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Primal Knight

The primal knight is a knight who harnesses a Primal’s power for his own.

The primal knight is an archetype of the knight class.

Prerequisite

A primal knight must choose one of the six primals to worship (Garuda, Ifrit, Leviathan, Ramuh, Shiva, or Titan).

Limit Break (Su)

At 1st level, the primal knight receives the Limit Break chosen from a primal from above.

Aerial Blast (Su): [Garuda] This Limit Break allows the primal knight to summon the power of Garuda to release a blast of wind upon all enemies within a 30-ft.-radius. All enemies within the area of effect take 2d6 points of wind damage + an additional 2d6 per four knight levels after 1st. In addition, it also inflicts the Squalled status. A successful Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) halves the damage and negates the status effect.

Hellfire (Su): [Ifrit] This Limit Break allows the primal knight to summon the power of Ifrit to release a blast of fire upon all enemies within a 30-ft.-radius. All enemies within the area of effect take 2d6 points of fire damage + an additional 2d6 per four knight levels after 1st. In addition, it also inflicts the Burning status. A successful Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) halves the damage and negates the status effect.

Tidal Wave (Su): [Leviathan] This Limit Break allows the primal knight to summon the power of Leviathan to release a blast of water upon all enemies within a 30-ft.-radius. All enemies within the area of effect take 2d6 points of water damage + an additional 2d6 per four knight levels after 1st. In addition, it also inflicts the Drenched status. A successful Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) halves the damage and negates the status effect.

Judgment Bolt (Su): [Ramuh] This Limit Break allows the primal knight to summon the power of Ramuh to release a blast of lightning upon all enemies within a 30-ft.-radius. All enemies within the area of effect take 2d6 points of lightning damage + an additional 2d6 per four knight levels after 1st. In addition, it also inflicts the Static status. A successful Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) halves the damage and negates the status effect.

Diamond Dust (Su): [Shiva] This Limit Break allows the primal knight to summon the power of Shiva to release a blast of ice upon all enemies within a 30-ft.-radius. All enemies within the area of effect take 2d6 points of ice damage + an additional 2d6 per four knight levels after 1st. In addition, it also inflicts the Frozen status. A successful Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) halves the damage and negates the status effect.

Earthen Fury (Su): [Titan] This Limit Break allows the primal knight to summon the power of Titan to release a blast of earth upon all enemies within a 30-ft.-radius. All enemies within the area of effect take 2d6 points of earth damage + an additional 2d6 per four knight levels after 1st. In addition, it also inflicts the Weighted status. A successful Reflex save (DC 10 + half of the knight’s level + his Charisma modifier) halves the damage and negates the status effect.

This ability replaces one of the knight’s standard Limit Breaks.

Primal Form (Su)

A primal knight can call upon a primal’s powers, granting him increased combat capability and resistance to elements. At 1st level, a primal knight can enter a primal form for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the primal knight can enter a primal form for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a primal knight can enter a primal form per day. A primal knight can enter a primal form as a free action. The total number of rounds of primal form per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a primal form, a primal knight gains a +2 bonus on melee attack rolls, melee damage rolls, and thrown weapon damage rolls. In addition, he gains additional abilities depending on his primal (see below)

  • Garuda Form: While in this primal form, the primal knight gains wind resistance 10 and earth resistance 5, but a weakness to ice. In addition, a weapon wielded by a primal knight in this primal form deals 1 point of wind damage.
  • Ifrit Form: While in this primal form, the primal knight gains fire resistance 10 and ice resistance 5, but a weakness to water. In addition, a weapon wielded by a primal knight in this primal form deals 1 point of fire damage.
  • Leviathan Form: While in this primal form, the primal knight gains water resistance 10 and fire resistance 5, but a weakness to lightning. In addition, a weapon wielded by a primal knight in this primal form deals 1 point of water damage.
  • Ramuh Form: While in this primal form, the primal knight gains lightning resistance 10 and water resistance 5, but a weakness to earth. In addition, a weapon wielded by a primal knight in this primal form deals 1 point of lightning damage.
  • Shiva Form: While in this primal form, the primal knight gains ice resistance 10 and wind resistance 5, but a weakness to fire. In addition, a weapon wielded by a primal knight in this primal form deals 1 point of ice damage.
  • Titan Form: While in this primal form, the primal knight gains earth resistance 10 and lightning resistance 5, but a weakness to wind. In addition, a weapon wielded by a primal knight in this primal form deals 1 point of earth damage.

