Friday 30 December 2011

Shadow Classes: Shadowdancer


Shadowdancer

            “If you thought you saw something in the corner of your eye, then I am ashamed for doing such a poor job.”

            The threats of the Shadowfell are varied, so much so that the regular methods of defence are sometimes rendered useless. How does one defend a small city against a numberless zombie horde?
            A grudging truth that the Doomguard brotherhoods will admit is that their numbers are not great enough to launch an all-out war against the undead of the Shadowfell. Sometimes, more subtle means are needed.
            A Shadowdancer is a being who has mastered the art of manipulating shadows to find the most advantageous position on the battlefield. Some rely solely on stealth, using the shadows as portals to assassinate a target and slip away. Others take a more direct approach, charging headlong into battle to cause mayhem amongst enemy lines, before teleporting away for another assault.
            Whatever their method, a Shadowdancer’s greatest asset is their Shadow. Their Shadow is alive, and, although silent, will often reflect their owner’s emotional state, or steal things of their own accord. With it, they can perform daring acts of acrobatics, turn a gentle caress into a gut-slashing stroke, and escape from impossible situations.
            Although there are others that can act quicker or run faster than them, a Shadowdancer’s manoeuvrability is unrivalled. It only takes one Shadowdancer to create a problem for single enemies or massed forces, and that problem will be abused maliciously by any Doomguard entering the fray.

Class Traits
¨      Role: Shadowdancers teleport around the battlefield, sending enemies into states of disarray. They are one of the most mobile classes, matched only by the Speedster Rogue.
¨      Alignment: Any
¨      Power Source: Shadow
¨      Key Abilities: Strength, Dexterity, Intelligence, Charisma
¨      Armour Proficiencies: Light Armour
¨      Weapon Proficiencies: Simple ranged, Dagger, Shortsword.
¨      Bonuses to Defence: +2 Reflex
¨      Hit Points at 1st level: 2d6+ Constitution score
¨      Hit Points per level gained: d6+ Constitution modifier
¨      Healing Surges per day: 7+ Constitution Modifier
¨      Skill Points at 1st level: (6 + Intelligence Modifier) x4
¨      Skill Points per level: 6 + Intelligence Modifier
¨      Attack Growth: 6
¨      Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Jump, Knowledge (Dungeoneering), Knowledge (Planes), Linguistics, Perception, Perform, Profession, Sense Motive, Stealth, Swim, Thievery, Use Magic Device.


Class Features

Shadow of the Shadowfell (1st level)
Your Shadow is alive. It shares your space on the board, your defences, and has 1hp. Your Shadow cannot be targeted by single target enemy attacks. If you are attacked by an area, burst or blast attack, your Shadow is targeted by the attack as well. A missed attack never damages your Shadow. Your Shadow cannot exist in engulfing light where there is no shadow, such as a desert or an open courtyard at midday. Your Shadow counts as destroyed if you enter such light. If your Shadow is destroyed for whatever reason, you can reconstitute it by spending one minute in meditation.
If your Shadow is active, you access key abilities;
v     You can perform one minor action, such as a mid-combat observation skill check, or drawing or stowing an item, as a free action once per turn.
v     Your Shadow can lift 15lb of items, but can never use the items as weapons.
v     Once per turn, as part of an advanced attack or full attack action, your Shadow attacks one target you hit. The shadow deals 1d6 damage, and deals an additional 1d6 damage for every 5 levels of Shadowdancer you have.


Shadowdance (1st level)
You know how to Shadowdance. Whilst Shadowdancing, you gain a +1 bonus to speed per tier. As a move action whilst Shadowdancing, you may teleport up to half your speed so long as there is a shadow adjacent to you that is not your own. You can perpetuate your dance for as many rounds per day as your Acrobatics skill +4.


Schools of Darkness (1st level)
Choose one of the following schools. Once this choice has been made, it cannot be changed.

Banshee: You gain proficiency with the Longsword. Whilst you are Shadowdancing, enemies adjacent to you suffer a penalty to attack rolls equal to your CHR modifier. When you make an attack with your Shadow, you deal extra damage equal to your STR modifier.

Ghost: Your Shadow counts as an independent creature. It can glide your current speed, and has HP equal to your bloodied value, although missed attacks can now harm it. It heals to maximum health during a short rest. Your Shadow can now carry 30lb of equipment, and shares your skill list. It is an insubstantial creature, and gains an additional Resist Force equal to your CHR modifier. You must be adjacent to your Shadow or an enemy your Shadow is adjacent to in order to activate Shadow attacks. Your Shadow acts when you act, and cannot travel more than 20 squares away from you.

Poltergeist: When you fall from a height, you treat the fall as if it were 10 feet shorter than it actually is. Whilst Shadowdancing, your base movement is reduced by 3, but you may walk on air as if it were solid ground, and the maximum distance of your teleport remains unhindered. If you are stunned, dazed, or rendered unconscious whilst standing or fighting in midair, you plummet to the ground at a rate of 60 feet per round. If you regain your mental faculties before you hit the ground, you can spend a move action to resume Shadowdancing and stop falling. When you attack with your Shadow, you may re-roll the damage die for your Shadow attack only.

Raven: You gain the Raven Queen's Blessing Channel Divinity power. Whilst Shadowdancing, you can move over surfaces that would not otherwise support your weight, such as water, acid, or lava, and difficult terrain, but you cannot run over air. You do not suffer damage from running over these surfaces, but ending your turn over these surfaces means you fall into them. There is an exception; you can, if you make a double move action to Run twice, continue to run over a period of several turns without stopping, allowing you to cross things such as a body of water. When you make an attack with your Shadow against a bloodied target, you gain a bonus to your attack rolls equal to your INT modifier.

Spectre: The critical threat range of Daggers you wield increases by 1. While you Shadowdance, any teleport move you make turns you insubstantial until the end of your next turn. When you make a full attack action with your Shadow, your Shadow attack deals an additional INT modifier damage on a critical hit for every Shadow damage die you have.

Scorpion: You gain proficiency with the Rapier. You Mark targets you attack with your Shadow. Whilst Shadowdancing, you gain a bonus to AC equal to your CHR modifier. If a marked target damages you, you may teleport to a square adjacent to the target as a free action.

Spider: You gain Two Weapon fighting as a bonus feat. While you Shadowdance, you gain Spider Climb equal to your INT modifier. When you make a full attack action with your Shadow, you can slow the target you hit.

Wraith: You can hide in plain sight, so long as there is sufficient shadow near you, excluding your own. Whilst Shadowdancing, when you make a successful Stealth check to hide, you become invisible until you move. Like other forms of invisibility, this grants you a +10 bonus to Stealth checks to remain hidden. When you attack with your Shadow, the target of the attack suffers ongoing bleed damage equal to your STR modifier.

             
Dance Steps (2nd level)
At 2nd level, and every 2nd level thereafter, you may choose a Dance Step from the following list. Unless otherwise mentioned, you can only take a Step once.

Advancing Footsteps: Increase your Speed by 1 whilst Shadowdancing. You can take this Step multiple times to a maximum of 3 times.

Attunement: Increase the number of rounds you can perpetuate your Shadowdance by 2. You can take this Step without limit.

Breakneck Charge: Increase your speed whilst charging and Shadowdancing by your STR modifier.

Bend Distance: When you are hit with an attack that deals damage on a miss, you only take 1/4 damage instead of 1/2 damage.

Catch the Edge: When you throw a Dagger as part of a ranged attack, you can catch it with the hand you threw it.

Combat Dilettante: You gain a Combat Feat you meet the prerequisite for.

Dancer's Finesse: You gain the Weapon Finesse feat.

Dark Adept: Add another damage dice your Shadow attack.

Dark Destiny: Your Shadow attacks deal an additional 1 point of damage per damage die.

Dark Destroyer: Your Shadow damage die size rises by 1.

Dark Reaping: Your Shadow attacks gain the Brutal 1 trait.

Defending Shadow: If you are hit by a single target attack, and your Shadow is adjacent to you if you belong to the Ghost school, you can opt to have your Shadow become the target of the attack instead.

Evade the Light: You gain a +2 bonus to Reflex. You can take this step multiple times, each one adds +1 Reflex.

Fast Stealth: Whilst Shadowdancing, you suffer no penalty to Stealth checks to move at full speed.

Freedom of Form: As part of your teleport action, you can stand up or fall prone.

Graveyard Stand: If you recover from the dying status, you may stand up as a free action as soon as you regain consciousness.

Harrowing: If your Shadow is destroyed for whatever reason, you gain a +2 bonus to your attack and damage rolls until the end of your next turn.

Kill the Light: As a minor action whilst Shadowdancing, you can snuff out all minor sources of light in the room you currently stand in, but not magical light.

Lightwalker: The environmental requirements to activate your abilities are reversed; to summarise, you work at your best in bright light instead of pitch darkness.

Multidirectional Defence: Whilst Shadowdancing, you do not grant combat advantage to one pair that is flanking you.

Nighteyes: You gain Low-Light vision. If your race choice already has that, you gain Darkvision instead.

Retaliate!: You gain a bonus to your Initiative roll equal to your INT modifier if you are ambushed.

Rogue Relations: You gain a Rogue talent you qualify for from the Rogue Talent list.

Shadow Mending: As a free action, you can destroy your Shadow to spend a healing surge.

Shadow Stitching: Requires Shadow Mending. After you use Shadow Mending, you gain Regeneration equal to your STR modifier.

Single Edge Slaying: Whilst you wield a Light Blade in one hand and your other hand is free, the critical threat of the weapon rises by 1.

Single Edge Parry: As part of an advanced attack action, you gain a +2 bonus to AC while you wield a light blade in one hand and your other hand is free.

