Primal Evoker (Sorcerer/Barbarian)

Born from the wild, many people live their lives in small tribes, and when a child is born with innate magical abilities, it tends to make waves. Despite the special status such children obtain, they are often taught to work for the good of the tribe, and must learn to fight. The result of such training is the primal evoker, a servant of the people that blends her innate magical talents, chaos, and the combat training of tribal life into an explosion of emotion and death. (Original Concept by mrtaco6)

Primary Class: Sorcerer.

Secondary Class: Barbarian.

Alignment: Any chaotic.

Hit Dice: d8.

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

Weapon and Armor Proficiency: The primal evoker is proficient with all simple and martial weapons, with light armor, but not with shields. She can cast sorcerer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a primal evoker wearing medium armor, heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass primal evoker still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: A primal evoker casts arcane spells drawn from the sorcerer spell list, but she is restricted from casting spells of the lawful subtype. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a primal evoker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a primal evoker’s spell is 10 + the spell level + the primal evoker’s Charisma modifier.

Like other spellcasters, a primal evoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Primal Evoker. In addition, she receives bonus spells per day if she has a high Charisma score.

The primal evoker’s selection of spells is extremely limited. A primal evoker begins play knowing four 0-level spells and two 1st-level spells of the primal evoker’s choice. At each new primal evoker level, she gains one or more new spells, as indicated on Table: Primal Evoker Spells Known. (Unlike spells per day, the number of spells a primal evoker knows is not affected by her Charisma score.

Upon reaching 5th level, and at every third primal evoker level after that (8th, 11th, and so on), a primal evoker can choose to learn a new spell in place of one she already knows. In effect, the primal evoker “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level primal evoker spell the primal evoker can cast. A primal evoker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A primal evoker need not prepare her spells in advance. she can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Chaos Bloodline: This is exactly like the sorcerer ability of the same name, except that the primal evoker must choose the Abyssal, Accursed, Impossible, Protean, Starsoul, or Stormborn bloodline. At 1st level, a primal evoker gains her bloodline arcana and her 1st level bloodline power. At 6th level and every three levels thereafter, she gains each subsequent bloodline power, up to her 15th level bloodline power at 19th level.

At 6th level, and again at 12th and 18th level, a primal evoker can choose a bloodline feat in place of a rage power. She must meet the prerequisites of the feat as normal. The primal evoker does not gain bloodline spells.

Primal Rage (Su): Starting at 2nd level, a primal evoker can focus the primal energies that surge through her to enter a primal rage. This is similar to a barbarian’s rage, except that the primal evoker can rage for a number of rounds per day equal to 4 + her Constitution modifier, plus 1 additional round every level beyond 2nd. While in primal rage, a primal evoker gains only a +2 morale bonus to her Strength and Constitution, and a +1 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The increase to Constitution grants the primal evoker 1 hit point per Hit Dice, but these disappear when the primal rage ends and are not lost first like temporary hit points. While in primal rage, a primal evoker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

While a primal evoker rages, she creates a build-up of primal energies. When she ends her primal rage (a free action), she unleashes this energy, triggering a primal event in her square (see Primal Magic in Pathfinder Campaign Setting: Inner Sea Magic) that lasts for a number of rounds equal to the number of rounds spent in the primal rage. A primal evoker cannot enter a new primal rage while a primal event created by ending her rage but can otherwise enter rage multiple times during a single encounter or combat. If a primal evoker falls unconscious while in primal rage, it immediately ends, triggering a primal event in a 5-foot radius and placing her in peril of death.

Uncanny Dodge (Ex): At 3rd level, a primal evoker gains the barbarian’s uncanny dodge ability. This ability, primal sorcer, improved uncanny dodge, and chaotic critical replace bloodline spells.

Rage Powers (Ex): Starting at 4th level, a primal evoker gains a barbarian rage power. She gains another rage power at 6th, 10th, 12th, 16th, and 18th level. Alternately, at 6th, 12th, and 18th level, a primal evoker can choose a bloodline feat that she qualifies for in place of a rage power.

