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Geiger Counter
2010-04-04, 11:14 PM
This is both a soulknife fix, trying to make it a high tier class and an attempt to stat Jen from the PS2 game Primal. Also it should be noted that she gains the ability to change the colour of her possessions so a DM might give her a circumstance bonus to hide checks under the right conditions.
http://en.wikipedia.org/wiki/Primal_(video_game)
http://img442.imageshack.us/img442/1716/demonform2.jpg

Primalist
Alignment: Any.
Hit Die: d8.
Class Skills
The primalist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Balance (Dex), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (psionics/the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
The Primalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Primal Form

1st|+1|+2|+0|+0| Mind blade, Wild Talent |

2nd|+2|+3|+0|+0| Charge Mind Blade, Mind Bow |

3rd|+3|+3|+1|+1| Psychic strike +1d8 |

4th|+4|+4|+1|+1|+1 mind blade |

5th|+5|+4|+1|+1| Free draw, shape mind blade, shape mind bow, Primal shifting |Ferai Form

6th|+6/+1|+5|+2|+2| Enhancement +1|

7th|+7/+2|+5|+2|+2| Psychic strike +2d8|

8th|+8/+3|+6|+2|+2|+2 mind blade |

9th|+9/+4|+6|+3|+3| Bladewind, shape mind blade, shape mind bow |

10th|+10/+5|+7|+3|+3|Enhancement +2|Undine Form

11th|+11/+6/+1|+7|+3|+3| Psychic strike +3d8|

12th|+12/+7/+2|+8|+4|+4|+3 mind blade |

13th|+13/+8/+3|+8|+4|+4| Knife to the soul |

14th|+14/+9/+4|+9|+4|+4| Enhancement +3|

15th|+15/+10/+5|+9|+5|+5| Psychic strike +4d8|Helot Form

16th|+16/+11/+6/+1|+10|+5|+5|+4 mind blade |

17th|+17/+12/+7/+2|+10|+5|+5| shape mind blade, composite mind bow |

18th|+18/+13/+8/+3|+11|+6|+6| Enhancement +4|

19th|+19/+14/+9/+4|+11|+6|+6| Psychic strike +5d8|

20th|+20/+15/+10/+5|+12|+6|+6|+5 mind blade |Volca Form[/table]
Class Features
All the following are class features of the primalist.

Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Mind Blade (Su): As a move action, a primalist can create up to two semisolid blades composed of psychic energy distilled from her own mind in each hand. Each blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium primalist materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to her attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a primalist can simply create another on her next move action. The moment he relinquishes her grip on her blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A primalist can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A primalist’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a primalist can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the primalist maintains her mind blade for a number of rounds equal to her class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the primalist can attempt a new Will save to rematerialize her mind blade while he remains within the psionics negating effect.
For the sake of feats and special abilities related to weapon type the mind blade is treated as whatever weapon form it currently takes, so you cannot take weapon focus (Mind Blade).

Charge Mind Blade (Su): A primalist gains the ability to enhance her weapon. As a move action a primalist increases her weapon’s threat range by 2 and its critical modifier by 1. Every 5 levels a primalist can spend an extra move action to further increase her weapon’s threat range by an additional 2 and its critical modifier by and additional 1.

Wild Talent: A primalist gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize her mind blade, if he has no power points otherwise.)

Mind Bow (Su): A soul knife of 2nd level or higher can turn her mind blade into a shortbow as a move action. It gains all the enchantments a regular mindblade gets at higher levels.

Psychic Strike (Su): As a move action, a primalist of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a primalist can imbue his mind blade with psychic energy again by taking another move action.
Once a primalist has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the primalist drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the primalist next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a primalist’s psychic strike increases as shown on the Table above.

Free Draw (Su): At 5th level, a primalist becomes able to materialize his mind blade (shortsword) or mind bow (shortbow) as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Shape Mind Blade (Su): At 5th level, a primalist gains new forms for his mind blade to take. As a move action, he can manifest his mind blade as a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a primalist shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Shape Mind Bow (Su): At 5th level, a primalist gains new forms for his mind bow to take. As a move action, he can manifest his mind blade as a longbow.

