Primordial Warrior (3.5e Class)

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Primordial Warrior[edit]

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Primordial Warriors are those chosen by the 13 Primordial Lords. The 13 Primordial Lords are The Primordial of Fire: Ignferno, The Primordial of Earth: Magno, The Primordial of Water: Aganua, The Primordial of Air: Astrona, The Primordial of Storm: Thunarda, The Primordial of Calmness: Tranquilla, The Primordial of Law: Ordiano, The Primordial of Chaos: Pandamonium, The Primordial of Good: Pandora, the Primordial of Evil: Lucifer, The Primordial of Death: Necromata, The Primordial of Life: Aegris, and The Primordial of Void: Antima. They bestow there power upon champions who will fight to declare the winner of the tournament to see which Primordial will have control while the others must gain more power to raise their chances of winning.

Making a Primordial Warrior[edit]

Primordial Warriors can be any position in the party based on what they decide they want to do.

Abilities: Charisma is the most important stat for Primordial Warriors then either Strength or Dexterity based on which path they pick

Races: Any.

Alignment: True Neutral.

Starting Gold: 2d4×10 gp

Starting Age: Any

Table: The Primordial Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Primordial Lord Spells Known Highest Level Lord Spell Highest Lord Spell At Will
Fort Ref Will
1st +0 +2 +0 +2 Primal Ritual, Primal Focus, Primordial Spells 1 0 0
2nd +1 +3 +0 +3 Primordial Adept 2 1 1
3rd +2 +3 +1 +3 Primordial Companion 2 1 1
4th +3 +4 +1 +4 Primordial Feats I 3 2 1
5th +3 +4 +1 +4 Primordial Element 3 2 1
6th +4 +5 +2 +5 Primordial Change I 4 3 2
7th +5 +5 +2 +5 Primordial Feats II 4 3 2
8th +6/+1 +6 +2 +6 Augmented Companion 5 4 2
9th +6/+1 +6 +3 +6 5 4 2
10th +7/+2 +7 +3 +7 Primordial Resistance Increase, Primordial Plane 6 5 3
11th +8/+3 +7 +3 +7 Primordial Change II 6 6 3
12th +9/+4 +8 +4 +8 Primordial Feats III 7 6 4
13th +9/+4 +8 +4 +8 Companion Shifter 7 7 4
14th +10/+5 +9 +4 +9 Primordial Aging 8 7 4
15th +11/+6/+1 +9 +5 +9 Primordial Immunity 8 8 5
16th +12/+7/+2 +10 +5 +10 Primordial Change III 9 8 5
17th +12/+7/+2 +10 +5 +10 Primordial Feats IV 9 9 5
18th +13/+8/+3 +11 +6 +11 Greater Primordial Companion 10 9 5
19th +14/+9/+4 +11 +6 +11 10 10 5
20th +15/+10/+5 +12 +6 +12 Primordial Change IV, Primordial Feats V 11 11 5

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (Relating to your Lord), Spellcraft, and Survival.

Class Features[edit]

Primordial Warriors choose any kind of path that they want, they become spellcasters, . All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: You are proficient with any granted item from this class and light and medium armor.

Spells: These are the spells that you get from your Lord and are constituted as Extraordinary abilities. Primordial Warriors choose their spells from the following list:

0— Fire: Flare, Earth: Prestidigitation, Water: Prestidigitation, Air: launching bolt, Storm: Electric Jolt, Calm: Mending, Evil: Detect Magic, Good: Detect Magic, Chaos: Resistance, Law: Resistance, Death: Acid Splash, Life: Resistance, Void: Read Magic

1st— Fire: Burning Hands, Earth: Fist to Stone, Water: Obscuring Mist, Air: Obscuring Mist, Storm: entropic shield, Calm: Make Whole, Evil: Protection from Good, Good: Protection from Evil, Chaos: Protection from law, Law: Protection from Chaos, Death: Cause Fear, Life: Hide from Undead, Void: Nystul’s Magic Aura

2nd— Fire: Produce Flame, Earth: Soften Earth and Stone, Water: Fog Cloud, Air: Wind Wall, Storm: Gust of Wind, Calm: Calm Emotions, Evil: Desecrate, Good: Aid, Chaos: Shatter, Law: Calm Emotions, Death: Death Knell, Life: Lesser Restoration, Void: Identigy

3rd— Fire: Resist Energy (Cold or Fire), Earth: Stone Shape, Water: Water Breathing, Air: Gaseous Form, Storm: Call Lightning, Calm: Clarity of Mind, Evil: Magic Circle against Good, Good: Magic Circle against Evil, Chaos: Magic Circle against Law, Law: Magic Circle against Chaos, Death: Animate Dead, Life: Plant Growth, Void: Dispel Magic

4th— Fire: Wall of Fire, Earth: Spike Stones, Water: Control Water, Air: Air Walk, Storm: Sleet Storm, Calm: Dismissal, Evil: Unholy Blight, Good: Holy Smite, Chaos: Chaos Hammer, Law: Order's Wrath, Death: Death Ward, Life: Death Ward, Void: Imbue With Spell Ability

5th— Fire: Fire Shield, Earth: Wall of Stone, Water: Ice Storm, Air: Control Winds, Storm: Ice Storm, Calm: Sanctuary, Mass, Evil: Dispel Good, Good: Dispel Evil, Chaos: Dispel Law, Law: Dispel Chaos, Death: Slay Living, Life: Disrupting Weapon, Void: Spell Resistance

6th— Fire: Fire Seeds, Earth: Stoneskin, Water: Cone of Cold, Air: Chain Lightning, Storm: Call Lightning Storm, Calm: Banishment, Evil: Create Undead, Good: Blade Barrier, Chaos: Animate Objects, Law: Hold Monster, Death: Create Undead, Life: Animate Objects, Void: Antimagic Field

7th— Fire: Fire Storm, Earth: Earthquake, Water: Acid Fog, Air: Control Weather, Storm: Control Weather, Calm: Word of Balance, Evil: Blasphemy, Good: Holy Word, Chaos: Word of Chaos, Law: Dictum, Death: Destruction, Life: Regenerate, Void: Spell Turning

8th— Fire: Incendiary Cloud, Earth: Iron Body, Water: Horrid Wilting, Air: Whirlwind, Storm: Whirlwind, Calm: Protection from Spells, Evil: Unholy Aura, Good: Holy Aura, Chaos: Cloak of Chaos, Law: Shield of Law, Death: Create Undead, Greater, Life: Animate Plants, Void: Protection from Spells

9th— Fire: Elemental Swarm (Fire), Earth: Elemental Swarm (Earth), Water: Elemental Swarm (Water), Air: Elemental Swarm (Air), Storm: Storm of Vengeance, Calm: Weighed in the Balance, Evil: Summon Monster IX (Evil), Good: Summon Monster (Good), Chaos: Summon Monster (Chaotic), Law: Summon Monster (Law), Death: Wail of the Banshee, Life: Heal, Mass, Void: Mordenkainen’s Disjunction

Primordial Spells (Ex): Your spells are Cha based spells and they are extraordinary abilities unless you take the Spellbook Focus, then the spellbook spells are normal arcane spells. You also gain an epic spell if you can succeed on Spellcraft DC and your Lord takes cares of any XP cost. All spells take a your action except with metamagic feats.

Primal Ritual: You complete a ritual to contact your Lord and make a contract. The ritual includes 1 hour of time, 1 vial of your own your own blood, lose all other class levels, and use a spell scroll with one of the spells related to you Lord on the list above. You must use the vile of blood to write over the spell on the scroll in the middle of a casting circle and thinking of whatever the Primordial you are calling has dominion on. (i.e. If you are calling the Primordial of Fire you must only think of fire, Primordial of Evil think evil thoughts and so on and so forth.)

Primal Focus: You can chose a Primordial Focus that you Lord had sent you. You can pick from the Melee, Rangend, or Spellbook:

  • Spellbook: You gain access to arcane spells like a wizard, but you do not need to prepare. You have a number of spell slots equal to half your Cha Mod for each level of spell. Your Spellbook has unlimited pages that you never seem to find the end of. You cannot take spells related to the opposite Lord of your own (i.e. Fire ≠ Water, Earth ≠ Air, Storm ≠ Calm, Evil ≠ Good, Law ≠ Chaos Life ≠ Death, Void has no such restrictions).
  • Melee: You pick a melee weapon that you Lord bestows onto you with the following changes: +1 damage hit die, +1 crit range, and +1 crit multiplier.
  • Ranged: You pick a ranged weapon that you Lord bestows onto you with the following changes: +1 damage hit die, +30 increment range, and +1 crit multiplier.

