Primalist
An
invisible chain connects all living things in the natural world. The humblest
insect is cousin to the noblest king. Do not be mistaken, however; this
invisible chain is not some pantheistic monism. All living things are related,
but not all living things are one. All livings share a bond, but not all living
things are equal. Equality is a political concept, not a facet of the natural
world. In nature there is a definite hierarchy, a fixed order of relations.
There are predators, and there are prey. There are the strong, and there are
the weak. And then there are the primalists, those blessed ones able to jump
from link to link in the chain of life, changing and blending forms and
abilities in the process.
Adventures:
Most primalists
adventure to prove they are the most fit. The natural world is ordered so that
strength prospers at the expense of weakness. In order to fulfill her role in
nature, a primalist must be strong and prosper. Prosperity, however, is not
often equated with wealth or luxury. Such things breed indolence in the unwary.
For a primalist, all of life is a contest. The links of the invisible chain
binding all living things together is in a state of constant tension. Some
primalists view themselves as protectors of nature, and adventure to combat
unnatural creatures such as the undead. Evil primalists often cast themselves
as predators, stalking those who have what the primalist desires.
Characteristics:
A primalist's main
characteristic is her ability to change form. She also develops animal-like
skills and qualities as she grows in power. Primalists use magic, but they are
not casters in the traditional sense. Instead, a primalist gains spell-like
abilities. A primalist's initial training in weapons and armor is quite
limited, but only a lack of interest may keep her from developing more martial
talents. Even with limited weapons and armor, a primalist is a fearsome foe in
battle.
Alignment:
A primalist cannot be
lawful. Her spirit is too wild and free for such a rigid ethic.
Religion:
Most primalists
believe that each living thing in the natural world has an archetype, an
embodiment of a living thing's characteristics magnified to a supernatural
degree. For example, above all bears, there is Bear, a divine creature that is
the strongest and wisest of all bears. Primalists revere these archetypes and
the forces of nature as well. Few primalists show devotion to deity; those that
do honor deities associated with animals and nature.
Background:
Primalists almost
always hail from savage frontiers, those wild places removed from the so-called
civilized world. Their reasons for leaving home for a life of adventure vary.
Many travel to civilized lands to prove that the primalist's way of life is
superior to all others. Others may have been as prisoners of war or slaves, or
else they were driven from their homes by invaders.
Races:
Most primalists are
humans or half-orcs, but a large number of wild elfs are attracted to the
primalist's philosophy. Savage humanoids, especially goblins, are sometimes
discovered to have a primalist or two living in their midst. Primalists of
other races are quite rare.
Other
Classes: Primalists
get along best with druids and barbarians, the two classes that are closest to
the primalist spiritually and in personality. Rangers are often viewed
favorably, as are independent-minded fighters. Primalists often find clerics
who serve a specific deity to be a bit puzzling. The desire to serve only a
single entity out of so many requires justification in the eyes of most primalists.
Paladins and monks are even more strange. Their strict discipline seems a
counterproductive path to power, for the acquisition and exercise of power,
according to the primalist, requires freedom. Sorcerers and wizards are viewed
with both awe and pity. Their arcane might deserves respect, but their limited
combat abilities are the antithesis of the primalist's hunter ideal.
Game
Rule Information
Primalists
have the following game statistics.
Abilities:
Charisma determines
how powerful a spell-like ability a primalist can use starting at 4th level and
how hard those spell-like abilities are to resist. To use a spell-like ability,
a primalist must have a Charisma score of 10 + the level of the spell that the
ability duplicates. A primalist gets bonus spell-like abilities based on
Charisma. The saving throw (if any) for primalist magic is 10 + the level of
the spell that the ability duplicates + the primalist's Charisma modifier.
Primalists tend to be very physical, and many of their class skills are based
on Strength, Dexterity, and Wisdom.
Alignment:
Any non-lawful.
Hit
Die: d8.
Class
Skills
The
primalist's class skills (and the key ability for each skill) are Animal
Empathy (Cha), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),
Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis),
Jump (Str), Listen (Wis), Knowledge (nature) (Int), Move Silently (Dex), Spot
(Wis), Swim (Str), and Wilderness Lore (Wis).
Skill
Points at 1st Level: (4 + Int modifier) x 4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Class
Features
All of
the following are class features of the primalist.
Weapon
and Armor Proficiency: A
primalist is proficient with club, dagger, handaxe, halfspear, javelin,
quarterstaff, shortbow, shortspear, sling, and throwing axe. She is not
proficient with any type of armor but is proficient with the use of shields.
Primal
shape (Sp): At 1st
level, a primalist selects a single Tiny, Small, or Medium-size creature of the
type Animal or Vermin into which she can transform. The creature chosen cannot
have more Hit Dice than the primalist has levels in the primalist class. The
primalist polymorph self into this specific form and back again once per
day. Unlike the standard use of the spell, however, the primalist may only
adopt her one chosen form. For example, a 1st-level primalist chooses dire rat
as her first form. Once per day, she can become a dire rat, but cannot become
any other animal, nor can she change her choice of form at a future date. As
the primalist advances in levels, the number of times per day she can polymorph
self and the number of forms she can choose from both increase.
