Author Topic: Primordials  (Read 5018 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Primordials
« on: November 10, 2011, 03:24:47 AM »
Classes
Primordial Defender (Page 1)
Primordial Killer (Page 1)
Primordial Shaman (Page 1)
Primordial Weaver (Page 1)
« Last Edit: November 12, 2011, 06:15:09 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #1 on: November 10, 2011, 03:25:05 AM »
PRIMORDIAL KILLER


   
"Everyone talks about killing like it's wrong, or unnecessary." 

 A Primordial Killer is a warrior or perhaps just a murderer. But instead of a trained soldier or mercenary, he is a feral beast. To qualify for taking this class you must be sentient but uncivilized. Any Creature Type may take this class, but it must have Racial Hit Dice (or the Neo-Animal Template), an Int higher than 2, a (primarily) carnivorous diet, and cannot have a civilization that has advanced beyond the Stone Age. Animals that have been Awakened also qualify.

MAKING A PRIMORDIAL KILLER
 You are a melee fighting monster unless you have Racial Abilities that allow you to do other things. You will want to concentrate on this because it will be how your character will be getting food. You will need to bring down a lot of game to feed yourself, and incidentally keep you from considering eating the weaker members of the party.
 Abilities: Primordial Killers will want a High Con and Strength. Most will be serious toe to toe melee fighters as opposed to sneaky hunters, but if their Dex is high enough they can play that role. A high Wis to avoid ambushes helps, as well as a decent Cha to intimidate opponents.
 Races: The Primordial Killer class is most popular among awakened dinosaurs that were carnivorous. It is sometimes seen in Magical Beasts or Dragons, but usually Awakened Animals gravitate towards it.
 Alignment: Primordial Killers tend to be Chaotic Neutral, Neutral, or Neutral Evil. Theoretically they can be any alignment but Good or Lawful Primordial Killers are virtually unknown.
 Starting Gold: As Monk.
 Starting Age: As Barbarian

Class Skills
 The Primordial Killer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Natural Weapon Mastery, Not Just An Animal, Transitioning
2. +2    +3     +0     +0    Natural Defense
3. +3    +3     +1     +1    Natural Born Killer
4. +4    +4     +1     +1   
5. +5    +4     +1     +1    Primordial Feat
6. +6    +5     +2     +2    Improved Natural Defense
7. +7    +5     +2     +2    Toughened Hide
8. +8    +6     +2     +2   
9. +9    +6     +3     +3    Primordial Feat
10.+10   +7     +3     +3   
11.+11   +7     +3     +3    Battle Scars
12.+12   +8     +4     +4   
13.+13   +8     +4     +4    Primordial Feat
14.+14   +9     +4     +4   
15.+15   +9     +5     +5    Finishing Blow
16.+16   +10    +5     +5   
17.+17   +10    +5     +5    Primordial Feat
18.+18   +11    +6     +6   
19.+19   +11    +6     +6   
20.+20   +12    +6     +6    Primordial Slayer


Code: [Select]
[b] Maneuvers Known Maneuvers Readied Stances Known[/b]
1.  3                 3                1
2.  4                 3                1
3.  5                 3                1
4.  5                 4                2
5.  6                 4                2
6.  6                 4                2
7.  7                 4                2
8.  7                 4                2
9.  8                 4                2
10. 8                 5                3
11. 9                 5                3
12. 9                 5                3
13. 10                5                3
14. 10                5                3
15. 11                6                3
16. 11                6                4
17. 12                6                4
18. 12                6                4
19. 13                6                4
20. 13                7                4

Weapon Proficiencies: Primordial Killers are proficient with their Natural Weapons. They are not proficient with Armor or Shields.
 
Maneuvers: Pretty much identical to the text listed for Warblade on page 21 of the Tome of Battle. Except instead of several Disciplines to choose from, your available Maneuvers will depend on your Natural Weapons and physical form.

Maneuvers Readied: Identical to text on Warblade on page 21 of the Tome of Battle

Stances Known: Identical to text for Warblade on page 22 of the Tome of Battle.

Natural Weapon Mastery (Ex): You may gain Feats that require Fighter Levels such as Weapon Specialization if you are getting them for your Natural Weapons. You are considered to be a Fighter 2 levels lower than your Primordial Killer level for purposes of qualifying for these feats.

Not Just An Animal (Ex): You gain an Insight Bonus to one of your Saving Throws equal to your Wisdom Modifier. If your Con is Higher than your Dex this goes on your Fortitude Saves. If your Dex is higher than your Con this goes on your Reflex Saves.

Transitioning (Ex): Upon taking your first level as a Primordial Killer you may "exchange" your Racial Hit Dice for levels of Primordial Killer. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Killer at 1st level. Whenever you gain enough experience to gain a new level in Primordial Killer you may exchange 3 more Racial Hit Dice for levels of Primordial Killer until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Natural Defense (Ex): You gain a defensive ability depending on your stats. If your Constitution is higher than your Dexterity you gain Uncanny Toughness (Ex: 3 times per day you can reroll a result of '1' on
a Fortitude Saving Throw). If your Dexterity is higher than your Constitution you gain Uncanny Dodge (see PHB page 50).

Natural Born Killer (Ex): You gain an Insight Bonus to your Critical confirmation rolls with your natural weapons equal to your Wisdom Bonus.

Primordial Feat (Ex): At 7th, 11th, 15th, and 19th levels the Primordial Killer gets a Bonus Feat from the following list if it meets the prerequisites: Ability Focus, Acrobatic, Adaptable Flanker, Adroit Flyby Attack, Agile, Alertness, Awesome Blow, Brachiation, Brutal Strike, Cleave, Close-Quarters Fighting, Combat Expertise, Combat Reflexes, Combat Tactician, Cometary Collision, Controlled Respiration, Crush, Cunning Evasion, Deadly Poison, Deep Denizen, Defensive Strike, Defensive Sweep, Deft Opportunist, Deft Strike, Desert Dweller, Diehard, Distracting Attack, Dodge, Dust Cloud, Earth's Embrace, Elusive Target, Endurance, Expert Tactician, Extended Reach, Extra Item Space, Eyes In The Back of Your Head, Faster Healing, Flay, Fling Enemy, Flyby Attack, Frightful Presence, Gape of the Serpent, Giantbane, Grass Trekker, Great Cleave, Great Flyby Attack, Greater Multigrab, Greater Mighty Roar, Greater Powerful Charge, Greater Resiliency, Great Fortitude, Hear the Unseen, Hibernate, Hover, Improved Bull Rush, Improved Critical, Improved Flight, Improved Flyby Attack, Improved Initiative, Improved Manouverability, Improved Multiattack, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Improved Scent, Improved Snatch, Improved Swimming, Improved Toughness, Improved Web, Intimidating Strike, Involuntary Rage, Large and in Charge, Leap Attack, Leap of the Heavens, Lightning Reflexes, Melee Evasion, Mighty Are Fallen, Mighty Leaping, Mighty Roar, Mobility, Multiattack, Multigrab, Multisnatch, Multitasking, Overwhelming Assault, Pack Feint, Pack Tactics, Peak Hopper, Poison Immunity, Poison Resistance, Power Attack, Power Climb, Power Critical, Power Dive, Powerful Charge, Prehensile Tail, Pushback, Rapid Assault, Reckless Charge, Rend, Rending Constriction, Roll With It, Run, Scramble, Second Wind, Sense Weakness, Shocktrooper, Snatch, Stamp, Stealthy, Sudden Recovery, Swamp Stalker, Swarmfighting, Tail Sweep Knockdown, Thick Skinned, Thunderclap, Track, Tree Friend, Uncanny Scent, Vexing Flanker, Vicious Wound, Virulent Poison, Vital Recovery, Weapon Finesse, Whirlwind Tail Sweep, Wingover, Wingstorm, Winter's Child.

