(Obsolete) Primal

Obsolete Content: Content in this article is outdated and has been replaced (or is due to be replaced) by its author. This version is posted only for posterity and is no longer considered current in this game or setting.

Cobrin'Seil's history is one spotted with psionic power, used for both good and ill. Whether in the ancient tales of the Sorceror Kings, the natively talented Felbraug race, or the entire continent of Amenti, this is a world which resonates with phrenic energy, an power deep and ancient. Many have been gifted with this power, and turned it to their own ends – whether through intellect, intuition, or pure force of will. All of these "manifesters" have found their gift inherent in themselves, a power connected deeply to their very being – but none so deeply as the primal.

To these individuals, the use of psionics is as an instinct, as natural as the need to eat and breathe. It is inescapable and undeniable, a part of one's very core. Incarnating the power of the mind in the most direct and simple fashion possible, a primal channels his will into raw force with no need for training or instruction; in turn, he forsakes the variety and diversity that can be found amongst "true" manifesters, in favour of freely using a the few precise effects which best serve his personal needs.

Adventures

A primal is an individual with a gift, and most cannot help but wish to stand apart from "ordinary" folk; driven in their ambitions, most primals are eager to take such a life as an adventurer leads. Some primals seek to understand the origin of their powers, a spiritual journey which can yield arrogance as easily as enlightenment. More often, however, they simply accept their gifts – even take them for granted – and instead focus on how they can be applied. Although their self-interest can mean that they lack appreciation for their companions, a primal can be a valuable addition to an adventuring group, particulary one which can appreciate his focus and in turn provide the diversity he lacks.

Characteristics

The primal is best compared to a manifester such as the wilder or psion, but with much less flexibility. In exchange, the primal has reliability, and can continue to function at full capacity long after his allies have become strained. Able to defend himself, fight to some degree, or to provide ranged backup, the primal can find a place in almost any party.

Alignment

Primals tend strongly toward chaotic alignments – the inherent nature of their powers makes them highly independent, and they are used to being an exception to most every rule. In turn, they usually care more about serving their own purposes – or those of a select few about whom they care strongly – than serving a "higher cause". Primals are just as likely to be neutral as good or evil, but whatever their morality, it's more than likely that each one lives by his own rules.

Religion

No religion per se recognises the primal, and the primal doesn't particularly want them to – indeed, most feel their power is a deeper one than those granted by gods, and look upon religious folk somewhat scornfully. Some even aspire to godhood themselves, but few feel a need to show respect to those that have already attained it. When primals do follow a deity, they usually seek one who represents independence and self-actualisation – such as the Nimble One or Schwarzstrom – or knowledge, such as The Black That Knows.

Background

Primals are almost all defined by a lack of structure. Many are wild, raised in situations with little or no parental influence. Their undeniable power is often a defining trait of their youth, setting them apart from other children – usually, the strongest influence on a young Primal is the reaction of those around them. In some societies, such as Amenti or Corrindale, psionic ability could be seen as a gift and a blessing. In others, such as Kryphaneos and Symeira, children with such powers are viewed with fear and horror, and often treated in an equally horrific fashion.

Races

Primals are most commonly found amongst felbraug and half-elves; somehow, the blending of human and elf gives rise to a particularly strong strand of psionic ability. As far as anybody knows, though, any sentient race has the potential to produce such abilities.

Other Classes

Primals tend to disagree with those who seek structure, especially the religious - monks and paladins rarely find much in common with primals, likewise lawfully-inclined clerics. Barbarians and bards can more often appreciate a primal's need for self-realisation. Many feel a sense of kinship with their arcane cousins, the warlocks, and the similarly chaotic wilders.

THE PRIMAL Hit dice: {$hitdice}
Level Base Attack Bonus Fort Save Ref Save Will Save Special Talents
1 +0 +0 +0 +2 Phrenic Blast (1d6), Wild Talent 1
2 +1 +0 +0 +3 Detect Psionics 2
3 +2 +1 +1 +3 Phrenic Blast (2d6) 2
4 +3 +1 +1 +4 Psychic Resilience (+2) 3
5 +3 +1 +1 +4 Phrenic Blast (3d6) 3
6 +4 +2 +2 +5 Lesser Talents 4
7 +5 +2 +2 +5 Phrenic Blast (4d6) 4
8 +6/+1 +2 +2 +6 Psychic Resilience (+4) 5
9 +6/+1 +3 +3 +6 Phrenic Blast (5d6) 5
10 +7/+2 +3 +3 +7 Greater Talents 6
11 +8/+3 +3 +3 +7 Phrenic Blast (6d6) 6
12 +9/+4 +4 +4 +8 Psychic Resilience (+6) 7
13 +9/+4 +4 +4 +8 Phrenic Blast (7d6) 7
14 +10/+5 +4 +4 +9 - 8
15 +11/+6/+1 +5 +5 +9 Phrenic Blast (8d6) 8
16 +12/+7/+2 +5 +5 +10 Psychic Resilience (+8), Greatest Talents 9
17 +12/+7/+2 +5 +5 +10 Phrenic Blast (9d6) 9
18 +13/+8/+3 +6 +6 +11 - 10
19 +14/+9/+4 +6 +6 +11 Phrenic Blast (10d6) 10
20 +15/+10/+5 +6 +6 +12 Psychic Resilience (+10) 11
Class Skills ({$skillslvl} + int mod per level, x4 at 1st level): {$cskills}

