Amechra
2011-08-19, 02:34 AM
http://fc04.deviantart.net/fs50/i/2009/323/b/d/Michael_by_GENZOMAN.jpg (http://fc04.deviantart.net/fs50/i/2009/323/b/d/Michael_by_GENZOMAN.jpg)
A Raptorran Touched Warrior demonstrating a Desert Wind maneuver
The Touched Warrior
We are not like those warriors, who train in their temples and schools, who follow a master and are slaves for years of their lives. Slaves to masters, to people not their own, to kings and crowns. Doomed to die of old age and sickness, complacent in their hedonism.
That is not our fate; our fate is to live free, die young, and leave beautiful corpses! Our ancestors, and those who speak within our dreams, will accept no less from us.
Tell me, what do you know of the Temple of Nine Swords? Do you know the story of Reshar, who founded it? Do you think that that is the first place where disparate fighting styles were tied into one?
Well then, you believe lies. Reshar wasn't the first to draw together the threads of disciplines into a whole; he was just the first who could explain what he was doing. He was the first to draw together the many disciplines in a conscious manner.
Far before Reshar, long before even the hobgoblins began studying the Iron Heart discipline, there existed those who were both blessed and cursed.
Blessed, in that they were the greatest fighters of their time, tirelessly and instinctively applying the arts that mere initiators have to learn through strenuous amounts of training.
Cursed, in that they could never truly reach the pinnacle of their art; the lack of conscious learning meant that they could never truly learn to apply their skills to the utmost extent.
For when you learn to fight through dreams and seizures, do you truly become a master of your art?
Adventures: A Touched Warrior rarely adventures through choice; the same trait that gives them their often-times mystical power also results in an urge to fight, to strive, to in someway, somehow, defeat the last enemy and create an eternal peace. A peace, that is, that has no room for them and their poisoned gift.
Characteristics: A Touched Warrior, at first glance, may seem to be an initiator; however, their odd curse has left them with a rather distinct difference from their more common "relatives", as it were; their weapon of choice glints in the sun, and they tirelessly strike again and again and again with the same type of blow.
Alignment: Driven by urges they barely understand, Touched Warriors tend to fall on the chaotic side of alignments; however, for every chaotic and wrathful warrior, there is his counterpart in temperament, one who has found an island of sanity in the ocean of madness...
Religion: As no one knows what the provenance of their obscure and awkward gift, many Touched Warriors worship gods of war, thinking that they may have bestowed upon them their "gift"; more commonly, though, Touched Warriors fall back upon ancestor worship, seeing those that passed before them as guides through many of the same paths. For, though the "gift" seems to occur at random, it is far more likely to occur in the son of a man who has it than it is for it to appear in the son of a man who does not...
Background: It does not matter where they came from; all that matters in the origins of a Touched Warrior is that, at some time in their lives, the dreams started. Dreams of bloodshed and corpses, where they killed or were killed; these dreams come night after night after night, and then are followed by the seizures and attendant hallucinations not long after. Some Touched Warriors are "blessed" with this curse at an age as early as 3 turnings of the seasons; many do not survive. Those who do, however, are compelled to take up this path; beggars, princes, saints and whores have taken this path, and their provenance mattered not.
Races: Strangely enough, this path is not restricted across racial lines; you are as likely to meet a Touched warrior in a dragon's cave as you would in the home of human king. In other words, it is not a choice that a creature makes, it is a compulsion.
Other Classes: Initiators see Touched Warriors as creatures to be pitied yet venerated; after all, they are the equivalent of a crippled ancestor to their route, a reject, a path unknown to most. Everyone else sees them as if they were Initiators, which leads to confusion and consternation among those who are able to fully compare the two.
Role: Touched Warriors are a front-line combatant ceaselessly applying the same effects to attempt to ensure victory.
Adaptation: Touched Warriors could simply be a more instinctive method of using maneuvers; alternatively, it could be a completely new methodology, taught by a new martial school...