Primal shifting (Su): When a primalist gains her fifth level she gains the ability to assimilate planar energy to transform into a being of the qualities of that plane gaining the shape changer subtype. Shifting forms in this way is a standard action. A Primalist can take on any primal form while in her natural form, which means she must first revert to human form before switching to another form. While the process of shifting is itself supernatural in nature the forms themselves are considered natural so true seeing reveals nothing. Antimagic fields prevent shifting but do not case the primalist to revert to her natural form. In all forms from primal shifting the Primalist gains darkvision (60 feet) and a natural armor bonus equal to her constitution modifier (if any).

Ferai Form: At her fifth Level a primalist draws energy from beastial realms (Beastlands/Carceri/Lamannia) gaining a bestial form which looks like a humanoid cross between a ram and a cougar and her clothing turns to earth tones. This form provides her with great speed and agility, while in this form the primalists gains a +10 base land speed bonus and she adds her class levels in primalist to her jump checks. She also gains leap of the heavens in this form, unless she already has it. At her tenth level her Ferai form allows her to always be able to take 10 on jump checks and she gains cold resistance +10. At her fifteenth level, while in Ferai form, snow and ice no longer impairs her movement and she gains cold resistance +20. At her twentieth level, while in Ferai form, she acts as though she is always hasted (as the spell) and she actually heals from cold damage.

Enhancement (Su): At 6th level, a primalist gains the ability to enhance his mind blade. He can add any ability granted to magic weapons that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a primalist can add to his weapon improves to +2, +3, and +4, respectively. A primalist can choose any combination of weapon special abilities that does not exceed the total allowed by the primalist’s level.
The weapon ability or abilities remain the same every time the primalist materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
A primalist can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the primalist.

Bladewind (Su): At 9th level, a primalist gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a primalist can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the primalist’s regular mind blade.
When using bladewind, a primalist forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.

Undine Form: At her tenth level a primalist draws energy from the plane of water and gains an aquatic form, gills, fins, webbed hands and feet her skin and clothing turns to cool colours. While in Undine form, she gains the amphibious quality, a swim speed equal to her base speed, she may always take 10 on swim checks and she gains a bonus to swim equal to her levels in Primalist. While in this form she cannot speak, however she does gain telepathy (100 feet). She also has +10 acid resistance in this form. At her fifteenth level her Undine form gains a sort of echolocation granting her blindsense (60 feet) and +20 acid resistance. When she reaches level 20, while in Undine form she can cast power word stun as a spell like ability once per encounter and she actually heals from acid damage.

Knife to the Soul (Su): Beginning at 13th level, when a primalist executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A primalist can combine extra dice of damage and ability damage in any combination.
The primalist decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.

Helot Form: At her fifteenth level a primalist draws energy from the negative energy planes and gains a gaunt form with sharp teeth, piecing eyes and grayscale skin and clothing turns to royal colours. While in Helot form she heals from both positive and negative energy and gains the undead empathy feat (ECS). While in helot form she gains immunity to ability drain/damage, all death spells, magical death effects and energy drain. When she reaches twentieth level she gains the ability to use time stop as a spell like ability once every ten minutes.

Free Draw (Su): At 17th level, a primalist becomes able to materialize his mind blade (longsword or bastardsword) or mind bow (longbow) as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.

Shape Mind Blade (Su): At 17th level, a primalist gains new forms for her mind blade to take. As a move action, he can manifest her mind blade as a whip or an oversized great sword (damage 4d8 for a Medium weapon and at no attack penalty but must be held in both hands).
Composite Mind Bow (Su): At 17th level, a primalist can add her strength bonus two her attack with her mind Bow.

Volca Form: At her twentieth level a primalist draws energy from the plane of fire and gains a metallic form with facial features reminiscent of a bird of prey, her clothing turns to warm colours. While in Volca form she gains DR 20/adamantine and heals from fire damage. Also she can cast enlarge or reduce person (herself only) at will.

Temotei
2010-04-04, 11:33 PM
Get rid of the last two spoilers.

Geiger Counter
2010-04-04, 11:40 PM
Get rid of the last two spoilers.

Okay but whenever I post too much test in one post people have asked my to use spoilers.

Temotei
2010-04-04, 11:53 PM
Okay but whenever I post too much test in one post people have asked my to use spoilers.

Perhaps spacing out the abilities would slay their thoughts. :smallcool:

ForzaFiori
2010-04-05, 07:34 PM
Why do the saves jump all around like that? Not just random jumps up, but at several points, your saves actually drop. Not to mention that at level 20, your will save goes from +6 to +12.

Its usually considered good form to just use the traditional good/bad save progression.