Caller
Ability Requirements :	Strength 11
				Constitution 14
				Intelligence 10
				Charisma 14

Prime Requisite:	Constitution
			Charisma

Races Allowed:	All

A Caller may have any alignment. Good Callers tend to only use their powers for		
their protection of their family and friends be it humanoids or animals/monsters. Neutral Callers tend to use their powers to strike fear in the hearts of those who would harm any animals/monsters. Evil Callers tend to use their powers to summon powerful creatures to bring down their enemies.
	A Caller with a Constitution score of 16 or higher gains a 5% bonus to it’s experience point. A Caller with a Charisma score of 16 or higher will also gain a 5% bonus to it’s experience point.
	The Caller has the thaco of priests, the hit dice of rogues (d6), and the saving throws of wizards.
	Callers may wear any light armors but no shields. A Caller can always cast his spells while wearing armors and never suffer any chance of spell failures. They can use any weapon allowed to thieves.
	Callers have learn how to infuse gems with the essence of any creatures they come in contact with in order to sommon it when needed. By doing a ritual only known by Callers, they are able to infuse a single creature essence in one single gem. They must make the ritual ‘over the remains’ or as close as possible of a dead creature remains (maximum distance of  10 feet) or stay very close to the body of a living creature (maximum distance of  5 feet) in order for the ritual to succeed. The more powerful the creature essence is, the highest is the cost of the gem. Remember that a Caller dosen’t have to infuse a gem with an essence that meets the XP Value requisites for it’s category, the Caller has always the possibilities to infuse it with a less powerful essence but this wont lower the category or the base price of the gem. A lost or destroy gem can only be replace by another gem of equal or higher value by doing another ritual on the same type of creature or same creature as the last one or a totally new creature type. So a lost or destroy gold dragon gem can only be replace by a gem which will require a live or dead gold dragon to make the ritual upon.

As an Option: A lost or destroy gem can be replace by another gem of equal or higher value by doing another special ritual that will ‘call upon’ the essence. This ritual takes one day to perfom, then the ‘called’ essence will enter in the new gem. This method will limit the number and kind of creature a Caller can call upon since he won’t be able to replace a gem with another essence.

The ritual takes one hole day to perform if the Caller tries to infuse the gem with the essence of a live creature and only half that time if it is to infuse the essence of a dead creature. The casting time to invoke an essence is equal to the gem category and the range of the invocation is always 25 feet + 5 feet/2 Caller level. The casting of the invocation is always treathed as having verbal, somatic, and material component (the gem) for purpose of game play. The invoke creature will stay for 1 round/Caller level, until it is ‘killed’ and it’s essence return into the gem, or if it is dismiss by the Caller. The Caller dosen’t have to choose which gem he will be able to use every day as a mage, he simply use any one gem when he needs to, similar to a Sorcerer, but can never exceed it’s limit per day use for each gem category. The creature will always be non-hostile toward the Caller and obey every command but will retain any other caracteristics of it’s creature type, be it’s alignment, intelligence score, Hit Dice and so on. Remember that an evil creature with enough intelligence and wisdom may sometimes try to currupt the Caller’s command, at the DM’s discretion.
The exact fact of why it takes more time to infuse the essence of a living creature than a dead one is unknown, even people says that Callers themselves don’t knows. One sage said that maybe it is because it is easiest to capture the essence of a dead creature because it has left it’s living body, as a soul,  than to capture the essence of a living creature without killing it.
	ROLE: Caller are animal/monster lovers and enjoy more their presence than anyother except for rangers and druids who share nearly the same interest. They will only kill animals or monsters only for their or a friend survival. They usualy try to at least put them in a paralyze, prone, or coma state when fighting instead of killing them. They usually live far from civilization in the deepest wilderness. They may ally themself with humaniod creatures only if they treat their animal brothers like an equal.