Game Rule Information
Abilities: A Touched Warrior is nothing without his strength in arms; as such, they need Strength. Charisma is also important, as it boosts the save DCs for their Invocations.
Alignment: Any
Hit Dice: d8
Starting Age: As Barbarian.
Starting Gold: As Barbarian.
Class Skills: The class skills for a Touched Warrior are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Weapon Drill), Ride (Dex), Survival (Wis), and Swim (Str), and the Discipline Skills for all the Seizures they have.
Skill Points: 4+Int
Touched Warriors
{table=head]BAB|Fort|Ref|Will|Special|Seizures Known|Maddened Techniques Known
+1|+0|+2|+2|Instinctual Strike (1st, 1/Encounter), Primal Stance (Least)|1|2
+2|+0|+3|+3|Flaw-Born Weapon, Fever Dreams (1st)|2|2
+3|+1|+3|+3|Instinctual Strike (1st, 2/Encounter)|3|2
+4|+1|+4|+4|No Release (FH 1)|4|3
+5|+1|+4|+4|Instinctual Strike (2nd, 2/Encounter)|4|3
+6/+1|+2|+5|+5|Fever Dreams (2nd), Primal Stance (Lesser)|5|3
+7/+2|+2|+5|+5|Instinctual Strike (2nd, 3/Encounter)|6|4
+8/+3|+2|+6|+6|No Release (FH 2)|7|4
+9/+4|+3|+6|+6|Instinctual Strike (3rd, 3/Encounter)|8|4
+10/+5|+3|+7|+7|Fever Dreams (3rd)|8|5
+11/+6/+1|+3|+7|+7|Instinctual Strike (4th, 3/Encounter), Primal Stance (Greater)|9|5
+12/+7/+2|+4|+8|+8|No Release (FH 3)|10|5
+13/+8/+3|+4|+8|+8||11|6
+14/+9/+4|+4|+9|+9|Instinctual Strike (5th, 3/Encounter), Fever Dreams (4th)|12|6
+15/+10/+5|+5|+9|+9||12|6
+16/+11/+6/+1|+5|+10|+10|No Release (FH 4), Primal Stance (Warborn)|13|7
+17/+12/+7/+2|+5|+10|+10|Instinctual Strike (5th, 4/Encounter)|14|7
+18/+13/+8/+3|+6|+11|+11|Fever Dreams (5th)|15|7
+19/+14/+9/+4|+6|+11|+11||16|8
+20/+15/+10/+5|+6|+12|+12|Instinctual Strike (6th, 4/Encounter), No Release (FH 5)|16|8[/table]
Weapon and Armor Proficiencies: A Totemic Warrior is proficient in all simple and martial weapons, as well as all light and medium armors. They are also proficient in all discipline weapons for their Seizures.
Seizures: A 'quiet' madness does lend certain gifts; chief among them is a sort of strength that few manage to equal.
A Touched Warrior gains a number of Invocations, drawn not from some demoniac power, but from some deep instinctual knowledge, deeply coded within their very souls; these Invocations are called Seizures, due in part to the fact that they have them imparted into muscle memory through horrific muscle spasms. As such, they do not draw upon a list of spell-like abilities for their gifts; instead, they draw their Seizures from the list of maneuvers from martial disciplines.
Their Seizures are an odd bunch; they are either extraordinary or supernatural, depending on the maneuver chosen. Unlike normal Martial Adepts, Touched Warriors do not need to ready their Seizures; instead, they may simply perform them at will.
Again, unlike a Martial Adept, they are unconstrained by having to actually train to learn maneuvers from any given school; instead, they may learn a maneuver from any school as a Seizure as they wish, disregarding its prerequisites in terms of knowing earlier maneuvers in that school.
A Touched Warrior starts with the knowledge of a single maneuver of 1st level as a Seizure at 1st level, and then gains another Seizure as indicated on the above table; the maximum level they may select is indicated on the table below. A Touched Warrior's Seizures' save DCs are always based off of Charisma.
