devlingreye
2012-09-03, 05:45 PM
Primalist
http://fc03.deviantart.net/fs70/i/2012/106/1/a/druid_by_jmxd-d4s42gx.jpg
“I fight for all the animals of the world, but people are a blight on this world. A blight I have the cure for.”
Devros Swift Talon, Leader of the Primeval.
Those that follow the path of the primalist are people who wish to defend nature at any cost by making a pact with a spirit of nature. Through this pact, they come to wield the power of nature itself with devastating primal invocations and become one with the animals of nature itself. From the deep forest where mankind has never seen to tops of the mountains and every place in between, the primalist can be found defending nature at any cost.
Adventures: Primalists adventure to travel and search the world to find those who wish to destroy the last remaining nature places in the world. Adventuring also allow the primalist to find allies that can be recruited to aid him in his quest or become primalist themselves.
Characteristics: The people that are drawn to the life of the primalist are usually animal lovers that have seen the destruction rare wildlife or nature lover that can no longer stand by and see this places of beauty wiped out.
Alignment: Primalists tend to be drawn toward more chaotic and radical alignment due to their need to defend nature at any cost. They also tend more toward neutrality, because good and evil acts mean nothing to the over all quest.
Religion: For the most devote followers of the primalist are the ones that worship the god of nature or in some cases they follow the god of the hunt. Most primalist tend to worship the spirits of nature themselves.
Background: Primalist arise in most in any society where there is either a great deal of emphasis on nature in the culture, where deities devoted spirits of nature, or a society that has learned to live in as on with nature. Many are people who use nature in their trade such as trackers and herbalists. All share one common thread, and its the deep connection with nature.
Races: Monstrous races are most likely to that up the roll of the primalist, elves due to their connection with nature and gnome due to their connection with the fey. Dwarves, humans, and half elves are unlikely to follow the path of the primalist due to their reliance on modern city life.
Other Classes: Primalists get along well with druid of any variety first and for most, and rangers as long as they do not exclusively hunt animals for sport. Fighters and rogues have no problem with primalists but they can be a bit extreme at times. Paladins and clerics of any god but gods of nature find that their calling to be counter productive to the world.
Role: Primalist fulfill the role of a melee fighter well, due to their primal surge abilities and invocation, but can't stand as long against full magic caster due to their poor will. They are well suited to be scout because of their ability to move through nature. Their invocations provide many additional uses for party support, but will not find themselves as useful in those roles as a full caster. Their unlimited spell power with their invocations, however, does provide them with longevity that full casters don’t enjoy.
Adaptation: The primalist can be easily adapted to any campaign because they can be used in the place of druid. In addition any campaign that has any people that are dedicated to the natural can have primalists.
GAME RULE INFORMATION
Primalist's have the following game statistics.
Abilities: Wisdom is important due to its factoring into invocation saving throw DCs. Strength and Constitution provide additional survivability in combat.
Alignment: Any
Hit Die: d8
Starting Age: As druid.
Starting Gold: As druid.
Class Skills
The primalist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (geography) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier
Primalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|
+0|
+2|
+0|
+0|Aura of Thorns, Primal Surge +1d6, Savage Trait|
2
2nd|
+1|
+3|
+0|
+0|Natural Resistance, See the Unseen|
3
3rd|
+2|
+3|
+1|
+1|Primal Surge +2d6|
4
4th|
+3|
+4|
+1|
+1|Totem Beast, Aspect of the Wild|
5
5th|
+3|
+4|
+1|
+1|Primal Surge +3d6|
6
6th|
+4|
+5|
+2|
+2|Invocations (least or lesser)|
7
7th|
+5|
+5|
+2|
+2|Primal Surge +4d6|
8
8th|
+6/+1|
+6|
+2|
+2|Imbue Item|
9
9th|
+6/+1|
+6|
+3|
+3|Primal Surge +5d6, Aspect of the Wild|
10
10th|
+7/+2|
+7|
+3|
+3|Child of the Spirit|
11
11th|
+8/+3|
+7|
+3|
+3|Primal Surge +6d6, invocations (least, lesser, or greater)|
12
12th|
+9/+4|
+8|
+4|
+4|Improved Blessing of the Spirits|
13
13th|
+9/+4|
+8|
+4|
+4|Primal Surge +7d6|
14
14th|
+10/+5|
+9|
+4|
+4|Aspect of the Wild|
15
15th|
+11/+6/+1|
+9|
+5|
+5|Primal Surge +8d6, Spirit of the Beast|
16
16th|
+12/+7/+2|
+10|
+5|
+5|Invocations (least, lesser, greater, or Savage)|
17
17th|
+12/+7/+2|
+10|
+5|
+5|Primal Surge +9d6|
18
18th|
+13/+8/+3|
+11|
+6|
+6|Aspect of the Wild|
19
19th|
+114/+9/+4|
+11|
+6|
+6|Primal Surge +10d6|
20
20th|
+15/+10/+5|
+12|
+6|
+6|Walker of the Wild|
22[/table]
Class Features
All of the following are class features of the Primalist.
