Totems


Each totem provides a 2nd level baseline ability, bonus feats at 3rd, 7th, and 11th levels, an extraordinary ability at 9th level, and a special scaling bonus of +1 per 3 barbarian levels you possess. The various totems are described below; others can be created using these as guidelines.

Barbarians without totems gain abilities and bonuses as follows:

STANDARD (TOTEMLESS) BARBARIAN

Totemless barbarians typically select Strength and Constitution as their rage attributes.

Baseline Ability: Fast Movement (Ex): Your land speed is faster than the norm for your race by +10 feet per round. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn. This bonus stacks with any other bonuses to your land speed.

Bonus Feats: Uncanny Dodge, Improved Uncanny Dodge, Skill Focus (Endurance).

Scaling Bonus: At 3rd level, you gain trap sense +1, as the rogue class feature. For every 3 levels, your trap sense ability increases by another +1 (i.e., +2 at 6th level, +3 at 9th, etc. to a maximum of +6 at 18th level). Trap sense bonuses gained from multiple classes stack.

9th Level Ability: Gather Barbarian Horde (Ex). Given one week in an area in which barbaric tribes dwell among which you have a reputation, you may gather a horde of barbarians. These number the same as your followers would if you had the Leadership feat, but all are barbarians, rather than humanoids with NPC classes. The horde must be gathered for a specific, short-term purpose (e.g., “destroy the City of Necromancers and slay all within”), and can be held together a maximum number of weeks equal to the number of barbarian class levels you possess. If the purpose has not been fulfilled by that time, the horde disbands, and you cannot gather another horde from that area.

APE TOTEM

You are agile and strong, possessed of the bestial reflexes needed to survive in the rain forests of your homeland. Ape totem barbarians typically select Strength and Dexterity as their rage attributes.

Baseline Ability: Climb Speed (Ex): An ape totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-ft. interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 ft., while a dwarf, gnome, or halfling ape totem barbarian has a climb speed of 10 ft.

Having a climb speed gives you a +8 bonus on Athletics checks involving climbing. You can take 10 on climb checks, even if distracted.

Bonus Feats: Lightning Reflexes, Power Attack, Skill Focus (Acrobatics).

Scaling Bonus: Bluff checks to intimidate or demoralize.

9th Level Ability: Rend (Ex). During any round in which you are able to make more than one melee attack, if you hit a single opponent with all of your available melee attacks with a single weapon, you deal an additional 1d10 damage plus 1½ times your Strength modifier. Rending also applies if you successfully grapple an opponent with both hands in order to deal damage, or if you are wielding two weapons and hit the same opponent with each of them at least once in the same round. This ability does not stack with the Two-Weapon Rend feat.

BEAR TOTEM

You are bigger and stronger than most others of your race. Bear totem barbarians typically select Strength and Constitution as their rage attributes.

Baseline Ability: Grab (Ex). If you hit with an unarmed strike, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You can also activate this ability if you hit with a light weapon, by grabbing with your other hand or by dropping the light weapon and grabbing with that hand. This ability works only against opponents of your size category or smaller (at 5th level, you can affect creatures one size category larger because of your Powerful Build). You have the option to conduct the grapple normally, or simply hold the opponent with one arm. If you choose to do the latter, you take a –20 penalty to your CMB check to make and maintain the grapple, but do not gain the grappled condition yourself.

Bonus Feats: Improved Grapple, Great Fortitude, Toughness.

Scaling Bonus: CMB and CMD, for grappling only.

9th Level Ability: Powerful Build (Ex). Your physical stature lets you function in many ways as if you were one size category larger. This applies to your CMB and CMD. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. Your heavy weapons and unarmed strikes deal damage as if they were one size larger. However, your space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of most powers and spells that change the subject’s size category, but do not stack with the giant’s stance rage power (q.v.).

BOAR TOTEM

Heavy-set and monstrously ugly, you have few friends — but your enemies fear your ferocity and resistance to injury. Boar totem barbarians typically choose Strength and Constitution as their rage attributes.

