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View Full Version : The Primal Realm: Updated 07-24-07



mabriss lethe
2007-07-21, 05:15 AM
(Adapted from the Ranks of control and jealous realms rules found in Fortunes and Winds published by AEG.)

This is the nuts and bolts of a project I'm working on. There was far too much information to go fluff heavy, But I think I've left enough so that you guys can tell what's going on. What's here should be adaptable to pretty much any gaming environment. Have a peek. I'm sure I've left something out.

The Primal Realm:
Few people, even the most learned of scholars, have even heard of the existence of this realm. Among those who do know, no one knows the exact origins or even the exact nature of the realm. Only that it seems to harken back to the dawn of sentient life on the material plane. The Plane itself is a harsh wilderness, with environments ranging from blasted tundra to deepest jungle. Passages from the prime material plane to the Primal Realm seem to form naturally in the deepest parts of uninhabited territory. The deepest groves of an ancient forest, a winding mountain pass, or a cavern deep beneath a waterfall. Any of these could be an entrance to the Primal Realm.

the Primal Realm Vs. the Prime Material Plane.

What is the difference? In terms of mechanics, not very much. Natives to the Primal realm are still native to the Prime Material Plane, Though the opposite is not true. If pressed for an explanation, The Primal Realm is the Prime Material Planes own dreams and memories of an earlier time.

Touch of the Wild:

The Primal Realm is a place of ancient, untamed magic. Those who spend any length of time within the Primal Realm will eventually become vessels for its power.

Powers of the Primal Realm:

Bestial Strength: Any who begin to accumulate the power of the primal realm can call upon bestial strength, adding his Realm control modifier as an enhancement bonus to any one Strength, Dex, or Con roll, but in the process, cementing this realm's control over the character even further, gaining 1 point of control for the attempt. Bestial Strength is a supernatural ability

Primal Magic: Spell casters will find that this realm's power flows easily through them, Spontaneous casters and Druids gain extra spell slots as per the table above. Prepared casters learn additional spells from the Druid spell list, though they are still cast as per the character's original spellcasting class. When using these extra spells and slots, the character gains a number of additional control points equal to the spell's level. Characters with multiple spell casting classes choose a single class to apply this bonus to.

Lost to the Wild: Native creatures with the primal subtype or creature who acquire five ranks of primal control do not gain control points from using Primal Powers or by any other means. Instead these characters may use Bestial Strength or similar abilities a number of times per day equal to their wisdom modifier. True natives have to take these abilities as feats. Non-native creatures with points of primal control begin relying more on primitive instincts and snap judgements than on more civilized mental attitudes. You take a penalty on all Charisma related skill checks equal to your Primal Control Modifier.

Acquiring control from the Primal Realm.
For every week spent in the Primal Realm, The character has to make a will save with a DC 10 or else gain 1d4 points of control from the Primal Realm. For every week the character succeeds, this DC increases by 5. When the character finally fails the save, the DC is reset at 10 and the process begins anew.

Wounds inflicted by weapons crafted out of materials native to the Primal Plane carry with them a slim chance of passing on Primal Control. When wounded by such a weapon a character must make a will save with a DC of 10 or receive 1d4 points of Primal Control. Any wound taken while in the Primal Realm, no matter what the source, is treated in the same fashion.

Resisting Control from the Primal Realm:
One of the telltale signs the knowledgeable person looks for when seeking pathways to the primal realm are deposits of brilliantly colored crystals seeming to sprout from the ground right at the threshold. Some scholars call these formations Wardenstones. The closer one is to the path, the more numerous these crystal formations are. Wardenstone, is, in effect, a sort of mystical scab that partially seals the two realms away from each other. Collecting a "finger" (a unit roughly half an inch in diameter and 3 inches long) of Wardenstone will protect the bearer from the energies inside the Primal Realm for one week. No saves need to be made to resist acquiring points of control, even from wounds. At the end of that time, Its brilliant striations will fade away and all protection from the stone is gone. Additional units of this stone will extend the effect, each feeding on the other as long as each piece is no more than 10 feet removed from its brothers. In such a case, one stone per week will fade and fail until the supply is exhausted. There is a limit to how much protection these stones will give. No matter how much you carry, all the stone will fade to uselessness within one lunar month (28 days, or 4 weeks) of being brought into the Primal Realm.

