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Totem Warrior

By Edward S. Curtis - Northwestern University. Library., Evanston, Ill., Public Domain,, Totem Warrior
By Edward S. Curtis – Northwestern University. Library., Evanston, Ill., Public Domain,

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

Class Features

totem, traditional, pole

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. Beginning 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 acquiring 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 specified.


*This ability may be selected more than once

Hold BreathFour rounds longer than normal*
Natural Swimmer+4 on all Swim checks
Quick Rush+5ft to Speed for Bull Rush and Charge attacks*
Gator GripGrapples as if one size larger than normal
Scaly Skin+1 AC natural armor
Agile+1 on all Reflex checks*
Sharp Hearing+4 on all Listen skill checks
SonarBlindsight: +5ft each time taken*
Arial Combatant+1 damage bonus for attacks made while flying
Elusive Target+1 AC Dodge Bonus
Snake Constrictor
Forked TongueGains 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 CoilGains the ‘Improved Grab’ ability (MM1).
Acute SensesGains the Scent feat
Surefooted+2 versus any trip attack*
Boss Hog+4 bonus on all Intimidation checks
No MercyDouble critical threat when attacking a prone foe.
FerocitySame as the boar ability
Bear Polar /Bear Brown/BearBlack
Inner Strength+1 bonus on Fortitude saves*
Massive BuildGains the Improved Bull Rush feat
Broad Stance+2 bonus to resist Bull Rush attacks
Fur CoatCold Resistance equal to her Constitution Modifier plus one
Tough Hide+3 hit points*
Bull Headed+1 bonus on Will saves*
Horned ChargeUnarmed 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
Roar+4 on all Intimidate checks
Patient Hunter+4 on all Hide checks
Quiet Hunter+4 on all Move Silently checks
PounceSame as the lion ability (MM1, animals)
Tough Hide+3 hit points*
Acute SensesGains Scent ability
EnduranceSame as the Endurance feat
Scavenger+4 on all Survival checks
CourserReduce penalty to Track while moving by two*
Elusive Target+1 AC Dodge bonus*
Dual AttackSame as the Two Weapon Fighting feat
Natural Swimmer+4 on all Swim checks
Scavenger+4 on all Survival checks
Beachcomber+4 on all Search checks
Hard Shell+1 AC natural armor
Inner Strength+1 on Fortitude saves*
TakedownSame 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
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
Agile+1 on Reflex saves*
HypedSleeps half the normal amount
FlorishMake a Dexterity check to perform a ‘combat feint’
DynamoThe character can make a single 90* turn while charging.*
Elusive Target+1 AC Dodge bonus*
Wily+1 on Will saves*
Darkvision30ft range or double racial norm
Sharp Eyes+4 on all Spot checks
Observant+4 on all Search checks
Watchful+4 on all Sense Motive checks
Acute SensesGains the Scent feat
Balancing Act+4 on all Balance checks
Masked Clown+4 on all Tumble checks
Contortionist+4 on all Escape Artist checks
Thieving WaysDisguise, Pick Locks, and Sleight of Hand become class skills
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 StrikeGains the ‘Two Weapon Fighting’ feat
LinguistGain 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*
Hold Breath+4 rounds longer*
Slick Skin+4 on all Escape checks
Natural Swimmer+4 on all Swim checks
Fur CoatCold Resistance: Constitution Modifier plus one
Elusive Target+1 AC Dodge bonus*
Agile+1 on Reflex Saves*
Wall Crawler+4 on Climb checks
Aborial+4 on Jump checks
WeaverChoose three Craft skills as new class skills
Venomous BiteOnce per day, Paralyzed: 1d3 rounds (DC:10+ 1/2 CL + Constitution mod.)*
Inner Strength+1 on Fortitude saves*
Natural Swimer+4 on all Swim checks
Fur CoatCold Resistance: Constitution Modifier plus one
Blubber LayerDamage Resistance: 1/piercing
Tough Hide+3 Hit Points*
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
TripSame as the wolf ability (MM1)
Inner Strength+1 on Fortitude Saves*
Acute SensesGains the Scent ability
Fur CoatCold Resistance: Constitution modifier plus one
FerocitySame as the boar ability
Snow StrideMove 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 receive. 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 TWrMedium TWrLarge TWr
  • 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 ‘attunement’ 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 converted 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 acquire additional levels as a totem warrior.

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