{table=head]IL|Maximum Seizure<br>Level|Highest Invocation<br>Grade
1|1st|Least
2|1st|Least
3|1st|Least
4|2nd|Least
5|2nd|Least
6|2nd|Lesser
7|2nd|Lesser
8|3rd|Lesser
9|3rd|Lesser
10|3rd|Lesser
11|4th|Greater
12|4th|Greater
13|4th|Greater
14|5th|Greater
15|5th|Greater
16|5th|Dark
17|5th|Dark
18|6th|Dark
19|6th|Dark
20|6th|Dark[/table]
A Touched Warrior's initiator level is equal to their class level+1/2 their levels in other classes.
Maddened Techniques: It is... difficult having a defective mind; however, the benefits of learning through madness are truly great.
A Touched Warrior has the knowledge of a number of Maddened Techniques as listed above; these Techniques are drawn from the list of Eldritch Essences that a Warlock may choose from.
A Touched Warrior, may, at their option, apply any of their Maddened Techniques to any strikes of any level that they know; however, if they do so, they may not use the affected Strike for a single round, as their body and fevered mind both revolt against this instinctual alteration of their basic Seizures.
Instinctual Strike (Ex): Unlike a Martial Adept, who knows maneuvers through the sweat of his brow, a Totemic Warrior partially learns through instinct. As such, they gain a certain leeway while using their Seizures that a Martial Adept would be hard-pressed to match.
At 1st level, a Totemic Warrior may, 1/encounter, do one of the following:
-Use a 1st level strike as an attack action; this attack action may not be part of another strike.
-Use a 1st level counter as a free action; this free action may be made at any time, including during another creature's action..
-Use a 1st level boost as a free action.
-Use a 1st level rush as a 5-foot step.
A Totemic Warrior gains another encounterly use of this ability at 3rd, 7th, and 17th levels. The level of Seizures that they may use this ability on increases by 1 at 5th, 9th, 11th, 14th, and 20th levels.
Primal Stance (Ex): Unlike a Martial Adept, Touched Warriors know, deep in their bones and fever-wrought minds, that there is a proper way to stand in battle.
At 1st level, a Touched Warrior learns a single 1st level stance from any Discipline; this stance is considered a Least Hallucination. They may enter or exit this stance, or swap over to another stance they know, as a swift action.
At 6th level, a Touched Warrior learns another stance, this time of up to 3rd level, from any Discipline; this stance is considered to be a Lesser Hallucination.
At 11th level, a Touched Warrior learns another stance, this time of up to 6th level, from any Discipline; this stance is considered to be a Greater Hallucination.
At 16th level, a Touched Warrior learns another stance, this time of up to 8th level, from any Discipline; this stance is treated as a Warborn Hallucination.
They do not need to meet the prerequisites for any of these stances to learn them.
Flaw-Born Weapon (Su): The fever dreams that bring them their invocations also bring them knowledge, knowledge of a ritual hidden deep within the dawn-times of the world.
A Totemic Warrior of 2nd level gains the benefits of a Major Renowned bloodline (http://www.giantitp.com/forums/showthread.php?t=211956), but uses their IL instead of their character level to determine the benefits of the bloodline.
Due to their madness, the omen for the Flaw-Born Weapon must in some way involve the imagery of their fevered dreams; additionally, the weapon is tied to the mentality of the Touched Warrior that created it, causing them to form a great attachment to it.
The Touched Warrior may not draw a different weapon than their Flaw-Born Weapon; even if they attempt to reach for a different weapon, they draw their Flaw-Born Weapon.
Finally, the Touched Warrior is under the delusion that their Flaw-Born Weapon is "following" them; this has no real mechanical effect, but may include the following: the belief that any weapon that becomes their Flaw-Born Weapon through the Legacy Bond ability is the same weapon, that the weapon is, in fact, intelligent, and has a strong personal dislike for them, the sensation that their weapon is watching them, and the complete and utter conviction that the weapon can move by itself, placing itself in areas where they would least expect it to be.
