Totemist

Hit Dice: d8

Class Skills: Craft (any) (Int), Fly (Dex), Handle Animal (Cha), Knowledge (Arcana, Nature, Planes) (Int), Perception (Wis), Profession (any) (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str)
Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Reflex Will Special Soulmelds Essentia Chakra Binds
1 +0 +2 +2 +0 Wild Empathy, Chakra Bind (Totem) 2 1 1
2 +1 +3 +3 +0 Chakra Bind (Crown), Totem Chakra Bind +1 Capacity 3 2 2
3 +2 +3 +3 +1 Totem's Protection 3 2 2
4 +3 +4 +4 +1 Totem's Empathy 4 3 2
5 +3 +4 +4 +1 Chakra Bind (Feet, Hands) 4 5 2
6 +4 +5 +5 +2 Totem Chakra Bind +1 Meldshaper Level 4 6 3
7 +5 +5 +5 +2 Improved Totem's Empathy 5 7 3
8 +6 +6 +6 +2 Rebind Totem 1/day 5 7 3
9 +6 +6 +6 +3 Chakra Bind (Arms, Brow, Shoulders) 5 8 3
10 +7 +7 +7 +3 Totem's Lore, Totem Shape 6 11 4
11 +8 +7 +7 +3 Totem Chakra Bind (Double Bind) 6 12 4
12 +9 +8 +8 +4 Rebind Totem 2/day 6 13 4
13 +9 +8 +8 +4 Greater Totem's Empathy 7 14 4
14 +10 +9 +9 +4 Chakra Bind (Throat, Waist), Greater Totem Shape 7 15 5
15 +11 +9 +9 +5 Totem Chakra Bind +2 Capacity 7 18 5
16 +12 +10 +10 +5 Rebind Totem 3/day 8 19 5
17 +12 +10 +10 +5 Chakra Bind (Heart) 8 20 5
18 +13 +11 +11 +6 Master Totem Shape 8 22 6
19 +14 +11 +11 +6 Perfect Totem's Empathy 9 24 6
20 +15 +12 +12 +6 Rebind Totem 4/day, Totem Embodiment 9 28 6

Weapon and Armor Proficiency: You are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Meldshaping: A totemist’s primary ability is shaping incarnum soulmelds, which are drawn from the totemist soulmeld list. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate’s melds, your soulmelds channel the bestial spirits of nature.

The Difficulty Class for a saving throw against a totemist soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your totemist level.

A totemist can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table above. At 1st level, you can shape two soulmelds
at a time. As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool’s size is shown on the table above. Your character level, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round

A totemist does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

Totemist Soulmelds

Wild Empathy: A Totemist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person.

The Totemist rolls 1d20 and adds his or her Totemist level and CHA modifier to determine the Wild Empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use Wild Empathy, the Totemist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A Totemist can also use this ability to influence a Magical Beast with an INT score of 1 or 2, but takes a –4 penalty on the check. However, unlike other classes with the Wild Empathy ability, a Totemist can gain a bonus to offset this penalty: if the character is specifically trying to influence a Magical Beast associated with the soulmeld that he or she has bound to his or her Totem chakra (for example, the character has a Basilisk Mask bound to the Totem, and tries to use Wild Empathy on a Basilisk), he or she gains a +4 bonus on the Wild Empathy check (and thus effectively takes no penalty).

Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level. At 1st level, you can bind a soulmeld to your totem chakra (see below). Beginning at 2nd level, you can bind soulmelds to your crown. At 5th level, you can bind soulmelds to your feet, or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra. You never gain the ability to bind a soulmeld to your soul chakra.

Totem Chakra Bind: At 1st level, you gain access to a unique chakra: the totem chakra. This chakra is not associated with any location on the body, but rather represents your connection to the wild soul energy of nature, embodied in the magical beasts of the world. When you bind a soulmeld to your totem chakra, you take on characteristics of the creature represented by the meld—usually involving a limited physical transformation. Since the totem chakra doesn’t match a body location, binding a soulmeld to this chakra doesn’t restrict your use of magic items that take up a body location.

At 2nd level any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. For example, a 2nd-level totemist can invest up to 2 points of essentia in any soulmeld bound to his totem chakra bind (rather than the normal limit of 1 points of essentia). At 15th level, the capacity of any soulmeld bound to your totem chakra increases by an additional point (meaning that a 15th-level totemist could invest up to 5 points of essentia in that soulmeld).

At 6th level, the effective meldshaper level of a soulmeld you have bound to your totem chakra is equal to your actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape.

At 11th level, you gain the ability to bind a single soulmeld to your totem chakra and to another chakra at the same time. You gain the special benefits of both chakra binds.

Totem's Protection: At 3rd level, the Totemist can use his or her connection with the souls of beasts to gain protection against the special attacks and powers of those same beasts. He or she gains a +4 bonus on saving throws against the Extraordinary, Psi-Like, Supernatural, and Spell-Like abilities of Magical Beasts.

