(Obsolete) Primal Talents

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The following is a list of talents available to the primal class.

A Primal chooses the talents he learns as they gain levels, much like other manifesters choose which powers they learn. However, a primal's repertoire of powers known is exceptionally limited – even moreso than that of a wilder – and his talents are psi-like abilities, not actual powers. The primal's phrenic blast is not a talent, but some talents provide a primal with the ability to modify his phrenic blast or add new phrenic attacks.

In addition to a grade (least, lesser, greater, and greatest), each talent has a power level equivalent, which is used in the calculation of save DCs and for other purposes. Usually, a least talent is equal to a power of 1st or 2nd level, a lesser talent is equal to a power of 3rd or 4th level, a greater talent, 5th or 6th, and a Greatest talent has a level of 6th or more, to a maximum of 9th. The level equivalent for each talent is given in its Description. A primal can dismiss any talent as a standard action, just as a wizard can dismiss a spell.

Talents come in three varieties - phrenic essence (which modifies the type or special abilities of a phrenic blast), phrenic form (which changes the shape, size or range of a phrenic blast) and miscellaneous.

Phrenic Essence Talents

Some of a primal's talents, such as frightful blast, modify the damage or other effects of the primal's phrenic blast. These are called phrenic essence talents. Unless noted otherwise, phrenic blasts modified by phrenic essence talents deal damage normally in addition to imparting the effects described in the talent description.

A primal can apply only one phrenic essence talent to a single phrenic blast, choosing from any of the phrenic essence talents that he knows. When a primal applies a phrenic essence talent to his phrenic blast, the spell level equivalent of the modified blast is equal to the spell level of the phrenic blast, or of the phrenic essence talent, whichever is higher. If a primal targets a creature with an phrenic essence blast that has immunity to the talent's effect, it still takes the damage from the blast normally (provided it isn't also immune to the phrenic blast).

A primal can apply a phrenic essence talent and a phrenic form talent (see below) to the same blast. When a primal uses both kinds of talents to alter an phrenic blast, the spell level equivalent is equal to the spell level of the phrenic blast, the level of the phrenic essence talent, or the level of the phrenic form talent, whichever is higher.

Least Phrenic Essence talents

  • Resonant Thought: Your blast doesn't deal damage, but instead deals damage later when you trigger it, dealing more damage the longer you wait.
  • Sensory Baffle: Your blast damages subject's senses, granting Concealment to enemies for a turn unless they make a Fortitude save.
  • Thought Ram: Your blast becomes mind-affecting and deals more damage to the subject unless they make a Will save.

Lesser Phrenic Essence talents

  • Firespite Blast: Your blast deals fire damage, subject must make a reflex save or be set on fire.
  • Shocking Pulse: Your blast deals electrical damage, subject must make a will save or be dazed. Becomes less effective the more it's used against a subject.
  • Sickening Resonance: Your blast deals reduced sonic damage, subject must make a fortitude save or be sickened.

Greater Phrenic Essence talents

  • Chakral Incision: Your blast deals less damage, but hammers at the user's will, penalizing will and fortitude saves.
  • Psychic Feedback: Subject must make a will save or you gain hit points equal to half the damage dealt by the blast.
  • Silent Cacophony: Subject must make a fortitude save or be deafened.
  • Transposing Impact: Your blast deals damage by slamming opponent into a surface; it teleports target to a particular point within 30 feet, dealing damage and leaving target prone unless they make a reflex save.

Greatest Phrenic Essence talents

  • Crushing Ego: Your blast damages the target's ability to reason. Subject must make a fortitude save or take 4 points of intelligence damage.
  • Hollow Mind: Your blast strips away memories and knowledge owned by the subject. Subject must make a will save or receive 2 negative levels.
  • Shadow of Doubt: Your blast temporally unfocuses the subject, giving all enemies a +2 to attacks, saves, checks, and saves against them.

Phrenic Form Talents

Some of a primal's talents, such as mental reach, modify the range, targets, or area of a primal's phrenic blast. These are called phrenic form talents. Unless noted otherwise, phrenic blasts subject to phrenic form talents deal damage normally in addition to imparting the effects described in the talent description. A primal can apply only one phrenic form at a time to a phrenic blast, and he can choose from any of the phrenic form talents that he knows. A primal need not apply a phrenic form talent to his phrenic blast. When a primal applies a phrenic form talent to his phrenic blast, the spell level equivalent is equal to the spell level of the phrenic blast or o the phrenic form talent, whichever is higher.