Primordial Adept: You count as +5 caster levels for your Lord spells.

Primordial Companion: You gain the service of a monster sent by your Lord. Pick a elemental for Fire, Earth, Water, or Air or pick a monstrous beast for Storm, Law, Death, Life, and Void with a CR of half your Primordial Warrior LvL.

Primordial Feats I: You accomplish a goal that you Lord had set for you. Your Lord picks a challenge that you must complete before you gain more levels in this class. Gain the abilities from your Lord from the table below.

  • Fire: Challenge: Deal 40 Fire Damage in total. You prove to Ignferno that you wield fire with masterful grace, yet you have shown that you also are a force to be reckoned with, granting the ability he has named "Flaming Soul". You count as +1 caster level for fire spells, this ability stacks with all other bonuses to caster levels.
  • Earth: Challenge: Take 25 damage in one hit. You prove to Magno that you have the metal to survive even the toughest of attacks even though you may have not trained countless days to get to your current stage, granting you the ability he has named "Solid Build". You Lord bestows upon you a natural armor increase of +4 and +4 HP per Hit Die.
  • Water: Challenge: Have 3 creatures miss you with the spell Obscuring Mist. You prove to Aganua that you can swiftly get by in combat, granting you the ability of water to hit back hard. You gain Geyser, the ability to shot high pressure water from your hands dealing 2d8 Fire and 2d6 Non-Lethal damage in a 50ft line as an action, Reflex Save DC 10 + Primordial LvL to half.
  • Air: Challenge: Fall from a height of 50ft and survive. You have prove to Astrona that you are willing to do anything to try to touch the sky that you remind her of what she used to be like, granting you the ability called Will of The Wind. You can teleport upto 50ft away as long as there is air in the place you want to teleport to, you do not need to see where you are teleporting to, but instead "feel" where you are going by listening to the wind.
  • Storm: Challenge: Deal over 40 damage in total of Lightning damage to anyone. You have prove to Thunarda that you have earned the right of the Storm Armor, the powerful ability that has won Thunarda many fights in her past. Storm Armor is armor that is constantly around you, but is unseeable until it activates with the following stats: +3 AC, must have no other armor on, no max Dex bonus, and the ability to give you a 10% miss chance on incoming hits.
  • Calm: Challenge: Succeed on a Diplomacy check by 5. You have proven to Tranquilla that you have a knack of calming people down in tough situations, granting you the ability to calm people down in an area around you. You gain Peaceful Aura, the ability to project peacefulness around you in a 30ft radius centered on you, this ability grants a +10 to Diplomacy and anyone in the area cannot attack anyone directly.
  • Good: Challenge: Kill 5 Evil aligned creatures. You have proven to Pandora that you will do what is right for the purpose of Good, granting you more power to strike down evil creatures. You gain Evil's Bane, an amulet that grants the wearer a +10 bonus to attack any evil aligned creature and deals extra smite damage of a d6 per level in Primordial Warrior of Divine damage.
  • Evil: Challenge: Kill 5 Good aligned creatures. You have proven to Lucifer that you can kill anyone who tries to restore good into the world, granting you the ability to kill them with more ease. You gain Sinful Repose, a cloak that can put any Goog aligned creature in a 30ft radius of the wear to sleep on a successful DC 10 + Primordial LvL + Cha Mod Fort Save.
  • Chaos: Challenge: Succeed on a Diplomacy check to sabotage any form of peace or to start a riot/fight in a city. Pandamonium has seen how well you cause a ruckus without the help of magic or others, but by the power of your words, granting you the power to cause mayhem. You gain Vicium Mehemii, the ability to sow chaos into anyone you talk to. You can implant the seed of chaos by succeeding on a Diplomacy Check and cause the person to cause chaos and destruction, also granting the ability to pass detection magic to determine alignment, magic, or other detections that involve chaos.
  • Law: Challenge: Succeed on a Diplomacy check by 5. You prove to Ordiano that you can pick the peaceful ways out of a situation, granting you the use of Ordinance an item from when Ordiano was once the Judge of the Planes, but now has relinquished that title to keep Law in the worlds. Ordinance is the cloak of Ordiano that give the wearer a +10 to Diplomacy checks and just seems as a normal cloak to all but other warriors and Lords.
  • Death: Challenge: Kill 10 monsters (Must give fatal blow). You prove to Necromata that you have the ability to end the life of those that threaten you and grants you the right of the Touch of Death, the ability that Necromata has used to kill every soul that has ever died in the multiverse. Touch of Death is a touch attack that kills the target unless they succeed on a DC 10 + Cha Mod + Primordial LvL Fort Save or take 4d8 negative energy damage on a success.
  • Life: Challenge: Heal or stabilize 10 people. You have proven to Aegris that you have what it takes to be a healer, granting you access to the Pool of Aegris, a pool of Health that Aegris founded after he lost his closest of allies and friends in the wars forget to time. The Pool of Aegris is a healing reserve that you gain access that has a reserve of Cha Score * Primordial LvL.
  • Void: Challenge: Identify 5 Magical or Enchanted items. You have proven to Antima that you have the knack for magical detection, and she doesn't want you to be found granting you access to Void Aura, the ability she crafted to avoid detection as she worked in the shadows of the world. Void Aura reads you as having no magical power from any detection spells and you become immune to scrying.

Primordial Element: You gain a resistance equal to your LvL in the Primordial Warrior class based on which Lord you chose. You gain a weakness to the opposite Lord of your Primordial Lord. (Fire = Water, Earth = Air, Life = Death, Calm = Storm, Evil = Good, Law = Chaos, Void has no such weakness.)

  • Fire: Fire
  • Earth: Bludgeoning
  • Water: Slashing
  • Air: Sonic
  • Storm: Lightning
  • Calm: Non-Lethal
  • Good: Divine
  • Evil: Vile
  • Chaos: Chaotic
  • Law: Lawful
  • Death: Negative
  • Life: Positive
  • Void: Non-Magical

Primordial Change I: Your body starts to take on more of your Lords powers, and changes your anatomy with it. You gain a +5 to Cha and to either Str or Dex. You also gain the Elemental type with the subtype of your lord (Storm is Chaotic, Calm is Lawful and Void is a Native Outsider that does not need to breath).

  • Fire: As you become more like your Lord, you gain the powers that he was granted for their position. Your body feels hot to the touch granting the ability that Ignferno has dubbed "Fire Skin". When someone makes a success full melee attack or grapple attack, they take 2d6 fire damage from your skin which boils from your internal flame.
  • Earth: As you become more like your Lord, you gain the powers that he was granted for their position. Your body starts to harden like stone granting the power that Magno has honed his entire life called "Jagged Skin". Your limbs now have a hardness rating of 25 and HP equal to your own.
  • Water: As you become more like your Lord, you gain the powers that he was granted for their position. Your body has taken the abilities of water similar to the ability that Aganua has named "Untouchable". You gain a miss chance of 10% for any attack that is not classified by the Fire type or deals Fire damage.
  • Air: As you become more like your Lord, you gain the powers that he was granted for their position. Your body gain the ability to become one with the wind like that of Astrona herself, granting the ability that Astrona promantly named "Wind Walker". You can become incorporeal for a number of rounds per day equal to your Primordial Warrior LvL.
  • Storm: As you become more like your Lord, you gain the powers that he was granted for their position. You have the essence of storm inside of you, granting the ability that Thunarda named because of its destructive tendency named "Hurricane". Whenever someone makes a successful melee attack against you, your inner lightning comes out and deals 2d8 Lightning damage, this ability can be used a number of times per day equal to your Cha Mod.
  • Calm: As you become more like your Lord, you gain the powers that he was granted for their position. You have show that you possess the powers of tranquility and meditation, granting you the ability Tranquilla has named "Inner Peace". You have a +5 to Will Saves and you have the ability to calm others out of a rage similar to that of a Barbarian's rage ability.
  • Good: As you become more like your Lord, you gain the powers that he was granted for their position. You have shown great resolve in the faces of evil and have been granted the ability that Pandora has named "Box of Hope". You have a +5 against all evil for Saves, Attacks, or Skills and you gain the ability to use Detect Evil on any creature at will.
  • Evil: As you become more like your Lord, you gain the powers that he was granted for their position. You have shown that you can be a source of pure evil that could potentially fuel the depths of the Abyss and the 9 levels of Hell, granting you the ability Lucifer has named "Fallen Angel". You gain a fly speed of twice your base land speed and can cast Detect Good at will.
  • Chaos: As you become more like your Lord, you gain the powers that he was granted for their position. You have shown great promise to Pandamonium and how well you can tear apart the trust in people of the land, granting you the ability that Pandamonium has named "Tartarus". You can call forth demons of CR equal to half your ECL and can send one person per day to spend 24 hours in the Abyss. The number of demons summoned is equal to 1d4 + Cha Mod.
  • Law: As you become more like your Lord, you gain the powers that he was granted for their position. Ordiano was granted the ability to protect himself from any and all evil in the universe. Your body is the perfect balance of all things good. You are under the effects of Protection from Evil for a number of rounds per day equal to your Cha Mod.
  • Death: As you become more like your Lord, you gain the powers that he was granted for their position. Your body has the peculiar ability to see when the death of someone is close, granting the ability Necromata has named "Soul Slayer". You are constantly under the affects of the Deathwatch spell.
  • Life: As you become more like your Lord, you gain the powers that he was granted for their position. Your body has the amazing ability to want to live and shown that it has the resolve, gratning the ability Aegris named "Life Untouched". You gain a fast healing of half your Primordial Warrior LvL.
  • Void: As you become more like your Lord, you gain the powers that he was granted for their position. You gain one of the World Wonders: The Eyes of the Void because you have shown to Antima that she can trust you to serve her well that will start to turn into the ability she named "Nihil Aeternum". Your eyes are completely colorless and black, like staring into nothingness and you gain a Blindsight of your Primordial Warrior LvL * 10ft.