Weapon and Armor Proficiencies: Primalist are proficient in the use of all simple, martial weapons, and all forms of natural attacks as well as the use of light and medium armor and shields.
Invocations (Sp)
A primalist does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as savage invocations that require him to focus the natural energy that suffuses his soul. An primalist can use any invocation he knows at will, with the following qualifications:
An primalist's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A primalist is entitled to a Concentration check to successfully use an invocation if he is by an attack while invoking, just as a spellcaster would be. A primalist can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A primalist's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A primalist's caster level with his invocation is equal to his primalist level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the primalist's Wisdom modifier. Since spell-like abilities are not actually spells, a primalist cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and primeval. A primalist begins with knowledge of two invocations, which must be of the lowest grade (least). As a primalist gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.
Every four levels when a primalist learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. At 6th level, a primalist can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a primalist can replace a least or lesser invocation he knows with another invocation of the same ore a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a primalist can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learn a new invocation, which could be least, lesser, greater, or primeval). At 20th level, he can trade out any one invocation he has for any other invocation of any grade.
Finally, unlike other spell-like abilities, primalist invocations are spiritual in nature and not subject to arcane spell failure chance. Primalist can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.
Primal Surge (Su)
The primalist’s connection with the spirit of nature manifests in his ability to channel natural energy through his spirit pact. The primalist may summon this natural energy at a moment’s notice, allowing him to channel his natural power through a ranged touch attack or unarmed strikes. Used as a ray, the character may make iterative attacks if using it as a full attack. The character must make a touch attack (if unarmed) or a melee attack (if using an unarmed strike) to use this ability and it can be added to any touch or unarmed melee attack the character makes as part of that action, including all attacks on a full attack action. Primal Surge may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as primal shape and nature essence invocations). Primal Surge inflicts 1d6 points of natural energy damage, half piercing and half bludgeoning, at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). This natural damage manifests itself as thick thorns and rock. When used as a ranged touch attack, primal surge scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channeled through a weapon (through use of certain primal shape invocations), weapon damage is multiplied as normal, but primal surge damage is never multiplied. This is a supernatural ability and is not subject to spell resistance.
Aura of Thorns (Su)
Starting at 1st level the primalist can create an aura that will strike out at any enemies that enter to attack him with a twisting mass of thorns and stones. The aura of thorns has a 10ft radius that surrounds the primalist and any enemy that attempts to attack the primalist takes 1d4 piercing damage. At 5th level and every 5 level thereafter (10th, 15th, and 20th level), the damage of this aura increase by 1d4 to a maximum of 5d4 at 20th level. This aura can be activated for a number of rounds per equal to 5+ the primalist's Wisdom modifier. In addition the primalist gain one additional round per day for each level past the first.
Savage Trait (Su)
At 1st level the primalist is blessed with one form of natural attack. The primalist can choose from the list of trait below. Once the choice has been made it can not be changed. In addition having this trait qualifies him any feats that require natural attack as a prerequisite.
Claws: This trait causes the primalist's nails to grow into claws (1d6 slashing).
Bite: This trait causes the primalist's teeth to grow jagged and sharp (1d4 piercing).
See the Unseen (Su)
At 2nd level the primalist connection with the spirits of nature has granted him the ability to see other spirits even when they are incorporeal.
Natural Resistance (Ex)
Starting at 2nd level the Primalist's body starts built up a natural resistance to the elements of the world. This manifests itself as energy resistance of 5 for all four elements. This resistance to the elements increases by 5 at 8th level and again at 14th level to a maximum of 15 resistance to all four elements.
