1-9. The boar needs its way. The totemist loses access to some of his spells or special abilities (50% chance for each one) until he performs a certain task. Roll 1d7 for each one lost to see what that is.
[1] Mess up everything in the immediate 1d6 x 10' area, even if natural. It must be made into a fitting boar-sty.
[2] Enjoy the company of other boar-types and indulge in pleasures for at least 1d4 hours. During this time, the follower will be automatically surprised if any aggressor shows up.
[3] Acquire food, treasure, or other comforts worth at least 2d6 x 10 gold pieces.
[4] Eat anything edible he finds for the next 1d4 hours.
[5] Commune with boar spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.
[6] Wallow in mud and/or drek for at least 2d3 turns. Automatically fail all Charisma checks with non-boar types for the next 4d6 hours too.
[7] Destroy a non-boar shamanic magic item.
10-13. Boarishness resounds more in the follower now, causing him to behave in a certain way during the next 7d4 days. Each condition may be resisted by saving vs. spell/ making a Will save DC 15, and if the same is experienced twice in a row, it becomes permanent. Roll 1d5.
[1] Be rude to all he meets.
[2] Consume all food he finds.
[3] Whenever he fights, he must charge in and then retreat within 1d6 rounds.
[4] When food, treasure, or other comforts are available, he must immediately take his share (and more, if possible).
[5] Keep attacking a fallen foe until they no longer move, even if it would be inopportune.
14-16. That the follower honors the boar becomes more obvious now, with him gaining some boar trait along with a cumulative 25% chance of causing fear and/or revulsion in any non-boarish types who notice it. Roll 1d4 to see which trait is bestowed, rerolling if the same is rolled more than once, as the follower increasingly becomes a boar hybrid.
[1] Boar Ears & Snout: gain excellent hearing and sense of smell, with a +4 bonus to such checks.
[2] Boar's Head: gain a gore attack for 2d3 +STR mod damage, double on a charge.
[3] Boor Hooves: gain +10' speed and the ability to knock foes prone on a successful charge attack (make an opposed STR check)
[4] Boar Hide: gain a +2 AC bonus.
17+ How useless are tests on a boar? The totemist will find out over the next 4d6 hours, plus 4d6 additional hours per totem test result over 17. And if he dies in the process, he can save vs. spell/ make a Will save DC 15 and be resurrected- naturally going boar-wild (per the boar barbarian ability) for the remainder of the duration. Roll 1d4.
[1] The devotee is turned into a wereboar, apoplectic in its cravings.
[2] The devotee is turned into a boar, though for 4d6 weeks instead.
[3] An enraged dire boar with a HD equal to the totem test result attempts to gore the totemist and his comrades to death. 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. If slain, it can make a tasty meal indeed, even resurrecting afterwards (like Sæhrímnir), so as to potentially be eaten again.
[4] The devotee is sent to a Boar Otherworld, his body lying comatose and his spirit returning with 3d4 hit points lost per 3 hours gone. Otherwise, the boar might get slaughtered...
Next week: Totems: Boar, Part IV!