Beast Totem Warrior (3.5e Prestige Class)
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By wearing beast skins and performing strange rituals, you can gain their power. 10
Beast Totem Warrior
Some ancient cultures believed that by wearing beast skins and performing strange rituals you could gain the strength of powerful creatures. Well, this is D&D and you can do all that crap. What's more, the powers you can gain allow you to do more than just run faster and jump higher.
Becoming a Beast Totem Warrior
|Base Attack Bonus:||+10.|
|Skills:||Knowledge (Nature) 6 ranks, Survival 10 ranks.|
|Special:||Must have undertaken a blood ritual involving an Animal, Magical Beast or Dragon of at least CR10. This ritual transfers the power of the beasts to you, and likely involves eating parts of it, drinking or bathing in its blood, sacrificing it or some other symbolic gesture.|
|1st||+1||+2||+2||+0||Beast Power, Totem Empathy|
|5th||+5||+4||+4||+1||Greater Beast Power|
|7th||+7/+2||+5||+5||+2||Greater Beast Power|
|8th||+8/+3||+6||+6||+2||Mind of the Beast|
|9th||+9/+4||+6||+6||+3||Greater Beast Power|
Class Skills (4 + Int modifier per level)
All of the following are class features of the Beast Totem Warrior.
Beast Power: When the Beast Totem Warrior gains his first level, and again at each odd-numbered level, he may choose an ability granted to him by the spirits of his Beast Totem. Each Beast Power can only be chosen once and any saving throw DC's are based on Con.
Blood Drain (Ex): The Warrior gains the ability to drain vital fluids from creatures for sustenance. Once each round when dealing damage with a natural weapon or during a grapple this deals 2 points of Constitution drain to the target and heals the Warrior of 10hp and 1 point of ability damage. When talking to people they tend to lick their lips more than is strictly necessary.
Charm (Su): The Warrior can activate charm person as an at-will spell-like ability by spending a Full Round action. If a target saves against this effect they immediately know that the Warrior has attempted to influence their mind. The Warrior never seems to need to blink.
Displacement (Su): The Warrior is always protected by a displacement effect and appears to be a few feet away from their actual position. This is quite unnerving, however it can be suppressed as a Free action.
Elemental Breath (Su): The Warrior gains a Breath Weapon that deals 1d6 damage per hit die (either Fire, Cold, Lightning or Acid chosen when the ability is gained) with a Reflex save for ½ damage. This can be used as a 30' Cone or a 100' Line, and once used cannot be used again until 1d4 rounds have passed. The Warrior also gains immunity to the element chosen and they sometimes belch small amounts of their chosen element (which can be a real faux-pas at society engagements).
Enhanced Senses (Ex): The Warrior gains a +5 Racial bonus to Perception checks, Scent, Darkvision to 60' and Track as a bonus feat. They also tend to sniff the air or people around them, particularly when hungry.
Fast Healing (Su): The Warrior's wounds heal at an astounding rate. This provides Fast Healing 5, however flesh that grows back is different somehow, such as an odd color, scaled or overly hairy. This fast healing does not apply to damage suffered as a result of starvation, suffocation or environmental effects due to heat or cold.
Flight (Ex): The Warrior grows wings and gains a fly speed equal to double their walking speed with average maneuverability.
Large Size (Ex): The Warrior's size increases to Large (providing a 10' reach) and he gains +4 Str and Con permanently. This cannot be taken if the Warrior is already Large.
Pounce (Ex): The Warrior gains Pounce (the ability to make a full attack at the end of a charge). He also gains a disturbing smile which makes people appreciate how a mouse feels when being smiled at by a cat.
Terrible Gaze (Su): The Warrior's eyes glow in low light, and he gains a Gaze attack out to 30'. This forces a Will save or the target is Staggered for 1 round. This can be suppressed as a Free action.
Totem Empathy (Ex): The Warrior gains the Wild Empathy ability of a Druid, however it can be used against Animals, Dragons & Magical Beasts without penalty, and uses the Warrior's Constitution modifier instead of his Charisma modifier.
Primal Form (Ex): The Beast Totem Warrior's body changes to more closely match a form suitable to his Totem spirits. His hands sprout Claws (d6 damage for a medium creature), he grows long fangs and gains a bite attack (d8 damage for a medium creature) and can choose to gain either a Slam attack or a Tail attack (both do d8 damage for a medium creature). In addition the Warrior's Natural Armor bonus increases to +4. Any other physical changes that have no game effect can be included at the players discretion (scales, fur, cat ears or lizard eyes for example).
