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~Nye~
2010-11-16, 04:25 AM
Adventures: The Primeval is the embodiement of Nature's wrath, they are often born into the wilds and fight for survival amongst animals and beasts. They often join adventuring parties to study their lifestyles like a predator would hunt prey, some people consider this unerving...

Characteristics: Primevals are simple beings, often quelling their instincts at every oppurtune moment. They are often reclusive being made of a differant mettle to other adventurers, they firstly and formost serve mother nature. The characteristics of a Primeval change greatly depending on their focus and the enviroment they were raised in (see Nature's Focus class feature). Although the Primeval is illiterate and most people cannot make heads or tails of what they are trying to communicate most of the time, they often times of incredible lucidity in which they convey their vastness of their wisdom and charisma.

Ethos:They often regard the world in which they live with a great deal of respect, all that is natural they consider holy all that is artificial a pervetion of nature. They look at modern societies with pity considering them primitive and foolish for abandoning Natures breast. Primevals take pride in their herritage, having battled proudly with Nature. A Primeval that has reached adulthood attains an title of 'Beast', for they have embodied nature's ways

Races: Races that generally break away from the moral confines of society do well as Primevals, some embrace their lifestyle too well. Orcs and half orcs make good Primevals, crushing Nature's enemies with their brute strength. Gith surprisingly make good Primevals, as do Shifters. Elves rarely take up the mantle as they see the beast like Nature too degrading for their elegant tastes, but on occassion wild elves choose to take this lifestyle choice

Other Classes: Primevals work well with druids and rangers obviously, they seem more intune with Nature's calling as are totemists and Barbarians, Although Primevals respect their ruggedness on the battlefield. Primevals Despise artificers and arcane casters thinking that the energies are not natural and wreak havoc among nature's creation. Bards and rogues are seen as being aloof, their concern for 'other' people rather than mother nature and beasts confounds them. Monks that hone their bodies into weapons are given a certain degree of respect and some sorcerers that bloodlines run with blood of creatures of the wild have some affinity with Primevals. Paladins and Clerics are embraced by Primevals as long as their deity is one of those whose portfolio comprises of an aspect of nature.

Role: The Primevals role can be many things, scout, healer and even blaster. The Primevals array of spells in conjunction with her Primal Strike ability leaves a victim decimated against her elemental attacks. Her Primal Screams have a large range of effects that confound her enemies, strengthen her allies and invigorate her own attacks! Her Nature's Focus helps contribute as to how she fights in battle.

Abilities: The Primeval relies on it's wisdom for it's casting, since it draws its spells through medatative powers which it unleashes by preying to Mother Nature. Charisma is also a good stat, as that makes the Primevals Screams last longer or makes their effects stronger. Depending on their focus they will want a good Constution, Dexterity or Strength, this purely depends on the nature of the Primeval.

Hit Dice: D6

Class Skills:
Balance (dex), Climb (str), concentration (con), diplomacy (cha), escape artist (dex), handle animal (cha), heal (wis), hide (dex), intimidate (cha), jump (str), knowledge nature (int), listen (wis), move silently (dex), ride (dex), sense motive (wis), survival (wis), swim (str) and tumble (dex).

Skillpoints: (4+int)x4 at level , 4+int thereafter.

The Primeval
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+2|
+2|Primal Strike 1/day, Alertness, Illiteracy, Nature’s Focus|2|-|-|-|-|-|-

2nd|
+1|
+0|
+3|
+3|Primal Scream|3|0|-|-|-|-|-|-

3rd|
+2|
+1|
+3|
+3|Nature's Focus I|4|1|-|-|-|-|-|-|-

4th|
+3|
+1|
+4|
+4|Primal Strike 2/day|5|2|-|-|-|-|-|-|-|-

5th|
+3|
+1|
+4|
+4|-|6|3|0|-|-|-|-|-|-|-|-

6th|
+4|
+2|
+5|
+5|Nature's Focus I|6|4|1|-|-|-|-

7th|
+5|
+2|
+5|
+5|-|6|4|2|-|-|-|-|-

8th|
+6/+1|
+2|
+6|
+6|Primal Strike 3/day|6|4|3|0|-|-|-|-|-|-

9th|
+6/+1|
+3|
+6|
+6|Nature's Focus II|6|4|4|1|-|-|-|-|-|-

10th|
+7/+2|
+3|
+7|
+7|Nature's Gift|6|4|4|2|0|-|-|-|-|-

11th|
+8/+3|
+3|
+7|
+7|-|6|4|4|3|1|-|-|-|-|-

12th|
+9/+4|
+4|
+8|
+8|Primal Strike 4/day, Nature's Focus II|6|4|4|4|2|-|-|-|-|-