Totem Beast (Ex)
At 3rd level the primalist gain an animal companion as the nature bond druid class feature. For the purpose of this ability the primalist count his level as druid levels at a -2 level.
Wild Aspect: The primalist, through constant spiritual interaction with the spirits of nature, begins to find his physical form changing to reflect that of his connection with nature. This connect manifests itself in the form of aspect that change the primalist's body and mind. These aspects must be activated with a free action causing the changes of the aspect. The character gains aspect from the follow list:
Strength of the Bull: The character gains the powerful strength of the bull, gaining a +2 racial bonus to Strength. In addition the character grows a set of bull horn on his head.
Reptilian Scales: The character gains thick scales of a lizard, granting a +2 natural armor bonus from the scales. In addition the character grows a layer of scales on top of it's skin.
Calming Nature: The primalist has a deep connection with all the animals of the natural world, because of this connection the character generates a constant calm animal spell. In addition the character's eyes will glow with a dim yellow glow.
Blood of Bear: The character gains the health and endurance of a might bear, gaining a +2 racial bonus to Constitution. In addition the character grows a layer of fur over most of its body.
Body of Venom: The character blood becomes thick and venomous to the point it can poison creatures that it comes in contact with it. Anytime the character is successfully dealt hit point damage by a slashing, piercing, or any other source that would cause bleed damage force all adjacent creatures must make a successful Fortitude save ( DC 13 + the primalist's Constitution modifier) or suffer 1d4 temporary Dexterity damage.
Falcon's Swiftness: The character gains dexterity and swiftness of the falcon, gaining a +2 racial bonus to Dexterity. In addition the character grows feathers on his body and on his head forming a crown.
Wisdom of the Great Oaks: The character gains the wisdom of the great oaks of the forest, gaining a +2 racial bonus to Wisdom. In addition the character's body under the skin turns to look like the inside of a tree.
Stride of the Herd: The character gains a +20ft to his base movement speed. In addition the character legs grow larger and longer.
Bonus feat: The character may select a bonus feat from the following list- Ability Focus, Cleave, Combat Expertise, Dodge, Extra Invocation, Great Cleave, Improved Initiative, Improved Unarmed Strike, Invoke Word of Power, Mobility, Power Attack, Rending Claw, Spring Attack, Weapon Finesse, Weapon Focus. The character may select this aspect multiple times.
Imbue Item (Su): A primalist of 8th level or higher can use his divine power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Spellcraft check (DC 15 + spell level for divine spells or 25 + spell level for arcane spells) in place of a required spell he doesn’t know or cannot cast. If the check succeeds, the primalist can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He cannot retry this Spellcraft check for that spell for one week.
Walker of the Wild (Su)
At 10th level, the primalist's form undergoes his first transformation. The connection with spirit changes his body by making it as hard as stone. He gains damage reduction 10/- and he gains a +2 natural armor bonus to his armor class.
Spirit of the Beast (Su)
Reaching 15th level, the primalist continues his change to a true creature of nature. This changes the primalist form by making him immune to all poisons and natural diseases. In addition the primalist's strength and dexterity score is increased by +2. Lastly the primalist may choose an additional wild aspect that he do not already have.
Child of the Spirits (Su)
At 20th level the primalist changes due to his constant connection with the spirits of the land. The primalist now has the ability to open a third eye in the center of his forehead, letting him see the world as it actually is. The eyes allow the primalist to see the aura's of the creatures around them as per the spells detect evil or good and detect magic at will. In addition his body becomes larger and more resilient to natural damage. This spiritual boon changes the character to the next size category from his base size. For example a medium size primalist to a large size creature. This change in size lets primalist add his strength modifier to his armor class as an insight bonus. He now gains the magical beast type in addition to his base type. He is now treated as if he possessed magical beast subtype for the purposes of spells. Items, and effects. Lastly the primalist gains a +2 bonus to his constitution score.
PLAYING A PRIMALIST
To many animals are merely a food source or a form of sport, but the primalist is there to adjust the balance.
To play a primalist is to find your niche and expand upon it, and that can largely be done by filling in the gaps in your party through the selection of invocations, aspects, and feats. These choices allow you to fill in roles as a front-line combatant, a high damage spellcaster, or as a utility spellcaster. You can use your powers from above as a powerful warrior of nature, or as a devastating spiritual spellcaster.
