Primal+Shaman

At 13th level, you can choose as a swift action (see page 4) to share the effect of your primal adaptation with any or all allies within 30 feet. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) the effect ends, whichever comes first. 1/2 your dragon shaman level + your Con modifier. Once you breathe you must wait 1d4 rounds before you can use your breath weapon again. Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level. = Primal Shaman = Before the rise of mortal man there existed only the world itself, filled with nature in all its glory. And before the plants and animals had assumed their dominance over the land, there existed only the primal elements which clashed and wrestled and in their violent struggle gave rise to Armeya so that all life could then follow. At least, that's the belief of the Primal Shamans, who hold fast to their creation mythos of the Elemental Fury. Whether the story is true or not, the Primal Shamans are gifted with the ability to call out to nature around them for power and blessings, and all Primal Shamans understand that the elemental forces they hold so dear are scions of the gods Vo Q'fimby and Ta Rak Ra, and so every Primal Shaman takes care to worship one of these gods. The "primal spirits" that the shamans seek their strength from all dwell primarily in certain environments, and so a Primal Shaman of one particular primal spirit would find himself most often inhabiting in or around the associated environment so as to be closer to their source of power. These spirits are named in association to their environment in one of the four elemental languages, depending on whichever language is better suited to the primal spirit being addressed.
 * = == Primal Shaman == ||
 * = **Level** ||= **Base Attack Bonus** ||= **Fortitude** ||= **Reflex** ||= **Will** ||= **Class Features** ||= **Auras Known** ||
 * 1st || +1 || +2 || +0 || +2 || Primal Aura +1, Primal Totem, Breath weapon (1d6, 15 ft. cone or 30 ft. line), Touch of Vitality ||= 3 ||
 * 2nd || +2 || +3 || +0 || +3 || Skill Focus, Breath Weapon (2d6), Natural Armor ||= 3 ||
 * 3rd || +3 || +3 || +1 || +3 || Primal Adaptation, Primal Aura +2 ||= 4 ||
 * 4th || +4 || +4 || +1 || +4 || Primal Resolve, Breath weapon (3d6) ||= 4 ||
 * 5th || +5 || +4 || +1 || +4 || Breath Weapon (4d6) ||= 5 ||
 * 6th || +6 || +5 || +2 || +5 || Primal Aura +3, Touch of Vitality ||= 5 ||
 * 7th || +7 || +5 || +2 || +5 || Natural Armor +1, Breath Weapon (5d6) ||= 6 ||
 * 8th || +8 || +6 || +2 || +6 || Skill Focus, Breath Weapon (6d6) ||= 6 ||
 * 9th || +9 || +6 || +3 || +6 || Energy Immunity, Primal Aura +4 ||= 7 ||
 * 10th || +10 || +7 || +3 || +7 || Breath Weapon (7d6), Primal Wings ||= 7 ||
 * 11th || +11 || +7 || +3 || +7 || Touch Of Vitality (Remove conditions), Breath Weapon (8d6) ||= 8 ||
 * 12th || +12 || +8 || +4 || +8 || Primal Aura +5, Breath Weapon (30-foot cone or 60-foot line), Natural armor +2 ||= 8 ||
 * 13th || +13 || +8 || +4 || +8 || Primal Adaptation (share with allies), Breath Weapon (9d6) ||= 9 ||
 * 14th || +14 || +9 || +4 || +9 || Primal Weapon (10d6), Commune with Primal Spirit ||= 9 ||
 * 15th || +15 || +9 || +5 || +9 || Primal Aura +6 ||= 10 ||
 * 16th || +16 || +10 || +5 || +10 || Breath Weapon (11d6) ||= 10 ||
 * 17th || +17 || +10 || +5 || +10 || Breath Weapon (12d6), Natural Armor +3 ||= 11 ||
 * 18th || +18 || +11 || +6 || +11 || Primal Aura +7 ||= 11 ||
 * 19th || +19 || +11 || +6 || +11 || Breath Weapon (13d6), Primal Ascension ||= 12 ||
 * 20th || +20 || +12 || +6 || +12 || Breath Weapon (14d6, 60-foot cone or 120-foot line) ||= 13 ||
 * **Hit Die**: d10 ||||< **Class Skills (2 + Int modifier per level, ×4 at 1st level)**: Climb, Craft, Intimidate, Knowledge (nature), Search (plus others depending on the chosen totem). ||
 * Weapon and Armor Proficiency**: A primal shaman is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields).
 * Bonus Languages**: A primal shaman’s bonus language options include Voda, Vazdusni, Vatra, and Zemlja.
