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In battle, some warriors fight as though pos: sessed... while others truly are, Primals are those warriors who revel in their bestial rage and give in to it completely. As they slowly take on an increesinglybeast-likeappearance, theyalso gain powerful an: Hit Die: di2 iolent new abilities Requirements Alignment: Any chaotic Affiliation: An: Base Attack Bonus: +6 Base Save: Fortitude +5. Feats: Cleave Class Skills, The primal’s class skills (and the key ability for each skill) are Climb (Ste), Handle Ani- mal (C Intimidate (Cha), Jump (Ser), Listen (Wis), Spot (Wis), Survival (Wis) and Swim (St) Skill Points at Each Level: 2 + Int modifier Class Features All of the following are class features of the primal prestige class. Weapon and Armor Proficiency: Primals are proficient with all simple melee weapons, light armor, and shields. Pounce (Ex}: Starting at Ist level, if a primal make a fll attack even if she has taken 2 move action. Wildspeak (Su) connect with th charges a foe, she c As the primal begins to animal spirit within her, she comes to unde: cand the animals around her. Once perday, a primal may speak with animals (as per the spell) for a number of minutes equal to her class level. CHAPTERONE Feral Claws (Bx): At 2nd level, the primal grows sharp claws that can be used in combat. These claws are @ natural weapon and deal 1d6 + the character's Strength modifier + 1/2 the character's primal level points of piercing and lashing damage Burning Rage (Ex): At 2nd le gains the ability to enter a feral rage. The primal temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on 1, the primal Will saves, but she takes a2 penalty to Armor Class. A primal can enter a rage twice per day and only once per encounter; if the primal has the abilitytorage from another class, the number of uses, pet day stacks. For further details on rage, Player's Handbook, Chapter 3:Classes, “Barbarian, Bestial Strength (Ex): At 3rd level, the primal gains a +1 bonus to Strength. This bonus in creases 10 +2 at 6th level and cl ‘Toughened Hide (Ex): By the timeshe reaches 4th level, the primal’s skin has grown thick and 3 at 9th le “Table 1-6: The Primal (Pm) CassLevel Base Attack fort Ref Bonus Save Save Ist +l +2 +0 2nd +2 3 +0 Bed 3 ide. al 4th +4 4 4 ‘Sth +5 +4 al ‘oth. +o +5 2 Th wt 42 Bth 3 2 th. a? +6 3 10th +10 +7 3 Ma a AN koe) Wil Special Seve +0 Pounce, mildspeak +0. Feral claws, burning rage 1 Bestial strength +1 +1 Toughened hide ~1 ol ‘+1 Feral (nonlethal damage halved), fangs. 2 Bestial strength +2 +2 Toughened hide ~2 42 Stand at Death's Door i +3. Bestial strength «3 +3 Toughened bide -3, Feral (nonlethal dariage leathery, providing her with a +1 natural armor bonus. Her natural armor bonus increases to +2 at 7th level, and +3 at 10th level Feral (Ex): Primals begin to shake off weaker attacks as they become more beast-like. Upon reaching 5th level, nonlethal damage dealt to the primal is divided in half. At 10th level, the primal ignores nonlethal damage entirely and her creature typechangestomagicalbeast (grant- ing her darkvision out to 60 feet and low-light vision, ifshe did not already have these abilities). Fangs (Ex): At 5th level, the primal grows fangs that inflict 2d6 points of damage and grant her the improved grab and rake special abilities (see MM, Chapter 7: Glosary) Stand at Death’s Door: Ar 8th level, a primal gains Stand at Death's Door as a bonus feat (see Feats, below), even if she does not have the prerequisites. She may not take any feats that require this feat asa prerequisite until she fulfills cof Seand at Death’s Door. the prerequi ignored)

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