Refer
to Table: The Primalist. Note that "Primal shape" is listed in the
"Special" column several times. After each listing of "Primal
shape" there is a parenthetical entry, either indicating a certain number
per day or else a creature size (such as Large) or type (such as Beast).
Furthermore, eight of these entries are marked by an asterisk (*). The number
per day tells how many uses of her polymorph self ability the primalist
has per day. Each time she uses primal shape, she must polymorph into
one of her already selected forms. Entries marked by an asterisk denote those
levels at which the primalist is allowed to select a new form to add to her
choices. For example, at 2nd level, the primalist chooses eagle as her second
form. Now, twice per day, she may polymorph self into either a dire rat or
an eagle.
At 4th
level, a primalist chooses her third form, and now can choose any Animal or
Vermin sizes Tiny, Small, Medium, or Large. A 9th-level primalist gains the
ability to choose an appropriately-sized Beast as a form. For example, she
could add ankheg to the list of creatures into which she can polymorph.
At 14th level and beyond, the primalist's new forms can be any Animal, Beast,
or Vermin with a size between Tiny and Huge, inclusive. A 19th-level primalist
has reached the pinnacle of her art and can assume the form an
appropriately-sized Magical Beast, such as a gorgon, but excluding those formed
by templates such as celestial or fiendish. By this time, she has nine
different forms into which she can polymorph self a total of 12 times
per day.
In many
respects, primal shape conforms to polymorph self. As stated in the polymorph
self spell description, the primalist regains hit points as if she has
rested for a day. There are some noteworthy differences. The primalist does not
risk the standard penalty for being disoriented while in the primal shape. She
also gains all the normal, extraordinary, and magical abilities of her new
form. The primalist cannot selectively designate her new form's minor physical
qualities, such as fur color. Each of her forms is constant in its appearance.
The
polymorphed primalist acquires the physical abilities of the creature it has
been polymorphed into while retaining her own mind. Physical abilities include
natural size and Strength, Dexterity, and Constitution scores. Acquired natural
abilities include armor, attack routines (claw, claw, and bite; swoop and rake;
and constriction), and similar gross physical qualities (presence or absence of
wings, number of extremities, etc.). Natural abilities also include movement
capabilities, such as walking, swimming, and flight with wings. The primalist’s
new scores and faculties are average ones for the species into which she has
transformed. The primalist retains her Intelligence, Wisdom, and Charisma
scores, level and class, hit points (despite any change in its Constitution
score), alignment, skills, feats, base attack bonus, and base saves. (New
Strength, Dexterity, and Constitution scores may affect final attack and save
bonuses.) She retains her own extraordinary abilities, spells, and spell-like
abilities, but not her supernatural abilities. She also retains her own type
(usually "humanoid"). Thus, a primalist able to polymorph self
into a vermin does not acquire immunity to mind-influencing attacks.
Primalist
Skill (Ex): As she
advances in levels, a primalist gains remarkable talent with certain skills.
Table: Primalist Skills and Primalist Magic shows the number of primalist
skills she knows at each level. Once a primalist skill is chosen, it cannot be
changed, nor can the same primalist skill be chosen more than once. A primalist
skill bestows a +4 competence bonus to a skill chosen from the following list:
Animal Empathy, Balance, Climb, Escape Artist, Hide, Jump, Listen, Move
Silently, Spot, Swim, and Wilderness Lore.
Primalist
Magic (Sp): Although
primalists do not cast spells, they do develop spell-like abilities. Primalist
magic has a caster level equal to the primalist's level minus 3. The saving
throw (if any) for primalist magic is 10 + the level of the spell that the
ability duplicates + the primalist's Charisma modifier. Table: Primalist Skills
and Primalist Magic shows the number of spell-like abilities of each category
that the primalist can use. A primalist receives bonus abilities in the same
manner a sorcerer receives bonus spells. Once a spell-like ability is chosen,
it cannot be changed for another. Each spell-like ability can be used once per
day. When the primalist gets 0 abilities of a given category, such as 0
1st-category abilities at 4th level, the primalist gets only bonus abilities. A
primalist without a bonus ability for that level cannot yet use an ability of
that category. Primalist magic abilities are divided into four categories:
1st-Category Abilities: animal friendship, calm animals, detect
animals or plants, invisibility to animals, magic fang, pass without trace,
summon nature's ally I
2nd-Category Abilities: animal messenger, animal trance, dominate
animal, greater magic fang, hold animal, speak with animals, summon nature's
ally III
3rd-Category Abilities: animal growth, animal shapes, giant vermin,
repel vermin, summon nature's ally V, tree stride
4th-Category Abilities: antilife shell, awaken, commune with nature,
find the path, summon nature's ally VII, transport via plants
Primalist
Feat (Ex): A primalist
can choose primalist feats in addition to the feats listed in core rulebook I.