Your invocations and your aspects will help determine what sort of channeler you will eventually become. These selections will define your role as you advance in level and will determine what sort of focus you will have within your party.
Primalist devote their lives to the protection of nature and all the animals that live with in it and strike out at the humanoid races that threaten the true balance of nature. Some of your kind may gather in groups within the deepest oldest forest or in secret societies devoted to the ancient spirits of nature itself. Some druid ascend to the ranks of the primalists, usually those who take a more radical approach to protecting nature.
Combat: Common forms of combat for the primalist is to use his primal surge as a ray or cone to damage his enemies, also he can change his primal surge by using natural essence and primal shape to change the type and shape of the primal surge. The primalist can use his savage blade primal shape invocation to infuse his natural attacks with the power of his primal surge. In addition the primalist posses many savage invocation that will help damage his enemies such summons and poisons.
Advancement: The primalist benefits most from staying single classed, or by making small dip into classes that accent its native abilities, most especially from classes that will improve upon casting advancement. Additionally, prestige classes specially designed to work in tandem with the primalist, such as the Disaster Invoker, the Atmosphera ,and the Pack Master take the abilities of the primalist and build in a more specialized direction.
Resources: Depending on your choices in background, if primalist was connected to a sect of druids he could pool resources from while in the area. They can also draw from their background before they became a primalist, like a tracker can use his experience to find enemies that have escaped.
PRIMALISTS IN THE WORLD
“We were simply doing our job, cutting down the trees in the forest. When a terrifying creature came out and killed two of my men before we escaped. This beast had the head of a wolf, tail of a lizard, and long razor sharp claws. Why did it attack us, Why?!”
-a terrified lumberjack
Primalists are more times then not confused for a wild animal due to the aspects that they gain as they advance in power. Though they are bound to by their very soul to the spirit of the natural world, their wills are their own, and while their missions may have them travel the world, they do so because this is the path that they have chosen through this life. Primalists only motives are to protect nature and the animals that dwell within through whatever means necessary.
Daily Life: The routine of a primalist varies, but most begin their day with meditation and communion with spirits of the natural world. Some spend time helping though who wish to save nature or find ways to help though who are still trying to find their place in in the natural world. The rest of their non-adventuring time is spent in study and practice of their techniques, both martial and mystical. Some spend their time in devotion; others study histories and treatises on the exploits of druids and elves because of their connection to nature to discover the true purpose of their calling and their potential role in the world.
Notables: The primalist known a Devros Swift Talon is a known through history as the Bloody Claw, because of his radical view on protecting animals. As he travel the world he would come upon the town that had a forested area around it and make his way to judge the people of the town. If he found that the people of that town were killing animals, he would go on a rampage, kill all those who he judged guilty . The most notable of these tragedies was the Massacre at Tri-Ford, leaving only a handful of people left after 5 days of terror. The primalist known as the Hand of Nature, spent his day teaching people to live as one with nature and to teach the races of the world to respect the animals that give them food. He is known by the elven people as one of the greatest teachers and he started to be worshiped as an honored ancestor to the elven druids of the world. On his death, the Hand of Nature became a large oak tree deep within the forest to give a home to the creature of the forest.
Organizations: Primalists have several organizations should they choose to throw lot in with others of their kind. The Coiled Serpent is a group primalist and druids that have devoted their live to the worship of snakes, this order through history has taken a stance that all races and animals will fall to the fangs of the serpent. The Watchful Eye is a order dedicated to watching the world for those who would threaten the balance of nature. Some within this order have chosen to focus their power on the plants of the world, these primalists are known as the Treevik, masters of the art of naturalism. The primalist called the Hand of Nature is a founding member if this order. The Spirit Speaker, an order that has a strong connection with the spirits of nature. The speakers as they are called are granted powerful vision that tell them on the coming disasters that will plague the world. These vision are mostly natural disasters, but when an event or person will change the balance of the world, the speakers are granted vision to prepare for the coming storm. There are some in the Spirit Speakers that choose to use the power of disasters, this primalists are known as Disaster Invokers. The Pack Masters are group of primalists that have learned to harness the power of animal kind and transform into animals themselves.
http://fc03.deviantart.net/fs70/i/2012/106/1/a/druid_by_jmxd-d4s42gx.jpg
“I fight for all the animals of the world, but people are a blight on this world. A blight I have the cure for.”
