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    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Aboleth Totem:
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    "Your gods should respect their elders." -He Who Must Not be Named, aboleth totem barbarian

    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 (Ex): 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 (Su): 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 (Ex):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 puissance 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.


    Angel Totem:
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    "Dreams save us. Dreams lift us up and transform us. And on my soul, I swear... until my dream of a world where dignity, honor and justice becomes the reality we all share - I'll never stop fighting. Ever." -Glory, angel totem barbarian.

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Evil's Foe
    2|+2|+3|+0|+0| Aura of Righteousness
    3|+3|+3|+1|+1| Stunning Blow
    5|+5|+4|+1|+1| Smite the Unholy
    [/table]

    Evil's Foe (Su): An angel totem barbarian is steadfast in his opposition to the forces of evil. He gains a +1 deflection bonus to AC and a +1 bonus to saves against evil 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 evil, using his angel totem barbarian level in place of caster level for overcoming spell resistance.

    Aura of Righteousness (Su): When an angel totem barbarian is in rage, he can exude an aura of righteous fury as a swift action. All creatures within 30 feet must make a will save (DC 10+1/2 barbarian level+cha mod) or take a penalty equal to half his angel totem barbarian level on attacks, AC, and saves for the remainder of the battle. A creature that makes it's save is immune to this ability for 24 hours. This is a mind-affecting ability.

    Stunning Blow (Ex): At 3rd level, an angel totem barbarian can swing mighty blows. once/round for every three levels of barbarian, if an angel totem barbarian hits an opponent while wielding a two-handed weapon, he can make the opponent make a fortitude save (DC 10+1/2 barbarian level+str mod) or be dazed for one round.

    Smite the Unholy (Su):At 5th level, when making an attack against an evil aligned creature, an angel totem barbarian gains a +1 bonus to attack and damage for every two levels he has in barbarian. Against evil-aligned clerics, paladins, or outsiders with the evil subtype, this bonus becomes +1.5 for every two levels of barbarian, rounded down.


    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 (Ex): 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 (Ex):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 (Ex): 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 (Ex): 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.


    Archon Totems:
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    Hound Archon:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Evil's Foe
    2|+2|+3|+0|+0| Scent of Evil
    3|+3|+3|+1|+1| Hunter of Darkness
    5|+5|+4|+1|+1| Form of the Hunter
    [/table]
    Evil's Foe (Su): A hound archon totem barbarian is steadfast in his opposition to the forces of evil. He gains a +1 deflection bonus to AC and a +1 bonus to saves against evil 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 evil, using his hound archon totem barbarian level in place of caster level for overcoming spell resistance.
    Scent of Evil (Su): A hound archon totem barbarian gains the scent ability. In addition, with a swift action, he can identify if a creature he can smell is evil, and identify the power of their aura, as though he'd studied them for three rounds with the detect evil spell.
    Hunt (Ex): A hound archon totem barbarian gains track as a bonus feat. He also gains a +2 bonus to survival checks. Every three levels thereafter, he gains an additional +2 to survival checks.
    Form of the Hunter: A hound totem barbarian can take on the traits of a hunting dog and change back as a swift action, becoming a hybrid of man and dog. He gains a bite attack that deals 1d6 damage (assuming medium size). His base land speed becomes 50 feet. He gains a +4 bonus to strength and his natural armor bonus increases by 4.


    Lantern Archon
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Piercing Brilliance 1/day, Spear of Light
    2|+2|+3|+0|+0| Revealing Glow
    3|+3|+3|+1|+1| Swarm of Lights
    5|+5|+4|+1|+1| Light of Truth
    [/table]

    Spear of Light (Ex): As an attack action, a lantern archon totem barbarian can fire a blast of light from a hand as a ranged touch attack agains a single target within 30 feet. If this blast hits, it deals 1d6 points of damage. This damage is not subject to any kind of damage reduction.

    Piercing Brilliance (Ex): When entering piercing brilliance, a lantern archon totem barbarian gains a +2 bonus to ranged attack and damage rolls as well as a +2 dodge bonus to AC and reflex saves. In addition, while in piercing brilliance, his spear of light attack deals additional damage equal to his 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 Piercing Brilliance. In addition, when he would normally gain greater rage or Mighty rage, the attack, damage, AC and reflex bonuses increase by 1.

    Revealing Glow (Su): A lantern totem barbarian sheds light like a torch constantly. Any invisible creature within 30 feet while this ability is active is revealed as though by an invisibility purge spell. The lantern archon totem barbarian can suppress this ability as a free action and resume it as a standard action.

    Swarm of Lights (Ex): A lantern totem barbarian is accompanied by a number of glowing balls of light about a foot across. He can summon an orb with a standard action. At 3rd level, you can control one orb, and can control an additional orb every three levels thereafter. This orb can be commanded as a free action and has a fly speed of 30 feet with perfect maneuverability. This orb has no physical substance, and cannot affect creatures or objects, not even to provide flanking bonuses. Each light sheds light out to five feet. A light that breaks line of effect or moves more than 60 feet from the lantern totem barbarian winks out of existence and must be summoned again. Whenever you use spear of light, all the lights currently in existence are set off, firing their own spears of light using your attack modifier. These lights do not have to aim at the same target as you, but they must be within 30 feet of their target and have a line of effect against them.

    Lights of Truth (Su): 1/round as a free action, a lantern totem barbarian can subject a single creature or object struck by a lance of light from either himself or one of his lights to the effects of a targeted dispel magic effect, using his barbarian level as his caster level for the effect, with no maximum caster level.


    Sword Archon:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Armblades
    2|+2|+3|+0|+0| Evil's Foe
    3|+3|+3|+1|+1| Holy Flames
    5|+5|+4|+1|+1| Soul-Rending Strike
    [/table]

    Armblades (Ex): As a swift action, a sword totem barbarian can transform his forearms into a set of cleaving blades. Treat these blades as natural weapons that deal 1d8 damage (assuming medium size). While these blades are shaped, the sword archon totem barbarian cannot wield weapons or manipulate objects.

    Evil's Foe (Su): A sword archon totem barbarian is steadfast in his opposition to the forces of evil. He gains a +1 deflection bonus to AC and a +1 bonus to saves against evil creatures and effects created by them for every two levels of barbarian he has. In addition, he cannot be touched by summoned creatures as though he were under the effects of protection from evil, using his trumpet archon totem barbarian level in place of caster level for overcoming spell resistance.

    Holy Flames (Ex): At 3rd level and every three levels thereafter, a sword archon totem barbarian gains a +1 enhancement bonus to attack and damage rolls when attacking with his armblades. In addition, a successful attack deals an additional 1d6 fire damage for every three levels he has in barbarian.

    Soul-Rending Strike (Su): A sword archon totem barbarian can attack with both arm blades on a charge. In addition, once during each rage if he hits a target with both armblades on a charge, the target must make a fortitude save (DC 10 + 1/2 barbarian + cha mod) or die instantly, his body dissolving into fine dust.


    Throne Archon:
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    New Class Skills: Diplomacy, Sense motive
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Evil's Foe
    2|+2|+3|+0|+0| Celestial Guardian
    3|+3|+3|+1|+1| Guilt Strike
    5|+5|+4|+1|+1| Smite the Unholy
    [/table]

    Evil's Foe (Su):A throne archon totem barbarian is steadfast in his opposition to the forces of evil. She gains a +1 deflection bonus to AC and a +1 bonus to saves against evil creatures and effects created by them. This bonus increases by +1 at every odd numbered level after 1st. In addition, she cannot be touched by summoned creatures as though she were under the effects of protection from evil, using her throne archon totem barbarian level in place of caster level for overcoming spell resistance.

    Celestial Guardian (Ex): A throne archon totem barbarian gains the service of a celestial creature. Treat this as an animal companion with the celestial template, with your throne archon totem barbarian level -1 as her effective druid level.

    Guilt Strike (Su): Once during each rage a throne archon totem barbarian that makes a successful melee attack on an opponent can inflict terrible guilt on the subject, exposing their past sins to the light of the divine as a free action. Consult the table for the effects of this attack. Penalties inflicted with this ability apply to attack rolls, damage rolls, skill checks and ability checks, and last for a number of rounds equal to the barbarian's cha modifier. Every three levels thereafter, he can use this ability an additional time during each rage.
    {table=head]Alignment|Effect
    LG| No effect
    NG| -1 penalty/2 barbarian levels
    LN| 1 Damage/2 barbarian levels
    CG| -1 penalty/barbarian level
    NN| 1 damage, -1 penalty/ 2 barbarian levels
    LE| 1 damage/barbarian level
    NE| 1 damage/barbarian level, -1 penalty/2 barbarian levels
    CN| -1 penalty/barbarian level, 1 damage/2 barbarian levels
    CE| 1 damage, -1 penalty/ barbarian level
    [/table]

    Smite the Unholy (Su): At 5th level, when making an attack against an evil aligned creature, a throne archon totem barbarian gains a +1 bonus to attack and damage for every two levels he has in barbarian. Against evil-aligned clerics, paladins, or outsiders with the evil subtype, this bonus becomes +1.5 for every two levels of barbarian, rounded down.


    Trumpet Archon:
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    New Class Skills: Perform
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Glorious Trumpet
    2|+2|+3|+0|+0| Evil's Foe
    3|+3|+3|+1|+1| Music of the Spheres
    5|+5|+4|+1|+1| Aura of Menace
    [/table]

    Glorious Trumpet (Ex): A trumpet erchon totem barbarian gains a silvery trumpet as a gift from his deity. This trumpet is treated as a masterwork heavy mace, and it can be enchanted normally. The trumpet archon totem barbarian can make a DC 10 perform check to play it as a standard action and give all allies that can hear him a +1 morale bonus to attack and damage rolls. This bonus lasts for as long as the trumpet archon totem barbarian continues to play and five rounds afterwards. For every five points the trumpet archon totem barbarian's result exceeds this DC, the bonus granted increase by 1.

    Evil's Foe (Su): A trumpet archon totem barbarian is steadfast in his opposition to the forces of evil. He gains a +1 deflection bonus to AC and a +1 bonus to saves against evil creatures and effects created by them for every two levels of barbarian he has. In addition, he cannot be touched by summoned creatures as though he were under the effects of protection from evil, using his trumpet archon totem barbarian level in place of caster level for overcoming spell resistance.

    Music of the Spheres (Ex): As a trumpet archon totem barbarian grows in level, he learns new songs. At 3rd level and every three levels thereafter, he learns one of the following songs.
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    Enchanting Song: The trumpet archon totem barbarian can make a DC 15 perform check to play this song as a standard action. All creatures within 90 feet must make a will save (DC 10+1/2 barbarian level+cha mod) or be fascinated for as long as the barbarian continues to play.

    Inspiration: The trumpet archon totem barbarian can make a DC 15 perform check to play this song as a standard action. One creature within 30 feet of the barbarian's choosing gains a bonus equal to the barbarian's class level on a single skill or ability check.

    Terrifying Song: The trumpet archon totem barbarian can make a DC 20 perform check to play this song as a standard action. All creatures within 60 feet must make a will save (DC 10+1/2 barbarian level+cha mod) or be frightened for as long as the barbarian continues to play. Creatures that fail their save are instead shaken for as long as the barbarian continues to play, but cannot be affected by the same song for 24 hours after he stops playing.

    Steadfast Song: The trumpet archon totem barbarian can make a DC 20 perform check to play this song as a standard action. All allies within 60 feet that hear this song gain a +2 bonus to saves, AC and checks to resist bull rush, trip or disarm attempts. For every 5 points the barbarian's check result exceeds the target DC, the bonus increases by 1. These effects last as long as he continues to play and 5 rounds afterward.

    Song of Mending: The trumpet archon totem barbarian can make a DC 20 perform check to play this song as a standard action. All allies within 30 feet heal a number of HP equal to their HD.

    Glory: The trumpet archon totem barbarian can make a DC 25 perform check to play this song as a standard action. All good-aligned creatures that can hear him play gain a +3 competence bonus to attack rolls and a +5 dodge bonus to AC, while all evil-aligned creatures must make a will save (DC 10+1/2 barbarian level + cha mod) or take a -3 penalty to attack rolls and AC. For every 5 points the barbarian's check exceeds the target DC, these bonuses and penalties increase by 1. These effects last as long as he continues to play and 5 rounds afterward.

    Paralyzing Song: The trumpet archon totem barbarian can make a DC 25 perform check to play this song as a standard action. All creatures within 60 feet who can hear the barbarian play must make a will save (DC 10+1/2 barbarian level+cha mod) or be paralyzed for a number of rounds equal to his cha modifier.


    Aura of Menace (Su): A trumpet archon totem barbarian that fights or gets angry radiates an aura of terrible divine fury. All creatures within 30 feet must make a will save (DC 10+1/2 barbarian level + cha mod) or take a -1 penalty to attacks, AC and saves for every two levels of barbarian he has for 24 hours or until they make a successful attack against him.


    Warden Archon:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Steadfast
    2|+2|+3|+0|+0| Scent of Evil
    3|+3|+3|+1|+1| Tearing Blows
    5|+5|+4|+1|+1| Impenetrable Guard
    [/table]
    Steadfast (Ex): A warden archon totem barbarian is proficient with heavy armor and shields, including tower shields. In addition, for every three levels of barbarian he possesses, he gains a +1 bonus to natural armor.

    Scent of Evil (Su): A warden archon totem barbarian gains the scent ability. In addition, with a swift action, he can identify if a creature he can smell is evil, and identify the power of their aura, as though he'd studied them for three rounds with the detect evil spell.

    Tearing Blows (Ex): A warden archon totem barbarian that strikes an opponent with a melee attack twice in one round deals 1d6 additional damage to that enemy. This damage applies to all attacks after the first. Every three levels thereafter, this damage increases by 1d6.

    Impenetrable Guard (Ex): A warden archon totem barbarian's armor, shield, natural, dexterity, dodge, deflection, and size modifiers to AC apply at all times, even when they would normally be ignored. Effectively, a warden archon totem barbarian's touch and flat-footed ACs are identical to his normal AC. If the source of an effect that would leave him flat-footed or make a touch attack is four or more levels higher than him, the ability functions normally.



    Balor Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Good's Foe
    2|+2|+3|+0|+0| Flaming Body
    3|+3|+3|+1|+1| Fire Lash
    5|+5|+4|+1|+1| Bound in Flames
    [/table]

    Good's Foe (Su): A balor totem barbarian is steadfast in his opposition to the forces of goodness. 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 balor totem barbarian level in place of caster level for overcoming spell resistance.

    Flaming Body (Su): A balor totem barbarian's body is wreathed in flames. 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.

    Fire Lash (Su): A balor totem barbarian gains the ability to fashion a 15-foot-long whip of fire a move action. He takes no damage from a fire lash he creates, and if he releases his hold, it immediately dissipates. The lash deals 1d6 points of fire damage to a target within 15 feet on a successful attack. Any feats or abilities that apply to the use of a standard whip apply to the fire lash, including the ability to make trip and disarm attempts. The whip remains in existence as long as the barbarian holds it. Every three levels thereafter, the lash sprouts an extra tail, dealing an additional 1d6 points of fire damage to it's target and granting a +2 bonus to trip and disarm attempts made with it.

    Bound in Flames (Ex): A balor totem barbarian that hits an adjacent opponent with his fire lash can make an opposed strength check. If the balor totem barbarian wins, the target is entangled and grappled. Each round, the target takes fire damage from his flaming body, and fire damage as though struck by the barbarian's fire lash until he escapes the grapple.The balor totem barbarian cannot use his fire lash while an opponent remains bound like this.


    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 (Su): A Bat totem barbarian is well-suited to working in the dark, and can see normally in darkness, even magical darkness.

    Bat Sense (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): The bear-totem barbarian gains an additional +4 to grapple checks while raging.


    Beholder Totem:
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    "I'll keep my glasses on, thanks." -Skot Soomer, beholder totem barbarian.

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Destructive Glare
    2|+2|+3|+0|+0| Wandering Eyes
    3|+3|+3|+1|+1| Eye-Beams
    5|+5|+4|+1|+1| Double-Take
    [/table]

    Glaring Rage (Su): A beholder totem barbarian entering glaring rage gains a +4 to charisma, a +2 to ranged attack rolls, and a +2 dodge bonus to AC and reflex saves. In addition, while in Glaring rage, his eye-beam attacks have a critical range of 19-20 and deal triple damage on a critical hit. his 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 Rage. When the beholder totem barbarian would normally gain greater or mighty rage, she gains an additional +2 bonus to charisma and the bonus to ranged attack rolls, ac, and reflex saves, increases by one.

    Destructive Glare (Su): A beholder totem barbarian gains a measure of his totem's destructive powers. As a standard action, he may fire a ranged touch attack from his eyes against any target within 60 feet. This attack deals 1d6+cha points of damage. The damage dealt increases by 1d6 at 3rd level, and every three levels thereafter.

    Wandering Eyes (Ex): With practice, a beholder totem barbarian can fire his eye-beams at two targets at once. These targets cannot be separated by more than 90 degrees. You cannot target both of the rays at a single creature.

    Eye-Beams (Su): At 3rd level and every three levels thereafter, a beholder totem barbarian can develop a single new effect with his eye-rays. Using these abilities is a swift action, and he must use the same ability with both eyes until he gains the double-take ability. Their abilities replaces the usual effects of the destructive glare, though any effects that require a save use the same formula (DC 10+1/2 barbarian level+cha).
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    Eye Effects:
    Sleep:Any creature struck by this ray must make a will save or fall asleep. This ray can only affect a number of HD equal to his barbarian level with each use.

