Cholla Caller
There are those who take a different path when pursuing the Druidic arts, reaching across the boundaries of their guarded land to call forth all manner of creatures to do their bidding. Known as Cholla Callers, these Druidic practitioners form close bonds with particular outsiders, known as eidolons, which increase in power along with their callers. In the end, Cholla Callers and their eidolons become linked, sharing shards of the same souls.
Unchained Summoner: Cholla Caller’s are Unchained Summoners with the Leeshy caller and Sysntesist archetypes.
Alignment: Any.
Hit Die: d8.
Starting Wealth: 2d6 x 10 gp (average 70 gp).
Class Skills
The Cholla Caller’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 | |||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | +0 | +0 | +0 | +2 | Cantrips, Fused Eidolon, Fused link, summon Nature’s Ally I | 1 | – | – | – | – | – |
2nd | +1 | +0 | +0 | +3 | 2 | – | – | – | – | – | |
3rd | +2 | +1 | +1 | +3 | Summon Nature’s Ally II | 3 | – | – | – | – | – |
4th | +3 | +1 | +1 | +4 | Shielded Meld | 3 | 1 | – | – | – | – |
5th | +3 | +1 | +1 | +4 | Summon Nature’s Ally III | 4 | 2 | – | – | – | – |
6th | +4 | +2 | +2 | +5 | Maker’s jump | 4 | 3 | – | – | – | – |
7th | +5 | +2 | +2 | +5 | Summon Nature’s Ally IV | 4 | 3 | 1 | – | – | – |
8th | +6/+1 | +2 | +2 | +6 | 4 | 4 | 2 | – | – | – | |
9th | +6/+1 | +3 | +3 | +6 | Summon Nature’s Ally V | 5 | 4 | 3 | – | – | – |
10th | +7/+2 | +3 | +3 | +7 | Aspect | 5 | 4 | 3 | 1 | – | – |
11th | +8/+3 | +3 | +3 | +7 | Summon Nature’s Ally VI | 5 | 4 | 4 | 2 | – | – |
12th | +9/+4 | +4 | +4 | +8 | Greater shielded merge | 5 | 5 | 4 | 3 | – | – |
13th | +9/+4 | +4 | +4 | +8 | Summon Nature’s Ally VII | 5 | 5 | 4 | 3 | 1 | – |
14th | +10/+5 | +4 | +4 | +9 | 5 | 5 | 4 | 4 | 2 | – | |
15th | +11/+6/+1 | +5 | +5 | +9 | Summon Nature’s Ally VIII | 5 | 5 | 5 | 4 | 3 | – |
16th | +12/+7/+2 | +5 | +5 | +10 | Split forms | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +5 | +5 | +10 | Summon Nature’s Ally IX | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +6 | +6 | +11 | Greater aspect | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +6 | +6 | +11 | Gate | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +6 | +6 | +12 | Twin eidolon | 5 | 5 | 5 | 5 | 5 | 5 |
Spells Known
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | 4 | 2 | – | – | – | – | – |
2nd | 5 | 3 | – | – | – | – | – |
3rd | 6 | 4 | – | – | – | – | – |
4th | 6 | 4 | 2 | – | – | – | – |
5th | 6 | 4 | 3 | – | – | – | – |
6th | 6 | 4 | 4 | – | – | – | – |
7th | 6 | 5 | 4 | 2 | – | – | – |
8th | 6 | 5 | 4 | 3 | – | – | – |
9th | 6 | 5 | 4 | 4 | – | – | – |
10th | 6 | 5 | 5 | 4 | 2 | – | – |
11th | 6 | 6 | 5 | 4 | 3 | – | – |
12th | 6 | 6 | 5 | 4 | 4 | – | – |
13th | 6 | 6 | 5 | 5 | 4 | 2 | – |
14th | 6 | 6 | 6 | 5 | 4 | 3 | – |
15th | 6 | 6 | 6 | 5 | 4 | 4 | – |
16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
Weapon and Armor Proficiency: Cholla Caller are proficient with all simple weapons and light armor. A Cholla Caller can cast summoner spells while wearing armor.
Spells: A Cholla Caller casts Druidic 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 Cholla Caller 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 Cholla Caller’s Wisdom modifier.
A Cholla Caller 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: Cholla Caller. 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 Cholla Caller’s selection of spells is limited. A Cholla Caller begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new Cholla Caller level, he gains one or more new spells as indicated on Table 1–5: Cholla Caller Spells Known. (Unlike spells per day, the number of spells a Cholla Caller knows is not affected by his Wisdom score. The numbers on Table 1–5 are fixed.)