 * Primal Aura (Su)**: You can channel the mighty powers of primal spirits to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action (see page 4), and you can only project one primal aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a primal aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your fi rst turn. Unless otherwise noted, your primal aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level primal shaman, you know how to project three auras chosen from the list below. At every oddnumbered level after that, you learn one additional primal aura of your choice, until all seven auras are known at 9th level. Each time you activate a primal aura, you can choose from any of the auras that you know.
 * **Energy**//:// Your breath weapon ignores three points of energy resistance of every point of aura bonus you have.
 * **Energy Shield**: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem primal spirit's damage-dealing breath weapon (see below).
 * **Insight**//:// You gain the effects of //read magic// and //detect magic// while this aura is active.
 * **Power**: Bonus on melee damage rolls equal to your aura bonus.
 * **Presence**: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.
 * **Resistance**: Resistance to your totem primal spirit’s energy type equal to 5 × your aura bonus.
 * **Resolve**//:// The primal shaman gets a bonus to all saves equal to his aura bonus.
 * **Senses**: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.
 * **Spell Power**: A primal shaman reduces the Spell Resistance of any creature that takes damage from his breath weapon or melee attack by one per point of aura bonus.
 * **Stamina**: A primal shaman is immune to fatigue and exhaustion effects.
 * **Swiftness**//:// A primal shaman gains a bonus to his base land speed equal to 5x his aura bonus
 * **Toughness**: DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level).
 * **Vigor**: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
 * Totem Primal Spirit**: You must choose a totem primal from among the list of primal spirits given in the table below. You must choose a primal spirit whose alignment is within one step of yours, as described in the following table. You gain additional class skills and a particular sort of breath weapon based on the primal spirit you select as your totem.
 * **Primal Spirit** || **Environment** || **Acceptable Alignment** || **Class Skills** || **Breath Weapon Energy Type** ||
 * Močál || Marshlands || NE, CE, CN || Hide, Move Silently, Swim || Line of Acid ||
 * Poušť || Temperate Desert || NE, LE, LN || Bluff, Hide, Spellcraft || Line of Electricity ||
 * Sivatag || Warm Desert || NG, CG, CN || Bluff, Gather Information, Survival || Line of Fire ||
 * Domb || Temperate Hills || NG, LG, LN || Disguise, Survival, Swim || Line of Electricity ||
 * Brezuljak || Warm Hills || NG, CG, CN || Bluff, Hide, Jump || Line of Acid ||
 * Plakati || Warm Plains || NG, LG, LN || Disguise, Heal, Swim || Cone of Fire ||
 * Erdő || Temperate Forests || NE, LE, LN || Bluff, Hide, Move Silently || Cone of Acid ||
 * Hegyek || Warm Mountains || NE, CE, CN || Appraise, Bluff, Jump || Cone of Fire ||
 * Planine || Temperate Mountains || NG, LG, LN || Bluff, Disguise, Jump || Cone of Cold ||
 * Hory || Cold Mountains || NE, CE, CN || Hide, Move Silently, Swim || Cone of Cold ||
 * Touch of Vitality (Su)**: At 1st level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to your class level × your Charisma bonus. You can choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using your touch of vitality is a standard action. At 6th level, the effect of this ability increases to twice your class level x your Charisma bonus. Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target. For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual. For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual. You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted). The primal shaman can use this ability on themselves as a swift action.
 * Skill Focus**: At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three class skills granted by your chosen totem primal spirit. At 8th level, and again at 16th level, you gain Skill Focus in another of the class skills granted by your chosen totem primal spirit. If you already have Skill Focus in all three of the skills associated with your totem primal spirit, you gain Skill Focus in any other primal shaman class skill.
