Master of the Primal

10 level Prestige Class

d8 HD

2 + Int Mod Skill Points

BAB as Fighter

Good Fort +Will saves (or Ref and Will, chosen at first level, cannot be changed)

Requirements:

Base Attack Bonus +4, WildernessLore/Survival 8 ranks

Feats- Leadership

Special- The Ability to Wild Shape into a wolf or ape.


Skills- All druid, all ranger, and Diplomacy


Level  Abilities

1          Shape of the Primal

2          +1 Spellcasting as Previous Level

3 

4          Greater Shape of the Primal, +1 Spellcasting as Previous Level

5          Consume

6          +1 Spellcasting as Previous Level

7          Master Shape of the Primal

8          +1 Spellcasting as Previous Level

9 

10        Perfect Shape of the Primal, +1 Spellcasting as Previous Level


Special- The Master of the Primal retains all of their ability to wild shape, and for purposes of Wild Shape ability, stack their levels in Master of the Primal


Shape of the Primal (Su): The Master of the Primal is perhaps the strongest shape that a druid can take. While in this shape, their feats of strength, speed, and power, become incredible. Doing so expends one of their Wild Shape abilities.


They retain humanoid form, but their backs hunch over, their size increases a little bit, and their muscles grow incredible in size. They appear almost like the Crinos form of a Lupine, a massive hulking muscled lupine of indescribable power.


+4 Str, +2 dex, +4 con, inability to speak in all but guttural snarls, two claws (1d4 base damage), a bite (1d8 + one half strength damage), and a small tail giving them +2 to balance checks.


As they are mostly humanoid in shape, and can still make sounds, they can cast spells as normal without the Wild Spell feat.


+1 Spellcasting- As... normal...


Greater Shape of the Primal (ex): The Primal shape seems to lurch and ripple. Their size improves to Large when in this form, and they gain 4 natural AC, and an additional +2 strength and con. Their claws improve to 1d8 per claw, and their bite becomes 2d6.


Consume: The Master of the Primal may consume something, preferably dead. After the entire corpse is eaten, the Master may gain back spell levels equal to half the creature’s hit dice. This ability does not work on plants, constructs, or undead.


Master Shape of the Primal (ex): At this level, the Master of the Primal can infuse the spirit of the elementals within her form, granting her additional abilities.


They must expend two wild shape uses (or one elemental use) in order to take on this form.


Fire- The Primal's body is composed of flame. For the duration, anything they touch takes 1d6 points of fire damage. Flammable objects may catch fire, and burn. Additionally, they heal all fire damage dealt to them, but take double damage from Cold.

Earth- While in Earth form, the Master of the Primal may move through solid stone, rock, or earth- as per the Xorn Movement ability. They also gain +2 to con.

Air- The Primal may slip through any seal that is not entirely airtight. Their body appears nearly invisible. They may fly at their base movement, with Average maneuverability.

Water- The Primal becomes fluid- she may slip through any seal that is not entirely airtight.. This provides the Primal with immunity to critical hits and sneak attacks.


Perfect Shape of the Primal (ex): At this level, there is almost nothing that can stop the pure physical might of the primal. It only takes one normal wild shape usage to assume the Master form, and may choose from a list of paraelemental primal forms.


Smoke (fire + air)- The Primal gains fluidity, and may slip through any seal that is not entirely airtight. They gain the Smoke Claws ability of the Belker. They gain Fly (60, good) speeds, and deal 1d6 points of fire damage as per the Salamander's heat ability.

Magma (fire + earth)- The Primals body is composed of pure magma. They gain +2 to Str and Con, and their bodies radiate intense heat- doing +2d6 fire damage.

Steam (fire + water)- The Primal's body becomes as steam- they gain a fly speed of 60 feet, good maneuverability, and their mere proximity deals +1d4 fire damage to all nearby. They are fluid.

Dust (air + earth)- The Primal becomes an Ooze. It gains +12 bonus hit points, +2 con, and is immune to flanking or critical hits. It also gains a fly speed of 60 feet (good).

Cold (air + water)- The Primal becomes a block of ice, carved only barely from the purest white ice, their hair becoming as snow. Their mere presence deals +1d6 cold damage to all within 10 feet, and they gain the Cold subtype. However, they heal all damage dealt to them that is cold.

Ooze (earth + water)- The Primal becomes an Ooze. It gains +12 bonus hit points, +2 con, and is immune to flanking or critical hits. Their touch corrodes metal, wood, and flesh, dealing +2d6 acid damage to everything they touch.