Upon reaching 5th level, and at every third Cholla Caller level thereafter (8th, 11th, and so on), a Cholla Caller can choose to learn a new spell in place of one he already knows. In effect, the Cholla Caller “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 Cholla Caller spell the Cholla Caller can cast. A Cholla Caller 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 Cholla Caller 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 Cholla Caller 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.
Fused Eidolon: A Cholla Caller summons the essence of a powerful outsider to meld with his own being. The Cholla Caller wears the eidolon like translucent, living armor. The eidolon mimics all of the Cholla Caller’s movements, and the Cholla Caller perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. The Cholla Caller directs all of the eidolon’s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the Cholla Caller uses the eidolon’s Strength, Dexterity, and Constitution, but retains his own Intelligence, Wisdom, and Charisma. The Cholla Caller gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The Cholla Caller uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The Cholla Caller also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The Cholla Caller is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the Cholla Caller. The eidolon must have limbs for the Cholla Caller to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the Cholla Caller loses the benefits of his armor. He counts both as his original type and as an outsider for any effect related to type, whichever is worse for the Cholla Caller. Spells such as banishment or dismissal work normally on the eidolon, but the Cholla Caller is unaffected. Neither the Cholla Caller nor his eidolon can be targeted separately, as they are fused into one creature. The Cholla Caller and eidolon cannot take separate actions. While fused with his eidolon, the Cholla Caller can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the Cholla Caller’s normal eidolon ability (for example, the Cholla Caller cannot use his summon monster ability while the eidolon is present).
Plant eidolon base forms are as follows.
Cactus (Desert): Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack sting (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions limbs (arms), limbs (legs), sting. May take the Sting evolution multiple times without the tail evolution.
Fungus (Swamp, Underground): Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (arms), limbs (legs).
Leaf (Forest, Jungle, Swamp): Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack slam (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions limbs (arms), limbs (legs), slam.
Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner 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 eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
Summon Nature’s Ally (Sp): A leshy caller can cast summon nature’s ally as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier. At levels where a regular summoner would gain access to a new level of summon monster as a spell-like ability, the leshy caller instead gains the equivalent summon nature’s ally spell; at 19th level, she can cast summon nature’s ally IX or gate. When a leshy caller gains a summon nature’s ally spell as a spell-like ability, she adds it to her class spell list (though she must still select it as a spell known if she wants to gain the ability to cast it as a normal spell). She adds leaf leshys, gourd leshys, fungus leshys, seaweed leshys, and lotus leshys to her list of creatures for summon nature’s ally I, II, III, IV, and V, respectively.
Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
Maker’s Jump (Sp): At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
Aspect (Su): At 10th level, a summoner 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 summoner can change the evolutions granted by these points anytime he can change the eidolon’s evolutions.
Greater Shielded Meld (Ex): At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
Split Forms (Su): At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.
The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level
Greater Aspect (Su): At 18th level, a summoner 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 summoner instead of losing 1 point from the evolution pool for each point diverted.
Twin Eidolon (Su): At 20th level, a summoner 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 summoner 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 summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner 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
Plant Eidelon
Plant eidolons consist of vegetable matter infused with raw natural spiritual power.
Alignment: Any. Plant eidolons don’t have alignment subtypes.
Base Form: Cactus (limbs [arms], limbs [legs], sting), fungus (bite, limbs [arms], limbs [legs]), leaf (limbs [arms], limbs [legs], slam)).
Base Evolutions: At 1st level, plant eidolons gain low-light vision as well as the resistance (electricity) and resistance (sonic) evolutions.
At 4th level, plant eidolons gain constant pass without trace and they can change shape into plants of the size category corresponding to their base form with results similar to tree shape.
At 8th level, plant eidolons gain the ability to use speak with plants for 1 minute per Hit Die per day with any plants related to the eidolon’s base form. These minutes need not be consecutive.
At 12th level, plant eidolons gain immunity to paralysis, poison, sleep, and stun.
At 16th level, plant eidolons gain the ability to use commune with nature once per day and can use their speak with plants ability at will. At 20th level, plant eidolons gain a +8 resistance bonus on saving throws against mind-affecting effects. They lose their resistance (electricity) and resistance (sonic) evolutions and instead gain the immunity (electricity) and immunity (sonic) evolutions.