    Dispel: This ability is used like a targeted dispel magic effect. Treat your barbarian level as your caster level for this effect.

    Firey Destruction: You deal 5+cha fire damage with this beam. This damage increases by 5 for every three levels of barbarian you have. A creature reduced to 0 HP by this is reduced to ashes.

    Freezing Beam: You deal 1d6+cha frost damage with this beam. This damage increases by 1d6 for every three levels of barbarian you have. In addition, the target must make a fortitude save or take a -1 penalty to dexterity for a number of minutes equal to your charisma modifier. This penalty increases by 1 every three levels thereafter. Multiple penalties stack.

    Exhaustion: A creature targeted by this ray must make a fortitude save or become fatigued. If a fatigued creature is targeted again, the subject must make another fortitude save or be exhausted.

    Stunning Glare: A creature struck by this ray must make a will save or be dazed for one round. This is a mind-affecting ability.

    Charm: A creature struck by this ray must make a will save or become charmed, as the spell for one round. The duration of this charm increases by one every three levels he has in barbarian above 3rd. This is a mind affecting ability.

    Fear: A creature struck by this ray must make a will save or take a -1 penalty to attack rolls, saving throws, skill checks, and ability checks. This penalty increase by one for every three levels you have in barbarian. This is a mind-affecting fear effect.

    Lift: A beholder totem barbarian can use this ray to lift and move an object or a creature that fails a will save that weighs up to (25 pounds x barbarian level) as though he were using the telekinesis spell. He can only use the sustained force option. As long he sustains this ability, he must use the eye-ray each round on the target.

    Distraction: A creature struck by this ray must make a will save or be flat-footed. This ability lasts for one round for every three levels of barbarian you have, or until he is attacked. This is a mind-affecting ability.

    Thundering Bolt: You deal 1d6+cha elecricity damage with this beam. This damage increases by 1d6 for every three levels of barbarian you have. In addition, you gain a +1 bonus to the touch attack roll for every three levels of barbarian you have.


    Double-Take (Ex): A beholder totem barbarian may use a different eye beam with each eye if he chooses.


    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 (Ex): 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 (Ex): The boar totem barbarian gains diehard as a bonus feat, even if they don't meet the prerequisites.

    Mettle (Ex): 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 (Ex): 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 (Ex): 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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    "Then this huge guy just came barrelling through the wall..." -Smee, goblin warrior, bulette totem barbarian survivor.

    {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 (Ex): 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 (Ex): A bulette totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Leap (Ex): 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 (Ex):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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): At 3rd level and every three levels thereafter, a bunny totem barbarian gains a +2 bonus to all Cha-based checks.

    Super Bunnie Punch (Ex): 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.


    Centipede Totem
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    {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| Natural Armor
    3|+3|+3|+1|+1| Venom
    5|+5|+4|+1|+1| Climb Speed (fast)
    [/table]

    Climb Speed (Ex): A centipede 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.

    Natural Armor (Ex): A centipede totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Venom (Ex): A centipede totem barbarian, with years of training, has managed to make his body able to produce a potent toxin from their body. The centipede totem barbarian can produce three doses of this poison each day at 3rd level every three levels of barbarian thereafter, he can produce an additional dose each day for every three levels thereafter. This poison deals 1d4 dexterity damage as initial and secondary damage. Every three levels above 3rd level, this damage increases by one die size (1d6 at 6th, 1d8 at 9th, 2d6 at 12th, etc). The save DC is (10+1/2 barbarian level+con mod)


    Chain Devil Totem:
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    "Please. Breaking your men will be like breaking a cheap chain. All one has to do is find the weak link, and snap it, and that is something we know all about." -Khy, chain totem barbarian, in response to a challenge by a general.

    {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 (Ex): A chain devil totem barbarian is automatically proficient with the spiked chain. He gains combat reflexes as a bonus feat.

    Improved Trip (Ex): A chain devil totem barbarian gains Improved trip as a bonus feat even if he doesn't meet the prerequisites.

    Chained Heart (Ex): 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.

    Master of Chains (Su): 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 one 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 1/round. This chain remains animated under his control for the remainder of his rage. For every five levels of barbarian he has, he can animate an additional chain.


    Chaos Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Warp Spasm 1/day, Corruptive Madness
    2|+2|+3|+0|+0| Abberant Aide
    3|+3|+3|+1|+1| Mutations
    5|+5|+4|+1|+1| Touch of Unshaping
    [/table]

    Warp Spasm (Ex): A chaos totem barbarian entering warp spasm gains +4 strength and a +2 to all saves. In addition, all creatures within 30 feet take a -1 penalty to attack rolls to hit him as his flesh bends and shifts in unnatural ways. This penalty increases by one every odd-numbered level above 1st. 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 warp spasm. In addition, when he would normally gain greater rage or Mighty rage, the strength bonus increases by +2, and the save bonuses increase by +1.

    Corruptive Madness (Su): As a swift action, a chaos totem barbarian espouses the glories of madness and the far realm. All creatures within 30 feet that can hear him must make a will save (DC 10+1/2 barbarian level+cha) or take one point of wisdom damage. This is a sonic, mind-affecting ability.

    Abberant Aide (Ex): A chaos totem barbarian gains the service of a beast tainted by the power of the far realm. Treat this companion as a normal animal companion with the pseudonatural creature template (C.Arc). Treat half your barbarian level as your effective druid level for the purposes of this companion. At 4th level and ever three levels thereafter, the abberrant aide gains one of the following mutations:
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    Amorphous Form: Your aide becomes immune to critical hits and sneak attacks.

    Scales: Your companion gains Thick, chitinous scales. Your aide's natural armor increases by 4. You may take this ability multiple times.

    Size Increase: Your aide increases it's size by one size category. It gains a +2 size bonus to strength, a -2 size penalty to dexterity from this,

    Tentacle: Your aide gains a tentacle attack that deals 1d4 damage (assuming a medium aide). This tentacle has an additional 5 feet of reach beyond the creature's normal reach.

    Wings: Your Aide grows wings, which grant it a fly speed equal to twice it's base land speed with good maneuverability. If your aide already has a fly speed, use whichever speed or maneuverability is better.

    Hardy: Your aide gains an additional 1 HP for each HD it has, and gains a +2 to fortitude saves. You may take this ability multiple times.

    Fast: Your aide gains a +2 dodge bonus to AC and reflex saves.

    Clever: Your aide's intelligence increases to one-half your intelligence score and it gains a +2 bonus to will saves.


    Mutations (Ex): As a chaos totem barbarian increases in power, his flesh becomes less and less constrained by the laws of reality. At 3rd level and every three levels thereafter, you gains one of the following mutations. You can change between mutations as a swift action, and may only have on mutation active at a time.
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    Chitin: You gain a bonus to natural armor equal to one-half your barbarian level.

    Twisting Flesh: You gain immunity to critical hits and sneak attacks.

    Lashing Tentacle: You extend a thick, twisted pseudopod of flesh from your body. You gain a tentacle attack that deals 1d4 damage (assuming medium size) and has reach equal to twice your normal reach. It is capable of manipulating objects, but nothing requiring fine control, such as wielding a weapon.

    Might of Madness: You gain a +2 bonus to strength while this mutation is active. For every five levels of barbarian you have, this bonus increase by one.

    Twisted legs: You gain a +10 foot bonus to land speed and a +10 bonus to jump checks. In addition, the DC for jump checks is not doubled if you do not have a running start.

    Chameleon Skin: With a move action, you gain a +10 bonus to hide checks as long as you remain still. When using this ability, you can hide without cover or concealment as long as you're adjacent to a wall or object at least equal to your size.

    Warped Reflexes: You gain a +2 dodge bonus to AC, reflex saves, and initiative checks while this mutation is active.

    Unnatural Recovery: You gain fast healing 1 while this mutation is active. For every five levels of barbarian you have, this fast healing increases by one.

    Webbing: You gain a swim speed equal to three-quarters your base land speed (round down the the nearest 5-foot interval).

    Resonant Screech: you gain a sonic attack that deals 1d6 damage/three levels to a single object within thirty feet and ignores hardness. You may use this ability as a swift action while this mutation is active.

    Sticky Hairs: You gain a climb speed equal to three quarters your base land speed (round down the the nearest 5-foot interval).


    Touch of Unshaping (Su): 2/day at 5th level, as a standard action, a chaos totem barbarian can make a melee touch attack against a corporeal creature. If the attack succeeds, the target must make a will save (DC 10+1/2 barbarian level+cha) or lose it's cohesion, becoming a churning mass of ever-shifting protean flesh. The affected creature is unable to use, wear, or hold any item, and cannot attack. The takes a -4 to dexterity as long as it remains unshaped, and can move 10 feet or one-quarter speed with a move action, whichever is less. Each round, the target must make another will save or take one point of wisdom drain. If he succeeds this save, he manages to return to his normal form, and can remain like so for one minute. After one minute, the creature must make another will save. If he suceeds, he can remain in his normal form for another minute, but if he fails, takes one point of wisdom drain and he collapses back into an amorphous pile of flesh, and must begin making saves once again to resist wisdom drain and return to his normal form. A creature that reaches 0 wisdom due to this effect completely loses it's mind, becoming a mindless pile of flesh. A spell of the polymorph school does not remove the unshaped condition, but fixes his form for the duration of the spell. A restoration, heal, or greater restoration spell can return an unshaped creature to normal, but a separate restoration is needed to return drained wisdom. The chaos totem barbarian can use this ability an additional time/day for every five levels he has above 5th.


    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 (Ex): 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 (Ex): The cheetah totem barbarian gains improved trip as a bonus feat, even if she does not meet the prerequisites.

    Skirmish (Ex): 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 barbnarian’s turn. This extra damage increases by 1d6 for every three levels thereafter.

    Dash (Ex): 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.
    Last edited by Admiral Squish; 2011-08-03 at 05:15 PM.
    My Homebrew
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  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Chimera Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Shifting Face
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Triple-Headed Strike
    5|+5|+4|+1|+1| Trinity Weapons
    [/table]

    Shifting Face (Ex): A chimera totem barbarian can change his face to one of three as a swift action.
    Lion: You gain a bite attack that deals 1d6 damage and two 1d4 claw attacks.
    Dragon: You gain a bite attack that deals 1d8 damage, and resistance to fire, cold, acid, or electricity equal to your barbarian level. You cannot change this resistance once selected at first level.
    Goat: You gain a headbutt attack that deals 1d6 points of damage and a bonus to saves against mind-affecting spells and abilities equal to half your class level.

    Natural Armor (Ex): A chimera totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Triple-Headed Strike: A chimera totem barbarian cannot be flanked, and gains a +1 bonus to attack and damage rolls with natural weapons while in rage for every three levels of barbarian he has. In addition, once during each rage, a chimera totem barbarian can take a full attack action to strike as all three heads of the chimera. He can make one bite that deals 1d8 damage, one bite that deals 1d6 damage, one headbutt attack that deals 1d6 damage and two claw attacks that deal 1d4 damage. He may apply his full strength modifier on all bite attacks, but he still takes penalties as normal for secondary natural weapons. Until his next turn, he gains all the benefits of all three faces. Every three levels thereafter, he may use this attack an additional time during each rage.

    Trinity Weapons (Ex): At 5th level, a chimera totem barbarian gains additional benefits depending on which face is active.
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    Goat: When a goat-faced chimera 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.
    Lion: A lion-faced chimera totem barbarian may make a full attack at the end of a charge.
    Dragon: A dragon-faced chimera totem barbarian can make a breath weapon attack as a standard action. This attack deals 1d6 damage for every two levels of barbarian to all enemies in a 30-foot cone (Reflex DC (10+1/2 barbarian level+con mod) half). The damage dealt is of the same type as your resistance.



    Crab Totem:
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    " All of a sudden, they were everywhere, coming up out of the water, like some army of bottom-feeders." -Goob, survivor of a crab totem attack.

    {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 (Ex): 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 (Ex): A crab totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Siltwalker adaptation (Ex): 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 (Ex): 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 man makes me think of a crocodile. When he smiles I can't tell if he's happy or 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 (Ex): 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 (Ex):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 (Ex): 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 (Ex): 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 (Ex): A dragon totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Resistance (Ex): 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 (Su):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 (Reflex DC (10+1/2 barbarian level+con mod) half). 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 (Ex): 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 (Ex): 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 (Ex): 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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    Air Totem
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    "I'll blow you away." -Sam, air totem barbarian
    {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 (Su): 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 (Su): 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 (Ex): 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 (Su): 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.


    Earth Totem
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    "No matter how the wind howls, the mountain cannot bow to it." -Kikkendekken, earth totem barbarian

    {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| Rockslide Press
    [/table]

    Earth Master (Su): 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 (Su): 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 (Sp): 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.

    Rockslide Press (Ex): 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.


    Fire Totem
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    "I've set about everything on fire at least once. Currently working on igniting the atmosphere." -Krakka, fire totem barbarian
    {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 (Su): 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 (Ex): 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 (Su): 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.


    Ice Totem
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    "Why don't you just chill?" -Kalt, ice totem barbarian

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Frozen Soul 1/day, Cracking the Ice
    2|+2|+3|+0|+0| Frostheart
    3|+3|+3|+1|+1| Skin of Ice
    5|+5|+4|+1|+1| Avalanche Rush
    [/table]

    Frozen Soul (Su): An ice totem barbarian entering frozen soul gains a +4 to strength and constitution. In addition, her body supercools, becoming a walking ice sculpture. Each attack she makes with a natural weapon or metallic weapon deals an additional 1d6 frost 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 frozen soul. When the fire totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution.

    Cracking the Ice (Ex): When making a melee attack against an object, she ignores half of it's harness.

    Frostheart (Su): An ice totem barbarian's skin is incredibly cold, painfully so, but this leaves her unfortunately vulnerable to flames. At 2nd level and higher, she deals frost damage equal to her barbarian level when ever she touches or is touched by an enemy. Metallic weapons conduct this heat. However, whenever an ice totem barbarian takes fire damage, she adds one-half her barbarian level to the damage taken. This ability may be suppressed or resumed with a swift action.

    Skin of Ice (Su): At 3rd level, a frost totem barbarian becomes inured to cold, gaining frost resistance 5 and gaining a +1 bonus to natural armor. Every three levels thereafter, she gains another 5 points of frost resistance and the bonus to natural armor increases by one.

    Avalanche Rush (Ex): An ice totem barbarian moves with all the unstoppable might of an avalanche. Whenever an ice totem barbarian moves a distance at least her base land speed in a round, she gains the effects of freedom of movement. This benefit lasts until the end of her next turn. In addition, when making a charge attack, she gains a +1 to attack and damage for every two levels of barbarian she has.


    Magma Totem
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    "Nature has a way of controlling civilization. It's called 'lava'."-Rago, magma totem barbarian
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Burning Fury 1/day,
    2|+2|+3|+0|+0| Smoldering Press
    3|+3|+3|+1|+1| Obsidian Skin
    5|+5|+4|+1|+1| Wake the Sleeping Fires
    [/table]

    Burning Fury (Su): When entering a burning fury, a magma totem barbarian gains a +4 bonus to strength and constitution. In addition, his body becomes incredibly hot. Each attack he makes with a natural weapon or metallic weapon deals an additional 1d6 fire damage +1d6/five levels he has in barbarian, and each creature touching him or 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 magma totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution.

    Smoldering Press (Su): A magma totem barbarian gains improved grapple as a bonus feat, even if he doesn't meet the prerequisites. If a magma totem barbarian maintains a hold for one full round while in burning fury, the opponent takes damage equal to 4x the normal damage dealt by his burning frenzy.

    Obsidian Skin (Ex): At 3rd level, a magma totem barbarian becomes inured to the flames, gaining fire resistance 5 and 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.

    Wake the Sleeping Fires (Su): At 5th level, as a swift action while in burning frenzy, a magma totem barbarian can turn one square of stone floor /two levels of barbarian within 30 feet into a magma trap. Any creature that enters that square sets off the trap as a massive plume of lava erupts from the chosen square, dealing 1d6 fire damage/level to the creature and interrupting it's movement. Any creature within 10 feet of the magma trap when it goes off takes half as much fire damage unless they make a reflex save (DC 10+1/2 barbarian level+cha). All squares within 10 feet of a triggered magma trap are considered difficult terrain for the rest of the encounter. A magma trap that is created directly beneath a creature does not go off unless the creature doesn't move off the square before the magma totem's next turn. A DC 20 spot check is required to identify that a square is a magma trap. A created magma trap lasts for one round per point of charisma bonus you have.


    Sand Totem:
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    "Only a fool thinks he can outrun a sandstorm." -Gaara, sand totem barbarian
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Walking Storm 1/day, Sandy Strikes
    2|+2|+3|+0|+0| Armor of Sand
    3|+3|+3|+1|+1| Master of Sand
    5|+5|+4|+1|+1| Sandwalk
    [/table]

    Walking Storm (Su): When a sand totem barbarian enters the walking storm he gains +4 constitution and charisma, and all creatures within 5 feet of the sand totem barbarian take 1d4 damage each round, +1d4 at 3rd level and every three levels thereafter. 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 walking storm. When the storm totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to constitution and charisma.

    Scouring Strikes (Su): A sand totem barbarian carries a reservoir of sand with him, which serves as the basis for most of his class features. As an attack action, a sand totem barbarian can strike with a blast of scouring sand at a target within thirty feet, making an attack roll that uses charisma in place of his dexterity bonus. This strike deals 1d4+cha damage, +1d4 extra damage at 3rd level and every three levels thereafter.

