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Thread: danzibr's Totemist Handbook
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2014-01-14, 09:25 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Yeah, it really makes things simpler and fixes high level scaling problems. Having said that, as Psyren mentioned on the thread you linked to, my proposed house rule only works if the player doesn't abuse extra sources of essentia (especially the Soul Boon spell and/or Necrocarnate PrC). Otherwise, it becomes very easy for players who dabble in soulmelds to get very large benefits for minimal investment, or high level players to max out every soulmeld and get massive bonuses. (In particular, high level Incarnate/Necrocarnate builds would be nearly impossible to kill).
I go back and forth on this issue myself. On one hand, you want to encourage the players to use soulmeld that boost things like Wild Empathy and Knowledge Skills and whatnot without penalizing their combat ability too much. On the other hand, you get access to every soulmeld at level 1. If players can choose soulmelds more then once a day, it would make meldshaping classes ridiculously flexible compared to other classes, and players might run into the "analysis paralysis" problem which can dramatically slow down games.
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2014-01-14, 11:24 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Yeah, that's a good point. With enough limitations it should be reasonable, balance-wise. I was thinking how Wizards can leave slots open and Clerics/Druids can convert. Maybe something like 5 minutes, number of swaps limited to Con modifier+meldshaper lvl/3.
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2014-01-14, 11:27 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
I wouldn't mind {class feature} that lets you benefit from {meld you don't have shaped} for X rounds or X minutes/day, just to handle those odd one-off cases where you wish you had shaped a Charming Veil or the one that gives you Track or whatever other situational one.
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2014-01-14, 11:40 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Last edited by danzibr; 2014-01-14 at 11:41 AM.
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2014-01-14, 11:43 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2014-01-14, 02:20 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
I recall he also had some thoughts about switching up the essentia progression to accomodate for that change when he brought up something similar when I was inquiring about quick and dirty alterations to make the blasting damage scale better. I'll have to check that thread out, seems interesting.
Yeah, seemed worthwhile enough that I toyed around with the idea some, though I probably was overestimating its value when I made it a capstone ability. But, then, just looking at my capstone abilities so far would show that I'm a bit rubbish at them, so far. XD
Huh, that's more than I was expecting. Kobold 2 claws + 1 bite + 1 tail (dragon tail) + 2 tentacles (deepspawn) +2 wing buffets (chaos roc span) +2 claws (girallon arms or lamia belt) = 10 was the highest I was aware of before being able to bind girallon arms & lamia belt to the Totem Chakra for 6 claws total. I suppose a horned helm would give a gore attack for 11, and be within a 4th level character's ability to obtain. *scurries off to check through for where this comes up in the handbook proper*
Edit: Ah, those cephalopods.
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2014-01-15, 09:55 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
Yeah, that Anthro Giant Octopus is 10 shades of ridiculous.
This coming summer I'm going to run a MoI campaign on PbB here, and am looking to collect alternate rules. In all my recent campaigns there's been some MoI (mainly me playing Totemists), but I mean like, a (likely brief) campaign which focuses on MoI stuff. I'm thinking *maybe* gestalt, with one side pure MoI class, homebrew fixes or the like allowed.
Before then I'd like to propose some Totemist homebrew. And that's one reason why I was asking for rule variants. I'll do some more digging, then get it posted here.
Anyway, thanks all for the input all!
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2014-01-15, 10:23 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
Simple question with great consequences:
Can a creature with 2 arms and legs and no natural weapons (human, gnome, whatever), qualifies for the multiattack feat if said creature has girallon's arms bound to his totem ( 4xclaws treated as natural weapons) at the moment of picking the feat?
What happens if I unbind this souldmeld and rebind it later on, does it still work?Last edited by Laharal; 2014-01-16 at 02:15 PM.
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You Are A:
Chaotic Neutral Human Wizard (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 12
Intelligence- 14
Wisdom- 16
Charisma- 13
Me chaotic? wtf? lol
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2014-01-16, 12:31 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
If you have Girallon Arms bound as you get a feat (most likely from leveling), then you can select Multiattack. If you drop beneath 3 natural weapons, you lose the benefits of the feat (since you no longer meet the prerequisites) until you get 3 again, then it works just fine again.
Nice name btw.
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2014-01-16, 03:59 AM (ISO 8601)
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2014-02-09, 10:17 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
I posted this in my archer build thread, but....
Kraken Mantle's arms bind gives you 1d8+Str damage on any successful grapple check.
Ranged Pin allows you to make a grapple check on a ranged attack.
So, get the Manticore Belt's totem bind, the Kraken Mantle's arms bind, and the Ranged Pin feat. Fire off a volley of spikes, and call each of them a pin attempt. On every successful grapple check (and totemists can get some sick grapple checks), you deal 1d8+Str damage, and the enemy is stuck to the ground and has to spend a standard action to escape.
For a fancier version, go Barbarian 1/Totemist 11/Black Blood Cultist 8, and now on each spike from your Manticore Belt volley, you are dealing damage equal to all of your natural attacks.
