Wednesday, November 10, 2021

Totems: Bull, Part III

Totem Tests
1-9. The bull grabs the totemist by the horns. Direct to the end, he must immediately act in a certain, aggressive way. Preferred targets are those wearing red. The totemist must save vs. death/ make a Will save DC 10 or continue to attack each following round. Roll 1d6.
[1-2] Charge the nearest individual in a random direction.
[3] Trample and buck furiously at anyone who is within 2d6' of him. All within range must save vs. paralysis/ make a Reflex save DC 15 or take 1d6 damage.
[4] Show dominance over another, typically via mounting.
[5] Attack the next fallen foe for at least 1d3 additional rounds.
[6] Reroll 1d5 twice. The totemist must do both.

10-13. Bullishness overcomes the totemist, potentially causing him to behave in one of the ways above (results #1-9) for the next 7d4 days whenever he's aggravated. Unlike those results, he may at least temporarily resist the urge by saving vs. spell/ making a Will save DC 15. Still, if the same result is experienced twice in a row for this test, it becomes permanent rather than taking just 7d4 days, and he will have to save whenever he's pressured from now on.

14-16. The totemist becomes more bull-like, gaining some trait along with a cumulative 15% chance of causing fear and/or revulsion in types who don't appreciate such things. When others are triggered by his bull trait, then the totemist also has the same chance of undergoing results #1-9 above as he becomes infuriated too. In any case, roll 1d6 below to see which is bestowed, rerolling if the same is rolled more than once, making the totemist increasingly become a bull hybrid.
[1] Bull's Head: gain a gore attack for 2d6 + STR mod damage, doubled on a charge, along with a +4 bonus to hearing and smelling checks, and the same to ignore mental influence, whether magical or otherwise.
[2] Bull's Horns: gain a gore attack for 1d6+ STR mod damage, doubled on a charge. The d6 damage can be added to other forms of gore attack the totemist might have, thus he would do 3d6 + STR mod damage when combined with Bull's Head. 
[3] Bull Hooves: gain +10' speed, the ability to knock foes prone on a successful charge attack (by making an opposed STR check), and the ability to make a trample attack against foes that are prone or smaller than him for 1d6 + 1/2 STR mod damage each round. Totemists who get this result twice can opt to have hooves on their hands too, thereby doubling all the bonuses, but making it impossible for them to hold anything.
[4] Bull Strength: gain a +2d3 bonus to Strength and a +2d3 bonus to Constitution.
[5] Bull Sack: gain an impressive, triple chance of conceiving his offspring with a compatible mate, or at least pleasing her no matter what.
[6] Bull Tail: can smell the presence of potential mates within 1/4 mile, as long as he's taking his time. He also gains a +4 bonus to resist being pushed or knocked over, which should help too.

17+ The totem isn't taking any more of the totemist's bull. For the next 4d6 hours, plus 4d6 additional hours per totem test result over 17, he experiences one of the following tests. Roll 1d4.
[1] The totemist is turned into a minotaur of equal HD or higher, raging at his primal urges. See also (link) for more Minotaur variations.
[2] The totemist  is turned into an actual bull, though for 4d6 weeks instead.
[3] A group of 2d12 large bulls (HD 4) rush about, causing all to go running when they come by. The area affected starts where the test occurs and stretches in a roughly 1d4 x 10' wide line for 1/4 mile per the totem test result (thus 4 1/4 miles for 17, 4 1/2 miles for 18, etc.)
[4] A Khalkotaur (bull 'gorgon') is summoned. It has a HD equal to the totem test result and attempts to gore and trample the totemist and his comrades to death, not to mention using its petrifying or fiery breath weapon too. It arrives within half the time remaining of the test's duration. It will then attack until either slain or the test's duration expires. 


Next week: Totems: Bull, Part IV! 


Wednesday, November 3, 2021

Totems: Bull, Part II

Totemic Side-Effects
The bull is quite direct in its approach. Roll 1d12 whenever one calls upon the totem to use a special ability or spell.

1-2. Charge! The spell or special ability must be used aggressively and up close- preferably as part of a charge. If not, then the totemist will do so anyway at the earliest opportunity, making a charge attack against a random target instead. A save vs. spell/ Will save DC 15 is required to resist even going after an ally in this case.

