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The Caller
  Geomancy
Level BAB Fort Ref Will Special Max Stress Suites Gifts
1 +0 +0 +0 +2 Call, Convoke 2 1 2
2 +1 +0 +0 +3 Primal Power 2 1 3
3 +1 +1 +1 +3   3 1 5
4 +2 +1 +1 +4 Primal Power 3 2 6
5 +2 +1 +1 +4   4 2 8
6 +3 +2 +2 +5 Primal Power 4 2 9
7 +3 +2 +2 +5   5 2 11
8 +4 +2 +2 +6 Primal Power 5 3 12
9 +4 +3 +3 +6   6 3 14
10 +5 +3 +3 +7 Caller Talent 6 3 15
11 +5 +3 +3 +7   7 4 17
12 +6/+1 +4 +4 +8 Caller Talent 7 4 18
13 +6/+1 +4 +4 +8   8 4 20
14 +7/+2 +4 +4 +9 Caller Talent 8 4 21
15 +7/+2 +5 +5 +9   9 5 23
16 +8/+3 +5 +5 +10 Caller Talent 9 5 24
17 +8/+3 +5 +5 +10   10 5 26
18 +9/+4 +6 +6 +11 Caller Talent 10 6 27
19 +9/+4 +6 +6 +11   11 6 29
20 +10/+5 +6 +6 +12 Caller Talent 11 6 30

 

Caller

Rydia, iconic caller, calling Leviathan
"The world is not without voice. Let me share it with you."

They do things. It is relevant to figure out what they do to the story currently playing out in Trinity.

Class Features

All of the following are class features of the caller.

Weapon and Armor Proficiency: Callers are proficient with all simple weapons and light armor, but not shields.

Geomancy (Ge): Caller geomancy suites are based upon the entities they can call upon. Thus, a caller who chooses Leviathan gains access to the Leviathan suite. In effect, callers' suites are very similar to priest's patron domains, except that the caller only has access to the gifts granted by those suites. Thus, caller geomancy suites are slightly larger, but are generally significantly smaller in size and scope than an equivalent suite gained by a shaman.

It is important to note, then, that because callers' suites are based on entities, rather than nature itself, the entities a caller has access to are the source of their geomancy: a caller who uses a Leviathan gift, for instance, is essentially channeling the power of the primal. However, because all of these entities are derived directly from Gaia, they have the same general principle: don't abuse it, or it will hurt.

Call (Ge):

Convoke (Ge):

Design Notes

Callers are a half-casting class. They are roughly equatable to technology's greasemonkey and the blue's trainer: they are a "pet"-based class. Unlike those two, however, callers retain some level of casting ability that does not directly pertain to their pet (greasemonkeys gain devices that are only usable via their vehicle; trainers learn memes, but cannot use them, only teach them to their mementos).

Callers exist somewhere between greasemonkeys, who typically have one vehicle, and trainers, who typically have a large collection of mementos to use (though limited to six at any one time). Callers have a smaller collection, capping at six, with only a possibility of one out at a time, but are able to use convoke to use the abilities of other entities they can call upon.

Using call summons forth a physical manifestation of the creature in question, which can use its abilities and assist in combat or other tasks. Convoke, however, only brings forth the creature for a moment, in which it uses a particular ability of some sort, then disappears back into the fabric of reality.

Called creatures - which vary, we'll get to that in a minute - have a set progression and a predefined set of abilities. In essence, much like a standard d20 summoner, the caller picks the one they want from their list, and brings it forth. Because of how these creatures operate in the lore, they cannot be altered by the caller. Callers effectively control these creatures directly, and they do not balk or otherwise disagree - they do as directed, due to the agreement between the caller and the creature summoned.

While typically callers would call upon primals directly, they can call upon eidolons, as well. While eidolons are not as powerful as primals, the difference is irrelevant, as no caller can actually fully call a primal - they always only gain control over a fraction of such entity's power. In general, it's safe to assume that the less powerful the entity, the more the caller can successfully call upon its power, meaning that seemingly "weak" calls are just as powerful as seemingly "strong" ones, because a caller can get more out of a "weaker" entity than a "stronger" one. Leviathan isn't going to fully manifest for you, puny mortal, but some tiny eidolon creature will totally give you everything its got, and more.

Hmm. Because caller's casting abilities are based upon their called creatures, that allows us to use that resource for all of their abilities. A lower-level caller will probably typically pick one thing and stick with it - call, convoke, or invoke gifts - while a higher-level caller will call one summon, convoke another, and use gifts from a third.

So: the notion here is that every callable creature has a set of abilities, which the caller can make use of at 1st level, then one every 3rd level (same as feat levels). The called creature is not limited in uses of these abilities, unless otherwise specifically noted, so can use them all the time, even if they replicate gifts. The called creature also has hit points and various combat stats and skills; the reason these abilities are unlimited is because it can "die," and be removed from the field.

Convoke basically lets the caller use one of the abilities from a callable creature without it being present; it shows up during the effect, uses the ability, then disappears. The advantage is that the effect just happens; the downside, though, is that the called creature considers this effectively an abuse, and thus convoking accrues stress towards the called creature's suite.

Using normal gifts from a creature's suite accrues stress as normal.