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Totem Archetypes v1 (SSDK Materials)

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  1. TOTEM ARCHETYPES (SSDK Materials, v1)
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  3. Totem Druid (Druid Archetype)
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  5. SPELLS: The Totem Druid is a spontaneous spellcaster with the Druid spellist, with spells known and spells per day like a Sorcerer. He uses Charisma instead of Wisdom for his spellcasting, and all Druid class features that normally use Wisdom instead use Charisma.
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  7. ARMOR PROFICIENCY: Besides armor made out of metal, Totem Druids are further prohibited from wearing any armor (including shields) that is not a totem of theirs. You may purchase totem armor as a part of your starting gear, but this costs 10gp extra and must be made out of a material that can be considered valid for creating a totem out of (see Totem Bond below). Totem armor purchased as part of your starting gear does not gain any of the bonuses normally granted to totem armor (unless also purchased as a Totem normally, see Totem Bond below).
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  9. Spontaneous Casting is replaced by the following ability:
  10. Consume Totem (Su): As a standard action, you may consume a totem. This gives you a number of spells known, depending on the type and abilities of the creature the totem was made out of. If the totem creature had a Bloodline, Spirit, Mystery or Domain, you gain all the spells associated with that feature (of spell levels you can cast) as spells known for 1 hour/level. If the totem creature has multiple features, choose one; always use the Sorcerer version of any given Bloodline. If the totem creature is an animal or magical beast, you gain the spells from the Animal Domain that best represents that creature. If none of the above apply, and the totem creature is of a type directly associated with a Sorcerer Bloodline (such as Abyssal bloodline for a Demon, or Shadow bloodline for a Fetchling), you gain that bloodline's spells. Otherwise, consuming the totem has no effect. If you have succeeded at a Knowledge check to identify the creature or a Spellcraft check to identify a spell it casts, crafting its totem lets you learn what abilities consuming its totem would grant you. For details on totems, see Totem Bond below. You cannot use this ability with totems made out of bone, scales or other materials you cannot easily chew and digest, and totems made out of hazardous materials (such as poison or acid) deal damage to you normally, as if you had been struck by the creature your totem is made from.
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  12. Nature Bond is replaced by the following ability:
  13. Totem Bond (Su): You may create totems out of creatures you encounter, and bond yourself to them to gain a portion of their power. Totems can be either Flesh (meat, organs and other soft internal bodyparts), Bone (bone, horns, scales or other hard bodyparts), Skin (fur, hide, hair and other soft external bodyparts) or Blood (blood or similar bodily fluids) totems. Creating a totem requires the corpse of a creature killed within the last hour, or a creature that is willing or helpless; this creature is referred to as the totem creature. The totem creature can be any creature of a type that has both Flesh, Bone, Skin and Blood in some form, or is entirely made out of one of those types (such as a Skeleton which is entirely made out of Bone); at the GM's discretion, other types of creatures may also be considered valid totem creatures. Creating a Bone totem removes the chosen bodypart and deals half the creature's max HP in damage and 1d6 damage to CON, DEX and STR to the creature. Creating a Flesh totem removes the chosen bodypart and deals half the creature's max HP in damage and 1d6 damage to CON and CHA to the creature. Creating a Blood totem greatly drains the creature of the chosen liquids, dealing half its max HP in damage and 1d6 damage to CON and STR, and makes it Exhausted for 24 hours or until all the damage caused is healed, whichever is longer - this condition cannot be removed, magically or otherwise, unless all the damage caused has been healed.
