3.5 Totemist build issue

Post/Author/DateTimePost
#1

ZhonLord

Dec 06, 2011 16:00:17
So I've been playing a Totemist in my most recent campaign, and I have to say that I've been really enjoying the class's mechanics - not to mention roleplaying the (hilarious) issues of a guy with four arms and glowing Wolverine-claws walking through a town where magic is rare Tongue Out

We've only gotten up to level 7, so the campaign's still got a long way to go, but I'm already planning for the next one - or for my new character after death, whichever comes first.  Unfortunately my experience with the Incarnum classes is pretty much just what I'm playing now, so optimization has been more than a little tricky.

On top of this, a friend asked me why the hell I didn't set my current character up to prestige into Totem Rager, which sounds more than a little badass now that I've looked it up.  Combined with a few alternate class features on the Barbarian side (Lion spiritual totem variant from CC for pounce, Whirling Frenzy rage variant from UA for the extra attack and AC bonus) this prestige class could be an extreme powerhouse on the battlefield.  But is it worth the loss of chakra bind variety gotten by going straight Totemist?

If anyone has advice on which way to go for my upcoming character, I would greatly appreciate it.  Odds are I will be going with the Earth dwarf variant (+8 stability instead of +4, +2str +2con -2dex -2cha), but aside from that the only thing I know for certain is grabbing the Multiattack and Split Chakra (totem) feats at some point, so any suggestions and/or example builds would be greatly appreciated.  Thank you all in advance.
#2

Tempest_Stormwind

Dec 06, 2011 18:03:40
The answer's a resounding YES if you know what to look for - totemist works fine on its own (solid to low tier 3, I think) and can be a solid melee beast without too much tweaking, but it really shines as an enabler, including Totem Rager (can easily boost it to high tier 3). There's been plenty written on the Rager already, though, so I think it'd be best if you just looked that up in the handbooks accordingly.

If you want some alternativeinspiration, here's a couple of builds a friend of mine put together - neither one uses Totem Rager (there's enough of those out there), so I think they deserve special mention on that regard.


[EDIT: WotC's doing weird things with Sblocks behind the scenes; sorry this looks as messy as it does. Some of the time they collapse properly, other times they don't.]


Handy


Race: Shifter (Razorclaw trait) - the [S] below denotes a Shifter feat, the (B) denotes a bonus, the (F) denotes a bonus from a flaw.
(If I list a soulmeld, it'll either be listed as SHAPE or BIND, with the corresponding chakra. Naturally you can change these around if you want, but the build makes these assumptions.)
Flaws: Inattentive, Poor Reflexes
1 Barbarian [Rage, Fast Movement, Illiterate] [Razorclaw Elite [S], Extra Rage (F), Power Attack (F)]
2 Totemist [Wild Empathy, Still Illiterate] - {SHAPE: Threefold Mask of the Chimera (Soul), Shedu Crown (Crown)}
3 Totemist [Totem Chakra Bind (+1 capacity)] [Cleave] {BIND: Girallon Arms (Totem) (shape to Arms)}
4 Barbarian [Uncanny Dodge]
5 Barbarian
6 Weretouched Master [Shifting Bonus (+2 Str, Larger Claws)] [Improved Natural Attack (Claw) [S]]
7 Weretouched Master [Wild Empathy] [Great Rend [S] (B)]
8 Weretouched Master [Shifting Bonus (Improved Grab)]
9 Weretouched Master [Frightful Shifting] [ANY SHIFTER FEAT [S], Shifter Multiattack [S] (B)]
10 Bear Warrior [Bear Form (Black)]
11 Weretouched Master [Alternate Form]
12 Warshaper [Morphic Immunities, Morphic Weapons] [Open Lesser Chakra (Arms)] {BIND:Girallon Arms (Arms)}
13 Warshaper [Morphic Body]
14 Bear Warrior
15 Bear Warrior [Scent] [Open Lesser Chakra (Shoulders)] {SHAPE: Totem Avatar (Shoulders) replaces Shedu Crown, BIND: Totem Avatar (Shoulders)}
16 Bear Warrior
17 Bear Warrior [Bear Form (Brown)]
18 Warshaper [Morphic Reach] [Improved Multiattack]
19-20 are an "as you will" sort of thing.

