Totem Warrior

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[Illustrations from volume 4 of The North American Indian] : The Apsaroke, or Crows. The Hidatsa Curtis, Edward S., 1868-1952. [Illustrations from volume 4 of The North American Indian] : The Apsaroke, or Crows. The Hidatsa Curtis, Edward S., 1868-1952. 

Originally Posted by

Grimgrin of the Wizards Community forums.

On this Thread

Alignment: Any chaotic

Hit Die: d8

Starting Jade Beads (Gold Pieces): 4d4

A totem warrior has shaped her religious beliefs as well as combat abilities according to her affinity to an animal predator. Most totem warriors scorn the use of weapons and armor and depend on her supernatural totem abilities. Some totem warriors are active members of their tribe while others become wanderers and hermits. All totem warriors have a deep respect for nature as well as their totem animal. Any totem warrior that kills, eats, or wears the skin of her totem animal will lose her supernatural abilities until she atones for the deed.

The most important physical abilities for a totem warrior are Dexterity, Strength, and Constitution.

Class Skills

The Totem Warrior's class skills are Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Knowledge (nature), Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, and Use Rope.

Skill Points at first level: (4 + Intelligence modifier) x4
Skill Points gained for each additional experience level: 4 + Intelligence modifier.

Hit Die: d8
BAB: Equal to class level

Totem Warrior
Level Base Attack Bonus Fort Save Ref Save Will Save Special Abilities
1st +0 +2 +2 +2 Animal Totem (Su), Fang and Claw (Su), Fast Movement, Taboo
2nd +1 +3 +3 +3 Alertness feat, Evasion
3rd +2 +3 +3 +3 Call of the Wild (Su): 1/day, Uncanny Dodge (Dexterity Bonus added to AC)
4th +3 +4 +4 +4 Magic fang: +1 (Su)
5th +3 +4 +4 +4 . Animal Totem (Su)
6th +4 +5 +5 +5 Uncanny Dodge (Can't be flanked)
7th +5 +5 +5 +5 Call of the Wild (Su): 2/day
8th +6/+1 +6 +6 +6 Improved Evasion
9th +6/+1 +6 +6 +6 Animal Totem (Su), Multiattack Feat
10th +7/+2 +7 +7 +7 Magic fang: +2 (Su)
11th +8/+3 +7 +7 +7 Uncanny Dodge (+1 vs. Traps)
12th +9/+4 +8 +8 +8 Improved Alertness (Ex)
13th +9/+4 +8 +8 +8 Animal Totem (Su), Call of the Wild (Su): 3/day
14th +10/+5 +9 +9 +9 Magic fang: +3 (Su)
15th +11/+6/+1 +9 +9 +9 Uncanny Dodge (+2 vs. Traps)
16th +12/+7/+2 +10 +10 +10 Advanced Alertness (Ex), Fang and Claw and Paw (Su)
17th +12/+7/+2 +10 +10 +10 Animal Totem (Su)
18th +13/+8/+3 +11 +11 +11 Magic fang: +4 (Su)
19th +14/+9/+4 +11 +11 +11 Call of the Wild (Su): 4/day
20th +15/+10/+5 +12 +12 +12 Living Legend, Uncanny Dodge (+3 vs. Traps)


Class Features

All of the following are class features of the totem warrior

Weapon and Armor Proficiencies: Totem warriors are proficient with all simple weapons. Totem warriors have no proficiencies with armor or shields. Note that armor check penalties apply to all Strength and Dexterity based skills. Also, Swim checks suffer a -1 suffer a penalty for every five pounds of armor and equipment carried.

Animal Totem (Su): Whether the totem warrior born with her totem or chose one later in life, her martial abilities inspired by her patron animal. Through the awakening of her spiritual energy, the totem warrior gains special talents and abilities considered foreign to other members of her race. Begining at 1st level, the totem warrior selects a totem animal this animal must match the totem warrior's climate of origin. It can not be change by the warrior later in life. Additionally, if the character leaves the totem warrior path by aquiring levels in some other class, the totem warriors abilities are frozen at her current level and the totem warrior can not gain any futher levels as a totem warrior. The totem warrior can also offend her totem by eat the flesh or wearing the skin of her totem animal. Any totem warrior that commits this offense loses her supernatural abilities until the warrior regains her totem's trust (similar to the clerics 'atonement' ritual). The totem warrior selects one ability at first level and one additional ability at levels 5, 9, 13, and 17. The totem warrior may not select any ability multiple times unless otherwise specificied.