Baseline Ability: Thick Hide (Ex). You gain a +1 natural armor bonus to AC. This stacks with existing natural armor (if any), and with the bonus from the beast hide rage power (q.v.).

Bonus Feats: Extra Rage, Great Fortitude, Toughness.

Scaling Bonus: Endurance checks.

5th Level Ability: Improved Damage Reduction (Ex). You gain damage reduction 1/—. This stacks with the damage reduction all barbarians gain at 7th level and beyond.

BULL TOTEM

The bull totem barbarian’s scaling bonus supersedes the “dashing step” variant from Dragon magazine (issue 349). Bull totem barbarians typically choose Strength and Constitution as their rage attributes.

Baseline Ability: Improved Charge (Ex). When charging, you gain a +4 bonus to attack, rather than the standard +2.

Bonus Feats: Power Attack, Improved Bull Rush, Greater Bull Rush.

Scaling Bonus: Bonus to AC while charging. This not only offsets the normal AC penalty, but applies against attacks of opportunity made against you for charging through threatened squares.

9th Level Ability: You gain Vital Strike as a bonus feat.

DRAGON TOTEM

Your prowess and ferocity strike fear into the hearts of those who stand against you. A dragon totem barbarian typically selects Strength and Constitution as his rage attributes.

Baseline Ability: Energy Resistance (Ex). A 2nd level dragon totem barbarian has resistance to fire 5. Alternatively, choose a dragon type and gain resistance according to that type, as follows: black, green, copper—acid; white, silver—cold; blue, bronze—electricity; red, brass, gold—fire.

Bonus Feats: Blind-Fight, Great Fortitude, Skill Focus (Perception).

Scaling Bonus: Saving throws against paralysis, sleep, and fear.

9th Level Ability: Frightful Presence (Ex). This ability takes effect automatically whenever you attack or charge. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than you. A potentially affected creature that succeeds on a Will save (DC 10 + half your barbarian level + your Charisma modifier) remains immune to your frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons and other dragon totem barbarians ignore your frightful presence.

EAGLE TOTEM

Barbarians with the Eagle totem typically select Strength and Dexterity as their rage attributes.

Baseline Ability: Low-Light Vision (Ex). The keen-eyed eagle grants you low-light vision if you adopt him as your spiritual totem. If you already have low-light vision, the range is doubled.

Bonus Feats: Lightning Reflexes, Wind Stance, Lightning Stance

Scaling Bonus: Perception checks.

9th Level Ability: Eagle’s Sight (Sp). Once per day as a spell-like ability, you can see through the eyes of an eagle or other raptor circling overhead; this works as the clairvoyance spell with a caster level equal to your barbarian level. Outdoors, it can be assumed that an appropriate bird is always above the location to be scried. Indoors or underground, you can use this ability only if an appropriate bird is within sight of the location to be scried.

For every 2 class levels beyond the 9th you possess, you can use this ability an additional time per day (i.e., 2/day at 11th, etc., to a maximum of 6/day at 19th level).

HORSE TOTEM

Like one of Genghis Khan’s Mongols, you were born in the saddle. You are keenly aware that, on the steppes of your homeland, a man without a horse is soon a dead man. Horse totem barbarians, who often call themselves Horselords (as per Dragon magazine, issue 338) typically select Dexterity and Constitution as their rage (“battle ecstasy”) attributes.

Baseline Ability: Animal Companion (Ex). You gain a horse as an animal companion. Until 4th level, your effective druid level is 1st. Thereafter, your effective druid level is equal to your barbarian level –3. It takes 1d4 months and a Handle Animal check vs. DC 15 to find a new companion if the previous one dies. Once located, it takes 2 months to bond with a new companion.

Bonus Feats: Mounted Combat, Mounted Archery, [[Ride-By Attack]].

Scaling Bonus: Handle Animal checks.