Table 1: Primal Realm Control
{table]Control Points |Realm modifier| Bonus Spells
* |* |1 2 3 4 5 6 7 8 9
1-10|+0|1 - - - - - - - -
11-20|+1|1 1 - - - - - - -
21-30|+2|1 1 1 - - - - - -
31-40|+3|1 1 1 1 - - - - -
41-50|+4|2 1 1 1 1 - - - -
51-60|+5|2 2 1 1 1 1 - - -
61-70|+6|2 2 2 1 1 1 1 - -
71-80|+7|2 2 2 2 1 1 1 1 -
81-90|+8|3 2 2 2 2 1 1 1 1[/table]

Levels of Control: The more power this realm invests in someone, the more it changes their behavior. If the Primal realm is, in fact, a dream of the Prime Material Plane, then those who are influence by it must begin to act the part.

Level One Control:
Prerequisite: Realm Control Modifier exceeds two ability score modifiers
You're in tune with the old ways of hunters. You gain a +2 bonus on Spot, Survival and Move Silently Checks, but now have strange cravings for raw meat. DC 10 will save once per day to resist this urge in polite company DC 20 if you think that no one is looking.

You gain a limited version of the [Primal] subtype and access to Primal feats


Level Two Control
Prerequisite: Realm Control Modifier exceeds three ability score modifiers

At this point, The Primal Realm begins enforcing a sort of "Survival of the Fittest" mentality. You have a short temper, but can keep yourself reigned in with effort. Long dormant instincts return to the fore, requiring DC 12 will save to avoid reacting to any perceived slight or insult with aggression. Amongst comrades this will probably wind up being a bare knuckle brawl to assert dominance.

A certain degree of animalistic paranoia colors your thoughts. You're always on edge and ready for danger, gaining a +2 bonus to initiative.

Level Three Control
Prerequisite: Realm Control Modifier exceeds four ability score modifiers

The Primal Realm sinks it's claws deeper into you, Increasing all previous control related will saves by 5, but also increasing all previous bonuses by +2

You may also sense the relative direction and distance to the nearest path between the Prime Material Plane and the Primal Realm as long as you remain in one of the two plains.

Level Four Control
Prerequisite: Realm Control Modifier exceeds five ability score modifiers

You become claustrophobic in large urban environments, and must succeed at a will save once per day with a DC of 20 or be shaken. Modern tools no longer make sense to you They feel somehow wrong in your hands. When using any tool or weapon crafted primarily of metal using modern means, you take a -2 penalty on attack rolls or skill checks. However, you have a newfound affinity for primitive tools, gaining a +2 bonus to all attack rolls or skill checks made using tools crafted of stone, wood, bone, or some other, similar material. (See the Craft: Primitive Wares skill for a more complete description)

Level Five Control
Prerequisite: Realm Control Modifier exceeds all other ability score modifiers.

You are considered a native to the Primal Realm, you detest the modern world and will do anything in your power to return to the Primal Realm. Unless compelled to stay by unassailable reasons, When on the Prime Material Plane, you must make a will save with a DC of 30 once per day or attempt to seek out the nearest pathway to the Primal Realm.

In addition to any other type the character possesses, the creature is treated having the [animal] type and is affected by certain spells that would not normally effect a humanoid.


Removing Primal Control:
There seems to be no reliable way to completely remove the stain of the Primal Realm from a person. It can be reduced or controlled, but not even a wish or miracle can completely sear the power from someone under its influence.

Meditation: Once per month, while outside the Primal Realm, a creature possessing Primal Control points may attempt a Concentration check with a DC of 25. Success on this check will remove 1d4 points of Primal Control. This will never remove a creature's last point of control.

Talismans: A finger of the same vibrantly colored Wardenstone used to protect against the power of the Primal realm can also be used to suppress all aspects of Primal Control when worn in contact with the skin. While worn, this temporarily blocks any penalty or benefit derived from possessing points of Primal control or primal feats. Natives and creatures with one or more full levels of Primal Control feel distinctly uncomfortable while wearing such a talisman. They must succeed on a Con save with a DC of 20 once per day or be Sickened until the next successful save.

Magic: Extremely powerful magic can help reduce Primal Control, but no magic accessible to mortals seems able to completely remove the stigma of the Primal Plane. The use of magic will not remove the last point of Primal Control a creature possesses. Wish or Miracle may be used to remove all accumulated points of control aside from a creature's last. Limited Wish can be used to remove just enough points of control to put the creature's total at 1 less than the total needed to keep the creature at it's current level of control. Lesser Restoration, Restoration, and Greater Restoration will remove 1d10, 2d10, and 3d10 points of primal control (respectively.)

