View Full Version : PF Primalist, Natures Guardians (Need P.e.a.c.h.ing)

2012-09-03, 05:45 PM


“I fight for all the animals of the world, but people are a blight on this world. A blight I have the cure for.”
Devros Swift Talon, Leader of the Primeval.

Those that follow the path of the primalist are people who wish to defend nature at any cost by making a pact with a spirit of nature. Through this pact, they come to wield the power of nature itself with devastating primal invocations and become one with the animals of nature itself. From the deep forest where mankind has never seen to tops of the mountains and every place in between, the primalist can be found defending nature at any cost.

Adventures: Primalists adventure to travel and search the world to find those who wish to destroy the last remaining nature places in the world. Adventuring also allow the primalist to find allies that can be recruited to aid him in his quest or become primalist themselves.

Characteristics: The people that are drawn to the life of the primalist are usually animal lovers that have seen the destruction rare wildlife or nature lover that can no longer stand by and see this places of beauty wiped out.

Alignment: Primalists tend to be drawn toward more chaotic and radical alignment due to their need to defend nature at any cost. They also tend more toward neutrality, because good and evil acts mean nothing to the over all quest.

Religion: For the most devote followers of the primalist are the ones that worship the god of nature or in some cases they follow the god of the hunt. Most primalist tend to worship the spirits of nature themselves.

Background: Primalist arise in most in any society where there is either a great deal of emphasis on nature in the culture, where deities devoted spirits of nature, or a society that has learned to live in as on with nature. Many are people who use nature in their trade such as trackers and herbalists. All share one common thread, and its the deep connection with nature.

Races: Monstrous races are most likely to that up the roll of the primalist, elves due to their connection with nature and gnome due to their connection with the fey. Dwarves, humans, and half elves are unlikely to follow the path of the primalist due to their reliance on modern city life.

Other Classes: Primalists get along well with druid of any variety first and for most, and rangers as long as they do not exclusively hunt animals for sport. Fighters and rogues have no problem with primalists but they can be a bit extreme at times. Paladins and clerics of any god but gods of nature find that their calling to be counter productive to the world.

Role: Primalist fulfill the role of a melee fighter well, due to their primal surge abilities and invocation, but can't stand as long against full magic caster due to their poor will. They are well suited to be scout because of their ability to move through nature. Their invocations provide many additional uses for party support, but will not find themselves as useful in those roles as a full caster. Their unlimited spell power with their invocations, however, does provide them with longevity that full casters don’t enjoy.

Adaptation: The primalist can be easily adapted to any campaign because they can be used in the place of druid. In addition any campaign that has any people that are dedicated to the natural can have primalists.

Primalist's have the following game statistics.
Abilities: Wisdom is important due to its factoring into invocation saving throw DCs. Strength and Constitution provide additional survivability in combat.
Alignment: Any
Hit Die: d8
Starting Age: As druid.
Starting Gold: As druid.

Class Skills
The primalist's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (geography) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Points at Each Level: 2 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations

+0|Aura of Thorns, Primal Surge +1d6, Savage Trait|

+0|Natural Resistance, See the Unseen|

+1|Primal Surge +2d6|

+1|Totem Beast, Aspect of the Wild|

+1|Primal Surge +3d6|

+2|Invocations (least or lesser)|

+2|Primal Surge +4d6|

+2|Imbue Item|

+3|Primal Surge +5d6, Aspect of the Wild|

+3|Child of the Spirit|

+3|Primal Surge +6d6, invocations (least, lesser, or greater)|

+4|Improved Blessing of the Spirits|

+4|Primal Surge +7d6|

+4|Aspect of the Wild|

+5|Primal Surge +8d6, Spirit of the Beast|

+5|Invocations (least, lesser, greater, or Savage)|

+5|Primal Surge +9d6|

+6|Aspect of the Wild|

+6|Primal Surge +10d6|

+6|Walker of the Wild|

Class Features
All of the following are class features of the Primalist.

Weapon and Armor Proficiencies: Primalist are proficient in the use of all simple, martial weapons, and all forms of natural attacks as well as the use of light and medium armor and shields.

Invocations (Sp)
A primalist does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as savage invocations that require him to focus the natural energy that suffuses his soul. An primalist can use any invocation he knows at will, with the following qualifications:

An primalist's invocations are spell-like abilities; using an invocation therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A primalist is entitled to a Concentration check to successfully use an invocation if he is by an attack while invoking, just as a spellcaster would be. A primalist can choose to use an invocation defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A primalist's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A primalist's caster level with his invocation is equal to his primalist level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the primalist's Wisdom modifier. Since spell-like abilities are not actually spells, a primalist cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and primeval. A primalist begins with knowledge of two invocations, which must be of the lowest grade (least). As a primalist gains levels, he learns new invocations, as summarized on the class progression table and described below. A list of available invocations can be found following the class description, and a complete description of each invocation can be found at the end of this document.

Every four levels when a primalist learns a new invocation, he can also replace an invocation he already knows with another invocation of the same grade or of a lower grade. At 6th level, a primalist can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a primalist can replace a least or lesser invocation he knows with another invocation of the same ore a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a primalist can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learn a new invocation, which could be least, lesser, greater, or primeval). At 20th level, he can trade out any one invocation he has for any other invocation of any grade.

