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Admiral Squish
2010-06-22, 06:35 PM
Aboleth Totem: (http://i53.photobucket.com/albums/g54/ewurtsmith/AbolethTotem.jpg)
"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/AngelTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ApeTotem.jpg)

"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:

Hound Archon: (http://i53.photobucket.com/albums/g54/ewurtsmith/ArchonTotemHound.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ArchonTotemLantern.gif)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ArchonTotemSword.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ArchonTotemThrone.jpg)
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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ArchonTotemTrumpet.jpg)

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.

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 (http://www.d20srd.org/srd/conditionSummary.htm#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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ArchonTotemWarden.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/BalorTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/BatTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/BearTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/BeholderTotem.jpg)

"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).
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: (http://i53.photobucket.com/albums/g54/ewurtsmith/BoarTotem.jpg)

"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 (http://i53.photobucket.com/albums/g54/ewurtsmith/BuletteTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/Bunnytotem.jpg)

"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 (http://dungeons.wikia.com/wiki/SRD:Hideous_Laughter). Unlike the spell, this is not a Mind-Affecting effect, or even magic in nature.


Centipede Totem (http://i53.photobucket.com/albums/g54/ewurtsmith/CentipedeTotem.jpg)
{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ChainDevilTotem.jpg)

"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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ChaosTotem.jpg)

{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:

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.
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 (http://fc00.deviantart.net/fs70/i/2011/203/0/2/cheetah_2_by_icedragonchilde-d41bjhj.jpg)

"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.

Admiral Squish
2010-06-22, 06:36 PM
Chimera Totem: (http://i53.photobucket.com/albums/g54/ewurtsmith/ChimeraTotem.jpg)

{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.
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: (http://i53.photobucket.com/albums/g54/ewurtsmith/crabTotem.jpg)

" 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: (http://i53.photobucket.com/albums/g54/ewurtsmith/CrocodileTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/DragonTotem.jpg)

“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: (http://i53.photobucket.com/albums/g54/ewurtsmith/EagleTotem.jpg)

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:

Air Totem (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemAir.jpg)

"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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemEarth.jpg)

"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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemFire.jpg)

"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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemIce.jpg)

"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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemMagma.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemSand.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemSmoke.jpg)

"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.


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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemStorm.jpg)

"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.

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 (http://i53.photobucket.com/albums/g54/ewurtsmith/ElementalTotemWater.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ElephantTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/EtherealTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/FungusTotem.jpg)

"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.

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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GhoulTotem.jpg)

{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.

Admiral Squish
2010-06-22, 06:38 PM
Giant Totems:

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

{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

{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:

{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:

{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:

{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:

{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:

{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:
{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:

{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

{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:
{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:

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:

{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:

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GoatTotem.jpg)

"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:

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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemAlchemical.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemBlood.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemBrain.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemBrass.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemClay.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemFlesh.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemRope.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemIron.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemMud.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemPrismatic.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemCrystal.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemDarksteel.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemStainedGlass.jpg)


{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 (http://www.d20srd.org/srd/conditionSummary.htm#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: (http://fc07.deviantart.net/fs22/i/2007/346/c/9/Golem_by_Stachir.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GolemTotemWeb.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/GrayRenderTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/HorseTotem.jpg)

"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 (http://i53.photobucket.com/albums/g54/ewurtsmith/HummingbirdTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/HydraTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/IllithidTotem.jpg)

{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.

Admiral Squish
2010-06-22, 06:39 PM
Illurien Totem: (http://fc02.deviantart.net/fs8/i/2005/298/e/6/Mako__The_Sword_of_Water_by_Kwekachu.jpg)

"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:

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: (http://i53.photobucket.com/albums/g54/ewurtsmith/InevitableTotemKolyarut.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/InevitableTotemMarut.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/InevitableTotemQuarut.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/InevitableTotemVarakhut.jpg)

{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: (http://fc07.deviantart.net/fs70/i/2010/168/5/9/Warrior_Spina_by_katrina1185.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/JellyfishTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/KrakenTotem.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/LifeTotem.jpg)
{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/LillendTotem.jpg)

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: (http://i53.photobucket.com/albums/g54/ewurtsmith/Liontotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/LizardTotem.jpg)

{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: (http://fc05.deviantart.net/fs71/f/2011/125/7/9/sword_mistress_by_josh_finney-d3flxdo.jpg)

Full write up here. (http://www.giantitp.com/forums/showthread.php?t=210762)


Manticore Totem: (http://i53.photobucket.com/albums/g54/ewurtsmith/ManticoreTotem.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/MantisTotem.jpg)
{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/MarilithTotem.jpg)

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: (http://i53.photobucket.com/albums/g54/ewurtsmith/MonkeyTotem.jpg)

"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 (http://fc09.deviantart.net/fs71/i/2011/073/9/f/blanka_by_spinebender-d3bmdl3.jpg)
{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/NymphTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/OozeTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/OtyughTotem.jpg)

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: (http://i53.photobucket.com/albums/g54/ewurtsmith/OwlTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/PantherTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/PeacockTotem.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/PitFiendTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/RatTotem.jpg)

"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.

Admiral Squish
2010-06-22, 06:40 PM
Salamander Totem: (http://i53.photobucket.com/albums/g54/ewurtsmith/SalamanderTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ScorpionTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/SerpentTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/ShadowTotem.jpg)


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: (http://i53.photobucket.com/albums/g54/ewurtsmith/SharkTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/SpiderTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/SquirrelTotem.jpg)


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 (http://i53.photobucket.com/albums/g54/ewurtsmith/StagBeetleTotem.jpg)
{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/SteelPredatorTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/SuccubusTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/SwarmTotem.jpg)

"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 (http://www.giantitp.com/forums/showpost.php?p=8763911&postcount=12), or a spider swarm (http://www.d20srd.org/srd/monsters/swarm.htm#spiderSwarm). 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: (http://i53.photobucket.com/albums/g54/ewurtsmith/TarrasqueTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/TigerTotem.jpg)
{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/TortoiseTotem.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/TreantTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/TriceratopsTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/TyrannosaurusTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/UnicornTotem.jpg)

{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:
-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: (http://i53.photobucket.com/albums/g54/ewurtsmith/VampireTotem.jpg)

"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: (http://i53.photobucket.com/albums/g54/ewurtsmith/VineTotem.jpg)

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 (http://i53.photobucket.com/albums/g54/ewurtsmith/WaspTotem.jpg)
{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/WhaleTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/WightTotem.jpg)

{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: (http://i53.photobucket.com/albums/g54/ewurtsmith/WolfTotem.jpg)

"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.

Admiral Squish
2010-06-22, 06:52 PM
Wolverine Totem: (http://i53.photobucket.com/albums/g54/ewurtsmith/WolverineTotem.jpg)

”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: (http://i53.photobucket.com/albums/g54/ewurtsmith/WormTotem.jpg)

{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 (http://i53.photobucket.com/albums/g54/ewurtsmith/WyvernTotem.jpg)

{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)

Aboleth
Angel
Ape
Bat
Bear
Beholder
Boar
Bulette
Bunny
Chain Devil
Cheetah
Crab
Crocodile
Dragon
Eagle
Elementals:
Air
Earth
Fire
Ice
Magma
Sand
Smoke
Storm
Water

Elephant
Ethereal
Fungus
Goat
Golems:
Clay
Flesh
Iron
Stone

Gray Render
Horse
Lion
Monkey
Owl
Panther
Rat
Serpent
Spider
Succubus
Swarm
Vampire
Wolf


Totems Under Construction:

Death
Formians:
Worker
Warrior
Taskmaster
Myrmarch
Queen
Armadon
Observer
Winged Warrior
Giant:
Troll
Medusa/gorgon/basilisk/cockatrice
Piranha
Plague
Satyr
Sprite
Vermin
Centipede
Mantis
Stag Beetle
Wasp
Warleader


Totems in need of Quotes:

Archon:
Lantern
Trumpet
Hound
Sword
Throne
Warden
Balor
Chaos
Chimera
Ghoul
Giant:

Bog
Cloud
Death
Eldritch
Fire
Forest
Frost
Gerivar
Hill
Ocean
Sand
Shadow
Stone
Storm
Golem:
Alchemical
Blood
Brain
Brass
Crystal
Hangman
Prismatic
Shadesteel
Stained Glass
Web
Hummingbird
Hydra
Illithid
Inevitables
Kolyarut
Marut
Zelekhut
Quarut
Varakhut
Jellyfish
Kraken
Life
Lizard
Manticore
Marilith
Nymph
Ooze
Otyugh
Peacock
Salamander
Scorpion
Shadow
Shark
Squirrel
Tortoise
Treant
Triceratops
Tyrannosaurus
Unicorn
Vine
Whale
Wight
Worm
Wyvren

Admiral Squish
2010-06-22, 08:39 PM
Angel totem is up! Whoo!

LunarWolfPrime
2010-06-22, 09:37 PM
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

Admiral Squish
2010-06-22, 10:05 PM
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...

LunarWolfPrime
2010-06-22, 10:18 PM
Feel free to skim it down.
An what about the new class skills for serpent spider and scorpion ?

Admiral Squish
2010-06-22, 10:37 PM
Beetle Swarm:
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:

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.

Admiral Squish
2010-06-22, 11:33 PM
In case you hadn't guessed, that was for swarm totem, which as also up now.

Lord_Gareth
2010-06-23, 12:01 AM
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?

Admiral Squish
2010-06-23, 12:22 AM
Whirling Frenzy (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#rageVariantWhirlingFrenzy ). 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.

mrcarter11
2010-06-23, 12:35 AM
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"

Admiral Squish
2010-06-23, 12:44 AM
Promising quotes. I'll see what I can do with them.

Nymph totem is done.

mrcarter11
2010-06-23, 12:48 AM
Should I make more?

Admiral Squish
2010-06-23, 12:49 AM
If you want, go for it.

mrcarter11
2010-06-23, 12:53 AM
Yea, I can probably do one for almost every totem.. Just tomorrow.. im kinda tired currently

Rithaniel
2010-06-23, 03:16 AM
Oh, wow, a shiney new thread! Feels like moving into a bigger house.


Elemtal Totems

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


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


Treant Totem
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
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
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.


Angel Totem
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
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
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
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
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
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
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.

Lix Lorn
2010-06-23, 03:31 AM
So... many... awesome... totems... (Dies)

Admiral Squish
2010-06-23, 04:06 AM
Succubus Totem
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
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
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
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
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
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
Actually, pit fiend came first. So, it's the other way around.

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


Swarm Totem
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.

Admiral Squish
2010-06-23, 04:24 AM
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.

:smallamused:

Anyways. Made some fixes, and is now going to sleep. More to come tomorrow.

Lix Lorn
2010-06-23, 05:07 AM
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)

Rithaniel
2010-06-23, 06:26 AM
Succubus Totem
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
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
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
Working Magic:
Ebil (http://i117.photobucket.com/albums/o76/mardyr/1247736022547.jpg)
Jackal (http://i117.photobucket.com/albums/o76/mardyr/1246615021477.jpg)
Fungus Treefolk (http://i117.photobucket.com/albums/o76/mardyr/1246614560371.jpg)
Hey, where'd my face go? (http://i117.photobucket.com/albums/o76/mardyr/1245640779956.jpg)
Mushroom Head (http://i117.photobucket.com/albums/o76/mardyr/1244722749736.jpg)
Joe (http://i117.photobucket.com/albums/o76/mardyr/1244076487222.jpg)
Made of fungus (http://i117.photobucket.com/albums/o76/mardyr/1243641415239.jpg)
FINGERS (http://i117.photobucket.com/albums/o76/mardyr/1249393937344.jpg)
Diseased Barbarian (http://i117.photobucket.com/albums/o76/mardyr/Asgard5.jpg)
Smile for the camera (http://i117.photobucket.com/albums/o76/mardyr/1251171973345.jpg)
Uncomfortable (http://i117.photobucket.com/albums/o76/mardyr/1251169551149.jpg)
Bone Crust (http://i117.photobucket.com/albums/o76/mardyr/1251152582319.jpg)
I got your eye-ball! (http://i117.photobucket.com/albums/o76/mardyr/1245893885806.jpg)

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
I beleive in magic:
Indestructable (http://i117.photobucket.com/albums/o76/mardyr/untitled.jpg)
Smokey (http://i117.photobucket.com/albums/o76/mardyr/_unleash_hell_by_karincoma.jpg)
Demon + General = Marilith (http://i117.photobucket.com/albums/o76/mardyr/Angel_or_Demon.jpg)
Demon + Arms = Marilith (http://i117.photobucket.com/albums/o76/mardyr/Armoured_Demon_by_Andead.jpg)
Demon + Warrior = Marilith (http://i117.photobucket.com/albums/o76/mardyr/demon_knight_by_Edragon.jpg)
Demon + Swords = Marilith (http://i117.photobucket.com/albums/o76/mardyr/Demon_Samurai_by_Mr__Jack.jpg)

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
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
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.

Lix Lorn
2010-06-23, 08:37 AM
Maybe they could force concentration checks for any action other than attackng them, when you share a square? :smallamused:
AH BUGS GET EM OFF ME
XD

Admiral Squish
2010-06-23, 11:32 AM
Succubus Totem
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
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
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


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
See why I had so much trouble?

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


Swarm Totem
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...

Rithaniel
2010-06-23, 01:07 PM
Succubus Totem
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
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
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

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
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
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.

Admiral Squish
2010-06-23, 01:48 PM
Succubus Totem
Alright, I'll leave it be.


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


Fungus Totem
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
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.

Admiral Squish
2010-06-23, 04:07 PM
Beholder Totem is up.

Lix Lorn
2010-06-23, 05:02 PM
Can you still use Destructive Gaze when you have the special eye beams? Implied, kinda.

D-naras
2010-06-23, 05:08 PM
Can you please make a Monkey Totem for this picture? Pretty pleaeaease!!
http://static.tvtropes.org/pmwiki/pub/images/1102290.jpg

(Awesome Work btw!!)

Admiral Squish
2010-06-23, 05:14 PM
That link is broken to me, unfortunately, but I could probably make one out of it.

Yes, you can use destructive gaze after getting other eye effects.

Edit: Can't believe I didn't think of cyclops for the picture before...

Lix Lorn
2010-06-23, 05:33 PM
Oh, by the way. Wandering Eyes is already used as an Ability Name for the Disciple of the Eye.

D-naras
2010-06-23, 05:40 PM
That link is broken to me, unfortunately, but I could probably make one out of it.


The link points to the picture on The Journey to the West from Tv Tropes and it's a very nice depiction of the Monkey King. I am sure it will inspire you!

Admiral Squish
2010-06-23, 06:43 PM
Hmmm... Could be fun. Climb speed, maybe take 10 on physical checks, a bonus to physical skills?

peterpaulrubens
2010-06-23, 07:18 PM
That link is broken to me, unfortunately, but I could probably make one out of it.

They reject requests with a referrer that's not their site. Copy the image link and paste it into your browser address bar; it won't work if you click on it.

Admiral Squish
2010-06-23, 08:33 PM
Well, seeing as my list 'o things to make is dwindling, anyone have any other ideas they want to see?

I'll be sure to add monkey.

Admiral Squish
2010-06-23, 09:22 PM
There, monkey's up, but I opted to use a different picture. I couldn't find a bigger version of the one you wanted.

mrcarter11
2010-06-23, 09:24 PM
Balor? or a gloom

Admiral Squish
2010-06-23, 09:42 PM
Balor could be done. Where's gloom? I'm having trouble tracking it down.

Hmmm, probably should make golems a supercategory, like elementals, and include the usual list of suspects as sub-totems.

Oooh, maybe something similar for giants? I'm not sure they're different enough to warrant that, though some of the ones in MM3 are pretty different.

mrcarter11
2010-06-23, 10:10 PM
Um.. idr off hand.. give me some time to find it.. the shadow in the night killer type

Magikeeper
2010-06-23, 10:27 PM
Ethereal Totem

So, Ethereal Totem takes wall-walking to a new level. Walk the ghost lands is NOT limited to 5ft when moving through solid objects and you can get far more uses per day than you could with shadow totem. Also, you get to ignore everything except abjuration magic and force effects. And you can move in any direction so really, however far you can run is how many 100s of feet you get to straight up ignore. This is an incredibly powerful and annoying ability, and you trade fast movement for it.

Sure, you can’t take your party with you (until level 5 – btw, what if you are larger than large? It should be your size, minimum large. Not that I like the ability itself), but… well, everything I said for shadow totem applies here. Same issue, really.

Seriously, this totem is much worse than the original shadow totem. I think you underestimate the power of dimensional abilities at low levels. (Granted they are awesome at all levels)

I think it would be better if you let them *jump* though the ethereal plane for a line-of-sight teleport as a move action. The 5th level ability could be a weaker shadow-pounce that lets them make a free attack at the end of any teleportation effect. Maybe the opponent is automatically flat-footed against the attack. The other abilities are fine.

Perhaps during the *jump* they are ethereal (as in, they move during the move action), but the nature of the ability requires them to already be able to see the destination before they enter the ethereal plane.

Monkey - I like it.

Volthawk
2010-06-24, 12:48 AM
The Gloom. (http://www.d20srd.org/srd/epic/monsters/gloom.htm)

Admiral Squish
2010-06-24, 12:57 AM
The Gloom. (http://www.d20srd.org/srd/epic/monsters/gloom.htm)

Ahh, didn't think to look in epic stuffs. I see no problem with it, really. Effects easily scaled down to reasonable power levels. Though, really, to play a gloom-aspirant character, it would be easier to play a rogue...

mrcarter11
2010-06-24, 01:11 AM
Was thinking a rogue that could rage

Admiral Squish
2010-06-24, 01:48 AM
But how does rage imitate a gloom? Really, I think we have plenty of options for those who want a sneakier brand of barbarian.

Lord_Gareth
2010-06-24, 01:48 AM
No offense, Mr. Carter, but I believe I'll supply some competing quotes.

Succubus - "Pretty little thing. Let me make you happy."

More after my brainfart ends.

TOTEM REQUESTS!

- Ghoul/Ghast
- Wight
- Archon
- Eldarin
- Guardinal
- Slaad
- Inevitable
- Illithid
- Entropic Reaper (Libris Mortis)
- Spider

Sir
2010-06-24, 02:23 AM
Just wanted to say, I love the idea's of any type of undead or an Illithid Totem. Maybe ghoul could have a reeking rage, which gives enemies in a burst make a will save or become nauseous, and Illithid could have something similar to owl totems rage, except it would be mind blast themed. I don't know, your the creative guy :smalltongue:.

mrcarter11
2010-06-24, 02:30 AM
Random.. Can you do a Komodo Dragon totem.. That would be epic.. They are my second favorite animal..
And gareth, I think that is more nympho fitting.. Um, as for more..
Unicorn: "I would love to see some chap tell that guy, that unicorns are girly."
Grey: "Rip you apart?"
Tri-top" "Charge!"
Ethereal: "I am neither here nor there, I am simply your death"
Darkness: "The Dark is the fastest thing there is, light finds darkness, and I am part of the darkness"

And you don't seem to like em, so I don't know if I should make more.

Lord_Gareth
2010-06-24, 02:36 AM
Pit Fiend - "The darkness was waiting long before the first of your kind kindled a light. It awaits you now, fool."

Admiral Squish
2010-06-24, 02:54 AM
Hmm.

Ghoul: Paralytic touch, stench... maybe the fungus totem's decompose, reflavored as devouring flesh.
Wight: Nothing special here, really- Hmm...Maybe I could work that create spawn dealie in as, like, an undead companion? That could be fun...
Archon: Which one? They're rather varied.
Eladrin: Eh, I'm not immediately inspired, but I see nothing wrong with them.
Guardinal: There's a LOT of those once you get into the BoED. Are you just looking for a selection of them?
Slaad: I'm not sure what they would would have, really. Each slaad only has like one or two abilities, and none of them scale in my head well, and there's not even any pan-slaad abilities I could work off.
Inevitable: Construct traits, maybe an ability based off the bloodhound's 'mark' ability?
Illithid: Mrr, the illithid signature, the brainsucking, isn't possible without specialized biology. I could see psionic attacks, though.
Entropic Reaper: I'll have to look that up later. I need to hit the hay soon.

Also, there is a spider totem. A little bit buried in the massive number of them, but it's there.

Also noticed while looking up these: Nightshade, Rast, Ravid, Remorhaz, Rust Monster, Sphinx, Troll, Genie, Gargoyle, displacer beast/blink dog, Coatl, Choker.

Also, looking for psionic possibilities, I noticed intellect devourer and puppeteer. Any idea how to work those in?

EDIT: As to quotes: Even if I don't use the quotes, I assure you, they really help get the creative juices flowing.

mrcarter11
2010-06-24, 09:18 AM
Well... Think you could do a komodo dragon?

Admiral Squish
2010-06-24, 10:12 AM
I probably could, might take a little work, though.

mrcarter11
2010-06-24, 10:19 AM
Just fast movement. And like a poison bite.

Rithaniel
2010-06-24, 10:45 AM
Succubus Totem
Well, the class still has the problem that, if a majority of the foes save against the dazzling, then the class starts struggling to hold it's own in combat. Weren't you planning on removing that save?


Chain Devil Totem
Two would be acceptable.


Fungus Totem
They look good. Fungus totem is actually a really fun looking class. (And, ah, you used that pic :smallbiggrin: ).


Swarm Totem
Well, you may have come across a pretty good idea there, actually, but, the problem with that is that only 1/day isn't much of a capstone. Course, if you leave it up at will, it will lead to a lot of creatures on your side of the field. A recharge counter might be a good idea there. Once every 1d4 rounds would be a good ammount. (also allows you to heal your swarm at the same time, too, so that's good.)


Beholder Totem
Ah, the Beholder, one of the scariest monsters in all of Dungeons and Dragons. Lets see how you did with it.

Ah, a 1d6 eyebeam that has a bit of a touch on charisma, in replacement of the fast movement. Usually, even with a 60 foot range and it being a ranged touch attack, just 1d6+cha damage isn't enough to add a new ability score into the mix. Of course, then again, this is in place of fast movement. Seems like a fair enough trade off, in that sense, actually. Thumbs up.

Wandering eye. Okay, so the guy is now using that eye lazor to greater versatility. Seems like a greater reliance on it, now. Still, it's fine. One question though, is whether the beholder totem can hit the same target twice with the eye-beams (2d6+(2xcha)?). Thumbs up.

Okay, now a new list of abilities appears. Taking them one on at a time.

Sleep. Powerful, but only up to (barb level) HD, so that's better. Not to mention it can only hit up to two targets, so, while it might be pretty powerful, it's not game-endingly powerful. Thumbs up.

Dispel. Awesome. Dispel Magic at will. See that so often on creatures that it's not even funny. Good to find a class that has it. Thumbs up.

Firey Destruction is just an energy change that destroys the target if it kills them. That's not useful, as that ammount of damage likely won't kill someone unless it's used over and over and over and over... Not to mention that fire damage is the most easily resisted energy. Perhaps you would be better suited having that one just maxmize the damage of the Destructive Glare (6+cha damage, and 6 more damage every three levels).

Freezing Beam. An energy change and the dex penalty. Awesome. Good all around, no real flaws, and it's useful. Thumbs up. Might wanna state that the dex penalty is cumulative if it's used on the same target over and over again.