Steady Skills: When you spend a standard action to make a skill check, you may take 10 for the check, even if you would be distracted.

Trap Training: You gain the Trap Finding Feat from the Rogue feat list.

Twin Blade Attack: Whilst wielding two Daggers, you gain a +1 bonus to all melee damage rolls.

Twin Sword Dervish: Whilst wielding two Shortswords, you gain a +1 bonus to AC and opportunity attack rolls.

Underhanded Jump: When you teleport to leave a square adjacent to an enemy, enemies adjacent to the square you left suffers a penalty to their next attack roll equal to your INT modifier.

Vestige of Faith: You learn either Lolth's Strike, Olidammara's Jump, or Sehanine's Retrbution as a Channel Divinity power. You do not have to worship the God in question, but your alignment must be one step from that of the god's.

Wisp Dodge: Whilst Shadowdancing, the first single target ranged attack against you in the encounter, weapon or magical, suffers a penalty to hit equal to 2x DEX your modifier.


Advanced Steps
At 10th level, you add the following list to the steps you can learn.

Advanced Single Edge Slaying: Whilst you wield a Light Blade in one hand and your other hand is free, the critical threat of the weapon rises by 1.

Advanced Single Edge Parry: As part of an advanced attack action, you gain a +2 bonus to AC while you wield a light blade in one hand and your other hand is free.

Advanced Twin Blade Attack: Whilst wielding two Daggers, you gain a +1 bonus to all melee damage rolls.

Advanced Twin Sword Dervish: Whilst wielding two Shortswords, you gain a +1 bonus to AC and opportunity attack rolls.

Blood and Wit: You gain Skill Focus as a bonus feat. You may take this step multiple times, with no limit.

Break the Light: Requires Kill the Light. As a minor action whilst Shadowdancing, you can snuff out all minor sources of light in the room you currently stand in, including magical light.

Enduring Shade: Once per encounter, when your Shadow is destroyed by an attack, it survives with 1 hit point.

Fallingdown: Whilst Shadowdancing, you fall from great heights at a rate of 60ft per round, and you suffer no damage when you land.

Gloaming Cut: As an advanced attack action, you can inflict ongoing damage to the target equal to your INT modifier.

Lethal Jump: When you teleport to leave a square adjacent to an enemy, enemies adjacent to the square you left grant combat advantage until the beginning of their next turn.

Ranged Legerdemain: You can perform Thievery and Disable Device checks from 6 squares away. Your Shadow must be active for you to use this ability, and you cannot take 10 or 20 for these skill checks. Any object manipulated must be able to be carried by your Shadow.

Resist Blindness: If an effect Blinds you, you may make an immediate saving throw against the effect.

Ride the Twilight: You can destroy your Shadow to gain a +20 bonus on your next Acrobatics or Jump check, and your jump distance is not limited by your speed.

Shadow Image: As a standard action, you can destroy your Shadow to create false images of yourself. The number of false images is equal to the number of Shadow damage die you have. Your images move in your turn, and may move as you are able to. The images have your defences -5, but disappear if struck. They cannot attack. The images are only visual effects. They make no sound or offer no smell, and leave no traces. Enemies suffer a -5 penalty to Perception checks for every image you have active for attempts to spot you.

Slaughter: Once per day as a full attack action whilst Shadowdancing, you can teleport, if able, to an enemy within teleport range and make one of your attacks per round against it. You may keep teleporting and attacking with this action, so long as there is at least one enemy remaining and you have unused attacks per round.

Trick the Trap: If you trigger a single target trap, you can redirect the attack to your shadow before the attack is rolled.

Voracious Edge: If you score a critical hit with a melee attack, you can use your Shadow attacks on the target of the critical hit, even if you didn't make an advanced attack action or a full attack action.


At 20th level, you may choose one of these three steps to learn instead of one from the previous lists. You can only ever learn one of these 20th level steps.

Perfect Darkness: As a standard action, you can extinguish all light from a room you currently occupy, even magical light. If something is aflame, such as an Efreet or a burning item, the subject still burns, but emits no light. Whilst Shadowdancing, any target you strike in total darkness becomes blinded and rattled (save ends).

Perfect Janus: Your Shadow cannot be destroyed by bright light. It now takes one full round action to reactivate your shadow instead of one minute of meditation. The amount of weight your shadow can carry rises by 5lb, and the damage die size of your shadow attacks rises by 1. When you score a critical hit, the maximum damage is also applied to your Shadow attacks.

Perfect Shadowjump: Whilst Shadowdancing, you can teleport up to your original movement speed.   You do not have to see where you want to teleport to in order to make the move so long as you have seen it before, however, if you try and the space is occupied, the move fails, but the action is still consumed. If you grab a target, ally or enemy, while you teleport that target teleports with you.

[Kudos to mineworker.deviantart.com for the picture]

Monday 26 December 2011

Shadow Classes: Doomguard


Doomguard
 
            “This is my hurt, my madness, my unrequited hatred! This is my power, and I am coming for you.”

            At the dawning of the world, the Primordials took the parts of it that were too bright to allow creation, and flung them aside. To keep the balance, they took the aspects of the world that were too dark, and threw them away. The brightness and the darkness culminated in parodies of the world, known as the Feywild and the Shadowfell. Although the Feywild is dangerous, it is a world of light, magic and verdant power. The Shadowfell is not so blessed.
The Shadowfell is the plane that all dead spirits pass into before they ascend, fall, or disappear into the Outer Realm. Here, the darkness of the plane twists the weak willed into ghosts, or the horrors force them to become monsters that wreak havoc on those few that dwell there.
There is no true sanctuary, and it is in this hopeless world that the Doomguards hail from. The brotherhoods of the Doomguards perform the role of protection, but theirs is not the joy of battle of a Fighter, or the dedication of a Paladin. Doomguards are nihilists, knowing that, in time, all will be destroyed. In turn, the only way keep that which matters in tact is to destroy everything else. They have no qualms with hiring Shadowdancers as assassins, or striking an unarmed man. A Doomguard’s prerogative is the survival of those under his protection, and any Doomguard worth their salt will not stop to think of morals or shy away from any foe they face.
Each Doomguard is initiated into a brotherhood by a certain rite of passage. The rite involves having the animus, that which binds the soul to the body, carved out with a knife made from Ghost Iron and bound into a weapon of the initiate’s choosing. The weapon is forever part of them. The more the Doomguard grows into his role, the more crooked and vicious his weapon will become, granting him almost unrivalled power with which to cause suffering to his foes. However, this Hideous Weapon is both a constant reminder of his duties, and the darkness that lies in the hearts of all beings.
In truth, many of the dreary occupants of the Shadowfell are as much afraid of the brotherhoods as they are of the countless undead of the plane. Although an undead beast is only monstrous after death, the Doomguard brotherhoods represent monstrosity in the living.

Class Traits
¨      Role: Doomguards are nihilistic, brutal warriors. They choose a target and squash its powers with the aim of crushing it before it can threaten anyone else, whilst being extremely resistant to more exotic forms of attack.
¨      Alignment: Any.
¨      Power Source: Shadow
¨      Key Abilities: Strength, Constitution, Intelligence.
¨      Armour Proficiencies: Light, Medium and Heavy Armour. Light shields and Heavy Shields.
¨      Weapon Proficiencies: Simple Melee, Military Melee
¨      Bonuses to Defence: +1 Fortitude and Will
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 10+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 6 levels
¨      Class Skills: Appraise, Climb, Endurance, Handle Animal, Jump, Knowledge (Dungeoneering), Knowledge (Planes) Knowledge (Religion), Profession, Ride, Sense Motive, Swim.


Class Features

Scorn (1st level)
As a minor action, one target within three squares of you becomes the target of your Scorn. Targets of your Scorn are Marked. As a Standard Action, you can target 2 enemies as your Scorn. As an Advanced action, you can target 3 enemies as your Scorn.
If an adjacent target of your Scorn shifts, you may shift a number of squares as a free action equal to 1/2 of your CON modifier.
If an adjacent target of your Scorn hits an ally with an attack that doesn't include you, the target takes damage equal to the damage it inflicted to your ally.

The Hideous Power (1st level)
At 1st level, you choose a Hideous Weapon. This weapon is chosen from one weapon you have proficiency with. The Hideous Weapon is imbued with your soul's animus, the bond that ties the soul to the body. This bond is both a gift and liability to the Doomguard; if you are separated from your Hideous Weapon, you die. The maximum distance, in miles, and the number of hours you can remain separated is equal to your level. If you are ever slain, save for old age, your Hideous Weapon counts as a body part for the sake of resurrection spells. If the Hideous Weapon is ever broken, you can repair it with a touch, so long as you have at least a shard of metal of the blade.
The Hideous Weapon counts as a magical weapon, although it can never be augmented or destroyed by a crafting check. Equally, the Hideous Weapon only activates its power for you. Anyone else wielding it gains no benefit, and it is treated as a mundane weapon until you retrieve it again. At 2nd level and every 4th level thereafter the Hideous Weapon adds a +1 to its enchantment bonus to a maximum of +6.


Brotherhood (1st level)
As a Doomguard, you belong to a group of like minded individuals known as a Brotherhood. Each Brotherhood gives a unique bonus to your Scorn. Choose one of the following groups to join. Once the choice has been made, it cannot be changed.

The Breaking Spirit: Against targets of your Scorn, you use CON as the modifier for your melee attack and damage rolls.

The Burning Chain: Targets of your Scorn cannot shift.

The Cracking Sky: Targets of your Scorn with an Immortal, Elemental, or Aberrant background suffer a penalty to all defences equal to 1/2 your INT modifier.

The Damning Love: Targets of your Scorn suffer a -1 penalty to saving throws.

The Encroaching Denial: You gain a bonus to AC equal to your CON modifier against the target of your Scorn.

