

Even without adding more effects they are useful - increasing essentia capacity, preventing essentia drain and keeping soulmelds from being unshaped by any effect you don't control. Since the latter two can't be undone without 8 hours rest, keeping them from happening is a very high priority for any meldshaper.
Note made!

I'm participating!:smallbiggrin:
Thanks for the build! Please let me know if you want me to relabel is (instead of generic face basher. I just meant... not super detailed).

Just a small nitpick. Not sure if anyone else mention it already but the feral template abilities (like pounce) counts monster hit dies only :smallfrown: so you wont be getting them while leveling.
NOOOO!!! Why!? Well, it's great you pointed that out. Boo.

For this section:



You've got the two biggies of "Double Chakra" and "Split Chakra".

There is also the possibility of the Incarnum Focus items. By RAW, the Incarnum Focus can share a lot with a bound soulmeld, and by the standard rules in MiC, one can add additional magical enhancements to the Incarnum Focus.

They are pricey so it's almost irrelevant before the mid-to-high levels (base cost of 15k each), and I don't know of a decisive argument for them working with the Totem Chakra (since Totem doesn't have a body slot). Although personally, I'd have no problem with a character giving up a ring/amulet slot for an Incarnum Focus to boost the Totem Chakra.

Edit 1: Sorry Psyren, I just noticed that you already pointed this out!

Edit 2: Some additional races:
ECL +1:


Bladeling (MM2) - Adds natural weapons, DR, natural armor, and a AoE damage ability.
Chaond (MM2) - Racial stat bonuses could be useful choice for a ranged totemist.
Eneko (SoS)/Half-Giant (SRD)/Goliath (RoS) - Very similar, all grant Powerful Build and bonuses to Str/Con. While powerful build doesn't actually increase natural weapon size, the bonuses to grapple/disarm/trip/bullrush could be useful for a totemist.
Poisondusk Lizardfolk - Add a bunch of natural attacks as well as dex and con.


Thanks for the races and other stuff. Added! Well, I'll polish it soon.

EDIT: Oh right, and you don't need one for the totem. You invest essentia in the *soulmeld*, not the chakra.

Chronos
2013-06-10, 12:29 PM
If the spines count as a single attack, then sneak attack applies a single time to all of them.

Why, do you usually add your sneak attack multiple times to a single attack?

danzibr
2013-06-10, 12:29 PM
Why? Since all of the spines only count as one attack, wouldn't the Sneak Attack damage be applied to all of them?
Oh, and Count, I'll definitely add those two builds, but I think the issue is this:

1) You use a standard action to make several attacks (to my knowledge an attack is anything which requires an attack roll).
2) Manticore Belt takes a standard action and you make numerous attack rolls.
3) Rules Compendium says in such a case you only get precision damage to the first attack.

I see exactly what you mean, the single attack versus multiple attacks, and the text in Manticore Belt is a little sloppy (the one you quoted, "This attack." Maybe it should say "these attacks," but then again maybe not?). It's certainly worth mentioning, but I think it doesn't work (unfortunately, even the spikes being natural weapons is questionable).

Piggy Knowles
2013-06-10, 12:46 PM
When I'm on a real computer I'll post more, but yeah, the RC definition of a volley does screw over a lot of ranged builds.

I believe that the intent of that clarification was to cover things like Manyshot, where you use the same attack roll for all of your shots. You only aim once, so you only get precision damage once. I think that the clarification wasn't made with things like the Manticore Belt in mind, which is fairly unique (and more comparable to effects like Greater Manyshot, which explicitly bypasses the once-per-volley rule in RC). But it does meet the hard definition of a volley, so there's not too much to argue with.

I have a slightly different manticore belt-focused Totemist 20 build for those whose DMs agree that the RC ruling prohibits SA from applying per shot that I'll post tonight.

123456789blaaa
2013-06-10, 05:00 PM
If the spines count as a single attack, then sneak attack applies a single time to all of them.

Why, do you usually add your sneak attack multiple times to a single attack?

Ah I see what you're saying now. I concede the point.

And there's no need for sarcasm.


Oh, and Count, I'll definitely add those two builds, but I think the issue is this:

1) You use a standard action to make several attacks (to my knowledge an attack is anything which requires an attack roll).
2) Manticore Belt takes a standard action and you make numerous attack rolls.
3) Rules Compendium says in such a case you only get precision damage to the first attack.

I see exactly what you mean, the single attack versus multiple attacks, and the text in Manticore Belt is a little sloppy (the one you quoted, "This attack." Maybe it should say "these attacks," but then again maybe not?). It's certainly worth mentioning, but I think it doesn't work (unfortunately, even the spikes being natural weapons is questionable).

Um...*coughs* actually you should probably take them out again because it would still apply once even if it was a single attack. :smallredface:


When I'm on a real computer I'll post more, but yeah, the RC definition of a volley does screw over a lot of ranged builds.

I believe that the intent of that clarification was to cover things like Manyshot, where you use the same attack roll for all of your shots. You only aim once, so you only get precision damage once. I think that the clarification wasn't made with things like the Manticore Belt in mind, which is fairly unique (and more comparable to effects like Greater Manyshot, which explicitly bypasses the once-per-volley rule in RC). But it does meet the hard definition of a volley, so there's not too much to argue with.

I have a slightly different manticore belt-focused Totemist 20 build for those whose DMs agree that the RC ruling prohibits SA from applying per shot that I'll post tonight.

Not that it matters now but I actually can't find the definition of volley in the RC or any other source except for Skips "Rules of the Game" articles. Could you quote it?

danzibr
2013-06-11, 03:43 PM
When I'm on a real computer I'll post more, but yeah, the RC definition of a volley does screw over a lot of ranged builds.

I believe that the intent of that clarification was to cover things like Manyshot, where you use the same attack roll for all of your shots. You only aim once, so you only get precision damage once. I think that the clarification wasn't made with things like the Manticore Belt in mind, which is fairly unique (and more comparable to effects like Greater Manyshot, which explicitly bypasses the once-per-volley rule in RC). But it does meet the hard definition of a volley, so there's not too much to argue with.

I have a slightly different manticore belt-focused Totemist 20 build for those whose DMs agree that the RC ruling prohibits SA from applying per shot that I'll post tonight.
Look forward to it!

Ah I see what you're saying now. I concede the point.

And there's no need for sarcasm.

Um...*coughs* actually you should probably take them out again because it would still apply once even if it was a single attack. :smallredface:



Not that it matters now but I actually can't find the definition of volley in the RC or any other source except for Skips "Rules of the Game" articles. Could you quote it?
I made the precision damage thing clear.

On an unrelated note, I've been slowly adding stuff and doing formatting. In particular I'd like to hear what people think about the stuff in the spoiler beneath the **** explanation of soulmeld table.

In 4: Soulmeld, show the third spoiler, then the first spoiler.

animewatcha
2013-06-11, 04:17 PM
Oddly, I don't see this coming up at all in the various threads depicting archery with splitting/arrowsplit bow stuff. Since this would be an important rule and all ( outside of many shot and what not ).

danzibr
2013-06-11, 04:47 PM
Oddly, I don't see this coming up at all in the various threads depicting archery with splitting/arrowsplit bow stuff. Since this would be an important rule and all ( outside of many shot and what not ).
Unless it specifically says otherwise, precise damage works with all attacks for a full attack. So... it may be a non-issue there.

Piggy Knowles
2013-06-11, 05:15 PM
Unless it specifically says otherwise, precise damage works with all attacks for a full attack. So... it may be a non-issue there.

I've seen the argument made that splitting counts as a volley, because each attack action is generating two attacks. I don't buy it, both for the reasons I quoted earlier and because the RC clarification clearly calls out full attacks as not being volleys.

danzibr
2013-06-11, 05:22 PM
I've seen the argument made that splitting counts as a volley, because each attack action is generating two attacks. I don't buy it, both for the reasons I quoted earlier and because the RC clarification clearly calls out full attacks as not being volleys.
Yeah, the full attack thing seems to beat reasoning, so to speak.

Also, not to be pushy/just wondering, any progress on the build? I am most interested.

Piggy Knowles
2013-06-11, 06:15 PM
Yeah, the full attack thing seems to beat reasoning, so to speak.

Also, not to be pushy/just wondering, any progress on the build? I am most interested.

The build involved using Expansion to go up to gargantuan as a damage boost, until I realized that there's nothing that actually says the base damage of your manticore belt spines go up when your size increases. I'm trying to find one that consistently works by RAW and deals enough damage to be considered level appropriate (the bare minimum I consider "acceptable" is to put out a minimum of 225 points of damage per round at ECL 20, since that's what it takes to two-shot a CR-appropriate encounter).

Glimbur
2013-06-11, 06:24 PM
The build involved using Expansion to go up to gargantuan as a damage boost, until I realized that there's nothing that actually says the base damage of your manticore belt spines go up when your size increases. I'm trying to find one that consistently works by RAW and deals enough damage to be considered level appropriate (the bare minimum I consider "acceptable" is to put out a minimum of 225 points of damage per round at ECL 20, since that's what it takes to two-shot a CR-appropriate encounter).

Amusingly, you are right. I was all ready to come in and say "damage is per a medium sized character, see page 54" but that only applies to natural weapons. Manticore Belt is not described as a natural weapon, so it isn't. I believe it was intended to be a natural weapon, but that's not RAW.

danzibr
2013-06-11, 06:57 PM
Amusingly, you are right. I was all ready to come in and say "damage is per a medium sized character, see page 54" but that only applies to natural weapons. Manticore Belt is not described as a natural weapon, so it isn't. I believe it was intended to be a natural weapon, but that's not RAW.
Right, this. I've been looking into this. See what I wrote in 4: Soulmeld, 3rd spoiler, 1st spoiler. Every weapon has a type. There is no "uncategorized" status for any weapon (what Curmudgeon said). So then the spikes have to be a natural weapon or manufactured weapon or improved weapon or something. But what?

It seems like since the writers didn't say the DM has to decide. But it can't not have a type, so to speak.

EDIT: Just to make it clear, I am *not* saying by RAW the spikes count as natural weapons. I'm saying by RAW the spikes have to have a type. As a DM I would rule it as a natural weapon, but the DM has every right to proclaim it something else.

Piggy Knowles
2013-06-11, 07:11 PM
Right, this. I've been looking into this. See what I wrote in 4: Soulmeld, 3rd spoiler, 1st spoiler. Every weapon has a type. There is no "uncategorized" status for any weapon (what Curmudgeon said). So then the spikes have to be a natural weapon or manufactured weapon or improved weapon or something. But what?

It seems like since the writers didn't say the DM has to decide. But it can't not have a type, so to speak.

EDIT: Just to make it clear, I am *not* saying by RAW the spikes count as natural weapons. I'm saying by RAW the spikes have to have a type. As a DM I would rule it as a natural weapon, but the DM has every right to proclaim it something else.

I agree, and I'd rule that way as well. That said, I decided that if I'm going to jump through hoops to fit free augmentation shenanigans, I should at least make sure that the end result is RAW legal. After all, if it comes down to an "ask your DM" thing, why not just ask your DM to allow precision damage to apply on each spine attack, since you make a separate attack roll?

I'm sure that with a little bit more playing around I'll be able to come up with something that meets my standards for damage. In the meantime, the Strafing Manticore is still a fully functional build, even if you only get +2d6+20 as bonus damage once rather than 8-16 times.

123456789blaaa
2013-06-11, 07:36 PM
I agree, and I'd rule that way as well. That said, I decided that if I'm going to jump through hoops to fit free augmentation shenanigans, I should at least make sure that the end result is RAW legal. After all, if it comes down to an "ask your DM" thing, why not just ask your DM to allow precision damage to apply on each spine attack, since you make a separate attack roll?

I'm sure that with a little bit more playing around I'll be able to come up with something that meets my standards for damage. In the meantime, the Strafing Manticore is still a fully functional build, even if you only get +2d6+20 as bonus damage once rather than 8-16 times.

It fairs better than the Chaingun Porcupine at least (I informed TS BTW).

danzibr
2013-06-14, 11:07 PM
Well, the handbook is slowly advancing, a little at a time. I'm starting to write down my thoughts on the soulmelds but I'm not sure the right format. At the moment it seems a bit much (low med high for every shaped and bound effect?). I don't want to compress it down to a simple rating, but... right, that seems too much.

Chronos
2013-06-15, 07:51 AM
I don't think the choice is between "Manticore Belt is a natural weapon" and "Manticore belt is a manufactured weapon". I think it's a choice between "Manticore belt is a (presumably natural) weapon" and "Manticore belt is not a weapon".

danzibr
2013-06-15, 12:19 PM
I don't think the choice is between "Manticore Belt is a natural weapon" and "Manticore belt is a manufactured weapon". I think it's a choice between "Manticore belt is a (presumably natural) weapon" and "Manticore belt is not a weapon".
I see. To be more specific, I think it's a question of whether the spikes themselves are natural weapons or not. With Manticore Belt you launch the spikes. It's like calling arrows manufactured weapons rather than the bow in some sense, or maybe I'm totally off.

So right, either the spikes are weapons or they aren't. I think leaving it up to the DM is the best we can do. Still, I'll go back in and make an edit to be more precise.

danzibr
2013-06-21, 08:55 PM
I don't know if people have been looking, but I've slowly been adding to the handbook. This one will not go unfinished! It's grown quite a lot actually.

While I'm open to any input, I would like to hear the following: any good builds involving Black Blood Cultist? I just discovered this a couple days ago and would like to hear a good build using this and Totemist.

123456789blaaa
2013-06-21, 11:42 PM
I don't know if people have been looking, but I've slowly been adding to the handbook. This one will not go unfinished! It's grown quite a lot actually.

While I'm open to any input, I would like to hear the following: any good builds involving Black Blood Cultist? I just discovered this a couple days ago and would like to hear a good build using this and Totemist.

The problem here is that the BBC's best ability is gotten at level 8. This means that much of the build is taken up by a tier 4 PRC. BBC is good at one thing: dealing damage in a grapple (with some nice but minor side abilities).

Totemist on the other hand is a tier 3 class that can do multiple things. While it does synergize very well with the BBC, taking more than 2 levels provokes the question of why the build has any BBC levels at all instead of more Totemist.

If you're fine with a build in this handbook that has only two Totemist levels than I can give you some. I do not have access to my books currently though so gimmie a few days.

Psyren
2013-06-22, 01:08 AM
It's worth mentioning that if you're allowed to customize Incarnum Focus items, then you can safely skip Split Chakra since you won't need a feat to allow you to wear soulmelds and items in the same slot. Given how feat-starved Incarnum classes are, every bit of utility you can squeeze out of wealth instead is worth it.

Also, add Necrocarnate as a good choice to the PrC list; it's the one build that gets access to every soulmeld and chakra in the game.

danzibr
2013-06-22, 07:30 AM
The problem here is that the BBC's best ability is gotten at level 8. This means that much of the build is taken up by a tier 4 PRC. BBC is good at one thing: dealing damage in a grapple (with some nice but minor side abilities).

Totemist on the other hand is a tier 3 class that can do multiple things. While it does synergize very well with the BBC, taking more than 2 levels provokes the question of why the build has any BBC levels at all instead of more Totemist.

If you're fine with a build in this handbook that has only two Totemist levels than I can give you some. I do not have access to my books currently though so gimmie a few days.
Good points. I'll mention that.

I am indeed interested in builds with even a mere 2 levels of Totemist. Still get that nice MoI flavor.

It's worth mentioning that if you're allowed to customize Incarnum Focus items, then you can safely skip Split Chakra since you won't need a feat to allow you to wear soulmelds and items in the same slot. Given how feat-starved Incarnum classes are, every bit of utility you can squeeze out of wealth instead is worth it.

Also, add Necrocarnate as a good choice to the PrC list; it's the one build that gets access to every soulmeld and chakra in the game.
Are you talking about adding more than basic properties to the Incarnum Focus items? I thought you could only add basic stuff like + to stats and saves. And right now that's... somewhere in the handbook.

I also intend to add every MoI PrC. Still, thanks, I'll keep it in mind.

Piggy Knowles
2013-06-22, 07:45 AM
A couple of points:

1. You have wild empathy marked down as orange. Not sure if it was your intention, but the way your review reads, it sounds like you can't use it on anything but magical beasts that share your totem. But the entry says that you gain wild empathy as a druid, period, with a +4 bonus against those magical beasts. Might want to clarify.

Also, I find that wild empathy is actually one of their strongest low-level abilities. Alongside the beast tamer circlet you can get some pretty excellent wild empathy bonuses - typically 1d20+10+Cha by second level, which is pretty decent and alongside Handle Animal can lead to some early low-level animal follows.

2. Under Basilisk Mask, you say:

"bind totem: Now this is where it's at! Flesh to Stone is a sixth level Wizard spell, and you can do it at level 2! Granted it only lasts 1 round and it eats up your standard action, but by pumping your Con you can reliably petrify most anything, then your buddy can sunder it. Excellent save or die for low levels."

However, unless I missed an errata, doesn't Basilisk Mask require a full round action to use?

EDIT: Actually, I finished reading through a lot more of the guide, and here are my thoughts on several things:

Blink Shirt: First, your description lists the heart bind as a brow bind. Second, you mention a feat that gets around DimDoor's restrictions. The closest thing to that would be Sun School, a feat that requires flurry of blows but allows you to make a free attack whenever you teleport adjacent to an enemy.

Might also be worth mentioning that the totem bind is purple for shadowpouncers, since it allows them to attack or use a soulmeld or cast a spell as a standard action, teleport as a move action, and then pick up a full attack at the end of the teleport.

Bloodtalons: Your entry doesn't mention that investing essentia gets you an untyped bonus to Spot checks. (This is part of what drives Rusty, which gets completely outrageous spot checks.)

Displacer Mantle: As written, you can't use the tentacle attacks alongside other natural weapons, and they require a full-round action to attack with, which makes them decidedly subpar in my opinion. The rest of the meld is fun though.

Girallon Arms: I think you mean "staple," not "steeple."

Hunter's Circlet: Oh man do I disagree with this one across the board. Hunter's Circlet is the IDEAL version of the Track feat - namely, one that you can put away when you're done with it, rather than wasting a feat and a bunch of ranks on survival. Being able to just turn into a fantastic tracker without any native ranks in survival or feats dedicated to the task is one of my favorite things about the totemist. Also, while the range is limited, scent is a pretty boss ability to have for those totemists focused more on skill and utility than eating people's faces.

Threefold Mask of the Chimera: I find it pretty hard to envision a circumstance where the crown bind is useful. All those penalties are really not worth it for a bonus move action, and even if you can come up with a corner case, why would you waste a chakra bind just on the offchance said corner case comes up?

Incarnate Avatar: You don't have anything on it yet, but it's worth mentioning that a non-neutral totemist should be able to benefit from multiple sets of Incarnate Avatar bonuses, since nothing in the meld says you're restricted to one. So, for example, a chaotic good totemist should get a boost to both AC and ranged attacks for every essentia invested.

Thunderstep Boots: Might be worth noting that if you're making a lot of natural attacks, the chance of failing the save to be stunned gets higher and higher with the bind. That said, there is a lot of competition for binds, so I'm still not sure it's enough to push the bind to purple.

Kobold rating: I feel like desert kobolds might be more useful for a totemist than the arctic variety - lower strength, but better constitution. YMMV.

Psyren
2013-06-22, 09:03 AM
Are you talking about adding more than basic properties to the Incarnum Focus items? I thought you could only add basic stuff like + to stats and saves. And right now that's... somewhere in the handbook.

You can combine the properties of any number of magic items into one slot. Your only limit is your budget.

"A creator can add new magical abilities to a magic item with no restrictions."

Items that fit a specific slot have the cost to do this boosted by 50% for every ability you add. Since all the Incarnum Focus items are designed for a specific slot, they all get the markup.

Chronos
2013-06-22, 10:33 AM
Displacer Mantle: As written, you can't use the tentacle attacks alongside other natural weapons, and they require a full-round action to attack with, which makes them decidedly subpar in my opinion.This is actually a problem with a distressingly large number of Totemist melds. If your goal is making a bunch of natural attacks, Totemist sort of turns into "Girallon Arms: The Class". Which isn't a bad thing, per se, but it feels like there's just so much wasted potential.

ShneekeyTheLost
2013-06-22, 11:10 AM
I would disagree with your opinion of the Basilisk's Mask Totem effect. If you look close, you will notice that a) it is only 1/day, and b) save DC is based on essentia invested. Which, as you noted previously, will suck. Basically, it will never land, and if someone does manage to roll a natural 1 on their save, it's only for one round. Not worth a totem bind when compared to Gorillian Arms or Manticore Belt.

I do like to think that the soulmelds by class and slot guide I wrote (which you conveniently linked) was pretty decent at pointing out which soulmelds were best bound and which were best shaped. For example, I specifically call out the Wormtail Belt as good at being shaped for Natural Armor bonus, but never bind it. I specifically organized them by slot because generally (barring the exceptions you've also conveniently listed) you only get one bind per slot. So that way you're looking at, say, the Waist Chakra, and you can see what your options are.

I really do like how you've organized the chart of binds, though. While not all of the information is immediately intuitive from the chart, it gives you a good at-a-glance general idea.

On the whole, an excellent start on a guide for an under-appreciated class. I look forward to seeing the rest of it fleshed out.

Piggy Knowles
2013-06-22, 11:24 AM
I would disagree with your opinion of the Basilisk's Mask Totem effect. If you look close, you will notice that a) it is only 1/day, and b) save DC is based on essentia invested. Which, as you noted previously, will suck. Basically, it will never land, and if someone does manage to roll a natural 1 on their save, it's only for one round. Not worth a totem bind when compared to Gorillian Arms or Manticore Belt.

Where do you get this one? I've got my copy of MoI in front of me, and unless I'm blind, I don't see the 1/day restriction.

Psyren
2013-06-22, 11:27 AM
Where do you get this one? I've got my copy of MoI in front of me, and unless I'm blind, I don't see the 1/day restriction.

I think he mixed it up with the Gorgon Mask.

danzibr
2013-06-22, 12:24 PM
[...]
This is exactly what I was looking for! Thanks Piggy. I read every one of the points and I'll be making the appropriate changes.

I have little Totemist experience and when I did play one it was as a face basher. It's good to get perspective on their Swiss army knife-ness.

You can combine the properties of any number of magic items into one slot. Your only limit is your budget.

"A creator can add new magical abilities to a magic item with no restrictions."

Items that fit a specific slot have the cost to do this boosted by 50% for every ability you add. Since all the Incarnum Focus items are designed for a specific slot, they all get the markup.
Great to know (and I feel silly I didn't know that before). I'll add that straight away.

This is actually a problem with a distressingly large number of Totemist melds. If your goal is making a bunch of natural attacks, Totemist sort of turns into "Girallon Arms: The Class". Which isn't a bad thing, per se, but it feels like there's just so much wasted potential.
I addressed this a couple of times. Unless a soulmeld specifically says you can't use the given natural weapon in conjunction with others you can by RAW (at least this is my current belief). But right, I'll go back and make another note.

I would disagree with your opinion of the Basilisk's Mask Totem effect. If you look close, you will notice that a) it is only 1/day, and b) save DC is based on essentia invested. Which, as you noted previously, will suck. Basically, it will never land, and if someone does manage to roll a natural 1 on their save, it's only for one round. Not worth a totem bind when compared to Gorillian Arms or Manticore Belt.

[...]
Thanks Shneekey. I'm glad you dropped by.

I think what I said about the Basilisk Mask is close to true. I think you can use it as many times as you wish (though I did make a mistake with the full round action), and the DC should be 10 + Con bonus + essentia. I meant to say at low levels if you specialize it you can be a good one-trick pony. To petrify a single foe within 30' with a DC of, say, 23 or 25 (18+8=26 (+8) Con from Arctic Dragonborn Mongrelfolk, +3 from essentia, maybe +2 from Ability Focus if your DM lets it fly) every single round at level 2 is pretty good.

In any case, thanks for the responses all! I admitted to not being qualified to write this handbook, but the playground certainly is.

EDIT: @Shneekey: I see what you mean. Ideally when I have the ratings totally done people will be able to glance and see the colors. Like for Wormtail Belt they'll see shape is blue or something but the bind effects are orange (or whatever they'll end up being). As for the soulmeld-by-chakra people can just click the Chakra in the second column and giantitp does it for you. But right... did you think I should change something?

123456789blaaa
2013-06-22, 01:44 PM
Here's a nice Totemist/Binder "theurge" build (it uses bloodlines in place of a theurge PRC): Ashardarlon Reborn (http://community.wizards.com/go/thread/view/75882/29098007/). Look to the sixth post on how to replace the bloodlines in the build with a homebrew theurge class.

danzibr
2013-06-22, 10:08 PM
Here's a nice Totemist/Binder "theurge" build (it uses bloodlines in place of a theurge PRC): Ashardarlon Reborn (http://community.wizards.com/go/thread/view/75882/29098007/). Look to the sixth post on how to replace the bloodlines in the build with a homebrew theurge class.
Thanks Count! I read this before but misplaced it. Interesting build.

And @Piggy Knowles: I just can't bring myself (unless not without more convincing) to change the color rating on Hunter's Circlet, though I did change the wording quite a bit.

Basically I'm using orange to mean situationally good. I do see that Hunter's Circlet can be very useful in certain situations, but I also think the majority of the time you bind it, it wouldn't be of any use.

Karnith
2013-06-22, 10:14 PM
Very minor contribution: You mention in your guide in the section analyzing individual soulmelds that there is a feat that allows you to make an attack after using Blink Shirt to teleport, but that you don't remember the feat's name. I believe that you're referring to Sun School (from Complete Warrior), which requires BAB +4 and Flurry of Blows, and lets you make one attack at your highest BAB if you teleport into a square adjacent to an enemy.

Kuulvheysoon
2013-06-22, 10:24 PM
No love for Spikers (PlH) or Shifters (ECS)?

There's a few of the Lesser Planetouched that you might find neat as well.

danzibr
2013-06-23, 12:04 PM
Very minor contribution: You mention in your guide in the section analyzing individual soulmelds that there is a feat that allows you to make an attack after using Blink Shirt to teleport, but that you don't remember the feat's name. I believe that you're referring to Sun School (from Complete Warrior), which requires BAB +4 and Flurry of Blows, and lets you make one attack at your highest BAB if you teleport into a square adjacent to an enemy.
Added! I think Piggy Knowles mentioned that too, but still, thanks.

No love for Spikers (PlH) or Shifters (ECS)?

There's a few of the Lesser Planetouched that you might find neat as well.
I'm glad you mentioned Spikers. I totally forgot about them despite them being one of my favorite races (dunno, they just seem cool). I did intend to add Shifters. Now they're both added!

And by Lesser Planetouched you mean like Lesser Aasimar and Tiefling?

Piggy Knowles
2013-06-23, 02:20 PM
And @Piggy Knowles: I just can't bring myself (unless not without more convincing) to change the color rating on Hunter's Circlet, though I did change the wording quite a bit.

Basically I'm using orange to mean situationally good. I do see that Hunter's Circlet can be very useful in certain situations, but I also think the majority of the time you bind it, it wouldn't be of any use.

If orange means situationally good, that's probably the right place for the standard meld and the crown bind. I like that it's there because it means that the totemist can turn into a tracker without devoting resources to it, unlike any other build.

I'd still probably bump up the totem bind a notch. Scent at ECL 2 is pretty nice, and serves as a hard counter to most forms of stealth. Shedu Crown + Mindsight beats it out, of course, but that's more because Mindsight is crazy and insane rather than because scent isn't useful. I know there's some stiff competition for the totem bind, since that's also where your primary offense most likely comes from, but hey, that's what Rebind Totem Soulmeld is for, right?

ShneekeyTheLost
2013-06-23, 04:11 PM
Some sample builds:

Dwarven Defender (done right, for once)

Crusader1/Totemist6/Ironsoul Forgemaster10/Crusader1/Witch Slayer2

Breakdown:

Crusader to start off with for D12 HD and decent abilities. Start off with Martial Spirit stance for some self-healing which is actually relevant at low levels or Leading The Charge stance for more damage output on a charge. When you come back, pick up Thicket of Blades for better Area Denial. Remember that Prestige Classes offer full Initiation advancement for free.