Optional XP Award
Per power cast to overcome foe or problems			100XP/Spell level
To overcome foe or problems by not killing
	the monster or animal that was treatening	200XP

Callers may use each gem infuse with a creature essence a number of time per day for each Gem category as followed:

Caller				Gem Uses Per Day
Level		1	2	3	4	5	6	7	8	9	10
1		3	-	-	-	-	-	-	-	-	-
2		4	-	-	-	-	-	-	-	-	-
3		4	-	-	-	-	-	-	-	-	-
4		5	3	-	-	-	-	-	-	-	-
5		6	4	-	-	-	-	-	-	-	-
6		6	4	3	-	-	-	-	-	-	-
7		6	5	4	-	-	-	-	-	-	-
8		6	5	5	3	-	-	-	-	-	-
9		6	5	5	4	-	-	-	-	-	-
10		6	6	5	4	3	-	-	-	-	-
11		6	6	6	5	4	-	-	-	-	-
12		6	6	6	6	5	-	-	-	-	-
13		7	7	7	6	6	3	-	-	-	-
14		7	7	7	6	6	4	-	-	-	-
15		7	7	7	7	7	4	3	-	-	-
16		7	7	7	7	7	5	4	-	-	-
17		7	7	7	7	7	5	5	3	-	-
18		7	7	7	7	7	5	5	4	-	-
19		7	7	7	7	7	5	5	5	3	-
20		7	7	7	7	7	6	5	5	4	-
21		7	7	7	7	7	6	6	6	5	3
22		7	7	7	7	7	7	6	6	5	3
23		7	7	7	7	7	7	6	6	6	4
24		7	7	7	7	7	7	7	7	7	4
25		7	7	7	7	7	7	7	7	7	4
26		8	8	8	8	7	7	7	7	7	5
27		8	8	8	8	8	8	8	7	7	5
28		8	8	8	8	8	8	8	8	8	5
29		9	9	9	9	8	8	8	8	8	6
30		9	9	9	9	9	9	9	8	8	6

	Callers are also limited to the number of creature essence they can infuse in a gem for each gem category as followed:

Caller				Number of Essence Infused	
Level	1	2	3	4	5	6	7	8	9	10
1	2	-	-	-	-	-	-	-	-	-
2	2	-	-	-	-	-	-	-	-	-
3	3	-	-	-	-	-	-	-	-	-
4	3	1	-	-	-	-	-	-	-	-
5	4	2	-	-	-	-	-	-	-	-
6	4	2	1	-	-	-	-	-	-	-
7	5	3	2	-	-	-	-	-	-	-
8	5	3	2	1	-	-	-	-	-	-
9	5	4	3	2	-	-	-	-	-	-
10	5	4	3	2	1	-	-	-	-	-
11	5	5	4	3	2	-	-	-	-	-
12	5	5	4	3	2	-	-	-	-	-
13	5	5	4	4	3	1	-	-	-	-
14	5	5	4	4	3	2	-	-	-	-
15	5	5	4	4	4	2	1	-	-	-
16	5	5	4	4	4	3	2	-	-	-
17	5	5	4	4	4	3	2	1	-	-
18	5	5	4	4	4	3	3	2	-	-
19	5	5	4	4	4	3	3	2	1	-
20	5	5	4	4	4	3	3	3	2	-
21	6	5	5	4	4	3	3	3	3	1
22	6	5	5	4	4	4	3	3	3	2
23	6	5	5	4	4	4	3	3	3	2
24	6	5	5	5	4	4	3	3	3	2
25	6	5	5	5	4	4	4	3	3	2
26	6	5	5	5	4	4	4	3	3	2
27	6	6	5	5	5	4	4	3	3	3
28	6	6	5	5	5	4	4	3	3	3
29	6	6	5	5	5	4	4	4	3	3
30	6	6	5	5	5	5	4	4	3	3

	Each Gem category correspond to a strength of essence that is determine by the XP Value of the creature as followed:

Gem Category		Maximum of XP Value	Minimum Gem Value in GP
	1			35					100
	2			175					200
	3			650					300
	4			2000					400
	5			5000					500
	6			8000					600
	7			11000					700
	8			14000					800
	9			17000					900
10	20000					1000