The Flowering Hatred: Targets of your Scorn grant Combat Advantage to you.

The Hungering Doom: Targets of your Scorn suffer a penalty to all skill checks equal to your level.

The Shining Darkness: You gain a bonus to damage rolls against the target of your Scorn equal to your INT modifier.

The Weeping Father: The target of your Scorn is knocked prone when hit by your opportunity attacks.


The Creeds (2nd level)
At 2nd level and every 4th level thereafter, choose a Creed for the Doomguard to follow. The selection of Creeds to choose from increases as you grow in level.


2nd level
No Corruption Shall Blemish My Glory: You are immune to the effects of diseases. You can still contract them and pass them on to others.

No Demon Shall Avoid its Fate: You gain a bonus to damage rolls against Elementals equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Devil Shall Elude My Gaze: You gain a bonus to damage rolls against Immortals equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Immaterial Fiend Shall Be Spared: You gain a bonus to damage rolls against Fey equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Malevolent Spirit will Oppose Me: You gain a bonus to damage rolls against Undead equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Sin Shall Go Unpunished: The AC and Reflex bonuses you get from your shield rises by 1+ the number of bonuses of your Hideous Weapon.


6th level
I Shall Always Defy My Fate: Your Scorn removes one Action Point from the target, if it had one.

I Shall Know No Fear: You gain a +5 bonus to Saving Throws against Fear, Illusion and Domination effects.

I Shall Never Cease My Duty: If you become Slowed, Immobilised, Restrained or become unable to shift, you can make an immediate saving throw to end the effect.

I Shall Never Yield To The Witch: You gain a +1 bonus to all defences against magical attacks.

I Shall Not Go Quietly Into Darkness: You gain a +2 bonus to death saving throws.


10th level
Caution Provokes Cowardice: You gain a + 6 bonus to AC whilst charging. This bonus lasts until the beginning of your next turn.

Death Bares Victory: When you reduce an enemy to 0 hit points or fewer, you gain temporary hit points equal to your level.

Duty Requires Discipline: You do not sleep. Instead, you need only to remain inactive for 4 hours a day to benefit from an extended rest. Whilst inactive, you are aware of your surroundings and can react to them normally

Innocence Proves Nothing: As an advanced attack action, you can make a basic melee attack. If the attack hits a target, all enemies that can see you become Rattled until the end of your turn.
.
Might Makes Right: Add your STR modifier to Diplomacy, Bluff, Intimidate and Sense Motive skill checks.


14th level
My Despair Shall Be Stifled: You can reroll failed saving throws any number of times in a turn, but at a cumulative -1 penalty for every attempt. The penalty resets at the beginning of your next turn.

My Gaze Shall Be Far: You can see 10 feet further than you otherwise could in areas of clouded vision. You may reroll Perception skill checks once per encounter.

My Transgressions Shall Be Cleansed: When you use your Second Wind, you can spend a second healing surge to make a saving throw against 2 negative effects you currently suffer from.

My Trust Shall Be Unbreakable: You gain Resist against all attacks made by your allies equal to your level.

My Wrath Shall Be Furious: You gain a bonus to damage rolls equal to the bonus of your Hideous Weapon against targets that damage you. That bonus lasts until the end of your next turn.


18th level
Until Darkness Takes Us: You gain a bonus to damage rolls equal to your INT modifier +3 for every unconscious ally you can see or have seen.  

Until My Final Breath: When you reach 0 Hit Points, you do not fall unconscious for as many rounds equal to your CON modifier, but you still make death saving throws.

Until The End of Time: You no longer age, and cannot die of old age unless you will it.


Hideous Augmentation (4th level)
At 4th level, and every 4th level thereafter, your Hideous Weapon gains an augmentation from the following list. You cannot choose the same power twice, unless otherwise stated.

Agony: Your Weapon gains the Brutal 1 trait, or increases an existing Brutal trait by 1.

Believing: Your Weapon becomes Holy. You must be of a Good Alignment to choose this Hideous Augmentation.

Bleeding: The damage your Weapon inflicts counts as Bleed damage.

Covetous: Your Weapon gains the Defending power.

Despairing: Your Weapon becomes Unholy. You must be of an Evil Alignment to choose this Hideous Augmentation.

Freeze: Your Weapon inflicts Cold damage.

Fury: Your Weapon gains the High Crit ability.

Greed: Your Weapon returns to your hand from up to 20 squares away as a minor action.

Grit: Your Weapon gains the Versatile trait.

Hungry: Your Weapon gains the Seeking power.

Jealousy: Your Weapon damages anything that holds it other than you. This is Shadow damage, and the damage inflicted is equal to the damage die of your current weapon.

Lawbringer: Your Weapon becomes Axiomatic. You must be of a Lawful Alignment to choose this Hideous Augmentation.

Lawless: Your Weapon becomes Anarchic. You must be of a Chaotic Alignment to choose this Hideous Augmentation.

Melt: Your Weapon inflicts Acid damage.

Might: Your Weapon gains the Stout trait.

Murderous: Your Weapon gains the Vicious trait.

Pity: Your Weapon becomes Merciful.

Power: Your Weapon's damage dice rises by one.

Rage: Your Weapon deals +2 damage. You can choose this augmentation once per tier.

Roar: Your Weapon inflicts Sonic damage.

Ruin: The critical threat of your Weapon rises by one.

Scorch: Your Weapon inflicts Fire damage.

Sharp: Your Weapon gains the Keen power.

Shock: Your Weapon inflicts Lightning damage.  

Slaying: Your Weapon counts as being crafted from either Blessed Steel, Cold Iron, Disturbing Steel, Malefic Steel, Negasteel, or Silvered Steel.

Wrath: Your Weapon gains an additional +2 to attack rolls. You can choose this augmentation once per tier.

Zephyrus: Your Weapon gains the Thrown power.

Thursday 22 December 2011

Primal Classes: Totemic

Foreword
            Many of the game rules and class designs are drawn from existing editions of D&D and Pathfinder. Many of my 'new' classes take aspects of previous ones or more awkward Prestige classes, tweaked to work together in ways that they otherwise shouldn't. Faustian is an example of this, as is Inquisitor, Paladin and, to a lesser extent, Monk. Although Chronarch and Shadowdancer only have a passing resemblance to their D&D counterparts, I think it's safe to say there are very few truly original classes in the Providence line up. There have been experiments, mind you, including Summoner (far too many templates, and worked as a campaign-specific class rather than something that could be applied anywhere), Judge (a mishmash of rules, combat systems and contradicting ideas, although it did provide the template for at least 10 other classes) and the short-lived Gunslinger/Corsair.
              Totemic does not fall into this category of hodge-podge class brewing. Totemic is the 20th, potentially final, base class in Providence, and i'll admit shamelessly that none of the ideas, role or indeed any of the fluff were written by me. It is a completely unique class, drafted, tested and designed by my friend, Tom. In his own words, it does something that no other class does, which is true. All of my close friends know I have a particular disdain for Primal classes across all of the editions, and a shapechanging expert is not something I would've concocted on my own.
             Tom has worked long and hard on Totemic, and the sheer extent of the different abilities present in the Totemic's arsenal is evidence of this. Although I have taken his original draft and reorganised it to fit better into Providence's established order, the core of the class is still the same, with each individual animal form keeping much of its individuality, even if the Providence layout doesn't use a pre-existing set of templates.

            On a similar note, it would be grotesquely selfish to proclaim all of this work as my own. In addition to the above mentioned sources, both Tom and my friend Andy have provided months of work, support, and a good old slap if the occasion calls for it. Tom's most recent contribution was the Totemic, but he's done everything from providing class and spell ideas to writing parts of the feats lists. He is also the designer of the Providence character sheet, and (somehow) made it so that all of the heavy calculation is done by Microsoft excel. On top of all that, he's the go-to guy for finding lesser known games that he never fails to fire my way, such as things like Diplomacy or the Call of Cthulu.
            Andy has a love for gameplay systems, as shown in his blog, http://subspaceemissary.blogspot.com/. He writes on a myriad of relevant topics from videogaming to boardgaming, and was kind enough to make a post about nothing but my blog. He's the biggest finder of loopholes, and has easily headhunted the greatest number of problems within the Providence system.
            I think it would be safe to say that Providence wouldn't be anywhere close to the state it is in right now if it weren't for these two heroes, and I can only hope that they'll keep helping me free of charge for the foreseeable future! Then again, if Providence began turning a profit...

               Below is both versions of Totemic. The first is the Providence re-write, and reads in much the same way as previous class entries. The second is the original copy, complete with Animal templates. Both of these versions can be used with Providence, although the latter of the two can easily be used for d&d 3.5 or Pathfinder.


Totemic

“Bear no false hope by standing against me. You are merely a paper tiger. I am not.”

            The soul of an animal is no less potent than that of an intelligent being; Totemics would argue moreso, as their natural instincts live on past their death. Instead of trailing away into the Shadowfell, and eventually the halls of the Raven Queen, animal spirits linger in the world a little while longer, before being drawn into the bosom of Providence herself. In this time of limbo, animal spirits are drawn together through their instinct, and follow individuals of great strength of will, or are invoked by primal rituals. These individuals are Totemics.
            Totemics are shapeshifters that take on the form of one or many animals. A druidic sect unto themselves, they recognise the value in both Greater Spirits and the spirits of the common animal from which they inherit strength. By drawing on these totem spirits, a Totemic can be an unpredictable force on the battlefield; they are at once breaking the enemy with the charge of a buffalo, the next tearing enemies apart with the claws of a lion, before flying away on a hawk’s wings.
            As Totemics become more adept at wielding their primal power, their totem spirits become more alive with each transformation, thus allowing the Totemic to manifest powers that the spirit once had in life.
There are dangers to their art, however. An unfortunate few can be overpowered by their totem spirits, the will to live and sensation of a willing body strangulating all autonomy of the host. These poor souls live a pseudo-life, trapped between instincts and understanding after succumbing to the beast within.