    Armor of Sand (Su): A sand totem barbarian has learned to use his sand to defend himself. A sand totem barbarian can, as an immediate action before the attack is rolled he may gain a cover bonus to AC equal to half his class level 1/round. He can use this an additional time each round for every two levels he has in barbarian.

    Master of Sand (Su): A sand totem barbarian can use his sand as effectively as he could his body. A sand totem barbarian that strikes an opponent with a scouring strike may, as a free action 1/round, attempt a grapple, trip, or bull rush attempt. A sand totem's sand has all the same bonuses and penalties to the check as he does, but it may use his charisma modifier instead of his strength modifier on the check, and can bull rush the opponent in any direction. The sand totem barbarian gains a +1 bonus to these checks for every three levels of barbarian he has.

    Sandwalk (Su): A sand totem barbarian can use his sand to support him temporarily. At will, a sand totem barbarian may air walk, as the spell at will, but may only air walk for a number of consecutive rounds at a time equal to his charisma modifier.


    Smoke Totem:
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    "There was ash falling from the sky, like snow, before he came." -Smee, goblin survivor of a smoke totem attack.

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Black Cloud
    2|+2|+3|+0|+0| Smoke Armor
    3|+3|+3|+1|+1| Cloud Effects
    5|+5|+4|+1|+1| Smokeform
    [/table]

    Black Cloud (Su): A smoke totem barbarian can, as a swift action, create a personal cloud. This cloud is a sphere that occupies his normal threatened area and is centered on himself when created. The cloud is treated as having a fly speed equal to your base land speed with perfect maneuverability, and can be directed as a free action. Vision within the cloud is obscured, preventing all sight beyond 5 feet, granting total concealment. Creatures 5 feet away have concealment. The smoke totem barbarian can see perfectly through his personal cloud. finally, any creature other than the smoke totem barbarian entering or beginning it's turn inside the black cloud takes fire damage equal to the smoke totem barbarian's level. the smoke totem barbarian can only have one personal cloud at a time. If she makes another personal cloud while another is still active, the active cloud immediately dissipates. A smoke totem barbarian can dismiss a personal cloud with a move action.

    Smoke Armor (Ex): A smoke totem barbarian within their personal cloud is especially hard to hit. Whenever an attack or spell has a miss chance against her due to concealment provided by her personal cloud, the miss chance increases by 5% for every two levels of barbarian she has.

    Cloud effects (Su): A smoke totem barbarian grows in power, her connection the the smoke increases. At 3rd level and every three levels thereafter, the smoke totem's personal cloud becomes more powerful in some way.
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    3rd: 1/day for ever three levels she has in barbarian, the smoke totem barbarian may stir her cloud into a terrible firestorm with a standard action. Any creature inside the cloud when she uses this ability takes 1d6 fire damage for each level of barbarian she has.

    6th: The cloud's smoke is stinging and irritating to the skin, lungs and eyes. Any creature other than the smoke totem barbarian entering or starting their turn in the cloud takes a -2 penalty to attack and damage rolls, saving throws, skill checks, ability checks, and armor class. This penalty increases by 1 every three levels thereafter.

    9th: The smoke totem's cloud lifts her. The smoke totem barbarian gains a fly speed equal to her base land speed with perfect maneuverability while inside her personal cloud.

    12th: A smoke totem barbarian's cloud becomes a roiling mass, the churning air protecting those behind or within it. Treat the outer borders of the personal cloud as a wind wall effect.

    15th: The cloud becomes thicker, nearly solid, actively opposing anyone trying to move through it. Entering any square occupied by the personal cloud costs twice as much movement to move through, and a creature cannot take 5-foot steps into or through the cloud. The smoke totem barbarian is not affected by this thickness. In addition, ranged attacks into or through the cloud become completely impossible.

    18th: A smoke totem barbarian can turn her personal cloud into a massive bank of widespread destruction. 1/day for every three levels of barbarian she has, she can expand her personal cloud, giving it a radius of 5 ft x her barbarian level for a number of rounds equal to her constitution modifier by taking a standard action.


    Smokeform (Su): A smoke totem barbarian may take a standard action to diffuse into smoke. the barbarian may be in smokeform for a number of rounds equal to her barbarian level each day. Treat this ability as the gaseous form spell, but the cloud's fly speed is equal to her base land speed, and instead of DR 10/magic, she gains DR equal to her barbarian level/-. This DR stacks with the DR/- gained at later levels.


    Storm Totem
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    "Only if you have ever rose up, into the heart of a lightning storm, seen the mountainous clouds around you, felt the charged air press against your skin, and breathed in the sharp smell of ozone, can you say, that you know peace." -Zak, storm totem barbarian
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Lightning Strikes
    2|+2|+3|+0|+0| Storm-friend
    3|+3|+3|+1|+1| Wind & Rain
    5|+5|+4|+1|+1| Thunder Steps
    [/table]

    Lightning Strikes (Su): A storm totem barbarian's body is charged with the fury of the storm. He deals electricity damage equal to his barbarian level when ever he touches or is touched by an enemy. Metallic weapons conduct this electricity.

    Storm-friend (Ex): A storm totem barbarian is no longer affected by the perils of weather. He is continually under the effects of endure elements, and Rain and snow don’t penalize his Spot and Search checks. He can move through snow-covered and icy terrain at his normal movement speed. Wind effects, whether natural or magical, affect him as if he were one size
    category larger.

    Wind & Rain (Su): A storm totem barbarian can channel the powers of the weather to his benefit. A storm totem barbarian learns one of the following effects at 3rd level and every three levels thereafter. All these effects that require saves use (10+1/2 barbarian level+cha) for the DC.
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    Gale Force: A storm totem barbarian forces a massive blast of air from his outstretched palm as a standard action, making a ranged touch attack against a single target within 30 feet. The creature must make a reflex save or be pushed away from the barbarian 20 feet and knocked prone.

    Blizzard: A storm totem barbarian can conjure a terrible blizzard from an outstretched palm with a standard action. All creatures within a 20 foot cone take 1d6 cold damage/ two levels of barbarian (reflex half). For a number of rounds afterward equal to his charisma modifier, the area affected by this ability is covered with ice. A creature may move across it at half speed, or at full speed by making a DC 10 balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

    Downpour: A storm kicks up around the barbarian, dousing the surroundings within 30 feet in driving rainfall. It blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details). The driving rain also extinguishes exposed fires and has a 50% chance of extinguishing protected flames.

    Twister: A storm totem barbarian creates a small, 5-foot twister in a square adjacent to him with a standard action. This twister has a fly speed equal to his base land speed and can be directed with a free action. A large or smaller creature that shares a space with the twister at the end of it's move must make a reflex save or be lifted into the twister. A lifted creature cannot move on their own, being carried along by the whirlwind. A creature in a whirlwind must make a concentration check (DC 15+cha) to cast a spell or perform any other action that requires concentration, but may otherwise act normally. A twister lasts for a number of rounds equal to your charisma modifier.

    Ball Lightning: A storm totem barbarian can take a standard action to create a number of lightning balls in squares adjacent to him. Each lightning orb has a fly speed equal to his base land speed, and can be directed with a free action. Any creature a lightning ball moves into must make a reflex save or be shocked, taking 1d6 electricity damage plus an additional 1d6 for every three levels of barbarian you have. The storm totem can only create one ball at 3rd level, and an additional ball every three levels thereafter. A lightning ball expends itself dealing this damage.

    Fog: A storm totem barbarian may use a fog cloud effect, as the spell, using his barbarian level for the caster level.


    Thunder Steps (Su): As a move action 1/round while in whirling frenzy, a storm totem barbarian may transform himself into a bolt of lightning. He becomes a line of lightning with a length up to his base land speed. All creatures in the line must make a reflex save (DC 10 + 1/2 barbarian level + cha) or take 1d6 electricity damage +1d6/three levels of barbarian. The storm totem barbarian reappears in the last square the line entered.


    Water Totem
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    "While the mountain may stand tall now, eventually, even the tiniest trickle of water will bring it tumbling down." -Vooru, water totem barbarian
    {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 (Ex): 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 (Ex): 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 (Ex): 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.



    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, Improved 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 (Ex): 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 (Ex): The Elephant totem barbarian gains the improved bull rush feat, even if he doesn't meet the prerequisites.

    Titan's stomp (Su): 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 (Ex): 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 (Ex):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.


    Ethereal Totem:
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    "Where the hell did he go?!"- Last words of strang, orc lieutenant.

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Walk the Ghostlands
    2|+2|+3|+0|+0| Entropic Cloak
    3|+3|+3|+1|+1| Sudden Strike +1d6
    5|+5|+4|+1|+1| Ghost-Road
    [/table]

    Walk the Ghostlands (Su): An ethereal totem barbarian gains the ability to traverse the ethereal plane. As a full-round action (Gaining a 20% miss chance while shifting), he can shift to the ethereal plane as though under the effects of the ethereal jaunt spell, and shift back as a move action. He can remain on the ethereal plane for a number of rounds equal to his class level plus his wisdom modifier. Any creature he attacks within one round of emerging from the ethereal plane is considered flat-footed, unless they have some way to perceive ethereal creatures.

    Entropic cloak (Su):When an ethereal totem barbarian returns to the material plane from the ethereal, he brings some of it with him. For a number of rounds equal to his wisdom modifier, all attacks made against him have a 5% miss chance. At every even numbered level above 2nd, this miss chance increases by 5%.

    Sudden Strike (Ex): At 3rd level and higher, the ethereal totem barbarian can deal extra damage to an opponent that is unable to defend itself. Whenever an ethereal 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.

    Ghost-Road (Su): An ethereal totem barbarian's connection to the ethereal plane deepens. Now, he may shift from the material plane to the ethereal as a move action, and back to the material as a swift action. In addition, once/day for every five levels of barbarian he has, he may puncture the fabric between the planes with a standard action, creating two two-way portals to the ethereal plane that lasts a number of rounds equal to his wis mod. These portals must be within thirty feet from one-another. These portals look like heat-shimmers in midair the size of the barbarian who created it, and any creature of up to one size larger than his size can use them to travel in either direction.


    Fungus Totem:
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    "Rot and pus dripping from the ceiling and walls around us as the floorboards gave way underneath, rotten through to the core. The stench was unbearable, and the rest of our party was piled up in the middle of the room. Or, at least, what appeared to be the rest of our party." -Fara, lone survivor of the expedition to the fungal caves.

    {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 (Ex): 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 (Ex): While in rage, a fungus totem barbarian gains fast healing equal to his barbarian level.

    Spore Varieties (Ex): At 3rd level and every three levels thereafter, a fungus totem barbarian can develop a single new effect with his spores. Using these abilities is a standard action. Their abilities replaces the usual effects of the spores, though any effects that require a save use the same formula.
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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 can only affect a number of HD equal to his barbarian level with each use. These spores take time to grow. After using this ability, it cannot be used again for 1d4 rounds.

    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, up to a range of 120 feet. A successful Fortitude saving throw negates the effect, but it is harmless. All allies under this effect are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. Nobody in a group is considered flanked unless all of them are.

    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. All attacks made and spells cast by the subject have a 10% chance to fail, targeting something that's not there. This chance increases by 5% every odd-numbered level above 3rd.

    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 take a -2 penalty to dexterity for a number of minutes equal to your con mod. This penalty increases by 1 at 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 (Ex): 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]


    Ghoul Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Death Spurned
    2|+2|+3|+0|+0| Stench
    3|+3|+3|+1|+1| Gripping Pain
    5|+5|+4|+1|+1| Deathfriend
    [/table]

    Death Spurned (Ex): A ghoul 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 barbarian becomes immune to negative energy effects and death effects.

    Stench (Ex): Any creature that ends it's movement or starts it's turn adjacent to a ghoul 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 one minute thereafter.

    Gripping Pain (Ex): 1/round while in a rage, a ghoul totem barbarian can make an enemy hit with a melee attack make a fortitude save (DC 10+ 1/2 class level+cha mod) or be paralyzed for one round. Every three levels thereafter, the duration of the paralysis increases by one round.

    Deathfriend (Ex): A ghoul totem barbarian gains the service of a ghast companion. Treat this ghast as an animal companion with an effective druid level equal to your barbarian level -3.
    Last edited by Admiral Squish; 2011-04-11 at 07:16 PM.
    My Homebrew
    Five-time champion of the GITP monster competition!

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    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!

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  3. - Top - End - #3
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: (Under Construction)

    Giant Totems:
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    All giant totem barbarians have the following unless otherwise noted
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Titanic Rage 1/day, Boulderball
    [/table]

    Titanic Rage (Ex): The giant totem barbarian gains +4 bonus to strength and constitution, and a -4 penalty to dexterity as he and all his gear 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 and constitution bonuses increase by +2.

    Boulderball (Ex): A giant totem barbarian can hurl any object at least one size category smaller than himself as a thrown weapon with a range increment of 50 feet. He can throw any object two or more sizes smaller than himself as a ranged weapon with a range increment of 100 feet. an object cannot weigh more than his light load to be thrown in this way. In addition, if a giant totem barbarian would be hit by a thrown object of roughly circular shape that is at least one size category smaller than him, he may make a reflex save to catch it once per round. The DC is 20 for objects one size smaller than himself, or 15 for objects two sizes smaller.

    Bog Giant
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Swim Speed (Slow)
    3|+3|+3|+1|+1| Lurk
    5|+5|+4|+1|+1| Swim Speed (Fast)
    [/table]

    Swim Speed (Ex): A bog giant 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.

    Lurk (Ex): A bog giant 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.


    Cloud Giant
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Cloud Chariot
    5|+5|+4|+1|+1| Titan Hammer
    [/table]

    Natural Armor (Ex): A cloud giant totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Cloud Chariot (Su): A cloud giant totem barbarian can, 1/day, form a stable platform of mist. Treat this cloud as an obscuring mist spell, but it can support the cloud giant totem barbarian plus 100 pounds per level of barbarian he possesses, and can fly at a speed of 30 feet with good maneuverability. The cloud giant totem barbarian can see through this cloud. The cloud lasts for one minute per level, but it dissipates immediately if the barbarian leaves the cloud. Every three levels thereafter, the chariot's speed increases by 10 feet and he can use this ability an additional time each day.

    Titan Hammer (Ex): A cloud giant totem barbarian can wield weapons that are made for creatures one size larger than than him at no penalty.


    Death Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Soul Garb
    3|+3|+3|+1|+1| Secrets of the Dead
    5|+5|+4|+1|+1| Tormented Keen
    [/table]

    Soul Garb (Su): A death giant totem barbarian armors himself in the souls of the fallen. If any living creature within 10 feet falls to 0 or fewer HP, it must make a fortitude save (DC 10+1/2 barbarian's level+cha) or die instantly. A creature that dies to this ability is bound into the whirling vortex of spirits that surrounds the death giant barbarian. It remains there until the death giant totem barbarian dies or chooses to release it, and cannot be raised, resurrected, or otherwise brought back to life while so held. As long as the death giant totem barbarian has at least one soul in this vortex, he gains a deflection bonus to AC equal to half his barbarian level, and negative energy heals him as well as positive energy.

    Secrets of the Dead (Su): A death giant totem barbarian gains a +1 bonus to saves, initiative checks, spot, listen, and all knowledge checks while he has at least one soul in his soul garb. Every three levels thereafter, this bonus increases by one.

    Tormented Keen (Su): The souls trapped in a death giant totem barbarian's soul garb are silent until the barbarian orders otherwise. As a standard action, a death giant totem barbarian can stir his vortex of souls into a terrible keening wail until he tells them to stop. All creatures within 30 feet of him must make a will save (DC 10+1/2 barbarian level+cha) or be shaken for as long as they remain within range or the barbarian stops the keening. A successful save means a creature cannot be affected by the same barbarian's tormented keen for 24 hours. If a creature that is shaken by the ability remains in range, they must make another save or be frightened for as long as they remain within range and shaken for one hour thereafter.


    Eldritch Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Rune-Scribed Flesh
    3|+3|+3|+1|+1| Arcane Resistance
    5|+5|+4|+1|+1| Arcane Blood
    [/table]

    Rune-Scribed Flesh (Ex): An eldritch giant totem barbarian has ritually adorned his flesh with runes. These runes grant him a bonus to natural armor equal to half his barbarian level. In addition, this armor bonus applies against incorporeal attacks, and any natural weapons or unarmed strikes the eldritch giant totem barbarian wields are treated as having the ghost touch property.

    Arcane Resistance (Ex): An eldritch giant totem barbarian gains SR 10+barbarian level against arcane spells or spell-like abilities that mimic arcane spells, and gains a +1 bonus to saves against magical effects.

    Arcane Blood (Su): An eldritch giant totem barbarian can use dispel magic as a swift action at will, with a range of 30 feet. Use the barbarian's level as the caster level for this effect, with no maximum bonus to the dispel check. In addition, the barbarian can use spell completion items (such as scrolls) as if he had the wizard’s class spell list and were a wizard of his barbarian level. He can use spell trigger items (such as wands and staffs) as if he had the wizard’s class spell list.


    Fire Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Flameblood
    3|+3|+3|+1|+1| Reckless
    5|+5|+4|+1|+1| Fireborn
    [/table]

    Flameblood (Su): A fire giant 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 he 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.

    Reckless (Ex): A fire giant totem barbarian gains a +1 bonus to natural armor and a +1 bonus to attack and damage rolls on a charge. Every three levels thereafter, these bonuses increase by one.