Primordial Feats II: You accomplish a goal that you Lord had set for you. Your Lord decides a challenge that you must complete before you gain more levels in this class. You may gain more levels in this class, but you don't get any abilities, hit die, or saves until you complete the challenge. These abilities stack with the previous Primordial Feats. Gain the abilities from your Lord from the table below.

  • Fire: Challenge: Deal 120 Fire damage. You have proven how destructive you are to Ignferno in the ways of burning everything, grating you more fire power by giving you the ability he has named "Flaming Soul" improves. Flaming Soul gives you the following flaming capabilities to further watch the world burn: considered +2 additional caster levels for you Primordial Spells and deal an additional 2d8 fire damage on all attacks.
  • Earth: Challenge: Take 80 damage in 1 combat. You have proven your defensive capability in combat to Magno and he has granted you with more power, granting you the improved version of Solid Build. Solid Build increases from the following stats: gain another +4 to your natural armor +8 HP per Hit Die.
  • Water: Challenge: Deal 50 Fire damage from Geyser in 1 combat. You have proven how well you can handle Geyser and how you can deal a lot more damage if you added more power, Aganua has agreed that more power brings more water as well, eventually to the point where the entire world would be flooded. Geyser now deals 4d8 Fire and 4d6 Non-Lethal damage in a 100ft line Reflex Save DC 10 + Primordial LvL + Cha Mod for half.
  • Air: Challenge: Travel 1 mile using only your Will of the Wind ability in total (Does not have to be at one time). You have proven yourself to Astrona that you find comfort in the wind that she guides and how you use it to improve your chances to win in a fight, improving your Will of the Wind ability. Your Will of the Wind ability increases in the distance by 50ft and can use the ability as a bonus action.
  • Storm: Challenge: Have 3 enemies miss you because of Storm Armor. Thunarda sees that you rely and use Storm Armor to the fullest of its power in a fight and how far you have to go to actually master Storm Armor, granting the next step for you to fully master Storm Armor. Storm Armor now is a +5 AC instead of +3 and has a chance to blind an attacker for 1 round on a failed Fort Save DC 10 + Primordial LvL + Cha Mod.
  • Calm: Challenge: Use Peaceful Aura to help two opposing factions come to an agreement on a matter. Tranquilla has seen that you are her onvoy of peace that is wondering the world to help the people finally achieve world peace, but some people will not surrender of come to terms until there is unconditional surrender or bloodshed, so Tranquilla bestows upon you "Veil of Bloodshed". Veil of Bloodshed hides your entire face behind a light piece of cloth that gives you a +10 to damage and attack for anyone that is preventing some kind of peaceful agreement and the veil also lets the wearer be considered hiden for sneak attacks.
  • Good: Challenge: Deal 50 Divine damage in total. Pandora has seen how you wield your power with mastery and how you will vanquish any evil power that tries to overthrow the balance of the world and any evil that tries to kill the innocent, granting you another of her mystical items named "Ring of Hope". The Ring of Hope gives the wearer a +5 Morale bonus to all rolls and stats and prevents any form of Mind-affecting spells or powers lower than 4th level.
  • Evil: Challenge: Put 5 creatures to sleep with Sinful Repose. Lucifer has seen that you set people asleep without killing or harming them is a worthless trait and wants you to kill them once they are asleep to bring forth more evil into the world, granting you the "Dagger of Seven Sins". The Dagger of Seven Sins is a +5 medium dagger that that deals 2d4 + Dex Slashing damage Crits: 19-20/x3 and has a range of 5ft. The dagger has seven special abilities, of which you only have access to Sloth and Envy. Sloth inflicts the target with a base speed of 5ft for 2d6 rounds and they must make a Will Save DC 10 + Primordial LvL + Cha Mod to take an action for every round and lose their reaction. Envy inflicts the person with the urge to attack someone that you designate for 2d4 rounds on a failed DC 10 + Primordial LvL + Cha Mod Will Save. You also gain a Sneak Attack bonus damage equal to half your level rounded down.
  • Chaos: Challenge: Use Vicium Mehemii to cause mass riots any mass crime. Pandamonium has seen how you can make entire cities fall by starting a simple rumor and wants you to cause more pain for Ordiano than to actually kill people, granting you the the "Eyes of Corruption". The Eyes of Corruption puts anyone that looks into your eyes under the effects of the spell Geas, Lesser if they fail a Will Save DC 10 + Cha Mod + Primordial LvL. You can use this ability as an action in combat and have to specifically look someone in their eyes to use this ability.
  • Law: Challenge: Try to Diplomacy a group of outlaws, bandits, or enemies, if failed you must bring justice to them by either killing them or turning them into the authorities. Ordiano has seen that you try to reason with those who seem insane and has given you a gift to help you. You gain an enchanted amulet that only you can wear and activate. The amulet gives you a +6 Cha and gives a Diplomacy bonus of +5. The amulet also can defend you from any damage once per combat no larger than twice your Primordial LvL, any extra over that number you take as normal damage.
  • Death: Challenge: Kill 5 people with Touch of Death. Necromata has seen how deadly you can be if you try, and she wants to make you even more deadly by granting your Touch of Death more venom for its bite. Touch of Death's DC increases by 5 and on a successful save the target takes 6d8 negative damage.
  • Life: Challenge: Heal a total of 200 HP from Pool of Aegris. Aegris has seen how well you synergize with the healing abilities he has granted you, boosting their power by granting a larger access to his pool of healing. Your Pool of Aegris is now doubled for how much HP you can heal from it.
  • Void: Challenge: Dispel 5 spells. Antima has seen that you send magic to the void and what that has done for her, granting you the ability to send magic to power her more called Void Dispelling. As a reaction, you may use Void Dispelling to send 1 incoming spell of 4th level or lower to the void completely rendering it useless and wasting the caster's spell slot, this is usable once per combat.

Augmented Companion: You can use the Augment Familiar on your companion 1 per day. The augmentation can be to let your companion to have more power in stats or higher magical power.

Primordial Resistance Increase: Your Lord's resistance now increases to LvL * Cha Mod for your resistance. You also only take 25% more damage from your weakness rather than the original 50% more.

Primordial Plane: You can go to the home plane of your Lord from anywhere as a standard action. If your Lord is Antima of the Void, you go to the Void; the nothingness between each plane where nothing but creatures of the Void can survive. Anyone that is not of the Void or Antima's Warrior will die of starvation, suffocation, freezing, burning, and all other forms of damage. Creatures of the Void are beings that cannot touch anything or else that object will disappear into the void of nothingness, the emptiness of the of all the planes where some may go, but never return.

