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God CallerCreature 10


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +19
Languages Common, Fey, Telepathy 100 Feet (with Eidolon Only)
Skills Athletics +20, Intimidation +21, Nature +19, Religion +15, Survival +15
Str +4, Dex +2, Con +1, Int +0, Wis +3, Cha +5

AC 29; Fort +18; Reflex +16; Will +19;
HP 150
Speed 25 feet

Fist One Action +20 (+16, +12) to hit (agile, nonlethal, unarmed) 1d4+10 Bludgeoning
War Flail One Action +21 (+16, +11) to hit (disarm, magical, sweep, trip) 2d10+10 Bludgeoning

Bonded Eidolon

The god caller fights alongside a mystical ally called an eidolon, most likely the Actor.Beast Eidolon. The eidolon has the standard number of actions, uses its normal stat block, and counts toward the encounter's XP budget normally. The eidolon must remain within 100 feet of the god caller, or its physical form will dissolve. The god caller can make their eidolon take form or disappear with the Manifest Eidolon action.

Beseech the Spirits One Action (concentrate, primal)

Frequency once per day


Effect The god caller reaches out to local entities for enhanced perception and perspective. The god caller gains lifesense 60 feet and all-around vision for 10 minutes. The god caller can't use this ability again until after propitiating the spirits during their next daily preparation.

Manifest Eidolon Three Actions (concentrate, manipulate, primal, teleportation)

The god caller causes their eidolon to manifest in a space adjacent to them if it's unmanifested, or to unmanifest and disappear from physical reality if it was already manifested.

Tandem Trick (primal)

Frequency once per round


Effect The god caller uses a team tactic with their eidolon, chosen from the following list, with the listed number of actions and traits.


Primal Spontaneous Spells (DC 29, +21 to hit)

Cantrips (5th Level): Electric Arc, Gouging Claw, Guidance, Light, Tangle Vine
4th Level (2 slots): Wall of Fire, Weapon Storm
5th Level (2 slots): Howling Blizzard, Impaling Spike


The summoners called god callers have a magical link to eidolons, revered as gods by the people of Sarkoris. Though this NPC is based on Sarkorian god callers, they can be adapted to different types of summoners by changing out the eidolon for another creature and making thematic tweaks to skills and spells.


Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.


God Callers and the Divine

Some spirits called by god callers of Sarkoris are divine beings capable of granting spells. Consider granting a god caller NPC a cleric focus spell appropriate to one of the god's domains if they worship such a deity (using the same DC and spell attack as their primal spells). For instance, the Stag Mother of the Forest of Stones might grant the savor the sting domain spell from the pain domain.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.