    Fireborn (Su): A fire giant totem barbarian gains immunity to fire.


    Forest Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Titanic Rage 1/day, Poison Use
    2|+2|+3|+0|+0| Survivalist
    3|+3|+3|+1|+1| Lurk
    5|+5|+4|+1|+1| Forestwalk
    [/table]

    Poison Use (Ex): A forest giant totem barbarian never risks poisoning herself when applying poison to a weapon.

    Survivalist (Ex): A forest giant totem barbarian can get by without the vast majority of the trappings of civilization. A forest giant totem barbarian gains the track feat as a bonus feat, and gains a bonus to survival checks equal to her barbarian level. In addition, she takes no penalty to skill checks for making them without proper tools.

    Lurk (Ex): At 3rd level, a forest giant totem barbarian 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.

    Forestwalk (Ex): A forest giant totem barbarian can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment, even if they're magically manipulated to impede movement. In addition, she can move at full speed while making survival checks at no penalty.


    Frost Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Frostblood
    3|+3|+3|+1|+1| Snowlurk
    5|+5|+4|+1|+1| Frostborn
    [/table]

    Chillblood (Su): A frost giant totem barbarian's skin is incredibly cold, but this leaves him unfortunately vulnerable to flames. At 2nd level and higher, he deals cold damage equal to his barbarian level when ever he touches or is touched by an enemy. Metallic weapons conduct this cold. However, whenever he takes fire damage, he adds one-half his barbarian level to the damage taken. This ability may be suppressed or resumed with a swift action.

    Snowlurk (Ex): A frost giant totem barbarian gains a +1 bonus to natural armor and a +2 bonus to hide checks. Every three levels the bonus to natural armor increases by one and the bonus to hide checks increases by 2.

    Frostborn (Su): A frost giant totem barbarian gains immunity to cold.


    Geriviar:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Smash
    5|+5|+4|+1|+1| Geribombs
    7|+7|+5|+2|+2| Regeneration 1
    [/table]

    Natural Armor (Ex) A geriviar totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Smash: At 3rd level, a gerivar totem barbarian ignores one point of hardness for every three levels of barbarian he has.

    Geribombs: A geriviar totem barbarian learns how to make geribombs. These small-sized spheres are filled with a potent explosive and sharp fragments of metal, bone, wood and stone. With a DC 10 survival check, a DC 10 craft (Weaponsmithing) check, and an hour of work, he can scavenge the materials needed for the explosive and shards and put together a geribomb. A sucessful ranged attack with a geribomb deals 2d6 piercing damage and 2d6 fire damage to all creatures within 10 feet of the impact. For every 5 points you exceed the craft DC, the piercing damage increases by 1d6, and for every 5 points you exceed the survival DC, the fire damage increases by 1d6.

    Regeneration: The geriviar totem barbarian gains regeneration 2 at 7th level. Every three levels thereafter, the regeneration increases by two points. Fire, cold, acid, electricity, and sonic deal normal damage to him. If he loses a body part, it regrows within 3d6 minutes.


    Hill Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Throwing Your Weight Around
    3|+3|+3|+1|+1| Crush the Little Ones
    5|+5|+4|+1|+1| Hammer Strike
    [/table]

    Throwing Your Weight Around (Ex): A hill giant totem barbarian gains improved bull rush and improved overrun as bonus feats, even if he doesn't meet the prerequisites.

    Crush the Little Ones (Ex): When attacking creatures at least one size category smaller than himself, a hill giant totem barbarian gains a +1 to attack and damage rolls for every size category of difference. Every three levels thereafter, this bonus increases by 1 for each category.

    Hammer Strike (Ex): A hill giant totem barbarian that hits a creature at least one size category smaller than itself while wielding a bludgeoning weapon can smash the opponent to the ground. The target must make a reflex save (DC 10+1/2 barbarian level+str) or fall prone. In addition, a bludgeoning attack made by a hill giant deals double damage to prone opponents.


    Ocean Giant
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Seaform (Slow)
    3|+3|+3|+1|+1| Deep Adaptation
    5|+5|+4|+1|+1| Seaform (Fast)
    [/table]

    Seaform (Ex): An ocean giant totem barbarian can take a standard action to change his legs into a pair of mermaid-like fins. He gains a swim speed equal to his base land speed, but his land speed decreases to one-fourth it's normal speed or ten feet, whichever is lower. At 5th level, the swim speed gained in seaform becomes equal to twice his base land speed.

    Deep Adaptation (Ex): At 3rd level, an ocean giant totem barbarian gains a +1 bonus to natural armor. 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 +1 natural armor and adds his constitution score to the number of rounds he can hold his breath.


    Sand Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Titanic Rage 1/day, Sandblaster
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Sandstalker
    5|+5|+4|+1|+1| Shimmerstep
    [/table]

    Sandblaster: A sand giant totem barbarian gains a sandblaster. This weapon is an exotic ranged weapon. It creates a cone of stinging sand with a length of 5 ft per point of constitution bonus you posses. All creatures within the cone take 1d8 damage (Reflex half, DC 10+1/2 barbarian level+con). All living creatures that fail their save take -4 AC and -2 to attack rolls for three rounds due to stinging, itching stand.

    Natural Armor: A sand giant golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Sandstalker: A sand giant totem barbarian gains a +2 bonus to hide checks and a +2 bonus to survival checks and fortitude saves made to resist the effects of heat and thirst. Every three levels thereafter, these bonuses increase by 2.

    Shimmerstep: A sand giant totem barbarian can blur his outline at will, as though with a blur spell. He can suppress or resume this ability with a swift action.


    Shadow Giant:
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    New Class Skills: Hide, Move Silently
    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Fade to Black
    3|+3|+3|+1|+1| Sneak Attack +1d6
    5|+5|+4|+1|+1| Deathstrike
    [/table]

    Fade to Black: In shadowy or darker conditions, a shadow giant totem barbarian can make hide checks without cover.

    Sneak Attack: If a shadow giant totem barbarian can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. His attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the barbarian flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three 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.

    Deathstrike: If a shadow giant totem barbarian studies an opponent that does not detect or recognize the barbarian as a foe for three rounds, he can make a sneak attack with a melee weapon that, if it deals damage, can paralyze or kill the target at the barbarian's choice. The target of the death effect must make a fortitude save (DC 10+1/2 barbarian's level+int) or die instantly. The target of the paralysis effect must make the same save or become helpless and unable to act for 1d6 round plus one round for every two levels of barbarian has. If the target saves again either effect, they still take normal sneak attack damage.


    Stone Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Mighty Heave
    5|+5|+4|+1|+1| Stone Shape
    [/table]

    Natural Armor (Ex): A stone giant totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Mighty Heave (Ex): A stone giant totem barbarian can hurl objects two-handed. He can hurl an objects one size smaller than him with a range increment of 100 feet, and can hurl an object two or more sizes smaller than him with a range increment of 200 feet. In addition, he gains a +2 to attack rolls with thrown objects and a +2 to reflex saves to catch rocks. Every three levels thereafter, these bonuses increase by 2. He may attempt to catch an additional rock each round for every three levels of barbarian he has.

    Stone Shape (Su): A stone giant totem barbarian can use stone shape, as the spell, once per day, plus an additional once per day for every five levels of barbarian he has.


    Storm Giant:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Titanic Rage 1/day, Swim speed (Slow)
    2|+2|+3|+0|+0| Lighting Strikes
    3|+3|+3|+1|+1| Deep Adaptation
    5|+5|+4|+1|+1| Swim Speed (Fast)
    [/table]

    Titanic Rage (Ex): The giant totem barbarian gains +4 bonus to strength and constitution, and a -4 penalty to dexterity as he and all his gear 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 and constitution bonuses increase by +2.

    Swim Speed (Ex): A storm giant 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.

    Lighting Strikes (Su): A storm giant totem barbarian's body is charged with the fury of the storm. He deals electricity damage equal to his barbarian level when ever he touches or is touched by an enemy. Metallic weapons conduct this electricity.

    Deep Adaptation (Ex): At 3rd level, a storm giant totem barbarian 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, and is constantly considered to be under the effects of a freedom of movement spell. Every three levels thereafter, he adds his constitution score to the number of rounds he can hold his breath.



    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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex):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.


    Golem Totems:
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    All golem Totem barbarians have the following:
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Heartless Fury 1/Day, Magic Fuel
    [/table]

    Heartless Fury (Ex): A golem totem barbarian can enter a state of cold fury, protecting it's mind by completely suppressing it. When entering heartless fury, a golem totem barbarian gains +4 strength and constitution. In addition, the golem totem barbarian is immune to mind-affecting effects, including morale effects, fear effects, charms, compulsions, phantasms, and patterns.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 heartless fury. When the golem totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution.

    Magic Fuel (Ex): A golem totem barbarian is inured with magic. He gains spell and power resistance equal to 10+his barbarian level.

    Alchemical Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Consuming Touch
    5|+5|+4|+1|+1| Burning Blood
    [/table]

    Natural Armor (Ex): An alchemical golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Consuming touch (Su): When making an unarmed attack, an attack with natural weapons, or a melee touch attack, an alchemical golem totem barbarian deals an additional 1d6 acid damage. Every three levels thereafter, this damage increases by 1d6.

    Burning Blood (Su): When an opponent makes a successful non-reach melee attack against an alchemical golem totem barbarian that deals damage equal or greater than the barbarian's HD, he takes damage as though struck by the barbarian's consuming touch. In addition, he must make a fortitude save (DC 10+1/2 barbarian level+ con mod) or become sickened for one round per point of con mod he has. If the subject is already sickened, he instead becomes nauseated.


    Blood Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Bloody Armor
    3|+3|+3|+1|+1| Whirling Strike
    5|+5|+4|+1|+1| Blood is Life
    [/table]

    Bloody Armor (Ex): A blood golem totem barbarian is proficient with heavy armor. In addition, for each successful attack made against him, the blood totem barbarian gains a +1 bonus to natural armor. This bonus persists a number of rounds equal to his con mod. This bonus cannot exceed 1/2 his barbarian level.

    Whirling Strike (Ex): Once during each rage, a blood golem totem barbarian may make a single attack against all creatures within reach, as though he had the whirlwind attack feat, but he may make the attack as a standard action. Every three levels thereafter, he may use this attack an additional time each rage.

    Blood is Life (Ex): A blood golem totem barbarian can drain a helpless creature of it's blood as a full-round action. Each time he does so, the target takes 2 points of con damage and you gain HP equal to the target's HD.


    Brain Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Thought Shield
    3|+3|+3|+1|+1| Mindstrike
    5|+5|+4|+1|+1| Overload
    [/table]

    Though Shield (Su): A brain totem barbarian gains a deflection bonus to AC equal to 1/2 his barbarian level.

    Mindstrike (Su): Once during each rage, a brain totem barbarian can make a melee attack charged with mental power as an attack action. The target of this attack must make a will save (DC 10+1/2 barbarian level+int mod) or take an additional 1d10 points of damage for every two levels of barbarian you have. This a is a mind-affecting ability. Every three levels thereafter, you may use this ability an additional time during each rage.

    Overload (Su): As a standard action once per minute, a brain totem barbarian can overload the mind of a creature within 30 feet. The affected creature must make a will save (DC 10+1/2 barbarian level+int) or be dazed for (int mod) rounds.


    Brass Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Hunt
    5|+5|+4|+1|+1| Task at Hand
    [/table]

    Natural Armor (Ex): An brass golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Hunt (Ex): a brass golem totem barbarian gains track as a bonus feat, and gains a +2 to survival checks made to follow a trail or determine it's current position.

    Task at Hand (Ex): 2/day at fifth level, a brass golem totem barbarian can take ten on any skill or ability check made to accomplish a specific, short-term goal, such as interrogating a prisoner. This ability lasts for one minute per point of constitution bonus or until the task is accomplished. A brass golem totem barbarian interrogating a prisoner would, for example, be able to take 10 on intimidate, diplomacy, sense motive, and bluff checks, but not on strength or use rope checks made to restrain him. He gains an additional use every five levels thereafter.


    Clay Totem:
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    "Once you created perfection, what else is there to do?"- Malaki, clay totem barbarian.

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

    Natural Armor (Ex): A clay golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Speed (Su): Once during each rage, a clay golem totem barbarian may use haste, as the spell, on himself as a standard action.

    Cursed Wound (Su): A clay golem totem barbarian's wounds are infused with dark magic. Any creature attempting to cast a conjuration (healing) spell on a creature he has wounded in the past 24 hours must make a caster level check (DC 10+barbarian level) or the spell fails to affect him.


    Flesh Totem:
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    "IT'S ALIIIIIIIVE!" - Maruk, the creator of the first flesh golem, and later, the first flesh totem barbarian.

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

    Natural Armor (Ex): A flesh golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Lifespark (Su): A flesh totem barbarian can, as a standard action 1/day, use a portion of his lifeforce to revive a recently deceased creature. By taking 2 points of constitution damage, he may revive a creature that has died within one round. By taking an additional two points of constitution damage, the number of round the creature may have been dead increases by one. A creature revived in this way is at -1 hit points and stable, and takes none of the usual level or constitution loss associated with being returned from the dead.

    Unnatural (Ex): A flesh golem totem barbarian is a mockery of life. 1/day as a swift action, he can twist his features horribly. All living, non-mindless corporeal creatures within 30 feet must make a will save (DC 10+1/2 barbarian level + cha) or be frightened. He may use this ability an additional time/day for every five levels he has in barbarian.


    Hangman Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Noose Grip
    5|+5|+4|+1|+1| Execute
    [/table]

    Natural Armor (Ex): A hangman golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Noose Grip (Ex): A hangman golem totem barbarian gains improved grapple as a bonus feat, even if he doesn't meet the prerequisites. In addition, he may constrict for 1d6 damage. If a hangman golem sucessfully constricts an opponent, it must immediately begin making fortitude saves as though drowning. If the hangman golem totem barbarian contricts a creature making fortitude saves, add half the damage dealt to the DC to avoid suffocating.

    Execute (Ex): A hangman golem totem barbarian may coup de grace a helpless opponent as an attack action.


    Iron Golem:
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    "Swords made of damascus iron were once said to have been enough to cleave through rocks and even other metal weapons. Lets find out if that was true."- Iroh, iron golem totem barbarian.

    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Poison Cloud
    5|+5|+4|+1|+1| Spurn Body
    7|+7|+5|+2|+2| DR 2/Adamantine
    [/table]

    Natural Armor (Ex): An iron golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Poison Cloud (Su): At 3rd level once during each rage, an iron golem totem barbarian can breathe out a cloud of sickening venom in a 15-foot cone as a swift action (inhaled poison, fortitude (DC 10+1/2 barbarian level+con mod) initial and secondary damage 1d4 con). Every three levels thereafter, he may use this ability an additional time during each rage.

    Spurn Body (Ex): At 5th level, an iron golem totem barbarian in heartless fury ignores the needs of his body entirely. While in heartless fury, he is not affected by any effect that requires a fortitude save that does not also affect objects.

    DR (Ex): An iron golem totem barbarian's DR is changed. Instead of gaining DR 1/-, the iron golem totem barbarian gains DR 2/admantine. This DR increases by 2 points every three levels thereafter.


    Mud Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Slip and Slam
    5|+5|+4|+1|+1| Clinging Mud
    [/table]

    Natural Armor (Ex): A mud golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Slip and Slam (Ex): A mud golem totem barbarian gains a pair of slam attacks that deal 1d4 damage (Assuming medium size). In addition, if a mud golem barbarian hits an opponent with a slam attack, he leaves a thick, slippery patch of mud. The opponent takes a -1 penalty to checks made resist bull rush, trip and disarm attempts. this penalty stacks with itself, up to a maximum penalty equal to the mud golem totem barbarian's HD. Every three levels above 3rd, the penalty inflicted by each hit increases by 1. the victim can take a standard action to wipe the mud off their body.

    Clinging Mud (Ex): A mud golem totem barbarian gains improved grapple as a bonus feat. In addition, if the barbarian pins an opponent, the opponent must begin making fortitude saves as though drowning.


    Prismatic Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Prismatic Reflection
    3|+3|+3|+1|+1| Prism Cut
    5|+5|+4|+1|+1| Brilliance
    [/table]

    Prismatic Reflection (Su): A prismatic golem totem barbarian gains a deflection bonus to AC equal to 1/2 their barbarian level.

    Prism Cut (Su): 1/round with a successful attack, a prismatic totem barbarian can inflict extra effects of a random type as a free action. To determine the effect, roll 1d8 and consult the table.
    {table=head]d8 result|Color|Effect
    1|Red| 1d6 Fire damage/3 levels
    2|Orange| 1d6 Acid damage/3 levels
    3|Yellow| 1d6 Electricity damage/3 levels
    4|Green| 2d6 damage (fort (DC 10+1/2 barb level +cha mod) half)/3 levels
    5|Blue| 1d6 Cold damage/3 levels
    6|Indigo| Daze for 1 round/3 levels
    7|Violet| 1d6 sonic damage/3 levels
    8|White| 1d6 Force damage/3 levels
    [/table]

    Brilliance (Su): At 5th level, a prismatic totem barbarian is constantly surrounded with light. A prismatic totem barbarian sheds light out to 20 feet. Treat this light as a daylight spell. Any creature with HD less than that barbarian's level is dazzled while within this radius, and any creature with less than HD 1/2 the barbarian's level must make a fort save (DC 10+1/2 barb level+cha) or be blinded for as long as they remain in this radius. A prismatic golem totem barbarian may suppress or resume this ability as a swift action.


