I am playing in my first campaign and I am having some trouble with the role-playing. The group is all good friends!! The DM is allowing us to play up to 2 charecters each and since this is my 1st campaign is being very generous(with the other player's consent) to allow me to ck out some of the races and classes. I just cannot seem to get into the roleplaying becase as my name states shy lady. The DM has suggested that if I find something I am comfortable with and can get into playing and realize how much fun it can be I will probably have no problem playing different races/classes in the future. He has given me some of his books to look over and (again with the other player's consent) told me that if I could come up with a viable charecter he would consider it. Since I am Native American I have taken some aspects of the Druid, Ranger and some things I saw in the Rifts: Spirit West book and come up with this. It is not finished but I would really like some input to see if I am just wasting my time or if I should continue making this? Plz keep in mind I am in my first campaign and admit I have no clue what I am doing so don't bash on me toooooo hard! Thank You very much for your comments or suggestions!
After some of your MUCH APPRECIATED advice, I have reworked this. Is this any better??
WARRIOR PRIEST/PRIESTESS
CHARECTERISTICS: Warrior Priest/ess are highly spiritual beings who believe that we all are spirits who
are given free will. They believe that our true selves are these spirits and our bodies merely a vessel that
is animated by us when we are no longer in the Spirit Realm. Upon dying we return to the Spirit Realm, but may return to a "physical" realm many times as these returnings give us information and experiences that help us to evolve. They believe that not only is this the case with "human" spirits but all spirits including animals. Warrior Priest/ess avoid wearing med. or hvy armor but are proficient with lgt. armor and rely on "body paints" and fetishes to provide them with bonuses.They are proficient with the : club, dagger, dart quarterstaff,short spear, spear, sling, scimitar, sickle, axe, battleaxe, long &short bow. The Warrior Priest/ess cast divine spells from the Druid spelllist( specific Warrior Priest/ess spells listed below)
ALIGNMENT: Warrior Priest/ess lean more toward good or neutral as they know that if they are evil,upon returning to the Spirit Realm, they will have to answer to all they comitted an evil deed against for as long as that one deems necesarry(they will not be allowed to return until the last person has decided they have answered enough for their deeds.)
RELIGION: Warrior Priest/ess being "spiritually aware" realize that there are many paths to God/the Gods, therefore they do not persecute anyone for their religious beliefs and quite often take things from different religions that work for them and incorporate it into a "personal working religion" They do revere nature as Druids do because they believe everything was made by God/the Gods so therefore it is sacred.
RACES: Humans are the most likely but open to any race that has a "tribal" setting or someone of another race that was adopted by a "tribal" race.
HIT DICE: d8
CLASS SKILLS: concentration(con), craft(int), handle animal(cha), heal(wis), knowledge nature(int),
knowledge relgion(int), ride(dex), spellcraft(int), spot(wis), survival(wis), listen(wis), swim(str),search(int), climb(str)
THE WARRIOR PRIEST/ESS
1ST LEVEL: B.A. +0, Fort. +2, Ref +0, Will +2, Special:Spirit Familiar, Nature Sense, Spells Per Day: 0-3, 1st-1
2ND LEVEL: B.A. +1, Fort. +3, Ref. +0, Will +3, Spells Per Day: 0-4, 1st-2
3RD LEVEL: B.A. +2, Fort. +3, Ref. +1, Will +3 Specials:Wild Empathy, Woodland Stride, Spells Per Day: 0-4, 1st-2, 2nd-1
4TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Spells Per Day: 0-5, 1st-3, 2nd-2
5TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Specials:Track, Minor Personal Fetish x1, Spells Per Day: 0-5, 1st-3 2nd-2, 3rd-1
6TH LEVEL: B. A. +4, Fort + 5, Ref. +2, Will +5, Spells Per Day: 0-5, 1st-3, 2nd-3, 3rd-2
7TH LEVEL: B. A. +5, Fort. +5, Ref. +2, Will +5, Specials: Totem Animal 1xweek, Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-2, 4th-1
8TH LEVEL: B.A. +6, Fort +6, Ref +2, Will +6, Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-3, 4th-2