Callers may only infuse gems with an essence whose strength doesn’t exceed their
own, see the table below:

Caller
Level		Maximum XP Value of Essence to be Infuse
1				7
2				15
3				35
4				120
5				175
6				420
7				650
8				1400
9				2000
10				3000
11				4000
12				5000
13				7000
14				8000
15				10000
16				11000
17				13000
18				14000
19				16000
20				17000
21				18000
22				19000
23				20000
24				20000
25				20000
26				20000
27				20000
28				20000
29				20000
30				20000

Proficiency Group Crossovers: General, Wizard, Warrior.
	Weapon Proficiency			Nonweapon Proficiency
Initial		# Level	Penalty	Initial		# Level
1		6		-5		4		3

Callers can use and specialize in any of the following fighting style: One-handed, Two-handed, and Two weapons.
Wealth Option: 1d4+1 x 10 GP

# Attack Per Round
Caller
Level		# Att/Rnd
1-8		1/1
9-16		3/2
17+		2/1

A Caller receives 50 character points to spend on skills from the following list.

2+		Summoning Power (For 2 points the Caller can infuse one type of creature and for each additional point the Caller can infuse 2 types of creature)

	Type of Creature			Type of Creature
	Aberration				Magical Beast
	Animal				Monstrous Humanoid
	Beast					Ooze
	Construct				Outsider
	Dragon				Plant
	Elemental				Shapechanger
	Fey					Undead
	Giant					Vermin
	Humanoid

10/20		Empathy with Animals/ Empathy with Animals  and Monsters[See the Ranger section in Skills & Powers]
5/10/15	Armor Access(Light/Medium/Heavy)
10		Bonus Spell[See the Wizard section in Spell & Magic]
2		Casting Time Reduction[See the Wizard section in Spell & Magic]
5/10/20/25	Combat Bonus(Rogue/Priest/Warrior/Monster thaco)
15/20		Warrior Ability Bonus[See the Priest section in Spell & Magic]
10		Extended Spell Duration[See the wizard section in Spell & Magic]
5/10/15/20	Hit Point Bonus(d6/d8/d10/d12)
5+		Nonweapon Proficiency Group Crossovers(Warrior)
5/7		Range Increase[See the Wizard section in Spell & Magic]
5		Speak with Animals[See the Ranger section in Skills & Powers]
10		Communication(Animals languages only)[See the Priest Section in Spells & Magic]
5/8		Identify plants and Animals[See the Priest Section in Spells & Magic]
15+		Shapechange[See the Priest Section in Spells & Magic]
10/15		Shapechange[See the Druid Section in Skills & Powers]
15		Unarmed Combat Skills[See the Priest Section in Spells & Magic]
10		Bonus Spell: Animal Friendship 1/day[See the Druid Section in Skills & Powers]
20		Shapechange[See the Druid Section in Skills & Powers]
29		Wild Shape(See below)
8		Animal Companion(See below)
5		Appraise(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5		Climb Walls(See below) [See the Thief section in Skills & Powers]
5		Detect Noise(See below) [See the Thief section in Skills & Powers]
10		Find/Remove Traps(See below) [See the Thief section in Skills & Powers]
5		Hide in Shadows(See below) [See the Thief section in Skills & Powers]
5		Move Silently(See below) [See the Thief section in Skills & Powers]
10		Tunnelling(See below) [See the Thief section in Skills & Powers]
0/5/15		Weapon Selection(Mage/Thief/All weapons)
15		Weapon Specialization[See the Fighter section in Skills & Powers]
5		Resistance to Sleep and Charm[See the Mage section in Skills & Powers]
10+		Weapon Proficiency Group Crossovers(10 points per new class)
1		Nonweapon Proficiency Bonus: Sylvan Language
3/5		Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
10		Followers(Replace Wizard NPC by Caller NPC)[See the Wizard section in Spell & Magic]
4		Familiar(See below)
1		One Nonweapon Proficiency Bonus
2		One Weapon Proficiency Bonus
3/5		Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points; +2 initial, +2/odd level, +1/even level for 5 points
2		Able to Use the Fighting Style Two weapons
2		Able to Specialize in One Fighting Style
2		able to Use the Fighting Style Weapon & Shiled

