Showing posts with label primal. Show all posts
Showing posts with label primal. Show all posts

Monday, 6 February 2012

How To: Class making


With the 3rd party folder open and accepting on the Dropbox, it leaves room for imaginative people to create their own classes. The following is a handy how-to for those who want to take a crack at doing it themselves, the lessons and ideas here can be transferred to other tabletop games, in addition to Providence.


The Concept
            The idea that sprang about your mind, the really cool thing you saw at the cinema, or something you’ve wanted to be since childhood. The concept of your class needs to be clear enough so people can get an immediate feel of what it does. A Fighter, for example, fights. Be sure to avoid stepping on the toes of other classes. As such, do not copy powers or class features, and if they perform the same role as another class, demonstrate how it performs the role in a different manner.


The Role
            Each class must fulfil a specific role to define its play style, and is usually decided by the Concept. Still, be sure to allocate a specific purpose for the class. Don’t be afraid to play around with the roles, and feel free to think of a combination of roles that might not be present in existing classes. Fighters, for example, are Tanks that can be tooled to become Damage Dealers by using Dominate the Field to gain bonus attacks. Paladins are also Tanks, but can be made into righteous slayers or armoured priests.

            Tanks soak damage, and generally have high hit points and a method of increasing their defences. The penalty for this is usually damage dealing potential or their skills. Tanks require a power or class ability, nicknamed the Tanking Engine, which inflicts the Marked condition on enemies, and punishes those enemies for deviating from them. Be sure to consider the potential pros and cons of your engine; Fighters can easily Mark many enemies in their vicinity, but without appropriate feats, they can only react to a few of them, and cannot react at all at a distance. Paladins can Mark anything they can see, and potentially inflict large amounts of damage even at range, but they can only Mark one enemy,

            Damage Dealers, or DDs/DPS, inflict large amounts of damage to enemies. They tend to be very dedicated in their role, and often do not deviate from the path of attack and damage. Grant powers and class features that single out targets, or offer bonuses to attacks in specific conditions or provide crippling disadvantages.
The fallout of this tends to be a weakness that can be exploited by a savvy GM. Barbarians, for example, are designed to deal the most damage in Providence. Their weaknesses are a fairly low AC, and their Rage power prevents all kind of clever thinking. Although this is offset somewhat by a massive pool of Hit Points, a GM can lead a Barbarian player into a mid-combat trap, or trick him into charging allies.
Rogue is another example, although it straddles the Damage Dealer and Toolbox roles. Rogues have very limited damage potential, as they do not have access to a great number of large weapons. However, their Sneak Attack class feature does spectacular damage to compensate. There is a drawback, however, as Rogues can only inflict this damage against opponents who grant Combat Advantage, thus limiting their effectiveness.

Toolbox characters perform acts that other characters generally can’t. This often includes a large skill list and a large pool of skill points, as well as other powers that twist the natural workings of the game. Toolboxes are often combined with other roles to a greater or lesser extent, so be sure to include a method through which their utility powers effect the outcome of a battle. Many Toolboxes are more frail in combat than other classes, and have very few methods of making themselves tougher.
Rogues are a skill based Toolbox, potentially having the most skill points available to a single class. Combined with their Rogue Talents class feature, they can trick, convince or mislead enemies into odd positions, and capitalise on their weakness with their Sneak Attack feature.
Totemics have the power to transform into animals. Their unique forms are their greatest strength, for who better to infiltrate the castle than a rat, or to search for sunken treasure than a shark? Totemics are not frail in direct combat either, but can be at a loss if they do not possess an appropriate form for a task.

Support characters are used best with allies, and are generally very weak on their own. In exchange for other essential scores, Support characters grant impressive bonuses to their allies, and sometimes ail their enemies. Think of a system through which the class can grant bonuses, and consider putting a limit on the usage of such powers if they are powerful enough.
Bards are the king of Support classes. Although they are part-way Healer and Toolbox as well, their song can grant fantastic improvements to their allies’ fighting power, potentially making an impossible encounter conquerable. However, Bards are also frail, and must stay close to danger in order to grant their bonuses.
Faustians do not aid their allies at all, instead choosing to cripple their enemies with powerful curses and irresistible hexes, while their Familiar transforms into a mighty beast that can fill any potential role in the party. Still, Faustians have no real fighting power on their own, low health and low defences. Coupled with their sacrificial Manifestations, they are easily singled out and destroyed.