Class Traits
¨      Role: Totemics manipulate animal forms to fill a variety of specific roles.
¨      Alignment: Any, although because of their wild nature, it is extremely rare for a Totemic to be anything but Neutral
¨      Power Source: Primal
¨      Key Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom
¨      Armour Proficiencies: Light armour
¨      Weapon Proficiencies: Simple weapons
¨      Bonuses to Defence: +2 Will
¨      Hit Points at 1st level: 2d6+ Constitution score
¨      Hit Points per level gained: d6+ Constitution modifier
¨      Healing Surges per day: 10+ Constitution Modifier
¨      Skill Points at 1st level: (6 + Intelligence Modifier) x4
¨      Skill Points per level: 6 + Intelligence Modifier
¨      Attack Growth: 7 levels
¨      Class Skills: Climb, Endurance, Escape Artist, Fly, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Linguistics, Perception, Ride, Sense Motive, Stealth, Survival, Swim, Thievery.


Class Features

            Totemic Realms (1st level)
            Totemics hail from wildernesses the world over, and it is rare that any two from the same region are the same. Pick one Realm from the list below. Once this choice has been made, it cannot be changed.

Aquatic Realm: The length of time you can hold your breath is not reduced by standard actions. The DC for an hour of prolonged swimming is reduced to 10. You gain a +2 bonus to Fortitude.

Desert Realm: You do not need to make Endurance checks to resist the effects of hot weather. Once per day, you can reroll failed Endurance checks to resist the effects of thirst. You gain a +2 bonus to Fortitude.

Jungle Realm: You gain a +5 bonus to Stealth checks to hide from sight. Once per day, you can reroll one Survival check and take either result. You gain a +2 bonus to Reflex.

Mountain Realm: You do not need to make Endurance checks to travel in rough terrain over a long period of time, but this does not stop you making Endurance checks to resist lengthy travel as a whole. You can survive on half of the regular food intake needed for a creature of your size. You gain a +2 bonus to Fortitude

Savannah Realm: You can survive on half of the regular food and water intake needed for a creature of your size. You automatically pass the first two Endurance checks required to resist the effects of starvation and thirst. Once per day, you can reroll one Survival check and take either result. You gain a +2 bonus to Reflex.

Temperate Realm: You gain 1 additional Hit Point at 1st level and every level thereafter. You gain a +5 bonus to your passive perception. You gain a +2 bonus to Reflex.

Tundra Realm: You do not need to make Endurance checks to resist the effects of cold weather. Once per day, you can reroll failed Endurance checks to resist the effects of hunger. You gain a +2 bonus to Fortitude.


One with Nature (1st level)
            You feel the pull of nature more than others, and you can communicate with its inhabitants. Whilst in Totemic Form, you can talk freely to animals. This power does not predispose an animal to you in any way, and many tend to be wary of strangers. Equally, some animals are notoriously stupid, and may be no help to you whatsoever. If you speak to an animal in the same genus as your Totemic Form, you gain a +5 bonus to Linguistics checks.
            At 11th level, you can use this power in your humanoid form.


            Totemic Form (1st level)
            Totemics have the power to channel the totem spirits of animals to temporarily adopt their form.
As a standard action, you can assume a Totemic Form. When you transform into your Totemic Form, your items become a part of your body. You still gain the bonuses of your magic weapons, armour and accessories whilst in this form, including any special abilities or masterwork material that these items possess. These bonuses and masterwork bonuses apply on your melee attacks. You cannot use any spells bound to your magic items in this form, nor can you use Wondrous Items. You cannot access any container you have on your person while in Totemic Form.
As a standard action, you can assume your humanoid form. You do not have to transform into your humanoid form before switching Totemic Forms, you may switch between them freely.
Whilst in Totemic Form, your statistics, Hit Points, Skills and other ability scores remain the same, although you cannot speak the languages you know, with the exceptions listed in the form entries below. The entries contain the form’s size, speed, the ability score used to calculate attack and damage rolls, the form’s natural attacks, and the skill bonuses the form provides. In addition, each form comes with a free selection of Totemic Gifts from the Totemic Gifts class feature.
The size of all Totemic Forms begins at Medium; certain forms, such as Rodents and Ursidae, come with the Greater and Lesser Totemic Gifts as standard, which alters their size at 1st level.
Many Totemic Forms have a different Speed score to your humanoid form, or incorporate an alternate movement mode into their profile.
Due to the nature of the Primal magics at work of a Totemic’s transformation, it is not always STR that decides how lethal a Totemic Form’s strikes are. The entry here is used instead of STR as the modifier for attack and damage rolls in the Totemic Form.
The Totemic Form’s attacks are listed as either Primary or Secondary. Secondary attacks tend to be weaker than Primary attacks, and suffer a -3 penalty to attack and damage rolls. You can use either your Primary attack or your Secondary attack as a standard action. As a full attack action, you can attack with both of your Primary and Secondary attacks.
Each Totemic Form offers two or more skill bonuses. While in this Totemic Form, you gain a bonus to these skill checks equal to ½ your level.
Totemic Gifts are augments to your Totemic Form. All of these forms come with at least two bonus gifts.
As you grow in strength as a Totemic, so too do your Totemic Forms. Each form has a list of available upgrades obtainable from the Totemic Gifts class feature. The details of Totemic Gift rules and their special properties are explained below.
At 1st level, you begin play with 2 Totemic Forms from the list below. At 6th level and every 6th level thereafter, you may choose another Totemic Form to adopt.


Arachnids: Encompassing giant spiders, scorpions and other vermin, Arachnids are effective at surprise attacks from unexpected angles.

Size: Medium
Speed: 6, Spider Climb 6
Attack Modifier: INT
Attacks: 1d8 Bite (Primary)
Skill Bonuses: Climb, Stealth.
Free Totemic Gifts: Envenomed Attacks, Many Legged
Compatible Totemic Gifts: Adept, Ambush, Grappling Bite, Lesser, Lethal, Medium Natural Armour, Ravenous, Solo Hunter, Stinger, Tremorsense.


            Canines: Encompassing wolves, dogs and similar animals, Canines are quick, and work best when adjacent to allies.

Size: Medium
Speed: 7
Attack Modifier: WIS
Attacks: 1d6 Bite (Primary)
Skill Bonuses: Perception, Survival
Free Totemic Gifts: Pack Hunter, Scent.
Compatible Totemic Gifts: Adept, Bite, Gnashing Bite, Grappling Bite, Greater, Lesser, Light Natural Armour, Mount, Ravenous, Rugged, Swift, Swimmer.


            Felines: Encompassing cats and big cats, Felines are designed to chase down fast targets, or single out enemies that have been separated from the group.

Size: Medium
Speed: 7
Attack Modifier: DEX
Attacks: 1d6 Bite (Primary), 2d6 Claws (Secondary)
Skill Bonuses: Acrobatics, Stealth
Free Totemic Gifts: Solo Hunter, Swift.
Compatible Totemic Gifts: Adept, Ambush, Balanced, Fleeting, Grappling Bite, Greater, Heedless, Lesser, Lethal, Rake, Ravenous, Scent, Strafe.


            Pisces: Encompassing fish and other marine life, Pisces can only operate under the water, but are extremely powerful.

Size: Medium
Speed: 0, Swim 6
Attack Modifier: STR
Attacks: 1d8 Bite (Primary)
Skill Bonuses: Jump, Swim
Free Totemic Gifts: Gills, Medium Natural Armour
Compatible Totemic Gifts: Adept, Bite, Blindsense, Fleeting, Gnashing Bite, Grappling Bite, Grappling Crush, Greater, Lesser, Lethal, Medium Natural Armour, Mount, Rugged, Scent, Swift, Swimmer.


            Raptors: Encompassing birds, Raptors are excellent scouts, able to fly into the air. They are not suited well to combat, but they can perform daring manoeuvres in battle.

Size: Medium
Speed: 2, Fly 8
Attack Modifier: DEX
Attacks: 2d4 Claws (Primary).
Skill Bonuses: Fly, Perception
Free Totemic Gifts: Fleeting, Strafe
Compatible Totemic Gifts: Adept, Bite, Gnashing Bite, Grappling Claws, Greater, Heedless, Lesser, Lethal, Longsighted, Mount, Rake, Ravenous, Solo Hunter, Swift, Talkative.


            Rodents: Encompassing rats, mice, squirrels, and other such animals, Rodents are not powerful combatants. However, they are almost unmatched at stealth and sabotage.

Size: Medium
Speed: 6
Attack Modifier: STR
Attacks: 1d6 Bite (Primary)
Skill Bonuses: Stealth, Thievery
Free Totemic Gifts: Lesser, Delicate
Compatible Totemic Gift: Adept, Between the Legs, Fleeting, Greater, Heedless, Lesser, Lethal, Strafe, Swift, Swimmer, Talkative.


            Saurus: Encompassing the likes of crocodiles and other legged reptiles, Saurus animals are hardy, and can fight in either the water or on land. They are vicious, but tend to be a bit slow.

Size: Medium
Speed: 4, Swim 5
Attack Modifier: STR
Attacks: 1d8 Bite (Primary)
Skill Bonuses: Intimidate, Swim
Free Totemic Gifts: Heavy Natural Armour, Gnashing Bite
Compatible Totemic Gifts: Adept, Grappling Bite, Grappling Crush, Greater, Heavy Natural Armour, Lesser, Lethal, Ravenous, Rauisuchian Skeleton, Slam, Swimmer, Threatening, Toppling Slam.