Here's a quick build stub I've knocked together for a build that takes advantage of this:
Silverbrow Human, Barbarian 1/Totemist 11/Black Blood Cultist 8
1. Totemist1- Track, Point Blank Shot
2. Totemist2-
3. Barbarian1- Precise Shot
4. Totemist3-
5. Totemist4-
6. Totemist5- Improved Unarmed Strike
7. Black Blood Cultist1-
8. Black Blood Cultist2- Improved Grapple
9. Black Blood Cultist3- Ranged Pin
10. Black Blood Cultist4-
11. Black Blood Cultist5-
12. Black Blood Cultist6- Expanded Soulmeld Capacity
13. Black Blood Cultist7-
14. Black Blood Cultist8-
15. Totemist6- Bonus Essentia
16. Totemist7-
17. Totemist8-
18. Totemist9- Double Chakra (Arms)
19. Totemist10-
20. Totemist11-
(Azurin is a reasonable alternative if multiclassing penalties aren't enforced - you won't have access to the draconic melds, but an extra point of essentia certainly won't hurt.)Optimization Showcase in the Playground
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2014-02-14, 10:15 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Wow, that's friggin' sweet.
Now we need to figure out how to make everything wear clothes and be within 5' of a... surface. Hmm, if you fire from above, would the ground count? Given it's not like granite or something.
Anyway, I'll add that to the builds section. Thanks!
EDIT: On a somewhat unrelated note, I find it comical I haven't contributed a single build to this handbook. I have threeish in the works, just need to get around to finishing them...Last edited by danzibr; 2014-02-14 at 10:20 AM.
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2014-02-18, 10:49 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Are natural weapons obtained with soulmeds ( girallon's arms, etc) considered magic weapons for the purpose of overcoming DR ? If yes, what lines should I show my Dm to prove my claim?
Great avatar made by Tiffanie Lirle
If you don't see me... you're already dead...
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Spoilerhttp://www.easydamus.com/character.html
You Are A:
Chaotic Neutral Human Wizard (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 12
Intelligence- 14
Wisdom- 16
Charisma- 13
Me chaotic? wtf? lol
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2014-02-18, 11:41 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
I'm not positive. Relevant quotes:
Originally Posted by SRD
Originally Posted by MoI, Girallon Arms Totem bind essentia bonus
It seems like (and correct me if I'm wrong), that by RAW they do not, not by themselves. I would rule it that with essentia they overcome DR/magic (but not all soulmelds have this essentia bonus). For sure if you get something like Amulet of Mighty Fists you're good though.
On a completely unrelated note, what stuff is missing from my handbook? That is, what more would people like to see?
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2014-02-18, 02:21 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
I'm not sure what the RAW answer is. But in my games, the answer is yes.
Regardless, according to the Damage Reduction rules in the SRD, "Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. "
Therefore if you have DR/magic, you can bypass DR/magic with your natural weapons. Incarnate can get DR/magic via Astral Vembraces at first level. Totemst has to wait until they can bind their Heart chakra to get it from Totem Avatar, or spend a Feat on Shape Soulmelds.
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2014-03-20, 06:56 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
Over a month since the last comment. Can't let it fall into the depths of oblivion.
Serious question: anything my handbook is missing?
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2014-03-20, 08:53 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
Oh, this won't fall to the wayside. This is by far the best Totemist Handbook I have found. I have it bookmarked and will soon archive it to my external just in case.
Again, thank you very much for taking the massive amount of time to complete this!
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2014-04-26, 07:07 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
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2014-06-10, 06:22 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
... what the hell happened to my tables?
Did they get messed up when they redid the forum layout? I have no idea how to fix them.
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2014-06-10, 07:04 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
Yeah, they changed the table codes in the upgrade. Try this tool to fix 'em.
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2014-06-11, 07:23 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Ah. Thank you.
I put my big table in (this one)
Spoiler: Big table{table=head]Name|Chakra|Shape Effect|Invest Bonus (Shape)|Bind Effect|Invest Bonus (Bind)|lvl
Ankheg Breastplate|throat|+2 armor bonus to AC|+1/essentia armor bonus to AC|1/minute spit line of acid, 5 feet, 2d6 acid damage, Ref half|+5 feet/essentia and +1d6 acid damage/essentia|14
Ankheg Breastplate|totem|-|-|gain natural weapon 1 bite, 1d8 damage|+1d4/essentia acid damage on bite|2
Basilisk Mask|brow|low-light vision|darkvision 30 ft/essentia|gain benefit of Blind-Fight|n/a|9
