Primordial Convoker

There are those who take a different path when worshiping the Elements, reaching across the boundaries of the world to the far-flung planes to call forth all manner of creatures to do their bidding. Known as Primordial Convokers, these divine practitioners form close bonds with particular elements, known as eidolons, which increase in power along with their callers. In the end, Primordial Convokers and their eidolons become linked, sharing shards of the same souls. Primordial Convoker is a divine elemental Unchained Summoner.

Unchained Summoner: Most of the summoner’s class features are the same as those of the class’s original design—the biggest change comes to the eidolon. The unchained summoner selects a subtype for his eidolon (Elemental), which determines a number of its evolutions and helps to shape the eidolon’s general attitude and appearance. In addition, some of the evolutions are now tied to one or more subtypes and base forms, to make eidolons that better match the expected appearances and abilities of such creatures. Finally, the summoner spell list has been greatly revised, removing a number of imbalances.

Alignment: Any.
Hit Die: d8.
Starting Wealth: 2d6 x 10 gp (average 70 gp).

Class Skills

The Primordial Convoker’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.

Class Features

 Spells Per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th5th6th
1st+0+0+0+2Cantrips, eidolon, life link, summon monster I1
2nd+1+0+0+3Bond senses2
3rd+2+1+1+3Summon monster II3
4th+3+1+1+4Shield ally31
5th+3+1+1+4Summon monster III42
6th+4+2+2+5Maker’s call43
7th+5+2+2+5Summon monster IV431
8th+6/+1+2+2+6Transposition442
9th+6/+1+3+3+6Summon monster V543
10th+7/+2+3+3+7Aspect5431
11th+8/+3+3+3+7Summon monster VI5442
12th+9/+4+4+4+8Greater shield ally5543
13th+9/+4+4+4+8Summon monster VII55431
14th+10/+5+4+4+9Life bond55442
15th+11/+6/+1+5+5+9Summon monster VIII55543
16th+12/+7/+2+5+5+10Merge forms555431
17th+12/+7/+2+5+5+10Summon monster IX555442
18th+13/+8/+3+6+6+11Greater aspect555543
19th+14/+9/+4+6+6+11Gate555554
20th+15/+10/+5+6+6+12Twin eidolon555555
Spells Known
Level01st2nd3rd4th5th6th
1st42
2nd53
3rd64
4th642
5th643
6th644
7th6542
8th6543
9th6544
10th65542
11th66543
12th66544
13th665542
14th666543
15th666544
16th6665542
17th6666543
18th6666544
19th6666554
20th6666655

Weapon and Armor Proficiency:

Primordial Convoker are proficient with all simple weapons and light armor. A Primordial Convoker can cast summoner spells while wearing armor.

Elemental Focus

At 1st level a Primordial Convoker chooses one element to worship Earth, air fire or water. alternatively the Primordial Convoker may choose a Parra-elemental Rain, Sun, Silt or magma.

Elemental Divergence:

Whenever you cast a spell that deals energy damage, you change the type of damage to match the type of your Elemental focus. This also changes the spell’s type to match the type of your Elemental Focus. All Summon Spells the Primordial Convoker cast gain the Elemental Subtype and either Air, Earth, Fire or water Subtypes depending of their Elemental Focus. Parr-elemental summons gain both elemental subtypes eg. rain is air and water.

Spells:

A Primordial Convoker casts Divine spells drawn from the summoner spell list. (The unchained summoner’s spell list is different from that presented in the Advanced Player’s Guide.) He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a Primordial Convoker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the Primordial Convoker’s Wisdom modifier.

A Primordial Convoker can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1–4: Summoner. In addition, he gains bonus spells per day if he has a high Wisdom score (see Table 1–3: Ability Modifiers and Bonus Spells on page 17 of the Core Rulebook).

A summoner’s selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table 1–5: Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 1–5 are fixed.)

Upon reaching 5th level, and at every third Primordial Convoker level thereafter (8th, 11th, and so on), a Primordial Convoker can choose to learn a new spell in place of one he already knows. In effect, the Primordial Convoker “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 1 level lower than the highest-level summoner spell the Primordial Convoker can cast. A Primordial Convoker can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A Primordial Convoker doesn’t need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

Cantrips:

A Primordial Convoker learns a number of cantrips, or 0-level spells, as noted on Table 1–5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Eidolon:

A Primordial Convoker begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the Primordial Convoker, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the Primordial Convoker who calls it (so a neutral good Primordial Convoker can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its Primordial Convoker, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

Primordial Convoker can only choose elemental as the subtype.