3-4. Bullish: This time, the special ability or spell must be used at least aggressively or up close- either one will do, certainly provoking any others who are prone to fighting. Otherwise, it will only work at 1/2 its usual strength.

5-8. No Side-Effect: Though evidence of bulls might be seem or heard in the distance, the spell or special ability works normally.

9-11. Dominant One: As long as doing so will demonstrate the bull follower's power to at least one member of the herd, the special ability or spell's effect, range, or duration can be improved by 50%.

12. Unstoppable: Not only is the range, effect, or duration of the special ability or spell increased by 50%, but the totemist  may also immediately take another action as long as it's aggressive, glowing bronze red.


Shamanism
In addition to rolling on the table above, bull shamans must also roll on the shamanism table whenever they cast a spell (link- see bottom).


Dietary Taboos

Should a totemist eat their totem or eat like their totem? Select or roll 1d4 to see.
1. Never eat one's totem. Always eat like them.
2. Only eat one's totem once, as part of an initiation. Strive to eat like them.
3. Eat one's totem only on special occasions, including as a requirement for casting spells. Otherwise, eat however you wish.
4. Eat however you wish.


Next week: Totems: Bull, Part III!


Wednesday, October 27, 2021

Totems: Bull, Part I

Ways of the Bull
* Graze and grow large
* Charge those who enrage you

* Show your power to the herd
* Eschew non-bullish things, especially non-bull magic!

Followers of Bull Totems
Special: The bull is honored by strong shamans and barbarians, as well as more civilized cleric-types and fighters too. 
Associated Divinities & Cults: Poseidon, Potnia (Minoan), Fufluns (Etruscan- neutral version of Dionysus), Mithras (with the Taurobolium), Uruz Rune (Norse), Tarvos Trigaranus (3-horned, Celtic), Enlil (bull horns), Ishtar (via Gugalanna), Marduk, Nanna (bull lammasu), Tiamat (via Kusarikku), Apis (Egyptian), Cult of the Khalkotauroi (Colchis), The Sacred Bull (Yamnaya), Chernobog (via the Cherno-bull), Baphomet (demon lord). See also Minotaurs (link).
Allowed Weapons: Club, sword, axe, spear
Allowed Armor: Bull hide, horned helm, and shield or lighter
Spirit of the Bull: Those who follow the bull will gain a random special ability for every odd level they have. See the wolf totem (link) for specifics, as well as roll for totemic side-effects (see Part II) and even totem tests at times (see Part III.

Bull Shamans (roll 1d6)
1. Bull Leaper: when unarmored and with one's hands free, gain a +2d3 bonus per odd level when attempting any acrobatics upon or near bulls and other cattle. Successful checks also grant the shaman a +1d3 bonus per odd level to their AC bonus too.
2. Bull-skin: Assume the form of a bull (HD 2), becoming one in all ways but cognition for up to 1d3 rounds per level per day. The transformation takes 1d3 rounds, but doesn't count towards the duration limit. At 5th level, they can assume the form of a large bull (HD 4) instead, and at 9th level, a minotaur (HD 6).
3. Spirit Bull: Can either project one's spirit as an ethereal bull or can call upon an ethereal bull ally to fight other spirits in the area. Roll to see which one is available at the beginning of each day, usable for up to 1d3 rounds per level per day. At 5th level, it can be a large ethereal bull instead, and at 9th level, an ethereal minotaur.
4. Bovine Aspect: Gain either a bull's gore attack (1d6 dmg), bonus when charging (+1d3 to hit and +50% damage if successful), carrying capacity (x4), or hit points (+8) for up to 1d3 rounds per level per day. At 5th level, two can be used at once, or one can be used with double its usual potency (a 2d6 gore attack, a +2d3 to hit charge with +100% damage, etc.) At 9th level, all four can be used at once, or two can be used with double potency.
5. Graze: Can live well on just raw grass and water for up to 1d3+3 weeks per odd level at a time, not needing any other nourishment, and be immune to natural elements. Having many cows around would be a boon too.
6. Bull Breed: Gain a random bull barbarian ability or even a magical ability from a similar totem, reflecting the specific type of bull totem they have.