This unfortunate delusion often leads to feelings of paranoia and depression, and mutterings along the lines of "that damn weapon planned all this but I'll get him back yes I will I WILL!"
Fever Dreams (Su): All Totemic Warriors learn to fear their sleep; though they may seem to wake refreshed, they, to put it mildly, have lost a piece of themselves to the horrific fever dreams and seizures of their past and present; that piece has been replaced with the fever dreams themselves, which seeks to keep its vessel alive.
At 2nd level, a Totemic Warrior may, at their option, lose the use of a Seizure for one encounter. If they do so, they gain double that Seizure's level as an untyped bonus to armor class for the duration of that encounter. In addition, they gain a bonus to every movement speed that they have equal to 5'* the level of the lost Seizure.
They may only lose use of a single Seizure when using this class feature, which may only be up to the level indicated on the table above.
Additionally, at the beginning of the day, they may sacrifice the ability to use a single Primal Stance; if they do so, they gain a single Hallucination of the proper grade as a stance for the next 24 hours.
No Release (Ex): A Totemic Warrior is unable to fully let go of life; due to their manifest need to thrive and survive, they cannot simply lie down and die.
A Totemic Warrior of at least 4th level has gains Fast Healing 1 while they are below half HP.
Additionally, they are very difficult to kill through magic or similar effects; whenever they fail a save against a Death Effect, they may roll a level check, modified by their Charisma; if they succeed, their HP is set to 1 instead of dying. They also may elect to make a Will Save versus any Death Effect that affects them; this Save is in place of each Save they would otherwise receive, and is automatically added to all Death Effects that do not normally allow Saves.
Finally, any attack that would reduce the Totemic Warrior's HP below 0 when they have higher than half HP instead sets their HP to 1.
At 8th level, and every 4 levels thereafter, the Fast Healing they gain when below half HP is increased by 1.
FALL DOWN SEVEN TIMES, GET UP EIGHT!
Multiclassing Notes
Due to the odd nature of their combat ability's advancement, any class that advances invoking advances this class's IL, Primal Stance class feature, and invocations learned as if they had continued to take levels in this class.
Additionally, any prestige class that grants maneuvers and stances as part of its progression is treated as if it progressed invocation use at each level; the Totemic Warrior does NOT receive new maneuvers readied/known or new stances at the listed levels for that prestige class, however. They do still gain any unique maneuvers or invocations granted by a prestige class, however; if they would gain a unique maneuver, they learn it as a free invocation of the given level that does not count towards the next level of invocations available. If the class gives a maneuver, or set of maneuvers, temporarily, they instead gain them as Invocations for that period of time.
The Totemic Warrior is treated as if they had a number of Eldritch Blast dice equal to the (Highest invocation level usable on+uses per encounter-1) for their Instinctive Strike ability; any class feature that permanently increases the number of dice for the Totemic Warrior's "Eldritch Blast" instead grants the next entry on the above table for Instinctive Strike.
A Totemic Warrior is treated as having access to Lesser invocations as soon as they gain Primal Stance (Lesser) and is treated as having access to Greater invocations as soon as they gain Primal Stance (Greater). These class features also count as if they were an invocation of the indicated rank for the purpose of prerequisites.
A Totemic Warrior's invocations are still treated as maneuvers for the purposes of prerequisites.
Any effects that a PrC grants that modify an Eldritch Blast are treated as if they were Eldritch Essences for the purpose of Instinctual Strike.
'e gave me the willies, 'e did; lookin' at me with that thousan'-pace stare and all. Then 'e whispered to me, and you know what 'e said? 'e said, "Apologies for my sword, man; he can have quite the vicious tongue."
---
Alright, so I know this is kinda long... I was inspired by a post a while back on this very forum questioning the wisdom of at will maneuvers; this is a grand experiment to see if it's worth it. Take a look through, and I appreciate your input.
