This class is a cross-breed of base classes (manifesters vs. power users) and turning the ideal of the Pyro into a full class, but focused on all of the primal kinetic energies, not just fire. Currently my thoughts are to reduce the Power Points by half again, but I am hoping to receive some feedback before I tweak anything further. Thanks in advance.
Edit Revision 6.9
PRIMALIST
Primalists are also known as primists or even occasionally elementalists. Primalists are walking powerhouses and cosmic focus points for kinetic elemental power. The raw primal power of the elemental energy that can be released by the psychokinesis discipline is a strong draw to many who exhibit psionic power. Primalists, unlike psychokinetisists, focus completely on the primal forces of kinetic energy without expanding into the other disciplines. They find power and utility in the primal force of kinetic energy and revel in it.
……….Primalists are similar to and often confused with other psionic classes, but once the full force of their kinetic powers are revealed there is often little question left as to the nature of their training. Primalists lack the versatility and shear power of the psion as well as the surging power capability of the wilder, and though they share the soulknife’s ability to bring forth a psionic weapon, they share little else in common with that psionic practitioner. The primalist is a unique blend of psionic power practitioner and focused psionic ability manifester.
Adventures: Adventuring and quests are the primary opportunity for the primalist to grow their skills. They are flamboyant and confident in their powers and often have trouble restraining themselves from wreaking havoc and destruction whenever possible. They fear little and use their psionic talents against whatever obstacles confront them. Each primalist’s motivation and place in society is very different though good primalists are driven by the need to prove themselves as worthy of respect and not fear. They aid those in need and fight for noble causes. Evil primalists, as with most evil beings, see themselves as superior and use their power for their own ends regardless of how it impacts others. Many also seek to destroy and wreak havoc upon those they see as lesser beings.
Characteristics: Primalists are masters of primal kinetic energies. They are passionate about their power and push themselves hard to attain mastery of the primal kinetic energies they command. Though they do not have the scalable power of an arcane caster’s spells, they retain more flexibility in their ability to manipulate kinetic energies. They walk a fine line of balance between their single minded pursuit of mastering primal kinetic energy and being a valuable and adaptable member of an adventuring group.
Alignment: Primalists seek to become one with the primal kinetic energies of the universe. These powers are most often violent, unpredictable and destructive. Primalists may thus not be lawful in their aspects and views toward life and the universe.
Religion: Primalists are not particularly drawn to any deity as they see the kinetic energies as a simple part of the universe. Those that do choose to follow a deity generally conform to deities of chaos, nature, energy and destruction, but there are no specific restrictions.
Background: Primalists develop their powers almost as an epiphany, generally through some traumatic experience with the primal forces, such as drowning, burning, burial in a landslide, falling from a great height, etc. Occasionally primalists are self-taught similar to wilders, through force of circumstance. Primalists recognize each other as fellows of power. Some feel a kinship with others of their kind, while other primalists see fellow manifesters as competition to be conquered.
Races: Primalists come from all walks of life and all races though certain races lend themselves to natural talent as a primalist such as the maenads, elves and humans.
Other Classes: Primalists get on well with anyone who can appreciate their mastery of the primal kinetic forces such as fighter and psychic warrior types, and especially arcane casters such as battle casters and war priests. They do not get along so well with Psions, who see the primalist as an undisciplined and untrained manifester, similar to their view of wilders. Psychokineticists however, are the closest to an akin manifester as the primalist has though even among these two groups there are rivalries and envy of the other’s talents and advantages.
Role: A primalist’s power makes them a good addition to any party, especially those in need of combat oriented members or those lacking access to a wizard or sorcerer.
GAME RULE INFORMATION
Primalists have the following game statistics.
Abilities: Charisma determines how powerful a primalist’s powers can manifest and how hard those powers are to resist. Constitution is also important to the primalist as they become hardened to the kinetic energies. Dexterity and Strength aid in the primalists combat abilities and Intelligence rounds out the primalist’s learning skills.