Finally, unlike other spell-like abilities, primalist invocations are spiritual in nature and not subject to arcane spell failure chance. Primalist can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.

Primal Surge (Su)
The primalist’s connection with the spirit of nature manifests in his ability to channel natural energy through his spirit pact. The primalist may summon this natural energy at a moment’s notice, allowing him to channel his natural power through a ranged touch attack or unarmed strikes. Used as a ray, the character may make iterative attacks if using it as a full attack. The character must make a touch attack (if unarmed) or a melee attack (if using an unarmed strike) to use this ability and it can be added to any touch or unarmed melee attack the character makes as part of that action, including all attacks on a full attack action. Primal Surge may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as primal shape and nature essence invocations). Primal Surge inflicts 1d6 points of natural energy damage, half piercing and half bludgeoning, at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). This natural damage manifests itself as thick thorns and rock. When used as a ranged touch attack, primal surge scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channeled through a weapon (through use of certain primal shape invocations), weapon damage is multiplied as normal, but primal surge damage is never multiplied. This is a supernatural ability and is not subject to spell resistance.

Aura of Thorns (Su)
Starting at 1st level the primalist can create an aura that will strike out at any enemies that enter to attack him with a twisting mass of thorns and stones. The aura of thorns has a 10ft radius that surrounds the primalist and any enemy that attempts to attack the primalist takes 1d4 piercing damage. At 5th level and every 5 level thereafter (10th, 15th, and 20th level), the damage of this aura increase by 1d4 to a maximum of 5d4 at 20th level. This aura can be activated for a number of rounds per equal to 5+ the primalist's Wisdom modifier. In addition the primalist gain one additional round per day for each level past the first.

Savage Trait (Su)
At 1st level the primalist is blessed with one form of natural attack. The primalist can choose from the list of trait below. Once the choice has been made it can not be changed. In addition having this trait qualifies him any feats that require natural attack as a prerequisite.

Claws: This trait causes the primalist's nails to grow into claws (1d6 slashing).
Bite: This trait causes the primalist's teeth to grow jagged and sharp (1d4 piercing).

See the Unseen (Su)
At 2nd level the primalist connection with the spirits of nature has granted him the ability to see other spirits even when they are incorporeal.

Natural Resistance (Ex)
Starting at 2nd level the Primalist's body starts built up a natural resistance to the elements of the world. This manifests itself as energy resistance of 5 for all four elements. This resistance to the elements increases by 5 at 8th level and again at 14th level to a maximum of 15 resistance to all four elements.

Totem Beast (Ex)
At 3rd level the primalist gain an animal companion as the nature bond druid class feature. For the purpose of this ability the primalist count his level as druid levels at a -2 level.

Wild Aspect: The primalist, through constant spiritual interaction with the spirits of nature, begins to find his physical form changing to reflect that of his connection with nature. This connect manifests itself in the form of aspect that change the primalist's body and mind. These aspects must be activated with a free action causing the changes of the aspect. The character gains aspect from the follow list:

Strength of the Bull: The character gains the powerful strength of the bull, gaining a +2 racial bonus to Strength. In addition the character grows a set of bull horn on his head.
Reptilian Scales: The character gains thick scales of a lizard, granting a +2 natural armor bonus from the scales. In addition the character grows a layer of scales on top of it's skin.
Calming Nature: The primalist has a deep connection with all the animals of the natural world, because of this connection the character generates a constant calm animal spell. In addition the character's eyes will glow with a dim yellow glow.
Blood of Bear: The character gains the health and endurance of a might bear, gaining a +2 racial bonus to Constitution. In addition the character grows a layer of fur over most of its body.
Body of Venom: The character blood becomes thick and venomous to the point it can poison creatures that it comes in contact with it. Anytime the character is successfully dealt hit point damage by a slashing, piercing, or any other source that would cause bleed damage force all adjacent creatures must make a successful Fortitude save ( DC 13 + the primalist's Constitution modifier) or suffer 1d4 temporary Dexterity damage.
Falcon's Swiftness: The character gains dexterity and swiftness of the falcon, gaining a +2 racial bonus to Dexterity. In addition the character grows feathers on his body and on his head forming a crown.
Wisdom of the Great Oaks: The character gains the wisdom of the great oaks of the forest, gaining a +2 racial bonus to Wisdom. In addition the character's body under the skin turns to look like the inside of a tree.
Stride of the Herd: The character gains a +20ft to his base movement speed. In addition the character legs grow larger and longer.
Bonus feat: The character may select a bonus feat from the following list- Ability Focus, Cleave, Combat Expertise, Dodge, Extra Invocation, Great Cleave, Improved Initiative, Improved Unarmed Strike, Invoke Word of Power, Mobility, Power Attack, Rending Claw, Spring Attack, Weapon Finesse, Weapon Focus. The character may select this aspect multiple times.

Imbue Item (Su): A primalist of 8th level or higher can use his divine power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Spellcraft check (DC 15 + spell level for divine spells or 25 + spell level for arcane spells) in place of a required spell he doesn’t know or cannot cast. If the check succeeds, the primalist can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He cannot retry this Spellcraft check for that spell for one week.

Walker of the Wild (Su)
At 10th level, the primalist's form undergoes his first transformation. The connection with spirit changes his body by making it as hard as stone. He gains damage reduction 10/- and he gains a +2 natural armor bonus to his armor class.

