My Primal racial class is a mix of human and animals. I've always thought that lycanthropes are a mixed bag, but this was a way to avoid the whole curse-thing attached to them. These are beasts that are driven to adventure, trying to stay true to both their animalistic natures as well as the adventurer. Were-creatures always have the impending doom of their insatiable hungers and preying on the weak. Primals should be the opposite of that. Yes, they are trying to keep their presence quiet, but they don't represent a threat of carrying a curse.
Align: N Humanoid
Init +0; Perception + 5
AC 14, touch 10, flat-footed 12 (+2 natural)
hp 9 (2d10-2)
Fort +6, Ref +3, Will +3
Speed 30 ft.
Melee Short Sword +4 (1d8+2) or Claws +4 (d4+2)
Str 14, Dex 10, Con 16, Int 9, Wis 12, Cha 10
Base Atk +2; CMB 4; CMD 14
Feats Iron Will
Skills Acrobatics +5, Survival +6, Handle Animal +5, Intimidate +5,
Weapons: Short Sword or Dagger (Typical)
Languages Elven & Common
Primals appear as furred humanoid animals, mixing animal traits and physical features with humanoid intelligence. Some foolish urban folk believe these are lycanthropes but were-beasts do not naturally exist on Nyssa. Instead these wild beings inhabit a primal existence. Many exist on the fringes of human society and are spoken of in whispers if at all. Their closest allies are usually rangers or druids, those like themselves that balance both the wild and civilized aspects of their nature.
They have communities in wild places, unknown to all but a few allies. They prefer to live naturally in balance with the land, a majority are hunters or farmers, but some are called on to action to help protect their homes and kin. Many Elven villages have small numbers of these wild-ones, as they fit into most societies if given a chance.
The four most common primal varieties are listed but others are possible. Their communities are usually consisting of one primal species, but they always harbor any exile, especially their own kin.
Base 2 HD
Attack and save as rangers of the same level
6 points every level for skill points
+2 to natural AC, track, natural attack ; Plus as noted below.
Tiger: +4 strength, Claws: 1d4 dmg; Racial Modifiers +4 Acrobatics, +4 Stealth
Bear: +2 Strength, +2 Constitution; Claws: 1d4 dmg; Racial Modifiers +4 Perception, +4 Survival
Wolf, +2 Strength, +2 Constitution; Bite 1d4 dmg; Racial Modifiers +4 Perception, +4 Survival
Rat +4 Dexterity; Immune to Natural Disease; Racial Modifiers +4 Climb +4 Survival
3 HD Calm Animals; Resist Elements 5; Ferocity
4 HD Control animals; Evasion, Ability Boost, Beast Shape I
5 HD Summon Animals (2-4 of their own kind, 3/day); +2 on natural AC; Resist Elements 10
6 HD Increased Ferocity 2, Ability Boost, Beast Shape II
7 HD Dominate Non-Intelligent animals & monsters; +2 on natural AC
8 HD Increased Ferocity 3; SR 10, Ability Boost; Resist Elements 15
9 HD Beast Shape III; +2 on natural AC, Summon Pack (1/day; 5-15 members)
10 HD Increased Ferocity 4, Ability Boost; Resist Elements 20
Calm Animals: Able to put animals and other low intelligent creatures at ease with their calming presence, and have them not attack the Primal or their allies. If the Primal or any of their ally takes an aggressive action, the effect is immediately dispelled. If there is an obvious advantage for the attacking side, no saving throw is needed. Otherwise, use Will DC 13+ Wisdom Bonus+ HD of caster to avoid the effect
Ability Boost: +2 to any ability score
Control animals: Able to give a basic command in a language that animals understand that lasts for five founds + one round / level of the Primal. Will DC 14+ Wisdom Bonus+ HD of caster to avoid command
Dominate Non-Intelligent animals & monsters: Give orders to animal and low level creatures. The more the targets understand the primal. the better commands are given. Some are base instructions (stay, help, etc) but much more advanced and detailed orders can be given if they share a language. The effects last for up to 24 hours. Saving Throw: Will DC 16+ Wisdom Bonus+HD of caster
Ferocity Level 1; Gain an extra 1/2 strength damage when using their natural weapons
Ferocity Level 2: Increase base damage to 1d6+ Hit Silver
Ferocity Level 3: Increase base damage to 1d8 Able to hit +1 plus double natural strength bonus
Ferocity Level 4: Increase base damage to 2d6 + Hit +2
Primals are able to either take their natural HD abilities or class levels. Once they take a class level they are unable to increase further in their natural creature levels.
Preferred Classes: Barbarian, Druid, Fighter, Ranger, Rogue or Sorceror