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Wild Caller

There used to be two summoner archetypes named wild caller; one racial archetype for half-elves and one that deals with plants.

This is the archetype for half-elves, the plant archetype has been renamed plant caller (see above) to avoid confusion.

The wild caller has eidolons that take more natural and savage forms and summons from nature rather other planes. The wild caller archetype was originally open only to half-elves, a restriction that can be safely ignored.

It works well with the monster ally archetype, despite both modifying the eidolon and summon monster abilities.

Savage Eidolon

The eidolon of a wild caller takes more natural and savage forms than other summoners’ eidolons.

A wild caller gains 1/4 his class level as bonus evolution points in his eidolon’s evolution pool, but his eidolon cannot take any supernatural or spell-like evolutions, as well as any of the following evolutions:

  • Forbidden 1-point evolutions: Skilled (while the eidolon can select this evolution, it can only do so with the following skills: acrobatics, climb, escape artist, fly, intimidate, perception, survival, and swim)
  • Forbidden 2-point evolutions: Weapon training
  • Forbidden 3-point evolutions: Frightful presence
  • Forbidden 4-point evolutions: Spell resistance

If the eidolon would gain one of these evolutions from its subtype, if it gains damage reduction, or if it gains any other supernatural or spell-like abilities, it loses these abilities and gains a single evolution point for each evolution or ability lost.

This is a modification of the eidolon class feature.

Summon Nature’s Ally I (Sp)

Starting at 1st level, a wild caller can cast summon nature’s ally I a number of times per day equal to 3 + his Charisma modifier.

At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing the summoning of more powerful creatures (to a maximum of summon nature’s ally IX at 17th level). Furthermore, at 19th level, the wild caller can use either summon elder worm or summon froghemoth instead of gate.

Remove all summon monster spells from the wild caller’s spell list and add the corresponding summon nature’s ally spells.

This ability otherwise functions like the standard summoner’s summon monster I ability and replaces that ability.

Section 15: Copyright Notice

Legendary Summoners © 2020, Legendary Games; Author: Carl Cramer.