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
[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.