9TH LEVEL: B. A. +6, Fort +6, Ref. +3, Will +6 Specials: Endurance, Spells Per Day: 0-6, 1st-4, 2nd-4, 3rd-3, 4th-2, 5th-1
10TH LEVEL: B.A. +7, Fort. +7, Ref. +3, Will +7, Minor Personal Fetish x2,Spells Per Day: 0-6, 1st-4, 2nd-4, 3rd-3, 4th-3,5th-2
11TH LEVEL: B.A. +8, Fort. +7, Ref. +3, Will +7 Specials: Trackless Step, Spells Per Day: 0-6,1st-5,2nd-4,3rd-4, 4th-3, 5th-2, 6th-1
12TH LEVEL: B.A. +9, Fort. 8, Ref. +4, Will +8 Spells Per Day: 0-6,1st-5, 2nd-4, 3rd-4, 4th-3, 5th-3, 6th-2
13TH LEVEL: B. A. +9, Fort. +8, Ref. +4, Will +8, Spells Per Day: 0-6,1st-5, 2nd-5, 3rd-4, 4th-4, 5th-3, 6th-2,7th-1
14TH LEVEL: B. A. +10, Fort. +9, Ref. +4, Will +9, Specials: Totem Animal 2xweek, Spells Per Day: 0-6, 1st-5, 2nd-5,3rd-4, 4th-4, 5th-3, 6th-3,7th-2
15TH LEVEL: B. A. +11, Fort. +9, Ref. +5, Will +9, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-4, 5th-4, 6th-3, 7th-2, 8th-1
16TH LEVEL: B.A. +12, Fort. +10, Ref +5, Will +10, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-4, 5th-4, 6th-3, 7th-3, 8th-2
17TH LEVEL: B. A. +13, Fort. +10, Ref. +5, Will +10, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-4, 6th-4, 7th-3, 8th-2, 9th-1
18TH LEVEL: B.A. +13, Fort +11, Ref. +6, Will +11, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-4, 6th-4, 7th-3, 8th-3, 9th-2
19TH LEVEL: B. A. +14, Fort. +11, Ref. +6, Will +11, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-5, 6th-4, 7th-4, 8th-3, 9th-3
20TH LEVEL: B.A. +15, Fort. +12, Ref. +6, Will +12, Special: Major Personal Fetish (1 and it cannot be of the same type as a minor that you own...e.g. you cannot own a minor heal and a major heal....if you had a minor heal at the DM's discretion you could "trade" it for a major heal and then choose another minor to take the place of your minor heal) Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-5, 6th-4, 7th-4, 8th-4, 9th-4
SPIRIT FAMILIAR: Different than a wizard/sorcerors familiar, similiar to a druids animal companion. A spirit familiar is an animal spirit that has bonded with the Warrior Priest/ess in the "Spirit Realm". Each time a spirit is in a "physical" place their spirit familiar will be with them although it does not have to take the same form each time since it is the spirit that is it's true self. When obtained, player must specify what type of animal form it has. Upon its death, it cannot return until 1 yr has passed and at that time the player may specify it is of the same animal type as before or select a new type but it MUST be animal form.
TOTEM ANIMAL: At 7th level the Warrior Priest/ess has become greatly attuned to the Spirit Realm, attracting the attention of a Totem Animal. Totems are guardian spirits that represent and protect each animal species. The Warrior Priest/ess enjoys the blessings of of a Totem Animal beacause they have "animal spirit potential" within them. Anyone who accepts the gift of the Totem also accepts the responsibility of protecting and caring for that species of animal. This includes feeding hungry animals of this species, caring for injured ones and not killing one of this species unless ABSOLUTELY necessary. All have a duration of 5 mins. and can only be called upon 1x/week at 14th level can be called upon 2x/week
ALLIGATOR:Traits: Alligator is a large,powerful and patient reptile. skills: swim +2, str +2, camouflage (hide) +2, burst of speed +10 ft(can only be used 1x and player must specify that he/she is activating this skill before they move).
BADGER: Traits: Badger is a small mammal who despite his ferosiousness is quick.skills: +1 dodge, +1 attack
BAT: Traits:Bat is a small flying mammel who is quick and lithe. skills:+1 iniative, +1 dodge +5 ft(because of a bat's quickness this is in effect for the duration)
BEAR: Traits: Bear is large, powerful and keeper of the healing secrets.skills: +2 str, +2 attack, +2 heal
BEAVER: Traits: Beaver is an excellent swimmer and very industrious.skills: +2 swim, +2 to any skill involving construction or repair
BOAR: Traits: Boar is tough and short tempered. skill: +1AC, +1 iniative
BOBCAT: Traits: Bobcat is a quick, alert hunter. He takes pride in the fact that despite his size he fights like a whirlwind and many underestimate him. skills: +1 initiative, +1 dodge, +1 attack.