Necessary equipment: Braids of Dire Shifting (100gp, Races of Eberron, a consumable that casts an Enlarge effect when you shift.


+32 Str, +4 Dex, +16 Con when you shift and rage. (Each of which can be done 3/day).


Your final natural attack routine looks like 2 claws at 4d6+6+str, 2 claws at 4d6+2+str/2, 1 bite at 3d6+str/2, Rend for 1d4+4+str/2, Rend for 8d6+12+2*str, if the math works out.


The name stems from the number of hands you're sprouting and your ability to convert that into separate instances of claw attacks and rends (your normal arms and your melds), plus Pounce.


Older versions of this build used Totem Rager, and it should still be possible to work that back in; the synergy between that and Bear Warrior is better than I'd like to admit.

#3

ZhonLord

Dec 07, 2011 21:53:22
Huh.  Never thought of using the Manticre Belt that way.  I'm definitely going to have to look these over and see how much of this my DM would allow - he's a little paranoid us making overly-powerful characters (he calls them broken, but they're just really good).  Thanks for the examples.

Also, any general tips or possible soulmeld combos that might help with keeping my current Totemist alive?  I'm currently running a lvl7 Earth Dwarf with Girallon Arms (totem), Chimera Mask, Sphinx Claws (chakra), Wormtail belt, and Lamassu Mantle.  totals out at 24 AC, 4 attacks at the end of a charge at +3 hit/dmg per swing.
#4

Tempest_Stormwind

Dec 08, 2011 12:56:12
Huh.  Never thought of using the Manticre Belt that way.  I'm definitely going to have to look these over and see how much of this my DM would allow - he's a little paranoid us making overly-powerful characters (he calls them broken, but they're just really good).  Thanks for the examples.


You're welcome. In general, I've found the Totemist to be very similar to the barbarian - fine on its own, but most useful as a dip for a few levels. Note that this changes quite a bit if flaws or similar aren't available - there's a limiting factor in terms of the amount of essentia you have to invest. The second build takes a number of incarnum feats not to actually use them, but rather to get extra essentia, for instance. If flaws aren't available, it may be more worthwhile to go more Totemist to increase your essentia (as well as get a few extra binds - if you happen to get to Totemist 9 and go the Double Chakra (Totem) route, remember that two of your binds are already spoken for).

Also, any general tips or possible soulmeld combos that might help with keeping my current Totemist alive?  I'm currently running a lvl7 Earth Dwarf with Girallon Arms (totem), Chimera Mask, Sphinx Claws (chakra), Wormtail belt, and Lamassu Mantle.  totals out at 24 AC, 4 attacks at the end of a charge at +3 hit/dmg per swing.


What's the sphinx claws bound to?

Have you read this yet? You'll probably find something useful there in terms of the soulmeld evaluations for your survivability.
#5

ZhonLord

Dec 08, 2011 17:48:01
Also, any general tips or possible soulmeld combos that might help with keeping my current Totemist alive?  I'm currently running a lvl7 Earth Dwarf with Girallon Arms (totem), Chimera Mask, Sphinx Claws (chakra), Wormtail belt, and Lamassu Mantle.  totals out at 24 AC, 4 attacks at the end of a charge at +3 hit/dmg per swing.


What's the sphinx claws bound to?

Have you read this yet? You'll probably find something useful there in terms of the soulmeld evaluations for your survivability.


Sphinx claws are one of the very few Totemist soulmelds that can only be bound to one chakra - in this case, hands.  It basically grants Pounce.

And as for the Handbook....well, to be honest I completely forgot that existed.  Thanks for the reminder.
#6

ZhonLord

Dec 11, 2011 9:44:20
Okay, update time.  One of the other members of my group has decided to run our next campaign, and he's doing an all-out power game.  We are starting at level 10, no restricted books, 55,000 gold to start with (can't spend more than half on one item), and we get a free +1LA that we can use on anything - a race with LA (although that's subject to DM approval), a 1-level Gestalt, a Template, you name it.

EDIT: We also get max HP per Hit Die, apologies for not clarifying that sooner.