Devros Swift Talon, Leader of the Primeval.
Those that follow the path of the primalist are people who wish to defend nature at any cost by making a pact with a spirit of nature. Through this pact, they come to wield the power of nature itself with devastating primal invocations and become one with the animals of nature itself. From the deep forest where mankind has never seen to tops of the mountains and every place in between, the primalist can be found defending nature at any cost.
Adventures: Primalists adventure to travel and search the world to find those who wish to destroy the last remaining nature places in the world. Adventuring also allow the primalist to find allies that can be recruited to aid him in his quest or become primalist themselves.
Characteristics: The people that are drawn to the life of the primalist are usually animal lovers that have seen the destruction rare wildlife or nature lover that can no longer stand by and see this places of beauty wiped out.
Alignment: Primalists tend to be drawn toward more chaotic and radical alignment due to their need to defend nature at any cost. They also tend more toward neutrality, because good and evil acts mean nothing to the over all quest.
Religion: For the most devote followers of the primalist are the ones that worship the god of nature or in some cases they follow the god of the hunt. Most primalist tend to worship the spirits of nature themselves.
Background: Primalist arise in most in any society where there is either a great deal of emphasis on nature in the culture, where deities devoted spirits of nature, or a society that has learned to live in as on with nature. Many are people who use nature in their trade such as trackers and herbalists. All share one common thread, and its the deep connection with nature.
Races: Monstrous races are most likely to that up the roll of the primalist, elves due to their connection with nature and gnome due to their connection with the fey. Dwarves, humans, and half elves are unlikely to follow the path of the primalist due to their reliance on modern city life.
Other Classes: Primalists get along well with druid of any variety first and for most, and rangers as long as they do not exclusively hunt animals for sport. Fighters and rogues have no problem with primalists but they can be a bit extreme at times. Paladins and clerics of any god but gods of nature find that their calling to be counter productive to the world.
Role: Primalist fulfill the role of a melee fighter well, due to their primal surge abilities and invocation, but can't stand as long against full magic caster due to their poor will. They are well suited to be scout because of their ability to move through nature. Their invocations provide many additional uses for party support, but will not find themselves as useful in those roles as a full caster. Their unlimited spell power with their invocations, however, does provide them with longevity that full casters don’t enjoy.
Adaptation: The primalist can be easily adapted to any campaign because they can be used in the place of druid. In addition any campaign that has any people that are dedicated to the natural can have primalists.
GAME RULE INFORMATION
Primalist's have the following game statistics.
Abilities: Wisdom is important due to its factoring into invocation saving throw DCs. Strength and Constitution provide additional survivability in combat.
Alignment: Any
Hit Die: d8
Starting Age: As druid.
Starting Gold: As druid.
Class Skills
The primalist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (geography) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier
Primalist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|
+0|
+2|
+0|
+0|Aura of Thorns, Primal Surge +1d6, Savage Trait|
2
2nd|
+1|
+3|
+0|
+0|Natural Resistance, See the Unseen|
3
3rd|
+2|
+3|
+1|
+1|Primal Surge +2d6|
4
4th|
+3|
+4|
+1|
+1|Totem Beast, Aspect of the Wild|
5
5th|
+3|
+4|
+1|
+1|Primal Surge +3d6|
6
6th|
+4|
+5|
+2|
+2|Invocations (least or lesser)|
7
7th|
+5|
+5|
+2|
+2|Primal Surge +4d6|
8
8th|
+6/+1|
+6|
+2|
+2|Imbue Item|
9
9th|
+6/+1|
+6|
+3|
+3|Primal Surge +5d6, Aspect of the Wild|
10
10th|
+7/+2|
+7|
+3|
+3|Child of the Spirit|
11
11th|
+8/+3|
+7|
+3|
+3|Primal Surge +6d6, invocations (least, lesser, or greater)|
12
12th|
+9/+4|
+8|
+4|
+4|Improved Blessing of the Spirits|
13
13th|
+9/+4|
+8|
+4|
+4|Primal Surge +7d6|
14
14th|
+10/+5|
+9|
+4|
+4|Aspect of the Wild|
15
15th|
+11/+6/+1|
+9|
+5|
+5|Primal Surge +8d6, Spirit of the Beast|
16
16th|
+12/+7/+2|
+10|
+5|
+5|Invocations (least, lesser, greater, or Savage)|
17
17th|
+12/+7/+2|
+10|
+5|
+5|Primal Surge +9d6|
18
18th|
+13/+8/+3|
+11|
+6|
+6|Aspect of the Wild|
19
19th|
+114/+9/+4|
+11|
+6|
+6|Primal Surge +10d6|
20
20th|
+15/+10/+5|
+12|
+6|
+6|Walker of the Wild|
22[/table]
Class Features
All of the following are class features of the Primalist.