Artic: Bear Polar Bear Brown, Bison, Crab, Fox, Seal, Walrus, Wolf, Wolverine

Temperate: Bear Black, Buffalo, Cougar, Coyote, Eagle, Fox, Owl, Raccoon, Rattlesnake, Raven

Tropical: Aligator, Bat, Snake Constrictor, Peccary, Cougar, Hummingbird, Rattlesnake, Spider


*This ability may be selected more than once

Hold Breath Four rounds longer than normal*
Natural Swimer +4 on all Swim checks
Quick Rush +5ft to Speed for Bull Rush and Charge attacks*
Gator Grip Grapples as if one size larger than normal
Scaly Skin +1 AC natural armor


Ability Effects*
Agile +1 on all Reflex checks*
Sharp Hearing +4 on all Listen skill checks
Sonar Blindsight: +5ft each time taken*
Arial Combatant +1 damage bonus for attacks made while flying
Elusive Target +1 AC Dodge Bonus


Snake Constrictor
Ability Effect
Forked Tongue Gains the Scent feat
Oily Skin +4 bonus on all Escape Artist checks
Patient Hunter +4 on all Hide checks
Quiet Hunter +4 on all Move Silently checks
Death Coil Gains the 'Improved Grab' ability (MM1).


Ability Effect
Acute Senses Gains the Scent feat
Surefooted +2 versus any trip attack*
Boss Hog +4 bonus on all Intimidation checks
No Mercy Double critical threat when attacking a prone foe.
Ferocity Same as the boar ability


Bear Polar /Bear Brown /BearBlack
Ability Effect
Inner Strength +1 bonus on Fortitude saves*
Massive Build Gains the Improved Bull Rush feat
Broad Stance +2 bonus to resist Bull Rush attacks
Fur Coat Cold Resistance equal to her Constitution Modifier plus one
Tough Hide +3 hit points*


Ability Effect
Bull Headed +1 bonus on Will saves*
Horned Charge Unarmed Critical Threat Range is doubled on charge attacks
Surefooted +2 versus any trip attack*
Herd Mentality +1 AC circumstance bonus for each ally adjacent to your character
Fierce Charge +1 damage each 5ft moved during a charge


Ability Effect
Roar +4 on all Intimidate checks
Patient Hunter +4 on all Hide checks
Quiet Hunter +4 on all Move Silently checks
Pounce Same as the lion ability (MM1, animals)
Tough Hide +3 hit points*


Ability Effect
Acute Senses Gains Scent ability
Endurance Same as the Endurance feat
Scavenger +4 on all Survival checks
Courser Reduce penalty to Track while moving by two*
Elusive Target +1 AC Dodge bonus*


Ability Effect
Dual Attack Same as the Two Weapon Fighting feat
Natural Swimer +4 on all Swim checks
Scavenger +4 on all Survival checks
Beachcomber +4 on all Search checks
Hard Shell +1 AC natural armor


Ability Effect
Inner Strength +1 on Fortitude saves*
Takedown Same as the Improved Trip feat
Eagle Eye +4 on all Spot checks
Arial Combatant +1 damage on all attacks while flying
Dive Bomb +1 melee damage for every 5ft above target


Ability Effect
Agile +1 on Reflex saves*
Wily +1 on Will saves*
Sharp Eyes +4 on all Spot checks
Sharp Ears +4 on all Listen checks
Sharp Mind +4 on Knowledge (nature) checks


Ability Effect
Agile +1 on Reflex saves*
Hyped Sleeps half the normal ammount
Florish Make a Dexterity check to perform a 'combat feint'
Dynamo The character can make a single 90* turn while charging.*
Elusive Target +1 AC Dodge bonus*


Ability Effect
Wily +1 on Will saves*
Darkvision 30ft range or double racial norm
Sharp Eyes +4 on all Spot checks
Observant +4 on all Search checks
Watchfull +4 on all Sense Motive checks


Ability Effect
Acute Senses Gains the Scent feat
Balancing Act +4 on all Balance checks
Masked Clown +4 on all Tumble checks
Contortionist +4 on all Escape Artist checks
Theaving Ways Disguise, Pick Locks, and Slieght of Hand become class skills


Ability Effect
Agile +1 on Reflex saves*
Patient Hunter +4 on all Hide checks
Death Rattle +4 on all Intimidation checks
Swift Strike +4 on Initiative rolls
Dual Strike Gains the 'Two Weapon Fighting' feat


Ability Effect
Linguist Gain two new languages*
Greed +4 on Appraise checks and Appraise is now a class skill
Trap Sense +1 vs Traps bonus for all 'Uncanny Dodge' rolls*
Scavenger +4 on all Survival checks
Plague Survivor +2 resistance to disease*


Ability Effect
Hold Breath +4 rounds longer*
Slick Skin +4 on all Escape checks
Natural Swimer +4 on all Swim checks
Fur Coat Cold Resistance: Constitution Modifier plus one
Elusive Target +1 AC Dodge bonus*


