Totem Animal (3rd): The Banor archaist gains a totem animal as a companion. The totem animal physically represents the archaist’s relationship with Banor. The Totem Animals table, below, lists the benefits and abilities of several sample totems. The Judge can create additional totems at his discretion. The totem animal should be a creature appropriate to the character’s attributes. For example, an archaist with high STR might have a bear totem, while an archaist with high WIL might have an owl totem and one with high CHA might choose an eagle totem. At a minimum, the archaist must possess an attribute of at least 9 in his totem animal’s key attribute. Over time, the archaist will come to resemble his totem animal. A wolf archaist might develop yellow eyes and sharp canines, while a bear archaist might grow husky and hirsute.

Totem Animals

Totem AnimalKey AttributeTotem BenefitCharacteristics
BearStrBerserkergangSpd 120’, AC 13, HD 4, #AT 3 (1d3/1d3/1d6), hug
CheetahDexRunningSpd 360’, AC 15, HD 2+2, #AT 3 (1d2/1d2/1d4), pounce
CrocodileConCombat FerocitySpd 60’/90’ swim, AC 14, HD 2, #AT 1 (1d8)
Crow / RavenIntDivine BlessingSpd 330’ fly, AC 11, HD ¼, # AT 1 (1d2-1)
DogChaAlertnessSpd 180’, AC 12, HD 1+1, # AT 1 (1d4)
Eagle / HawkChaCommandSpd 480’ fly, AC 11, HD 1, #AT 2 (1d3/1d3), dive
ElkConContemplationSpd 180’, AC 12, HD 4, #AT 1 (1d10)
GoatWilClimbingSpd 150’, AC 12, HD 1, #AT 1 (1d4)
HorseConMounted CombatSpd 210’, AC 12, HD 2, #AT 2 (1d4/1d4)
HyenaChaWeapon FocusSpd 150’, AC 12, HD 2+1, #AT 1 (1d8), bone crush
JackalIntCombat TrickerySpd 180’, AC 12, HD 1-1, #AT 1 (1d4)
LionChaDivine HealthSpd 150’, AC 13, HD 5, #AT 3 (1d4+1/1d4+1/1d10), pounce
MonkeyDexPrestidigitationSpd 120’/120’ climb, AC 12, HD 1, #AT 1 (1d3)
RatWilQuiet MagicSpd 120’/60’ swim, AC 12, HD ½, #AT 1 (1d3)
OwlWilSensing PowerSpd 300’ fly, AC 11, HD ½, #AT 2 (1d2/1d2), dive attack
PythonStrLaying on HandsSpd 90’, AC 13, HD 5, #AT 2 (1d4/2d8), constriction
ViperDexCombat ReflexesSpd 90’, AC 13, HD 2, #AT 1 (1d4), poison
WolfWilAmbushingSpd 180’, AC 12, HD 2+2, #AT 1 (1d6)

The totem animal has human-like intelligence, with Intellect equal to half the archaist’s Intellect. It can understand the archaist’s speech, and the archaist can understand his totem animal’s speech, though no one else can without resorting to speak with beasts. So long as the archaist upholds his service to Banor, the totem animal will be utterly loyal to the archaist and will fight for him, perform services, and obey his commands.

While the totem animal is alive, the archaist receives the animal’s totem benefit. The totem benefit is a bonus proficiency related to the totem. For example, an archaist with a cobra totem animal has the Combat Reflexes proficiency so long as he is within 30’ of his totem animal.

Because it is partly a creature of the archaist’s own spirit, the totem animal always has a number of Hit Dice equal to one less than the archaist’s own (1/2 HD when the archaist is 1st level) with 4 hp per HD. If a totem animal has fewer Hit Dice than those normally possessed by such an animal, it will appear as a smaller, younger creature of its type. If it has more HD, it will appear as a larger, fiercer variant. The animal’s baseline characteristics are adjusted based on its current Hit Dice relative to the Hit Dice of an ordinary animal of its type:

  • Attack throws are as a monster of its HD, saving throws are as a fighter of half its HD.

  • AC increases or decreases by 1 per 2 HD of difference, to a minimum of 0 and a maximum of its own ordinary HD.

  • Average damage for its entire attack routine increases or decreases by 2 per HD of difference. The judge will determine specifics.

If the totem animal is ever killed, the archaist must save vs. Death or instantly take damage equal to its maximum HP. It cannot be restored to life or resurrected, but a creature of the same type will appear the next time the archaist gains a level of experience.