
I'm putting together a world for a campaign. Anyway what I've described
below is a totem-warrior. He's a warrior-ranger type based in a Mythos
which is kinda based on the North American Indian. Basically, the
tribes are called the Skadi. There are two varieties - plain (horse
warriors), and forest (foot mobile hunters). They worship Tirawa
(Father Sun), Atira (Mother Earth), Shukaru (Sister Sun) and Pah
(Brother Moon).


A New Class: the Totem Warrior.


A totem animal is a Skadi warrior's personal protector. It is the
spirit he prays to for success in the hunt and for protection in
battle. Sometimes, Tirawa and Atira reach down and touch a warrior,
embodying his totem animal in him. Such a warrior is the protector of
the tribe. He is the preserver of his people.

He is a member of the people's elite - but not always likeable. Indeed,
they are usually loners. Such a warrior must have a large Con (13), Str
(13), Int (10), Dex (10) and Wis (13).

His prime requisites are Str and Wis.

With 16+ Wis or 16+ Str, he gains +5% experience bonus. With both 16+
he gets a +10% experience bonus. He progresses on the ranger experience
table.


Weapon Proficiencies:

(Plains Skadi) 
Required: Composite Short/Long Bow
Recommended: Composite Short Bow, Light Lance, Medium Lance, Hand Axe,
	Dagger

(Forest Skadi) 
Required: Composite Short/Long Bow
Recommended: Composite Short Bow, Composite Long Bow, Hand Axe, Dagger,
	Sabre


Non-Weapon Profeciencies:

(Plains Skadi)
Bonus: Riding (Land)
Required: Hunting Animal Handling.
Recommended: Fire-Building, Animal Lore, Animal Training,
	Bowyer/Fletcher, Blind Fighting

(Forest Skadi)
Bonus: Endurance
Required: Hunting Running
Recommended: Fire-Building, Mountaineering, Set Snares,
	Bowyer/Fletcher, Blind Fighting


Proficiency Crossovers: General, Warrior


Equipment

He gets an Exceptional Composite Bow (non-magical +1) free. Plains:
Short; Forest: Long or Short (player's choice). He may buy only those
weapons in his tribes recommended list. He may buy only non-metallic
armor (see restrictions). A plains warrior gets a light war horse.


Special Benefits:

Tracking, Hide in Shadow and Move Silently as per Ranger Table. Totem
animal benefits (see below).


Special Hinderances:

To stay in touch with his animal nature, he must wear only non-metallic
armor.

Also, he must not stay in any territory which is more than sparsely
populated for more than Wisdom+Level days. After that roll below
Intelligence to stay (-1 cumulative penalty for every day after that
spent in settled territory) every day. Must spend one week in communion
with nature (if he goes back before the week is over, he suffers all
the penalties, i.e. if a 2nd level player with 13 WIS has spent 14 days
in the city, then goes away, but is called back on the 6th day, then the
count resumes at 14. So, next day in the city he does not roll (day 15).
However, the next day in the city, he must roll below his intelligence
to overrule his animal nature). A plains Skadi is -1 to hit and to
damage below ground.

Loner as in ranger, but cannot hire until ninth level. He must be and
remain good (lawful good, at GM option). Treat him as a ranger, with
the following modification: all members of the Skadi treat him as an
outcast, and must hinder/kill him whenever possible. He invokes the
disfavor of the gods.

Wealth: 3d4x10 only.

Races: Human only.


Totems

Bear:	3+3 7 17 12 Yes 3 1-3/1-3/1-6
Boar:	3+3 7 17 15 No  2 2d4/2d4
Bison:	4   7 16 15 Yes 2 1-8/1-8
Cougar:	3+2 6 17 15 Yes 3 1-3/1-3/1-6
Eagle:	3   7 16 3* Yes 3 1-4/1-4/2-8
Wolf:	4+4 6 15 18 No  1 2d4

Bear-	2 paws,bite. If both paws connect hug for 2d4 damage
Boar-	both tusks.
Bison-	both horns. Special attack: charge. if charge from
	distance of 40ft or greater 3d6 of impaling and 1d4
	of trampling damage. (Note: The size of a bison
	could be a MAJOR impediment inside a passage)
Cougar-	2 paws, bite. If both paws connect, rends with rear
	paws for 2 attacks for 1d4+1
Eagle-	Fl 36 (Class C).if diving for more than 50ft, +4 to Hit
	and double claw damage. With this totem,cannot go underground.
Wolf-	Nothing special.

Note: a plains skadi can be one of Cougar, Wolf, Eagle or Bison. A forest
skadi can be one of Bear, Boar, Cougar or Wolf. This is the GM's choice.

Suggestions: do not give Eagle unless the player is sure he can handle
the not-below-ground restriction. Could use the players character/
abilities i.e. If CON is high: Boar, Bear or Bison. High STR: Bison or
Boar. High DEX: Wolf, Cougar or Eagle.

For each 3 levels above 3 of warrior, add a HD, subtract 1 from THAC0.
add 1 to AC. For spirit versions, treat all attacks as +2 magical
weapons. Add 2 HD. AC is 2. Can be hit only by magical weapons.

At level 1, a totem warrior can summon one animal per week (as in
animal summoning I, but only his totem). For every three levels after
the first, he can summon another one over the course of a week.

At level 3, a totem warrior can transform to his totem animal once per
day (roll HD at level 3 and every 3rd level above that). If the animal
dies, roll for system shock or die. If it survives, deduct 1 from strength
or constitution. Automatically goes to form if 1/4 HD are left (if not
already transformed that day). On change back, 1d6 of HPs are
regenerated. (Note: if forced into animal form by a hit which would
have taken the HPs below 1/4 Max (rounded down), on recovery the HPs
would be 1/4 Max +1d6). It takes 1 round to transform either way. Can
stay in the form for 15+15/lvl min.

At level 7, he may summon a spirit animal 1+1/3 levels above 7th per
month. The spirit animal will stay as until it is killed, sent away (it
is treated as another plane being for purposes of spells) dismissed by
warrior, the combat is over, or it gets bored. This means that if the
warrior invokes the spirit and it doesn't find anything to do the GM
can send it away. (GMs discretion: should stick around for at least
15mins).

