Chapter II · Classes
Riftcaller
The Dark Sunder didn't close. It scarred over, and under the scar the two worlds still touch: Eldriloch, and the drowned reality the exspiratis destroyed. Most people pray they never feel that seam. The riftcaller puts their hands on it, pulls, and asks what's on the other side to come and serve. Usually it does.
Adventures. Riftcallers adventure for power, for knowledge of the drowned reality, and because no city will let them stay long. Some hunt fibrolite and old runekar sites near the Fiend's Chasm, where the seam runs thinnest. Some sell their summoned servants as guards, laborers and soldiers to anyone who pays and asks no questions. Ethon quietly hires them. Every other nation hangs them.
Characteristics. The riftcaller is Eldriloch's summoner. They work the aether along the seam the Sunder left, and weave bodies of ash and aether for the exspiratis that drift beside the world: skitz at first, then lesser exspiratis, and at the height of their power, the full exspiratis that command armies. Their other patterns pull the drowned world's cold and ash through the seam, bind what comes through, and cut the exspiratis loose from their hosts. Every pattern pulls against the seam, and the harder a riftcaller pulls, the more likely it is to tear. A riftcaller can reach past what they can safely hold, and call something far greater than they should, at a risk that grows terrible very quickly.
Outlook. Riftcallers believe the seam is the most important fact in the world and that everyone else is too frightened to look at it. Most are ambitious, secretive and certain they are in control. The ones who aren't careful don't stay riftcallers for long.
Religion. None that would have them. To the Celestial Covenant, riftcalling is aetheric manipulation, trafficking with the exspiratis and the Sunder's own sin in one, and the Wardens count a riftcaller among the abominations. Riftcallers return the contempt.
Background. The malumtene found the seam first. Generations of destructive practice had already taught them to cut the aether's threads, and after the Sunder some of them found that the cut threads led somewhere. They learned to reach through without letting anything reach back, and they have never let an exspiratis ride them. Humans learned the art from the malumtene during the War of Souls, when Ethon wanted soldiers that didn't need bargains. Most riftcallers are taught in secret circles of three to seven, called choirs, which meet near the Chasm and in the ruined halls of Ethon's lost south. A few are self-taught, and most of those die learning.
Races. Only malumtene and humans can become riftcallers. Malumtene are the natural riftcallers, and the exspiratis can't ride them. Humans can learn the art, but every human riftcaller knows that an exspiratis on the far side of a bad binding is looking at a body it could take. Runekar hate everything the exspiratis touch and won't learn it. Ashen already have an exspiratis inside, and it won't share the seam. Souldriven can't touch the aether this way.
Other Classes. Riftcallers get on best with entertainers, runners and other people the law already wants. Aetherians consider them reckless. Wardens consider them abominations. Ashen consider them thieves: the exspiratis inside an ashen hates the leash a riftcaller puts on its kin.
Role. A summoner who fights through called servants and battlefield control, with high reward and real risk. At their safe levels they are a reliable caster. When they overreach, they can swing a fight or lose it, and sometimes lose themselves.
Game Rule Information
Abilities. Charisma determines how powerful a pattern a riftcaller can cast, how many they can cast per day and how hard they are to resist. Constitution keeps them alive through backlash. Wisdom helps them hold their own mind against the voices on the far side.
Race: Human or malumtene.
Hit Die: d6.
Starting Wealth: 3d4 × 10 gl (75 gl).
