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Thread: [3.5] The Forsaker Totemist

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    Default [3.5] The Forsaker Totemist

    Over on this thread I bandied about the idea of combining the Forsaker (Master of the Wild) with the Totemist (Magic of Incarnum). Vow of Poverty and similar builds are a common request. But the rules for using Vow of Poverty suck. But since many soulmelds duplicate various magical items (and prohibit you from using magic items in slots that are bound to a chakra) I thought there might be a natural synergy.


    The Forsaker Totemist
    {table=head]
    Level
    |
    BAB
    |
    Fort Save
    |
    Ref Save
    |
    Will Save
    |
    Class Abilities
    |
    Soul melds
    |
    Essentia
    |
    Chakra Binds

    1st | + 1 | + 2 | + 2 | + 2 | Vow of the Forsaker, Meldshaping, Wild Empathy, Illiteracy, Track | 2 | 1 | 0
    2nd | + 2 | + 3 | + 3 | + 3 | Totem Chakra Bind (+1 capacity), Endure Elements | 3 | 2 | 1
    3rd | + 3 | + 3 | + 3 | + 3 | Totem Protection, Ability Bonus | 3 | 4 | 1
    4th | + 4 | + 4 | + 4 | + 4 | Resistance, Fast Healing | 4 | 5 | 1
    5th | + 5 | + 4 | + 4 | + 4 | Chakra Binds (crown, feet, hands) | 4 | 7 | 2
    6th | + 6 | + 5 | + 5 | + 5 | Totem Chakra Bind (+1 meldshaper level) | 5 | 8 | 2
    7th | + 7 | + 5 | + 5 | + 5 | Tough Defense | 5 | 10 | 2
    8th | + 8 | + 6 | + 6 | + 6 | Rebind Totem Soulmeld (1/day) | 6 | 11 | 3
    9th | + 9 | + 6 | + 6 | + 6 | Chakra Binds (arms, brow, shoulders) | 6 | 13 | 3
    10th | + 10 | + 7 | + 7 | + 7 | Damage Reduction | 7 | 14 | 3
    11th | + 11 | + 7 | + 7 | + 7 | Totem Chakra Bind (Double Bind) | 7 | 16 | 4
    12th | + 12 | + 8 | + 8 | + 8 | Rebind Totem Soulmeld (2/day) | 8 | 17 | 4
    13th | + 13 | + 8 | + 8 | + 8 | Slippery Mind | 8 | 19 | 4
    14th | + 14 | + 9 | + 9 | + 9 | Chakra Binds (throat, waist) | 9 | 21 | 5
    15th | + 15 | + 9 | + 9 | + 9 | Totem Chakra Bind (+2 capacity) | 9 | 22 | 6
    16th | + 16 | + 10 | + 10 | + 10 | Rebind Totem Soulmeld (3/day) | 10 | 24 | 7
    17th | + 17 | + 10 | + 10 | + 10 | Chakra Binds (heart) | 10 | 25 | 8
    18th | + 18 | + 11 | + 11 | + 11 | Antimagic Field | 11 | 27 | 9
    19th | + 19 | + 11 | + 11 | + 11 | Chakra Binds (soul) | 11 | 28 | 10
    20th | + 20 | + 12 | + 12 | + 12 | Totem Embodiment, Rebind Totem Soulmeld (4/day) | 11 | 30 | 11
    [/table]

    Starting Gold: 0.

    Hit Die: d12

    Class Skills: Same as Totemist.

    Class Abilities:

    Weapon and Armor Proficiency: The Forsaker Totemist is not proficient with any armor, shields, or weapons, except for their own natural weapons. They gain Improved Unarmed Strike as a bonus feat, and it is considered a natural weapon for the purpose of any soulmeld, feat, or other ability or effect which augments natural weapons.

    Vow of the Forsaker: Beyond simple clothing and whatever food and drink they require for that day, the Forsaker Totemist swears not to own or use any possessions. They must destroy or donate their share of any income or treasure they receive from any source (they cannot simply allow their party members to have more - though they are permitted to give them first choice of what to keep). Items which the Forsaker Totemist Sunders or otherwise destroys during combat count towards this requirement. If he chooses to donate his share, the Forsaker Totemist must do so anonymously, and it must be to a charity or group that in no way benefits the him (it can't be to an ally, a political cause, etc). Whenever he is willingly able to do so, the Forsaker Totemist must sleep in a natural setting (outside of any city, town, dungeon, or inhabited area) and eat food that he scavenges or kills himself.