Restriction
5		Awkward Casting Method[See the Wizard section in Spell & Magic]
15		Reduced Spell Progression[See the Wizard section in Spell & Magic]
5		Weapon Restriction(No weapon allowed)
5+		Limited Magical Item Use[See the Wizard section in Spell & Magic]
2		Behavior/Taboo[See the Wizard section in Spell & Magic]
10		Hazardous Spells[See the Wizard section in Spell & Magic]
2/5		Slower Casting Time[See the Wizard section in Spell & Magic]
5+		Supernatural Constraint[See the Wizard section in Spell & Magic]
8		Talisman[See the Wizard section in Spell & Magic]
15		Reduced Spell Progression[See the Wizard section in Spell & Magic]

Familiar: Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That’s why, for example, the master can cast a personal spell on a familiar even though normally he can only cast such a spell on himself. To call a familiar, the master must spend a day and used up magical materials that cost 100 GP. A familiar is a magical, unusually though, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant. The master choose the type of familiar he gets. As the master increases in level, his familiar also increase in power. If the familiar dies, or the master chooses to dismiss it, the master must attempt a save vs. death. If the saving throw fails, the master loses 200 experience points per Caller level. A successful save reduce the loss by half. However, a Caller’s experience point total can never go below zero as a result of a familiar’s demise. The Caller will drop to a minimum of 1 experience point left. A slain or dismissed familiar cannot be replaced for a year. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a constitution point when this happy event occurs.

 Familiar Table

Familiar		Special Power Gained By The Caster*

Badger	Gain +2 to All Saving Throws vs Charm-like Abilities/Spells
Bat	Gain +2 to Hearing Checks and +1 to All Saving Throws that include Dexterity Bonus
Cat		Gain 20% of/to Move Silently
Chipmonk		Gain +2 to All Saving Throws that include Dexterity Bonus
Dog		Gain +1 to Surprise Rolls and +1 to Hearing Checks
Eagle		Gain +2 to Vision Check
Fox		Gain +2 to All Saving Throws that include Dexterity Bonus
Groundhog		Gain +2 to All Saving Throws vs. Death
Hare		Gain +3 to Hearing Check
Hawk		Gain +2 to Vision Check
Lizard		Gain +20% Climb Walls
Monkey		Gain 20% of/to Pick Pockets
Mouse		Gain 20% of/to Hide In Shadow
Otter		Gain the Proficiency Swimming or +2 to Swimming Checks
Owl		Gain low-light vision, 20% of/to Move Silently
Racoon		Gain 20% of/to Pick Pockets
Rat		Gain +2 to All Saving Throws vs. Death
Raven		Gain 1 additional Spoken Language (Non-animal/monster)
Skunk		Gain Immunity to Musk Attacks
Snake(Tiny)		Gain Poisonous Bite (Poison Type A)
Snake(Small)
Constrictor		Gain 10% of/to Move Silently
Squirrel		Gain +2 to All Saving Throws that include Dexterity Bonus
Toad			Gain +1 to Constitution Score
Weasel		Gain +2 to All Saving Throws that include Dexterity Bonus
* The Familiar must be within one mile for the caster to receive these powers.