Alignment: Any Non-Lawful
Hit Die: d6
Starting Gold: 4d4X10gp
CLASS SKILLS
The primalist’s class skills are: Autohypnosis, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge (Psionics), Listen, Profession, Psicraft, Spot, Survival and Swim.
Skill Points for 1st Level: (4+INT modifier) x4
Skill Points at Each Additional Level: 4+INT modifier
BAB: Medium (Cleric)
Saves: Fortitude & Will Good
Special………………………………………PP/D……….Powers Known………..Max.Lv.
1 - Primal Weapon…………………………. ………....1……….……….……….1……….……….……….1st
2 – Adaptation……………………………….. ………...3……….……….……….2……….……….……….1st
3 - ----- …………………………………………………....6……….……….……….3……….……….……….1st
4 - Primal Bolt……………………………………………...9……….……….……….3……….……….……….2nd
5 - ----- …………………………………………..……....13……….……….………4……….……….……….2nd
6 – Primal Nimbus……….……….……….…………....18……….……….………4……….……….……….3rd
7 - ----- …………………………………………..…….....23……….……….…….5……….……….……….3rd
8 – Primal Aurora……….……….……….……….…....29……….……….………5……….……….……….4th
9 - ----- …………………………………………..…….....36……….……….…….6……….……….……….4th
10 – Primal Transport……….……….……….……...44……….……….………6……….……….……….5th
11 - ----- …………………………………………..….....53……….……….……..7……….……….……….5th
12 – Improved Adaptation……….……….……....63……….……….……….7……….……….……….6th
13 - ----- …………………………………………..….....74……….……….……..8……….……….……….6th
14 – Greater Primal Nimbus……….……….……...85……….……….……….8……….……….……….7th
15 - ----- …………………………………………..…....98……….……….……….9……….……….……….7th
16 - Inundation……….……….……….……….….....111……….……….…….9……….……….……….8th
17 - ----- …………………………………………..…....125……….……….…….10……….……….……….8th
18 – Primal Fury………………………………………....140……….……….…….10……….……….……….9th
19 - ----- …………………………………………..…....156……….……….…….11……….……….……….9th
20 – Metamorphosis, Greater Adaptation…..172……….……….………11……….……….……….9th
CLASS FEATURES
All of the following are class features for the primalist.
Weapon and Armor Proficiency: Primalists are proficient with all simple weapons, with their own primal weapon, and with light armors and shields (except tower shields).
Power Points/Day: A primalist’s ability to manifest powers is limited by the power points they have available. Their base daily allotment of power points is given on the table above. In addition, they receive bonus power points per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Power Points in the Expanded Psionic Handbook). Their race may also provide bonus power points per day, as may certain feats and items. A 1st-level primalist gains one power point for his class level, and gains bonus power points (if they are entitled to any), and can manifest the single power they know with those power points.
Powers Known: A primalist begins play knowing one primalist power of their choice. Each time they achieve a new level, they unlocks the knowledge of a new power. Choose the powers known from the primalist power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a primalist to learn powers from the lists of other classes.)
………..A primalist can manifest any power that has a power point cost equal to or lower than their manifester level. The total number of powers a primalist can manifest in a day is limited only by their daily power points. A primalist simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all of their spent power points.
………..The Difficulty Class for saving throws against primalist powers is 10 + the power’s level + the primalist’s Charisma modifier.
Maximum Power Level Known: A primalist begins play with the ability to learn 1st-level powers. As they attain higher levels, they may gain the ability to master more complex powers. To learn or manifest a power, a primalist must have a Charisma score of at least 10 + the power’s level.