Primordial Overflow: You are overflowing with primordial energy and some of that power affects you without you knowing. You are constantly under the affects of the following spells based off your Lord.

  • Earth: Fist of Stone
  • Calm: Clarity of Mind

Primordial Change II: You have reached the second stage of transforming into a Primordial Lord. You gain a +10 to Cha and to either Str or Dex. You also have the appearance of an elemental of your type now.

  • Fire: Your granted ability from Ignferno increases in power as you become more like the Primordial Lords themselves. Ignferno named the ability "Fire Skin" because some days his skin literally catches fire and not even the waters of Poseidon can put them out. Your Fire Skin damage increases to 4d6 from 2d6.
  • Earth: Your granted ability from Magno increases in power as you become more like the Primordial Lords themselves. Magno named this ability "Jagged Skin" because his flesh became so sharp, that he cut the air in half. Anyone who grapples you, makes a touch attack, or you charge takes an additional 2d8 Slashing and 1d8 Piercing damage from you skin.
  • Water: Your granted ability from Aganua increases in power as you become more like the Primordial Lords themselves. Aganus named the ability "Untouchable" because she cannot be hit by any Non-AOE attacks. Your miss chance increases to 25% and Piercing and Bludgeoning damage does half damage to you.
  • Air: Your granted ability from Astrona increases in power as you become more like the Primordial Lords themselves. Astrona named the ability "Wind Walker" because she becomes one with the wind and gains full control over the air in the planes. When incorporeal you can use the spell Control Winds as a bonus action.
  • Storm: Your granted ability from Thunarda increases in power as you become more like the Primordial Lords themselves. Thunarda named the ability "Hurricane" because when she is ever hit, entire cities and countries are destroyed from one storm she releases. When you are hit, you deal 4d8 Lightning damage now and can be used twice as many times as before.
  • Calm: Your granted ability from Tranquilla increases in power as you become more like the Primordial Lords themselves. Tranquilla named the ability "Inner Peace" because she is known for calming down even the angeriest of creatures. You can now use Inner Peace to put a number of people equal to your Primordial LvL into a peaceful daze were they no longer feel rage, anger, or any other emotion except for peace and calmness. In battle this ability is like a stun effect and uses an action to do so with someone in 30ft of the Warrior.
  • Good: Your granted ability from Pandora increases in power as you become more like the Primordial Lords themselves. Pandora named the ability "Box of Hope" because she has been through countless endeavors that she has come out of because she never lost hope. Box of Hope can now give you a +5 competence bonus once you set a goal for yourself, and only one goal can be active at a time, but different tasks may be an extension of the main goal. If you fail the goal or give up on it, you must spend a long rest to perform a ritual to erase that goal for the list that Pandora has about what to give you a bonus to. You also now can extend this ability to others equal to your level in this class.
  • Evil: Your granted ability from Lucifer increases in power as you become more like the Primordial Lords themselves. Lucifer named this ability "Fallen Angel" because he once was good, but he was cast down from the heavens and was sent to the 9 Levels of Hell. You gain a bonus against any Divine or Granted Divine abilities creature equal to your ECL and you can cause 1d4 devils of CR equal to or lower than your ECL to be summoned once per combat.
  • Chaos: Your granted ability from Pandamonium increases in power as you become more like the Primordial Lords themselves. Pandamonium named this ability "Tartrus" because he releases the demons of the Abyss onto unsuspecting citizens of the plane and crushes all their hope and conquering all by destruction. You can now summon 2d4 + Cha Mod demons and they can be a CR equal to or below your ECL.
  • Law: Your granted ability from Ordiano increases in power as you become more like the Primordial Lords themselves. Ordiano named the ability "Eternal Law" because she can extend her aura to protect entire planes from Chaotic creatures. You can extend you Eternal Law to a 30ft radius centered on you.
  • Death: Your granted ability from Necromata increases in power as you become more like the Primordial Lords themselves. Necromata named the ability "Soul Slayer" because she can see souls and use them to her benefit. When a creature dies, they release their soul and you can use an action to take that soul into your Primordial Focus, expanding the soul to deal an extra 1d8 damage on the next attack.
  • Life: Your granted ability from Aegris increases in power as you become more like the Primordial Lords themselves. Aegris named the ability "Life Untouched" because she can create a new soul by thinking of the idea and heal them by think of them. You can now extend your fast healing to a number of others equal to your Cha Mod.
  • Void: Your granted ability from Antima increases in power as you become more like the Primordial Lords themselves. Antima named the ability "Nihil Aeternum" because she can erase any matter from existence and not even the gods can bring back the object or person. When using Nihil Aeternum, you can either erase a number of cubic inches equal to you Primordial LvL or cause immense fear into others by looking into your eyes by the fear affect, except there is no save.

Primordial Feats III: You accomplish a goal that you Lord had set for you. Your Lord picks a challenge that you must complete before you gain more levels in this class. Gain the abilities from your Lord from the table below.

  • Fire: Challenge: Deal 200 Fire damage in one combat. You have become so destructive, not even Fire Elementals can keep pace with you on your fiery trail, granting you more power into your Flaming Soul. You get an additional +3 to you caster level on your Lord spells and deal an extra 4d8 Fire damage on any attack.
  • Earth: Challenge: Take 150 damage in 1 combat. You have proven that you are the toughest and most durable object in all of the planes and you have proved that to Magno genting you more power for you Solid Build. Your Solid Build increases by an additional +8 to AC and an additional 16 HP per Hit Die.
  • Water: Challenge: Deal 100 Fire damage from Geyser. You skills with water and becoming one with it make you complete with some of the best Water Elementals, and Aganua has taken notice. Geyser now deals 10d8 Fire and 5d8 Non-Lethal damage and you can create a Geyser within 30ft of you that affects an 15ft area from the center dealing damage per round.
  • Air: Challenge: Travel through 75ft of any solid material with less than 5ft remaining on your Will of the Wind ability while escaping from any life or death situation. Astrona and the other Air Elementals are impressed with the risks you are willing to pull while using Will of the Wind, granting you faster travel and further adventures. Your Will of the Wind now allows you to travel another 100ft and you can teleport into objects as long as you are 1ft away from the closest exit from the object without taking damage.
  • Storm: Challenge: Blind 5 enemies in combat. You have proven to Thunarda and the other Chaotic types that you can inflict pain on others, granting you more power to your Storm Armor to master another stage with it. Your Storm Armor has a AC bonus of +8 and now has a chance to deafen someone who hits you with a melee attack DC equal to the same as the one to blind someone.
  • Calm: Challenge: Deal 100 damage from Veil of Bloodshed. You have proven to Tranquilla that you will do anything if the end result is peace, and she is ok with that to an extent, giving you the "Ring of Blood". The Ring of Blood counts how many people you have killed for the purpose of Peace and for no reason at all, it gives you penalties if you have more deaths for no reason or it gives benefits for deaths with reasons towards peace. You get a bonus to all your stats equal to 1/10th the difference between the Good and Bad, you get minuses if the bad out way the good and vise versa.
  • Good: Challenge: Nothing. Pandora has seen that you have been giving your life to her and that you have been using your items for the for the greater good and how you could further your power, granting you more power with your items. Ring of Hope now has a +10 Morale bonus and you cannot be affected by Mind-affecting spells of 7th or lower and Evil's Bane now deals an extra d12 per LvL.
  • Evil: Challenge: Affect 5 people with Sloth and another 5 with Envy. Lucifer has seen what skill you have with infecting people with only 2 of the seven sins and how well you could be if you had access to more of the sins abilities, granting the access to Gluttony and Lust. The Gluttony ability inflicts the target with the never ending need to either spend their action eating something on them or themselves or they instead want to not part with any of their weapons meaning they cannot attack or drop an item for 2d4 rounds on a failed Will Save equal to the other Sins. Lust causes the target to be under your control for 2d4 rounds on a failed Will Save.
  • Chaos: Challenge: Corrupt 10 people with Eyes of Corruption. Pandamonium has seen how well you can compel others to do your bidding and bring bedlam where ever you go, granting you the power of an even more powerful Eyes of Corruption. Your Eyes of Corruption now are like the spell Geas/Quest instead of Geas, Lesser and you can see into their mind allowing you to see one secret of your choice.
  • Law: Challenge: Defend from a total of 80 damage with your amulet. Ordiano and the other Lawful creatures are impressed that you have been able to come to a conclusion with all over your conflicts, granting you more power over law. You gain an additional +4 to Diplomacy and get The Book of Law, an item that only lawful subtype creatures can wield and gives you the ability to judge any Chaotic subtype creature. Any chaotic subtype creature that you judge by hitting a successful touch attack gets sent back to the Plane of Chaos, can only be used once per combat.
  • Death: Challenge: Kill 10 people with Touch of Death. Necromata and other Negative subtype creatures enjoy how much you give them more souls and tip the balance into the plane of death. Your death attack increases the DC by an additional 5 and deals 8d8 Negative damage on a successful save.
  • Life: Challenge: Heal a total of 500 HP for both yourself and others. Aegris enjoys the point that you make to heal others and help them, granting you more power with his ability to help further you goals of healing. Your Pool of Aegris is multiplied by 5 for the total amount you can heal per day.
  • Void: Challenge: Use Void Dispelling to get rid of 5 different spells. Antima wants you to get more powerful spells to power her domain to collect more power to win over the other Primordial Lords. You can use Void Dispelling to get rid of spells of 7th level or lower and can be used a number of times in combat equal to half your Primordial LvL.

