ngilop
2012-12-18, 09:41 PM
Hey everybody, this class is FAR from finished, and is my own experimentation on splitting the druid into 2 classes, one that gets full spell casting and a 'weakened' animal companin ( i switched the levels that rangers and ruids get theirs) and a class all about the wildshaping, then i realized that I think I should give a wildshaping class a bit more to it that just hey lookit me i r animal time to gnaw your face off!' SO i braisntormed and came upw ith 'nature-ish' Invocations as they are sort of like spells but noticebly weaker but spammable.. SO basically its like the warlock MINUS blasts of the eldritch variety and you toss in some wildshaping. again this class is just in the developemental stages especially the invocations...I posted the definiton of critque that I am used to at the bottom of the page so people understand what I am expecting when I ask for critques.
Primal
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
Invocations
[td]1st
+0
+2
+1
+1
Illiteracy, Improved Unarmed Strike, Heightened Senses
1
2nd
+1
+3
+1
+1
Wild Shape
2
3rd
+2
+3
+2
+2
Animalistic Capability
2
4th
+3
+4
+2
+2
Feral Instincts
3
5th
+3
+4
+2
+2
Toughened Hide, Enhanced Attacks
3
6th
+4
+5
+3
+3
Healing Factor
4
7th
+5
+5
+3
+3
Wild Fighting, Hybridization
4
8th
+6
+6
+3
+3
Animalistic Capability, Bestial Mind
5
9th
+6
+6
+4
+4
6
10th
+7
+7
+4
+4
Feral Fortitude
6
11th
+8
+7
+4
+4
Scent
7
12th
+9
+8
+5
+5
7
13th
+9
+8
+5
+5
Animalistic Capability, Hybridization
8
14th
+10
+9
+6
+6
8
15th
+11
+9
+6
+6
Immunity to Crits
9
16th
+12
+10
+6
+6
A Thousand Faces
10
17th
+12
+10
+7
+7
10
18th
+13
+11
+7
+7
Animalistic Capability
11
19th
+14
+11
+7
+7
Hybridization
11
20th
+15
+12
+8
+8
Feral Avatar
12
Alignment: Any
Hit Die: 1d8
Class Skills:
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4+ Int modifier) × 4
Skill Points at Each Additional Level:4 + Int modifier
Weapon and Armor Proficiency: A primal is proficient with daggers, clubs, Sling, Javelin, Spear, Dart, and Maul. ANd is proficient with Leather and Hide armor, but no shields.
Special Abilities
Illiteracy Primals do not automatically know how to read and write. A Primal may spend 2 skill points to gain the ability to read and write a language he is able to speak.
Improved Unarmed Strike At 1st level, a Primal gains Improved Unarmed Strike as a bonus feat.
Heightened Senses {Ex}: A Primals sense are heightened gaining low-light vision that can see 3 times as far in dim light. Primals also gain a +1 bonus to spot and listen checks, this bonus increases by +1 every 5th level.
Invocation {Sp}:
Due to the eldritch power of nature that flows through his veins, the Primal does not prepare or cast spells as other wielders of magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild natural energies that suffuses his soul. The Primal can use any invocations he knows at-will, with the following qualifications:
The Primal's invocations are spell-like abilities; using an invocation is a standard action that provokes an attack of opportunity unless otherwise indicated in it’s description. An invocation can be disrupted, just as a spell can be ruined during casting. The Primal is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. an Eldritch can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. The Primal's invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. The Primal's caster level with his invocations is equal to his Primal level. The Primal may dismiss an invocation as a standard action, just as a wizard can dismiss a spell.
The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation + the Primal ’s Charisma modifier. Since spell-like abilities are not actually spells, the Primal cannot benefit from any metamagic feat or the Spell Focus feat. He can, however, benefit from the Ability Focus feat and any other feat that affects spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure.
The four grades of invocations, in order of their relative power, are least, lesser, greater and primal. The Primal begins play with knowledge of one least-grade invocation. As the Primal gains levels, he learns new invocations, as shown on the table above. At any level when the Primallearns a new invocation, he may also replace an invocation he already knows with another invocation of the same grade or lower. At 6th level, the Primal gains access to lesser invocations; at 11th level, the Primal gains access to greater invocations and at 16th level the Primal gains access to true invocations.
Wild Shape {Su}: At 2nd level, a Primal gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Primal level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the Primal melds into the new form and becomes nonfunctional. When the Primal reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Primal's feet.
