Primalist Shaman (3.5e Class)

Primalist Shaman

Attuned to the primal elements of this world, earth, storm, and water, these warriors draw upon these staggeringly powerful and raw powers to empower themselves, protect themselves, or support others. All hold attunement to all the elements, but each works under their own discipline, be it The Totem of the Enduring Mountain where the warrior learns and focuses the strength and resilience of the earth to weather out the harshest of challenges, the Totem of Unleashed Storms where he focuses on the untamed power and fury of the elements turned against the world to annihilate enemies that would threaten them or their lands, or The Totem of Harmonious Seas where they focus on the elements of water to restore and refresh their lands and their allies.

Making a Primalist Shaman

A class that offers high customization of a role you want, as well as having it clearly defined.

Abilities: Tanking (Enduring Mountains)- Strength and Constitution, Wisdom. Damage (Unleashed Storms)- Dexterity, Wisdom. Healing (Harmonious Seas)- Intellect/Dexterity and Wisdom. Note: Most class abilities are based on Wisdom.

Races: Any races may be a Primalist Shaman, but most are those who live in tribes or are close to the elements through worship as a species such as possibly Orcs, Dragonborn or Lizardfolk.

Alignment: Any

Starting Gold: 3d10x10 Gold

Starting Age: As Cleric

Table: The Primalist Shaman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Totem of the Enduring Mountain Totem of Unleashed Storms Totem of Harmonious Seas
FortRefWill
1st+0+2+0+2 Bonus Languages, Chosen Totem, Elemental Blessings (Minor), Summon Primal Familiar, Proficiency, The Earthens Burden Proficiency, A Leaf on the Winds, Blessings of the Zephyr, Cloud Dancer Share Blessing, Closer to Life, Life Infusion
2nd+1+3+0+3 Surge of Primal Life 1d8 Imbued Strikes
3rd+2+3+1+3 Armor Training Understanding, The Flowing Waters
4th+3+4+1+4 Unerring Strikes
5th+3+4+1+4 Surge of Primal Life 2d8 Water is Everything
6th+4+5+2+5 Understanding
7th+5+5+2+5 Armor Training, Earthen Hide 1/-, The Mountains Range +2 Storm Stance Gift of Life
8th+6/+1+6+2+6 Surge of Primal Life 3d8
9th+6/+1+6+3+6 Understanding
10th+7/+2+7+3+7 Elemental Blessings (Major) Earthen Hide 2/-, The Mountains Range +3 Imbued Strikes (Chain) +1 Target The Flowing Waters
11th+8/+3+7+3+7 Surge of Primal Life 4d8 Armor Training, Improved Mountains Resolve Greater Cloud Dance The Greater Gift of Life
12th+9/+4+8+4+8 Understanding
13th+9/+4+8+4+8 Earthen Hide 3/- Imbued Strikes (Chain) +2 Target
14th+10/+5+9+4+9 Surge of Primal Life 5d8 Storm Child
15th+11/+6/+1+9+5+9 Armor Training, The Mountains Range +4 Understanding
16th+12/+7/+2+10+5+10 Earthen Hide 4/- Imbued Strikes (Chain) +3 Target
17th+12/+7/+2+10+5+10 Surge of Primal Life 6d8
18th+13/+8/+3+11+6+11 Understanding
19th+14/+9/+4+11+6+11 Armor Training, Earthen Hide 5/-
20th+15/+10/+5+12+6+12 Surge of Primal Life 7d8 Ultimate Resolve, The Mountains Range +5 Thunderbirds Dance Breath of Life

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature, Planes, Religion, Geography, Dungeoneering) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), (Survival (Wis), and Swim (Str)

Class Features

All of the following are class features of the Primalist Shaman.

Weapon and Armor Proficiency: A Primalist Shaman is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

Bonus Languages: A Primalist Shaman bonus language options include Aquan, Auran, Ignan, and Terran.

Chosen Totem: At first level, the Primalist Shaman selects his totem type. From then on, this choice cannot be changed and they gain aditional abilities, benefits, ect; based on that totem. The choices are as follows: The Totem of the Enduring Mountains, The Totem of Unleashed Storms, and The Totem of Harmonious Seas. See below for more details on each of the totems features.