Bull Barbarians (roll 1d6)
1. Horned Charger: After charging (while being horned with helm or otherwise) and hitting a foe, can make an additional, immediate melee attack for every odd level they have.
2. Bull Rush: After charging and hitting a foe, the target must save vs. death/ make a Fortitude save DC 10 or be knocked back 1d3 x 5' and take 1d6 additional damage if they thereby collide with something else. Increase the damage done by +1d3 for every additional odd level the barbarian has.
3. Bull Rage: Seeing red, can fight in an especially outraged, bullish manner for 2d6 rounds up to 1d3 times per odd level per day, gaining a +1d3 to hit, +1d4+2 to damage, and +1d3 to hit points while suffering an AC penalty of 1d3. To stop the rage early, they must save vs. spell with a penalty of 5/ make a Will save DC 20, otherwise they may even attack allies until it's over. What is more, the barbarian has a base 33% chance of actually turning into a large bull for every 3 rounds that he is raging, in which case it lasts 2d6+3 rounds longer and he also gains +2d4 Strength and Constitution during that time.
4. Massive: Gain +1d4+2' in size, along with +1d4+2 Strength, +3d3 Constitution, -2d3 Dexterity, and -5' speed.
5. Mighty: Gain +1d4' in size, along with +1d3+1 Strength, +1d3 Constitution, -1d3 Dexterity, and +5' speed when in open areas- at least 10' wide.
6. Bull Breed: Gain a random bull shaman ability or even a martial ability from a similar totem, reflecting the specific type of bull totem they have.


Next week: Totems: Bull, Part II!


Wednesday, October 20, 2021

Totems: Boar, Part V


Boar Divinities & Folk Variations
Characters can opt to substitute select boar totem abilities, spells, side-effects, and totem tests for ones they would normally have, reflecting how the boar can charge into and snort in their lives. Select or roll 1d6.

1. Norse: Via Gullinbursti, Freyr's followers focus on the gold and prosperity aspects of boar magic, though having sharp teeth (Slíðrugtanni) so as to protect and enjoy those things is important too. Whether it be having its tusks plow the fields or receiving one as a sacrificial meal (like Sónargöltr), the boar reflects his fertility. Freya's devotees instead tend towards that which allows direct boar riding, transformation, and concealment. Still, martial and pleasurable pursuits are also key, merging such magic with her faithful's emphasis on love and battle, via Hildisvini.

2. Gallic & Brittonic Celts: Those who follow the Gallic Moccus promote becoming the boar and abiding by strict taboos. Those of the Brittonic Vitirus instead focus on its warrior aspects, especially of fighting well when cornered, bravely blowing one's carnyx horn. These cults may otherwise fully embrace the boar totem as their god. Druids who do so experience more steady results than their shaman fellows: they pick boar special abilities and spells, and the former's results are always the averages (a +1d3 is always +2, etc.), rather than rolling for them.

3. Celtiberians & Celto-Germans: 
Endovelicus is honored amongst the Celtiberians and is similar to Dis Pater, though emphasizing the interest in and hoarding of treasure and pleasure reflected in the boar. Arduinna instead is worshipped on the borders of the Germannic lands, and is akin to boar-riding Freya combined with the huntress aspects of Artemis.  

4. Anglo-Saxon: Espousing the heroic tradition of Beowulf, Anglo-Saxon boar totemists are quite fond of boar helmets, weapons, and high adventure. And since he is a famous hero, few follow the shamanic path, but many are actually fighters who select some of the totem's solely combative abilities. Doing so eliminates the random results of their barbarian counterparts (a 2d6+3 is always 7 or 8, etc.) Many also take bear and wolf totem martial abilities in order to honor their namesake even more.

5. Greeks: Via the Calydonian Boar & the Erymanthian Boar, those who follow Artemis and Hercules emphasize boar rampaging, especially giant boar rampaging. Followers of Artemis do so to keep interlopers out of natural areas and to avenge the innocent. The heroic tradition of Hercules instead honors dealing with such things physically, even capturing wild boars alive, and is therefore barbaric in nature rather than shamanic.
 
6. Boar Orcs: Often being piglike themselves, some orcs follow a corrupted form of the totem, combining it with demonic traits that reflect their own, depraved natures. Extreme aggression, obstinance, filth, and rampage are thus promoted over anything redeeming. Such are the outrages that true boar totem followers work to slay or at least drive them away whenever possible.