Totemist 6 is a decent jump point. You got all of your low-end chakra at level 5, and 6 nets you an extra bind to use. This build doesn't use natural attacks, however Urksan Greaves are still a valid option for more damage on a charge.

Now, your Totem Bind is available to be swapped around, which actually gives you a lot of options. If you want ranged attacks, you can go for Manticore Belt. If you need to go underwater, go with Kraken Mantle. If you want some maneuverability, try using the Blink Shirt, for move action DimDoor. Remember, you can take your Move Action after your Standard Action if you like, so you can activate a Maneuver, then teleport somewhere else in the fight.

Ironsoul Forgemaster can really help you out. Because you are likely going axe and shield, your Shield pretty much makes you immune to blastomancy via investing essentia. Remember, you don't have to choose, you get all flavors of energy resistance at the same time.

Secrets of the Forge basically means that even if you don't have access to a MagicMart, you've at least got decent weapons. Forge Lore makes sure you can hit the Craft check DC's.

Armor Bond nets you some DR/-, just like Dwarven Defender does, but without being locked into place. Stacks with Adamantine Full Plate, which you gain proficiency with via Crusader.

Weapon Bond is an essentia dump for more damage output. The save is pathetic, but if your opponent rolls a natural 1, Dazing is not fun to be hit by.

Witchborn Binder nets you Mettle. This makes you able to shrug off secondary effects from spells such as Slay Living, Touch of Death, Disintegrate, and others.

This is meant as a beatstick/lockdown build, capable of taking a hit, and being mobile enough and threatening enough damage output that it has to be respected as a threat rather than simply ignored.

Manticore Shotgun

Swordsage1/Totemist6/Umbral Disciple 3/Swordsage1/Totemist9

This build is designed to be a hit and run build which gets a lot of benefit from the Manticore Belt in the Totem slot.

This build is dependent on the somewhat iffy rules interpretation that the Spines from the Manticore Belt are considered Natural Attacks. If your GM disagrees with this rules interpretation, much of the damage from this build vanishes, so make sure to verify this with your GM before starting.

In effect, Swordsage gives some survivability and the skills necessary to qualify for Umbral Disciple, which gives HiPS and 20% concealment always on.

Now then, let's talk about the Shadow Mantle. As written, it sucks. Darkness does NOT break Line of Sight, as it assumes (the author probably was having a flashback to AD&D 2nd ed) so, as written, it stinks. However, Umbral Disciple allows you HiPS, which means you can make a Hide check within your magical darkness, and making it function as it was probably intended to.

Right, now let's talk about the feat Double Chakra. We're actually wanting this one twice, once for the Shoulder chakra, and once for the Totem chakra. Why? Totem Avatar.

Shoulder bind increases size of natural attacks by one step. Now increase that further with Morale bonus to damage from the Totem bind.

Note: Heart of Fire would require an additional feat blown on Double Chakra for Waist, however it's 1d4 Fire damage when bound to Totem. Now, Fire damage is the single most commonly resisted elemental flavor, but it might be a viable alternative to binding Totem Avatar to Totem chakra.

The next soulmeld we will bind requires a feat for Shape Soulmeld, it's the Sighting Gloves. Insight Damage with ranged weapons that improves per essentia, then the free bind (from the feat) gives you Precise Shot.

We can also take the feat Improved Natural Attack (Spines) for another size boost.

Now we are looking at 2 size increases (one from the feat, one from Totem Avatar's Shoulder bind), Insight damage bonus from Sighting Gloves, either Morale bonus to damage from Totem Avatar or bonus d4's of damage from Heart of Fire. Plus since we're running around unable to be seen thanks to HiPS + Shadow Mantle, we're probably going to be able to add +1d6 Sneak Attack from Umbral Disciple and another +2d6 from Assassin's Stance. So, let's see what we've got

Now shape (but not bind) Dread Carapace for more damage, albeit at a penalty to attack. Still, you should be hitting Flat-Footed most of the time, so it shouldn't be a big problem. And if you have a problem hitting, dump essentia elsewhere to trade back attack for damage as a Swift action.

Now we need more Standard Actions. Well, how badly you tweak this depends on your allergy to cheese, and is best covered in its own guide.

You've got a +2 Soulmeld Capacity to the Totem chakra from your class, so you've got 7 shots. Each one is doing 2d6+(1+essentia) Insight bonus from gloves + (1+essentia) Morale from Totem Avatar +(1+essentia) untyped from Dread Carapace + 3d6 Sneak Attack (situationally immune)+ 1/2 Str mod. To get maximum damage output, find a way to significantly increase Essentia.

danzibr
2013-06-23, 06:07 PM
If orange means situationally good, that's probably the right place for the standard meld and the crown bind. I like that it's there because it means that the totemist can turn into a tracker without devoting resources to it, unlike any other build.

I'd still probably bump up the totem bind a notch. Scent at ECL 2 is pretty nice, and serves as a hard counter to most forms of stealth. Shedu Crown + Mindsight beats it out, of course, but that's more because Mindsight is crazy and insane rather than because scent isn't useful. I know there's some stiff competition for the totem bind, since that's also where your primary offense most likely comes from, but hey, that's what Rebind Totem Soulmeld is for, right?
Yeah, that's a good point, the blindsense. Especially if the character already has some solid claws from race. I'll change that.

Some sample builds:

[...]
Excellent! Although there is no actual Dwarven Defender, I was thinking about Con to AC and the like yesterday, and the awesomeness of Ironsoul Forgemaster.

Anyway, I was wondering if the precision damage applied to all the spike attacks on the second build.

Kuulvheysoon
2013-06-23, 06:15 PM
Anyway, I was wondering if the precision damage applied to all the spike attacks on the second build.

Unfortunately, no. They fall under the Volley Attack classification, so you only get precision damage once.

danzibr
2013-06-23, 06:43 PM
Unfortunately, no. They fall under the Volley Attack classification, so you only get precision damage once.
Right. I was wondering if there was some way around that, like a Sorc and meta magic.

ShneekeyTheLost
2013-06-24, 12:18 AM
Right. I was wondering if there was some way around that, like a Sorc and meta magic.

Perhaps if your GM permits it to fall under Greater Manyshot, even though that feat explicitly calls out using a bow.

Of course, that's why the build doesn't rely on sneak attack, but on other damage modifiers which work on all natural attacks. Which is why I listed the caveat that the build depends on spines from the Manticore Belt being classified as Natural Attacks.

The Dwarven Defender I was referring to in the first build is this (http://www.d20srd.org/srd/prestigeClasses/dwarvenDefender.htm) one.

danzibr
2013-07-05, 08:49 PM
Rating of soulmelds done. Open to constructive criticism. It's been slow going with teaching 8 hours and coming home to a wife and 2 kids.

To do:

Feats and skill tricks
Prestige classes, multiclassing, gestalt
More builds
Add more races and stuff

123456789blaaa
2013-07-15, 12:15 PM
I recently found some very interesting Totemist builds through the Wayback Machine. These are by the poster JanusJones:


FOUR TOTEMIST BADDIES:

Mr. Stab n’ Grab, the Flaming Loogie, Sir Sticky Fingers, and Romper-Stomper!

The following is a selection of four rather unique Totemist builds that I’ve cooked up over the last month or so. I’ve used the following books: Complete Adventurer, Complete Warrior, Complete Scoundrel, Dragon Magic, Magic of Incarnum, Miniatures Handbook, Races of the Wild, Forgotten Realms - Serpent Kingdoms, and Forgotten Realms - Unapproachable East. There are also a bunch of Dragon magazine references. Nevertheless, all of these builds are more or less do-able with just Magic of Incarnum (though Mr. Stab n’ Grab and the Flaming Loogie require Serpent Kingdoms feats to work). Enjoy!



Mr. Stab n’ Grab (aka the Scorpion): Diabolii (Dragon #327) Totemist 20

Overview: Mr. Stab n’ Grab is one of the most effective possible medium-sized grappling builds, with a +63 (or more, depending on build!) to grapple. He can grapple creatures of any size without needing to grow himself, grapple using only his tail at no penalty (leaving him free to do whatever else he likes to his victim!), and has such a huge grappling bonus that almost nothing (barring the Tarrasque) can manage to escape him. This guy’s great for sicking on big bruisers in your game’s party - they’ll be utterly shocked when he immobilizes the tank in one hit!

Attributes: Strength 16~18 base, Con 19~20 (by 20th level including item bonuses).

Feats: Barbed Stinger (1st), Multigrab (3rd), Improved Multigrab (6th), Shape Soulmeld (9th), Double Chakra Bind - Totem (12th), Expanded Soulmeld Capacity (15th), Bonus Essentia (18th)

Items: Hand-bound Incarnum Gauntlets, Waist-bound +6 Belt of Giant Strength, Arm-bound Incarnum Bracers, +6 Con Item, +5 Tome of Strength.

Soulmelds: 6 essentia in Mauling Gauntlets (5 + 1 from Expanded Soulmeld Capacity + 1 from Incarnum Focus), 8 in Totem-bound Girallon Arms (5 + 2 from Totem Capacity + 1 from Incarnum Focus), 7 in Totem-bound Heart of Fire (5 + 2 from Totem Capacity), Arm-Bound Totem Avatar, Hand-bound Sphinx Claws, Shoulder-bound Phase Cloak.

Alternatives: If you like, you can choose to forgo the benefits of either Heart of Fire or Girallon Arm’s totem-bind in favor of a Wormtail Belt, which will offer you yet another barbed stinger to pierce your foes with. Ultimately, however, you won’t be able to attack with both tails in a round, since the Wormtail Belt specifically states that you cannot use it as a secondary attack. Another option, if you want a truly unreasonable grapple check, is an Arm-bound Kraken Mantle, which can provide another +5 (or +6 with an Incarnum Focus) un-named bonus that stacks with that of the Mauling Gauntlets and Girallon Arms. Something else worth considering (if you want to be totally cheesy with the build) is two or three levels of Umbral Disciple for 1d6 sneak attack. Add on Craven and you can do an extra 1d6+20 damage with all your natural attacks against your grappled foe, since they'll count as flat-footed but you won't. This is strictly CHEESE, however, and I do not reccomend it.

Tactics: Mr. Stab n’ Grab has a total grapple check (assuming a base 18 Strength, +5 from levels, +5 from a Tome, and +6 from the Belt of Giant Strength) of +15 (BaB) + 14 (Mauling Gauntlets) + 18 (Girallon Arms) + 4 (Improved Grapple from Totem Avatar) + 12 (Strength) of +63. He can grapple creatures of any size, and can do so with his tail stab alone, leaving his four claw attacks free to shred his hapless opponent. Each claw will do 1d4 + 7d4 fire damage, and his tail will automatically deal the same damage each round to his grappled opponent. The most beautiful part about Barbed Stinger is the fact that size, as a grappler, no longer matters with this feat - you can grapple an opponent of any size. Greater Multigrab allows you to use just your tail in a grapple at no penalty, meaning you are free to attack your grappled opponent or even another target (provided your Strength score is high enough to drag the impaled enemy along behind you on the ground!).

Sphinx Claws allow Stabby to jump into combat, clawing 4 times and stabbing once with his tail. If his tail hits, next round whoever he impaled is his chew toy. Better yet, if he grabs a nice small-sized character or a 90-pound-weakling caster, he can drag him or her around behing him while he fights the rest of his enemies. If a particular character is annoying you, Stab n’ Grab is a great way to kill him off (or try to!) without being unfair - he can just jump into camp, stab said character, then run away, dragging the hapless character along behind him!



The Flaming Loogie (aka The Spitting Dragon): Dragonborn Mongrelfolk Totemist 2/Scout 3/Fighter 2/Dragon Devotee 4/Hand of the Winged Masters 9

Overview: The Flaming Loogie is an entertainment build, able to hawk up burning loogies that cause 1d3 Con damage and deal skirmish damage to boot. He’s most effective when paired with other baddies, as he can run around and snipe at the characters in the party with the lowest base Con. If you choose, you can also make him a good character for hiding in plain sight and sniping, allowing him to terrorize a party by landing Con-draining hits every round as they frantically try to find him.

Attributes: 16~18 base Constitution, 14 Dexterity.

Feats: Dragontouched (1st), Spit Venom (3rd), Abiltiy Focus - Poison (6th), Point Blank Shot (Fighter 1), Precise Shot (Fighter 2), Improved Skirmish (9th), Improved Spit Venom (12th), Draconic Heritage - Battle Dragon (15th), Virulent Poison (18th).

Items: +6 item of Constitution, +5 Tome of Constitution.

Soulmelds: Totem-bound Phase Cloak plus any two other soulmelds you fancy. I suggest the Wormtail Belt for a +2 to natural AC and perhaps a Lamasu Mantle for a +2 deflection bonus to AC; Kruthik Claws, however, can be nice for the big bonus to Hide and Move Silently.

Alternatives: Instead of grabbing 4 levels in Dragon Devotee, you can grab 3 levels in Umbral Disciple and take the Darkstalker Feat (consider swapping out Virulent Poison or Draconic Heritage for this). If you do, you can hide in plain sight, allowing you to remain hidden while sniping at your foes. Granted, the penalty for hiding and shooting can get pretty annoying, but if you’re willing (and you juggle your feats around) you can try grabbing the Able Sniper and Woodland Archer feats from Races of the Wild to make sniping easier.

Tactics: The total Constitution on this character is pretty incredible - assuming an 18 base Con, your total becomes 18 + 5 (tome) + 5 (levels) + 6 (item) + 4 (Mongrelfolk) + 2 (Dragonborn) + 2 (Dragon Devotee) = 42. This makes your poison DC a whopping 10 (base) + 16 (Con) + 2 (essentia) + 2 (ability focus) + 2 (virulent poison) = 32. Spit Venom allows you to turn your Phase Cloak’s bite-based poison into a ranged touch attack, and skirmish adds dice of damage to improve this ability. Improved Spit Venom lets you do this at 60 feet of range, which is very handy. You can spit each round as a touch attack for skirmish damage, dealing 8d6+8 energy damage (sonic if you have the Heritage - Battle Dragon feat) and forcing a save vs. your Phase Cloak’s poison - failure means the target takes 1d3 Con damage as well. Consider pairing this guy with Romper-Stomper, below, to allow him to shelter in the protective threatened area of his enormous companion as he runs about spewing his venom.



Sir Sticky Fingers (aka the Phantom): Silverbrow Human Rogue 1/Totemist 9/Umbral Disciple 3/Teflammer Shadowlord 5, Umbral Disciple 2

Overview: This is a character for driving your players nuts. In a single round, he’s able to walk through a dungeon wall, steal tons of stuff off of an unsuspecting PC, then blink right back through the wall to where he started from. If you use him throughout a dungeon, you can gradually deprive your PCs of all their decent gear and ensure that they have an undying hatred for Sir Sticky that will make him the number one villain on their hit list. If you use him as a recurring baddie, his ultimate demise will provide them with a huge treasure trove (of all the stuff he stole off them earlier) and an unmatched sense of grim satisfaction.

Attributes: 16~18 Dexterity.

Feats: Able Learner (1st), Shape Soulmeld - Theft Gloves (human), Expeditious Dodge (3rd), Mobility (6th), Spring Attack (9th), Blind-Fight (12th), Bonus Essentia (15th), Double Chakra Bind (18th).

Items: +6 Item of Dexterity, +5 Tome of Dexterity, +10 Sleight of Hand competence bonus item, Incarnum Gauntlets.

Soulmelds: 5 essentia in Theft Gloves, Kruthik Claws (vary essentia investment for improving Hide and Move Silently), Crown-bound Threefold Mask, Totem-bound Blink Shirt, Shoulder-bound Phase Cloak. Essentia investment should vary depending on your needs.

Alternatives: You can, if you wish, dump 2 levels of Umbral Disciple for one more of Teflammer Shadowlord, granting you a death attack, and one of some other class - maybe Assassin for an extra sneak attack die or a second level of Rogue for evasion. This would allow you to examine your target, spring out of hiding to death attack, then disappear. You could also do this with levels of Feat Rogue (from Unearthed Arcana), saving your 3rd and 6th level feats by getting Expeditious Dodge and Mobility as bonus feats. This would, however, require you to pick up some sneak attack dice in some other way - Martial Study - Shadow Jaunt and Martial Stance - Assassin’s Stance might work for this purpose. Another feat that would be nice for this build is Darkstalker from Lords of Madness, which would allow you to hide even from enemies with Scent, Blindsight, Tremorsense, and the like.

Tactics: Sir Sticky Fingers is NOT a shadow pouncer. His purpose is, instead, to harry and annoy your PCs. My only warning about using this character is that your players may actually attempt physical violence against you after a while! Here’s the trick: with a Totem-bound Blink Shirt, this character can dimension door as a move action. With a Crown-bound Threefold Mask, he receives an extra move action once every other round. Hide Sir Sticky Fingers in a dungeon with a lot of adjacent rooms, or better yet one with more than one floor. The best possible dungeon for Sticky is one with two floors that are unconnected by stairs (the top floor being closed off with stone shape), with holes in the floor of the upper level to allow Sticky to see what the PCs are doing down below.

Here’s how he works. First, he uses a move action to move through the dungeon wall (using his shoulder-bound Phase Cloak), ending up next to one of the PCs. Next, he uses a free action (granted by his insane Sleight of Hand check!) to steal anything off the character that isn’t nailed down. His skill bonus should be 23 (ranks) + 12 (34 Dex) + 12 (Theft Gloves) + 10 (Competence Item) = +57. You can get it higher by improving his competence item if you like. Now he uses a second move action to either move back through the wall or dimension door using his blink shirt (if he’s got to move up through the ceiling instead of just back through a wall). He can do this all day, robbing the PCs and fading away before they can do anything about it!

In addition, he can shadow pounce if he needs to fight and remain hidden the entire time, thanks to the Umbral Disciple’s hide in plain sight + concealment ability. The penalty for moving and attacking while remaining hidden is only a meager -20, which is easily offset by skill ranks and Kruthik Claws. If you’re really concerned about staying out of sight, consider spending 22,000 gold on a Collar of Umbral Metamorphoses from the Tome of Magic, which will pick you up all the qualities of a Dark Creature (+6 to Move Silently, +8 to Hide, +10 to speed), or just grabbing some good competence bonus items to keep yourself well-hidden.



Romper-Stomper (aka Baphomet’s Chosen) : Water Orc (Unearthed Arcana) Half-Minotaur (Dragon #313) Totemist 2/Barbarian 2/Fighter 2/Psychic Warrior 2/Warmind 10/Warblade 2

Overview: Romper-Stomper is a huge, mobile tank, able to move up to 100 feet per round trampling every enemy (up to Gargantuan-size ones) for up to 8d6+34 damage. Keep in mind that this is not in a straight line, either - he can cruise around corners to trample all the opponents he wants to. Depending on the build you choose, this ability can be combined with either reach-fueled battlefield control tactics or a tripping ability. Not only that, RS is an excellent tracker with both the Track feat and Scent ability.

Attributes: 16~18 base Strength, 14 Con.

Feats: Combat Reflexes (1st), Extra Rage (6th), Improved Natural Attack - Trample (9th). See the Alternatives section for more on other feat choices.

Items: +5 Tome of Strength, +6 Item of Strength, Boots of Striding and Springing, +5 Weapon(s).

Soulmelds: Shedu Crown grants Romper-Stomper his primary attack form: Trample. After this, you can choose any two other soulmelds. Good ones include Sphinx Claws on a tripping build, Rageclaws for being able to act at negative HP, Wormtail Belt for natural AC, and the Lamasu Mantle for AC vs. evil opponents.

Alternatives: Good ones include Moment of Perfect Mind (shoring up your Will save), Rapid Counter (allowing an extra Aoo against approaching enemies), Swift Leap (helps you gain a bit more movement before a trample, which is especially handy in difficult terrain), Iron Heart Surge (arugably the best maneuver EVER!), and Emerald Razor (touch attacks are great with Power Attack and a humongous Strength!). Since you must have one 1st level stance, I suggest Punishing Stance to up the damage of your Aoos (note that this WON’T up the damage of your trample, since it doesn’t officially count as an attack - it requires no roll to hit!).

Tactics: There are two ways to run Romper-Stomper: either as a trample/tripper or as a battlefield control Aoo fighter. For the first, you’ll want Combat Expertise, Expeditious Dodge, Combat Reflexes, Karmic Strike, Improved Trip, Two-Weapon Fighting, Improved Two-Weapon Fighting, and Double Hit. The benefit of this approach is the ability to make trip attacks against any opponents that succeed in attacking you as you trample them, tripping them and attacking them twice. Use standard rage rules, as the Con will help your Trample DC and the penalty to AC will actually help, as characters who hit you will have a nasty surprise in store for them. You may want to consider Reckless Rage as well to gain a bit more Strength. Finally, you’ll want to use your last Warblade level to pick up a stance - I suggest Giant’s Stance for improving your damage.

For a battlefield control character, you’ll want Combat Expertise, Expeditious Dodge, Combat Reflexes, Karmic Strike, Power Attack, Improved Bull Rush, Knockback, and Exotic WP Proficiency - Spiked Chain (or Rope Dart from Dragon #XXX). This option benefits more from an increased AC, so the Whirling Rage variant from Unearthed Arcana is the way to go. This character avoids Aoos with a high AC when trampling, then uses Combat Reflexes and Knockback to drive away any enemies foolish enough to attempt to close to melee distance. For your stance, try Pearl of Black Doubt - each missed attack will turn into another cumulative +2 to AC, making you well-nigh un-hittable by the end of your trampling turn.

Note that it’s also possible to use War Hulk for Romper-Stomper to get your Strength even higher. The reason that I chose Warmind instead is specifically due to the Expansion power, which allows Romper-Stomper to roll over targets of up to Gargantuan size (and has other benefits, like reach!). War Hulks also lose the ability to use mental skills, which ruins the Half-Minotaur’s Scent and Track abilities.

Depends on the build. Either way, during Romper-Stomper’s turn he moves up to twice his speed (40 feet base speed, +10 from Barb levels, +10 from boots, so 120 feet) in any direction, trampling enemies of large size or smaller underfoot. If facing huge enemies, he can use Expansion, growing to either Huge or Gargantuan size. This allows him to deal more trample damage. In essence, his trample acts almost like an area effect spell, but deals much more damage (base 3d6~5d6 + 1.5 x Strength). If a tripper, he has the added ability to floor any enemies foolish enough to attack him during his trample. If a battlefield controller, he can not only trample large numbers of enemies but defend a huge area with his Aoos (20~60 feet, depending on his size), keeping his allies safe and dealing huge damage to those who move within his threatened area.

Strength is a large part of Romper Stomper’s damage, and with his huge 50 Strength (18 base, +4 from being a Water Orc, +4 for Half-Minotaur, +4 from the Warmind’s Chain of Personal Superiority, +4 from Rage or +6 from Reckless Rage, +5 from levels, +5 from a tome, and +6 from an item) he has a massive trample damage of 3d6+30 - and that’s only when he’s large! If expanded to Garganutan, the damage goes up to 6d6+33; if he’s got Reckless Rage, it’s 6d6+34. If he has Giant's Stance, this rises to 8d6+34. He does immense damage with his melee attacks as well - 3d6+34 when large, and 6d6+34 when fully expanded.

Note that one of the very handy things about Romper-Stomper’s trample is that it requires no roll to hit. On the other hand, this means that his attack will be far less effective if his opponents wise up and do not attempt to attack him when he’s rolling over them - Reflex saves are a much better idea! Characters with evasion will prove particularly obnoxious, but should be rare.

Interesting builds no? Note that the Diabolus race was updated in the Dragon Compendium to have +1 LA so you'll need LA buyoff to use Mr. Stab n’ Grab as written.

The Flaming Loogie (TFL) and Romper-Stomper (RS) seem to be a little weak though. The spit attack of TFL takes a standard action so you can only gain the skirmish damage once per round most of the time. An sure it's a ranged touch attack but you have to take two feats (Spit Venom and Imp Spit)! And the poison is only 1d3 Con damage! Is that really worth boosting the DC with two feats (Ability focus and Virulent Poison) and pumping Con?

Romper-Stomper only does 8d6+34 damage at 20th level with Trample! Even taking into account being able to Trample over multiple enemies, that's pretty terrible (especially since the targets can choose to make a Ref save for half damage!).

EDIT: And here's the HTML version so you can copy it without having to redo all the formatting:



FOUR TOTEMIST BADDIES:

Mr. Stab n’ Grab, the Flaming Loogie, Sir Sticky Fingers, and Romper-Stomper!

The following is a selection of four rather unique Totemist builds that I’ve cooked up over the last month or so. I’ve used the following books: Complete Adventurer, Complete Warrior, Complete Scoundrel, Dragon Magic, Magic of Incarnum, Miniatures Handbook, Races of the Wild, Forgotten Realms - Serpent Kingdoms, and Forgotten Realms - Unapproachable East. There are also a bunch of Dragon magazine references. Nevertheless, all of these builds are more or less do-able with just Magic of Incarnum (though Mr. Stab n’ Grab and the Flaming Loogie require Serpent Kingdoms feats to work). Enjoy!



Mr. Stab n’ Grab (aka the Scorpion): Diabolii (Dragon #327) Totemist 20

Overview: Mr. Stab n’ Grab is one of the most effective possible medium-sized grappling builds, with a +63 (or more, depending on build!) to grapple. He can grapple creatures of any size without needing to grow himself, grapple using only his tail at no penalty (leaving him free to do whatever else he likes to his victim!), and has such a huge grappling bonus that almost nothing (barring the Tarrasque) can manage to escape him. This guy’s great for sicking on big bruisers in your game’s party - they’ll be utterly shocked when he immobilizes the tank in one hit!

Attributes: Strength 16~18 base, Con 19~20 (by 20th level including item bonuses).

Feats: Barbed Stinger (1st), Multigrab (3rd), Improved Multigrab (6th), Shape Soulmeld (9th), Double Chakra Bind - Totem (12th), Expanded Soulmeld Capacity (15th), Bonus Essentia (18th)

Items: Hand-bound Incarnum Gauntlets, Waist-bound +6 Belt of Giant Strength, Arm-bound Incarnum Bracers, +6 Con Item, +5 Tome of Strength.

Soulmelds: 6 essentia in Mauling Gauntlets (5 + 1 from Expanded Soulmeld Capacity + 1 from Incarnum Focus), 8 in Totem-bound Girallon Arms (5 + 2 from Totem Capacity + 1 from Incarnum Focus), 7 in Totem-bound Heart of Fire (5 + 2 from Totem Capacity), Arm-Bound Totem Avatar, Hand-bound Sphinx Claws, Shoulder-bound Phase Cloak.

Alternatives: If you like, you can choose to forgo the benefits of either Heart of Fire or Girallon Arm’s totem-bind in favor of a Wormtail Belt, which will offer you yet another barbed stinger to pierce your foes with. Ultimately, however, you won’t be able to attack with both tails in a round, since the Wormtail Belt specifically states that you cannot use it as a secondary attack. Another option, if you want a truly unreasonable grapple check, is an Arm-bound Kraken Mantle, which can provide another +5 (or +6 with an Incarnum Focus) un-named bonus that stacks with that of the Mauling Gauntlets and Girallon Arms. Something else worth considering (if you want to be totally cheesy with the build) is two or three levels of Umbral Disciple for 1d6 sneak attack. Add on Craven and you can do an extra 1d6+20 damage with all your natural attacks against your grappled foe, since they'll count as flat-footed but you won't. This is strictly CHEESE, however, and I do not reccomend it.

Tactics: Mr. Stab n’ Grab has a total grapple check (assuming a base 18 Strength, +5 from levels, +5 from a Tome, and +6 from the Belt of Giant Strength) of +15 (BaB) + 14 (Mauling Gauntlets) + 18 (Girallon Arms) + 4 (Improved Grapple from Totem Avatar) + 12 (Strength) of +63. He can grapple creatures of any size, and can do so with his tail stab alone, leaving his four claw attacks free to shred his hapless opponent. Each claw will do 1d4 + 7d4 fire damage, and his tail will automatically deal the same damage each round to his grappled opponent. The most beautiful part about Barbed Stinger is the fact that size, as a grappler, no longer matters with this feat - you can grapple an opponent of any size. Greater Multigrab allows you to use just your tail in a grapple at no penalty, meaning you are free to attack your grappled opponent or even another target (provided your Strength score is high enough to drag the impaled enemy along behind you on the ground!).