BUFFALO: Buffalo is an imposing creature in both size and strength as well as being hearty. skills: +2 str, +2 attack, +2 survival cks
COYOTE: The ultimate trickster. It is believed that he understands much about the universe and by questioning the ways of man,even sacred ways, he is helping them to learn. +2 bluff, +1 intimidate.
DEER: Traits: Deer is gentle,passive and friendly yet defensive and evasive. skills: +2 dodge, +2 jump, +1 listen.
CROW/RAVEN: Another common trickster, he uses his sharp intelligience and cunning to outwit and trick others. skills: +2 escape artist, +1 int., +1 bluff.
EAGLE: Eagle is large,majestic,noble,strong with keen eyes. skills: +2 spot, +1 dodge, +5 ft.
FOX: The small cousin of coyote and wolf, he is not the trickster that coyote is but is a deciever and thief. skills: pick pocket +1, escape artist +1.
HAWK/FALCON: Small,feisty and tenacious. He is smaller than eagle but is tough,resilient and loves nothing better than to hunt and kill. skills: +1 dodge, +1 attack, +1 iniative.
HORSE: Horse is smart,swift and strong. +5 ft., +1 handle animal
MOUSE: Small,quiet and crafty. skills: +1 climb, +1 move silently
OWL: Owl is a totem of mystery and darkness. It is not evil but is the keeper of secrets and hunter of darkness. skills: +1 lore knowledge, +1 save vs. magic attacks,darkvision.
PUMA/MOUNTAIN LION: A large, agile hunter who is confidant yet cautious. skills: +2 track, +2 climb.
RABBIT: Swift,alert and always wary. +2 dodge,+1 spot, +1 listen
SNAKE: A cold, silent predator who is quick,confidant and a holder of healing medicine.. skills: +1 iniative, +1 climb, +1 move silently,+1 heal
TURTLE: Believed to be the animal that brought the 1st Earth from beneath the sea to provide land for animals and man, turtle is seen as provider and life giver. skills:swim +2, +1 AC
PERSONAL FETISHES: At 5th level, a Warrior Priest/ess gains access to 1 minor personal fetish, at 10th level they have access to 2 minor personal fetishes and at 20th level 1 major personl fetish. Only 3 personal fetishes can be worn. An armor fetish takes the place of a ring of protection, you CANNOT have both!!
MINOR FETISHES: 1. Armor Fetish: This fetish is made from pieces of turtle shell, armadillo,bear or buffalo hide. It provides the wearer with a +2 AC bonus
2. Climbing Fetish: This fetish is made from the teeth, hide or horns of a mountain goat,squirrel or wildcat. It adds a +2 to climb cks.
3.Damage Fetish: This fetish is made from the root of a tall tree that is wrapped around a rock from a high point of a mountain. The high rock and the deep root link, air to deep earth connection, is a powerful combination. This fetish MUST be placed on a weapon, it can be placed on different weapons but can only be on 1 at a time. this gives a +1 to hit.
4. Ear Fetish: This fetish is made from the ear or ear tips of a rabbit,wolf,deer, or other animal with keen hearing. It helps make the player alert to sounds and grants a +1 to initiative and those trying to surprise attack suffer a -2.
5. Strength Fetish: This fetish is made from the teeth, horns,hooves,hide or pieces of bone from an elk,moose,buffalo or bear. It can be activated 1x/day and grants a +1 to str for 5 mins.
6. Swim Fetish: This fetish is made from the teeth or bones of an aquatic mammel or frog,turtle. It grants a +1 to swim cks.