Healers have the power to aid failing allies, often restoring Hit Points, granting Temporary Hit Points and allowing Saving Throws. All Healing classes have a Healing power, nickname the Main Heal. Main Heal powers are all minor actions with a Range of 5, restore one Healing Surge, can be used at least once per encounter to a maximum of three times, and has an additional effect. Be sure to differentiate yours from the rest with different effects. Healing Word, for example, restores an additional 1d6 Hit Points that scale with level, whereas a Bard’s Majestic Word restores an additional number of Points equal to their CHR modifier.
The style of healing is also a factor for the creation of healing classes. Clerics and other Divine classes must be adjacent to allies in order to heal them, whereas Druids can heal with ranged Primal spells, but the healing is slow, and takes time.


The Power Source
            This is where your class gains its power from and is the source for much of its flavour. Try to adhere to the conventions of the Power Sources, as they are designed to be easily identifiable categories through which later class choices are made.

            Arcane classes are magical by nature. All of the classes in this source have access to the Arcane Spell List or accrues Magic Points. This list is long and very in depth, so be aware of the maximum spell level and the number of Magic Points you allow your class to have access to. Sometimes, although not always, Arcane classes can change the way their spells work, or put them into effect where other classes cannot. Arcane classes have no dedicated melee class at their disposal, and to the same degree, they have no ability to Tank.

            Divine classes worship Gods. They also tend to be very flexible, although Divine classes have trouble fighting at a distance. In addition, each Divine class has the Divine Aura class feature, through which you can choose to manipulate the class features. In addition, you can give your class access to the Domains list as a means of customisation. Alignment is important, and based on the deity players worship, so feel free to play around with alignment based bonuses.

            Martial classes are based on physical prowess over supernatural power. There is nothing mystic about the Martial classes, as they have no power that is conceivably impossible to mortal man. Keep this in mind as you think of your character’s abilities. If inspiration evades you, look to the modern world of guidance, as truth is often weirder than fiction. Consider item based powers, such as granting attack rerolls or the ability to wield mundane items as lethal weapons.

            Primal classes revolve around the natural world. Think like a hippie; try to stay away from man-made weapons and armour, and design creative ways of circumnavigating these problems. Primal classes tend to be very extreme in their inherent build, so try to stick to a maximum of two Roles when creating your character, if not one.

            Psionic classes use the mind to wield the soul as a weapon. They follow the theme of spending resources, so it is recommended that you have a resource-based ability list to draw on. Although Power Points is the resource engine of Psion, feel free to use it if your Psionic class uses Psionic spells, as Power Points are specifically used to empower such spells.

            Shadow classes are more sinister than other classes. Theirs is the theme of the pact. Of the existing classes, this takes the form of a physical reminder, with Faustian epitomizing this source with their Familiar. Do not feel constricted by this idea, the pact can take one of many forms. Shadow classes also tend to be very flexible, and have unique powers. Healers do not fit into the realms of the Shadow class.


The Alignment
            Set which of the nine alignments your class must adhere to. Personally, I dislike the concept of alignment restriction, and as a result all of my classes can be any alignment. Still, be sure to note that certain classes tend to swing in one direction more than another. It is conceivable for a Barbarian to attempt to be a law-abiding citizen in a large town, or a Paladin to belong to a Chaotic Evil God.



Key Abilities
            Set the key ability scores for your class. Make them MAD! By that, I mean Multiple Attribute Dependant (or Disorder, as I like to think). Make sure your class has four or more attributes to revolve around. Make sure class features and powers fit with the right attribute. The reason for this is to make a player think about their class choices. If there were only two ability scores that effected the class, then all of the characters would handle the same. By expanding your classes’ horizons, you have the chance for players to create the same class, twice, in a completely different manner.
            Paladins are the perfect example of MAD; a Paladin needs STR to land hits, but might need DEX to increase their AC. If they want to Tank, they will need a semi-decent CON score, but at the same time they need a high WIS score to fuel their Divine spells. On top of all that, many of their offensive powers run on CHR. In fact, the only ability score that isn’t used at all is INT. Then again, if the Paladin wants to be of more use to the party or perform more unorthodox combat manoeuvres, they just might need that INT score.
            Here, there are multiple uses for Paladin, all of which are perfectly viable, but run off differing combinations of scores, such as the shield warrior (STR + CON), the frontline healer (STR + WIS), the righteous slayer (STR + CHR), the armoured priest (WIS + CHR), the nimble powerhouse (STR + DEX) and so on.