9th Level Ability: You can go without food for a number of days equal to your barbarian level, feeding on your own body lice if need be.

If your animal companion mount is alive and with you, you can last indefinitely without food or water by drinking small amounts of its blood. This deals 1 point of damage to the mount per day. If you are injured you may drink additional blood, healing 1 hp per additional hp of damage inflicted on your mount as a full-round action (this benefit ceases immediately if the mount dies).

You can extend the mount’s life-giving abilities to your companions as well, but damage is multiplied by the number of people so benefiting.

KRAKEN TOTEM

You are at home in and on the waves of the icy northern seas. Kraken totem barbarians typically select Strength and Dexterity as their rage attributes.

Baseline Ability: Swim Speed (Ex). An kraken totem barbarian gains a swim speed equal to one-half his base land speed (round down to the nearest 5-ft. interval). For instance, a human, elf, half-elf, or half-orc kraken totem barbarian has a swim speed of 15 ft., while a dwarf, gnome, or halfling kraken totem barbarian has a swim speed of 10 ft.

Having a swim speed gives you a +8 bonus on Athletics checks involving swimming. You can take 10 on swim checks, even if distracted.

Bonus Feat: Improved Unarmed Strike, Improved Grapple, Greater Grapple.

Scaling Bonus: Profession (sailor) checks.

9th Level Ability: Two-Weapon Fighting (Ex). You gain the benefits of the Two-Weapon Fighting and Improved Two-Weapon Fighting feats, even if you do not meet the prerequisites.

LION TOTEM

Like a Maasai warrior of old, you are at home on the grassy savannah and rough badlands. Barbarians with the Lion totem typically select Strength and Dexterity as their rage attributes.

Baseline Ability: Fast Movement (Ex). You gain fast movement, as a totemless barbarian.

Bonus Feats: Skill Focus (Stealth), Improved Initiative, Iron Will.

Scaling Bonus: At 3rd level, a lion totem barbarian scores +1 damage when charging. This damage bonus improves by an additional +1 per 3 levels, to a maximum of +6 at 18th level.

9th Level Ability: Pounce (Ex). You can make a full attack at the end of a charge, rather than only a single attack. Your scaling bonus applies to each successful hit made at the end of the charge.

SERPENT TOTEM

Living deep in the rain forests, Serpent totem barbarians typically select Strength and Dexterity as their rage attributes. The often use poisoned missiles from ambush, then swiftly attack and slay their foes in melee.

Baseline Ability: Poison Use (Ex). You never risk poisoning yourself when envenoming your weapons. In your native rain forest, you can envenom your arrows and/or blowgun darts with black adder venom at no cost, to a maximum number of missiles per day equal to your barbarian level plus your number of ranks in Craft (toxiocology) skill.

Bonus Feat: Improved Initiative, Improved Unarmed Strike, Skill Focus (Stealth).

Scaling Bonus: Saving throws against poison.

9th Level Ability: Hypnotic Gaze (Su). As a standard action, you can entrance any single creature within 30 ft. that meets your gaze. The victim must succeed at a Will save (DC 10 + ½ your barbarian level + your Charisma modifier) or be fascinated. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as you spend a swift action each round maintaining it. The victim takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

WOLF TOTEM

The wolf has taught you that cooperation with your companions can mean the difference between survival and starvation. Wolf totem barbarians typically select Dexterity and Constitution as their rage attributes.

Baseline Ability: Improved Flanking (Ex). You gain +4 to attacks against flanked opponents, rather than the normal +2. Other flankers receive only the normal bonus.

Bonus Feats: Combat Expertise, Improved Trip, Greater Trip.

Scaling Bonus: Survival checks.

9th Level Ability: You gain sneak attack +1d6, as the 1st level rogue ability. Your sneak attack damage increases by +1d6 per 4 class levels beyond the 9th (i.e., to +2d6 at 13th level and to +3d6 at 17h level). This ability stacks with the sneak attack damage granted by the wolf harrier rage power (q.v.), or from another class.

Totems

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