7. Luck Fetish: This fetish is made from the "trickster" animals...ravens,foxes and coyotes. It grants a +1 to initiative, +1 to dodge, +1 to saves vs. posions. duration is 2 min per level of user
8. Healing Fetish: This fetish is made from the bones of a bear,snake or buffalo. It can be activated 2x/day and heals 2d6 points of damage, it also gives the wearer a constant +1 to saves vs posion
MAJOR FETISHES: 1. Great Armor Fetish: typically a hooded shirt with a headdress or headpiece made from lower version material. it can be worn over lgt armor. If done as a headpiece it is usually menacing looking and made from turtle shell, armadillo hide,skin/hide of a buffalo,dinosaur.etc. grants a +4 to AC bonus.
2.Great Ear Fetish: same as lower version but grants +2 to iniative and those trying to surprise attack suffer -4.
3. Great Healing Fetish: same as above but heals 3d6points of damage and can be activated1x/day per wearer level
4. Great Luck Fetish: same as above but grants +2 to iniative, +2 to dodge and +2 to saves vs. posion. duration is 5 min per level of user
5 Great Strength Fetish: same as above but grants a +2 to str for 5 mins
6. Great Damage Fetish: same as above but grants a +3 to hit
7. Great Climb Fetish: same as above but grants a +3 to climb cks
8. Great Swim Fetish: same as above but grants +2 to swim cks
SOME SPELLS SPECIFIC TO WARRIOR PRIEST/ESS
SPIRIT PAINT
level: 4th
range:touch
saving throw: none
duration: 1day/level
there are 2 versions 1 for hunting 1 for war
hunting provides +1 attck,+1 dodge,+1 track
war provides +2 initiative, +2 attck, +2 save vs fear
CONTACT SPIRITS
level:2nd
saving throw: none, but contacted spirit can refuse to
talk
duration: 1 min/level
with this spell you enter a partially detached,
dream-like state in which you hear the voices
of the spirit realm. The general type of spirit
to be contacted is decided before spell is cast.
you can converse with this spirit and it can
only tell you what it knows.
SPIRIT FENCE
level: 12th
range:touch
saving throw: will negates
spell resistance: yes
duration: 2min/level
you summon spiritual energy around you
or creature touched
it grants a 20% miss chance for ranged
attacks
SHARED SPIRITS
level: 4th
range: self
saving throw: none
spell resistance: yes
duration: 2min/level
when cast upon yourself it causes an
animal to percieve you as one of their own
CREATE ARROWS
level: 4th
this spell causes 1d4+1/caster level arrows
to magically appear. These are normal
arrows
METAMORPHOSIS
level: 12th
range: self
saving throw: none
spell resistance: yes
duration: 5min/caster level
This spell changes the caster into animal form.
The only form he/she can change into is their
chosen Totem Animal species. They gain all abilities
of that species
After some of your MUCH APPRECIATED advice, I have reworked this. Is this any better??
WARRIOR PRIEST/PRIESTESS
CHARECTERISTICS: Warrior Priest/ess are highly spiritual beings who believe that we all are spirits who
are given free will. They believe that our true selves are these spirits and our bodies merely a vessel that
is animated by us when we are no longer in the Spirit Realm. Upon dying we return to the Spirit Realm, but may return to a "physical" realm many times as these returnings give us information and experiences that help us to evolve. They believe that not only is this the case with "human" spirits but all spirits including animals. Warrior Priest/ess avoid wearing med. or hvy armor but are proficient with lgt. armor and rely on "body paints" and fetishes to provide them with bonuses.They are proficient with the : club, dagger, dart quarterstaff,short spear, spear, sling, scimitar, sickle, axe, battleaxe, long &short bow. The Warrior Priest/ess cast divine spells from the Druid spelllist( specific Warrior Priest/ess spells listed below)
ALIGNMENT: Warrior Priest/ess lean more toward good or neutral as they know that if they are evil,upon returning to the Spirit Realm, they will have to answer to all they comitted an evil deed against for as long as that one deems necesarry(they will not be allowed to return until the last person has decided they have answered enough for their deeds.)
RELIGION: Warrior Priest/ess being "spiritually aware" realize that there are many paths to God/the Gods, therefore they do not persecute anyone for their religious beliefs and quite often take things from different religions that work for them and incorporate it into a "personal working religion" They do revere nature as Druids do because they believe everything was made by God/the Gods so therefore it is sacred.
RACES: Humans are the most likely but open to any race that has a "tribal" setting or someone of another race that was adopted by a "tribal" race.