You may choose the following Feats as well despite not being the correct Type, as long as you meet the other prerequisites: Improved Rapidstrike, Improved Speed, Rapidstrike, Shockwave, Snatch and Swallow, Tail Constrict.

Improved Natural Defense (Ex): If you have Uncanny Toughness you now have Improved Uncanny Toughness (Ex: You may reroll any Fortitude Save 3 times per day). If you have uncanny Dodge you now have Improved Uncanny Dodge (see PHB page 50).

Toughened Hide (Ex): Your Natural Armor Bonus increases by +4.

Battle Scars(Ex): You gain Damage Reduction 2/-, or if you already have DR x/- it increases by 2.

Finishing Blow (Ex): You gain a +4 Circumstance Bonus on Attack and Damage rolls against Dazed, Helpless, Paralyzed, or Stunned opponents.

Primordial Slayer (Ex): Choose 1 Maneuver of 5th level or lower. It is always considered Readied, regardless of how often it is used.

PLAYING A PRIMORDIAL KILLER
 Other beings are food or opponents. There are some whom you have learned are useful in other ways, but they are difficult to decipher. You keep them around or travel with them out of curiosity, but if the need for food arises and none is available, curiosity will take a back seat to hunger. Your new feelings often frustrate and enrage you because you don't understand them, leading many to believe that you are a ticking time bomb waiting to explode. This helps keep many of them at bay while you process new ideas slowly enough that you simply don't lash out in some sort of atavistic response.
 Religion: Primordial Killers may or may not worship Gods. Many are quite obsessed with their own abilities and do not like the idea of being reminded daily that here is something more powerful than them. Those that do ally themselves with Gods tend towards Deities of Death, Hunting, Destruction, or War. Many will gravitate towards Nature Deities that emphasize the darker aspects of nature, or that emphasize being at the top of the food chain.
 Other Classes: Primordial Killers prefer other classes that are warriors or hunters. As long as they aren't obsessed with some sort of Code. For example Barbarians, Fighters, Scouts and Rangers are acceptable. Paladins, Samurai, and Knights are not. They also tend to distrust and dislike spellcasters of any sort, along with stealthy classes like Rogues whom they think of as troublemakers.
 Combat: Combat varies a lot for members of this class and depends greatly on their physiology. Carnivores whose attack is primarily a single Bite attack will want to go with finding ways to make that single attack more powerful and/or increasing their abilities to use Attacks of Opportunity. Carnivores with multiple Secondary attacks may want to improve their chances to hit with them, and the ability to use them more often. Creatures like Squids and Octopi that are natural Grapplers will be focusing on that.
 Advancement: Advancement in this class depends a lot on what fighting style you'll be using (i.e. what your body allows for). Primordial Killers tend to single mindedly devote themselves to being better at murdering opponents and fighting potential rivals in brute contests of physical strength and power (or speed if they're built for that). Some do advance beyond that narrow mindset, but they are few and far between.

PRIMORDIAL KILLERS IN THE WORLD
"The Raptors are back in town. Best we stay locked up tonight Luke. We don't need their kind of trouble."
 Primordial Killers interact with the world as they always have (i.e. by killing and eating anything smaller than themselves). It takes a while after awakening for most animals to become used to seeing things in terms other than the predator/prey/potential danger relationship. Eventually some may be able to relate to other beings unlike themselves as friends but it takes time and effort. It also helps if they remain well fed, and know that killing you isn't a possibility for them.
 Daily Life: You are little better than a feral animal. While far more intelligent you have little to occupy your time beyond survival, or testing yourself against a worthy opponent. Some of the larger carnivores with this class regularly fight Giants or younger Dragons in order to prove themselves.
 Notables:
 Organizations: Druids bring in Primordial Killers as mercenaries sometimes (even Druids need help when opposed by armies), but most other forms of government don't understand their mindset well enough to work with them properly.

NPC Reaction
 People are terrified of Primordial Killers. All they see are monsters. Some militaries or governments may want to occasionally hire a brute such as you, but since money has little concept or value to you, it's difficult at best. Your tendency to see other races in terms of prey if they're smaller than you doesn't help either.

PRIMORDIAL KILLER IN THE GAME
 This class will make Awakened Animals or Magical Beasts with Racial Hit dice quite a bit more dangerous than they already are, but their inherent limitations mean that isn't much of a problem.
 Adaptation: Primordial Killers are best for dark or horrific campaigns. They can be used for other styles, but work best in grim settings.
 Encounters: PC's will tend to encounter Primordial killers in places far from civilization. Awakened animals rarely have anyone or anything to relate to other than a few Druids, and many go mad in their isolation. Some just enjoy killing a little too much. And when they wonder too close to settlements, the end up acting as they always have, inevitable leading to confrontation.



EPIC PRIMORDIAL KILLER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Maneuvers The Primordial Killers Initiator Level is equal to her Class Level.  The number of Maneuvers readied does not change after 20th Level, nor do you learn additional Maneuvers (except via Feats).
Bonus Feats: The Epic Primordial Killer gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 02, 2022, 02:37:19 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #2 on: November 10, 2011, 03:25:37 AM »
PRIMORDIAL DEFENDER



"Back off. Now."

A Primordial Defender is usually an Awakened herbivore or herd creature. They defend their people from predators and attackers or any outside threats. Mostly by being bigger and tougher than anything else that comes their way.

MAKING A PRIMORDIAL DEFENDER
You are a melee fighting monster unless you have Racial Abilities that allow you to do other things. You will want to concentrate on this because it will be how your character will be defending his family (or in this case the party).
Abilities: Primordial Defenders will want a High Con and Strength. Most will be serious tanks as opposed to agile skirmishers, but if their Dex is high enough they can play that role. A high Wis to avoid ambushes helps, as well as a decent Cha to intimidate opponents.
Races: The Primordial Defender class is most popular among awakened dinosaurs that were herbivorous. It is sometimes seen in Magical Beasts but usually Awakened Animals gravitate towards it.
Alignment: Primordial Defenders tend to be Lawful Neutral, Neutral, or Lawful Good. Theoretically they can be any alignment but Evil or Chaotic Primordial Defenders are virtually unknown.
Starting Gold: As Paladin
Starting Age: As Paladin

Class Skills
The Primordial Defender's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Intimidate (Cha), Knowledge (Local), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b] BAB Fort Ref Will Abilities [/b]
1. +1 +2 +0 +0 Transitioning, Stubborness, Fighting Practice
2. +2 +3 +0 +0 Uncanny Toughness
3. +3 +3 +1 +1 Deterrance
4. +4 +4 +1 +1
5. +5 +4 +1 +1 Primordial Feat
6. +6 +5 +2 +2 Improved Uncanny Toughness
7. +7 +5 +2 +2 State of Readiness
8. +8 +6 +2 +2
9. +9 +6 +3 +3 Primordial Feat
10.+10 +7 +3 +3
11.+11 +7 +3 +3 Keep them at Bay
12.+12 +8 +4 +4
13.+13 +8 +4 +4 Primordial Feat
14.+14 +9 +4 +4
15.+15 +9 +5 +5 Hit where it Hurts
16.+16 +10 +5 +5
17.+17 +10 +5 +5 Primordial Feat
18.+18 +11 +6 +6
19.+19 +11 +6 +6
20.+20 +12 +6 +6 Primordial Tank


Code: [Select]
[b] Maneuvers Known Maneuvers Readied Stances Known[/b]
1. 3 3 1
2. 4 3 1
3. 5 3 1
4. 5 4 2
5. 6 4 2
6. 6 4 2
7. 7 4 2
8. 7 4 2
9. 8 4 2
10. 8 5 3
11. 9 5 3
12. 9 5 3
13. 10 5 3
14. 10 5 3
15. 11 6 3
16. 11 6 4
17. 12 6 4
18. 12 6 4
19. 13 6 4
20. 13 7 4


Weapon Proficiencies: Primordial Defenders are proficient with their Natural Weapons. They are not proficient with Armor or Shields.