 * Primal Adaptation (Ex or Sp)**: At 3rd level, you take on an aspect of your totem primal spirit. Some adaptations are extraordinary abilities that are always active; others are spelllike abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier.
 * **Močál**—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
 * **Poušť**—Ventriloquism (Sp): As the spell (at will).
 * **Sivatag**—Endure Elements (Sp): As the spell, except you can only target yourself (at will).
 * **Domb**—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
 * **Brezuljak**—Spider Climb (Sp): As the spell, except you can only target yourself (at will).
 * **Plakati**—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
 * **Erdő**—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
 * **Hegyek**—Treasure Seeker (Ex): You gain a +5 competence bonus on Appraise and Search checks (always active).
 * **Planine**—Feather Fall (Sp): As the spell, except you can only target yourself (at will).
 * **Hory**—Icewalker (Ex): You can walk across icy surfaces without reducing your speed or making Balance checks (always active).
 * Breath Weapon (Su)**: At 4th level, you gain a breath weapon corresponding to your totem primal spirit. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 +
 * Primal Resolve (Ex)**: At 4th level, you gain immunity to paralysis and sleep effects.
 * Natural Armor (Ex)**: At 7th level, your skin thickens, taking on the rugged resilience of your totem's environment. Your natural armor bonus improves by 1. At 12th level, this improvement increases to +2, and at 17th level to +3.
 * Energy Immunity (Ex)**: At 9th level, you gain immunity to the energy type of the breath weapon you gained at 4th level.
 * Commune with Primal Spirit (Sp)**: At 14th level, you gain the ability to contact your primal spirit totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.
 * Primal Apotheosis (Ex)**: At 19th level, your physical form changes to better suit the environment associated with your totem primal spirit. You gain either a new type of speed or bonus to your existing speed, and your body changes to reflect this change (for example, gaining a fly speed indicates growing wings). The primal shaman's type changes to elemental (they can be affected by spells and abilities that affect elementals). In addition, the primal shaman gains Spell Resistance equal to 10+class level, and an inherent +4 bonus to Strength, Constitution, and Charisma. Consult the table below for more information on what specific bonus to speed you attain for reaching this level of power. Wings grown for flying as a result of this class feature allow flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drops to 40 feet in this case. If you already have wings, you can choose whether these new wings replace your own.
 * **Environment** || **Speed** ||
 * Marshlands || Swim +30ft ||
 * Desert || Burrow +30ft ||
 * Hills || Land +30ft ||
 * Plains || Land +30ft ||
 * Forests || Brachiation (as the feat; see CW) ||
 * Mountains || Fly +30ft ||

Primal Shamans in Armeya are most often found amongst the Ucharim and the Stara.


 * Special Notes on Primal Shamans:** The Primal Shaman is Armeya RPG's equivalent to a Dragon Shaman (Player's Handbook 2, p11). It was constructed based on the concept of the Dragon Shaman, but utilizes many revisions to both reflavor and rebuild the class' mechanics to be more powerful than before. Furthermore, to be able to take levels in Primal Shaman requires devotion to either Vo Q'fimby or Ta Rak Ra. A Primal Shaman who denounces whichever of these two gods he or she has chosen to worship loses his or her spell-like abilities but retains his or her supernatural and extraordinary abilities, and can no longer take levels in the class unless he or she Atones. The one exception to this is that Ta Rak Ra never grants Atonement; only a Primal Shaman who worships Vo Q'fimby could hope to be forgiven.

Alternative Class Features

 * Note**: Some alternative class features may be altered from as they appear in the source material. When there is a discrepancy, use what is listed here in place of what is listed in the source material. Changes in the list below will be noted in bold. Remember that you may only choose one alternative class feature.