Next week, our series on totems continues with the Bull!


 

Wednesday, October 13, 2021

Totems: Boar, Part IV


Boar shamans and other cleric-types who call upon the totem gain access to certain spells. Otherwise, they follow the guidelines of totemic magic (link). 

BOAR SHAMANISM
1st Level Spells (d8)
1. Boar Companion: as Animal Companion (D), but must be a single boar. And though it may not be pleasant, it can be ridden.
2. Boar's Heart: as Remove Fear (reversible), but only if the shaman is cornered or charging.
3. Detect Pleasures: 
as Detect Magic, except that it senses the presence of food, treasure, and other niceties at quadruple the usual range.
4. Gorge Away Light Wounds: as Cure Light Wounds, but only works on those who partake of food and/or other pleasures afterwards.
5. Hog's Mist: as Obscuring Mist (D), but also emits a hog odor, alerting predators that there is boar-kind inside.
6. Porcine Protection: as Protection from Evil, but only works in areas where food, treasure, and/or other comforts are available.
7. Squeaker's Constitution: as Strength*, but confers only 1/2 the bonus, and it is applied to the recipient's Constitution, rather than Strength.
8. Swine's Purify Food & Drink: as Purify Food and Drink, but those who partake will certainly eat like pigs.

2nd Level Spells (d9)
1. Boar Hide: as Barkskin (D), but  only works on those who follow the ways of the boar.
2. Boar Spirit: as Unseen Servant*, but is faster (like a boar), can only push things, and can even attack ethereal foes.
3. Hog's Health: as Neutralize Poison, but only works on those who follow the boar's ways.
4. Not By The Hair On My Chinny Chin Chin
: as Find Traps, but works on potential ambushes and deceptions instead.
5. Phantom Boar: as Spiritual Weapon, but appears as a spirit boar that can keep attacking even if the shaman doesn't concentrate. It also has a 25% chance of either stopping to partake in pleasures or to charge a random individual each round though (equal chance of either).
6. Pig of the Sounder's Constitution: as Strength*, but the bonus is only applied to the recipient's Constitution and only works on those who have just partaken of food, treasure, and/or other pleasures.
7. Porcine Blessing: as Bless, but grants a +2 bonus to hit and to damage to allies who are either cornered or charging instead.
8. Speak with Boars: as Speak with Animals, but only works with swine-kind, who do become slightly friendlier with the casting (they remain boarish though).
9. Swine Stink: as Stinking Cloud*, but must be targeted on those located behind (or at least downwind of) the shaman.

3rd Level Spells (d8)
1. Boar Cure: as Cure Disease, but makes the recipient hot and boarish for the next 1d6 turns too. They also must engage in some pleasure afterwards.
2. Boarskin Magic: as Polymorph Self or Other*, but can only take on or grant the form of a boar or other porcine creature. 
3. Entelodont Size: as Animal Growth, but just works on boar-kind.
4. Goring: as Striking, but the bonus can only be used by those who are cornered or charging.
5. Old Boar's Constitution: as Strength*, but the bonus is only applied to the recipient's Constitution and with a +2 bonus, along with no limit of 18.
6. Porcine Protection 10' Radius: as Protection from Evil 10' Radius, but only works in areas where food, treasure, and/or other comforts are available.
7. Smell Object: as Locate Object, but detects any treasure, food, or other pleasure, even if specifics about them aren't known.
8. Swine's Create Food & Water: as Create Food & Water, but must then be 'pigged-out' upon.

4th Level Spells (d7)
1. All the Way Home: as Haste*, but can only be used to aid in retreating or escaping.
2. Boar Call
: as Summon Animal I (D), but just summons boars. 
3. Boar's Exorcism: as Exorcism, but only works on non-boar type spirits.
4. Enchant Boar Arms: as Enchant Arms*, but only works on those allowed by the boar totem.
5. False Boar's Hoard: as False Gold*, but boarish-types are immune to the ruse.
6. Gorge Away Serious Wounds
: as Cure Serious Wounds, but only works on those who partake of food and/or other pleasures afterwards.
7. Grand Old Boar's Constitution: as Old Boar's Constitution, above, but the bonuses are +4.