Elemental Blessings (Su): Entirely by choice and by discipline, the Primalist Shaman can select two elements to receive blessings from. Even if the Primalist Shaman has no specific they care for, they still select two elements to represent his spiritual inclinations and abilities.

Each blessing grants a minor power at 1st level and a major power at 10th level. A Primalist Shaman can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his Primalist Shaman level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the Primalist Shaman's level + the Primalist Shaman's Wisdom modifier.


Air Blessing
-Zephyr's Gift (minor): At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn't provoke an attack of opportunity.
-Soaring Assault (major): At 10th level, you can call your blessing to yourself and gain the gift of flight for 1 minute (as fly). The you gain a fly speed of 60 feet with average maneuverability. You also gain a bonus on Fly(Dex) skill checks equal to your level. Whenever the you succeed at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level.
Darkness Blessing
-Enshrouding Darkness (minor): At 1st level, you can call your blessing to yourself and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.
-Darkened Vision (major): At 10th level, you can place a shroud of darkness around the eyes of one foe within 30 feet. The target must succeed at a Will saving throw or be blinded for 1 minute (as blindness/deafness).
Earth Blessing
-Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn't stack with the additional damage from the corrosive weapon special ability.
-Armor of Earth (major): At 10th level, you can touch your apparel and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level). This doesn't stack with any other damage resistance.
Fire Blessing
-Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities.
-Armor of Flame (major): At 10th level, you can call your blessing to yourself to cloak yourself in flames. This works as fire shield with a duration of 1 minute.
Blessing of Life
-Powerful Healer (minor): At 1st level, you can add power to your Surge of Primal Life ability as you cast it. As a swift action, you can treat it as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage, but costs twice as many uses. This ability doesn't stack with itself.
-Fast Healing (major): At 10th level, you can call your blessing to yourself and gain fast healing 3 for 1 minute.
Plant Blessing
-Creeping Vines (minor): At 1st level, upon hitting with a melee attack, as a swift action you cause the creature you hit to sprout entangling vines that attempt to hold it in place, entangling it for 1 round (Reflex negates).
-Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon nature's ally IV, with a duration of 1 minute. This ability can summon only one animal, regardless of the list used, and the creature's type changes to plant instead of animal. For every 2 levels beyond 10th, the level of the summon nature's ally spell increases by 1, to a maximum of summon nature's ally IX at 20th level.
Void Blessing
-Airless Touch (minor): At 1st level, with a successful melee touch attack you can steal the breath from an opponent's lungs, leaving it unable to speak, use breath weapons, cast spells with verbal components, or do anything else requiring breath for 1 round. If the target fails at a Fortitude saving throw, it's also staggered for 1 round as it catches its breath. If the target was attempting to hold its breath, it can no longer do so: it must breathe on its turn or risk suffocation and unconsciousness. Creatures that don't need to breathe are unaffected. Regardless of whether it succeeds at its saving throw, the target is immune to further uses of your airless touch for 24 hours.
-Deny Gravity (major): At 10th level, as a standard action you can call your blessing to yourself to to ignore the effects of gravity for 1 minute (as fly). You gain a fly speed of 40 feet with average maneuverability. You are also immune to dangerous environmental conditions (as life bubble) for 1 minute.
Water Blessing
-Ice Strike (minor): At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities.
-Armor of Ice (major): At 10th level, you can call your blessing to yourself and wrap yourself in a coat of icy armor. Can only be used while not wearing any armor, provides +3 AC, has -1 ACP, maximum dexterity bonus of +4, no Arcane Spell Failure, and weights 25lbs. This will last for one minute and while you are wearing this ice armor you are protected from cold weather effects such as needing to roll fortitude saves to avoid freezing.
Weather Blessing
-Storm Strike (minor): At 1st level, you can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. This additional damage doesn't stack with the additional damage from the shock or shocking burst weapon special abilities.
-Wind Barrier (major): At 10th level, you can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn't interfere with your ranged attacks.

Familiar: A Primalist Shaman can obtain a Primal familiar (is a more Primal looking version). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Primalist Shaman chooses the kind of familiar he gets. As the Primalist shaman advances in level, his familiar also increases in power.

A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs. Use sorcerer/wizard familiar chart.

