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

 

 

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