Section 2: Basic Chassis
So, the basic
chassis of the Totemist...
d8 Hit Die
3/4 BAB
4 + Intelligence bonus skill points per level
Skill
list: Concentration,
Craft, Handle Animal, Knowledge (Arcana), Knowledge (Nature),
Knowledge (The Planes), Listen, Profession, Ride, Spellcraft, Spot,
Survival, Swim
Proficient
only with light armor, proficient with all shields (except Tower
Shields)
Proficient
only with simple weapons
Good Fortitude, Good
Reflex, Poor Will saves
Hit Die: d8 for a
melee class? Hmm, could be better...but fortunately, the bulk of your
class features are based on your Constitution, so you'll end up with
a good amount of Hit Points anyway. There are also Soulmelds that
boost your HP; overall, you probably won't be too far behind d10 and
d12 Hit Die classes in terms of hit points.
BAB: One of these
days Wizards will learn that Full BAB isn't such a horrendously
powerful thing that only dedicated melee classes like Fighters get
it. (They fixed this sort of in Tome of Battle—Warblades and
Crusaders get Full BAB despite having all sorts of neat tricks that
Fighters and Barbarians don't—though they still insisted on
Swordsages having only ¾ BAB...hrm...) Fortunately, the fact that
you use mostly Natural Attacks—which you can spam regardless of
BAB—and the fact that you can buff those Natural Attacks with
Essentia sort of makes up for this.
Skills: A
skillmonkey class this is not. I'm a little surprised Totemists don't
get Climb or Jump as class skills, but thanks to your Soulmelds it's
not such a big deal. For any Totemist build I would recommend pumping
either the perception skills (Listen, Spot) or Knowledge skills.
Weapons, Armor,
and Shields: Yup, light armor only on a dedicated melee class.
However, this actually isn't that bad—Your only critical stats are
Strenght and Constitution, so you can afford to put the rest into
Dexterity if you'd like. At later levels, get yourself a Mithril
breastplate—Mithril breastplates count as light armor, and
breastplates are only 3 AC short of full-plate anyway. Overall, you
should only be a few AC points behind tankier classes like Fighters.
As for weapons...where we're going, we won't be needing weapons, only
Mr. Left and Mr. Right (and Mr. Big Pointy Teeth, and our two other
Mr. Lefts, and our two other Mr. Rights, and...). Totemists need
weapon proficiencies the way Monks need weapon proficiencies; they
don't. Hooray for Natural Weapons!
Saves: As with
other melee classes, you've got Good Fortitude saves—awesome!
You've also got Good Reflex saves—that's...still awesome but not
quite as awesome as having good Will Saves. That said, DMs might be
willing to throw more Reflex saves at you precisely because Reflex
saves tend to be less about “Make the save or your character dies
right now” than Fortitude and Will saves. In any case, having 2
Good saves is certainly having just 1 Good save.
And that's the
basic chassis for the Totemist. The ¾ BAB is a bit puzzling, and the
d8 might seem odd on a melee class, but you've got Soulmelds to make
up for that. You've got plenty of skillpoints despite not being a
skillmonkey class (though you don't have very many worthy skills to
spend them on...), a good enough armor proficiency, weapon
proficiencies that you don't really need, and two Good saves. A nice
little loadout for a melee class.
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