Primal Weapon (Su): As a move action, a primalist may create a semisolid weapon composed of primal kinetic energy. The primal weapon’s manifestation type is chosen at 1st level and must be a specific weapon type that may be any light or single-handed simple or martial melee weapon. This weapon type may not be changed once it is chosen. The primal weapon manifests as a typical weapon of appropriate size for the primalist and acts as a normal weapon of the chosen type in regards to damage, critical threat range, etc. with the exception that the damage dealt is of an energy type chosen by the primalist at the time of the weapon’s manifestation.
………..At 1st level the primalist can choose one energy type to manifest from cold, electricity or fire. At 5th and 10th level they may choose another energy type that they may manifest at will from cold, electricity or fire. At 15th level the primalist also gains the sonic energy type as a manifestation energy choice.
………..The energy type chosen at manifestation cannot be changed without dissipating the weapon and re-manifesting the weapon. The weapon deals no damage to the primalist and it remains active until it is released, immediately dissipating if the primalist releases their grip on the weapon (free action).
………..Note that a primalist that is smaller or larger than Medium create primal weapons appropriate to their size, with the corresponding change to damage (see Tables 7-4 and 7-5 of the Player’s Handbook). Primalists gain the usual benefits to attack and damage rolls from a high Strength bonus. A primal weapon is considered a magic weapon for overcoming damage reduction.
………..The primal weapon can be sundered (hardness 10 and 10 hit points) and disarmed; however, a primalist can simply create another on their next round as a move equivalent action.
………..Primalists may use feats such as Weapon Focus and Power Attack just as if the primal weapon were a normal weapon of its type. Powers and spells that upgrade weapons (such as the Psionic Weapon feat) can be used on the primal weapon.
Adaptation (Ex): At 2nd level, a primalist becomes resistant to kinetic energy sources gaining a +4 bonus on all saving throws against cold, electricity, fire and sonic spells and effects.
Primal Bolt (Ps): At 4th level, as a standard action, a primalist may launch a bolt of psionically manifested kinetic energy (cold, electricity, fore or sonic) at any target within 60 feet and in line of sight. This effect is treated as a ranged touch attack and deals 1d6 damage per 2 primalist class levels. The primalist determines the nature of the energy of each bolt manifested. A bolt of sonic energy deals –1 point of damage per die but ignores an object’s hardness.
Primal Nimbus (Ps): At 6th level and higher the primalist can activate this ability as a move-equivalent action. A nimbus of energy (cold, electricity, fire or sonic – chosen at the time of manifestation) that harms neither the primalist nor the weapon, engulfs the weapon the primalist is holding at the time (which can be a projectile as well as their primal weapon). The affected weapon deals an additional 2d6 points of energy damage on a successful hit. The weapon retains the effect as long as the primalist wields it. Note that multiple energy types may be activated onto one weapon in this manner if used on a primal weapon (example: A fire energy primal weapon with an electricity nimbus).
Primal Aurora (Ps): At 8th level, a primalist can activate this ability as a move-equivalent action. An energy aurora (cold, electricity, fire or sonic – chosen at the time of manifestation) that harms neither the primalist nor their equipment engulfs their entire body. While sheathed in this energy they gain a +2 bonus to Intimidate skill checks, they can make a melee touch attack for 2d6 of the appropriate energy damage, and they gain damage reduction of 5/magic. If they are struck in melee, the attacker takes 2d6 points of the appropriate energy damage. This ability lasts for up to 1 minute per 2 primalist class levels, and is usable only once per day.
Primal Transport (Ps): Starting at 10th level, a primalist learns to step into the borders of the primal energy planes for short leaps of travel and gain both the psionic dimension door and psionic phase door powers. These powers are in addition to any powers the primalist learns by advancing levels. The primalist treats these both as 4th level powers on their class list. This means that both powers cost 7 power points. However for dimension door the augmentation cost to activate the power as a move-equivalent action is automatically added for free (thus for 7 power points the power is activated as a move-equivalent action).
Improved Adaptation (Ex): At 12th level, a primalist becomes more resistant to kinetic energy sources gaining Energy Resistance 5 against cold, electricity, fire and sonic damage sources.