And, last but not least, we get a feat.  Every.  Single.  Level.  So a minimum of 12 feats at lvl10, including flaws.

I've set up a basic starting build of my own, but feel free to comment on the choices and offer alternate suggestions for just about everything - although I'm definitely going to be going pure Totem Rager, mostly because I want to see how far this class can be taken.  Our new DM expects us to be powerhouses - and he's going to be throwing some VERY interesting stuff at us thanks to that.

So, without further ado, here he is:

Race: Water Orc Dragonborn (+4str -2dex +4con -2int/wis/cha)
Chaotic Good
Traits: Suspicious, Plucky
Flaws: Shaky, Meager Fortitude

Stats:
22 str (20 base, +2 enhancement), +4 in rage
14 dex
24 con (20 base, +2 level bonus, +2 enhancement)
11 int
14 wis
9 cha



HP: 166
BAB: +8/+3
Fort 13, Ref 10 (+2 in rage), Will 5 (+2 cobalt rage)
AC 24 + 2 Rage (+2 if enemy is evil), Touch 20+2R(+2 if evil), Flat-Footed 24+2R(+2 if evil)
DR 1/-, Uncanny Dodge, Immune to draconic Frightful Presence
4 rages/day

On the test rolls, he does a bare minimum of around 16-20 damage per hit, with five attacks (six in rage) at a minimum of +14 to hit each.  Breath Weapon 50', 5d8 dmg of whatever energy type, Ref DC 23

Soulmelds: Girallon Arms (totem), Urskan Greaves (chakra - +1d4dmg per hit on charge per point of essentia), Lammasu Mantle, Wormtail Belt, Chimera Mask (totem if not using Girallon totem)


lvl1: Barbarian/Totemist gestalt, Lion Spirit Totem and Whirling Frenzy variants.  Multiattack, Improved Multiattack, Cobalt Rage
Barbarian 2: Extra Rage +2
Totemist 2: Bonus Essentia
Totemist 3: Rebirth into Dragonborn, choose Heart aspect to get breath weapon, original feat replaced with Dragon Tail
Totemist 4: Furious Inhalation (+2d6 on bite attack of chosen energy type - hooray for a breath weapon that can change energy types at my choosing combined with a triple bite attack)
Totemist 5: Power Attack
Totem Rager 1: Cobalt Power
Totem Rager 2: Recover Breath
Totem Rager 3: Improved Essentia Capacity
Totem Rager 4: Combat Reflexes
(Planned level 11 feat is Double Chakra - Totem, in order to combine Chimera mask totem bind with Girralon Arms)

I haven't determined skills yet, beyond the 5 Intimidate 9 Survival needed to prestige.

Equipment (used MIC combination rules for some of this)
Armor: +1 Breastplate with Displacement 1/day (5 rds), Light fortification, Ghost Ward (add AC bonus to Touch AC), Mindarmor 3/day (+5 to will saves) - 19k
Adaptation Armor Crystal - 500
Restful Crystal - 500

Neck: Health +2 Chronocharm of the Horizon Walker - 4.5k
Ring of Protection +2 (+1 deflection Bonus, +1 luck bonus) - 4.5k
Ring of Sustenance - 2.5k
Hands: Brute Gauntlets of Ogre Strength +2 (3/day +2 damage to all attacks) - 4.5k
Arms: Armbands of Might (+2 to str checks, +2 to power attack damage when taking -2 to hit) - 4.1k
Torso: Formless Vest - 3.2k
Belt: Dragon Shaman Cincture (Healer Belt + Dragon Spirit Cincture) - 750 + 3000 (2000+50% more for Cincture)

Other Items:
Heward's Handy Haversack - 2k
Everfull Mug - 200 (in case of ring removal)
Everlasting Rations - 350
Magic Bedroll - 500
Rod of Bodily Restoration 3/day (heals 4 str, con, or dex dmg, or 2 to all three) - 3.1k
Troll Gut Rope - 500

Total: 53k, so 2k gold left to spend on mundane items and a few potions.



