Primal

===CR +1===
Some primal creatures owe their nature to fey ancestors interbreeding with mortal beings, while others began life as ordinary creatures and were infused with fey essence through the magic of learned spellcasters or the influence of ancient powers of nature. As a rule, primals rarely dwell in civilized lands, both by preference and because the conditions that give rise to the fey rarely occur in urban surroundings. If not already born into realms of primeval wild or areas touched by great fey powers, primals soon seek them out.Though more prone to mischief than mayhem, primals run the gamut from inimical to sprightly in behavior. Those inclined toward play and jest take a dim view of interlopers lacking in good humor. Such foul-tempered intruders risk humiliation at best if they insult the primal, and much worse if they raise arms against them. More aggressive primals still possess a well-developed though sadistic sense of humor. Such wicked primals use their inborn powers to lure outsiders to their doom, rather than into mere inconvenience.
====Prerequisites:====
Any neutral alignment
====Stats:====
Dex+4, Int+2, Wis+2, Cha+4
====Type:====
A primal retains its original type and gains the fey type as well.
====Fey Claws:====
A primal gains 2 primary claw attacks that deal 1d6 damage each.
====First World Taint:====
The damage dealt by a primal’s natural attacks resists all magical healing (though it can be healed normally through rest). A creature attempting to cast a cure spell or a heal spell on a creature damaged by a primal’s natural attacks must make a successful caster level check (DC 12 + 1/2 the primal’s HD + the primal’s Constitution modifier), or the spell has no effect on the injured creature.
====DR:  ====
A primal creature gains DR 10/cold iron                              
====Primeval Resistance:====
A primal creature gains SR 11+level
====Instinctual Skills:====
A primal gains +2 to acrobatics, bluff, climb, fly, sense motive, stealth and swim.  A primal gains +4 to knowledge:nature, perception, and survival.
====Primordial Tongue:====
A primal gains Sylvan as a bonus language.
====Wildskin:====
A primal’s natural armor improves by +1
====First World Sight:====
A primal gains Darkvision 60’ and Low-Light Vision
====Charmed Life:====
A primal gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects
Category:World
Category:Custom
Category:RP
Category:Template