    Psion-Killer:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Crystal Armor
    3|+3|+3|+1|+1| Unpower Burst
    5|+5|+4|+1|+1| Shatter Armor
    [/table]

    Crystal Armor (Ex): A psion-killer totem barbarian can plate himself with crystalline armor. As a standard action, he can create a suit of crystal plating that covers him completely, offering an armor bonus to AC equal to (con mod+1/2 barbarian level). Whenever he's attacked, successfully or not, the armor cracks and weakens a bit, lowering the armor bonus by 2. He cannot create a new suit of crystal armor while a current one still provides at least +1 armor, but he may shed a suit of crystal plating with a swift action.

    Unpower Burst (Su): Once during each rage as a free action, a psion-killer totem barbarian can use dispel psionics. The effect is as an area dispel in a 30-foot-radius burst centered on him. He is not affected by this ability. Use your barbarian level as the caster level for this effect, with no maximum modifier. Every three levels thereafter, he may use this ability an additional time each rage.

    Shatter Armor (Ex): A psion-killer totem barbarian can spend a swift action to dismiss a suit of crystal armor. By doing so, he can deal 1d4+1 damage to all creatures within 20 feet for every point of armor bonus the crystal plating provided (Reflex (DC 10+1/2 barbarian level+cha mod) half).


    Shadesteel Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Negative Wave
    5|+5|+4|+1|+1| Darkblend
    [/table]

    Natural Armor (Ex): A shadesteel golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Negative Wave (Su): At 3rd level, once during each rage, a shadesteel golem totem barbarian can release a pulse of negative energy from his body as a standard action, dealing 1d10 points of negative energy damage to all living creatures within 30 feet (Fort DC 10+1/2barbarian level+con half), or healing undead for a like amount. Every three levels thereafter, the damage dealt by this attack is increased by 1d10, and can be used an additional time during each rage.

    Darkblend (Su): In any lighting condition other than full daylight, a shadesteel totem barbarian blends with the shadows, gaining concealment. This ability does not work if the area is illuminated by a light spell with a caster level greater than his barbarian level.


    Stained Glass Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Glittersong
    3|+3|+3|+1|+1| Keen Edges
    5|+5|+4|+1|+1| Blood on the Glass
    [/table]

    Glittersong (Ex): As long as a stained glass totem barbarian is within an area of shadowy or brighter illumination, all opponents within 10 feet must make a will save (DC 10+1/2 barbarian level+cha) or be fascinated. If this effect is broken, the creature is instead dazzled for one minute. A creature that successfully saves against this ability is immune to it for 24 hours.

    Keen Edges (Ex): At 3rd level and every three levels thereafter, the threat range of any slashing or piercing weapon the stained glass totem barbarian wields is increased by one. (I.E, 19-20 becomes 18-20. If the weapon does not have a threat range, it gains a range of 19-20.) Every three levels thereafter, the threat range increase by an additional one. This does not stack with effects that increase the crit range of a weapon.

    Blood on the Glass (Ex): An attack made by a stained glass totem barbarian is incredibly clean and difficult to seal. When a stained glass totem barbarian deals damage with a slashing weapon, the wound bleeds, dealing an additional 2 damage each round for a number of rounds equal to his strength modifier, or until someone applies one point of magical healing or a heal check. (DC 15+str mod)


    Stone Golem:
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    "Within every hunk of marble lies an emotion, screaming to get out." -Vara, stone golem totem barbarian.

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

    Stone Plating (Ex): A stone golem totem barbarian can plate himself with stone armor. As a standard action, he can create a suit of stone plating that covers him completely, offering an armor bonus to AC equal to (con mod+1/2 barbarian level). Whenever he's attacked, successfully or not, the armor cracks and weakens a bit, lowering the armor bonus by 2. He cannot create a new suit of stone armor while a current one still provides at least +1 armor, but he may shed a suit of stone plating with a swift action. A transmute mud to rock spell returns a suit of stone plating to its full armor bonus, as though it was just created, while a transmute rock to mud spell reduces it's AC bonus by half.

    Hammer Blows (Ex): At 3rd level, a stone golem totem barbarian wearing a suit of stone plating uses the strength of the plates to empower his blows. He deals an additional +2 damage on all melee attacks while wearing a suit of stone plating. Every three levels thereafter, this bonus increases by 2.

    Slow (Su): A stone golem totem barbarian can use slow, as the spell, as a swift action at will against a single creature within 10 feet. Use the barbarian's level as the caster level for this effect. The save DC is (10+1/2 barbarian level+con). After using this ability, he must wait 3 rounds before he may use it again.


    Web Golem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Sticky Fingers
    5|+5|+4|+1|+1| Wallstride
    [/table]

    Natural Armor (Ex): A web golem totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Sticky Fingers (Ex): A web totem barbarian gains a +2 bonus to disarm and grapple checks. Every three levels thereafter, this bonus increases by two. In addition, 1/round when an opponent wielding a weapon misses an attack made against a web totem barbarian, he can make a disarm attempt as a free action. If the opponent is unarmed or attacking with a natural weapon, he can instead make a grapple check instead.

    Wallstride (Su): A web golem totem barbarian is constantly under the effects of a spider climb spell.



    Gray Render Totem:
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    "These people are under my protection. Turn back now." -Nameless gray render totem barbarian, to a bandit leader.

    {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 (Ex): A gray render totem barbarian gains improved grapple as a bonu feat, even if he does not meet the prerequisites.

    Body Guard (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex):The horse totem barbarian gains the mounted combat feat, whether or not he meets the prerequisites.

    Saddleborn (Ex): 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 (Ex):At 5th level, the horse totem barbarian can choose Ride-by Attack or Mounted Archery for a bonus feat.


    Hummingbird Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Lightning Dodge
    3|+3|+3|+1|+1| Flower-Piercing Dance
    [/table]

    Lightning Dodge (Ex): A hummingbird totem barbarian gains dodge as a bonus feat. However, the bonus the feat provides to AC is equal to his barbarian level.

    Flower-Piercing Dance (Ex): At 3rd level, a hummingbird totem barbarian wielding a non-reach piercing weapon that makes a successful attack on an opponent can move 5 feet as a free action. The hummingbird totem does not provoke attacks of opportunity for this movement. This distance increases by 5 feet for every three levels thereafter.


    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 (Ex): 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 (Ex): A Hydra totem barbarian gains fast healing equal to his barbarian level while in rage.

    Hydra Style (Ex): 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 (Ex): A hydra totem barbarian gains a +1 bonus to attack and damage rolls for every successful attack made against him in the previous round.


    Illithid Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Improved Grapple
    2|+2|+3|+0|+0| Thoughtfire
    3|+3|+3|+1|+1| Resonance Wave
    5|+5|+4|+1|+1| Mindfeed
    [/table]

    Improved Grapple (Ex): A illithid totem abrbarian gains improved grapple as a bonus feat, even if he doesn't meet the prerequisites.

    Thoughtfire (Su): An illithid totem barbarian is filled with psionic potential. Unreleased as it is, the barbarian only knows how to direct it with rage. Every attack made by the illithid totem barbarian deals additional damage equal to his barbarian level plus his charisma modifier. This is a mind-affecting ability. In addition, any creature grappling with the illithid totem barbarian takes this damage 1/round

    Resonance Wave (Su): Once during each rage, an illithid totem barbarian's psionic potential can be unleashed in a blast of mental energy as a swift action. All creatures within a 30-foot cone must make a will save (DC 10+1/2 barbarian level+cha) or take damage equal to his barbarian level plus his charisma modifier and be stunned for one round. Every three levels thereafter, the barbarian can use this ability an additional time during each rage. This is a mind-affecting ability.

    Mindfeed (Su): An illithid totem barbarian that successfully pins an opponent can feast on the enemies thoughts. The pinned creature takes intelligence damage equal to the barbarian's cha mod each round, and the illithid totem barbarian gains temporary hit points equal to the damage dealt in this way. These temporary hit points last for one hour. If the target reaches 0 int from this effect, it immediately dies.
    Last edited by Admiral Squish; 2011-08-03 at 05:18 PM.
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    Epic Avatar and Sigitar by AlterForm
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  4. - Top - End - #4
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: (Under Construction)

    Illurien Totem:
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    "Try to describe what you're feeling. Remember, this is for posterity." -Ral-Zhak the Iceheart, an Illurien Totem barbarian, while torturing a paladin.
    New skills: All Knowledeges, Taken Individually
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Lore
    2|+2|+3|+0|+0| Mind Storm
    3|+3|+3|+1|+1| Predictable
    5|+5|+4|+1|+1| Thought Blade
    [/table]

    Lore: An Illurien totem barbarian can make a special knowledge check to pull some fact out of her massive store of knowledge gleaned from the minds of others. She can make a lore check with a modifier equal to her level + her intelligence modifier to pick out some relevant knowledge from her mind. The Illurien totem barbarian gains a +2 bonus to this checks for each knowledge skill she has five or more ranks in.

    {table=head]DC|Type of Knowledge
    10|Common, known by at least a substantial minority of the local population.
    20|Uncommon but available, known by only a few people legends.
    25|Obscure, known by few, hard to come by.
    30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.[/table]

    Mind Storm: The Illurien totem barbarian is constantly surrounded by a ten-foot radius cloud of floating droplets. Any creature entering this area must make a will save (DC 10+1/2 Level+Int mod) or be dazed for one round as they are bombarded by visions and facts held suspended in each drop. A creature that successfully saves against this ability cannot be affected by it for 24 hours. In addition, this cloud provides the illurien totem barbarian with concealment (20% miss chance)

    Predictable: Once/frenzy as an immediate action, an illurien totem barbarian can impose a -4 penalty on a single attack roll, skill check, or save made by any opponent within 30 feet. Every three levels thereafter, the illurien totem barbarian can use this ability an additional time each frenzy. At 10th level, the penalty imposed increases to -8.

    Thought Blade: The illurien totem barbarian learns to form the droplets of her minds storm into a weapon of thought. as a draw action, the illurien totem barbarian can create a blade of thought. Treat this blade as a dagger of the appropriate size for the the wielder, except that it disappears one round after it leaves the illurien totem barbarian's possession. This blade posesses a +1 enhancement bonus to attack and damage rolls for every four levels of illurien totem barbarian possessed. If an illurien totem barbarian makes a successful attack with this weapon, the target must make a will save (DC 10+1/2 level+int mod) or take 1d4 points of intelligence damage.


    Inevitable Totems:
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    All Inevitable totems must be lawful-aligned. They have the following:
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rule of Law 1/day, Mark
    2|+2|+3|+0|+0| Natural Armor
    [/table]
    Rule of Law (Ex): While in Rule of Law, an inevitable totem barbarian gains +4 to strength and constitution. In addition, while in rule of law, an inevitable totem barbarian gains fast healing equal to his barbarian level, and all the barbarian's natural weapons and weapons wielded are treated as lawful-aligned. 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 rule of law. When the golem totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution.

    Mark (Ex): An inevitable totem barbarian gains track or urban tracking as a bonus feat. In addition, an inevitable totem barbarian can mark a creature he has studied for one minute. If the creature is not present he can question someone who has viewed or interacted with the target closely or view is picture of them to gain the benefit. The inevitable totem barbarian gains a bonus equal to his barbarian level on Bluff, Gather Information, Listen, Sense Motive, Spot, and Survival checks when making these rolls against a mark or his allies. He also gains an equal bonus on attack and damage rolls made against his mark.

    Natural Armor (Ex): An Inevitable totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Kolyarut Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    3|+3|+3|+1|+1| Life-stealing Touch
    5|+5|+4|+1|+1| Mark of the Traitor
    [/table]

    Life-Stealing Touch (Su): as a free action once/round, a kolyarut totem barbarian that successfully hits a living creature with a melee attack can inflict 1d6 extra damage. This damage increases by 1d6 every three levels thereafter. You gain temporary hit points equal to the damage dealt with this ability. The temporary hit points last one hour, and the total temporary HP you possesses at a time cannot exceed 1/2 your normal maximum HP.

    Mark of the Traitor (Su): A kolyarut totem barbarian can cast mark of justice, as the spell, at will.


    Marut Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    3|+3|+3|+1|+1| Grave's Call
    5|+5|+4|+1|+1| Fists of Thunder and Lightning
    [/table]

    Grave's Call (Su): Once during each rage, a marut totem barbarian that makes a successful melee attack against an undead creature can destroy it as a free action. Any undead targeted with this ability that has HD less than twice your barbarian level must make a will save (DC 10 + 1/2 barbarian level + cha mod) or instantly be destroyed. An undead creature that makes this save is immune to this attack for 24 hours. Every three levels thereafter, you may use this ability an additional time each rage.

    Fists of Thunder and Lightning (Ex): A marut totem barbarian gains two slam attacks that deal 1d4 damage (Assuming medium size). One slam deals additional electricity damage equal to his class level on a successful hit, while the other deals additional sonic damage equal to his class level on a successful hit.


    Quarut Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    3|+3|+3|+1|+1| Time Warp
    5|+5|+4|+1|+1| Freeze
    [/table]

    Time Warp (Su): Once during each rage, a quarut totem barbarian can accelerate himself, as though under a haste spell, as a swift action for one round. Every three levels thereafter, he may accelerate himself an additional time each rage.

    Freeze (Su): As a standard action, a Quarut totem barbarian can make a melee touch attack against a single creature. The target must make a fortitude save (DC 10+1/2 barbarian level +cha mod) or be affected as though by a hold monster spell. This effect lasts a number of rounds equal to his barbarian level.


    Varakhut Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    3|+3|+3|+1|+1| Antimagic Burst
    5|+5|+4|+1|+1| Magicproof
    [/table]

    Antimagic Burst (Su): Once during each rage as a free action, a Varakhut totem barbarian can use dispel magic. The effect is as an area dispel in a 30-foot-radius burst centered on him. He is not affected by this ability. Use your barbarian level as the caster level for this effect, with no maximum modifier. Every three levels thereafter, he may use this ability an additional time each rage.

    Magicproof (Su): A varakhut totem barbarian gains SR equal to (10+ his barbarian level). In addition, as an immediate action, a varakhut totem barbarian can rebound a spell that fails to overcome his SR against it's caster, as though by the spell turning spell.


    Zelekhut Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    3|+3|+3|+1|+1| Long Chain of the Law
    5|+5|+4|+1|+1| Inescapable Justice
    [/table]

    Long Chain of the Law (Ex): A zelekhut totem barbarian gains exotic weapon proficiency (spiked chain) as a bonus feat. In addition, when wielding a spiked chain, he gains a +1 bonus to trip and disarm attempts. This bonus increase by one every three levels thereafter.

    Inescapable Justice (Su): Any creature struck by a Zelekhut totem's attack must make a will save (DC 10 + 1/2 class level + cha) or be affected as though by the dimensional anchor spell for one round per caster level.



    Jellyfish Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Swim speed (Slow)
    2|+2|+3|+0|+0| Scourge Style
    3|+3|+3|+1|+1| Stinging Strikes
    5|+5|+4|+1|+1| Swim speed (fast)
    [/table]

    Swim Speed (Ex): A jellyfish 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.

    Scourge Style (Ex): A jellyfish totem barbarian is proficient with the whip, dagger whip, nagaika, net, and stingray whip. When attacking with any of these weapons, a jellyfish totem barbarian can ignore one point of armor or shield bonus to AC for every two levels of barbarian he has, up to a maximum equal to their dexterity modifier.

    Stinging Strikes (Ex): A jellyfish totem barbarian's strikes sting the flesh and tear the skin. A jellyfish totem never risks poisoning themselves when applying poison to a weapon. In addition, once/round when a jellyfish totem barbarian makes a successful attack against an opponent, a jellyfish totem barbarian can make that opponent take a -1 penalty to attack rolls, skill checks, and ability checks for one minute thereafter. This penalty increases by one every three levels thereafter. This penalty stacks with itself. If a jellyfish totem barbarian's opponent would take a total penalty from this ability that would equal or exceed his HD, the penalty does not increase, and instead the opponent is dazed for one 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 (Ex): 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 (Ex): 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 (Ex): 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 successful 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.


    Life Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Lifeblood Frenzy 1/day, Touch of Life
    2|+2|+3|+0|+0| Aura of Healing
    3|+3|+3|+1|+1| First Aid
    5|+5|+4|+1|+1| Revitalize
    7|+7|+5|+2|+2| Stir the Lifeblood
    [/table]

    Lifeblood Frenzy: A life totem barbarian entering lifeblood frenzy gains a +4 bonus to Strength and Constitution. In addition, while in lifeblood frenzy, he gains fast healing equal to his life totem barbarian level. 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 Lifeblood Frenzy. When the life totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and con.

    Touch of Life: A life totem barbarian gains the ability to heal wounds with a touch. Each day, he can heal a number of HP equal to (2 x class level x cha modifier), divided up as he wishes. He may use this ability on himself as a swift action, or on a living creature within reach as a standard action.

    Aura of Healing: All allies within 30 feet of a life totem barbarian gain fast healing equal to one-half his class level.

    First Aid: At 3rd level, once per day a life totem barbarian may cast lesser restoration as a spell-like ability. Every three levels thereafter, this ability can be used an additional time each day. At 12th level, this ability improves, and instead has the effect of a greater restoration spell.

    Revitalize: at 5th level, 1/day, a life totem barbarian may stir the life energy of an ally with a touch. Every five levels thereafter, he may use this ability an additional time each day. If the target has been dead for no more than one minute, he may return the target to life at -9 HP and stable.