Sorry, Pyromancer999, for not asking permission to use the Reknowned bloodline; think of it as free publicity.
A Raptorran Touched Warrior demonstrating a Desert Wind maneuver
The Touched Warrior
We are not like those warriors, who train in their temples and schools, who follow a master and are slaves for years of their lives. Slaves to masters, to people not their own, to kings and crowns. Doomed to die of old age and sickness, complacent in their hedonism.
That is not our fate; our fate is to live free, die young, and leave beautiful corpses! Our ancestors, and those who speak within our dreams, will accept no less from us.
Tell me, what do you know of the Temple of Nine Swords? Do you know the story of Reshar, who founded it? Do you think that that is the first place where disparate fighting styles were tied into one?
Well then, you believe lies. Reshar wasn't the first to draw together the threads of disciplines into a whole; he was just the first who could explain what he was doing. He was the first to draw together the many disciplines in a conscious manner.
Far before Reshar, long before even the hobgoblins began studying the Iron Heart discipline, there existed those who were both blessed and cursed.
Blessed, in that they were the greatest fighters of their time, tirelessly and instinctively applying the arts that mere initiators have to learn through strenuous amounts of training.
Cursed, in that they could never truly reach the pinnacle of their art; the lack of conscious learning meant that they could never truly learn to apply their skills to the utmost extent.
For when you learn to fight through dreams and seizures, do you truly become a master of your art?
Adventures: A Touched Warrior rarely adventures through choice; the same trait that gives them their often-times mystical power also results in an urge to fight, to strive, to in someway, somehow, defeat the last enemy and create an eternal peace. A peace, that is, that has no room for them and their poisoned gift.
Characteristics: A Touched Warrior, at first glance, may seem to be an initiator; however, their odd curse has left them with a rather distinct difference from their more common "relatives", as it were; their weapon of choice glints in the sun, and they tirelessly strike again and again and again with the same type of blow.
Alignment: Driven by urges they barely understand, Touched Warriors tend to fall on the chaotic side of alignments; however, for every chaotic and wrathful warrior, there is his counterpart in temperament, one who has found an island of sanity in the ocean of madness...
Religion: As no one knows what the provenance of their obscure and awkward gift, many Touched Warriors worship gods of war, thinking that they may have bestowed upon them their "gift"; more commonly, though, Touched Warriors fall back upon ancestor worship, seeing those that passed before them as guides through many of the same paths. For, though the "gift" seems to occur at random, it is far more likely to occur in the son of a man who has it than it is for it to appear in the son of a man who does not...
Background: It does not matter where they came from; all that matters in the origins of a Touched Warrior is that, at some time in their lives, the dreams started. Dreams of bloodshed and corpses, where they killed or were killed; these dreams come night after night after night, and then are followed by the seizures and attendant hallucinations not long after. Some Touched Warriors are "blessed" with this curse at an age as early as 3 turnings of the seasons; many do not survive. Those who do, however, are compelled to take up this path; beggars, princes, saints and whores have taken this path, and their provenance mattered not.
Races: Strangely enough, this path is not restricted across racial lines; you are as likely to meet a Touched warrior in a dragon's cave as you would in the home of human king. In other words, it is not a choice that a creature makes, it is a compulsion.
Other Classes: Initiators see Touched Warriors as creatures to be pitied yet venerated; after all, they are the equivalent of a crippled ancestor to their route, a reject, a path unknown to most. Everyone else sees them as if they were Initiators, which leads to confusion and consternation among those who are able to fully compare the two.
Role: Touched Warriors are a front-line combatant ceaselessly applying the same effects to attempt to ensure victory.
Adaptation: Touched Warriors could simply be a more instinctive method of using maneuvers; alternatively, it could be a completely new methodology, taught by a new martial school...
Game Rule Information
Abilities: A Touched Warrior is nothing without his strength in arms; as such, they need Strength. Charisma is also important, as it boosts the save DCs for their Invocations.