Greater Primal Nimbus (Ps): At 14th level and higher the primalist’s energy damage on a successful hit with a touch attack while using the primal aurora ability or with the primal nimbus ability increases to 4d6 points of damage from 2d6 damage.
Inundation (Ps): A primalist that reaches 16th level can expend their psionic focus (see Concentration skill p.37 Expanded Psionic Handbook) and take a full round action to inundate one living creature within 30 feet with one energy type (chosen at the time of the manifestation). For example raising or lowering body temperature for fire or cold, overloading the nervous system impulses for electricity, and creating a crushing pressure for sonic. The target must succeed a Fortitude saving throw (DC 14 + the primalist’s Charisma modifier) or die horrifically. Even on a successful saving throw, the target takes 4d8 points of the appropriate energy damage.
Primal Fury (Ps): At 18th level the primalist gains the ability to release a great burst of raging primal energy (type chosen at the time of manifestation) around themselves, effecting everything in the area. Once per day, as a standard action, they can use this ability to deal 15d6 points of the appropriate energy damage in a 30-foot radius burst emanating form themselves. Any creature or object caught in the burst can make a Reflex save (DC 15 + the primalist’s Charisma modifier) for half damage. Anyone failing the Reflex save against the primal fury must also make a Fortitude saving throw (same DC) or die due extreme shock from the intensity of the energy.
Metamorphosis (Ps): At 20th level, a primalist learns to take the shape of creature of the primal energy planes and gains the greater metamorphosis power as a known power. This power is in addition to any powers the primalist learns by advancing levels. In all respects this power acts as described, except that the primalist may only take the form of an elemental.
Greater Adaptation (Ex): At 20th level, a primalist becomes more resistant to kinetic energy sources increasing their Energy Resistance against cold, electricity, fire and sonic damage sources to Energy Resistance 10.
Primalist Power List by Level
Level 1: Astral Traveler, Burst, Catfall, Control Flames, Control Light, Control Object, Create Sound, Deceleration, Detect Psionics, Empty Mind, Energy Ray, Entangling Ectoplasm, Far Hand, Float, Force Screen, Grip of Iron, Hammer, Inertial Armor, Matter Agitation, Minor Creation-Psionic, Skate, Stomp, Thicken Skin, Vigor
Level 2: Biofeedback, Body Equilibrium, Concealing Amorpha, Concussion Blast, Control Air, Control Sound, Elfsight, Energy Adaptation-Specified, Energy Missile, Energy Push, Energy Stun, Levitate-Psionic, Sustenance, Swarm of Crystals, Wall Walker
Level 3: Body Adjustment, Body Purification, Concealing Amorpha-Greater, Crisis of Breath, Darkvision-Psionic, Dimensional Slide, Dismiss Ectoplasm, Ectoplasmic Cocoon, Ectoplasmic Form, Energy Bolt, Energy Burst, Energy Cone, Energy Retort, Energy Wall, Eradicate Invisibility, Keen Edge-Psionic, Telekinetic Force, Telekinetic Thrust, Touchsight, Ubiquitous Vision
Level 4: Energy Adaptation, Energy Ball, Fabricate-Psionic, Fly-Psionic, Freedom of Movement-Psionic, Immovability, Inertial Barrier, Steadfast Perception, Telekinetic Maneuver, Wall of Ectoplasm, Weapon of Energy
Level 5: Adapt Body, Ectoplasmic Shambler, Energy Current, Fiery Discorporation, Hail of Crystals, Incarnate, Major Creation-Psionic, Oak Body, Plane Shift-Psionic
Level 6: Banishment-Psionic, Crystallize, Disintegrate-Psionic, Fabricate-Greater Psionic, Overland Flight-Psionic
Level 7: Ectoplasmic Cocoon-Mass, Energy Conversion, Energy Wave, Evade Burst, Sequester-Psionic
Level 8: Iron Body-Psionic, Matter Manipulation, Shadow Body, Telekinetic Sphere-Psionic, True Metabolism
Level 9: Timeless Body, Tornado Blast, True Creation
Edit Revision 6.9
PRIMALIST
Primalists are also known as primists or even occasionally elementalists. Primalists are walking powerhouses and cosmic focus points for kinetic elemental power. The raw primal power of the elemental energy that can be released by the psychokinesis discipline is a strong draw to many who exhibit psionic power. Primalists, unlike psychokinetisists, focus completely on the primal forces of kinetic energy without expanding into the other disciplines. They find power and utility in the primal force of kinetic energy and revel in it.
