maker's touch, potion concentration_
A little brains, a little talent, Artisan Alchemist, no tools
Great potions (5th), swift brew_
Brew spray potion_
Great potions (6th), metapotion expertise_
A lot of brains, a lot of talent_
Great potions (7th), metabrew expertise_
Master Alchemist, potion delay_
Conquer barriers, great potions (8th)_
Great potions (9th+), potion blood
Spell Slots per Day
+1 level of existing class
+1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class
A potion with a command delay is inert in the drinker's system (or lying in a puddle on the floor, or splashed on an enemy's skin, or whatever) until the potion doc commands it to take effect. Doing so requires the potion doc to mutter some words and wave her hands around — it is, in fact, like casting a spell. To trigger these potions, the potion doc must use a spell slot of the same level of the spell in the potion. Activating a potion with a command delay is akin to casting a spell in many respects — it provokes attacks of opportunity and can be interrupted. If the spell is arcane, it is subject to arcane spell failure chance from armor. Commanding a potion to activate never takes material components or focuses, and it takes verbal and somatic components if the spell does. Commanding a potion to activate takes as much time as casting the spell. The potion doc can command a potion to activate only if she can see the potion (or the creature where the potion now resides) and she is within the spell's normal range. A potion with a command delay remains potent for 1 hour; if the potion doc does not command it to activate within that time frame, it becomes a nonmagic puddle of liquid (or part of the drinker's anatomy, or whatever).
The potion doc can craft only magic potions (not alchemical creations) with command delays.
Conquer Barriers (Ex): At 9th level, the potion doc's extensive study of magic and brewing allows her to create potions of many different kinds that she previously thought were impossible. She chooses another class's spell list. She has access to that spell list and uses those spells as arcane (if she was originally an arcane caster) or divine (if she was originally a divine caster).
Potion Blood (Su): At 10th level, the potion doc's extensive experimentation and experience with potions
My sword bit into the troll's light blue flesh. As blood began to sprout from the wound in his shoulder, I realized my blade was stuck. The barbarous troll was in a frenzied state, and his mouth was frothing as he screeched like a haunted spirit. He didn't seem to feel any pain. An instant after I struck him, he took a step to his left and hit Arham with a mighty blow from his long-handled axe, which he wielded with two hands. The blade tore my companion's breastplate and cleaved into his torso. Luckily, it didn't bite too deeply. Shaken from the force of the blow, Arham took an awkward step backward, unconsciously lowering his shield arm.
Markis, Arham's elder brother, impaled the troll with one of his long knives as I managed to free my weapon from the creature's shoulder. Again, the raging barbarian didn't seem to notice the fresh wound in his back. Instead of turning his attention to Markis or me, he struck Arham again, this time delivering a finishing blow to the head. Markis screamed, and I watched in horror as my companion's lifeless body fell to the ground. I attacked the fiend again. This time my weapon slashed at the troll's side, ripping off some of his thick skin.
As our enemy turned to face us, I saw his beady yellow eyes, which reminded me of those of a snake. For the first time, I noticed his face. It was covered with a thin layer of fur and seemed more bestial than the features of any troll I had ever met. Our raging enemy had a bear-like muzzle and his ears were like those of a wolf. His tusks were longer than most monsters and as sharp as knives, but what surprised me the most was the look in his serpent eyes. This fiend didn't have the gaze of a humanoid: A wild and lethal beast possessed him — of that, I was certain. This troll was no ordinary barbarian.
mean that she is a walking alchemy lab. Potions and brews course through her system, intermingling with her blood and other vital fluids. The potion doc knows this — and further, she knows how to use it to her advantage, for she can create small, innocuous draughts that trigger the latent potions inside her.
The potion doc chooses five spells (that target a creature or creatures) of 7th level or lower on her spell list and/or alchemical draughts or philters. A spell cannot have an XP component or a material component with a gp cost greater than 100 gp. These spells and brews are latent within her body. The potion doc has a number of small vials that she can drink (like drinking a potion) to activate her potion blood. Creating these vials takes no effort or time; the potion doc is assumed to always have some on hand if she has her equipment with her.