HIT DICE: d8
CLASS SKILLS: concentration(con), craft(int), handle animal(cha), heal(wis), knowledge nature(int),
knowledge relgion(int), ride(dex), spellcraft(int), spot(wis), survival(wis), listen(wis), swim(str),search(int), climb(str)
THE WARRIOR PRIEST/ESS
1ST LEVEL: B.A. +0, Fort. +2, Ref +0, Will +2, Special:Spirit Familiar, Nature Sense, Spells Per Day: 0-3, 1st-1
2ND LEVEL: B.A. +1, Fort. +3, Ref. +0, Will +3, Spells Per Day: 0-4, 1st-2
3RD LEVEL: B.A. +2, Fort. +3, Ref. +1, Will +3 Specials:Wild Empathy, Woodland Stride, Spells Per Day: 0-4, 1st-2, 2nd-1
4TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Spells Per Day: 0-5, 1st-3, 2nd-2
5TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Specials:Track, Minor Personal Fetish x1, Spells Per Day: 0-5, 1st-3 2nd-2, 3rd-1
6TH LEVEL: B. A. +4, Fort + 5, Ref. +2, Will +5, Spells Per Day: 0-5, 1st-3, 2nd-3, 3rd-2
7TH LEVEL: B. A. +5, Fort. +5, Ref. +2, Will +5, Specials: Totem Animal 1xweek, Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-2, 4th-1
8TH LEVEL: B.A. +6, Fort +6, Ref +2, Will +6, Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-3, 4th-2
9TH LEVEL: B. A. +6, Fort +6, Ref. +3, Will +6 Specials: Endurance, Spells Per Day: 0-6, 1st-4, 2nd-4, 3rd-3, 4th-2, 5th-1
10TH LEVEL: B.A. +7, Fort. +7, Ref. +3, Will +7, Minor Personal Fetish x2,Spells Per Day: 0-6, 1st-4, 2nd-4, 3rd-3, 4th-3,5th-2
11TH LEVEL: B.A. +8, Fort. +7, Ref. +3, Will +7 Specials: Trackless Step, Spells Per Day: 0-6,1st-5,2nd-4,3rd-4, 4th-3, 5th-2, 6th-1
12TH LEVEL: B.A. +9, Fort. 8, Ref. +4, Will +8 Spells Per Day: 0-6,1st-5, 2nd-4, 3rd-4, 4th-3, 5th-3, 6th-2
13TH LEVEL: B. A. +9, Fort. +8, Ref. +4, Will +8, Spells Per Day: 0-6,1st-5, 2nd-5, 3rd-4, 4th-4, 5th-3, 6th-2,7th-1
14TH LEVEL: B. A. +10, Fort. +9, Ref. +4, Will +9, Specials: Totem Animal 2xweek, Spells Per Day: 0-6, 1st-5, 2nd-5,3rd-4, 4th-4, 5th-3, 6th-3,7th-2
15TH LEVEL: B. A. +11, Fort. +9, Ref. +5, Will +9, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-4, 5th-4, 6th-3, 7th-2, 8th-1
16TH LEVEL: B.A. +12, Fort. +10, Ref +5, Will +10, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-4, 5th-4, 6th-3, 7th-3, 8th-2
17TH LEVEL: B. A. +13, Fort. +10, Ref. +5, Will +10, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-4, 6th-4, 7th-3, 8th-2, 9th-1
18TH LEVEL: B.A. +13, Fort +11, Ref. +6, Will +11, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-4, 6th-4, 7th-3, 8th-3, 9th-2
19TH LEVEL: B. A. +14, Fort. +11, Ref. +6, Will +11, Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-5, 6th-4, 7th-4, 8th-3, 9th-3
20TH LEVEL: B.A. +15, Fort. +12, Ref. +6, Will +12, Special: Major Personal Fetish (1 and it cannot be of the same type as a minor that you own...e.g. you cannot own a minor heal and a major heal....if you had a minor heal at the DM's discretion you could "trade" it for a major heal and then choose another minor to take the place of your minor heal) Spells Per Day: 0-6, 1st-5, 2nd-5, 3rd-5, 4th-5, 5th-5, 6th-4, 7th-4, 8th-4, 9th-4
SPIRIT FAMILIAR: Different than a wizard/sorcerors familiar, similiar to a druids animal companion. A spirit familiar is an animal spirit that has bonded with the Warrior Priest/ess in the "Spirit Realm". Each time a spirit is in a "physical" place their spirit familiar will be with them although it does not have to take the same form each time since it is the spirit that is it's true self. When obtained, player must specify what type of animal form it has. Upon its death, it cannot return until 1 yr has passed and at that time the player may specify it is of the same animal type as before or select a new type but it MUST be animal form.