Exhaustion. Neat. This is a good status condition to be able to inflict off-handedly. Thumbs up.

Stunning Glare has a chance to include a bit too much power. Course, it's only up to two targets. Might make the others a bit ignored. Perhaps nausea would work better, or some form of reverse nausea (only a standard action).

Charm Person, the eye-beam. Neat. Thumbs up.

Fear is a good debuff. Thumbs up.

Lift. Utility. Nothing wrong with it, it's a utility power. Thumbs up.

Distraction. You help your allies so good that they remember you long time. Good ability. Thumbs up.

Thundering Bolt. An energy change, and a much better chance to hit. Awesome. Thumbs up.

There, now that those are done, there is Double Take, which is a nice ability, and allows for even higher versatility with the eye lazors. That ability cannot get anything less than a full fledged Thumbs up.

One final note about the Beholder totem, however. It's got a high ammount of focus on Charisma, due to all of it's class features hinging on the ability score. This very well might either make the class features weak, as the barbarian doesn't put his attention on Cha as a barbarian, or it will make the barbarian mildly weaker as a melee barbarian, as he focuses on his str and con and the rage abilities more. That's the issue of MAD. Just something to keep in mind.


Ethereal Totem
Walk the Ghostlands is pretty much a burrow speed. Course, it requires a full-round action to get into it. Say, does the round in which the full-round action was taken count against the duration of the ability? If so, it'd require at least 14 wisdom to even get a single round of etherealness at level 1. Might have been a decent mitigating factor, but then you encounter that, at level two, you suddenly have 3 rounds of burrow speed, free. Maybe make the duration more restricted, and that'd get a Thumbs up.

Ah, Entropic Cloak. A scaling miss chance for when you stop the ethereal burrowing. Awesome. Thumbs up.

Sudden Strike. It's easy to see that this barbarian is focused on moving around everywhere. Well, so far so good. Thumbs up.

Ghost-Road is odd. There are several questions in it that just hang there, unanswered. Of course, the questions that deal with it, are usually actually the questions that players and DMs have to figure out about the Ethereal Plane anyways, so, no error on your part. Thumbs up.


Monkey Totem
Ah, companion to the Ape.

Climb speed that upgrades later on. Thumbs up.

Master of Body skill bonii. Nothing wrong there. Course, the bonus to Climb checks doesn't matter since they have a Climb speed. This gets the standard Thumbs up.

Make it Look Easy is interesting. Balance across a hair-thin bridge, Tumble through a hall of Iron Golems, then Jump the chasm of eternal falling. So awesome. Monkey totem will get an all-around Thumbs up.

Also:
Inevitables: Make them be a sub-set of constructs, that has it's own, internal sub-set, so it'd be like 'Construct totem' - 'Inevitable totem' - 'Marut totem'. Each of the Inevitables are so cool and unique, after all.
Ideas: Make new elemental totems, including Para-Elemental totems (Magma totem (Earth-Fire), Smoke totem (Fire-Air), Ice totem (Water-Air), and Mud totem (Earth-Water)). Also there could be toad, pidgeon, gecko, hummingbird, jellyfish, pirana, mastadon, saber-tooth tiger, and Pterodactyl.

Admiral Squish
2010-06-24, 11:52 AM
Succubus Totem
Valid point, totally slipped my mind.


Chain Devil Totem
Alright, done.


Fungus Totem
Indeed I did.


Swarm Totem
Maybe a recharge counter and they can only be called out while in rage? I don't want them to be just spamming out micro-swarms between encounters.

And what about the other ability? the concealment/swarm AoO/difficult terrain one?


Beholder Totem
There's actually a specific mention of that, I'm not sure how you missed it.

Good point on firey destruction. How about just 5 damage instead? Sounds better in my head.

I'm not usre the bex penalty is cumulative. I based it off hellrime blast. If it is, I need to lower the scaling, I think.

I think I have plenty of eye rays, nobody would miss stunning too much. It would likely take too much work to fix.

I hear your concerns about cha-basing the abilities. Perhaps I should make the rage different, to better support the eye beamzorz as the focus of the class?


Ethereal Totem
How much more restricted?

I was considering actually throwing a caveat on the ghost-road, making the allies brought with him use up his ethereal-time per day.


Monkey Totem
Good point on climb, that shall be fixed.

I was worried that 1/round while in frenzy was too much.

Good point on inevitables.

Para-Elementals:Awesome, should totally have thought of that.
Toad: Still not sure what to do with this. The only awesome toad I can think of are those poison-dart frogs, but we've already got a good bunch of poison-users. Maybe something based off the kuo-toa, though...
Pidgeon: Another bunny? Really, I got nothing.
Gecko: Would probably be VERY similar to panther, though replace pounce with something else.
Hummingbird: Could see it, but having trouble thinking what to do with it. whirling frenzy, maybe some kind of piercing weapon specialty, fast reflexes/initiative?
Jellyfish: Swimming poison totem. Haven't done that yet...
Piranha: As a singular totem, it would likely end up much like the shark, as a submerged swarm totem... maybe? Not sure, though.
Mastodon and saber-tooth: Both of those could easily be covered under elephant and lion, respectively.
Pterodactyl: Hmm... I don't want an emulation with this one, it would end up too similar to eagle. Maybe a horse totem knock off, but with a pterodactyl as the mount, gained at 5th?

DragoonWraith
2010-06-24, 11:55 AM
Hummingbirds are notably the only birds to have Perfect maneuverability in real life...

Admiral Squish
2010-06-24, 11:57 AM
Hummingbirds are notably the only birds to have Perfect maneuverability in real life...

Indeed, but I can't make a totem based off a real animal sprout wings.

mrcarter11
2010-06-24, 12:21 PM
As for the toad, if you know the movie 5 deadly venoms, You could use their toad style..

Admiral Squish
2010-06-24, 01:25 PM
Never heard of it. Let's see what google tells me...
An iron defensive style? We've already got tortoise...

mrcarter11
2010-06-24, 01:32 PM
Well, sorta. The toad only had a single point that you could use to hurt him.. Maybe something whip related?

Lord_Gareth
2010-06-24, 01:34 PM
On the subject of Archons - I dunno, go crazy. Throne Archons are supposed to be the shiz with a bag of cheese on the side, though.

MOAR TOTEM IDEAS

- Fairy Dragon
- Hellhound
- Illurien (MMV)
- Troll
- Far Realms

Quotes
Chain Devil - "Don't worry. These restraints are just a formality."

Magikeeper
2010-06-24, 01:56 PM
Ethereal totem fix:
"Due to the confusing nature of the ethereal plane, the ethereal totem barbarian cannot re-enter the material plane from any location that was not within line of site of his entry point."
^This solves every problem I have and balances the ability IMO.


So, did you read my previous comments on Ethereal totem? I don’t know if you were just ignoring me or not.

I will say, however, that burrow =/= ghost road. You need the earth subtype to even burrow through solid stone. Burrow is strong, but it can’t avoid nearly as many things as ghost road. I still don’t think Bulette totem should be able to create entire tunnels while burrowing anyway.

Rithaniel
2010-06-24, 02:16 PM
Fungus Totem
Enjoy (http://dungeons.wikia.com/wiki/Dreg_Knight_(3.5e_Class))


Swarm Totem
Good point on pulling them out inbetween encounters. Sure, only during rage and with a 1d4 rounds to recharge itself, that'd be plenty of restrictions.

Allowing the Swarm to grant concealment, take AoOs, and make it's space difficult terrain would be acceptable, if you added a the distraction ability on top of the difficult terrian ability.


Beholder Totem
Oh, Thumbs up.

5 damage would likely be enough. Kind of like 'Collision' versus 'Flaming', in that sense, if you do it that way, actually.

Not familiar with hellrime blast. Making it be cumulative would be acceptable, though, seeing as you'd be spending one round after another to use the same effect. After 7 rounds of using the same ability over and over again, they had better be at least unable to move.

Oh, too bad. Good choice, though. Bye-Bye Stunning Glare *waves*.

It'd be acceptable to shift the rage offensive ability to make the lazor rays be more powerful, yes. That might bring the entire thing more securely together across the board.


Ethereal Totem
Perhaps only (wis mod) rounds per day, and they gain another (wis mod) extra rounds at 3rd level, and every 3 levels after. That way, it would go, with 14 wisdom, (level 1 - 2 rounds), (level 3 - 4 rounds), (level 6 - 6 rounds), (level 9 - 8 rounds), (level 12 - 10 rounds), etc, and it wouldn't tread on the Bulette totem and the Wurm totem too much.

Well, with that caveat on Ghost-road, you'd really eat through the rounds of etherealness per day that the character has. Might lead to difficult situations.


Monkey Totem
Nah, they are just skill checks. If it were allowing the character to take 10 on attack rolls, that might be a little different, of course.

Toad: Well, if modelling it after an actually toad, some way to increase reach (shooting the tongue out a long distance/extending the arm out a long distance), being at home in an aquatic enviroment, the ability to unleash a very loud croak, jump ability, climb speed, and stuff like that.
Pidgeon: Actually, it's weird, but the Pidgeon is actually very good at surviving. The only reason they seem so docile is that, in their enviroment (cities), they have gotten used to being around humans. Might be similar to the rat. But yes, bunny.
Gecko: Maybe Iguana? Color-changing ability, 360 degree vision, tongue that freaking is designed to murderate.
Hummingbird: You have this one under control already.
Jellyfish: Swimming poison totem would be awesome.
Piranha: Dozens of attacks. Might be more akin to a hybrid of Hydra and Shark, tbh.
Pterodactyl: A flying horse totem would be awesome, but don't make the focus be purely on the fact that you're mounted, throw in some more spice, or varied abilities.

Admiral Squish
2010-06-24, 03:45 PM
Swarm Totem
Hmm... Only in rage AND a 1d4 recharge might be a little much. I just ended up giving it to them as a standard action 1/rage +1/3 levels above 7th.

Gotcha. How's it looking now?


Beholder Totem
Yeah, I kicked the scaling down a notch.

Maybe if the daze was 1 round, period?

Alright, what would you recommend in regards to that? Probably a cha/dex boost, but it feels passe like that.


Ethereal Totem
Hmm. This one is causing a lot of trouble. Oh! Maybe instead of rounds/day, he can only spend (wis mod) rounds in the etheral plane consecutively, then must wait like, 10-wis mod rounds before being able to go ethereal again?

Toad: Hmmm. Might work. Perhaps something based in lunging strike? I'm hesitant on this one because really I don't know if I'm going bullfrog, poison dart frog, toad, 'toad style', kuo-toa, or what.
Gecko: Perhaps emulating that tail with a nasty serpent-totem whip.
Jellyfish: So, poison, swim, and something for 2nd or 3rd, depending on where I put the poison.
Piranha: I could see that, certainly.
Pterodactyl: Not just mounted, mounted on a DINOSAUR. Different. XP

Lix Lorn
2010-06-24, 04:19 PM
Pterodactyl:
Spiky weapons, charging=Double damage on a high altitude dive-charge?

Admiral Squish
2010-06-24, 04:20 PM
Ethereal totem fix:
"Due to the confusing nature of the ethereal plane, the ethereal totem barbarian cannot re-enter the material plane from any location that was not within line of site of his entry point."
^This solves every problem I have and balances the ability IMO.


So, did you read my previous comments on Ethereal totem? I don’t know if you were just ignoring me or not.

I will say, however, that burrow =/= ghost road. You need the earth subtype to even burrow through solid stone. Burrow is strong, but it can’t avoid nearly as many things as ghost road. I still don’t think Bulette totem should be able to create entire tunnels while burrowing anyway.

I did read them, but I got distracted.

As for this fix, I could see that. Line of sight or line of effect?

mrcarter11
2010-06-24, 04:44 PM
IMO piranha would have some swarm elements in it.. I mean, when is the last time you saw a single piranha in a movie.. and for the told go crazy.. Combine elements of all different kinds. Give it some DR, some poison, maybe some lunge, or reach..

Admiral Squish
2010-06-24, 04:49 PM
Pterodactyl:
Spiky weapons, charging=Double damage on a high altitude dive-charge?

In the most broad strokes, that was the idea.

Lix Lorn
2010-06-24, 05:10 PM
Great minds think alike. :smallbiggrin:

Admiral Squish
2010-06-24, 09:02 PM
We have an ice and a magma totem, but I'm honestly stumped on what to do for the fast movement replacement.

Admiral Squish
2010-06-24, 11:27 PM
Now, I'm stuck on smoke totem. This (http://fc07.deviantart.net/images/i/2003/2/8/3/The_Aftermath.jpg), this (http://fc09.deviantart.net/fs71/f/2010/159/9/2/Volcano_Spirit_by_ensoul.jpg), or this (http://fc04.deviantart.net/fs71/i/2010/167/7/b/Rise_from_the_Ashes_by_Xaite.jpg) for a picture? All three fit pretty well. Also, I'm stuck. There's a mud elemental scheduled, but there's also a mud elemental. They'd end up way too alike, I think...

Volthawk
2010-06-25, 12:46 AM
Now, I'm stuck on smoke totem. This (http://fc07.deviantart.net/images/i/2003/2/8/3/The_Aftermath.jpg), this (http://fc09.deviantart.net/fs71/f/2010/159/9/2/Volcano_Spirit_by_ensoul.jpg), or this (http://fc04.deviantart.net/fs71/i/2010/167/7/b/Rise_from_the_Ashes_by_Xaite.jpg) for a picture? All three fit pretty well. Also, I'm stuck. There's a mud elemental scheduled, but there's also a mud elemental. They'd end up way too alike, I think...

I'd say the last one, personally.

Sir
2010-06-25, 02:54 AM
I would also say the last one, It looks more smoke-y... But the middle one gave me an idea, you need a blood totem, or something of that persuasion :smallsmile:.

Lix Lorn
2010-06-25, 04:23 AM
They're ALL awesome. Can we find a way to use them all? XD
That said, the third one for smoke.

...I second the middle=blood idea.

Admiral Squish
2010-06-25, 10:25 AM
Hmm, blood might actually make a better fire-water paraelemental than steam...

Rithaniel
2010-06-25, 12:05 PM
Swarm Totem
Looks like a decent battlefield controller across the board. The class will get a solid Thumbs up. Like the expanded template, btw.


Beholder Totem
Freezing Beam seems a lot better this way, and might actually prove equally useful in the higher levels as early levels. Thumbs up.

Stunning Glare might be okay with it being this way. Might need to be careful with it, of course. Thumbs up.

Perhaps a +4 con boost, a +2 cha boost, and while in their rage, their eye beams become capable of scoring critical hits (threat range 19-20/x3)?


Ethereal Totem
That would actually hurt the totems with burrow speeds even more. The deal is that this guys 'omni-burrow' needs to be restricted to only 1 or 2 rounds early on, so that he isn't using it constantly.


Ice Totem
Pressed for time, will get this one later.


Magma Totem
Pressed for time, will get this one later.

Elementals: For the para-elementals, what you want to keep in mind is that they are a mix of two different elements, and therefore represent both, at the same time. Ice is cool, light, and expansive, like air, and fluid, cool, and wet, like water. Magma is hard, heavy, and unstoppable, like stone, and firey, hot, and chaotic, like fire. If you'd be doing 'opposed' para-elementals, like 'fire-water', you'd want to find something that could be argued to be a form of both. Fire-Water, for example, would be scalding, chaotic, fluid, and wet. Napalm, acid, or plasma (lightning) would all suit this well. Earth-Air might be sand or dust.

Admiral Squish
2010-06-25, 01:38 PM
Beholder Totem
Well, ranged touch attacks are capable of scoring criticals by nature (rules for it in CArc). I could see expanding the critical range while in rage, though, that sounds pretty good.


Ethereal Totem
Aye. This totem is turning out to be a lot of trouble...


Ice Totem
I'll wait.


Magma Totem
I'll wait.

I don't agree on your asessment of ice. Honestly, ice has more properties of earth-water than air-water. But then, I'm not sure what air-water should be, then. Clouds are already taken by smoke totem, though a cloud totem would certainly be less... aggressively unpleasant. Sand sounds cooler than dust, let's go with that. As for water-fire, I'm not sure at all. Steam is too airy, and lighting is definitely attached to air, too. Acid's supposed to be earth-associated, and napalm hasn't been invented yet.

So, if you hadn't noticed, there's also a smoke totem now.

Also, unrelated, but I'm desperately in need of help on another homebrew, based on stranger's wrath. If any of you awesome reviewers wouldn't mind popping over and giving it a look, that'd be greatly appreciated. Thanks in advance! (http://www.giantitp.com/forums/showthread.php?t=157495)

Admiral Squish
2010-06-25, 05:24 PM
Sand totem up, I like the way it turned out.

Magikeeper
2010-06-25, 09:54 PM
Ethereal

RP-wise, line of sight fits the explanation. Line-of-effect would still solve the problem, but I’m not sure how to justify it.

I disagree with Rithaniel as to what the ‘deal’ is. The main problem is noncombat, You can’t attack while in the ethereal plane, even with a ghost touch weapon, and the limited uses combined with line-of-sight stop it from being the ultimate defense. Less uses per day will not solve the noncombat issues. Burrow still has advantages over the omni-burrow if line-of-sight is the restriction. Even non-tunnel burrow.


Angel

Evil’s Foe: The AC boost is fine, but +1 to saves every 2 levels is rather excessive for a totem that gets a number of strong abilities. I think

“An angel totem barbarian is steadfast in his opposition to the forces of good. He gains a +1 deflection bonus to AC against the attacks made by evil creatures. He also gains a +1 bonus to saves against evil creatures and effects created by them. The bonus to ac increases by 1 at every odd numbered level after 1st, and the bonus to saves increases by 1 for every 5 levels past 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.”

Would be a better idea. Light’s foe from the Pit Fiend totem should likewise be changed.

-------------

The multi-round stun based on strength usable 1/round is also extreme. It’s already very strong at level 3 and past that it becomes a save-or-die based on the easiest stat to buff. Perhaps it could be a single round stun that can be used 1/encounter per 3 levels. Basing it off of strength still makes it worthwhile. You could also change “stunned” to “dazed” so that it works on undead, although stunned would be fine. I think the strength-based save is fine.

Smoke

Black Cloud: What if you are larger than medium? I suggest that the cloud fill the barbarian’s space but otherwise has a 5ft radius. Otherwise large smoke totem barbarians are screwed.

Smoke armor: So, at level 10 it is better for your opponents to be blind than to be able to see the cloud (55% miss chance). How do you explain that? I think the ability is fine power level wise if cloud's effect order is changed.

Cloud Effects: The abilities might be okay, but NOT in that order. My suggestion:
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 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. The barbarian herself is not effected by this ability. < You should add this.
9th: 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.
12th: 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.
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.

^ The fire damage ability is cool, but it is the weakest and gets worse at higher levels. On the other hand, it is a fine ability to have at level 3. The save penalty is a nifty combat trick at any level, and it gives more reasons to not use smoke armor all of the time. There is an issue when both the smoke armor ability and the first two cloud effects all buff keeping the cloud on yourself. Also, wind wall is roughly arrow immunity and is… well, wind wall is not a very balanced second level spell and having it at will is even stronger even if it is only for yourself.
Also, why grant flying at the same time you grant smokeform? That steals some of its thunder, don’t you think?


Air Totem - I like it.

Fable Wright
2010-06-25, 11:05 PM
Pseudonatural (Far-realms) Totem:

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Channel the Insane 1/day, Pseudonatural form, Wisdom of insanity
2|+2|+3|+0|+0| Tendrils
3|+3|+3|+1|+1| Tentacled grapple
5|+5|+4|+1|+1| Grasp of the Far Realms
[/table]

Channel the Insane: At first level, a pseudonatural barbarian can channel the madness and tentacle-ness of the far realms into his body. The barbarian's flesh contorts as the non-euclidean geometry of the Far Realms surges into it, and it grows protrusions and enhanced muscle. While in this state, the pseudonatural barbarian gains +4 strength, and 2 tentacle attacks that deal 1d4 damage each (assuming medium size) that the pseudonatural barbarian can use as natural weapons as part of a full attack action, and the tentacles have a 10-foot reach. The totem barbarian gets a +2 circumstance bonus on grapple checks, and the tentacle attacks may be used to attack while in a grapple. However, the mass of extra flesh leaves it easy for enemies to hit him, giving him -4 AC. While in this form, he automatically activates his pseudonatural form. However, being in this form damages his sanity. Every round in this form, the barbarian takes 1 point of wisdom damage. This damaged cannot be healed for a number of minutes equal to 3+ his constitution modifier. If the character would have below 3 wisdom as a result of this skill, he acts as if confused until a number of rounds equal to 3+ constitution modifier have passed after he has left his assumed form, at which point he gains wisdom 3 back. This ability lasts for 3+ con. modifier rounds. When he gets Greater rage and Mighty rage, Strength gets an extra +4 boost, he gets an extra 2 tentacles, an extra +2 bonus on grapple checks, and they give him an another -2 penalty to armor class.

Pseudonatural form: At first level, at will as a free action, assume a pseudonatural form. In this form, all opponents have a -1 on their attack rolls to hit him.

Wisdom of insanity: A pseudonatural barbarian applies all negative modifiers to wisdom to their attack rolls. (e.g., if the character had a wisdom modifier of -3, then they get a -3 penalty to attack rolls, but if they had a wisdom modifier of +1, then they gain no penalty or benefit on attack rolls). However, while they use their Channel the insanity class feature, they instead add the negative modifier as a positive modifier (if they had a wisdom modifier of -3, then they get a +3 bonus on all attack rolls). The character regains their wisdom at a faster rate than other characters do; every 3+ con. modifier minutes, they heal a point of wisdom damage if they succeed on a will save. The character cannot heal wisdom damage any other way.

Tendrils: A pseudonatural barbarian gains the power to hold victims steady while being grappled. When in a grapple, the pseudonatural barbarian gains a +2 bonus on attempts to pin opponents. This ability only functions when the barbarian is in pseudonatural form. This ability stacks with that of the tentacled form

Tentacled grapple: A pseudonatural barbarian gains an enormous amount of skill (and tentacles) while grappling, allowing him to grapple as if he was one size category bigger than he is. This ability allows him to grapple as if he was an extra size category larger for every 6 levels he gains.

Grasp of the Far Realms: A pseudonatural barbarian, once per use of their Channel the insanity power, use this ability. If they pin someone in combat, they may implant the sheer insanity of the far realms. This opponent can no longer damage the pseudonatural barbarian. The pseudonatural barbarian may also take 2 points of wisdom damage to use a suggestion on the creature (no save, the subject does not have to actually hear you to obey your commands). The creature takes 2 points of wisdom damage each day automatically, and after it's wisdom becomes 0, that creature gains the zombie template and obeys your demands, animated and obedient to those in the far realms.



So, what do you think?

Admiral Squish
2010-06-26, 01:27 AM
Ethereal
I could see that, Though that wouldn't stop people from probing ahead through the plane and coming back to a LoS area.

I do agree with that assessment on the 'issue', however. It would be a nigh-failsafe escape mechanism, but then, you're not contributing if you're bolting whenever combat gets rough.

Angel
For evil's foe, it's based more or less directly out of protection from evil. It may scale a LITTLE fast, but +1/5 levels? That's a little extreme. In all the protection spells of that sort, the bonus to saves is equal to the AC gained. If anything needs to scale down, the whole thing needs to scale down, and a +5 to AC at 20 is laughable. If I make the saves bonus a resistance bonus, it doesn't stack with a cloak of resistance at least, which might help, but I think +1/2 levels in a typed bonus isn't going to destroy it.

