Class Features

Weapon and Armor Proficiency

Primals gain no new proficiencies with weapons or armor.

Rage (Ex) : The primal can rage one additional time per day at 1st level, 3rd level, and every three levels thereafter (6th and 9th).

Wild Empathy (Ex): A primal can use body language, vocalizations and demeanor to improve the attitude of any creature of the animal magical beast or vermin types. At 1st level, the primal gains wild empathy, as the druid ability of the same name.

Aspect of the Beast (Su): Upon reaching 2nd level, subtle changes in the primal's physical appearance emerge. His physique takes on the most common features of a wild beast. His hair becomes coarser; his face takes on more angular features; and his skin thickens, changes color or grows hairier. This gradual metamorphosis provides the primal with a +1 natural armor bonus to AC as well as a +2 bonus on Intimidate checks. The natural armor improves to +2 at 5 th level and to +3 at 8th level. Similarly, the bonus on Intimidate checks improves to +4 at 5th level and to +6 at 8th level.

As the primal gains experience, his body continues to change, becoming more beast-like. Upon attaining 5th level, the primal's nails turn yellow and harden. His teeth become pointier, as though they were gradually turning into fangs. At 8th level, the primal reaches the apex of this mutation; his body now looks like an unnatural mixture of his original race and a strange type of creature. From this time forth, he appears more beast than humanoid. If his creature type was humanoid, it changes to monstrous humanoid.

Feral Fury: Unlike barbarians and berserkers, who harness their rage to become more powerful, a

Table 3-8: The Primal (Pml)

Base

Class

Attack

Fort

Ref

Will

Level

Bonus

Save

Save

Save

Special

1st

+1

+2

+0

+0

Additional rage, wild empathy

2nd

+2

+3

+0

+0

Aspect of the beast +1/+2, feral fury

3rd

+3

+3

+I

+i

Additional rage, bestial strength +1, wild sight 60 feet

4th

+4

+4

+I

+i

Feral fury

5th

+5

+4

+i

+i

Aspect of the beast +2/+4

6th

+6

+5

+2

+2

Additional rage, bestial strength +2, feral fury

7th

+7

+5

+2

+2

Wild sight 90 feet

8th

+8

+2

+2

Aspect of the beast +3/+6 (monstrous humanoid), feral fury

9th

+9

+3

+3

Additional rage, bestial strength +3

10th

+10

+7

+3

+3

Feral fury, rage 6/day

primal channels his fury from the beast within. Unlike most characters, the primal accepts — and indeed embraces — the wild and often macabre aspects of the beast that inhabits all creatures. More importantly, he learns how to draw from this primeval essence and turn his rage into devastating fits of anger not unlike those of the wildest beasts.

Upon reaching 2nd level and every second level thereafter (4th, 6th, 8th and 10th), the primal learns one of the following special abilities:

Animal Instincts (Ex): Like the beast within him, the primal is constantly on guard. His instincts become so well honed that he can trigger a rage in response to someone else's action. He can enter a rage as an immediate action (during anyone else's turn). In addition, for as long as he rages, he gains a +1 bonus on Listen and Spot checks for every two levels he has in this class.

Beastly Strike (Su): While raging, the primal grows fangs, horns or claws. The primal must choose the type of natural weapon available to him when he gains this ability. The primal's fangs, horns or claws remain until his rage ends.

A primal considers this new appendage a natural weapon with which he is proficient. See Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, "Natural Weapons" for more information. A primal may use his natural weapon only if he is wearing light armor or no armor.

The damage for the primal's natural weapon is listed on the table below.

<yi

-

Character Size

Claw Damage

Bite/Gore Damage

Small

id3

id4

Medium

id4

i dé

Large

i dé

id8

Frightening Rage (Ex): A primal with this ability becomes so fearsome while raging that he produces a fear effect every time he flies into a rage. Any enemy within 10 feet of the primal while he is raging must make a Will save (DC 10 + 1/2 the primal's level in this class + the primal's Charisma modifier) or become shaken (taking a -2 penalty on attack rolls, saving throws, skill checks and ability checks). This effect ends as soon as the victim moves out of range or the primal no longer rages. However, if a victim who was shaken moves back to within 10 feet of the primal, he is automatically shaken again.

Savage Charge (Ex): A raging primal with this ability can make devastating charges against his enemies. If the primal charges while in a rage, he can make a full attack.

Unstoppable Beast (Ex): A primal draws his force of will from the beast within, and a primal with this ability becomes an unstoppable force in a brawl. While he rages, the primal is immune to nonlethal damage. Each time he takes lethal damage, he may also attempt a Will saving throw (DC 10 + damage dealt) to halve the amount.

Bestial Strength (Ex): As he grows more in touch with the beast within, the primal's body continues to change. At 3rd level, the muscles of his body become thick and sinewy, granting the primal a +1 bonus to Strength. This bonus increases to +2 at 6th level and to + 3 at 9th level.

Wild Sight (Su): Upon attaining 3rd level, the primal's eyes mutate into those of a wild animal. The primal's irises turn into an eerie yellow, green or white shade while his pupils become darker and shaped like those of a feline or other type of animal or magical beast. The primal gains darkvision up to 60 feet. If he already has this ability, he gains the Improved Darkvision feat (see the Alliance Player's Guide, Chapter 2: Class Options), which adds 60 feet to his darkvision's range.

At 7th level, the range of the primal's darkvision increases by +30 feet.

Description: Orcs burn their dead. In a world filled with magic, magic insinuates itself in ritual. Founded in the mysteries of certain cults on Draenor, the pyremaster is the enactor of ritual. This funerary priest guides the dead through fire, through loss of flesh, so their naked spirits may conquer the elements; in order to protect his duties (and his person), he commands both bone and fire.

Pyremasters in the World: Orc pyremasters are scattered across Azeroth. Places where fire and heat are dominant (particularly in the Burning Steppes and the Searing Gorge) are cult strongholds.

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