The form chosen must be that of an animal the Primal is familiar with. With a Maximum of 2 animals per rank of Knowledge: Nature
A Primal loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A Primal can use this ability one more time per day at 5th, 8th, 11th, 14th, and 17th and 20th level In addition, he gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s Primal level.
At 7th level, a Primal becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Primal can’t use this ability to take the form of a plant that isn’t a creature.)
At 12th level, a Primal becomes able to use Wild Shape to Chnage into a Vermin of small or Meduim size. At 17th level a Primal gains the ability to Wildshape into Large or Tiny Vermin.
At 16th level, a Primal becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Primal gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
At 18th level, a Primal becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a Primal may use this wild shape ability to change into a Huge elemental.
Animalistic Capability {Ex}: At 3rd level ang again every 5th level afterwards a Primal may select a bonus feat from the following selection.
Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Endurance, Great Fortitude, Improved Overrun, Iron Will, Lightning Reflexes, Mobility, Run, Stealthy
Feral Instincts {Ex}:A Primal gets a +2 bonus to Initiative at 4th level, this increases by 1 every 4th level afterwards, a Primal also gets this bonus to Survival checks. In addition as long as the Primal is not denied his dexterity bonus, he gains a +2 bonus to Reflex Saves.
Toughened Hide {Ex}: A Primal's natural AC in both wild-shaped and natural forms increases by1 every 5th level.
Enhanced Attacks {Su}: At 5th level a Primal's unarmed attacks and natural attacks whilst wildshaped are empowered. They are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 11th level they are also treated as Silver and Cold-iron , while at 17th Adamantite. These stack, so a 17th level Primal's unarmed and natural attacks are considered magic, silver, cold-iron, and adamantite.
Healing Factor {Ex}: At 6th level a Primal gains Fast Healing equal to his base (un-wildshaped) Con modifier.
Wild Fighting {Ex}: At 7th level a Primal using the full-attack action can make one extra attack per round at his highest base attack bonus. Until the beginning of his next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.
Hybridization {Ex}: A Primal can at 7th level assume an Extraordinary ability form a wildshape form he knowns and apply it to another. A primal can assume an additional ability at 13th and 19th levels. For example a 12th level Primal can while in Wild shape as a Tiger take a spider's ability to shoot webbing and at 13th level he can gain a spiders Tremor sense and finally at 19th the spider's poison. The Pirmal need not take all extraordinary abilities from the same animal. In the above example the 19th level Primal wildshaped as a tiger can take the tremor sense and poison abilities of the spider and instead of the ability to shoot webbing take the weasle's ability to attach or the earth elemental's ability to earth glide.
Bestial Mind {Ex}: At 8th level a Primal gets a +4 bonus to Will Saves vs Charm or Compulsion effects.
Feral Fortitude {Ex}: At 9th level a Primal gains a bonus on saving throws against disease, exhaustion, fatigue, fear, and poison, Equal to His Charisma Modifier. He also recovers from ability damage, exhaustion, and fatigue at twice the normal rate.
Scent {Ex}: At 11th level the Primal gains the Scent ability
Immunity to Crits At 15th level a Primal is immune to critical hits and takes half damage from precision based attacks, such as Sneak Attack.
A Thousand Faces {Su}: At 16th level, a Primal gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the Primal’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the Primal’s appearance, within the limits described for the spell.
Feral Avatar {Ex}: A Primal's Wildshape becomes much more potent. A Primal may now wildshape as a move action, and during the wildshape duration may change his form multiple times during the duration, equal to 1+ his Charisma Modifier, and only the first transformation heals the Primal. If the Primal changes into its natural form, the use of wild shape ends.
Invocation
Least
Beast claws (2nd) You call forth the aggressive nature of the beast inherent in yourself transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small) plus your Strength bonus. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If used while Wildshaped you claw damage dice goes up one step. Last 1 minute per level.
Thicket's Mist (1st) A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.
Burning Gaze (2nd) This Invocation allows you to make a range touch attack to deal 1d6 fire damage plus an addition 1d6 fire damage for every 3rd Primal level. Cannot be used while wildshaped.
Burst of Speed (1st) This Invocation increases your land speed by 10 feet for 1 round per level.
Call of the Beast (2nd) You gain a rapport with the beasts of the world. You gain the wild empathy ability as a druid of your Primal level and can communicate with animals as if under the effect of speak with animals.