TOTEM ANIMAL: At 7th level the Warrior Priest/ess has become greatly attuned to the Spirit Realm, attracting the attention of a Totem Animal. Totems are guardian spirits that represent and protect each animal species. The Warrior Priest/ess enjoys the blessings of of a Totem Animal beacause they have "animal spirit potential" within them. Anyone who accepts the gift of the Totem also accepts the responsibility of protecting and caring for that species of animal. This includes feeding hungry animals of this species, caring for injured ones and not killing one of this species unless ABSOLUTELY necessary. All have a duration of 5 mins. and can only be called upon 1x/week at 14th level can be called upon 2x/week
ALLIGATOR:Traits: Alligator is a large,powerful and patient reptile. skills: swim +2, str +2, camouflage (hide) +2, burst of speed +10 ft(can only be used 1x and player must specify that he/she is activating this skill before they move).
BADGER: Traits: Badger is a small mammal who despite his ferosiousness is quick.skills: +1 dodge, +1 attack
BAT: Traits:Bat is a small flying mammel who is quick and lithe. skills:+1 iniative, +1 dodge +5 ft(because of a bat's quickness this is in effect for the duration)
BEAR: Traits: Bear is large, powerful and keeper of the healing secrets.skills: +2 str, +2 attack, +2 heal
BEAVER: Traits: Beaver is an excellent swimmer and very industrious.skills: +2 swim, +2 to any skill involving construction or repair
BOAR: Traits: Boar is tough and short tempered. skill: +1AC, +1 iniative
BOBCAT: Traits: Bobcat is a quick, alert hunter. He takes pride in the fact that despite his size he fights like a whirlwind and many underestimate him. skills: +1 initiative, +1 dodge, +1 attack.
BUFFALO: Buffalo is an imposing creature in both size and strength as well as being hearty. skills: +2 str, +2 attack, +2 survival cks
COYOTE: The ultimate trickster. It is believed that he understands much about the universe and by questioning the ways of man,even sacred ways, he is helping them to learn. +2 bluff, +1 intimidate.
DEER: Traits: Deer is gentle,passive and friendly yet defensive and evasive. skills: +2 dodge, +2 jump, +1 listen.
CROW/RAVEN: Another common trickster, he uses his sharp intelligience and cunning to outwit and trick others. skills: +2 escape artist, +1 int., +1 bluff.
EAGLE: Eagle is large,majestic,noble,strong with keen eyes. skills: +2 spot, +1 dodge, +5 ft.
FOX: The small cousin of coyote and wolf, he is not the trickster that coyote is but is a deciever and thief. skills: pick pocket +1, escape artist +1.
HAWK/FALCON: Small,feisty and tenacious. He is smaller than eagle but is tough,resilient and loves nothing better than to hunt and kill. skills: +1 dodge, +1 attack, +1 iniative.
HORSE: Horse is smart,swift and strong. +5 ft., +1 handle animal
MOUSE: Small,quiet and crafty. skills: +1 climb, +1 move silently
OWL: Owl is a totem of mystery and darkness. It is not evil but is the keeper of secrets and hunter of darkness. skills: +1 lore knowledge, +1 save vs. magic attacks,darkvision.
PUMA/MOUNTAIN LION: A large, agile hunter who is confidant yet cautious. skills: +2 track, +2 climb.
RABBIT: Swift,alert and always wary. +2 dodge,+1 spot, +1 listen
SNAKE: A cold, silent predator who is quick,confidant and a holder of healing medicine.. skills: +1 iniative, +1 climb, +1 move silently,+1 heal
TURTLE: Believed to be the animal that brought the 1st Earth from beneath the sea to provide land for animals and man, turtle is seen as provider and life giver. skills:swim +2, +1 AC
PERSONAL FETISHES: At 5th level, a Warrior Priest/ess gains access to 1 minor personal fetish, at 10th level they have access to 2 minor personal fetishes and at 20th level 1 major personl fetish. Only 3 personal fetishes can be worn. An armor fetish takes the place of a ring of protection, you CANNOT have both!!