Class Skills
The riftcaller's class skills (and the key ability for each) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the rift) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int). Knowledge (the rift) covers the exspiratis, the drowned reality, the Fiend's Chasm and the seam.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort | Ref | Will | Special | Reach |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Rift sight, rift calling, breach | 1st |
| 2nd | +1 | +0 | +0 | +3 | Steady the breach | 1st |
| 3rd | +1 | +1 | +1 | +3 | Kept skitz | 1st |
| 4th | +2 | +1 | +1 | +4 | — | 2nd |
| 5th | +2 | +1 | +1 | +4 | Binder's will | 2nd |
| 6th | +3 | +2 | +2 | +5 | — | 3rd |
| 7th | +3 | +2 | +2 | +5 | Veilward | 3rd |
| 8th | +4 | +2 | +2 | +6 | — | 4th |
| 9th | +4 | +3 | +3 | +6 | Long leash | 4th |
| 10th | +5 | +3 | +3 | +7 | — | 5th |
| 11th | +5 | +3 | +3 | +7 | Thin the seam | 5th |
| 12th | +6/+1 | +4 | +4 | +8 | — | 6th |
| 13th | +6/+1 | +4 | +4 | +8 | Twin binding | 6th |
| 14th | +7/+2 | +4 | +4 | +9 | — | 7th |
| 15th | +7/+2 | +5 | +5 | +9 | Hold the seam | 7th |
| 16th | +8/+3 | +5 | +5 | +10 | — | 8th |
| 17th | +8/+3 | +5 | +5 | +10 | Seam ward | 8th |
| 18th | +9/+4 | +6 | +6 | +11 | — | 9th |
| 19th | +9/+4 | +6 | +6 | +11 | — | 9th |
| 20th | +10/+5 | +6 | +6 | +12 | Master of the wound | 9th |
Reach is the highest pattern level the riftcaller can cast normally. A riftcaller's spells per day and spells known are those of the 3.5 sorcerer, and their reach is the highest level on that table where they have spells per day.
Class Features
All of the following are class features of the riftcaller.
Weapon and Armor Proficiency: Riftcallers are proficient with all simple weapons. They aren't proficient with any armor or shields, and armor interferes with their gestures like any arcane casting (arcane spell failure).
Patterns: A riftcaller casts arcane spells, called rift patterns, drawn from the riftcaller pattern list. They cast spontaneously, like a sorcerer, from a fixed number of patterns known, and use the sorcerer's spells per day and spells known. To learn or cast a pattern, a riftcaller must have a Charisma score of at least 10 + the pattern's level. The save DC is 10 + the pattern's level + the riftcaller's Charisma modifier. Rift patterns are aether, and they carry the aether current. They use verbal and somatic components and need no fibrolite. Every rift pattern is subject to a breach.
Rift Calling: A riftcaller knows every rift call pattern, I through IX, from 1st level. They don't count against patterns known. A riftcaller can cast a rift call within their reach using a spell slot of its level, or overreach to cast one beyond it. Only one rift call can be active at a time (two from 13th level). Casting a new one ends the old one, and the bodies of its servants crumble to ash.
Rift Sight (Su): A riftcaller can see creatures of the exspiratis current within 60 feet, including an exspiratis drifting unseen beside the world, an ashen's passenger, and a creature using flicker. They know an ashen by sight.
Breach: Every rift pattern pulls against the seam, and the seam can tear. See Breach, below.
Steady the Breach (Ex): At 2nd level, when a breach occurs, the riftcaller can make a Concentration check (DC 15 + twice the pattern's level) as a free action. On a success, they subtract 20 from the d100 roll on the breach table. A riftcaller who rolls a natural 1 on the check adds 10 instead.
Kept Skitz (Ex): At 3rd level, the riftcaller binds one skitz permanently, a lesser exspiratis in an animal's body that serves them as a familiar does. It uses the skitz statistics below, gains the familiar's bonus hit points, natural armor and Intelligence by the riftcaller's level, and can share the riftcaller's rift sight. The riftcaller can talk with it, and it reports everything it hears. If it dies, the riftcaller can bind another after a week, and takes 1d4 points of Wisdom damage from the severed thread.
Binder's Will (Su): At 5th level, every creature the riftcaller summons gains +2 hit points per Hit Die and a +2 bonus on attack rolls.
Veilward (Su): At 7th level, the riftcaller is immune to exspiratis dream manipulation and gains a +4 bonus on saves against the abilities of exspiratis, ashen and skitz, and against any attempt to possess or ride them.
Long Leash (Su): At 9th level, the riftcaller's rift calls last 1 minute per level instead of 1 round per level.
Thin the Seam (Su): At 11th level, the riftcaller's breach rating for every rift call is reduced by 1 (minimum 0).
Twin Binding (Su): At 13th level, the riftcaller can keep two rift calls active at once.
Hold the Seam (Su): At 15th level, once per day, after rolling on a breach table, the riftcaller can roll again and take the better result.
Seam Ward (Su): At 17th level, the riftcaller gains spell resistance equal to 15 + their riftcaller level against creatures and effects of the exspiratis current.