            Serpentes: Encompassing snakes and other legless reptiles, Serpentes can detect enemies with great accuracy, and deliver lethal coiling attacks. However, they tend to be somewhat sluggish on approach.

Size: Medium
Speed: 4
Attack Modifier: INT
Attacks: 1d8 Bite (Primary)
Skill Bonuses: Stealth, Survival.
Free Totemic Gifts: Scent, Tremorsense.
Compatible Totemic Gifts: Adept, Ambush, Envenomed Attacks, Fleeting, Grappling Bite, Grappling Crush, Greater, Lesser, Lethal, Slam, Solo Hunter.


            Sus: Encompassing pigs, boars, and similar animals, Sus make use of their stocky size and dense muscle to deliver unsubtle, upfront charging attacks.

Size: Medium
Speed: 6
Attack Modifier: STR
Attacks: 1d8 Gore (Primary)
Skill Bonuses: Endurance.
Free Totemic Gifts: Goring Charge, Heedless.
Compatible Totemic Gifts: Adept, Bite, Galloping Trample, Goring Charge, Greater, Hooves and Weight, Lesser, Light Natural Armour, Swift.


            Ungulates: Encompassing cloven hoofed animals such as horses or yaks, the Ungulates greatest strength is not through battle, but the ability to carry heavy loads and walk tirelessly over long periods.

Size: Medium
Speed: 6
Attack Modifier: CON
Attacks: 1d6 Trample (Primary)
Skill Bonuses: Endurance, Jump
Free Totemic Gifts: Fleeting, Rugged, Tireless.
Compatible Totemic Gifts: Adept, Galloping Trample, Goring Charge, Greater, Heedless, Horns and Tusks, Mount, Lesser.


            Ursidae: Encompassing the bear family, Ursidae are large, sturdy combatants. They do their best work at the front line of combat, putting their great size to good use.

Size: Medium
Speed: 6
Attack Modifier: CON
Attacks: Bite 1d6 (Primary), 2d6 Claws (Secondary)
Skill Bonuses: Climb, Endurance
Free Totemic Gifts: Greater, Light Natural Armour.
Compatible Totemic Gifts: Adept, Grappling Claw, Grappling Crush, Greater, Lesser, Light Natural Armour, Ravenous, Scent, Solo Hunter, Thick Skinned, Threatening.


            Totemic Gifts (2nd level)
           The Totemic spirits that accompany you on your adventures will occasionally see fit to grant you more of their power. At 2nd level and every 6th level thereafter, you can gain new Totemic Gifts from the list below. The number of Totemic Gifts you can obtain at these levels is equal to your base WIS modifier.
Unless stated otherwise, a Totemic Gift can only be applied to a Totemic Form once. This does not prevent you from obtaining multiples of the same Totemic Gift for different Forms.
            You can only grant a Totemic Gift to a Form that is eligible for it. You can find which Forms can accept which Gifts from the Compatible Totemic Gifts entry in their profile.

Adept: Your melee attacks gain a +2 proficiency bonus.

Ambush: You deal an extra 6 damage with your melee attacks against surprised targets. This damage rises by 2 at 4th level and every 4th level thereafter.

Balanced: You ignore the first 10 feet of falling damage.

Between the Legs: When you make an Overrun attack, you can choose not to knock the target prone. Instead, you can move through the target’s square. You cannot end your movement in the target’s square. You must finish your movement in a straight line, as per a normal Overrun attack. You do not provoke opportunity attacks for any movement after you pass the target. You must be Small or smaller to take this Totemic Gift.

Bite: You gain a 1d6 Bite (Secondary) attack.

Blindsense: You can sense targets within 10 squares of your position without the use of sight. You gain a +4 bonus to Perception checks, and targets that are completely obscured from your view only gain concealment instead of total concealment and invisibility.

Delicate: You can manipulate objects as if you had opposable thumbs, and can perform actions that require them, such as opening doors or picking locks.

Envenomed Attacks: Your Bite, Claw and Stinger attacks deal Ongoing 2 Poison damage. This damage rises by 2 at 6th level and every 6th level thereafter.

Fleeting: You only deal ½ of your damage modifier for melee attacks. You increase the speed of all of your movement modes by 2.

Galloping Trample: When hit a creature with an Overrun attack, the creature suffers damage as if you had hit it with a Trample attack. At 12th level and every 12th level thereafter, the damage of this effect rises by one damage die.

Gills: You can breathe freely underwater.

Gnashing Bite: When you hit a target with your Bite, the target suffers an additional 1d4 bleed damage. This damage rises by 2 at 6th level and every 6th level thereafter.

Goring Charge: Your charge attacks with your Gore natural weapon deal an additional 4 points of damage. This damage rises by 2 at 6th level and every 6th level thereafter.

Grappling Bite: When you hit a target with a Bite attack, you can choose to make a Grapple attack as a free action. If you succeed this grapple attack, you cannot use your Bite attack, but you may attack freely with your other natural weapons.

Grappling Claw: When you hit a target with a Claw attack, you can choose to make a Grapple attack as a free action. If you succeed this grapple attack, you cannot use your Claw attack, but you may attack freely with your other natural weapons..

Grappling Crush: While you grapple a creature, it suffers Ongoing damage equal to your STR modifier.

Greater: Your size is increased by one category. You gain temporary Hit Points equal to ½ of your bloodied value. These Hit Points can only be obtained once per encounter, multiple transformations in the same encounter will not grant more. Your STR and CON ability scores are increased by 4. Your damage die are increased by one size. You gain a -1 penalty to AC against creatures smaller than you. You suffer a -4 penalty to Reflex, and a -6 penalty to Escape Artist and Stealth checks. You can apply this Gift to one Form a maximum of 2 times. Its effects are cumulative.

Heavy Natural Armour: You gain a +3 bonus to AC. This Gift can be taken once per tier.

Heedless: You gain a +2 bonus to AC against opportunity attacks.

Hooves and Weight: You gain a 1d6 Trample (Secondary) attack.

Horns and Tusks: You gain a 1d8 Gore (Secondary) attack.

Lesser: Your size is reduced by one category. You suffer temporary damage equal to ½ of your bloodied value. This damage ends when you revert to your humanoid form or any other Totemic Form. Your STR and CON ability scores are reduced by 4. Your damage die are reduced by one size. You gain a +1 bonus to AC against creatures bigger than you. You gain a +4 bonus to Reflex, and a +6 bonus to Escape Artist and Stealth checks. You can apply this Gift to one Form a maximum of 3 times. Its effects are cumulative.

Lethal: You add your DEX modifier to melee attack rolls.

Light Natural Armour: You gain a +1 bonus to AC. This Gift can be taken once per tier.

Longsighted: You suffer no penalty to Perception checks to see detail up to a mile away.

Many Legged: You have more than four legs. You gain a land speed of 4 if you did not have a land speed. You can make an immediate saving throw against attacks that knock you prone to avoid being knocked prone.

Medium Natural Armour: You gain a +2 bonus to AC. This Gift can be taken once per tier.

Mount: You can be ridden as a mount for another creature, so long as you are at least one size larger than it. Assuming you can understand your rider, the rider does not have to make Ride checks to control you, although they must still use their Ride skill to prevent damage if they fall.

Pack Hunter: Whilst adjacent to an ally, your melee attacks deal 2 additional damage. This damage rises by 2 at 6th level and every 6th level thereafter.

Rake: When you hit a target with your Claw attack, the target suffers an additional 1d4 bleed damage. This damage rises by 2 at 6th level and every 6th level thereafter.

Rauisuchian Skeleton: You lose any Swim speed you had. Your speed rises by 2, and you gain a +1 bonus to AC. This Gift cannot be used with the Swimmer Totemic Gift.

Ravenous: Your melee attacks deal additional damage equal to your STR modifier against prone targets.

Rugged: The length of time you can travel over a long period of time before you make an Endurance check is doubled.

Scent: You can detect unseen creatures within 10 squares of your position, but only if they give off a scent. You gain a +4 bonus to Perception checks, and a +4 bonus to Survival checks to track targets you can smell.

Slam: You gain a 1d8 Slam (Secondary) attack.

Solo Hunter: Whilst adjacent to only one creature, your melee attacks deal 2 additional damage. This damage rises by 2 at 6th level and every 6th level thereafter.

Stinger: You gain a 1d8 Stinger (Secondary) attack.

Strafe: When you charge a target, you do not provoke opportunity attacks from that target for movement until the end of your turn. In addition, if you have any remaining movement left from your charge action, you can use them to move normally. You do not have to keep travelling in a straight line.

Swift: Whilst charging or running, you gain a +2 bonus to speed.

Swimmer: You gain Swim equal to ½ your speed. You can take this Gift multiple times on the same Totemic Form. Each one after the first, or if you already have a Swim speed, increases your Swim speed by 2.

Talkative: You can now speak any languages you know.

Think Skinned: Your melee attacks gain the Invigorating keyword.

Threatening: You can choose to Mark targets you hit or miss with melee attacks.

Tireless: Your drag and maximum load values are doubled.

Toppling Slam: When you hit a target with your Slam attack, you can choose to knock the target prone.

Tremorsense: You can detect unseen creatures within 10 squares of your position, but only as long as your and the target are on the ground. You gain a +4 bonus to Perception checks.


            Spirits of the Cult (4th level)
            You choose one Greater Spirit to venerate as your patron. You gain the powers and bonuses from your Greater Spirit at 4th level and every 6th level thereafter. Once this choice has been made, it cannot be changed.