Maneuvers: Pretty much identical to the text listed for Warblade on page 21 of the Tome of Battle. Except instead of several Disciplines to choose from, your available Maneuvers will depend on your Natural Weapons and physical form.

Maneuvers Readied: Identical to text on Warblade on page 21 of the Tome of Battle

Stances Known: Identical to text for Warblade on page 22 of the Tome of Battle.

Stubborness (Ex): As long as you aren't flat-footed you gain an Insight Bonus to Willpower Saves equal to your Wisdom modifier (cannot be higher than Primordial Defender level).

Fighting Practice (Ex): You may take Weapon Focus and Weapon Specialization with your Primary Natural Attack as if your Primordial Defender levels were Fighter levels.

Transitioning (Ex): Upon taking your first level as a Primordial Defender you may "exchange" your Racial Hit Dice for levels of Primordial Defender. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Defender at 1st level. Whenever you gain enough experience to gain a new level in Primordial Defender you may exchange 3 more Racial Hit Dice for levels of Primordial Defender until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Uncanny Toughness (Ex): 3 times per day you can reroll a result of '1' on a Fortitude Saving Throw.

Deterrance (Ex): The Critical Multiplier of your Primary Natural Weapon increases from x2 to x3.

Improved Uncanny Toughness (Ex): 3 times per day you may now reroll a result on any Fortitude Saving Throw.

State of Readiness (Ex): At 7th level you get an Insight Bonus equal to your Wisdom modifier to attack rolls when you have Readied an Attack action.

Keep Them At Bay (Ex): At 11th level if you have an Attack Action Readied, you may always make an Attack of Opportunity against a foe making one of the following Attacks, even if they have a Feat or Ability that says you normally can't do so: Grapple, Bull Rush, Overrun, Trip, or Charge.

Hit Where It Hurts (Ex): At 15th level you gain an Insight Bonus equal to your Wisdom Modifier on Damage rolls with your Primary Natural Weapon.

Primordial Feat: At 5th, 9th, 13th, and 17th levels the Primordial Defender gets a Bonus Feat from the following list if it meets the prerequisites:

Primordial Tank (Ex): Whenever you are using a Stance that increases your AC or DR, it increases it by +4 more (for AC) or +2 more (for DR). For example if a Stance normally gives you +4 to AC it now gives you +8. If it gives you DR 2/-, it now gives you DR 4/-.

PLAYING A PRIMORDIAL DEFENDER Other beings outside your immediate circle are not to be trusted. Despite being newly sentient your paranoia has only increased instead of being abated because you understand just how dangerous the world is now. It's not that people can't earn your trust, but they definitely have to *earn* it. Religion: Primordial Defenders may or may not worship Gods. Those that do gravitate towards Gods or Healing and Protection. They tend to gravitate more towards deities than predatory awakened animals because of their obsession over protecting the community.
Other Classes: Primordial Defenders prefer other classes that don't remind them of predators, so most Rogue types are out as well as most Chaotic types like Barbarians. They pretty much think of most spellcasters as trouble too. Clerics, Paladins, and protectors of communities are accepted as well as they have earned the trust of the Defenders.
Combat: Combat varies a lot for members of this class and depends greatly on their physiology. Most will have a single attack per round with their natural weaponry, so it would behoove players to make sure they have plenty of attacks of opportunity, enhance their single attack, or some other abilities that let them combo like Cleave.
Advancement: Advancement in this class depends a lot on what fighting style you'll be using (i.e. what your body allows for). Primordial Defenders tend to concentrate on protecting others, and being extraordinarily hard to put down. It's what they excel at given that most are pretty darn big.

PRIMORDIAL DEFENDERS IN THE WORLD "Leave that lil dino alone boy. You don't wanna meet his paw." Primordial Defenders interact with the world as they always have (i.e. by beating the unholy living crap out of anything approaching their herd). It takes a while after awakening for most animals to become used to seeing things in terms other than the predator/prey/potential danger relationship. Eventually some may be able to relate to other beings unlike themselves as friends but it takes time and effort. It also helps if they realize you don't consider them or their children food.
Daily Life: You are on daily lookout duty. If anything approaches that looks dangerous you crush it and worry about it later. If something needs investigating, you take care of it as long as there are enough of you to successfully guard the herd.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Druids hire on Primordial Defenders as guards, personal bodyguards, and sometimes as assault troops due to their huge size.

NPC Reaction
People are terrified of Primordial Defenders. Most of you are huge, probably armored, and you seem fairly eager to hurt anything different from yourself.

PRIMORDIAL DEFENDERS IN THE GAME This class will make Awakened Animals or Magical Beasts with Racial Hit dice quite a bit more dangerous than they already are, but their inherent limitations mean that isn't much of a problem.
Adaptation: Primordial Defenders are best for all good campaigns, or all herbivore campaigns. Otherwise there will be some issues between them and other party members.
Encounters: Primordial Defenders will generally be encountered defending herds of Awakened species or possibly even small would be civilizations of the same.


EPIC PRIMORDIAL DEFENDER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Maneuvers The Primordial Defenderrs Initiator Level is equal to her Class Level.  The number of Maneuvers readied does not change after 20th Level, nor do you learn additional Maneuvers (except via Feats).
Bonus Feats: The Epic Primordial Defender gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 02, 2022, 02:38:41 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #3 on: November 10, 2011, 03:26:07 AM »
THE PRIMORDIAL WAY

Unlike fighting styles from the sublime way, The Primordial Way has no set skill related to the style, and the style related weapons are whatever Natural Attacks or Special Attacks (that aren't Spell Like or Supernatural) that you possess.  It may only be taken by those with Levels in Primordial Killer or Primordial Defender.  Prerequisites for various Maneuvers/Stances are the attack they are based on (or other more unusual criteria).  For example an attack based on clawing an opponent will have the Claw or Talon Natural Attack listed as a Prerequisite.

1st Level
Bite Limb (Strike) If your Bite attack succeeds your opponent takes a -1 Penalty to all Attack rolls made using a specific limb or Natural Attack for several rounds.
Chase 'Em Down (Stance) You gain +1d6 Skirmish.
Claw Rush (Strike) You make a Charge Attack with your Claws, and your opponent gets no Dexterity Bonus to AC for this Attack.
Defensive Peck (Strike) You attack Defensively while attacking with your beak.  Your Attack Roll Penalty is lowered by -2 for this round.
Face Hugger (Strike) If you successfully grapple an opponent your tentacles cover his eyes and mouth temporarily blinding and muting him.
Focused Attack (Stance) You gain +2 to Attack rolls with one of your Natural Weapons, but are limited in the attacks you can make.
Intimidating Gore (Strike) Your Gore attack Demoralizes your opponent.
Lean Into It (Boost) Temporarily boost your Natural AC Bonus by +2.
Mild Adrenal Burst (Boost) Increase one Movement speed you possess by +10'.
Readied (Stance) You take no Penalty to AC when Readying a Charge Attack.
Rearing Blow (Strike) You rear up and strike your opponent with both forehooves for extra damage.
Stunning Slam (Strike) You Slam attack Stuns opponent for 1 round.
Tail Slap (Strike) Your tail attack temporarily dazes your opponent.

2nd Level
Ambush Predator (Stance)  Automatically threaten Critical against Flat-Footed opponent.
Flying Tackle (Stance) You perform a charging leap, crashing into your opponent, and knocking both of you to the ground.
Lunging Strike (Strike) Gain +5' Reach and do +1d6 damage.
Pack Tactics (Stance) Both you and Allies gain a cumulative Bonus to Attack rolls equal to the number of you attacking the same Enemy.
Pinning Stance (Stance) Gain a +4 Bonus to Grapple Checks meant to Pin a Foe.
Snake Stance (Stance) You gain a +4 Bonus to Initiative and Attack rolls with Bites.
Thick Skinned (Counter) Increase Natural AC Bonus by +4.
3rd Level
Flexible Attack (Boost) You may change your Initiative.
Retributive Strike (Counter) Any foe attacking you provokes an Attack of Opportunity.
Strong Venom (Strike) If your poison attack is successful, your Secondary damage gets a damage Bonus equal to your Con Modifier.