Primalist feats are extraordinary abilities that reflect the primalist's
growing awareness of her relationship to other living things. There are nine
primalist feats. No primalist feat can be chosen more than once. Primalist
feats cannot be learned by other classes.
Blindsight: The primalist can "see" by emitting
high-frequency sounds, inaudible to most other creatures, that allow her to
locate objects and creatures within 120 feet. A silence spell negates
this ability.
Constrict: The primalist deals 1d3 + (Strength modifier * 1.5) points
of damage with a successful grapple check against creatures her size or
smaller. This primalist feat provides no special protection against attacks of
opportunity.
Improved Grab: To use this ability, the primalist must hit an opponent
her size or smaller with an unarmed attack. If she hits, the primalist
automatically grapples her opponent. This primalist feat provides no special
protection against attacks of opportunity.
Ferocity: The primalist is such a tenacious combatant that she
continues to fight without penalty even while disabled or dying.
Pounce: The primalist can make a full attack action at the end of a
partial charge during the first round of combat.
Rage: A primalist that takes damage in combat flies into a berserk rage
on her next turn, fighting madly until either she or her opponent is dead. An
enraged primalist gains +4 Strength, +4 Constitution, and -2 AC. A primalist
can resist her rage or end her rage with a successful Will save (DC 10 + amount
of damage suffered by the attack triggering the rage).
Scent: This extraordinary ability lets a primalist detect approaching
enemies, sniff out hidden foes, and track by sense of smell. She can detect
opponents by sense of smell, generally within 30 feet. If the opponent is
upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong
scents, such as smoke or rotting garbage, can be detected at twice the ranges
noted above. Overpowering scents, such as skunk musk or troglodyte stench, can
be detected at three times these ranges. She detects another creature's
presence but not its specific location. Noting the direction of the scent is a
standard action. If it moves within 5 feet of the scent's source, the primalist
can pinpoint that source. The primalist can follow tracks by smell, making a
Wisdom check to find or follow a track. The typical DC for a fresh trail is 10.
The DC increases or decreases depending on how strong the quarry's odor is, the
number of creatures, and the age of the trail. For each hour that the trail is
cold, the DC increases by 2. The ability otherwise follows the rules for the
Track feat. A primalist tracking by scent ignores the effects of surface
conditions and poor visibility. She can identify familiar odors just as humans
do familiar sights. False, powerful odors can easily mask other scents. The
presence of such an odor completely spoils the ability to properly detect or
identify creatures, and the base Wilderness Lore DC to track becomes 20 rather
than 10.
Sprint: A primalist can take a charge action and move three times her
normal speed. She cannot sprint if wearing heavy armor or carrying a heavy
load.
Trip: This is identical to the Improved Trip feat in the core rulebook
I, except that the only prerequisite is having at least one level in the
primalist class.
Illiteracy:
Like barbarians, a
primalist does not automatically know how to read and write. A primalist must
spend 2 skill points to gain the ability to read and write any language she is
able to speak.
Table:
The Primalist
Level BAB Fort Ref Will Special
1 +0 +2 +2 +0 Primal shape (1/day)
2 +1 +3 +3 +0 Primal shape (2/day)*
3 +2 +3 +3 +1 Primal shape (3/day)
4 +3 +4 +4 +1 Primal shape (Large)*
5 +3 +4 +4 +1
6 +4 +5 +5 +2 Primal shape (4/day)
7 +5 +5 +5 +2 Primal shape (5/day)*
8 +6/+1 +6 +6 +2 Primal shape (6/day)
9 +6/+1 +6 +6 +3 Primal shape (Beast)*
10 +7/+2 +7 +7 +3
11 +8/+3 +7 +7 +3 Primal shape (7/day)
12 +9/+4 +8 +8 +4 Primal shape (8/day)*
13 +9/+4 +8 +8 +4 Primal shape (9/day)
14 +10/+5 +9 +9 +4 Primal shape (Huge)*
15 +11/+6/+1 +9 +9 +5
16 +12/+7/+2 +10 +10 +5 Primal shape (10/day)
17 +12/+7/+2 +10 +10 +5 Primal shape (11/day)*
18 +13/+8/+3 +11 +11 +6 Primal shape (12/day)
19 +14/+9/+4 +11 +11 +6 Primal shape (Magical
Beast)*
20 +15/+10/+5 +12 +12 +6
Table:
Primalist Skills and Primalist Magic
Primalist Primalist Magic Categories
Level Skills 1 2 3 4
1 1 - - - -
2 1 - - - -
3 1 - - - -
4 1 0 - - -
5 2 1 - - -
6 2 1 - - -
7 2 1 0 - -
8 3 1 1 - -
9 3 2 1 - -
10 3 2 1 0 -
11 4 2 1 1 -
12 4 2 2 1 -
13 4 3 2 1 0
14 5 3 2 1 1
15 5 3 2 2 1
16 5 3 3 2 1
17 6 4 3 2 1
18 6 4 3 2 2
19 6 4 3 3 2
20 7 4 4 3 2