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. 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 Table 2—4: The Totemist. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower.
At 1st level, you can shape two soulmelds at a time assuming you have a Constitution score of at least 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 Table 2—4: The Totemist. Your character level, as noted on Table 2—1: Essentia Capacity, 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 see Essentia, page 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 see Shaping Soulmelds, page 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.
Luckily, this deficit of having only one trait is offset by:. Once the leader becomes an ancestor, the nation can make that leader's one personality trait a permanent feature of the religion using the Religion interface tab. There are ten 10 ancestor slots and adding one costs a base of Diplomatic points and can not be undone. Although leaders may frequently share the same trait, the ancestor slots can only have one type of each bonus; no duplicates are allowed.
The permanent nature of these ancestor modifiers could make Totemist a powerful religion. However, it is very RNG dependent based on two key components:. For game balancing reasons the effects of some traits are not doubled relative to other nation's leader traits.
The tables below compare the final bonus effects for Totemist nations vs other nations. Note that as of the 1. Tengri is a syncretic faith; a Tengri nation can pick a secondary religion through the Religion screen.
Without a secondary religion selected, the above bonuses apply; but selecting one will replace them with new ones associated with the selected religion. A religion is eligible for selection if the country either owns or borders a province of that religion. Changing secondary religion costs 50 Prestige and can be done once every 10 years. Note: If you use the Converter , you will be able to use other religions as your secondary one.
The Mayan, Inti and Nahuatl religions each have a mechanic to reach five religious reforms. Reforming the religion immediately grants all the institutions that the bordering province had. You also adopt the government type of the neighbour, and become a duchy. Note it's best that the neighbor has passed at least its first government reform - hence a Tier 2 reform: For example, a Mayan Ryuku could reform to a Steppe Nomad.
During the settlement arrangement they must "surrender" rather than demanding from them and "offer" to embrace their religion; the Mayans will be forced to accept. The Inti faith is about maintaining the authority of the Sapa Inca by having the people worship him as a God. Inti nations have an authority value that goes up from owning vast stretches of territory, and goes down when the autonomy of a province the country owns increases either from manually increasing it, being forced to by rebels, or choosing to do so in an event.
Authority ranges between 0 and It is also affected by a number of unique events added for the Inti religion. Each point of authority gives: [2]. An Inti state that has authority, is at peace, has positive stability, no rebel-controlled provinces, and owns at least 10 provinces can pass a religious reform, but doing so will remove all their authority and spark a civil war as a pretender exploits the loss of authority to attempt to seize the throne for themselves.
After all, every reformer is challenged if they go too far. If these rebels enforce their demands, two religious reforms are lost, greatly setting back the country's progress towards reforming the religion. Upon reforming the religion, the bonuses from authority the stability cost and national unrest reduction will be lost, so it does not matter what level authority is at before reforming the religion.
The reform bonuses listed below will remain for the rest of the game, however. After reforming the religion, the player's monarch power cap will be reduced in accordance with the number of institutions gained, e.
Excess monarch points above the new monarch power cap will not be lost immediately, but they may be lost after the first expenditure of monarch points of each type. For example: suppose that a player has stockpiled admin power, and spends admin power to research a new technology immediately after reforming their religion.
The player's admin power stockpile may immediately drop to the new monarch power cap if the player has acquired all institutions , resulting in the loss of several hundred monarch points.
This behavior applies individually to each type of monarch power. Reforming the religion will also remove restrictions on gold production, which will substantially increase the player's income immediately after reform. Corpse Fashion Su : Three times a day, a 9th level Totemist can fabricate products from animal remains at-will. The Totemist may not use fabricate to convert any other material. Reincarnate Su : A 9th level Totemist can bring someone back from the dead in a new body as per reincarnate a number of times per week equal to their Charisma modifier.
This ability still requires the material component of Reincarnate to function. Astounding Soulmelds Soulmeld level 4 : At tenth level, each Soulmeld can be attached to an Astounding Totem, and the power delivered when called upon is as such:. Auto-Life Su : If a 12th level Totemist has been dead for a whole day, they reincarnate into a new body unless something has happened to their soul in the meantime.
The Totemist can only benefit from this ability once per month. Exciting Soulmelds Soulmeld level 5 : At fourteenth level, each Soulmeld can be attached to an Exciting Totem, and the power delivered when called upon is as such:. Embody Totem Su : With a standard action, a 15th level Totemist can transform into one of the creatures embodied in their totems.
The Totemist may only polymorph into a form listed in one of his soulmelds. The Totemist may use this ability a number of times per day equal to his Charisma modifier.
Giant-Sized Soulmelds Soulmeld level 6 : At Seventeenth level, each Soulmeld can be attached to a Giant-size Totem, and the power delivered when called upon is as such:. Ancestral and Spiritual Harmony Su : At 20th level, the Totemist no longer ages or takes ability score penalties for aging and cannot be magically aged.
Any age penalties the Totemist has already occurred, however, remain in place. Bonuses for old age still accrue. To name a Soulmeld, combine the Totem with an adjective, a color, and a slot or roll on the following table. This can go in any order you want. You can fudge it a bit so it sounds more ridiculous or not, at your option. Dungeons and Dragons Wiki Explore. Community portal Forum Activity. Explore Wikis Community Central. Register Don't have an account? Totemist 3. At 2nd level, you can bind a soulmeld to your totem chakra see below.
Beginning at 5th level, you can bind soulmelds to your crown, 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 2nd 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. 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.
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. Wild Empathy Ex : As the druid class ability. Thus, if you have a basilisk mask bound to your totem chakra, you gain the bonus on checks made to influence basilisks. Illiteracy : Like barbarians, totemists do not begin the game knowing how to read and write.
You can spend 2 skill points to gain the ability to read and write all languages you are able to speak. If you gain a level in any other class except barbarian , you automatically gain literacy. A barbarian who gains a totemist level remains illiterate.
Any other character who gains a totemist level does not lose the literacy he or she already had. Rebind Totem Soulmeld Su : 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.
Totem Embodiment Su : 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. A halfling totemist is a bit of an outsider, even among her own people.
She tends to avoid social interaction with other people, preferring instead the quiet solitude of her spiritual link with the souls of the beast world. When she or her people are threatened, however, she becomes a fierce defender. Though not as physically tough as a typical totemist, the halfling is more athletic and agile than others of her class.
To take a halfling totemist substitution level, a character must be a halfling about to take her 1st, 3rd, or 8th level of totemist. Halfling totemist substitution levels grant the same class skills as the standard totemist class, plus Climb, Hide, Jump, and Move Silently. A typical halfling totemist is athletic and stealthy, much like the beasts whose powers she shares.
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