……….Primalists are similar to and often confused with other psionic classes, but once the full force of their kinetic powers are revealed there is often little question left as to the nature of their training. Primalists lack the versatility and shear power of the psion as well as the surging power capability of the wilder, and though they share the soulknife’s ability to bring forth a psionic weapon, they share little else in common with that psionic practitioner. The primalist is a unique blend of psionic power practitioner and focused psionic ability manifester.
Adventures: Adventuring and quests are the primary opportunity for the primalist to grow their skills. They are flamboyant and confident in their powers and often have trouble restraining themselves from wreaking havoc and destruction whenever possible. They fear little and use their psionic talents against whatever obstacles confront them. Each primalist’s motivation and place in society is very different though good primalists are driven by the need to prove themselves as worthy of respect and not fear. They aid those in need and fight for noble causes. Evil primalists, as with most evil beings, see themselves as superior and use their power for their own ends regardless of how it impacts others. Many also seek to destroy and wreak havoc upon those they see as lesser beings.
Characteristics: Primalists are masters of primal kinetic energies. They are passionate about their power and push themselves hard to attain mastery of the primal kinetic energies they command. Though they do not have the scalable power of an arcane caster’s spells, they retain more flexibility in their ability to manipulate kinetic energies. They walk a fine line of balance between their single minded pursuit of mastering primal kinetic energy and being a valuable and adaptable member of an adventuring group.
Alignment: Primalists seek to become one with the primal kinetic energies of the universe. These powers are most often violent, unpredictable and destructive. Primalists may thus not be lawful in their aspects and views toward life and the universe.
Religion: Primalists are not particularly drawn to any deity as they see the kinetic energies as a simple part of the universe. Those that do choose to follow a deity generally conform to deities of chaos, nature, energy and destruction, but there are no specific restrictions.
Background: Primalists develop their powers almost as an epiphany, generally through some traumatic experience with the primal forces, such as drowning, burning, burial in a landslide, falling from a great height, etc. Occasionally primalists are self-taught similar to wilders, through force of circumstance. Primalists recognize each other as fellows of power. Some feel a kinship with others of their kind, while other primalists see fellow manifesters as competition to be conquered.
Races: Primalists come from all walks of life and all races though certain races lend themselves to natural talent as a primalist such as the maenads, elves and humans.
Other Classes: Primalists get on well with anyone who can appreciate their mastery of the primal kinetic forces such as fighter and psychic warrior types, and especially arcane casters such as battle casters and war priests. They do not get along so well with Psions, who see the primalist as an undisciplined and untrained manifester, similar to their view of wilders. Psychokineticists however, are the closest to an akin manifester as the primalist has though even among these two groups there are rivalries and envy of the other’s talents and advantages.
Role: A primalist’s power makes them a good addition to any party, especially those in need of combat oriented members or those lacking access to a wizard or sorcerer.
GAME RULE INFORMATION
Primalists have the following game statistics.
Abilities: Charisma determines how powerful a primalist’s powers can manifest and how hard those powers are to resist. Constitution is also important to the primalist as they become hardened to the kinetic energies. Dexterity and Strength aid in the primalists combat abilities and Intelligence rounds out the primalist’s learning skills.