Companion Shifter: Your companion can now change into any normal or common house pet that anyone might keep and they change their size as well to completely fool even the greatest sorcerers or wizards of all the planes.

Primordial Aging: You no longer age, and you lose all of the age penalties that you had on any of your stats. As a Primordial Lord, they live for eternity and do not even bat an eye at a millennium passing.

Primordial Immunity: You become immune to your Lords element and remove your weakness of whatever you had for the opposite Lord on the list above.

Primordial Change III: You are almost to the final stages of becoming one with your Primordial Lord and this is the change that proves it. You gain another +10 to Cha and either Str or Dex. You now look like a failed lab experiment to fuse an elemental and whatever your original race was.

  • Fire: Your granted ability from Ignferno increases in power as you almost become a Primordial Lords yourself. Ignferno increases you Fire Skin ability to deal 6d8 from 4d6 Fire damage and any flammable object that is not being worn or carried is light a blaze when it comes within 5ft of you and will not go out even if there is no fuel anymore until it gets 5ft away from you.
  • Earth: Your granted ability from Magno increases in power as you become more like the Primordial Lords themselves. Jagged Skin now deals 4d8 Slashing and 2d8 Piercing and you take 25% less damage from falling.
  • Water: Your granted ability from Aganua increases in power as you almost become a Primordial Lords yourself. Untouchable now increases your miss chance to 40% and you can turn you body into pure water as a reaction once per combat taking no damage from the attack but taking double from any fire damage.
  • Air: Your granted ability from Astrona increases in power as you almost become a Primordial Lords yourself. Wind Walker allows you to use Control Winds as a free action and Control Weather as an action. You also have a natural miss chance of 20%.
  • Storm: Your granted ability from Thunarda increases in power as you almost become a Primordial Lords yourself. Hurricane can be used an unlimited time in combat dealing 8d8 Lightning damage and causes winds to pick up and give you a +3 AC and anyone trying to hit you a -3 to hit.
  • Calm: Your granted ability from Tranquilla increases in power as you almost become a Primordial Lords yourself. Inner Peace has increased the power of tranquility that the effect brings to your surroundings. Inner Peace now expands to a 60ft radius centered around you and grants a no one can attack at all or do anything inadvertently attack someone else.
  • Good: Your granted ability from Pandora increases in power as you almost become a Primordial Lords yourself. Box of Hope has increased in power by almost reaching its final stage of its power. Box of Hope now gives a +10 to whatever goal you set for yourself to achieve and any goal you make after.
  • Evil: Your granted ability from Astrona increases in power as you almost become a Primordial Lords yourself. Lucifer has shown what power you can wield when using Fallen Angel properly. Fallen Angel now gives a fly speed of x3 your base land speed and gives an extra d10 per HD Vile damage on all attacks usable a number if times in combat equal to your level in this class.
  • Chaos: Your granted ability from Astrona increases in power as you almost become a Primordial Lords yourself. Tartarus can now bring forth more demonic power and bring destruction upon the world as you bring the armies if the Abyss to this plane. You can summon 3d6 + Cha Mod demons from the Abyss and can be of CR equal to or less than double your ECL.
  • Law: Your granted ability from Ordiano increases in power as you almost become a Primordial Lords yourself. Eternal Law now deals 3d6 Lawful damage to any Chaotic creature in the range which increased to 40ft around you that is constantly on.
  • Death: Your granted ability from Necromata increases in power as you almost become a Primordial Lords yourself. Soul Slayer now lets you deal an extra 4d8 Negative damage on your next attack and you can expand a use to give you a +3 on any of your next skill, to hit, or Saving Throws.
  • Life: Your granted ability from Aegris increases in power as you almost become a Primordial Lords yourself. Life Untouched now gives you a fast healing equal to your Primordial LvL and can heal any poison or disease.
  • Void: Your granted ability from Antima increases in power as you almost become a Primordial Lords yourself. Nihil Aeternum now can cast Deeper Darkness centered on you that only you can see through and you can erase anything you touch unless the object can succeed on a DC 10 + Primordial LvL + Cha Mod Fort Save or be erased and only a be restored by either Restoration, Greater, Miracle, or Wish.

Primordial Feats IV: Your Lord has seen that you have reached the point to give you their penultimate challenge. You accomplish a goal that you Lord had set for you. Your Lord picks a challenge that you must complete before you gain more levels in this class. Gain the abilities from your Lord from the table below.

  • Fire: Challenge: Deal 400 Fire damage in 1 combat. Ignferno has seen how hot the fire you wield has gotten, granting you the ability to reach further into the eternal flame, granting you a power boost to Flaming Soul. You are considered an additional +5 to caster level for all fire spells and deal an extra 10d8 Fire damage on all attacks, including this extra damage on spells.
  • Earth: Challenge: Take 300 damage in 1 combat. Magno has seen that you have been able to deal damage and take damage while fighting and that those who hurt you, never come out alive, granting more power to your Solid Build. Gain an additional +8 to natural armor and gain an additional 16 HP per Hit Die.
  • Water: Challenge: Deal 200 Fire damage from Geyser. Aganua has seen your ability to wield Geyser and burn your enemies to ashes after boiling them for the rest of their lives, granting you more power to your Geyser. Geyser deals 15d8 Fire and 10d8 Non-Lethal damage and has a range of your Primordial LvL * Cha Mod ft.
  • Air: Challenge: Travel 1,000ft into the air by using Will of the Wind. Astrona has been impressed of the reaches that you will go to fly and to reach your goals, granting you more power into Will of the Wind. Increase the distance of Will of the Wind by 400ft and you can use this ability as a reaction once per combat.
  • Storm: Challenge: Deafen 10 people in combat. Thunarda has seen the way that you weaken others in combat to benefit yourself, granting you a more powerful Storm Armor. Storm Armor now has an AC bonus of +12 and creates clouds around a number of enemies equal to your Cha Mod that gives the enemy a -10 to all visual checks including Spot, Search, Melee Attacks, Ranged Attacks, or Grapple Checks.
  • Calm: Challenge: Have a +10 bonus from Ring of Blood. Tranquilla has seen that you prioritize peace over your own morals, granting you the ability named "Tranquil Rain". Tranquil Rain allows you to change the weather into a downpour that prevents all conflict within 1 mile of you once you start the storm. You can do this a number of times a day equal to your level in this class.
  • Good: Challenge: Deal 1,300 Divine damage. Pandora is impressed that you have had enough patience that you are gifted the power that Pandora in her ability known as "Pandora's Staff". Pandora's Staff deals a d12 per half your total HD Divine damage and can capture a number of creatures equal to your level and Ring of Hope now gives a +15 Morale bonus to all rolls.
  • Evil: Challenge: Effect 10 people with Gluttony and another 10 with Lust. Lucifer has seen what you have done with the seven sins and how you will further bring more evil into the world by having access to 2 more of the sins, granting access to Greed and Pride. When struck with the dagger and inflicting the Greed sin, the target makes a Will Save or has to take any time they can for 2d4 rounds from anyone around them, except the wielder of this dagger. Pride inflicts the target with being Flat Footed and everyone has a +5 to hit that person on a failed Will Save.
  • Chaos: Challenge: Cause 10 people to commit horrific crimes with Eyes of Corruption (Mass Murder, Genocide, or Arseny to name a few). Pandamonium has seen that you have brought forth chaos and destruction into the world past petty crimes and thievery, granting you the "Cloak of Pandemonium". The Cloak of Pandemonium grants the wearer the ability to turn anyone he touches insane on a failed DC 10 + LvL + Cha Mod Will Save and gives the wearer a +5 to one stat of their choice.
  • Law: Challenge: Judge a total of 10 Chaotic creatures. Ordiano is pleased that you have been judging chaotic creatures that you come across, granting you the Gavel of Judgement. The Gavel of Judgement is a Warhammer that deals 5d8 Lawful damage to normal creatures and deals 10d8 Lawful damage to Chaotic creatures and the gavel has Bane (Chaotic).
  • Death: Challenge: Kill 20 people with Touch of Death. Necromata loves that you have been sending souls her way so she can gain more power, granting you more power to your Touch of Death. The DC of Touch of Death increases by 5 and deals 16d8 Negative damage and fatigues on a successful save.
  • Life: Challenge: Heal a total of 1,000 HP after gaining this level. Aegris is pleased that you have been using his gift to heal others and to make others feel better, granting you more power for your Pool of Aegris. You now have x5 as much reserve in Pool of Aegris and can spend 200 Points to heal any disease or poison.
  • Void: Challenge: Get rid of 10 7th Level spells with Void Dispelling. Antima has seen how you dispel spells of high level with ease and needs you to send more spell power into the void, granting you more power to your Void Dispelling. Void Dispelling can now get ride of 9th level or lower spells and can be used a number of times in combat equal to your Primordial LvL.