This invocation lasts for 1 hour per level..
Catfall (1st) You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. At 7th level you take damage as if the fall were 20 feet shorter, and at 14th as it it was 30 feet shorter. The use of this Invocation is an immeditate action.
Chameleon (2nd) Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 competance bonus on Hide checks. In addition this ability allows the Primal to Hide without the need for cover or concealment or even if being observed. This invocation last 1 minute per level.
Earthen Grasp (2nd) As the spell Earthern Grasp
Envenom (2nd) If you have a claw attack (either from an actual natural weapon or from an effect such as the Beast Claws Invocation), you can use this power to produce a mild venom that coats your claws. The poison deals 1d6 poison damage plus an additional 1d6 damage for every 4th level. This Invocation lasts 2 rounds per level. A successful Fortitude negates the damage.
Entangle (1st) As the spell Entangle
Growth/shrink (1st) This Invocation allows the Primal to enlarge or reduce himself as per enlarge person and reduce person. Except this Invocation only last 1 round per level.
Gust of Wind (2nd) As the spell Gust of Wind
Jump (1st) As the spell Jump
Stomp (2nd) This Invocation creates a shock wave in a 15 foot radius that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power’s area, and deals 3d4 plus 1 per level damage. A successful Reflex save halves the damage. Creatures that fail their saves are thrown to the ground, and become prone. This Invocation can only be used while wildshaped.
Turtle Shell (2nd) The Primal gains DR 2/- for 1 round for every 2 levels. The damage reduction increases by 1 every 5th level.
Vigor (2nd) This invocation grants the Primal 5 temporary HP, increasing to 10 at 6th, 15 at 12th and finally 20 and 18th level. These temporary HP last 1 minute.
Web (2nd) As the spell Web
Wolf's Bite (2nd) You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 damage (1d6 if you are small, or 2d6 if you are large) plus one and one half your Strength bonus. Your bite attack is a natural weapon, if you bite in addition to making other attacks, the bite is a secondary attack. If used while Wildshaped your bite damage dice goes up one step. Last 1 minute per level.
Lesser
Animal Affinity (2st) As the spell Charm Animal, but affects 1 target plus an additional target for every 4th level. This Invocation lasts 10 minutes per level.
Animate Elemental (2nd) As the spell Animate Fire, but any of the 4 elements
Blinding Spittle (2nd) As the spell Blinding Spittle
Body Repair (3rd) This Invocation allows the Primal to heal himself for 1d6 plus 1 per every 2nd level. Alternatively This can be used as a Remove Disease, or Remove Blindness/Deafness. Unlike other Invocations this one requires a full round and the Primal is flat footed while doing so.
Energy Adaptation (3rd) This Invocations grants resistance 15 against any attack of whichever one of five energy types you select that deals acid, cold, electricity, fire, or sonic damage. This invocation lasts 2 rounds per level.
Feral Fury (3rd) As the spell Rage, though lasting 1 round per level.
Meld With Stone (3rd) As the spell Meld With Stone
Nature's Favor (2nd)As the spell Nature's Favor, except that Primal can cast this spell on any ally and lasts 1 round per level.
Predator's Roar (4th) This invocation deals 5d6 sonic damage plus 1 per level in a 10 foot radius. A Successful Fort saves halves the damage, those failing the save are Shaken for 3 rounds.
Speak With Plants (3rd) As the spell Speak With Plants
Stony Grasp (3rd) As the spell Stony Grasp
Wall Climb (3rd) This Invocation allows you to walk on vertical surfaces or even traverse ceilings (you need not make Climb checks to traverse these surfaces). Because of the need to keep at least one foot in contact with the wall or ceiling at all times, you cannot jump or use the run action, and you can move at only half speed.
You retain your Dexterity bonus to Armor Class, if any, and opponents gain no special bonuses against you. This Invocation lasts 1 minute per level.
Whispering Wind (2nd) As the spell Whispering Wind
Wind Wall (3rd) As the spell Wind Wall
Greater
Calm Nature (4th) As Calm Animal but works on magical beasts as Fey in addition to animals, as like dire animals ,Magical Beasts and Fey are allowed a saving throw.
