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Pnumadesi Player's Companion Feedback and Updates
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<blockquote data-quote="malcolm_n" data-source="post: 5279982" data-attributes="member: 63154"><p>If you're keeping up with our facebook page <a href="http://www.facebook.com/home.php?#!/pages/Northwinter-Press/100424413348122?ref=ts" target="_blank">here,</a> you'll see that our license went through to include the GSL logo on our books. Yay!</p><p></p><p>Excitement aside, it's been a busy week for me. I'm putting final touches on this rendition of the world companion and have been continuing ongoing work on our next sourcebook for Cas'Dilae and Yokaizi Deren. Speaking of these two for a moment, I thought I'd take this opportunity to see if there are any other fledgling designers out there who'd like to jump in on some of the work with this world. It'll be a great chance to get work published and earn recognition with a new company.</p><p></p><p>So, this week, I'll be tackling some of the information I previewed before about the Totemist.</p><p></p><p>[sblock=Totemist]THE TOTEMIST</p><p>The balance of nature must be preserved.</p><p> </p><p>CLASS TRAITS</p><p>Role: Leader. You create magical salves and perform powerful dances to protect your allies and defeat enemies.</p><p>Source: Primal. The magic of nature surrounds you and gifts you with its potency when you call upon it.</p><p>Key Abilities: Wisdom, Strength, Charisma</p><p> </p><p>Armor Proficiencies: Cloth, leather; light shields</p><p>Weapon Proficiencies: Simple melee, handaxes, scimitars</p><p>Implements: Holy Symbols (fetishes), Totems</p><p></p><p>Bonus to Defenses: +1 Reflex, +1 Will</p><p>Hit Points at 1st Level: 12 + Constitution score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 7 + Constitution modifier</p><p></p><p>Trained Skills: Heal and Nature. From the class skills list below, choose 3 more trained skills at 1st level.</p><p>Available Skills: Athletics, Diplomacy, Endurance, Heal, Insight, Intimidate, Nature, Religion</p><p></p><p>Build Options: Warchief Totemist, Healer Totemist</p><p>Class Features: Enduring Renewal, Healing Salve, Resonant Energy</p><p></p><p>Totemists act as the medicine men and specialist warriors of their people. Through precise dance and chanting, a single totemist can whip his allies into frenzy or protect them from a cascade of fire.</p><p> As a totemist, you recognize that, though rare, magic does still exist on the continent of Pnumadesi. You harness some of that power to aid yourself and others during combat.</p><p> The threat of the elementals provides you plenty of reason to continue perfecting your use of this magic in the hopes that, eventually, you can pull off more complicated tricks quickly.</p><p></p><p>CREATING A TOTEMIST</p><p>Totemists require Strength for themselves and Wisdom to assist the party. Charisma enhances a totemist’s relationship with magic, which makes it a good choice for several of their evocations. The two totemist builds presented here are the Healer Totemist and the Warchief Totemist.</p><p></p><p>* this class feature, feat, or power can be found in the D&D 4th edition Player’s Handbook.</p><p></p><p> </p><p>Healer Totemist</p><p>Totemists have the potential to be great healers. To do this, focus on Wisdom primarily for your attacks. Charisma is good in case you want stronger secondary effects. Strength would also be a decent choice for versatility.</p><p>Suggested Feat: Medicine Man (Human feat: Formal Practitioner)</p><p>Suggested Skills: Diplomacy, Heal, Insight, Nature, Religion</p><p>Suggested At-will Powers: Primal Chant, Natural Reprieve</p><p>Suggested Encounter Power: Life’s Roar</p><p>Suggested Daily Power: Revitalization</p><p></p><p>Warchief Totemist</p><p>Wisdom is still the most important stat when playing a warchief. It helps with your melee and thrown attacks, on which most of your powers are centered. Strength adds to those attacks, and Charisma helps if you need to pick up some healing too.</p><p>Suggested Feat: Weapon Focus* (Human feat: Quick Draw*)</p><p>Suggested Skills: Athletics, Endurance, Heal, Intimidate, Nature</p><p>Suggested At-will Powers: Primal Chant, Drawing Strike</p><p>Suggested Encounter Power: Master of the Hunt</p><p>Suggested Daily Power: Wild Strength[/sblock]</p><p>At this time, the GSL doesn't include a primal leader or defender. Pnumadesi rectifies this by adding the sentinel and the totemist. Although the sentinel isn't a full class of its own, it still functions like one after you've applied it to your base. The totemist is a class in the traditional sense, though. It has it's class features, powers, feats, and paragon paths all to itself.</p><p></p><p>The idea behind the class is to take an approach similar to a bard. The totemist focuses on rhythm and keeping a beat to keep the magic of his practice going for long periods of time. It's not unlikely to see a totemist dancing around the battlefield, lashing out with his weapons when he draws close to an enemy; or to stand back, beating a drum in faster and slower motions to help keep his party at an advantage over the enemy. To help keep their hands free, totemists have learned to use fetishes, which are in all ways identical to holy symbols. They can also use totems, if they want to.</p><p></p><p>One of the key aspects we were working toward with the play between the totemist and the sentinel was to have two characters who work well together and with other classes, but each in its own unique way.[sblock=Class Features]HEALING SALVE</p><p>You and your allies within 10 squares can use your Healing Salve on yourselves or another ally.</p><p></p><p><strong><span style="color: DarkRed">Healing Salve</span></strong> Totemist Feature</p><p><em>You distribute a special concoction of herbs for emergency use.</em></p><p><em></em>Encounter (Special) • Healing, Primal</p><p>Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)</p><p>Special: Any ally of yours within the burst can activate this power as a minor action on their turn.</p><p> This power can be used a total of twice per encounter. At 16th level, you or your allies can use it up to 3 times per encounter instead.</p><p>Target: You or one ally within burst from you</p><p>Effect: The target spends a healing surge.