Ability Effect
Agile +1 on Reflex Saves*
Wall Crawler +4 on Climb checks
Aborial +4 on Jump checks
Weaver Choose three Craft skills as new class skills
Venomous Bite Once per day, Paralyzed: 1d3 rounds (DC:10+ 1/2 CL + Constitution mod.)*


Ability Effect
Inner Strength +1 on Fortitude saves*
Natural Swimer +4 on all Swim checks
Fur Coat Cold Resistance: Constitution Modifier plus one
Blubber Layer Damage Resistance: 1/piercing
Tough Hide +3 Hit Points*


Ability Effect
Skilled Hunter +2 Skill Points*
Tracker +4 on all tracking checks
Elusive Target +1 AC Dodge bonus*
Pack Tatics +4 (instead of a normal +2) bonus to melee attacks while flanking
Trip Same as the wolf ability (MM1)


Ability Effect
Inner Strength +1 on Fortitude Saves*
Acute Senses Gains the Scent ability
Fur Coat Cold Resistance: Constitution modifier plus one
Ferocity Same as the boar ability (MM1)
Snow Stride Move at full speed across unenchanted snow

Fang and Claw (Su): The totem warrior can summon the natural weapons of her totem. The animals fangs and claws are composed of supernatural energy that extend in translucent arcs from her hands, feet, and jaws. The totem warrior can inflict either piercing with her new teeth or slashing damage with her spirit claws. Claws recieve half the Strength modifier bonus that teeth attacks recieve. Small, medium, and large creatures inflict slightly different damage as described below. At 16th level the totem warrior gains two additional natural attacks with is foot claws (paws) which brings the total to one primary attack (teeth) and four secondary attacks (hand claws and foot claws).
Small, Medium, or Large Natural Weapon Damage


Small TWr Medium TWr Large TWr
1st–3rd 1d4 1d6 1d8
4th–7th 1d6 1d8 1d10
8th–11th 1d8 1d10 2d6
12th–15th 1d10 2d6 3d6
16th–19th 2d6 2d8 3d8
20th 2d8 3d8 4d8

Fast Movement (Ex): When the totem warrior is not wearing armor, she can move at extreme speed. At level 3, she adds +10ft to speed, +20ft at 6th, +30ft at 9th, +40ft at 12th, +50ft at 15th, and +60ft at 18th level. Wearing any armor at all negates the fast movement ability.

Taboo (Ex): The totem warrior can not kill, eat, or wear the fur of her totem animal. If she does she will lose all of her supernatural abilities. Normal, dire, and legendary versions of the totem animal are covered by this taboo. In addition if she sees her totem animal in captivity, she must do her best to free it. If a totem warrior violates her taboo, she must make an 'attonement' to her totem to regain her supernatural abilities.

Alertness (Ex): The Alertness feat grants the totem warrior a +2 bonus to Spot and Listen skill checks. Improved Alertness is gained at level 12 and boosts the bonus to +4. At level 16, the totem warrior possesses Advance Alertness that provides a total bonus of +6 to Spot and Listen checks.

Evasion (Ex): If the totem warrior is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the character suffers no damage if she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. At 8th level, the warrior gains Improved Evasion which works like evasion, except that while the totem warrior still takes no damage on a successful Reflex, she henceforth takes only half damage on a failed save. A immobilized warrior does not gain the benefit of evasion or improved evasion.

Uncanny Dodge (Ex): Uncanny Dodge has the same effect as the rogue class ability of the same name.

Call of the Wild (Su): The totem warrior can tap into the divine energy of her totem and enhance her class skill performance for a limited time. The character can add 1/2 her class level plus her Charisma modifier to any single class skill check for 3 rounds plus her Constitution modifier rounds. Only one class skill can be chosen per 'call of the wild'. This ability can only be used once per day at 3rd level, but it can be used twice per day a level 7, three times per day a level 13, and four times per day at 19th level.

Magic fang (Su): This ability is basically the same as the spell magic fang. It first provides a magic weapon bonus to the unarmed attacks of the totem warrior that increases as the character grows in experience. The magic weapon bonus is +1 at 4th, +2 at 10th, +3 at 14th, and +4 at 18th level.

Multiattack(Ex): The totem warrior's secondary attacks with natural weapons take only a –2 penalty. Without this feat, the totem warrior’s secondary attacks with natural weapons take a –5 penalty.

Living Legend (Su): The totem warrior becomes a creature of magic. Her creature type is permanently coverted to 'outsider'. Only spells that affect outsiders can be used on her from now on. Additionally, the totem warrior gains a damage resistance of 10/magic.

Ex-Totem Warriors

Totem warriors that change from a chaotic alignment lose their affinity with their totem. They can no longer use any of the supernatural abilities of the totem warrior. Furthermore, totem warriors are not free to multi-class and any that wish to gain a class level in a different class can not aquire additional levels as a totem warrior.


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