Familiar Special Abilities

Master		Natural
Class Level                Armor          Intelligence	Special
1-2                                +1                   6  		Alertness, Improved Evasion, 
							Share Spells,Empathic Link
3-4                                +2                   7		Touch
5-6                                +3                   8		Speak with Master
7-8                               +4                    9		Speak with Animal of its Type
9-10                             +5		10
11-12                           +6                   11		Spell Resistance
13-14                           +7                  12		Scry on Familiar
15-16                           +8                  13
17-18                           +9		14
19 +                            +10		15

	Hit Dice : Treat as the master’s level (for effects related to Hit Dice). Use the fasmiliar’s normal total if it is higher.
	Hit Points : One-half the master’s total or the familiar normal total, whichever is better.
Natural Armor : This number improves the familiar >s AC. It Represents a familiar=s preternatural Toughness.
Intelligence : The Familiar=s Intelligence Score. Familiar Are as smart as people (tough not necessary as smart as smart people).
Alertness : The presence of the familiar sharpens its master=s senses. While the familiar is within arm=s reach, The master gain the Alertness nonweapon proficiency.
Improved Evasion : If the familiar is subjected to an attack that normally allows a saving throw to receive only half damage by dodging it, the familiar takes no damage on a successful save and half damage if failed.
Share Spells : At the master=s option, he may have any spell he cast on himself also affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell=s effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionnaly, the master may cast a spell with a target of Acaster= on his familiar (as a touch spell) instead of on himself. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar=s type (magical beast).
Empathic Link : The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see trough the familiar=s eyes, but the two of them can communicate telephatically. Note that the low intelligence of a low-level master=s familiar limits what it is able to communicate or understand, and even intelligent familiars see the world differently from humans. Because of the empathic link between the familiar and the master, the master has the same connexion to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport to that room as if he has seen it too.
Touch : If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master cast a touch spell, he can designate his familiar as the Atoucher@. (The master and familiar must be in contact at the time of casting). As normal, if the master casts another spell, the touch spell dissipate.
Speak with Animal of its Type : The Familiar can communicate with animals of approximately the same type as itself (including dire variants): bats and rats with rodents, cats with felines, hawks and owls and ravens with birds, snakes with reptiles, toads with amphibians, weasels with creature of the mustelidae family (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). The communication is limited by the intelligence of the conversing creatures.
Speak with Master : The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.
Spell Resistance : If the master is 11th level or higher, the familiar gains spell resistance equal to the master=s level + 5.
Scry : If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell-like ability that requires no material components or focus.

	Wild Shape: 
		Caller
		Level	Shape/day
5	small to man size, 1/day
6	2/day
7	3/day
8	large size
9	–
10	4/day
11	tiny size
12	Dire form
13	–
14	5/day
15	huge size
16	Elemental form 1/day
17	–
18	6/day, Elemental form 3/day

Animal Companion: A 1st-level Caller may begin play with an animal companion. This animal is one that the Caller has befriended with the spell animal friendship. As such, it can have no more than 2 hit dice. A 1st-level Caller may have more than one animal companion, provided the animal’s total Hit Dice don’t exceed 2. The Caller will gain the same benefits from those animal companions as the Familiar class ability of the wizards. The Caller can also cast animal friendship on other animals during play but he wont get the Familiar benefits from them.

Thief Ability: To determine a Caller’s % chance in a thieving skill that he has
Bought as a class ability, see below:
			Find/
Caller	Remove	Move	Hide In	  Detect	Climb		
Level	Traps	Silently	Shadows  Noise	Walls	Appraisal  	Tunnelling
1	5	10	5	  15	60	10	    	15
2	10	15	10	  20	65	15		20
3	15	20	15	  25	70	20		25
4	20	25	20	  30	75	25		30
5	25	30	25	  35	80	30		35
6	30	35	30	  40	85	35		40
7	35	40	35	  45	90	40		45
8	40	45	40	  50	95	45		50
9	45	50	45	  55	99	50		55
10	50	55	50	  60	99	55		60
11	55	60	55	  65	99	60		65
12	60	65	60	  70	99	65		70
13	65	70	65	  75	99	70		75
14	70	75	70	  80	99	75		80
15	75	80	75	  85	99	80		85
16	80	85	80	  90	99	85		90
17	85	90	85	  95	99	90		95
18	90	95	90	  99	99	95		99
19	95	99	95	  99	99	99		99
20	99	99	99	  99	99	99		99