Caller
From Arinthdnd
Alignment: Any
Hit Die: 1d8
Class Skills
The caller’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spell Pool Bonus |
---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +0 | Energy Bolt 1d6, 1st Level Spells, Inner Will | +3 |
2nd | +1 | +3 | +0 | +0 | -- | +3 |
3rd | +2 | +3 | +1 | +1 | Energy Bolt 2d6 | +4 |
4th | +3 | +4 | +1 | +1 | 2nd Level Spells | +4 |
5th | +3 | +4 | +1 | +1 | Energy Bolt 3d6 | +4 |
6th | +4 | +5 | +2 | +2 | 3rd Level Spells | +5 |
7th | +5 | +5 | +2 | +2 | Energy Bolt 4d6 | +5 |
8th | +6/+1 | +6 | +2 | +2 | 4th Level Spells | +6 |
9th | +6/+1 | +6 | +3 | +3 | Energy Bolt 5d6 | +6 |
10th | +7/+2 | +7 | +3 | +3 | 5th Level Spells | +6 |
11th | +8/+3 | +7 | +3 | +3 | Energy Bolt 6d6 | +7 |
12th | +9/+4 | +8 | +4 | +4 | 6th Level Spells | +7 |
13th | +9/+4 | +8 | +4 | +4 | Energy Bolt 7d6 | +8 |
14th | +10/+5 | +9 | +4 | +4 | 7th Level Spells | +8 |
15th | +11/+6/+1 | +9 | +5 | +5 | Energy Bolt 8d6 | +8 |
16th | +12/+7/+2/ | +10 | +5 | +5 | 8th Level Spells | +9 |
17th | +12/+7/+2 | +10 | +5 | +5 | Energy Bolt 9d6 | +9 |
18th | +13/+8/+3 | +11 | +6 | +6 | 9th Level Spells | +10 |
19th | +14/+9/+4 | +11 | +6 | +6 | Energy Bolt 10d6 | +10 |
20th | +15/+10/+5 | +12 | +6 | +6 | Personify Domain | +10 |
Class Features
Callers choose any three RELATED (ask DM!) domains, from which they can cast spells. Yes, this means they will only ever know 3 spells of each level. :X
Inner Will: When making a will-save to resist drain from a spell, you may substitute your wisdom modifier with your charisma modifier.
Personify Domain: For a number of rounds equal to 3 + [Your Charisma Modifer], you do not need to roll to resist drain. However, each round you do not cast a spell while in this form, you take 3d6 direct damage. You also act in full accordance with your domain during this time.