Alignment: Any
Hit Dice: d8
Starting Age: As Barbarian.
Starting Gold: As Barbarian.
Class Skills: The class skills for a Touched Warrior are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Weapon Drill), Ride (Dex), Survival (Wis), and Swim (Str), and the Discipline Skills for all the Seizures they have.
Skill Points: 4+Int
Touched Warriors
{table=head]BAB|Fort|Ref|Will|Special|Seizures Known|Maddened Techniques Known
+1|+0|+2|+2|Instinctual Strike (1st, 1/Encounter), Primal Stance (Least)|1|2
+2|+0|+3|+3|Flaw-Born Weapon, Fever Dreams (1st)|2|2
+3|+1|+3|+3|Instinctual Strike (1st, 2/Encounter)|3|2
+4|+1|+4|+4|No Release (FH 1)|4|3
+5|+1|+4|+4|Instinctual Strike (2nd, 2/Encounter)|4|3
+6/+1|+2|+5|+5|Fever Dreams (2nd), Primal Stance (Lesser)|5|3
+7/+2|+2|+5|+5|Instinctual Strike (2nd, 3/Encounter)|6|4
+8/+3|+2|+6|+6|No Release (FH 2)|7|4
+9/+4|+3|+6|+6|Instinctual Strike (3rd, 3/Encounter)|8|4
+10/+5|+3|+7|+7|Fever Dreams (3rd)|8|5
+11/+6/+1|+3|+7|+7|Instinctual Strike (4th, 3/Encounter), Primal Stance (Greater)|9|5
+12/+7/+2|+4|+8|+8|No Release (FH 3)|10|5
+13/+8/+3|+4|+8|+8||11|6
+14/+9/+4|+4|+9|+9|Instinctual Strike (5th, 3/Encounter), Fever Dreams (4th)|12|6
+15/+10/+5|+5|+9|+9||12|6
+16/+11/+6/+1|+5|+10|+10|No Release (FH 4), Primal Stance (Warborn)|13|7
+17/+12/+7/+2|+5|+10|+10|Instinctual Strike (5th, 4/Encounter)|14|7
+18/+13/+8/+3|+6|+11|+11|Fever Dreams (5th)|15|7
+19/+14/+9/+4|+6|+11|+11||16|8
+20/+15/+10/+5|+6|+12|+12|Instinctual Strike (6th, 4/Encounter), No Release (FH 5)|16|8[/table]
Weapon and Armor Proficiencies: A Totemic Warrior is proficient in all simple and martial weapons, as well as all light and medium armors. They are also proficient in all discipline weapons for their Seizures.
Seizures: A 'quiet' madness does lend certain gifts; chief among them is a sort of strength that few manage to equal.
A Touched Warrior gains a number of Invocations, drawn not from some demoniac power, but from some deep instinctual knowledge, deeply coded within their very souls; these Invocations are called Seizures, due in part to the fact that they have them imparted into muscle memory through horrific muscle spasms. As such, they do not draw upon a list of spell-like abilities for their gifts; instead, they draw their Seizures from the list of maneuvers from martial disciplines.
Their Seizures are an odd bunch; they are either extraordinary or supernatural, depending on the maneuver chosen. Unlike normal Martial Adepts, Touched Warriors do not need to ready their Seizures; instead, they may simply perform them at will.
Again, unlike a Martial Adept, they are unconstrained by having to actually train to learn maneuvers from any given school; instead, they may learn a maneuver from any school as a Seizure as they wish, disregarding its prerequisites in terms of knowing earlier maneuvers in that school.
A Touched Warrior starts with the knowledge of a single maneuver of 1st level as a Seizure at 1st level, and then gains another Seizure as indicated on the above table; the maximum level they may select is indicated on the table below. A Touched Warrior's Seizures' save DCs are always based off of Charisma.