Sphinx Claws allow Stabby to jump into combat, clawing 4 times and stabbing once with his tail. If his tail hits, next round whoever he impaled is his chew toy. Better yet, if he grabs a nice small-sized character or a 90-pound-weakling caster, he can drag him or her around behing him while he fights the rest of his enemies. If a particular character is annoying you, Stab n’ Grab is a great way to kill him off (or try to!) without being unfair - he can just jump into camp, stab said character, then run away, dragging the hapless character along behind him!



The Flaming Loogie (aka The Spitting Dragon): Dragonborn Mongrelfolk Totemist 2/Scout 3/Fighter 2/Dragon Devotee 4/Hand of the Winged Masters 9

Overview: The Flaming Loogie is an entertainment build, able to hawk up burning loogies that cause 1d3 Con damage and deal skirmish damage to boot. He’s most effective when paired with other baddies, as he can run around and snipe at the characters in the party with the lowest base Con. If you choose, you can also make him a good character for hiding in plain sight and sniping, allowing him to terrorize a party by landing Con-draining hits every round as they frantically try to find him.

Attributes: 16~18 base Constitution, 14 Dexterity.

Feats: Dragontouched (1st), Spit Venom (3rd), Abiltiy Focus - Poison (6th), Point Blank Shot (Fighter 1), Precise Shot (Fighter 2), Improved Skirmish (9th), Improved Spit Venom (12th), Draconic Heritage - Battle Dragon (15th), Virulent Poison (18th).

Items: +6 item of Constitution, +5 Tome of Constitution.

Soulmelds: Totem-bound Phase Cloak plus any two other soulmelds you fancy. I suggest the Wormtail Belt for a +2 to natural AC and perhaps a Lamasu Mantle for a +2 deflection bonus to AC; Kruthik Claws, however, can be nice for the big bonus to Hide and Move Silently.

Alternatives: Instead of grabbing 4 levels in Dragon Devotee, you can grab 3 levels in Umbral Disciple and take the Darkstalker Feat (consider swapping out Virulent Poison or Draconic Heritage for this). If you do, you can hide in plain sight, allowing you to remain hidden while sniping at your foes. Granted, the penalty for hiding and shooting can get pretty annoying, but if you’re willing (and you juggle your feats around) you can try grabbing the Able Sniper and Woodland Archer feats from Races of the Wild to make sniping easier.

Tactics: The total Constitution on this character is pretty incredible - assuming an 18 base Con, your total becomes 18 + 5 (tome) + 5 (levels) + 6 (item) + 4 (Mongrelfolk) + 2 (Dragonborn) + 2 (Dragon Devotee) = 42. This makes your poison DC a whopping 10 (base) + 16 (Con) + 2 (essentia) + 2 (ability focus) + 2 (virulent poison) = 32. Spit Venom allows you to turn your Phase Cloak’s bite-based poison into a ranged touch attack, and skirmish adds dice of damage to improve this ability. Improved Spit Venom lets you do this at 60 feet of range, which is very handy. You can spit each round as a touch attack for skirmish damage, dealing 8d6+8 energy damage (sonic if you have the Heritage - Battle Dragon feat) and forcing a save vs. your Phase Cloak’s poison - failure means the target takes 1d3 Con damage as well. Consider pairing this guy with Romper-Stomper, below, to allow him to shelter in the protective threatened area of his enormous companion as he runs about spewing his venom.



Sir Sticky Fingers (aka the Phantom): Silverbrow Human Rogue 1/Totemist 9/Umbral Disciple 3/Teflammer Shadowlord 5, Umbral Disciple 2

Overview: This is a character for driving your players nuts. In a single round, he’s able to walk through a dungeon wall, steal tons of stuff off of an unsuspecting PC, then blink right back through the wall to where he started from. If you use him throughout a dungeon, you can gradually deprive your PCs of all their decent gear and ensure that they have an undying hatred for Sir Sticky that will make him the number one villain on their hit list. If you use him as a recurring baddie, his ultimate demise will provide them with a huge treasure trove (of all the stuff he stole off them earlier) and an unmatched sense of grim satisfaction.

Attributes: 16~18 Dexterity.

Feats: Able Learner (1st), Shape Soulmeld - Theft Gloves (human), Expeditious Dodge (3rd), Mobility (6th), Spring Attack (9th), Blind-Fight (12th), Bonus Essentia (15th), Double Chakra Bind (18th).

Items: +6 Item of Dexterity, +5 Tome of Dexterity, +10 Sleight of Hand competence bonus item, Incarnum Gauntlets.

Soulmelds: 5 essentia in Theft Gloves, Kruthik Claws (vary essentia investment for improving Hide and Move Silently), Crown-bound Threefold Mask, Totem-bound Blink Shirt, Shoulder-bound Phase Cloak. Essentia investment should vary depending on your needs.

Alternatives: You can, if you wish, dump 2 levels of Umbral Disciple for one more of Teflammer Shadowlord, granting you a death attack, and one of some other class - maybe Assassin for an extra sneak attack die or a second level of Rogue for evasion. This would allow you to examine your target, spring out of hiding to death attack, then disappear. You could also do this with levels of Feat Rogue (from Unearthed Arcana), saving your 3rd and 6th level feats by getting Expeditious Dodge and Mobility as bonus feats. This would, however, require you to pick up some sneak attack dice in some other way - Martial Study - Shadow Jaunt and Martial Stance - Assassin’s Stance might work for this purpose. Another feat that would be nice for this build is Darkstalker from Lords of Madness, which would allow you to hide even from enemies with Scent, Blindsight, Tremorsense, and the like.

Tactics: Sir Sticky Fingers is NOT a shadow pouncer. His purpose is, instead, to harry and annoy your PCs. My only warning about using this character is that your players may actually attempt physical violence against you after a while! Here’s the trick: with a Totem-bound Blink Shirt, this character can dimension door as a move action. With a Crown-bound Threefold Mask, he receives an extra move action once every other round. Hide Sir Sticky Fingers in a dungeon with a lot of adjacent rooms, or better yet one with more than one floor. The best possible dungeon for Sticky is one with two floors that are unconnected by stairs (the top floor being closed off with stone shape), with holes in the floor of the upper level to allow Sticky to see what the PCs are doing down below.

Here’s how he works. First, he uses a move action to move through the dungeon wall (using his shoulder-bound Phase Cloak), ending up next to one of the PCs. Next, he uses a free action (granted by his insane Sleight of Hand check!) to steal anything off the character that isn’t nailed down. His skill bonus should be 23 (ranks) + 12 (34 Dex) + 12 (Theft Gloves) + 10 (Competence Item) = +57. You can get it higher by improving his competence item if you like. Now he uses a second move action to either move back through the wall or dimension door using his blink shirt (if he’s got to move up through the ceiling instead of just back through a wall). He can do this all day, robbing the PCs and fading away before they can do anything about it!

In addition, he can shadow pounce if he needs to fight and remain hidden the entire time, thanks to the Umbral Disciple’s hide in plain sight + concealment ability. The penalty for moving and attacking while remaining hidden is only a meager -20, which is easily offset by skill ranks and Kruthik Claws. If you’re really concerned about staying out of sight, consider spending 22,000 gold on a Collar of Umbral Metamorphoses from the Tome of Magic, which will pick you up all the qualities of a Dark Creature (+6 to Move Silently, +8 to Hide, +10 to speed), or just grabbing some good competence bonus items to keep yourself well-hidden.



Romper-Stomper (aka Baphomet’s Chosen) : Water Orc (Unearthed Arcana) Half-Minotaur (Dragon #313) Totemist 2/Barbarian 2/Fighter 2/Psychic Warrior 2/Warmind 10/Warblade 2

Overview: Romper-Stomper is a huge, mobile tank, able to move up to 100 feet per round trampling every enemy (up to Gargantuan-size ones) for up to 8d6+34 damage. Keep in mind that this is not in a straight line, either - he can cruise around corners to trample all the opponents he wants to. Depending on the build you choose, this ability can be combined with either reach-fueled battlefield control tactics or a tripping ability. Not only that, RS is an excellent tracker with both the Track feat and Scent ability.

Attributes: 16~18 base Strength, 14 Con.

Feats: Combat Reflexes (1st), Extra Rage (6th), Improved Natural Attack - Trample (9th). See the Alternatives section for more on other feat choices.

Items: +5 Tome of Strength, +6 Item of Strength, Boots of Striding and Springing, +5 Weapon(s).

Soulmelds: Shedu Crown grants Romper-Stomper his primary attack form: Trample. After this, you can choose any two other soulmelds. Good ones include Sphinx Claws on a tripping build, Rageclaws for being able to act at negative HP, Wormtail Belt for natural AC, and the Lamasu Mantle for AC vs. evil opponents.

Alternatives: Good ones include Moment of Perfect Mind (shoring up your Will save), Rapid Counter (allowing an extra Aoo against approaching enemies), Swift Leap (helps you gain a bit more movement before a trample, which is especially handy in difficult terrain), Iron Heart Surge (arugably the best maneuver EVER!), and Emerald Razor (touch attacks are great with Power Attack and a humongous Strength!). Since you must have one 1st level stance, I suggest Punishing Stance to up the damage of your Aoos (note that this WON’T up the damage of your trample, since it doesn’t officially count as an attack - it requires no roll to hit!).

Tactics: There are two ways to run Romper-Stomper: either as a trample/tripper or as a battlefield control Aoo fighter. For the first, you’ll want Combat Expertise, Expeditious Dodge, Combat Reflexes, Karmic Strike, Improved Trip, Two-Weapon Fighting, Improved Two-Weapon Fighting, and Double Hit. The benefit of this approach is the ability to make trip attacks against any opponents that succeed in attacking you as you trample them, tripping them and attacking them twice. Use standard rage rules, as the Con will help your Trample DC and the penalty to AC will actually help, as characters who hit you will have a nasty surprise in store for them. You may want to consider Reckless Rage as well to gain a bit more Strength. Finally, you’ll want to use your last Warblade level to pick up a stance - I suggest Giant’s Stance for improving your damage.

For a battlefield control character, you’ll want Combat Expertise, Expeditious Dodge, Combat Reflexes, Karmic Strike, Power Attack, Improved Bull Rush, Knockback, and Exotic WP Proficiency - Spiked Chain (or Rope Dart from Dragon #XXX). This option benefits more from an increased AC, so the Whirling Rage variant from Unearthed Arcana is the way to go. This character avoids Aoos with a high AC when trampling, then uses Combat Reflexes and Knockback to drive away any enemies foolish enough to attempt to close to melee distance. For your stance, try Pearl of Black Doubt - each missed attack will turn into another cumulative +2 to AC, making you well-nigh un-hittable by the end of your trampling turn.

Note that it’s also possible to use War Hulk for Romper-Stomper to get your Strength even higher. The reason that I chose Warmind instead is specifically due to the Expansion power, which allows Romper-Stomper to roll over targets of up to Gargantuan size (and has other benefits, like reach!). War Hulks also lose the ability to use mental skills, which ruins the Half-Minotaur’s Scent and Track abilities.

Depends on the build. Either way, during Romper-Stomper’s turn he moves up to twice his speed (40 feet base speed, +10 from Barb levels, +10 from boots, so 120 feet) in any direction, trampling enemies of large size or smaller underfoot. If facing huge enemies, he can use Expansion, growing to either Huge or Gargantuan size. This allows him to deal more trample damage. In essence, his trample acts almost like an area effect spell, but deals much more damage (base 3d6~5d6 + 1.5 x Strength). If a tripper, he has the added ability to floor any enemies foolish enough to attack him during his trample. If a battlefield controller, he can not only trample large numbers of enemies but defend a huge area with his Aoos (20~60 feet, depending on his size), keeping his allies safe and dealing huge damage to those who move within his threatened area.

Strength is a large part of Romper Stomper’s damage, and with his huge 50 Strength (18 base, +4 from being a Water Orc, +4 for Half-Minotaur, +4 from the Warmind’s Chain of Personal Superiority, +4 from Rage or +6 from Reckless Rage, +5 from levels, +5 from a tome, and +6 from an item) he has a massive trample damage of 3d6+30 - and that’s only when he’s large! If expanded to Garganutan, the damage goes up to 6d6+33; if he’s got Reckless Rage, it’s 6d6+34. If he has Giant's Stance, this rises to 8d6+34. He does immense damage with his melee attacks as well - 3d6+34 when large, and 6d6+34 when fully expanded.

Note that one of the very handy things about Romper-Stomper’s trample is that it requires no roll to hit. On the other hand, this means that his attack will be far less effective if his opponents wise up and do not attempt to attack him when he’s rolling over them - Reflex saves are a much better idea! Characters with evasion will prove particularly obnoxious, but should be rare.

danzibr
2013-07-15, 01:05 PM
Thanks Count! Great builds.

I haven't given them a thorough look (I did skim all 4 though), and Stabby seems the coolest but I don't understand how he works.

First, regarding the race problem, I think the author just found a LA +0 race with a tail attack. Not a crisis there.

But here's the bigger problem: to my knowledge you need Improved Grab (an Ex ability) or Snatch (a monstrous feat, and even then Snatch only works with claws and bite) to be able to grapple a creature with just a part of your body. I don't see how that build gets it at all.

Right, I'll have to look into Stabby a lot... totally cool idea, now to get it to work completely (unless I'm missing something).

123456789blaaa
2013-07-15, 01:26 PM
Thanks Count! Great builds.

I haven't given them a thorough look (I did skim all 4 though), and Stabby seems the coolest but I don't understand how he works.

First, regarding the race problem, I think the author just found a LA +0 race with a tail attack. Not a crisis there.

But here's the bigger problem: to my knowledge you need Improved Grab (an Ex ability) or Snatch (a monstrous feat, and even then Snatch only works with claws and bite) to be able to grapple a creature with just a part of your body. I don't see how that build gets it at all.

Right, I'll have to look into Stabby a lot... totally cool idea, now to get it to work completely (unless I'm missing something).

You are. In fact you're missing one of the most crucial aspects of the build. That's the problem with skimming :smallwink:.

The build uses the Barbed Stinger feat from Serpent Kingdoms . This feat is special in that it allows you to gain Imp Grab with your sting attack against opponents of any size. This is what separates the build from a normal grappling totemist 20. Janus wanted a build that could grapple any foe without having to grow in size. Imp Grab without size limits is very rare. The only other way I am aware of for a player to get it without magic that changes your form is by being a were-octopus.

This is also why Diabolus is needed. It is one of the few races in dnd that gets a sting attack. The only other way I know of for a player to get a sting attack is by taking levels in Geomancer.

Darth Stabber
2013-07-15, 01:45 PM
Why you no improved unarmed strike? It adds iterative attacks to totemist nice and easy, while not interfering with natural weapons (no matter the configuration).

Piggy Knowles
2013-07-15, 02:20 PM
I like JJ's incarnum four builds, but some of them have issues and/or are a bit outdated.

Stabby doesn't actually qualify for Barbed Stinger, as it does not have a sting attack, but rather only a tail attack.

Flaming Loogie is neat, and I'd like to play around with the concept a bit, but the spit attacks don't actually deal damage and therefore can't trigger skirmish damage.

Sticky Fingers misinterprets how Spring Attack works - you don't get a move action before and after the attack, so you can't move, steal/attack, and then dimension door away. Most of the build can be replicated by Phase Cloak + flyby attack via Manticore Belt, without requiring the Spring Attack line or the teleportation. I'd also pick up mindsight to actually observe these folks from other rooms.

I guess my biggest problem is that Sticky Fingers has a lot of rigmarole for something that a straight totemist, or rogue 1/totemist 19 or whatever, would actually do better. Take Able Learner, Shape Soulmeld (Theft Gloves), Mindsight, Double Chakra, Bonus Essentia, Expanded Soulmeld Capacity x2. Or, even better: Able Learner, Hidden Talent (PMC), Shape Soulmeld (Theft Gloves), Mindsight, Psycarnum Infusion, Double Chakra, Bonus Essentia, Expanaded Soulmeld Capacity. Observe with Mindsight, flyby attack while phasing through the walls or from the floor to the ceiling or what not, poison them with PMC poison, rob them blind.

I do have a couple of neat builds that work on similar concepts, though, including what I still consider to be my best Fighter 20 build, the Incarnum Thug:


The Incarnum Thug

BUILD: Azurin, Zhentarim Thug Fighter 20 (Skilled City Dweller variant, Ride -> Tumble)

Why thug? It's pretty rare to see this variant without also taking the sneak attack fighter variant as well, but for these purposes, it works. The lack of the bonus feat at first level really doesn't slow this build down, and the skills are actually pretty important (especially Sleight of Hand). Martial rogue could theoretically work in its place, but it means you won't have the BAB for some of the capstone feats toward the end.

Ability Scores:
32-PB: Str 16/Dex 14/Con 14/Int 14/Wis 10/Cha 10
28-PB: Str 16/Dex 13/Con 14/Int 13/Wis 8/Cha 10
Rolled: Prioritize Str and Con, of course. Make sure Dex and Int are at least 13. If you can't afford at least a neutral score in Cha, consider dropping Urban Tracking and Gather Information.

Feat Progression

1- Midnight Dodge, Shape Soulmeld (Shedu Crown)
2- Combat Expertise
3- Shape Soulmeld (Phase Cloak), Skill Focus (Intimidate)
4- Improved Trip
6- Open Least Chakra (Crown), Mobility
8- Spring Attack
9- Mindsight
10- Urban Tracking
12- Open Lesser Chakra (Shoulders), Martial Study (Shadow Jaunt)
14- Elusive Target
15- Shape Soulmeld (Theft Gloves)
16- Bounding Assault
18- Imperious Command
20- Rapid Blitz


Romper Stomper is a neat idea, although I'd probably work toward Robilar's and avoid the pre-reqs required for Karmic Strike.

123456789blaaa
2013-07-15, 03:31 PM
I like JJ's incarnum four builds, but some of them have issues and/or are a bit outdated.

Stabby doesn't actually qualify for Barbed Stinger, as it does not have a sting attack, but rather only a tail attack.

Flaming Loogie is neat, and I'd like to play around with the concept a bit, but the spit attacks don't actually deal damage and therefore can't trigger skirmish damage.

Sticky Fingers misinterprets how Spring Attack works - you don't get a move action before and after the attack, so you can't move, steal/attack, and then dimension door away. Most of the build can be replicated by Phase Cloak + flyby attack via Manticore Belt, without requiring the Spring Attack line or the teleportation. I'd also pick up mindsight to actually observe these folks from other rooms.

I guess my biggest problem is that Sticky Fingers has a lot of rigmarole for something that a straight totemist, or rogue 1/totemist 19 or whatever, would actually do better. Take Able Learner, Shape Soulmeld (Theft Gloves), Mindsight, Double Chakra, Bonus Essentia, Expanded Soulmeld Capacity x2. Or, even better: Able Learner, Hidden Talent (PMC), Shape Soulmeld (Theft Gloves), Mindsight, Psycarnum Infusion, Double Chakra, Bonus Essentia, Expanaded Soulmeld Capacity. Observe with Mindsight, flyby attack while phasing through the walls or from the floor to the ceiling or what not, poison them with PMC poison, rob them blind.

I do have a couple of neat builds that work on similar concepts, though, including what I still consider to be my best Fighter 20 build, the Incarnum Thug:


The Incarnum Thug

BUILD: Azurin, Zhentarim Thug Fighter 20 (Skilled City Dweller variant, Ride -> Tumble)

Why thug? It's pretty rare to see this variant without also taking the sneak attack fighter variant as well, but for these purposes, it works. The lack of the bonus feat at first level really doesn't slow this build down, and the skills are actually pretty important (especially Sleight of Hand). Martial rogue could theoretically work in its place, but it means you won't have the BAB for some of the capstone feats toward the end.

Ability Scores:
32-PB: Str 16/Dex 14/Con 14/Int 14/Wis 10/Cha 10
28-PB: Str 16/Dex 13/Con 14/Int 13/Wis 8/Cha 10
Rolled: Prioritize Str and Con, of course. Make sure Dex and Int are at least 13. If you can't afford at least a neutral score in Cha, consider dropping Urban Tracking and Gather Information.

Feat Progression

1- Midnight Dodge, Shape Soulmeld (Shedu Crown)
2- Combat Expertise
3- Shape Soulmeld (Phase Cloak), Skill Focus (Intimidate)
4- Improved Trip
6- Open Least Chakra (Crown), Mobility
8- Spring Attack
9- Mindsight
10- Urban Tracking
12- Open Lesser Chakra (Shoulders), Martial Study (Shadow Jaunt)
14- Elusive Target
15- Shape Soulmeld (Theft Gloves)
16- Bounding Assault
18- Imperious Command
20- Rapid Blitz


Romper Stomper is a neat idea, although I'd probably work toward Robilar's and avoid the pre-reqs required for Karmic Strike.

Aww you're right about Stabby :smallfrown:. I really liked that build too :smallsigh:. If we want to replicate it...the only ways I know of to get a Sting attack are the Sting Tail graft (50,000 gp so unaffordable before 11th level at the earliest. And while it's nice that there's no RAW way to take it away from you, it's still a build that requires an item to work) and taking level in Geomancer (works but changes the build completely. Also, it seems like kind of a waste to not use the size-increasing magic that you get from the spellcasting Geomancer continues).

Can I get a quote for attacks that don't deal HP damage not triggering Skirmish?

I really like your Incarnum Thug build. If I'm reading the build right, you spring attack towards them using the phase cloak, then free action Sleight of Hand all the items you can off of them and trip them. Thanks to Imp Trip this give you another melee attack. After you finish moving you then use Shadow Jaunt to move away. Am I correct? Also, I don't see PA in the feats section though or really any damage enhancing feats at all. How is the build dealing appropriate damage?

Any thoughts on how to get Romper-Stomper and The Flaming Loogie to deal acceptable damage?

Piggy Knowles
2013-07-15, 04:47 PM
Can I get a quote for attacks that don't deal HP damage not triggering Skirmish?

I'm basing it off of the rules compendium/complete arcane rules on weaponlike spells. To qualify for precision damage, it must deal some sort of damage or negative levels (Rules Comp p136). Spit Venom doesn't actually deal any damage (even ability damage) - it just lets you make a ranged attack to poison an enemy. It's the same reason the Con damage wouldn't be multiplied on a crit - the Con damage isn't actually part of the attack, but rather the attack is just to see if you can successfully affect them with your poison.


I really like your Incarnum Thug build. If I'm reading the build right, you spring attack towards them using the phase cloak, then free action Sleight of Hand all the items you can off of them and trip them. Thanks to Imp Trip this give you another melee attack. After you finish moving you then use Shadow Jaunt to move away. Am I correct? Also, I don't see PA in the feats section though or really any damage enhancing feats at all. How is the build dealing appropriate damage?

Actually, Shadow Jaunt was just to get in some tactical teleportation. It mostly just uses Phase Cloak's shoulders bind to ethereally phase in and out via Spring Attack, get several attacks via Rapid Blitz, rob the enemy blind, and phase away. I considered using Blink Shirt instead, which is at-will but much shorter range, but I decided the better range of Shadow Jaunt was preferred.

As for bonus damage, this was actually designed for an arena game where I would be taking on a druid without shapechange. I had a number of greater dispelling weapons, and a rod of absorption on a string tied around my wrist. The plan was to hold the rod of absorption to suck up any spells sent my way. Then I'd drop it as a free action (it stays nearby thanks to being tied to my wrist), phase in while drawing a greater dispelling weapon, trip attack, attack three times using all three daily uses of greater dispel to get rid of any buffs, steal anything I possibly could, drop my weapon as a free action, and phase out, drawing the rob of absorption to protect from any counterattacks. Next round I'd do it again, until I knocked out all buffstacks and neutralized any items giving me trouble. (I also had a number of shrunken lead cubes I would scatter throughout the playing field, to give me safe spots to phase to.) I was more worried about making enough attacks to get three shots at dispelling each round, so that I would have a solid chance at actually dispelling something despite the CL disparity, and figured I could win by death from a thousand cuts if I could run down his spells, knock out any buffs, and keep him from targeting me.

If it were for an actual game, I'd definitely pick up Power Attack, though. I honestly forgot all about it when I tried to turn this from an arena build into an actual build, and managed to include Urban Tracking but not Power Attack somehow :smallredface:


Any thoughts on how to get Romper-Stomper and The Flaming Loogie to deal acceptable damage?

I'll have to look through my books, but there's got to be a way. Venomfire immediately comes to mind for the Flaming Loogie.

danzibr
2013-07-15, 05:02 PM
You are. In fact you're missing one of the most crucial aspects of the build. That's the problem with skimming :smallwink:.

The build uses the Barbed Stinger feat from Serpent Kingdoms . This feat is special in that it allows you to gain Imp Grab with your sting attack against opponents of any size. This is what separates the build from a normal grappling totemist 20. Janus wanted a build that could grapple any foe without having to grow in size. Imp Grab without size limits is very rare. The only other way I am aware of for a player to get it without magic that changes your form is by being a were-octopus.

This is also why Diabolus is needed. It is one of the few races in dnd that gets a sting attack. The only other way I know of for a player to get a sting attack is by taking levels in Geomancer.
Ahh, it wasn't the any size condition which concerned me but rather the Improved Grab. Got the book now, see the feat, all cleared up, thanks!

There's still the issue of Mauling Gauntlets not adding a bonus to grapple checks.

And, as mentioned, the sting attack/tail attack. Fortunately Wormtail Belt explicitly gives you a sting attack. Well, "You can use your wormtail belt’s stinger to make natural attacks." Consider the Diabolus injects poison, the fact that it's a tail attack rather than a sting attack is probably due to poor writing (consult DM time). But then another problem: you get totem chakra at level 2, so Barbed Stinger would be your level 3 feat (unless you start at at least level 2, take your flaw and hope your DM uses the RAW ruling of flaws).

Right... when I have time I'll add these in with modifications/suggestions/et cetera.

EDIT: Cheesy way to get around Wormtail Belt's only-attack-per-round restriction: Black Blood Cultist. When you succeed on a grapple check (not even using the "Attack an Opponent" option) you deal damage as if you hit with all your natural weapons. Not actually attack. So combat looks like this:

1) Attack with your stinger like normal.
2) Barbed Stinger gives you a free grapple initiation.
3) On subsequent rounds you're free to do other stuff while keeping your grapple.

From what I'm reading as long as you don't use your Wormtail Belt stinger to actually *attack* you can do whatever you want, so to speak. So if you're just continuing to make grapple checks with it you should be good.

Piggy Knowles
2013-07-16, 07:58 AM
Any thoughts on how to get Romper-Stomper and The Flaming Loogie to deal acceptable damage?

OK, thinking about the Flaming Loogie some more, my thought is...

Silverbrow Human, Cloistered Cleric 1/Totemist 2/Scout 3/Chameleon 10/Umbral Disciple 3/Psychic Warrior 1

(Can replace Silverbrow with Azurin if not using favored class penalties - bonus essentia is probably more useful than access to the draconic soulmelds for this guy.)

Trickery & Planning domains

1- Extend Spell, Persistent Spell, Able Learner
3- Spit Venom
6- Divine Metamagic (Persistent Spell)
9- Improved Skirmish
12- Travel Devotion
15- Psionic Meditation
18- Craven
20- Psycarnum Infusion

Use your floating feat for Open Lesser Chakra (Shoulders). Cast Venomfire for 20d6 acid damage on your ranged attack (24d6 with Karma bead). Go ahead and persist Bite of the Werebear for a sizable Con boost too, if you'd like. Bind Phase Cloak to your totem chakra for the poison attack. Bind Shadow Mantle to your shoulders chakra, and keep your essentia there.

Attack routine would look like...

Swift action: Move via Travel Devotion, keeping your opponent inside the range of your shadow mantle's darkness effect.
Standard action: Fire an acidic loogie that deals 24d6 + improved skirmish + 1d6 + 20 acid damage, and they save versus poison. Expend your psionic focus to max out your totem chakra, giving your poison a +6 DC boost.
Move action: Regain psionic focus.

Congratulations! You're now a bear shrouded in darkness hocking giant acidic loogies that melt flesh and poison people.