Drinking a vial activates the spell or alchemical brew the potion doc chooses. Only one such latent potion or brew can be active at a time, and at least 1 minute must pass between their durations. The potion doc can activate each latent potion or brew once per day. When the potion doc chooses which five spells and/or brews exist in her system, she can choose the same spell or brew more than once in order to activate it more than once per day.
Description: Primals believe that every creature is inhabited by a dark, primeval essence. They hold to the notion that each and every living soul is haunted by a beastly force, and that those who accept this fact can eventually ascend to another level of existence — one that is more primitive, but also more connected to nature and the animal kingdom. Though very few can fathom the existence of this whimsical force, primeval characters strive to unlock its secrets. They call this pristine essence "the beast within."
Primals believe that once someone has accepted the beast within himself, he must learn not to suppress it — as most civilized folks were brought up to do. Indeed, the character must welcome it into his heart and soul in order to call upon it in times of need. Thus, primals can tap into this essence and channel the instincts, strength and fury only the beast within can provide.
Long ago, even before they forged their great empires, trolls lived in a primitive world. They shunned civilization and failed to comprehend its ways. Among the many tribes of the jungle trolls, fierce barbarians emerged. As disorganized as they were, these raging warriors formed the bulk of each tribe's military force — and indeed the proud jewels of the trolls' ancient way of life.
Though all barbarians of olden times learned to embrace and control their rage, a few among them connected more fully with their bestial anger as well as with their animalistic insights, exploring and surrendering to the dark, primeval essences that inhabited them. In battle, barbarians of the time — like their modern brethren — fought as if possessed, but among the jungle troll barbarians some truly were possessed. They not only reveled in their bestial rage, they completely surrendered to the beast within. Their connection to the dark essence into which they tapped was so strong that their bodies took on beastlike appearances. Eventually, these warriors came to be known as primals.
Today, people view primals as lethal and unpredictable warriors driven by savage natures and primitive instincts. As his connection to the beast grows, a primal takes on an increasingly beastlike appearance, gaining powerful and deadly new abilities as he unlocks the mysteries of the beast within and learns to control it. Primals indeed revel in the bestial fury they can trigger on a whim, but there is more them than meets the eye.
Primals in the World: Civilized society fails to understand primals. Most people — even among the Horde — believe that primals are too bestial, too bloodthirsty and too unpredictable to be trusted. Indeed, the majority of those who have crossed swords with a primal did not live to regret it; those who survived now make it a point not to anger them, and indeed do their best to avoid contact with primals. Primals are not welcomed in cities under Alliance control. Since few people dare confront them, primals are often left alone for several days before soldiers or town folk organize to drive them away.
Among the Horde, primals are at the same time mistrusted for their incomprehensible connection to the beast within and admired for their sharp instincts and feral bestiality. Thus, their peers often view them as undesirable necessities. Though they are an invaluable addition to the Horde military, in most Horde member's minds, primals serve only one purpose: to wage war. In times of peace (which are certainly rare), even the Horde considers them a sometimes dangerous but always menacing nuisance.
Primals consider themselves illuminated and blessed with powers far beyond what others can comprehend. Thus, they frequently view those who would cast them out as frightened and ignorant fools. Preferring the simple ways of primitive people, primals feel more at home among barbarians and shaman — and these characters indeed are more welcoming and understanding toward primals.
Although the tradition of the primal hails from the jungle troll tribes, and almost all those who practice this strange profession are from this race, a few orcs and tauren recently uncovered how to unlock the beast within. Taught by jungle troll primals, orcs and tauren who follow this philosophy are rare, but they have the potential to become just as powerful as their teachers.
Strength and Stamina are important to primals, who rely on brute force and endurance to beat their foes. Strength has obvious benefits in melee. A good Stamina increases their already amazing ability to take physical punishment. Because typical primals wear no armor or light armor, a good Agility score is also an asset. While some of the primals' class skills rely on Spirit, other mental attributes have little importance to them.
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