I don't know if strength is the easiest to buff, they all seem pretty simple to me. I'll admit, looking at it, it is pretty powerful. I'm trying to work off angels here, though, so you can see the problem of scaling down a massively powerful ability for player use. I could make it once per rage, perhaps, with an additional use/rage available/three levels... But then there would have to be other changes, because stun for one round, requiring a successful attack roll and a failed save is hardly worth the effort using it at that kind of frequency. I could see a few rounds of dazed, just because of that nasty line about dropping your weapon when stunned.

smoke:
I was picturing 5-foot radius centered on you as a fifteen-foot sphere of roiling black smoke. Yes, however, larger races could use some help. I think that being large or larger would really necessitate a lot of changes in the class, though, and I'm not sure if I'm willing to do all that legwork for a sometimes situation.

Cloud effects, I could see changing the order of them, I was really just pulling cloud-like effects out of relatively similarly-leveled spells. As for your suggested order, I like it, but I think fly is pushed too far back, maybe swap it with wind wall. It's a 4th level spell, so a wizard would be getting it at 7th level, compared to 12th for the barbarian as you have it, plus it has that restriction about being within the cloud to fly.

As for fly-> smoke form, smoke form is for subtlety, when walking around in a twenty-foot orb of smoke would be noticeable. Plus, smoke form has loads of other advantages, like flying through cracks, DR... Plus, smokeform can't attack, while a flying smoke totem very much can.


Far realms:
Interesting. I do like an insanity-themed class, but a lot of these features seem unnecessarily convoluted. May I take a crack at it?

Lix Lorn
2010-06-26, 09:02 AM
...I LOVE the sand one.
Because it's based on Gaa-kun.

Desert Funeral
Prerequisites: All of the Sand Totem Barbarian ACFs, BAB +10
Effect: A number of times per day equal to your Cha modifier, you may force a single target struck by your Scouring Strike ability to make a Fortitude save with DC equal to (ten + half your Sand Totem Barbarian class level + your Cha modifier). If they fail, they are slain instantly. If they succeed, they take 3d6 constriction damage, +1 per Sand Totem Barbarian class level.

...
Now I want to make special feats for them all.
What. Have. I. DONE.

Admiral Squish
2010-06-26, 12:46 PM
You Maniac! You blew it up! Ah, damn you! God damn you all to hell! ...*falls to knees dramatically*

Seriously, I'm going to have to make those now.... Gaaaaaaah...

Rithaniel
2010-06-26, 01:22 PM
Beholder Totem
What you change it to is really up to you. Looking forward to seeing it.


Ethereal Totem
If there is an issue with the etherealness out of combat, then it's beautifully solved by merely having it have a very restricted number of rounds a day, as the barbarian will not be able to get very far if he can only spend 2 rounds in the ethereal plane, and even then, leaving the rest of the party behind would be foolish.


Ice Totem
Ah, an ice directed Burning Fury. Neat-o. Ice damage is more difficult to resist than fire damage, of course, so, it's a bit stronger. Of course, the Fire totem winds up with +5d6, this at +3d6, so, Thumbs up.

Cracking the Ice is weak. Common items have 15-20 hardness, and, even at level 20, those items will still have 5-10 hardness. Perhaps it would be better to just split the hardness of the object in half.

Frostheart. Okay, a little overboard on the ice damage. So far, this barbarian will be doing more damage than any of the other energy barbarians, and it's ice, which is kind of difficult to resist. Might want to scale that back slightly.

Skin of Ice is good. Cold Resistance and nat armor. Thumbs up.

Avalanche Rush is awesome. Freedom of movement after base land speed of movement. Take a full round move, and, as long as there is enough distance that isn't difficult terrian, just sprint through the enemies black tentacles spell. Not to mention the boost to attack and damage at the end of a charge. Thumbs up.


Magma Totem
Ah, the Fire Burning Fury. Thumbs up, by itself.

Smoldering Press is cool. Really high damage constrict. Might be comparable to the bear totem in that sense, of course. Powerful, but Thumbs up.

Obsidian Skin. Fire Resistance and nat. armor. Thumbs up.

Wake the Sleeping Fires is interesting. It allows for some minor battlefield control, but, the damage is so small that it might not ever even matter, and the fact that it's only a single 5 foot square makes it nearly impossible to ensure that the opponent will step on it. Needs a bit more kick to be a good capstone, really.


Smoke Totem
Black Cloud is awesome. An Obscuring Mist that is mobile and that inflicts damage. Low-power battlefield control will love this. Thumbs up to the ability. Might could use a little explaination on it, of course. Would it just be a 15 diameter cloud? Could perhaps scale in size very slowly.

Ah, so, at ecl 20, if this guy can ensure total concealment from a foe, then, they have a solid 100% miss chance. Now that's a defense. Granted, ensuring that total concealment will be difficult, but, that's an awesome defense. Thumbs up.

The Cloud effects are interesting. First, there's a wall to block out a short lsit of things that you don't want. Neat. Thumbs up. Second there is the flight speed. Now, that's awesome. Thumbs up. Third, there is a debuff to others who enter it. Can see this being a halfway decent controller. Thumbs up. Fourth there is movement restrictions in the cloud. Now, that's a clever little ability, and that cloud is really starting to turn into an annoying little force on the battlefield. Thumbs up. Fifth, it becomes huge, filling up almost the entire battlefield, and making the minor battlefield control turn into widespread battlefield control with you flying around everywhere in it. Thumbs up. Sixth, fire damage explosions. A little late to get this (fireball), but, it's huge, with the fifth ability. The entire battlefield takes 18d6 fire damage. Seems acceptacle. Thumbs up.

Smokeform is an awesome capstone. Gaseous Form is a very useful spell, after all. Thumbs up to the entire Smoke totem, did a good job.


Sand Totem
Hmmm, Walking storm has the highest damage yet (7d4 without a save against anything adjacent to him), and grants a bonus to constitution, and charisma. Interesting. Seems fine as an ability on it's own. Thumbs up.

Ah, that's where the cha boost was heading. So, this guy gets a ranged cha-based attack that will deal 7d4+cha damage, eventually. Cool. Nothing wrong there. Thumbs up.

Okay, yikes to Armor of Sand. Get a massive bonus to AC, but, in exchange, after the first attack in a round, it vanishes. Honestly, if a guy isn't dealing at least (your ecl) damage with each attack, he's fragile, and needs to look into optimization more. So, this essentially boils down to negation of a single attack. Odd. There is not really a problem in it that is blaringly obvious... so... Thumbs up.

Master of Sand is cool. Adding a bit of versatility to the ranged guy. Nothing bad can be said about that ability. Thumbs up.

Air Walk is a flight speed by another name. Would like to get this unlimitedly, like with any flight speed, but, it's a good capstone, none-the-less. Thumbs up to the Sand totem, as a whole.


DMoD Far Realms Totem
Channel the Insane is very interesting, to say the least, but... those penalties hurt eyes. So many penalties, never take, never take. Can get 6 tentacles without penalty from feats. Why oh why would take so much penalty for two tentacles. Make be less penalty, maybe save idea, maybe save.

Pesudonatural Form is coo'. Thumbs up.

Wisdom of Insanity is interesting, but, requires dangerous things, and weird. Good job making weird. You made very weird.

Tendrils, a bonus to grapple, but no Impr. Grapple feat.

More grapple, but you still provoke an AoO to attempt it. Might be higher than bear or Elephant in regards to grapple, but, still can't do it.

Grasp of the Far Realms is interesting. Slow ability, of course. Like the idea behind the class, just, went way off canter with it.

Don't know stranger's wrath, but will attempt to get to that. Sorry wasn't around yesterday, party.

Magikeeper
2010-06-26, 01:22 PM
Sand Totem

I would replace ALL 1d4s with 1d6s. The damage idoesn’t need to be that low.

Sand Armor : I as a DM do not want to have to roll damage every time I miss, particularly when most attacks will bring the armor below 0 anyway. Why can’t the sand just let you make an opposed attack roll as an immediate action in order to block an attack? Less bookkeeping.

Scouring Strikes Besides being 1d6, it should be a ranged attack roll that uses charisma instead of dexterity, not strength

Master of sand is awesome. I really like the ability.

Sand Walk: I would increase the limit to 2 rounds per level.

Angel

On the stunning, what effort are we talking about? You attack normally and tack on a “this is stunning hit btw” during the role? One extra dice gets rolled by the DM. Without going template crazy, a raging orc barbarian has a strength of 26, for a save DC of 20 at level 4. That’s without trying. If you tried to raise your strength you could have a strength 30+ while raging (many different ways, pick what you like). I prefer once per encounter to once per rage, personally. Something to do when you run out of rage. Dazed has the advantage of working on just about everything – although you could make them dazed and stunned if you want them to drop their weapons too.

A 10th level angel totem orc barbarian with a +4 strength item and 2 points in str (rage Str 32) against the average evil opponent:
+5 AC
Saves before stats/items/spells of 12/8/8
Attack rolls of +15/+10 before stats and items (or +17/+12)
+5 or +7 damage to every hit
Opponent needs to make a DC 26 fort save every round or be stunned for 3 rounds.
Aura of righteous fury has a save of 15 +/- cha, probably not very high but anyone who rolls low takes a -5 penalty to attacks, AC, and saves. You could still have a positive cha or have a cloak, so maybe DC 16-17. If this guy was more optimized the DC could be reasonable.

Y’know, maybe it is okay. 3 rounds is still a save-or-be-doomed at most levels though. 1 round is still awesome. Maybe 1/round per 3 levels instead of the increased duration? Whoever you attack is still doomed, but you can’t screw an enemy and then walk away while everyone else mops up. At least, not as often.

Os another note, you weapon restriction should be a “weapon wielded with two hands”. That way longsword weilders and such can use the ability.

Also, you shouldn’t feel the need to scale things down. Work from the ground up using the totem entity as an inspiration. That’s what the actual tribe would be doing, and it would feel more organic and have less chance of being randomly overpowered.

Smoke

Large size barbarians are really common. But now that I think of it, a 5ft radius would have a 10ft diameter so that is covered after all.

Smoke effects: Yeah, I thought about switching fly and windwall. Although overland flight is a 6th level spell, which I think is a better comparison for an at-will flight effect.
Edit: On the otherhand, warlocks get flight much earlier. It is one of their stronger abilities though.

So, what about my smoke armor question?

Lix Lorn
2010-06-26, 01:25 PM
You Maniac! You blew it up! Ah, damn you! God damn you all to hell! ...*falls to knees dramatically*

Seriously, I'm going to have to make those now.... Gaaaaaaah...
YOU're going to have to make them? More like *I* am. :/
XD

Magikeeper
2010-06-26, 01:39 PM
Ethereal Totem
If there is an issue with the etherealness out of combat, then it's beautifully solved by merely having it have a very restricted number of rounds a day, as the barbarian will not be able to get very far if he can only spend 2 rounds in the ethereal plane, and even then, leaving the rest of the party behind would be foolish.


Beauty may be in the eye of the beholder, but that looks ugly to me*. Super restricted rounds still allow non-combat shenanigans (btw, 2 rounds is still ~240ft) while making it worse in combat. Non-combat is solved by a restriction that specifically applies to non-combat use. If you think combat use is also too strong, limit how often you can use it in addition to the line-of-sight/effect restriction and call it a day. If you don’t respond to the issue directly you create overpowered abilities that are only balanced by being useless the rest of the time. Which isn't a very fun sort of balance in my experience.

*Sorry, I could not resist. :smalltongue:

Rithaniel
2010-06-26, 01:51 PM
Beauty may be in the eye of the beholder, but that looks ugly to me*. Super restricted rounds still allow non-combat shenanigans (btw, 2 rounds is still ~240ft) while making it worse in combat. Non-combat is solved by a restriction that specifically applies to non-combat use. If you think combat use is also too strong, limit how often you can use it in addition to the line-of-sight/effect restriction and call it a day. If you don’t respond to the issue directly you create overpowered abilities that are only balanced by being useless the rest of the time. Which isn't a very fun sort of balance in my experience.

*Sorry, I could not resist. :smalltongue:

You are confusing. You claim that the one path is bad because it will make it useful in only a single situation, but, your idea is to make it useless in all but one situation? Seems contradictory, and the one path is actually to keep it available in multiple instances. Restricting the rounds per day would allow the barbarian to only get 240 feet, yes. If that is a noticable distance in a dungeon or whatever, then that place is small. Still, 240 feet is good for scouting. Allowing this ability to actually have a use other that 'Hey, you don't get AoOed for moving around'.

Magikeeper
2010-06-26, 02:11 PM
You are confusing. You claim that the one path is bad because it will make it useful in only a single situation, but, your idea is to make it useless in all but one situation? Seems contradictory, and the one path is actually to keep it available in multiple instances. Restricting the rounds per day would allow the barbarian to only get 240 feet, yes. If that is a noticable distance in a dungeon or whatever, then that place is small. Still, 240 feet is good for scouting. Allowing this ability to actually have a use other that 'Hey, you don't get AoOed for moving around'.

Hmmm... correction, the issue with your path is that is makes it useless unless it is being abused. 2 rounds in combat per day isn't... no, it wouldn't even be used in combat. The non-combat use is so much better, why waste it unless you have to? Mine makes it useless in the situation where it is most easily abused, while staying useful where it isn't easily abused. Edit: However, my version still has out-of-combat use! Have you ever used the shadow hand teleports? I take those for non-combat reasons, and they are line-of-sight.

You could remove the limits per day and just make it X rounds per encounter if you did the LoS restriction in my opinion. That would be better, and the ability would be more versitile than the x per day while being far less abusable. How about that?

As AS noted, you can still scout. The limitation on the line-of-sight/effect restriction only restricts where you can return. Granted, what happens if you run out of duration in a distant area? Are you shunted back to your entry point?

Gorgondantess
2010-06-26, 02:18 PM
...*raises hand*
Steef totem barbarian. Or, better yet, live ammo totem barbarian. Make it so.:smalltongue:

I really like these. I'd use 'em.:smallbiggrin:

Admiral Squish
2010-06-26, 02:40 PM
Okay, this is incorporating BOTH your commentaries, so...


Beholder Totem
Alright, fixed it, hopefully.


Ethereal Totem
Alright, I've lowered the rounds/day to 1/2 barb level(round up)x wis mod. I also put a caveat that requires you to enter/exit within a line of sight to your current position, and one about creatures being flat-footed against you for one round after your emergence from the ethereal plane. HOPEFULLY, this is good enough to please both of you.

I also figured out to make ghost-road work. You make both portals at once, and they only last wis rounds.


Ice Totem
Actually, I edited the flame, and magma totem rages. They end up at 7d6, and salamander ends up equal.

Halfed hardness would definitely work.

I like avalanche rush. Should I rename the earth-totem ability, though? research shows avalanche is specifically snow-slides.


Magma Totem
As for magma press, the difference is you can make grapple checks for every attack you could make, but magma press is specifically 1/round.

I was considering something about fold damage increases the AC for a few rounds, to simulate cooling the exterior of magma into a stony shell.

What would you reccomend for a kick? I really like the idea of lava spouts. He DOES get to make extra squares as he goes up in level.


Smoke Totem
Well, you can enlarge it later, and I was considering scaling it but I was concerned that it would get too powerful with the cloud effects. Maybe just diameter = your normal threatened area?

Problem arises that anyone without a special ability to notice them through the smoke gets a massive penalty, but anyone with a special ability takes none. Plus, a smoke totem really has no reason to be outside his cloud of his own volition, ever.

I'm gonna shuffle those abilities around, because I really am concerned about the balance.


Sand Totem
Reflex half added to walking storm.

I wasn't so sure because it was an attack action, so it will be being used multiple times in a round.

Not quite what I was intending, though. Perhaps I could go with that opposed attack roll mentioned by magikeeper, say, once/round/two levels? That would fit, certainly, but I'm worried about the attack.

Maybe unlimited/day, but keep the consecutive round limit?


Angel Totem
Okay, one round of daze, 1/round/three levels. Problem is that you don't have that many attacks...

As for the two-handed, I think two-handed stays. They're the only weapons properly weighted, I think.

Rithaniel
2010-06-26, 02:51 PM
Hmmm... correction, the issue with your path is that is makes it useless unless it is being abused. 2 rounds in combat per day isn't... no, it wouldn't even be used in combat. The non-combat use is so much better, why waste it unless you have to? Mine makes it useless in the situation where it is most easily abused, while staying useful where it isn't easily abused. Edit: However, my version still has out-of-combat use! Have you ever used the shadow hand teleports? I take those for non-combat reasons, and they are line-of-sight.

You could remove the limits per day and just make it X rounds per encounter if you did the LoS restriction in my opinion. That would be better, and the ability would be more versitile than the x per day while being far less abusable. How about that?

As AS noted, you can still scout. The limitation on the line-of-sight/effect restriction only restricts where you can return. Granted, what happens if you run out of duration in a distant area? Are you shunted back to your entry point?

The only time when a wall being in your way is a problem, is when you are pressed for time. That issue is really removed by this ability, that's the problem. The way you fix that, of course, is by making them still be pressed for time. Not 'don't allow them to get past the wall', cause, by not letting them even get through the wall at all, you remove practically every potential usage of the ability, except for the ones that involve combat (ie 'you don't provoke AoOs for moving'). Also, by making it be rounds out of an encounter, you force it to only be able to be used in combat. Not to mention, with your version, the guy can't even manage to get around a corner. With the other path, the guy can scout through a closed door to see if the rest of the party should enter or not, and still have uses in a combat situation. Being able to bypass a wall of blades, difficult terrian, and the Trip built Half-Ogre with a Spiked Chain is actually a useful ability, why would you save it for getting past a wall if you're faced with a combat that it is validly useful in? Making it be only line of sight ruins the entire thing to it's most basic level, almost completely.

Rithaniel
2010-06-26, 03:13 PM
Beholder Totem
Looks awesome. Thumbs up.


Ethereal Totem
Well, if you never want the Ethereal totem to do anything outside of combat, that's good. Seems like a waste, of course. Still seems a few too many rounds.


Ice Totem
So, Salamander shot way above everything else? You've openned up a can of worms, it seems. Numbers get a little too high at that level, you really need to scale those back to the way they were.

Sure, re-naming the Earth ability would be acceptable. 'Mountains Weight' or something.


Magma Totem
Yeah good point there. The ability is strong, all the same, so, it's good.

Fold damage?

Make the damage be 6d6, and make it be up to three squares at first, and then an extra square every few levels there-after. That'd make it more valid, while keeping it being trap-like.


Smoke Totem
Diameter equaling your normal threatened area would be a beautiful stroke. Bravo.

It's the obscuring mist spell. Sweating over that is foolish.

You don't need to be worried, really. The guy isn't exactly optimized at that pace, and the order doesn't hurt... anthing, to be completely truthful. It would suck if some of those abilities were seen at level 3, of course, like the mass-enlargement one.


Sand Totem
Now walking storm is pretty weak. It was good being 7d4, cause it didn't allow a save. It was like a magic missile. lost a Thumbs up with that addition.

It's d4's, you don't have to worry about it, it'll be level 6 before the guy is even doing comparable damage to the 1st level guy with the greatsword, and this attack can't be enchanted.

Opposed attack rolls are always icky. They can be so clunky and unwieldy, that the ability would be ignored. Not that it's unworkable, of course. Another idea would be to allow any armor bonus they have to also apply to their touch AC.

That idea sounds awesome.


Angel Totem
The stunning was really the only part that made the Angel totem so cool. If you're changing it, then eh. Makes it less. The guy likely wouldn't be able to stun multiple people anyways.

Fable Wright
2010-06-26, 03:15 PM
Far realms:
Interesting. I do like an insanity-themed class, but a lot of these features seem unnecessarily convoluted. May I take a crack at it?

The convolutedness was intentional. It's for roleplaying purposes. :smallbiggrin::smalltongue:

Admiral Squish
2010-06-26, 04:04 PM
Ethereal Totem
Except he still can scout ahead, he just steps through, steps back. But then, he's not going to be doing that much without the rest of the party, either, and line of sight means anything you can see, so peer through the keyhole and you've got an in.


Ice Totem
Gaaaaah. Fine, the whole paradigm will go back down.


Magma Totem
Sorry, cold damage.

Where's the 6d6 and three squares come from? I need to know so I know how to scale it. What about 1d6/level, and 1 square/2-3 levels?


Smoke Totem
Alright, that's done.

Well, immune to almost all ranged attacks at 3rd strikes me as worrisome.


Sand Totem
Fine, removed the reflex save.

Aha! I got it! Can gain a cover bonus to AC equal to half class level or class level, applicable against one attack/round for every two levels.

Done.


Angel Totem
Gah! how about... 1/rage/three levels, going back to the multi-round stun?

Rithaniel
2010-06-26, 04:27 PM
Ethereal Totem
Still can't get around a freaking corner, and it still removes pretty much every single usage of the ability. What if there wasn't a keyhole? Neutering the players options is the job of a bad DM.


Ice Totem
That's good. It'd be a little bad if it had stayed that way.


Magma Totem
Oh, that'd be awesome. Maybe build that into the Obsidian skin ability. If they take cold damage, the natural armor bonus doubles. Make it stop at once doubled, though, otherwise that's a mathematical nightmare.

Was judging it off of the Fireball spell. At level 5, that'd be a 5d6 fireball over an enormous radius. This is a much smaller area (-2), that also causes difficult terrian (+1), so, would likely need to deal a bit more (6d6 instead of 5d6) damage (to get another +1, making it be a fancy fireball). If you'd rather have it scale, go for 1d6 fire damage per barb level, and then 1 square for every odd barb level you have (so, when you would gain the class feature, that'd be 3 squares, 4 at ecl 7, etc.).


Smoke Totem
It's not immunity, it's a miss chance. Miss chances, as have already been stated, don't stack. you're already getting more of a miss chance from the base cloud than that ability allows, anyways.


Sand Totem
One attack/round might be a bit much, but, yes, that would indeed work. Make sure to specify when they have to declare that they are using the ability (after the attack has been declared, but before the thing has been rolled, usually).


Angel Totem
That'd work.

Fable Wright
2010-06-26, 04:31 PM
So, admiral squish, what did you have in mind for the far-realms totem?

Admiral Squish
2010-06-26, 05:10 PM
Ethereal Totem
Gaaah. You two are impossible to reconcile!

Right, so, I'm just going to do what I think would work, and you all can deal. you brought this on yourselves. >:P


Magma Totem
That was generally the idea.

Right, that works.


Smoke Totem
Actually, wind wall is immunity to arrows or crossbows, it's a miss chance on other things, like throwing weapons or slingstones. Though, how often do you find throwing weapons in any really effective ranged build?


Sand Totem
I think it'd be fine to be more than 1/round, especially because it's not a guaranteed stopper.

As for far realms, I was thinking a more impressive version of pseudonatural form, first. I don't know if I'll go so far as tentacles, but there will be agood bit of self-mutation. Maybe a capstone based off the chaos beast's corporeal instability.

Rithaniel
2010-06-26, 05:39 PM
Ethereal Totem

(ΘεΘ;)

Alright, fine.


Smoke Totem
Hmm, you might be right to shift it up a level or two, in that case, actually. Wind Wall isn't exactly a 'win all' spell that people keep in mind off-handedly, of course, so, wasn't familiar with that part.