            Strength (STR) is the basis of all melee attacks. The easiest way to include it is through melee classes, although it is possible to create a lethal ranged class that gains a STR bonus to spells and or powers. When writing powers, emphasise damage, size and killing things in general.

            Dexterity (DEX) governs a lot of things, and is arguably used more than any other ability score. Make this a priority if your class makes extensive use of ranged weaponry, light armour or is designed to dual-wield. It also governs a great deal of skills. Be in mind that the Weapon Finesse feat can alter a ranged class into a melee class by using DEX instead of STR for melee attacks. If you want your class to stay at range, give them powers that work best at range. When writing powers, focus in on movement, delicate aiming attacks or tricky manoeuvres.

            Constitution (CON) is often overlooked, because it is difficult to envision as a tool to be used. A friend once said to me it can be considered how fat you are. If your class tanks, it is wise to prioritise CON. When writing powers, think about powers that grant bonus Hit Points, saving throws or damage reduction. CON is the score used to determine the attack and damage rolls of Psionic spells.

            Intelligence (INT) is the basis for skill growth. It also governs a lot of skills, so remember to consider how many skill points to attribute per level based on the need for INT. When writing powers, reward clever skill checks, traps, and thinking outside of the box. INT is the score used to determine the attack and damage rolls of Arcane spells.

            Wisdom (WIS) handles the dissemination of information. Many classes can make use of WIS, as it is essentially common sense. When writing powers, remember that sensible actions are often the focus for WIS, and should be rewarded as such. WIS is the score used to determine the attack and damage rolls of Divine spells.

            Charisma (CHR) is essential for NPC interaction. Witty characters or those with a strongness of heart should benefit from a CHR score. Feel free to write powers with more eclectic effects. CHR is the score used to determine the attack and damage rolls of Primal spells.


Proficiencies
            Choose which tools your class will wage war with. Remember that each piece of armour and each weapon have its own advantages and disadvantages, and must consider this when choosing your classes’ role. Heavier armours are generally used by more melee orientated classes, whereas the lighter armours are favoured by Toolboxes, as to avoid skill penalties. Feel free to restrict your character to one specific item or set of items rather than a whole category.
            As standard, only Paladin can wear Super-Heavy armour at 1st level without the aid of feats. In addition, it is rare indeed that a class has access to the whole plethora of Martial weapons, and rarer still have proficiency with a Superior weapon as standard.


Bonuses to Defence
            A slight increase to your classes’ defences is needed, mainly to add 1st level flavour, and in part to set them aside from the rest. Choose either a +2 bonus to one of Fortitude, Reflex or Will, or a +1 bonus to two of them. This puts a defensive emphasis on your character, and adds some definition to the class. It only makes sense that a Rogue is good at dodging, or a Psion has a might will.
            On rare occasions, you might feel that your class has such a broad spectrum, than neither option really fits. In such circumstances, grant your class a +1 bonus to all three of these defences to reflect this. This is not a common tool, and usually it is granted to compensate for some initial weakness in the class.


Hit Points
            The Hit Points you grant your class define much of its playing style, and indeed, defines its role numerically. At the lowest end of the spectrum, many cloth-based classes will gain d4 Hit Points per level, as befitting their frail nature. At the other end of the spectrum, d8 Hit Point growth belongs to the heavier classes, such as Tanks or frontline Damage Dealers. The d10 growth belongs almost exclusively with Barbarian, keep this in mind if you decide to grant a class such a large pool, and be ready to make a sacrifice somewhere else amongst their design.
            Of course, these definitions are based on the Providence RPG design, for D&D and Pathfinder, the dice standard is different, but the idea is the same.


Healing Surges
            Choose between six and twelve healing surges to grant your class. This is a measure of how much they can be healed, so a back line class will not need as many as a front line class. Be careful with the number of surges you grant, as too many surges means that there is no threat of ever running low on Hit Points.


