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.