13th|
+9/+4|
+4|
+8|
+8|-|6|4|4|4|3|0|-|-|-|-

14th|
+10/+5|
+4|
+9|
+9|-|6|4|4|4|4|1|-|-|-|-

15th|
+11/+6/+1|
+5|
+9|
+9|Nature's Focus III, Nature's Gift|6|4|4|4|4|2|-|-|-|-

16th|
+12/+7/+2|
+5|
+10|
+10|Primal Strike 5/day|6|4|4|4|4|3|0|-|-|-

17th|
+12/+7/+2|
+5|
+10|
+10|-|6|4|4|4|4|4|1|-|-|-

18th|
+13+/8/+3|
+5|
+11|
+11|Nature's Focus III, Nature's Duallity|6|4|4|4|4|4|2|-|-|-

19th|
+14/+9/+4|
+6|
+11|
+11|-|6|4|4|4|4|4|3|-|-|-

20th|
+15/+10/+5|
+6|
+12|
+12|Primal Strike 6/day, Nature's Gift|6|4|4|4|4|4|4|-|-|-[/table]

~Nye~
2010-11-16, 04:28 AM
Primal Strike: Like a snake, you lash with your weapon with such fierce speed the opponent cannot avoid your attack which hit's them where it hurts. The way you flick your wrist leaves your victim bruised ready for your next attack!
The Primaeval’s study of the animal kingdom has given them viscious insight into the brutality of nature and the ways of natural selection, they may make an attack against a creature and deal an additional 1d4 points of damage(or 1d3, in the case of ranged attacks), in addition to this, all spell effects generated by the primaeval do an additional 20% extra damage against those hit by this attack, as long as the energy descriptor is that of fire, cold, sonic, acid or electricity. The Primaeval must state they are using this ability before making the attack, if the attack misses, the daily use of Primal Strike is lost. The additional damage from this effect increases by 1d4 every 4 levels upto the maximum of 6d4 at level 20 (or 6d3 at level 20 for ranged attacks).

Alertness: The Primaeval’s senses are heightened, they gain Alertness as a bonus Feat. (See PHB)

Illiteracy: The Primaeval is illiterate, they are unable to communicate clearly and are unable to read or write.

Nature’s Focus: The Primaeval must select a aspect of nature to which they are akin, they must either select one of the following paths of Nature: Wrath (Fire), Bitterness (cold), Fury (sonic), Corruption (acid) or Judgement (electricity). Once selected, the Primaeval may not change their focus, However at later stages, they may select additional focuses in other Paths. Selecting a Nature’s focus grants you +1 to the DC of any spell cast with your Focus’ energy descriptor and gives you +2 for making touch attacks with spells of that descriptor.

Nature’s Focus II: you gain a +2 for overcoming spell resistances and gain a +2 on Ranged touch attacks made with your Focus’ Energy Descriptor.

Primal Scream: Like a wolf, you howl to the moon, you invigorate yourself and unleash a maelstrom of attacks!The Primaeval is able to use supernatural abilities by letting out calls like the beasts of the wilds, A Primal Scream is a spell like ability that grants the Primaeval special abilities to herself, her allies or inflicts additional harm to her enemies. To use a Primal Scream, the Primaeval must sacrifice spell from her allotted casting pool to use their effects, higher the level of the spell sacrificed, obviously changes the power of the scream. You may only select Primal Screams that are of the same path as you’re Nature’s focus.

Nature’s Gift: At reaching level 10 You may select one Spell of your highest spell level to use as a spell like ability once per day, once a spell is selected, you may not change the Nature’s Gift. You get an additional Nature’s Gift at level 15 and 20th. You may only select a spell for you Nature’s Gift that is the same Path as your Nature’s Focus. Your Nature’s Gift is affected by beneficial effects of Primal Strike and Nature’s Focus.

Nature's Focus III: Once you reach level 12, you're Focus on your elemental focus has reached it's mastery. For the sake of metamagic feats, all your spells of your specified focus are treated as if affected by metamagic focus. The constrains work slightly differantly, it does not specifically designate a school of magic for which you can augment with metamagic feats, instead it select's an energy descriptor. For example Kaya has Nature's focus I and II in Bitterness and Nature's Focus I, II and III in Fury. She may not changer her Nature's Focus III to Bitterness from fury at any time. at level 15, the Primeval gains her second Nature's focus III.

Nature's Duality: Once you ahve attained both Nature's Focuses to that of III, you now have access to Primal Screams of Duallity. These screams are unique that draw upon The Primeval's inner beast. See Primal Screams for more details.