Skill Points
            Decide on how many skill points you want to award your class with. Many classes do not have a great number of skill points, as it is the realm of the Toolbox. To aid your decision, think about how you want your class to perform in terms of skill;
If the class is likely to have a high INT score without being a Toolbox, set the bar low, a 2 + INT modifier. This way, their skills grow at an accelerated level without any particular effort.
If this class is a Toolbox with a high INT score or a different role that leans toward a Toolbox mindset, set the growth rate at 4 + INT modifier, allowing for rapid skill growth.
If the class is a Toolbox, but with only an optional use of the INT score, use 6 + INT modifier for skill growth. This way, skills will grow at an accelerated rate without the player input. If the player does decide to give attention to INT, then their skills will rise at an unparalleled rate, so long as this decision is at a detriment to another aspect of their class.
 If your class does not emphasise skills or INT at all, then leave the skill growth at 2. This will provide enough points to add some utility and flavour, but not enough to distract it from its real role.


Skills
            Decide on a skill list for your class. The number of skills and which skills to use are heavily dependant on the ability scores you chose to focus around. Pick skills that both make sense for your classes’ image, and are aided by the ability scores chosen. A heavy, frontline fighter will often be adept and jumping and climbing, whereas a light, sneaky character will need skills to balance and pick locks. Remember, a class cannot possess the Fly skill unless they have an ability in their eventual growth that allows them to fly.


Attack Growth
            Determine how quickly your class gains new attacks per standard action. A growth of 6 is for main damage dealers and other melee-orientated classes. A growth of 7 is for Toolboxes, and other roles that have viable melee potential, but not as adept as others. A growth of 8 is for spellcasters, and other such archetypes that do not wade forward into the fray to gain much of combat experience. The attack growth of 5 is exclusive to Fighter.


Class Features and Growth
            The meat of class creation; decide what your class will do, and how it will go about doing it. This is where many of the inspirational ideas you’ve had accumulates into class growth, but there are still a few things to consider.

            Find one theme or ability, and focus around that. Turn the key ability into a platform from which you can write other powers.

            Offer a choice of ‘build’ at 1st level. A broad-ish selection of minor powers suffices, enough to grant a feeling of flavour and individuality but not enough to overpower the class. If possible, make it tie in with your classes’ primary ability, or make the choice enhance the existing power.

            Keep the 1st level bonuses as concise as you can. 1st level characters are above average persons, they are not heroes just yet, make them earn their growth by limiting what they have access to at 1st level.

            Avoid dead levels in character growth. Customisation is key, make sure that from levels 1-20 the class has something new to offer.

            Choose which kind of growth to employ. The easiest strategy is to grant set powers or abilities at every even level, and allow feats to take the odd levels. This can be a very lengthy process to write the full extent of powers and abilities, but it is often worthwhile. Another strategy is to do a paralleled growth style, namely at 2nd level and every 4th level thereafter, and at 4th level and every 4th level after. This allows for two different bonuses and themes to grow in the same class. A third, and less desirable, option is fixed growth. Write every power and ability at even level, and offer the player no choice as to how they develop. Although this is restricting, it can be very balanced, as there is little to no room for finding that golden, game-breaking combination you hadn’t considered. This style usually grants specific, awesome powers that outclasses any choice, and is often employed for spellcasting classes, who already have a great deal of customisation via their spells.

            Does your class employ magic? If so, restrict the amount of customisation your class has to a few feats or select powers, as the sheer scope of the spell lists alone far and away surpasses the options for non-spellcasters.

            Does your class have a great power that needs restricting, like a Barbarian’s Rage or a Bard’s Song? If your classes’ effects are too powerful or open to abuse, limit the number of times per day they can be used. An easy option is to tie the duration to a specific skill. Barbarians, for example, can Rage a number of rounds per day equal to their Endurance skill.

            Does your class have a resource? Think of ways your resource can be used in the most creative manner possible. How is this resource managed? How is it spent, and what happens when it is? How does your resource recover?

            How complicated is your class? Be careful of straying too far outside RPG conventions or introducing too many class-specific terms. If your class is fantastically complicated, be very careful it doesn’t become convoluted in execution at the risk of losing potential players. If others have trouble understanding it, layout is your best friend. Use smaller sentences, use subtitles and make paragraphs more obvious. Anticipate the questions asked of you.

            Reward players for taking your class to 20th level and beyond. Prepare a fantastic power that is so good, it entices players to go the distance with yours. Once per day powers are a good choice, potentially involving something like a perfect success skill check, an irresistible spell, or an instant-death attack.