A primal can apply both a phrenic form talent and an phrenic essence talent (see phrenic essence talents above) to the same blast. When a primal uses both a phrenic essence and a phrenic form to alter a phrenic blast, the spell-level equivalent is equal to the spell level of the phrenic blast, the phrenic essence talent, or the phrenic form talent, whichever is higher.

Least Phrenic Form talents

  • Mental Reach: Your blast range increases to 250 feet.
  • Rending Hands: Your blast coalesces into a pair of claws.
  • Soul Blade: Your blast coalesces into a melee weapon you can use.

Lesser Phrenic Form talents

  • Earthsurge: Your blast runs along the ground and can't hit airborne target, but trips people.
  • Train of Thought: Your blast chains from point to point each round.

Greater Phrenic Form talents

  • Mental Grasp: Your blast affects the target as normal, then grapples them until you use blast again.
  • Spiral Blast: Your blast takes the shape of a cone.

Greatest Phrenic Form talents

  • Moment of Fury: Your blast affects all enemies in a burst centered on you.
  • Wall of Rage: Your blast deals damage in a line and has increased range.

Other talents

By no means is the phrenic blast the entirety of a primal's repertoire. What comes naturally to a primal is often considered trivial by other manifesters – until they realize that the primal enjoys no limits, no restraints, and fears no poor timing or exhausting trial of endurance.

Least talents

  • Charming Voice: Use charm, psionic, as the power, as part of a diplomacy check.
  • Firestarter: Start small fires as a swift action.
  • Phantom Call: Use create sound as the power.
  • Predilection: Gain a bonus to your reflex save equal to your charisma modifier
  • Silver Tongue: Gain a +6 bonus to bluff, intimidate, and diplomacy.
  • Skate: Use skate as the power.
  • Water's Flow: Gain a +6 bonus to jump, tumble, and balance.

Lesser talents

  • A Thousand Voices: Gain telepathy 60 feet, and mindsight as the feat.
  • Defy Gravity: Gain a fly speed equal to your ground speed and a manoeuvrability of good.
  • Imaginary Friend: Manifest astral construct, as the power, with longer duration, but limited to only one construct at a time.
  • Object of Desire: Manifest attraction, as the power.
  • Smother Magic: Use smother power as the power, but you can use it to counter spells as well.
  • Thought Chaperone: You can make a number of splinter personalities that can be carried by allies to relay information.
  • Flash Step: You can turn your movement into short dimensional hops.

Greater talents

  • Never Here: Teleport as the spell dimension door, but nobody remembers you were there unless they make a successful will save.
  • Shared Knowledge: Enable a small group to use each other's skill ranks at a –2 penalty, but they can no longer assist each other.
  • Sway Fate: Warp fate so that everyone in an area around you automatically fails on rolls of 1s and 2s, and natural 20s don't automatically hit.
  • Thought Rip: Steal a feat from subject for 24 hours.

Greatest talents

  • Fiery Discorporation: Manifest fiery discorporation, as the power.
  • Mind Probe: Manifest mind probe, as the power.
  • Shared Suffering: Deal damage to one subject equal to your maximum hit points minus your current hit points.
  • Soul Sanctum: Use genesis, as the power, but can only be manifested if you don't already have one.
  • Stitch in Time: Grant foresight, as the spell, to a subject and communicate telepathically with them.
  • Wear Form: Inhabit a subject as dominate person, except you follow the target as a psychic presence and can control them directly, making bluff checks to fool observers.

Talent Descriptions

A Thousand Voices

(Lesser; 4th)
You open your mind to those around you, and become able to perceive thoughts. Upon using this talent, you gain the telepathy special quality with a range of 30 feet, and the mindsight feat, for the next 24 hours.

Chakral Incision

(Greater; 5th; Phrenic essence)
Your blast attacks the subject's nerve centres, damaging the body's ability to communicate with it. Your blast deals less direct damage, dealing –1 point of damage per dice (minimum 1 point of damage per dice). However, it also imposes a penalty to the subject's fortitude and will saves, for one round, equal to half the number of dice.