Basilisk Mask|totem|-|-|full round action, gaze 1 creature within 30 ft. as Flesh to Stone but 1 round, Fort negates|n/a|2
Beast Tamer Circlet|crown|+2 insight to Handle Animal and Wild Empathy|+2 more/essentia|speak with animals the spell, also magical beasts with Int 1 or 2, needs at least 1 essentia|at least 1 needed for bind effect|5
Beast Tamer Circlet|totem|-|-|Animal Trance the spell usable 1/minute, lasts concentration up to 1 min/meldshaper level, needs at least 1 essentia|at least 1 needed for bind effect|2
Behir Gorget|throat|+4 to resist being bull rushed or tripped|resist electricity 5/essentia|standard action 1/minute 5 ft. line of lightning, 2d6 electricity damage, Ref half|+5 ft. and 1d6 electricity damage/essentia|14
Behir Gorget|totem|-|-|gain natural weapon 1 bite, 1d8 damage|+1d4 electricity damage on bite/essentia|2
Blink Shirt|heart|standard action teleport 10 ft. as dimension door, only self, ends turn|+10 ft./essentia|use blink spell with CL=meldshaper level|n/a|17
Blink Shirt|totem|-|-|use dimension door ability as move action|n/a|2
Bloodtalons|hands|act normally at 0 to -9 hit points|+2 unnamed bonus to Spot/essentia|gain benefit of Weapon Finesse with natural weapons|n/a|5
Bloodtalons|totem|-|-|gain natural weapon 2 claws, 1d4 damage|+1 bleeding (undead immune) damage and +1 enhancement bonus to attack/essentia|2
Brass Mane|throat|+4 competence to Intimidate|+2 more/essentia|standard action 1/minute roar, all except dragonnes within 10 ft. Will or be fatigued|+10 ft./essentia|14
Brass Mane|totem|-|-|gain natural weapon 1 bite, 1d8 damage|+1 enhancement to attack and damage/essentia|2
Disenchanter Mask|brow|standard action to use detect magic the spell, range of 10 ft., 1/round|+10 ft./essentia|when using detect magic, determine number, strength and location of each magical aura|n/a|9
Disenchanter Mask|totem|-|-|standard action to make a melee touch attack at normal reach +5 ft., can suppress a magic item|n/a|2
Displacer Mantle|shoulders|+4 competence to Hide|+2 more/essentia|gain concealment as blur, true seeing overcomes it, see invisiblity does not|n/a|9
Displacer Mantle|totem|-|-|gain 2 tentacles****, 1d4 damage, normal reach +5 ft., can't AoO|+1 enhancement damage/essentia|2
Dread Carapace|arms|PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons|1 more PA/essentia|threat range of natural weapons doubled|n/a|9
Dread Carapace|feet|PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons|1 more PA/essentia|1/minute enhancement bonus of +60 ft. to speed|+10 more ft./essentia|5
Dread Carapace|heart|PA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons|1 more PA/essentia|SR 5|+4 SR/essentia|17
Dread Carapace|totem|-|-|when charge all enemies within 60 ft. shaken for 1 round, Will negates|n/a|2
Frost Helm|crown|tolerate -50 to 90 degrees|resist cold 5/essentia|standard action ranged touch attack, range ???, 1d6 cold damage|+1d6 cold damage/essentia|5
Frost Helm|totem|-|-|standard action stun single opponent within 20 ft. for 1d4 rounds, Will negates, frost worms immune|+1 creature/essentia|2
Girallon Arms|arms|+2 competence to Climb and grapple|+2 more/essentia|rend when you hit with 2 claws (from any source)|n/a|9
Girallon Arms|totem|-|-|gain natural weapons 4 claws (behave strangely), 1d4 damage|+1 enhancement to attack and damage/essentia|2
Gorgon Mask|throat|+1 resistance to Fortitude, +2 resistance to bull rushed, tripped, overrun or trampled|+1 more/essentia|standard action 1/day Flesh to Stone on an adjacent foe|n/a|14
Gorgon Mask|totem|-|-|full-round action trample attack, 1d8 damage|n/a|2
Great Raptor Mask|brow|+2 competence to Spot|+2 more/essentia|gain low-light vision but 5x as far|n/a|9
Great Raptor Mask|totem|-|-|gain evasion|n/a|2
Heart of Fire|waist|+1 insight to attack and damage v. cold|+1 more/essentia|people attacking take 1d6 fire damage if unarmed, weapons take half|n/a|14
Heart of Fire|totem|-|-|natural weapons and end-of-turn-grappling do extra 0d4 fire damage|+1d4 more/essentia|2
Hunter's Circlet|crown|+2 insight to Heal and Survival|+2 more/essentia|gain benefits of Track|n/a|5
Hunter's Circlet|totem|-|-|detect opponents within 15 ft. by smell, full-round action to identify direction, +4 competence to survival when involving smell|n/a|2
Kraken Mantle|arms|+8 competence to Swim, swim faster|+5 ft. to swim/essentia|with successful grapple check 1d8+Str bludgeoning damage|+1 unnamed to grapple/essentia|9
Kraken Mantle|totem|-|-|breathe water as if water breathing|n/a|2
Krenshar Mask|brow|+4 competence to Jump and Move Silently|+2 more/essentia|+4 competence to Intimidate|+2 more/essentia|9
Krenshar Mask|totem|-|-|standard action to frighten 1 creature within 30 ft. for 1 round, Will negates|n/a|2
Kruthik Claws|hands|+4 competence to Hide and Move Silently|+2 more/essentia|gain benefit of Weapon Finesse with natural weapons|n/a|5
Kruthik Claws|shoulders|+4 competence to Hide and Move Silently|+2 more/essentia|gain acid resist 10|+5 more/essentia|9
Kruthik Claws|totem|-|-|gain natural weapon 2 claws, 1d6 damage|+1d4 acid damage/essentia|2
Lamia Belt|waist|+4 competence to Bluff and Hide|+2 more/essentia|+10 enhancement to land speed and gain benefit of Spring Attack|n/a|14