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  15. TOTEM TYPES
  16. The abilities you can gain from a Totem depends on its type, as listed below, and the totem's level. Crafting a totem requires a skill check - which skill depends on the totem's type, see below - with a DC of 10+totem level+the HD of the totem creature. If you successfully identified the totem creature with a Knowledge check, you gain a +4 bonus on this check. Others can aid you in the skill checks to create the totem or in other parts of completing it, such as Craft (Armor) checks to create Totem Armor. You cannot create a totem with a level higher than your level, or a totem of a level exceeding the HD of the totem creature. You may increase the level of an existing totem up to a level equal to the HD of the totem creature. This requires the same skill checks and takes the same time as making a totem from scratch, but retains its old properties in addition to benefiting from the increase in level; depening on the type of the totem, additional restrictions (such as materials required) may apply. You may give Preserved totems to other creatures with the Totem Bond class feature; this requires a special 1-hour ceremony that consumes 1 selected spell slot from both the creature giving the totem and the creature receiving it. You may also take the totems of a defeated or slain creature with the Totem Bond class feature with the same method; this requires a similar 1-hour ritual where you spend 2 selected spell slots to take ownership of a totem belonging to a helpless creature, or a creature that you have dealt the killing blow to in the last 24 hours. These totems retain all their levels and abilities regardless of your own, but you cannot use them to their full potential until your level is at least equal to the level of the totem; you only gain the abilities of the totem that your level qualifies you to be able to craft yourself. However, special properties such as those gained from Totem Specializations are retained regardless of whether you have that ability or not, as long as that ability would function with a totem of your own level or lower.
  17. BLOOD TOTEM - Crafting a Blood totem requires 1 minute and a successful Heal check. A blood totem can either be bonded to grant you a bonus to your saving throws, or sacrificed to gain powerful long-lasting abilities such as evasion or fast healing. When Bonded, a blood totem grants you a bonus to all saving throws equal to 1+half the totem creature's HD. You may have multiple blood totems bonded at once stack for a higher bonus, but your bonus to saving throws from this ability may never exceed your casting ability score modifier. To sacrifice the totem, you eat or absorb a part of it into your body, and smear the rest over yourself as war paint. Sacrificing the totem grants you a speficic effect, chosen upon creating the totem, that lasts for 1 hour per level; the totem war paint cannot be washed off or removed until after the effect expires. A valid effect is any of the following abilities possessed by the totem creature: Fast Healing, Evasion, Uncanny Dodge, Spell Resistance, Immunity to Disease/Poison/Sleep/Fear/Bleed, Ferocity, Fortification, Rage, Bloodrage. For the purpose of what abilities you can gain from a totem creature, creatures with superior versions of valid abilities (such as Regeneration instead of Fast Healing, or Improved Evasion instead of Evasion) count as also having the valid abilites. Evasion, Uncanny Dodge, Rage and Bloodrage function as those class abilities, as if you were a Rogue/Barbarian/Bloodrager (as appropriate) of your level-3 (minimum 1). Immunity grants you a number of the totem creature's immunities equal to 1/4 your level (min 1). Spell Resistance cannot exceed the SR of the totem creature or your level+6. Ferocity and Fortification function as per the universal monster quality. Fast healing cannot exceed 1+1/4 your level. You can sacrifice any totem in your possession - it need not be bonded or preserved, but it must have been created by you or had its ownership transferred to you as detailed above. A blood totem is a slotless magic item that weighs 2lbs.