Sand Totem
Sure, used the words 'might be' for a reason. It would really depend on how large the bonus would actually be.

Tentacles are cool.

Admiral Squish
2010-06-26, 06:27 PM
Smoke Totem
No problem. That's why it's where it is now.


Sand Totem
well, half level or equal to level. I was thinking equal to because bulette totem and all that get half-level all the time.

Tentacles are cool, but I was considering like, a list of mutations you could get when entering the improved pseudonatural form.

Lix Lorn
2010-06-26, 06:35 PM
Tentacles are ho highly useful.
(innocent whistle)

Rithaniel
2010-06-26, 06:49 PM
Smoke Totem
Level 12, really? The 'increase the size' one is now so far back in the class that it's almost too late to matter. It was late before, even.

Perhaps a more pleasing order might be:
3rd -- 1d6 Damage
6th -- Flight Speed (at the same level most of the totems get their flight)
9th -- Wind wall
12th -- Expansion
15th -- Pseudo-shaken when in the cloud (stronger debuff than you think)
18th -- Prevent movement


Sand Totem
You have a point on the bulette totem and all that, but, granting full level on multiple attacks would be about the same as just giving them their level to their AC. Perhaps 2+(1/2 barb level), so that it's better than the Bulette, yet still reasonable.

Oh, you touch mah Tra la la? (http://www.youtube.com/watch?v=1Cdb36-Hh6Y&feature=fvsr) This Far Realms totem is getting a lot of hype, now.

Admiral Squish
2010-06-26, 09:02 PM
Smoke Totem

Well, at 5th, the smoke totem gets smoke form, so it's not like they're bereft of flight. But, the new order seems fine to me.



Sand Totem
Eh, I'll just make it half level. It applies to touch AC too, so it's already a little more powerful.

It certainly seems to be getting plenty of press...

Rithaniel
2010-06-26, 10:06 PM
Smoke Totem
The thing is that you don't get any of the interesting abilities till almost 10th level. It's all vertical penalties and damage and stuff. The fun abilities don't come till way late. It can work, though, maybe.



Sand Totem
That'd work.

Far Realms! Give them tentacles as a potential mutation! Do it! *cue screaming fangirls*

Fable Wright
2010-06-26, 10:19 PM
Yeah, the list of mutations could be like the fungus totem barbarian's acquisition of spore powers. And the capstone could make them become an aberration and gain +2 con.

Gorgondantess
2010-06-26, 10:23 PM
Tentacles are ho highly useful.
(innocent whistle)

I'm Gorgondantess, and I support this message.:smallwink:

Fable Wright
2010-06-26, 10:31 PM
Hail the great Cthulhubarian!

Magikeeper
2010-06-26, 10:49 PM
Smoke Totem

Edit: Wow was I ninja-d. I spent over an hour on this post.
I’ll give Rith the moving of expansion down, but I dislike his order otherwise. Psuedo-shaken is strong, but it is also interesting in combat and truly promotes not keeping the cloud on you at all times which his order doesn’t prevent. The cloud needs to have a real reason to not be on you 24/7, and the pseudo-shaken is strong enough to do that. I like making choices in combat. Choices that matter and are not extremely obvious.

So I suggest:
3rd -- 1d6 Damage
6th -- Pseudo-shaken when in the cloud
9th -- Flight Speed
12th -- Expansion
15th -- Wind wall
18th -- Prevent movement

Okay? There is not some dire need to have a flight speed at level 6. Warlocks get it, yes. That doesn’t mean everyone needs to. Level 9/12 is about when it starts becoming an issue.

I should note just how strong expansion is, however: It is a mass penalty inducing-damage dealing zone of doom you can fly around in while attacking the enemy with your massive miss chance. Actually, that sounds really cool. I put it at level 18th because it is the most capstone like ability of the bunch, although the movement prevention is also very strong.

Smoke Armor should have a cap of some kind to prevent 100% miss chances. Say, a max of 80%? That’s higher than what you can normally get from 20 levels, so it wouldn’t hurt your average player.

Sand Totem

Armor of Sand You can only use one immediate action per round. So the extra uses mean nothing at the moment – you don’t have an immediate action left to use it. Also, it is not good enough to be worth the precious immediate action slot at high levels anymore, which is sad. I guess if it became a non-action in response to an attack… that might work….

Btw: What I suggested was pretty much an at-will Wall of Blades, as the warblade maneuver. Attack roll is so much better than the current ability it isn’t funny. I have played many barbarian builds and attack roll usually beats the crap out of AC. Particularly if you use the omni-present shocktrooper, but even if you aren’t. Just use the wording of the maneuver. Basically, your attack roll becomes your new AC against the attack if it is higher than your current AC. That’s easy and only involves the player making one extra roll. By level 5 your attack roll is easily +12, so a new AC between 13 and 33. At level 10 your attack roll is easily +20, so between 21 and 41. That’s more useful than your current AC +5 unless you are trying to optimize your AC. I’ve used it before, and I have not been disappointed.

Scouring Sands: It is labeled wrong in the table.

Sandwalk: So, once every X rounds you fall 60ft before continuing on. In order for that restriction to matter there needs to be a defined wait period between uses. Well, I guess it would matter in combat. Anyway, the best, IMO, would be “after which the barbarian must wait an equal number of rounds before using the ability again.” That would cover both small and large CHA scores. You could get pretty far with a high CHA, but it is still limited.


Not done talking to Rithaniel about ethereal totem (Everyone else can ignore, I guess, although AS can feel free to look). Trying to explain my position better, think I noticed something:


The only time when a wall being in your way is a problem, is when you are pressed for time. That issue is really removed by this ability, that's the problem. The way you fix that, of course, is by making them still be pressed for time. Not 'don't allow them to get past the wall', cause, by not letting them even get through the wall at all, you remove practically every potential usage of the ability, except for the ones that involve combat (ie 'you don't provoke AoOs for moving').

I see the issue. We are making different base assumptions. I am thinking about an RP-heavy city campaign with the occasional dungeon/fortress/shipping house/etc and from a world building perspective while you are thinking of a more traditional dungeon game (I think). Give players an in-game day of planning and this ability can do horrible things when they are still low levels. Things you usually don’t have to deal with until the wizards are mid (if they are trying) or high level. It bypasses not just walls, but everything that is not a force effect or abjuration magic. And you can move within walls and fly while in the ethereal plane (it has some strange traits), so simply avoiding abjuration magic could work.

You could use walk the ghostlands to move through a city, appear 5ft above a guy’s bed, and use the battle jump feat. 240ft should be enough to get into position from the outside. I hope everyone in the world is ready to handle teleporting assassins, because this level one barbarian can do it every day. Way to take one of the most annoying wizard tactics and give it to a level one non-caster. Granted it wouldn't work in as many situations as actual teleport assassinations, but again this is at very low levels. The existance of this ability would change the world, just like the existance of upper level wizards would. Ethereal protection is not something 3rd level 2-bit villains are that worried about, but if such an ability is so easy to get it becomes everyone's problem - not just people who expect to deal with mid/high wizards. But really, protection against such attackers is hard to get at low levels, what are these lesser NPCs going to do about it?

Also, here is a list of some non-combat uses of the spell that can be done WITH the line-of-sight restriction.

1. You can make a hole in the wall and move through it just fine. You just can’t move through 7 walls.
2. You can use this ability to fly short distances.
3. You can use this ability to ignore traps
4. You can use this ability, scout, then exit from the exit point. (Depends on wording)

And in-combat this does more than bypass AoOs. You can fight ethereal creatures, get out of grapples, ambush without them hearing you coming, etc.

A more general comment: One day I will list every ability that should be (Su). It is quite the list, as most non-animal totems have one or more such abilities.

Admiral Squish
2010-06-26, 10:54 PM
Just gotta share this pic I found while hunting down a good picture for the 'chaos totem'. Cthulu-kitty! (http://www.cthulhuland.net/wp-content/uploads/2008/08/cthulhu_kitty.jpg) Is adorable!

Admiral Squish
2010-06-27, 12:38 AM
Alright, we have a chaos totem. Not one, but TWO select-an-ability lists for your enjoyment.

Gorgondantess
2010-06-27, 12:58 AM
Glancing at the various totems, the 5th level Succubus totem ability seems a bit overpowered. A handful of powerful SLAs at will? Wow. I'd have it grant the various SLAs over several levels, starting with charm person, then detect thoughts, then alter self, then suggestion, then charm monster. They're all nice and timeless and not game breaking, but the optimizer in me screams to make a charisma based fighter with a 5 level dip in Succubus totem barbarian, because it's just so damn juicy.
(Oh, yeah, and then throw in snowflake waterdance, and a few levels of crusader and paladin of freedom...)
Please, don't feed the optimizer.:smalleek:
Also, Touch of Desire is a bit... meh... perhaps it could be channeled through a melee attack while under moment of passion? I couldn't see someone ever actually using that over, say, a full attack.

For the chaos totem, maybe you could eventually use 2 mutations at once? Seems to fit in the general power level.

Magikeeper
2010-06-27, 01:50 AM
Chaos Totem

This has some problems.

Companion: So at 8th level you have a flying large-sized fleshraker with SR. This is more like a variant of the animal companion class feature than a weaker version of it. Which isn’t a bad thing, but this totem has so many strong abilities… I think this one should be kept, actually. But this totem has too much power jammed into it IMO.

I nominate corrupted madness and touch of unshaping as the nerf-stick targets as those are less interesting than the others. Also, I hate save-or-dies (personal preference).

Suggestion:
Replace corrupting madness with:

Otherworldly Mind: A Chaos totem barbarian receives a penalty equal to one-half his class level on all wisdom and intelligence based skill checks. Once per day the barbarian can turn this penalty into a bonus for a skill check as a free or immediate action. The barbarian gains an additional use per day at every even-numbered class level.

Replace the 5th level chaos beast ability with:

Shifting Soul: See the edit!


Edit: Say, allowing him to swap every stat would probably be fine...

Major Edit: Suggested ability had a very screwed up wording that allowed infinite combos. This should work:

Shifting Soul: Once per Warp Spasm the chaos totem barbarian may rearrange what he uses his ability modifiers for. For example, he could choose to use his strength modifier whenever he would normally use his wisdom modifier, and to use his wisdom modifier whenever he would use his strength modifier. This change is permanent until the barbarian uses this ability again.

WarBrute
2010-06-27, 10:57 AM
Simple Totem request: Wyvern

I would be much obliged

Admiral Squish
2010-06-27, 12:43 PM
I could probably do a wyvern totem. Let's see... Poison, maybe skirmish? I mean, it's not got a lot of iconic abilities...

As for succubus, the desire-touch isn't supposed to be in-combat, you're supposed to use it before combat, or out of combat entirely.

As to chaos totem.
Magi: Yes, you'd have a fleshraker, but it'd be an EDL of one. Rather fragile, to be honest.

I like touch of unshaping, personally. Besides, it's not save or die. If you lose you're mind you're still alive, just a thoughtless puddle of roiling flesh. Your buddies can just drag your endlessly-warping body off to the cleric.

As for the rest of it, I'm going to wait for more opinions before I decide to change the character around that much.

Gorgon: Well, depending on how Lix's feat idea pans out, I might include double-mutations as a feat. Or, I might expand the template and grant that at 10th or thereabouts.

Magikeeper
2010-06-27, 01:04 PM
I like touch of unshaping, personally. Besides, it's not save or die. If you lose you're mind you're still alive, just a thoughtless puddle of roiling flesh. Your buddies can just drag your endlessly-warping body off to the cleric.

I just noticed that losing your mind can also be reversed. So, it is not a save-or-die. It is a save or be doomed. Granted, it allows for multiple saves and on a second look is balanced. I don't like it, but I guess other people might.

I am very much against the wisdom damaging aura though, and that is not changing. How about something that actually involves movement? Or isn't an aura that makes your enemies constantly save vs wisdom damage, which is bookkeeping that either doesn't matter or is very strong.

On companions: Well, you can get a new one every 24hrs unless the dm houserules it (even less reason to do so than with a normal AC since this fleshraker comes from crazy land). Not sure of the AC-boosting feats would work on it. I think they would, and that would give it more HD.

Smoke Totem: I still think smoke armor should max out at 80%. Same for the ethereal totem bonus. Neither will reach that level pre-epic, but in some games it would matter.

EDIT: After mentally optimizing a chaos totem barbarian, I would be satisfied if the aura was simply changed. It doesn't have to contain some kind of penalty.

Admiral Squish
2010-06-27, 01:18 PM
Okay, how about instead of the wisdom damage, we make it confusion for 1 round, a successful save renders you immune for 24 hours? Throw on sonic mind-affecting, and it's got some solid limiters.

Magikeeper
2010-06-27, 01:33 PM
Okay, how about instead of the wisdom damage, we make it confusion for 1 round, a successful save renders you immune for 24 hours? Throw on sonic mind-affecting, and it's got some solid limiters.

That sounds fine.

Admiral Squish
2010-06-27, 02:01 PM
Alright, done.

Rithaniel
2010-06-27, 06:16 PM
Chaos Totem
Warp Spasm is interesting. An offensive boost in the form of a Str boost, an increase to all three saves, and a +1 to AC. It's good. Just slightly lower than a normal rage, but, it's good. Thumbs up.

Corruptive Madness is *high pitched scream of terror*. Confusion is pretty much a 'save or do something weird' effect. The spell 'Confusion (http://dungeons.wikia.com/wiki/SRD:Confusion)' is a 4th level spell that only has a range of a 15-foot burst. This ability gives it as a 30-foot burst at level 1. Granted, sonic and mind-affecting restrictions are helpful, and the 'save and you are immune' effect is nerfing it a bit, but those don't exactly help stop it being a swift action (in addition to your other actions in the round). This is compeltely too strong. Out of curiousity, what was it before?

There are two versions of the Pseudonatural template: One (http://dungeons.wikia.com/wiki/SRD:Pseudonatural_Creature) which is an epic template, and the other, which is from the CAd. It seems you meant the one from the CAd, but, might wanna say so, to avoid problems. As for Aberrant Aide, it looks good. Taking a closer look at the individual mutations:
Amorphous Form is simple immunity to crits and sneak attacks. Awesome. Nothing wrong there, really. Thumbs up.
Scales offers an awesome boost to AC. +4 nat amror is probably on par with immunity to crits. Thumbs up.
Size Increase gives a big pet. So, is it to be understood that the Aide gains +8 str, +4 con, more natural armor, and everything, on top of the size, reach and everything of a new size category? If so, this ability is really strong. If not, it should be fine. This one is really awesome by itself anyways, granting the ability to maybe get a Gargantuan Pseudonatural Bear as a pet. Be forsaking a lot of options in exchange for that, of course.
Tentacle gives a tentacle. Assuming that this can be taken multiple times, that's awesome. Thumbs up.
Wings grants the Pseudonatural Bear a flight speed. Makes one think of an all new meaning of the term 'Bear Calvalry'. So awesome. Thumbs up.
Hardy. Can this be taken multiple times? If not, it's a little weak. If so, then Thumbs up.
Fast. Another boost to AC, only this one applies to touch as well, is smaller, but also grants a bonus to Reflex saves. Nothing wrong there. Thumbs up.
Clever. A bonus to will saves and more skill points. Interesting. A little weaker than most of the mutations, but it's cool

And then there was a second list of things to reveiw. First off, being able to swift between options all the time is... weird, but, nothing wrong with it, really. Just, weird:
Chitin is Bulette Armor. Awesome. Might make the Bulette jealous, but, awesome. Thumbs up.
Twisting Flesh gives immunity to crits. Awesome. What is this about 'precision damage', then? That a term you make up? Never once seen it in any d20 book on the face of this Earth. As is, doesn't translate to anything. Assuming it means Sneak Attack, so, crit and SA immunity, Thumbs up.
Lashing Tentacle gives you a one-handed spiked chain that has very low damage. There are feats that allow a character to gain a free tentacle, you know. As is, this gives no extra attacks, and is just a reach weapon. Needs a bit more 'pazaz'.
Might of Madness is a big boost to str. Actually worth it, assuming it stacks with enhancement bonuses. If it didn't, it'd just be a free item. So, this is good. Thumbs up.
Twisted Legs gives normal fast movement, and a bonus to jump checks. Interesting. Nothing wrong with it, but it could use a little... more. Can't say it doesn't get a Thumbs up this way, regardless.
Chameleon Skin makes sneaky barbarian. Very nice. Thumbs up to that one.
Warped Reflexes is the dex side of a Whirling Frenzy, plus a boost to initiative. Seems fine, seeing as you can't have anything else active if you have this one active. Thumbs up.
Unnatural Recovery lets you get your hp back. Cool. Thumbs up.
Webbing gives a weak swim speed, and the traits that a swim speed already gives you. It's a little weak, for the same reason given before, with the original Rat movement bonuses. Might be better suited as 3/4 base land speed, round down, to be truthful.
Resonant Screech is interesting. Could see a person using this to sunder a weapon, then swift actioning out into Chitin. Awesome, Thumbs up.
Sticky Hair. See Webbing.

Touch of Unshaping is an awesome capstone, in so many different ways. It's essentially a save versus severe nausea & potential death, but wastes a standard action and is only usable 2/day. Good, strong captone, through and through and through. Thumbs up.

To Magikeeper:

I see the issue. We are making different base assumptions. I am thinking about an RP-heavy city campaign with the occasional dungeon/fortress/shipping house/etc and from a world building perspective while you are thinking of a more traditional dungeon game (I think). Give players an in-game day of planning and this ability can do horrible things when they are still low levels. Things you usually don’t have to deal with until the wizards are mid (if they are trying) or high level. It bypasses not just walls, but everything that is not a force effect or abjuration magic. And you can move within walls and fly while in the ethereal plane (it has some strange traits), so simply avoiding abjuration magic could work.

You could use walk the ghostlands to move through a city, appear 5ft above a guy’s bed, and use the battle jump feat. 240ft should be enough to get into position from the outside. I hope everyone in the world is ready to handle teleporting assassins, because this level one barbarian can do it every day. Way to take one of the most annoying wizard tactics and give it to a level one non-caster. Granted it wouldn't work in as many situations as actual teleport assassinations, but again this is at very low levels. The existance of this ability would change the world, just like the existance of upper level wizards would. Ethereal protection is not something 3rd level 2-bit villains are that worried about, but if such an ability is so easy to get it becomes everyone's problem - not just people who expect to deal with mid/high wizards. But really, protection against such attackers is hard to get at low levels, what are these lesser NPCs going to do about it?

Also, here is a list of some non-combat uses of the spell that can be done WITH the line-of-sight restriction.

1. You can make a hole in the wall and move through it just fine. You just can’t move through 7 walls.
2. You can use this ability to fly short distances.
3. You can use this ability to ignore traps
4. You can use this ability, scout, then exit from the exit point. (Depends on wording)

And in-combat this does more than bypass AoOs. You can fight ethereal creatures, get out of grapples, ambush without them hearing you coming, etc.

On this side, all forms of games are being taken into account. Everything from an espionage game to a hack-n-slash dungeon crawl. Just, the only thing about espionage games is that, in a world where magic actually exists, it can't be the same way as Espionage is treated in the real world. A politician would not remain in power if people actually knew who he was or where he lived, cause then his rivals would just wind up chanting his name, dropping a peice of hair into a cauldron, and he'd die. Taking that into account, you'd have to recognize that, in the world in which the term 'teleporting assassin' doesn't get you thrown in the loony-bin, people would have grown accustomed and acclimatated to this sort of matter. The average joe wouldn't try and piss off the guy wearing all back with a metal plate over his face, cause they'd just get stabbed in the crotch. If you are trying to make an espionage game in a world where magic exists, there has to be the obvious walls that would have been built to allow civilization to stablize. Having taken that into account, this effect stops being so pretty, doesn't it?

Yes, you could use walk the ghostlands to trounce a guy from outside a city, but, who is to say you know who's house you are aiming for? If the PCs find out where the target lives or who he is, and the guy is a minor NPC, they can just kill him without having to teleport into his bedroom, that's obvious. Doesn't even have to catch them un-aware if they are minor characters. Then, the characters who matter, would indeed be prepared for teleporting assassins. You're correct, though, this is very low levels. That means that the PCs themselves are very minor characters. They won't be able to take on the guys who are prepared for the teleporting assassins, or any guy at all. Murdering people in their sleep is possible for anyone, of course, you don't have to be teleporting around to do it. Generally speaking, of course, low level characters are only going to care about dungeon crawling till they are actually strong enough to take on the Espionage game.

Admiral Squish
2010-06-27, 08:29 PM
Chaos Totem
Before, it was 1 wis damage if they failed the save, but he could only inflict a max equal to his barb level. No 24 hours immunity, but it was also sonic and mind-affecting. I'm looking for other effects, but I got nothing off the top of my head. Hideous laughter?

It was definitely the C.Arc version.


How about the pet's bigger as though it was affected by expansion? How's that work?
Yes to multiple tentacles.
Yay bears!
Yes on multiple times to hardy.
Clever also helps the tricks known. Probably wouldn't affect skills, since animals only have 2+ int, and you're unlikely to get to 10 unless you have a crazy-high int.

Oh, I need to put a thing about how you have to have one active at all times. You ARE supposed to be madness and chaos made flesh, after all...
I figured that since it had a visual component and wouldn't always be on it would be okay.
Precision damage is what I've heard it called a lot. Sneak attack, SA, skirmish... That stuff. I can go fix.
Perhaps a bonus to grapples/trips/disarms?
Untyped bonus.
More, like what?
Well, you don't get that extra attack...
Yah, just some minor between-battle healing.
Well, the problem is, a guy can start getting webbing and sticky hair at 3rd. Not even proper swim/climb-based totems gain full speed at 3rd.

Yay for unshaping.

Rithaniel
2010-06-27, 10:55 PM
Chaos Totem
A single point of wisdom damage was considered unbalanced? There is hardly anything in the entire game that actually has a low wisdom. Partially cause even a Mindless Golem has enough wisdom to count as 'average', and partially because, in the eyes of optimization, having a penalty to a saving throw is so bad that it hurts. Barring effects that deal straight wisdom damage, an average opponent ought to have at least 8 wisdom when you face off against them. Having an aura that makes your foes have to fail a save each round for eight rounds straight, and then it might hurt them, would, really, be a lot better than confusion. If you're still worried about the ability, keep the '24 hours immune' caveat tacked on there. (On top of that, it was a capped ammount of damage, you have to be kidding, how is that even remotely scary?)

Expected it to be that. Adding that distinction may turn out necessary, though, if the player doesn't know any Pseudonatural template other than the epic one.


As expansion could work. This one can be taken multiple times, yes?
Good on the multiple times chant. Allows for more specialization, in that case.
Int 20 isn't crazy high. It's a little high for a barbarian, but, it's within reach. MAD would be a problem, but, it'd still be within reach.

Mutations:
A visual component? Also, it's fine. On par with the Bulette totem, and the Bulette totem get his own nice things, don't sweat it.
Yeah, the term 'precision damage' has been floating around a bit. Hasn't made sense anywhere that it's popped up.
You could just make it be a tentacle attack like the Aberrant Aide's boost. That'd make it quite awesome.
More, like maybe the ability to take 2 five foot steps in a round, or making the last 5 feet of any movement in a round be treated as a five foot step.
Lol, the flurry effect is something different. It's a good ability, dude.
Then make it be 3/4 base land speed. Or, if you like, make those two only be able to be taken at level 6 or later.