MINOR FETISHES: 1. Armor Fetish: This fetish is made from pieces of turtle shell, armadillo,bear or buffalo hide. It provides the wearer with a +2 AC bonus
2. Climbing Fetish: This fetish is made from the teeth, hide or horns of a mountain goat,squirrel or wildcat. It adds a +2 to climb cks.
3.Damage Fetish: This fetish is made from the root of a tall tree that is wrapped around a rock from a high point of a mountain. The high rock and the deep root link, air to deep earth connection, is a powerful combination. This fetish MUST be placed on a weapon, it can be placed on different weapons but can only be on 1 at a time. this gives a +1 to hit.
4. Ear Fetish: This fetish is made from the ear or ear tips of a rabbit,wolf,deer, or other animal with keen hearing. It helps make the player alert to sounds and grants a +1 to initiative and those trying to surprise attack suffer a -2.
5. Strength Fetish: This fetish is made from the teeth, horns,hooves,hide or pieces of bone from an elk,moose,buffalo or bear. It can be activated 1x/day and grants a +1 to str for 5 mins.
6. Swim Fetish: This fetish is made from the teeth or bones of an aquatic mammel or frog,turtle. It grants a +1 to swim cks.
7. Luck Fetish: This fetish is made from the "trickster" animals...ravens,foxes and coyotes. It grants a +1 to initiative, +1 to dodge, +1 to saves vs. posions. duration is 2 min per level of user
8. Healing Fetish: This fetish is made from the bones of a bear,snake or buffalo. It can be activated 2x/day and heals 2d6 points of damage, it also gives the wearer a constant +1 to saves vs posion
MAJOR FETISHES: 1. Great Armor Fetish: typically a hooded shirt with a headdress or headpiece made from lower version material. it can be worn over lgt armor. If done as a headpiece it is usually menacing looking and made from turtle shell, armadillo hide,skin/hide of a buffalo,dinosaur.etc. grants a +4 to AC bonus.
2.Great Ear Fetish: same as lower version but grants +2 to iniative and those trying to surprise attack suffer -4.
3. Great Healing Fetish: same as above but heals 3d6points of damage and can be activated1x/day per wearer level
4. Great Luck Fetish: same as above but grants +2 to iniative, +2 to dodge and +2 to saves vs. posion. duration is 5 min per level of user
5 Great Strength Fetish: same as above but grants a +2 to str for 5 mins
6. Great Damage Fetish: same as above but grants a +3 to hit
7. Great Climb Fetish: same as above but grants a +3 to climb cks
8. Great Swim Fetish: same as above but grants +2 to swim cks
SOME SPELLS SPECIFIC TO WARRIOR PRIEST/ESS
SPIRIT PAINT
level: 4th
range:touch
saving throw: none
duration: 1day/level
there are 2 versions 1 for hunting 1 for war
hunting provides +1 attck,+1 dodge,+1 track
war provides +2 initiative, +2 attck, +2 save vs fear
CONTACT SPIRITS
level:2nd
saving throw: none, but contacted spirit can refuse to
talk
duration: 1 min/level
with this spell you enter a partially detached,
dream-like state in which you hear the voices
of the spirit realm. The general type of spirit
to be contacted is decided before spell is cast.
you can converse with this spirit and it can
only tell you what it knows.
SPIRIT FENCE
level: 12th
range:touch
saving throw: will negates
spell resistance: yes
duration: 2min/level
you summon spiritual energy around you
or creature touched
it grants a 20% miss chance for ranged
attacks
SHARED SPIRITS
level: 4th
range: self
saving throw: none
spell resistance: yes
duration: 2min/level
when cast upon yourself it causes an
animal to percieve you as one of their own
CREATE ARROWS
level: 4th
this spell causes 1d4+1/caster level arrows
to magically appear. These are normal
arrows
METAMORPHOSIS
level: 12th
range: self
saving throw: none
spell resistance: yes
duration: 5min/caster level
This spell changes the caster into animal form.
The only form he/she can change into is their
chosen Totem Animal species. They gain all abilities
of that species