{table=head]IL|Maximum Seizure<br>Level|Highest Invocation<br>Grade
1|1st|Least
2|1st|Least
3|1st|Least
4|2nd|Least
5|2nd|Least
6|2nd|Lesser
7|2nd|Lesser
8|3rd|Lesser
9|3rd|Lesser
10|3rd|Lesser
11|4th|Greater
12|4th|Greater
13|4th|Greater
14|5th|Greater
15|5th|Greater
16|5th|Dark
17|5th|Dark
18|6th|Dark
19|6th|Dark
20|6th|Dark[/table]
A Touched Warrior's initiator level is equal to their class level+1/2 their levels in other classes.
Maddened Techniques: It is... difficult having a defective mind; however, the benefits of learning through madness are truly great.
A Touched Warrior has the knowledge of a number of Maddened Techniques as listed above; these Techniques are drawn from the list of Eldritch Essences that a Warlock may choose from.
A Touched Warrior, may, at their option, apply any of their Maddened Techniques to any strikes of any level that they know; however, if they do so, they may not use the affected Strike for a single round, as their body and fevered mind both revolt against this instinctual alteration of their basic Seizures.
Instinctual Strike (Ex): Unlike a Martial Adept, who knows maneuvers through the sweat of his brow, a Totemic Warrior partially learns through instinct. As such, they gain a certain leeway while using their Seizures that a Martial Adept would be hard-pressed to match.
At 1st level, a Totemic Warrior may, 1/encounter, do one of the following:
-Use a 1st level strike as an attack action; this attack action may not be part of another strike.
-Use a 1st level counter as a free action; this free action may be made at any time, including during another creature's action..
-Use a 1st level boost as a free action.
-Use a 1st level rush as a 5-foot step.
A Totemic Warrior gains another encounterly use of this ability at 3rd, 7th, and 17th levels. The level of Seizures that they may use this ability on increases by 1 at 5th, 9th, 11th, 14th, and 20th levels.
Primal Stance (Ex): Unlike a Martial Adept, Touched Warriors know, deep in their bones and fever-wrought minds, that there is a proper way to stand in battle.
At 1st level, a Touched Warrior learns a single 1st level stance from any Discipline; this stance is considered a Least Hallucination. They may enter or exit this stance, or swap over to another stance they know, as a swift action.
At 6th level, a Touched Warrior learns another stance, this time of up to 3rd level, from any Discipline; this stance is considered to be a Lesser Hallucination.
At 11th level, a Touched Warrior learns another stance, this time of up to 6th level, from any Discipline; this stance is considered to be a Greater Hallucination.
At 16th level, a Touched Warrior learns another stance, this time of up to 8th level, from any Discipline; this stance is treated as a Warborn Hallucination.
They do not need to meet the prerequisites for any of these stances to learn them.
Flaw-Born Weapon (Su): The fever dreams that bring them their invocations also bring them knowledge, knowledge of a ritual hidden deep within the dawn-times of the world.
A Totemic Warrior of 2nd level gains the benefits of a Major Renowned bloodline (http://www.giantitp.com/forums/showthread.php?t=211956), but uses their IL instead of their character level to determine the benefits of the bloodline.
Due to their madness, the omen for the Flaw-Born Weapon must in some way involve the imagery of their fevered dreams; additionally, the weapon is tied to the mentality of the Touched Warrior that created it, causing them to form a great attachment to it.
The Touched Warrior may not draw a different weapon than their Flaw-Born Weapon; even if they attempt to reach for a different weapon, they draw their Flaw-Born Weapon.
Finally, the Touched Warrior is under the delusion that their Flaw-Born Weapon is "following" them; this has no real mechanical effect, but may include the following: the belief that any weapon that becomes their Flaw-Born Weapon through the Legacy Bond ability is the same weapon, that the weapon is, in fact, intelligent, and has a strong personal dislike for them, the sensation that their weapon is watching them, and the complete and utter conviction that the weapon can move by itself, placing itself in areas where they would least expect it to be.