Admiral Squish
2010-06-27, 11:17 PM
Chaos Totem
Well, it does lower will saves as you go. Anything that makes people do will saves is gonna love you...

Righto, I'll add that in.

Not sure. Multiple growths might just get ridiculous.
Specialization into tentacles?
Not crazy high, but definitely high.

Mutations:
A bulette totem's AC is sorta subtle, his skin might get a little rough, but this guy would be growing plates of otherworldly black plate.
Alright, I'll change the words.
So instead of transforming an arm into a tentacle, he just grows one?
Mrr. Two five-foot steps feels like it's stepping on cheetah's toes.
I could do three quarters, I suppose. But really, I don't think that extra 5 feet is a lot of difference...

Magikeeper
2010-06-27, 11:26 PM
Chaos Totem
[spoiler]A single point of wisdom damage was considered unbalanced? There is hardly anything in the entire game that actually has a low wisdom. Partially cause even a Mindless Golem has enough wisdom to count as 'average', and partially because, in the eyes of optimization, having a penalty to a saving throw is so bad that it hurts. Barring effects that deal straight wisdom damage, an average opponent ought to have at least 8 wisdom when you face off against them. Having an aura that makes your foes have to fail a save each round for eight rounds straight, and then it might hurt them, would, really, be a lot better than confusion. If you're still worried about the ability, keep the '24 hours immune' caveat tacked on there. (On top of that, it was a capped ammount of damage, you have to be kidding, how is that even remotely scary?)

It’s not scary. Its pointless bookkeeping. Every opponent within 30ft makes the save every round and the damage only matters every other failed save (except while warp spasming – it was 2 damage then). The cap also changes while using warp spasm and the whole thing was just a mess the class didn’t need. It is already a strong totem. Confusion for 1 round was honestly less of a hassle. I would prefer an ability related to movement or some non-dice-roll-forcing aura IMO, but I was willing to accept the confusion. It’s not a very good 4th level spell, and the ability only lasted for 1 round unlike the 1/level duration of the spell.

Y’know, I wasn’t assuming you could pick the same AC augmentation multiple times.

Rithaniel
2010-06-27, 11:50 PM
Chaos Totem
Yeah, it would actually have a use, it would lower will saves. In fact if you are fighting monks and swordsages, you'd be lowering their AC as well. Otherwise it wouldn't do anything as an ability. As for book-keeping, it only matters if the opponents are focused a large ammount on their wisdom score, otherwise it's just crossing out the old number and writing the new one. Wisdom scores are tied to only wis-based skills, and will saves, usually, so, after you cross out the numbers twice, you just give that stuff a -1 penalty. Not difficult.

Aide:
Yeah, fair enough. Gargantuan Bears would be funny, though.
Squid-Bear?
True, true. Philisopher Bears would be worth seeing, however.

Mutations:
Appearance doesn't matter. This is a world where magic exists, there could be a part of town where seeing fish-people with four crab-arms is commonplace.
Yeah. Think the embodiment of chaos having his nose turn into a tentacle is odd?
Fair enough on the Cheetah totem thing. Perhaps something like the ability to pass through difficult terrain, in that case?
Yeah, 5 feet likely won't matter, but, it's a step in the correct direction.

Confusion is an excellent spell. The target only has a 10% chance to act normally or a 10% chance to attempt to get to the caster, which might not be possible if the caster is employing flight. Everything else drives the target to self-destructive purposes. Heck, cast confusion on two people, and then, if you get lucky, and one person rolls high, they attack the other one, and then, due to the rules of the confusion spell, that person attacks the first, who then attacks the second, who then attacks the first, etc. etc. until one dies.

Admiral Squish
2010-06-28, 01:45 AM
Chaos Totem
Alright, we'll go with that.

Aide:
Meh, huge bears should be plenty.
Kittythulu!
Yes, yes. Well, if you want to, I won't stop you.

Mutations:
There COULD be, but most places don't have crab-arm-fish-men.
Not particularly.
Well, a jump check would pretty easily let you ignore difficult terrain... How's a 'leap of the heavens'-esque ability? No doubled DCs for standing jumps.
Alright, alright, is shall be done.

I would've appreciated you voicing your ACTUAL opinion rather than just saying 'it's too powerful', magi. It's easy enough to wipe the extra from warp-spasm...

Admiral Squish
2010-06-28, 12:57 PM
Lizard totem is up! It's a freakish amalgam of komodo dragon, chameleon, and iguana.

sorry I wasn't so productive yesterday, not sure what happened. Rest assured, there will be much more done today.

I still need some help thinking of an air-water and a water-fire totem. Anyone got ideas?

Volthawk
2010-06-28, 01:19 PM
Lizard totem is up! It's a freakish amalgam of komodo dragon, chameleon, and iguana.

sorry I wasn't so productive yesterday, not sure what happened. Rest assured, there will be much more done today.

I still need some help thinking of an air-water and a water-fire totem. Anyone got ideas?

For the Lizard Totem, it says Lurk in the table and Vanishing Scales in the text.

Admiral Squish
2010-06-28, 01:26 PM
You saw nothing! >.>

Admiral Squish
2010-06-28, 02:46 PM
Also, wight totem is up. Sort of a combat necromancer. I like it. :smallbiggrin:

Volthawk
2010-06-28, 02:48 PM
Also, wight totem is up. Sort of a combat necromancer. I like it. :smallbiggrin:

In soul-reaving fury, it says 'A wight totem barbarian entering life-reaving fury...' Emphasis mine.

Lix Lorn
2010-06-28, 04:04 PM
These temporary HP last one round plus an additional round for every five levels of barbarian you have.
Seems to me they should either last until your rage ends, or for that many rounds after your rage ends.

Admiral Squish
2010-06-28, 04:10 PM
Seems to me they should either last until your rage ends, or for that many rounds after your rage ends.

Well, I was using soulreaving aura (warlock invocation, CMage) as the base for it. Looking at it, though, I think it wouldn't be terribly overpowered to make it for as long as rage lasts.

Rithaniel
2010-06-28, 07:28 PM
Chaos Totem
Still need to say that the template from the CAd is being used, and not the one from the ELH. The word 'precision damage' is still up there too.

Things look awesome other than that.


Lizard Totem
That's a cool pic.

Ah, Climb Speed. Thumbs up.

Thorned Tail is a list of proficiencies. Just proficiencies, of course, and you won't be using all those weapons at once, but, offers versatility, at the same time. It's fine as a little bonus thing tacked on there. Thumbs up.

Ah, Improved Trip and the ability to use a whip like a mega-spiked chain. Now that, is powerful. Has a really strong 'fleshing out' behind it, seriously. Thumbs up.

Vanishing Scales is Lurk+. Granted, the Lizard totem doesn't have any shiney toys before this, and the Crocodile does, so, this is their shiney toy (that, and Trash). Lizard totem seems a little empheral, but will earn a Thumbs up as a whole.


Wight Totem
Soul-Reaving Fury is a normal rage that, instead of just granting vertical bonii, allows the guy to push things over the edge, into death. Not to mention a situational bonus in the form of 'temp hp'. This looks awesome, tbh. Thumbs up.

Bone Slave offers a pet skeleton. Now, starting out, skeletons are pretty fragile creatures, having no bonus hp from con scores, all bad saves, and low BAB. In this class, the guy has a low number of HD (for an undead), boosted str and dex, and more natural armor. Judging from a side-point of veiw, that would likely be a creature that is on par with an animal companion of druid level 1/2. A little weak, but the rage bonus is a little strong. Not to mention you just get a free corpse if the other one dies, so, no biggy. Thumbs up.

Death-tainted. Reversal of polarization, eh? Doesn't do much. Just switches charges A and B. If you wanted this class feature to give them an edge, you'd wanna make them be able to be healed by both. Otherwise, it's closer to a fluff change. Thumbs up to the ability as a fluff change, however.

Corpse-Raising Blow is interesting in how it must be used. Point blank of it is that the guy has an army of undead behind him, and, in the middle of combat, if he needs to, he can regain one that just died. Guy with an army of undead. This guy wont be half-shabby, that's granted. Skeletons and Zombies are just weak undead unless buffed, of course, so, Thumbs up.

Draining Touch is a little bit of a vampiric ability. Might be better off as (full barb level), if you're trying to get it to pass for a capstone, of course.

For the air-water and fire-water totems, you could do Clouds and Plasma, or Storm and Acid, or even Sight and Decay. Anything could work if you offer justification for it.

Admiral Squish
2010-06-28, 10:01 PM
Chaos Totem
Gah, forgot those, fixing now.


Lizard Totem
Well, I though granting proficiencies would be awkward at later levels, so I had to make the ifst-level one just the proficiencies.

Not a MEGA spiked chain, you're threatening your normal reach, not the full 15 feet 'o doom.

I had a lot of trouble with lizard, really, mostly 'cause lizards don't DO much.


Wight Totem
should I include a thing on bone slave about not counting against HD limit of undead controlled?

Well, it does work with that negative energy touch thing.

He also gains additional uses/rage as he levels. It allows you to replace the fallen and upgrade your forces with bigger, beefier beasties.

I though at-will healing at half-level would be plenty, especially if it doubles as extra damage/lil' extra healing.

Didn't think of storm, that'd definitely be a good water/air. For fire-water... Augh. Earth has acid, steam is too airy, plasma doesn't even EXIST (It's also the state above gas, so don't think that would fit), I'm NOT making a booze totem... None of these googles for water-fire or para-elements are turning up anything...

WarBrute
2010-06-28, 10:33 PM
I could probably do a wyvern totem. Let's see... Poison, maybe skirmish? I mean, it's not got a lot of iconic abilities...


Yes, Poison for sure. Maybe some kind of spring attack like ability. Grapple too, maybe... I'm not sure how that could all mix together.

Whenever I think of wyverns I remember one session in which my Gnome rouge was carried off in a wyvern's talons. He was going to be food for its babies if my party hadn't made a daring rescue. :smalleek:

Admiral Squish
2010-06-28, 10:35 PM
Okay, quick question:
This (http://fc00.deviantart.net/fs71/f/2009/354/0/4/0442b62a2e77608fb200f9dff18137b1.jpg) or this (http://fc02.deviantart.net/fs7/i/2005/199/5/8/Warrior_of_Mist_by_JasonEngle.jpg) for storm totem?

But yah, I could work something like that out. Might be a little complicated, but it's doable...

Fable Wright
2010-06-28, 10:53 PM
I personally think that the 1st one is better. Most barbarians don't use full plate :smalltongue:. And it just looks cooler.

Rithaniel
2010-06-29, 12:14 AM
Chaos Totem
It's okay, take your time, it's just a couple of words. Absolutely necessary changes, of course, but, just minor changes.


Lizard Totem
Hmmm, then that reach/threatening thing is a little weaker than was expected. Not as cool as it was before. Still, it's okay

Yes, lizard did seem to stop you a bit. It isn't any more or less than the Ape, of course.


Wight Totem
Actually, yeah, you probably should, otherwise a cruel DM might abuse that at some point.

Well, yeah, the negative energy touch does work with this, but this makes them be harmed by positive energy, suddenly, making it suck to be in an all-human party with the cleric who uses a wand of cure light wounds, you can't be healed from level 2 to level 5.

Yeah, the ability was well desgined, have to give you that.

It's at will healing, yes, but it eats an entire standard action for half your ecl in hp. That's too slow. It might as well be 'fast healing 1' if it's that way. If you wanna make it a useful ability, and a viable healing source, you might wanna copy the spell harm.

Glad you liked the term 'storm'. Go with the first pic, btw.

Volthawk
2010-06-29, 12:39 AM
Well, the Wight Totem's Death-Tainted ability is basically getting Tomb-Tainted Soul as a bonus feat, just without qualifying for the other Tomb-Tainted feats.

Admiral Squish
2010-06-29, 12:50 AM
Wight Totem
Fun stuff, shall go fix.

Even an all-human-party cleric is still quite capable of preparing some inflict spells to compensate for that...

Doesn't eat a standard action, it eats an attack action. It does eat a standard at the lower levels when you only have one attack, but it can also be used offensively for a little less healing. As you level the healing goes up and action investment goes down. The once/round limiter is to prevent a guy from full-attacking himself with healing.

Fable Wright
2010-06-29, 01:05 AM
Construct Totem:

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Avatar 1/day, Astral Construct
2|+2|+3|+0|+0|Synthesizing
3|+3|+3|+1|+1|Construct equipment
5|+5|+4|+1|+1|Living construct
[/table]
Avatar: 1/day at first level, a construct totem barbarian can enter a state where they develop the precise, devastating powers of machines. When they enter this avatar state, they get +4 strength, +4 con, and become immune to all mind-affecting spells and abilities. However, while in this state, any damage they take may only be healed while in Avatar form, and while in avatar form, they can only be healed by repair spells, instead of normal healing spells. This ability replaces the normal barbarian's rage, and lasts a number of rounds equal to 3+con modifier. When the construct totem barbarian would gain greater rage, he gains an additional +2 to str and con, and DR 5/adamantine. When the barbarian would gain mighty rage, they gain an additional +2 str and con, and an additional DR 5/adamantine.
Astral construct: As a psi-like ability, at will, a construct totem barbarian can make an astral construct. The level of this construct is equal to 1/2 the barbarian's level, minimum 1.
Synthesizing: As second level, the construct totem barbarian can create up to 1 cu ft/level of non-magical, non-living, non-metal material as a standard action. The barbarian may choose to divide the total quantity of material he can make amongst several uses of this ability. The created object lasts for 1 hour/level.
Construct equipment: As a standard action, 1/day, a construct totem barbarian can create armor or weapons for himself. He must succeed on a successful craft (armorsmith) check to make a suit of armor (DC = DC to make that suit of armor), and a successful craft (weaponsmith) check to make a weapon (DC = DC to make that weapon). Weapons can be made masterwork using this ability. The construct totem barbarian may make this weapon a +1 weapon. Every 3 levels later, the barbarian gains an additional use of this ability each day, and may add another +1 to one of the objects they create with it (e.g., the barbarian can make a +2 great axe and a suit of plate mail, or a +1 great axe and a +1 suit of plate mail, etc.). This object lasts for 1 hour/level.
Living construct: At 5th level, the barbarian gets the living construct subtype and +2 con. The barbarian can now be healed while not it avatar state, but must still be healed by a repair spell.


So, what do you think?

Rithaniel
2010-06-29, 01:44 AM
Wight Totem
A cleric picks either inflict or cure spells. Things aren't that easy. Course, yeah, it's that feat, only the guy can't qualify for other tomb-tainted feats. That's part of the reason why it ought to be a little better.

Might as well eat a standard action, as it's only once a round. As a capstone, this is just (+1/2 level damage to a single attack each round) and (fast healing 1/2 level (which has already been established to be about equal to hast healing 1)). No matter how you look at it, it's not on par with pounce.

Admiral Squish
2010-06-29, 02:56 AM
Wight Totem
Alright, how about he's normal most of the time, then switches during soul-reaving fury? Then at 5th,m the change becomes permanent.

Gah, fine. Full barb level it shall be.


Construct Totem
Well, as it stands, the idea was to have a sort of golem general totem with a few pan-golem abilities, with sub-totems defining the difference among the individual sorts.

Then there were gonna be inevitables, who would each have their own totems.

Beyond that, there may be additional construct templates, but they'd be specific creatures, not pan-construct abilities, because constructs can be VERY different from one another. The totem you've put up doesn't really 'emulate' a specific construct.

Storm is up! Might need an additional wind& rain ability, but I'm WAY tired so it'll have to wait for tomorrow.

Fable Wright
2010-06-29, 03:27 AM
Actually, it was supposed to emulate the Madcrafter of Thoon, to an extent, but I just decided to give it a more generic name, and eventually the abilities panned out to that... how about renaming it to the Constructor totem? (Creator totem would be a bit... awkward, theologically speaking) Or maybe the Crafter totem?

Also, on Storm totem, in the table, you called it thundering strikes, and in the description it was Lightning strikes .

Also, just curious, what is whirling frenzy? I haven't seen it in any sourcebooks. Could someone explain it to me? (I've wanted to ask this question since the other thread; this did not come up recently with me)(this question on the behalf of confused people everywhere (reading this thread)).

Lix Lorn
2010-06-29, 04:14 AM
I prefer the first picture for storm. :3

I LOVE Thunder Steps.

Also, how often can you use the various Wind and Rain abilities?

Magikeeper
2010-06-29, 10:51 AM
I have a suggestion: Stork Totem. It was believed that they took care of their elderly (not true, but ancient peoples misinterpreted their actions in this way) and have been associated with various aspects of the family.

Stork Totem
Magi doesn't know how to re-size pictures, but he found some:
http://fc02.deviantart.net/fs71/f/2010/111/b/f/Defender_her_commission_by_Destinyfall.jpg
http://fc04.deviantart.net/fs13/f/2007/055/e/b/Conan_In_the_Snow_by_FrankieSpanky.jpg

New Class Skills: Heal
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Compassionate Fury, Guardian’s stride
2|+2|+3|+0|+0| Bodygaurd
3|+3|+3|+1|+1| Protecting Reach
5|+5|+4|+1|+1| I am your Opponent
[/table]

Compassionate Fury: As the rage class ability, except that a stork totem barbarian does not receive the bonus to constitution and can perform any action he could normally perform if he had not used this ability (including int- wis- and cha- based skill checks and activating magic items). Whenever the stork totem barbarian would would normally gain additional uses of rage, he instead gains additional uses of Compassionate Fury. In addition, when the stork totem barbarian gains greater or mighty rage, he gains an additional +2 bonus to strength and an additional +1 bonus to will saves while using Compassionate Fury.

Guardian’s Stride: Once per round as a free action Stork Totem barbarian may choose an ally. If that ally moves from a square adjacent to the barbarian he may move with her as long as he remains adjacent to her at all points during the move. The barbarian moves at the same time as the ally, although he cannot move farther than twice his base land speed in this way. The barbarian does not need to have a remaining move action to use this ability.

Bodygaurd: A stork 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 stork totem barbarian.

Protecting Reach: Once per round as a free or immediate action, the stork totem barbarian may move a willing adjacent ally to any unoccupied square adjacent to the barbarian. The stork totem barbarian may use this ability an additional time per round per 3 class levels above 3rd level.

I am your opponent: Once per round, the stork totem barbarian may force an opponent he successfully damages to make a will save (Save DC 10+1/2 the barbarian’s class level+ Str). If the opponent fails his save he must either attack the barbarian whenever able or not make any offensive actions at all. This ability lasts for 1 round. This is not a mind-effecting ability.

^The wording is loosely based on the wording of master of mockery, with the addition of being able to simply not attack (since this is not a mind-effecting effect).

I think it’s power level is on par with the other animal totems. Note that guardian’s stride allows for you to follow an ally that walks past you.

Fire/Water: Well, steam is fire+water, but you already have smoke. Sweat totem is a weird name… um…
Water can boil… boil.. for some reason that reminds me of underwater steam vents…. Vent totem? Nah… what kind of noun fits fire+water? Oil totem? Oil isn’t water, but it is a liquid.




I would've appreciated you voicing your ACTUAL opinion rather than just saying 'it's too powerful', magi. It's easy enough to wipe the extra from warp-spasm...

That’s a pretty accusatory statement for someone who felt that would solve my problems with the ability. Granted, I’ve changed my opinion a few times without properly re-stating it in full, so I suppose it’s my problem. I initially claimed overpowered on the fact the entire totem had too many toys, mostly changed my mind when I claimed I didn’t care what the ability was changed too provided it was changed, and then RIth convinced me that power concerns with the ability were kinda absurd (although you didn’t mention the warp-spasm boost when describing the ability, so I mentioned it to inform Rith). Removing that makes it better, and I have to admit it probably is balanced, but:

Chaos
You are right Rith, it is just one extra roll for every enemy every round, and just one extra set of numbers to keep track of for all of them. If this is the only class doing that the DM is fine. Then homebrew PCs 2-4 play classes that also decided to make you roll saves every round for some penalty maybe. Bookkeeping can pile up fast if everyone just adds a little, and this ability isn’t worth it. Not because it is too weak, or too strong (wow, almost nothing in D&D has a low wisdom score), but because it isn’t fun enough to merit that much rolling all the time. D&D combat is too prone to being bogged down as it is.

Actually, as a general tip, please avoid auras of constant every-round saving throw inducing. I think the reason so many auras have that 24hr restriction is to speed up combat IMO.

Fable Wright
2010-06-29, 10:54 AM
For water/fire, why not make a coldfire totem (coldfire is described in frostburn)? Also, any opinions on the Crafter totem?

Admiral Squish
2010-06-29, 11:53 AM
I could see a constructor totem. What book is that madcrafter of thoon from? I'd like to see the source to figure out how this works off it.

Gah, must go fix...

Whirling Frenzy. (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#rageVariantWhirlingFrenzy )

Hmm... I like your stork, but I think it's COMPLETELY focused on protection, and doesn't really say 'stork'. This would make a pretty good guardian totem of some sort.

Fire-water... Fire is hot, has connotations of life, energy... Maybe a blood totem? I'll have to take a look at coldfire.

Fable Wright
2010-06-29, 11:58 AM
Madcrafter of thoon if from monster manual 5. Essentially, it is a large mass of flesh and metal that spits out acid-coated automatons to do battle for it. If it makes too many in a short interval, however, it starts taking damage. It also has an acid attack.

Also, coldfire can cause people to contract radiation sickness from it, and deals 1/2 fire damage, 1/2 cold damage.

Admiral Squish
2010-06-29, 12:14 PM
Ahh, I don't actually have that one... ^^;

I DO have frostburn, though, so I can look it up to get more info.

Fable Wright
2010-06-29, 12:21 PM
You can get the digital copy of most books by Googleing "4shared (insert book name here)". I do not endorse the use of this.:smalltongue:

Admiral Squish
2010-06-29, 02:34 PM
Totems: I has made them.

We've got the general golem-totem level, then clay, flesh, iron, and stone golem paths thereafter.

Psyborg
2010-06-29, 06:21 PM
Just want to point out that Peacock Totem becomes painfully effective when combined with Snowflake Wardance Bard. DMs beware.

Fable Wright
2010-06-29, 06:32 PM
Admiral squish, what do you say about the constructor totem?

Admiral Squish
2010-06-29, 07:13 PM
It's a good base, but until I get my hands on that book, I don't know if it's a good expression of the critter. I'd probably base the armor/weapon-making ability off the shadow-crafter from ToM.

Rithaniel
2010-06-29, 08:10 PM
Wight Totem
That would actually work, most likely.

Keep in mind, full barb level is still pretty weak, as a capstone, but, it's acceptable, at least.


Golem Totem
Overall abilities first:

Heartless Fury is a punch of power, for sure. Pretty much just a standard rage minus the will boost but with immunities to specific effects added on instead. Powerful, to say the least, being just a tiny bit above a normal rage. It's good, though. Thumbs up.

Then there was Magic Fuel, which equates to SR with a special ability added on to it. Now, that is pretty. Spell Resistance is already a pretty decent wall. It's not full-proof, of course, seeing as a mage summoning a wall in front of you will not care, so, maybe it is on par with a movement increase. It certainly is strong, of course. The temp hp pushes it over the edge a bit much, now doesn't it, though? Make it just be SR, instead of SR+, and that ability should likely get a solid Thumbs up. Until then, not so much.