Alignment: Any Non-Lawful
Hit Die: d6
Starting Gold: 4d4X10gp
CLASS SKILLS
The primalist’s class skills are: Autohypnosis, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge (Psionics), Listen, Profession, Psicraft, Spot, Survival and Swim.
Skill Points for 1st Level: (4+INT modifier) x4
Skill Points at Each Additional Level: 4+INT modifier
BAB: Medium (Cleric)
Saves: Fortitude & Will Good
Special………………………………………PP/D……….Powers Known………..Max.Lv.
1 - Primal Weapon…………………………. ………....1……….……….……….1……….……….……….1st
2 – Adaptation……………………………….. ………...3……….……….……….2……….……….……….1st
3 - ----- …………………………………………………....6……….……….……….3……….……….……….1st
4 - Primal Bolt……………………………………………...9……….……….……….3……….……….……….2nd
5 - ----- …………………………………………..……....13……….……….………4……….……….……….2nd
6 – Primal Nimbus……….……….……….…………....18……….……….………4……….……….……….3rd
7 - ----- …………………………………………..…….....23……….……….…….5……….……….……….3rd
8 – Primal Aurora……….……….……….……….…....29……….……….………5……….……….……….4th
9 - ----- …………………………………………..…….....36……….……….…….6……….……….……….4th
10 – Primal Transport……….……….……….……...44……….……….………6……….……….……….5th
11 - ----- …………………………………………..….....53……….……….……..7……….……….……….5th
12 – Improved Adaptation……….……….……....63……….……….……….7……….……….……….6th
13 - ----- …………………………………………..….....74……….……….……..8……….……….……….6th
14 – Greater Primal Nimbus……….……….……...85……….……….……….8……….……….……….7th
15 - ----- …………………………………………..…....98……….……….……….9……….……….……….7th
16 - Inundation……….……….……….……….….....111……….……….…….9……….……….……….8th
17 - ----- …………………………………………..…....125……….……….…….10……….……….……….8th
18 – Primal Fury………………………………………....140……….……….…….10……….……….……….9th
19 - ----- …………………………………………..…....156……….……….…….11……….……….……….9th
20 – Metamorphosis, Greater Adaptation…..172……….……….………11……….……….……….9th
CLASS FEATURES
All of the following are class features for the primalist.
Weapon and Armor Proficiency: Primalists are proficient with all simple weapons, with their own primal weapon, and with light armors and shields (except tower shields).
Power Points/Day: A primalist’s ability to manifest powers is limited by the power points they have available. Their base daily allotment of power points is given on the table above. In addition, they receive bonus power points per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Power Points in the Expanded Psionic Handbook). Their race may also provide bonus power points per day, as may certain feats and items. A 1st-level primalist gains one power point for his class level, and gains bonus power points (if they are entitled to any), and can manifest the single power they know with those power points.
Powers Known: A primalist begins play knowing one primalist power of their choice. Each time they achieve a new level, they unlocks the knowledge of a new power. Choose the powers known from the primalist power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a primalist to learn powers from the lists of other classes.)
………..A primalist can manifest any power that has a power point cost equal to or lower than their manifester level. The total number of powers a primalist can manifest in a day is limited only by their daily power points. A primalist simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all of their spent power points.
………..The Difficulty Class for saving throws against primalist powers is 10 + the power’s level + the primalist’s Charisma modifier.
Maximum Power Level Known: A primalist begins play with the ability to learn 1st-level powers. As they attain higher levels, they may gain the ability to master more complex powers. To learn or manifest a power, a primalist must have a Charisma score of at least 10 + the power’s level.
Primal Weapon (Su): As a move action, a primalist may create a semisolid weapon composed of primal kinetic energy. The primal weapon’s manifestation type is chosen at 1st level and must be a specific weapon type that may be any light or single-handed simple or martial melee weapon. This weapon type may not be changed once it is chosen. The primal weapon manifests as a typical weapon of appropriate size for the primalist and acts as a normal weapon of the chosen type in regards to damage, critical threat range, etc. with the exception that the damage dealt is of an energy type chosen by the primalist at the time of the weapon’s manifestation.
