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Primal Avatar

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[edit] Primal Avatar

Primal Avatar tree

[edit] Description

The worlds of spirit and nature interleave and coexist within this destiny, granting the Primal Avatar versatile powers to both protect and rejuvenate as well as devastate and destroy.

There are many paths to take in this Primal Epic Destiny. An Avatar can wield raw melee might or inspire and shield allies with the powers of the seasons. Primal Avatars are equally adept at using the destructive magics of the natural world, and with time can even transform into powerful tree-like embodiments of nature to wreak havoc on their foes.

[edit] Requirements

At level 20, your Destiny may be to become The Primal Avatar if you have at least one of:

[edit] Innate abilities

  • Granted automatically as you level up in the destiny.
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Strength of Spirit : When you hit with a melee attack, or cast a spell on an ally, or cast an offensive spell on an enemy, you gain 1 Spirit. Each of these three categories triggers only once every three seconds. You can have up to 30 Spirit. Spirit decays at a rate of one every 9 seconds. Toggle: You gain +30 Universal Spell Power. Costs 1 Spirit to activate and 1 Spirit every six seconds. (Stays toggled on until manually turned off.)Active (5 sec cooldown)
EDP Cost: 0 Ranks: Automatic Progression: 0 No requirements
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Magic of Nature : +50 SP per level of Primal Avatar You gain caster levels equal to your Primal Avatar level for Druid and Ranger spells, if you have any levels in those classes.
EDP Cost: 0 Ranks: Automatic Progression: 4 No requirements
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Primal Travel : Active (1 min cooldown) You quickly jump backwards several times. For the next 12 seconds you gain +10 primal bonus to tumble and 50% primal bonus to dodge (ignoring your maximum dodge). Costs 1 Spirit.
EDP Cost: 0 Ranks: Automatic Progression: 8 No requirements
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Mighty Among Spirits : Passive Bonus: +20 HP Spirit decays every 15 seconds instead of every 9 seconds.
EDP Cost: 0 Ranks: Automatic Progression: 12 No requirements
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Eternal Return : Active (5 sec cooldown) Toggle: While below 50% health, you gain 12 health and lose one spirit and 4 SP every two seconds. Costs 1 Spirit to activate. (Stays toggled on until manually turned off.) (Not affected by Spell Power.)
EDP Cost: 0 Ranks: Automatic Progression: 16 No requirements
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Walk with the Spirits : Active (5 sec cooldown) (100 SP, 1 Spirit to activate) You become 25% incorporeal, invisible and ethereal to monsters, and gain +30 Hide and Move Silently. This consumes 1 Spirit each second. (Turns off if you run out of Spirit.)
EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements

[edit] Tier One

  • Abilities in this tier can be purchased after taking the Primal Avatar destiny. All abilities below have 1 rank unless otherwise listed.
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Ephemeral Evolution : Passive When you take physical damage, you gain +1 Physical Resistance for 3 seconds. This stacks up to [5/10/15] times, up to once per second. Stacks fade away 1 at a time.
EDP Cost: 1 Ranks: 3. Progression: 0 No requirements


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Rejuvenation Cocoon : Active (12 SP activation) (12 sec cooldown) (Empower Heal, Quicken, Enlarge) (SR: no) Protect target ally with a shield of [90/120/150] temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
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Insidious Spores : Active (30 SP activation) (12 sec cooldown) (Empower, Maximize, Quicken, Enlarge) (SR: no) Target enemy becomes contaminated with spores for 18 seconds. Every 2 seconds the target takes [6d6/?/?] Poison and Rust damage. Stacks up to [2/3/4] times. Enemies damaged by Insidious Spores become Contagious for five minutes after, spreading Insidious Spores to some nearby enemies when they die.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
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Friends of Nature : Active

You call forth a small nature animal, providing a bonus to nearby allies. Duration: 3 minutes. Cooldown: 3 minutes.

  • Bat: +10 Sonic Spell Power, +5 Sonic Resistance, +3 Listen
  • Bird: +1 Dodge, +3 Spot
  • Fox: +1 sneak attack damage, +3 Move Silently
  • Frog: +2 PRR, +3 Jump
  • Squirrel: +2 attack while flanking, +3 Hide
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
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Strength or Wisdom : Passive +1 Strength or Wisdom
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements

[edit] Tier Two

  • After 4 points are spent, abilities in this tier can be purchased.
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Seeking Balance : Passive You gain +[1/2/3] Reflex Saving Throws, +[2/4/6] Tumble, and +[2/4/6] Balance while shapeshifted into an animal form, wielding two weapons, or unarmed. These are Primal bonuses. Skill bonuses required already having at least one rank in the skill.
EDP Cost: 1 Ranks: 3 Progression: 4 No requirements
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Supple as Spring : Passive Nearby allies gain +[1/2/3]% Primal Bonus to Dodge if they have been damaged in combat in the past six seconds.
EDP Cost: 1 Ranks: 3 Progression: 4 No requirements
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Favored Enemy: Aberrations / Constructs / Undead : Passive (multiple Enhancement Selector) Some things should not be. Gain the feat Favored Enemy Aberrations, Constructs, or Undead, dealing +2 damage to that race per Favored Enemy feat you have. This also increases the damage dealt against any of your other Favored Enemies by 2. (You cannot pick a Favored Enemy you already have.)
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements
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Natural Shielding : Passive Your summoned and charmed pets, hirelings, and monsters gain +[30/60/100] maximum HP and +[10/20/30] PRR. Rank 3: Natural Creatures also gain evasion: When they make a successful Reflex save to avoid damage, they suffer no damage instead of half damage. (Natural Creatures include: Animals, Elementals, Magical Beasts, Plants, & Vermin)
EDP Cost: 1 Ranks: 3 Progression: 4 No requirements
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Strength or Wisdom : Passive +1 Strength or Wisdom
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements

[edit] Tier Three

  • After 8 points are spent, abilities in this tier can be purchased.
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Balanced Attacks : Passive You gain a +[2/4/6] Primal bonus to Attack as long as you are shapeshifted into an animal form, wielding two weapons, or unarmed. Rank 3: Knock down enemies for 2 seconds on vorpal hit. Enemies knocked down by this effect are helpless.
EDP Cost: 1 Ranks: 3 Progression: 8 Requires: Seeking Balance [1/2/3]
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Summer Smoke : Active (toggle?) (5 sec cooldown) Nearby allies have a small chance to deal [5/10/15]d20 extra fire damage with their attacks.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
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Tsunami : Active (50SP to activate) (7 sec cooldown) (SR: no) (Empower, Maximize, Quicken, Heighten, Enlarge) Sends forth a wave of water, knocking enemies down and dealing 30 cold damage plus 1d10 per character level and 30 bludgeoning damage plus 1d10 per character level. The cold damage and knockdown are negated on a successful Fortitude save vs. 10 + Wisdom modifier + Character level. Some monsters can resist Tsunami completely, such as Water Elementals and Oozes.
EDP Cost: 2 Ranks: 1 Progression: 8 No requirements
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The Oncoming Storm : Passive Attacks by your summoned and charmed pets, hirelings, and monsters gain a 1% chance to knockdown enemies. Rank 2: Attacks by your summoned and charmed pets, hirelings, and monsters gain a 1% chance to deal 20d20 sonic damage. Rank 3: Attacks by your summoned and charmed pets, hirelings, and monsters gain a 1% chance to deal 20d20 lightning damage.
EDP Cost: 1 Ranks: 3 Progression: 8 Requires: Natural Shielding [1/2/3]
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Strength or Wisdom : Passive +1 Strength or Wisdom
EDP Cost: 2 Ranks: 1 Progression: 8 No requirements

[edit] Tier Four

  • After 12 points are spent, abilities in this tier can be purchased.
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Paired Parry / Symetric Strikes : Passive (Multiple Enhancement Selector) Gain +5 AC or +5% Primal bonus to physical damage, while in animal form, unarmed, or two-weapon fighting.
EDP Cost: 2 Ranks: 1 Progression: 12 Requires: Balanced Attacks 1
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Autumn Harvest : Active You and nearby allies have a 5% chance to heal [10/15/20]d10 when nearby enemies die. Not affected by spell power.
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
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Stormrage : Active (50SP to activate) (12 sec cooldown) (SR: No) (Quicken) Enemies damaged by your attacks or spells are also struck by lightning, dealing 10d20 electric damage, halved on a reflex save vs. DC 50. Lightning strikes up to one enemy each second. You also gain featherfall and Deflect Arrows. Lasts 18 seconds.
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements
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Summon Dryad Elder : Active (50SP to activate) (30 sec cooldown) (SR: No) (Quicken) Summon a Dryad Elder. She uses her magic for damage spells as well as support and healing (Regenerate on self,Deathward on group, Mass Cure Critical Wounds on others - heals enemies as well).
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
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Strength or Wisdom : Passive +1 Strength or Wisdom
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements

[edit] Tier Five

  • After 16 points are spent, abilities in this tier can be purchased.
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Chill of Winter : Active (5 sec cooldown)

Enemies that damage your nearby allies have a 20% chance to become chilled, receiving 1d20 cold and 1d20 rust damage every two seconds and slowing their attack and movement speed by [5/15/25]% for 20 seconds.

This damage can stack up to 10 times.
EDP Cost: 1 Ranks: 3 Progression: 16 No requirements
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Spirit Boon : Active (toggle?) (Multiple Enhancement Selector)

Temporarily gain +2 Primal bonus to all physical abilities (Str, Dex, Con) or mental abilities (Int, Wis, Cha).

Consumes 1 Spirit to activate and 1 every 6 seconds. Stays toggled indefinitely unless turned off.
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
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Strength or Wisdom : Passive +1 Strength or Wisdom
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements

[edit] Tier Six

  • After 20 points are spent, abilities in this tier can be purchased.
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Nature's Fury / Natural Evasion : Passive (2AP ?) (Multiple Enhancement Selector) Gain +1 critical damage multiplier on a roll of 19-20, or Evasion, while in animal form, unarmed, or two-weapon fighting.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
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Avatar of Nature Epic Moment : Active (2 AP) (35SP to activate) (5 sec cooldown)

You become an Avatar of Nature (Wood woad?) Every 3 seconds, you gain +1 size, +2 Strength, +2 Constitution, a large bonus to damage based on size, and lose some movement speed, stacking up to size 4.

  • Size 1+: +50 size bonus to PRR (Damage dice: 18.5[1d20])
  • Size 2+: When you attack enemies they become poisoned, taking 2d10 poison damage every 2 seconds for several seconds. This poison stacks up to 5 times. (Damage dice: 36.0[1d20])
  • Size 3+: Enemies attacking you have a chance to become diseased, dealing 1d4 Constitution damage every two seconds for 10 seconds. (Damage dice:53.5[1d20])
  • Size 4: The ground shakes when you put your foot down. Your third attack while standing still knocks down nearby enemies and deals extra bludgeoning damage in an area. (Damage dice:71.0[1d20])

This costs 1 Spirit every few seconds per size you've gained (Turns off if you run out of Spirit.)

bug:It is currently possible to negate Avatar of Nature's attack speed debuff by twitch fighting or strafing, allowing a constant stream of 500 - 1000 damage until the transformation is over.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
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Strength or Wisdom : Passive +1 Strength or Wisdom
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
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