Death: Death offers the only sure way to completely escape the power of the Primal Realm. The magic of the Primal Realm is a thing of the flesh. If a soul sheds its flesh outside of the Primal Realm, the realm no longer has any power over it. However, there is a catch. If resurrected by any other means than a True Resurrection or Reincarnate spell, or in any way that does not involve the original body, there is a cumulative 10% chance per point of Primal control modifier that resurrected body will be brought back to life still carrying the full burden of his former Primal Control. If resurrected within the Primal Realm, no matter what the means, the creature comes back to life with an additional 1d10 points of Primal Control.



Notes on Control: These levels of control apply only to creatures not already native to the Primal Realm. Born natives may share some, but not necessarily all of these qualities. Natives, even if they don't show all the signs of control are considered to be fully under the control of the Primal Realm. A native to the realm, for certain mechanical purposes, is assumed to have a control modifier equal his constitution modifier +1. True natives gain no bonus spells nor can they use Bestial strength or any other special power derived from points of primal control without acquiring specific Primal feats.


Gobrah, The Primal Goblins: A playable race:

The average Gobrah stands at about 3 to 3 and 1/2 feet tall. It is the primordial goblinoid. The mold from which all others were cast. Its skin is a mottled green and grey with a shock of dark hair and luminous yellow eyes, reminiscent of some sort of canine. They favor simple, practical clothing. Loincloths and not much else in tropical climes compared to layered sealskins and furs in the northern tundras. when forced into battle, they rely on handcrafted weapons of wood and stone and armor made from leather and hide and laced with wood and bone for added rigidity and protection.

+2 Dex, -2 Str
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A gobrah’s base land speed is 30 feet.
Lowlight Vision:
Weapon Proficiency: All Gobrah are proficient with the Gobrah Longknife and the Atlatl.
Primal Weapon affinity: +1 racial bonus on attack rolls made with primitive weaponry. This can be any weapon crafted from Wood Bone, stone, or some other similar material (See Craft: Primitive Wares skill). This bonus increases to +2 if the weapon in question was crafted by the wielder.
+2 racial bonus on Craft (Primitive wares), Move Silently, Ride and Survival checks.
Primal subtype and access to primal feats. Immune to control from the Primal Realm.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Ranger.

New options

New Skills:
Craft: Primitive Wares
Functions differently than most craft skill. Primitive Wares gives a character basic functional knowledge in a wide variety of primitive arts. Simple leatherwork, wood carving, stonecutting, pottery and even some very rudimentary cold hammer metalwork. It can be used to make simple functional tools, weapons and armor out of natural or scavenged materials. The Craft DC to create anything using this skill is increased by 2, and under no circumstances will a character using this skill be able to create or repair a masterwork item. It is simply a task beyond their skill.

Note on metalwork:This skill does not confer upon the character anything but the simplest metalworking techniques. Mostly cold hammering techniques and some primitive hot work for softer metals like copper taken from free deposits and simple cold hammering for harder materials scavenged from higher tech cultures. Someone using this skill could patch a leaky pot or hammer an iron nail into something resembling an arrowhead, but couldn't cast the pot or hot forge the iron, much less smelt it from ore. Workable iron would come in the form of meteoric iron or salvage.

5 ranks or more in Craft: Primitive Wares gives a +2 synergy bonus to one other craft skill of the player's choice.

New Weapons:

Gobrah Longknife:
This is the weapon of choice for both war and honor dueling amongst the Gobrah. It resembles a long handled shortsword with a wooden paddle-like blade and a single edge of ground or chipped stone. Its long handle allows the longknife to be wielded in either one or two hands despite its insignificant size. Considered an exotic weapon when wielded two hands, it can be wielded in one hand as a martial weapon.

Atlatl:
Though the bow and arrow sees frequent use in the Primal Realm, the Atlatl is still a widespread weapon for both hunting and warfare. Resembling nothing more than a hooked stick that sometimes has a stone weight on it, the atlatl can hurl a standard dart or javelin with incredible power over a distance unattainable by normal means. Any spear-like weapon made for an appropriately sized character has its damage die increased by one step and its range increased tremendously.
Darts have a range of 80 feet and javelins of 120 feet.