Lamia Belt|totem|-|-|gain natural weapon 2 claws, lower body, 1d4 damage|n/a|2
Lammasu Mantle|arms|+2 deflection to AC v. evil|+1 resistance to saves v. evil/essentia|deflection and resistance bonus applies to all allies in 10 ft.|n/a|9
Lammasu Mantle|shoulders|+2 deflection to AC v. evil|+1 resistance to saves v. evil/essentia|only good summoned creatures can come within 10 ft.|n/a|9
Lammasu Mantle|totem|-|-|standard action breathe 15 ft. cone of fire, 1d4 fire damage, Ref half|+1d4 fire damage/essentia|2
Landshark Boots|feet|+4 competence to Jump|+2 more/essentia|move action (while touching ground) to sense number and direction of creatures touching ground within 10 ft.|+5 ft./essentia|5
Landshark Boots|totem|-|-|gain natural weapon 2 claws, 1d6 damage, if 5-ft. jump in move action can attack with 4 claws as a standard action but can't use any other weapons|+1 enhancement attack and damage/essentia|2
Manticore Belt|waist|+2 enhancement to Jump and Spot|+2 more/essentia|gain clumsy flight 0 ft. and Flyby Attack|+10 ft./essentia|14
Manticore Belt|totem|-|-|standard action to release a volley of 0 spikes, range increment of 30 ft., max 150, ranged attack, 1d6 damage|+1 spike/essentia|2
Pegasus Cloak|shoulders|gain feather fall at all times, +2 enhancement to Jump|+2 more/essentia|gain average flight 0 ft.|+10 ft./essentia|9
Pegasus Cloak|totem|-|-|gain average flight 0 ft. but must begin and end on a solid surface|+10 ft./essentia|2
Phase Cloak|shoulders|+4 competence to Climb, can always take 10 on Climb, keep Dex to AC while climbing|+2 more/essentia|if you move at least 5 ft., can become ethereal during movement|n/a|9
Phase Cloak|totem|-|-|gain 1 bite attack****, 1d4 damage with poison (1d3 Con primary, no secondary, Fort negates)|+1 enhancement to attack (and DC)/essentia|2
Phoenix Belt|waist|tolerate 40 to 140 degrees|gain resist fire 5/essentia|damage negated from resist fire becomes fast healing|n/a|14
Phoenix Belt|totem|-|-|standard action to deal 0 fire damage to adjacent creatures, Ref half|+1d6 fire damage/essentia|2
Rageclaws|hands|act normally from 0 to -9 hit points|increase hit point range to act normally by 3/essentia|if negative hit points gain +2 morale to melee attack and damage and Fort saves|n/a|5
Rageclaws|totem|-|-|gain natural weapon 2 claws, 1d6 damage, can attack with both while grappling|+1 enhancement to attack and damage/essentia|2
Riding Bracers|arms|+4 insight to Handle Animal and Ride|+2 more/essentia|+2 insight to melee damage and +2 dodge to AC while mounted|n/a|9
Riding Bracers|totem|-|-|if riding magical animal, handle as free or push as move and mount gains evasion|n/a|2
Shadow Mantle|shoulders|+4 competence to Listen|+2 more/essentia|swift action to make 0 ft. radius orb of darkness, you are invisible to creatures inside unless they can pierce magical darkness, gain blindsight same radius, must be able to hear|+5 ft./essentia|9
Shadow Mantle|totem|-|-|+4 competence to Hide|+2 more/essentia|2
Shedu Crown|crown|immune to being pushed back by bull rush|+1 competence to saves v. mind-affecting/essentia|communicate telepathically with any creature within 100 ft.|n/a|5
Shedu Crown|heart|immune to being pushed back by bull rush|+1 competence to saves v. mind-affecting/essentia|standard action to shift from material to ethereal plane for meldshaper level rounds, back as free|n/a|17
Shedu Crown|totem|-|-|gain trample attack, 1d8 damage|n/a|2
Sphinx Claws|hands|+1 competence to Strength checks and Strength-based skills|+1 more/essentia|pounce for natural weapons|n/a|5
Sphinx Claws|totem|-|-|gain natural weapon 2 claws, 1d8 damage|+1 enhancement to attack and damage/essentia|2
Threefold Mask of the Chimera|crown|can't be flanked|+1 competence to Search and Spot/essentia|at end of turn take extra move action at -5 to AC and attack|reduce penalty by 1/essentia|5
Threefold Mask of the Chimera|soul|can't be flanked|+1 competence to Search and Spot/essentia|at end of turn take extra standard action at -5 to AC and attack|reduce penalty by 1/essentia
Threefold Mask of the Chimera|totem|-|-|gain natural weapon 1 bite, 1d8 damage, 1 bite, 1d6 damage, 1 gore, 1d6 damage, all primary or one secondary|n/a|2
Totem Avatar|arms|gain bonus hit points = manifester level|+1 enhancement to natural AC/essentia|gain benefit of Improved Grapple|n/a|9
Totem Avatar|feet|gain bonus hit points = manifester level|+1 enhancement to natural AC/essentia|stable as if four-legged and 1 size category larger, +8 to resist bull rush, trip, overrun|n/a|5
Totem Avatar|heart|gain bonus hit points = manifester level|+1 enhancement to natural AC/essentia|DR 5/magic|+1 DR/essentia|17
Totem Avatar|shoulders|gain bonus hit points = manifester level|+1 enhancement to natural AC/essentia|natural weapons deal damage as if 1 size category larger|n/a|9
Totem Avatar|totem|-|-|+0 morale bonus to damage on natural weapons|+1 more/essentia|2
Unicorn Horn|brow|+2 competence to Wild Empathy and Move Silently|+2 more/essentia|standard action to detect evil, 1/round|n/a|9
Unicorn Horn|totem|-|-|gain natural weapon 1 gore, 1d6 damage, extra 1d6 v. undead|+1 enhancement to attack and damage/essentia|2
Urskan Greaves|feet|move ice and snow at normal speed, +5 unnamed bonus to Balance on ice|resist cold 5/essentia|extra 0d4 untyped damage when charging|+1d4 damage/essentia|5