    Stir the Lifeblood: At 7th level, a life totem barbarian can trigger a rush of adrenaline in a living ally 1/rage. Every three levels thereafter, he may use this ability an additional time each rage. As a swift action, a single creature within is his aura of healing gains a +2 bonus to strength, dexterity, and constitution that lasts for one round for every two levels of life totem barbarian you have. When this effect expires, the target is fatigued until the end of combat. When the barbarian would gain greater or mighty rage, this bonus increases by +2.


    Lillend Totem:
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    New Skills: Perform
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/Day, Bardic Music
    2|+2|+3|+0|+0| Python Grip
    3|+3|+3|+1|+1| Bardic Music
    5|+5|+4|+1|+1| Warsong
    7|+7|+5|+2|+2| Constrict 1d6
    [/table]

    Bardic Music: A lillend-totem barbarian gains bardic music abilities as a bard of her level.

    Python Grip: At 2nd level, a lillend totem barbarian gains improved grapple as a bonus feat. In addition, a lillend totem barbarian takes no penalty when using a light weapon to attack in a grapple.

    Warsong: At 5th level, while using her bardic music abilities, a lillend totem barbarian gains a bonus equal to her charisma modifier to AC, Attack rolls, and grapple checks.

    Python Coils: At 7th level, a lillend totem barbarian can constrict an opponent, dealing 1d6+(1.5x str) damage with a successful grapple check. Every three levels thereafter, this damage increases by 1d6.


    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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): At 5th level, a lion-totem barbarian may make a full attack at the end of a charge.


    Lizard Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Climb Speed (slow), Thorned Tail
    2|+2|+3|+0|+0| Thrash
    3|+3|+3|+1|+1| Vanishing Scales
    5|+5|+4|+1|+1| Climb Speed (fast)
    [/table]

    climb Speed (Ex): A lizard 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.

    Thorned Tail (Ex): A lizard totem barbarian Is proficient with the spiked chain, whip, nagaika, and dagger-whip.

    Thrash (Ex): A lizard totem barbarian gains improved trip as a bonus feat. In addition, a lizard totem barbarian wielding a dagger-whip or nagaika does not provoke attacks of opportunity for attacking with it, and threatens his normal reach.

    Vanishing Scales (Ex): At 3rd level, a lizard totem barbarian gains +2 to hide checks and +1 natural armor. Every three levels thereafter, the hide bonus increases by two and the natural armor bonus increases by one. In addition, a lizard totem barbarian can make a hide check without cover or concealment by freezing in place adjacent to a wall or object at least equal to his size.


    Magic Totem:
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    Manticore Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rain of Spikes 1/day, Track
    3|+3|+3|+1|+1| Volley
    [/table]

    Rain of Spikes (Ex): The manticore totem barbarian gains a +2 bonus to ranged attack and damage rolls while in Rain of Spikes, and a +2 dodge bonus to AC and reflex saves. In addition, while the barbarian is in Rain of Spikes, 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 Spikes. In addition, when he would normally gain greater rage or Mighty rage, these bonuses all increase by +1

    Track (Ex): A manticore totem barbarian gains track as a bonus feat.

    Volley (Ex): Once during each rage at 3rd level, a manticore totem barbarian can focus all his speed into a single lightning-fast attack. The manticore totem barbarian can make a full attack against any target within one range increment and fire an additional arrow, imposing a -2 penalty on all attack rolls made that round. Every three levels thereafter, the manticore totem barbarian can fire an additional arrow when making this attack, increasing the penalty to attacks made in that round by 2.


    Mantis Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/Day, Mantis Claws
    2|+2|+3|+0|+0| Mantis Strike
    3|+3|+3|+1|+1| Twin Claw Style
    5|+5|+4|+1|+1| Mantis Grip
    [/table]

    Mantis Claws (Ex): While wielding two or more one-handed or light slashing or piercing melee weapons, a mantis totem barbarian is treated as having the two-weapon fighting and two-weapon defense feats, even if he doesn’t meet the prerequisites.

    Mantis Strike (Ex): A mantis totem barbarian of 2nd level or above wielding a weapon in each hand can attack with all his weapons as a standard action.

    Twin Claw Style (Ex): A mantis 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.

    Mantis Grip (Ex): A mantis totem barbarian of 5th level or above that hits an opponent with two different weapons in a round may make a grapple check as a free action that does not provoke an attack of opportunity.


    Marilith Totem
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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 (Ex): A marilith totem barbarian gains two-weapon (or multiweapon fighting) as a bonus feat. In addition, if a marilith is wielding only longswords, she treats her off-hand weapons as light.

    Natural Armor (Ex): A marilith totem barbarian's skin toughens. She gains a bonus to natural armor equal to 1/2 her barbarian level.

    Way of Blades (Ex): 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 (Ex): 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.


    Monkey Totem:
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    "So, up the wall, take out the guards, slide down the tapestry, sneak through the courtyard, break into the tower, save the princess and steal the gold, fight my way to the guardhouse, lower the drawbridge, and escape with the loot? Hmmm... Give me five minutes." -Grin, Monkey totem barbarian.

    {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| Mastery of Body
    3|+3|+3|+1|+1| Make it Look Easy
    5|+5|+4|+1|+1| Climb Speed (fast)
    [/table]

    Climb Speed (Ex): A monkey 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.

    Mastery of Body: (Ex) At 2nd level monkey totem barbarian gains a bonus to equal to half his barbarian level to Balance, Climb, Escape Artist, Jump and Tumble checks.

    Make it Look Easy (Ex): At 3rd level, 1/round while in whirling frenzy, a monkey totem barbarian can take 10 on any strength or dexterity based skill or check, even if he is rushed or threatened. In addition, he may use this ability while not in rage 1/day. Every three levels thereafter, the number of times he may use this ability per day is increased by one.


    Nycaloth 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| Natural Armor
    3|+3|+3|+1|+1| Claws of the Damned
    5|+5|+4|+1|+1| Bleeding Wounds
    [/table]

    Improved Grapple: A nycaloth totem barbarian gains improved grapple as a onus feat, even if he doesn't meet the prerequisites.

    Natural Armor A nycaloth totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Claws of the Damned: At 3rd level, a nycaloth totem barbarian gains two claw attacks and two rake attacks that deal 1d4 damage (Assuming medium size). At 6th level, the nycaloth totem barbarian's claw and rake attacks gain a +1 enhancement bonus to attack and damage rolls. Every three levels thereafter, this enhancement bonus increases by one.

    Bleeding Wounds: At 5th level, whenever a nycaloth totem barbarian strikes an opponent with a claw attack, the wounds bleed. Each wound bleeds for 1 point of damage per round. Multiple claw wounds result in cumulative bleeding loss. The bleeding can be stopped with a DC 15 heal check or at least one point of magical healing per pound.


    Nymph Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Blinding Beauty 1/day, Attraction
    2|+2|+3|+0|+0| Stunning Glance
    3|+3|+3|+1|+1| Touch of Favor
    5|+5|+4|+1|+1| Crushing Rejection
    [/table]

    Blinding Beauty (Ex): A nymph totem barbarian entering blinding beauty gains +4 charisma and a +2 dodge bonus to AC and reflex saves. In addition, any creature that can see the nymph totem barbarian must make a will save (DC 10+1/2 barbarian level+cha) or take a penalty to attack rolls equal to her barbarian level for as long as blinding beauty lasts. This penalty cannot exceed her charisma bonus. 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 Blinding Beauty. When the nymph totem barbarian would normally gain greater or mighty rage, she gains an additional +2 bonus to charisma and a +1 dodge bonus to AC and reflex saves.

    Attraction (Ex): A nymph totem barbarian has an almost supernatural draw to her. she gains a +1 bonus to diplomacy, bluff, gather information and sense motive checks. This bonus increases by +1 every odd level above 1st.

    Stunning Glance (Ex): As a standard action while in blinding beauty, a nymph totem barbarian can glance at an opponent within 30 feet. The targeted creature must make a will save (DC 10+1/2 her class level+cha mod) or be dazed for one round.

    Touch of favor (Ex): At 3rd level and up, as a standard action, a nymph totem barbarian can make a melee touch attack to make a target desire her for a number of minutes equal to her charisma modifier. The nymph 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 nymph 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.

    Crushing Rejection (Ex): As a swift action, a nymph totem barbarian can prematurely end the effects of touch of favor. By doing so, the target must make a will save (DC 10+1/2 barbarian level + cha mod) or they take a penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls equal to her barbarian level for one hour per point of charisma bonus she has. This penalty cannot exceed her charisma modifier.


    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 (Ex): An ooze totem barbarian is bonded with a symbiotic ooze that he wears like a second skin. The ooze grants him an armor bonus to AC equal to (Con mod+ 1/2 barbarian level). The ooze can be withdrawn into his own body as a swift action, and can be called out once more as a standard 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 (Ex): 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 (Ex): An ooze totem barbarian has learned how to make his ooze armor produce powerful, consuming acid. When making an unarmed attack or an attack with natural weapons, an ooze totem barbarian deals and additional 1d4 acid damage. Every even-numbered level above 2nd, the acid damage increases by 1d4. An ooze totem barbarian can also deliver this damage with a melee touch attack made as an attack action.

    Symbiosis (Ex): 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 (Ex): 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 (Ex):A Otyugh totem barbarian is immune to the sickened and nauseated conditions, and is also immune to all nonmagical diseases.

    Stench (Ex):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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): An owl totem barbarian can see normally in darkness, even magical darkness.

    Deadly Silence (Ex): at 2nd level and higher, an owl totem barbarian gains a competence bonus on move silently checks equal to their barbarian level.

    Sudden Strike (Ex): 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 (Ex): 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 (Ex): 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 (Ex): At 2nd level, a Panther-totem barbarian may make a full attack at the end of a charge.

    Stalk (Ex): 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| Plume
    3|+3|+3|+1|+1| Majestic Misdirection 1/round
    5|+5|+4|+1|+1| Terrible Pride
    [/table]

    Feather Dance (Ex): 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, any creature that can see the peacock totem barbarian must make a will save (DC 10+1/2 barbarian level+cha) or take a penalty to attack rolls equal to her cha mod for as long as Feather Dance 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 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 (Ex): A peacock totem barbarian can use her charisma modifier in place of strength for attack and damage rolls.

    Plume (Ex): A peacock totem barbarian's threatened area grants concealment. In addition, a peacock totem barbarian gains the stand still feat as a bonus feat.

    Majestic Misdirection (Ex): 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 can make a bluff check opposing the attack roll as a free action. If the check is successful, the attack misses and the target is flat-footed against the next attack made against them. If not attacked before their next turn, the effect expires.

    Terrible Pride (Ex): A peacock totem's pride is a frightening thing to offend. Any creature that make as successful attack against the peacock totem barbarian must make a will save (DC 10+1/2 class level+cha) or be shaken for one round.


    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 (Su): 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 (Su): 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 or take a penalty equal to half his pit fiend totem barbarian level on attacks, AC, and saves for the remainder of the battle. A creature that makes the save is immune to this ability for 24 hours. This is a mind-affecting ability.

    Demon's Grasp (Ex): 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 (Su): 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:
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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 (Ex): A rat totem barbarian is immune to the sickened and nauseated conditions, and is also immune to all non-magical diseases.

    Stink (Ex): 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 (Ex): At 3rd level and every three levels thereafter, you gain a +2 bonus to climb, swim, and balance checks.

    Filth Friend (Ex): 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.
    Last edited by Admiral Squish; 2011-08-22 at 03:58 PM.
    My Homebrew
    Five-time champion of the GITP monster competition!

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    Epic Avatar and Sigitar by AlterForm
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  5. - Top - End - #5
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: (Under Construction)

    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 (Su):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 (Ex):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 (Su): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex): The snake totem barbarian gains improved trip as a bonus feat, even if she doesn't meet the prerequisites.

    Sneak Attack (Ex): 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 (Ex): 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 (Su):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 (Ex): 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 (Su): 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 (Su): 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 (Su):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 (Ex): 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 (Ex): 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 (Ex):While underwater, a shark totem barbarian gains the scent ability.

    Worry the Wound (Ex): 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 (Ex): 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 (Ex): A spider totem barbarian gains a bonus on use rope checks equal to 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 (Ex): 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 (Ex): 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, Tumble
    {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 (Ex): 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 (Ex): 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 (Ex): 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 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.


    Stag Beetle Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Iron Shell
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Trample 1d6
    5|+5|+4|+1|+1| Terrible Fang
    [/table]

    Iron Shell (Ex):A tortoise totem barbarian is proficient with light, medium, and heavy armor. While wearing heavy armor, a stag beetle totem barbarian treats the ACP of his armor as one point lower, and gains +4 to bull rush and overrun checks.

    Natural Armor (Ex): A stag beetle totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Trample (Ex): A stag beetle totem barbarian gains improved overrun as a bonus feat, even if he doesn’t meet the prerequisites. Whenever he makes a successful overrun attempt, he deals 1d6+(2 x Str mod) points of damage to the target. Every three levels thereafter, this damage increases by 1d6.

    Terrible Fang (Ex): At 5th level, a stag beetle totem's terrible strength makes itself obvious. When wielding a weapon two-handed, a stag beetle totem adds 2x his strength modifier to damage instead of 1.5x.


    Steel Predator Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Shattering Strike
    2|+2|+3|+0|+0| Carapace
    3|+3|+3|+1|+1| Terrible Roar
    5|+5|+4|+1|+1| Pounce
    [/table]

    Shattering Strike (Ex): A steel predator totem barbarian gains improved sunder as a bonus feat, and deals double damage when sundering.

    Carapace (Ex): A steel predator totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level. In addition, he gains SR 10+barbarian level.

    Terrible Roar (Ex):
    At 3rd level and higher, a Steel Predator totem barbarian may unleash a primal roar once during each rage. Every three levels thereafter, the steel predator totem may use this ability one additional time during each rage. Roaring is a standard action. All enemies within a 30 foot cone must make a fortitude save, DC (10+1/2 barbarian level+con modifier half) or take 2d6 points of sonic damage. Every three levels after 3rd, this damage increases by 2d6. For every 5 points of sonic damage a target takes, he is deafened for one round.

    Pounce (Ex): At 5th level, a steel predator totem barbarian may make a full attack at the end of a charge.


    Succubus Totem:
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    "Maybe a kiss will soothe your worries..." -Last words heard by lord Farquad before his assassination at the hands of a succubus totem barbarian.

    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 (Ex): 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 is 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 (Ex): A Succubus totem barbarian adds her charisma bonus to attack and damage rolls against dazzled opponents.

    Arts of Seduction (Ex): 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 (Ex): 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 minutes 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 (Su): 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 at will. The caster level for these effects is equal to her barbarian level and the save DC is equal to (10+1/2 barbarian level+cha mod). Any creature that makes a save against one of these abilities cannot be affected by the same ability for 24 hours.


    Swarm Totem:
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    "You and what army?" -the last word of Reekachee, goblin raiding captain.
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Buzzing Fury 1/day, Skindwelling Swarm
    2|+2|+3|+0|+0| Swarm Senses
    3|+3|+3|+1|+1| Symbiosis
    5|+5|+4|+1|+1| Restricting Swarm
    7|+7|+5|+2|+2| Reinforcements
    [/table]

    Skindwelling Swarm (Ex): A swarm totem barbarian has been raised with a swarm living within him. A swarm totem barbarian can choose a beetle swarm, a wasp swarm, or a spider swarm. Treat this swarm as an animal companion with your swarm totem barbarian level as the effective druid level. Once this selection is made, you cannot choose another swarm later. You are immune to the swarm attack of your swarm. You and your swarm gain certain benefits from this connection. Your swarm uses your constitution modifier to determine HP and save DCs, and it can hide inside your body, becoming immune to all outside attacks and effects. You are constantly surrounded by a cloud of vermin that occupies your space. The cloud grants the swarm totem barbarian concealment from any creature outside the cloud, but does not affect his vision. Effects that would damage the vermin of the cloud have no effect, because more vermin instantly appear to replenish the cloud. He can suppress or resume this ability as a free action.

    Buzzing Fury (Ex): When entering buzzing fury, a swarm totem barbarian's adrenaline stirs his swarm into a frenzy. While in buzzing fury, he gains +4 con and a +2 dodge bonus to AC and reflex saves. In addition, while in buzzing fury, a swarm totem's swarm adds his constitution modifier to it's swarm damage. 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 Buzzing Fury. When the swarm totem barbarian would normally gain greater or might rage, he gains an additional +2 bonus to constitution and a +1 dodge bonus to AC and reflex saves.

    Swarm Senses (Ex): A swarm totem barbarian is connected closely with his swarm's senses. A swarm totem barbarian within 30 feet of his swarm can perceive the space within his swarm and within five feet of his swarm as a though he had blindsight.

    Symbiosis (Ex): A swarm totem barbarian's swarm grows more powerful as he does. At 3rd level and every three levels thereafter, the damage dealt by his swarm increases by 1d6.

    Restricting Swarm (Ex): At 5th level, a swarm totem barbarian's swarm is much more dangerous and much harder to ignore. Any space occupied by the swarm totem barbarian's swarm is treated as difficult terrain. In addition, any creature passing through a swarm's space is subject to the swarm's damage, and it's distraction ability.