Fury Casting (Ex): At 5th level, a primal evoker can cast spells while in a primal rage. She can use this ability a number of times per day equal to her Charisma modifier. This ability, primal surge, and entropic rage replace bloodline feats.

Primal Sorcery (Su): At 8th level, a primal evoker may attempt to channel primal magic as a swift action to cast a spell she knows without losing that spell slot. Essentially, a primal evoker is forcing primal magic into the world and attempting to shape it into a specific spell effect.

To use this ability, she casts the spell as she would normally, but as the spell’s effect takes place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell slot normally as if she had cast it, but its actual effects are replaced by a primal magic event in a 10-foot radius centered on the target and she is staggered for 1 round per level of the spell. The CR for the event is equal to the primal evoker's level. The primal magic event area dissipates completely after a number of minutes equal to the primal evoker’s level. A successful Spellcraft check (DC 20 + the level of the spell) allows the event to be discovered.

If the primal evoker makes this check, she casts the spell normally and spell slot is not expended from her daily allotment of spells, allowing her to cast that spell again at a later point. A primal evoker can use primal sorcery once per day at 8th level, and an additional time per day every five levels thereafter.

Improved Uncanny Dodge (Ex): At 9th level, a primal evoker gains the barbarian’s improved uncanny dodge ability.

Greater Primal Rage (Su): At 11th level, when a primal evoker enters primal rage, the morale bonus to her Strength and Constitution increases to +4 and the morale bonus on her Will saves increases to +2. In addition, whenever a primal evoker triggers a primal magic event, she rolls the percentile dice twice to determine the event that occurs and chooses which one of the two possible events occurs. She also becomes resistant to the effects of primal magic events. Anytime an event would affect her, the GM rolls 1d20 + the event’s CR against a DC of 11 + her primal evoker level. If this roll fails, the event does not affect her, similar to a creature with spell resistance ignoring magical effects with an SR check. If the primal magic event is duplicating the effects of a spell that does not allow spell resistance (such as create pit), this resistance does not apply.

Primal Hemorrhage (Su): At 14th level, whenever the primal evoker is reduced to lower than 0 hit points, she releases a burst of entropic energy. Each round she remains below 0 hit points, all opponents with 10 feet of her take an amount of chaotic damage equal to her Charisma modifier. This “bleeding” of primal energy ceases once the primal evoker dies or is healed up to 0 hit points or more. Allies are unaffected by this effect, unless they are outsiders of the lawful subtype.

Chaotic Critical (Su): At 15th level, when a primal evoker scores a critical hit with a melee weapon against an opponent, she deals an amount of chaotic damage equal to her primal evoker level + her Charisma modifier. This extra damage bypasses damage reduction.

Entropic Rage (Su): At 17th level, when entering a primal rage, a primal evoker releases a wave of entropic energy. Any object or creature within 20 feet of her when she enters her rage takes 2d6 points of chaotic damage plus her Charisma modifier. If the creature is of the lawful subtype, it takes 4d6 points of chaotic damage plus her Charisma modifier. Any creature within the area can make a Fortitude saving throw for half damage. Once a creature has been the target of an entropic rage, regardless of whether or not the save is made, that creature is immune to that primal evoker’s entropic rage for 24 hours. Chaotic creatures only take damage equal to the primal evoker’s Charisma modifier.

Primal Power (Su): At 20th level, a primal evoker becomes chaos incarnate. When a primal evoker enters a primal rage, the morale bonus to her Strength and Constitution increases to +6, the morale bonus on her Will saves increases to +3. In addition, due to the primal energies coursing through her body, she gains the chaotic creature subtype, regardless of her actual alignment. Also, she no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the primal evoker still dies of old age when her time is up. This ability replaces the bloodline power gained at 20th level.

Table: Primal Evoker

Table: Primal Evoker Spells Known