Primal Caller (Barbarian/Summoner)

Primal callers have the unique ability to summon forth primordial spirits and fuse them with their physical bodies. Melding with these spirits grants primal callers a vast array of powers that are all dependent on the type of spirit he summons. However, this influx of power comes with a cost, for the primal caller becomes greatly fatigued once the spirit returns to its home plane. (Original Concept by Elghinn Lightbringer)

Primary Class: Barbarian.

Secondary Class: Summoner.

Hit Dice: d10.

Alignment: Any nonlawful

Bonus Skills and Ranks: The primal caller may select three summoner skills to add to their class skills in addition to the normal barbarian class skills. The primal caller gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The primal caller is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except for tower shields).

Primordial Spirit: A primal caller summons the essence of a powerful primordial spirit to fuse with his own being. When summoned, the spirit surrounds the primal caller as a translucent image of its true form. While fused, the spirit grants the primal caller a number of temporary hit points equal to his level x Constitution modifier. When these hit points reach 0, the spirit is sent back to its home plane, leaving the primal caller fatigued for 1d4 rounds. The primal caller also gains the spirit’s modifiers to ability scores, a natural armor bonus equal to 1/2 his class level, and the spirit’s maximum number of natural attacks.

While fused, the primal caller counts as both his original type and as the primordial spirit’s type for any effect related to type, whichever is worse for the primal caller. Spells such as banishment or dismissal work normally on the spirit, but the primal caller is unaffected. Neither the primal caller nor his primordial spirit can be targeted separately, as they are fused into one creature. The primal caller and primordial spirit cannot take separate actions. While fused with his primordial spirit, the primal caller can use all of his own abilities and gear.

The primal caller may select from the following types of primordial spirits: Elemental (air, earth, fire, or water), Dragon (as specific types), Magical Beast, or Outsider (chaos, evil, or good only). Once the primordial spirit is chosen, it cannot be changed. A primordial spirit otherwise functions as a summoner’s eidolon. This ability replaces trap sense and damage reduction.

Primal Link (Su): Starting at 1st level, the primal caller forms a close bond with a primordial spirit. Whenever the temporary hit points from his primordial spirit would be reduced to 0, the primal caller can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the primordial spirit (thus preventing the loss of the primal caller’s temporary hit points), preventing the primordial spirit from being sent back to its home plane. This ability replaces fast movement.

Evolution Pool (Ex): This is exactly like the summoner’s eidolon evolution pool, except that the primal caller gains a number of evolution points equal to 1/2 those of the eidolon (rounded down). Unlike those of the eidolon, these evolutions affect the primal caller directly, and he may only choose from the following evolutions, as determined by his chosen primordial spirit. This ability replaces rage power at 2nd, 6th, 10th, 14th, and 18th level. (*Advanced Player’s Guide, ‡Ultimate Magic)

Elemental: 1 point evolutions–gills*,improved damage*, improved natural attack*, low-light vision‡, magic attacks*, reach*, resistance*, slam*, swim*; 2 point evolutions–ability increase*, energy attacks*, flight*, grab*, immunity*, minor magic*, tremor sense*, trip*; 3 point evolutions–blind sense*, burrow*, damage reduction*, major magic‡, see in darkness‡; 4 point evolutions–blindsight*, breath weapon*, large*, spell resistance*, ultimate magic‡.

Dragon: 1 point evolutions–basic magic‡, bite*, claws*, climb*, gills*, improved damage*, improved natural attack*, low-light vision‡, magic attacks*, pull*, push*, reach*, resistance*, scent*, skilled*, swim*, tail*, tail slap*, wing buffet*; 2 point evolutions–ability increase*, flight*, grab*, immunity*, keen scent*, limbs*, minor magic*, rake*, rend*, tremor sense*, trip*, weapon training*; 3 point evolutions–blind sense*, burrow*, damage reduction*, frightful presence*, major magic‡, see in darkness‡; 4 point evolutions–blindsight*, breath weapon*, large*, spell resistance*, ultimate magic‡.

Magical Beast: 1 point evolutions–basic magic‡, bite*, claws*, climb*, gills*, hooves‡, improved damage*, improved natural attack*, low-light vision‡, magic attacks*, pincers*, pounce*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, swim*, tail*, tail slap*, tentacle*, unnatural aura‡, wing buffet*; 2 point evolutions–ability increase*, constrict*, flight*, gore*, grab*, head‡, immunity*, keen scent*, limbs*, minor magic*, poison*, rake*, rend*, tremor sense*, trip*; 3 point evolutions–blind sense*, burrow*, damage reduction*, frightful presence*, major magic‡, see in darkness‡, web*; 4 point evolutions–blindsight*, breath weapon*, dimension door‡, large*, spell resistance*, ultimate magic‡.