5th Level Spells (d5)
1. Boar Communion: as Commune with Nature (D), but only works in areas where boars inhabit.
2. Feast of Sæhrímnir: as Create Food and Water, but can be consumed once again after it's finished.
3. Gorge Away Critical Wounds: as Cure Critical Wounds, but only works on those who partake of food and/or other pleasures afterwards.
4. Greater Boar Call: as Summon Animal II (D), but summons a giant boar or wereboar.
5. Greater Boarskin Magic: as Polymorph Self or Other*, but can just take on or grant the form of a giant boar or wereboar.

6th Level Spells (d5)
1. Boar Chariot: as Fire Chariot*, but is drawn by boars who aren't fiery, and each 
can be ridden separately instead. 
2. Boar's Hold: as Guards and Wards*, but can only be used on a place holding food, treasure, or other pleasures.
3. Hog's Path: as Phase Door*, but must lead to a place containing, food, treasure, or other pleasures.
4. Porcine Realm: as Plane Shift, but only transports to and from places dominated by boars and porcine-beings.
5. Swine's Summons: as Instant Summons*, but no gem is required and the item can be worth no more than the caster's level x 50 gold pieces.


Next week: Totems: Boar, Part V! 

 


Wednesday, October 6, 2021

Totems: Boar, Part III

Totem Tests
1-9. The boar needs its way. The totemist loses access to some of his spells or special abilities (50% chance for each one) until he performs a certain task. Roll 1d7 for each one lost to see what that is.
[1] Mess up everything in the immediate 1d6 x 10' area, even if natural. It must be made into a fitting boar-sty.
[2] Enjoy the company of other boar-types and indulge in pleasures for at least 1d4 hours. During this time, the follower will be automatically surprised if any aggressor shows up.
[3] Acquire food, treasure, or other comforts worth at least 2d6 x 10 gold pieces.
[4] Eat anything edible he finds for the next 1d4 hours.
[5] Commune with boar spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.
[6] Wallow in mud and/or drek for at least 2d3 turns. Automatically fail all Charisma checks with non-boar types for the next 4d6 hours too.
[7] Destroy a non-boar shamanic magic item.

10-13. Boarishness resounds more in the 
follower now, causing him to behave in a certain way during the next 7d4 days. Each condition may be resisted by saving vs. spell/ making a Will save DC 15, and if the same is experienced twice in a row, it becomes permanent. Roll 1d5.
[1] Be rude to all he meets.
[2] Consume all food he finds.
[3] Whenever he fights, he must charge in and then retreat within 1d6 rounds.
[4] When food, treasure, or other comforts are available, he must immediately take his share (and more, if possible).
[5] Keep attacking a fallen foe until they no longer move, even if it would be inopportune. 

14-16. That the follower honors the boar becomes more obvious now, with him gaining some boar trait along with a cumulative 25% chance of causing fear and/or revulsion in any non-boarish types who notice it. Roll 1d4 to see which trait is bestowed, rerolling if the same is rolled more than once, as the follower increasingly becomes a boar hybrid.
[1] Boar Ears & Snout: gain excellent hearing and sense of smell, with a +4 bonus to such checks.
[2] Boar's Head: gain a gore attack for 2d3 +STR mod damage, double on a charge.
[3] Boor Hooves: gain +10' speed and the ability to knock foes prone on a successful charge attack (make an opposed STR check)
[4] Boar Hide: gain a +2 AC bonus.

17+ How useless are tests on a boar? The totemist will find out over the next 4d6 hours, plus 4d6 additional hours per totem test result over 17. And if he dies in the process, he can save vs. spell/ make a Will save DC 15 and be resurrected- naturally going boar-wild (per the boar barbarian ability) for the remainder of the duration. Roll 1d4.
[1] The devotee is turned into a wereboar, apoplectic in its cravings.
[2] The devotee is turned into a boar, though for 4d6 weeks instead.
[3] An enraged dire boar with a HD equal to the totem test result attempts to gore the totemist and his comrades to death. It arrives within half the time remaining of the test's duration. It will then attack until either slain or the test's duration expires. If slain, it can make a tasty meal indeed, even resurrecting afterwards (like Sæhrímnir), so as to potentially be eaten again.
[4] The devotee is sent to a Boar Otherworld, his body lying comatose and his spirit returning with 3d4 hit points lost per 3 hours gone. Otherwise, the boar might get slaughtered...