Animal Companion (Ex): The Beast Totem Warrior attracts a Companion, which can be any Animal or Magical Beast of CR 2 less than his level. This companion levels with the Warrior, either gaining HD or digivolving to new level appropriate forms as determined by the Warrior at level up. This Companion is soul-bound to the Warrior and if the Companion is ever slain the Warrior can perform a 24 hour ritual to return the Companion to life at full HP.
Greater Beast Power: When the Beast Totem Warrior reaches 5th level, whenever he gains a new power from the Beast Power list he may instead choose to upgrade one of his previously chosen Beast Power abilities to a Greater version of the ability as shown below. Any saving throw DC's are based on Con.
Blink -> Ethereal Form (Su): The Warrior can now control his blinking well enough to hold himself in the Ethereal Plane for longer. This allows the Warrior to become Ethereal (as per the spell ethereal jaunt) as a Standard Action whenever the Warrior is blinking. This lasts for 1 round/level, however once ended the Warrior cannot activate his blinking again for 10 rounds and is Fatigued by the effort.
Blood Drain -> Soul Drain (Su): The Warrior can now drain a creature's very essence to feed his insatiable hunger. Once each round when dealing damage with a natural weapon or during a grapple this deals 2d4 points of Strength or Constitution drain to the target and heals the Warrior of 25hp.
Charm -> Dominate (Su): The Warrior's powers of mental influence grow stronger. They can now use dominate person as an at-will spell-like ability by spending a Full Round action. If a target saves against this effect they immediately know that the Warrior has attempted to influence their mind.
Displacement -> Invisibility (Su): The Warrior is now completely invisible at all times. This does not end when the Warrior attacks.
Elemental Breath -> Elemental Torrent (Su): The Warrior's Breath Weapon unleashes a torrent of elemental power that blasts and disorients those struck by it. It not only deals Elemental damage, but anyone that fails the Reflex save is Staggered for 1 round/level in addition to taking full damage.
Enhanced Senses -> Incredible Perception (Ex): The Warrior's senses are now so sharp that they can see invisible creatures and automatically notice illusions of all kinds. They also gain Uncanny Dodge.
Fast Healing -> Regeneration (Ex): The Warrior's Fast Healing is replaced with Regeneration (5), vulnerable to Fire, Cold, Lightning, Adamantine or Silver (Choose 1 when the ability is gained). This regeneration does not apply to starvation, suffocation or environmental effects due to heat or cold.
Large Size -> Huge Size (Ex): The Warrior becomes a towering monstrosity, increasing in size to Huge and gaining another +4 to Str and Con.
Pounce -> Hunter's Ferocity (Ex): The Warrior's ferocity increases still further. Whilst charging, any Natural Weapon attacks the Warrior makes have their reach increased by 5' and gain Improved Grab.
Terrible Gaze -> Death Gaze (Su): The Warrior's eyes become terrible burning pits to the Netherworld, and his Gaze attack now forces a Fort save or the target is either Petrified or killed by a Death effect (Choose when the ability is gained) rather than it's previous effect. This can be suppressed as a Free action.
Wild Shape (Su): The Warrior gains the ability to Wild Shape as per the Druid power into a specific creature chosen when this power is gained. This must be an Animal or Magical Beast with HD equal to or less than the Warrior's character level and a size no larger than the Warrior. This ability can be used any number of times per day.
Mind of the Beast (Su): The Warrior's mind is now so closely attuned to that of their totem that their higher brain functions are impossible to reach. The Warrior becomes immune to Mind-Affecting effects. In addition, by concentrating for 1 minute the Warrior knows the location of all Animals and Magical Beasts within 1 mile and can choose to see through any such creature's eyes for as long as they concentrate.
Animal Magnetism (Su): At level 10 the Warrior has completed their transformation and is now a BeastLord of their Totem. This grants them a court in the Beastlands from which to rule and the ability to control standard examples of any Animal or Magical Beast (those without advancement, class levels or exceptional statistics) as if they were Dominated.
|Article Balance||Very High +|
|Base Attack Bonus Progression||Good +|
|Class Ability Progression||Other +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Prestige Class +|
|Minimum Level||10 +|
|Reflex Save Progression||Good +|
|Skill||Balance +, Bluff +, Climb +, Craft +, Escape Artist +, Handle Animal +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Ride +, Sense Motive +, Spot +, Survival +, Swim +, Tumble + and Use Rope +|
|Skill Points||4 +|
|Summary||By wearing beast skins and performing strange rituals, you can gain their power. +|
|Title||Beast Totem Warrior +|
|Will Save Progression||Poor +|