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The Thinktank => Homebrew & House Rules => : unosarta February 17, 2011, 11:07:42 PM

: [3.5] Speak to the Elements
: unosarta February 17, 2011, 11:07:42 PM
Primal Shaman

(http://www.keyourcars.com/wp-content/uploads/shaman_by_engelszorn.jpg)
[1] (http://www.keyourcars.com/wp-content/uploads/shaman_by_engelszorn.jpg)

The primal shaman is the exact opposite of the Essence Shaman: brooding, cold and dark, hating humanity and those that live. He lives for the primal forces, the ancient oak, the rainstorm, and earthquake; that is where the Primal Shaman is at home. He sleeps at night, and dreams of magma and fire. His heart is a rock, and his soul a river.

Primal Shamans do not deal very well with society. Far, far worse than the Anima Shaman, who thrives with those around her that are alive. Thusly, the Primal Shaman has a very hard time dealing with people, as well as classes, and is often anti-social and quiet. Even those who he would normally get around with very well, he only interacts with marginally, such as the druid, or ranger.

Basically any race can be a Primal Shaman, although those more connected to the elements and nature would likely have a better chance of getting in. Really, it is more about latent power, and a respect of nature, than training, that shows a good Primal Shaman.

Most Primal Shamans adventure in order to be closer to nature, encountering more natural events, more Elementals. Most Primal Shamans know who they are, what they want, and what they must do to get it. They do not bother with wondering about why.

Primal Shaman
Level  BAB     Fort  Ref  Will  Special 

1st      +0      +0   +2   +2   Primal Pool

2nd      +1      +0   +3   +3   Ancient Connection

3rd      +2      +1   +3   +3   Elemental Damage Resistance 1

4th      +3      +1   +4   +4   Primal Companion

5th      +3      +1   +4   +4   Elemental Damage Resistance 2

6th      +4      +2   +5   +5   Primordial Shift 1/day

7th      +5      +2   +5   +5   Primal Rage 1/encounter, Elemental Damage Resistance 3

8th      +6      +2   +6   +6   Totems (+1)

9th      +6      +3   +6   +6   Primordial Shift 2/day, Elemental Damage Resistance 4

10th      +7      +3   +7   +7   

11th      +8      +3   +7   +7   Totems (+2), Elemental Damage Resistance 5

12th      +9      +4   +8   +8   Primordial Shift 3/day

13th      +9      +4   +8   +8   Primal Rage 2/encounter, Elemental Damage Resistance 6

14th      +10      +4   +9   +9   Totems (+3)   

15th      +11      +5   +9   +9   Primordial Shift 4/day, Elemental Damage Resistance 8

16th      +12      +5   +10   +10   

17th      +12      +5   +10   +10   Totems (+4), Elemental Damage Resistance 9

18th      +13      +6   +11   +11   Primordial Shift 5/day

19th      +14      +6   +11   +11   Elemental Damage Immunity

20th      +15      +6   +12   +12   Totems (+5), Primal Rage 3/encounter, Primal-Born

 
HD: d4

Skills: The Primal Shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Knowledge (Geography) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) ×4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Primal Shamans are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all attacks of the form of their Primal Companion that they assume with Primordial Shift. They are also proficient with light armor.

Primal Pool: The Primal Shaman has a number of Primes in his Primal Pool equal to his level plus his Wisdom modifier. So, a level twelve Primal Shaman with a Wisdom score of 24 (+7), would have a Primal Pool of 19 primes per encounter. The Primal Shaman may spend a single Prime to add his Wisdom modifier to any Damage roll for a number of rounds equal to his Wisdom modifier. His primal pool drains, and then resets itself after every encounter.