Nonstandard ammunition: A character wielding an atlatl may attempt to load some other spear-like weapon besides a dart or javelin into an atlatl. This improvised ammunition still gains a boost in damage, but any attempt to hit a target with nonstandard ammunition is automatically treated as non-proficient (this penalty stacks with nonproficiency with an atlatl.) Additionally, this projectile's range is only increased by 20 feet over the weapon's normal range increment.

Macana:
A sword-like weapon carved of wood, but sharp enough to still be extremely dangerous. Often coated in a protective layer of resins and lacquers.

Macahuitl: Similar to the Macana and the Gobrah Longknife. It is a large wooden paddle, roughly the size of a longsword, studded with razor sharp slivers of chipped stone to give it an extremely dangerous cutting edge. It is wielded in one hand, often opposite a shield.

Greater Macahuitl: nearly identical to its smaller cousin, The Greater Macahuitl is nearly the size of a grown man and must be wielded in two hands. Similar in size to a Greatsword.

Table 2: New weapons
Weapon|Weapon Class|Cost|Damage (sm)|Damage (med)| Critical |Range| Weight |Type
Atlatl|Ranged, One handed, martial|10 gp|as projectile|as projectile|as projectile|as projectile|2 lbs.|Piercing
Macana|Melee, One handed, Martial |5 gp| 1d4| 1d6|19-20/X2|---|3 lbs|Slashing
Macahuitl|Melee, One handed, Martial| 10 gp| 1d6|1d8| X3|---|4 lbs|Slashing
Macahuitl, Greater|Melee, Two handed, Martial|25 gp|1d10|2d6| X3|---|8 lbs|Slashing
Gobrah Longknife|Melee, light, exotic|20 gp|1d4|1d6|18-20/X2|---|3lbs|Slashing


Other common weapons in the Primal Realm: (in no particular order)
Dagger
Short bow/composite
Longbow/composite
Hand axe
Throwing axe
Dart
Javelin
Sling
Shortspear
Spear
Club
Greatclub
mace, light and heavy
sickle
quarterstaff
sling

Common Armor:
Padded
Leather
Studded leather
Hide


Primal Feats

New Feat type: [Primal]
Primal Feats may only be taken by a creature with the [Primal] subtype or who meet the required levels of control. They may be taken by any character who qualifies as a standard bonus feat. Any time a creature with Primal feats gains more points of control, he adds the number of primal feats he knows to the number of control points he gains.

Animal Magnetism: [Primal]
Prerequisites: Primal Control Modifier +1 or greater,Bestial Strength, Cha 13+, Non-native

Benefit: The Power of the primal Realm has given you a new infusion of confidence and personality. You may use your Bestial Strength ability to negate the Cha penalty associated with Primal Control for a single roll. Using this feat causes you to gain an additional point of Primal Control.

Normal: One any Cha based skill check, creatures have a penalty equal to their Primal Control Modifier.


The Stone's Thirst [Primal]
Prerequisites: Four ranks of Primal control, or primal subtype and the Primal Weapon affinity class feature, BAB +4 or higher

Benefit: You feel an affinity to the simplest weapons crafted from wood, stone or bone. You understand that such weapons thirst for blood. You gain a +1 damage bonus when wielding any weapon that gains an attack roll bonus from either ranks of primal control or from a racial ability linked to the Primal plane (example: the Gobrah)

Unpredictable [Primal]
Prerequisites: One rank of Control or Primal Subtype, Wisdom 13+

Benefit: You react in unexpected ways. Opponents who rely on specialized training to counter you are left baffled. Subtract your wisdom bonus from any racial or class ability that gives the target a bonus against creatures of your type. (ex: A Ranger's favored enemy ability or a gnome's racial bonus against goblinoids.) Should a character possess more than one bonus of this nature, add all of them that apply and then subtract your wisdom modifier from the total. This feat will never drop an opponent's bonus below 0.

Bestial Strength:[Primal]
Prerequisite: Primal subtype, native to primal plane.

Benefit: A number of times per day equal to your Wisdom modifier, you may call upon a surge of wild power. For a single Strength, Dexterity, or Constitution related roll, you may add your Primal control modifier to the roll. (All natives are assumed to have a primal contol modifier one higher than their constitution modifier.) This is a supernatural ability and does not stack with the ability of the same name granted to non-natives under the control of the Primal Realm.

Primal Magic: [Primal]
Prerequisites: Primal subtype, native to the primal plane, caster level 1st

Benefit: Natives to the primal plane have learned to tap into the primordial magic that saturates them. Primal spellcasters with this feat may select bonus spells as per the guidlines for Primal Control detailed in Table 1 in the above section. For this feat, natives are considered to have a Primal Control Modifier equal to their Constitution modifier +1

Regressive:[Primal]
Prerequisite: Two or more ranks in control, or Primal subtype.