A Primordial Convoker can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the Primordial Convoker (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the Primordial Convoker is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the Primordial Convoker’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the Primordial Convoker’s class level and increase as the Primordial Convoker gains levels. In addition, each eidolon gains a pool of evolution points based on the Primordial Convoker’s class level that can be used to give the eidolon different abilities and powers. Whenever the Primordial Convoker gains a level, he must decide how these points are spent, and they are set until he gains another level of Primordial Convoker.

The eidolon’s physical appearance is up to the Primordial Convoker, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the Primordial Convoker’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su):

At 1st level, a Primordial Convoker forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the Primordial Convoker can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the Primordial Convoker must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its Primordial Convoker, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Monster (Sp):

At 1st level, a Primordial Convoker can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Wisdom modifier. Drawing on this ability uses up the same power that the Primordial Convoker uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the Primordial Convoker must pay any required material components. A Primordial Convoker cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the Primordial Convoker’s spell list for the purposes of spell trigger and spell completion items. In addition, the Primordial Convoker can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses (Su):

At 2nd level, a Primordial Convoker can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his Primordial Convoker level. There is no maximum range to this effect, but the eidolon and the Primordial Convoker must be on the same plane. The Primordial Convoker can end this effect as a free action.

Shield Ally (Ex):

At 4th level, whenever a Primordial Convoker is within his eidolon’s reach, the Primordial Convoker gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s Call (Su):

At 6th level, as a standard action, a Primordial Convoker can call his eidolon to his side. This functions as dimension door, using the Primordial Convoker’s caster level. When this ability is used, the eidolon appears adjacent to the Primordial Convoker (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The Primordial Convoker can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su):

At 8th level, a Primordial Convoker can use his maker’s call ability to swap locations with his eidolon. If the eidolon occupies more squares than the Primordial Convoker, the Primordial Convoker can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the Primordial Convoker if able, or as close as possible if it is not able.

Aspect (Su):

At 10th level, a Primordial Convoker can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well (except for subtype requirements, so long as his eidolon meets the subtype requirement). He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The Primordial Convoker can change the evolutions granted by these points anytime he can change the eidolon’s evolutions.

Greater Shield Ally (Su):

At 12th level, whenever an ally is within reach of the Primordial Convoker’s eidolon, the ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the Primordial Convoker, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su):

At 14th level, the Primordial Convoker’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the Primordial Convoker is protected from harm. Damage in excess of that which would reduce the Primordial Convoker to 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the Primordial Convoker. Effects that cause death but don’t deal damage are unaffected by this ability. This ability does not affect spells such as baleful polymorphflesh to stoneimprisonment, or other spells that don’t deal damage.

Merge Forms (Su):

At 16th level, as a full-round action, a Primordial Convoker can touch his eidolon and the two can merge forms. This transformation includes all of the Primordial Convoker’s gear. While merged in this way, the Primordial Convoker is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the Primordial Convoker are suspended until the Primordial Convoker emerges from the eidolon (although durations continue to expire).

The Primordial Convoker can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the Primordial Convoker’s gear, even though they are otherwise inaccessible. The Primordial Convoker can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The Primordial Convoker can use this ability for a number of rounds per day equal to his Primordial Convoker level. He can end this effect at any time as a swift action. The Primordial Convoker emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the Primordial Convoker is merged with it, the Primordial Convoker is immediately ejected, takes 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su):

At 18th level, a Primordial Convoker can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but the maximum number of evolution points the summoner can divert increases to 6. In addition, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof ) diverted to the Primordial Convoker instead of losing 1 point from the evolution pool for each point diverted.

Twin Eidolon (Su):

At 20th level, a Primordial Convoker and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The Primordial Convoker loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The Primordial Convoker retains all of his class features. The Primordial Convoker can keep this form for a number of minutes per day equal to his Primordial Convoker level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The Primordial Convoker can end this effect as a free action.

Alternate Capstones

When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Deep Magics (Su)

At 20th level, the character’s repertoire of spells deepens dramatically. She gains an additional spell known for each spell level she can cast. A character of any class with spells known can select this capstone.

Grand Eidolon (Su)

At 20th level, the summoner’s eidolon becomes an absolute monstrosity—a thing of legend and terror. The summoner gains 4 additional evolution points to spend as he likes, not subject to subtype-based requirements.

Perfect Body, Flawless Mind (Ex)

At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.

The Boss (Ex)

At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.

With This Sword (Ex)

At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability

Won’t Stay Dead (Ex)

At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.

Favored Class Options

Similar Posts