Weapon and Armor Proficiencies: Primalist are proficient in the use of all simple, martial weapons, and all forms of natural attacks as well as the use of light and medium armor and shields.
Invocations (Sp)
A primalist does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as savage invocations that require him to focus the natural energy that suffuses his soul. An primalist can use any invocation he knows at will, with the following qualifications:
An primalist's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A primalist is entitled to a Concentration check to successfully use an invocation if he is by an attack while invoking, just as a spellcaster would be. A primalist can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A primalist's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A primalist's caster level with his invocation is equal to his primalist level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the primalist's Wisdom modifier. Since spell-like abilities are not actually spells, a primalist cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and primeval. A primalist begins with knowledge of two invocations, which must be of the lowest grade (least). As a primalist gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.
Every four levels when a primalist learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. At 6th level, a primalist can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a primalist can replace a least or lesser invocation he knows with another invocation of the same ore a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a primalist can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learn a new invocation, which could be least, lesser, greater, or primeval). At 20th level, he can trade out any one invocation he has for any other invocation of any grade.
Finally, unlike other spell-like abilities, primalist invocations are spiritual in nature and not subject to arcane spell failure chance. Primalist can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.
Primal Surge (Su)
The primalist’s connection with the spirit of nature manifests in his ability to channel natural energy through his spirit pact. The primalist may summon this natural energy at a moment’s notice, allowing him to channel his natural power through a ranged touch attack or unarmed strikes. Used as a ray, the character may make iterative attacks if using it as a full attack. The character must make a touch attack (if unarmed) or a melee attack (if using an unarmed strike) to use this ability and it can be added to any touch or unarmed melee attack the character makes as part of that action, including all attacks on a full attack action. Primal Surge may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as primal shape and nature essence invocations). Primal Surge inflicts 1d6 points of natural energy damage, half piercing and half bludgeoning, at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). This natural damage manifests itself as thick thorns and rock. When used as a ranged touch attack, primal surge scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channeled through a weapon (through use of certain primal shape invocations), weapon damage is multiplied as normal, but primal surge damage is never multiplied. This is a supernatural ability and is not subject to spell resistance.
Aura of Thorns (Su)
Starting at 1st level the primalist can create an aura that will strike out at any enemies that enter to attack him with a twisting mass of thorns and stones. The aura of thorns has a 10ft radius that surrounds the primalist and any enemy that attempts to attack the primalist takes 1d4 piercing damage. At 5th level and every 5 level thereafter (10th, 15th, and 20th level), the damage of this aura increase by 1d4 to a maximum of 5d4 at 20th level. This aura can be activated for a number of rounds per equal to 5+ the primalist's Wisdom modifier. In addition the primalist gain one additional round per day for each level past the first.
Savage Trait (Su)
At 1st level the primalist is blessed with one form of natural attack. The primalist can choose from the list of trait below. Once the choice has been made it can not be changed. In addition having this trait qualifies him any feats that require natural attack as a prerequisite.
Claws: This trait causes the primalist's nails to grow into claws (1d6 slashing).
Bite: This trait causes the primalist's teeth to grow jagged and sharp (1d4 piercing).
See the Unseen (Su)
At 2nd level the primalist connection with the spirits of nature has granted him the ability to see other spirits even when they are incorporeal.
Natural Resistance (Ex)
Starting at 2nd level the Primalist's body starts built up a natural resistance to the elements of the world. This manifests itself as energy resistance of 5 for all four elements. This resistance to the elements increases by 5 at 8th level and again at 14th level to a maximum of 15 resistance to all four elements.