EDIT: Sorry, a few mistakes in this build. (I put it together just sitting here this morning, so I guess there were bound to be.) The big one is that it doesn't qualify for improved skirmish. I might do something silly like drop Umbral Disciple and do Rogue/Scout with Swift Ambusher. I'll think on it while I'm at work.

Pesimismrocks
2013-07-16, 11:44 AM
Just a small thing I'd like to add: Saurian sifters. They're like shifters but with a CON bonus and two shifter traits. So a widetail longtooth gets 2 d6 natural attacks at level 1.

Piggy Knowles
2013-07-16, 05:42 PM
After giving it some more thought, here's my modified version of the Flaming Loogie:

Human (of some sort), Rogue 3/Scout 4/Cloistered Cleric 1/Totemist 2/Chameleon 10

1. Rogue1- Able Learner, Craven
2. Totemist1-
3. Totemist2- Spit Venom
4. Cloistered Cleric1- Extend Spell, Extra Turning
5. Scout1-
6. Chameleon1- Persistent Spell
7. Chameleon2-
8. Chameleon3-
9. Chameleon4- Divine Metamagic (Persistent Spell)
10. Chameleon5-
11. Chameleon6-
12. Chameleon7- Open Lesser Chakra (Shoulders)
13. Scout2-
14. Scout3-
15. Scout4- Swift Ambusher, Improved Skirmish
16. Chameleon8-
17. Chameleon9-
18. Chameleon10- Travel Devotion
19. Rogue2-
20. Rogue3-

Persist Hunter's Eye, and cast Venomfire each morning while using a bead of karma. Bind the Phase Cloak to your totem chakra and the Shadow Mantle to your shoulders chakra.

Keep your essentia in Shadow Mantle maxed out (you may want to use your bonus feat for Bonus Essentia).

Each round, move and attack, hocking a loogie at your intended target. As vision is impossible inside your sphere of darkness, but you have blindsight within it, you should get both sneak and skirmish damage. That means 38d6+20 acid damage (24d6 venomfire +8d6 hunter's eye +2d6 sneak +2d6 skirmish +2d6 improved skirmish +20 craven). Plus they save for poison damage, too, but whatever.

Anyhow, that's only an average of 153 damage per shot, which is still a little low for my tastes. (By CR 20 I think a dedicated damage dealer should be averaging at least 250 damage.) Persistent cloud of knives might help for an additional 1d4+16d6+20 or whatever, but that's still below my arbitrary benchmark. I'm sure other Chameleon spells could bring it up, but I'll have to give it some thought...

danzibr
2013-07-16, 08:15 PM
Why you no improved unarmed strike? It adds iterative attacks to totemist nice and easy, while not interfering with natural weapons (no matter the configuration).
Added! I actually mentioned this elsewhere, just not in the feats section.

Just a small thing I'd like to add: Saurian sifters. They're like shifters but with a CON bonus and two shifter traits. So a widetail longtooth gets 2 d6 natural attacks at level 1.
Man I'm glad you brought this to my attention! What a terrific race.

And Count and Piggy, I added the builds. Thanks guys!

EDIT: I need to do some formatting though.

Jackalope
2013-07-23, 07:51 PM
Danzibr, you'll probably be able to get a better description of how natural attacks work by looking at http://www.minmaxboards.com/index.php?topic=482.0.

danzibr
2013-07-23, 08:35 PM
Danzibr, you'll probably be able to get a better description of how natural attacks work by looking at http://www.minmaxboards.com/index.php?topic=482.0.
Huh? I've read that. Why do you link this? Is it to include it in the useful links?

EDIT: Nope, just checked, it's already there.

Tenebris
2013-07-26, 01:00 PM
I'm surprised that the Soul Manifester did not make to your handbook. (Or have I missed it terribly?).

Very standard, very simple entry with Ardent 2 and Practiced Manifester (other: Totemist 2, Incarnate 1). Metamorphosis power through the Natural World mantle or Expanded Knowledge feat; I prefer the latter, since there are may far more useful mantles to pick. Then change shape to 12-headed hydra, Worg Pelt bound to your hands chakra; therefore you have 12 trip attempts per round.

Vow of Poverty is still optional, but not a shabby option anymore, since you won't that much use of your body slots. (And you don't worry if they are occupied by items anymore, before binding your soulmelds).

And yes, you benefit from being a dragonborn warforged still. (BTW, I don't like the idea of using INHERITED templates on warforged, and then going incarnate construct).

danzibr
2013-08-02, 12:58 PM
I'm surprised that the Soul Manifester did not make to your handbook. (Or have I missed it terribly?).

Very standard, very simple entry with Ardent 2 and Practiced Manifester (other: Totemist 2, Incarnate 1). Metamorphosis power through the Natural World mantle or Expanded Knowledge feat; I prefer the latter, since there are may far more useful mantles to pick. Then change shape to 12-headed hydra, Worg Pelt bound to your hands chakra; therefore you have 12 trip attempts per round.

Vow of Poverty is still optional, but not a shabby option anymore, since you won't that much use of your body slots. (And you don't worry if they are occupied by items anymore, before binding your soulmelds).

And yes, you benefit from being a dragonborn warforged still. (BTW, I don't like the idea of using INHERITED templates on warforged, and then going incarnate construct).
Right, still working on PrC's. I intend on adding all the MoI ones in, at least (been slow going lately). I will certainly add your suggestions in. Thanks!

And why do you not like that template business? Because it's cheesy? To my understanding it's fine (so to speak) if you do Incarnate Construct after other templates. Honestly I wouldn't do it, nor allow a player to do it most likely. A Half-Minotaur Warforged is incredibly silly to begin with.

123456789blaaa
2013-08-22, 02:12 AM
Danzibr, could you mention in the spoiler below Ashdarlon Reborn that there is a variant of the build using a homebrew PRC instead of bloodlines later down in the thread?


I'm basing it off of the rules compendium/complete arcane rules on weaponlike spells. To qualify for precision damage, it must deal some sort of damage or negative levels (Rules Comp p136). Spit Venom doesn't actually deal any damage (even ability damage) - it just lets you make a ranged attack to poison an enemy. It's the same reason the Con damage wouldn't be multiplied on a crit - the Con damage isn't actually part of the attack, but rather the attack is just to see if you can successfully affect them with your poison.
<snip>


I don't have access to the Rules Compendium right now so I may be missing something but aren't those rules for...well...weaponlike spells? Not attacks in general?


Ahh, it wasn't the any size condition which concerned me but rather the Improved Grab. Got the book now, see the feat, all cleared up, thanks!

There's still the issue of Mauling Gauntlets not adding a bonus to grapple checks.

So that reduces his grapple check to 49...ouch :smalleek:. Not sure for how to make up for that...what other soulmelds could he shape?


And, as mentioned, the sting attack/tail attack. Fortunately Wormtail Belt explicitly gives you a sting attack. Well, "You can use your wormtail belt’s stinger to make natural attacks." Consider the Diabolus injects poison, the fact that it's a tail attack rather than a sting attack is probably due to poor writing (consult DM time). But then another problem: you get totem chakra at level 2, so Barbed Stinger would be your level 3 feat (unless you start at at least level 2, take your flaw and hope your DM uses the RAW ruling of flaws).

Right... when I have time I'll add these in with modifications/suggestions/et cetera.

EDIT: Cheesy way to get around Wormtail Belt's only-attack-per-round restriction: Black Blood Cultist. When you succeed on a grapple check (not even using the "Attack an Opponent" option) you deal damage as if you hit with all your natural weapons. Not actually attack. So combat looks like this:

1) Attack with your stinger like normal.
2) Barbed Stinger gives you a free grapple initiation.
3) On subsequent rounds you're free to do other stuff while keeping your grapple.

From what I'm reading as long as you don't use your Wormtail Belt stinger to actually *attack* you can do whatever you want, so to speak. So if you're just continuing to make grapple checks with it you should be good.

Binding the Wormtail Belt to get the stinger means Heart of Fire will have to go. Goodbye fire damage :smallfrown:. Any suggestions for what to invest it in (not sure Wormtail Belt is worth investing into...)?

Also, you don't actually need BBC in this instance. Barbed Stinger allows your stinger to deal automatic sting damage (including poison) every turn.


After giving it some more thought, here's my modified version of the Flaming Loogie:

Human (of some sort), Rogue 3/Scout 4/Cloistered Cleric 1/Totemist 2/Chameleon 10

1. Rogue1- Able Learner, Craven
2. Totemist1-
3. Totemist2- Spit Venom
4. Cloistered Cleric1- Extend Spell, Extra Turning
5. Scout1-
6. Chameleon1- Persistent Spell
7. Chameleon2-
8. Chameleon3-
9. Chameleon4- Divine Metamagic (Persistent Spell)
10. Chameleon5-
11. Chameleon6-
12. Chameleon7- Open Lesser Chakra (Shoulders)
13. Scout2-
14. Scout3-
15. Scout4- Swift Ambusher, Improved Skirmish
16. Chameleon8-
17. Chameleon9-
18. Chameleon10- Travel Devotion
19. Rogue2-
20. Rogue3-

Persist Hunter's Eye, and cast Venomfire each morning while using a bead of karma. Bind the Phase Cloak to your totem chakra and the Shadow Mantle to your shoulders chakra.

Keep your essentia in Shadow Mantle maxed out (you may want to use your bonus feat for Bonus Essentia).

Each round, move and attack, hocking a loogie at your intended target. As vision is impossible inside your sphere of darkness, but you have blindsight within it, you should get both sneak and skirmish damage. That means 38d6+20 acid damage (24d6 venomfire +8d6 hunter's eye +2d6 sneak +2d6 skirmish +2d6 improved skirmish +20 craven). Plus they save for poison damage, too, but whatever.

Anyhow, that's only an average of 153 damage per shot, which is still a little low for my tastes. (By CR 20 I think a dedicated damage dealer should be averaging at least 250 damage.) Persistent cloud of knives might help for an additional 1d4+16d6+20 or whatever, but that's still below my arbitrary benchmark. I'm sure other Chameleon spells could bring it up, but I'll have to give it some thought...

I really like how this version is much cleaner than the one you posted before. Very nice :smallcool:.

Though I do wish there was a way the cloistered cleric level could be gotten rid of without losing too much power though. Cleric 1 is one of my most hated dips and persisting one round spells is cheesy as heck.

Getting a sturdy mount obviates the need for Travel Devotion. Wild Cohort maybe?

I wonder if Dissolving Spittle would be better than spending a feat and two class levels...

The Dragon #313 version of Spit Venom blinds the target for 2d6 hours so that's a straight buff if it's allowed.

At the end of the day though-while I do really like this build-I don't think it's worth it unless your DM allows the Dragon #313 version of Spit Venom. Otherwise you're just using a bunch of things that make almost anything they're added too better (the chameleon PRC, Divine Metamgic, etc) and focusing them on a method of attack that doesn't have anything particularly special going for it. Getting a ranged touch attack is nice but is it worth giving up full attacks?

Although...the Deadly Spittle feat allows you to spray your spit in a 15-foot cone-shaped burst. If you could still gain Sneak Attack with it than that could be worthwhile.

Piggy Knowles
2013-08-28, 09:41 PM
So, here's a totemblade build I've been working on. I haven't got maneuvers finished yet, but here's a preview:

Dragonborn (Heart Aspect) Water Orc, Totemist 9/Warblade 8/Uncanny Trickster 3

1. Warblade1- Dragon Tail
2. Totemist1-
3. Totemist2- Multiattack
4. Warblade2-
5. Warblade3-
6. Totemist3- Headlong Rush
7. Totemist4-
8. Warblade4-
9. Warblade5- Ironheart Aura, Stormguard Warrior
10. Totemist5-
11. Totemist6-
12. Warblade6- Combat Reflexes
13. Warblade7-
14. Totemist7-
15. Totemist8- Robilar’s Gambit
16. Warblade8-
17. Totemist9-
18. Uncanny Trickster1- Entangling Exhalation
19. Uncanny Trickster2- Blind-Fight
20. Uncanny Trickster3-

Uncanny Trickster 2 progresses warblade, while Uncanny Trickster 3 progresses totemist. End result is a warblade with IL 15 and 8th-level maneuvers (Raging Mongoose!), and a totemist with six soulmelds and three chakra binds (including arms, brow and shoulders).

Some interesting notes:

Ubercharging without Power Attack - Leading the Charge gives +15 damage per attack on a charge, Sphinx Claws plus lots of natural attacks and Headlong Rush means you can easily take out CR-appropriate enemies in a single charge.
Stormguard Warrior loves lots of attacks to charge up Combat Rhythm, which you've got in spades.
Oh yeah, Stormguard Warrior + Robilar's is pretty fun, too.
Raging Mongoose for four additional attacks as a swift action is pretty nasty, especially if you use your initial attack routine to charge up Combat Rhythm.


When I finish the maneuver progression, I'll post that up too.

I'm really not sure about Entangling Exhalation as a capstone feat - it's really just there as filler (and a remnant from an earlier version of the build, which was more breath-focused). Chances are when I finish doing maneuvers and see what I qualify for, I'll swap it out for Martial Study. If that's the case, I'll probably switch to wings aspect for dragonborn.

danzibr
2013-08-30, 10:52 AM
Alright, I'm back on board. Sorry, terrible hiatus. This semester's crazy for me. Teaching 5 classes, taking 2. I cleaned up the builds post (and it exceeded the max characters, had to shuffle things around).

Danzibr, could you mention in the spoiler below Ashdarlon Reborn that there is a variant of the build using a homebrew PRC instead of bloodlines later down in the thread?

Done!


So that reduces his grapple check to 49...ouch :smalleek:. Not sure for how to make up for that...what other soulmelds could he shape?

Kraken Mantle can make up for it somewhat, but the bonus isn't very big in comparison. But hey, constrict damage.


Binding the Wormtail Belt to get the stinger means Heart of Fire will have to go. Goodbye fire damage :smallfrown:. Any suggestions for what to invest it in (not sure Wormtail Belt is worth investing into...)?

Also, you don't actually need BBC in this instance. Barbed Stinger allows your stinger to deal automatic sting damage (including poison) every turn.

Ahh, true, but here I was talking about getting mega damage. Super cheesy since you're grappling *only* with your tail yet dealing damage with all your natural weapons.

Oh, and Piggy, I'll totally post that when it's done.

Person_Man
2013-08-30, 01:24 PM
Thanks for putting this together. Additions you may wish to consider:


Necrocarnum Weapon bound to Hands chakra gives you temporary essentia = essentia invested in this soulmeld when you crit and enemy for 10 rounds. (Basically you trade a chakra bind for extra essentia). It's an Incarnate soulmeld, not Totemist. But worth listing under the "Ways to get more essentia" section, since anyone can get it with Feats, and Incarnate/Totemist is a common multiclass combo.

The "Ways to increase essentia capacity" should also list the Incarnate and Necrocarnate abilities which increase essentia capacity, since some Totemists may take levels in them. It's also worth mentioning that essentia capacity will always be a number between 1 and 8, with the first 4 points being based on Hit Dice, and the last 4 points being based on class levels, Feat, and magic item choices.

Both Beast Tamer Circlet (Insight bonus) and Unicorn Horn (Competence Bonus) Soulmelds add to Wild Empathy checks. Wild Empathy can be used on Animals and Magical Beasts with an Int of 1 or 2, and the Totemist gets a +4 unnamed bonus to Wild Empathy checks if they have a soulmeld bound to their Totem chakra that is associated with that Magical Beast. You only need a DC 25 check to turn a Hostile creature Indifferent, which a Totemist can easily pull off. It also makes the Beast Heart Adept (http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4) a tempting PrC option, since it's Monster Empathy ability expands your Wild Empathy ability to all Magical Beasts (regardless of Int).

It's worth mentioning that both Weapon Finesse and Power Attack can apply to all natural weapons and unarmed strike. So I would argue that if you're not using Grapple, the Totemist is a decent candidate for Weapon Finesse, since you'll get better ranged attacks (Manticore Belt), AC, Initiative, Reflex Saves, Skills, and a higher maximum number of Attacks of Opportunity per round (with Combat Reflexes), in exchange for giving up 1 Feat and 3-10ish damage per attack.

The most powerful Feat a Totemist or Incarnate can take is Share Soulmeld (Magic of Incarnum pg 41). "At your option, any soulmeld shaped by you and currently effecting you can also effect your familiar, animal companion, or mount" that you can Share Spells with. Familiars share the BAB and have 1/2 of the hit points of their master (or 3/4 your hit points if you're an Urban Druid (http://www.wizards.com/default.asp?x=dnd/we/20070228a)). Remember that chakra binds simply improve a soulmeld, they're not a separate ability. So this one Feat and a Familiar can basically double your power output.

1 level of Necrocarnate basically gives you +1 essentia for 24 hours whenever you kill something. This makes you MORE powerful as the "game day" progresses, unlike most other classes, which become less powerful as the day goes on. This is particularly potent at high levels when combined with the Heart of Incarnum Feat (MoI pg 38, requires ability to bind Heart chakra) which gives you bonus hit points equal to your essentia pool. You can also theoretically just pour boiling water on an ant hill to get thousands of points of essentia, though I don't know any DM who would allow it.

Although this is a Totemist handbook, you might want to mention how terrible the Soulborn is, because new player often look at it as a Incarnum Paladin worthy of multi-classing without realizing how terrible it is. Here is my preferred homebrew fix (http://www.giantitp.com/forums/showthread.php?t=156441).

Totemist or Incarnate Gestalt well with any Skill Monkey class, as it allows them to wrack up fairly massive Skill checks early in their progression. Beguiler, Factotum, Psychic Rogue, and Binder are particularly noteworthy for this reason.

Ironsoul Forgemaster is also noteworthy in that it grants access to the Waist and Heart chakra earlier then the Totemist could normally attain them. (Though you don't gain access to Brow or Throat). This PrC also works particularly well with the Dragon Mantle soulmeld, which provides Energy Resistance to Acid, Electricity, Fire, and Cold (3 * essentia) which explicitly stacks with ER from other sources. Together with a Evasion (I suggest buying a ring) you're defacto immune to most Energy damage.

Touch of Golden Ice Feat makes any Evil enemy hit by your unarmed strike or natural weapon must Save or take 1d6 Dex damage. Note that the Save DC is garbage and doesn't scale, so it's most useful at low levels. But there's always a 5% chance an enemy will roll a 1 on their Saving Throw, and you'll probably have 8+ attacks. Book of Exalted Deeds pg 47.

Scorpion’s Grasp Feat: Free Grapple check when you hit an enemy. Consider adding it to any Grapple build. Sandstorm pg 52.

Stormguard Warrior Feat: You "give up" damage from attacks to gain a bonus to-hit and damage on all attacks next round. It's already been mentioned by Piggy on this thread, but it's worth reiterating that this Feat with a Totemist/Warblade can provide huge bonuses to-hit and damage, without the need for Power Attack, massive size, maneuvers, etc. (And it can be used with Power Attack without the need for Shock Trooper to provide even bigger damage bonuses). Requires Ironheart Aura, +6 BAB, two Iron Heart Maneuvers. Tome of Battle pg 36.

Piggy Knowles
2013-09-04, 06:18 PM
OK, here's the completed version. I realized that in order to get 8th-level maneuvers, you'll have to swap the order in which you progress levels via Uncanny Trickster. No biggy. Also, switching to wings aspect dragonborn (because flight is handy). That's good, because I was one Tiger Claw maneuver short from picking up Raging Mongoose as a capstone, which is sad. Luckily, freeing up a feat means I can spend one on Martial Stance and nab Hunter's Sense, adding a nice bit of out-of-combat utility to the build without tying up a chakra bind.

(If you'd prefer a more straightforward beatdown choice, Tactics of the Wolf can be a nice option instead. Open combat with Leading the Charge, adding +IL damage to all of your many attacks. Next round, switch to Tactics of the Wolf and get +1/2 IL for flanking, making that a better option than Punishing Stance. Alternatively, use Martial Study for Rabid Bear Strike or something.)

Here's the final:

Dragonborn (Wings Aspect) Water Orc, Totemist 9/Warblade 8/Uncanny Trickster 3

1. Warblade1- Dragon Tail
Punishing Stance (s), Sudden Leap, Moment of Perfect Mind, Wolf Fang Strike
2. Totemist1-
3. Totemist2- Multiattack
4. Warblade2-
Wall of Blades
5. Warblade3-
Action Before Thought
6. Totemist3- Headlong Rush
7. Totemist4-
8. Warblade4-
Leading the Charge (s), Action Before Thought -> Iron Heart Surge
9. Warblade5- Ironheart Aura, Stormguard Warrior
Bounding Assault
10. Totemist5-
11. Totemist6-
12. Warblade6- Combat Reflexes
Wall of Blades -> Dancing Mongoose
13. Warblade7-
Rapid Counter
14. Totemist7-
15. Totemist8- Robilar’s Gambit
16. Warblade8-
Wolf Fang Strike -> Moment of Alacrity
17. Totemist9-
18. Uncanny Trickster1- Martial Stance (Hunter’s Sense)
19. Uncanny Trickster2-
20. Uncanny Trickster3- Blind-Fight
Raging Mongoose

UT2 progresses totemist, UT3 progresses warblade. Final maneuvers and stances look like this:

STANCES:
Punishing Stance, Leading the Charge, Hunter's Sense

MANEUVERS:
Sudden Leap, Moment of Perfect Mind, Wolf Fang Strike, Wall of Blades, Action Before Thought, Iron Heart Surge, Bounding Assault, Dancing Mongoose, Rapid Counter, Moment of Alacrity, Raging Mongoose

Fairly straightforward build overall, and it should play nicely at all levels. Note that many of your tricks, in particular Leading the Charge, help your allies out as well.

Low Levels:
Lots of natural attacks plus Punishing Stance will let you easily power through most low level encounters. You've got some extra mobility thanks to Sudden Leap, and Moment of Perfect Mind helps cut into the bane of most melee characters - your Will save.

Middle Levels:
Leading the Charge + Headlong Rush + lots of natural attacks means ridiculous damage on a charge, making that a fantastic way to open up most encounters. From there you can switch back into Punishing Stance for the more reliable bonus damage on each hit. You're mostly focused on boosts and counters where applicable, and you pick up Stormguard Warrior and Robilar's, both of which add a lot of very nice melee options. Rapid Counter helps improve the latter in particular.

High Levels:
Your uber-charging and Stormguard Warrior shtick still holds up well, perhaps even better now that you have things like Bounding Assault and Moment of Alacrity. You've also got the shoulders binds for goodies like Phase Cloak, and you go ahead and pick up scent from a stance just for fun. Dancing/Raging Mongoose complete your tendency to make ridiculous numbers of attacks in a round.

danzibr
2013-09-05, 06:30 PM
Oooh, Person_Man graced my handbook with his presence. I feel less like a small fry now :P

Speaking of which, thanks Person_Man! It took a while but I finally incorporated all of your suggestions (some of which I had been meaning to do).

And Piggy, great build. I got it in. It bumped the character count too high, but I took some other stuff out. I'm afraid I don't have room for any more builds though.

At this point I'm really down to just filling in the rest of the PrC info, adding (and rating) feats/gear/spells. More races if I can find them. Just need the time :/. Too busy working on my dissertation.

123456789blaaa
2013-09-05, 06:48 PM
I don't think the Incarnum Thug should be in the builds section. It's a fine build but doesn't actually have any levels in Totemist so...

danzibr
2013-09-05, 08:50 PM
I don't think the Incarnum Thug should be in the builds section. It's a fine build but doesn't actually have any levels in Totemist so...
I thought about booting it (for that reason, of course). Maybe I will in the end. Still, I like it. I seem to recall wondering about the bonus feats though... I'll look into that later.

Coidzor
2013-10-02, 10:06 PM
Two editing concerns.

You mention the Arctic template under silly template combos as a "Half-Minotaur Arctic Mongrelfolk Dragonborn (+1 LA)," but you don't actually mention the Arctic template in the lists of templates proper.

Also you indicate binding a soulmeld to a character's chakra twice when you seem to mean instead to distinguish between shaping a soulmeld in a chakra and binding that soulmeld to that same chakra.

"Unlike with binding soulmelds to chakras (step 4), you may bind soulmelds to any chakra from level 1! They're all available to you."



2: General Incarnum Information and Important Rules
What is this Incarnum business?
Simply put, Incarnum is a system where you double your body slots! However, there is the catch of only being able to equip special magic items there (that is, shaping soulmelds to chakras).

How exactly do you do soulmelds?
And here “do” entails both shaping and binding. Well, here is a step-by-step process.


Step 1: Rest for 8 hours.
Yup, just like casters you need 8 hours of sleep/rest/whatever.
Step 2: Meditate for 1 hour.
There goes another hour.
Step 3: Choose which soulmelds to shape.
At the end of step 2/beginning of step 3 your pseudo body slots/chakras are all essentially empty. In this step you equip your pseudo magic items/shape your soulmelds to your chakras. Note

Just like with equipping magic items you can only shape one soulmeld per chakra (there are some ways to get around this, see near the bottom of this post).
You also may not shape more soulmelds than your Constitution score – 10. This is basically never an issue though since Totemists like high Con.
The final limitation is based off of your Totemist level. For example, a level 1 Totemist may shape at most 2 soulmelds.
Unlike with binding soulmelds to chakras (step 4), you may bind soulmelds to any chakra from level 1! They're all available to you.
You bind all your soulmelds at the same time. You can't just leave a chakra open and bind a soulmelds to it later. To do so you'd have to start back from step 1.

Step 4: Choose which soulmelds you shaped in step 3 to bind to chakras.
Similar to step 3 but with some important differences.

You may only bind a soulmelds to the chakra where it is shaped (with the exception of a soulmeld shaped anywhere may be bound to the totem chakra). So you can't, say, shape Dread Carapace on your arms and bind it to your feet. If you shape it on your arms you may *only* bind it to your arms or totem chakras.
Like shaping you may only shape so many based on your level. For example, at level 0 a Totemist can't bind any soulmelds to their chakras, at level 2 they have 1 bind, etc.
Also like shaping you may only bind one soulmelds per chakra.
Unlike with shaping you may *not* bind soulmelds wherever you please. At level 1 you can't bind your soulmelds to any chakra. At level 2 the totem chakra opens up. At level 5 crown, hands and feet chakras all open up. And so on.

Step 5: Invest essentia
At this point you may invest your essentia in any of the following essentia receptacles (if you have them): soulmelds (which usually gives bonuses to both the shaped and bound effects... usually), certain racial features, certain class features and certain feats.

If you plan on investing essentia in a feat you have to do it right now and it stays locked in until the next time you do this process. For the others three you can reinvest your essentia whenever you wish as a swift action.
The amount of essentia you can put into a soulmeld is always between 1 and 8. You can put in up to 4 based on your HD, and by stacking other feats and abilities and items you can get up to another 4. Specifically, Expanded Soulmeld Capacity gives +1, Incarnum Focus items give +1. For general soulmelds, Incarnate level 3 and 15 up your essentia cap (for all Incarnate soulmelds) by 1 each, Totemist level 2 and 15 does likewise but only works for soulmelds bound to your totem chakra, and only for Totemist soulmelds.





Edit: Found Arctic's source, finally. It's in Dragon 306, pages 61-62, if it's the same Arctic template, anyway.

Coidzor
2013-10-06, 07:08 PM
I just noticed that you included a post of mine in your sample builds section. :smallredface: Thank you. Making me feel like I should probably go and re-examine that/flesh it out a bit better now.

Also, Mr. Stab and Grab can probably be salvaged with Were (https://www.wizards.com/default.asp?x=dnd/re/20040621a)-Scorpions (http://www.d20srd.org/srd/monsters/monstrousScorpion.htm) at the cost of 0, 1, or 2 levels on top of LA 2, depending upon what one does with a fractional HD, 0 RHD if rounded down, though the 2 HD, medium-sized Monstrous Scorpion is probably preferable just so as to avoid dealing with the fractional HD question as well as the question of whether one can lose strength by transforming. The size of the vermin apparently doesn't seem to matter as long as it's not X amount *larger* than the base creature. The hybrid form stays the same size as the base creature no matter what, so it avoids the issues of getting smaller that a regular (therianthrope)lycanthrope can run into as well, if I've read the text correctly..