  18. BONE TOTEM - Crafting a Bone totem requires 1 hour and a successful Craft (Scrimshaw) check. A Bone totem can either grant you increased armor or extra natural attacks, and it can take the form of a magic item or a powerful piece of armor or weapon. Totem armor and weapons made out of Bone follow the normal rules for crafting equipment out of Bone, except their Hardness is increased (normal Hardness instead of half for weapons, 10 hardness instead of 5 for armor), their base AC and Damage are not reduced, and they are treated as magic (and thus are not Fragile). If the totem is made out of a material that is naturally more sturdy than this (such as Dragonbone), use the better of the two when determining any stat, and apply any other special material bonuses as appropriate. When Bonded, a Bone Totem additionally grants either a bonus to your Natural Armor, or an additional Natural Attack. You can gain a bonus to your Natural Armor up to half the level of the totem, but this cannot exceed the Natural Armor of the totem creature. You can gain any natural attack, with damage as normal for a creature of your size. If you lack the limb required for the attack (such as a tail for tail slap) you grow a bony, scaly, fleshless equivalent of it. Additionally, sufficiently large creatures may be made into skeletal wearables - Bone Armor and Bone Weapons - rather than crafted into more civilized forms of gear. A creature at least one size category larger than you can be made into a suit of light Bone Armor, a creature at least two size categories larger can be made into a suit of medium Bone Armor, and a creature at least three size categories larger can be made into heavy armor. A creature at least one size category larger can be made into a light Bone Weapon, a creature at least two size categories larger can be made into a one-handed Bone Weapon, and a creature at least three size categories larger can be made into a two-handed Bone Weapon. A suit of Bone Armor has an AC equal to half the creature's natural armor, with a maximum of 5 for Light, 7 for Medium, and 10 for Heavy; it has the Evolving quality, but this does not require it to be magical beyond being a totem, and does not count toward the price of other magical enhancements. It otherwise has stats as a Chainshirt (Light), Breastplate (Medium), or Fullplate (Heavy). A Bone Weapon has the damage and critical stats of one of the totem creature's natural weapons, including up to 1d6 innate energy damage, and weighs 5/10/15lbs for a light/1h/2h Bone Weapon; it counts as a manufactured weapon for the sake of attacks, but counts as both a manufactured weapon and a natural weapon for the sake of what effects can target it. Crafting a Bone Weapon or Bone Armor requires an additional Craft (Scimshaw) check and an additional Craft (Weapons) or Craft (Armor) check as appropriate, both at the totem's craft DC +2. Crafting a totem armor, totem weapon, Bone Armor or Bone Weapon takes additional time beyond what is required to craft the initial totem; 2 hours extra for Light armor/light weapons, 4 hours extra for Medium armor/1h weapons, and 6 hours extra for Heavy armor/2h weapons. A bone totem that is a magic item must be made to occupy a slot, and weighs 2lbs. If you are in a hurry, you can spend 1 minute to remove and temporarily preserve the bodyparts needed to make a totem, allowing you to take them with you until you can safely make camp and finish crafting them.
  19. FLESH TOTEM - Crafting a Flesh totem requires 1 minute and a successful Heal check. A Flesh totem can either be bonded to grant you temporary HP, or sacrificed to cast one of the totem creature's breath attacks, spells or spell-like abilities. When creating a Flesh Totem, you must choose one valid spell, spell-like ability or breath attack to infuse into the totem. A valid effect is one that doesn't replicate a spell that is of a level you cannot cast, doesn't have a casing time of more than 1 standard action, doesn't require any expensive material components worth more than 100gp, and in the case of breath attacks doesn't originate from a creature with an HD exceeding your own. The chosen effect can be created once by sacrificing the totem; by eating or crushing a small part of the totem and invoking its powers with a gesture or command word you set when creating it, the totem is destroyed in a burst of magic as the effect is cast. You can sacrifice any totem in your possession - it need not be bonded or preserved, but it must have been created by you or had its ownership transferred to you as detailed above. An effect created from a sacrificed totem acts as if it was created from a spell-like ability cast by you; it cannot be modified with metamagic using normal means, its caster level equals your level, it does not require any material component except the totem itself, it determines save DCs and the like from your highest mental ability score, and so forth. When bonded, a flesh totem gives you a pool of temporary HP equal to your casting ability score modifier, plus 1 per 4 HD of the totem creature. These temporary HP cannot be healed by normal means, but are automatically restored at a rate of 1 per hour. You may have multiple bonded flesh totems grant you a larger temporary HP pool, but you may only gain a total number of temporary HP equal to your casting ability score modifier plus your level from this ability. If you consume a Bonded flesh totem that still is granting you temporary HP, these temporary HP remain for up to 1 minute per level before disappearing. A flesh totem is a slotless magic item that weighs 2lbs.