    Reinforcements (Ex): At 7th level, once during each buzzing fury, a swarm totem barbarian can call forth the reserves of his swarm dwelling inside his body as a standard action. Doing so creates a mini-swarm in a square adjacent to him. This swarm has all the abilities and statistics of the full swarm, except it has 1/4 the swarm's maximum HP. The swarm totem barbarian may either use this swarm as a second swarm, or he may join it with the main swarm. Doing so is a free action that requires the mini-swarm to be adjacent to the main swarm. By joining the swarm, the mini swarm heals the main swarm a number of HP equal to it's current HP. Any excess HP gained in this manner is gained as temporary HP. Every three levels after 7th, the swarm totem barbarian may use this ability an additional time during each rage.


    Tarrasque Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Fearsome Rage 1/day, Mighty Strikes
    2|+2|+3|+0|+0| Carapace
    3|+3|+3|+1|+1| Vitality
    5|+5|+4|+1|+1| Devastation
    [/table]

    Fearsome Rage (Ex): The tarrasque 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 tarrasque totem's frightful presence for 24 hours. On a failure, creatures with HD less than half your barbarian level become panicked for 4d6 rounds and those with equal or less HD than your barbarian level 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.

    Mighty Strikes: A tarrasque totem barbarian deals 2x strength damage on a successful attack with a two-handed weapon instead of 1.5x strength.

    Carapace: A tarrasque totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level. In addition, he gains SR 10+barbarian level.

    Vitality (Ex): At 3rd level and higher, a tarrasque totem barbarian gains fast healing 5 while in rage. Every three levels thereafter, this fast healing increases by 5.

    Devastation: When a tarrasque totem barbarian with the cleave feat drops an opponent, he may make a charge attack as a free action instead of cleaving to another opponent in reach. If he has the great cleave feat, as long as he continues to drop opponents, he may continue making charge attacks.


    Tiger Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Rage 1/day, Ferocious charge
    2|+2|+3|+0|+0| Claw and Fang
    3|+3|+3|+1|+1| Rip and Tear
    5|+5|+4|+1|+1| Pounce
    [/table]

    Ferocious Charge (Ex): Whenever a tiger 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.

    Claw and Fang: A tiger totem barbarian gains the improved grapple feat. In addition, when making an attack with any light slashing or piercing weapon in a grapple, he does not take a -4 penalty to the roll, and can make the attack as a touch attack.

    Rip and Tear (Ex): At 3rd level, when the tiger totem barbarian strikes an opponent twice in the same round with a light slashing or stabbing weapon, he attacks at same the wound, ripping and tearing the flesh wide open. This deals an additional amount of damage equal to twice the barbarian's strength modifier. The target continues to bleed for half that amount of damage for one round, or until they receive magical healing equal to twice the barbarian's strength modifier. Every three levels thereafter, the duration of the bleed gets one round longer.

    Pounce (Ex): At 5th level, a tiger totem barbarian may make a full attack at the end of a charge.


    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 (Ex): 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 (Ex):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 (Ex):A tortoise totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Slow and steady (Ex): 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 (ex): 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 (Ex): 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 (Ex): 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 (Su): 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 (Su): 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 (Ex): 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 (Ex): A triceratops totem barbarian gains the improved bull rush feat, even if he doesn't meet the prerequisites.

    Powerful Charge (Ex): 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 (Ex): 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 + strength.


    Tyrannosaurus Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    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 (Ex): 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 (Ex): 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 (Ex): 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 (Ex):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 (Ex): 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 (Su): 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 (Ex): 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 the prerequisites.

    Unicorn's Chosen (Ex): 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:
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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 with a pool equal to his rider's.



    Vampire Totem:
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    "You smell so sweet, so fresh, so... delicious." Vlad Hagenbrad, vampire totem barbarian, to his latest victim.

    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 (Ex): 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 (Ex): 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 (Ex): 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 (ex): 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| Brambleskin
    5|+5|+4|+1|+1| Call Brambles
    [/table]

    Grasping Plants (Su): 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 (Ex): A vine totem barbarian gains improved grapple as a bonus feat. In addition, with a successful grapple check, he can constrict for 1d6 damage.

    Brambleskin (Ex): 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 (Ex): 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, and without the entangle ability. Treat the creeping vine as an animal companion with an effective druid level equal to your barbarian level -3.


    Wasp Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/Day, Swarm of One
    2|+2|+3|+0|+0| Puncture
    3|+3|+3|+1|+1| Venom
    5|+5|+4|+1|+1| Mighty Lance
    [/table]

    Swarm of One (Ex): A wasp totem barbarian gains combat reflexes as a bonus feat. In addition, while wielding a two-handed piercing weapon, a wasp totem barbarian can flank as though any squares he threatens is occupied.

    Puncture (Ex): A wasp totem barbarian can spend a swift action to make his next attack with a piercing weapon into a touch attack.

    Venom (Ex):A wasp totem barbarian, with years of training, has managed to make his body able to produce a potent toxin from their body. The wasp totem barbarian can produce three doses of this poison each day at 3rd level every three levels of barbarian thereafter, he can produce an additional three doses each day for every three levels thereafter. This poison deals 1d4 dexterity damage as initial and secondary damage. Every three levels above 3rd level, this damage increases by one die size. (1d6 at 6th, 1d8 at 9th, 2d6 at 12th, etc.) The save DC is (10+1/2 barbarian level+con mod).

    Mighty Lance: While wielding a two-handed piercing weapon, the wasp totem barbarian adds 2x his strength modifier to damage instead of 1.5x. In addition, when making a charge attack with a two-handed piercing weapon, the wasp totem barbarian deals double damage.


    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 (Ex): 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 (Ex): 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 (Ex): 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.


    Wight Totem:
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Soul-Reaving Fury 1/day, Bone Slave
    2|+2|+3|+0|+0| Death-Tainted
    3|+3|+3|+1|+1| Corpse-Raising Blow
    5|+5|+4|+1|+1| Draining Touch
    [/table]

    Soul-Reaving Fury (Su): A wight totem barbarian entering soul-reaving fury gains a +4 to strength and constitution. In addition, the barbarian may take a swift action to make all creatures within 30 feet at 0 HP or lower automatically take one point of damage. If a creature dies within 30 feet of him while in soul-reaving fury, he gains temporary HP equal to it's HD. These temporary HP last until your rage ends. 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 Soul-Reaving Fury. When the wight totem barbarian would normally gain greater or mighty rage, he gains an additional +2 bonus to strength and constitution.

    Bone Slave (Ex): A wight totem barbarian gains the service of a human warrior skeleton, as a gift from the forces of darkness. This creature is under his control, and has hit dice equal to his barbarian level. It serves him loyally, and if destroyed, a new skeleton rises and seeks him out to take it's place within 24 hours. This minion gains a bonus to natural armor equal to 1/2 his barbarian level. At 3rd level and every three levels thereafter, add 1 to strength and dexterity scores. This skeletal servant does not count against your HD limit for undead controlled.

    Death-Tainted (Ex): At 2nd level, a wight totem barbarian's life force becomes unstable, shifting between life and undeath as he changes mental state. A wight totem barbarian in soul-reaving fury is damaged by cure spells and healed by inflict spells and negative energy effects. At 5th level, the taint becomes all-consuming, and he is damaged by cure spells and healed by negative energy or inflict spells at all times.

    Corpse-Raising Blow (Su): At 3rd level and above, once during each rage as a standard action, a wight totem barbarian can animate a single creature he has felled during his rage as a skeleton or zombie under his control. Undead created in this fashion serve him loyally until destroyed. He may not raise a creature with more than twice his barbarian level in HD, and he can control no more than four times his barbarian level in undead HD at a time. Every three levels thereafter, he may use this ability an additional time during each rage.

    Draining Touch (Su): 1/round, a wight-totem barbarian can deal negative energy damage equal to his barbarian level as a touch attack, or channel it into a melee attack. For every two points of damage dealt this way, he heals one point of damage. He may also use this ability to heal an undead minion or himself a number of HP equal to the normal damage dealt.


    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 (Ex): the wolf totem barbarian gains Track as a bonus feat even if he does not meet the prerequisites.

    Improved Trip (Ex): The wolf totem barbarian gains Improved Trip as a bonus feat even if he does not meet the prerequisites.

    Great Ally (Ex): 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 (Ex): 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.
    Last edited by Admiral Squish; 2011-01-31 at 05:30 PM.
    My Homebrew
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  6. - Top - End - #6
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Wolverine Totem:
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    ”Bub, you ain't seen a bloodbath until you've seen me get mad!” -Logann, Wolverine Totem Barbarian.

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Blood Frenzy 1/day, Climb Speed
    2|+2|+3|+0|+0| Mettle
    3|+3|+3|+1|+1| Vitality
    5|+5|+4|+1|+1| Burrow Speed
    [/table]

    Blood Frenzy (Ex): A wolverine totem barbarian gains an additional +2 bonus to strength while raging, but takes an additional -2 penalty to AC. These modifiers are in addition to those provided by 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. In addition, when the wolverine totem barbarian gains greater or mighty rage, he gains an additional +2 bonus to strength while in rage and takes a further -2 penalty to AC while raging.

    Climb Speed (Ex): A wolverine totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval).

    Mettle (Ex): At 2rd level and higher, a wolverine 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 (Ex): At 3rd level and higher, a wolverine 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.

    Burrow Speed (Ex): At 5th level, a wolverine totem barbarian gains a burrow speed equal to one-half his base land speed (round down to the nearest 5-foot interval). The wolverine totem barbarian can choose to leave a usable tunnel behind him as he digs or collapse it behind himself.


    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 (Ex): The worm totem barbarian gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.

    Natural Armor (Ex): A worm totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Tremorsense (Ex): 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 (Ex):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.


    Wyvern Totem
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    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+1|+2|+0|+0| Whirling Frenzy 1/day, Stinger Style
    2|+2|+3|+0|+0| Natural Armor
    3|+3|+3|+1|+1| Swooping Grab
    5|+5|+4|+1|+1| Venom
    [/table]

    Stinger Style (Ex): A wyvern totem barbarian gains improved grapple as a bonus feat, even if he doesn't meet the prerequisites. In addition, when making an attack with a light weapon in a grapple, he does not take a -4 penalty to the roll, and can make the attack as a touch attack.

    Natural Armor (Ex): A wyvern totem barbarian's skin toughens. He gains a bonus to natural armor equal to 1/2 his barbarian level.

    Swooping Grab (Ex): A wyvern totem barbarian gains a +4 bonus to grapple checks made to move a grapple. In addition, the distance the grapple can be moved with a single check increases by 5 feet. If a wyvern totem barbarian makes a grapple at the end of a charge, she can make a grapple check to move the grapple as a free action. Every three levels thereafter, the distance a grapple can be moved with a single check increases by 5 feet.

    Venom (Ex): A Wyvern totem barbarian no longer fears poisons, she welcomes them. A wyvern totem barbarian is immune to poisons. In addition, a wyvern 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 wyvern 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.


    Finished Totems: (Defined as fully edited, pictured, and bearing a quote)
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    Aboleth
    Angel
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    Elementals:
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    Formians:
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    Totems in need of Quotes:
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    Archon:
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    Giant:

    Bog
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    Golem:
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Angel totem is up! Whoo!
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Um is Alchemy and craft poison on the class skill list for the poison using totems?

    An I just had a thought about a Grillion
    It would be like the ape with the the extra atk and the twf feast of the hydra and it would have a rend with some grap bonus and the climb speed

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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Quote Originally Posted by LunarWolfPrime View Post
    Um is Alchemy and craft poison on the class skill list for the poison using totems?

    An I just had a thought about a Grillion
    It would be like the ape with the the extra atk and the twf feast of the hydra and it would have a rend with some grap bonus and the climb speed
    You don't really need it after 5th level, but I suppose I could add it.

    That's a lot of abilities for one totem...
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Feel free to skim it down.
    An what about the new class skills for serpent spider and scorpion ?
    Last edited by LunarWolfPrime; 2010-06-22 at 10:20 PM.

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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Beetle Swarm:
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    Beetle Swarm

    Diminutive Vermin (swarm)
    Hit Dice: 2d8+4 (13 HP)
    Initiative: +2
    Speed: 20 ft, fly 20 ft.
    Armor Class: 16 (+4 size, +2 dex), touch 17, flat-footed 14
    Base Attack/Grapple: +1/0
    Attack: Swarm (1d6 +1d6 acid)
    Full Attack: Swarm (1d6 +1d6 acid)
    Space/Reach: 10 ft/0 ft.
    Special Attacks: Distraction
    Special Qualities: Darkvision 60, immune to weapon damage, swarm traits, vermin traits
    Saves: Fort +4, Ref +2, Will +0
    Abilities Str 1, Dex 14, Con 14, Int -, Wis 10, Cha 2
    Skills: +10 climb, +4 listen, +4 spot
    Environment: Warm Forests
    Organization: Solitary, Tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 1
    Treasure: None
    Alignment: always neutral
    Advancement: None

    A beetle swarm is composed of thousands of glistening black-shelled beetles.

    Combat

    Distraction: Any living creature that begins its turn with a beetle swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Acid: The beetles of a beetle swarm release tiny amounts of acidic mist as they fly, dealing 1d6 acid damage with a swarm attack.


    Wasp Swarm:
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    Wasp Swarm:

    Diminutive Vermin (Swarm)
    Hit Dice: 2d8+2 (11 HP)
    Initiative: +3
    Speed: 5 ft. (1 square) Fly 40 ft. (good)
    Armor Class: 17 (+4 size +3 dex), 17 touch, 14 flat-footed
    Base Attack/Grapple: +1/0
    Attack: Swarm (1d6 Plus Poison)
    Full Attack: Swarm (1d6 Plus Poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities:Darkvision 60, immune to weapon damage, swarm traits, vermin traits
    Saves: Fort +3, Ref +3, Will +0
    Abilities Str 1, Dex 17, Con 12, Int -, Wis 10, Cha 2
    Skills: Listen +4, spot +4
    Environment: Warm Forests
    Organization: Solitary, Tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 1
    Treasure: None
    Alignment: always neutral
    Advancement: None

    A wasp swarm is an angrily buzzing cloud of thousands of black-and-red wasps.

    Combat

    Distraction: Any living creature that begins its turn with a wasp swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Poison: Injury, Fortitude DC 12, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    In case you hadn't guessed, that was for swarm totem, which as also up now.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    I love it, but I have a couple of questions:

    - Why does the Angel's aura of righteousness affect ALL creatures within 30 feet? Why not all hostile creatures? Or all evil creatures?

    - Chain devil is missing the Whirling Frenzy ability. Entirely. It's, ah, not there.

    - Do totems have alignment requirements, or can my Kyton Totem barb be CG? What about an extremist NE Barbarian who hunts down evil without mercy or remorse, drawing upon his Angel totem to slaughter the wicked?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Whirling Frenzy. I don't copy/paste it anymore to conserve characters. Considering I've had to expand this topic TWICE to hold all these, I thought it wise.

    -Well, I'm not sure. What if they're not hostile, like, say, they think you're one of their own before you start flipping out and murderizing the evil cult?

    -I'd say if it makes sense, go for it. Not my place to lay restrictions on you, only give options. I generally don't use alignment.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Succubus: "Want a kiss"
    Chain: "Get over here!"
    Pit Fiend: Not needed.. To amazing.. "Daming Power"
    Swarm: "My friends don't seem to like you"
    Vampire: "I could use a bite"
    T-rex: "RAWR"
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Promising quotes. I'll see what I can do with them.

    Nymph totem is done.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Should I make more?
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    If you want, go for it.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Yea, I can probably do one for almost every totem.. Just tomorrow.. im kinda tired currently
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Oh, wow, a shiney new thread! Feels like moving into a bigger house.

    Elemtal Totems

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    Fire Totem

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    Well, with the subsequent rounds of burn being 1d6/three levels, that probably be good. Thumbs up.


    Water Totem

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    Yeah, well, it's a good ability either way.


    Treant Totem

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    It works fair enough, allows the Treant totem to have an advantage over the barbarian if they fight in a forest, but only if they fight in a forest, so, acceptable trade-off. Thumbs up.


    Vine Totem

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    That was one bad thing about that spell. It never said if the bonds were anchorred to anything, yet, what it does is dependant on whether or not the effect is anchorred to anything.

    Looks good, dude. Thumbs up to the Vine.


    Succubus Totem

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    Perhaps you should increase the range of the dazzling (just to 40 feet, no overkill or anything), and then remove the saving throw. That would be good.

    Well, make Suggestion be 1/2 barb. level times per day, and the others be at will, and there shouldn't be any problems. It'd get a good Thumbs up as a capstone.


    New totems to work on.

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    Angel Totem

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    Evil's Foe is cool. Gives a decent bonus to a situational circumstance. It wouldn't exactly be on par with the Ooze totems AC bonus at first level, though, if it weren't for the complete protection from evil summoned creatures. Again, situational, but, acceptably powerful. Thumbs up.

    So, is Aura of Righteousness only once per rage? Either way, very powerful ability. Might have actually been a bit above Lion's Roar, if Lion's Roar didn't cause them to run away or still have a reduced effect on a save. All the same, might wanna make this a Mind-Affecting ability, so to make it more on par with Lion's Roar.

    Ah, stunning blow. Very powerful ability. Lifted from the Astral Deva a bit? This'll get a strong Thumbs up.

    Smite the Unholy is powerful. A static +5 to attack and damage is like having +5 of extra enhancements on your sword. Definately makes this worthy of being a capstone. This totem is brutal and very adept at killing everything. Thumbs up.


    Chain Devil Totem

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    Ah, cool pic.

    Spiked chain and combat reflexes. Awesome. Thumbs up.