Clay Totem
Bulette armor. Thumbs up.

Ah, speed. Speed is awesome. Take 2 attacks in a full-round attack at level 2, with no penalty? Please and thank you. Poweful ability. Might be a little too strong, but, as a class feature, it eats a standard action that can only be taken after the rage has begun, so, probably evens out. First round, no attacks, second round, two attacks. Thumbs up.

Then there was infernal wound light. Badass ability. Clay Golem winds up with some awesome flavor to it, for sure. Thumbs up to the Clay Golem. (issues with the over-all still stand).


Flesh Totem
Bulette. Thumbs up.

Oh, lifespark. Like what you did there. Instead of a full-fledged resurrection, it's just a standard Revivify. Badass. Not to mention it eats a standard action and eats up a chunk of con, and therefore, hp, unless you do it immediately, which, in a combat situation, might not be possible. Utility ability with some real use, and a noticable cost. Thumbs up.

Unnatural. Erm, is this an action? If not, it's a bit strong. Makes the Lion's Roar pale in comparison.


Iron Totem
Nice pic. Were you wanting it to just be an iron golem?

Thumbs up Bulette.

Ah, a breathe weapon... of poison. This is strong. A good ability, to say the least. Granted, it's only a 15-foot cone, and it's only 1d4 con damage, and it's only once per rage, so, will have to give this one a Thumbs up as well.

Spurn Body is a powerful immunity ability. It's just badass. Yet, you also make them still have to put up with it in the end. You could remove the fact that they still have to deal with it, at the end, if you would like, and it'd still get a Thumbs up. Just like it does now.

Okay, so, the guys gets more DR, but it's weaker. Cool. Thumbs up to the Iron Golem (issues with the over-all still stand).


Stone Totem
Stone Plating is... odd. Gives a big bonus to AC, that will decrease... slowly, at best. At level 2, +7 to AC might be easy to expect. At level 10, +18 to AC might be easy to expect. Think (con mod+full barb level) is too much, despite the fact that it decreases. Might be better suited at (con mod+1/2 barb level), as to make it, perhaps, more on par with the Bulette.

Hammer Blows. Ah, big boost to damage. Good ability. Straight-forward, simple. Thumbs up.

Ah, Slow once every 4 rounds. Very short range, eats a standard action. Would be a good capstone, but, has a few too many restrictions, just looking at it that way. Maybe could remove one or two of them to make it a bit more shiny.


Storm Totem
Ah, Lightning Strikes. Bonus electicity damage. Badass. About standard next to the other elementals. Thumbs up.

Endure Elements and Woodland stride for stormy weather. Formatting is funny on that, though. Good ability, fluffy and pleasent. Thumbs up.
(affect him as if he were one size
category larger.)

Okay, Wind & Rain. *cracks knuckles* Getting in there:
Gale Force. If Bullrush and Trip had a child, this would be it. Awesome ability, utility usage. Thumbs up.
Blizzard. A low damage breathe weapon that also makes the ground semi-difficult terrian. Interesting. Damage is low enough to not matter and difficult terrian is 'meh'. Getting both of those together might be worth the effort, however. Would like to see this one with at least slightly higher damage, of course. Thumbs up till then.
Downpour. Interesting. A penalty to ranged attack rolls, and putting out flames. Seems a little weak. Could use a little more 'panache'. Look at the spell 'Sleet Storm' for ideas.
Twister. Now that is battlefield control. This, combined with Gale Force would be awesome. If only it were more than just small creatures. All the same, awesome ability. Make opponents go where you want them to go. Thumbs up all the way.
Is directing these balls of lightning a free action? Do these balls have to make an attempt at a touch attack for the opponent to be considered 'touched', or do they just have to be in the same square? Ability looks fine, damage is decent. Just, there are the questions. Thumbs up.
Fog. Cool. Thumbs up.

Thunder Steps is SO COOL. Awesome capstone. Could use more damage, but just SO COOL. Thumbs up.

Fable Wright
2010-06-29, 08:39 PM
That's where I got the ability. Also, I have an idea.

Limbo Totem:

{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0| Channel the Elements 1/day, Denizen of Limbo
2|+2|+3|+0|+0| Random immunities
3|+3|+3|+1|+1| Strike of Limbo
5|+5|+4|+1|+1| Summon limbo
[/table]

Channel the elements: 1/day at first level, a Limbo totem barbarian can channel the powers of one random element. While in this state, each round roll 1d4.
If you roll a 1, for the rest of the round, you deal an extra 1d6 points of fire damage, +1d6 at 5th level and every 5 levels thereafter with every unarmed attack or attack with a metal weapon and +6 strength, but -2 dex, until the end of the round. You gain power attack as a bonus feat for the rest of the round. When you would gain greater rage or mighty rage, you get an additional +4 strength.
If you roll a 2, for the rest of the round, you deal an extra 1d6 points of cold damage, +1d6 at 5th level and every 5 levels thereafter with every unarmed attack or attack with a metal weapon and +6 dexterity bonus, -2 strength until the end of the round. You also gain combat reflexes for the rest of the round. When you would gain greater rage or mighty rage, you get an additional +4 dex.
If you roll a 3, then for the rest of the round you get a +4 bonus to strength and constitution, but a -4 penalty to dex, and you get a +4 bonus on grapple checks and checks to prevent being bullrushed. You also gain DR 2/adamantine. When you would gain greater rage or mighty rage, you get an additional +2 to strength and constitution, and an additional DR 2/adamantine.
If you roll a 4, then you gain +6 to dex, -2 to con, and you add your dex modifier to any ranged damage rolls you make in that round. You also gain point blank shot as a bonus feat while in this form. When you would gain greater rage or mighty rage, you get an additional +4 dex.
In addition to the effects listed above, when you gain greater rage or mighty rage, you may roll an extra d4, and pick the roll you want. This ability lasts for 3 rounds + your constitution modifier.
Denizen of Limbo: Concentration is a class skill for barbarians. A barbarian is under the constant effect of the perinarch spell, except that others can attempt to wrest control of areas of limbo away from the limbo totem barbarian. A limbo totem barbarian may substitute his concentration for his will check to assert control over a square of limbo.
Random immunities: A limbo totem barbarian has adapted their bodies well to limbo. Whenever they are hit with elemental damage, roll 1d4. If the barbarian rolls a 4, then they gain resistance 10/the element which is hitting them. They automatically roll a 4 when they are on a square of limbo, to determine whether or not they are protected against that element.
Limbo strike: A limbo totem barbarian can summon the powers of limbo with their very touch. This ability is usable 1/round as an attack action. When this ability is activated, the barbarian rolls 1d4. If they roll a 1, the attack does fire damage. If they roll a 2, they deal cold damage. If they roll a 3, they deal acid damage. If they roll a 4, they deal electricity damage, and may use this ability as a ranged touch attack that has a range of 30ft, but deals 1/2 the damage normally done with this ability, but may apply their dex modifier to it as extra damage.This ability deals 1d4 points of damage, plus 1d4 per every 3 levels the limbo totem barbarian has. If they are using their channel the elements ability, then they automatically roll a number equal to the one that they rolled for that ability.
Summon limbo: Every round, as a free action, a limbo totem barbarian can invoke the powers of limbo around him. He must succeed on a DC 20 concentration check to make a 5 ft radius of limbo around him, which he can shape immediately as a free action with his denizen of limbo ability. For ever 5 points he beats this check by, he adds another 5 ft to the radius of this ability. He can use this ability 1/day for every level he has as a limbo totem barbarian.


So, what do you think?

Fable Wright
2010-06-29, 09:03 PM
... no comments?

DragoonWraith
2010-06-29, 09:07 PM
Bumping is not appreciated here. And seriously, you waited like 25 minutes. You're just being impatient; not everyone is going to be signed on at the same time. You're going to get into trouble with the mods if you continue doing that.

Fable Wright
2010-06-29, 09:10 PM
Ok, sorry. I'm just an impatient person, and for the last several days, people have been posting every few minutes. The thread view kept going up, but no comments were there, and I thought that people may need some prompting to post. It generally causes some response, and I just wanted to see if anyone liked my idea. Sorry if that insulted you.

Admiral Squish
2010-06-29, 09:13 PM
Golem Totem
Alright, I'll remove the temp HP...


Flesh Totem
It takes con damage anyways, even if he gets to them in the round of their demise.

There. Swift action, limited uses/day.


Iron Totem
No, I couldn't find any kind of man-iron golem hybrids so I just put up an iron golem.

Spurn Body: Perhaps I should have it be any lasting effects that would persist normally? I think being immune to will AND fort saves while in rage is a little much.


Stone Totem
Alright, con+1/2 level it is

Moved it down to a swift action, every 3 rounds.


Storm Totem


I kidnapped it directly off the weather domain ability, more or less.

Yay gust!
How much more damage? d6s?
Sleet storm seems like it'll be stepping on blizzard's toes.
It's any creature large or larger, not small.
Free action to direct them, no touch attack, just landing over a target's space.
Yay fog.


:smallamused: I'm glad you approve.


Limbo Totem
Generally speaking, random abilities are... less than useful. I don't know much about limbo, so I find it impossible to judge the rest of it. I think it would be wiser to make a barbarian that can function in more places, as opposed to just on a specific, and foreign, plane of existence.

Magikeeper
2010-06-29, 09:35 PM
Construct Totems
What kind of action is Iron totem’s poison gas? Also, is it intentional that it is a no-save poison? Other than that I like all of the level 2+ abilities. Nice.

Well, the Stone fort delaying has an issue in that you have to remember every fort save they skipped. Not a big deal, but maybe you should remove the fact they have to deal with it later. Heh, maybe instead they could take a point of con damage to automatically pass any fort save that doesn’t effect objects (While in a rage). I think that would also be as balanced, if that is a concern for you, and you don't have to remember anything!

BTW, why is their rage variant simply better than a normal rage? No -2 to AC and immunity to mind-effecting effects. I suppose it stacks up better against whirling frenzy though.


Stork ?Guard Dog? Totem


Hmm... I like your stork, but I think it's COMPLETELY focused on protection, and doesn't really say 'stork'. This would make a pretty good guardian totem of some sort.

Good point. It became less stork like everytime I altered the abilities. Perhaps Guard Dog? It fits the theme of the abilities, and I can imagine a barbarian that has taken the spirit of all that is being a guard dog to a new level. Compassionate fury would probably need to be changed, although it could simply be rage. I considered a rage variant that had you choose an ally, and you could never attack that ally (unwillingly or otherwise), but that seemed way too tailor-made for frenzied berserker.

I think the abilities are in line with an animal totem, so I would like to find an animal focused on protection. It could simply be “dog totem”, but dogs do more than just guard.
Although a new rage ability could cover other doggie stuff in order to make it a dog totem that simply mostly focuses on the defense aspect.

Fable Wright
2010-06-29, 09:44 PM
Limbo totem:
The point of those class features is that they are more powerful, generally speaking, then those of the other elemental totems, and while one turn it could be a huge bonus, the next it could be a handicap. Luck of the draw. Also, the abilities were mainly meant to be used in conjunction with the capstone ability. Limbo is pure randomness, with the 4 elements randomly appearing and disappearing in the form of 10ft cubes. There would be chunks of rock running into infernos, which border lakes, which have a pocket of air beneath them, defying gravity. And then the next round, the terrain shifts. Perninarch allows control of this. That's why gave the totem a large quantity of limbo-related powers; he could cloak him and a nearby enemy in a 10ft cube of flame, and not get hurt. For several rounds each day.

Rithaniel
2010-06-29, 09:59 PM
Golem Totem

Flesh Totem
Yeah, which makes it a good ability. Take the con damage for the friend. It works.

Looks good. Compares nicely with the Lion's Roar, since this can be used out of a rage, is a swift instead of a standard, but doesn't have the shaken added on to a successful save, and is gained later on.


Iron Totem
Will try and see if there's any magic to be worked for that, in that case.

They aren't immune to will saves. They just have immunity to mind-affecting effects. There are tons of things that require will saves without being mind-affecting. Anyways, it's only during their rage. It should be fine if they don't have to put up with the effect later. Maybe add a caveat on that effects which still affect objects can still hurt them.


Stone Totem
Awesome, looks good, dude. The slow ability actually turns out a lot more awesome, as it's in addition to other stuff. Great capstone.

Course: as a swift action against a single creature within 10 feet as a standard action. XD


Storm Totem
d6's or d8's would likely be good, or perhaps, for a little varaince: 1d4+2 per 2 levels, so you wind up a tiny bit better than a d6.
Well, Blizzard also has the damage, which Sleet Storm doesn't get.
Oh, Large or smaller, right. Okay, majority. Much better. Thumbs up all the same.
Might wanna specify for ball lightning.

Admiral Squish
2010-06-29, 10:17 PM
Golem Totem


Iron Totem
Yay magic!

That caveat's in there already.


Stone Totem
You saw nothing! >.>


Storm Totem
I'll go up with d6.
True, True
Yarr.
I shall do that.

Magikeeper
2010-06-29, 10:26 PM
Really, what kind of action is the Poison Cloud ability? Swift?

Admiral Squish
2010-06-29, 11:04 PM
Standard, actually.

Magikeeper
2010-06-30, 12:29 AM
So, what did you think of my new name suggestion?

Admiral Squish
2010-06-30, 02:14 AM
The guard dog? Interesting, not sure what to do with it, though. Trust me, though, your ideas will certainly be put to use somewhere.

Lix Lorn
2010-06-30, 10:07 AM
Erm. Did I get an answer to how often you can use the Wind and Rain abilities on Storm? Are they at will?

Admiral Squish
2010-06-30, 11:12 AM
Gah, sorry. Yes, they're at-will.

Lix Lorn
2010-06-30, 11:50 AM
Might wanna put that in the entry.

Also, because it needs to be said more often... Thunder Steps is INFINITELY. BADASS.

Admiral Squish
2010-06-30, 11:53 AM
Might wanna put that in the entry.

Also, because it needs to be said more often... Thunder Steps is INFINITELY. BADASS.

I was worried it was too powerful, it's based off a 5th-level spell...

I, Dashing Cube
2010-06-30, 12:27 PM
Hi all
Spotted something : the table for the elephant totem is not there

Btw I really like what you are doing :smallbiggrin:

Lix Lorn
2010-06-30, 12:50 PM
I was worried it was too powerful, it's based off a 5th-level spell...
It's only 1d6 damage, immediately. I think it'd be fine.

Admiral Squish
2010-06-30, 01:51 PM
Gah, I must have cut instead of copied from elephant for one of the elementals...

Rithaniel
2010-06-30, 10:13 PM
Iron Totem
Pictures: One (http://i117.photobucket.com/albums/o76/mardyr/Design_of_a_colossus_by_CristianPen.jpg), Two (http://i117.photobucket.com/albums/o76/mardyr/1242958449102.jpg), Three (http://i117.photobucket.com/albums/o76/mardyr/1246040399059.jpg), Four (http://i117.photobucket.com/albums/o76/mardyr/1246514674691.jpg), Five (http://i117.photobucket.com/albums/o76/mardyr/1246616148719.jpg), Six (http://i117.photobucket.com/albums/o76/mardyr/1248052733897.jpg), Seven (http://i117.photobucket.com/albums/o76/mardyr/1248499130993.jpg), Eight (http://i117.photobucket.com/albums/o76/mardyr/1251169689754.jpg), Nine (http://i117.photobucket.com/albums/o76/mardyr/1251170284378.jpg), Ten (http://i117.photobucket.com/albums/o76/mardyr/CHOW121.jpg)

Keep some of those around for the other constructs, too.

Woo. Two Thumbs way, way up for the Iron totem.

Now then, lets get ready to rum-bull:
Aboleth -- "Gods should respect their elders."
Angel -- "I wouldn't have it any other way. 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."
Beholder -- "I'd rather keep my glasses on."
Bulette -- "Then this huge guy just came barrelling through the wall--"
Chain Devil -- "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."
Iron -- "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."
Clay -- "Once you created perfection, what else is there to do?"
Stone -- "Within every hunk of marble lies an emotion, screaming to get out."
Flesh -- "IT'S ALIIIIIIIVE!"
Crab -- "They were everywhere, coming up out of the water, like some army of bottom-feeders."
Fire -- "I've set about everything on fire at least once. Currently working on igniting the atmosphere."
Water -- "While the mountain may stand tall now, eventually, even the tiniest trickle of water will bring it tumbling down."
Earth -- "No matter how the wind howls, the mountain cannot bow to it."
Air -- "I'll blow you away."
Ice -- "Chill out, bro."
Magma -- "Nature has a way of controlling civilization. It's called 'lava'."
Smoke -- "There was ash falling from the sky, like snow, before he came."
Sand -- "Only a fool thinks he can outrun a sandstorm."
Storm -- "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."
Ethereal -- "His form never sets, instead constantly shifting from one to another, propelled by some ghostly wind."
Fungus -- "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."
Gray Render -- "Try and hurt us, and you will be killed."

That's all for now.

Admiral Squish
2010-07-01, 01:29 AM
Holy crap, you do quote-magic too!

I'm keeping that sixth picture, by the way, that would be PERFECT for a kolyarut.

Rithaniel
2010-07-01, 06:09 AM
*makes 5,000 shotguns and just leaves them lying around*

Magic is awesome.

So, what totems you probably gonna make next, dude?

Fable Wright
2010-07-01, 08:45 AM
Hopefully, critique some of the totems I made.

Lix Lorn
2010-07-01, 09:20 AM
Oooh!
(Thinks of water idea)
'It is well that they are known as followers of water. One might as well try to nail the sea to the wall as pin them down. They flow around you until they wear you down, like the trickle of water that over time will split the rock.'

Gratuitous warhammer quote. XD

Admiral Squish
2010-07-01, 11:35 AM
Hopefully, critique some of the totems I made.

I'm already told you what I think of the totems you've made, man...

As for next totems... I have no idea. Something.

I started guardinals, but they seem so... all over the board. Like they just threw random ideas at them until enough of 'em stuck.

Rithaniel
2010-07-01, 12:25 PM
*Has that codex*

Yes, almost all of the good-aligned outsiders where half-assed by WotC. Angels seem to be purely defined as 'not evil' and Gaurdinals seem to be squiggly lines on paper. Course, Archons seem to be a bit more rounded, consistently having frightful presense, immunity to electricity and petrification, tongues, and greater teleport (course Devils are better known for having that).

Admiral Squish
2010-07-01, 05:35 PM
Honestly. Avoral has LoH, a radius fear spell, true seeing...

Another problem with them is that they're animal-based, and I've already GOT totem for most of their base beasts.

Gorgondantess
2010-07-01, 05:46 PM
Honestly. Avoral has LoH, a radius fear spell, true seeing...

Another problem with them is that they're animal-based, and I've already GOT totem for most of their base beasts.

Y'know, what you could always do is have the Avoral totem as essentially an ACF of your ACF.:smallwink:
EDIT: Ooooh, or better yet, maybe a feat that can only be taken at 1st level?

Admiral Squish
2010-07-01, 09:48 PM
Might actually work for eagle, but it wouldn't go so well for the rest of them.

--Lime--
2010-07-01, 10:08 PM
Please never, never let this thread die.

Admiral Squish
2010-07-01, 10:32 PM
Not until I run out of splatbooks. :smallbiggrin:

--Lime--
2010-07-01, 10:34 PM
Or animals :P

(Donkey Giraffe Zebra!)

Admiral Squish
2010-07-01, 10:49 PM
Giraffe totem would get a little silly, I think.

--Lime--
2010-07-01, 10:50 PM
Yeah I tried to think of something for it and came up with nothing. It's just on my mind because of the whole Fractal Giraffe thing. First three animals that came to mind :P

Admiral Squish
2010-07-01, 11:02 PM
Maybe like invers powerful build? Has the reach of a larger creature, but none of the other benefits.

--Lime--
2010-07-01, 11:13 PM
Hmm... reach is the only thing that might work, but the fact of the matter is that giraffes aren't particularly good at fighting, they aren't dexterous or nimble, and their one feature (long neck) doesn't fit with barbarians at all. Add to that knobbly knees and the whole thing begins to look shaky.

Now, donkey totem is a different matter. Some sort of "stubborness" bonus to will saves, maybe fort saves. Can carry and drag a lot more weight, possibly functioning as a kind of mount for another character? Something about that thing donkeys do when they buck and kick their back legs out - some kind of attack. OOOH Donkey Punch - some sort of thing where when you're behind an enemy you can smack them hard in the back of the head for some unusual type of damage. Eat anything - no need to go looking for food. Bonus to smashing down doors/gates. Sure-footed - bonus to balance checks and to avoid being tripped/overrun or whatever. If you've ever seen pack donkeys going up those mountain/gorge paths in South America you'll know what I mean. There's a lot to choose from. You could even give them a bite attack if you really wanted.

Rithaniel
2010-07-02, 10:34 AM
Well, giraffes also have spots, which work (in the terrian they live in) like camoflauge (camoflauge class feature :P) and really long legs too (ignoring difficult terrian?).

Donkey would be hilarious, you must make this now, it is a requirement.

As for the Guardinals, since they've technically all already been done, in that case, move onto the Archons, or the Inevitables, or Jellyfish, or the Hummingbird, or the Manticore, or the...

Admiral Squish
2010-07-02, 03:12 PM
Yeah, sorry I been unproductive the last couple days. A lot of my old friends got back in touch with me over the last few days.

As for donkey, re-flavor the headbutt as a back kick or donkey punch and goat should do fine for you.

Yeah, I know. *cracks whip* Time to get to work.

Admiral Squish
2010-07-03, 12:13 AM
Alright, we back. Marginally. I've made a hummingbird totem.

Also, I'm thinking plague totem.

Admiral Squish
2010-07-03, 01:44 PM
Manticore totem is up.

Admiral Squish
2010-07-03, 06:00 PM
Jellyfish up, but I cannot, for the life of me, find a picture. Also, I'm surprised there isn't a scourge/cat o' nine tails weapon out there...

Admiral Squish
2010-07-03, 08:05 PM
Also, stained glass and brass golem totems...

Where all ma reviewers at? *cricket chirps*

Gorgondantess
2010-07-03, 08:14 PM
Also, stained glass and brass golem totems...

Where all ma reviewers at? *cricket chirps*

Well, just for now:

The iron golem's poison schtick is really rather worthless. 1d4 ability damage (con damage, granted, but still 1d4)? As a standard action? Only during a rage? I would never use this. Ever. Rage time is precious, and I'd much rather hit a guy in the face for a pretty much guaranteed big chunk of damage during that precious time than spend a standard action to allow these guys a fort save in order to deal 0-2 damage per HD. Why not just have it as a swift action once per rage? Or usable outside of rage, maybe 1/encounter, so you have something to fall back on once you run out of uses/if it ends abruptly? Or, better yet, both?

Rithaniel
2010-07-03, 09:14 PM
Sorry haven't been around today to critique. Might not be around tomorrow either. July 4th and all that. Backyard BBQ, fireworks. Will make sure to critique at a later date and time.

Admiral Squish
2010-07-04, 01:08 AM
I could see a swift action, probably, but you DO get extra uses of it during EACH rage as you go. Since both rages/day and uses/rage scale, I was a little concerned it would get out of hand too fast.

As for 4th celebrations, totally understandable. Go, enjoy your hotdogs and fireworks!