………..At 1st level the primalist can choose one energy type to manifest from cold, electricity or fire. At 5th and 10th level they may choose another energy type that they may manifest at will from cold, electricity or fire. At 15th level the primalist also gains the sonic energy type as a manifestation energy choice.
………..The energy type chosen at manifestation cannot be changed without dissipating the weapon and re-manifesting the weapon. The weapon deals no damage to the primalist and it remains active until it is released, immediately dissipating if the primalist releases their grip on the weapon (free action).
………..Note that a primalist that is smaller or larger than Medium create primal weapons appropriate to their size, with the corresponding change to damage (see Tables 7-4 and 7-5 of the Player’s Handbook). Primalists gain the usual benefits to attack and damage rolls from a high Strength bonus. A primal weapon is considered a magic weapon for overcoming damage reduction.
………..The primal weapon can be sundered (hardness 10 and 10 hit points) and disarmed; however, a primalist can simply create another on their next round as a move equivalent action.
………..Primalists may use feats such as Weapon Focus and Power Attack just as if the primal weapon were a normal weapon of its type. Powers and spells that upgrade weapons (such as the Psionic Weapon feat) can be used on the primal weapon.
Adaptation (Ex): At 2nd level, a primalist becomes resistant to kinetic energy sources gaining a +4 bonus on all saving throws against cold, electricity, fire and sonic spells and effects.
Primal Bolt (Ps): At 4th level, as a standard action, a primalist may launch a bolt of psionically manifested kinetic energy (cold, electricity, fore or sonic) at any target within 60 feet and in line of sight. This effect is treated as a ranged touch attack and deals 1d6 damage per 2 primalist class levels. The primalist determines the nature of the energy of each bolt manifested. A bolt of sonic energy deals –1 point of damage per die but ignores an object’s hardness.
Primal Nimbus (Ps): At 6th level and higher the primalist can activate this ability as a move-equivalent action. A nimbus of energy (cold, electricity, fire or sonic – chosen at the time of manifestation) that harms neither the primalist nor the weapon, engulfs the weapon the primalist is holding at the time (which can be a projectile as well as their primal weapon). The affected weapon deals an additional 2d6 points of energy damage on a successful hit. The weapon retains the effect as long as the primalist wields it. Note that multiple energy types may be activated onto one weapon in this manner if used on a primal weapon (example: A fire energy primal weapon with an electricity nimbus).
Primal Aurora (Ps): At 8th level, a primalist can activate this ability as a move-equivalent action. An energy aurora (cold, electricity, fire or sonic – chosen at the time of manifestation) that harms neither the primalist nor their equipment engulfs their entire body. While sheathed in this energy they gain a +2 bonus to Intimidate skill checks, they can make a melee touch attack for 2d6 of the appropriate energy damage, and they gain damage reduction of 5/magic. If they are struck in melee, the attacker takes 2d6 points of the appropriate energy damage. This ability lasts for up to 1 minute per 2 primalist class levels, and is usable only once per day.
Primal Transport (Ps): Starting at 10th level, a primalist learns to step into the borders of the primal energy planes for short leaps of travel and gain both the psionic dimension door and psionic phase door powers. These powers are in addition to any powers the primalist learns by advancing levels. The primalist treats these both as 4th level powers on their class list. This means that both powers cost 7 power points. However for dimension door the augmentation cost to activate the power as a move-equivalent action is automatically added for free (thus for 7 power points the power is activated as a move-equivalent action).
Improved Adaptation (Ex): At 12th level, a primalist becomes more resistant to kinetic energy sources gaining Energy Resistance 5 against cold, electricity, fire and sonic damage sources.
Greater Primal Nimbus (Ps): At 14th level and higher the primalist’s energy damage on a successful hit with a touch attack while using the primal aurora ability or with the primal nimbus ability increases to 4d6 points of damage from 2d6 damage.