Charming Voice

(Least; 1st)
You can beguile a creature within 60 feet with a successful diplomacy check (DC 15). This is a normal diplomacy check, and takes a full minute to complete without penalties.

If you succeed on the check, the subject must make a successful will save at a circumstance penalty of -1, plus a further -1 for each 5 points by which you succeed. Therefore, if you rolled a 25 on the diplomacy check, the subject would have a –3 to his will saving throw to resist you. If the subject fails the save, he immediately comes to regard you as a comrade.

You can only ever charm one individual at a time with this ability. If you charm another, it breaks the hold on your previous subject. Thanks to the diplomacy check, however, they may just come to disagree with you rather than see you as a serious threat who just attacked their mind.

In all other regards, this effect is identical to the charm, psionic.

Crushing Ego

(Greatest; 7th; Phrenic essence)
Your phrenic blast damages the target's ability to reason. The subject must make a successful fortitude save or suffer 4 points of intelligence damage.

Defy Gravity

(Lesser; 3rd)
When you use this talent, you mentally unbind the forces that confine you to the ground. You can fly at a speed equal to your land speed, with good manoeuvrability, for the next 24 hours.

Earthsurge

(Lesser; 3rd; Phrenic form)
Your phrenic blast no longer travels as a ray. Instead, you strike the ground, and a ripple of force travels toward your opponent. Your phrenic blast is still a touch attack, but the subject must be in contact with the ground. If you hit your opponent, you may make a free trip attempt against them, using your charisma modifier instead of your strength modifier.

Fiery Discorporation

(Greatest; 6th)
You can manifest fiery discorporation, as the power.

Firespite blast

(Lesser; 4th; Phrenic essence)
This phrenic essence talent allows you to change your phrenic blast into a firespite blast, which deals fire damage. Any creature struck by the attack must make a successful reflex save or be set on fire.

Firestarter

(Least; 1st)
As long as this talent is in effect, you are able to start small fires within your vicinity, as the power matter agitation, with a swift action. This talent lasts for 24 hours.

Flash Step

(Lesser; 4th)
For 24 hours, you can convert some of your movement into short dimensional hops. For up to 15 feet of movement per round, you can teleport to any point within 15 feet instead of moving normally, as the spell dimension door, psionic. However, unlike that spell, the teleportation is considered part of your normal movement.

Hollow Mind

(Greatest; 7th; Phrenic essence)
Your phrenic blast rips into the subject's mind, stripping away memories and knowledge owned by the subject. The subject must make a will save, or suffer 2 negative levels.

Imaginary Friend

(Lesser; 1st)
As the power astral construct, but instead of lasting one round per manifester level, your imaginary friend lasts 24 hours. For the purposes of augmentation, your manifester level is halved (to a minimum of one).

Mental Grasp

(Greater; 5th; Phrenic Form)
Your phrenic blast affects the target as normal. However, the force of your will impacting with your opponent's body is enough to momentarily wrest control of their body from themselves. Coercing your opponent's body with psionic force, your phrenic blast then grapples your opponent, using your charisma modifier instead of your strength modifier. As long as you don't fire another phrenic blast, your blast can continue to grapple the subject, keeping them from moving, manifesting, and even pinning them if you succeed at repeated grapple checks. You only get one grapple attempt each round with mental grasp, regardless of how high your base attack bonus is.

Mental Reach

(Least; 2nd; Phrenic form)
The range of your phrenic blast increases to 250 feet.

Mind Probe

(Greatest; 5th)
You can manifest mind probe, as the power.

Moment of Fury

(Greatest; 8th; Phrenic form)
You charge your phrenic blast in a spectacular explosion of mental energy. Your phrenic blast deals its damage to everyone within a 30 foot burst of you. Subjects may attempt a reflex save for half damage.

Never Here

(Lesser; 4th)
You can use the power dimension door, psionic as a psi-like ability, although the range is limited to short (25ft. + 5ft. per 2 manifester levels) and you can only transport yourself. When you use this ability, everyone who observes you must make a successful will save or forget your presence at the scene for up to your manifester level rounds prior. Any actions you took are be unclear in the mind of anyone who fails their saving throw, and any consequences of your actions are rationalized away.

Object of Desire

(Least; 1st)
You can manifest attraction, as the power.

Phantom Call

(Least; 1st)
You can influence sound with your mind, as the create sound power.

