Chrysanth Caller (Legendary Ranger Archetype)


Most men and women fear the fey; creatures of deceit, chaotic whimsy that have senses of humor that borderline on cruelty. Others, however, seek to either empower themselves, research the phenomena, or are simply lured in by the tricks of the creatures that lurk the woods. Those that stray too far into their journeys glimpse into the depths of the First World and return forever changed.

Base Attack Bonus

The chrysanth caller has a base attack bonus equal to a cleric of his level. This modifies base attack bonus.

Class Skills

The chrysanth caller adds the following skills to his class skill list: Bluff (Cha), Diplomacy (Cha) and Disguise (Cha). This alters the ranger’s class skills.


Chrysanth callers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 4: Chrysanth Caller Spells Prepared under “Spells prepared.” These spells are cast like any other spell, but they do not consume spell slots. As with other spells, these spells are not expended when cast.

Depth of Spirit (Ex)

The chrysanth caller adds his Charisma modifier instead of his Wisdom modifier to his Will saves, if his Charisma modifier is higher than his Wisdom modifier.

Expansive Imagination (Ex)

A chrysanth caller’s mind wanders far and wide, and often they stumble upon exotic spells and magic thanks to the influence of the First World.

A chrysanth caller requires neither spellbook nor familiar to know spells; they are stored in his deep subconscious mind, addled by the chaos and trickery of seelie-kind. When he performs his daily meditation, he taps into his subconscious and brings out his knowledge of spells, allowing him to prepare them for the day and memorize them.

A chrysanth caller begins play knowing all 0-level bard spells, plus five 1st level bard spells of his choice. At each new chrysanth caller level, he gains one new spell of any spell level or levels that he can cast and adds it to his list of spells known.

Additionally, the chrysanth caller may select a number of spells equal to his Charisma modifier from the wizard/ sorcerer spell list to add to his own list of spells known. These spells must be either of the illusion, enchantment, or transmutation schools (if the chosen spell would appear on different spell lists, they can add it to his list at the lowest level). At 4th, 7th and every three levels thereafter (until 16th level), they may select one additional spell to add to their spell list with the same limitations.

A chrysanth caller may not learn spells from other spellcasters in the traditional way. Instead, he may only learn spells by communing with another chrysanth caller, spending ten minutes in a mental trance, where they each exchange their subconscious knowledge and learn all the spells the other knows. Under the GM’s discretion, the chrysanth caller may also perform this with creatures of the fey or plant type that know spells or may cast spell-like abilities, or even creatures capable of casting spells closely tied to nature, or that specialize in magic meant to deceive or trick other creatures, such as rangers, druids, bards and any spellcaster that specializes in the illusion, enchantment or transmutation schools. Performing this with a fey or plant type creature that may cast spells allows them to learn all spells they know and add them to his list of spells known, but spells gained from other creatures only add spells that are on the bard spell list, or illusion, enchantment and transmutation spells. The mental union is often a personal matter that invites both creatures into the private domains of their mind, as such generally only friendly creatures will agree to it, and unwilling creatures can never share their spells with the chrysanth caller.

This replaces nature’s gift.

First World Spellcasting

A chrysanth caller casts arcane spells drawn from the ranger or bard spell lists. He must prepare his spells ahead of time, but unlike other legendary rangers, his spells are not expended when they are cast. Instead, he can cast any spell that he has prepared consuming a spell slot of the appropriate level, assuming he hasn’t yet used up his spell slots per day for that level.

The chrysanth caller uses Charisma in place of his Wisdom modifier for all class abilities and ranger talents that use Wisdom, and in order to learn, prepare or cast spells, he must possess a Charisma modifier equal to 10 + the spell’s level. The saving throw DC against all of the chrysanth caller’s spells are 10 + the spell’s level + the chrysanth caller’s Charisma modifier.

A chrysanth caller can only cast a certain number of spells of each level per day. His base daily allotment is given on the Table 3: Chrysanth Caller Speller Per Day, under “Spells per day.” In addition, he receives bonus spells per day if he has a high Charisma score.

A chrysanth caller may know any number of spells, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level spells and two 1st-level spells each day. Each new level, the number of spells he can prepare each day increases, as indicated on Table 4: Chrysanth Caller Spells Prepared. Unlike the number of spells he can cast per day, the number of spells he can prepare are not affected by his Charisma score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a chrysanth caller can prepare.