Benefit: Your body took a little too well to the infusion of magic within the Primal Realm. You've gained some sort of bestial trait from the table below. You may take this feat more than once, each time taking another step backwards on the path of evolution.

Table 3: Regressive traits
{table]Trait|effect
Cat-like eyes|low light vision
Claws|Claw attack (1d4 for medium creature)
Fangs|Bite attack(1d6 for medium creature)
Tail|+2 bonus to tumble and balance checks
Patterned fur|+2 bonus to hide and move silently checks
Tough Hide/Scales|+1 natural AC
Predator's senses|+2 bonus to listen and spot checks[/table]

Inhuman Strength:[Primal]
Prerequisites: Three levels of control or Primal subtype, Regressive (any), Bestial strength (ability or feat).

Benefit: Unnatural power is permanently infused into your body. You take on a grossly overmuscled appearance that is difficult, if not impossible to disguise. You gain an enhancement bonus to your strength equal to the level of Primal Control you labor under. This is a supernatural effect.

Spirits of my Ancestors:[Primal]
Prerequisite: Four Ranks of Control or Primal Subtype and Primal weapon affinity, Character level 4th+, 7 ranks of Craft:Stonecutting or Craft: Weaponsmith

Benefit:You may imbue any masterwork primal weapon you have crafted for yourself (must fit the guidelines of being made of primitive or scavenged materials, but weapons suitable for this purpose cannot be made using Craft:Primitive Wares skill)with the magical power of the spirits, granting a total enhancement bonus to it As indicated on the table below. The ritual for doing so takes the same amount of time and resources (both GP and EXP) as if a spell caster made it in a more modern fashion. This weapon will only function for its creator, For anyone else it is simply a masterwork weapon. You may only have one ancestoral weapon at any one time. If an ancestoral weapon is ever lost or destroyed, The character must undergo an Atonement before his ancestors will trust him enough with a new weapon.

Table 4: Spirits of my Ancestors Enhancement guide
{table]Weapon Bonus|Minimum Character Level
+1|4th
+2|7th
+3|9th
+4|11th
+5|13th
+6*|15th
+7*|17th
+8*|18th
+9*|19th
+10*|20th[/table]

*Weapons don't usually have enhancement bonuses higher than +5. The additional enhancements are used with the magic weapon creation rules in the DMG for the purpose of adding in special abilities to the weapon.

Primal Power: [Primal]
Prerequisites: Con 13+,Five levels of Primal Control, Primal Subtype, native to Primal Realm, One other Primal feat.

Benefit: Your connection with the Primal Realm is stronger than most. Non-natives with five levels of control have their Primal Control modifier increased by one. Primal natives who take this feat now have a Primal control modifier equal to their constitution modifier +2 (minimum 2)

Normal: When a creature attains five levels of control, it no longer gains points of control, and therefore its Primal Control Modifier is frozen. Natives to the Primal Realm are considered to have a Primal Control Modifier equal to their constitution modifier +1 (minimum 1)



Notes on Base Classes

Magic in the Primal Realm:
Arcane Magic:
Wizards: Wizards are nearly unheard of in the Primal Realm. Certainly there are a few, but wizardry is alien to this realm with all of those who practice it being creatures foreign to the plane or a student of such a creature.

Sorcerors: The most prolific of arcane spellcasters in the Primal Realm. Everything they know is intuitive and the realm itself encourages that sort of thing.

Bards: The modern image of a bard doesn't exist in the Primal Realm. But there are those who keep the oral histories alive, making magic through music and stories to make sure the legends never die. So yes, there are bards.

Other Arcane spell casters: Rare, for the most part, those that do practice other arcane paths are most likely beings foreign to the Primal realm, with the exception of Warlocks. The eldritch arts are possibly one of the oldest forms of arcane magic. The warlock flourishes in the Primal Realm. There are quite possibly as many warlocks as there are sorcerors.


Divine Magic:

Clerics: There are priests in this land, but they don't worship any god that a modern cleric would recognize. These clerics worship, ancestors, petty spirits, or sometimes even the land itself. it doesn't make their powers any less real.