Command Plants (4th) As the spell Command Plants
Exhalation of Dragons (5th) With this Invocation you chose 1 energy type amonst your choices of Acid, Fire, Cold or Lightning. You breathe the selected energy type in a 15 foot cone dealing 6d6 damage. A Primal may not use this invocation or Dragon's Breath for 5 rounds after use.
Freedom of Movement (4th) as the spell Freedom of Movement, but only lasting 2 rounds per level.
Feral Instinct (4th) With this Invocation you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). Feral Instinct detects active aggression, as opposed to vigilance. In addition, while this Invocation is active you cannot be surprised or caught flat-footed by creatures.
While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you. This Invocation lasts1 minute per level.
Greater Energy Adaptation (5th) This invocation grants resistance 35 against any attack of whichever one of five energy types you select that deals acid, cold, electricity, fire, or sonic damage. This invocation lasts 2 rounds per level. THis Invocation overwrites Energy Adaptation.
Heightened Vision (4th) With this Invocation you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability while flanking (but they may still sneak attack you if you are denied your Dexterity bonus). Your Spot and Search checks gain a +6 enhancement bonus. This Invocation lasts 1 minute per level.
Roots of the Mountain (5th) With this Invocation are almost impossible to move. You gain a +4 enhancment bonus to your Strength as well as Constitution. You may not move more than 10 fett per round while under the effects of this Invocation. In addition you gain a +6 bonus to opposed Trip, Bullrush, and Overrun attempts, as well as a +4 bonus to any spell, effect, or ability that would casue you to go prone, or knock you back. This Invocation lasts 1 minutes per level.
Predatory Prowess This Invocation grants you an additional attack on a target when making an attack of opportunity, though at -5 penalty. In addition as long as this Invocation is active you deal an additional 3d4 points of damage to targets that are denied theri dexterity bonus. Creatures immune to sneak attacks and crits are immune to this extra damage. This invocation lasts 3 rounds per level.
Stone Shape (5th) As the spell Stone Shape
Stone Tell (6th) As the spell Stone tell
Venom (4th) If you have a claw or Bite attack (either from an actual natural weapon or from an effect such as the Beast Claws or Wolf's Bite Invocations), you can use this power to produce a mild venom that coats your claws and bite. The poison deals 1d6 poison damage plus an additional 1d6 damage for every 3rd level. This Invocation lasts 2 rounds per level. A successful Fortitude negates the damage.
Wall of Fire (4th) As the spell Wall of Fire
Wall of Ice (4th As the spell Wall of Ice
Wall of Stone (5th) As the spell Wall of Stone
Wall of Thorns (5th) As the spell Wall of Thorns
Primal
Adaptation (6th) This Invocation allows your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you 1 point less of damage. This invocation lasts 2 minutes per level.
Control Weather (7th) As the spell Control Weather
Dragon's Breath (6th) With this Invocation you chose 1 energy type amonst your choices of Acid, Fire, Cold or Lightning. You breathe the selected energy type in a 20 foot cone dealing 10d6 damage. A Primal may not use this invocation or Exhalation of Dragons for 5 rounds after use.
Hibernation (6th)This Invocation puts you into a trance so deep that you are almost in suspended animation. Even effects that detect life are incapable of determining that you are alive.
While you are in Hibernation, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.
If you take any damage, you come out of your trance 4 rounds later.The trance can also be ended by a successful use of any dispel magic effect. If you choose to dismiss the Invocation, your trance ends 10 rounds later.
Live Oak (6th) As the spell Live Oak except the duration is only 1 hour a level.
Oak Body (7th) This Invocation transforms your body into living oak, which grants you several advantages. You gain damage reduction 10/slashing and a +5 bonus to any natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease, drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect. Though Spell, effects and abilities that target plants effect you as normal.
You take only half damage from cold effects of all kinds. However, you become susceptible to all special attacks that affect wood, and you gain vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can’t use potions) or play instruments. You have an armor check penalty of -4.
Your unarmed attacks deal 4d6 plus 1 and 1/2 times your strenght modifier damage and you are considered armed when making unarmed attacks. When you make a full attack against an object or structure using your unarmed strike, you deal double damage.
Move Earth (6th) As the spell Move Earth
Sky Master (6th) With this Invocation you are born aloft, at home among the clouds. You gain a fly speed equal to your land speed + 30 feet with perfect maneuverability. While this Invocation is active you are considered to have both the Flyby Attack and Improved Flyby Attack feats, even if you don’t meet the prerequisites. This Invocation lasts 1 hour per level.