Inundation (Ps): A primalist that reaches 16th level can expend their psionic focus (see Concentration skill p.37 Expanded Psionic Handbook) and take a full round action to inundate one living creature within 30 feet with one energy type (chosen at the time of the manifestation). For example raising or lowering body temperature for fire or cold, overloading the nervous system impulses for electricity, and creating a crushing pressure for sonic. The target must succeed a Fortitude saving throw (DC 14 + the primalist’s Charisma modifier) or die horrifically. Even on a successful saving throw, the target takes 4d8 points of the appropriate energy damage.
Primal Fury (Ps): At 18th level the primalist gains the ability to release a great burst of raging primal energy (type chosen at the time of manifestation) around themselves, effecting everything in the area. Once per day, as a standard action, they can use this ability to deal 15d6 points of the appropriate energy damage in a 30-foot radius burst emanating form themselves. Any creature or object caught in the burst can make a Reflex save (DC 15 + the primalist’s Charisma modifier) for half damage. Anyone failing the Reflex save against the primal fury must also make a Fortitude saving throw (same DC) or die due extreme shock from the intensity of the energy.
Metamorphosis (Ps): At 20th level, a primalist learns to take the shape of creature of the primal energy planes and gains the greater metamorphosis power as a known power. This power is in addition to any powers the primalist learns by advancing levels. In all respects this power acts as described, except that the primalist may only take the form of an elemental.
Greater Adaptation (Ex): At 20th level, a primalist becomes more resistant to kinetic energy sources increasing their Energy Resistance against cold, electricity, fire and sonic damage sources to Energy Resistance 10.
Primalist Power List by Level
Level 1: Astral Traveler, Burst, Catfall, Control Flames, Control Light, Control Object, Create Sound, Deceleration, Detect Psionics, Empty Mind, Energy Ray, Entangling Ectoplasm, Far Hand, Float, Force Screen, Grip of Iron, Hammer, Inertial Armor, Matter Agitation, Minor Creation-Psionic, Skate, Stomp, Thicken Skin, Vigor
Level 2: Biofeedback, Body Equilibrium, Concealing Amorpha, Concussion Blast, Control Air, Control Sound, Elfsight, Energy Adaptation-Specified, Energy Missile, Energy Push, Energy Stun, Levitate-Psionic, Sustenance, Swarm of Crystals, Wall Walker
Level 3: Body Adjustment, Body Purification, Concealing Amorpha-Greater, Crisis of Breath, Darkvision-Psionic, Dimensional Slide, Dismiss Ectoplasm, Ectoplasmic Cocoon, Ectoplasmic Form, Energy Bolt, Energy Burst, Energy Cone, Energy Retort, Energy Wall, Eradicate Invisibility, Keen Edge-Psionic, Telekinetic Force, Telekinetic Thrust, Touchsight, Ubiquitous Vision
Level 4: Energy Adaptation, Energy Ball, Fabricate-Psionic, Fly-Psionic, Freedom of Movement-Psionic, Immovability, Inertial Barrier, Steadfast Perception, Telekinetic Maneuver, Wall of Ectoplasm, Weapon of Energy
Level 5: Adapt Body, Ectoplasmic Shambler, Energy Current, Fiery Discorporation, Hail of Crystals, Incarnate, Major Creation-Psionic, Oak Body, Plane Shift-Psionic
Level 6: Banishment-Psionic, Crystallize, Disintegrate-Psionic, Fabricate-Greater Psionic, Overland Flight-Psionic
Level 7: Ectoplasmic Cocoon-Mass, Energy Conversion, Energy Wave, Evade Burst, Sequester-Psionic
Level 8: Iron Body-Psionic, Matter Manipulation, Shadow Body, Telekinetic Sphere-Psionic, True Metabolism
Level 9: Timeless Body, Tornado Blast, True Creation
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