Spirit of the Beast (Su)
Reaching 15th level, the primalist continues his change to a true creature of nature. This changes the primalist form by making him immune to all poisons and natural diseases. In addition the primalist's strength and dexterity score is increased by +2. Lastly the primalist may choose an additional wild aspect that he do not already have.

Child of the Spirits (Su)
At 20th level the primalist changes due to his constant connection with the spirits of the land. The primalist now has the ability to open a third eye in the center of his forehead, letting him see the world as it actually is. The eyes allow the primalist to see the aura's of the creatures around them as per the spells detect evil or good and detect magic at will. In addition his body becomes larger and more resilient to natural damage. This spiritual boon changes the character to the next size category from his base size. For example a medium size primalist to a large size creature. This change in size lets primalist add his strength modifier to his armor class as an insight bonus. He now gains the magical beast type in addition to his base type. He is now treated as if he possessed magical beast subtype for the purposes of spells. Items, and effects. Lastly the primalist gains a +2 bonus to his constitution score.

To many animals are merely a food source or a form of sport, but the primalist is there to adjust the balance.

To play a primalist is to find your niche and expand upon it, and that can largely be done by filling in the gaps in your party through the selection of invocations, aspects, and feats. These choices allow you to fill in roles as a front-line combatant, a high damage spellcaster, or as a utility spellcaster. You can use your powers from above as a powerful warrior of nature, or as a devastating spiritual spellcaster.

Your invocations and your aspects will help determine what sort of channeler you will eventually become. These selections will define your role as you advance in level and will determine what sort of focus you will have within your party.

Primalist devote their lives to the protection of nature and all the animals that live with in it and strike out at the humanoid races that threaten the true balance of nature. Some of your kind may gather in groups within the deepest oldest forest or in secret societies devoted to the ancient spirits of nature itself. Some druid ascend to the ranks of the primalists, usually those who take a more radical approach to protecting nature.

Combat: Common forms of combat for the primalist is to use his primal surge as a ray or cone to damage his enemies, also he can change his primal surge by using natural essence and primal shape to change the type and shape of the primal surge. The primalist can use his savage blade primal shape invocation to infuse his natural attacks with the power of his primal surge. In addition the primalist posses many savage invocation that will help damage his enemies such summons and poisons.

Advancement: The primalist benefits most from staying single classed, or by making small dip into classes that accent its native abilities, most especially from classes that will improve upon casting advancement. Additionally, prestige classes specially designed to work in tandem with the primalist, such as the Disaster Invoker, the Atmosphera ,and the Pack Master take the abilities of the primalist and build in a more specialized direction.

Resources: Depending on your choices in background, if primalist was connected to a sect of druids he could pool resources from while in the area. They can also draw from their background before they became a primalist, like a tracker can use his experience to find enemies that have escaped.

“We were simply doing our job, cutting down the trees in the forest. When a terrifying creature came out and killed two of my men before we escaped. This beast had the head of a wolf, tail of a lizard, and long razor sharp claws. Why did it attack us, Why?!”
-a terrified lumberjack

Primalists are more times then not confused for a wild animal due to the aspects that they gain as they advance in power. Though they are bound to by their very soul to the spirit of the natural world, their wills are their own, and while their missions may have them travel the world, they do so because this is the path that they have chosen through this life. Primalists only motives are to protect nature and the animals that dwell within through whatever means necessary.

Daily Life: The routine of a primalist varies, but most begin their day with meditation and communion with spirits of the natural world. Some spend time helping though who wish to save nature or find ways to help though who are still trying to find their place in in the natural world. The rest of their non-adventuring time is spent in study and practice of their techniques, both martial and mystical. Some spend their time in devotion; others study histories and treatises on the exploits of druids and elves because of their connection to nature to discover the true purpose of their calling and their potential role in the world.
Notables: The primalist known a Devros Swift Talon is a known through history as the Bloody Claw, because of his radical view on protecting animals. As he travel the world he would come upon the town that had a forested area around it and make his way to judge the people of the town. If he found that the people of that town were killing animals, he would go on a rampage, kill all those who he judged guilty . The most notable of these tragedies was the Massacre at Tri-Ford, leaving only a handful of people left after 5 days of terror. The primalist known as the Hand of Nature, spent his day teaching people to live as one with nature and to teach the races of the world to respect the animals that give them food. He is known by the elven people as one of the greatest teachers and he started to be worshiped as an honored ancestor to the elven druids of the world. On his death, the Hand of Nature became a large oak tree deep within the forest to give a home to the creature of the forest.
Organizations: Primalists have several organizations should they choose to throw lot in with others of their kind. The Coiled Serpent is a group primalist and druids that have devoted their live to the worship of snakes, this order through history has taken a stance that all races and animals will fall to the fangs of the serpent. The Watchful Eye is a order dedicated to watching the world for those who would threaten the balance of nature. Some within this order have chosen to focus their power on the plants of the world, these primalists are known as the Treevik, masters of the art of naturalism. The primalist called the Hand of Nature is a founding member if this order. The Spirit Speaker, an order that has a strong connection with the spirits of nature. The speakers as they are called are granted powerful vision that tell them on the coming disasters that will plague the world. These vision are mostly natural disasters, but when an event or person will change the balance of the world, the speakers are granted vision to prepare for the coming storm. There are some in the Spirit Speakers that choose to use the power of disasters, this primalists are known as Disaster Invokers. The Pack Masters are group of primalists that have learned to harness the power of animal kind and transform into animals themselves.