What I mean when I say Critque in my header...
cri·tique
[kri-teek] noun, verb, cri·tiqued, cri·ti·quing.
noun
1. an article or essay criticizing a literary or other work; detailed evaluation; review.
2. a criticism or critical comment on some problem, subject, etc.
3. the art or practice of criticism.
verb (used with object)
4. to review or analyze critically.
Primal
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
Invocations
[td]1st
+0
+2
+1
+1
Illiteracy, Improved Unarmed Strike, Heightened Senses
1
2nd
+1
+3
+1
+1
Wild Shape
2
3rd
+2
+3
+2
+2
Animalistic Capability
2
4th
+3
+4
+2
+2
Feral Instincts
3
5th
+3
+4
+2
+2
Toughened Hide, Enhanced Attacks
3
6th
+4
+5
+3
+3
Healing Factor
4
7th
+5
+5
+3
+3
Wild Fighting, Hybridization
4
8th
+6
+6
+3
+3
Animalistic Capability, Bestial Mind
5
9th
+6
+6
+4
+4
6
10th
+7
+7
+4
+4
Feral Fortitude
6
11th
+8
+7
+4
+4
Scent
7
12th
+9
+8
+5
+5
7
13th
+9
+8
+5
+5
Animalistic Capability, Hybridization
8
14th
+10
+9
+6
+6
8
15th
+11
+9
+6
+6
Immunity to Crits
9
16th
+12
+10
+6
+6
A Thousand Faces
10
17th
+12
+10
+7
+7
10
18th
+13
+11
+7
+7
Animalistic Capability
11
19th
+14
+11
+7
+7
Hybridization
11
20th
+15
+12
+8
+8
Feral Avatar
12
Alignment: Any
Hit Die: 1d8
Class Skills:
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4+ Int modifier) × 4
Skill Points at Each Additional Level:4 + Int modifier
Weapon and Armor Proficiency: A primal is proficient with daggers, clubs, Sling, Javelin, Spear, Dart, and Maul. ANd is proficient with Leather and Hide armor, but no shields.
Special Abilities
Illiteracy Primals do not automatically know how to read and write. A Primal may spend 2 skill points to gain the ability to read and write a language he is able to speak.
Improved Unarmed Strike At 1st level, a Primal gains Improved Unarmed Strike as a bonus feat.
Heightened Senses {Ex}: A Primals sense are heightened gaining low-light vision that can see 3 times as far in dim light. Primals also gain a +1 bonus to spot and listen checks, this bonus increases by +1 every 5th level.
Invocation {Sp}:
Due to the eldritch power of nature that flows through his veins, the Primal does not prepare or cast spells as other wielders of magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild natural energies that suffuses his soul. The Primal can use any invocations he knows at-will, with the following qualifications:
The Primal's invocations are spell-like abilities; using an invocation is a standard action that provokes an attack of opportunity unless otherwise indicated in it’s description. An invocation can be disrupted, just as a spell can be ruined during casting. The Primal is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. an Eldritch can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. The Primal's invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. The Primal's caster level with his invocations is equal to his Primal level. The Primal may dismiss an invocation as a standard action, just as a wizard can dismiss a spell.
The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation + the Primal ’s Charisma modifier. Since spell-like abilities are not actually spells, the Primal cannot benefit from any metamagic feat or the Spell Focus feat. He can, however, benefit from the Ability Focus feat and any other feat that affects spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure.
The four grades of invocations, in order of their relative power, are least, lesser, greater and primal. The Primal begins play with knowledge of one least-grade invocation. As the Primal gains levels, he learns new invocations, as shown on the table above. At any level when the Primallearns a new invocation, he may also replace an invocation he already knows with another invocation of the same grade or lower. At 6th level, the Primal gains access to lesser invocations; at 11th level, the Primal gains access to greater invocations and at 16th level the Primal gains access to true invocations.
Wild Shape {Su}: At 2nd level, a Primal gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Primal level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the Primal melds into the new form and becomes nonfunctional. When the Primal reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Primal's feet.
The form chosen must be that of an animal the Primal is familiar with. With a Maximum of 2 animals per rank of Knowledge: Nature
A Primal loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A Primal can use this ability one more time per day at 5th, 8th, 11th, 14th, and 17th and 20th level In addition, he gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s Primal level.