Next week: Totems: Boar, Part IV!
 



Wednesday, September 29, 2021

Totems: Boar, Part II

Totemic Side-Effects
The boar can lead to both gorging and goring. Roll 1d12 whenever one calls upon the totem to use a special ability or spell.

1. Under Hoof: Even a follower can get in the way. Unless he is actively seeking something to get or to gore, the follower must save vs. paralysis/ make a Reflex save DC 15 or be knocked over as a boar spirit goes to do so instead.

2. Swine's Price
: And where's your fortune? The totemist must have gotten a good amount of food, treasure, or other comfort, or at least had something new within the last 2d6 hours. If not, then his spell or special ability will only function at 1/2 its usual power.

3. Boar Hunger: Tapping into the totem can be famishing work and the boar follower must eat the next at least semi-edible thing he sees. He must do so for at least 1d3 rounds, preferably acorns, though he'll be able to digest it all the same.

4. Eofor: The devotee takes on a more porcine appearance, becoming quite large and portly. As a result, he gains a +2 bonus to Constitution, but also a -2 penalty to Dexterity for the next 1d6 turns, along with a -5 penalty to Charisma checks with those who aren't partial to boarish-types

5-8. No Side-Effect: Though some food, treasure, or other thing to enjoy might look especially appealing, or the sound (and smell) of swinish snorting can be heard in the distance, the spell or special ability otherwise works normally.

9-11. Battle Boar: If the devotee is cornered or charges his target in melee, then the special ability or spell's effect, range, or duration can be improved by 50%.

12. Gold Bristles: The range, effect, or duration of the special ability or spell is boosted by 50% and the follower also can sense the direction to the nearest deposit of gold, food, or other pleasure for the next 1d3 turns.


Shamanism
In addition to rolling on the table above, boar shamans must also roll on the shamanism table whenever they cast a spell (link- see bottom).


Next week: Totems: Boar, Part III!

Wednesday, September 22, 2021

Totems: Boar, Part I

Ways of the Boar
* Gore whatever corners you
* Fight to the end

* Take what comforts you can, enjoying the spoils
* Eschew non-boarish things, especially non-boar shamanic magic!

Followers of Boar Totems
Special: The boar is followed by shamans and barbarians, though other cleric-types and fighters can do so as well. 
Associated Divinities: Freyr (via Gullinbursti), Freya (via Hildisvini), Moccus (Celtic), Beowulf (Anglo-Saxon Hero), Artemis (via Calydonian Boar), Hercules (via Erymanthian Boar)
Allowed Weapons: Axe, spear, sword, short bow, dagger
Allowed Armor: Boar hide and shield or lighter, boar-crested helm too
Spirit of the Boar: Those who follow the boar will gain a random special ability for every odd level they have. See the wolf totem (link) for specifics, noting that those who access the boar's power must also make a Wisdom check first, as well as roll for totemic side-effects (see Part II) and even totem tests at times (see Part III).

Boar Shamans (roll 1d6)
1. Boar-skin: Assume the form of a wild boar, becoming one in all ways but cognition for up to 1d3 rounds per level per day. The transformation takes 1d3 rounds, but doesn't count towards the duration limit. At 5th level, they can assume the form of a dire boar instead, and at 9th level, a wereboar.
2. Spirit Boar-skin: Can project their spirit as an ethereal boar. The shaman's body is left behind for the duration, helpless and comatose. Otherwise treat as #1 above, along with the advantages discussed in #4 below.
3. Swine Aspect: Gain either a boar's gore attack, speed, superior sense of smell, or hit points for up to 1d3 rounds per level per day. At 5th level, two can be used at once and at 9th level, three.
4. Boar Guardian Spirit: Call upon an ethereal boar ally to fight other spirits, scout an area, or even detect other supernatural forces. It will obey for up to 1d4 rounds per level per day, but a Wisdom check (DC 15) must be made by the shaman every 1d4 rounds to get it to do so, since it is boarish. At 5th level, it can be an ethereal dire boar instead, and at 9th level, an ethereal wereboar.
5. Boar's Hoard: Can sense the presence of gold, comfort, valuables, and/or edibles within 240' for up to 3d3 rounds per level per day.
6. Boar Breed: Acquire a random boar barbarian ability or even a magical ability from a similar totem, reflecting how the totem is a specific variety of boar.