Greater Primordial Companion: You can get a companion that is of a CR equal to twice your Primordial LvL.

Primordial Change IV: You have reached the final stage to turn into one with your Primordial Lord. You become one with your Primordial Lord gaining the Primordial Lord (3.5e Template) template that relates to your Primordial Lord. You also gain a +10 to Cha and either Str or Dex.

  • Fire: Ignferno has accepted you as the new Primordial of Fire granting you the final stage of his ability. Your skin becomes so hot, no living matter can touch you. Your Fire Skin damage increases to 16d8 from 6d8 and any flammable object within 10ft of you combusts and the fire does not go out until it is out of the range of your Fire Skin.
  • Earth: Magno has accepted you as the new Primordial of Earth granting you the final stage of his ability. Your Jagged Skin has become so sharp that you can cut atoms by swinging your arm. Your Jagged Skin now deals 8d8 Slashing and 4d8 Piercing damage and you take 50% less damage from falling.
  • Water: Aganua has accepted you as the new Primordial of Water granting you the final stage of her ability. Untouchable has increased to the final stage preventing almost everything from coming close to touching you. Untouchable increases your miss chance to 60% and you can turn into water a number of times per combat equal to your Primordial LvL.
  • Air: Astrona has accepted you as the new Primordial of Air granting you the final stage of her ability. Wind Walker has ;et you become with the wind in the entire world and planes, giving you dominion over all the air in the world. You can now effect anywhere in the world with the Control Winds and Control Weather both as free actions.
  • Storm: Thunardaa has accepted you as the new Primordial of Storm granting you the final stage of her ability. Hurricane now fits the name that that Thunarda has given it, dealing more damage as you have gained more power. Hurricane now deals 16d8 Lightning damage and causes Hurricane class winds preventing anyone from hitting you with a ranged attack.
  • Calm: Tranquilla has seen that you have earned the right to become the new Primordial of Calmness, granting the final form of her ability Inner Peace. Inner Peace now can affect in an area of 120ft and people that you roll Diplomacy checks on now get a -5 to the DC and you also gain a +5.
  • Good: Pandora has seen that you have reached the point that you can now serve as the new Primordial of Good, granting the final power of Box of Hope. Box of Hope now gives you a +15 to rolls revolving around the goal you had set for yourself and you can have a number of goals at one time equal to your Cha Mod.
  • Evil: Lucifer has seen what kind of warrior you have become, and has decided that you have enough power and grit to become the next Primordial of Evil, granting the final form of his ability Fallen Angel. Fallen Angel now gives a fly speed of your base land speed per HD (Land Speed * Total HD) and uses d12's instead of a d10 for Vile Smite.
  • Chaos: Pandamonium has seen that you bring complete and utter chaos to whatever plane you are on, granting you the title of Primordial of Chaos and granting you a more powerful form of Tartrus. Tartrus can now summon anyone of the Demon Lords from the Abyss and can summon upto 100 demons from the Abyss while sending a number of people equal to your level to the lowest level of the Abyss.
  • Law: Ordiano has accepted you as the new Primordial of Law granting you the final stage of his ability. Eternal Law prevents anyone that is remotely Chaotic cannot harm anyone that you protect. Eternal Law now deals 10d8 Lawful damage per round that a Chaotic creature stays in it, banishes any Chaotic creature that takes over 150 Lawful damage from Eternal Law, and extends to 50ft centered on you.
  • Death: Necromata has accepted you as the new Primordial of Death granting you the final stage of her ability. Soul Slayer has reached the apex of death and of primordial power of death. Soul Slayer now deals an extra 8d8 Negative damage and bestows a Negative level and when you expand a soul to give bonuses you get a +5 to any roll. You can now expand multiple souls to give multiple bonuses and multiple extra damage.
  • Life: Aegris has accepted you as the new Primordial of Life granting you the final stage of his ability. Life Untouched has reached the apex healing capabilities and can even breathe life into the dead. Life Untouched now has a fast healing of twice your Primordial LvL and can revive any creature that has died while being under the effects of Life Untouched at 1 HP and loses Life Untouched until it is bestowed again upon them.
  • Void: Antima has accepted you as the new Primordial of Void granting you the final stage of her ability. Nihil Aeternum now can completely obliterate any matter in all of the planes, including the gods themselves fear the touch of the Primordial of Void. Nihil Aeternum now can obliterate there Primordial LvL in cubic feet of matter from all of existence that no spell or god except AO can bring back that matter and the DC to not be erased increases by 10.

Primordial Feats V: You accomplish a goal that you Lord had set for you as the ultimate challenge to prove that deserve the ability to become a Primordial Lord themselves. Your Lord picks a challenge that you must complete before you gain more levels in this class. Gain the abilities from your Lord from the table below. (Note: You MUST complete this challenge before gaining Primordial Chane IV.)