  20. SKIN TOTEM - Crafting a Skin totem requires 1 hour and a successful Craft (Leather) check. A Skin totem can either grant you increased resistances or bonuses to specific checks, and can take the form of magic item or a powerful piece of armor. When creating a skin totem, select one type of energy resistance, damage reduction, or ability score possessed by the totem creature. If you select energy resistance or damage reduction, you gain the same type of energy resistance or damage reduction the totem creature has as long as you have the totem Bonded; you may not gain more than up to half your level (min 1) in energy resistance or 1/4 your level (min 1) in DR, and neither may exceed the energy resistance or DR of the totem creature. Totem creatures with Energy Immunity count as having 20 Resistance for the purpose of this ability. If you select an ability score, you instead gain a bonus to all checks based on that ability score; this bonus may not exceed 2+1/4 your level, and may also not exceed the ability score modifier of the totem creature. Totem armor made out of skin are treated as normal versions of their armor type (generally using the statistics for leather to determine hardness) and you can create any nonmetal Light armor as well as Erutaki Coat and Hide armor as a Skin totem armor. If the totem is made out of a material that is naturally more sturdy than this, use the better of the two when determining any stat, and apply any other special material bonuses (such as Griffonmane) as appropriate. A skin totem that is a magic item must be made to occupy a slot, and weighs 2lbs. Crafting totem armor takes additional time beyond what is required to craft the initial totem: 2 hours for light armor, and 4 hours for medium armor. If you are in a hurry, you can spend 1 minute to remove and temporarily preserve the bodyparts needed to make a totem, allowing you to take them with you until you can safely make camp and finish crafting them.
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  22. You may create as many totems as you wish, but only totems you have Bonded or Preserved maintain their stability; otherwise they decay into an unusable state within 24 hours of their creation, unless otherwise preserved using magic like Gentle Repose; totems that cease to be Bonded or Preserved likewise begin decaying and become unusable after 24 hours. Objects created as Skin or Bone Totems are not destroyed upon decaying, but lose their powers as a totem; Flesh and Blood totems are destroyed upon decay, as rot and festering consumes them. You must have identified a creature (such as with a Knowledge check) or otherwise know its abilities (such as from observing it using them in battle) in order to craft a totem that grants you those abilities. For example, a totem of a Tidepool Dragon could give you Claws even if you failed to identify the creature (because the claws are visible and easily identifiable as to their function), but you would need to identify the creature or make a successful Spellcraft check to identify spells in order to gain its Freedom of Movement spell-like ability as a Totem.
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  24. PROGRESSION
  25. At level 1, you may have 1 totem Bonded, and 1 totem Preserved. Additionally, you may always consider 1 piece of Totem Armor as a Preserved totem; this totem does not count toward your maximum capacity. You may only Preserve or Bond with an unbonded totem once per day per totem; totems that already are Bonded or Preserved may be alternated between those states freely. Preserving or Bonding with a totem is a Standard action. Your max number of Bonded totems increase by 1 at level 3, and every 4th level thereafter; your max number of Preserved totems increase by 1 at level 2, and every 3rd level thereafter. You may create totems with your starting gold; this costs 100 gold per level of the totem, and you can only create totems of Medium or smaller Animals or Humanoids; unless the level of the totem is high enough that you would have access to Wild Shape, in which case you can create a totem of a creature you would be able to take the form of with Wild Shape at the level of the totem, at twice the normal cost (200gp per level of the totem).
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  27. TOTEM SPECIALIZATIONS
  28. If you are at least level 5, you can instead of a Preserved Totem slot gain a Totem Specialization: abilities that increase the powers you gain from one specific type of totem (Flesh, Bone, Skin or Blood). In addition to the effects below, you also gain a stacking +1 bonus to all checks made with the skill associated with the Totem Type you choose a Totem Specialization for (Craft:Scrimshaw for Bone, Craft:Leatherworking for Skin, and Heal for Flesh and Blood). Unless otherwise noted, you may only select a single Totem Specialization once.
  29. Totem Specializations:
  30. Soul of Bone (Bone) - You can harvest a small part of a totem creature's soul, and use it to empower your totem. You can attach a single Forged Soul (as per the Soulforger's Forge Soul class feature) to Bone Totems you have created. The initial totem is unchanged, but you can attach small parts of bone and scale harvested from other creatures to it, investing them toward a Forged Soul of your choice as if they were Souls. Calculate the Soul worth of creatures as normal (1 soul+1 per 4HD of creature). Soulforgers interact with this Forged Soul as if the Totem Druid was a Soulforger with the Forged Soul equipped. Completing the Forged Soul is done using the normal Spellcraft check, and additionally requires a Craft (Scrimshaw) check of the same DC as the normal Spellcraft check DC.