At 7th level, a Primal becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Primal can’t use this ability to take the form of a plant that isn’t a creature.)
At 12th level, a Primal becomes able to use Wild Shape to Chnage into a Vermin of small or Meduim size. At 17th level a Primal gains the ability to Wildshape into Large or Tiny Vermin.
At 16th level, a Primal becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Primal gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
At 18th level, a Primal becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a Primal may use this wild shape ability to change into a Huge elemental.
Animalistic Capability {Ex}: At 3rd level ang again every 5th level afterwards a Primal may select a bonus feat from the following selection.
Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Endurance, Great Fortitude, Improved Overrun, Iron Will, Lightning Reflexes, Mobility, Run, Stealthy
Feral Instincts {Ex}:A Primal gets a +2 bonus to Initiative at 4th level, this increases by 1 every 4th level afterwards, a Primal also gets this bonus to Survival checks. In addition as long as the Primal is not denied his dexterity bonus, he gains a +2 bonus to Reflex Saves.
Toughened Hide {Ex}: A Primal's natural AC in both wild-shaped and natural forms increases by1 every 5th level.
Enhanced Attacks {Su}: At 5th level a Primal's unarmed attacks and natural attacks whilst wildshaped are empowered. They are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 11th level they are also treated as Silver and Cold-iron , while at 17th Adamantite. These stack, so a 17th level Primal's unarmed and natural attacks are considered magic, silver, cold-iron, and adamantite.
Healing Factor {Ex}: At 6th level a Primal gains Fast Healing equal to his base (un-wildshaped) Con modifier.
Wild Fighting {Ex}: At 7th level a Primal using the full-attack action can make one extra attack per round at his highest base attack bonus. Until the beginning of his next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.
Hybridization {Ex}: A Primal can at 7th level assume an Extraordinary ability form a wildshape form he knowns and apply it to another. A primal can assume an additional ability at 13th and 19th levels. For example a 12th level Primal can while in Wild shape as a Tiger take a spider's ability to shoot webbing and at 13th level he can gain a spiders Tremor sense and finally at 19th the spider's poison. The Pirmal need not take all extraordinary abilities from the same animal. In the above example the 19th level Primal wildshaped as a tiger can take the tremor sense and poison abilities of the spider and instead of the ability to shoot webbing take the weasle's ability to attach or the earth elemental's ability to earth glide.
Bestial Mind {Ex}: At 8th level a Primal gets a +4 bonus to Will Saves vs Charm or Compulsion effects.
Feral Fortitude {Ex}: At 9th level a Primal gains a bonus on saving throws against disease, exhaustion, fatigue, fear, and poison, Equal to His Charisma Modifier. He also recovers from ability damage, exhaustion, and fatigue at twice the normal rate.
Scent {Ex}: At 11th level the Primal gains the Scent ability
Immunity to Crits At 15th level a Primal is immune to critical hits and takes half damage from precision based attacks, such as Sneak Attack.
A Thousand Faces {Su}: At 16th level, a Primal gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the Primal’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the Primal’s appearance, within the limits described for the spell.
Feral Avatar {Ex}: A Primal's Wildshape becomes much more potent. A Primal may now wildshape as a move action, and during the wildshape duration may change his form multiple times during the duration, equal to 1+ his Charisma Modifier, and only the first transformation heals the Primal. If the Primal changes into its natural form, the use of wild shape ends.
Invocation
Least
Beast claws (2nd) You call forth the aggressive nature of the beast inherent in yourself transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small) plus your Strength bonus. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If used while Wildshaped you claw damage dice goes up one step. Last 1 minute per level.
Thicket's Mist (1st) A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.
Burning Gaze (2nd) This Invocation allows you to make a range touch attack to deal 1d6 fire damage plus an addition 1d6 fire damage for every 3rd Primal level. Cannot be used while wildshaped.
Burst of Speed (1st) This Invocation increases your land speed by 10 feet for 1 round per level.
Call of the Beast (2nd) You gain a rapport with the beasts of the world. You gain the wild empathy ability as a druid of your Primal level and can communicate with animals as if under the effect of speak with animals.
This invocation lasts for 1 hour per level..
Catfall (1st) You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. At 7th level you take damage as if the fall were 20 feet shorter, and at 14th as it it was 30 feet shorter. The use of this Invocation is an immeditate action.