With LA buy-off, he can have 18-20 levels of Totemist or whatever, and qualifies for Warshaper to boot for extra natural weapons/an extra size increase to the natural weapons he doesn't get from Warshaper.

So a Darfellan, Skarn, or Azurin Were-Scorpion(Base Vermin: Medium Monstrous Scorpion). Darfellan and Skarn should retain their natural weapons in hybrid form and Azurin because human bonus feat + essentia. Those are the two legal base creatures I could think of that seemed best anyway. Also, you get constrict every time you do a successful grapple check, and improved grab with the claws themselves as well. So you don't actually need Barbed Stinger as I understand it. But being able to grapple 3 (5 maybe with the Girallon Arms/Lamia Belt bound to totem?) different creatures at once and then Black Blood Cultist them might be nifty. :smallconfused:

Though if the DCS Minotaur mentioned in this handbook is Humanoid, that might be the better base just for the strength bonus, though the hit to Dex would need to be compensated for on both Minotaurs and Darfellan due to the prerequisites for Greater Multigrab.

Let's say Spirit Lion Totem Barbarian 1/Vermin 2/Totemist 4/Warshaper 1/Black Blood Cultist 8/Totemist+2/LA+2*
*with LA Buy-off, season to taste

1 - Barbed Stinger
(H) - Improved Unarmed Strike*
(Flaw1) - Track*
(Flaw2) - Aberration Blood - Flexible Limbs (+2 Grapple)*
3 - Multigrab
6 - Greater Multigrab
9 - Inhuman Reach**
12 - Deepspawn(+2 grapple)**
15 - Improved Grapple(+4 grapple)**
18 - **

*Placeholder, switch for Multigrab and Greater Multigrab if possible
**Unsure/Open

Deepspawn is probably rendered redundant by Warshaper, but inhuman reach + getting big and maybe Combat Reflexes if there's dexterity to spare can help defend the character by allowing them to AoO>Improved Grab>Grapple>PAIN at least 3 attackers at the start of a fight.

At ECL 5 you've got 3-4 natural weapons, and can pounce with them.

Come ECL 7 and you've got more natural weapons to bring to bear when the Totem Chakra comes online.

With ECL 10 you've got Warshaper in the mix and now have as many natural weapons as you'd like and can grapple 3 people simultaneously and get automatic claw damage on them as well as attack them.

ECL 18: Then by Black Blood Cultist 8 you're doing all of your natural weapons to between 1 and 7 people depending upon how soulmeld claws work out with grappling and you may or may not get another claw attack's worth of damage as well in there thanks to constrict.

Also, potentially worth mentioning, possibly for the Sapphire Hierarch, possibly for Cleric as a dip, but the Hunger Domain(Spell Compendium, IIRC) grants a Bite Attack 1d6 for medium creatures. Admittedly, it should probably be called the ghoul domain and doesn't really jive with having to be Lawful, at least with Doresain being CE.

Edit: Taking into account a little bit (http://www.minmaxboards.com/index.php?topic=2002.0)of this (http://www.minmaxboards.com/index.php?topic=585.0)and remembering about monk dips... Messy because either requires chaos monk or alignment change.
Lion Spirit Totem(Spirit Lion Totem?) Barbarian 1/Monk 1/Vermin 2/Totemist 2/Black Blood Cultist 8/LA+2/Totemist+3

Monk 1 - Improved Unarmed Strike, Improved Grapple
Vermin 1 -
Vermin 2 -
Barbarian 1 - Pounce, Rage
Totemist 1 -
Totemist 2 - Totem Bind - Girallon Arms
Black Blood Cultist 1 -
Black Blood Cultist 2 -
Black Blood Cultist 3 -
Black Blood Cultist 4 -
Black Blood Cultist 5 -
Black Blood Cultist 6 -
Black Blood Cultist 7 -
Black Blood Cultist 8 -
Warshaper 1 -
Totemist 3 -
Totemist 4 -
Totemist 5 -
(Totemist 6 - )
(Totemist 7 - )

Feats
1 - Barbed Stinger
H - Track
F1 - Multigrab
F2 - Greater Multigrab
3 - Aberration Blood
6 - Inhuman Reach
9 - Deepspawn
12 - (flex)
15 - (flex)
18 - (flex)

danzibr
2013-10-10, 09:10 AM
Two editing concerns.

You mention the Arctic template under silly template combos as a "Half-Minotaur Arctic Mongrelfolk Dragonborn (+1 LA)," but you don't actually mention the Arctic template in the lists of templates proper.

Also you indicate binding a soulmeld to a character's chakra twice when you seem to mean instead to distinguish between shaping a soulmeld in a chakra and binding that soulmeld to that same chakra.

Fixed and fixed! Thanks.

I just noticed that you included a post of mine in your sample builds section. :smallredface: Thank you. Making me feel like I should probably go and re-examine that/flesh it out a bit better now.

Also, Mr. Stab and Grab can probably be salvaged with [...]
Great thinking! I'll... add this in when I can. I would normally just copy and paste it, but the problem is... doing so puts me over the 50k character or whatever cap. Probably what I'll do is scrap the current Mr. Stab 'n Grab and put yours in, at least when I have time to give it a thorough once-over.

Also, it seems to me that the were-vermin article is poorly written. I love the idea though. I'm going to make a separate post about this.

And SOMEDAY I'll get around to finishing this guide. School+work has been taxing.

Coidzor
2013-10-24, 04:01 PM
Fixed and fixed! Thanks.

Great thinking! I'll... add this in when I can. I would normally just copy and paste it, but the problem is... doing so puts me over the 50k character or whatever cap. Probably what I'll do is scrap the current Mr. Stab 'n Grab and put yours in, at least when I have time to give it a thorough once-over.

Also, it seems to me that the were-vermin article is poorly written. I love the idea though. I'm going to make a separate post about this.

And SOMEDAY I'll get around to finishing this guide. School+work has been taxing.

De nada. :smallsmile:

Well, it's a start, I'd say, though probably would need some significant rejiggering before being up to replacing the current incarnation, especially since it is so low on Totemist.

It's not the best, no, but it appears to at least be functional.

That they are. Good luck with them.

danzibr
2013-11-23, 09:30 PM
Thanksgiving break!

I teach 4 hours on Monday, but that's it. Over the next 9 days or whatever I'll finally finish this bad boy up. I've actually been spending quite a bit of time in it.

Currently I'm putting all the soulmelds in their niche categories. This can be found in, "Soulmelds sorted by niche." I'm almost done.

Then basically just feats, spells and powers, PrC's and the like, then a lot of minor touching up.

Also... can someone help me with Half-Machine info? I read conflicting things about it, some saying it's totally awesome, others saying it doesn't work. Unfortunately I couldn't find it myself.

@Coidzor: Added Totem Shaman :). In two places. In the homebrew, and mentioned in PrC's.

EDIT: Oh yeah, this post wasn't really necessary, but I didn't want to do any thread necro.

Coidzor
2013-11-24, 02:33 AM
Thanksgiving break!

I teach 4 hours on Monday, but that's it. Over the next 9 days or whatever I'll finally finish this bad boy up. I've actually been spending quite a bit of time in it.

Currently I'm putting all the soulmelds in their niche categories. This can be found in, "Soulmelds sorted by niche." I'm almost done.

Also... can someone help me with Half-Machine info? I read conflicting things about it, some saying it's totally awesome, others saying it doesn't work. Unfortunately I couldn't find it myself.

@Coidzor: Added Totem Shaman :). In two places. In the homebrew, and mentioned in PrC's.

Whoo! :smallbiggrin:

Sounds interesting. Certainly haven't run into them organized that way before.

Half-Machine? :smallconfused: Is this a template? Never even come across mention of this template before that I can recall.

:smalleek::smallredface: I don't know what to say.

danzibr
2013-11-24, 10:45 AM
Whoo! :smallbiggrin:

Sounds interesting. Certainly haven't run into them organized that way before.

Half-Machine? :smallconfused: Is this a template? Never even come across mention of this template before that I can recall.

:smalleek::smallredface: I don't know what to say.
I figured out the details of Half-Machine. It's the stinkiest template I've ever come across.

It's from Dungeon 91. It has no entry for LA, thus by RAW (unless I am mistaken) the LA is +0. To justify this, I quote


Generally, if a template does not cause a change to a certain statistic, that entry is missing from the template description.

That is, no mention of LA is not the same as Level Adjustment: -.

Anyway, so what does Half-Machine give you? Increase in HD, 25% chance to get wings, +8 armor bonus to AC, gain two special ability per 3 HD (chosen from separate lists), including a breath weapon, 1d4 extra arms or tentacles, increased bite or claw damage, tail or stinger, DR, energy resistance, go freakin' invisible. Then even more stuff, +4 Str and +4 Con. What?

EDIT: I added Half-Machine and Symbiotic Creature (LA +0 and LA +1, respectively) templates to the Races and Templates post.

Coidzor
2013-11-24, 03:25 PM
I figured out the details of Half-Machine. It's the stinkiest template I've ever come across.

It's from Dungeon 91. It has no entry for LA, thus by RAW (unless I am mistaken) the LA is +0. To justify this, I quote

That is, no mention of LA is not the same as Level Adjustment: -.

Dungeon 91 and no listed LA? Is this unupdated 3.0 content then? :smallconfused:


Anyway, so what does Half-Machine give you? Increase in HD, 25% chance to get wings, +8 armor bonus to AC, gain two special ability per 3 HD (chosen from separate lists), including a breath weapon, 1d4 extra arms or tentacles, increased bite or claw damage, tail or stinger, DR, energy resistance, go freakin' invisible. Then even more stuff, +4 Str and +4 Con. What?

If HD from class levels progress that, then, yeah, that definitely seems worth the trade off of gaining RHD from it. :smalleek:

Karnith
2013-11-24, 03:53 PM
Dungeon 91 and no listed LA? Is this unupdated 3.0 content then? :smallconfused:Dungeon Magazine #91 was the March/April 2002 issue, so yes, it's unupdated 3.0 content.

If HD from class levels progress that, then, yeah, that definitely seems worth the trade off of gaining RHD from it. :smalleek:
It explicitly bases the special attacks and special qualities on character levels or HD, so, yeah, it can be kinda crazy if you play it as LA: Same as base creature. Other fun bits include 4 bonus feats, +8 competence bonuses to two skills (picked from a rather short, but useful, list), and immunity to mind-affecting effects as one of the pickable special qualities. The downside is that Half-Machine creatures are completely under the control of their creators until the creator dies.

Also, I'm not sure why you'd gain RHD from taking the template. But I didn't look that closely at it, I suppose.

danzibr
2013-11-24, 04:19 PM
Dungeon Magazine #91 was the March/April 2002 issue, so yes, it's unupdated 3.0 content.

It explicitly bases the special attacks and special qualities on character levels or HD, so, yeah, it can be kinda crazy if you play it as LA: Same as base creature. Other fun bits include 4 bonus feats, +8 competence bonuses to two skills (picked from a rather short, but useful, list), and immunity to mind-affecting effects as one of the pickable special qualities. The downside is that Half-Machine creatures are completely under the control of their creators until the creator dies.

Also, I'm not sure why you'd gain RHD from taking the template. But I didn't look that closely at it, I suppose.
I'm quite certain you don't get RHD from taking it. Sorry if I miscommunicated something.

Yeah, 4 bonus feats. Improved Invisibility at will. Right, immunity to mind-affecting effects. Tooootally absurd.

EDIT: And thanks for your answer in the Q&A thread :)

Coidzor
2013-11-24, 04:26 PM
I'm quite certain you don't get RHD from taking it. Sorry if I miscommunicated something.

Yeah, 4 bonus feats. Improved Invisibility at will. Right, immunity to mind-affecting effects. Tooootally absurd.

EDIT: And thanks for your answer in the Q&A thread :)

I misread the Increase in HD then, I suppose. :smallconfused::smallredface:


Anyway, so what does Half-Machine give you? Increase in HD, 25% chance to get wings, +8 armor bonus to AC, gain two special ability per 3 HD (chosen from separate lists), including a breath weapon, 1d4 extra arms or tentacles, increased bite or claw damage, tail or stinger, DR, energy resistance, go freakin' invisible. Then even more stuff, +4 Str and +4 Con. What?

Karnith
2013-11-24, 04:30 PM
I misread the Increase in HD then, I suppose. :smallconfused::smallredface:
Yeah, it's weird that way; it doesn't change the base creature's type or give it more HD or anything, it just ups the base creature's HD size. Per Dungeon Magazine #91:

Hit Dice: Increase the base creature's Hit Dice by one die type, to a maximum of d12.

Coidzor
2013-11-24, 04:32 PM
Yeah, it's weird that way; it doesn't change the base creature's type or anything, it just ups the base creature's HD. Per Dungeon Magazine #91:

Ah, Okay, now I got ya. XD Increase in HD size! Wiggy, wiggy.

Reminds me a bit of Voidmind, which, IIRC, has a different LA for a free creature and one which still has masters. This one seems almost like one with a creator still alive would be LA: -.. No idea where an appropriate LA for a free one would fall, 3-5 range, maybe?

danzibr
2013-11-24, 05:13 PM
Ah, Okay, now I got ya. XD Increase in HD size! Wiggy, wiggy.

Reminds me a bit of Voidmind, which, IIRC, has a different LA for a free creature and one which still has masters. This one seems almost like one with a creator still alive would be LA: -.. No idea where an appropriate LA for a free one would fall, 3-5 range, maybe?
Ooooh I see. Yes, I should've been more clear. My bad.

And hmm, Voidmind... I can totally see that.

In other news, I've crossed two things off the to-do list, very close to crossing off another... well, there are 5 which, individually, surely won't take more than an hour each. 7 items left, I can shoot to do one per day, done by the time Thanksgiving break is over (and I need to finish revising my dissertation. Priorities, priorities.).

Coidzor
2013-12-01, 03:47 PM
Zinc Saucier decided to cover Totemist (http://www.giantitp.com/forums/showthread.php?t=315201), intriguingly enough.


Ooooh I see. Yes, I should've been more clear. My bad.

And hmm, Voidmind... I can totally see that.

In other news, I've crossed two things off the to-do list, very close to crossing off another... well, there are 5 which, individually, surely won't take more than an hour each. 7 items left, I can shoot to do one per day, done by the time Thanksgiving break is over (and I need to finish revising my dissertation. Priorities, priorities.).

Thankfully was easily enough cleared up.

Phew, glad I wasn't just spouting off on a limb there. ^^;

Hope Thanksgiving and all that jazz went well. :smallsmile:

danzibr
2013-12-01, 07:33 PM
Zinc Saucier decided to cover Totemist (http://www.giantitp.com/forums/showthread.php?t=315201), intriguingly enough.
Hrm. That is interesting. Feel of a Totemist... with no Totemist. Can't even fake it with feats (well, I suppose you can, just have to see).

Thankfully was easily enough cleared up.

Phew, glad I wasn't just spouting off on a limb there. ^^;

Hope Thanksgiving and all that jazz went well. :smallsmile:
Thanks! Same to you. Mine went well. Unfortunately I didn't finish this beast up, but it's almost there. The two big things left are to finish out the PrC's and feats. Then a few minor things. I'm glad I got all the soulmelds sorted by niche. Useful reference.

So... I guess I'll certainly finish it over winter break :P

Person_Man
2013-12-02, 12:16 AM
This is really thorough work, especially on the Niche part. I'll have to review my work and soulmeld/chakra bind spreadsheets, but you seem spot on. Thanks.

danzibr
2013-12-02, 08:34 AM
This is really thorough work, especially on the Niche part. I'll have to review my work and soulmeld/chakra bind spreadsheets, but you seem spot on. Thanks.
Thanks!

Also, I googled, "person_man soulmeld spreadsheet" and got nothing. Is this something that's available to the public? Or you're willing to make available? I'm quite interested, and I'd surely post it in the useful links.

Just to Browse
2013-12-02, 12:02 PM
By "spreadsheet" he means "excel document".

danzibr
2013-12-02, 12:40 PM
By "spreadsheet" he means "excel document".
I'm aware of that. It could be on google docs or something.

danzibr
2013-12-10, 07:25 PM
A week and a half later than expected, but this beast (no pun intended) is finally almost done. I'll just add a few spells and powers, rank gear, I have a build I'm working on... then that's it.

I'm totally open to changing ratings and adding new material if anyone has suggestions.

Thanks everyone for the input over these past 6 months!

Coidzor
2013-12-11, 07:24 PM
Sweet. :smallbiggrin:

123456789blaaa
2013-12-12, 06:59 AM
Damn man...this is amazing. I really can't thank you enough for this invaluable resource :smallbiggrin:.

Krazzman
2013-12-12, 09:55 AM
Hello I reread some parts of your Handbook and under Spells/Powers I missed one.

I at least think this is a 3.5 one and not a PF one but I remember a spell that enables you to use all your Natural Weapons at range (Bloodwhirl or something similar) that I remember thinking about buffing our Unarmed Swordsage with...

Karnith
2013-12-12, 09:57 AM
Hello I reread some parts of your Handbook and under Spells/Powers I missed one.

I at least think this is a 3.5 one and not a PF one but I remember a spell that enables you to use all your Natural Weapons at range (Bloodwhirl or something similar) that I remember thinking about buffing our Unarmed Swordsage with...
Blood Wind, Spell Compendium, pp. 34-35. It lets you make a full attack with your natural weapons as if they were thrown weapons with a 20-foot range increment (using your normal melee attack bonuses).

Piggy Knowles
2013-12-12, 03:02 PM
Curiously...

Is there any way to improve the critical threat range of natural attacks without resorting to either...

1. The arms bind of Dread Carapace, or
2. Separate Necklaces of Natural Attacks with the Keen enhancement?

I'm working on a warblade build that splashes two levels of totemist, and I won't be in it far enough to get the arms chakra bind, but I do plan on taking advantage of the Blood in the Water stance. I'll be making as many as fourteen attacks per round, so with fourteen chances to crit, Blood in the Water should add up fast - but it'll add up even faster if I can expand the crit range.

I'm using my arms slot for Girallon Arms, so just taking Open Lesser Chakra at 12 and nabbing Dread Carapace won't cut it, and Necklace of Natural Attacks only applies to one natural weapon, so it's not a great option either. Any suggestions?

danzibr
2013-12-12, 04:24 PM
Curiously...

Is there any way to improve the critical threat range of natural attacks without resorting to either...

1. The arms bind of Dread Carapace, or
2. Separate Necklaces of Natural Attacks with the Keen enhancement?

I'm working on a warblade build that splashes two levels of totemist, and I won't be in it far enough to get the arms chakra bind, but I do plan on taking advantage of the Blood in the Water stance. I'll be making as many as fourteen attacks per round, so with fourteen chances to crit, Blood in the Water should add up fast - but it'll add up even faster if I can expand the crit range.

I'm using my arms slot for Girallon Arms, so just taking Open Lesser Chakra at 12 and nabbing Dread Carapace won't cut it, and Necklace of Natural Attacks only applies to one natural weapon, so it's not a great option either. Any suggestions?
Yeah, Shifter Savagery comes to mind. And it's a f---ing baddonkey feat. You have to be a Shifter, but go Saurian Shifter and you're golden.

EDIT: Also, for the posts at the bottom of page 4...
@Coidzor: Thanks!
@Count: Also thanks! Appreciated. And not just the praise, for all your input.
@Krazzman and Karnith: Awesome spell (well, not the most op, but I like it). Added!

SECOND EDIT: Regarding the Shifter Savagery, I need to look into getting Rage or Frenzy without any dips.

Coidzor
2013-12-12, 05:01 PM
I don't know if raging as a wolverine (http://www.d20srd.org/srd/monsters/wolverine.htm)counts, but there's the feat Wolverine's Rage from Complete Divine that requires Wild Shape, and costs a wild shape to enter a rage after taking damage.

I suppose there's also, potentially, the Involuntary Rage feat from Savage Species which depends upon making your check to survive Death from Massive Damage. :smallconfused:

White Dragon Lineage from Dragon Magic calls it a rage but different from normal rage. Seems to require either 3rd level sorcerer casting or to have 3 levels of sorcerer though.

The Short Temper flaw from ??? seems like it could be argued to be a rage, but that'd require some looseness and likely be shot down due to being a flaw being used to one's advantage.

Those are the things a simple word search on "rage" on realmshelps yielded anyway with regards to feats/flaws.

Karnith
2013-12-12, 05:23 PM
White Dragon Lineage from Dragon Magic calls it a rage but different from normal rage. Seems to require either 3rd level sorcerer casting or to have 3 levels of sorcerer though.
If you can afford to throw enough feats away, you can take the Dragontouched feat to bypass the Sorcerer level requirement (it lets you count as though you were a Sorcerer of your character level for the purposes of Draconic feats).

It probably doesn't actually qualify you for things requiring Rage, though, given the "enter a state like a barbarian's rage" and "unlike rage, this state..." lines.

123456789blaaa
2013-12-12, 05:32 PM
Man, I remember back when in your "How much of a WIP handbook should you have done before posting it?" thread when I tried to convince you not to make it...oh how wrong I was XD.

What stuff did you have to cut out due to the word limit?

Since you added a link to my lycanthrope builds thread, you might also want to add a link to the Consolidated Lycanthropy Guide (http://www.minmaxboards.com/index.php?topic=607.0). It's quite a complex template.

Also, for when you have more room, here's a really synerigistic and tight build by Surreal for Iron Chef #4 (back when they were held on BG):

Name: Peasmiil

Illumian Totemist 6/Nentyar Hunter 3/Suel Arcanamach 3/Geomancer 8

***No gear, no buffs, no soulmelds ||| with minimal gear/buffs/soulmelds***
Medium Humanoid
Hit Dice: 6d8 + 3d6 + 3d8 + 8d6 + Con = 81 + 60 -20 (quick) = 121 hp ||| 201 hp
Initiative: +1 ||| +4
Speed: 55' ||| 85'
Armor Class: 11, Touch: 11, Flat-footed: 10 ||| AC = 31 = 10 + 10 (armor) + 4 (Dex) + +5 (barkskin) +2 (RM)
Base Attack/Grapple/Trip: 15/19/19 ||| 15/ 33 / 35
Attack: +15 ||| +29
Full Attack: 2 claws, 1 bite, 1 stinger ||| plus whatever else you get with soulmelds
Space/Reach: 5'/5' ||| 10'/10'
Special Abilities/Qualities: always literate, wild empathy, woodland stride, swift tracker, swiftness of the stag, tenacious spells, dispelling strike, extended spellstrength, ignore ASF 5%, drift 4, spell versatility 7, ley lines +2
Saves: base 11/9/9 ||| 24/19/19
Abilities: Str 16 (21 w/levels), Dex 12, Con 16, Int 12, Wis 10, Cha 10 ||| Str 36, Dex 18, Con 24, Int 18, Wis 16, Cha 16
Skills: (4+1)*23 = 115 total;
Feats: see below
Flaws/Traits: Shaky, Vulnerable, Quick, Detached
Environment: forest
Alignment: non-evil
Languages Spoken:
Level Adjustment: +0

Feats:
F: track (prereq)
F: Confused open
otyugh hole: iron will (prereq)
1 alertness (prereq)
3 combat casting (prereq)
6 multiattack
9 double chakra
12 open lesser chakra - retrain to practiced spellcaster when we can cast the spell
15 battle jump
18 ?open greater chakra


Skill Tricks:
any relevant movement ones (climb, jump, charge, etc)


Possessions:
Mithril Breastplate +5
Cloak of Resistance +6
Belt of Magnificence +6
a couple Metamagic Rods of Extend
Necklace of Natural Weapons +1 Valorous for ? weapons
Manual of Gainful Exercise +5


Soulmelds:
Sphinx Claws (hands) - for pounce
Girallon Arms (totem) - 4 claws
whatever


Buffs active in stat block above:
Barkskin
Righteous Might
Expeditious Retreat


Spells known (Nentyar Hunter): **use Geomancer versatility: use Suel parameters, get extended duration and high CL**
1: barkskin, cure light wounds, detect magic, detect poison, entangle, jump, light, pass without trace, magic missile, snare, speak with animals, true strike
2: Aganazzar's Scorcher, blur, cure moderate wounds, gust of wind, moonbeam, neutralize poison, remove disease, resist elements, speak with plants, tree shape
3: cure serious wounds, freedom of movement, greenfire, invisibility, keen edge, moon blade, quench, see invisibility, wind wall
4: break enchantment, commune with nature, control winds, force orb, greater magic weapon, tree stride, wall of thorns
5: find the path, flame strike, healing circle, moon path, righteous might


Spells known (Suel Arcanamach): Caster Level 17 (base 9 + 2 Illumian + 2 ley lines + 4 prac)
1 (4): expeditious retreat, free, free, free
2 (4): heroics, wraithstrike. free, free
3 (3): free, free, free
4 (2): open least chakra, free
5 (2): free, free


Spells per Day: add bonus spells based on Strength (Illumian Aeshkrau sigil)
Nentyar Hunter/Suel Arcanamach
1: 3/4
2: 3/4
3: 2/3
4: 2/2
5: 1/1


Character background:
N/A


Pre-combat:
cast open lesser chakra a couple times (extend to last two or more days), bind whatever you feel like for the day
buff up with long duration spells


Combat:
move, jump, battle jump triggers charge, charge triggers pounce, slashy slashy, every attack trips at +35, can't be tripped in return, valorous doubles damage
standard silliness: heroics for power attack, pounce with wraithstrike with full power attack
assuming conservative 8 attacks, full power attack (15)...
... 1d4 + 13 (str) + 15 (PA) ~ 30 per attack, 8 attacks, valorous & battle jump... ~ 720 without considering anything else


Levels 1-6:
- straight Totemist, nothing overly fancy here

Levels: 7-10:
- grab Nentyar Hunter 2 and Suel Arcanamach 2
- still essentially playing a totemist with a few buffs


Levels 11-20:
- fill out the remainder with Geomancer 8/NH +1/SA +1
- Geomancer's spell versatility now let's us cast in heavier armor for SA spells, and use the higher CL and get extended durations for NH buffs
- alternatively drop NH 3 (which gives +10 speed) for Geomancer 9
- cold potentially drop SA 3 as well, since we're primarily aiming for long duration buffs anyways
- each level essentially brings more spells and natural weapons
- battle jump becomes a reliable way to boost damage when the buffs start spiking the jump check


Other notes:
- Nentyar Hunter fills the weapons prereq for Suel Arcanamach
- Totemist and NH fulfill most of the skill prereqs, use the cityscape web enhancement to get tumble
- buffing jump should be relatively easy: high speed, jump spell, soulmelds, etc
- Illumian: reduced MAD (makes bonus spells based off Str for both NH and SA), remain literate despite Totemist
- haste actually doesn't help that much, and the duration is short
- I absolutely hate dipping Lion-totem barbarian for pounce
- a grappling build is actually feasible here with soulmelds and geomancer (which can get constrict and improved grab), but then that involves mixing grappling rules with natural attacks, which makes the baby Pun-pun cry
- there are two empty feat slots; you can either build towards a lancer (and use heroics to get anything else) or do whatever else you feel like; I'm tempted to do shape soulmeld just for versatility


Curiously...

Is there any way to improve the critical threat range of natural attacks without resorting to either...

1. The arms bind of Dread Carapace, or
2. Separate Necklaces of Natural Attacks with the Keen enhancement?

I'm working on a warblade build that splashes two levels of totemist, and I won't be in it far enough to get the arms chakra bind, but I do plan on taking advantage of the Blood in the Water stance. I'll be making as many as fourteen attacks per round, so with fourteen chances to crit, Blood in the Water should add up fast - but it'll add up even faster if I can expand the crit range.

I'm using my arms slot for Girallon Arms, so just taking Open Lesser Chakra at 12 and nabbing Dread Carapace won't cut it, and Necklace of Natural Attacks only applies to one natural weapon, so it's not a great option either. Any suggestions?

According to the 3.5 update of the NoNA (found here (http://www.wizards.com/default.asp?x=dnd/fc/20060707a) at the bottom of the page):


Necklace of Natural Attacks (from Savage Species): The enhancement bonus on this necklace is applied to attack and damage rolls involving one or more of the wearer's natural weapons. In addition, any weapon special quality applied to this necklace also applies to those natural weapons. For instance, a +1 throwing returning necklace of natural weapons would apply its enhancement bonus as well as the throwing and returning special abilities to one or more of the wearer's natural weapons.

Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor; Market Price: 600 gp, plus the cost of the enhancement bonuses, times by the number of natural weapons affected. (Thus, a +1 necklace of natural weapons that affects one natural weapon costs 2,600 gp. If the same necklace affects six natural weapons, it costs 15,600 gp.) Weight: --.


It does cost more GP the more NA's you have though. The point where the Amulet of Mighty Fists became cost effective is either at 3 natural attacks where it is roughly the same as the Necklace of Natural Attacks but ahead by a nose or was well ahead by 4 natural attacks.

The Thayan Gladiator PRC gives a bunch of crit bonuses for a single natural attack. Plus it takes a bunch of levels so probably not what you're looking for.

The Kensai PRC can add weapon properties to Natural Attacks. It requires Cha and has the same problems as Thayan Gladiator though.

I could name a few more PRC's but they all have the same problems as Thayan Gladiator...

Piggy Knowles
2013-12-12, 07:25 PM
It does cost more GP the more NA's you have though. The point where the Amulet of Mighty Fists became cost effective is either at 3 natural attacks where it is roughly the same as the Necklace of Natural Attacks but ahead by a nose or was well ahead by 4 natural attacks.

Yeah, that's what I mean - I can do it, but it's prohibitively expensive for something as minor as Keen. (And the enhancement bonus is wasted, since I get that from essentia.)

I'll probably just ignore it, or take Improved Critical just for Girallon Claws, since they make up four of my six attacks per standard attack routine.

If anyone's curious, here is the build in question, for a level 10 gestalt game:

Gully Foyle
Azurin, Warblade 10 // Rogue 3/Totemist 2/Crinti Shadow Marauder 5
ROGUE ACF: Penetrating Strike

1. Warblade 1//Rogue 1- Stealthy, Craven, Mounted Combat (F), Darkstalker (F)
2. Warblade 2//Rogue 2-
3. Warblade 3//Rogue 3- Maiming Strike
4. Warblade 4//Totemist 1-
5. Warblade 5//Totemist 2- Ironheart Aura
6. Warblade 6//Crinti Shadow Marauder 1- Stormguard Warrior
7. Warblade 7//Crinti Shadow Marauder 2-
8. Warblade 8//Crinti Shadow Marauder 3- Ride-by Attack
9. Warblade 9//Crinti Shadow Marauder 4- Martial Study (Shadow Stride), Improved Initiative
10. Warblade 10//Crinti Shadow Marauder 5-

Girallon Claws and fanged ring gives me six attacks on a standard attack routine. Between Craven and battle cunning there's a good bit of bonus damage on each, plus Maiming Strike Charisma damage.

Key Tricks:

18 attack whirlwind: Anklets of Translocation as swift, Shadow Stride as move, finish with a standard action Blink Shirt. Three full attacks for 18 attacks total. If by some miracle all 18 hit and SA is possible, that's 6d6+12d4+432 points of damage, plus 36 points of Charisma damage via Maiming Strike. Probably overkill and won't be used, but it's an option.
White Raven Mongoose combo: Against non-flat footed enemies, use White Raven Strike as a standard action, which makes your enemy flat-footed for a round. Then Dancing Mongoose and move action Shadow Stride for 8 attacks against a guaranteed flat-footed enemy. Eventually this will be upgraded to White Raven Hammer for the auto-stun.
High-AC Combat Rhythm Take-Down: Against high-AC enemies who don't care much about being flat-footed, switch to touch attacks via Combat Rhythm, making two full attacks (Shadow Stride + Blink Shirt) plus Dancing Mongoose for 14 touch attacks. Next round, refresh maneuvers and full attack with as much as +70 from Combat Rhythm.

123456789blaaa
2013-12-12, 07:49 PM
Ah that reminds me: here's another nice Totemist 2 build (http://www.giantitp.com/forums/showpost.php?p=10359388&postcount=114)(it won Gold in IC!).

danzibr
2013-12-12, 08:21 PM
Dang, the thread exploded.

Alright, for the past two hours I've been dumpster diving into the rules. Man, makes my head hurt. If anyone has time, please go to post 5 and read the stuff in the first spoiler. And the second spoiler. Friggin' rules.

Anyway, to address the individual posts since I posted....

@Coidzor: That's some good stuff! Thanks. It looks like without some radical DM kindness, I might have to dip Barb to pick up Shifter Savagery :(
@Karnith: Also good to know. Man, I need more bonus feats.
@Count: Ahh, the good old days. Now I know to never write another handbook again. Ever. I'm way too much of a completionist. I'll probably log another 10 hours into this one, getting all the spells in order, then doing everything I want to do in the builds section, and I have a lot to do in the feats section too.

As for cutting stuff, you might notice Incarnum Thug is gone from the builds section. I had to cut some other minor things there, but kept the build itself. I also had the critique of soulmelds in with the soulmelds themselves, but it was too long. I had to jam post 2 into post 1, then post 3 became post 2, post 4 became post 3, and the current post 4 is new. It was way too much messing around.

And thanks for the builds! I'll include them... when I can. *shudders* I'll also include the lycanthropy stuff when I have time.
@Piggy_Knowles: That's a ridiculous build for level 10. Not that I'd expect anything less.

123456789blaaa
2013-12-12, 08:40 PM
Ahh, the good old days. Now I know to never write another handbook again. Ever. I'm way too much of a completionist. I'll probably log another 10 hours into this one, getting all the spells in order, then doing everything I want to do in the builds section, and I have a lot to do in the feats section too.

That's what makes this handbook so great. It's so extensive and detailed and rich. This isn't just danzibr's Totemist Handbook, it's THE Totemist Handbook :smallcool:.

I think I'm gonna go plug it on the Minmaxboards.

Coidzor
2013-12-13, 12:43 AM
Dang, the thread exploded.

Alright, for the past two hours I've been dumpster diving into the rules. Man, makes my head hurt. If anyone has time, please go to post 5 and read the stuff in the first spoiler. And the second spoiler. Friggin' rules.

Good, I was a bit worried I was the only one who remembered for a bit there. XD

Both spoilers seem to make sense to me. I don't know of anything else to add or anything that'd contradict you there.


@Coidzor: That's some good stuff! Thanks. It looks like without some radical DM kindness, I might have to dip Barb to pick up Shifter Savagery :(

Well, I wouldn't call my efforts to look into it anything like rigorous, but it doesn't look good, no.


@Count: Ahh, the good old days. Now I know to never write another handbook again. Ever. I'm way too much of a completionist. I'll probably log another 10 hours into this one, getting all the spells in order, then doing everything I want to do in the builds section, and I have a lot to do in the feats section too.

Well, I thank you for it. :smallbiggrin:


As for cutting stuff, you might notice Incarnum Thug is gone from the builds section. I had to cut some other minor things there, but kept the build itself. I also had the critique of soulmelds in with the soulmelds themselves, but it was too long. I had to jam post 2 into post 1, then post 3 became post 2, post 4 became post 3, and the current post 4 is new. It was way too much messing around.

Wuff. I hope you don't have to cut any more for space, though maybe you have enough room for another link in the table of contents even if it's not on the same page as the rest of the material. :/


And thanks for the builds! I'll include them... when I can. *shudders* I'll also include the lycanthropy stuff when I have time.
@Piggy_Knowles: That's a ridiculous build for level 10. Not that I'd expect anything less.

Woo! :smallbiggrin:


That's what makes this handbook so great. It's so extensive and detailed and rich. This isn't just danzibr's Totemist Handbook, it's THE Totemist Handbook :smallcool:.

I think I'm gonna go plug it on the Minmaxboards.

Double Woo!

Though that reminds me of the biggest question I think I have right now, which is how the handbook writers managed to get such divergent opinions of Totem Rager.

Though now I'm sort of thinking about what would be necessary to bump up Totem Rager as well...

Krazzman
2013-12-13, 02:50 AM
Hmm maybe just scratch them out of your postings and add links to them, even if they are on this forum instead of quoting them? I don't know if quoted text counts against this limit as such I don't know if this would help.

danzibr
2013-12-15, 08:54 AM
Well, I fixed my limited-space issue. And I added several spells and a few more feats and gear and stuff. Getting there, getting there.

@Count: Thanks :) I'm glad I didn't disappoint. And thanks for spreading the word.
@Coidzor: Thanks for reading it. As for Totem Rager, I sit between Sinfire and Shneekey. Sinfire loves it, Shneekey says it's nothing but a big trap. Comparing pure Totemist to Barb/Totemist/Totem Rager at various levels, Totemist either comes out slightly on top (at mid levels) or way on top (at high levels). It really is okay, but just okay.
@Krazzman: Issue fixed! But right, I would have resorted to this.

Waker
2013-12-15, 10:04 AM
Just took a quick glance at the guide and wanted to make a correction. A Totemist can meet the diplomacy requirements for Kensai by level 7.
Skills Summary from the SRD

The maximum rank in a class skill is the character’s level + 3. If it’s a cross-class skill, the maximum rank is half of that number (do not round up or down).
So (7+3)/2=5.

danzibr
2013-12-15, 02:05 PM
Just took a quick glance at the guide and wanted to make a correction. A Totemist can meet the diplomacy requirements for Kensai by level 7.
Skills Summary from the SRD

So (7+3)/2=5.
Fixed! Weird... I have no idea why I had it in my mind while writing the Kensai stuff that cross-class skills were HD/2 rather than (HD+3)/2. That cleans things up a lot.

Turalisj
2013-12-20, 05:41 PM
What would you suggest for a dragonfire adept//totemist setup, using the totemist soulmelds as a buff for the DFA side's survival?

danzibr
2013-12-21, 08:11 AM
What would you suggest for a dragonfire adept//totemist setup, using the totemist soulmelds as a buff for the DFA side's survival?
You're *just* looking at buffing the DFA side's survival? Like making them more tanky? It depends what you're after, what levels you're playing it, and what you have from items and stuff. Totemists have quite a bit going on in this department. Here's some relevant text:

AC

Ankheg Breastplate shaped to Throat (lvl 1). +2+1/essentia armor bonus to AC.
Lammasu Mantle shaped to arms or shoulders (lvl 1). +2 deflection bonus to AC and +1/essentia resistance bonus to saves, only against evil creatures.
Totem Avatar shaped to Arms, Feet, Heart or Shoulders (lvl 1). Gain bonus hit points = manifester level and +1/essentia enhancement bonus to natural AC.
Wormtail Belt shaped to Waist (lvl 1). +2+1/essentia enhancement bonus to natural AC.
Brood Keeper's Heart bound to Totem (lvl 2). +4 to natural AC when fighting defensively.

Damage Reduction

Totem Avatar bound to Heart (lvl 17). DR (5+1/essentia)/magic.
Dragon Mantle bound to Shoulders (lvl 9). DR (1/essentia)/magic.

Energy Resistance

Behir Gorget shaped to Throat (lvl 1). +4 to resist being bull rushed or tripped, and resist electricity 5/essentia.
Frost Helm bound to crown (lvl 5). Resist cold 5/essentia. Plus, tolerate temperatures from -50 to 90 degrees.
Kruthik Claws bound to Shoulders (lvl 9). Reist acid 10+5/essentia.
Phoenix Belt bound to Waist (lvl 14). Resist fire 5/essentia. Plus tolerate 40 to 140 degrees.
Urskan Greaves shaped to Feet (lvl 1). Resist cold 5/essentia, and +5 unnamed bonus to Balance and move on snow and ice at normal speed.
Dragon Mantle shaped to Heart or Shoulders (lvl 1). +2 enhancement bonus to Fort Saves, resist acid/cold/electricity/fire 3/essentia, stacks with others.

Hit Points/Healing

Bloodtalons shaped to Hands (lvl 1). Not disabled when your hit points are from -9 to 0. Plus, +2/essentia unnamed bonus to Spot.
Rageclaws shaped to Hands (lvl 1). Not disabled from 0 to -9-3/essentia hit points.
Phoenix Belt bound to Waist (lvl 14). Damage negated from resisting fire (the shaped effect) becomes fast healing.
Totem Avatar shaped to Arms, Feet, Heart or Shoulders (lvl 1). Gain bonus hit points = manifester level and +1/essentia enhancement bonus to natural AC.
Dragon Mantle bound to Heart (lvl 17). Fast healing 1/essentia.

Miss Chance

Blink Shirt bound to Heart (lvl 17). Can use Blink at will, caster level the same as your meldshaper level. Nice ability, but comes online quite late for the pure Totemist.
Displacer Mantle bound to Shoulders (lvl 9). Gain concealment as Blur.
Shadow Mantle bound to Shoulders (lvl 9). Swift action to make a 5/essentia ft. radius orb of darkness, gain blindsight of the same radius, only functions if you can hear. The key text is, "you are invisible to them unless they have some way of piercing magical darkness." Since you are invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) to them, you have total concealment, including that saucy 50% miss chance.

Saves

Gorgon Mask shaped to Throat (lvl 1). +1+1/essentia resistance bonus to Fortitude saves, +2+1/essentia resistance bonus to being bull rushed, tripped, overrun or trampled.
Lammasu Mantle shaped to arms or shoulders (lvl 1). +2 deflection bonus to AC and +1/essentia resistance bonus to saves, only against evil creatures.
Rageclaws bound to Hands (lvl 5). If at negative hit points, +2 morale bonus to Fort saves (and other stuff).
Shedu Crown shaped to Crown or Heart (lvl 1). Immune to being pushed back by being bull rushed and +1/essentia competence to saves v. mind-affecting stuff.
Dragon Mantle shaped to Heart or Shoulders (lvl 1). +2 enhancement bonus to Fort Saves, resist acid/cold/electricity/fire 3/essentia, stacks with others.

Spell Resistance

Dread Carapace bound to Heart (lvl 17). SR 5+4/essentia.

Other

Behir Gorget shaped to Throat (lvl 1). +4 to resist being bull rushed or tripped, and resist electricity 5/essentia.
Gorgon Mask shaped to Throat (lvl 1). +1+1/essentia resistance bonus to Fortitude saves, +2+1/essentia resistance bonus to being bull rushed, tripped, overrun or trampled.
Great Raptoran Mask bound to Totem (lvl 2). Gain Evasion.
Heart of Fire bound to Waist (lvl 14). People attacking you take 1d6 fire damage if unarmed, weapons take half.
Shedu Crown shaped to Crown or Heart (lvl 1). Immune to being pushed back by being bull rushed and +1/essentia competence to saves v. mind-affecting stuff.
Threefold Mask of the Chimera shaped to Crown or Soul (lvl 1). Can't be flanked.
Totem Avatar bound to Feet (lvl 5). Stable as if four-legged and 1 size category larger, +8 to resist bull rush, trip, overrun.
Brood Keeper's Heart bound to Heart (lvl 17). Gain swarm subtype, lose armor and natural armor bonuses to AC.


So right... if you didn't see this, hopefully it helps. If you already saw this and wanted more input, a little more information would be helpful.

Piggy Knowles
2013-12-21, 09:33 AM
I might add Shadow Mantle bound to shoulders to your list of things that provide a miss chance. Depending on the DM's take, it provides either a +20% miss chance for concealment as per regular darkness, or a +50% miss chance for total concealment (as per the text "you are invisible to them unless they have some way of piercing magical darkness").

danzibr
2013-12-21, 01:44 PM
I might add Shadow Mantle bound to shoulders to your list of things that provide a miss chance. Depending on the DM's take, it provides either a +20% miss chance for concealment as per regular darkness, or a +50% miss chance for total concealment (as per the text "you are invisible to them unless they have some way of piercing magical darkness").
Thanks! I have no idea why I missed that one. Shadow Mantle is pretty amazing. Added!

Coidzor
2013-12-21, 08:28 PM
You're *just* looking at buffing the DFA side's survival? Like making them more tanky? It depends what you're after, what levels you're playing it, and what you have from items and stuff. Totemists have quite a bit going on in this department. Here's some relevant text:

So right... if you didn't see this, hopefully it helps. If you already saw this and wanted more input, a little more information would be helpful.

Just caught something here, I think.


Totem Avatar shaped to Arms, Feet, Heart or Shoulders (lvl 1). Gain bonus hit points = manifester level and +1/essentia enhancement bonus to natural AC.

Manifester level should be meldshaper level, IIRC.

Edit:
@Coidzor: That's some good stuff! Thanks. It looks like without some radical DM kindness, I might have to dip Barb to pick up Shifter Savagery :(


The Frenzied Hunt feat, from whichever Dragon mag talked about the Wild Hunt, does this for a Turn use (plus some Dex and skill boosts). Also, it's described as a frenzy, which qualifies for a number of rage abilities.

Well, hello there? Could make it a question of whether a (cloistered) cleric dip or a barbarian dip was of more use if it works.

danzibr
2013-12-22, 08:01 AM
Just caught something here, I think.

Manifester level should be meldshaper level, IIRC.

Thanks! Will fix.

Well, hello there? Could make it a question of whether a (cloistered) cleric dip or a barbarian dip was of more use if it works.
Indeed, I saw that in another thread and had the same thought. Time to locate the Drag Mag :)

EDIT: Something may have been misremembered by Cog. I'm having trouble locating it.

123456789blaaa
2013-12-22, 12:57 PM
Small correction, The Loyal Servant was created by poster kestrel404.

Coidzor
2013-12-22, 02:44 PM
Thanks! Will fix.

Indeed, I saw that in another thread and had the same thought. Time to locate the Drag Mag :)

EDIT: Something may have been misremembered by Cog. I'm having trouble locating it.

More than welcome.


The Wild Hunt was adapted in Dragon Magazine 342, pg88-89. The article includes a new deity (Master of the Hunt), two new domains (Hunt, Night) and a new feat (Frenzied Hunt). Might not be all you're looking for, but worth a look.

I actually was looking into that deity and the domains for the character that's currently in developmental hell and which lead to the Totem Shaman. Hopefully we might actually start playing after the new year. I was able to find that dragon magazine in one of those partial, preview formats.

Aliek
2013-12-22, 03:28 PM
I like the Soul Eater PrC for Totemists, might be a bother to qualify for, but if you're a Dragon Kobold or something... One negative level per attack, depending on how it's interpreted. That's pretty crazy.

And it's even crazier if you combo it with the Stormguard Warrior feat from the Tome of Battle. With so many natural attacks, you can afford making some of them touch for bonus damage on the rest. In fact, it's pretty good for most totemist already, but for a soul eater totemist? You still deal a negative level on a touch attack...

danzibr
2013-12-22, 08:59 PM
Small correction, The Loyal Servant was created by poster kestrel404.
Hmm. Well, thanks for the correction. When I go here (http://www.giantitp.com/forums/showpost.php?p=10359388&postcount=114) it says the quote is Servant. I wonder why that is.

I actually was looking into that deity and the domains for the character that's currently in developmental hell and which lead to the Totem Shaman. Hopefully we might actually start playing after the new year. I was able to find that dragon magazine in one of those partial, preview formats.
By any chance do you have the dragon magazine issue? That might suffice. I might even have it.

I like the Soul Eater PrC for Totemists, might be a bother to qualify for, but if you're a Dragon Kobold or something... One negative level per attack, depending on how it's interpreted. That's pretty crazy.

And it's even crazier if you combo it with the Stormguard Warrior feat from the Tome of Battle. With so many natural attacks, you can afford making some of them touch for bonus damage on the rest. In fact, it's pretty good for most totemist already, but for a soul eater totemist? You still deal a negative level on a touch attack...
Soul Eater is friggin' sweet. Friggin' ridiculous if I'm reading it right. Any natural attack which connects bestows a negative level, no save? ... what?

Oh yeah, I keep forgetting to add Stormguard Warrior :/ It's been brought up at least twice before. I guess I'll go do that. Thanks!

While we're at it, I've been looking for other PrC's and such which let you do stuff with touch attacks, but require no recharge and have no limitation. For example, Disciple of Mephistopholes gets this with Hellfire Grasp.

EDIT: Well, Stormguard Warrior was actually included already. Still, thanks for the advice!

Coidzor
2013-12-23, 02:29 AM
By any chance do you have the dragon magazine issue? That might suffice. I might even have it.

I did a search for Dragon Magazine 342, as I recall. And unless I'm mis-remembering, that was the number of the magazine that I found to contain it. April 2006.

One of the issues that also has alternate resurrection schemes/rules so that it's harder to bring people back from the dead for those who don't like the standard spells for the process.

And the Ecology of the Adventurer article.


Soul Eater is friggin' sweet. Friggin' ridiculous if I'm reading it right. Any natural attack which connects bestows a negative level, no save? ... what?

I always found it kinda "wat" inducing that negative levels don't get any kind of save in the first place, and it's just a binary gate, either you're immune or you eat it.

I think some other people do too, and there's been some rumblings about non-binary defenses being a fertile ground for non-standard homebrew.

123456789blaaa
2013-12-23, 12:51 PM
Hmm. Well, thanks for the correction. When I go here (http://www.giantitp.com/forums/showpost.php?p=10359388&postcount=114) it says the quote is Servant. I wonder why that is.

The IC competitors are all anonymous before the trophy rewards (to prevent bias among the judges). They're instead referred to by their build name.


By any chance do you have the dragon magazine issue? That might suffice. I might even have it.

Soul Eater is friggin' sweet. Friggin' ridiculous if I'm reading it right. Any natural attack which connects bestows a negative level, no save? ... what?

Oh yeah, I keep forgetting to add Stormguard Warrior :/ It's been brought up at least twice before. I guess I'll go do that. Thanks!

While we're at it, I've been looking for other PrC's and such which let you do stuff with touch attacks, but require no recharge and have no limitation. For example, Disciple of Mephistopholes gets this with Hellfire Grasp.

EDIT: Well, Stormguard Warrior was actually included already. Still, thanks for the advice!

Something to note about Soul Eater is that by RAW:


Using a supernatural ability is a standard action unless noted otherwise.


And since the SE's Energy Drain is a Su ability...

The RAI is probably that it delivers the negative levels on every natural attack though (given the prereqs of the class).

danzibr
2013-12-23, 05:33 PM
The IC competitors are all anonymous before the trophy rewards (to prevent bias among the judges). They're instead referred to by their build name.

Something to note about Soul Eater is that by RAW:

And since the SE's Energy Drain is a Su ability...

The RAI is probably that it delivers the negative levels on every natural attack though (given the prereqs of the class).
Interesting.

Oh, and that is a good point. I'll mention it.

Aliek
2013-12-24, 12:55 AM
A point could be made on 7 levels of Soul Eater, for draining 2 levels per attack(And a couple less useful boni).

And let us not forget it has all 3 good saves too! :smallbiggrin:

edit: Also, dragonwrought kobolds should qualify too. With the web enhancement for 3 natural attacks, they also make pretty good totemists.

danzibr
2013-12-24, 08:24 AM
A point could be made on 7 levels of Soul Eater, for draining 2 levels per attack(And a couple less useful boni).

And let us not forget it has all 3 good saves too! :smallbiggrin:

edit: Also, dragonwrought kobolds should qualify too. With the web enhancement for 3 natural attacks, they also make pretty good totemists.
Added!

And after looking at it a bit closer, I realize it's later levels (that is, after level 1) are better than I originally gave it credit for. I saw the enhancement bonuses to stats and stuff and got turned off, and going in for 7 levels to drain 2 levels per hit didn't seem worth it. But it does offer full BAB, and as you said, full saves, and you get sweet stuff at levels 6 and 9 as well.

danzibr
2014-01-14, 08:47 AM
In before the thread necromancy :)

I was hoping to pick some brains. Recently, in another post (http://www.giantitp.com/forums/showthread.php?t=325133), Person_Man mentioned some alterations to MoI which might make it easier/more desirable to play. In particular, I liked his "essentia cap=HD/2, min 1" idea. It does a better job modeling what saves are supposed to be for spells, although it puts a pure meldshaper 1 level behind a pure Wizard, so more like a pure Sorc.

I also think a major shortcoming is that your soulmelds are basically locked in for the day. Didn't shape Blink Shirt and you need a short-range tele? Too bad. Rebind Soulmeld can't help with this, since you can't change what's shaped. I would suggest making Rebind Soulmeld usable Con modifier + whatever times per day, and let you change what's shaped.

It is not my aim to say, "Everyone should use these house rules." Instead, I just want to give DM's some things to think about, since the book is fine as written.

Oh, I've been making updates, too. Like at level 4 you can get 12 natural attacks without too much difficulty, 14 if you TWF unarmed strikes and use the naturals as secondaries, but that's some horrendous penalties.

Person_Man
2014-01-14, 09:25 AM
I was hoping to pick some brains. Recently, in another post (http://www.giantitp.com/forums/showthread.php?t=325133), Person_Man mentioned some alterations to MoI which might make it easier/more desirable to play. In particular, I liked his "essentia cap=HD/2, min 1" idea. It does a better job modeling what saves are supposed to be for spells, although it puts a pure meldshaper 1 level behind a pure Wizard, so more like a pure Sorc.

Yeah, it really makes things simpler and fixes high level scaling problems. Having said that, as Psyren mentioned on the thread you linked to, my proposed house rule only works if the player doesn't abuse extra sources of essentia (especially the Soul Boon spell and/or Necrocarnate PrC). Otherwise, it becomes very easy for players who dabble in soulmelds to get very large benefits for minimal investment, or high level players to max out every soulmeld and get massive bonuses. (In particular, high level Incarnate/Necrocarnate builds would be nearly impossible to kill).



I also think a major shortcoming is that your soulmelds are basically locked in for the day. Didn't shape Blink Shirt and you need a short-range tele? Too bad. Rebind Soulmeld can't help with this, since you can't change what's shaped. I would suggest making Rebind Soulmeld usable Con modifier + whatever times per day, and let you change what's shaped

I go back and forth on this issue myself. On one hand, you want to encourage the players to use soulmeld that boost things like Wild Empathy and Knowledge Skills and whatnot without penalizing their combat ability too much. On the other hand, you get access to every soulmeld at level 1. If players can choose soulmelds more then once a day, it would make meldshaping classes ridiculously flexible compared to other classes, and players might run into the "analysis paralysis" problem which can dramatically slow down games.

danzibr
2014-01-14, 11:24 AM
Yeah, that's a good point. With enough limitations it should be reasonable, balance-wise. I was thinking how Wizards can leave slots open and Clerics/Druids can convert. Maybe something like 5 minutes, number of swaps limited to Con modifier+meldshaper lvl/3.

Psyren
2014-01-14, 11:27 AM
I wouldn't mind {class feature} that lets you benefit from {meld you don't have shaped} for X rounds or X minutes/day, just to handle those odd one-off cases where you wish you had shaped a Charming Veil or the one that gives you Track or whatever other situational one.

danzibr
2014-01-14, 11:40 AM
I wouldn't mind {class feature} that lets you benefit from {meld you don't have shaped} for X rounds or X minutes/day, just to handle those odd one-off cases where you wish you had shaped a Charming Veil or the one that gives you Track or whatever other situational one.
Hmm, yeah. That's a much more elegant way to do it

Edit: btw, is your name from the manga?

Psyren
2014-01-14, 11:43 AM
Hmm, yeah. That's a much more elegant way to do it

Edit: btw, is your name from the manga?

A spell along those lines would be nice too. (And yes, it's one of my favorite manga.)

Coidzor
2014-01-14, 02:20 PM
I was hoping to pick some brains. Recently, in another post (http://www.giantitp.com/forums/showthread.php?t=325133), Person_Man mentioned some alterations to MoI which might make it easier/more desirable to play. In particular, I liked his "essentia cap=HD/2, min 1" idea. It does a better job modeling what saves are supposed to be for spells, although it puts a pure meldshaper 1 level behind a pure Wizard, so more like a pure Sorc.

I also think a major shortcoming is that your soulmelds are basically locked in for the day. Didn't shape Blink Shirt and you need a short-range tele? Too bad. Rebind Soulmeld can't help with this, since you can't change what's shaped. I would suggest making Rebind Soulmeld usable Con modifier + whatever times per day, and let you change what's shaped.

Oh, I've been making updates, too. Like at level 4 you can get 12 natural attacks without too much difficulty, 14 if you TWF unarmed strikes and use the naturals as secondaries, but that's some horrendous penalties.