Spells: The Primal Shaman casts spells off of his own spell list. The number of spells known appears on the table below. The Primal Shaman may switch out one spell at level four, and every two levels thereafter. The spell he gains, and the spell he trades must be the same level, and at least two levels lower than the highest level spell he can cast. He casts spells as a Divine caster, and is not affected by a spell failure chance. His caster level is equal to his Primal Shaman level. Casting a spell requires Primes equal to twice the spell’s level, minus one. So, a sixth level spell costs 11 Primes. He may cast 0th level spells a number of times equal to his Primal Shaman levels. The save DC for a spell cast by a Primal Shaman is (10 + Spell level + Wisdom modifier). For the purposes of using spells outside of combat, the Primal Shaman’s Primal Pool resets every thirty minutes, and whenever he enters combat. Outside of combat, he may cast 0th level spells as many times as he likes. His spells and spellcasting are based off of wisdom, and a minimum 10 wisdom is needed to cast his lowest spells. He gains extra spells known for a high Wisdom. The Primal Shaman’s spells may not be affected by Metamagic feats or abilities.

[spoiler]Spells Known

Level      0   1   2   3   4   5   6

1          4   -   -   -   -   -   -

2          5   2   -   -   -   -   -

3          6   3   -   -   -   -   -

4          0   3   2   -   -   -   -

5          6   4   3   -   -   -   -

6          6   4   3   -   -   -   -

7          6   4   4   2   -   -   -

8          6   4   4   3   -   -   -

9          6   4   4   3   -   -   -

10         6   4   4   4   2   -   -

11         6   4   4   4   3   -   -

12         6   4   4   4   3   -   -

13         6   4   4   4   4   2   -

14         6   4   4   4   4   3   -

15         6   4   4   4   4   3   -

16         6   5   4   4   4   4   2

17         6   5   5   4   4   4   3

18         6   5   5   5   5   4   3

19         6   5   5   3   5   4   4

20         6   5   5   5   5   5   4
[/spoiler]


Ancient Connection (Ex): At second level, the Primal Shaman becomes even more connected to the Elements. He may speak with any elemental telepathically within 100 feet, and does not have to speak their language to use this ability. He gains a +4 bonus to diplomacy checks when dealing with Elementals. He can tell if any element is magical, for instance: A second level Primal Shaman knows if fire is magical or not, knows if water has been summoned, knows if wind or air is magical, or has been magically affected. He might not know in what way (For instance, the water might have been summoned, and then had purify water spell cast on it, but he would have no way of knowing.) Whenever damage of a certain elemental type is dealt (Fire, cold, electricity, sonic, acid) to him, he automatically knows what kind of damage it is.

Elemental Damage Resistance (Ex): Starting at third level, the Primal Shaman gains a resistance to Elemental damage. He subtracts the number appearing on the table from every dice rolled of the damage that he has selected, and once per instance of a flat modifier added to those rolls. He may change Element by focusing for a full round. So, for instance, if a Primal Shaman had his Elemental Damage Resistance set to fire. Let’s say he is level seven. If he is hit by a Maximized Fire Trap spell, cast by a caster with caster level 8, he subtracts three from each dice, and three from the flat bonus. So, he subtracts three from four damage (the result being one), and three from eight (The result being five), for a total of six damage, as compared to the twelve he would have taken. At level nineteen, he becomes immune to the element that he has chosen, although he may switch elements as a full round action.

Primal Companion (Ex): Starting at level four, the Primal Shaman gains a Primal Companion, a miniature Elemental. Because of how the Primal Companion is connected to the Primal, and not just one element, it may switch its element type, if the Primal Shaman meditates for an hour long period. It gains physical bonuses, bonus HD, and a Bonus to armor (Dodge bonus for Air, Natural armor bonus for Earth, Deflection bonus for Fire, Insight bonus for Water) as if the Primal Shaman were a druid of his level minus four. The Primal Companion’s age changes based on the Primal Shaman’s level, like so:

Level   Age
4-7      Small
8-11    Medium
12-15   Large
16-20   Huge


The Primal Shaman’s Primal Companion has no flesh or body, and is little more than a spirit with the general shape of an Elemental of their size and type. They cannot affect the physical world, and are in turn unable to be affected by magic or physical forces.