~Nye~
2010-11-16, 04:29 AM
Nature’s Focus and Primal Screams:

The Primaeval fundamentally pick the focus that suits their character, or the nature of duty by which they serve nature’s vengeance. Primaevals that focuses with Wrath is often fiery quick to anger and has a strong powerful build, throwing themselves into the maelstrom of melee combat that is where they thrive. Those that focus with bitterness are often the wiser of the Primaevals, they are mystics, often older and excell in healing arts and preventing their enemies plans coming to fruition through powerful charms and hexes. The Primaevals that focus with Fury are often the youngest and most naive, but what they lack in the knowledge department they make up for with instinct they know where and when to strike the enemies hard and make a worthy opponent with their archery skills. Those that focus in corruption are often the evil minded of the Primaevals, they whittle the enemies down by causing ailments and diseases, but simultaneously strengthening themselves. Those that focus in Judgement are often neutral characters that walk the boundries of good and evil casting out all those who brush nature aside, they are typically the guardians of great forests and leaders of native clans.
Primal Screams are powers invoked by the Primeval that are based of their Nature's Focus, these powers have a range of effects and can be augmented differantly by sacrificing differant level spells.


Wrath


Fire Dance
Fierenze's Fire Dance
School Conjouration [Fire]
Level: See Text.
Components: V, S,
Casting Time: Swift.
Range: N/A
Target: Sel Only
Duration: Spell level sacrificed+cha modifier
Saving Throw: Reflex half
Spell Resistance: yes
When the Primeval moves this round, as a swift action she may expend a spell slot of level 1 spell or higher to create a trail of flame that follows her where she walks. This trail does 1dX points of damage against all those caught in it's path, if the primeval moves through a space that is occupied by an enemy while fire dance is active, the person in the space must make a save or be affected by this ability.
Augment values: Level 1 1d4 points of damage, level 2 d6, level 3 3d8, level 4 4d10, level 5, 5 d12, level 6 6d20.

Wrathful Flurry
Wrathful Flurry
School: Transmutation [Fire]
Level: See Text
Components: V, S,
Casting Time: imeadiate
Range: touch
Target: Self Only
Duration: Instantaneous/Spell level + cha mod
Saving Throw: N/A
Spell Resistance: N/A
When the Primeval unleashes an full round attack action, they may use this Primal scream, they must use the Primal Strike class feature also. For this round, each attack with your offhand and secondary and tertiary attacks is treated as if it were a Primal Strike. To use this ability you must sacrifice a spell equal to that of your extra attacks. For Example Kaya expends a level 3 spell, she is dual wielding axes, she may make 3 attacks this round as if her attacks were affected with Primal strike. You can use this ability with attacks of oppurtunity. The Primal Strike effect of augmenting damage stays on the target for a number of rounds equal to spell level + cha mod, but their damage increasing benefits do not stack.
Spell Augmentation: 1: One extra attack, 2: two extra attacks, 3: 3 extra attacks, 4: four extra attacks, 5: five extra attacks, 6: six extra attacks

Valmaar's Volcanic Uppercut
School Evocation [Fire]
Level: See Text
Components: V, S,
Casting Time: Swift
Range: 15ft/+5ft PslS
Target: area
Duration: spell level + cha modifier
Saving Throw: Reflex 1/2
Spell Resistance: yes
You hit you target with such violent tenacity you let out a roar, the ground below your opponent cracks and gives way and a magma flow errupts beneath their feet. This Primal Scream can be done once you hit a target with a melee attack. This Scream does 1d6 points of damage in a 15ft cone, the damage and range of this effect increase by 1d6 and 5ft for every level spell slot higher than one. This lasts for a number of rounds equal to the spell sacrificed and the Primeval's Charisma modifier.


Bitterness



Riptide
Riptide
School Conjouration [Healing]
Level: See text
Components: V, S,
Casting Time: Swift
Range: touch
Target: Self or target
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes
The Primeval uses a surge of healing energies to heal a friendly target, they then sing like a siren evoking the healing waters of Nature. To use this Primal scream you must heal a friendly target and you may sacrifice a spell of equal level to generate a fast healing effect on your target.

Absorb Spell
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Kaya’s Rousing Hand
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Life hex
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Frozen Soul
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:


Fury


Multi Attack
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Ghostwolf
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Jump
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Gale Strike
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Hex Shot
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:


Corruption



Draining Strike
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Fester’s Filch
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Corrupting Strike
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Poison Sting
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Spore Snare
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Pain Strike
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:


Judgement



Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance: Double Spell

Judgements Hand
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
( increases DC by +1 every time a target has to make a save as the previous spell, stacks)

Piercing Judgement(overcomes DR with spell level sacrificed)
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Damaschyls Judgement: successful spell increases charges by +1 ever
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance: