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<Primal Something>

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Old version of Trifold Caster
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<Primal Something> is a gestalt prestige class. <Primal Something>'s are powerful spellcasters who have taken up the path of mastering Primal Magic.

Requirements

To qualify to become a <Primal Something>, a character must fulfill all the following criteria:

Skills: Primal Magic 9 ranks and Spellcraft: 5 ranks

Feats: Skill Focus: Primal Magic and one of (Eldritch Paragon, Princess of the Faith, Scion Of The Nine Houses)

Special: Must be able to cast 3rd level spells or manifest 3rd level powers with at least two different spellcasting classes.

Class Skills

The <Primal Something>'s class skills are: Knowledge: Arcana, Knowledge: Psionics, Knowledge: Religion, Primal Magic, Spellcraft and Use Magic Device

Table

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +1 Primal Magic Domain Advancement +1 level of existing class / +1 level of existing class
2nd +1 +1 +1 +1 +1 level of existing class / +1 level of existing class
3rd +1 +1 +1 +2 +1 level of existing class / +1 level of existing class
4th +2 +1 +1 +2 +1 level of existing class / +1 level of existing class
5th +2 +2 +2 +3 +1 level of existing class / +1 level of existing class
6th +3 +2 +2 +3 +1 level of existing class / +1 level of existing class
7th +3 +2 +2 +4 +1 level of existing class / +1 level of existing class
8th +4 +3 +3 +4 +1 level of existing class / +1 level of existing class
9th +4 +3 +3 +5 +1 level of existing class / +1 level of existing class
10th +5 +3 +3 +5 +1 level of existing class / +1 level of existing class

Class Features

All of the following are class features of the <Primal Something> gestalt prestige class.

Weapon and Armour Proficiency

<Primal Something>'s gain no weapon or armour proficiencies.

Spells per day / Spells Known

When a new <Primal Something> level is gained, the character gains new spells or powers per day as if she had also gained levels in two different spellcasting / manifesting classes she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than two spellcasting classes before becoming a <Primal Something>, she must decide to which classes she adds the new level for purposes of determining spells per day.

Primal Magic Domain Advancement

If a <Primal Something> has access to the Primal Magic Domain, she may add her Cleric and <Primal Something> levels together to determine what powers are granted by the domain. She may do this even if she chooses to advance her spellcasting in other classes.

Note that this ability does not affect other domains the <Primal Something> may have access to, and it does not grant access to the domain if she did not have it before - it merely allows her to continue to advance in that particular domain, given its alignment with the nature of the class.

Slippery Mind

Starting at ?th level, the <Primal Something> is able to store away part of their mind in the hidden recesses of their being, allowing them to regain control when magic would otherwise compel them. If she is affected by an enchantment and fails her saving throw, one round later, she can attempt her saving throw again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.