2012-09-03, 06:06 PM
Primalist choose the invocations they learn as they gain levels, much like sorcerer choose which spells to learn. However, a primalist’s natural repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.

In addition to its grade (least, lesser, greater, or primeval), every savage invocation has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least invocation has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and primeval are equivalent to up to 9th level. The level equivalent for each invocation is given in its description below. Some invocations are so potent that the primalist must wait before drawing upon that particular magic again, with a cool down period of 1d4 rounds before that invocation can be called upon again.

A primalist can dismiss any currently ongoing invocation as a free action. A character may only benefit from a single aura invocation at a time.

Invocations and Primal Surge: Primal surge is not an invocation, but some invocations provide a primalist with the ability to modify this. Additionally, primal surge is not a spell-like ability, unlike an invocation, so by using an invocation to augment primal surge's killing capacity, the invocation changes the ability into a spell-like ability (necessitating spell resistance checks or caster level checks when applicable). By adding natural essence and primal shape invocations to the primalist’s nature power, the ability’s level is modified by the total spell levels added to the primal surge attempt. For example,

Natural Essence Invocations: Natural essence invocations are invocations that modify the damage of the primalist's primal surge ability and offer additional abilities to augment their natural ray. Natural essence invocations can be added to a use of primal surge as a free action, and only one natural essence invocation can be applied per round. Any use of a natural essence invocation affects all uses of primal surge until the primalist's next turn. Many natural essence invocations have side effects that have saving throws; the DC is based on the natural essence invocation alone. If the character uses a natural essence invocation with a primal shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the primalist's Wisdom modifier.

Focused Surge (2nd) – Primal surge attack gains additional force, and adds the primalist’s caster level to damage.
Beam of Entanglement (1st) – Primal surge attack entangles the opponent with plants form nature as the spell entangle (Reflex DC 11 + Wis mod negates entangled effect).
Flaming Surge (2nd) – Primal Surge attack bears the fires of a volcano, inflicting half-fire damage and causing the target to burn for 1d6 points of damage for a number of rounds equal to the character’s Wisdom modifier (Reflex save DC 12 + Wisdom modifier negates burning).
Acidic Surge (2nd) – Primal surge attack is infused with the acid of the deep stone, inflicting half-acid damage, and sickens the opponent with fumes of the acid (Reflex save DC 12 + Wis mod negates sickening)
Frostbitten (1st) – Primal surge attack causes nonlethal damage and fatigues the opponent with the cold of the deep north as the spell frostbite.

Savage Crush (3rd) – Primal surge that inflicts intense, crushing pressure on the body and mind of the target, dazing the opponent for 1d4 rounds (Fortitude save DC 13 + Wis modifier reduces dazed condition to being shaken 1 round).
Shifting Nature (4th) – Primal Surge attack which is accompanied by the ground becoming unstable, which knocks the character’s opponent to the ground. The character makes a trip attempt as part of this surge attempt and uses his caster level plus Wisdom mod in lieu of his base attack bonus and Strength. At the end of the trip, the victim must make a Reflex save DC 14 + Wis modifier to resist being knocked prone.
Spiritual Power (4th) – Primal Surge attack which is accompanied by surging spiritual energies which inflict more damage to humanoid creatures, increasing primal surge’s damage die to d8 when used against humanoid typed creatures, but reducing the damage die to d4 when used against other creatures.

Acidic Spray (5th) – Primal Surge attack sprays acid at the target, causing the attack to inflict half of its damage as acid, and also potentially blinds the target for 1d4 rounds (Reflex save DC 15 + Wis modifier to negate blindness).
Sonic Scream (6th) – Primal Surge attack is infused with the screams of a thousand birds, and inflicts half of its damage as sonic damage and deafens the opponent for 1d4 rounds (Will save DC 16 + Wis modifier negates deafness).
Grasping Spirit (6th) – Primal surge attack attacks the spirit of the creature itself, this cause the primal surge to bypass all DR/ with a chance to confuse opponent for 1d4 rounds (Will save DC 16 + Wis mod to confused for one round).

Breath of the Stone (7th) – Primal surge attack is filled with petrifying power, which transmutes the opponent’s form into stone, petrifying him (Fortitude save DC 17 + Wisdom modifier to negate petrification).
Poisoning Thorns (8th) – Primal surge attack is filled twisting thorns dripping with poison Due to poison coursing through the creatures veins from the attack, this essence inflicts an additional 1d6 Strength damage and 1d6 Constitution damage (Fortitude save DC 18 + Wis modifier halves ability damage) (3 round cool down)
Devouring Spirit Surge (9th) – Primal Surge attack severs a piece of the creatures spirit, devouring portions of their soul, inflicting 1d4 negative levels (Fortitude save DC 19 + Wis modifier halves negative level loss) (3 round cool down)

Primal Shape Invocations: Primal shape invocations change the delivery method of the primal surge ability of the primalist. These invocations change the range on the primalist's primal surge from a ray or cone strike into a range of different delivery methods. The invocations below state their effects, action required to use them, as well as their level, the DC to save against a primal shaped primal surge is 10 + level of the invocation + the primalist's Wisdom modifier. If the character uses a natural essence invocation with a primal shape invocation, he combines the levels of the invocations to determine the DC by adding together the levels of invocations together (to a maximum of 9), adding 10, and then adding the primalist's Wisdom modifier. Any primal shape invocation that describes nature energy is made up of a mixture of rock, sand, and sharp thorns as described in the primalist's primal surge.