A chrysanth caller must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour in meditation attuning to nature. While meditating, the chrysanth caller decides what spells to prepare and refreshes his available spell slots for the day, similar to an arcanist.

Like a sorcerer, a chrysanth caller can choose to apply any metamagic feats he knows to a prepared spell as he casts it, with the same increase in casting time. He may also prepare a spell with any metamagic feat he knows and cast it without increasing casting time like a wizard. He cannot combine these options — a spell prepared with a metamagic feat cannot be further modified with another metamagic feat at the time of casting.

This modifies spellcasting.

Intertwine (Su)

Once per round, as a swift action, the chrysanth caller can attempt to merge his thoughts with the mind of his quarry by making a melee touch attack. If this touch attack is successful, the target must make a Will saving throw vs a DC equal to 10 + 1/2 the chrysanth caller’s level + his Charisma modifier. If the target fails, the mental bond is established. The creature may make a new saving throw against this mental bond once every 24 hours. This mental bond lasts indefinitely, until the chrysanth caller changers his quarry or until a saving throw is succeeded against it but may be ended as a free action by the chrysanth caller.

The chrysanth caller can communicate mentally with his quarry and vice versa, with the quarry being unable to silence his voice within their head. He may use this mental bond to demoralize the quarry by using the Intimidate skill or may feint them by using their Bluff skill. Doing either requires only a swift action.

The chrysanth caller’s thoughts gain greater influence over the mind of his quarry as they increase in level. At 5th level, the chrysanth caller always knows exactly where his quarry is, provided they are on the same plane of existence. In addition, he can see through his quarry’s eyes, and hear through their ears, though they cannot make use of extra senses the target possesses, even if they possess the same sense themselves.

At 9th level, the chrysanth caller can target his quarry with any mind-affecting spell or spell-like ability he uses without needing to be present or within range, and he automatically succeeds on any touch attacks required to deliver such abilities.

At 13th level, the chrysanth caller can become invisible to his quarry as a swift action. This lasts as long as the creature remains his quarry and persists even if he attacks them. While invisible, the chrysanth caller is also inaudible to the target, and gains a +20 bonus to Stealth checks against his quarry, as well as total concealment. Although the quarry cannot locate him using simple senses, any other creature may still alert them as to the whereabouts of the chrysanth caller.

At 17th level, the chrysanth caller’s chaotic mental state degrades those who he bonds with, causing them to glimpse into a vision of the First World. As a standard action, the chrysanth caller may create an illusion which fools all senses and even magic used to identify them; such an illusion is only apparent to his quarry. The chrysanth caller may give the illusion simple commands which it will follow or may use his standard action to directly control the illusion. The DC to resist this illusion is 20 + the chrysanth caller’s Charisma modifier, before factoring in the bonuses of the playmate ability.

This replaces predation.

Playmate (Su)

A chrysanth caller does not see the individuals he targets as prey, but rather as toythings and friends he has focused his pranks upon in the moment. In addition to the normal methods to mark a creature as a quarry, a chrysanth caller may make someone his quarry as a free action after successfully deceiving them with a Disguise or Bluff skill check up to one hour after deceiving them. A chrysanth caller knows how to embody themselves in almost any shape, face and form. He suffers no penalty for disguising as a different race, gender or age category and suffers no penalty for disguising as one size category smaller than they normally are. The chrysanth caller may disguise themselves as a full round action, and gains a bonus to Disguise skill checks equal to half their level.

When using illusion, enchantment or transmutation spells or spell-like abilities, or any of his Intertwine abilities against his quarry, the spell’s DC is increased by 1, plus an additional 1 per 5 class levels.

This modifies quarry.

Willful and Wily (Ex)

A chrysanth caller has good Reflex and Will saving throw bonuses, and a poor Fortitude saving throw bonus.


At 15th level, the seelie influences on the chrysanth caller’s mind have opened his eyes to witness the world for how it truly is. He gains true seeing as a constant ability, which they may turn off or on as a free action. Their ability to perceive through magic is not fully accurate, however; They see the world as if it were filled with rainbows, sunshine, and flowers; even in lands that are desolate and dry. All creatures they see and hear speak with overflowing joy and have faces with wide stretching smiles — even creatures who normally do not have mouths. This bestows no disadvantage on the chrysanth caller.