Predilection

(Least; 2nd)
By focusing your mind ahead of your normal position in time, you can anticipate things subtle moments before they happen. You gain an insight bonus to reflex saves equal to your charisma modifier, for the next 24 hours.

Psychic Feedback

(Greater; 5th; Phrenic essence)
Your subject must make a successful will save or you gain hit points equal to half the damage dealt by the blast.

Rending Hands

(Least; 1st; Phrenic form)
You collapse your phrenic blast into a pair of claws that you can use as natural weapons. Each claw deals damage as the phrenic blast of a primal of half your primal level. Therefore, a 20th level primal deals 5d6 damage with each claw.

Resonant Thought

(Least; 2nd; Phrenic form)
When you hit an opponent with your phrenic blast, you can choose to delay the blast's damage instead of dealing it normally. You cannot delay the damage for a number of rounds that would exceed your manifester level. Once the damage is delayed, you can choose to discharge it at the beginning of your turn. For each round you delay the damage, you deal an extra point of damage per dice. You can still use your phrenic blast normally while you have a phrenic blast delayed.

Sensory Baffle

(Least; 1st; Phrenic essence)
Your phrenic blast travels along the subject's sensory pathways, damaging them and disrupting their ability to focus on the input their senses give them. Unless the subject makes a successful fortitude saving throw, all enemies of the subject gain concealment against them until the beginning of your next turn.

Shadow of Doubt

(Greatest; 7th; Phrenic essence)
Your phrenic blast temporally unfocuses the subject, knocking them slightly out of the time-stream. Until the beginning of your next turn, all enemies of the subject get a +2 to attacks, saves, checks, and saves against them.

Shared Knowledge

(Greater; 6th)
You bind together the minds and skills of others, drawing thoughts closer together in an interconnected web. For one minute per manifester level after you manifest this power, you and up to two other subjects may all use one another's skills to make skill checks (choosing the highest bonus of any individual in the group) as long as you all remain within thirty feet of one another. Anyone using someone else's skill modifiers takes a –2 penalty on skill checks, but can choose to use his own if the result after this modification would be higher. Because you and the other subjects are nearly in one another's minds as it is, people within this bond can't perform the aid another action to assist each other.

Shared Suffering

(Greatest; 7th)
You collapse reality momentarily, inflicting on your surroundings every last injury you yourself have suffered. You choose a single target and deal damage to the subject equal to your maximum hit points minus your current hit points. This damage is not subject to damage reduction.

Silent Cacophony

(Greater; 5th; Phrenic essence)
Subjects struck by your phrenic blast must make a successful fortitude save or be deafened permanently. The deafness is not magical and cannot be removed with dispel magic or the like, or in an antimagic field.

Silver Tongue

(Least; 1st)
You can focus your mind and grant yourself an uncanny insight into how people act and interact. This grants you a +6 insight bonus to bluff, intimidate, and diplomacy for 24 hours.

Sickening Resonance

(Lesser; 3rd; Phrenic essence)
Your phrenic blast deals sonic damage, and deals –1 points of damage per dice (minimum 1 point of damage per dice). Once struck with the phrenic blast, the subject must make a successful fortitude save or be sickened for a round.

Skate

(Least; 2nd)
You can manifest skate as, the power.

Smother Magic

(Lesser; 3rd)
You can use smother power, as the power, but you can use it to counter divine and arcane spells as well. The effective power point cost for divine and arcane spells is equal to their caster level.

Spiral blast

(Greater; 5th; Phrenic form)
Your phrenic blast takes the shape of a cone with a range of 30 feet. It deals damage normally to each creature caught in the cone.

Stitch in Time

(Greatest; 9th)
You can manifest foresight, as the power, on a subject and communicate telepathically with them as long as they remain on the same plane. You can't manifest this power on yourself.

Soul Blade

(Least; 1st; Phrenic form)
You collapse your phrenic blast down into a "soul blade", a weapon with which you can make attack rolls like a normal weapon. Your soul blade takes the form of a short sword appropriate to your size, and you add your strength bonus to attack and damage rolls normally. You may apply the weapon finesse feat to the soul blade, if your have it. You can't be disarmed of your soul blade, and any attempt to sunder the weapon simply passes through it harmlessly.