4th Level
Back Kick (Strike) You lash out behind you with both back legs, severely injuring your opponent.
Bash (Strike) Your Slam attack does +2d6 damage, and your opponent takes a -2 Penalty to all attack and damage rolls for 1 round.
Cripple (Boost) For the next three rounds the opponents you successfully attack have their Actions limited.
Eye Rake (Strike) You rake your opponents face, possibly blinding him.
Gore Toss (Strike) If your Gore attack is successful you toss your opponent over your back onto the ground.
Iron Grip (Boost) You get a Bonus to Grapple Checks with your tentacles.
Surprise Sting (Strike) Your Sting attack does +3d6 damage ifyour opponent is Flat-Footed or is Denied his Dexterity Bonus to AC>
Tail Whip (Strike) Your tail strike does +3d6 damage.
Takedown Bite (Strike) If you successfully hit with this Bite attack you can make a free Trip attack against your opponent without provoking an Attack of Opportunity (and if you fail he gets no Trip attempt in return).
Vein Peck (Strike) Your beak opens a vein causing it to bleed several rounds.

5th Level
Constricting Stance (Stance) You do +2d6 damage when using your Constriction Attack.
Open Up (Stance) Successful slashing or piercing strike continues to do damage due to blood loss.
Powerful Venom (Strike) If your venom attack is successful you can choose to make the Secondary damage Paralysis instead of it's normal effect.
Rapid Attack (Stance) You gain extra Attacks when making a Full Attack.
Shifting Stance (Stance) You can Feint as a Swift Action.

6th Level
Crushing Hoof (Strike) You rear up bringing both hooves down on a prone opponent for extra damage.
Disabling Gore (Strike) Your gore attack continues to make your opponent bleed while slowing his movement.
Enveloping Tentacles (Counter) If  you are attacked in melee you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Eye Peck (Strike) You permanently blind one of your opponent's eyes.
Leaping Claw (Strike) You run at you opponent, gouging him with your claws for +2d6 damage before tumbling past him.
Locking Bite (Strike) If you successfully strike with a Bite Attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Second Wind (Boost) You automatically succeed at your next Saving Throw without having to roll.
Shrug It Off (Boost) You may remove one status condition
Tail Sweep (Strike) Your tail attack can potentially Trip multiple foes.
Throat Sting (Strike) Your sting attacks renders your victime mute and causes penalties due to impaired breathing.
YAAAH! (Strike): Your charging Slam Attack does +4d6 damage and knocks your opponent back and prone.

7th Level
Death Machine (Boost) On your next Full Attack, you gain a Bonus on Attack and Damage rolls equal to half your Initiator Level.
Killing Blow (Boost) Your melee attacks do +3d6 damage.

8th Level
Bleak Venom (Strike) If you successfully hit with your poison attack the Initial and Secondary damage is Con damage instead of the normal effect.  If you already do Con damage the Secondary damage is death.
Blood Fury (Stance) You are temporarily immune to Daze, Stun, and similar status ailments.
Evasiveness (Stance) Gain a Dodge Bonus to AC equal to your Level.
Rip (Boost) You gain extra attacks per round against opponents who meet certain conditions such as Status Effects.
Savage (Stance) You automatically do maximum damage when attacking a Prone opponent.

9th Level
Body Crush (Strike) You can potentially crush someone to death with your tentacles while grappling them.
Disabling Slam (Strike) You potentially kill an opponent with your Slam Attack.
Femoral Artery Strike (Strike) You potentially kill an opponent with your Gore attack.
Heart Sting (Strike) You potentially kill an opponent with your Sting attack.
Killing Bite (Strike) You potentially kill an opponent with your Bite attack.
Raptor's Bite (Strike) You potentially kill an opponent with your Beak attack.
Skull Crush (Strike) You stomp on the skull of a prone opponent with your hoof potentially killing him.
Tail Smash (Strike) Tail attack Trips and Stuns opponent and does +50 damage.
Throat Claw (Strike) You potentially kill an opponent with your Claw attack.
« Last Edit: July 06, 2017, 03:14:30 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #4 on: November 10, 2011, 03:26:32 AM »
PRIMORDIAL SHAMAN


   
"Be like the sun for grace and mercy. Be like the night to cover others' faults. Be like running water for generosity. Be like death for rage and anger. Be like the Earth for modesty. Appear as you are. Be as you appear."

 Primordial Shamans have some sort of connection to nature as they have realized they are more than a simple predator/prey animal.  Even after awakening many animals still continue to identify with those who are still beasts without considering the wider world around them.  While Primordial Shamans haven't rejected the natural world for civilizations set in stone they have definitely realized they are more than just a brute animal, and that the world offers them more than survival.

MAKING A PRIMORDIAL SHAMAN
 Primordial Shamans are mystics first, adventurers second.  This doesn't mean they can't be a great boon to a group of Awakened adventurer's.  Their healing and duffing abiilities make finding a decent (and willing) Shaman a focus of some parties.
 Abilities: You'll want a high Wisdom for spellcasting.  Dexterity and Constitution will come in handy due to your living in the wild and all, and not likely wearing any defensive armor.
 Races: Omnivores are slightly more common than predators and prey among the Primordial Shamans. 
 Alignment: Most Shamans trend towards true Neutrality.  Few venure towards Good or Evil or Lawful Alignments, and Chaos isn't really much more common.
 Starting Gold: Same as Druid.
 Starting Age: Same as Druid.

Class Skills
 The Primordial Shaman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Transitioning, Wild Empathy, Power
2. +1    +0     +0     +3    Natural Stealth
3. +1    +1     +1     +3    Natural Senses
4. +2    +1     +1     +4    Untouched by Nature
5. +2    +1     +1     +4    Wild Empathy
6. +3    +2     +2     +5    Natural Stealth
7. +3    +2     +2     +5    Natural Senses
8. +4    +2     +2     +6    Untouched by Nature
9. +4    +3     +3     +6    Wild Empathy
10.+5    +3     +3     +7    Natural Stealth
11.+5    +3     +3     +7    Natural Senses
12.+6    +4     +4     +8    Untouched by Nature
13.+6    +4     +4     +8    Wild Empathy
14.+7    +4     +4     +9    Natural Stealth
15.+7    +5     +5     +9    Natural Senses
16.+8    +5     +5     +10   Untouched by Nature
17.+8    +5     +5     +10   Wild Empathy
18.+9    +6     +6     +11   Natural Stealth
19.+9    +6     +6     +11   Natural Senses
20.+10   +6     +6     +12   Primordial Heirophant

Weapon Proficiencies: Primordial Shamans are proficient with their Natural Weapons.  They are not proficient with Armor or Shields.
 
Transitioning (Ex): Upon taking your first level as a Primordial Shaman you may "exchange" your Racial Hit Dice for levels of Primordial Shaman. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Shaman at 1st level. Whenever you gain enough experience to gain a new level in Primordial Shaman you may exchange 3 more Racial Hit Dice for levels of Primordial Shaman until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Power: All of the Primordial Shamans abilities are based on his Power score.  Every time he uses one of his Supernatural Abilities he uses one daily use of his Power.  His daily uses of his Power Score equal his Wisdom Modifier plus his Character Level.  Unlike other Supernatural Abilities these use Wisdom as you're casting stat.  Caster Level is equal to Character Level.