    If at any point the Forsaker Totemist does not make a good faith effort to uphold this Vow, he loses all meldshaping abilities from all sources, including their soulmelds, essentia pool, and chakra binds. They retain their other Forsaker Totemist class abilities, but may not take additional levels of the class and may not regain their meldshaping abilities until they renew and fulfill their Vow (as adjudicated by the DM).

    The Forsaker Totemist may not benefit from any Exalted Vow, such as the Vow of Poverty, Vow of Peace, etc.

    Meldshaping: The Forsaker has a slightly better soulmeld progression, 50% more essentia, they eventually open up their Soul chakra slot, and the number of chakra binds they get at high levels is much better (they eventually can bind every slot). Otherwise, all Forsaker Totemist class abilities mirror all of the standard Totemist class abilities (including Wild Empathy, Totem Protection, Totem Embodiment, etc) except as noted here.

    Track: The Forsaker Totemist gains this as a bonus feat at first level.

    Endure Elements (Ex): At 2nd level the Forsaker Totemist gains this abilty continuously on themselves, as per the spell.

    Ability Bonus (Ex): At 3rd level, the Forsaker Totemist gains a bonus to any two attributes of his choice equal to one-third their Forsaker Totemist class level (ie, +1 at 3rd level, and a maximum of +6 at 18th level).

    Resistance (Ex): At 4th level, the Forsaker Totemist gains Spell Resistance and Power Resistance equal to 15 + their Forsaker Totemist class level. These do not stack with resistances provided by other sources. The Forsaker Totemist may not willingly lower or reduce these resistances. Thus while it is difficult to directly harm a Forsaker Totemist with magic or psionics, they also have a difficult time benefiting from healing and protection magic. His own meldshaping and class abilities are not effected by this resistance, although the meldshaping abilities of others are.

    Fast Healing (Ex): At 4th level, the Forsaker Totemist gains Fast Healing equal to the number of points of essentia invested in the soulmeld bound to his Totem Chakra. If more then one soulmeld is bound to his Totem Chakra, he gains Fast Healing equal to the total essentia invested in both soulmelds.

    Tough Defense (Ex): At 7th level, the Forsaker Totemist gain a bonus to their Natural Armor equal to their Constitution bonus. This bonus stacks with bonuses to Natural Armor from all other sources, such as racial abilities, feats, and soulmelds.

    Damage Reduction (Ex): At 10th level, the Forsaker Totemist gains Damage Reduction/magic and cold iron (a weapon must be both to bypass it) equal to the number of points of essentia invested in the soulmeld bound to his Totem Chakra. If more then one soulmeld is bound to his Totem Chakra, he gains Damage Reduction/magic and cold iron equal to the total essentia invested in both soulmelds. If at least one point of essentia is invested in any soulmeld bound to his Totem Chakra, then all of the Forsaker Totemist's natural weapons also count as magic and cold iron weapons.

    Slippery Mind (Ex): At 13 level, the Forsaker Totemist gains the Slippery Mind class ability. (See Rogue for details). If he is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on each saving throw.

    Antimagic Field (Ex): At 17th level, the Forsaker is emanates a continuous and permanent Antimagic Field with a radius of 5 feet, centered on himself, with a caster level equal to his Forsaker Totemist meldshaper level. He may not willingly lower or end this effect. His own meldshaping abilities are not effected by this field, although the magical and meldshaping abilities of others are.


    Playtest Note: At first level, any Totemist soulmelds grants access to lots of different natural weapons, Die Hard, AC bonuses, a land speed bonus, and various Skill boosts. Once you hit second level and can bind your Totem chakra, you get a full range of additional buffs, ranged attacks, breath weapons, Save or Lose abilities, etc. (Though obviously you can't do all of those things at once until higher levels, since you have limited soulmelds and chakra binds). So while it may seem a bit harsh that you don't get Resistance and Fast Healing until 4th level and don't get Tough Defense until 7th level, keep in mind that you don't get a lot of gold at low levels, I have play tested the class at various levels, and I think that the progression given strikes the right balance.