I recall he also had some thoughts about switching up the essentia progression to accomodate for that change when he brought up something similar when I was inquiring about quick and dirty alterations to make the blasting damage scale better. I'll have to check that thread out, seems interesting.

Yeah, seemed worthwhile enough that I toyed around with the idea some, though I probably was overestimating its value when I made it a capstone ability. But, then, just looking at my capstone abilities so far would show that I'm a bit rubbish at them, so far. XD

Huh, that's more than I was expecting. Kobold 2 claws + 1 bite + 1 tail (dragon tail) + 2 tentacles (deepspawn) +2 wing buffets (chaos roc span) +2 claws (girallon arms or lamia belt) = 10 was the highest I was aware of before being able to bind girallon arms & lamia belt to the Totem Chakra for 6 claws total. I suppose a horned helm would give a gore attack for 11, and be within a 4th level character's ability to obtain. *scurries off to check through for where this comes up in the handbook proper*

Edit: Ah, those cephalopods. :smallbiggrin:

danzibr
2014-01-15, 09:55 PM
Yeah, that Anthro Giant Octopus is 10 shades of ridiculous.

This coming summer I'm going to run a MoI campaign on PbB here, and am looking to collect alternate rules. In all my recent campaigns there's been some MoI (mainly me playing Totemists), but I mean like, a (likely brief) campaign which focuses on MoI stuff. I'm thinking *maybe* gestalt, with one side pure MoI class, homebrew fixes (http://www.giantitp.com/forums/showthread.php?t=119121) or the like (http://www.giantitp.com/forums/showthread.php?t=172094) allowed.

Before then I'd like to propose some Totemist homebrew. And that's one reason why I was asking for rule variants. I'll do some more digging, then get it posted here.

Anyway, thanks all for the input all!

Laharal
2014-01-15, 10:23 PM
Simple question with great consequences:

Can a creature with 2 arms and legs and no natural weapons (human, gnome, whatever), qualifies for the multiattack feat if said creature has girallon's arms bound to his totem ( 4xclaws treated as natural weapons) at the moment of picking the feat?

What happens if I unbind this souldmeld and rebind it later on, does it still work?

danzibr
2014-01-16, 12:31 AM
Simple question with great consequences:

Can a creature with 2 arms and legs and no natural weapons (human, gnome, whatever), qualifies for the multiattack feat if said creature has girallon's arms bound to his totem ( 4xclaws treated as natural weapons) at the moment of picking the feat?

What happens if if unbind this souldmeld and rebind it later on, doe sit still work?
If you have Girallon Arms bound as you get a feat (most likely from leveling), then you can select Multiattack. If you drop beneath 3 natural weapons, you lose the benefits of the feat (since you no longer meet the prerequisites) until you get 3 again, then it works just fine again.

Nice name btw.

Coidzor
2014-01-16, 03:59 AM
Seems like it'd fit into the same sort of category as qualifying for feats/PrCs via items.

Piggy Knowles
2014-02-09, 10:17 AM
I posted this in my archer build thread, but....

Kraken Mantle's arms bind gives you 1d8+Str damage on any successful grapple check.

Ranged Pin allows you to make a grapple check on a ranged attack.

So, get the Manticore Belt's totem bind, the Kraken Mantle's arms bind, and the Ranged Pin feat. Fire off a volley of spikes, and call each of them a pin attempt. On every successful grapple check (and totemists can get some sick grapple checks), you deal 1d8+Str damage, and the enemy is stuck to the ground and has to spend a standard action to escape.

For a fancier version, go Barbarian 1/Totemist 11/Black Blood Cultist 8, and now on each spike from your Manticore Belt volley, you are dealing damage equal to all of your natural attacks.

Here's a quick build stub I've knocked together for a build that takes advantage of this:

Silverbrow Human, Barbarian 1/Totemist 11/Black Blood Cultist 8

1. Totemist1- Track, Point Blank Shot
2. Totemist2-
3. Barbarian1- Precise Shot
4. Totemist3-
5. Totemist4-
6. Totemist5- Improved Unarmed Strike
7. Black Blood Cultist1-
8. Black Blood Cultist2- Improved Grapple
9. Black Blood Cultist3- Ranged Pin
10. Black Blood Cultist4-
11. Black Blood Cultist5-
12. Black Blood Cultist6- Expanded Soulmeld Capacity
13. Black Blood Cultist7-
14. Black Blood Cultist8-
15. Totemist6- Bonus Essentia
16. Totemist7-
17. Totemist8-
18. Totemist9- Double Chakra (Arms)
19. Totemist10-
20. Totemist11-

(Azurin is a reasonable alternative if multiclassing penalties aren't enforced - you won't have access to the draconic melds, but an extra point of essentia certainly won't hurt.)

danzibr
2014-02-14, 10:15 AM
Wow, that's friggin' sweet.

Now we need to figure out how to make everything wear clothes and be within 5' of a... surface. Hmm, if you fire from above, would the ground count? Given it's not like granite or something.

Anyway, I'll add that to the builds section. Thanks!

EDIT: On a somewhat unrelated note, I find it comical I haven't contributed a single build to this handbook. I have threeish in the works, just need to get around to finishing them...

Laharal
2014-02-18, 10:49 AM
Are natural weapons obtained with soulmeds ( girallon's arms, etc) considered magic weapons for the purpose of overcoming DR ? If yes, what lines should I show my Dm to prove my claim?

danzibr
2014-02-18, 11:41 AM
Are natural weapons obtained with soulmeds ( girallon's arms, etc) considered magic weapons for the purpose of overcoming DR ? If yes, what lines should I show my Dm to prove my claim?
I'm not positive. Relevant quotes:


Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters.

Where "these monsters" refers to monsters with DR x/magic.


Every point of essentia you invest in your girallon arms grants you a +1 enhancement bonus on attack rolls and damage rolls with your claw attacks.

But is the essentia bonus considered a *magical* enhancement bonus? With soulmeld-magic transparency, maybe... but that only affects a very few things.

It seems like (and correct me if I'm wrong), that by RAW they do not, not by themselves. I would rule it that with essentia they overcome DR/magic (but not all soulmelds have this essentia bonus). For sure if you get something like Amulet of Mighty Fists you're good though.

On a completely unrelated note, what stuff is missing from my handbook? That is, what more would people like to see?

Person_Man
2014-02-18, 02:21 PM
Are natural weapons obtained with soulmeds ( girallon's arms, etc) considered magic weapons for the purpose of overcoming DR ? If yes, what lines should I show my Dm to prove my claim?

I'm not sure what the RAW answer is. But in my games, the answer is yes.


Regardless, according to the Damage Reduction rules in the SRD, "Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. "

Therefore if you have DR/magic, you can bypass DR/magic with your natural weapons. Incarnate can get DR/magic via Astral Vembraces at first level. Totemst has to wait until they can bind their Heart chakra to get it from Totem Avatar, or spend a Feat on Shape Soulmelds.

danzibr
2014-03-20, 06:56 PM
Over a month since the last comment. Can't let it fall into the depths of oblivion.

Serious question: anything my handbook is missing?

Skevvix
2014-03-20, 08:53 PM
Oh, this won't fall to the wayside. This is by far the best Totemist Handbook I have found. I have it bookmarked and will soon archive it to my external just in case.

Again, thank you very much for taking the massive amount of time to complete this!

danzibr
2014-04-26, 07:07 AM
Oh, this won't fall to the wayside. This is by far the best Totemist Handbook I have found. I have it bookmarked and will soon archive it to my external just in case.

Again, thank you very much for taking the massive amount of time to complete this!
Thank you for the kind words :)

And not a problem. It was my pleasure. In fact, my thanks go to those who contributed.

danzibr
2014-06-10, 06:22 PM
... what the hell happened to my tables?

Did they get messed up when they redid the forum layout? I have no idea how to fix them.

Grod_The_Giant
2014-06-10, 07:04 PM
... what the hell happened to my tables?

Did they get messed up when they redid the forum layout? I have no idea how to fix them.
Yeah, they changed the table codes in the upgrade. Try this tool (http://makaze-kanra.tumblr.com/ForumTableConverter)to fix 'em.

danzibr
2014-06-11, 07:23 AM
Yeah, they changed the table codes in the upgrade. Try this tool (http://makaze-kanra.tumblr.com/ForumTableConverter)to fix 'em.
Ah. Thank you.

I put my big table in (this one)
{table=head]Name|Chakra|Shape Effect|Invest Bonus (Shape)|Bind Effect|Invest Bonus (Bind)|lvl

Ankheg Breastplate|
throat|
+2 armor bonus to AC|
+1/essentia armor bonus to AC|
1/minute spit line of acid, 5 feet, 2d6 acid damage, Ref half|
+5 feet/essentia and +1d6 acid damage/essentia|14

Ankheg Breastplate|
totem|
-|
-|
gain natural weapon 1 bite, 1d8 damage|
+1d4/essentia acid damage on bite|
2

Basilisk Mask|
brow|
low-light vision|
darkvision 30 ft/essentia|
gain benefit of Blind-Fight|
n/a|
9

Basilisk Mask|
totem|
-|
-|
full round action, gaze 1 creature within 30 ft. as Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) but 1 round, Fort negates|
n/a|
2

Beast Tamer Circlet|
crown|
+2 insight to Handle Animal and Wild Empathy|
+2 more/essentia|
speak with animals the spell, also magical beasts with Int 1 or 2, needs at least 1 essentia|
at least 1 needed for bind effect|
5

Beast Tamer Circlet|
totem|
-|
-|
Animal Trance (http://www.d20srd.org/srd/spells/animalTrance.htm) the spell usable 1/minute, lasts concentration up to 1 min/meldshaper level, needs at least 1 essentia|
at least 1 needed for bind effect|
2

Behir Gorget|
throat|
+4 to resist being bull rushed or tripped|
resist electricity 5/essentia|
standard action 1/minute 5 ft. line of lightning, 2d6 electricity damage, Ref half|
+5 ft. and 1d6 electricity damage/essentia|14

Behir Gorget|
totem|
-|
-|
gain natural weapon 1 bite, 1d8 damage|
+1d4 electricity damage on bite/essentia|
2

Blink Shirt|
heart|
standard action teleport 10 ft. as dimension door, only self, ends turn|
+10 ft./essentia|
use blink spell with CL=meldshaper level|
n/a|
17

Blink Shirt|
totem|
-|
-|
use dimension door ability as move action|
n/a|
2

Bloodtalons|
hands|
act normally at 0 to -9 hit points|
+2 unnamed bonus to Spot/essentia|
gain benefit of Weapon Finesse with natural weapons|
n/a|
5

Bloodtalons|
totem|
-|
-|
gain natural weapon 2 claws, 1d4 damage|
+1 bleeding (undead immune) damage and +1 enhancement bonus to attack/essentia|
2

Brass Mane|
throat|
+4 competence to Intimidate|
+2 more/essentia|
standard action 1/minute roar, all except dragonnes within 10 ft. Will or be fatigued|
+10 ft./essentia|14

Brass Mane|
totem|
-|
-|
gain natural weapon 1 bite, 1d8 damage|
+1 enhancement to attack and damage/essentia|
2

Disenchanter Mask|
brow|
standard action to use detect magic the spell, range of 10 ft., 1/round|
+10 ft./essentia|
when using detect magic, determine number, strength and location of each magical aura|
n/a|
9

Disenchanter Mask|
totem|
-|
-|
standard action to make a melee touch attack at normal reach +5 ft., can suppress a magic item|
n/a|
2

Displacer Mantle|
shoulders|
+4 competence to Hide|
+2 more/essentia|
gain concealment as blur, true seeing overcomes it, see invisiblity does not|
n/a|
9

Displacer Mantle|
totem|
-|
-|
gain 2 tentacles****, 1d4 damage, normal reach +5 ft., can't AoO|
+1 enhancement damage/essentia|
2

Dread Carapace|
arms|
PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons|
1 more PA/essentia|
threat range of natural weapons doubled|
n/a|
9

Dread Carapace|
feet|
PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons|
1 more PA/essentia|
1/minute enhancement bonus of +60 ft. to speed|
+10 more ft./essentia|
5

Dread Carapace|
heart|
PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons|
1 more PA/essentia|
SR 5|
+4 SR/essentia|
17

Dread Carapace|
totem|
-|
-|
when charge all enemies within 60 ft. shaken for 1 round, Will negates|
n/a|
2

Frost Helm|
crown|
tolerate -50 to 90 degrees|
resist cold 5/essentia|
standard action ranged touch attack, range ???, 1d6 cold damage|
+1d6 cold damage/essentia|
5

Frost Helm|
totem|
-|
-|
standard action stun single opponent within 20 ft. for 1d4 rounds, Will negates, frost worms immune|
+1 creature/essentia|
2

Girallon Arms|
arms|
+2 competence to Climb and grapple|
+2 more/essentia|
rend when you hit with 2 claws (from any source)|
n/a|
9

Girallon Arms|
totem|
-|
-|
gain natural weapons 4 claws (behave strangely), 1d4 damage|
+1 enhancement to attack and damage/essentia|
2

Gorgon Mask|
throat|
+1 resistance to Fortitude, +2 resistance to bull rushed, tripped, overrun or trampled|
+1 more/essentia|
standard action 1/day Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) on an adjacent foe|
n/a|14

Gorgon Mask|
totem|
-|
-|
full-round action trample attack, 1d8 damage|
n/a|
2

Great Raptor Mask|
brow|
+2 competence to Spot|
+2 more/essentia|
gain low-light vision but 5x as far|
n/a|
9

Great Raptor Mask|
totem|
-|
-|
gain evasion|
n/a|
2

Heart of Fire|
waist|
+1 insight to attack and damage v. cold|
+1 more/essentia|
people attacking take 1d6 fire damage if unarmed, weapons take half|
n/a|
14

Heart of Fire|
totem|
-|
-|
natural weapons and end-of-turn-grappling do extra 0d4 fire damage|
+1d4 more/essentia|
2

Hunter's Circlet|
crown|
+2 insight to Heal and Survival|
+2 more/essentia|
gain benefits of Track|
n/a|
5

Hunter's Circlet|
totem|
-|
-|
detect opponents within 15 ft. by smell, full-round action to identify direction, +4 competence to survival when involving smell|
n/a|
2

Kraken Mantle|
arms|
+8 competence to Swim, swim faster|
+5 ft. to swim/essentia|
with successful grapple check 1d8+Str bludgeoning damage|
+1 unnamed to grapple/essentia|
9

Kraken Mantle|
totem|
-|
-|
breathe water as if water breathing|
n/a|
2

Krenshar Mask|
brow|
+4 competence to Jump and Move Silently|
+2 more/essentia|
+4 competence to Intimidate|
+2 more/essentia|
9

Krenshar Mask|
totem|
-|
-|
standard action to frighten 1 creature within 30 ft. for 1 round, Will negates|
n/a|
2

Kruthik Claws|
hands|
+4 competence to Hide and Move Silently|
+2 more/essentia|
gain benefit of Weapon Finesse with natural weapons|
n/a|
5

Kruthik Claws|
shoulders|
+4 competence to Hide and Move Silently|
+2 more/essentia|
gain acid resist 10|
+5 more/essentia|
9

Kruthik Claws|
totem|
-|
-|
gain natural weapon 2 claws, 1d6 damage|
+1d4 acid damage/essentia|
2

Lamia Belt|
waist|
+4 competence to Bluff and Hide|
+2 more/essentia|
+10 enhancement to land speed and gain benefit of Spring Attack|
n/a|
14

Lamia Belt|
totem|
-|
-|
gain natural weapon 2 claws, lower body, 1d4 damage|
n/a|
2

Lammasu Mantle|
arms|
+2 deflection to AC v. evil|
+1 resistance to saves v. evil/essentia|
deflection and resistance bonus applies to all allies in 10 ft.|
n/a|
9

Lammasu Mantle|
shoulders|
+2 deflection to AC v. evil|
+1 resistance to saves v. evil/essentia|
only good summoned creatures can come within 10 ft.|
n/a|
9

Lammasu Mantle|
totem|
-|
-|
standard action breathe 15 ft. cone of fire, 1d4 fire damage, Ref half|
+1d4 fire damage/essentia|
2

Landshark Boots|
feet|
+4 competence to Jump|
+2 more/essentia|
move action (while touching ground) to sense number and direction of creatures touching ground within 10 ft.|
+5 ft./essentia|
5

Landshark Boots|
totem|
-|
-|
gain natural weapon 2 claws, 1d6 damage, if 5-ft. jump in move action can attack with 4 claws as a standard action but can't use any other weapons|
+1 enhancement attack and damage/essentia|
2

Manticore Belt|
waist|
+2 enhancement to Jump and Spot|
+2 more/essentia|
gain clumsy flight 0 ft. and Flyby Attack|
+10 ft./essentia|
14

Manticore Belt|
totem|
-|
-|
standard action to release a volley of 0 spikes, range increment of 30 ft., max 150, ranged attack, 1d6 damage|
+1 spike/essentia|
2

Pegasus Cloak|
shoulders|
gain feather fall at all times, +2 enhancement to Jump|
+2 more/essentia|
gain average flight 0 ft.|
+10 ft./essentia|
9

Pegasus Cloak|
totem|
-|
-|
gain average flight 0 ft. but must begin and end on a solid surface|
+10 ft./essentia|
2

Phase Cloak|
shoulders|
+4 competence to Climb, can always take 10 on Climb, keep Dex to AC while climbing|
+2 more/essentia|
if you move at least 5 ft., can become ethereal during movement|
n/a|
9

Phase Cloak|
totem|
-|
-|
gain 1 bite attack****, 1d4 damage with poison (1d3 Con primary, no secondary, Fort negates)|
+1 enhancement to attack (and DC)/essentia|
2

Phoenix Belt|
waist|
tolerate 40 to 140 degrees|
gain resist fire 5/essentia|
damage negated from resist fire becomes fast healing|
n/a|
14

Phoenix Belt|
totem|
-|
-|
standard action to deal 0 fire damage to adjacent creatures, Ref half|
+1d6 fire damage/essentia|
2

Rageclaws|
hands|
act normally from 0 to -9 hit points|
increase hit point range to act normally by 3/essentia|
if negative hit points gain +2 morale to melee attack and damage and Fort saves|
n/a|
5

Rageclaws|
totem|
-|
-|
gain natural weapon 2 claws, 1d6 damage, can attack with both while grappling|
+1 enhancement to attack and damage/essentia|
2

Riding Bracers|
arms|
+4 insight to Handle Animal and Ride|
+2 more/essentia|
+2 insight to melee damage and +2 dodge to AC while mounted|
n/a|
9

Riding Bracers|
totem|
-|
-|
if riding magical animal, handle as free or push as move and mount gains evasion|
n/a|
2

Shadow Mantle|
shoulders|
+4 competence to Listen|
+2 more/essentia|
swift action to make 0 ft. radius orb of darkness, you are invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) to creatures inside unless they can pierce magical darkness, gain blindsight same radius, must be able to hear|
+5 ft./essentia|
9

Shadow Mantle|
totem|
-|
-|
+4 competence to Hide|
+2 more/essentia|
2

Shedu Crown|
crown|
immune to being pushed back by bull rush|
+1 competence to saves v. mind-affecting/essentia|
communicate telepathically with any creature within 100 ft.|
n/a|
5

Shedu Crown|
heart|
immune to being pushed back by bull rush|
+1 competence to saves v. mind-affecting/essentia|
standard action to shift from material to ethereal plane for meldshaper level rounds, back as free|
n/a|
17

Shedu Crown|
totem|
-|
-|
gain trample attack, 1d8 damage|
n/a|
2

Sphinx Claws|
hands|
+1 competence to Strength checks and Strength-based skills|
+1 more/essentia|
pounce for natural weapons|
n/a|
5

Sphinx Claws|
totem|
-|
-|
gain natural weapon 2 claws, 1d8 damage|
+1 enhancement to attack and damage/essentia|
2

Threefold Mask of the Chimera|
crown|
can't be flanked|
+1 competence to Search and Spot/essentia|
at end of turn take extra move action at -5 to AC and attack|
reduce penalty by 1/essentia|
5

Threefold Mask of the Chimera|
soul|
can't be flanked|
+1 competence to Search and Spot/essentia|
at end of turn take extra standard action at -5 to AC and attack|
reduce penalty by 1/essentia

Threefold Mask of the Chimera|
totem|
-|
-|
gain natural weapon 1 bite, 1d8 damage, 1 bite, 1d6 damage, 1 gore, 1d6 damage, all primary or one secondary|
n/a|
2

Totem Avatar|
arms|
gain bonus hit points = manifester level|
+1 enhancement to natural AC/essentia|
gain benefit of Improved Grapple|
n/a|
9

Totem Avatar|
feet|
gain bonus hit points = manifester level|
+1 enhancement to natural AC/essentia|
stable as if four-legged and 1 size category larger, +8 to resist bull rush, trip, overrun|
n/a|
5

Totem Avatar|
heart|
gain bonus hit points = manifester level|
+1 enhancement to natural AC/essentia|
DR 5/magic|
+1 DR/essentia|
17

Totem Avatar|
shoulders|
gain bonus hit points = manifester level|
+1 enhancement to natural AC/essentia|
natural weapons deal damage as if 1 size category larger|
n/a|
9

Totem Avatar|
totem|
-|
-|
+0 morale bonus to damage on natural weapons|
+1 more/essentia|
2

Unicorn Horn|
brow|
+2 competence to Wild Empathy and Move Silently|
+2 more/essentia|
standard action to detect evil, 1/round|
n/a|
9

Unicorn Horn|
totem|
-|
-|
gain natural weapon 1 gore, 1d6 damage, extra 1d6 v. undead|
+1 enhancement to attack and damage/essentia|
2

Urskan Greaves|
feet|
move ice and snow at normal speed, +5 unnamed bonus to Balance on ice|
resist cold 5/essentia|
extra 0d4 untyped damage when charging|
+1d4 damage/essentia|
5

Urskan Greaves|
totem|
-|
-|
when overrun target can't avoid you, +2 unnamed to Str check to knock down|
+1 more/essentia|
2

Winter Mask|
throat|
standard action (?) to melee touch attack to make target become fatigued, Fort negates|
+1d4 cold damage/essentia|
standard action to breathe 15-ft. cone of cold, once every 1d4 rounds, 2d6 cold damage, Ref half|
+2d6 damage/essentia|14

Winter Mask|
totem|
-|
-|
gain 1 bite attack****, 1d6 damage|
+1d4 cold damage/essentia|
2

Worg Pelt|
feet|
+2 competence to Hide and Move Silently|
+2 more/essentia|
+5 to base land speed|
+5 more/essentia|
5

Worg Pelt|
hands|
+2 competence to Hide and Move Silently|
+2 more/essentia|
free trip on bite|
n/a|
5

Worg Pelt|
totem|
-|
-|
gain natural weapon 1 bite, 1d6 damage|
+1 enhancement to attack and damage/essentia|
2

Wormtail Belt|
waist|
+2 enhancement to natural AC|
+1 more/essentia|
gain Awesome Blow feat and are treated as one size category larger when using it|
n/a|
14

Wormtail Belt|
totem|
-|
-|
gain natural attack 1 stinger, 1d6 damage with poison (1d4 Str primary, no secondary, Fort negates), not combinable|
+1 enhancement to attack (and DC)/essentia|
2

Yrthak Mask|
brow|
+4 competence to Listen|
+2 more/essentia|
gain 10 ft. blindsense, -4 to Spot, +4 to visual effects|
+10 ft./essentia|
9

Yrthak Mask|
totem|
-|
-|
standard action ranged touch attack 60 ft., 0d6 sonic damage to single opponent every other round|
+1d6 sonic damage/essentia|
2

Claws of the Wyrm*|
arms|
gain 2 claws attacks****, 1d6 damage|
+1 enhancement to attack and damage/essentia|
threat range doubles, doesn't stack with like effects|
n/a|
9

Claws of the Wyrm*|
hands|
gain 2 claws attacks****, 1d6 damage|
+1 enhancement to attack and damage/essentia|
damage dealt by claws granted by this soulmeld improves by one step|
n/a|
5

Claws of the Wyrm*|
totem|
-|
-|
gain climb speed, 1/2 base land speed, rounded up|
n/a|
2

Dragon Mantle*|
heart|
+2 enhancement on Fort saves|
resistance to acid, electricity, fire and cold 3/essentia, stacks|
fast healing 0|
+1/essentia|
17

Dragon Mantle*|
shoulders|
+2 enhancement on Fort saves|
resistance to acid, electricity, fire and cold 3/essentia, stacks|
DR 0/magic|
+1 DR/essentia, natural weapons overcome DR as if magic|
9

Dragon Mantle*|
totem|
-|
-|
move action, fly, poor, 0 ft.|
+10 ft./level|
2

Dragon Tail*|
feet|
gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling|
+1 enhancement to attack and damage/essentia|
+2 competence to Balance and Swim|
+2 more/essentia|
5

Dragon Tail*|
waist|
gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling|
+1 enhancement to attack and damage/essentia|
tail has reach, damage 2d6+1.5*Str|
n/a|
14

Dragon Tail*|
totem|
-|
-|
standard action, tail sweep, all adjacent foes take damage as if struck by tail, Ref half|
n/a|
2

Dragonfire Mask*|
brow|
low-light vision|
+2 competence to Spot/essentia|
darkvision out to 60 ft. or existing darkvision +30 ft.|
n/a|
9

Dragonfire Mask*|
throat|
low-light vision|
+2 competence to Spot/essentia|
standard action breath weapon, 30 ft. cone, 2d6 fire damage, Ref half, 1d4 round wait|
+1d6 fire damage/essentia|14

Dragonfire Mask*|
totem|
-|
-|
free action frightful presence 1/round, all within 10 ft. with less HD Will or shaken for 1 round|
+10 ft. to radius and 1 round/essentia|
2

Brood Keeper's Heart**|
heart|
+4 insight to Concentration|
+2 more/essentia|
gain swarm subtype, lose armor and natural armor bonus to AC|
n/a|
17

Brood Keeper's Heart**|
totem|
-|
-|
natural armor bonus increases by +4 when fighting defensively|
n/a|
2

Chaos Roc's Span**|
shoulders|
gain natural weapon 2 buffets, nonlethal damage, reach (can't attack adjacent), secondary attacks, 1d4+.5*Str bludgeoning|
+1 damage/essentia|
wings deal lethal damage, if hit an opponent with both, Fort save or be dazed for 1d4 rounds, mind-affecting|
n/a|
9

Chaos Roc's Span**|
totem|
-|
-|
full-round action, 10 ft. cone deals 1d4 damage (type determined randomly), Ref half|
+1d4 damage/essentia|
2

Gravorg Tail**|
waist|
+4 competence to Balance|
+2 more/essentia|
use levitate as the spell, only up and down, 20 ft. per round|
+10 ft./essentia|
14

Gravorg Tail**|
totem|
-|
-|
levitate you and every willing creature within 10 ft. only up and down, 20 ft. per round|
+10 ft./essentia|
2

Psion-Killer Mask***|
brow|
standard action to detect psionics, range 10 ft.|
+10 ft./essentia|
when using detect psionics, instantly determine the number, strength, and location of each psionic aura|
n/a|
9

Psion-Killer Mask***|
totem|
-|
-|
standard action, ranged touch attack, 10 ft., possibly suppress psionic item|
n/a|
2
[/table]
And it didn't convert it. Perhaps it's too large. Any suggestions? Perhaps I should bring this to the attention of a moderator.