Wild Empathy (Su): At 1st level you can use the following as Supernatural Abilities: Beget Bogun, Calm Animals, Charm Animals, Speak with Animals, Summon Nature's Ally I, Wood Wose.

At 5th level you may get the following: Animal Messenger, Animal Trance, Dominate Animal, Hold Animal, One with the Land, Speak with Plants, Summon Nature's Ally II & 3, Train Animal.

At Level 9 you get the following: Awaken, Command Plants, Commune with Nature, Summon Nature's Ally IV & V.

At Level 13 you get the following abilities: Animate Plants, Liveoak, Stone Tell, Summon Nature's Ally VI and VII.

At Level 17 you get the following abilities: Control Plants, Mass Awaken, Shambler, Summon Nature's Ally VIII and IX.

Natural Stealth: At 2nd level you can use the following as Supernatural Abilities: Accelerated Movement, Camouflage, Hide from Animals, Obscuring Mist, Pass Without Trace, Remove Scent, Snow Shoes, Sure Footed Stride.

At 6th level you may get the following: Decoy Image, Displacement, Forestfold, Land Womb, Mass Camouflage, Meld into Stone, Misdirection, Nondetection, Reflective Disguise, Tree Shape.

At 10th level you may get the following: Cloak of the Sea, Mass Sure Footed Stride, Shadow Form, Swamp Stride, Tree Stride.

At 14th level you may get the following: Hide the Path, Mass Reflective Disguise, Master Earth, Mislead, Phantasmal Disorientation, Shifting Paths, Transport via Plants

At 18th level you may get the following: Screen, Superior Invisibility.

Natural Senses: At 3rd level you can use the following as Supernatural Abilities: Bloodhound, Critical Strike, Detect Animals or Plant, Detect Magic, Detect Poison, Detect Snares and Pits, Embrace the Wild, Hawkeye, Instant Search, Know Direction, Listening Lorecall, Living Prints, One with the Land, Scent, Spontaneous Search, True Strike.

At 7th level you may get the following: Blindsight, Chain of Eyes, Clairvoyance/Clairaudience, Deeper Darkvision, Detect Scrying, Find the Gap, Greater Blindsight, Implacable Pursuer, Know Vulnerabilities, Lay of the Land, Scrying, Weather Eye.

At 11th level you may get the following: Find the Path, Legend Lore

At 15th level you may get the following: Greater Scrying, Moment of Prescience, Vision

At 19th level you may get the following: Foresight

Untouched by Nature: At 4th level you can use the following as Supernatural Abilities: Align Fang, Barkskin, Bear's Endurance, Blinding Spittle, Bull's Strength, Cat's Grace, Delay Disease, Delay Poison, Earthen Grace, Endure Elements, Fins to Feet, Horrible Taste, Lesser Restoration, Lesser Vigor, Magic Fang, Resist Energy, Tiger's Tooth.

At 8th level you may get the following: Antiplant Shell, Attune Form, Blight, Contagious Touch, Contingent Energy Resistance, Dispel Magic, Freedom of Movement, Greater Magic Fang, Greater Resistance, Jagged Tooth, Junglerazer, Last Breath, Lion's Fang, Mass Align Fang, Mass Lesser Vigor, Mass Resist Energy, Neutralize Poison, Poison, Protection from Energy, Reincarnate, Remove Disease, Repel Vermin, Restoration, Sheltered Vitality, Superior Magic Fang, Vigor.

At 12th level you may get the following: Anticold Sphere, Greater Dispel Magic, Greater Vigor, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Rejuvenation Cocoon, Stoneskin, Superior Resistance, Vigorous Circle.

At 16th level you may get the following: Antipathy, Aura of Vitality, Finger of Death, Greater Restoration, Heal, Regenerate, Sympathy, Word of Balance

Primordial Heirophant (Su): At 20th Level you have mastered  one of the great secrets of your art and may choose one of the following:

One With Nature: You effectively permanently have the benefits of a Sanctuary spell, but only against Animals, Elementals, Fey, Oozes, Plants, and Vermin.  The Willpower Save DC is 10 plus 1/2 Hit Dice, plus Wisdom Modifier instead of the normal DC.

Preternatural Gift: Choose one spell you can cast as a Supernatural ability to give to one Ally for 24 hours.  Your Ally may cast it 3 times per day as a Supernatural Ability.

Preternatural Healing: You may now expend 1 daily use of Power to cast a Maximized Cure Critical Wounds.

Preternatural Mimicry: Choose one Class Ability possessed by an Ally.  You gain the use of it for 24 hours.  For determining any effects based on Level you are considered to be your current Primordial Shaman Level minus 4.

Preternatural Reach: All Supernatural Abilities you may use that have a range of touch now have a range of Close (25 ft. plus 5 ft./2 levels).

PLAYING A PRIMORDIAL SHAMAN
 Understanding the world and your place in it is of utmost importance to you.  Politics and religion are of little importance to you, it's knowledge you are looking for (and wisdom too eventually).
 Religion: Primordial Shamans are sometimes prone to allying themselves with Neutral wilderness deities as they are seeking their place in the world.  The idea of a religion may appeal to them.  Most others tend to be reclusive mystics.
 Other Classes: Primordial Shamans are loners.  They don't like rabid bloodthirsty predators, nor do they love small minded fearful herd mentalities.  They will help others against common foes, or to prevent disasters, but otherwise are not team players.
 Combat: Shamans are not combat prone, and if it should happen they rely on their powers to defend themselves log enough to flee.  If pressed to the point it becomes necessary they will try spellcasting from a distance.
 Advancement: Advancement depends a lot on what the Shaman wishes to do in life, and what sort of path they choose to follow.  Most of them will focus in some way on their connection with the natural world, with some previous herbivores or carnivores using their powers to define their traditional roles.

PRIMORDIAL SHAMANS IN THE WORLD
"Have you understood anything he's said?"
 Primordial Shamans often fight with civilizations that burn or threaten the natural forests.  If left alone they merely pursue their studies to the exclusion of all else, and in the minds of some it is best to leave these sleeping giants alone.
 Daily Life: Most Shamans spend their time discovering and refining their abilities in the hopes they learn to greater discoveries.
 Notables:
 Organizations: Being dedicated recluses, Shamans rarely form more than temporary groups.  Some may join together if they were formerly herd animals out of instinct, some may form small schools to teach what they know, and some may join forces against a foe and remain together to keep watch for that foes reappearance.

NPC Reaction
 NPC's are often terrified initially because they assume you're a dangerous animal or monster, and slightly terrified afterwards because they can't understand you.

PRIMORDIAL SHAMANS IN THE GAME
 This class allows takers to trade in Racial Hit Dice for levels in a casting class.  That alone should scare you.
 Adaptation: Primordial Shamans work best in nature centric campaigns of Awakened animals, Magical Beasts, and wilderness races.
 Encounters: PC's will rarely realize they've encountered a Primordial Shaman as the Shaman can simply pretend to be an animal.  Usually they only make their homes in the most remote wild places.



EPIC PRIMORDIAL SHAMANS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Power You continue to gain daily uses of Power with Epic Levels.
Spellcasting Your Caster Level increases with Epic Levels.
Bonus Feats: The Epic Primordial Shaman gains a Bonus Feat every 4 levels higher than 20th



Devoted Shaman
You have continued your study of Primordial Shamanism.
Prerequisites: Power class ability
Benefits: Choose any 1 spell on the Druid/Ranger spell lists you don't currently know.  It must be a spell you could cast at your level, and your effective Druid or Ranger Level is equal to your Primordial Shaman Level.  You may now use one daily use of Power to cast this spell as if it were one of your other Supernatural Abilities.  This Feat may be taken multiple times.

Bonded Summoning
You can share power with your Summoned creatures.
Prerequisites: Power class ability, Augment Summoning
Benefits: You may share spells with Summoned Creatures at a range of up to 30' in a manner similar to the Druid sharing spells with his Animal Companion.  You may cast spells with a range of Touch on them at close range instead.

