Element Caller (Summoner/Sorcerer)
Sometimes the inborn magic gifted to someone by a distant magical relative has a very general effect on a person's abilities, but in other cases that magical influence is very specific. Thus it is for the Element Caller, whose inherent connection to one of the four elemental planes has given her the unique ability to summon a specific creature from that plane to help in her adventures. Alongside her elemental eidolon, the element caller learns to summon more mundane creatures, but infusing those creatures with some of her own elemental spark. Eventually, an element caller becomes so in-tune with her associated elemental plane that she can become an avatar of that element, striking down her foes with fiery (or icy, shocking, or acidic) vengeance, and even consuming her eidolon in order to increase her own power. (Original Concept by Cartmanbeck)
Primary Class: Summoner.
Secondary Class: Sorcerer.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The elemental caller selects three sorcerer skills to add to her class skills in addition to the normal summoner class skills. The elemental caller gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The elemental caller is proficient with all simple weapons, with light armor, but not with shields. The elemental caller can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elemental caller wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass elemental caller still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: An elemental caller casts arcane spells drawn from the summoner’s spell list and adds the following spells to that list: 0 level—ray of frost; 1st level—burning hands,shock shield; 2nd level—acid arrow, elemental speech, scorching ray; 3rd level—fireball, lightning bolt; 4th level—fire fall, wall of fire; 5th level—elemental body II, icy prison; 6th level—cone of cold, contagious flame. When casting these spells, any energy damage of the acid, cold, fire, or electricity type is changed to an energy type based on the element caller’s elemental affinity (see table below). This replaces two evolution points from the element caller’s elemental eidolon. The element caller may use the Elemental Spell feat to modify any of these spells to another element as normal. An elemental caller otherwise learns and casts spells as a summoner equal to her elemental caller level. She also receives bonus spells per day if she has a high Charisma score.
Elemental Affinity: At 1st level, an element caller must choose an elemental affinity (Air, Earth, Fire or Water). Once the choice is made it cannot be changed. The element caller may then choose a sorcerer bloodline (or its associated Wildblooded bloodline), as shown in the table below. For the purposes of bloodline arcana and powers, an elemental caller’s effective sorcerer level is equal to her element caller level. This replaces life link, shield ally, transposition, greater shield ally, life bond, and gate.
Elemental Summons: Beginning at 1st level, when an element caller uses a summon monster spell or spell-like ability to summon a creature with a subtype matching her elemental affinity, it gains the benefits of the Augment Summoning feat. At 6th level, when summoning a creature with both the elemental subtype and a subtype matching her elemental affinity, the creature gains the benefit of a haste spell for the duration of its summoning. This ability modifies summon monster and replaces bond senses and maker’s call.
Summon Element-Touched Monster (Su): An element caller who uses her summon monster spell-like ability to summon an animal applies the element-touched simple template matching her elemental affinity to the creature, instead of the Celestial or Fiendish simple template. When summoning a non-animal with these spells, the element caller may only summon creatures with her elemental affinity as a subtype. This otherwise functions as summon monster.
Elemental Eidolon: An element caller begins play with the ability to summon to her side a powerful outsider from the Air, Earth, Fire, or Water (as determined by her elemental affinity) called an elemental eidolon. The elemental eidolon forms a link with the element caller, who, forever after summons an aspect of the same creature. This is exactly like the summoner’s eidolon ability except that the elemental eidolon’s physical appearance is always that of an elemental of its subtype.
Elemental Transformation: At 20th level, an element caller is so in tune with her chosen element that she becomes the living embodiment of that element. As a standard action, she can change into a Huge elemental of her elemental affinity’s subtype, and can stay in that shape indefinitely. This functions as the spell elemental body IV, but has no duration. While in elemental shape, the element caller may absorb her elemental eidolon into her own elemental form, which banishes the eidolon to its home plane, but in doing so, the element caller gains a +4 bonus to her Strength, Dexterity, and Constitution for a number of minutes equal to her level. This ability replaces twin eidolon.
Table: Element Caller
Table: Element Caller Spells Known
ELEMENTAL EIDOLON ABILITIES
An elemental eidolon’s abilities are determined only by the elemental caller’s level. Table: Eidolon Base Statistics determines many of the base statistics of the elemental eidolon. An elemental eidolon’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide (see p. 58), except with the following changes.
Evolution Pool: The cannon eidolon gains 2 fewer evolution points than indicated on Table: Eidolon Base Statistics. Due to its nature, the elemental eidolon cannot choose the following evolutions: Channel Resistance, Gills, Immunity, Incorporeal Form, Keen Scent, No Breath, Poison, Resistance, and Undead Appearance.
Special: This includes a number of abilities gained by all shadow companions as they increase in power. Each of these bonuses is described below.
Elemental Traits: The elemental eidolon gains the elemental subtype.
Elemental Movement: The elemental eidolon gains a new movement mode. At 3rd level, the elemental eidolon gains the following movement mode based on its elemental subtype. At 6th level and again at 11th level, this mode improves as shown below. This replaces the eidolon’s devotion.
Air: fly 40 ft. (good), Fly 80 ft. (perfect), Fly 120 ft. (perfect)
Earth: burrow 30 ft., burrow 60 ft., earth glide
Fire: fly 30 ft. (good), fly 60 ft. (good), fly 90 ft. (perfect)
Water: swim 30 ft., swim 60 ft., swim 90 ft.
Energy Resistance: The elemental eidolon gains energy resistance 5 according to its subtype, as follows: Air (electricity), Earth (acid), Fire (fire), Water (cold). This improves to energy resistance 10 at 5th level, energy resistance 15 at 9th level, and energy resistance 20 at 13th level. At 17th level, the elemental eidolon gains energy immunity to this energy type. This ability replaces the eidolon’s evasion.
Damage Reduction: The elemental eidolon gains DR 5/— at 9th level. This improves to DR 10/— at 18th level. This replaces the eidolon’s improved evasion.