This replaces stillsense.

Blooming Chrysanthemum (Ex)

At 20th level, the chrysanth caller achieves a perfected mental state that allows them to truly understand the experiences they witnessed of the First World. Their type permanently changes to fey, they gain low light vision, immunity to poison and DR 10/cold iron (Weapons that are not made of cold-iron cannot bypass this damage reduction, even if their enhancement bonus is high enough). Additionally, they may now spontaneously cast any illusion, enchantment or transmutation spell they know by using a spell slot of the appropriate level without having prepared that spell.

This replaces apex predator.

Chrysanth Caller’s Talents

Fancy Little Tricks (Sp): A chrysanth caller’s dreams bestow upon them oddities that drive normal folk mad, but to them — it only brings inspiration. A chrysanth caller gains a single hex from the witch’s list of hexes, using their chrysanth caller level in place of their witch level when determining its effects. They use their Charisma modifier in place of Intelligence for all purposes regarding this hex. The chrysanth caller may change this hex for another they normally qualify when they regain their spell slots for the day. The chrysanth caller may not select a major or grand hex with this talent. Hexes that are mind-affecting may be used in concert with the chrysanth caller’s 9th level intertwine ability.

Follykiss (Sp): The signature sign of any chrysanth caller is their everburning desire to play about with other creatures. As a move action, he may cause a small and annoying, yet disruptive magical effect (such as causing them to stumble, sneeze, flatulate or become covered in sparkles) on a creature within 60 feet, giving them a -1 penalty to the next d20 roll they make within 1 round per class level. If a creature fails an attack roll, skill check or saving throw while under the effects of a follykiss, the chrysanth caller may quarry them as an immediate action.

The penalty increases by -1 at 4th, 8th, 12th and 16th level. At 8th level, a chrysanth caller may follykiss a creature as a swift action.

Mind Trick (Sp) (6th level): As a standard action, the chrysanth caller can affect one creature within 30 feet as confusion for 1d4 rounds (Will negates). The save DC is equal to 10 + 1/2 the chrysanth caller’s class level + his Charisma modifier to negate the effect. This ability may be used in concert with a chrysanth caller’s intertwine ability.

Share Words (Sp) (4th Level): A chrysanth caller can share a special bond with a creature that unites their communicative processes together and allows him to glean knowledge of a language they understand. As a full-round action, the chrysanth caller may hug, kiss or otherwise touch another willing humanoid in order to create a temporary mental link between them. This allows him to select a single language that creature knows and allow him to understand and speak that language for 24 hours. He can also use this ability to grant another humanoid a language he knows for the same amount of time, but it may not be a language he gained through this ability. Only one language can be learned at a time, but he may share his languages to as many creatures as he desires.

When speaking in a language borrowed through this ability, the chrysanth caller gains a bonus to all Diplomacy skill checks equal to 1/3 his class level. This bonus is not granted to creatures he bestows a language to.

Unity of Thoughts (Sp) (10th level): A merging of mind often leaves the chrysanth caller’s prey insane, but occasionally it bestows to him the gift of knowledge. When the target of a chrysanth caller’s 9th level intertwine ability fails a saving throw against a mindaffecting spell, the chrysanth caller can use an immediate action to force them to make another saving throw against the same DC of the spell they just failed at. If they fail again, they suffer from the effects of the modify memory spell.

If the target is a spellcaster capable of casting spells that are on the chrysanth caller’s spell lists, or are illusion, enchantment or transmutation spells of spell levels that he may cast, he may forfeit the effect of modify memory to instead copy that spell from the creature’s known spells, and add it to his own list of known spells. A creature can only have a single spell stolen from its mind once in its lifetime, although it may suffer from modify memory as many times as the chrysanth caller uses it upon them.

Table 3: Chrsanth Caller Spells per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1
2nd 2
3rd 3
4th 3 1
5th 4 2
6th 4 3
7th 4 3 1
8th 4 4 2
9th 5 4 3
10th 5 4 3 1
11th 5 4 4 2
12th 5 5 4 3
13th 5 5 4 3 1
14th 5 5 4 4 2
15th 5 5 5 4 3
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Table 4: Chrysanth Caller Spells Prepared
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
Section 15: Copyright Notice

Legendary Rangers © 2019, Legendary Games; Authors: Andrew J. Gibson, Wren Rosario, and Jeff Gomez.

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