Urskan Greaves|totem|-|-|when overrun target can't avoid you, +2 unnamed to Str check to knock down|+1 more/essentia|2
Winter Mask|throat|standard action (?) to melee touch attack to make target become fatigued, Fort negates|+1d4 cold damage/essentia|standard action to breathe 15-ft. cone of cold, once every 1d4 rounds, 2d6 cold damage, Ref half|+2d6 damage/essentia|14
Winter Mask|totem|-|-|gain 1 bite attack****, 1d6 damage|+1d4 cold damage/essentia|2
Worg Pelt|feet|+2 competence to Hide and Move Silently|+2 more/essentia|+5 to base land speed|+5 more/essentia|5
Worg Pelt|hands|+2 competence to Hide and Move Silently|+2 more/essentia|free trip on bite|n/a|5
Worg Pelt|totem|-|-|gain natural weapon 1 bite, 1d6 damage|+1 enhancement to attack and damage/essentia|2
Wormtail Belt|waist|+2 enhancement to natural AC|+1 more/essentia|gain Awesome Blow feat and are treated as one size category larger when using it|n/a|14
Wormtail Belt|totem|-|-|gain natural attack 1 stinger, 1d6 damage with poison (1d4 Str primary, no secondary, Fort negates), not combinable|+1 enhancement to attack (and DC)/essentia|2
Yrthak Mask|brow|+4 competence to Listen|+2 more/essentia|gain 10 ft. blindsense, -4 to Spot, +4 to visual effects|+10 ft./essentia|9
Yrthak Mask|totem|-|-|standard action ranged touch attack 60 ft., 0d6 sonic damage to single opponent every other round|+1d6 sonic damage/essentia|2
Claws of the Wyrm*|arms|gain 2 claws attacks****, 1d6 damage|+1 enhancement to attack and damage/essentia|threat range doubles, doesn't stack with like effects|n/a|9
Claws of the Wyrm*|hands|gain 2 claws attacks****, 1d6 damage|+1 enhancement to attack and damage/essentia|damage dealt by claws granted by this soulmeld improves by one step|n/a|5
Claws of the Wyrm*|totem|-|-|gain climb speed, 1/2 base land speed, rounded up|n/a|2
Dragon Mantle*|heart|+2 enhancement on Fort saves|resistance to acid, electricity, fire and cold 3/essentia, stacks|fast healing 0|+1/essentia|17
Dragon Mantle*|shoulders|+2 enhancement on Fort saves|resistance to acid, electricity, fire and cold 3/essentia, stacks|DR 0/magic|+1 DR/essentia, natural weapons overcome DR as if magic|9
Dragon Mantle*|totem|-|-|move action, fly, poor, 0 ft.|+10 ft./level|2
Dragon Tail*|feet|gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling|+1 enhancement to attack and damage/essentia|+2 competence to Balance and Swim|+2 more/essentia|5
Dragon Tail*|waist|gain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling|+1 enhancement to attack and damage/essentia|tail has reach, damage 2d6+1.5*Str|n/a|14
Dragon Tail*|totem|-|-|standard action, tail sweep, all adjacent foes take damage as if struck by tail, Ref half|n/a|2
Dragonfire Mask*|brow|low-light vision|+2 competence to Spot/essentia|darkvision out to 60 ft. or existing darkvision +30 ft.|n/a|9
Dragonfire Mask*|throat|low-light vision|+2 competence to Spot/essentia|standard action breath weapon, 30 ft. cone, 2d6 fire damage, Ref half, 1d4 round wait|+1d6 fire damage/essentia|14
Dragonfire Mask*|totem|-|-|free action frightful presence 1/round, all within 10 ft. with less HD Will or shaken for 1 round|+10 ft. to radius and 1 round/essentia|2
Brood Keeper's Heart**|heart|+4 insight to Concentration|+2 more/essentia|gain swarm subtype, lose armor and natural armor bonus to AC|n/a|17
Brood Keeper's Heart**|totem|-|-|natural armor bonus increases by +4 when fighting defensively|n/a|2
Chaos Roc's Span**|shoulders|gain natural weapon 2 buffets, nonlethal damage, reach (can't attack adjacent), secondary attacks, 1d4+.5*Str bludgeoning|+1 damage/essentia|wings deal lethal damage, if hit an opponent with both, Fort save or be dazed for 1d4 rounds, mind-affecting|n/a|9
Chaos Roc's Span**|totem|-|-|full-round action, 10 ft. cone deals 1d4 damage (type determined randomly), Ref half|+1d4 damage/essentia|2
Gravorg Tail**|waist|+4 competence to Balance|+2 more/essentia|use levitate as the spell, only up and down, 20 ft. per round|+10 ft./essentia|14
Gravorg Tail**|totem|-|-|levitate you and every willing creature within 10 ft. only up and down, 20 ft. per round|+10 ft./essentia|2
Psion-Killer Mask***|brow|standard action to detect psionics, range 10 ft.|+10 ft./essentia|when using detect psionics, instantly determine the number, strength, and location of each psionic aura|n/a|9
Psion-Killer Mask***|totem|-|-|standard action, ranged touch attack, 10 ft., possibly suppress psionic item|n/a|2[/table]
And it didn't convert it. Perhaps it's too large. Any suggestions? Perhaps I should bring this to the attention of a moderator.
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2014-06-11, 09:09 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Moderators won't help, it's not an official tool. I didn't make it either, but... notice how the first [table] bracket is actually {table]? Fix that and try again. (they changed all the existing tables to that during the switch, probably to prevent broken posts)
Last edited by Grod_The_Giant; 2014-06-11 at 09:10 AM.
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
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2014-06-11, 07:55 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
Grod_The_Giant: lifesaver.