Also, for the Chimera Totem bind, there's a good chance my DM will allow it to have three separate breath weapons since it has three heads.  If he allows it, then that's an even higher damage output than it already had.
#7

Koenig

Dec 12, 2011 4:19:37
Have you seen the Feral Template (Savage Species 115)? It grants Claws, Fast Healing, Improved Grab, Rake, Rend, Pounce and some other stuff.
#8

ZhonLord

Dec 13, 2011 17:05:38
Have you seen the Feral Template (Savage Species 115)? It grants Claws, Fast Healing, Improved Grab, Rake, Rend, Pounce and some other stuff.


It's an interesting idea, but there are a couple problems with using that Template.

First, the grab/rake/rend stuff is based on Monster HD, not character HD, so those abilities would be useless for me.

Second, the Fast Healing was part of the Feral Minotaur, not the template itself.  Fast healing would be WONDERFUL with the amount of HP this build has, but I'm afraid it wouldn't work.

The claws are a nice touch, but even with the +6 nat AC and 10' movement speed it doesn't feel like it's worth using the +1 LA on - especially with all the Totemist soulmelds that give similar/better claws as part of the class itself (several of which allow you to give enhancement bonuses through using Essentia).  Thanks for the suggestion though.

Any other ideas?  Maybe alternate feats, or a different race setup?  Or maybe a different Flaw set that would have less of an impact on the character?  I'm open to any/all suggestions.
#9

aelryinth

Dec 13, 2011 18:46:14
How in the world did you get 166 hp with only a 24 Con? THat's +7 per die, or 70 HP. You got 96 hp from 10 levels?

I don't have savage species, but I'm pretty sure the feral template grants fast healing, because it's not natural to minotaurs. IT's considered the most ideal and overpowered melee template, with Mineral warrior coming in a close second.

==Aelryinth
#10

ZhonLord

Dec 13, 2011 18:54:47
How in the world did you get 166 hp with only a 24 Con? THat's +7 per die, or 70 HP. You got 96 hp from 10 levels?


Yes.  I'm pretty sure I said in the above post how that happened.

EDIT:  Nope, no I didn't.  Sorry.  We get max HP per Hit Die.  So that's 2*12 + 4*8 + 4*10 = 24+32+40=96, +7hp/level =166hp.  Sorry for the confusion

I don't have savage species, but I'm pretty sure the feral template grants fast healing, because it's not natural to minotaurs. IT's considered the most ideal and overpowered melee template, with Mineral warrior coming in a close second.


I'm looking at the page on Savage Species as I type this:

A feral creature has all thebase creature’s characteristics except as noted here.
HD changes to d10
+10' to movement speed
Improves base Natural AC by +6
Gains two claw attacks
Gains special attacks based on Monster HD
Gains Darkvision based on Monster HD
Ability score modifiers: +4 Str, –2 Dex, +2 Con, –4 Int, +2 Wis

It says nothing in the template about the Fast Healing, which is only described in the page above as part of the Sample Feral Minotaur.
#11

Koenig

Dec 14, 2011 1:49:43

I'm looking at the page on Savage Species as I type this:

A feral creature has all thebase creature’s characteristics except as noted here.
HD changes to d10


All racial HD change to d10. If you do not have racial HD, you can ignore this entry.


Gains special attacks based on Monster HD


Your total HD are the monster HD. As soon as you have 4 HD (class HD plus prestige class HD plus template HD plus racial HD), you get the pounce special attack, though a dip into barbarian with the lion totem ACF (from Complete Champion) gives a better pounce.


Gains Darkvision based on Monster HD


As said above.

It says nothing in the template about the Fast Healing, which is only described in the page above as part of the Sample Feral Minotaur.


Fast healing is mentioned in the special qualities entry. It's also based upon your total HD.


#12

ZhonLord

Dec 14, 2011 7:46:19

All racial HD change to d10. If you do not have racial HD, you can ignore this entry.

Your total HD are the monster HD. As soon as you have 4 HD (class HD plus prestige class HD plus template HD plus racial HD), you get the pounce special attack, though a dip into barbarian with the lion totem ACF (from Complete Champion) gives a better pounce.

Fast healing is mentioned in the special qualities entry. It's also based upon your total HD.