  31. Scrimshaw Enchanter (Bone) - You can make your totems into powerful amalgams of normal magic items and totems. You can make scrimshaw equivalents of most forms of Wondrous Items, allowing an item to be both a Wondrous Item and a Totem at the same time. The craft DC to craft a Wondrous Item that is also a totem is increased by 2 and the base price is increased by 25%, but otherwise does not alter either the item or the totem in any way.
  32. Scrimshaw Smith (Bone) - You can weave your magic into your bone totems in a way that lets them mimic much harder materials, including rare metals like Mithral. You can craft your totems to mimic other materials than bone, allowing them to take on their properties; crafting them this way increases the crafting DC by 2 and the base price by 25%, on top of the normal increase in price caused by the material in question, but in exchange lets the totem be treated as an object of that material (rather than bone) for the purpose of determining what items you can craft with it, hardness, HP, special qualities, weight and bypassing damage reduction. It is not treated as another material for other purposes, such as a Druid's taboo against wearing armor made out of metal, or whether it is affected by Rusting Grasp. You can craft a previously completed normal totem to mimic new material, but you cannot change a totem that has already been modified this way to mimic a different new material. You cannot mimic soft materials such as cloth or silk this way.
  33. Scalp Collector (Skin) - Your grisly totems strike fear into the hearts of others of your totem creatures' kind, and inspires a powerful hatred in you that guides you when fighting them. You gain the effects of Favored Enemy, as per the Ranger class feature, against any creature types you have a Bonded skin totem of. In addition to its normal bonuses, the bonus also applies to Intimidate checks. If you have multiple Skin totems of the same type of totem creature (as per Favored Enemy), increase the bonuses gained by +2 per totem; the total bonus may not exceed 2+1/2 your level.
  34. Second Skin (Skin) - Your Totem Armor becomes an almost intrinsic part of your existence. If your Totem Armor is a Skin Totem, you may always consider your Totem Armor as a Bonded Totem (rather than a Preserved Totem), and it does not count toward your maximum number of Bonded Totems. Additionally any Skin Totem armor you wear has its maximum Dexterity bonus increased by 1 and its Armor Check penalty decreases by 1, and you may treat it as weightless for the purpose of load and carrying capacity.
  35. Face-Stealer (Skin) - You can use your magic to imbue your totem with some of the abilities of the creature it once was, letting you mimic some of their abilities. Upon creating a Skin Totem, you can designate it as a Stolen Totem. A Stolen Totem always takes the form of a face mask, although it can be equipped in any slot as normal. Equipping a Bonded Stolen Totem as a face mask grants you a single class feature possessed by the creature the totem was made out of, chosen upon creating the totem. This must be a class feature available at 1st level, such as a Bard's Inspire Courage or a Monk's AC Bonus. These function as if you were a normal lv1 member of the class that grants the ability, granting you extra uses, scaling and the like depending on your ability scores, and interacting with magic items as normal. You cannot use class features gained from this ability to qualify for prerequisites, but this ability counts as Skill Focus (Disguise) for the purpose of prerequisites. You can only have one Stolen Totem equipped as a face mask at a time, though you may have multiple different ones Preserved or Bonded normally. Unlike other totems, if you use Wild Shape to take on the form of the creature whose mask you are using, the mask fades attaches to your face and effectively becomes the face you have stolen - it is indistinguishable from the original.
