Section 3: Class Features
The Totemist
really only has one class feature: Soulmelds. The Totemist's unique
lists of Soulmelds is what sets him apart from all the other classes
in the game, and the bulk of his other little class features are
designed to supplement Soulmelds. Aside from that, the Totemist has
the unique Totem Chakra. No other classes can Bind stuff to their
Totem Chakra, since they don't have one, and it works a bit
differently from other Chakras:
The Totem Chakra,
unlike the other Chakras, doesn't correspond to a specific slot on
your body, but nonetheless you need to Shape a Soulmeld somewhere
else on your body to Bind a Soulmeld to said Totem Chakra. For
example...
You're trying to
Bind Girallon Arms to your Totem Chakra. When you Bind Girallon Arms
to your Totem Chakra, you must also have first Shaped Girallon Arms
somewhere. If you're not Binding Girallon Arms to any other Chakra,
then Girallon Arms can be Shaped wherever you like.
But also keep in
mind: aside from the Totem Chakra, Soulmelds need to be Shaped to a
Chakra they can be Bound to if you want to actually Bind them. For
example...
You're trying to
Bind Girallon Arms to your Arms Chakra. For this to be possible, you
need to first Shape Girallon Arms to your Arms Chakra—only then can
you Bind Girallon Arms to your Arms Chakra.
Most
Totemist-specific Soulmelds give you some kind of Natural Weapon when
Bound to the Totem Chakra, whether it's a Bite attack or a couple of
Claws. These Natural Weapons make up most of the Totemist's offensive
options—hence, the Totemist being mainly a melee class.
As you go up in
levels, your Totem Chakra gains a few tricks:
At Level 2, the
maximum amount of Essentia you can invest into your Totem-Bound
Soulmeld is increased by 1. So at Level 2, you can invest up to 2
points of Essentia into your Totem-Bound Soulmeld.
At Level 6, the
meldshaper level for your Totem-Bound Soulmeld increases by one. This
basically makes it harder for enemies to force your Totem-Bound
Soulmeld to be unshaped.
At Level 11, you can Bind your Totem-Bound Soulmeld to another
available Chakra—this means you get both the Totem-Bound effect
from the Soulmeld and another Chakra-Bound effect from that same
Soulmeld.
At Level 15, the maximum amount of Essentia you can invest into your
Totem-Bound Chakra increases by another 1. So at Level 15, the max
Essentia you can invest into your Totem-Bound Chakra is 5 (3 from
character levels, +1 from Level 2, +1 from Level 15).
Soulmelds:
Your bread and butter. A large number of them give you Natural
Weapons, but they also let you do all sorts of other crazy things.
This is what gives Totemists the flexibility that, say, Warblades and
Swordsages have, the flexibility that Fighters and Barbarians
typically don't. Fly, Dimension Door, turn someone into stone
Basilisk-style, Detect Magic...
And remember that you automatically “know” ALL Totemist Soulmelds
at level 1! Now, a lot of the effects won't be available to you until
higher levels since to use them you need to Bind Soulmelds to Chakras
you don't have access to until later, but from level 1 you can start
Dimension Dooring all over the place, or spam Detect Magic. On top of
all of this, you can switch all your Soulmelds out just be resting
for 8 hours. This gives you a surprisingly large amount of strategic
flexibility if you can somehow know what you'll be up against the
next day.
Speaking of Chakra Binds, you unlock the following Chakras at these
levels:
Totem: Level 2
Crown, Hands, Feet: Level 5
Arms, Brow, Shoulders: Level 9
Throat, Waist: Level 14
Heart: Level 17
No Soul Chakra for you! You ain't got no Soul, son.
As for the lesser class features...
Wild Empathy:
As the Druid ability. Roll 1d20 + your class levels + your Charisma
bonus to use Diplomacy on animals. If you're using this on a magical
beast and you happen to have its signature Soulmeld Bound to your
Totem Chakra, you get a +4 bonus (so if you have Basilisk Mask Bound
and you're up against a Basilisk, you get a +4 bonus). Better than
nothing, I guess.
Illiteracy:
Yeah, you can't read. [Nelson]Ha ha![/Nelson].
Totem's
Protection:
A +4 bonus on saving throws made vs the supernatural abilities of
magical beasts. Not bad; you really don't want to be missing those
saves against, say, Basilisks.
ReBind Totem Soulmeld:
At Level 8, once per day, you can unBind the Soulmeld you have Bound
to your Totem Chakra, and replace it with another Soulmeld that you
already have shaped. This lets you switch out your Totem-Bound
Soulmeld on the fly. It's a full-round action that provokes Attack of
Opportunities, so be careful. That said, this can give you a LOT of
tactical flexibility; if you find yourself in a Bind (har har)
because you Bound the wrong Soulmeld this morning, you can fix that
quickly instead of having to wait another 8 hours. You can do this
twice per day at Level 12, three times at Level 16, and four times at
Level 20.
Totem
Embodiment:
At Level 20, go Super Saiyan on your enemies. Once per day, for a
number of minutes equal to your Constitution bonus, you can increase
the max Essentia capacity for your Totem-Bound Soulmeld to double the
usual amount, and each point of Essentia you invest into your
Totem-Bound Soulmeld counts for 2 points. With this, you can boost
your offense quite a bit: a lot of Soulmelds get their damage boosted
the more Essentia they have Invested, so this ability pretty much
doubles your firepower. Just make sure to yell, “Were you just
talking about Krillin?!” every time you activate this.
And that's it for the Totemist's class features! As you can see, they
almost all supplement your Soulmelds in some way—knowing your
Soulmelds, therefore, is kinda important for playing the Totemist.
No comments:
Post a Comment