Mass Summoning
You Summon more creatures than usual with your Supernatural Abilities.
Prerequisites: Power class ability, Augment Summoning
Benefits: When you use a Supernatural Ability that has the same effect as a Summon spell, you Summon one additional creature.

Primordial Metamagic
You have learned Flexibility in your abilities. 
Prerequisites: Power class ability, any Metamagic Feat
Benefits: By expending one extra Daily use of your Power you may apply the effects of any Metamagic Feat you know to one of your Supernatural Abilities mimicking the effects of a spell.

Primordial Power
You can use your magic more often. 
Prerequisites: Power class ability
Benefits: You gain 1 additional daily uses of Power.  This Feat may be taken multiple times.

Primordial Focus
Your abilities are more potent 
Prerequisites: Power class ability
Benefits: Your class abilities based off of your Power Pool gain a +2 Bonus to their Save DC if they have one.  This Feat may be taken twice increasing the Bonus to +4.

Bonded Bogun
You can share power with your Boguns.
Prerequisites: Power class ability, Wild Empathy
Benefits:  You may share spells with Boguns at a range of up to 30' in a manner similar to the Druid sharing spells with his Animal Companion.  You may cast spells with a range of Touch on them at close range instead.  In addition your Boguns are loyal and there is no percentile chance of them disobeying.

Mass Bogun
You create more Boguns than usual with your Supernatural Abilities.
Prerequisites: Power class ability, Wild Empathy
Benefits: When you cast Beget Bogun you create 1d6 Boguns.


Grow Bogun
You can feed your Boguns, increasing their size.
Prerequisites: Power class ability, Wild Empathy, Bonded Bogun
Benefits: This Feat may be taken twice.  The first time permanently increases your Bogun to Size Class Small.  The second to Size Class Medium.  Stats are below.  You may only choose one Bogun you are Bonded with to apply this Feat to.


Awaken Bogun
You can bring your Bogun to actual independent life instead of a semblance of it.
Prerequisites: Power class ability, Wild Empathy, Bonded Bogun, Level 6
Benefits:  Your Bogun becomes an independent self-aware being, and it can leave sight of it's creator, and you no longer take damage if it is destroyed.  Stats are below.  Effectively the Bogun is now your Cohort as if you had taken the Leadership Feat.  You may only choose one Bogun you are Bonded with to apply this Feat to.




EPIC PRIMORDIAL SHAMAN FEATS

Automatic Primordial Metamagic
des
Prerequisites: Primordial Metamagic, Spellcraft 30 ranks, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: You can apply any Metamagic Feat you know without spending extra daily uses of Power to any of your Supernatural Abilities that mimic a spell of 4th Level or less.

Epic Primordial Casting
You can now use the most powerful abilities of your kind.
Prerequisites: Spellcraft 24 ranks, Knowledge (Nature) 24 ranks, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: This is identical to Epic Spellcasting, except the Check DC for  your Seeds is +2 being that you're making Supernatural Abilities.

Epic Primordial Focus
Your abilities are more potent 
Prerequisites: Primordial Focus x2, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: The Save DC of your Supernatural Abilities increases by an additional +2.

Epic Primordial Power
You have surpassed the abilities of most of your kind.
Prerequisites: Primordial Power, ability to cast Summon Nature's Ally IX as a Supernatural Ability
Benefits: You gain 3 additional daily uses of Power.  This may be taken multiple times.
« Last Edit: March 02, 2022, 02:39:38 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #5 on: November 10, 2011, 03:27:01 AM »
Bogun
                      Small Construct
Hit Dice:             2d10+10 (21 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/-3
Attack:               Nettles +2 melee (1d6 plus Poison)
Full Attack:          Nettles +2 melee (1d6 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Construct traits, Telepathy with owner
Saves:                Fort +0, Ref +2, Will +1
Abilities:            Str 11, Dex 14, Con -, Int 8, Wis 13, Cha 10
Skills:               Hide +9, Move Silently +8
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Any Neutral
Advancement:          ---
Level Adjustment:     ---

Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.

Bogun
                      Medium Construct
Hit Dice:             2d10+20
Initiative:           +1
Speed:                30 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/+3
Attack:               Nettles +3 melee (1d6+2 plus Poison)
Full Attack:          Nettles +3 melee (1d6+2 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Construct traits, Telepathy with owner
Saves:                Fort +0, Ref +1, Will +1
Abilities:            Str 15, Dex 12, Con -, Int 8, Wis 13, Cha 10
Skills:               Hide +8, Move Silently +7
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             None
Alignment:            Any Neutral
Advancement:          ---
Level Adjustment:     ---


Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 2d4 Dexterity.

For further notes on Boguns see page 26 of the Spell Compendium.  These stats are for Boguns enhanced with the Grow Bogun Feat.


Awakened Bogun
                      Tiny Plant
Hit Dice:             2d8 (9 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Fly 50 ft. (Good)
Armor Class:          15 (+2 Size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:  +1/-9
Attack:               Nettles +4 melee (1d4 plus Poison)
Full Attack:          Nettles +4 melee (1d4 plus Poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
Saves:                Fort +3, Ref +6, Will +1
Abilities:            Str 7, Dex 16, Con 10, Int 10, Wis 13, Cha 10
Skills:               Hide +8, Knowledge (Nature) +2, Move Silently +7, Survival +3
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +2

[/B]Nettles (Ex):[/B] Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.


Awakened Bogun
                      Small Plant
Hit Dice:             2d8 (9 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
Base Attack/Grapple:  +1/+1
Attack:               Nettles +2 melee (1d6 plus Poison)
Full Attack:          Nettles +2 melee (1d6 plus Poison)       
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
Saves:                Fort +3, Ref +5, Will +1
Abilities:            Str 11, Dex 14, Con 11, Int 10, Wis 13, Cha 10
Skills:               Hide +7, Knowledge (Nature) +2, Move Silently +6, Survival +3
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
[/B]Level Adjustment:[/B]     +2

[/B]Nettles (Ex):[/B] Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.


Awakened Bogun
                      Medium Plant
Hit Dice:             2d8+2 (11 hp)
Initiative:           +1
Speed:                30 ft. (4 squares), Fly 60 ft. (Good)
Armor Class:          13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:  +1/+3
Attack:               Nettles +3 melee (1d6+2 plus Poison)
Full Attack:          Nettles +3 melee (1d6+2 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
Saves:                Fort +4, Ref +1, Will +1
Abilities:            Str 15, Dex 12, Con 13, Int 10, Wis 13, Cha 10
Skills:               Hide +6, Knowledge (Nature) +2, Move Silently +5, Survival +3
Feats:                Stealthy
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class
Level Adjustment:     +3

Nettles (Ex): Injury, DC 12 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #6 on: November 10, 2011, 03:27:30 AM »
PRIMORDIAL WEAVER


   
“Do not meddle in the affairs of Wizards, for they are subtle and quick to anger.”

 Despite being often derisively referred to as 'beast wizards', Primordial Weavers are often Awakened Animals or Magical Beasts who have a strange innate talent for arcane magic, much more like Sorcerers.  Most tend to follow a Path of some sort that defines where their talents lie (or at least are most well developed).

MAKING A PRIMORDIAL WEAVER
 You'll don't really consider yourself an adventurer, more like a potential future power in the world.  Your unusual abilities will put you in demand still, because they'll be necessary to pulling off the schemes of those who can't leave well enough alone.
 Abilities: You'll want to make your Primary casting stat a priority as usual, and Dex/Con important secondary concerns.  Not that much different from other arcane caster types.
 Races: The majority of weavers by far are carnivorous or omnivore species.
 Alignment: Like most Primordial classes Weavers tend to begin as Neutral and shift through their career.  Unlike many they have a pronounced disposition towards Chaos and Evil.
 Starting Gold: Same as Wizard.
 Starting Age: Same as Wizard.