Natural Explosion (2nd) – Allows the character to create a 10ft radius shaped burst ,center on the primalist, of thorns and stones as a standard action which hits every target within its range, but allows for a Reflex save for half damage.
Savage Blade (2nd) – Allows the character to infuse a melee weapon with his primal surge as a free action, allowing him to add it to any melee or unarmed attack he makes. This damage does not multiply on a critical hit, and he may add a natural essence invocation to the attack as part of an attack or full attack action, which will last until his next turn (for purposes of attacks of opportunity).
Solar Arrow (2nd) – Allows for a long range (400ft + 40ft per CL) spike of natural energy as a ranged touch attack, used as a standard action.

Stampede of the Bull (3rd) – As a standard action, the character may shape the primal surge into the shape of a bull and fire it as a close ranged ray, this causes the creature that fails a Reflex save to be pushed backwards 10ft.
Orb of Nature (3rd) – As standard action, the primalist may craft his primal surge into a small orb and fire it at medium range (100ft + 10ft per CL), where it explodes into a 20-ft radius spread of nature energy, allowing a Reflex save for half damage.
Stone Bolt (4th) – As a standard action, the character may will natural energies into his hand and fire it in a terrible, searing 90-ft line of energy.

Primal Burst (6th) – As a standard action, a primalist may recite a savage invocation to unleash a 30-ft radius burst of natural energy to slash and bash his foes. A successful Fortitude save halves this damage.
Breath of the Savages (5th) – As a standard action, the primalist can invoke a 60-ft cone of nature energy to decimate his foes. A successful Reflex save halves the damage from this attack.
Primal Tree (6th) – As a standard action, the primalist can call forth his primal surge in a 10ft radius burst causing a 15ft tall tree covered in thorns and sharp leafs to burst from the ground at a point anywhere within medium range (100ft + 10ft/CL). A successful Reflex save halves the damage to any caught within its area of effect.

Thorny Chain (8th) – As a standard action, the primalist may fire a snaking thorny vine of seeking natural energy that connects to multiple different targets at medium range (100ft + 10ft per CL). The bolt deals damage as normal to the primary target. After it strikes, natural chain can arc to a number of secondary targets equal to your caster level (maximum 20) and cannot jump farther than 20ft between targets. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). A successful Reflex save halves this damage.
Briered Lance (9th) – As a standard action, the character may create a medium range (100ft + 10ft per CL) lance of deadly natural energy that automatically hits its target unerringly. (3 round cool down)

Savage Invocations: Savage invocations are the more utilitarian abilities of the primalist, allowing him to call upon animals, plants, and forces of nature to aid him in his endeavors as the result of his understanding. Unless stated otherwise, all of the following invocations require a standard action to use. Caster level for these invocations is equal to the character’s primalist level. Saving throw DC’s are 10 + the invocation’s level + the character’s Wisdom modifier. Unless otherwise mentioned, all spells come from the Core Rulebook; APG = Advanced Players Guide, UM = Ultimate Magic, UC= Ultimate Combat. Invocations marked with the (Aura) tag only allow for one aura at a time to be in use at a time, and invocations marked with a (Summon) tag only allow for one summon to be in use per four caster levels the character possesses. Any new summons after that point replaces the earliest summons and releases those creatures back to whence they came. Any invocations marked (Poison) lasts for the next natural attacks that successfully strikes an enemy. The primalist can only have (Poison) invocation at one time, if a new poison invocation is cast the previous poison invocation is negated.