Totem Beast (Ex)
At 3rd level the primalist gain an animal companion as the nature bond druid class feature. For the purpose of this ability the primalist count his level as druid levels at a -2 level.
Wild Aspect: The primalist, through constant spiritual interaction with the spirits of nature, begins to find his physical form changing to reflect that of his connection with nature. This connect manifests itself in the form of aspect that change the primalist's body and mind. These aspects must be activated with a free action causing the changes of the aspect. The character gains aspect from the follow list:
Strength of the Bull: The character gains the powerful strength of the bull, gaining a +2 racial bonus to Strength. In addition the character grows a set of bull horn on his head.
Reptilian Scales: The character gains thick scales of a lizard, granting a +2 natural armor bonus from the scales. In addition the character grows a layer of scales on top of it's skin.
Calming Nature: The primalist has a deep connection with all the animals of the natural world, because of this connection the character generates a constant calm animal spell. In addition the character's eyes will glow with a dim yellow glow.
Blood of Bear: The character gains the health and endurance of a might bear, gaining a +2 racial bonus to Constitution. In addition the character grows a layer of fur over most of its body.
Body of Venom: The character blood becomes thick and venomous to the point it can poison creatures that it comes in contact with it. Anytime the character is successfully dealt hit point damage by a slashing, piercing, or any other source that would cause bleed damage force all adjacent creatures must make a successful Fortitude save ( DC 13 + the primalist's Constitution modifier) or suffer 1d4 temporary Dexterity damage.
Falcon's Swiftness: The character gains dexterity and swiftness of the falcon, gaining a +2 racial bonus to Dexterity. In addition the character grows feathers on his body and on his head forming a crown.
Wisdom of the Great Oaks: The character gains the wisdom of the great oaks of the forest, gaining a +2 racial bonus to Wisdom. In addition the character's body under the skin turns to look like the inside of a tree.
Stride of the Herd: The character gains a +20ft to his base movement speed. In addition the character legs grow larger and longer.
Bonus feat: The character may select a bonus feat from the following list- Ability Focus, Cleave, Combat Expertise, Dodge, Extra Invocation, Great Cleave, Improved Initiative, Improved Unarmed Strike, Invoke Word of Power, Mobility, Power Attack, Rending Claw, Spring Attack, Weapon Finesse, Weapon Focus. The character may select this aspect multiple times.
Imbue Item (Su): A primalist of 8th level or higher can use his divine power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Spellcraft check (DC 15 + spell level for divine spells or 25 + spell level for arcane spells) in place of a required spell he doesn’t know or cannot cast. If the check succeeds, the primalist can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He cannot retry this Spellcraft check for that spell for one week.
Walker of the Wild (Su)
At 10th level, the primalist's form undergoes his first transformation. The connection with spirit changes his body by making it as hard as stone. He gains damage reduction 10/- and he gains a +2 natural armor bonus to his armor class.
Spirit of the Beast (Su)
Reaching 15th level, the primalist continues his change to a true creature of nature. This changes the primalist form by making him immune to all poisons and natural diseases. In addition the primalist's strength and dexterity score is increased by +2. Lastly the primalist may choose an additional wild aspect that he do not already have.
Child of the Spirits (Su)
At 20th level the primalist changes due to his constant connection with the spirits of the land. The primalist now has the ability to open a third eye in the center of his forehead, letting him see the world as it actually is. The eyes allow the primalist to see the aura's of the creatures around them as per the spells detect evil or good and detect magic at will. In addition his body becomes larger and more resilient to natural damage. This spiritual boon changes the character to the next size category from his base size. For example a medium size primalist to a large size creature. This change in size lets primalist add his strength modifier to his armor class as an insight bonus. He now gains the magical beast type in addition to his base type. He is now treated as if he possessed magical beast subtype for the purposes of spells. Items, and effects. Lastly the primalist gains a +2 bonus to his constitution score.
PLAYING A PRIMALIST
To many animals are merely a food source or a form of sport, but the primalist is there to adjust the balance.
To play a primalist is to find your niche and expand upon it, and that can largely be done by filling in the gaps in your party through the selection of invocations, aspects, and feats. These choices allow you to fill in roles as a front-line combatant, a high damage spellcaster, or as a utility spellcaster. You can use your powers from above as a powerful warrior of nature, or as a devastating spiritual spellcaster.
