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 (t