  • Fire: Challenge: Deal 1,500 Fire damage in 1 combat. You have proven that your fire burns hotter than the fire that fuels Ignferno's fire magic and that fuels all heat and light. You are considered an additional +5 caster level for all fire spells and deal an extra 20d8 fire damage on all attacks.
  • Earth: Challenge: Take 600 damage in any combat. You have proven that you are more durable and harder to hit than Magno himself, granting you the power of Magno with more armor and HP. Gain an additional +16 to natural armor and +32 HP per Hit Die.
  • Water: Challenge: Deal 400 Fire damage with Geyser. You have proven to Aganua that you have more mastery over Geyser that she has given you the final form of the attack. Geyser now deals 20d8 Fire and 15d8 Non-Lethal damage and multiply the range by 10.
  • Air: Challenge: Avoid 5 attacks in combat by using Will of the Wind. Astrona has seen your mastery of Will of the Wind that she has even accepted that you wield the power better than she does, granting you the final stage. Increase the distance of Will of the Wind by 1000ft and can be used in combat a number of times equal to your Primordial LvL.
  • Storm: Challenge: Blind 10 people using clouds. Thunarda has seen that you use the power of storms to change the outcome of battles to your favor and punishing anyone who challenges you with the force of the storms, granting the final form of Storm Armor. Storm Armor has a +18 AC bonus and casts Obscuring Mist around all of you and your allies while giving anyone attacking anyone under the affects of Obscuring Mist gets a -15 to hit.
  • Calm: Challenge: Use Tranquil Rain to stop an force that would cause war or any form of fighting to break out. Tranquilla has seen that you have been using your ability to keep the world in a balance and not tip the scales into destructive power. She bestows to you her final gift, granting you the "Cloak of Peace". The Cloak of Peace is a cloak that whoever the wearer is, anyone attacking them must make a DC 10 + LvL + Cha Mod to actually attack you and grants a +20 to Diplomacy checks.
  • Good: Challenge: Capture 10 Evil creatures within Pandora's Staff. Pandora has seen that you have grown into the perfect person to hold the title of Primordial of Good, granting you her last item "Pandora's Box". Pandora's Box looks like an ordinary container to all but to any Primordial Warrior, who sees it as a prison no one can ever escape from once put into the box. You can lock upto a number of any size creatures into the box equal to your ECL and they are considered dead while in the box, but are not actually dead but in suspended animation. If the creature fails a DC 20 + LvL + Cha Mod Will Save, they are put into the box and cannot escape unless released or the box is destroyed. Only you can release a creature from the box and the box has a hardness rating of 50 and HP equal to your own multiplied by 10.
  • Evil: Challenge: Effect 10 people with Greed and another 10 with Pride. Lucifer has seen that you have now reached the peak of what you can do with your dagger and gives the final sin that he has to offer Wrath. Inflicting Wrath causes the target to go berserk and go into a Barbarian Rage and attacking anyone who is close to him except for you or whoever has the dagger and the DC for all of the sins increases to DC 20 + LvL + Cha Mod Will Save.
  • Chaos: Challenge: Turn 10 people insane with Cloak of Pandemonium. Pandamonium has seen that you bring chaos and destruction to any plane, city, or realm that you set foot in and he wants to bring those powers to the utmost power, granting Cloak of Pandemonium and Scale of Chaos. Cloak of Pandemonium now makes people go into a murderous rage that makes them kill anyone that they see and the Cloak of Pandemonium gives you a +5 to 5 stats and +10 to one stat. The Scale of Chaos can turn any Lawful creature into a Chaotic aligned creature and keeping the other alignment point for the creature.
  • Law: Challenge: Deal 100 Lawful damage with Gavel of Judgement. Ordiano has seen how you have balanced the scales between Law and Chaos, proven that you were more effective judge than Ordiano himself. Ordiano has bestowed his final item upon you, the Scale of Law. The Scale of Law is half of The Scales of Balance, a scale that has been split into the Scale of Law and Scale of Chaos. The Scale of Law grants the user the ability to change any Chaotic creatures alignment to Lawful Good, Neutral, or Evil and can kill on Chaotic creature on a failed Will Save DC 20 + LvL + Cha Mod once per day.
  • Death: Challenge: Kill 50 people with Touch of Death. Necromata has seen how many people you have killed and decides to give you the final form of Touch of Death. Touch of Death now increases the DC by 10 and on a successful save, the target takes 32d8 Negative damage, gives a level of exhaustion, and gives 1 negative level
  • Life: Challenge: Heal others for 3,000 HP in total. Aegris has seen that you have spent most of your power to heal others rather than yourself, granting you more power for putting others before yourself. Your Pool of Aegris now has x10 as much of reserves and can expand 1,000 HP to bring someone back to life at 1 HP.
  • Void: Challenge: Use Void Dispelling to get rid of 10 9th level spells. Antima has seen that you have put so much work into helping the Void in growing in power, granting you more power that you are now the Primordial of Void. Void Dispelling can now dispel any level of spell and can send any ranged attack to the Void which can be used a number of times in combat equal to your Primordial LvL.

Ex-Primordial Warriors[edit]

If you disobey your Lord, you lose all of the abilities in this class and can no longer gain levels in this class. You can, however, become a warrior of the opposing Lord from your own.

Epic Primordial Warrior[edit]

Table: The Epic Primordial Warrior

Hit Die: d10

Level Special Highest Lord Spell At Will
21st Primordial Feats VI 6
22nd 6
23rd Primordial Feats VII 6
24th 7
25th Primordial Feats VIII 7
26th Epic Primordial Companion 7
27th Primordial Feats IX 7
28th 8
29th Primordial Feats X 8
30th Primordial Change V 8
31st Primordial Feats XI 8
32nd 8
33rd Primordial Feats XII 8
34th 8
35th Primordial Feats XIII 8
36th 8
37th Primordial Feats XIV 8
38th 8
39th Primordial Feats XV 8
40th 8
41st Primordial Feats XVI 8
42nd 8
43rd Primordial Feats XVII 8
44th 8
45th Primordial Feats XVIII 8
46th 8
47th Primordial Feats XIX 8
48th 8
49th Primordial Feats XX 8
50th 8
51st Primordial Feats XXI 8
52nd 8
53rd Primordial Feats XXII 8
54th 8
55th Primordial Feats XXIII 8
56th 8
57th Primordial Feats XXIV 8
58th 8
59th Primordial Feats XXV 8
60th 8
61st Primordial Feats XXVI 8
62nd 8
63rd Primordial Feats XXVII 8
64th 8
65th Primordial Feats XXVIII 8
66th 8
67th Primordial Feats XXIX 8
68th 8
69th Primordial Feats XXX 8
70th 8
71st Primordial Feats XXXI 8
72nd 8
73rd Primordial Feats XXXII 8
74th 8
75th Primordial Feats XXXIII 8
76th 8
77th Primordial Feats XXXIV 8
78th 8
79th Primordial Feats XXXV 8
80th 8
81st Primordial Feats XXXVI 8
82nd 8
83rd Primordial Feats XXXVII 8
84th 8
85th Primordial Feats XXXVIII 8
86th 8
87th Primordial Feats XXXIX 8
88th 8
89th Primordial Feats XL 8
90th 8
91st Primordial Feats XLI 8
92nd 8
93rd Primordial Feats XLII 8
94th 8
95th Primordial Feats XLIII 8
96th 8
97th Primordial Feats XLIV 8
98th 8
99th Primordial Feats XLV 8
100th 8
101st Primordial Feats XLVI 8
102nd 8
103rd Primordial Feats XLVII 8
104th 8
105th Primordial Feats XLVIII 8
106th 8
107th Primordial Feats XLIX 8
108th 8
109th Primordial Feats L 8
110th Primordial Change X 8

4 + Int modifier skill points per level.

Primordial Feats VI: You have proven to the Primordial Forces that control the entire world that you can rise among the ranks of the old Primordials themselves. You complete a challenge that these "Forces" have issued to you to rise the power of the older Primordials named "Ancient Primordials" that run the world from the shadows and do not medal with human affairs. Ancient Primordial Lords have lost their name to time after trillions of supereons have past.