            Totemic Beacon (6th level)
            Your continued use of the base, natural forces has resulted in a greater following of Totem animals that follow in your wake. At 6th level and every 6th level thereafter, you can choose another Totemic Form to transform into. When you obtain a new Totemic Form, you also gain two additional Totemic Gifts for that Form. These Gifts cannot be used to upgrade your existing Totemic Forms, they can only be used for your recently acquired one.


            Spiritual Embodiment (8th level)
            Your humanoid form begins to take on aspects of your Totemic Forms. At 8th level and every 6th level thereafter, choose one Totemic Gift you possess from any one of your Totemic Forms. You gain the use of this Totemic Gift in your humanoid form. Unlike Totemic Forms, your humanoid form does not subscribe to a list of compatible Gifts, and may take any Gift from any form, with the following exceptions; you can only take the Greater and Lesser Totemic Gifts once. You cannot take the Rauisuchian Skeleton Gift.


________________________________


Totemic

“Oh surrounded am I? You have no idea who you are dealing with... ...RRRRRRRRRAAAAAR!”


Totemics are members of druidic sects that focus upon their connection not just to world, but very specifically to the creatures that live within it. Within Totemics there are those who focus upon an individual creature and worship it as well as those who worship all of the animals equally.

The primary skill that Totemics are sought out for in adventuring parties is that of their ability to shape shift at will into animal forms by drawing on the Totem Spirits of the animals that share their environment. Many an enemy of the wild has come up against a Totemic, thinking them to be a simple hermit only to be impaled by the horns of a charging buffalo or ripped apart by the claws of a lion.


Class Traits
  • Role: Varies. Depending upon the forms chosen by a Totemic, they can fulfil many different roles within a party.
  • Alignment: True Neutral. Those who stray from this path lose their connection to nature and with that their ability to take on nature’s forms.
  • Power Source: Primal
  • Key Abilities: Wisdom, Constitution
  • Armour Proficiencies: None
  • Weapon Proficiencies: Simple Melee, Simple Ranged
  • Bonuses to Defence: +2 Will
  • Hit Points at 1st level: 2d6 + Constitution Score
  • Hit Points per level gained: d6 + Constitution modifier
  • Healing Surges per day: 10 + Constitution Modifier
  • Skill Points at 1st level: (4 + Intelligence Modifier) x4
  • Skill Points per level: 4 + Intelligence Modifier
  • Class Skills: Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Stealth, Survival, Swim, Linguistics
Class Features
  • Transformation (1st level)
Totemics may transform into an animal form that they have unlocked At Will as a Standard Action.
It is assumed that all of their equipment melds into the new form as long as it is stowed upon their person and not held. Anything held in the Totemic’s hands is assumed to be dropped unless the animal has Opposable Thumbs. Magical equipment does not work whilst in animal form with the exception of rings, amulets, ioun stones and items that specifically state in their description that Totemics can make use of them in animal form.
Whilst in an animal form, Totemics may transform back into their standard form At Will as a Standard Action.
If reduced to below zero hit points whilst in animal form, a Totemic is assumed to instantly transform (taking damage if insufficient room or potentially drowning underwater) upon hitting zero and will die upon reaching half of their Humanoid health total below zero as normal.
Damage is retained during transformations, and if switching form would reduce you to zero hit points or lower, you are considered to be at 1 hit point after doing so.
Despite animal forms being listed as having an Intelligence Score, the Totemic’s Intelligence Score is use for all checks that require it as their mind remains the same during transformation. The Intelligence Score listed for the animal is purely used to calculate their Skill Points, which are equal to twice their Intelligence Score at first level and increase by their Intelligence Modifier +2 each level thereafter.
  • Totem Points (1st level)
Totemics begin at Level 1 with Totem Points equal to 2 plus half their Wisdom Score. At every Even Level from that point on that the Totemic levels up, they gain a number of Totem Points at each level starting with the first equal to 2 plus their Wisdom Modifier. Each time they level up, they may spend these points to buy new forms or upgrade existing ones.
At First Level, a Totemic must choose a Realm and from then on she may spend 5 Totem Points in order to unlock a new form from that realm.
Temperate Realm
Brown Bear
Eagle
Adder
Rat
Wolf
Boar
Otter

Jungle Realm
Tiger
Parrot
Viper
Coypu
Leopard
Ape
Anaconda

Savannah Realm
Lion
Vulture
Rattlesnake
Mongoose
Cheetah
Warthog
Hippopotamus

Desert Realm
Monitor Lizard
Falcon
Cobra
Meerkat
Fennec
Camel
Crocodile

Tundra Realm
Polar Bear
Owl
Walrus
Arctic Hare
Snow Leopard
White Fox
Leopard Seal

Mountain Realm
Cougar
Condor
Ibex
Marten
Marmot
Yak
Wolverine

Aquatic Realm
Shark
Albatross
Sea Snake
Octopus
Crab
Swordfish
Dolphin

Alternatively points may be spent on purchasing stat upgrades for an individual existing form based on based on the following table. The upgrades do not stack and the prior level must have been purchased in order to progress along the table from left to right:
1 Point
2 Points
3 Points
4 Points
5 Points
6 Points
Strength
1
3
4
6
7
9
Constitution
1
3
4
6
7
9
Dexterity
1
3
4
6
7
9
Intelligence
1
2
3
4
5
6
Wisdom
1
2
3
4
5
6
Charisma
1
2
3
4
5
6


  • Form Progression (1st level)
Animal forms add the Totemic’s half level to all defences and use the intelligence score on their listing for calculating skill points. In addition animal forms gain hit points based on their Hit Dice and Constitution as any other character would with levels with the exception of first level, when they gain the maximum that they could roll on their hit die automatically.
With regard to attack progression in creatures with multiple types of attack, the attack that progresses is whichever is mentioned in the creature’s special ability. If both or neither, then the player chooses upon purchasing the form which attack will progress with levels.
  • Heightened Senses (1st level)
Whilst in animal forms, a Totemic can use senses that otherwise might not be as sharp in humanoids or even unavailable altogether. A shark for example is able to detect blood from miles away in water when an elf would have absolutely no inkling whatsoever of this.
  • Commune with Nature (3rd level)
When in an animal form that the DM considers similar enough (wolves can talk to dogs etc.), the Totemic may talk to wild or domesticated animals as if they were an NPC. This requires a Linguistics roll, DC 15, if the animal is not from the Totemic’s realm or if the DM rules that a particularly spurious link is made.
  • Realm Affinity (5th level)
The Totemic may spend a healing surge as a free action once per encounter when within their chosen realm.


Totemic Animal Forms


Temperate Realm



Jungle Realm



Savannah Realm

Desert Realm

Tundra Realm

Mountain Realm

Aquatic Realm

Brown Bear

Ability Scores: Strength: 22, Constitution: 20, Dexterity: 12, Intelligence: 6, Wisdom: 12
Size: Large
Speed: 5
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 16, Fortitude 21, Reflex 11, Will 13
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6), Claws x2 (1D8)
Grab: If a bear hits with its claw attack, it can attempt a Grapple as a free action.
Skills: Intelligence Score x2 divided between: Climb, Endurance, Intimidate, Perception, Swim, Ride (works in reverse)

Boar

Ability Scores: Strength: 18, Constitution: 20, Dexterity: 9, Intelligence: 7, Wisdom: 10
Size: Large
Speed: 6, 8 when charging
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 19, Reflex 10, Will 12
Hit Points: 26
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Gore (3D6)
Charge: When charging, a boar gains a +4 bonus to its damage roll.
Skills: Intelligence score x2. Endurance, Intimidate, Perception, Sense Motive, Ride (works in reverse)

Cougar

Ability Scores: Strength: 18, Constitution: 16, Dexterity: 18, Intelligence: 12, Wisdom: 14
Size: Large
Speed: 7
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 17, Fortitude 17, Reflex 14, Will 12
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6), Claws x2 (1D8)
Rend: If a cougar hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Climb, Intimidate, Jump, Perception, Stealth.

Crocodile

Ability Scores: Strength: 20, Constitution: 18, Dexterity: 8, Intelligence: 4, Wisdom: 12, Charisma: 4
Size: Large
Speed: 4, 8 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Natural Armour: +6
Defences: AC 20, Fortitude 19, Reflex 9, Will 13
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (3D6)
Grip: If a crocodile hits with its bite attack, it can attempt a Grapple as a free action.
Skills: Intelligence score x2. Endurance, Intimidate, Perception, Stealth, Swim.

Tiger

Ability Scores: Strength: 20, Constitution: 18, Dexterity: 18, Intelligence: 10, Wisdom: 14
Size: Large
Speed: 6
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 18, Fortitude 19, Reflex 14, Will 14
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6), Claws x2 (1D8)
Rend: If a tiger hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Swim, Intimidate, Jump, Perception, Stealth.

Lion

Ability Scores: Strength: 20, Constitution: 18, Dexterity: 18, Intelligence: 9, Wisdom: 15
Size: Large
Speed: 6
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 18, Fortitude 19, Reflex 14, Will 14
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6), Claws x2 (1D8)
Rend: If a lion hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Endurance, Intimidate, Jump, Perception, Stealth.

Polar Bear

Ability Scores: Strength: 24, Constitution: 20, Dexterity: 12, Intelligence: 6, Wisdom: 12
Size: Large
Speed: 6, 4 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 16, Fortitude 22, Reflex 11, Will 13
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6), Claws x2 (1D8)
Grab: If a bear hits with its claw attack, it can attempt a Grapple as a free action.
Skills: Intelligence Score x2 divided between: Climb, Endurance, Intimidate, Perception, Swim, Ride (works in reverse)

Leopard

Ability Scores: Strength: 18, Constitution: 16, Dexterity: 18, Intelligence: 14, Wisdom: 15
Size: Medium
Speed: 8
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 16, Fortitude 14, Reflex 16, Will 14
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8), Claws x2 (1D6)
Rend: If a leopard hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Climb, Intimidate, Jump, Perception, Stealth.