SpoilerName Chakra Shape Effect Invest Bonus (Shape) Bind Effect Invest Bonus (Bind) lvl Ankheg Breastplate throat+2 armor bonus to AC+1/essentia armor bonus to AC1/minute spit line of acid, 5 feet, 2d6 acid damage, Ref half+5 feet/essentia and +1d6 acid damage/essentia14 Ankheg Breastplate totem--gain natural weapon 1 bite, 1d8 damage+1d4/essentia acid damage on bite2Basilisk Mask browlow-light visiondarkvision 30 ft/essentiagain benefit of Blind-Fightn/a9Basilisk Mask totem--full round action, gaze 1 creature within 30 ft. as Flesh to Stone but 1 round, Fort negatesn/a2Beast Tamer Circlet crown+2 insight to Handle Animal and Wild Empathy+2 more/essentiaspeak with animals the spell, also magical beasts with Int 1 or 2, needs at least 1 essentiaat least 1 needed for bind effect5Beast Tamer Circlet totem--Animal Trance the spell usable 1/minute, lasts concentration up to 1 min/meldshaper level, needs at least 1 essentiaat least 1 needed for bind effect2Behir Gorget throat+4 to resist being bull rushed or trippedresist electricity 5/essentiastandard action 1/minute 5 ft. line of lightning, 2d6 electricity damage, Ref half+5 ft. and 1d6 electricity damage/essentia14 Behir Gorget totem--gain natural weapon 1 bite, 1d8 damage+1d4 electricity damage on bite/essentia2Blink Shirt heartstandard action teleport 10 ft. as dimension door, only self, ends turn+10 ft./essentiause blink spell with CL=meldshaper leveln/a17Blink Shirt totem--use dimension door ability as move actionn/a2Bloodtalons handsact normally at 0 to -9 hit points+2 unnamed bonus to Spot/essentiagain benefit of Weapon Finesse with natural weaponsn/a5Bloodtalons totem--gain natural weapon 2 claws, 1d4 damage+1 bleeding (undead immune) damage and +1 enhancement bonus to attack/essentia2Brass Mane throat+4 competence to Intimidate+2 more/essentiastandard action 1/minute roar, all except dragonnes within 10 ft. Will or be fatigued+10 ft./essentia14 Brass Mane totem--gain natural weapon 1 bite, 1d8 damage+1 enhancement to attack and damage/essentia2Disenchanter Mask browstandard action to use detect magic the spell, range of 10 ft., 1/round+10 ft./essentiawhen using detect magic, determine number, strength and location of each magical auran/a9Disenchanter Mask totem--standard action to make a melee touch attack at normal reach +5 ft., can suppress a magic itemn/a2Displacer Mantle shoulders+4 competence to Hide+2 more/essentiagain concealment as blur, true seeing overcomes it, see invisiblity does notn/a9Displacer Mantle totem--gain 2 tentacles****, 1d4 damage, normal reach +5 ft., can't AoO+1 enhancement damage/essentia2Dread Carapace armsPA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons1 more PA/essentiathreat range of natural weapons doubledn/a9Dread Carapace feetPA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons1 more PA/essentia1/minute enhancement bonus of +60 ft. to speed+10 more ft./essentia5Dread Carapace heartPA +2 damage/-1 attack bite, +1 damage/-1 damage for other natural weapons1 more PA/essentiaSR 5+4 SR/essentia17Dread Carapace totem--when charge all enemies within 60 ft. shaken for 1 round, Will negatesn/a2Frost Helm crowntolerate -50 to 90 degreesresist cold 5/essentiastandard action ranged touch attack, range ???, 1d6 cold damage+1d6 cold damage/essentia5Frost Helm totem--standard action stun single opponent within 20 ft. for 1d4 rounds, Will negates, frost worms immune+1 creature/essentia2Girallon Arms arms+2 competence to Climb and grapple+2 more/essentiarend when you hit with 2 claws (from any source)n/a9Girallon Arms totem--gain natural weapons 4 claws (behave strangely), 1d4 damage+1 enhancement to attack and damage/essentia2Gorgon Mask throat+1 resistance to Fortitude, +2 resistance to bull rushed, tripped, overrun or trampled+1 more/essentiastandard action 1/day Flesh to Stone on an adjacent foen/a14 Gorgon Mask totem--full-round action trample attack, 1d8 damagen/a2Great Raptor Mask brow+2 competence to Spot+2 more/essentiagain low-light vision but 5x as farn/a9Great Raptor Mask totem--gain evasionn/a2Heart of Fire waist+1 insight to attack and damage v. cold+1 more/essentiapeople attacking take 1d6 fire damage if unarmed, weapons take halfn/a14Heart of Fire totem--natural weapons and end-of-turn-grappling do extra 0d4 fire damage+1d4 more/essentia2Hunter's Circlet crown+2 insight to Heal and Survival+2 more/essentiagain benefits of Trackn/a5Hunter's Circlet totem--detect opponents within 15 ft. by smell, full-round action to identify direction, +4 competence to survival when involving smelln/a2Kraken Mantle arms+8 competence to Swim, swim faster+5 ft. to swim/essentiawith successful grapple check 1d8+Str bludgeoning damage+1 unnamed to grapple/essentia9Kraken Mantle totem--breathe water as if water breathingn/a2Krenshar Mask brow+4 competence to Jump and Move Silently+2 more/essentia+4 competence to Intimidate+2 more/essentia9Krenshar Mask totem--standard action to frighten 1 creature within 30 ft. for 1 round, Will negatesn/a2Kruthik Claws hands+4 competence to Hide and Move Silently+2 more/essentiagain benefit of Weapon Finesse with natural weaponsn/a5Kruthik Claws shoulders+4 competence to Hide and Move Silently+2 more/essentiagain acid resist 10+5 more/essentia9Kruthik Claws totem--gain natural weapon 2 claws, 1d6 damage+1d4 acid damage/essentia2Lamia Belt waist+4 competence to Bluff and Hide+2 more/essentia+10 enhancement to land speed and gain benefit of Spring Attackn/a14Lamia Belt totem--gain natural weapon 2 claws, lower body, 1d4 damagen/a2Lammasu Mantle arms+2 deflection to AC v. evil+1 resistance to saves v. evil/essentiadeflection and resistance bonus applies to all allies in 10 ft.n/a9Lammasu Mantle shoulders+2 deflection to AC v. evil+1 resistance to saves v. evil/essentiaonly good summoned creatures can come within 10 ft.n/a9Lammasu Mantle totem--standard action breathe 15 ft. cone of fire, 1d4 fire damage, Ref half+1d4 fire damage/essentia2Landshark Boots feet+4 competence to Jump+2 more/essentiamove action (while touching ground) to sense number and direction of creatures touching ground within 10 ft.