Class Skills
 The Primordial Weaver's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Geography, History, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Transitioning, Power, Path Abilities 1
2. +1    +0     +0     +3   
3. +1    +1     +1     +3   
4. +2    +1     +1     +4    Path Abilities 2
5. +2    +1     +1     +4   
6. +3    +2     +2     +5    Path Abilities 3
7. +3    +2     +2     +5   
8. +4    +2     +2     +6    Path Abilities 4
9. +4    +3     +3     +6   
10.+5    +3     +3     +7    Path Abilities 5
11.+5    +3     +3     +7   
12.+6    +4     +4     +8    Path Abilities 6
13.+6    +4     +4     +8   
14.+7    +4     +4     +9    Path Abilities 7
15.+7    +5     +5     +9   
16.+8    +5     +5     +10   Path Abilities 8
17.+8    +5     +5     +10   
18.+9    +6     +6     +11    Path Abilities 9
19.+9    +6     +6     +11   
20.+10   +6     +6     +12   Path Master

Weapon Proficiencies: Primordial Weavers have proficiency with their Natural Weapons, but no Shields or Armor.

Transitioning (Ex): Upon taking your first level as a Primordial Weaver you may "exchange" your Racial Hit Dice for levels of Primordial Weaver. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Weaver at 1st level. Whenever you gain enough experience to gain a new level in Primordial Weaver you may exchange 3 more Racial Hit Dice for levels of Primordial Weaver until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

Power: All of the Primordial Weavers abilities are based on his Power score.  Every time he uses one of his Supernatural Abilities he uses one daily use of his Power.  His daily uses of his Power Score equal his Wisdom Modifier plus his Character Level.  Caster Level is equal to Character Level.

Path Abilities: The Path you choose determines what Supernatural Abilities you get.  The available Paths are Ambush Predator, Grazer, Hunter, Pack Hunter, Parasite/Parasitoid, Scavenger, and Symbiote.

Path Master:
 
PLAYING A PRIMORDIAL WEAVER
 For some reason there are many things in the world you find obvious but that others find simply amazing.  You don't understand but somehow they weren't born like you.  They don't think like you, and they will never attain the same heights as you.  You try not to fault them for their handicaps even if it does make them seem like prey.
 Religion: You understand the concept of Gods, just not religion.  You can see what Gods get from it as they're obviously some sort of energy parasite, but you have to wonder if the benefits their priests so unevenly dispense are a worthy exchange.
 Other Classes: You're a loner by nature.  Other casters are considered rivals.  Most everyone else is far too limited in their abilities and thinking to be considered an equal.
 Combat: You have the capacity for fairly unlimited power and you know it.  Combat is trivial and best handled by more expendable resources.  After all you're the backbone of any organization.  If you fall so will they.
 Advancement: Advancement depends largely on the path you have chosen and the view you inherited from your original species.  Ambush predator weavers tend to have much different abilities than apes for example.

PRIMORDIAL WEAVERS IN THE WORLD
"Ain't nuthin' you can say will make me go to that jungle.  Nuthin'."
 You're a giant monster who can use magic.  You can pretty well guess how well that flies.  Or maybe you're just an animal.  How unsettling is a rabbit who can cast Phantasmal Killer?  Not many people get you, and those who do you consider to be a danger to you.
 Daily Life: Much of your time is spent in study, and trying to avoid getting drawn into the schemes of lesser beings.
 Notables:
 Organizations: Being that you tend to be loners, rare is the organization containing a Weaver in anything other than a leadership or temporary role.  You hate taking orders too much for it to be otherwise.

NPC Reaction
 Most people never really get used to you.  You understand things they never will.  You can do things they never will, and socially, ethically, and morally you have no common ground with them.

PRIMORDIAL WEAVERS IN THE GAME
 Much like with the Shaman this should be one you consider carefully because of the Racial HD trade-off.
 Adaptation: Primordial Weavers work best in nature centric campaigns of Awakened animals, Magical Beasts, and wilderness races.
 Encounters: PC's will rarely realize they've encountered a Primordial Weaver as the Weaver can simply pretend to be an animal.  Usually they only make their homes in the most remote wild places.



EPIC PRIMORDIAL WEAVER

Hit Die: d4
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Primordial Weaver gains a Bonus Feat every x levels higher than 20th


Devoted Weaver
You have continued your study of Primordial Weaving.
Prerequisites: Power class ability
Benefits: Choose any 1 spell on the Sorcerer/Wizard spell lists you don't currently know.  It must be a spell you could cast at your level, and your effective Sorcerer/Wizard Level is equal to your Primordial Weaver Level.  You may now use one daily use of Power to cast this spell as if it were one of your other Supernatural Abilities.  This Feat may be taken multiple times.

Ability Critical
Your Supernatural Abilities can do extra harm.
Prerequisites: Power class ability, Primordial Focus
Benefits: If your opponent rolls a Natural one on a Saving Throw against your Path Abilities, the Ability is considered to have been cast with the Empower Spell-Like Ability Feat.

Improved Ability Critical
Your Supernatural Abilities can do serious extra harm.
Prerequisites: Power class ability, Primordial Focus  x2, Ability Critical
Benefits: If your opponent rolls a Natural one on a Saving Throw against your Path Abilities, the Ability is considered to have been cast with the Empower or Maximize Spell-Like Ability Feat, your choice.


Primordial Metamagic
You have learned Flexibility in your abilities. 
Prerequisites: Power class ability, any Metamagic Feat
Benefits: By expending one extra Daily use of your Power you may apply the effects of any Metamagic Feat you know to one of your Supernatural Abilities mimicking the effects of a spell.

Primordial Power
You can use your magic more often. 
Prerequisites: Power class ability
Benefits: You gain 1 additional daily uses of Power.  This Feat may be taken multiple times.

Primordial Focus
Your abilities are more potent 
Prerequisites: Power class ability
Benefits: Your class abilities based off of your Power Pool gain a +2 Bonus to their Save DC if they have one.  This Feat may be taken twice increasing the Bonus to +4.

Signature Path Ability
You have used one specific Path Ability so often you now have enhanced abilities with it.
Prerequisites: Power class ability, Supernatural Ability duplicating effects of a 1st level spell
Benefits:

Signature Path Power
You have gained a power of some kind unique to those traveling your Path.
Prerequisites: Power class ability, Supernatural Ability duplicating effects of a 1st level spell
Benefits: The exact Special Attack or Quality depends on your Path:

Ambush Predator:

Grazer:

Hunter:

Pack Hunter:

Parasite/Parasitoid:

Scavenger:

Symbiote:

Enhanced Signature Path Ability
You have increased your mastery with a specific Path Ability.
Prerequisites: Power class ability, Signature Path Spell
Benefits:

Unique Path Ability
You have gained a Path Ability that is unique to your kind.
Prerequisites: Power class ability, Enhanced Signature Path Spell
Benefits: The exact Ability depends on your Path:

Ambush Predator:

Grazer:

Hunter:

Pack Hunter:

Parasite/Parasitoid:

Scavenger:

Symbiote:




EPIC PRIMORDIAL Weaver FEATS

Automatic Primordial Metamagic
des
Prerequisites: Primordial Metamagic, Spellcraft 30 ranks, ability to cast any 9th level spell as a Supernatural Ability
Benefits: You can apply any Metamagic Feat you know without spending extra daily uses of Power to any of your Supernatural Abilities that mimic a spell of 4th Level or less.

Epic Primordial Casting
You can now use the most powerful abilities of your kind.
Prerequisites: Spellcraft 24 ranks, Knowledge (Arcane) 24 ranks, ability to cast any 9th level spell as a Supernatural Ability
Benefits: This is identical to Epic Spellcasting, except the Check DC for  your Seeds is +2 being that you're making Supernatural Abilities.