Snow Leopard

Ability Scores: Strength: 17, Constitution: 16, Dexterity: 18, Intelligence: 13, Wisdom: 15
Size: Medium
Speed: 8
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 15, Fortitude 13, Reflex 16, Will 14
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8), Claws x2 (1D6)
Rend: If a snow leopard hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Endurance, Intimidate, Jump, Perception, Stealth.

Jaguar

Ability Scores: Strength: 19, Constitution: 17, Dexterity: 18, Intelligence: 10, Wisdom: 15
Size: Large
Speed: 7
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 18, Fortitude 17, Reflex 14, Will 14
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6), Claws x2 (1D8)
Rend: If a jaguar hits with a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Climb, Swim, Intimidate, Jump, Perception, Stealth.

Cheetah

Ability Scores: Strength: 16, Constitution: 14, Dexterity: 19, Intelligence: 10, Wisdom: 16
Size: Medium
Speed: 8, 12 when running or charging
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 14, Fortitude 13, Reflex 17, Will 15
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8), Claws x2 (1D6)
Grab: If a cheetah hits with its claw attack, it can attempt a Grapple as a free action.
Skills: Intelligence score x2. Intimidate, Jump, Perception.

Warthog

Ability Scores: Strength: 19, Constitution: 21, Dexterity: 9, Intelligence: 4, Wisdom: 10
Size: Large
Speed: 6, 8 when charging
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 19, Reflex 10, Will 12
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Gore (3D6)
Charge: When charging, a warthog gains a +4 bonus to its damage roll.
Skills: Intelligence score x2. Endurance, Intimidate, Perception, Sense Motive, Ride (works in reverse)

Anaconda

Ability Scores: Strength: 26, Constitution: 18, Dexterity: 10, Intelligence: 4, Wisdom: 12, Charisma: 4
Size: Large
Speed: 4, 5 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 14, Fortitude 22, Reflex 10, Will 13
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8)
Grip: If an anaconda hits with its bite attack, it can attempt a Grapple as a free action.
Skills: Intelligence score x2. Endurance, Intimidate, Perception, Stealth, Swim.

Yak

Ability Scores: Strength: 20, Constitution: 22, Dexterity: 9, Intelligence: 3, Wisdom: 10
Size: Large
Speed: 5, 7 when charging
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 16, Fortitude 21, Reflex 10, Will 12
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Gore (3D6)
Charge: When charging, a yak gains a +4 bonus to its damage roll.
Skills: Intelligence score x2. Endurance, Perception, Ride (works in reverse)

Hippopotamus

Ability Scores: Strength: 22, Constitution: 24, Dexterity: 7, Intelligence: 3, Wisdom: 10
Size: Large
Speed: 6, 6 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 16, Fortitude 23, Reflex 9, Will 12
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (3D6)
Huge Teeth: All damage done by the hippopotamus’ bite attack is considered to be Bleeding damage.
Skills: Intelligence score x2. Endurance, Intimidate, Perception, Sense Motive, Ride (works in reverse)

Eagle

Ability Scores: Strength: 8, Constitution: 10, Dexterity: 18, Intelligence: 12, Wisdom: 18
Size: Small
Speed: 2, 11 when flying
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 15, Fortitude 10, Reflex 18, Will 16
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6), Claws x2 (1D4)
Hit and Run: An eagle can attack at any point along their movement when flying and finish the move afterwards.
Skills: Intelligence score x2. Fly, Intimidate, Perception, Stealth.

Owl

Ability Scores: Strength: 7, Constitution: 10, Dexterity: 18, Intelligence: 12, Wisdom: 22
Size: Small
Speed: 2, 11 when flying
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 15, Fortitude 10, Reflex 20, Will 18
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D4), Claws x2 (1D3)
Hit and Run: An owl can attack at any point along their movement when flying and finish the move afterwards.
Skills: Intelligence score x2. Fly, Stealth, Perception, Sense Motive.

Parrot

Ability Scores: Strength: 4, Constitution: 10, Dexterity: 20, Intelligence: 12, Wisdom: 14
Size: Tiny
Speed: 2, 10 when flying
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 16, Fortitude 10, Reflex 17, Will 6
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D3), Claws x2 (1D2)
Speak: A parrot can speak any words that have recently been used without using a linguistics check. Otherwise, a Linguistics check must be made to speak.
Skills: Intelligence score x2. Fly, Linguistics, Bluff, Perception, Sense Motive, Thievery.

Vulture

Ability Scores: Strength: 4, Constitution: 10, Dexterity: 20, Intelligence: 12, Wisdom: 14
Size: Small
Speed: 2, 10 when flying
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 16, Fortitude 10, Reflex 17, Will 14
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D4), Claws x2 (1D3)
Sleep Flying: Vultures are considered to have double their usual speed for the purposes of long distance travel.
Skills: Intelligence score x2. Fly, Endurance, Intimidate, Perception, Sense Motive, Craft (Basic Tools).

Condor

Ability Scores: Strength: 8, Constitution: 16, Dexterity: 16, Intelligence: 9, Wisdom: 14
Size: Medium
Speed: 2, 10 when flying
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 14, Fortitude 10, Reflex 13, Will 14
Hit Dice: D8
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6), Claws x2 (1D4)
Sleep Flying: Condors are considered to have double their usual speed for the purposes of long distance travel.
Skills: Intelligence score x2. Fly, Endurance, Intimidate, Perception, Sense Motive.

Albatross

Ability Scores: Strength: 6, Constitution: 14, Dexterity: 16, Intelligence: 12, Wisdom: 14
Size: Small
Speed: 1, 10 when flying
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 10, Reflex 13, Will 14
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D4), Claws x2 (1D3)
Sleep Flying: Albatrosses are considered to have double their usual speed for the purposes of long distance travel.
Skills: Intelligence score x2. Fly, Endurance, Swim, Perception.

Falcon

Ability Scores: Strength: 6, Constitution: 10, Dexterity: 22, Intelligence: 12, Wisdom: 18
Size: Tiny
Speed: 1, 12 when flying
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 17, Fortitude 10, Reflex 20, Will 16
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D4), Claws x2 (1D3)
Hit and Run: A falcon can attack at any point along their movement when flying and finish the move afterwards.
Skills: Intelligence score x2. Fly, Perception, Acrobatics, Stealth.

Ape

Ability Scores: Strength: 18, Constitution: 16, Dexterity: 16, Intelligence: 14, Wisdom: 12
Size: Medium
Speed: 6
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 16, Fortitude 17, Reflex 13, Will 13
Hit Dice: D8
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6), Fists x2 (1D4)
Opposable Thumbs: An ape is considered to have Simple Melee Weapon Proficiency and can use weapons and tools designed for humanoids.
Skills: Intelligence score x2. Endurance, Perception, Acrobatics, Stealth, Jump, Climb, Thievery, Craft (Basic Tools), Ride.

Rat

Ability Scores: Strength: 4, Constitution: 10, Dexterity: 22, Intelligence: 16, Wisdom: 16
Size: Tiny
Speed: 6
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 19, Fortitude 10, Reflex 18, Will 15
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D3), Claws x2 (1D2)
Disease: A rat is considered to be immune to disease, but can still carry them once caught and pass them on to others. A Totemic who carries a disease whilst in rat form must be exposed to it as a humanoid in order to risk catching it.
Skills: Intelligence score x2. Perception, Stealth, Jump, Climb, Thievery, Swim, Escape Artist.

Otter

Ability Scores: Strength: 6, Constitution: 12, Dexterity: 20, Intelligence: 16, Wisdom: 14
Size: Small
Speed: 5, 7 when swimming
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 18, Fortitude 11, Reflex 17, Will 14
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D4), Claws x2 (1D2)
Burrow: An otter may burrow into the ground at a speed of 1 foot per round.
Skills: Intelligence score x2. Perception, Stealth, Thievery, Swim, Craft (Basic Tools), Escape Artist.

Adder

Ability Scores: Strength: 6, Constitution: 10, Dexterity: 20, Intelligence: 10, Wisdom: 16
Size: Tiny
Speed: 6
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 15, Fortitude 10, Reflex 18, Will 15
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6)
Venom: Bite attacks by an adder do 1D6 ongoing poison damage per turn (Save Ends)
Skills: Intelligence score x2. Perception, Stealth, Swim.

Viper

Ability Scores: Strength: 6, Constitution: 10, Dexterity: 19, Intelligence: 10, Wisdom: 14
Size: Tiny
Speed: 6
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 14, Fortitude 10, Reflex 16, Will 14
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6)
Venom: Bite attacks by a viper do 1D8 ongoing poison damage per turn (Save Ends)
Skills: Intelligence score x2. Perception, Stealth, Swim, Climb.

Cobra

Ability Scores: Strength: 8, Constitution: 12, Dexterity: 18, Intelligence: 8, Wisdom: 14
Size: Small
Speed: 6
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 10, Reflex 14, Will 14
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8)
Venom: Bite attacks by a cobra do 1D8 ongoing poison damage per turn (Save Ends)
Skills: Intelligence score x2. Intimidate, Perception, Stealth, Endurance.

Sea Snake

Ability Scores: Strength: 8, Constitution: 12, Dexterity: 18, Intelligence: 8, Wisdom: 14
Size: Small
Speed: 1, 6 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 10, Reflex 14, Will 14
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8)
Venom: Bite attacks by a sea snake do 1D8 ongoing poison damage per turn (Save Ends)
Skills: Intelligence score x2. Perception, Stealth, Swim.