Outsider: 1 point evolutions–basic magic‡, bite*, claws*, gills*, hooves‡, improved damage*, improved natural attack*, low-light vision‡, magic attacks*, pincers*, pull*, push*, reach*, resistance*, scent*, skilled*, slam*, sting*, tail*, tail slap*, tentacle*, unnatural aura‡, wing buffet*; 2 point evolutions–ability increase*, channel resistance‡, constrict*, energy attacks*, flight*, gore*, grab*, head‡, immunity*, keen scent*, limbs*, minor magic*, poison*, rake*, rend*, tremor sense*, trip*, weapon training*; 3 point evolutions–blind sense*, damage reduction*, frightful presence*, major magic‡, see in darkness‡; 4 point evolutions–blindsight*, breath weapon*, dimension door‡, fast healing*, incorporeal form‡, large*, spell resistance*, ultimate magic‡.

Primordial Synthesis (Su): Starting at 11th level, the primal caller undergoes a transformation become like his primordial spirit. The primal caller gains the following aspects as determined by his primordial spirit. This ability replaces greater rage.

Elemental: 2 slams (1d6, 1d4 if Small), ability boost +2 Str (earth and water) or +2 Dex (air and fire), and darkvision 60 feet.

Dragon: 2 claw attacks (1d4, 1d3 if Small), ability boost (+2 Str), darkvision 60 feet, and low-light vision.

Magical Beast: 1 bite attack (1d6, 1d4 if Small), ability boost (+2 Dex), darkvision 60 feet, low-light vision, and scent.

Outsider: ability boost (+2 Str), darkvision 60 feet, and weapons are treated as aligned (chaos, evil, or good) for the purpose of overcoming damage reduction, as determined by his alignment.

Greater Primordial Synthesis (Su): At 16th level, a primal caller becomes more like his primordial spirit. The primal caller gains the following greater aspects as determined by his primordial spirit. This ability replaces indomitable will and tireless rage.

Elemental: ability boost +2 Str (air and fire) or +2 Con (earth and water), energy resistance 5 to acid (earth), cold (water), electricity (air), or fire (fire), and burrow 20 feet (earth), fly 30 feet (air), land speed +10 feet (fire), or swim 20 feet (water).

Dragon: ability boost (+2 Str), energy resistance 5 to the same type as his chosen dragon, and natural armor increase (+2).

Magical Beast: +4 save against charms and poisons, ability boost (+2 Str), natural armor increase (+2), and his weapons are treated as magic for the purpose of overcoming damage reduction.

Outsider: ability boost (+2 Con), damage reduction 5/chaos, evil or good as determined by his alignment, and fast healing 2 for a number of rounds per day equal to his primal caller level + his Constitution modifier.

Primordial Apotheosis (Su): At 20th level, a primal caller and permanently fuses with his primordial spirit. The primal caller gains the same type as his primordial spirit, and all evolutions selected at 20th level become permanent. In addition, he gains following final aspects of his primordial spirit. This ability replaces mighty rage.

Elemental: ability boost +2 Str (earth and water) or +2 Dex (air and fire), damage reduction 5/—, energy resistance increases to 10, and his melee or natural attacks gain the corrosive (earth), flaming (fire), frost (water), or shock (air) special weapon abilities.

Dragon: ability boost (+2 Con), breath weapon (3d6) of the same energy type as his dragon spirit a number of times per day equal to 3 + his Constitution modifier, damage reduction 10/magic, natural armor increase (+2), and his weapons are treated as magic for the purpose of overcoming damage reduction.

Magical Beast: ability boost (+2 Con), damage reduction 5/magic and silver, immunity to charms and poison, ???

Outsider: ability boost (+2 Cha), damage reduction increases to 10/ chaos, evil, or good, truespeech, and his weapons gain the anarchic, holy, or unholy special ability according to the primal caller’s alignment.

Rage Powers: The following rage powers complement the primal caller multiclass archetype. (*Advanced Player’s Guide, †Ultimate Combat)

All: Hive totem†, Hive Totem Resilience†, Hive Totem Toxicity†, Low-light Vision, Moment of Clarity, Night Vision†, Perfect Clarity†, Primal Scent†, Scent, Spirit Totem (Lesser)*, Spirit Totem*, Spirit Totem (Greater)*, Sprint, Superstition, Swift Foot, World Serpent Totem (Lesser) †, and World Serpent Spirit†.

Dragon: Dragon Totem*, Dragon Totem Resilience*, Dragon Totem Wings*.

Elemental: Elemental Rage (Lesser)*, Elemental Rage*, Elemental Rage (Greater)*.

Magical Beast: Animal Fury, Beast Totem (Lesser)*, Beast Totem*, and Beast Totem (Greater)*.

Outsider: Celestial Totem (Lesser), Celestial Totem, Celestial Totem (Greater), Chaos Totem (Lesser)*, Chaos Totem*, Chaos Totem (Greater)*, Evil Totem (Lesser), Evil Totem, Evil Totem (Greater), Fiend Totem (Lesser)*, Fiend Totem*, Fiend Totem (Greater)*, Good Totem (Lesser), Good Totem, and Good Totem (Greater).

Table: Primal Caller