Druids: The Druid tradition can trace its roots to the very dawn of civilization. A druid native to the Primal Plane isn't anything like a modern one, but their values are the same and they can usually see eye to eye. there is no formal organization. Primal Druids needn't worry with vows restricting the tools they use. there really isn't enough metalworking going on for that to be an issue.

Rangers: Very common spell casters in the Primal Lands. Possibly the most common type of either Arcane or Divine.

Paladins: In a world where survival is the only rule, Good and evil take the back burner. There are no native Paladins in the Primal Realm and foreign Paladins are often looked upon like they would any madman... "Touched by the gods" This time it happens to be literally true as well.


Other Classes:
Barbarians: The idea of a soldier is unheard of here. there are wars and warriors, but no standing armies. The Barbarian is the bread and butter of the fighting world in the Primal Realm.

Fighters: There are no disciplined military units, no police or standing armies. Fighters come from another time and another way of life. Any that are found within the Primal Plane are most likely foreigners.

Rogues: Thieves and opportunists of every stripe prey upon the weak and unwary in the Primal Realm

Monks: Serene detachment is about as alien here as the Paladin's Holy mission. There are no ancient monasteries here, but an occasional hermit will wander here from the prime material plane and set up shop seeking enlightenment.

Edit History:
07-22-07: Added Primal Magic feat, reworded Bestial and Inhuman Strength and Spirits of My Ancestors, Added Table 4 to Spirits of My Ancestors and set a standard Primal Control Modifier for natives

07-24-07: Added Primal Power and Animal Magnetism feats, Fleshed out rules on Primal Control and levels of control,Added Cha Penalties to Primal Control. Added Rules for removing primal control.

Coming Soon: A PrC and a glimpse into local Wildlife.

palindrome
2007-07-22, 04:27 PM
Very good work overall.
I would only adjust a couple of the feats. Inhuman strength gives a little too high of a bonus. If you look at the epic feat epic strength, it only gives you a +1 to strength, and that's an epic feat.So I would tone it down a little so people don't have a way of getting +3 to strength minimum instantaneously.
Also, the spirits of my ancestors is similarly high powered. It would allow a twentieth level to imbue a weapon with a +10 modifier, and make a +5 weapon available to a tenth level character. That's too soon for that caliber of weapons. I would back it off a little and say the enhancement bonus is equal to character level/4.

mabriss lethe
2007-07-22, 10:54 PM
Very good work overall.
I would only adjust a couple of the feats. Inhuman strength gives a little too high of a bonus. If you look at the epic feat epic strength, it only gives you a +1 to strength, and that's an epic feat.So I would tone it down a little so people don't have a way of getting +3 to strength minimum instantaneously.
Also, the spirits of my ancestors is similarly high powered. It would allow a twentieth level to imbue a weapon with a +10 modifier, and make a +5 weapon available to a tenth level character. That's too soon for that caliber of weapons. I would back it off a little and say the enhancement bonus is equal to character level/4.

Yeah.... You nailed the two I had a few reservations on.

I wasn't completely happy with Inhuman strength. Now that I read through it again. it should be an enhancement bonus. Between that and it being a supernatural ability, D'you think that would level it out a bit. The value of the bonus would remain unchanged, but there would be better magical equipment available by the time someone started hitting 4th or 5th level of control. (The control is supposed to be a little nastier than I currently have written, something else to fluff out and fix. A character shouldn't want high levels of control.) Being supernatural, It would also mean that an anti-magic field or similar effect would suspend it.

I also meant to fix some of the mechanics of the "Spirits of my ancestors" but I think it got lost in the all night writing frenzy. There was supposed to be a table adapted from the samurai's Ancestoral Daisho class ability as a guidepost, but in my haste, I scribbled some half-wit replacement rules so that I wouldn't have to go fishing for either the OA or Rokugan books. Oh, and I forgot the standard "over +5 enhancemnt" disclaimer. Sleep dep. *shrugs*


I'm going to go fix it now.

New table: Spirits of my Ancestors
{table]Weapon Bonus|Minimum Character Level
+1|4th
+2|7th
+3|9th
+4|11th
+5|13th
+6*|15th
+7*|17th
+8*|18th
+9*|19th
+10*|20th[/table]

*Weapons don't actually have enhancement bonuses higher than +5. The additional enhancements are used with the magic weapon creation rules in the DMG for the purpose of adding in special abilities.

Next Time: Revamping the levels of control and possibly a PrC! Hurray!

mabriss lethe
2007-07-24, 03:28 PM
*Bump*

Added some new feats and some additional rules to make primal control a little less sought after.