Game Rule Information

  • Abilities: Primals seek a high Charisma above all else. They also want a high Constitution score to protect them if combat gets too close, and Dexterity helps guide their Phrenic Blasts and provide an armour class boost.
  • Alignment: Any.
  • Hit Die: d8

Class Skills

The Primal's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (psionics) (Int), Profession (Wis) and Use Psionic Device (Cha).

  • Skill Points at 1st Level: (4 + Int modifier) x 4
  • Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are class features of the primal.

Weapon and Armour Proficiency

Primals are proficient with simple weapons. Primals are not proficient in any armour.

Talents (Psi)

While a Primal possesses mental abilities akin to other psionic classes, his selection is severealy limited. In exchange for this limitation, however, the Primal can use any of these abilities he knows – called "talents" – at will, as many times a day as he likes.

A talent is a psi-like ability, and manifesting it takes a standard action that provokes an attack of opportunity. A Primal can attempt a Concentration check to manifest defensively, just as he is permitted a Concentration check to attempt to keep a spell when he is struck while manifesting. A talent, just like a Phrenic Blast, is subject to both spell resistance or power resistance, whichever is higher. A Primal's manifester level for his talents is equal to his class level, and any talents that duplicate an Augmented power effect are manifested as if the Primal had spent the maximum number of power points possible on the power.

The save DC for a talent (if it allows a save) is 10 + equivalent power + The Primal's Charisma modifier. Since Psi-like abilities are not powers, the Primal cannot apply Psionic Endowment or other feats that modify powers to his talents. He can, however, benefit from the Ability Focus feat, or any other feat that interact with a creature's spell-like or psi-like abilities.

The four levels of talent are least, lesser, greater, and greatest. A Primal begins play with knowledge of a single least talent, and he learns a new talent of a level he already knows at every even-numbered level. At any level he gains access to a new type of talent, a Primal can also trade out a talent known of a level other than the highest he knows for a talent of the same level. At 6th level, the Primal gains access to Lesser talents. At 10th level, he gains access to Greater talents, and at 16th level, he can access Greatest talents.

A list of available talents can be found here.

Phrenic Blast (Psi)

The most defining trait of the Primal is the ease with which they can call upon their psionic energies. Unlike other classes, which have carefully-portioned limits they cannot exceed, the Primal can simply project her soul onto the world around her as a concussive force.

A Phrenic Blast is a ray with a range of 60 feet. It is a ranged touch attack that allows no saving throw and is subject to spell and power resistance. A Phrenic Blast deals 1d6 damage to its target on a successful hit. This damage increases as the Primal increases in level. A Phrenic Blast's power level is equal to one-half the Primal's class level, rounded down, to a maximum of 9th level when the Primal is at 18th level or higher.

If a Primal takes Ability Focus (Phrenic Blast), it increases the saving throw DC of any talents that are applied to the Phrenic Blast.

Wild Talent

At 1st level, the Primal gains Wild talent as a bonus feat. This allows him to gain psionic focus and to take psionic feats.

Detect Psionics (Psi)

Starting at 2nd level, the Primal can manifest Detect Psionics at will as a psi-like ability. His manifester level equals his class level.

Psychic Resilience (Su)

Starting at 4th level, the Primal begins to project a constant defensive field around himself. He gains a +2 deflection bonus to Armour Class. This bonus increases to +4 at level 8, +6 at level 12, +8 at level 16, and +10 at level 20.

Partial Open Gaming Content: Content in highlighted boxes is derived from, and in turn designated as, OGL material. Other content in this article is copyright © Talen Lee 2007-2008 unless otherwise noted. Psionics and related content can be found in the Expanded Psionics Handbook.

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