Wolf

Ability Scores: Strength: 17, Constitution: 16, Dexterity: 14, Intelligence: 14, Wisdom: 15
Size: Medium
Speed: 8
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 16, Fortitude 16, Reflex 12, Will 14
Hit Dice: D8
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6)
Rend: If a wolf hits with a bite attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Endurance, Intimidate, Jump, Perception, Stealth, Sense Motive, Ride (works in reverse)

Rattlesnake

Ability Scores: Strength: 6, Constitution: 10, Dexterity: 18, Intelligence: 9, Wisdom: 14
Size: Tiny
Speed: 6
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 14, Fortitude 10, Reflex 16, Will 14
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8)
Venom: Bite attacks by a rattlesnake do 1D8 ongoing poison damage per turn (Save Ends)
Skills: Intelligence score x2. Intimidate, Perception, Stealth, Endurance.

Ibex

Ability Scores: Strength: 16, Constitution: 14, Dexterity: 14, Intelligence: 5, Wisdom: 14
Size: Medium
Speed: 8, 10 when charging
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 15, Reflex 12, Will 14
Hit Dice: D8
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Gore (2D6)
Charge: When charging, an ibex gains a +4 bonus to its damage roll.
Skills: Intelligence score x2. Endurance, Climb, Perception.

White Fox

Ability Scores: Strength: 10, Constitution: 10, Dexterity: 18, Intelligence: 15, Wisdom: 16
Size: Small
Speed: 7
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 16, Fortitude 10, Reflex 17, Will 15
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8)
Burrow: A white fox may burrow into the ground at a speed of 1 foot per round.
Skills: Intelligence score x2. Endurance, Jump, Perception, Stealth, Thievery, Swim.

Arctic Hare

Ability Scores: Strength: 8, Constitution: 10, Dexterity: 20, Intelligence: 8, Wisdom: 16
Size: Small
Speed: 9
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 14, Fortitude 10, Reflex 18, Will 15
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D4)
Burrow: An arctic hare may burrow into the ground at a speed of 2 feet per round.
Skills: Intelligence score x2. Endurance, Jump, Perception, Stealth, Swim.

Marmot

Ability Scores: Strength: 6, Constitution: 10, Dexterity: 20, Intelligence: 8, Wisdom: 16
Size: Small
Speed: 5
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 14, Fortitude 10, Reflex 18, Will 15
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6), Claws (1D4)
Burrow: A marmot may burrow into the ground at a speed of 2 feet per round.
Skills: Intelligence score x2. Endurance, Perception, Stealth, Swim.

Marten

Ability Scores: Strength: 11, Constitution: 10, Dexterity: 20, Intelligence: 15, Wisdom: 12
Size: Small
Speed: 7
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 17, Fortitude 10, Reflex 16, Will 13
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6), Claws (1D4)
Burrow: A marten may burrow into the ground at a speed of 1 foot per round.
Skills: Intelligence score x2. Jump, Perception, Stealth, Climb, Thievery, Swim.

Wolverine

Ability Scores: Strength: 18, Constitution: 17, Dexterity: 14, Intelligence: 11, Wisdom: 12
Size: Small
Speed: 5
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 17, Reflex 12, Will 13
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8), Claws x2 (1D6)
Rend: If a wolverine hits with a bite or a claw attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Endurance, Intimidate, Perception, Stealth.

Fennec

Ability Scores: Strength: 8, Constitution: 10, Dexterity: 18, Intelligence: 12, Wisdom: 16
Size: Small
Speed: 7
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 15, Fortitude 10, Reflex 17, Will 15
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8)
Burrow: A fennec may burrow into the ground at a speed of 1 foot per round.
Skills: Intelligence score x2. Endurance, Jump, Perception, Stealth.

Coypu

Ability Scores: Strength: 6, Constitution: 12, Dexterity: 20, Intelligence: 8, Wisdom: 16
Size: Small
Speed: 5, 4 when swimming
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 14, Fortitude 11, Reflex 18, Will 15
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D8)
Burrow: A coypu may burrow into the ground at a speed of 2 feet per round.
Skills: Intelligence score x2. Endurance, Perception, Stealth, Swim.

Mongoose

Ability Scores: Strength: 6, Constitution: 10, Dexterity: 22, Intelligence: 14, Wisdom: 12
Size: Tiny
Speed: 6
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 18, Fortitude 10, Reflex 17, Will 13
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6)
Counter Attack: A mongoose missed by an attack may attempt to bite as a free action.
Skills: Intelligence score x2. Jump, Perception, Stealth, Climb, Escape Artist.

Meerkat

Ability Scores: Strength: 4, Constitution: 10, Dexterity: 22, Intelligence: 14, Wisdom: 16
Size: Tiny
Speed: 6
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 18, Fortitude 10, Reflex 19, Will 15
Hit Dice: D4
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6)
Alert: A meerkat has a Passive Perception score equal to 1.5 times usual.
Skills: Intelligence score x2. Jump, Perception, Stealth, Climb, Thievery, Escape Artist.

Monitor Lizard

Ability Scores: Strength: 12, Constitution: 16, Dexterity: 18, Intelligence: 8, Wisdom: 14
Size: Small
Speed: 5
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 17, Fortitude 14, Reflex 14, Will 14
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (1D6), Claws (1D4)
Burrow: A lizard may burrow into the ground at a speed of 1 feet per round.
Skills: Intelligence score x2. Endurance, Perception, Stealth.

Leopard Seal

Ability Scores: Strength: 16, Constitution: 14, Dexterity: 14, Intelligence: 9, Wisdom: 14
Size: Medium
Speed: 2, 8 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 14, Fortitude 15, Reflex 12, Will 14
Hit Dice: D8
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6)
Grip: If a leopard seal hits with its bite attack, it can attempt a Grapple as a free action.
Skills: Intelligence score x2. Stealth, Swim, Perception, Intimidate.

Walrus

Ability Scores: Strength: 19, Constitution: 22, Dexterity: 8, Intelligence: 4, Wisdom: 14
Size: Large
Speed: 1, 6 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 15, Fortitude 20, Reflex 9, Will 14
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Gore (3D6)
Pin: If a walrus hits with its gore attack, it can attempt a Grapple as a free action.
Skills: Intelligence score x2. Endurance, Swim, Perception, Intimidate.

Shark

Ability Scores: Strength: 26, Constitution: 24, Dexterity: 12, Intelligence: 3, Wisdom: 12
Size: Huge
Speed: 0, 7 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 18, Fortitude 25, Reflex 11, Will 13
Hit Dice: D12
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (4D6)
Rend: If a shark hits with a bite attack, it may inflict half of its strength modifier in ongoing bleeding damage (Save Ends)
Skills: Intelligence score x2. Swim, Intimidate, Perception, Stealth, Ride (works in reverse)

Swordfish

Ability Scores: Strength: 20, Constitution: 17, Dexterity: 18, Intelligence: 6, Wisdom: 10
Size: Large
Speed: 0, 10 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 17, Fortitude 18, Reflex 14, Will 12
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Spear (3D6)
Charge: When charging, a swordfish gains a +4 bonus to its damage roll.
Skills: Intelligence score x2. Intimidate, Perception, Stealth.

Crab

Ability Scores: Strength: 14, Constitution: 16, Dexterity: 18, Intelligence: 3, Wisdom: 7
Size: Small
Speed: 4, 4 when swimming
Vision: Low-light
Natural Armour: +6
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 23, Fortitude 14, Reflex 14, Will 11
Hit Dice: D6
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Pincers x2 (1D6)
Grip: If a crab hits with a pincer attack, it can attempt a Grapple as a free action.
Skills: Intelligence score x2. Endurance, Perception, Stealth, Swim.

Octopus

Ability Scores: Strength: 20, Constitution: 16, Dexterity: 18, Intelligence: 16, Wisdom: 8
Size: Large (Small for squeezing through gaps)
Speed: 1, 5 when swimming
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 18, Fortitude 18, Reflex 14, Will 11
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Arms x8 (1D8)
Grab: If an octopus hits with an arm attack, it can attempt a Grapple as a free action. It requires the use of one arm in order to maintain a grapple and may continue to use the others whilst grappling as normal.
Skills: Intelligence Score x2 divided between: Climb, Intimidate, Perception, Stealth, Thievery, Swim, Craft (Basic Tools)

Dolphin

Ability Scores: Strength: 14 Constitution: 16, Dexterity: 20, Intelligence: 18, Wisdom: 15
Size: Medium
Speed: 0, 8 when swimming
Vision: Low-light
Defence Type: Wily (AC = Dexterity+Intelligence, Reflex = Dexterity+Wisdom)
Defences: AC 19, Fortitude 13, Reflex 17, Will 14
Hit Dice: D8
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Bite (2D6)
Click: Dolphins may choose to take a -5 penalty to any Stealth checks that they are required to take that round in exchange for receiving the Blindsense ability.
Skills: Intelligence Score x2 divided between: Swim, Perception, Jump, Stealth, Acrobatics, Ride (works in reverse)

Camel

Ability Scores: Strength: 18, Constitution: 20, Dexterity: 8, Intelligence: 5, Wisdom: 14
Size: Large
Speed: 7
Vision: Low-light
Defence Type: Hardy (AC = Dexterity+Constitution, Fortitude = Constitution+Strength)
Defences: AC 14, Fortitude 19, Reflex 9, Will 14
Hit Dice: D10
Attack Bonus: 1/2 Totemic level + Strength Modifier + Dexterity Modifier
Damage: Kick x2 (1D8)
Spit: A camel can spit in the eyes of its opponent with a successful ranged attack roll based off Strength with a range increment equal to its Strength Modifier. On a hit, the opponent is Blinded (Save Ends)
Skills: Intelligence score x2. Endurance, Perception, Ride (works in reverse)


[Credit to Paizo and el-grimlock.deviantart.com for the picture]