Boar Barbarians (roll 1d8)
1. Resilient: Gain a +1d3 bonus per odd level that can be added to either make a saving throw or to reduce damage done to them each round, for up to 1d3 rounds per level per day.
2. Vicious: Can gain a +1d2 bonus to damage a foe that they hit after charging or when grappling for every odd level they have.
3. Boar-Wild: Able to fight in an especially enraged. swinely manner for 2d6+3 rounds, up to 1d3 times per level per day. While doing so, they gain a +2 bonus to hit and damage with an AC penalty of 2. To stop going boar-wild early, the barbarian must save vs. spell with a -3 penalty/ make a Will save DC 18, otherwise he may even attack allies until it's over. What is more, he has a base 33% chance of actually turning into a wild boar for every 3 rounds that he is going boar-wild, in which case it lasts 2d6 rounds longer and he also gains +1d4 Strength and Constitution during that time.
4. Too Stubborn to Die: Can keep fighting even if at -1d3 hit points for up to 2d3 rounds. Increase both by 1d3 for every odd level the boar follower has.
5. Boarish: Gain +1d4' in girth, along with +1d3+1 Constitution, -1d3 Dexterity, -1d2 Charisma, and the ability (and desire!) to eat anything chewable.
6. Svinfylking: Can gain +1 to hit and to damage per odd level when flanked by other boar followers, but also a -4 penalty to AC when they themselves are flanked or are retreating in such situations.
7. Boar-Fury: When reduced to 1/2 their usual hit points or less, gain a +1 to hit and to damage per odd level, but also a -2 penalty to AC.
8. Boar Breed: Acquire a random boar shaman ability or even martial ability from a similar totem, reflecting the boar totem being a specific type.


Next week: Totems: Boar, Part II!





Wednesday, September 15, 2021

Totems: Eagle, Part V


Eagle Divinities & Traditions
Characters can opt to substitute select eagle totem abilities, spells, side-effects, and totem tests for ones they would normally have, reflecting how the eagle can appear more majestically in their lives. Select or roll 1d8.

1.  Zeus, Apollo: Zeus's followers who have an affinity for the eagle will usually focus on its aspects of flight and transcendence, so as to transport to higher states. Those eagle totemists who follow Apollo instead incorporate being radiant and smiting the serpentine, especially Python.

2. Mars (the Aquila): Romans akin to the martial Aquila tend towards being sharp-eyed and stalwart, espousing vigilant duty. Any quick strikes they derive from the totem should be followed up with reinforcement, holding areas from those who might hold Rome. 

3. Lugh: followers of Lugh and other Celtic gods who emphasize the eagle tend to select aspects that transform into one, along with freedom and calling aquiline beings for aid. The Welsh especially focus on harnessing its wise vision, per the ancient Eagle of Gwern Abwy. 

4. 
Tyr, Heimdall: Norse who call the eagle their totem generally see it more from the vantage point of 
Veðrfölnir. Followers of Tyr who do so also focus on exorcizing spirits, while those of Heimdall usually prefer that which helps to keep a sharp eye out.

5. Svarog, Perun: Svarog's eagle totem followers espouse transforming and using the sky above. Perun's instead take more direct action with lightning strikes. Both seek to defeat the dark and serpentine, though they can also appreciate the importance of such things within the realm of Slavic dichotomy.

6. Enlil, Ishtar: rising above, royal and majestic, Mesopotamian eagle followers focus on the high ground and might of the totem, dominating the earthly rabble. Those who do so and follow Enlil often use such aspects for victory in kingship; those for Ishtar, love and war.

7. Horus, Ra: Egyptian eagle totemists emphasize its radiant and protective qualities in the name of preserving Ma'at, with Horus targeting the darkness of Set and Ra focusing on the serpentine doom of Apep. 

8. The Amaranthine Wizard: purging the shadowy and the serpentine might require taking on some of those aspects oneself. With the dark eagle ascendant, the Amaranthine Wizard will allow his followers to gain might in its iron claws, though the danger remains that such a resolution might be worse than the original peril. 


Next week, our series on totems continues with the Boar!