Surge of Primal Life (Su): At 2nd level, a Primalist Shaman can draw upon the power of life, rooted deep within the planet at its most primal source to heal himself and nearby allies. This ability can be used a number of times per day equal to 1/2 his Primalist Shaman level + his Wisdom Modifier. By expanding one use of this ability, the Primalist Shaman can heal living allies for 1d8 points of damage, plus and additional 1d8 points of damage for every 3 Primalist Shaman levels he posses above 2nd (to a maximum of 7d8 at 20th level). Using this ability is a standard action (unless the Primalist Shaman targets himself, in which case it's a swift action). Requires touch to use on allies. Using this ability in a standard action provokes an attack of opportunity. This counts as divine/positive energy.

Spells: A Primalist Shaman casts divine/arcane spells,which are drawn from the Druid or Wizard spell lists. Primalist Shaman need not prepare his spells in advance. All spells the Primalist Shaman learns appears on him as runic tattoos at each level giving him access to all of his spells. He can cast them as long as he has spells per day to use.

Table: (Primalist Shaman) Spells Per Day/Spells Known
LevelSpells Per Day/Spells Known
01st2nd3rd4th5th6th7th8th9th
1st43
2nd64
3rd651
4th663
5th764
6th7653
7th7664
8th76653
9th86664
10th866653
11th866664-
12th8666653
13th9666664
14th96666653
15th96666664
16th966666653
17th966666664
18th9666666653
19th9666666664
20th9666666666

Totem of the Enduring Mountain

Strong and unyielding, with a resolve to rival that of eternity itself. The Primalist follows the path of the Enduring Mountain, and just like it, shows the power and stubbornness of earth to not change, to resist all in the face of even the strongest of challenges.

Proficiency: You are now also proficient with Tower Shields.

The Earthens Burden: At level 1, your speed is permanently reduced by 10ft, but you do not movement speed penalties from armor or encumbrance.

Armor Training (Ex): Starting at 3rd level, a Primalist Shaman learns to become more comfortable in their armor, seeing it as an extension of the earth, and thus extra protection that is naturally there. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum of -4 reduction to armor check penalty and +4 increase of the maximum Dexterity bonus allowed.

Resolve of the Mountain (Ex): At level 4, you become like the mountain, you refuse to move no matter what is thrown at you. You are absolute. A bulwark. For a number of rounds per day equal to 4 + your constitution modifier you may enter "State of Resolve". At each level after 4th, you gain for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds you may be in this state per day. A Primalist Shaman can enter State of Resolve as a free action. The total number of rounds of State of Resolve per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

This grants you a +4 morale bonus to your Strength and Constitution score, as well as a +2 to your Will saves, and a +2 enhancement bonus that stacks to your AC. However, you are unable to move while you are like this, except by forceful means such as successful combat maneuvers or spells. During this time you are not able to use any Dexterity related skills, or skills that require movement. You are still allowed to attack as long as you do not pivot, rotate, or move in any other way.

At the end of this state (which can be ended as a free action) you are fatigued for a number of rounds equal to 2 times the number of rounds spent in this state. You cannot enter this state while fatigued or exhausted but can otherwise enter the state multiple times in an encounter. If you fall unconscious this state is ended immediately, placing you in peril of death.

Earthen Hide (Ex): At 7th level you have learned to infuse your skin with the mountains resilience itself, granting you a Damage Reduction. This rises every three levels to a maximum of DR5/- at level 19.

The Mountains Range (Ex): At 7th level, when an ally is within 5 feet of you, you may grant them an immediate +2 deflection bonus to AC. This increases by +1 at level 10, 15, and 20 having a maximum of +5 at 20th level.

Improved Mountains Resolve (Ex): At 11th level when you enter "State of Resolve", your morale bonus to Strength and Constitution increase to +6, and the morale bonus on Will saves increases to +3. You also gain a +4 against all attempts made to move you in any way against your will, such as Trip, Grapple, Push, ect;

Ultimate Resolve (Ex): At 20th level when you enter "State of Resolve" your Strength and Constitution morale bonuses increase to +8, and the morale bonuses on Will saves increase to +8. Additionally, you are no longer fatigued when you leave your State of Resolve.

Totem of Unleashed Storms

Like the fury of a raging storm, beating against cities, monoliths, landscapes, and more. The Primalist Shaman of this discipline seeks to harness the raw power of the elements, and use the ever raging power of the storm to make their strikes quicker and more deadly, like strikes of lightning across the land.