  • Fire: Challenge: Deal 3,000 Fire damage in combat. The Ancient Primordial of Fire has seen that you have the power to out burn the Primordial Fire that helped start life itself, granting you more power to your Flaming Soul ability. Flaming Soul gives you an additional +5 caster levels for any fire spell and an additional 25d8 to all attacks.
  • Earth: Challenge: Take 1,200 damage in combat. The Ancient Primordial of Earth has seen the power you wield and knows that you could become as tough as the Primordial Earth that forged all lands and masses of earthly origin, granting more power to your Solid Build. Solid Build now gives an additional +32 AC and +64 HP per Hit Die.
  • Water: Challenge: Deal 800 Fire damage with Geyser. The Ancient Primordial of Water has seen the skill that you have gained and trained with Geyser, comparing you to drip that turns into an enormous waterfall after years have past, granting more power to your Geyser. Geyser now deals 25d8 Fire, 20d8 Non-Lethal, and now deals 5d8 Untyped damage.
  • Air: Challenge: Travel over 100 miles with Will of the Wind. The Ancient Primordial of Air has seen that you crave to fly and how you can become like the Primordial Air, air that has blow down entire mountains when left unchecked, granting more power to Will of the Wind and another gift. Will of the Wind now can go x10 the distance and you also gain a fly speed of x5 your base land speed.
  • Storm: Challenge: Use Obscuring Mist on 10 people in combat. The Ancient Primordial of Storm has seen that you have learned how to use your gifts in combat to win and how you can be like the Primordial Storm that rages on for all eternity, never calming and never stopping, granting more power to Storm Armor. Storm Armor gives you a +24 AC bonus and now gives you the ability to throw lightning bolts, dealing a d8 per HD you have.
  • Calm: Challenge: Succeed on a Diplomacy Check by 25. The Ancient Primordial of Calm has seen that you always try to find the peaceful way out of any situation before rushing to use violence to win your side of the argument and make you point stick, seeing you as the Primordial Force of Calmness that flows throughout the entire multiverse, granting you the more power to your Cloak of Peace. Your Cloak of Peace now gives a +30 to Diplomacy Checks and increases the DC to attack you by 10.
  • Good: Challenge: Trap one Greater Devil into Pandora's Box. The Ancient Primordial of Good has seen what you can do if the balance of Good and Evil are in danger, seeing you as the same as the Primordial Force of Good throughout the multiverse, granting more power to Pandora's Box. Pandora's Box can now hold any number of monster equal to double your ECL and the DC and Hardness rating both increase by 10 while the HP of the box triples.
  • Evil: Challenge: Infect 10 person with all 7 of the sins. The Ancient Primordial of Evil has seen that you have been infecting the world with the powers of the seven sins and how the world has been reacting to these sins being released upon them, comparing what you have done to the spreading of the Primordial Force of Evil, granting your dagger with more power at a cost. You can now infect someone with all of the sins at once if the fail the Will Save which has increased by 10 for 4d6 rounds, if they succeed then you are inflected with all seven of the sins for the 4d6 rounds.
  • Chaos: Challenge: Turn 10 creatures into Chaotic aligned creatures. The Ancient Primordial of Chaos has seen what you can do when given the power to change one's mind and what power that you hold with the Cloak of Pandemonium, becoming like the Primordial Force of Chaos, granting more power to you cloak and the scale. Your Cloak of Pandemonium now gives a +10 to 5 stats and a +15 to one stat and has the ability to make any Chaotic aligned creature of CR equal to your ECL under your control on a failed Will Save DC 20 + Cha Mod + LvL. You Scale of Chaos now can turn creatures that are Lawful Good into creatures of Chaotic Evil alignment.
  • Law: Challenge: Change 10 creatures in Lawful aligned creatures. The Ancient Primordial of Law has seen that you bring law to all evil or chaotic creature that threatens the peace that you have carefully crafted, similar to the Primordial Force of Law, granting you more power to you scale and gavel. Your Scale of Law can now turn Chaotic Evil creatures into Lawful Good and Gavel of Judgement deals a d12 Lawful damage per Hit Die and stuns any Chaotic aligned creature.
  • Death: Challenge: Kill 100 people with Touch of Death. The Ancient Primordial of Death has seen that you brought many souls into the afterlife and that you embody the Primordial Force of Death that reaches all creatures in the multiverse, granting more power into your Touch of Death. Touch of Death increases by 10 for the DC and deals 32d10 Negative damage, 1 level of exhaustion, and 2 negative levels.
  • Life: Challenge: Heal 6,000 HP for allies or yourself. The Ancient Primordial of Life has seen that you embody the thought of healing and recovery that resides in the entire multiverse, embodying the entire idea of the Primordial Force of Life, granting more power to your Pool of Aegris. Your Pool of Aegris increases in size by x10 and you can spend 10,000 HP from the pool to get rid of 1 negative level each.
  • Void: Challenge: Destroy 40 Cubic Feet of matter and kill 10 people by sending them to the Void. The Ancient Primordial of Void is one that has not appeared since the Ancient Primordials were born and has just been giving the power of the Void to those who have reached the point that they can embody the Primordial Force of Void, granting you the power "Void World". Void World takes a standard action to activate and causes an area with 60ft of you to lose all five of their senses as if they were dead. You are the only one not affected by Void World and one that you pick once you activate it will not be affected either.

Primordial Feats VII: The Ancient Primordials have issued another test to you to see once again if they can accept you into their ranks and if you are deserving of your power. You must complete the following challenge below or you cannot gain any more benefits from this class and you cannot gain levels in any other class until you finish the challenge. The challenge is specific to each Primordial Warrior and you must complete the challenge with your "element" below gain the bonuses alo stated below.

  • Fire: Challenge: Deal 6,000 Fire damage in one combat. The Primordial of Fire has seen that whatever you have scorched with your powers, never can grow, heal, or come back from the intense heat that you inflict upon your foes, increasing the powers of your Flaming Soul ability. Flaming Soul now gives an additional +5 caster level for you any Fire type spells and deals 30d8 Fire damage on all attacks.
  • Earth: Challenge: Take 2,400 damage in combat. The Primordial of Earth has seen that you are like an impenetrable rock that never stops no matter how much damage is dealt to you like you are the condensed form of all of the hardest substances in the multiverse combined into your body, increasing the power of your Solid Build ability. Solid Build now gives you an additional +32 AC natural armor bonus and a +128 HP per Hit Die.
  • Water: Challenge:
  • Air: Challenge
  • Storm: Challenge
  • Calm: Challenge
  • Good: Challenge
  • Evil: Challenge
  • Chaos: Challenge
  • Law: Challenge
  • Death: Challenge
  • Life: Challenge
  • Void: Challenge

Primordial Feats VIII:

  • Fire: Challenge
  • Earth: Challenge
  • Water: Challenge
  • Air: Challenge
  • Storm: Challenge
  • Calm: Challenge
  • Good: Challenge
  • Evil: Challenge
  • Chaos: Challenge
  • Law: Challenge
  • Death: Challenge
  • Life: Challenge
  • Void: Challenge

Primordial Feats IX:

  • Fire: Challenge
  • Earth: Challenge
  • Water: Challenge
  • Air: Challenge
  • Storm: Challenge
  • Calm: Challenge
  • Good: Challenge
  • Evil: Challenge
  • Chaos: Challenge
  • Law: Challenge
  • Death: Challenge
  • Life: Challenge
  • Void: Challenge

Primordial Feats X:

  • Fire: Challenge
  • Earth: Challenge
  • Water: Challenge
  • Air: Challenge
  • Storm: Challenge
  • Calm: Challenge
  • Good: Challenge
  • Evil: Challenge
  • Chaos: Challenge
  • Law: Challenge
  • Death: Challenge
  • Life: Challenge
  • Void: Challenge

Epic Primordial Companion: Your companion can be of Epic level that is x3 your ECL and the companion can have classes and templates added to it, as well as they have their own turn they can take in combat directly after your turn in combat.

Primordial Change V: You rise to the ranks of that of the Ancient Primordials and become one with the Forces of the Planes that runs the entire multiverse. You gain a +20 to Cha and either Str or Dex. You gain one of the abilities below that is related to your Primordial Warrior and you also gain the template of Ancient Primordial Lord (3.5e Template).

  • Fire:
  • Earth:
  • Water:
  • Air:
  • Storm:
  • Calm:
  • Good:
  • Evil:
  • Chaos:
  • Law:
  • Death:
  • Life:
  • Void:

Playing a Primordial Warrior[edit]

Religion: Primordial Warriors never worship a god or deity, but some worship their Primordial Lords.

Other Classes: Primordial Warriors dislike Clerics and Paladins, while Cleric and Paladins jsu assume that Primordial Lords are just Paladins or Clerics of another Temple.

Combat: Most Warriors have melee or ranged attacks from class abilities or they choose spells are their Primordial Focus.

Advancement: Primordial Warriors will multiclass with all other class except any religious classes like Paladins or Clerics.

Primordial Warrior in the World[edit]

We are powerful forces that not even nature can compare to and will gain our power from achieving goals that have be set, becoming one with the pure energy that we have been granted
—Inzal DeFinni, Giant Primordial Warrior of Earth to another newer Primordial Warrior

Primordial Warriors are your traditional adventures who seek power, yet they do not seek fame or prestige in the normal sense of making a name for themselves and instead not reveal their source of powers. There also can never be more than 13 and each have to belong to a different Primordial Lord because each Lord only picks one Warrior.

Daily Life: Primordial Warriors strengthen their power to help their Lord win the next tournament by giving more power to their Lord's domain.

Notables: Altran Van Gogh: Warrior of Water, Nefatari Barbatos: Warrior of Fire, Inzal DeFinni: Warrior of Earth, Vionna Adight: Warrior of Air, Frigga Nevrato: Warrior of Life, and Sinubo Bintuko: Warrior of Death.

Organizations: Any that goes with their Primordial Lord and never one that goes with the opposite Primordial Lord.

NPC Reactions: Most NPC have not heard of them and the few that have either think they are a type of Paladins or know that they wield the powers of greater beings than the gods.

Primordial Warrior Lore[edit]

Characters with ranks in Knowledge (History), Knowledge (Arcane), Knowledge (The Planes), or Knowledge (Divine) can research Primordial Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History, Arcane, Divine, or The Planes)
DC Result
25 These people do not gain power from gods or their heritage and complete a ritual (Can learn the ritual to become this class on another check DC 30).
30 They can use different abilities based on what they specialize in.
45 The have complete trials to gain power from a source beyond gods and each one of them have had different abilities out of 13 people.
50 These 13 individuals are stronger than the gods themselves and they wield power that can destroy entire planes.



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