+5 ft./essentia5Landshark Boots totem--gain natural weapon 2 claws, 1d6 damage, if 5-ft. jump in move action can attack with 4 claws as a standard action but can't use any other weapons+1 enhancement attack and damage/essentia2Manticore Belt waist+2 enhancement to Jump and Spot+2 more/essentiagain clumsy flight 0 ft. and Flyby Attack+10 ft./essentia14Manticore Belt totem--standard action to release a volley of 0 spikes, range increment of 30 ft., max 150, ranged attack, 1d6 damage+1 spike/essentia2Pegasus Cloak shouldersgain feather fall at all times, +2 enhancement to Jump+2 more/essentiagain average flight 0 ft.+10 ft./essentia9Pegasus Cloak totem--gain average flight 0 ft. but must begin and end on a solid surface+10 ft./essentia2Phase Cloak shoulders+4 competence to Climb, can always take 10 on Climb, keep Dex to AC while climbing+2 more/essentiaif you move at least 5 ft., can become ethereal during movementn/a9Phase Cloak totem--gain 1 bite attack****, 1d4 damage with poison (1d3 Con primary, no secondary, Fort negates)+1 enhancement to attack (and DC)/essentia2Phoenix Belt waisttolerate 40 to 140 degreesgain resist fire 5/essentiadamage negated from resist fire becomes fast healingn/a14Phoenix Belt totem--standard action to deal 0 fire damage to adjacent creatures, Ref half+1d6 fire damage/essentia2Rageclaws handsact normally from 0 to -9 hit pointsincrease hit point range to act normally by 3/essentiaif negative hit points gain +2 morale to melee attack and damage and Fort savesn/a5Rageclaws totem--gain natural weapon 2 claws, 1d6 damage, can attack with both while grappling+1 enhancement to attack and damage/essentia2Riding Bracers arms+4 insight to Handle Animal and Ride+2 more/essentia+2 insight to melee damage and +2 dodge to AC while mountedn/a9Riding Bracers totem--if riding magical animal, handle as free or push as move and mount gains evasionn/a2Shadow Mantle shoulders+4 competence to Listen+2 more/essentiaswift action to make 0 ft. radius orb of darkness, you are invisible to creatures inside unless they can pierce magical darkness, gain blindsight same radius, must be able to hear+5 ft./essentia9Shadow Mantle totem--+4 competence to Hide+2 more/essentia2Shedu Crown crownimmune to being pushed back by bull rush+1 competence to saves v. mind-affecting/essentiacommunicate telepathically with any creature within 100 ft.n/a5Shedu Crown heartimmune to being pushed back by bull rush+1 competence to saves v. mind-affecting/essentiastandard action to shift from material to ethereal plane for meldshaper level rounds, back as freen/a17Shedu Crown totem--gain trample attack, 1d8 damagen/a2Sphinx Claws hands+1 competence to Strength checks and Strength-based skills+1 more/essentiapounce for natural weaponsn/a5Sphinx Claws totem--gain natural weapon 2 claws, 1d8 damage+1 enhancement to attack and damage/essentia2Threefold Mask of the Chimera crowncan't be flanked+1 competence to Search and Spot/essentiaat end of turn take extra move action at -5 to AC and attackreduce penalty by 1/essentia5Threefold Mask of the Chimera soulcan't be flanked+1 competence to Search and Spot/essentiaat end of turn take extra standard action at -5 to AC and attackreduce penalty by 1/essentiaThreefold Mask of the Chimera totem--gain natural weapon 1 bite, 1d8 damage, 1 bite, 1d6 damage, 1 gore, 1d6 damage, all primary or one secondaryn/a2Totem Avatar armsgain bonus hit points = manifester level+1 enhancement to natural AC/essentiagain benefit of Improved Grapplen/a9Totem Avatar feetgain bonus hit points = manifester level+1 enhancement to natural AC/essentiastable as if four-legged and 1 size category larger, +8 to resist bull rush, trip, overrunn/a5Totem Avatar heartgain bonus hit points = manifester level+1 enhancement to natural AC/essentiaDR 5/magic+1 DR/essentia17Totem Avatar shouldersgain bonus hit points = manifester level+1 enhancement to natural AC/essentianatural weapons deal damage as if 1 size category largern/a9Totem Avatar totem--+0 morale bonus to damage on natural weapons+1 more/essentia2Unicorn Horn brow+2 competence to Wild Empathy and Move Silently+2 more/essentiastandard action to detect evil, 1/roundn/a9Unicorn Horn totem--gain natural weapon 1 gore, 1d6 damage, extra 1d6 v. undead+1 enhancement to attack and damage/essentia2Urskan Greaves feetmove ice and snow at normal speed, +5 unnamed bonus to Balance on iceresist cold 5/essentiaextra 0d4 untyped damage when charging+1d4 damage/essentia5Urskan Greaves totem--when overrun target can't avoid you, +2 unnamed to Str check to knock down+1 more/essentia2Winter