Primordial Shift (Su): At sixth level, the Primal Shaman is able to fuse with his Primal Companion. He gains the physical ability scores of his companion, and becomes unable to cast spells for the duration. This effect lasts a number of minutes equal to the characters Primal Shaman levels. He may use this ability once per day at sixth level, and an additional time per day per three Primal Shaman levels. The hit points of the Primal Shaman remain the same, but the Primal Shaman gains bonus hit points equal to his Hit Dice times the Primal Companion’s Constitution modifier minus his own. When the Primal Shaman’s hit points reach zero, the Primal Shaman and the Primal Companion switch back to their normal forms. The Primal Companion Returns back to his home plane until the Primal Shaman rests for eight hours. Any items worn during the Shift are fused into the body, making them impossible to use during the duration.

Primal Rage (Ex): At Seventh level, the Primal Shaman can enter a rage, once per encounter, which lasts a number of rounds equal to his constitution modifier. While in this rage, the Primal Shaman gains a bonus to all damaging spells and effects equal to one half of his Primal Shaman levels, and gains a +4 bonus to wisdom, but takes a -2 penalty to Will saves. After this effect ends, the Primal Shaman is fatigued for three rounds, and cannot enter a Primal Rage until his fatigue is gone. He gains an additional use at level 13, and a third at level 20.

Totems (Su): At eighth level, the Primal Shaman is able to lay down totems, which are drawn on runes that project a penalty to his enemies. The Primal Shaman may only have one Totem active at a time. All enemies within 40 feet receive the benefit of the Totem. There are four types of Totems:

Totem of Fire: Enemies take Xd4 damage every two rounds, the type chosen upon laying the Totem, from either Fire, Cold, Electricity, Acid, and Sonic damage.

Totem of Water: Enemies take a penalty of X to attack and damage rolls. Damage rolls reduced may not be reduced lower than one.

Totem of Earth: Enemies take a penalty of X to all saves.

Totem of Air: Enemies’ base land speed is reduced by 5 times X feet. Their base land speed cannot be reduced lower than ½ their total base land speed.

Totems only last a minute per Primal Shaman level. X is equal to the number listed next to the Totems ability on the table above. It takes a standard action to draw a Totem. Because of their nature, Totems can be drawn on water and other non-solid surfaces. If the Primal Shaman is ever more that 80 feet away from his Totem, it automatically disappears.

Primal-Born (Su): At twentieth level, the Primal Shaman becomes literally born of the elements. His type becomes Elemental, with an elemental subtype. He may change the subtype with 20 minutes of meditation and prayer. The Primal Shaman deals extra damage on all spells that deal damage with the same type as his current subtype equal to his Wisdom modifier. The Earth subtype corresponds with Acid damage, and the Air subtype corresponds with Electricity damage.

Spell List:
[spoiler]
0th: Read Magic, Create Water, Detect Magic, Mending, Flare, Light, Daze.

1st: Entangle, Produce Flame, Obscuring Mist, Doom, Burning Hands, Shocking Grasp, Endure Elements, Magic Stone.

2nd: Fog Cloud, Heat Metal, Barkskin, Soften Earth and Stone, Chill Metal, Flame Blade, Fire Trap, Flaming Sphere, Warp Wood, Wood Shape, Resist Energy, Gust of Wind, Continual Flame, Scorching Ray.

3rd: Fireball, Daylight, Lightning Bolt, Wind Wall, Flame Arrow, Water Breathing, Stone Shape, Plant Growth, Searing Light, Sleet Storm, Meld into Stone, Call Lightning, Gaseous Form.

4th: Air Walk, Spike Stones, Wall of Fire, Fire Shield, Control Water, Flame Strike, Ice Storm, Scrying, Blight, Rusting Grasp, Wall of Ice, Solid Fog, Shout.

5th: Call Lightning Storm, Commune with Nature, Control Winds, Wall of Thorns, Transmute Mud to Rock, Transmute Rock to Mud, Stoneskin, Cone of Cold, Wall of Stone, True Seeing, Plane Shift.

6th: Chain Lightning, Earthquake, Firestorm, Fire Seeds, Ironwood, Stone Tell, Move Earth, Find the Path, Anti-Life Shell, Freezing Sphere, Wind Walk.[/spoiler]