Admiral Squish
2010-07-04, 02:23 PM
Added alchemical, hangman, mud and prismatic golem totems. Think I'm going to keep woking my way through the MMIII golems.

Also, I was debating giant totems. I'm not sure they've got enough variables to make them worth having their own totems, though some of the MM II and MM III giants are really unique.

Lix Lorn
2010-07-04, 04:53 PM
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 Feathers,
Copypaste error~
Sorry, I've been away. Love the prismatic, btw!

Admiral Squish
2010-07-04, 05:21 PM
Gah, fixed it.

Admiral Squish
2010-07-04, 10:44 PM
Okay, I added shadesteel and Web, but I moved the golem totems down. Decided to divide the construct totem into more groups.

Lord_Gareth
2010-07-05, 02:36 AM
Evil's Foe: An angel 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 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.

Emphasis mine ^_^

Admiral Squish
2010-07-05, 02:50 AM
Gahhh, I hate copy/paste errors.

Anyway, added blood and brain, and NOW I'm going to go pass out into a hotdog-stuffed stupor.

Do astral constructs count as golems, do ya think?

EDIT: Also, crystal golem, or psion-killer.

EDIT: Also, alphabetized the group totems for ease of access.

LunarWolfPrime
2010-07-05, 02:01 PM
OK Q

Stain Glass Golem Totem

Keen Edges: 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.

How does that effect Keened weapons and Improved Crit?

Admiral Squish
2010-07-05, 02:09 PM
I'd say it increases the crit range by an additional one point.

LunarWolfPrime
2010-07-05, 02:15 PM
Ok lets say you have a lvl 20 in that totem

Keened Kukri or Imp crit Kukri normally have a 15-20 crit range

it crit range would be boosted by 6 points; making it 9-20 right?

Ugh that's sick with a martial study feat and a martial stance feat you can gain the Tiger Claw Stance Blood in the Water and the fight would be a blood bath.

Admiral Squish
2010-07-05, 03:55 PM
Valid point. Not sure what to do about it, though.

Although, as a lv. 20 barbarian, you probably should be making ANYTHING you get into a bloobath.

Debihuman
2010-07-06, 04:54 AM
Simply put a cap on the threat range.

One other thing. Some of these add different movement speeds, if you already have a swim, climb or burrow speed, wouldn't you use the better of the two?

Debby

Admiral Squish
2010-07-06, 11:25 AM
What kind of cap? I mean, I could probably see 'this cannot increase your threat range beyond -' but I'm unsure what the cap should be. It adds six points overall, and I would like it to be felt immediately. If I say the range can't be incresed higher than half your barb level, they wouldn't even notice until 4th on a normal weapon, or 9th level for something more crit-focused. With a keen Kukri/rapier, as pointed out, you wouldn't feel an improvement until 15th.

I'd say use the better of the two. Makes it so I don't have to go back and put in a clause on all of them.

Magikeeper
2010-07-06, 04:27 PM
Hummingbird – Nifty.

Jellyfish
Scourge Style: For some reason I think the restrictions would sound nicer if they were switched, as most abilities like that have it be equal to the modifier up to a max of ~Blah~.

Stinging Strikes: Is the daze for an individual attack or does it count for the cumulative penalty. For example, if a level 9 barbarian uses this 3x against a 9HD opponent, is the opponent dazed or does he have a -9 penalty? I would suggest it not applying to the cumulative, personally.


Manticore -
Volley ability does not specify that the full attack needs to be with a ranged weapon. Intentional?


Alchemical Golem
This has an ability that boosts unarmed strikes and natural attacks, but a typical barbarian doesn’t give you the ability to do either of those things. Not familiar with the golem type – does it need the natural armor ability at level 2? This variant does give an ability that hurts people that hits you, not sure it needs the armor.

Burning Blood: Just dealing 2d6+ per attack is an okay ability, I would have the save be against the sickened condition. Save vs 2 con damage every time you attack the barbarian is pretty ridiculous.

Blood Golem
I’m not sure the last ability is worded right. I think it should specify that it heals you, not that you permanently gain more HP. < Working from memory, ignore this if I am wrong.

Otherwise looks fine

Brain Golem

I very much dislike this ACF.

Thought Armor: Again, I think the ½ level should be the cap and the stat should be the benefit as other classes have abilities that work that way. Also, Mind Golems have crazy high natural armor.

Mind Stike: This ability is worthless. Will save VS 3d10 at level 6? If it was will save vs half it might have a niche use as it is a touch attack, but as is it’s pretty bleh. I’d rather it be an int-based stunning fist that is opposed by will instead of fort. Actually, that would better fit the mind golem, better fit a warrior that was inspired by the mind golem, and would just generally be useful.

Overload: I really dislike this ability. Dazing for 3-4 rounds is almost a save or die against most groups, and the ability just involves you standing around. Some barbarian. How about something like:

Physical Mind: A Mind Golem is the unity between brain and muscle. Whenever a Brain Totem barbarian would use his intelligence modifier, he may use his intelligence modifier + his strength modifier instead.

Mud Golem – I like this.

Psion-Killer
Crystal Armor: It mentions “stone plating”. That should be changed, yes?

The last ability is kinda weak, but it is a swift action,so I don’t know. Not a bad ACF

Web Golemn - It’s okay.

Still trying to think of an animal name for stork guard dog dog ??? totem.

Rithaniel
2010-07-06, 04:28 PM
Back


Golem Totem

Alchemical Totem
Nat armor. Thumbs up.

Consuming Touch. +6d6 acid damage when using a natural attack or unarmed strike. Awesome. The only issues that could even arrise there are few and far between. Interesting thing to mix with the Golem standard skeleton. Thumbs up.

Burning Blood is oddly worded. Does it only trigger when the guy makes an attack that deals damage exactly equal to the totem's HD? Cause, in it's current wording, it does. If that wasn't intended, then you have a problem. Also, the damage and retribution is staggering. The enemies would be more afraid of attacking you than they would be of you attacking them. Might be a bit overkill (depending on the HD thing-a-ma-bob, that is).


Blood Totem
Blood Armor is 'yikes AC'. Heavy Armor on top of an insane natural armor boost is too much. Taking away the heavy armor proficiency and just leaving that cool +con mod nat armor after attack bonus would be cool.

Whirling Strike is good. Can you say "spiked chain o' doom"? It should be fine, of course. Blood golem is turning out to be very strong across the board, so far, though. Whirling Strike gets a Thumbs up. Need to do the work with Blood Armor still, of course.

Blood is Life. So, this would essentially be the Fungus totem's consuming ability? Cool. Interesting capstone. Won't see much combat usage, but, the rest of the Blood totem is strong enough that you shouldn't care. Thumbs up.


Brain Totem
Well (http://www.geekologie.com/2008/10/14/thought-helmet.jpg), found (http://images.elfwood.com/art/j/u/julchen75/psi3.jpg) a (http://brainwaves.corante.com/human-brain.jpg) few (http://www.wizards.com/magic/images/cardart/ALA/Cunning_Lethemancer.jpg) pics (http://i177.photobucket.com/albums/w219/yagaminoue/DarkTemplar.jpg).

Thought Sheild? Okay, wow. Was a natural armor bonus, but then, boom, Deflection bonus instead. That is incredibly creative. Only thing is that, since it's restricted by Int, this makes it essentially boil down to 'Int to AC', unless the barb opennly embraces an unacceptable ammount of MAD, and finds a way to get +10 Int. Wouldn't the fact that this deflection bonus doesn't stack with a 'ring of protection' be enough?

Mindstrike is essentially an upgrade to the 'standard action' attack. Worth using, for sure. Thumbs up.

Hmmm, overload is interesting. Once per fight (essentially), the guy can make joe bob stop in his tracks. This totem has been interesting, to say the least. Has an oddly rounded out style of combat. See to Thought Shield, and the whole thing will end up with a Thumbs up.


Brass Totem
Pretty boy.

Natural Armor. Thumbs up.

Hunt. A bonus feat and a circumstanial skill check bonus. Nice. Do tell, though, was that circumstancial skill bonus intended to scale? Thumbs up, however.

Task at Hand. Hmmm. Interesting. So, the Brass totem could use this ability to take 10 on all skill checks required to run through a gauntlet of skill checks? Cool, reminiscent of the Monkey totem. "Monkey Golem". Thumbs up to the Brass totem.


Hangman Totem
Nat Armor. Unacceptable :P. Thumbs up.

Noose Grip. Ah, crocodile grapple minus the ability to move the grapple, with the added ability that they begin to auto-drown, even if they were previously holding their breathe. Badass. Thumbs up.

Execute is interesting. If you can render a ton of foes helpless, this is pretty useful. Otherwise, eh, not so much. Thumbs up to the hangmand totem, however, it's really cool.


Mud Totem
Thumbs up.

Slip and Slam is interesting. Might need a little bit more of a punch, like, allowing them two slam attacks, instead of just one. Goes too slow with just one. Good ability, however. Thumbs up.

So, the guy has one focus on making the foe be bad at resisting bull rush, trip, and disarm attempts, and another on grappling. Can you say 'splayed focuses'?


Prismatic Totem
Prismatic Reflection. See Thought Sheild.

Prism Cut is an attack action once per round? Or is it a once per round enhancement to an attack? Or is it something else? All the same, it's interesting. An admirable list of random effects that are worth accepting the once per round limit. Thumbs up. Still needs a little clarity, however.

Brilliance is cool. A mook killer, for sure. Course, does it effect those inside the shadowy illumination or the normal illumination? Cool ability however, Thumbs up.


Psion-Killer Totem
Celestial Mantle, so cool.

Crystal Armor. Ah, the stone totems 'Stone plating'. Cool. Thumbs up.

Unpower Burst is awesomely powerful. One quick question, however: is the burst centered on the barbarian? Also, is the barbarian also affect? Cause, if he is, then this likely won't be used very often, since the party wizard will then wind up never buffing the psion-killer, as he'll just knock em right back off (assuming psionics/magic transparency, course).

Ah, now Shatter Armor is cool. Once per round, unleashing a 20 foot burst of Xd4 damage. That is an epic capstone. Thumbs up to that ability. Just clear up the parts of the Unpower Burst, and the Psion-killer totem will earn two raging Thumbs ups.


Shadesteel Totem
Abra (http://media.comicvine.com/uploads/0/77/460061-black_lightning_matthew_clark01_large.jpg) Kadabra (http://www.wizards.com/global/images/mtgcom_arcana_510_pic2_en.jpg) Alakazam (http://www.wizards.com/global/images/mtgcom_arcana_510_pic3_en.jpg)

Natural Armor? Absurd. Thumbs up.

Negative Wave is a good damage inflicter. Is the barbarian himself effected by the wave? Course, this is actually high damage next to the other totems. Actually comparable damage to the Psion-killers Shatter Armor effect, only with an even larger radius. Might wanna see about that.

Darkblend. Almost always has concealment, eh? Interesting capstone. Thumbs up.


Stained Glass Totem
Glittersong is 'omg power'. The mitigating factor of 'only out to 10 feet' is interesting, but, it might not be enough. Might wanna restrict it all the way to 'adjacent opponents'.

Keen Edges. Crit Range enhancment. Cool. If there's any real worry about it, then just make it not stack with other crit-enlarging effect. Good ability, though. Thumbs up.

Blood on the Glass is cruel to picture. Granted, the damage is negligable, being only 1 damage a round. Might be better suited at 2 or 3 damage each round there-after, you know. Cool ability, course. Thumbs up.


Web Totem
Natural Armor is Thumbs up.

Sticky Fingers is interesting. Some pretty decent disarming and grappling, not to mention the ability to disarm a foe of their weapon if they nat 1, and then, next round, if they try to punch you, grapple time. Thumbs up. That's a cool ability.

Wallstride, eh? Gain a climb speed of 20 feet? The ape totem better than this in every regard.


Hummingbird Totem
Lightning Dodge is much better than the normal dodge feat. Not to mention that the guy can now start the spring attack chain and be happy about it. Thumbs up to that.

Flower-Piercing Dance allows the guy to rocket across the battlefield. Might not need Spring Attack in this build. Awesome ability. Thumbs up to the Hummingbird.


Jellyfish Totem
Got (http://i117.photobucket.com/albums/o76/mardyr/1245706577486.jpg) a (http://i117.photobucket.com/albums/o76/mardyr/1244868081748.jpg) few (http://i117.photobucket.com/albums/o76/mardyr/1244725805230.jpg) pics (http://i117.photobucket.com/albums/o76/mardyr/1244076487222-1.jpg).

Swim Speed. Awesomeness. Thumbs up.

Scourge Style is interesting, for sure. Lot of exotic weapon proficiencies at level 2. Not to mention a big boost to-hit with them. Thumbs up.

Stinging Strikes is awesome. Poison on the weapons, not to mention a steadily progressing debuff. Then, once the debuff hits a certian point, it turns into dazing. Seriously brutal. Awesome ability all the way around. Say, though, does the debuff stay around even after the guy is dazed? If so, then would he be dazed for the rest of combat? A little confusing there.


Manticore Totem
*wolf whistle*

Rain of Spikes = Rain of Feathers. Therefore Rain of Spikes = Awesome. Thumbs up.

Track. Bonus feat is awesome. Thumbs up.

A flurry on top of a flurry on top of a flurry on top of a flurry? Whoa. That's awesome. So far, at level 12, the manticore totem will have an attack sequence of +5/+5/+5/+5/+5/+5/+0/-5, when in Rain of Spikes. which is 8 freaking attacks, but very few of which are likely to hit. Manticore totem is awesome. Thumbs up to it.

Admiral Squish
2010-07-06, 05:59 PM
Snowballing Magi and Rith's concerns into one.


Golem Totem

Alchemical Totem
Consuming Touch: It's easy enough to get unarmed strike or take a level of monk.

The intent was damage equal or greater. How does sickened/nauseated work in the place of the 2 con damage?


Blood Totem
Alright, I can do +con mod. I was interested in that heavy armor, though, it fits the armored blood golem.

Yeah, just some between-battle healing at times.


Brain Totem
Yay pic-magic!

Well, I was worried that the fact deflection covers touch AC as well made it too powerful. As for mind golems having crazy NA, what are YOU looking at? The one I saw had +4.

I like mindstrike. It's based off mind thrust, the psionic power. Perhaps just make it an addition to an attack 1/round?

It's ONE opponent, magi. It is a powerful lockdown, but it's not a win button against a group of creatures, or even a pair. I do need to give it an action, though.



Brass Totem
Not sure he fits the totem though, I was having trouble finding anything involving brass.

Gah, forgot to scale it...

Well, it's supposed to be more based on the turtle. Slow and methodical.


Hangman Totem
Murderiffic!

Well, they do fall unconscious when drowning...


Mud Totem
Alright, two slams is doable. Lower damage, though.

Well, nobody can really call mud 'cohesive'...


Prismatic Totem
See though shield response, then :P

It was an enhancement to an attack once/round.

The intent was just the area of normal illumination.


Psion-Killer Totem
Thought I GOT all those mentions, dammit.

Burst centered on the barbarian, yes, but does not affect him.

It does eat actions to use it over and over, though. Standard to make the armor, swift to explode it.


Shadesteel Totem
Picture-wizard!

No, barb is not affected. I thought it being a standard action and a save would be good. Also, thought that it being a burst that would affect allies too would make the barb less likely to use it. Would require special setup to work properly. Plus, can't be used against undead.

Basically just gabbed it straight out of the shadesteel.


Stained Glass Totem
Well, if the barb is openly hostile, they get extra saves, and if anyone draws a weapon it's broken.

Alright, unstacking with crit-expanding spells/effect/feats.

I could see 2/round...


Web Totem
I was trying to come up with some kind of spidersilk armor, like stone armor, but I couldn't figure out how to work it in my head.

Not just a natural one, they only have to miss.

20 feet with a couple other bonuses. Keep your dex bonus and such.


Hummingbird Totem
Not too powerful? I thought one target at a time would be good enough.

spring attack on crack was the general attempt. Does it work?


Jellyfish Totem
Boost to-hit Vs. armored opponents, that is.

It was supposed to be if the attack WOULD increase the penalty to be equal/greater than his HD, he is instead dazed, but doesn't take the penalty.


Manticore Totem
Medieval machine gun!

Rithaniel
2010-07-06, 06:53 PM
Golem Totem

Alchemical Totem
Sickened/nauseated would actually be very good in this situation.


Blood Totem
Looks good. Thumbs up to it.


Brain Totem
Nice choice for pic.

Well, yeah, deflection does cover touch AC, but, honestly, all that does is cover a weakness that is usually not covered. It might catch the opponent off gaurd, but, when it boils down to it, it's still the same statistical change that was in the Bulette armor, only with it extending somewhere else. Granted, deflection is big. Perhaps, instead of deflection, make it be untyped, and apply to touch AC, but not to FF. That way it would be a reverse armor bonus.

Sure, making an attack that deals an extra 'blah' damage would be good.


Brass Totem
Would you like some magic?

Well, it turns out pretty well, tbh.


Hangman Totem
Ah, good point on the falling unconscious. Execute just turned into an 'omg' totem. Definitely wanna take that one.


Mud Totem
Lower damage? But it was already a d4. Tch, okay. Thumbs up to it, course. Awesome ability.

As for mud not being cohesive, that doesn't mean you shouldn't try and make the class directed.


Prismatic Totem
Might wanna try and clarify that. Like say 'make a normal attack, and roll a d8, referring to the following table. That attack carries the designated effect as well as whatever other effects it might have already carried.


Psion-Killer Totem
Yeah, that's why it was 'once per round'.


Shadesteel Totem
Ah, the pic of Black Lightning.

All your allies have to do is take 'tomb tainted soul', and they now all have infinite healing. Damage might be better on par with other totems if it were 1d10 per 3 barb levels.


Stained Glass Totem
It doesn't say that the effect is broken in case of openly hostile events happening. Might wanna add a blurb about that in there.

2/round would be good.


Web Totem
Eh, could be like light armor.

Yeah, the 'nat one' things was an example.

All of those bonuses are parts of a climb speed. If you have a climb speed, you have all those individual parts. Need proof?


Hummingbird Totem
Nah, not too powerful. 'Only against a single foe' is plenty of a mitigating factor to even out how big that AC boost is.

Yes, it does in fact work.


Jellyfish Totem
True, true.

Might wanna clarify that. Was a little confusing.

Admiral Squish
2010-07-06, 09:39 PM
Golem Totem

Alchemical Totem
Sickened scaling into nauseated, or should I just stick with sickened?


Brain Totem
I'll just leave it as deflection.

Alright, there shall be a quick fix, then.


Brass Totem
Little magic would be appreciated.


Hangman Totem
An 'OMG' totem? There's a category?


Mud Totem
D3 to D4 isn't that big of a difference. Ah, well, I'll go for D4s.

True. But I'm working off mud golem, which is just as broadly-spread.


Prismatic Totem
I'll see what I can do about it.


Psion-Killer Totem
is it too many actions, or does the damage scale too quick?


Shadesteel Totem
True, but then, you offered the opposite argument to condemn the wight totem swapping his life force, that that much specialization around one character was impractical. Now it's INFINITELY more specializing, and you're saying it's too strong. I can see the d10s o' damage, though.


Stained Glass Totem
Fascinated Condition. (http://www.d20srd.org/srd/conditionSummary.htm#fascinated) It's in there. Hostile creature approaching offers a new save, and it's broken with an obvious threat, like a weapon being drawn, aimed, or wielded in there direction.

2/round is done.


Web Totem
Yeah, but stone plating offers more armor, with no penalties. So, I'm not sure how to add more of a dexterity/mobility based bonus to it.

I didn't think climb speed had ALL of that. But, I can't make it a full climb speed thanks to that first-level golem trait. I'd be front-loading it. Plus, 20 foot climb speed is just about what you were recommending before, anyways, wasn't it?


Hummingbird Totem
By the way, can you do anything for hummingbird picture? I couldn't find much, and what's up there was better than nothing.

I can kinda see this guy using flower-piercing dance to rush all through the battlefield, striking and darting as he goes.


Jellyfish Totem
How's it look now?

Magikeeper
2010-07-06, 10:44 PM
Brain Golem

Mindstrike: It’s fine now.

Overload: Fine. But I still want something that promotes physical action in an offensive barbarian ACF as opposed to just standing around. How about, instead of being a dinky standard action, this ability effects someone you hit 1/minute? Like a more refined version of mindstike. I would like that much better. Or maybe, as a standard action you can make a melee attack (as normal, damage and all), and if it hits then they get to make the save.


Alchemical Golem

Caustic Strike: It is easy to acquire, but it is still a feat/multiclass/race tax in order to even use your class ability. What if you could use it as a melee touch attack in addition to the other stuff? Not a very good melee touch attack, but it would just be a token ability for people that intend to take monk later or something. It's sad when you can't use your new ability.

Blood Golem

Blood Armor: What was wrong with the old version? I disagree with Rith, as long as the ½ restriction is there the ability was fine. It’s too weak now. At least have it be +2 per hit.

Admiral Squish
2010-07-07, 02:08 AM
Brain: I still don't see what you're trying to say. HE's not 'standing around' any more than shadesteel, or elephant, or fungus, or any other totem that has a standard action special attack.

Alchemical: Fine, I'll throw something in about using it with a touch attack.

Blood: I'm trying to compromise here. This way, as combat goes on the AC increases, and since it lasts longer, it doesn't require him to get the crap kicked out of him in the previous round, it can build up. Fighting multiple enemies, it'll stack up fast. Fighting single enemies, it'll still be nice and useful.

Admiral Squish
2010-07-07, 11:56 AM
Awesome news, folks! Debihuman is going to be turning this into a netbook! Still ironing out the details, but it's looking promising so far.

Debihuman
2010-07-07, 01:50 PM
So far it looks like will be a fun project. Just to let everyone know, it will be a few week after the posts have all been completed so don't get too excited just yet. :smallcool:

What is considered complete? If you put in "Complete" in the headers that done, it will be a lot easier for me to follow.

"X Totem: Complete"should suffice.

Debby

Debihuman
2010-07-07, 03:23 PM
See Ethereal Totem's Walk the Ghostlands: you have a mechanic that requires the rounding up of a level. That should be rounded down. However, I think this is too weak (and I rarely ever say that). I highly suggest that this work exactly like ethereal jaunt spell as 1 round/level.



You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

Treat other ethereal creatures and ethereal objects as if they were material.

If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Also, you may want to change Ghost-Road to match the etherealness spell.




This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.

When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

Do note that etherealness spell lasts for 1 minute/level. I think this should apply as well.

I think it is much easier to rely on pre-existing abilities.

These should be spell-like abilities as well. In fact, you should note which Special abilities are Extraordinary, Spell-like and Supernatural. Some aren't noted correctly in the SRD and in the official books, but that doesn't mean they should be overlooked.

Debby

Admiral Squish
2010-07-07, 04:24 PM
Alright, I went through and spread all of them out a little for ease of reading, and I also updated Ooze, Peacock, and Ethereal. I'm not sure about etherealness, I'm a little wary of giving 9th level spell at 5th level. Maybe at 1 round/level?

I still have to go over them and quantify Ex, Su, and, SP. Does it still count as Sp if I changed the effects? The save? The area? The duration?

I also modified the contents post to include a 'finished' category, though it doesn't count the Ex, Su, and Sp markings yes. and spoiler-ed the lists to stop taking so much space.