This unfortunate delusion often leads to feelings of paranoia and depression, and mutterings along the lines of "that damn weapon planned all this but I'll get him back yes I will I WILL!"
Fever Dreams (Su): All Totemic Warriors learn to fear their sleep; though they may seem to wake refreshed, they, to put it mildly, have lost a piece of themselves to the horrific fever dreams and seizures of their past and present; that piece has been replaced with the fever dreams themselves, which seeks to keep its vessel alive.
At 2nd level, a Totemic Warrior may, at their option, lose the use of a Seizure for one encounter. If they do so, they gain double that Seizure's level as an untyped bonus to armor class for the duration of that encounter. In addition, they gain a bonus to every movement speed that they have equal to 5'* the level of the lost Seizure.
They may only lose use of a single Seizure when using this class feature, which may only be up to the level indicated on the table above.
Additionally, at the beginning of the day, they may sacrifice the ability to use a single Primal Stance; if they do so, they gain a single Hallucination of the proper grade as a stance for the next 24 hours.
No Release (Ex): A Totemic Warrior is unable to fully let go of life; due to their manifest need to thrive and survive, they cannot simply lie down and die.
A Totemic Warrior of at least 4th level has gains Fast Healing 1 while they are below half HP.
Additionally, they are very difficult to kill through magic or similar effects; whenever they fail a save against a Death Effect, they may roll a level check, modified by their Charisma; if they succeed, their HP is set to 1 instead of dying. They also may elect to make a Will Save versus any Death Effect that affects them; this Save is in place of each Save they would otherwise receive, and is automatically added to all Death Effects that do not normally allow Saves.
Finally, any attack that would reduce the Totemic Warrior's HP below 0 when they have higher than half HP instead sets their HP to 1.
At 8th level, and every 4 levels thereafter, the Fast Healing they gain when below half HP is increased by 1.
FALL DOWN SEVEN TIMES, GET UP EIGHT!
Multiclassing Notes
Due to the odd nature of their combat ability's advancement, any class that advances invoking advances this class's IL, Primal Stance class feature, and invocations learned as if they had continued to take levels in this class.
Additionally, any prestige class that grants maneuvers and stances as part of its progression is treated as if it progressed invocation use at each level; the Totemic Warrior does NOT receive new maneuvers readied/known or new stances at the listed levels for that prestige class, however. They do still gain any unique maneuvers or invocations granted by a prestige class, however; if they would gain a unique maneuver, they learn it as a free invocation of the given level that does not count towards the next level of invocations available. If the class gives a maneuver, or set of maneuvers, temporarily, they instead gain them as Invocations for that period of time.
The Totemic Warrior is treated as if they had a number of Eldritch Blast dice equal to the (Highest invocation level usable on+uses per encounter-1) for their Instinctive Strike ability; any class feature that permanently increases the number of dice for the Totemic Warrior's "Eldritch Blast" instead grants the next entry on the above table for Instinctive Strike.
A Totemic Warrior is treated as having access to Lesser invocations as soon as they gain Primal Stance (Lesser) and is treated as having access to Greater invocations as soon as they gain Primal Stance (Greater). These class features also count as if they were an invocation of the indicated rank for the purpose of prerequisites.
A Totemic Warrior's invocations are still treated as maneuvers for the purposes of prerequisites.
Any effects that a PrC grants that modify an Eldritch Blast are treated as if they were Eldritch Essences for the purpose of Instinctual Strike.
'e gave me the willies, 'e did; lookin' at me with that thousan'-pace stare and all. Then 'e whispered to me, and you know what 'e said? 'e said, "Apologies for my sword, man; he can have quite the vicious tongue."
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Alright, so I know this is kinda long... I was inspired by a post a while back on this very forum questioning the wisdom of at will maneuvers; this is a grand experiment to see if it's worth it. Take a look through, and I appreciate your input.
Sorry, Pyromancer999, for not asking permission to use the Reknowned bloodline; think of it as free publicity.