Your soul blade initially deals damage as a normal shortsword (1d6 slashing, 19-20/*2 crit), and is subject to damage reduction like an ordinary weapon. For each 5 manifester levels you have, your soul blade deals an additional d6 points of damage. While you have a soul blade manifested, you can't use your phrenic blast; you have to dismiss this power before you can use your blast again.

Soul Sanctum

(Greatest; 9th)
You create a personal world, a realm of your own creation. This talent functions as the power genesis, except you can't use it to harm other planes. You can't maintain more than one soul sanctum at once; once you use this talent, you cannot use it again unless your soul sanctum is somehow destroyed.

Stopped Pulse

(Lesser; 4th; Phrenic essence)
Your phrenic blast deals electrical damage, and any subject struck must make a successful will save or be dazed, as the daze spell. Every time you hit an opponent with a phrenic blast with this essence, they gain a cumulative +2 competence bonus to their saving throw to resist the daze effect.

Sway Fate

(Greater; 5th)
You warp the path of time and make random chance more likely to harm than to help. For one round per manifester level, everyone in close range around you automatically fails attack rolls and saving throws on a natural roll of 1 or 2, and natural 20s don't automatically hit.

Thought Chaperone

(Lesser; 4th)
You can calve off a section of your mind and grant a temporary psychic passenger to a willing ally you touch. You can communicate telepathically with the passenger's carrier, and your presence allows you to make will saving throws for them. The passenger only last for a number of hours equal to your manifester level, and you cannot communicate with the subject if they are on a different plane to you.

You can only maintain a number of thought chaperones equal to your charisma modifier at any one time. If you manifest this talent after you've reached this limit, the oldest chaperone still active dissolves.

Thought Ram

(Least; 1st; Phrenic essence)
Your phrenic blast becomes a mind-affecting effect. When you hit a subject with the power, they must make a successful will save or suffer an additional point of damage per dice.

Thought Rip

(Greater; 6th)
To use this talent, you must make a melee touch attack against an opponent. If successful, you immediately know which feats the subject has access to, and you may choose one of them for which you fulfill the prerequisites. Unless the subject makes a successful will save, he loses access to that feat, and you can use the feat as if you had it instead. This effect lasts for 24 hours, after which the subject regains normal use of the feat. You can only have one stolen feat at a time.

Transposing Impact

(Greater; 6th; Phrenic essence)
Your phrenic blast deals damage by slamming the subject into a hard surface at extreme speed. The distance the subject appears to travel is irrelevant - they are moved instantaneously by teleportation, travelling far enough to build up tremendous speed before impact. Your blast teleports the target to an unoccupied space you choose, within the normal range of your phrenic blast. The chosen area must be a place where the subject could stand. The blast deals damage to the subject as normal, and the subject must make a successful reflex save or be knocked prone by the impact.

Train of Thought

(Lesser; 4th; Phrenic form)
This phrenic form talent instills an element of independence in your phrenic blast. Once you strike an opponent with it, at the beginning of your next round, you can choose not to have access to your phrenic blast for the round. If you do, your phrenic blast leaps from the location of your last target to another, using your attack bonus to strike a new target within range of the last. You can continue this for a number of rounds equal to your charisma modifier.

Wall of Rage

(Greatest; 8th; Phrenic form)
Your phrenic blast flows from you in a channeling beam that strikes from your very core to your target's. Your phrenic form takes the form of a 10 feet wide line, dealing its damage to everyone it strikes to the maximum of its range. You cannot choose to spare anyone in the blast the damage.

Water's Flow

(Least; 1st)
You connect your mind and your body more intimately than many ever can achieve. For 24 hours, you gain a +6 bonus to Jump, Tumble, and Balance.

Wear Form

(Greatest; 6th)
You take control of the subject's will, as the power dominate person. However, in doing so, you discorporate yourself, becoming immaterial except as a presence in the subject's mind. You then travel in the target as a psychic presence, and you can control them directly. You can use your own bluff checks to impersonate the individual, and you can force the subject to reveal information about him or herself to you as a move action. The subject can make a will save to withhold information, but doesn't gain the ability to shake you off unless you attempt to use their body to do something that would normally give a dominated subject the chance to break free. If a subject ever breaks the domination, you are expelled violently from their psyche, and reform your physical body after taking 3d6 damage, within 15 feet of the subject.

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