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  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Aboleth Totem:
    Spoiler
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    New Class Skills: Knowledge (arcana, dungeoneering, religion, the planes)
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Swim Speed (slow)
    2|+2|+3|+0|+0| Dominion
    3|+3|+3|+1|+1| Dark Knowledge (tactics) 4/day
    5|+5|+4|+1|+1| Swim speed (fast)
    [/table]

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


    Ape Totem:
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    "I was saved! I was saved by a flying wild man in a loincloth!" -Jane Porter, on her rescue by an Ape Totem Barbarian.

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

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


    Bat Totem:
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    "We can't stop here. this is bat country." -Ingvar Bibb, Merchant, moments before being ambushed by a tribe of bat totem barbarians.

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


    Bear Totem:
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    "They call 'em berserkers, bear-shirts. They're the kind of guy you don't want to get in arm's reach of while there's fighting going on. He's as likely to tear off your head as the enemy's." -Thorvol Grimmald, mercenary.

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

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


    Boar Totem:
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    "Pain is temporary. It may last a minute, or an hour, or a day, or a year, but eventually it will subside and something else will take its place. If I quit, however, it lasts forever.” -Weylin Steelgut, Boar Totem Barbarian

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

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


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

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


    Bunny Totem:
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    "For the last time... I AM NOT A JESTER!" -Squee Sunseed, human bunny totem barbarian, to his employer.

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

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


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


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


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


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


    Dragon Totem:
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    “Always speak politely to an enraged Dragon. ” -Gellik Ferrin, Scholar, on a recent visit to the eastern lands.

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


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


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


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


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


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



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


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

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


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


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


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

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


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

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


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


    Lion Totem:
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    "It's better to be a lion for a day than a sheep all your life."- Tua, Cheif of the Luyane Tribe.

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


    Marilith Totem
    Spoiler
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    New Class Skill: Know (history)
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Six Sword Style
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Way of Blades
    5|+5|+4|+1|+1| Tactical Master
    [/table]
    Six Sword Style: A marilith totem barbarian gains two-weapon (or multiweapon fighting) as a bonus feat. In addition, if a marilith is wielding only longswords, she takes no penalty to attack rolls.
    Natural Armor: A bulette totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.
    Way of Blades: At 3rd level and every three levels thereafter, the marilith totem barbarian gains a bonus feat of her choice, but the chosen feat must have two-weapon fighting as a prerequisite.
    Tactical Master: At 5th level and above, a marilith totem barbarian can make a knowledge (history) check at the beginning of each battle. Divide the result of this check by 5 and add the result to attack and damage rolls for all party members that can see and hear the marilith totem. This bonus lasts a number of rounds equal to the marilith totem's intelligence modifier.
    Last edited by Admiral Squish; 2010-06-22 at 06:33 PM.
    My Homebrew
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    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
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  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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


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


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



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

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


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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

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



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


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


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


    Wolf totem:
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    "It never troubles a wolf how many sheep stand before him, why should your numbers impress me?" -Conri, wolf totem barbarian, to the leader of the twelfth legion on the night of a battle.

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


    Worm Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Imp. Grapple
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Tremorsense 20
    5|+5|+4|+1|+1| Burrow Speed
    [/table]
    Improved Grapple: The worm totem barbarian gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.
    Natural Armor: A worm totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.
    Tremorsense:At 3rd level, a worm totem barbarian gains tremorsense out to 20 feet. Every three levels thereafter, the range of his tremorsense increases by 20 feet.
    Burrow Speed:At 5th level, a worm totem barbarian gains a burrow speed equal to one-half his base land speed (round down to the nearest 5-foot interval). The worm totem barbarian can choose to leave a usable tunnel behind him as he digs or seal it behind himself.
    Last edited by Admiral Squish; 2010-06-22 at 06:28 PM.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Would SO play the Ape Totem. Tar-Fricken-Zan baby!

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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

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

    Also, please remove the stupid dip thing from Lion totem. Seriously. When you get to it.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Quote Originally Posted by Mulletmanalive View Post
    Also, please remove the stupid dip thing from Lion totem. Seriously. When you get to it.
    Wrong Lion Totem; these are the ones from UA, while the lion totem with pounce is one of the Spiritual Totems from CC.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    I was going to include pounce, but that would be a fifth-level ability, not first.

    Does anyone have any balance comments on these so far? Or maybe ideas they'd like to see on other totems?
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Quote Originally Posted by Mulletmanalive View Post
    Also, please remove the stupid dip thing from Lion totem. Seriously. When you get to it.
    #%*#&$(@!! Complete and utter disagreement. The difficulty of gaining Pounce in this game, barring that, is utterly ridiculous. Why must melee not get nice things?


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

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Quote Originally Posted by DragoonWraith View Post
    #%*#&$(@!! Complete and utter disagreement. The difficulty of gaining Pounce in this game, barring that, is utterly ridiculous. Why must melee not get nice things?
    To me, that outburst makes no sense. If melee needs the help, just Houserule it. It makes no real sense as a first level ability for a class as it'll only be useful to the class at that level under very specific build conditions.