Your invocations and your aspects will help determine what sort of channeler you will eventually become. These selections will define your role as you advance in level and will determine what sort of focus you will have within your party.
Primalist devote their lives to the protection of nature and all the animals that live with in it and strike out at the humanoid races that threaten the true balance of nature. Some of your kind may gather in groups within the deepest oldest forest or in secret societies devoted to the ancient spirits of nature itself. Some druid ascend to the ranks of the primalists, usually those who take a more radical approach to protecting nature.
Combat: Common forms of combat for the primalist is to use his primal surge as a ray or cone to damage his enemies, also he can change his primal surge by using natural essence and primal shape to change the type and shape of the primal surge. The primalist can use his savage blade primal shape invocation to infuse his natural attacks with the power of his primal surge. In addition the primalist posses many savage invocation that will help damage his enemies such summons and poisons.
Advancement: The primalist benefits most from staying single classed, or by making small dip into classes that accent its native abilities, most especially from classes that will improve upon casting advancement. Additionally, prestige classes specially designed to work in tandem with the primalist, such as the Disaster Invoker, the Atmosphera ,and the Pack Master take the abilities of the primalist and build in a more specialized direction.
Resources: Depending on your choices in background, if primalist was connected to a sect of druids he could pool resources from while in the area. They can also draw from their background before they became a primalist, like a tracker can use his experience to find enemies that have escaped.
PRIMALISTS IN THE WORLD
“We were simply doing our job, cutting down the trees in the forest. When a terrifying creature came out and killed two of my men before we escaped. This beast had the head of a wolf, tail of a lizard, and long razor sharp claws. Why did it attack us, Why?!”
-a terrified lumberjack
Primalists are more times then not confused for a wild animal due to the aspects that they gain as they advance in power. Though they are bound to by their very soul to the spirit of the natural world, their wills are their own, and while their missions may have them travel the world, they do so because this is the path that they have chosen through this life. Primalists only motives are to protect nature and the animals that dwell within through whatever means necessary.
Daily Life: The routine of a primalist varies, but most begin their day with meditation and communion with spirits of the natural world. Some spend time helping though who wish to save nature or find ways to help though who are still trying to find their place in in the natural world. The rest of their non-adventuring time is spent in study and practice of their techniques, both martial and mystical. Some spend their time in devotion; others study histories and treatises on the exploits of druids and elves because of their connection to nature to discover the true purpose of their calling and their potential role in the world.
Notables: The primalist known a Devros Swift Talon is a known through history as the Bloody Claw, because of his radical view on protecting animals. As he travel the world he would come upon the town that had a forested area around it and make his way to judge the people of the town. If he found that the people of that town were killing animals, he would go on a rampage, kill all those who he judged guilty . The most notable of these tragedies was the Massacre at Tri-Ford, leaving only a handful of people left after 5 days of terror. The primalist known as the Hand of Nature, spent his day teaching people to live as one with nature and to teach the races of the world to respect the animals that give them food. He is known by the elven people as one of the greatest teachers and he started to be worshiped as an honored ancestor to the elven druids of the world. On his death, the Hand of Nature became a large oak tree deep within the forest to give a home to the creature of the forest.
Organizations: Primalists have several organizations should they choose to throw lot in with others of their kind. The Coiled Serpent is a group primalist and druids that have devoted their live to the worship of snakes, this order through history has taken a stance that all races and animals will fall to the fangs of the serpent. The Watchful Eye is a order dedicated to watching the world for those who would threaten the balance of nature. Some within this order have chosen to focus their power on the plants of the world, these primalists are known as the Treevik, masters of the art of naturalism. The primalist called the Hand of Nature is a founding member if this order. The Spirit Speaker, an order that has a strong connection with the spirits of nature. The speakers as they are called are granted powerful vision that tell them on the coming disasters that will plague the world. These vision are mostly natural disasters, but when an event or person will change the balance of the world, the speakers are granted vision to prepare for the coming storm. There are some in the Spirit Speakers that choose to use the power of disasters, this primalists are known as Disaster Invokers. The Pack Masters are group of primalists that have learned to harness the power of animal kind and transform into animals themselves.