Totem's Empathy: At 4th level, the Totemist gains a +4 on Wild Empathy checks made to influence the attitude of a beast associated with any of his or her shaped soulmelds, not just the one bound to the Totem chakra. If the beast is specifically the one associated with the soulmeld bound to the Totemist's Totem chakra, then the character receives a further +4 bonus, granting him or her (in most cases) a total +4 bonus rather than the usual -4 penalty associated with trying to influence a Magical Beast.

Improved Totem's Empathy: At 7th level, the Totemist gains a +4 bonus on Wild Empathy checks made to influence the attitude of any Magical Beast, regardless of which soulmelds he or she has shaped. He or she still gains a +4 bonus if the beast is associated with the soulmeld bound to the Totem chakra.

Furthermore, the Totemist is no longer limited to influencing creatures with an INT score of 1 or 2 with Wild Empathy checks; any creature of the Animal or Magical Beast type is a legal target for his Wild Empathy from 7th level onward. If the Totemist uses Wild Empathy on a creature with an INT score above 2, it is treated as a Diplomacy check in every way, including allowing for the possibility of the Totemist using the Aid Another action to help an ally's Diplomacy check on the same target, or an ally using Diplomacy to Aid the Totemist's Wild Empathy check.

Rebind Totem Soulmeld: As your link to your totem chakra strengthens, you learn to shift the ties that bind your soulmelds. Starting at 8th level, once per day you can unbind a soulmeld from your totem chakra and bind a different meld to that chakra, as long as the new meld is one you already have shaped. This requires a full-round action and provokes attacks of opportunity

You can use this ability one additional time for every four levels gained above 8th (2/day at 12th level, 3/day at 16th, and 4/day at 20th)

Totem's Lore: At 10th level, a Totemist can use his or her connection with the souls of nature to learn things about creatures with some connection to it, even if he or she has no appropriate Knowledge ranks. As a standard action, the Totemist can target a creature of the Animal, Dragon, Magical Beast, or Ooze type within 30 feet to learn about its abilities and weaknesses. With a successful ranged touch attack, the character gains information as if he made the appropriate Knowledge skill check with a result equal to 20 + his or her Totemist level + his or her WIS modifier. The character may also target creatures which are templated versions of creatures of an appropriate type, even if the template changes the creature type to a disallowed type (for example, a Half-Dragon Lich would be a legal target, even though it is of the Undead creature type, because it was type Dragon before it became a Lich).

Totem Shape: Also at 10th level, a Totemist gains the ability to literally merge with the souls woven into the soulmeld bound to his or her Totem Chakra, actually becoming the associated beast (at least in form). This works like the spell Beast Shape IV, except that the character can only become a Magical Beast of size Tiny to Large, and can only transform into the creature associated with the soulmeld bound to his or her Totem Chakra (if there is no soulmeld bound to the Totem Chakra, or the soulmeld bound to Totem is not associated with a Tiny, Small, Medium, or Large creature of the Magical Beast type, then this ability cannot be used).

The Totemist can use the alternate form for up to 1 minute/level per day. These minutes need not be used consecutively; for example, a 10th-level Totemist can spend 2 minutes as the Totem creature, then transform back to normal form, and still have 8 minutes of Totem Shape time left that day. Transforming either from normal form to beast form, or vice versa, is a full-round action that does not provoke attacks of opportunity. The character need not wait a full minute after transforming into beast form before turning back, but any fractional minutes used are rounded up when counting against total duration for any given day. The total number of minutes of Totem Shape per day is renewed after resting for 8 hours, though these hours do not need to be consecutive.

While in the form of his or her Totem creature, the Totemist still has all soulmelds shaped, and retains access to all of their abilities (including Chakra Binds) wherever appropriate, including the ability to change essentia investments each round. One exception to this is that, if a soulmeld grants the character a natural attack (such as Claws) which the character's Totem form also has, then the attacks do not stack; instead, only the more damaging one is used (although special effects besides basic damage, such as energy damage or the ability to Rend, are combined if possible). For example, if the Totemist has Behir Gorget bound to Totem and transforms into a Behir, he or she loses the 1d8 Bite attack and instead gains a Bite dealing 2d6 damage. However, this Bite not only has the Grab ability that a normal Behir would have, but also deals 1d4 Electricity damage per point of essentia invested in the Gorget on top of its normal damage.

Whether or not the creature of the Totem Form can typically speak, a Totemist in Totem Shape cannot use Wild Empathy, cast spells or use spell-like abilities that are not a part of the standard Totem creature's repertoire, or use his or her normal equipment (it is melded into the new form as standard for Polymorph effects). Also, since this ability is so tightly linked to the Totem Chakra, the Totemist is unable to voluntarily unshape the soulmeld bound to it, or unbind it, or use the Rebind Totem Soulmeld class ability, or otherwise change the soulmeld bound to the Totem Chakra while in the alternate form. The soulmeld bound to the character's Totem can still be unshaped by special effects or abilities, such as an Incarnum Dragon's Consume Soulmeld ability, and if it is then the Totemist is forced to spend his or her next round transforming back to normal form.

Greater Totem Empathy: At 13th level, the souls of beasts are such a part of the Totemist that animals and beasts of any kind become loath to attack the character.

The character is now allowed to use Wild Empathy not only on Animals and Magical Beasts, but also upon Oozes- even Oozes which have no INT score. If the Totemist tries to influence an Ooze, he or she takes a -4 penalty on the check, and Oozes typically start with an attitude of Unfriendly (if intelligent) or Hostile (if unintelligent).

Creatures of the Animal type are now more inclined to respect the Totemist, and automatically begin encounters with the character one step friendlier than the standard (i.e. domesticated animals start as Friendly, while wild animals start as Indifferent).

Finally, the Totemist is able to make any Wild Empathy check with just one full-round action, in contrast to the usual required time of 1 minute.

Greater Totem Shape: At 14th level, the Totemist's Totem Shape ability improves, allowing him or her to assume the form of a creature associated with any soulmeld he or she has shaped- not just the one bound to the Totem Chakra. Furthermore, the character is also allowed to assume the form of a creature of Diminutive or Huge size, as long as it is of the Magical Beast type (ability score adjustments for Diminutive are the same as Tiny, while adjustments for size Huge are the same as Large). The Totemist is not allowed to switch directly from one beast form to another, without first switching back to normal form (and thus expending 1 minute of the total daily duration).

While in alternate form, the Totemist is free to unshape/reshape/unbind/rebind all soulmelds except the one associated with the character's present form; for example, if the Totemist has Girallon Arms bound to Arms, but is using an Ankheg Breastplate bound to his or her Totem, then he or she is allowed to change the Breastplate (even using Rebind Totem Soulmeld, if desired) while in Girallon form, but is not allowed to rebind the Girallon Arms to Totem, or otherwise alter the status of the Arms without first switching back to normal form.

Master Totem Shape: At 18th level the Totem Shape ability improves again, allowing the Totemist to switch from one possible alternate form to another without first resuming his or her normal form. Thus, a Totemist with Ankheg Breastplate, Brass Mane, Displacer Mantle, and Landshark Boots shaped could spend a round transforming into a Bulette, spend two rounds in that form, use round 4 to turn into a Dragonne, take round 5 to fly up to a ledge, use round 6 to turn into an Ankheg, and spend rounds 7-9 burrowing into the hillside- all while only using up 1 minute of Totem Shape duration.

Perfect Totem Empathy: At 19th level, the Totemist's Wild Empathy ability improves one more time. The character is now allowed to use Wild Empathy on creatures of the Animal, Dragon, Magical Beast, or Ooze types, regardless of the target's INT score (or lack thereof). The character is also able to target creatures of other types, as long as those creatures are templated versions of base creatures with an appropriate type (for example, a Manticore Skeleton would be an allowed target, because the skeleton was once a Manticore- a Magical Beast).

A Wild Empathy check can now be made with a standard action.

The Totemist takes no penalty on the Wild Empathy check for any creature type, but a creature without an INT score is more difficult to influence and thus the character takes a -4 penalty to influence those. Creatures of the Animal type, as well as Dragons and Magical Beasts with INT scores above 2, treat the character with greater respect than normal, and begin encounters one step friendlier than they otherwise would have (for Animals, this does not change from the effect of Greater Totem's Empathy, above, but it now affects other types of creatures as well).

This ability to connect with the souls of beasts is so powerful that the Totemist is even able to affect summoned creatures, as long as they are of appropriate types. If the Totemist desires, he or she can try to break the bond between a summoned creature and its master, as long as the creature is of an appropriate creature type. This special check is not a standard Wild Empathy check, but is instead an attempt to overcome the master's control over the target creature; the Totemist makes a roll of 1d20 + his or her Totemist level + his or her CHA modifier against a DC of (11 + the spell's caster level).

If the check is successful, the master loses all control over the summoned creature, which is now free to act as it pleases; the typical starting attitude of a freed summoned creature is Unfriendly towards its master or any allies of that caster, Friendly toward the Totemist who freed it, and Indifferent to any allies of the Totemist. The master is no longer allowed to dismiss the spell, if he or she originally cast it, nor even to end it by any means other than resorting to use of Dispel Magic or Dismissal (or other such spell) on the summoned creature, and in the latter case must make a Dispel check just as if trying to dispel another caster's spell rather than one of his or her own.

Once a summoned creature is freed from the control of its master, the Totemist is allowed to attempt to influence it further using a Wild Empathy check as normal.

Totem Embodiment: At 20th level, you gain the ability to temporarily link your body and soul to your totem chakra. This greatly enhances the power of essentia invested in soulmelds bound to that chakra. For the duration of this ability, your normal essentia capacity of any soulmeld bound to your totem chakra is doubled. Every point of essentia invested in a soulmeld bound to your totem chakra counts as 2 points of essentia.

Activating this ability is a free action that does not provoke attacks of opportunity. It can be used once per day and lasts for a number of minutes equal to your Constitution bonus (minimum 1).

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