Proficiency: Your armor is restricted to now only being able to use light or medium armor.

A Leaf on the Winds: At level 1 you become like a leaf on the wind, learning the movements of the storm. You gain the Dodge feat as a bonus feat.

Blessings of the Zephyr: You gain a permanent +10 enhancement bonus to all forms of movement. This stacks with other enhancement bonuses to speed.

Cloud Dancer (Ex): Begining at 1st level, a Primalist Shaman can call upon inner reserves of power and dexterity from the true essences of storms. You can enter this "Battle Trance" a number of rounds per day equal to 4 + his Constitution Modifier. At each level after 1st, he can enter the trance for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear’s endurance, do not increase the total number of rounds that a Primalist Shaman can enter this trance per day. A Primalist Shaman can enter this trance as a free action. The total number of rounds of this per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in this trance, the Primalist Shaman gains a +4 morale bonus to his Dexterity and Wisdom, as well as a +2 morale bonus on all saves. While in a Trance, you may not perform any spells.

A Primalist Shaman can end this battle trance as a free action and is fatigued (-4 Dexterity and Wisdom and can't run) after. At level 15 a Primalist Shaman no longer becomes fatigued at the end of his Battle Trance. A Primalist Shaman cannot enter a new state of Battle Trance while fatigued but can otherwise enter the Battle Trance multiple times during a single encounter or combat. If a Primalist Shaman falls unconscious, his trance immediately ends, placing him in fatigue.

Imbued Strikes (Su): At level 2 you can instead choose to expend a use of your Surge of Primal Life to imbue your weapon with electricity, cold, or fire damage for the same amount as you would roll for Surge of Primal life.

At level 10, this ability can now 'chain' damage from one target to another, dealing the same amount of damage. This increases by +1 target for every three levels after tenth level to a maximum of three additional targets at level 16. No two targets may be more then thirty feet apart.

Unerring Strikes: At 4th level, your strikes are lithe and precise. Gain Weapon Finesse as a bonus feat.

Storm Stance: At 7th level, you have learned to mimic the erratic movements of the storming winds, making it difficult for enemies to pinpoint your location. If you move more then five feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Greater Cloud Dance (Ex): At 11th level when a Primalist Shaman enters a Battle Trance, the morale Bonus to his Dexterity and Wisdom increases to +6, and the morale bonus on his saves increases to +3. Additionally, while in this state if the Primalist Shaman uses his Imbued Strikes he may as a move action without provoking an attack of opportunity, instantly move to any square surrounding one of the targets struck.

Storm Child (Su): At level 14, you ignore the negative effects of weather except for damage. This includes concealment enemies may have against you, visibility, negative skill checks, fortitude saves, movement speed impediments, ect;

Thunderbirds Dance (Ex): At 20th level, when a Primalist Shaman enters a battle trance, the morale bonus to his Dexterity and Wisdom increases to +8 and the morale bonus on his saves increase to +4. Additionally, you are gain a fly speed equal to your move speed and are considered flying while moving while in this state and you gain the benefits temporarily of Fly-By Attack, making it so you can take a move action and another standard action at any point during the move. You cannot take a second move action during a round when it makes a flyby attack.

Totem of Harmonious Seas

Seeking to follow the ebb and flow of life just as the tides do, these Primalist Shamans are far calmer then their counter parts and more easily swayed, in represented by their desire to be like the water and "Go with the flow". These Primalist Shamans harness the flow of life and water to relieve and aid their allies.

Share Blessing (Su): You may now share any of your Elemental Blessings you receive with one ally you can touch.

Closer to Life (Su): Attunement with the elements of water and life have granted you the power to heal more often with your Surge of Primal Life ability. You may now use it a number of times per day equal to your Primalist Shaman level plus your wisdom modifier. Additionally, Surge of Primal Life is now an Area of Effect heal, healing any allies within 30ft of you and no longer provokes strikes of opportunity.

Life Infusion (Su): When you heal an ally for an amount greater then their total max health, any extra health is converted into temporary health points for that target. This may not exceed greater then 50% more then the targets max health.