Chameleon (2nd) Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 competance bonus on Hide checks. In addition this ability allows the Primal to Hide without the need for cover or concealment or even if being observed. This invocation last 1 minute per level.
Earthen Grasp (2nd) As the spell Earthern Grasp
Envenom (2nd) If you have a claw attack (either from an actual natural weapon or from an effect such as the Beast Claws Invocation), you can use this power to produce a mild venom that coats your claws. The poison deals 1d6 poison damage plus an additional 1d6 damage for every 4th level. This Invocation lasts 2 rounds per level. A successful Fortitude negates the damage.
Entangle (1st) As the spell Entangle
Growth/shrink (1st) This Invocation allows the Primal to enlarge or reduce himself as per enlarge person and reduce person. Except this Invocation only last 1 round per level.
Gust of Wind (2nd) As the spell Gust of Wind
Jump (1st) As the spell Jump
Stomp (2nd) This Invocation creates a shock wave in a 15 foot radius that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power’s area, and deals 3d4 plus 1 per level damage. A successful Reflex save halves the damage. Creatures that fail their saves are thrown to the ground, and become prone. This Invocation can only be used while wildshaped.
Turtle Shell (2nd) The Primal gains DR 2/- for 1 round for every 2 levels. The damage reduction increases by 1 every 5th level.
Vigor (2nd) This invocation grants the Primal 5 temporary HP, increasing to 10 at 6th, 15 at 12th and finally 20 and 18th level. These temporary HP last 1 minute.
Web (2nd) As the spell Web
Wolf's Bite (2nd) You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 damage (1d6 if you are small, or 2d6 if you are large) plus one and one half your Strength bonus. Your bite attack is a natural weapon, if you bite in addition to making other attacks, the bite is a secondary attack. If used while Wildshaped your bite damage dice goes up one step. Last 1 minute per level.
Lesser
Animal Affinity (2st) As the spell Charm Animal, but affects 1 target plus an additional target for every 4th level. This Invocation lasts 10 minutes per level.
Animate Elemental (2nd) As the spell Animate Fire, but any of the 4 elements
Blinding Spittle (2nd) As the spell Blinding Spittle
Body Repair (3rd) This Invocation allows the Primal to heal himself for 1d6 plus 1 per every 2nd level. Alternatively This can be used as a Remove Disease, or Remove Blindness/Deafness. Unlike other Invocations this one requires a full round and the Primal is flat footed while doing so.
Energy Adaptation (3rd) This Invocations grants resistance 15 against any attack of whichever one of five energy types you select that deals acid, cold, electricity, fire, or sonic damage. This invocation lasts 2 rounds per level.
Feral Fury (3rd) As the spell Rage, though lasting 1 round per level.
Meld With Stone (3rd) As the spell Meld With Stone
Nature's Favor (2nd)As the spell Nature's Favor, except that Primal can cast this spell on any ally and lasts 1 round per level.
Predator's Roar (4th) This invocation deals 5d6 sonic damage plus 1 per level in a 10 foot radius. A Successful Fort saves halves the damage, those failing the save are Shaken for 3 rounds.
Speak With Plants (3rd) As the spell Speak With Plants
Stony Grasp (3rd) As the spell Stony Grasp
Wall Climb (3rd) This Invocation allows you to walk on vertical surfaces or even traverse ceilings (you need not make Climb checks to traverse these surfaces). Because of the need to keep at least one foot in contact with the wall or ceiling at all times, you cannot jump or use the run action, and you can move at only half speed.
You retain your Dexterity bonus to Armor Class, if any, and opponents gain no special bonuses against you. This Invocation lasts 1 minute per level.
Whispering Wind (2nd) As the spell Whispering Wind
Wind Wall (3rd) As the spell Wind Wall
Greater
Calm Nature (4th) As Calm Animal but works on magical beasts as Fey in addition to animals, as like dire animals ,Magical Beasts and Fey are allowed a saving throw.
Command Plants (4th) As the spell Command Plants
Exhalation of Dragons (5th) With this Invocation you chose 1 energy type amonst your choices of Acid, Fire, Cold or Lightning. You breathe the selected energy type in a 15 foot cone dealing 6d6 damage. A Primal may not use this invocation or Dragon's Breath for 5 rounds after use.
Freedom of Movement (4th) as the spell Freedom of Movement, but only lasting 2 rounds per level.
Feral Instinct (4th) With this Invocation you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). Feral Instinct detects active aggression, as opposed to vigilance. In addition, while this Invocation is active you cannot be surprised or caught flat-footed by creatures.
