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!