  36. Regenerating Totem (Flesh) - You have studied the flesh of your totems so intimately that you can enspell them to regrow themselves after you sacrifice them, letting you use their powers again and again. You gain a Regenerating Totem slot; you can equip any Flesh Totem in this slot. A Regenerating Totem regrows itself a number of times per day, letting you sacrifice it and reuse its powers for as long as you wish. A Flesh Totem equipped in this way regrows 24 hours after you sacrifice it or the next time you prepare spells (whichever comes sooner), but if you create another identical Flesh Totem to the one you have equipped as a Regenerating Totem, you can instead fuse it with your Regenerating Totem to increase the speed at which it regrows. Fusing once makes the Regeneraing Totem regrow in only one hour the first time each day it is sacrificed; the second time it is sacrificed it takes longer to regrow, not returning to its normal state until after 24 hours or the next time you prepare spells (whichever comes sooner). Subsequent fusings increase the number of times the totem can regrow every day; you may fuse the totem up to four times, allowing the totem to regrow five times per day (the first four times take one hour, the fifth regrows by the next time you prepare your spells). You can unequip a Regenerating Totem at any time, as long as it is not currently regrowing; this returns it to one normal Flesh Totem, regardless of how many times you fused it. You may re-equip a previously equipped Regenerating Totem, but you do not regain the extra regrowths from fusing it. You cannot have both an Inner Totem and a Regenerative Totem equipped at the same time. Having a Regenerative Totem equipped counts as having it Preserved for the purpose of other abilities (such as Wild Shape).
  37. Contingency Totem (Flesh) - By a devious alteration to the magic binding your flesh totems, you can set their infused effects to trigger automatically when you are wounded. When you take damage that reduces the temporary HP pool gained from a Bonded flesh totem to 0, you may choose to sacrifice that totem as an immediate action, creating the effect infused within it as normal.
  38. Flesh Eater (Flesh) - By repeatedly consuming the magic-infused flesh of your totems, you grow more skilled at drawing out every last bit of vitality inside them and learn to strengthen your body when using them. On top of all other effects, sacrificing a Flesh Totem also grants you a number of temporary hit points equal to your casting stat modifier; this effect lasts for 1 minute per level. Additionally, the temporary HP pool gained from your Bonded flesh totems can also be healed with magical means, and excess healing to your normal hit points heal your temporary HP from that ability instead of being wasted.
  39. Inner Totem (Blood) - Your mastery of Blood totems is so exquisite that you can keep a totem inside of your body indefinitely, cycling it through your bloodstream and adding its power to yours for as long as you need. You gain an Inner Totem slot; you can equip any Blood Totem you have sacrificed that is still in effect in this slot. The effects of an Inner Totem does not expire until you unequip it - when you unequip it, it is purged from your body immediately, regardless of how much of the normal duration remained when you equipped it. An Inner Totem also grants you the benefits of Consume Totem while you have it equipped, as if you had used that ability with the totem; if you use Consume Totem to gain a different set of bonus spells from that ability, the bonus spells from your Inner Totem are suppressed. You cannot have both an Inner Totem and a Regenerating Totem equipped at the same time. Having an Inner Totem equipped counts as having it Bonded for the purpose of other abilities (such as Wild Shape), but you cannot sacrifice an Inner Totem (as it has already been sacrificed to make it an Inner Totem).
  40. Blood Sacrifice (Blood) - Your ability to draw power from sacrificing the blood of your enemies grows. When creating a blood totem, you can temporarily access the improved versions of the normal abilities when choosing what effects to create when you sacrifice a totem, as per the following: Regeneration, Immunity to Mind-affecting, Greater Rage, Greater Bloodrage, Improved Evasion, Improved Uncanny Dodge. Regeneration functions with the same restrictions as Fast Healing, and retains any vulnerability that disables it that the totem creature might have (such as a troll's weakness to fire and acid). Improved Evasion, Improved Uncanny Dodge, Greater Rage and Greater Bloodrage function as a Rogue/Barbarian/Bloodrager of your level-3, with a minimum effective level of the required level to access those class features. You can only access these improved abilities for 1 minute per level; you need not use the entire duration at once, but the duration must be spent in 1 minute increments. When the duration of access is spent, the abilities return to their lesser forms for the remainder of the totem's duration; if used with an Inner Totem, you can access these greater abilities 1 minute per level every day (in one-minute increments) instead.