    Or make it a feat.

    I can only think of one GM i know who's sufficiently obsessed with officiality over good fun to refuse a houserule like that while allowing the other as a level one class feature.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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

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

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

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    There you go, dragon is up, and a new picture for eagle. Not sure what to give eagle, so I think I'll skip it for the moment.

    Really, I'm having the most trouble with serpent, eagle, and shark. Shark especially, 'cause I don't have anything to base it off.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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

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

    Eagle? Well, a spring attack type Improved Grab springs [no pun intended] to mind instantly, along with spot abilities. On the other hand, you could base it around archery or something. That and the eagle's cry is iconic.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Quote Originally Posted by Mulletmanalive View Post
    Serpant would logically have either climb or escape artist benefits, Constrict and the whole "snake coils then lunges" thing.
    I did a lot of that kind of thing with my Chthonic Serpent martial discipline, if you're looking for ideas. In particular, see the Binding Constrictor/Boa Strike/Choking Python/Anaconda Crush line and the Viper Lash/Death Adder Lash/Cobra Lash/Wrath of Quetzalcoatl for constricting and lunging, respectively, and also consider things like Coils of Rapture, Crack of the Whip, and the Bound's Bound by Sorrow class feature - that girl's holding a Whip, which have all sorts of problems, and if you're dealing with Grapples, size modifiers/restrictions and Freedom of Movement are a huge problem that deserve fixing.

    Feel free to use any thing you see there for inspiration or just straight use in your Serpent Totem Barbarian, if you would like.
    Last edited by DragoonWraith; 2010-05-25 at 07:30 PM.

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Serpent's certainly going to take a lot of change, but I think I got some good ideas.

    Horse totem is up, too.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    I feel like the Animal Companion of a Druid of half your level might be a little low. I know that's what the Ranger gets but... I disagree with that too...

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Actually, ranger gets half his level-3. But I think you're right, I just don't know if making it full progression would unbalance it.

    Snake totem is up, hopefully this works.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    I'm liking the snake totem, I think it might be a little bit strong, because of the lack of penalty for fighting with two weapons. Maybe just give it TWF with those weapons?

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

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Quote Originally Posted by Krazddndfreek View Post
    I'm liking the snake totem, I think it might be a little bit strong, because of the lack of penalty for fighting with two weapons. Maybe just give it TWF with those weapons?
    Nah, penalty-less TWF is fine. Since the off-hand weapon must be light, it's only a difference of +2/+2 and only for those particular combinations of weapons.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Quote Originally Posted by Krazddndfreek View Post
    Also for Horse Totem, there's no real reason to take Mounted Archery over Ride-by Attack after five levels of barbarian.
    Well, I figured if I could give them a choice, why wouldn't I? Plus, there is a lot of history to mounted archery. Mongols were another source I tried to draw inspiration from on that one.

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

    I put up Eagle Totem, though I'm not confident in it at all.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Awesome, I was just looking at those today and thinking how much they sucked, too.

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

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

    Edit: Can't wait to see the lion totem!
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Ask and ye shall receive! Lion totem is up. I will be putting up the 'this replaces X' soon.

    Now, to work on shark and wolf... Any ideas?
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Awesome!

    Just some brainstorming:

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

    Wolf: Trip, howl (summon wolves?), scent/track, endurance (wolves rely on endurance rather than speed when hunting), maybe a "hunt" ability that grants them a hide/move silently/attack bonus when stalking a specific creature, bonus when flanking (pack), endure elements (cold), perhaps something to do with marking their territory and getting a bonus in that area, pounce.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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

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



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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Okay! Shark and wolf are done, but I'm not sure about the worry ability on shark, and I'm not sure how wolf measures up.

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

    And, since they're all done, does anyone have anything to say abut their balance among one-another?
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    For the wolf totem, to do pack tactics, I'd suggest an Improved Flanker feature:

    Improved Flanker (Ex): An enemy is always considered flanked if you and two other allies threaten his space with a melee weapon, even if none of you are on opposite sides of that enemy. Your allies do not need to have the improved flanker feature for this ability to work.
    Last edited by Ashtagon; 2010-05-26 at 01:22 AM.

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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

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

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



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



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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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

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

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

    Martyr's Might is thematic and not too strong.

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Quote Originally Posted by Glimbur View Post
    You could pull the restriction off of Vitality and let the fast healing work even if they're not below half health; it's not a lot of healing in any case.
    Just curious, but, where did the concept of fast healing that only heals up to 1/2 hp even come from? I've seen it in multiple places on these boards so far, and, well, I can't figure out why you would want fast healing that doesn't do the job it's supposed to do.



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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

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

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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    I put the half max limiter in there to keep it reasonable, but now that you mention it, I suppose it being only in rage should be plenty.

    As for diehard: No, sorry. Diehard is terrible. you may still be ALIVE at -9, but you're not doing anything either. I do like the idea of the extra buffer zone, though I think having them fully functional is too important.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, PEACH!]

    Maybe see the Totemist's Rageclaws for inspiration?

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