</p><p> At 6th level, the target regains an extra +1d6 hit points. Increase the amount of hit points regained to +2d6 at 11th level, +3d6 at 16th level, +4d6 at 21st level and +5d6 at 26th level.</p><p>[/sblock]</p><p>Okay, all done for this week. Hopefully next week, I'll have more information on a release date. 'Til then.</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 5279982, member: 63154"] If you're keeping up with our facebook page [url=http://www.facebook.com/home.php?#!/pages/Northwinter-Press/100424413348122?ref=ts]here,[/url] you'll see that our license went through to include the GSL logo on our books. Yay! Excitement aside, it's been a busy week for me. I'm putting final touches on this rendition of the world companion and have been continuing ongoing work on our next sourcebook for Cas'Dilae and Yokaizi Deren. Speaking of these two for a moment, I thought I'd take this opportunity to see if there are any other fledgling designers out there who'd like to jump in on some of the work with this world. It'll be a great chance to get work published and earn recognition with a new company. So, this week, I'll be tackling some of the information I previewed before about the Totemist. [sblock=Totemist]THE TOTEMIST The balance of nature must be preserved. CLASS TRAITS Role: Leader. You create magical salves and perform powerful dances to protect your allies and defeat enemies. Source: Primal. The magic of nature surrounds you and gifts you with its potency when you call upon it. Key Abilities: Wisdom, Strength, Charisma Armor Proficiencies: Cloth, leather; light shields Weapon Proficiencies: Simple melee, handaxes, scimitars Implements: Holy Symbols (fetishes), Totems Bonus to Defenses: +1 Reflex, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Heal and Nature. From the class skills list below, choose 3 more trained skills at 1st level. Available Skills: Athletics, Diplomacy, Endurance, Heal, Insight, Intimidate, Nature, Religion Build Options: Warchief Totemist, Healer Totemist Class Features: Enduring Renewal, Healing Salve, Resonant Energy Totemists act as the medicine men and specialist warriors of their people. Through precise dance and chanting, a single totemist can whip his allies into frenzy or protect them from a cascade of fire. As a totemist, you recognize that, though rare, magic does still exist on the continent of Pnumadesi. You harness some of that power to aid yourself and others during combat. The threat of the elementals provides you plenty of reason to continue perfecting your use of this magic in the hopes that, eventually, you can pull off more complicated tricks quickly. CREATING A TOTEMIST Totemists require Strength for themselves and Wisdom to assist the party. Charisma enhances a totemist’s relationship with magic, which makes it a good choice for several of their evocations. The two totemist builds presented here are the Healer Totemist and the Warchief Totemist. * this class feature, feat, or power can be found in the D&D 4th edition Player’s Handbook. Healer Totemist Totemists have the potential to be great healers. To do this, focus on Wisdom primarily for your attacks. Charisma is good in case you want stronger secondary effects. Strength would also be a decent choice for versatility. Suggested Feat: Medicine Man (Human feat: Formal Practitioner) Suggested Skills: Diplomacy, Heal, Insight, Nature, Religion Suggested At-will Powers: Primal Chant, Natural Reprieve Suggested Encounter Power: Life’s Roar Suggested Daily Power: Revitalization Warchief Totemist Wisdom is still the most important stat when playing a warchief. It helps with your melee and thrown attacks, on which most of your powers are centered. Strength adds to those attacks, and Charisma helps if you need to pick up some healing too. Suggested Feat: Weapon Focus* (Human feat: Quick Draw*) Suggested Skills: Athletics, Endurance, Heal, Intimidate, Nature Suggested At-will Powers: Primal Chant, Drawing Strike Suggested Encounter Power: Master of the Hunt Suggested Daily Power: Wild Strength[/sblock] At this time, the GSL doesn't include a primal leader or defender. Pnumadesi rectifies this by adding the sentinel and the totemist. Although the sentinel isn't a full class of its own, it still functions like one after you've applied it to your base. The totemist is a class in the traditional sense, though. It has it's class features, powers, feats, and paragon paths all to itself. The idea behind the class is to take an approach similar to a bard. The totemist focuses on rhythm and keeping a beat to keep the magic of his practice going for long periods of time. It's not unlikely to see a totemist dancing around the battlefield, lashing out with his weapons when he draws close to an enemy; or to stand back, beating a drum in faster and slower motions to help keep his party at an advantage over the enemy. To help keep their hands free, totemists have learned to use fetishes, which are in all ways identical to holy symbols. They can also use totems, if they want to. One of the key aspects we were working toward with the play between the totemist and the sentinel was to have two characters who work well together and with other classes, but each in its own unique way.[sblock=Class Features]HEALING SALVE You and your allies within 10 squares can use your Healing Salve on yourselves or another ally. [B][COLOR="DarkRed"]Healing Salve[/COLOR][/B] Totemist Feature [I]You distribute a special concoction of herbs for emergency use. [/I]Encounter (Special) • Healing, Primal Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Special: Any ally of yours within the burst can activate this power as a minor action on their turn. This power can be used a total of twice per encounter. At 16th level, you or your allies can use it up to 3 times per encounter instead. Target: You or one ally within burst from you Effect: The target spends a healing surge. At 6th level, the target regains an extra +1d6 hit points. Increase the amount of hit points regained to +2d6 at 11th level, +3d6 at 16th level, +4d6 at 21st level and +5d6 at 26th level. [/sblock] Okay, all done for this week. Hopefully next week, I'll have more information on a release date. 'Til then. [/QUOTE]
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