  41. Bloodmage's Reverie (Blood) - The bloodshed and chaos of battle empowers you, and you have learned the art of empowering your magic with the blood of your enemies - be they long slain or ones you are still fighting. When you deal hit point damage to an enemy that is a valid totem creature for a blood totem within your reach, you can take a swift action to gather the spilled blood into a temporary blood totem that lasts until the end of your next turn. By using any blood totem you possess, including the temporary one created with this ability, as an additional material component when casting a spell, you can increase the caster level and saving throw DC by 1, plus 1 for every 8 HD of the totem creature. If you use any totem other than the temporary totem created with this ability, you also sacrifice this totem as part of casting the spell, gaining its effects as normal. You cannot use this ability with an Inner Totem.
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  43. Wild Shape is altered as per the following:
  44. Wild Shape: A Totem Druid cannot use Wild Shape to transform into elementals or plants, and he counts as 2 levels lower when wildshaping into animals and magical beasts that he does not currently have a totem (see Totem Bond above) of. If this reduces his effective level below the minimum to access a specific form (such as a Large animal through Beast Shape II) he cannot use that form. However, if you possess a totem of an animal or magical beast, you instead count as 2 levels higher for the purpose of Wild Shape when transforming into that creature; this allows you the option to gain more abilities from that form than your level would normally allow, or transform into creatures you normally would not be able to. Do not factor in this increase or decrease of your effective level for the purpose of Wild Shape when determining what powers you can gain from Totems, or for any other purpose than using Wild Shape. You can also use Wild Shape to transform into into Undead, Humanoids and Monstrous Humanoids, although you must possess a totem of a creature in order to be able to take on its form. At level 4 you can use Wild Shape to take on forms as per Monstrous Physique I; this increases to Monstrous Physique II at 6th level, III at 8th level, and IV at 10th level. You likewise get access to forms as per Undead Anatomy I at 6th level, increasing to II at 8th level, III at 10th level, and IV at 14th level; and forms as Alter Self at 6th level and Giant Form I at 12th level, increasing to II at 14th level. If you transform into a creature using a totem, you take on that specific creature's likeness, and gain a +10 bonus to Disguise checks to appear as that creature.
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  46. -/-/-/
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  48. Totem Shaman (Shaman Archetype)
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  50. ARMOR PROFICIENCY: A Totem Shaman is not considered proficient with any armor that is not his totem armor, unless he takes the proficiency feats for it as normal. See Totem Druid above for details on Totem Armor.
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  52. Spirit Magic is replaced by the following ability:
  53. Totem Spirit Magic: You gain the Consume Totem ability as per Totem Druid, with the following changes. Instead of gaining spells known, you gain the ability to spontaneously cast any spells gained from this ability, converting a prepared spell of an appropriate spell level to power it. Additionally, you have one extra spell slot of every level you can cast, that you only can use to cast spells gained from this ability.
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  55. Spirit Animal, Greater Wandering Spirit, True Wandering Spirit and the Shaman's 4th, 10th and 18th level hexes are replaced with the following ability:
  56. Totem Bond: As per the Totem Druid ability. For the sake of what totem creatures you can use to create totems with your starting gold out of, you are considered to have the same Wild Shape ability as a Totem Druid of your level.
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  58. -/-/-/
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  60. Totem Ranger (Ranger Archetype)
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  62. ARMOR PROFICIENCY: A Totem Ranger is not considered proficient with any armor that is not his totem armor, unless he takes the proficiency feats for it as normal. See Totem Druid above for details on Totem Armor.
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  64. All instances of Favored Enemy are replaced by the following ability:
  65. Scalp Hunter: At level 1, you gain the Scalp Collector Totem Specialization. Additionally, at level 5, you gain the ability to count one Preserved skin totem as Bonded for the purpose of Scalp Collector; this increases to 2 at 10th level, 3 at 15th level, and 4 at 20th level.
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  67. Wild Empathy, Hunter's Bond, Camouflage, Hide in Plain Sight and all instances of Favored terrain are replaced by the following ability:
  68. Totem Bond: As per the Totem Druid ability, except the Totem Ranger gains an extra Preserved slot at level 3 and 12, and an extra Bonded slot at level 4 and 17. For the sake of what totem creatures you can use to create totems with your starting gold out of, you are considered to have the same Wild Shape ability as a Totem Druid of your level.
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