Mask throatstandard action (?) to melee touch attack to make target become fatigued, Fort negates+1d4 cold damage/essentiastandard action to breathe 15-ft. cone of cold, once every 1d4 rounds, 2d6 cold damage, Ref half+2d6 damage/essentia14 Winter Mask totem--gain 1 bite attack****, 1d6 damage+1d4 cold damage/essentia2Worg Pelt feet+2 competence to Hide and Move Silently+2 more/essentia+5 to base land speed+5 more/essentia5Worg Pelt hands+2 competence to Hide and Move Silently+2 more/essentiafree trip on biten/a5Worg Pelt totem--gain natural weapon 1 bite, 1d6 damage+1 enhancement to attack and damage/essentia2Wormtail Belt waist+2 enhancement to natural AC+1 more/essentiagain Awesome Blow feat and are treated as one size category larger when using itn/a14Wormtail Belt totem--gain natural attack 1 stinger, 1d6 damage with poison (1d4 Str primary, no secondary, Fort negates), not combinable+1 enhancement to attack (and DC)/essentia2Yrthak Mask brow+4 competence to Listen+2 more/essentiagain 10 ft. blindsense, -4 to Spot, +4 to visual effects+10 ft./essentia9Yrthak Mask totem--standard action ranged touch attack 60 ft., 0d6 sonic damage to single opponent every other round+1d6 sonic damage/essentia2Claws of the Wyrm* armsgain 2 claws attacks****, 1d6 damage+1 enhancement to attack and damage/essentiathreat range doubles, doesn't stack with like effectsn/a9Claws of the Wyrm* handsgain 2 claws attacks****, 1d6 damage+1 enhancement to attack and damage/essentiadamage dealt by claws granted by this soulmeld improves by one stepn/a5Claws of the Wyrm* totem--gain climb speed, 1/2 base land speed, rounded upn/a2Dragon Mantle* heart+2 enhancement on Fort savesresistance to acid, electricity, fire and cold 3/essentia, stacksfast healing 0+1/essentia17Dragon Mantle* shoulders+2 enhancement on Fort savesresistance to acid, electricity, fire and cold 3/essentia, stacksDR 0/magic+1 DR/essentia, natural weapons overcome DR as if magic9Dragon Mantle* totem--move action, fly, poor, 0 ft.+10 ft./level2Dragon Tail* feetgain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling+1 enhancement to attack and damage/essentia+2 competence to Balance and Swim+2 more/essentia5Dragon Tail* waistgain 1 tail attack****, 1d8 damage, doesn't thretean, can't AoO, can't use while grappling+1 enhancement to attack and damage/essentiatail has reach, damage 2d6+1.5*Strn/a14Dragon Tail* totem--standard action, tail sweep, all adjacent foes take damage as if struck by tail, Ref halfn/a2Dragonfire Mask* browlow-light vision+2 competence to Spot/essentiadarkvision out to 60 ft. or existing darkvision +30 ft.n/a9Dragonfire Mask* throatlow-light vision+2 competence to Spot/essentiastandard action breath weapon, 30 ft. cone, 2d6 fire damage, Ref half, 1d4 round wait+1d6 fire damage/essentia14 Dragonfire Mask* totem--free action frightful presence 1/round, all within 10 ft. with less HD Will or shaken for 1 round+10 ft. to radius and 1 round/essentia2Brood Keeper's Heart** heart+4 insight to Concentration+2 more/essentiagain swarm subtype, lose armor and natural armor bonus to ACn/a17Brood Keeper's Heart** totem--natural armor bonus increases by +4 when fighting defensivelyn/a2Chaos Roc's Span** shouldersgain natural weapon 2 buffets, nonlethal damage, reach (can't attack adjacent), secondary attacks, 1d4+.5*Str bludgeoning+1 damage/essentiawings deal lethal damage, if hit an opponent with both, Fort save or be dazed for 1d4 rounds, mind-affectingn/a9Chaos Roc's Span** totem--full-round action, 10 ft. cone deals 1d4 damage (type determined randomly), Ref half+1d4 damage/essentia2Gravorg Tail** waist+4 competence to Balance+2 more/essentiause levitate as the spell, only up and down, 20 ft. per round+10 ft./essentia14Gravorg Tail** totem--levitate you and every willing creature within 10 ft. only up and down, 20 ft. per round+10 ft./essentia2Psion-Killer Mask*** browstandard action to detect psionics, range 10 ft.+10 ft./essentiawhen using detect psionics, instantly determine the number, strength, and location of each psionic auran/a9Psion-Killer Mask*** totem--standard action, ranged touch attack, 10 ft., possibly suppress psionic itemn/a2
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2014-06-11, 08:22 PM (ISO 8601)
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2014-08-06, 07:15 AM (ISO 8601)
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Re: danzibr's Totemist Handbook
Getting on two months, time to bump this sucker.
One thing I noticed is you can't click on the tables to sort the columns alphabetically anymore. Am I just doing it wrong, or was this feature truly removed?
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2014-08-06, 09:17 AM (ISO 8601)
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2014-08-06, 03:49 PM (ISO 8601)
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2014-08-06, 04:09 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
For your homebrew section: http://www.giantitp.com/forums/showt...enumbracarnate
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2014-10-14, 01:27 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
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2014-10-14, 01:36 PM (ISO 8601)
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Re: danzibr's Totemist Handbook
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class