A primal knight can end his primal form as a free action, and is fatigued for 1 minute after a primal form ends. A primal knight can’t enter a new primal form while fatigued or exhausted, but can otherwise enter a primal form multiple times per day. If a primal knight falls unconscious, his primal form immediately ends. Knight talents that use defensive stance can use primal form instead. Extra Defensive Stance feat can also be used to increase the number of rounds for primal form.

This ability replaces defensive stance.

Greater Primal Form (Su)

At 11th level, a primal knight’s bonus on melee attack rolls, melee damage rolls, and thrown weapon damage rolls while in a primal form increases to +3. In addition, his primal form’s abilities increased based on primal (see below).

  • Greater Garuda Form: While in this primal form, the primal knight gains wind resistance 20 and earth resistance 10, but a weakness to ice. In addition, a weapon wielded by a primal knight in this primal form deals 1d6 points of wind damage.
  • Greater Ifrit Form: While in this primal form, the primal knight gains fire resistance 20 and ice resistance 10, but a weakness to water. In addition, a weapon wielded by a primal knight in this primal form deals 1d6 points of fire damage.
  • Greater Leviathan Form: While in this primal form, the primal knight gains water resistance 20 and fire resistance 10, but a weakness to lightning. In addition, a weapon wielded by a primal knight in this primal form deals 1d6 points of water damage.
  • Greater Ramuh Form: While in this primal form, the primal knight gains lightning resistance 20 and water resistance 10, but a weakness to earth. In addition, a weapon wielded by a primal knight in this primal form deals 1d6 points of lightning damage.
  • Greater Shiva Form: While in this primal form, the primal knight gains ice resistance 20 and wind resistance 10, but a weakness to fire. In addition, a weapon wielded by a primal knight in this primal form deals 1d6 points of ice damage.
  • Greater Titan Form: While in this primal form, the primal knight gains earth resistance 20 and lightning resistance 10, but a weakness to wind. In addition, a weapon wielded by a primal knight in this primal form deals 1d6 points of earth damage.

This ability replaces mobile defense.

Tireless Form (Su)

At 17th level and higher, a primal knight no longer becomes fatigued at the end of his primal form.

This ability replaces improved mobile defense.

Mighty Primal Form (Su)

At 20th level, a primal form’s bonus on melee attack rolls, melee damage rolls, and thrown weapon damage rolls while in a primal form increases to +4. In addition, his primal form’s abilities increased based on primal (see below).

  • Mighty Garuda Form: While in this primal form, the primal knight gains wind immunity and earth resistance 15, but a weakness to ice. In addition, a weapon wielded by a primal knight in this primal form deals 2d6 points of wind damage.
  • Mighty Ifrit Form: While in this primal form, the primal knight gains fire immunity and ice resistance 15, but a weakness to water. In addition, a weapon wielded by a primal knight in this primal form deals 2d6 points of fire damage.
  • Mighty Leviathan Form: While in this primal form, the primal knight gains water immunity and fire resistance 15, but a weakness to lightning. In addition, a weapon wielded by a primal knight in this primal form deals 2d6 points of water damage.
  • Mighty Ramuh Form: While in this primal form, the primal knight gains lightning immunity and water resistance 15, but a weakness to earth. In addition, a weapon wielded by a primal knight in this primal form deals 2d6 points of lightning damage.
  • Mighty Shiva Form: While in this primal form, the primal knight gains ice immunity and wind resistance 15, but a weakness to fire. In addition, a weapon wielded by a primal knight in this primal form deals 2d6 points of ice damage.
  • Mighty Titan Form: While in this primal form, the primal knight gains earth immunity and lightning resistance 15, but a weakness to wind. In addition, a weapon wielded by a primal knight in this primal form deals 2d6 points of earth damage.

This ability replaces indestructible.