Arachnid (2nd) – Just as the spider, the primalist may borrow their affinity for climbing by use of this invocation. While under the power of this invocation, the character benefits from the effects of the spell spiderclimb for 24 hours.
Conviction of the Spirits (1st) – Grant an ally at close range (25ft + 5ft/2 CL) a reroll on a attack roll with a +4 bonus. (3 round cool down)
Dust Cloud (2nd)- By tossing a hand full of dust into the air, the primalist may create a a swirling cloud that shrouds himself from the attacks of his enemies. While this invocation is in effect, the primalist gain 20% concealment and a +4 shield bonus to his AC. This invocation lasts for l minute per caster level. Material Component: A handful of dust.
Feeding the Frenzy (2nd)- This invocation lets the primalist gain feed off of the damage cause to his enemies. Each time the primalist successfully attacks an enemy with his natural attack, he gains a +1 circumstance bonus to damage rolls against that enemy. This bonus last til the beginning of the primalist next turn. In addition each successful natural attack grants the primalist a +1d4 temporary hit points. This invocation is free action used only on the primalist turn.
Gusting Sphere (2nd)- With a twist of the primalist's body he can generate a sphere of gusting wind that functions as the spell gust of wind, except it follows the primalist as he moves. This invocation must maintained each round as a swift action
Helm of Breath (1st) –By invoking the spirits of nature, anytime the primalist has his head underwater a bubble of air surrounds the head of the primalist as per the spell air bubble, this invocation last for 24 hours.
Leather Skin (2nd)- By calling on the spirits of nature the primalist can harden his body as strong as the stone of the mountains. This grants the primalist a +1 natural armor bonus to his AC per 4 caster levels (max +5). This invocation lasts for 24 hours. Material Component: A coin sized piece of stone.
Natures Warriors (2nd) (Aura)- This invocation lets the primalist trap into the power of the living plants around him. Plants with a 30ft radius from the primalist will raise up and fight as the primalist allies as per the spell wilderness soldiers.
Primal Fury (2nd)- By tapping into the primalist's enter animal he can enter a state of pure animistic fury. This invocation functions as the spell rage.
Snake Eyes (1st)- (Summon) The primalist hisses out to call forth two vipers to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally I spell, except that it calls two vipers.
Summer Fog (2nd) – Taking a deep breath, the primalist breaths out a thick fog that conceals the primalist. The effect of this invocation (area, range and duration) duplicates that of the spell obscuring mist and within that area, the invocation shrouds the scent of all creatures inside as per the spell negate aroma.
Swarm Tactics (2nd)- By calling out to the animals of nature the primalist can enlist the assistants of the swarms of the wild. This invocation functions as the spell summon swarm.
Taste of the Wild (1st) – By invoking the spirit of nature itself, the primalist takes on some of the senses and appearance of the animal of nature. While in use, the character gains a +10 natural bonus to Perception and Handle Animal checks, and this bonus persists for 24 hours.
Thorned Lash (1st) – This invocation allows the primalist to create a long lash covered in thorns that can deliver primal surge or other magical effects as if he was using the savage blade invocation. To create this, the primalist needs to have a one feet piece of a vine. The vine then forms into a medium sized whip (which the character is proficient with), with a magical enhancement bonus equal to +1 for every 4 caster levels the character possesses (min +1, max +5). The weapon can always be used to deliver primal surge. The thorned lash may be maintained for 1 minute per caster level. Material component: A one feet piece of vine.
Twisting Forest (2nd)- By touching a nearby tree the primalist can change the shape of trees around him. This invocation functions as the warp wood spell, except that it returns to it original shape after one hour.
Venomous (2nd) (Poison)- This invocation causes the primalist's natural attack to drop with a thick green poison. On a successful natural attack the target must make a Fort save or take 1 point of strength damage.
Walker of the Wild (1st) (Aura)- As a creature of the natural the primalist can move through any natural setting with out leaving a trace. While bearing this aura the primalist and all allies within 30ft are affected as if under the spell pass without trace.
Wolf Pack (2nd)- (Summon) The primalist howls out to call forth three wolves to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally II spell, except that it calls three wolves.

Acidic Bite (4th) – (Aura) While this aura is active, a wispy green mist around his weapons, causing all of his attacks with them to gain the corrosive weapon property.
Aura of the Mole (3rd)- (Aura) While this aura is active the primalist can tap into his inner mole to grant himself and any ally that is within 10ft of him the ability to burrow into the ground. The primalist and the chosen all can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone
Desert Stinger (4th)- (Summon) The primalist speaks a sharp word of sylvan to call forth a giant scorpion to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally IV spell, except that it calls a giant scorpion.
Disappear into the Wild (4th) – By using this invocation the primalist can blend into the wilderness around him. This invocation duplicates the effects of a greater invisibility spell on the caster as long as he is in the same type of environment. Once the primalist moves to a different terrain this invocation ends.
Earth Shaper (3rd) – By speaking to the earth, the primalist may shape the very earth around him to his will. This invocation duplicates the effects of the stone shape spell. (3 round cool down)
Fungal Touch (3rd) (poison)- With a mere touch the primalist cause his enemy to skin to be covered in fungus and toadstools. This causes 1d3 charisma damage on a failed Fort save. In addition if the target takes any damage before the primalists next turn, he takes an automatic 1d6 bleed damage. (3 round cool down)
Geyser (4th)- The primalist has learned to force water from deep within the ground to form a column of boiling, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground. This invocation functions a the spell geyser. (3 round cool down)
Lighting Caller (3rd)- The primalist can channel the powers of the storm to call forth lighting to strike down his foes. This invocation functions as the spell call lighting, except the lighting comes from the primalist's body.
Heart of the Mountain (4th)- The primalist smashes into the ground causing it to explode forcing hot volcanic rocks and fire to causes 2d6 bludgeoning and 2d6 fire damage every target in a 20 ft radius around the primalist. This area extends 40ft into the air as a cylinder. After this invocation is done the area is now difficult terrain due to the rocks.
Obsidian Fracture (4th)- The primalist can call forth the heat of a volcano to turn the ground into molten glass causing burns and cools to trap his enemies. This functions as the spell obsidian flow. (5 round cool down)
Poisonous Touch (3rd) (Poison)– This invocation causes the primalist's natural attack to form a glaze of black poison. On a successful natural attack the target must make a Fort save or take 1d3 point of constitution damage. The effect of this poison lasts for 1d4 rounds and the enemy must make this fortitude save each round to negate the constitution damage for that round.
Razor Tusk (3rd)- (Summon) The primalist speaks a deep word of sylvan to call forth two boars to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally III spell, except that it calls two boars.
Rending Claws (4th)- This invocation grant the primalist's natural attacks to causes bleeding damage. This bleed damage for each attack is equal to one-half your caster level (limited to the creature's maximum damage with that attack), though bleed damage does not stack. When two or more attacks deal bleed damage, take the worse effect.
Spirit's Command (3rd) – With a glance of power and will, the primalist sublimates the words to give him power over another’s will. This invocation duplicates the effects of the spell dominate animal on a target creature.
Tapping the Spirits (4th)- The primalist calls out to the spirits to grant his animal companion might to battle his enemies. This invocation functions as the spell atavism. (3 round cool down)
Thorned Body (4th)- This invocation causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature that strikes the primalist with a melee or unarmed attack takes 1d6 piercing damage. This damage increases by +1d6 damage for each 5 character levels to a max of 5d6 piercing damage to 20th level.
Walk on Water (3rd) – With use of this invocation, the character may trod upon water as if it were solid as per the water walk spell.