....Wow.  I read through that page ten times, and I still didn't notice the Fast Healing bit.  *headdesk x10*

And thanks for the information on how Monster HD works.  This makes it one hell of a template for only a +1 LA.  I'm definitely going to have to talk to my DM about this one, thanks for the clarification.
#13

ZhonLord

Dec 15, 2011 23:19:02
Aaaand he decided it should be a +2 LA template instead of just +1, so I can't use my freebie for it.  Great suggestion though, I'm going to have to keep it in mind for future campaigns.  Maybe the next time we do a monster campaign or something.  Thanks again guys.

Any other ideas for improving the build?
#14

aelryinth

Dec 16, 2011 19:04:27
What's the +LA for Mineral Warrior template?

==Aelryinth
#15

deoxhydroxinate

Dec 16, 2011 21:11:46
Mineral Warrior is a +1 LA template.

Previewed here: www.wizards.com/default.asp?x=dnd/ex/200...

 
#16

Koenig

Dec 19, 2011 2:27:51
Aaaand he decided it should be a +2 LA template instead of just +1, so I can't use my freebie for it.  Great suggestion though, I'm going to have to keep it in mind for future campaigns.  Maybe the next time we do a monster campaign or something.  Thanks again guys.



Do you have to take one +2 template or are you allowed to take two +1 templates? And are you allowed to take +0 templates?




#17

ZhonLord

Dec 19, 2011 8:34:30
Aaaand he decided it should be a +2 LA template instead of just +1, so I can't use my freebie for it.  Great suggestion though, I'm going to have to keep it in mind for future campaigns.  Maybe the next time we do a monster campaign or something.  Thanks again guys.



Do you have to take one +2 template or are you allowed to take two +1 templates? And are you allowed to take +0 templates?


As I said, we're allowed a SINGLE free +1 LA to use on anything.  My current build on the previous page uses that as a gestalt at level one, but these templates people are offering - as well as others I've looked up on my own - look pretty damn interesting, so I've been looking into alternate setups for the build to see if those will make the Totem Rager stronger.  Although it'll mean giving up the level 1 gestalt.

And of course we're allowed +0 templates, that's why the character was made into Dragonborn.
#18

The_Crimson_Dawn

Dec 23, 2011 3:44:34
If you really want to lol if you are playing a humanoid and you are a totemist you are technically not proficient with your own natural weapons.  Don't worry though any DM that enforced that is being vindictive.
#19

ZhonLord

Dec 24, 2011 17:02:11
If you really want to lol if you are playing a humanoid and you are a totemist you are technically not proficient with your own natural weapons.  Don't worry though any DM that enforced that is being vindictive.


No worries there, my DM loves the incarnum classes - totemist especially.  He won't be pulling a stunt like that.


I'm still looking over templates, but does anyone have other suggestions for the character?  Alternate feats, flaws, equipment, etc?
#20

The_Fred

Jan 05, 2012 16:23:56
I've never really had any chance to play the MoI stuff, but I really like it, especially the Totemist. From what I gather, the Totem Rager can be a powerhouse, but I'm not so keen because it feels too cookie-cutter to me. There's no real originality there. One very powerful option is to take Warshaper as a Changeling (Eberron) or Hengeyokai (OA, +1 LA) if you're allowed it. It provides some great bonuses, but it's tough then to get powerful meldshaping (also you're DM might not let you use the Warshaper ability to enlarge your Totemist weapons).

Another option is to use Monk or better, the Unarmed variant of the Swordsage (Tome of Battle), because your unarmed attacks can count as natural weapons, getting bonuses from Totem Avatar, say (great with Shoulders too). You only need a dip because you can use feats etc to boost the damage, and Swordsage would give you stuff like manoeuvres (some Desert Wind ones are good).

If you like Tome of Battle there's also the Bloodclaw Master, but some of the abilities don't really synergise I don't think, it's aimed at dual attacks rather than a monstrous attack routine (speaking of which the Threefold Mask is great for that).

Just some ideas. One tip is that if you ever need something like Dodge, get the incarnum version since it counts as it for prereqs but gives you a point of Essentia, probably more useful than the standard bonus. Also, see if you can persuade your DM to houserule "Practiced Meldshaper", it'd help get those feats even when multiclassed (though he might have to make it give some extra bonus, like +1 Essentia, since +4 ML alone is pretty lame).