Understanding (Su): At third level and every three levels thereafter, the Primalist Shaman can select one Understanding. Each understanding is the result of hours of meditation and thought on the flow of life and how it may effect the body to heal it. Each understanding selected provides a different effect that give additional effects to your Surge of Primal Life. An Understanding can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the Understanding actually removes the affliction that causes the condition.

At 3rd level, the Primalist Shaman can select from the following initial Understandings.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a Primalist Shaman adds the following Understanding to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The Primalist Shaman's Surge of Primal Life ability also acts as remove disease, using the Primalist Shaman's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a Primalist Shaman adds the following Understandings to the list of those that can be selected.
Cursed: The Primalist Shaman Surge of Primal Life ability also acts as remove curse, using the Primalist Shaman's level as the caster level.
Exhausted: The target is no longer exhausted. The Primalist Shaman must have the fatigue Understanding before selecting this Understanding.
Frightened: The target is no longer frightened. The Primalist Shaman must have the shaken Understanding before selecting this Understanding.
Nauseated: The target is no longer nauseated. The Primalist Shaman must have the sickened Understanding before selecting this Understanding.
Poisoned: The Primalist Shaman's Surge of Primal Life ability also acts as neutralize poison, using the Primalist Shaman's level as the caster level.
Ability Drain: The target's ability drains are eased as per the Restoration Spell, using the Primalist Shaman's level as the caster level.
At 12th level, a Primalist Shaman adds the following Understandings to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.


These abilities are cumulative. For example, a 12th-level Primalist Shaman's Surge of Primal Life ability heals 6d8 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

The Flowing Waters (Ex): At 3rd level, the Primalist Shaman can not be slowed by hazardous or difficult terrain, and as long as water is present (within 300ft) they do not leave tracks that can be traced unless with magical assistance.

Level 10: Gain a swim speed equal to your land speed and gain the benefits of water breathing while still maintaining the ability to breath in your normal environment.

Water is Everything (Su): At 5th level the Primalist Shaman has learned that water is everywhere and exists in everything in one form or another and have gained a blessing personally himself, and is now considered to constantly be under the effects of the "Endure Elements" spell.

Gift of Life (Sp): At 7th level, when you heal an ally you gain a +2 morale bonus to you Wisdom and +1 morale bonus to all saves. This effect lasts for 10 minutes and may stack with itself to a maximum of +4 to Wisdom and +2 to all saves.

Greater Gift of Life (Sp): At 11th level, Gift of life now grants a +3 morale bonus to Wisdom to a max of +6, and a +2 to all saves to a max of +4. Additionally, by spending half your max Surge of Primal Life abilities per day, you may duplicate the effects of the spell Resurrection. Treat the number of Primalist Shaman levels as the caster level.

Breath of Life (Sp): At 20th level, Gift of Life now grants +4 morale bonus to Wisdom, stacking to a total of +8, and +3 morale bonus to all saves, to a maximum of +6. Additionally, by spending your total amount of Surge of Primal Life per day in addition to the gold cost, you may duplicate the effects of True Resurrection. Treat the number of Primalist Shaman levels as the caster level.

Playing a Primalist Shaman

Religion: Primalist Shamans are almost entirely worshipers of nature. Some, but not all are heads of villages or communities, while others are simple devout followers of the primal world, wishing to keep as deeply in touch with their base selves and the world as they can.

Other Classes: Most classes get along well with a Primalist Shaman due to their varied uniqueness.

Combat: A typical role in combat for this class varies, if they are a tank, they focus on using intimidate or something to keep the enemies attention from their allies, and if an ally is in trouble they will try and save them by putting themselves between the threat and their ally. Damage dealers focus on hit and run tactics if they are out numbered, but will otherwise rely on others to keep attention while they lay heavy burst damage into single targets at a time, usually dual wielding in tandem with their battle trance. Healers will generally stay back and play support, but can be in the front lines if needed, being able to don heavy armor and shields.

Primalist Shaman Lore

Characters with ranks in Knowledge (Nature/Religion) can research Primalist Shamans to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature/Religion)(Int)
DCResult
15Primal and more savage then clerics, but not as blood thirsty as barbarians, these guardians of nature can put up a strong fight.
20Primalist Shamans receive blessings and powers, often of great power, directly from the elements themselves.
25Primalist Shamans are diversified, in that none of them are often exactly the same being that there is several different disciplines available..
30Information by request.



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