Aura of Stone (6th) (Aura)- While this aura is active the primalist can harden his skin and the skin of all his allies as hard as stone. The aura of stone effects all allies within 30ft. This aura grants damage reduction 10 per 5 primalist level (maximum DR/40), this DR prevents the first number of damage from a weapon. This damage reduction can be bypassed by an adamantine weapon.
Awakening (5th)- This invocation grants the primalist the ability to grant a touched animal or plant to intelligence of a man and the power of the primalist. This invocation functions as the spell awaken. In addition the awakened animal or plant gains the ability to use one invocation that the primalist knows once per day. The awakened creature must be able to physically use the invocation, for example the animal must possess claws to use any invocation that is requires claws. In addition the primalist may only have one creature awakened in this way, also awakened creatures are not under the control of the primalist. (3 round cool down)
Barrier of Thorns (5th)- The primalist can stomp his foot an create a wall of thorns as per the spell and is created within 30ft of the primalist. This invocation can be used in any environment because the thorns are magical created.
Beast Growth (5th)- By tapping into the power of the spirits of nature the primalist can double the size of a nearby animal. This invocation functions as the spell animal growth.
Dust Form (6th)- If the primalist concentrates his spiritual power to turn his body into a cloud of dust. This invocation mimic the spell, dust form.
Inferno Serpent (5th)- The primalist summons forth a serpent made of pure fire that seeks out his target. The fire snake starts in an adjacent square to the primalist and move 5 feet per caster level directed by by the primalist as a free action. Anyone that is in an area that the fire snake in moving through takes 1d6 fire damage per caster level (maximum 15d6) and receives a reflex save for half damage (DC= 10+ ½ primalist level+ wisdom modifier). Once the inferno serpent has moved its full movement it disappears leaving a burned path in its wake.
Living Tree Guardian (6th)- The primalist can channel the power of nature to create a living tree warrior. The primalist must touch a tree of at least large size, once this invocation is cast the tree touched becomes a treant.
Melting The Stone (5th)- By focusing the power granted by the spirit of nature, the primalist can shift the make up of the ground beneath to hamper his enemies. This invocation mimics the effects of transmute rock to mud, except it can also function of sand and loose dirt.
Pack of Bears (6th) (Summons)- The primalist speaks a deep word of sylvan to call forth two dire bears to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally VI spell, except that it summons two dire bears.
Venom of the Scorpion (6th) (Poison)- This primalist forms a thick red venom dripping from his natural attacks. On a successful natural attack the target must make a Fort save or take 1d4 point of strength damage. The effect of this venom lasts for 1d4 rounds and the enemy must make this fortitude save each round to negate the strength damage for that round.
Spirit Pride (5th)- (Summon) The primalist speaks a deep word of sylvan to call forth dire lion to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally V spell.

Breath of the Forest (7th)- This invocation allows the primalist to emits a 10ft burst center of him that turns metal of his enemies in wood. When an enemy are struck by burst the primalist can make a caster level check against the metal objects spell resistance. An object spell resistance id equal to 20+ the objects caster level, if the object is not metal the primalist does not have the make this check. Objects is extra dimensional spaces such as bags of holding are not subject to this aura until they are removed from these spaces. Any object that the primalist falls the turn to wood is immune to this effect until that object leave the aura and enters. (6 Round cool down.)
Blight of the Purple Worm (8th) (Summons)- The primalist speaks a deep word of sylvan to call forth a purple worm to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally VIII spell.
Burrowing Catastrophe (8th)- TThe primalist can leap into the ground, burrowing down with such force as to cause the ground around the primalist to violently shake and cause an earthquake. This invocation functions as the spell earthquake, except that as part of the invocation the primalist is burrowed underground and can not take any other actions. On the beginning of the primalist next turn he automatically return to the space he previously occupied. This invocation requires a full round action to perform. (6 round cool down)
Deadly Croc (7th) (Summons)- The primalist speaks a deep word of sylvan to call forth a dire crocodile to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally VII spell.
Earthen Collision (9th)- The primalist calls out to the spirits of the earth itself to send forth boulders to crush his enemies. This invocation functions as the spell clashing rocks, except the boulders are covered in thorny vines causing 10d6 bludgeoning and 10d6 piercing damage. (3 round cool down)
Giant of the Storm (9th) (Summons)- The primalist speaks a deep word of sylvan to call forth a storm giant to aid him in his battle. This invocation mimics the effects of a Summon Nature's Ally IX spell.
Mist of the Rage God (8th) (Poison)- By using the blood of the infused primalist, he can spray a 30ft cone of blood red mist that damages the mind of his enemies and causes them to become an enraged animal. When a creature is sprayed with this mist, they must save or take 1d6 wisdom damage and become enraged attacking any creatures it detects nearby (as the “attack nearest creature” result of the confused condition). Fortitude save to half the wisdom damage and negate the enraged condition. Any creature sprayed with the primalist's mist is under it's effect for 1d4 rounds and must make a save each round. (6 round cool down).
Repeling Shout (8th)- With a shout from primalist, he can unleash a powerful shout that repels metal and stone. This invocation functions as the spell repel metal and stone. (3 round cool down)
Sharing the Gift (9th)- By a mere touch the primalist can share the gifts that have been bestowed on him by the spirits. This will grant the touched willing creature four of his aspects of the wild to be used by that creature. The chosen aspects grants the creature the natural attacks if any, special abilities, and also change the creature's body as they would the primalist. For example the wolves bite aspect grants a wolf's bite attack, but also changes the teeth of a creature to a wolf's snout. The chosen creature can keep these aspects of the wild for a number of rounds equal to the primalist's wisdom modifier or dismiss them as a free action. Once the invocation has expired or it is dismissed the creature returns to it's previous form. The primalist still retains his own natural attack.
Swarm of Doom (7th) (Summon)- The primalist lets out a vile hiss that summons forth a swarm of centipede. This invocation functions as the spell creeping doom.