Grod_The_Giant
2014-06-11, 09:09 AM
Moderators won't help, it's not an official tool. I didn't make it either, but... notice how the first [table] bracket is actually {table]? Fix that and try again. (they changed all the existing tables to that during the switch, probably to prevent broken posts)

danzibr
2014-06-11, 07:55 PM
Moderators won't help, it's not an official tool. I didn't make it either, but... notice how the first bracket is actually {table]? Fix that and try again. (they changed all the existing tables to that during the switch, probably to prevent broken posts)
Grod_The_Giant: lifesaver.
[table="class: grid head"]

Name
Chakra
Shape Effect
Invest Bonus (Shape)
Bind Effect
Invest Bonus (Bind)
lvl


Ankheg Breastplate

throat

+2 armor bonus to AC

+1/essentia armor bonus to AC

1/minute spit line of acid, 5 feet, 2d6 acid damage, Ref half

+5 feet/essentia and +1d6 acid damage/essentia
14


Ankheg Breastplate

totem

-

-

gain natural weapon 1 bite, 1d8 damage

+1d4/essentia acid damage on bite

2


Basilisk Mask

brow

low-light vision

darkvision 30 ft/essentia

gain benefit of Blind-Fight

n/a

9


Basilisk Mask

totem

-

-

full round action, gaze 1 creature within 30 ft. as Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) but 1 round, Fort negates

n/a

2


Beast Tamer Circlet

crown

+2 insight to Handle Animal and Wild Empathy

+2 more/essentia

speak with animals the spell, also magical beasts with Int 1 or 2, needs at least 1 essentia

at least 1 needed for bind effect

5


Beast Tamer Circlet

totem

-

-

Animal Trance (http://www.d20srd.org/srd/spells/animalTrance.htm) the spell usable 1/minute, lasts concentration up to 1 min/meldshaper level, needs at least 1 essentia

at least 1 needed for bind effect

2


Behir Gorget

throat

+4 to resist being bull rushed or tripped

resist electricity 5/essentia

standard action 1/minute 5 ft. line of lightning, 2d6 electricity damage, Ref half

+5 ft. and 1d6 electricity damage/essentia
14


Behir Gorget

totem

-

-

gain natural weapon 1 bite, 1d8 damage

+1d4 electricity damage on bite/essentia

2


Blink Shirt

heart

standard action teleport 10 ft. as dimension door, only self, ends turn

+10 ft./essentia

use blink spell with CL=meldshaper level

n/a

17


Blink Shirt

totem

-

-

use dimension door ability as move action

n/a

2


Bloodtalons

hands

act normally at 0 to -9 hit points

+2 unnamed bonus to Spot/essentia

gain benefit of Weapon Finesse with natural weapons

n/a

5


Bloodtalons

totem

-

-

gain natural weapon 2 claws, 1d4 damage

+1 bleeding (undead immune) damage and +1 enhancement bonus to attack/essentia

2


Brass Mane

throat

+4 competence to Intimidate

+2 more/essentia

standard action 1/minute roar, all except dragonnes within 10 ft. Will or be fatigued

+10 ft./essentia
14


Brass Mane

totem

-

-

gain natural weapon 1 bite, 1d8 damage

+1 enhancement to attack and damage/essentia

2


Disenchanter Mask

brow

standard action to use detect magic the spell, range of 10 ft., 1/round

+10 ft./essentia

when using detect magic, determine number, strength and location of each magical aura

n/a

9


Disenchanter Mask

totem

-

-

standard action to make a melee touch attack at normal reach +5 ft., can suppress a magic item

n/a

2


Displacer Mantle

shoulders

+4 competence to Hide

+2 more/essentia

gain concealment as blur, true seeing overcomes it, see invisiblity does not

n/a

9


Displacer Mantle

totem

-

-

gain 2 tentacles****, 1d4 damage, normal reach +5 ft., can't AoO

+1 enhancement damage/essentia

2


Dread Carapace

arms

PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons

1 more PA/essentia

threat range of natural weapons doubled

n/a

9


Dread Carapace

feet

PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons

1 more PA/essentia

1/minute enhancement bonus of +60 ft. to speed

+10 more ft./essentia

5


Dread Carapace

heart

PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons

1 more PA/essentia

SR 5

+4 SR/essentia

17


Dread Carapace

totem

-

-

when charge all enemies within 60 ft. shaken for 1 round, Will negates

n/a

2


Frost Helm

crown

tolerate -50 to 90 degrees

resist cold 5/essentia

standard action ranged touch attack, range ???, 1d6 cold damage

+1d6 cold damage/essentia

5


Frost Helm

totem

-

-

standard action stun single opponent within 20 ft. for 1d4 rounds, Will negates, frost worms immune

+1 creature/essentia

2


Girallon Arms

arms

+2 competence to Climb and grapple

+2 more/essentia

rend when you hit with 2 claws (from any source)

n/a

9


Girallon Arms

totem

-

-

gain natural weapons 4 claws (behave strangely), 1d4 damage

+1 enhancement to attack and damage/essentia

2


Gorgon Mask

throat

+1 resistance to Fortitude, +2 resistance to bull rushed, tripped, overrun or trampled

+1 more/essentia

standard action 1/day Flesh to Stone (http://www.d20srd.org/srd/spells/fleshToStone.htm) on an adjacent foe

n/a
14


Gorgon Mask

totem

-

-

full-round action trample attack, 1d8 damage

n/a

2


Great Raptor Mask

brow

+2 competence to Spot

+2 more/essentia

gain low-light vision but 5x as far

n/a

9


Great Raptor Mask

totem

-

-

gain evasion

n/a

2


Heart of Fire

waist

+1 insight to attack and damage v. cold

+1 more/essentia

people attacking take 1d6 fire damage if unarmed, weapons take half

n/a

14


Heart of Fire

totem

-

-

natural weapons and end-of-turn-grappling do extra 0d4 fire damage

+1d4 more/essentia

2


Hunter's Circlet

crown

+2 insight to Heal and Survival

+2 more/essentia

gain benefits of Track

n/a

5


Hunter's Circlet

totem

-

-

detect opponents within 15 ft. by smell, full-round action to identify direction, +4 competence to survival when involving smell

n/a

2


Kraken Mantle

arms

+8 competence to Swim, swim faster

+5 ft. to swim/essentia

with successful grapple check 1d8+Str bludgeoning damage

+1 unnamed to grapple/essentia

9


Kraken Mantle

totem

-

-

breathe water as if water breathing

n/a

2


Krenshar Mask

brow

+4 competence to Jump and Move Silently

+2 more/essentia

+4 competence to Intimidate

+2 more/essentia

9


Krenshar Mask

totem

-

-

standard action to frighten 1 creature within 30 ft. for 1 round, Will negates

n/a

2


Kruthik Claws

hands

+4 competence to Hide and Move Silently

+2 more/essentia

gain benefit of Weapon Finesse with natural weapons

n/a

5


Kruthik Claws

shoulders

+4 competence to Hide and Move Silently

+2 more/essentia

gain acid resist 10

+5 more/essentia

9


Kruthik Claws

totem

-

-

gain natural weapon 2 claws, 1d6 damage

+1d4 acid damage/essentia

2


Lamia Belt

waist

+4 competence to Bluff and Hide

+2 more/essentia

+10 enhancement to land speed and gain benefit of Spring Attack

n/a

14


Lamia Belt

totem

-

-

gain natural weapon 2 claws, lower body, 1d4 damage

n/a

2


Lammasu Mantle

arms

+2 deflection to AC v. evil

+1 resistance to saves v. evil/essentia

deflection and resistance bonus applies to all allies in 10 ft.

n/a

9


Lammasu Mantle

shoulders

+2 deflection to AC v. evil

+1 resistance to saves v. evil/essentia

only good summoned creatures can come within 10 ft.

n/a

9


Lammasu Mantle

totem

-

-

standard action breathe 15 ft. cone of fire, 1d4 fire damage, Ref half

+1d4 fire damage/essentia

2


Landshark Boots

feet

+4 competence to Jump

+2 more/essentia

move action (while touching ground) to sense number and direction of creatures touching ground within 10 ft.

+5 ft./essentia

5


Landshark Boots

totem

-

-

gain natural weapon 2 claws, 1d6 damage, if 5-ft. jump in move action can attack with 4 claws as a standard action but can't use any other weapons

+1 enhancement attack and damage/essentia

2


Manticore Belt

waist

+2 enhancement to Jump and Spot

+2 more/essentia

gain clumsy flight 0 ft. and Flyby Attack

+10 ft./essentia

14


Manticore Belt

totem

-

-

standard action to release a volley of 0 spikes, range increment of 30 ft., max 150, ranged attack, 1d6 damage

+1 spike/essentia

2


Pegasus Cloak

shoulders

gain feather fall at all times, +2 enhancement to Jump

+2 more/essentia

gain average flight 0 ft.

+10 ft./essentia

9


Pegasus Cloak

totem

-

-

gain average flight 0 ft. but must begin and end on a solid surface

+10 ft./essentia

2


Phase Cloak

shoulders

+4 competence to Climb, can always take 10 on Climb, keep Dex to AC while climbing

+2 more/essentia

if you move at least 5 ft., can become ethereal during movement

n/a

9


Phase Cloak

totem

-

-

gain 1 bite attack****, 1d4 damage with poison (1d3 Con primary, no secondary, Fort negates)

+1 enhancement to attack (and DC)/essentia

2


Phoenix Belt

waist

tolerate 40 to 140 degrees

gain resist fire 5/essentia

damage negated from resist fire becomes fast healing

n/a

14


Phoenix Belt

totem

-

-

standard action to deal 0 fire damage to adjacent creatures, Ref half

+1d6 fire damage/essentia

2


Rageclaws

hands

act normally from 0 to -9 hit points

increase hit point range to act normally by 3/essentia

if negative hit points gain +2 morale to melee attack and damage and Fort saves

n/a

5


Rageclaws

totem

-

-

gain natural weapon 2 claws, 1d6 damage, can attack with both while grappling

+1 enhancement to attack and damage/essentia

2


Riding Bracers

arms

+4 insight to Handle Animal and Ride

+2 more/essentia

+2 insight to melee damage and +2 dodge to AC while mounted

n/a

9


Riding Bracers

totem

-

-

if riding magical animal, handle as free or push as move and mount gains evasion

n/a

2


Shadow Mantle

shoulders

+4 competence to Listen

+2 more/essentia

swift action to make 0 ft. radius orb of darkness, you are invisible (http://www.d20srd.org/srd/specialAbilities.htm#invisibility) to creatures inside unless they can pierce magical darkness, gain blindsight same radius, must be able to hear

+5 ft./essentia

9


Shadow Mantle

totem

-

-

+4 competence to Hide

+2 more/essentia

2


Shedu Crown

crown

immune to being pushed back by bull rush

+1 competence to saves v. mind-affecting/essentia

communicate telepathically with any creature within 100 ft.

n/a

5


Shedu Crown

heart

immune to being pushed back by bull rush

+1 competence to saves v. mind-affecting/essentia

standard action to shift from material to ethereal plane for meldshaper level rounds, back as free

n/a

17


Shedu Crown

totem

-

-

gain trample attack, 1d8 damage

n/a

2


Sphinx Claws

hands

+1 competence to Strength checks and Strength-based skills

+1 more/essentia

pounce for natural weapons

n/a

5


Sphinx Claws

totem

-

-

gain natural weapon 2 claws, 1d8 damage

+1 enhancement to attack and damage/essentia

2


Threefold Mask of the Chimera

crown

can't be flanked

+1 competence to Search and Spot/essentia

at end of turn take extra move action at -5 to AC and attack

reduce penalty by 1/essentia

5


Threefold Mask of the Chimera

soul

can't be flanked

+1 competence to Search and Spot/essentia

at end of turn take extra standard action at -5 to AC and attack

reduce penalty by 1/essentia


Threefold Mask of the Chimera

totem

-

-

gain natural weapon 1 bite, 1d8 damage, 1 bite, 1d6 damage, 1 gore, 1d6 damage, all primary or one secondary

n/a

2


Totem Avatar

arms

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

gain benefit of Improved Grapple

n/a

9


Totem Avatar

feet

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

stable as if four-legged and 1 size category larger, +8 to resist bull rush, trip, overrun

n/a

5


Totem Avatar

heart

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

DR 5/magic

+1 DR/essentia

17


Totem Avatar

shoulders

gain bonus hit points = manifester level

+1 enhancement to natural AC/essentia

natural weapons deal damage as if 1 size category larger

n/a

9


Totem Avatar

totem

-

-

+0 morale bonus to damage on natural weapons

+1 more/essentia

2


Unicorn Horn

brow

+2 competence to Wild Empathy and Move Silently

+2 more/essentia

standard action to detect evil, 1/round

n/a

9


Unicorn Horn

totem

-

-

gain natural weapon 1 gore, 1d6 damage, extra 1d6 v. undead

+1 enhancement to attack and damage/essentia

2


Urskan Greaves

feet

move ice and snow at normal speed, +5 unnamed bonus to Balance on ice

resist cold 5/essentia

extra 0d4 untyped damage when charging

+1d4 damage/essentia

5


Urskan Greaves

totem

-

-

when overrun target can't avoid you, +2 unnamed to Str check to knock down

+1 more/essentia

2


Winter Mask

throat

standard action (?) to melee touch attack to make target become fatigued, Fort negates

+1d4 cold damage/essentia

standard action to breathe 15-ft. cone of cold, once every 1d4 rounds, 2d6 cold damage, Ref half

+2d6 damage/essentia
14


Winter Mask

totem

-

-

gain 1 bite attack****, 1d6 damage

+1d4 cold damage/essentia

2


Worg Pelt

feet

+2 competence to Hide and Move Silently

+2 more/essentia

+5 to base land speed

+5 more/essentia

5


Worg Pelt

hands

+2 competence to Hide and Move Silently

+2 more/essentia

free trip on bite

n/a

5


Worg Pelt

totem

-

-

gain natural weapon 1 bite, 1d6 damage

+1 enhancement to attack and damage/essentia

2


Wormtail Belt

waist

+2 enhancement to natural AC

+1 more/essentia

gain Awesome Blow feat and are treated as one size category larger when using it

n/a

14


Wormtail Belt

totem

-

-

gain natural attack 1 stinger, 1d6 damage with poison (1d4 Str primary, no secondary, Fort negates), not combinable

+1 enhancement to attack (and DC)/essentia

2


Yrthak Mask

brow

+4 competence to Listen

+2 more/essentia

gain 10 ft. blindsense, -4 to Spot, +4 to visual effects

+10 ft./essentia

9


Yrthak Mask

totem

-

-

standard action ranged touch attack 60 ft., 0d6 sonic damage to single opponent every other round

+1d6 sonic damage/essentia

2


Claws of the Wyrm*

arms

gain 2 claws attacks****, 1d6 damage

+1 enhancement to attack and damage/essentia

threat range doubles, doesn't stack with like effects

n/a

9


Claws of the Wyrm*

hands

gain 2 claws attacks****, 1d6 damage

+1 enhancement to attack and damage/essentia

damage dealt by claws granted by this soulmeld improves by one step

n/a

5


Claws of the Wyrm*

totem

-

-

gain climb speed, 1/2 base land speed, rounded up

n/a

2


Dragon Mantle*

heart

+2 enhancement on Fort saves

resistance to acid, electricity, fire and cold 3/essentia, stacks

fast healing 0

+1/essentia

17


Dragon Mantle*

shoulders

+2 enhancement on Fort saves

resistance to acid, electricity, fire and cold 3/essentia, stacks

DR 0/magic

+1 DR/essentia, natural weapons overcome DR as if magic

9


Dragon Mantle*

totem

-

-

move action, fly, poor, 0 ft.

+10 ft./level

2


Dragon Tail*

feet

gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling

+1 enhancement to attack and damage/essentia

+2 competence to Balance and Swim

+2 more/essentia

5


Dragon Tail*

waist

gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling

+1 enhancement to attack and damage/essentia

tail has reach, damage 2d6+1.5*Str

n/a

14


Dragon Tail*

totem

-

-

standard action, tail sweep, all adjacent foes take damage as if struck by tail, Ref half

n/a

2


Dragonfire Mask*

brow

low-light vision

+2 competence to Spot/essentia

darkvision out to 60 ft. or existing darkvision +30 ft.

n/a

9


Dragonfire Mask*

throat

low-light vision

+2 competence to Spot/essentia

standard action breath weapon, 30 ft. cone, 2d6 fire damage, Ref half, 1d4 round wait

+1d6 fire damage/essentia
14


Dragonfire Mask*

totem

-

-

free action frightful presence 1/round, all within 10 ft. with less HD Will or shaken for 1 round

+10 ft. to radius and 1 round/essentia

2


Brood Keeper's Heart**

heart

+4 insight to Concentration

+2 more/essentia

gain swarm subtype, lose armor and natural armor bonus to AC

n/a

17


Brood Keeper's Heart**

totem

-

-

natural armor bonus increases by +4 when fighting defensively

n/a

2


Chaos Roc's Span**

shoulders

gain natural weapon 2 buffets, nonlethal damage, reach (can't attack adjacent), secondary attacks, 1d4+.5*Str bludgeoning

+1 damage/essentia

wings deal lethal damage, if hit an opponent with both, Fort save or be dazed for 1d4 rounds, mind-affecting

n/a

9


Chaos Roc's Span**

totem

-

-

full-round action, 10 ft. cone deals 1d4 damage (type determined randomly), Ref half

+1d4 damage/essentia

2


Gravorg Tail**

waist

+4 competence to Balance

+2 more/essentia

use levitate as the spell, only up and down, 20 ft. per round

+10 ft./essentia

14


Gravorg Tail**

totem

-

-

levitate you and every willing creature within 10 ft. only up and down, 20 ft. per round

+10 ft./essentia

2


Psion-Killer Mask***

brow

standard action to detect psionics, range 10 ft.

+10 ft./essentia

when using detect psionics, instantly determine the number, strength, and location of each psionic aura

n/a

9


Psion-Killer Mask***

totem

-

-

standard action, ranged touch attack, 10 ft., possibly suppress psionic item

n/a

2

Coidzor
2014-06-11, 08:22 PM
Good Catch! Thank you indeed, O Groddest of Giants. :smallbiggrin:

danzibr
2014-08-06, 07:15 AM
Getting on two months, time to bump this sucker.

One thing I noticed is you can't click on the tables to sort the columns alphabetically anymore. Am I just doing it wrong, or was this feature truly removed?

Skevvix
2014-08-06, 09:17 AM
Getting on two months, time to bump this sucker.

One thing I noticed is you can't click on the tables to sort the columns alphabetically anymore. Am I just doing it wrong, or was this feature truly removed?

Seems like it was removed, I cannot click to sort any table either.

And once again, thank you for this, it has been a fantastic resource for my group!

Coidzor
2014-08-06, 03:49 PM
One thing I noticed is you can't click on the tables to sort the columns alphabetically anymore. Am I just doing it wrong, or was this feature truly removed?

...I didn't even realize the old tables were clickable... :smalleek:

Fax Celestis
2014-08-06, 04:09 PM
For your homebrew section: http://www.giantitp.com/forums/showthread.php?34260-PrC-The-Penumbracarnate

danzibr
2014-10-14, 01:27 PM
Seems like it was removed, I cannot click to sort any table either.

And once again, thank you for this, it has been a fantastic resource for my group!
Glad to be of service!

...I didn't even realize the old tables were clickable... :smalleek:
Yeah, it was a nice feature. You could see when soulmelds become available by level (well, bind effect).

For your homebrew section: http://www.giantitp.com/forums/showthread.php?34260-PrC-The-Penumbracarnate
Added! Thanks. Perhaps you should fix your table, btw.

Fax Celestis
2014-10-14, 01:36 PM
Added! Thanks. Perhaps you should fix your table, btw.

Thread's locked, so I can't, unfortunately.

danzibr
2014-10-14, 01:46 PM
Thread's locked, so I can't, unfortunately.
Boo.

Contact an admin?

Troacctid
2014-10-14, 03:42 PM
I'm a little surprised you didn't mention Duskling as an eligible race for Soul Eater.

danzibr
2014-10-14, 06:49 PM
I'm a little surprised you didn't mention Duskling as an eligible race for Soul Eater.
Me displaying my ignorance. Or lack of attention to detail. Or absentmindedness. Or something.

Added!

danzibr
2014-12-15, 01:06 PM
Uh-oh. A bit over 10 weeks. Bumpy time.

By the way, I keep bumping because I think I might add/change stuff.

Troacctid
2014-12-15, 01:42 PM
Are you going to add a section on Soulcaster? It doesn't seem to be mentioned as a prestige class option, despite being probably the #1 most powerful thing a Totemist can be doing.

Coidzor
2014-12-16, 02:13 AM
Are you going to add a section on Soulcaster? It doesn't seem to be mentioned as a prestige class option, despite being probably the #1 most powerful thing a Totemist can be doing.

Huh, Soulcaster seemed far too squishy for a non-ranged Totemist and Totemist didn't really seem to add as much to those focusing on casting as Incarnate would. :smallconfused:

Troacctid
2014-12-16, 03:42 AM
Huh, Soulcaster seemed far too squishy for a non-ranged Totemist and Totemist didn't really seem to add as much to those focusing on casting as Incarnate would. :smallconfused:

Oh, it's definitely valid. Besides the obvious fact that spellcasting is the #1 most powerful thing anyone can do in this game, Soulcaster is also the best for Share Soulmeld abuse, and there are some great Totemist melds that you can share. Like remember that at-will Flesh to Stone from Basilisk Mask? Think about spamming it every round without spending an action. Scratch that, spamming it twice per round without spending an action, because you have both a familiar and an animal companion (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWizard). And then using your action to cast shatter. That's pretty kickass. There are plenty of strong defensive and utility soulmelds on the Totemist list that are solid choices on a caster, and Totemist has a better chassis than Incarnate, so you pick up a slightly bigger hit die and more skill points for the early levels.

Off the top of my head, you could go something like Totemist 2/Wizard 3/Soulcaster 10/Wizard 5. Swap your familiar for an animal companion and take Obtain Familiar to get it back. Maybe pick up Improved Familiar or Celestial Familiar too. If Dragon Magazine is allowed, spam the Extra Familiar feat from Dragon #280 in all your feat slots and go to town.

danzibr
2014-12-17, 04:03 PM
Hey, these are great ideas. I expected it to be just another bump.

I'll incorporate these when I have time (over break, so a week from now).

danzibr
2015-02-25, 04:00 PM
Hey, these are great ideas. I expected it to be just another bump.

I'll incorporate these when I have time (over break, so a week from now).
Well, I didn't quite make good on that. Winter break is shorter in HS than it was in college >.>

Coidzor
2015-02-25, 05:36 PM
Well, I didn't quite make good on that. Winter break is shorter in HS than it was in college >.>

Winter is a harsh mistress like that, alas.

danzibr
2015-03-25, 07:47 PM
Winter is a harsh mistress like that, alas.
But I still get a full 3 months for summer! :D

In other news, I added Soulcaster. I actually really, really like it now that I've taken a closer look.

It seems pretty feat-heavy, but what Troacctid said about stacking on the familiars/AC's and going to town with cool soulmelds is a very appealing idea. My group usually runs gestalt and PF feat progression. In which case... Soulcaster wouldn't work since it's a theurge class, but the idea is still there. Something like Totemist 20//something which gives bookoo familiars/AC's (like that janky Druid PrC).

At this point I still need to... assign color ratings to a few more things. And take suggestions.

danzibr
2015-04-28, 08:44 PM
An actual update for a change! Minor, but still an update.

I came across Corrupted Creature from BoVD for the first time today (or, well, the first time with Totemist in mind). Here's what I said about it

Corrupted Creature (BoVD): +4 Str, -2 Dex, +4 Con, -2 Wis, -2 Cha. Hoo boy, 'das nice min-maxing for a Totemist. +4 to natural AC (probably), some DR (which needs to be converted from 3.0 to 3.5), some decent extra vile damage, bump DC of special attacks, fast healing, and ``The damage die used when the creature deals damage with natural attacks increases by one die type [...] as if the creature were one size larger.'' Oh, and you become an Aberration. Very solid template for a Totemist, especially if you're looking to stack size increases. There are problems, of course. First, it's 3.0, and has no listed LA. Technically that makes it LA +0 (hence why it's here), but +1, maybe +2 is more appropriate. Looking at its competition, I think it's quite good for +1, but not unreasonably so. Second, for alignment it says always evil. If anyone's interested, I found this on 4/28/15 while looking for for Bone Creature (2 templates above). Oh, and the split rating is due to the variability.
Also, in another thread, I read about masterwork unarmed strikes/natural weapons. I threw this in the first post.
Masterwork/Enchanting Natural Weapons/Unarmed Strikes?

It seems it is possible. I'll quote shaikujin, to whom all credit is owed.

Regarding Unarmed Strikes aren't masterwork -

Champions of Valor has a Region call "Chosen Born".
One of the bonus equipment choice is "deity’s favored weapon (masterwork)".

There are several deities that have unarmed strikes as their favored weapon.

Hence, masterwork unarmed strikes is possible.

Regarding that:

There are deities with "claw" as favored weapons. Sharess, for example. So certain types of natural weapons can be masterwork as well.

Also, warforged with adamantine body might work. Adamantine items are always of masterwork quality I think.
And you can enchant masterwork weapons.

So... it looks like maybe you can legitimately enchant unarmed strikes and (certain) natural weapons.

danzibr
2015-06-03, 11:38 AM
Gettin' up on that 45-day thing.

I still feel like it's incomplete... those two finds in my last post were nice.

Nifft
2015-07-14, 05:44 PM
2: Totemist Overview and Homebrew/Potential Alternate Rules
Recall the Totemist class information is available here (https://www.wizards.com/default.asp?x=dnd/ex/20050907a&page=3).


Broken link, use http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3 instead.

danzibr
2015-08-16, 06:13 AM
Broken link, use http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3 instead.
I went to bump myself and see I got a reply. Thanks! And it's fixed.

I still feel like it's an epsilon away from being done.

danzibr
2015-09-30, 01:53 PM
Time for a bump.

I think once I go through and finish rating things I'll let it slide into oblivion (err, the later pages of this forum).

ghostfreak24
2015-10-05, 07:10 PM
Hi, I am new to the class but I can say that I have fallen in love with what it has to offer. Especially when it comes to combat. So I have looked at the current choices you have put up for the class and the melee version has my attention, the one with the bear warrior in it. Currently I am a lv 8 Skarn totemist and I would like to know what would I need to make my dream of becoming multiarmed furry ball of death and destruction possible. I can post my current build so you can let me know if I am onnthe right path or not.

danzibr
2016-01-11, 02:02 PM
Hi, I am new to the class but I can say that I have fallen in love with what it has to offer. Especially when it comes to combat. So I have looked at the current choices you have put up for the class and the melee version has my attention, the one with the bear warrior in it. Currently I am a lv 8 Skarn totemist and I would like to know what would I need to make my dream of becoming multiarmed furry ball of death and destruction possible. I can post my current build so you can let me know if I am onnthe right path or not.
Oh, sorry I didn't see this. I should subscribe >.>

If you posted your build I'd be glad to have a look.

PapaMojo
2017-03-24, 09:35 PM
I apologise if this was already brought up at some point in the forums, but I don't have the time to search through all of those comments. You mention soul eater as a good prestige class. Thing is, as you say, this is from BoVD, which to my understanding is for 3e and never adapted to 3.5e. Am I missing something? Cause I was severly disapointed when I found out there was no adaption for BoVD.

Big Fau
2017-03-24, 10:07 PM
I apologise if this was already brought up at some point in the forums, but I don't have the time to search through all of those comments. You mention soul eater as a good prestige class. Thing is, as you say, this is from BoVD, which to my understanding is for 3e and never adapted to 3.5e. Am I missing something? Cause I was severly disapointed when I found out there was no adaption for BoVD.

The DMG allows 3.0 material to be used in a 3.5 campaign if the content in question was never reprinted. The Soul Eater PrC was never reprinted in a sourcebook, and is fair game. Most DMs will disallow 3.0 material without knowing about this rule.

PapaMojo
2017-03-26, 12:48 AM
The DMG allows 3.0 material to be used in a 3.5 campaign if the content in question was never reprinted. The Soul Eater PrC was never reprinted in a sourcebook, and is fair game. Most DMs will disallow 3.0 material without knowing about this rule.

So the idea is if they did not revise the rulebook they thought it was balenced enough and compatible with 3.5? Ok, makes seense. But I can't find that rule in the dungeon master's guide. Which page is it?

Big Fau
2017-03-26, 08:00 AM
So the idea is if they did not revise the rulebook they thought it was balenced enough and compatible with 3.5? Ok, makes seense. But I can't find that rule in the dungeon master's guide. Which page is it?

The game developers had no idea what balance was. The material that was revised was reprinted because the wording needed updating to match 3.5's mechanics or as a nerf (Haste, for example).

The rule is in the DMG. Page 4's first sidebar. Second paragraph, last sentence.