And so
            I sincerely hope that you find the inspiration to write your own class, because I can promise you there’s nothing more exhilarating than seeing another person enjoying the workings of your class.
            Don’t be afraid about getting it wrong; start underpowered and work upwards to an appropriate strength level. You’ll have to test your class into destruction before you get it right. Have a calculator with you, and assume all ability scores you class works with will be at 18 at 1st level.
            Have fun, and I hope to see some works of art soon!

Tuesday, 17 January 2012

FAQ: Power Sources


What are Power Sources?

            Each class draws on something, whether it is the strength of a deity, ambient magic or a well of experience. This is called their Power Source.


What does a Power Source do?

            Immediately? Nothing. Mechanics – wise, Power Sources come much later into character growth, usually affecting the choices around which Archetype and which Epic Destiny the character can choose.
            Thematically speaking, each Power Source gives a flavour to a group of classes by conforming to a common set of themes.


What are the Power Sources?

Arcane

            Arcane characters are unanimously magical. Their expertise lies in twisting the ambient magic of the world to fit their own ends. Classes that are Arcane include Wizards, Sorcerers, Bards and Artificers.
            Arcane characters are generally very good at a distance, and between the classes, they can provide, support, damage, healing and utility in equal measure. Arcane classes are also uniquely flexible; many of them have access to the Arcane spell list, and at least one method of manipulating their spells to suit their needs.
            The Arcane Power Source lacks any viable melee options, however, and have no ability to Tank.


Divine
            Divine characters subscribe to the will of the Gods. They are devoted to one or several causes, and wield their deific gifts to further the ends of their patron. Classes that are Divine include Cleric, Inquisitor and Paladin.
            All Divine characters embrace the theme of defence over offence. They incorporate some of the best healing capabilities with defensive unity that can be used up close and personal or at a distance. Equally, a single Divine class is a force to be reckoned with, as their God-given powers grant them many tools to fight one or more enemies alone.
            Despite their defensive flexibility and depth of the Divine spell list, Divine classes lack any dedicated ability to fight at range, even though some Inquisitors and Clerics can attempt to alleviate this problem.


Martial
            Martial characters draw on wells of experience and intense training. They do not have supernatural powers, but rely on themselves over everything else to see the day through. Classes that are Martial include Fighter, Ranger, Rogue and Warlord.
            Martial characters are easily the most well rounded of the Power Sources, combining offence, defence and utility in equal measure. They are generally have more Hit Points than other classes, and any one class can be tooled to cope with any situation.
            Martial characters also have the greatest flaw amongst the Power Sources; there is no spell list for Martial characters. This means that Martial characters cannot overcome more exotic foes without the aid of magical characters, and more eclectic powers of the other Power Sources remain far out of their reach.

Primal
            Primal characters worship Greater Spirits in the same manner that Divine characters worship Gods. They are not bound to the service of one patron, instead revelling in the entirety of the natural world. Classes that are Primal include Barbarian, Druid, Elementalist and Totemic.
            Primal classes contain many extremes in their lineup. Many of them, Barbarian in particular, can only do one role at a time, whereas many other classes can potentially fill several roles. Nevertheless, all Primal classes are powerful, and contain aspects and combinations of powers that are not present in other Power Sources.


Psionic
            Psionic characters use the mind to wield the power of the immortal soul. They are uniquely powerful, and make use of exotic power mechanics. Classes that are Psionic include Chronarch, Monk and Psion.
            Psionic classes follow a theme of spending. Each one has a resource, whether it be Seconds, Ki or Power Points, which they use to augment their spells and powers. As a result, Psionic characters can manipulate their functions to perform exceedingly well in and out of combat.
            Despite all of their power, Psionic classes are limited to how far they can push themselves. When their Psionic Resources run dry, they must use more mundane methods of combat, which in turn is generally less effective than other classes.


Shadow
            Shadow characters have a relationship with darkness as an entity. Although they have a potentially evil source, a Shadow character is no less inclined to do good or evil. Classes that belong to the Shadow Source include Doomguard, Faustian and Shadowdancer.
            Shadow classes run under the theme of the pact. Every one of them includes an aspect of their soul that has been given away, or turned into something more malefic. Their class powers allow them to cover the whole spectrum of party needs.
            Although a Faustian can aid a party, this Power Source has no dedicated healers amongst its ranks. In addition, many of the more exotic powers at the Shadow Source’s disposal require precise conditions, making them situational and inflexible.

[Kudos to a Google for th epictures. You all know the drill by now.]

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]