2012-09-03, 06:15 PM
In addition to the class above there will be three Pcr's coming soon.
Atmospera- A weather focused primalist that will also get a spell progression
Pack Master- Primalist that focuses of the animal aspect of the natural world
Treevik- The plant primalist that takes on the aspect of nature as trees and other plants.

2012-09-05, 01:38 PM
Plz peach, i need to know if it's too powerful or needs some serious tweaking.

2012-09-05, 02:19 PM
hmm, extremely neat concept, i really like it. could the damage on the primal surge be turned down a bit (6d6 at max, maybe?) and restricted to 3 + modifier times per day with the range becoming 20 ft or more, over time? its kind of too high powered, as written it can be used whenever... a frightening concept (broken too).

I feel that in a perfect world, the old druid class could be divided up into two classes... one melee and adaptive, such as my Wild Shaper (http://www.giantitp.com/forums/showthread.php?t=223766) and a caster druid, one without wild shaping and uses spells and controls nature.

how about an ability to create weapons from orinary natural items. like whips from a vine, roses become morningstars, bark becomes armor, etc. it allows a primalist to use the very essense of what he means to protect, and in turn nature provides and protects.

Sneaky Weasel
2012-09-05, 07:05 PM
This seems extremely cool. And that's surprising to me, because usually I have no interest in Nature based classes, but this is very neat. I'm a huge fan of the warlock, which this seems to draw a lot of inspiration from.

I'm too tired to give a full PEACH at the moment, although I will come back later and do so if I can. I will say that it is substantially more powerful than the Warlock, which is probably what you were aiming for. I like the extended list of Invocations, having lots of options is always a good thing.

I will say that the Primal Surge definitely is NOT broken, and the damage does not need to be reduced. Dealing 6d6 damage at 20th level is not worth an action. However, giving it Iteritives and allowing a cone shape might be pushing things, especially having a cone at first level. Perhaps give the cone at third level or something. But yeah, not even close to being broken, and it should definitely be at will so you can make full use of all the handy blast Invocations.

2012-09-05, 07:23 PM
First thanks for giving this class a review.

hmm, extremely neat concept, i really like it. could the damage on the primal surge be turned down a bit (6d6 at max, maybe?) and restricted to 3 + modifier times per day with the range becoming 20 ft or more, over time? its kind of too high powered, as written it can be used whenever... a frightening concept (broken too).

The primalist is based on the system that the warlock uses. I wanted the primal surge to be one of the many different attack actions for the primalist. I gave them 10d6 at 19th level because that is a nice damage but no where near the spells that a caster can use at 19th level. As a ray it can be used as a number of attacks according to his BaB, but as a cone attack it is a standard action.

The real power in the primal surge is the shape and essence. Using a shape or essence turns the primal surge into a standard. I need to clearly state this

how about an ability to create weapons from orinary natural items. like whips from a vine, roses become morningstars, bark becomes armor, etc. it allows a primalist to use the very essense of what he means to protect, and in turn nature provides and protects.

There are a few invocations like thorned lash that forms a whip and leather skin that gives you natural armor. With this class natural attack are your bread and butter and there are many invocation and aspects that strengthen your natural attacks.

2012-09-06, 01:01 AM
Changed the dc for the saves of the poison invocations to normal invocation saves.

2012-09-13, 03:26 PM
Added a section in aspect of the wild that dictates the number of natural attack the primalist can have. Anyone have any thought on the class?

2012-12-06, 02:46 PM
I really like this class, and I will be trying it out my next gaming day, but I have a couple question.
1. the primal surge can be used as a range touch attack, maybe I'm blanking, but is there a range on that? I ask because the Primal Shape Invocation: Solar Arrow allows for a very long range.
2. the primal surge has an attack option as a cone, why? the standard ray is pretty good, i don't really see a cone as a base form. It would be pretty good as a Primal Shape Invocation.

2013-06-08, 01:17 PM
New overhauls to the aspect of the wild to balance them out, changed primal surge also for balance. Thx for all the advice everyone gave.