Primal

World of Warcraft: Horde Player's Guide (HPG)Updated WoW RPG (3.5)

Primal is a D&D 3.5 character class from HPG. Hit die d12.

Requirements

Race: Orc, tauren or troll. Alignment: Any chaotic. Affiliation: Any, though most are members of the Horde or are unaffiliated. Base Attack Bonus: +6. Feats: Cleave, Iron Will, Power Attack. Special: Ability to rage at least once per day.

Type
Prestige
Hit Die
d12

Class Skills

Advancement

LevelBABFortRefWillSpecial
1+1+2+0+0Additional rage, wild empathy
2+2+3+0+0Aspect of the beast +1/+2, feral fury
3+3+3+1+1Additional rage, bestial strength +1, wild sight 60 feet
4+4+4+1+1Feral fury
5+5+4+1+1Aspect of the beast +2/+4
6+6+5+2+2Additional rage, bestial strength +2, feral fury
7+7+5+2+2Wild sight 90 feet
8+8+6+2+2Aspect of the beast +3/+6 (monstrous humanoid), feral fury
9+9+6+3+3Additional rage, bestial strength +3
10+10+7+3+3Feral fury, rage 6/day

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

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 5th 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. Fe ral Fury: Unlike barbarians and berserkers, who harness their rage to become more powerful, a 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 T ypes, 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. 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. 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 +1 +1 Additional rage, bestial strength +1, wild sight 60 feet 4th +4 +4 +1 +1 Feral fury 5th +5 +4 +1 +1 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 +6 +2 +2 Aspect of the beast +3/+6 (monstrous humanoid), feral fury 9th +9 +6 +3 +3 Additional rage, bestial strength +3 10th +10 +7 +3 +3 Feral fury, rage 6/day Character Size Claw Damage Bite/Gore Damage Small 1d3 1d4 Medium 1d4 1d6 Large 1d6 1d8

Frightening Rage (Ex): A primal with this ability becomes so fearsome while raging that he produces a