Epic Primordial Focus
Your abilities are more potent 
Prerequisites: Primordial Focus x2, ability to cast any 9th level spell as a Supernatural Ability
Benefits: The Save DC of your Supernatural Abilities increases by an additional +2.

Epic Primordial Power
You have surpassed the abilities of most of your kind.
Prerequisites: Primordial Power, ability to cast any 9th level spell as a Supernatural Ability
Benefits: You gain 3 additional daily uses of Power.  This may be taken multiple times.



« Last Edit: March 02, 2022, 02:40:53 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #7 on: November 10, 2011, 03:28:01 AM »
Whilst i edit in the spell lists. any thoughts on what i should replace the Bogun/Summon Feats with for this class to separate it from the SHaman (oh, and the Weaver is updated):

Ambush Predator
Path Abilities 1 Camouflage, Critical Strike, Hide from Animals, Pass Without Trace, Ventriloquism
Path Abilities 2 Blinding Spittle, Blur, Invisibility, Misdirection, Reflective Disguise
Path Abilities 3 Displacement, Hold Person, Meld into Stone, Nondetection, Pall of Twilight
Path Abilities 4 Beckon Monster, Evil Glare, Forestfold, Greater Invisibility
Path Abilities 5 False Vision, Hold Monster, Nightstalker's Transformation, Shadow Form
Path Abilities 6 Fleshshiver, Hide the Path, Illusory Pit, Transfix
Path Abilities 7 Choking Cobwebs, Mass Hold Person, Poison Vines
Path Abilities 8 Binding, Mind Blank, Superior Invisibility
Path Abilities 9 Binding Chain of Fate, Halaster's Teleport Cage, Time Stop


Grazer
Path Abilities 1 Alarm, Camouflage, Expeditious Retreat, Horrible Taste, Remove Scent
Path Abilities 2 Attentive Alarm, Blur, Cat's Grace, Lesser Celerity, Reflective Disguise
Path Abilities 3 Blink, Blunt Natural Weapons, Displacement, Meld into Stone, Safe Clearing
Path Abilities 4 Celerity, Detect Scrying, Dimension Door, Forestfold,
Path Abilities 5 Dimension Jumper, Greater Blink, Illusory Feast, Teleport,
Path Abilities 6 Hide the Path, Mass Reflective Disguise, Mislead, Veil
Path Abilities 7 Hide from Dragons, Mass Teleport, Sequester
Path Abilities 8 Antipathy, Greater Celerity, Screen
Path Abilities 9 Freedom, Greater Dimension Jumper, Teleport Circle


Hunter
Path Abilities 1 Accelerated Movement, Camouflage, Hide from Animals, Pass Without Trace, Ventriloquism
Path Abilities 2 Alter Self, Bull's Strength, Daze Monster, Invisibility, Misdirection
Path Abilities 3 Blink, Enduring Scrutiny, Heroism, Nondetection, Primal Instinct
Path Abilities 4 Forestfold, Greater Invisibility, Hallucinatory Terrain, Nightmare Terrain
Path Abilities 5 Mirage Arcana, Nightstalker's Transformation, Shadow Form, Vulnerability
Path Abilities 6 Aura of Terror, Greater Heroism, Phantasmal Disorientation, Primal Speed
Path Abilities 7 Emerald Flame Fist, Stone Body, Unicorn Heart
Path Abilities 8 Power Word Stun, Stalking Spell, Superior Invisibility
Path Abilities 9 Nature's Avatar, Shadow Landscape, Superior Invisibility


Pack Hunter
Path Abilities 1 Accelerated Movement, Cause Fear, Hide from Animals, Pass Without Trace, Ventriloquism
Path Abilities 2 Blur, Cloud of Bewilderment, Curse of Impending Blades, Fog Cloud, Phantom Foe
Path Abilities 3 Displacement, Hold Person, Invisibility Sphere, Manyjaws, Pall of Twilight
Path Abilities 4 Fear, Forestfold, Scrying, Shadow Well
Path Abilities 5 Greater Status, Mass Longstrider, Mind Fog, Nightstalker's Transformation
Path Abilities 6 Hide the Path, Shuffle, Tactical Teleportation, Veil
Path Abilities 7 Mass Animalistic Power, Mass Invisibility, Mass Teleport
Path Abilities 8 Dimensional Lock, Mass Valiant Spirit, Screen
Path Abilities 9 Mass Death Ward, Mass Hold Monster, Teleportation Circle


Parasite/Parasitoid
Path Abilities 1 Camouflage, Disguise Self, Friendly Face, Hide from Animals, Ray of Enfeeblement
Path Abilities 2 Blindness/Deafness, Choke, Curse of Impending Blades, Escalating Enfeeblement, Invisibility
Path Abilities 3 Inevitable Defeat, Legion's Curse of Impending Blades, Negative Energy Burst, Nondetection, Vampiric Touch
Path Abilities 4 Bestow Curse, Ebon Ray of Doom, Enervation, Sensory Deprivation
Path Abilities 5 Channeled Lifetheft, Night's Caress, Power Word Disable, Stop Heart
Path Abilities 6 Circle of Death, Eyebite, Harm, Overwhelm
Path Abilities 7 Avasculate, Energy Ebb, Finger of Death
Path Abilities 8 Befoul, Greater Bestow Curse, Steal Life
Path Abilities 9 Energy Drain, Ensul's Soultheft, Power Word Kill


Scavenger
Path Abilities 1 Blood Wind, Camouflage, Hide from Animals, Pass Without Trace, Serene Visage
Path Abilities 2 Invisibility, Listening Lorecall, Misdirection, Reflective Disguise, Sap Strength
Path Abilities 3 Clairaudience/Clairvoyance, Enduring Scrutiny, Mesmerizing Glare, Nondetection, Ray of Exhaustion
Path Abilities 4 Forestfold, Greater Invisibility, Horrid Sickness, Locate Creature
Path Abilities 5 False Vision, Scrying, Shadow Form, Waves of Fatigue
Path Abilities 6 Imperious Glare, Mislead, Scry Location, Waves of Sin
Path Abilities 7 Fiendish Clarity, Greater Scrying, Waves of Exhaustion
Path Abilities 8 Discern Location, Mind Blank, Superior Invisibility
Path Abilities 9 Deadly Sunstroke, Foresight, Hindsight


Symbiote
Path Abilities 1 Endure Elements, Horrible Taste, Ironguts, Suspend Disease, Vigilant Slumber
Path Abilities 2 Animalistic Power, Bear's Endurance, Blindsight, Bull's Strength, Cat's Grace
Path Abilities 3 Air Breathing, Arcane Sight, Deceptive Facade, Feign Death, Invisibility Sphere
Path Abilities 4 Improved Blindsight, Lesser Globe of Invulnerability, Mass Resist Energy, Remove Curse
Path Abilities 5 Hibernate, Nightstalker's Transformation, Panacea, Superior Resistance
Path Abilities 6 Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mislead
Path Abilities 7 Energy Immunity, Mass Animalistic Power, Soul Link
Path Abilities 8 Mind Blank, Mysterious Redirection, Protection from Spells
Path Abilities 9 Absorption, Mass Death Ward, Mass Heal

Universal
1 Detect Magic, Locate Water, Magic Fang
2 Barkskin, Sure Strike, Woodland Veil
3 Arcane Sight, Dispel Magic, Greater Magic Fang
4 Arcane Eye, Freedom of Movement
5 Sending, Superior Magic Fang
6 Find the Path, Greater Dispel Magic
7 Control Weather
8 Earthquake
9 Shapechange
« Last Edit: November 02, 2012, 09:09:17 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #8 on: November 15, 2011, 02:53:48 AM »
Added Ability Critical Feats to Weaver

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Primordials
« Reply #9 on: November 27, 2011, 05:16:16 AM »
Finally beginning to add in path abilities