Debihuman
2010-07-07, 04:47 PM
Alright, I went through and spread all of them out a little for ease of reading, and I also updated Ooze, Peacock, and Ethereal. I'm not sure about etherealness, I'm a little wary of giving 9th level spell at 5th level. Maybe at 1 round/level?

I still have to go over them and quantify Ex, Su, and, SP. Does it still count as Sp if I changed the effects? The save? The area? The duration?

I also modified the contents post to include a 'finished' category, though it doesn't count the Ex, Su, and Sp markings yes. and spoiler-ed the lists to stop taking so much space.

First, I wouldn't worry about one spell as a spell-like ability. The level balances it somewhat. If you drop the etherealness to 1 round/level, that would also be quite fair.

Second, it does still count as spell-like if you change things (duration, area, etc.) However, the DCs are different for Sp than for Su. In looking things over, you always use Su DCs (10 + 1/2 level + ability modifier) so you might as well keep that consistent. Conversely, Sp DCs are 10 + level of spell + ability [usually charisma] modifier. You might as well make both Ethereal Jaunt and Etherealness Su abilities.

Debby

PS. Can you put some of the larger pictures in spoilers too. It really stretches out too much.

Rithaniel
2010-07-07, 05:03 PM
Golem Totem

Alchemical Totem
Havining it scale into nauseated would be okay.

Course, you do still need to say that 'if the damage is equal to or exceeds the barbarians HD', cause, it's still only if they exactly equal it's HD.


Brain Totem
Yeah, you still find yourself faced with the issue that the barbarian has to drench himself in MAD in order to have that bonus ever rise above 0 (honestly, a barbarian is extremely likely to have 10 Int).


Brass Totem
Will get on that today, sometime.


Hangman Totem
Well, the really cool totems are 'omg' totems. Like Eagle, Manticore, Storm, Fungus, and now Executioner.


Mud Totem
Eh, guess it'll work.


Prismatic Totem
Yeah, there are parts in there that will confuse people who aren't directly informed of what it means.


Psion-Killer Totem
Well, with that many actions, and as it being a capstone, it should likely do even more damage (like 1d4+1 instead of 1d4).


Shadesteel Totem
Nah, the Wight totems problem was that it didn't get enough from the class feature, nothing about specialization. It was essentially getting Tomb-tainted soul minus the benefit of having tomb tainted soul for prerequisites. So, it needed to be more. This is an entirely seperate problem. The damage is high enough that the Psion-Killers Shatter Armor barely keeps up. The tomb-tainted soul point was just a side note to point out how the others PCs might not actually care about being hit with negative energy.


Stained Glass Totem
Oh, nice catch. Might wanna say so in the ability description, though, so joe bob doesn't miss that part and make his character too strong.


Web Totem
Care for a few brainstorming ideas?

Yeah, it could work, perhaps. Not great, but, it'll earn a Thumbs up.


Hummingbird Totem
Will see what can be found.


Jellyfish Totem
Might wanna say 'If a jellyfish totem barbarian's opponent would take a penalty from this ability that would make his total penalty equal to or exceed his HD--'.

Awesome! That will be a netbook worth saving.

Course, in the same way that a Fire Elemental is a walking, talking, ball o' fire that is entirely extra-ordinary in existance, as it can waltz into and out of an antimagic feild without detriment, a Djinn has an extra-ordinary flight speed that he uses without flapping his arms around, and a +1 Flaming Bastard Sword is just a good sword that happens to be coated in napalm, any of these abilities could be justified as being (Ex), (Ps), (Sp), (Su), or even (feat) effects. That means every single one of them, no matter what they are.

Spoilering some of the images would be a good idea.

Debihuman
2010-07-07, 05:15 PM
Awesome! That will be a netbook worth saving.

Course, in the same way that a Fire Elemental is a walking, talking, ball o' fire that is entirely extra-ordinary in existance, as it can waltz into and out of an antimagic feild without detriment, a Djinn has an extra-ordinary flight speed that he uses without flapping his arms around, and a +1 Flaming Bastard Sword is just a good sword that happens to be coated in napalm, any of these abilities could be justified as being (Ex), (Ps), (Sp), (Su), or even (feat) effects. That means every single one of them, no matter what they are.

Spoilering some of the images would be a good idea.

I recommend that any Special Ability that is based on a spell be considered Supernatural, and all others will be Extraordinary. If being in an anti-magic field should suppress the ability, consider it Supernatural.

This way the mechanics don't need to be changed. DC 10 + 1/2 barbarian level + ability modifier will be standardized.

Also, none of the pictures will be in the netbook. If anyone can find suitable clip art I'd be a lot happier.

Debby

Rithaniel
2010-07-07, 05:39 PM
I recommend that any Special Ability that is based on a spell be considered Supernatural, and all others will be Extraordinary. If being in an anti-magic field should suppress the ability, consider it Supernatural.

This way the mechanics don't need to be changed. DC 10 + 1/2 barbarian level + ability modifier will be standardized.

Also, none of the pictures will be in the netbook. If anyone can find suitable clip art I'd be a lot happier.

Debby

Heh, well, the problem you encounter there, is that everybody winds up being the same, first making the game boring, and second making "I win" buttons be all the more reliable (Which is something no one really wants). See, if everyone in the world who teleports, does so via magical means, then teleporting is undone completely by a single antimagic field, and joe bob the cleric will always win.

Now, granted, if something actually has a mechanical dependancy on not working in an antimagic feild, for whatever reason, then, of course, making them be (Su) would be all but absolutely required. Course, no such abilities have yet been made in the totems.

Sorry to hear that you won't be able to use these pics. They add a new dimension to the totems. It would probably be fine without them, of course.

Debihuman
2010-07-07, 05:54 PM
Heh, well, the problem you encounter there, is that everybody winds up being the same, first making the game boring, and second making "I win" buttons be all the more reliable (Which is something no one really wants). See, if everyone in the world who teleports, does so via magical means, then teleporting is undone completely by a single antimagic field, and joe bob the cleric will always win.

There are ways around antimagic fields that don't require the use of teleport at all. Are you admitting to a lack of creativity?

The lack of teleport only comes into question in ONE totem. How does that make the totems all the same? Everyone has different strengths and weakness before even taking a class. There are racial factors too.

I think you are being very unfair in your assessment. Bob the cleric might just have a mundane way of getting around an antimagic field (over it, under it, around it, but not necessarily through it). If that antimagic field keeps popping up in your game then perhaps you are overusing it.

Debby

Rithaniel
2010-07-07, 06:16 PM
There are ways around antimagic fields that don't require the use of teleport at all. Are you admitting to a lack of creativity?

The lack of teleport only comes into question in ONE totem. How does that make the totems all the same? Everyone has different strengths and weakness before even taking a class. There are racial factors too.

I think you are being very unfair in your assessment. Bob the cleric might just have a mundane way of getting around an antimagic field (over it, under it, around it, but not necessarily through it). If that antimagic field keeps popping up in your game then perhaps you are overusing it.

Debby

The teleporting example was just that: an example. There might be ways around an antimagic field, yes, but those ways might not always be availalbe. Creativity is a good thing, yes, but you can't take it for granted that you can get through any situation on purely creativity. Sometimes you need something hard to fall back on, you need to be able to rest assured that in the case that you aren't able to squirm out of a tough spot, you still have an ace up your sleeve.

Also, making them (Su) wouldn't make all of the totems the same, that's a given, but it would make them all at least very similar as a caster sort.

Antimagic fields are also a pretty big staple in the caster world, as it's an end-all to other casters and magic effects, after all.

Now, just so that it's perfectly clear: yes, some of these could be (Su) abilities, and it'd be fine. But it should not be a gut reaction to make everything (Su).


Hummingbird Totem

Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1248464806216.jpg)
Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1248464696195.jpg)
Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1248464516731.jpg)
Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1246592994833.jpg)
Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1245704943507.jpg)
Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1244725495698.jpg)
Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1242104537911.jpg)
Hummingbird (http://i117.photobucket.com/albums/o76/mardyr/1248465080210.jpg)

Debihuman
2010-07-07, 06:48 PM
The teleporting example was just that: an example. There might be ways around an antimagic field, yes, but those ways might not always be availalbe. Creativity is a good thing, yes, but you can't take it for granted that you can get through any situation on purely creativity. Sometimes you need something hard to fall back on, you need to be able to rest assured that in the case that you aren't able to squirm out of a tough spot, you still have an ace up your sleeve.

Also, making them (Su) wouldn't make all of the totems the same, that's a given, but it would make them all at least very similar as a caster sort.

Antimagic fields are also a pretty big staple in the caster world, as it's an end-all to other casters and magic effects, after all.

Now, just so that it's perfectly clear: yes, some of these could be (Su) abilities, and it'd be fine. But it should not be a gut reaction to make everything (Su).

I hadn't suggested that every ability be supernatural. Plenty are extraordinary. I just didn't want to substitute the mechanics of spell-like abilities for supernatural ones. Here's the difference: http://www.d20srd.org/srd/specialAbilities.htm#specialAbilities

Things based on spells should generally be supernatural or spell-like in nature. I am thoroughly opposed to giving the Ethereal Totem Barbarian ethereal jaunt as an extraordinary ability as that would definitely be overpowered. Etherealness would be even more overpowered. It certainly shouldn't be a natural ability either.

Debby

Admiral Squish
2010-07-07, 07:16 PM
Golem Totem

Alchemical Totem
Alright, done. Also added a duration.

Fixed, hopefully.


Brain Totem
Alright, I removed the INT dependancy.


Brass Totem
Looking forward to it.


Hangman Totem
I'm going to have to compile a list of tomes I can't wait to play.


Mud Totem
Righto.


Prismatic Totem
How's it look now?


Psion-Killer Totem
Alright, 1d4+1 it is.


Shadesteel Totem
So, it's D10s now. How's it look now?


Stained Glass Totem
Threw in a link to fascinated.


Web Totem
Go ahead, hit me.


Hummingbird Totem
Stole that first one. Thought it looked best. It was that or the punk with the mowhawk, but he was wearing headphones and that struck me as a disqualifying factor.


Jellyfish Totem
How's it look?

Okay, I turned all the pictures into links built into the totem name instead. How's that work? Also, threw in the (Ex) and (Su) tags, and fixed some spelling errors.

Rithaniel
2010-07-07, 07:17 PM
I hadn't suggested that every ability be supernatural. Plenty are extraordinary. I just didn't want to substitute the mechanics of spell-like abilities for supernatural ones. Here's the difference: http://www.d20srd.org/srd/specialAbilities.htm#specialAbilities

Things based on spells should generally be supernatural or spell-like in nature. I am thoroughly opposed to giving the Ethereal Totem Barbarian ethereal jaunt as an extraordinary ability as that would definitely be overpowered. Etherealness would be even more overpowered. It certainly shouldn't be a natural ability either.

Debby

Okay, well, yeah, plenty would make sense to be extra-ordinary. What this is essentially going to boil down to, however, is "let's let the Admiral decide which ones will be what", as none of these abilities really need to be anything, yet.

Course, would you care to elaborate on how those spells being (Ex) would be overpowered? That seems a pretty big leap to be making, to be entirely truthful. Course, you seem like a reasonable person, you may have very sound reasoning for saying that. If there's a point in there that hasn't been noticed yet, it'd be good to share.

Rithaniel
2010-07-07, 07:33 PM
Golem Totem

Alchemical Totem
Awesome, Thumbs up to it.


Brain Totem
Well, it's strong.


Prismatic Totem
So, instead of saying that the status effects only effected those inside the inner-radius, you just got rid of the shadowy radius? That's a little backwards. It works though.


Shadesteel Totem
Looks good. Thumbs up.


Stained Glass Totem
It works.


Web Totem
Will do, once the wheels start turning faster.


Jellyfish Totem
This line:

"If a jellyfish totem barbarian's opponent would take a penalty from this ability that would equal or exceed his HD"

Is where it does not work. Reasons have already been stated. It's doesn't say what it needs to say.

Awwww, all of the images are gone....

Admiral Squish
2010-07-07, 07:43 PM
Golem Totem


Brain Totem
Too Strong?


Prismatic Totem
I'm conserving characters. I already had to move them once...


Web Totem
Righto.


Jellyfish Totem
But... That's EXACTLY what you told me it needed to say...

Just tell me how to work it to your satisfaction, and we can fix this. I think it's quite clear.

Not gone, just less present.

Rithaniel
2010-07-07, 08:00 PM
Golem Totem

Brain Totem
Not "too strong", but very strong all the same.


Prismatic Totem
Yeah, you can re-arrange the posts, you know, like push a few of the lower alphabetical ones into the next lowest post. Also, try cutting out a few fluff lines if it's getting to be a problem.


Jellyfish Totem
Not quite, cause with this way:

"If a jellyfish totem barbarian's opponent would take a penalty from this ability that would equal or exceed his HD"

It implies that it would trigger if they would take a single penalty that equals or exceeds their HD, which, if a person didn't think, and only read it once, they would assume to be the way it actually works. There needs to be a mention in there as for 'if the total penalty exceeds their HD'. Understand? Just a last hole that needs to be patched, so that people don't fall victim to it.

Yeah, this computer is on 56k dail-up, so, while it's easier to load that front page now, it actually takes more time to look at a picture than it did before.

Admiral Squish
2010-07-07, 08:07 PM
Golem Totem

Brain Totem
Makin' sure.


Prismatic Totem
I know I can rearrange them, but it's always a headache, so I attempt to avoid it.


Jellyfish Totem
Wedged 'total' in there. How about NOW?

Those still EXIST? :smalleek:
:smallamused:

Rithaniel
2010-07-07, 08:21 PM
Prismatic Totem
Yeah, that's fair enough. Prismatic actually winds up being pretty 'omg', tbh.


Jellyfish Totem
Looks pretty good, but now you have paperwork to do!

*slams a 200 pound box of files and forms onto your desk*

Yes, sadly, they do. Surfing the internet with it is like trying to peel an orange with a calculator: Somehow possible, but excrutiating to acheive.

Admiral Squish
2010-07-07, 08:33 PM
Jellyfish Totem
NOOOOOOOOOOO!

That is an epic simile.

I think I'm going to have to make a list of my personal OMG totems.

Let's see...
Elementals:
Earth
Magma
Storm
Fungus
Monkey
Ooze
Shadow
Swarm (Definitely)
Triceratops

Admiral Squish
2010-07-08, 05:08 AM
Alright, hound, lantern, and trumpet are up and I'm about to pass out. I know trumpet needs work, especially with the skill DCs, but I'm too tired to fix it now. The sun's coming up and I still haven't slept.

Lix Lorn
2010-07-08, 06:24 AM
I like em!
When you wake up, some things:
You might want to steal some of the anti-loophole bit from Wild Shape for Form of the Hunter. Like, what happens to magic items?

I like the Swarm of Lights. You say you summon them as a standard action-can you summon them all in one action?
Can you use Iterative attacks with Spear of Light? If you have, say Rapid Shot, do each of the floating glowglobes also fire a bonus shot?

Debihuman
2010-07-08, 08:41 AM
I am a little confused by the Bat Totem. If he can see in Darkness, even magical darkness why give him blindsense and blindsight out later?

At first level: Bat senses, then at 3rd level Darksight would be the more correct order of things.

Darksight should be supernatural ability if it can penetrate magical darkness.


Bat Sense (Ex): A bat totem barbarian emulates the bat as he grows in experience. At 1st 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.

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

Even if he loses darksight, say from an antimagic field, he still has bat sense. Otherwise, he would have no use for bat sense.

Edit to avoid double post:

Bunny Totem's Cute Rage should note that it is a morale penalty. Do you really want to spell it "Super Bunnie Punch" or "Super Bunny Punch" because the former is spelled too cutesy and it's not a real word.

Edit to avoid triple post:

Beholder Totem: Eye Beam and Double Take should be two words and Double Take should be an Ex ability.

Debby

Admiral Squish
2010-07-08, 01:45 PM
I like em!
When you wake up, some things:
You might want to steal some of the anti-loophole bit from Wild Shape for Form of the Hunter. Like, what happens to magic items?

I like the Swarm of Lights. You say you summon them as a standard action-can you summon them all in one action?
Can you use Iterative attacks with Spear of Light? If you have, say Rapid Shot, do each of the floating glowglobes also fire a bonus shot?

It's not wildshape so much as sorta becoming a were-doggie.

Each one's a standard action.

That's why I made it an attack action, not a standard action, so yes. I thought my solution made it clear that whenever you use the spear, all the orbs can fire their own beams. Extra attacks, whatever.


I am a little confused by the Bat Totem. If he can see in Darkness, even magical darkness why give him blindsense and blindsight out later?

At first level: Bat senses, then at 3rd level Darksight would be the more correct order of things.

Darksight should be supernatural ability if it can penetrate magical darkness.


Bat Sense (Ex): A bat totem barbarian emulates the bat as he grows in experience. At 1st 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.

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

Even if he loses darksight, say from an antimagic field, he still has bat sense. Otherwise, he would have no use for bat sense.

Edit to avoid double post:

Bunny Totem's Cute Rage should note that it is a morale penalty. Do you really want to spell it "Super Bunnie Punch" or "Super Bunny Punch" because the former is spelled too cutesy and it's not a real word.

Edit to avoid triple post:

Beholder Totem: Eye Beam and Double Take should be two words and Double Take should be an Ex ability.

Debby

Bat totem: The point of blindsight/sense is to penetrate non-darkness vision-blocks. Things like smoke, illusions, invisibility...

Bunny totem: Just want to be clear, that one is ALL Rith's fault. I didn't TOUCH the thing after he made it, I just put it up.

Beholder: Alright, I'll go fiddle.

Rithaniel
2010-07-08, 04:40 PM
OMG multiquotes are so cool.

Will get to the totems in a while.

As for the OMG totems:

Aboleth
Beholder
Boar
Bunny
Chain Devil
Chaos
Eagle
Elephant
Fungus
Clay
Hangman
Horse
Hummingbird
Hydra
Manticore
Ooze
Owl
Shadow
Swarm
Whale


Bunny totem: Just want to be clear, that one is ALL Rith's fault. I didn't TOUCH the thing after he made it, I just put it up.

Oh come on, it's freaking hilarious (not to mention awesome).


I am a little confused by the Bat Totem. If he can see in Darkness, even magical darkness why give him blindsense and blindsight out later?

At first level: Bat senses, then at 3rd level Darksight would be the more correct order of things.

Darksight should be supernatural ability if it can penetrate magical darkness.


Bat Sense (Ex): A bat totem barbarian emulates the bat as he grows in experience. At 1st 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.

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

Even if he loses darksight, say from an antimagic field, he still has bat sense. Otherwise, he would have no use for bat sense.

There you go with 'needs to be' and 'should be' again. Making the ability to be anything but (Ex) justs allows the DM to take it away from him if he wants. That's called neutering the player. That is something a bad DM does. Do you actually want to give a bad DM the ability to treat his party unfairly? Or would you rather not do that. Also, you still haven't given a good reason that ethereral jaunt is overpowered as an (Ex) ability.

Also, out of curiousity, why give the stronger vision form first?

Rithaniel
2010-07-08, 07:37 PM
Hound Totem
Okay, the Angels 'Evils Foe' ability. Awesome. Thumbs up. (Out of curiousity, why did you make that (Su)? It seems the least likely sort.)

Scent of Evil is really freaking cool. Awesome touch in regards to that. Seems like an odd choice to make Scent+ be a (Su) ability, but, Thumbs up.

Hunt. Woo, bonus feat and bonus to skill checks. Awesome. Thumbs up.

Okay, so, with this on top of Rage, you get +8 str, +4 con, +2 AC, +2 to will saves, and a natural bite attack? Didn't seem like a good capstone at first glance, but, turns out to actually be highly brutal. Thumbs up to the Hound totem.


Lantern Totem
Okay, Beholder Eye Lazors from the hands. Cool, also, instead of +cha, it just ignores DR. Badass. Thumbs up to that.

Then the +cha was added on. Interesting. So, this is seeming pretty similar to the Beholder totem, only with, instead of the awesome crit, getting 'you ignore DR'. Thumbs up so far.

Revealing Glow is a nice utility ability, for certain. Thumbs up.

Okay, wow. level 3, you get to double all your attacks. Taking a full round attack action results, at level 6, with 6 freaking attacks, with no penalty. That's too much. Especially considering that you can improve these attacks, and they can carry other effects, if you're clever.

Okay, so the capstone here is dispel magic at will? Lackluster much?


Trumpet Totem
Okay, you get a free mace and lesser bardic music. Awesome. Thumbs up.

Evil's Foe. Thumbs up.

Woo, Bard-barian! Lets take a closer look:
Enchanting is really good for getting through a room of guards. Just play it, and hey, they all stop and listen. Decent, considering the points on Fascinated that you pointed out. Thumbs up.
Inspiration is a lesser version of Moment of Prescience, seeing as it consumes a standard action and only lasts (presumably), one round, before it has to be used (might be good to say so). Thumbs up to it.
Terrfying song is Lion's Roar minus (assuming it consumes a standard action each round to continue playing), so, Thumbs up.
Steadfast Song is a defensive buff. Is cool. Keep in mind that this guy likely won't spend all his rounds bardic music-ing, cause he's a barbarian, he's got other stuff to do (like stabbing things in the face). Thumbs up.
Song of Mending is fast healing that actually has a combat use. It really boils down to the Hydra's 'fall back' healing, if the Bard-barian uses a standard action each round, which, with this boost, the others might just want him to do. Thumbs up.
Okay, Glory is a big all around boost, but only helps if his allies all are good-aligned, and none of them are even so much as neutral (it even penalizes the evil-aligned ones). So, while it is big, it's circumstantial enough (and the DC is high enough), that it'll earn a Thumbs up.
Whoa, okay, paralyzing song is overhwhelmingly powerful. Too good even with a DC 25 perform check required, and that's even if it actually harmed the barbarian himself. To make that more reasonable, you're likely gonna have to set that DC much higher (DC 45, or so).

Aura of Menace, eh? Fightful Prescense with a less aggressive sounding label on the tin. Good capstone, if it wasn't for the 'makes a successful attack against him' part, and the part that said 'creatures' instead of 'opponents', which makes this impact your allies as well.

Admiral Squish
2010-07-08, 08:53 PM
Hound Totem
I thought Su was appropriate, since it's supposed to be divine.

Based off a spell, thought it was appropriate.

Too brutal?


Lantern Totem
However, the damage doesn't increase. It's 1d6 with each attack, period.

Well, it's like a backwards beholder totem, since the beholder get the damage all the time, and only gets better crit in range, whereas this is ignore DR at all times, and bonus damage only in rage.

How would you improve them beyond the dispel? They only use attack bonuses, so they're flat d6s, no damage mods. What other effects are you talking about?

Alright possible fix. Instead of with every attack, each orb only fires once.

I think dispel magic is a pretty good effect...


Trumpet Totem
One thing I wanted to point out was that these are at-will, but they do require skill checks.
Basically the bardsong.
Alright, I'll trow on a definite limiter before it must be used.
It's the same action a bard has to take to keep playing.
Ah, forgot the duration.
I'll take that.
I'm trying to base that one of the archon's own song. Recommendations?

Actually, it's straight out of the pan-archon abilities. I DID make the penalty scale, though.

Sword Archon is also up.

Admiral Squish
2010-07-09, 10:46 AM
Throne and Warden are up. Not sure what bunch I'm gonna do next.