While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you. This Invocation lasts1 minute per level.
Greater Energy Adaptation (5th) This invocation grants resistance 35 against any attack of whichever one of five energy types you select that deals acid, cold, electricity, fire, or sonic damage. This invocation lasts 2 rounds per level. THis Invocation overwrites Energy Adaptation.
Heightened Vision (4th) With this Invocation you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied their sneak attack ability while flanking (but they may still sneak attack you if you are denied your Dexterity bonus). Your Spot and Search checks gain a +6 enhancement bonus. This Invocation lasts 1 minute per level.
Roots of the Mountain (5th) With this Invocation are almost impossible to move. You gain a +4 enhancment bonus to your Strength as well as Constitution. You may not move more than 10 fett per round while under the effects of this Invocation. In addition you gain a +6 bonus to opposed Trip, Bullrush, and Overrun attempts, as well as a +4 bonus to any spell, effect, or ability that would casue you to go prone, or knock you back. This Invocation lasts 1 minutes per level.
Predatory Prowess This Invocation grants you an additional attack on a target when making an attack of opportunity, though at -5 penalty. In addition as long as this Invocation is active you deal an additional 3d4 points of damage to targets that are denied theri dexterity bonus. Creatures immune to sneak attacks and crits are immune to this extra damage. This invocation lasts 3 rounds per level.
Stone Shape (5th) As the spell Stone Shape
Stone Tell (6th) As the spell Stone tell
Venom (4th) If you have a claw or Bite attack (either from an actual natural weapon or from an effect such as the Beast Claws or Wolf's Bite Invocations), you can use this power to produce a mild venom that coats your claws and bite. The poison deals 1d6 poison damage plus an additional 1d6 damage for every 3rd level. This Invocation lasts 2 rounds per level. A successful Fortitude negates the damage.
Wall of Fire (4th) As the spell Wall of Fire
Wall of Ice (4th As the spell Wall of Ice
Wall of Stone (5th) As the spell Wall of Stone
Wall of Thorns (5th) As the spell Wall of Thorns
Primal
Adaptation (6th) This Invocation allows your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you 1 point less of damage. This invocation lasts 2 minutes per level.
Control Weather (7th) As the spell Control Weather
Dragon's Breath (6th) With this Invocation you chose 1 energy type amonst your choices of Acid, Fire, Cold or Lightning. You breathe the selected energy type in a 20 foot cone dealing 10d6 damage. A Primal may not use this invocation or Exhalation of Dragons for 5 rounds after use.
Hibernation (6th)This Invocation puts you into a trance so deep that you are almost in suspended animation. Even effects that detect life are incapable of determining that you are alive.
While you are in Hibernation, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.
If you take any damage, you come out of your trance 4 rounds later.The trance can also be ended by a successful use of any dispel magic effect. If you choose to dismiss the Invocation, your trance ends 10 rounds later.
Live Oak (6th) As the spell Live Oak except the duration is only 1 hour a level.
Oak Body (7th) This Invocation transforms your body into living oak, which grants you several advantages. You gain damage reduction 10/slashing and a +5 bonus to any natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease, drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect. Though Spell, effects and abilities that target plants effect you as normal.
You take only half damage from cold effects of all kinds. However, you become susceptible to all special attacks that affect wood, and you gain vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can’t use potions) or play instruments. You have an armor check penalty of -4.
Your unarmed attacks deal 4d6 plus 1 and 1/2 times your strenght modifier damage and you are considered armed when making unarmed attacks. When you make a full attack against an object or structure using your unarmed strike, you deal double damage.
Move Earth (6th) As the spell Move Earth
Sky Master (6th) With this Invocation you are born aloft, at home among the clouds. You gain a fly speed equal to your land speed + 30 feet with perfect maneuverability. While this Invocation is active you are considered to have both the Flyby Attack and Improved Flyby Attack feats, even if you don’t meet the prerequisites. This Invocation lasts 1 hour per level.
What I mean when I say Critque in my header...
cri·tique
[kri-teek] noun, verb, cri·tiqued, cri·ti·quing.
noun
1. an article or essay criticizing a literary or other work; detailed evaluation; review.
2. a criticism or critical comment on some problem, subject, etc.
3. the art or practice of criticism.
verb (used with object)
4. to review or analyze critically.