    Improved Trip. Ah. Getting this guy straight into the open path of the chain tripper, eh? Nothing wrong with a bonus feat. Thumbs up.

    Ah, a touch more AC and the ability to own anyone who would try and attack you. Can see a lot of guys with natural weapons being thrown at this guy, as that disarm ability is cruel. Kyton totem is getting pretty strong, though. Thumbs up.

    Okay, how many attacks can the animated chain make per round? You coverred all the bases except for that one. Clear it up, and you get a Thumbs up to the entire Chain Devil totem, and all it's goth goodness.


    Fungus Totem

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    Spores is a good ability. Makes the Fungus totem able to even the playing field a bit. Thumbs up.

    Hydra totem back-up FH. Good Ability. Awesome. Thumbs up.

    Oh, well, that is badass. Customizable spores! Course, gonna have to look at each one individually.

    Obscuring Mist Spore is a good ability. Makes for some minor battlefield control. Nothing wrong with it. Thumbs up.

    Slumber is extremely powerful. It can shut down an entire encounter with just a free action. Might wanna make the HD limit be a little lower (barb level - 6, perhaps), so that everything isn't passing out as soon as you get close enough.

    Rapport is interesting. Neat little utility ability. Might could use some more power, though, to make it be on par with other spore abilities (maybe something like the Formian 'Hive Mind' ability).

    Purple Haze is hilarious, but also extremely powerful. Confusion doesn't seem like it'd be that good, but it can shut pretty much anything down. Might could use a nerf.

    Devouring Spores is acceptable. Nice little boost to damage. Thumbs up.

    Animate is cool. They're just zombies, of course, so, no real tipping of the power market there. Strong ability, but Thumbs up.

    Stun Spore is almost as strong as Slumber. Stronger, in fact, as HD don't matter. This will likely shut down combat just as easily as Purple Haze or Slumber.

    Healing Spores is neat. Cleric Barbarian to the resque. Can't see a friendly person walking into a cloud that would deal them penalties to stuff, of course. All the same, Thumbs up. Good way to keep the party at full health between combats.

    Decompose lets the barbarian heal between fights. Fair enough. Good flavor ability, too. Thumbs up.


    Marilith Totem

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    You actually want the pic to be of an actual Marilith? Or do you need another pic?

    Six Sword Style is mean, and actually a bit better than most of the TWF barbarians that have already been made. Not by much, however, so, this will get a Thumbs up

    Okay, nice to know that the Bulette totem gets natural armor XD. Good ability. Thumbs up.

    Ah, free feats. Never bad. Thumbs up.

    Tactical Master is interesting, and reminescent of Dark Knowledge. Good ability, none-the-less. Thumbs up to the Marilith as a whole.


    Nymph Totem

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    Problem on the table.

    Whirling Cha Frenzy. Interesting. The cha boost doesn't do much other than raise the DCs of the abilities gained later on. Course, that penalty to attack rolls makes for some heavy power. Thumbs up.

    Attraction is interesting. Skill boosts don't mess anything up, so, Thumbs up.

    Dazing one opponent once every round. Really Cool. Awesome ability. Thumbs up to Stunning Glance.

    Ah, the Succubus 'out of combat' ability. Nothing wrong there, it's a good ability. Thumbs up.

    Crushing Rejection is a massive de-buff, really. Awesome capstone, and as a swift action too. Seems that the entirety of the Nymph totem gets a strong Thumbs up.


    Pit Fiend Totem

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    Ah, anti-Angel level one ability. Awesome, in the same way Evil's foe is awesome. Thumbs up.

    So, is Terrible Fury only once per rage? Same as with Aura of Righteousness, though, it's a very powerful ability. Same for that ability, though, might wanna make this a Mind-Affecting ability, so to make it more on par with Lion's Roar.

    Ah, a constrict ability. Awesome. Thumbs up.

    Crush the Pure. Reverse Smite the Unholy. Good ability, and powerful. It will get a strong Thumbs up as well.


    Swarm Totem

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    Shino is so cool.

    Skindwelling Swarm is very, very strong. Makes the Swarm totem immediately ahead of most other totems, in fact. Maybe the fact that it's a swarm creature helps mitigate the fact, but, it's a strong one all the same. Course, with the special rage, it's actually a balancing factor. Make the rage less powerful, and the movement replacement more powerful. Very cool ability. Strong thumbs up.

    Buzzing Fury is interesting. Weaker than the average rage, but, with the added touch on the boost to damage for the swarm, and the awesome swarm companion, it turns out okay. Thumbs up.

    Swarm Sense's is very useful. Awesome little ability there, to say the least. Thumbs up.

    Ah, scaling Swarm damage. Thumbs up.

    Split Swarm is weird. It's an animal companion swarm, so, has an acceptable chance to die, and it can't do any of the insane things that splitting yourself entails, so, no real problem on that front. You just have some weird wording. You state that the Swarm totem cannot split their swarm into anything smaller than a 5 foot square, then provide examples dealing with 1 foot squares, and the total size of the swarms in your examples, is confusing. These are 10 foot squares, not 8 square feet. The ability, over-all, of course, is just a bit too complex to rely on, or even explain effectively. Might wanna scrap it and try a different idea.
    Last edited by Rithaniel; 2010-06-23 at 03:47 AM.



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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    So... many... awesome... totems... (Dies)
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

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    Succubus Totem

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    Actually, I was considering changing the passion's penalty from what it stands at to something more akin to the nymph's ability.

    Changed that ability actually. They're at-will, but if a creature makes the save it can't be affected for 24 hours. Balanced?


    Angel Totem

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    That's not really a fair comparison. An ooze totem's ability is supposed to replace his armor, this one is just a boost.

    It's at-will while in rage. Mind-affecting is a good plan. Or perhaps call it a fear effect? Which would you suggest?

    Well, it is static, but it's on evil only. Should I put some more limiters on that?


    Chain Devil Totem

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    Should I put an additional limiter on the disarm? I'm worried about it.

    I... I'm not sure. I can't find anything about how often a chain devil's chains attack either.


    Fungus Totem

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    I don't suppose you can help find a better pic than a sporeggar?

    Slumber: They're all standard actions, first off. Perhaps I should put a limiter of 'only affects a total # of HD = barb level with each use'?

    Hive mind sounds like a good plan.

    Maybe a shortened duration? What other effects would you recommend to represent hallucination?

    Suggestions to fix?

    The spore abilities replace the standard spore effect. So, it wouldn't give you a penalty to nothin'.


    Marilith Totem

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    Couldn't find decent non-marilith pic. Work your magic for me!

    Hmm. Looking at it, the other abilities are usually all 'take no penalty when wielding a light weapon', which is basically removing a -2 penalty. Basically what I did here, just applied it to a different weapon. How's that much better?

    You saw nothing >.>

    I thought it fit the tactician/general theme of them.


    Nymph Totem

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    Nuts. *goes to fix*

    Is the attack penalty too steep?

    It does require some setting up, though. I based the ability off crushing despair.


    Pit Fiend Totem

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    Actually, pit fiend came first. So, it's the other way around.

    Same questions from angel totem apply here, more or less.


    Swarm Totem

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    Isn't he just?

    I was hoping the whole 1st-level package would balance out, but I'm still not sure. What's the biggest problem with the swarm ability you can see?

    Those examples are in 5-foot squares (one 'square'), not 1-foot squares. A flying swarm is a cube, so a 10-foot cube would break down into eight 5-foot cubes. Normally, a swarm can take any shape as long as all it's cubes are contiguous.

    Really, the ability I'm trying to do is make this totem into a sort of battlefield controller. The multiple swarms would allow him to apply damage and distraction to multiple enemies over a large area. I was originally considering just giving him extra swarms, but I thought that would be too much.
    Last edited by Admiral Squish; 2010-06-23 at 04:10 AM.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Caution: awesome totems not for use when pregnant or may become pregnant.

    Side effects of awesome totems may include: Drooling, lack of sleep, speaking gibberish, manic energy, uncontrollable cackling, fainting, and, in rare cases, death.



    Anyways. Made some fixes, and is now going to sleep. More to come tomorrow.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Quote Originally Posted by Admiral Squish View Post
    Caution: awesome totems not for use when pregnant or may become pregnant.
    Except succubi.

    [QUOTE]Side effects of awesome totems may include: Drooling, lack of sleep, speaking gibberish, manic energy, uncontrollable cackling, fainting, and, in rare cases, death.[QUOTE]
    MWAHAHAHAHAHAHAHAHAHAHA!
    (Faints)
    (only gets about six hours of sleep a night)
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

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    Succubus Totem

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    If you did that then what would happen with the Glamor's Power ability? Would it just vanish? Would the Succubus become just a 'darker style' Nymph totem?

    Seems good. That capstone will get a Thumbs up.


    Angel/Pit Fiend Totem

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    Yeah, true. The abilities come out good, all the same.

    Mind-affecting would be the most direct. It's not intending to make them scared, more to make them feel small.

    No, making it be more restricted would make it too situational. Having a large push of power against a particular foe is impressive, but there's no real harm in it.


    Chain Devil Totem

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    You probably should put a limiter on the disarm. Making it only be once a round, and have the scaling part be the sheild bonus to AC.

    This is why Chain Devils never actually use that animate chains ability. The DM doesn't know how it works. The judgement is up to you, at to what it should be, for this case. Maybe 1 attack each round per chain would be good.


    Fungus Totem

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    Working Magic:
    Ebil
    Jackal
    Fungus Treefolk
    Hey, where'd my face go?
    Mushroom Head
    Joe
    Made of fungus
    FINGERS
    Diseased Barbarian
    Smile for the camera
    Uncomfortable
    Bone Crust
    I got your eye-ball!

    Slumber: This would work well if it, as you said, only affected HD equal to the barb level, and, at the same time, wasn't at will (a 'once every 1d4 rounds' would be suitable).

    Purple Haze: Making the confusion last for only one round is still going to be impressive. Lowering to that point would be a good 'ballpark', but it would still be powerful. Other effects for hallucinations would be Wisdom damage, easily.

    Stun Spore: Perhaps have Stun Spore deal damage to their Dexterity, to represent the fact that they are being mildly paralyzed by it?


    Marilith Totem

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    I beleive in magic:
    Indestructable
    Smokey
    Demon + General = Marilith
    Demon + Arms = Marilith
    Demon + Warrior = Marilith
    Demon + Swords = Marilith

    The weird thing about the Marilith is that it's so close to being a human, that an average half-fiend with a sword could work, yet it's so stupidly difficult to find one with the correct feel.

    It's better because they are weilding longswords, a weapon that is much better than what most of the others are having to weild to get the same benefits. Of course, this is just the ability to use the swords. Most of the others have added abilities on top of this, and so, the six sword style turns out only slightly better than them.


    Nymph Totem

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    Nah, the penalty is just strong enough to make the fact that the rest of the rage does little-to-nothing, seem to not matter. That penalty is the main aim of the rage, currently. The other parts are nice, but they wont be the core center of attention with this rage variant.


    Swarm Totem

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    Well, generally speaking, Swarms have a wide range of traits and can be pretty hard to run/understand. This would be a totem that would require some mental investment on the part of the player in order for him to know what he is doing. That, and Swarms are particularly resilient early on in the game, seeing as damage dealing attacks are all but ineffectual against them. Not to mention the distraction effect is pretty mean. It should work out, though.

    As for making the Swarm totem a battlefield controller, there are simpler ways to manage that. As is, without this ability, he's actually still a powerful battlefield controller. He can spread his swarm into a wall that makes everyone who passes through it make a save or be nauseated. He can make a pool of flying wasps around him that needs to be chopped down before he can be attacked. If you would like the Swarm totem to have a strong battlefield controller capstone, however, you need to prevent movement, slow movement, funnel enemies where you want them to go, and just pick up enemies and put them down where you want them to be. Perhaps the ability for the Swarm to make bullrushes, or prevent opponents from moving if they occupy the same space.



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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Maybe they could force concentration checks for any action other than attackng them, when you share a square?
    AH BUGS GET EM OFF ME
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

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    Succubus Totem

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    It would be more her-centric. The nymph sort of debuffs groups, but I was thinking succubus would be looking more toward personal bonuses. They have a penalty to attack just her, she's the only one to get the bonuses against them...


    Angel/Pit Fiend Totem

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    Alright, mind affecting works.

    I'm worried that 'evil' is a really, really broad category. Maybe I should just make it affect the evil clerics/paladins/outsiders.


    Chain Devil Totem

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    Alright, that works.

    Alright, one attack works. Should I make this scale, maybe he gets another chain/5 levels, or leave it static?


    Fungus Totem

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    Slumber: This would work well if it, as you said, only affected HD equal to the barb level, and, at the same time, wasn't at will (a 'once every 1d4 rounds' would be suitable).

    Purple Haze: Making the confusion last for only one round is still going to be impressive. Lowering to that point would be a good 'ballpark', but it would still be powerful. Other effects for hallucinations would be Wisdom damage, easily.

    Stun Spore: Perhaps have Stun Spore deal damage to their Dexterity, to represent the fact that they are being mildly paralyzed by it?


    Marilith Totem

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    See why I had so much trouble?

    Could I do something to nerf it without just getting rid of the ability?


    Swarm Totem

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    Well, the thing about swarms is that they have to be over an enemy at the end of their move to deal damage. Perhaps the swarm is treated as difficult terrain, and anyone passing through the swarm is subject to it's swarm attack?

    I still like the intent of the split swarm, though. He doesn't do a lot of damage, but he's great at occupying a large space and dealing damage to a lot of enemies at once. Maybe he can make micro-swarms? That could replace the DR...
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

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    Succubus Totem

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    Then it would be essentially the Nymph totem, except her allies aren't helped. That would make it be a step down, a little different, but, in the end, a little less fun.


    Angel/Pit Fiend Totem

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    Two out of three enemies aren't evil, unless the DM isn't creative. That is a majority. This ability effects a minority, in other words. There are a large number of abilities that give bonuses similar to these, against more than a majority (i.e. 'everyone'). Stop worrying about it.


    Chain Devil Totem

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    Only having one chain from levels 5-10 would be boring. Make it be up to 3 chains, and then an extra one every 5 levels there-after.


    Fungus Totem

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    vvvvv

    Slumber: This would work well if it, as you said, only affected HD equal to the barb level, and, at the same time, wasn't at will (a 'once every 1d4 rounds' would be suitable).

    Purple Haze: Making the confusion last for only one round is still going to be impressive. Lowering to that point would be a good 'ballpark', but it would still be powerful. Other effects for hallucinations would be Wisdom damage, easily.

    Stun Spore: Perhaps have Stun Spore deal damage to their Dexterity, to represent the fact that they are being mildly paralyzed by it?

    ^^^^^


    Marilith Totem

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    Well, not really. The Marilith has no flavour to aim for. The only flavor it has is 'snake lady with multiple arms', but, if you make it a 'snake lady' pic, it will still not look right. If you make it a 'guy with multiple arms' pic, it still will refuse to look right. So, your only choice in the matter is to pick a picture that you like, that can be argued to be leaning in the direction of the Marilith, and run with it.

    Doesn't really need a nerf. If you insist, however, making them take a very minor penalty to something when dual weilding longswords would be in order. Like, a -1 penalty on one of the attack rolls, or some-such.


    Swarm Totem

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    Difficult terrian will always fail when it comes to being an effective battlefield controller, as you either need to turn the entire field into difficult terrian, or the enemy will go around it. If you wanna make a good battlefield controller, you make walls or you stop (not simply impede) movement. Take these concepts into account when designing a 'battlefield controller'.

    Seriously, Swarms are complex. Adding another little complication like this 'micro-swarm' idea, will either lead to an unusable class (due to it being too complicated to be understandable), or to a massive headache and you scrapping the idea all the same. Making more swarms is not a good idea either, as then you wind up with too many creatures or your side of the field. Perhaps, at the risk of making an unrealistic class feature, making an area grant concealment due to thousands of bugs in the space or make something akin to 'black tentacles' with everything being grappled by millions of flies, but don't allow the insects to make offensive moves, or take damage.



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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

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    Succubus Totem

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    Alright, I'll leave it be.


    Chain Devil Totem

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    How about two chains? Three seems pushing it, I don't want him to be exceeding his totem quite that quickly.


    Fungus Totem

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    I put it aside to give it a more in-depth look in a moment and then this happens...

    Anyway, fixes applied. Made slumber have a 1d4 round recharge, turned purple haze into a chance for spell/attack failure, and made stun spore a temporary dex penalty.


    Swarm Totem

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    Perhaps the above ability, but they're also subject to the distraction ability? That way, they have a good chance of being stopped if they travel through the bug wall. It's not a perfect wall, but it's certainly a good one, and I can justify it in my head.

    I don't think the micro swarm is really all that complicated. Hear out the mechanic before you condemn it. You can create a 5-foot swarm 1/day. This swarm has 1/4 the max HP of the normal swarm, but otherwise has all the same stats. This swarm can either function independantly, or merge with the main swarm, which heals it by however much HP the mini-swarm has at the time.


    Also, there's now an ethereal totem.

    I'm trying to work on manticore, but I'm having trouble. I think the tail spikes could be best depicted with a manyshot-like ability, but unless I expand the totem, there's no way for them to have access to manyshot. And beyond that, even, I'm concerned about how I should make it scale.
    Last edited by Admiral Squish; 2010-06-23 at 02:13 PM.
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    Default Re: Greater Totem Barbarian [3.5 ACFs, Expanded Version]

    Beholder Totem is up.
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