Master of the Wound (Su): At 20th level, once per day, the riftcaller can cast rift call IX as if its breach rating were 1, and the greater exspiratis it calls has maximum hit points.
Lost Riftcallers: A riftcaller who is ridden by an exspiratis on a breach and doesn't throw it off can, at the Game Master's discretion, lose their class features until they spend a month in a choir rebuilding their bindings. A human who is claimed (see the tables) may become ashen.
Breach
Every time a riftcaller casts a rift pattern, the seam pulls back. The breach rating of a casting is the pattern's level minus the riftcaller's reach, plus 1. A rating of 0 or less is safe. Patterns below a riftcaller's reach carry no risk at all. A pattern at their reach carries a small one. Patterns beyond it are where the danger lives.
After casting, the riftcaller rolls d100. If the result is equal to or lower than the breach chance for the rating, a breach occurs: roll on Table: Rift Surge for any pattern, or on Table: Loosened Binding for a rift call. Add +10 to that roll for every point of breach rating above 1. The breach happens as the pattern resolves, and the pattern still takes effect unless the table says otherwise.
The offset. As a riftcaller gains levels, their reach rises, and the same pattern becomes safer. A 1st-level riftcaller calling a lesser exspiratis (rift call III, rating 3) is gambling everything. At 6th level, the same call is their highest reach (rating 1), and at 8th level it's safe.
| Breach Rating | When | Breach Chance | Table Modifier |
|---|---|---|---|
| 0 or less | Below the riftcaller's reach | None | — |
| 1 | At the riftcaller's reach | 5% | +0 |
| 2 | Overreaching 1 level | 25% | +10 |
| 3 | Overreaching 2 levels | 50% | +20 |
| 4 | Overreaching 3 levels | 75% | +30 |
| 5+ | Overreaching 4 or more levels | 95% | +40, and +10 per further level |
Overreaching
A riftcaller can cast a rift call of any level, even one far beyond their reach. They spend their highest-level spell slot available, the casting takes a full-round action, and they take 1d6 points of damage per level of the overreach as the seam fights them. Then they roll for a breach at the overreached rating. Only rift calls can be overreached. Other rift patterns must be known and within reach.
Overreaching is how a desperate 3rd-level riftcaller calls a full exspiratis into a fight it has no business being in. With a breach rating of 5, it will almost certainly breach, and the roll on Loosened Binding starts at +40. The exspiratis may serve. It may also turn, bring friends, or try to ride its caller home.
Rift Surge
Roll d100 and add the breach modifier. Malumtene subtract 10 (minimum 1).
| d100 | Result |
|---|---|
| 01–05 | Clean Through. The pattern takes effect, and the spell slot isn't spent. |
| 06–15 | Echo. The pattern takes effect, then takes effect again at the start of your next turn, with the same targets or area if they're still valid. |
| 16–25 | Floodtide. The pattern takes effect as if Empowered. |
| 26–35 | Glimpse of the Drowned World. The pattern works, and for a moment you see the far side. You gain a +2 insight bonus to AC and on saves for 1 minute, and you're shaken for the same minute. |
| 36–45 | Ashfall. The pattern works. Ash pours out of the air in a 20-ft. radius around you for 1d4 rounds, giving everything inside concealment. |
| 46–55 | Cold Seep. The pattern works. The drowned world's cold leaks through: every creature within 10 ft. of you, you included, takes 1d6 cold damage per pattern level (Fortitude half). |
| 56–65 | Misthread. The pattern goes off at a random target, or centers on a random point, within its range. The Game Master chooses or rolls. |
| 66–75 | Fizzle. The pattern fails, and the slot is spent. |
| 76–85 | Whispers. The pattern works, but something on the far side noticed you. You take a –2 penalty on Will saves for 24 hours, and you hear your name in empty rooms. |
| 86–95 | Backlash. The pattern works. The seam snaps back and you take 1d6 damage per pattern level, no save. |
| 96–105 | Unmoored. The pattern works, but you flicker helplessly in and out of the world for 1d4 rounds. Attacks against you have a 50% miss chance, and so does every action you take. |
| 106–115 | Skitz in the Ash. The pattern works, and 1d4 skitz claw their way out of the air next to you, hostile to everyone, for 1 minute. |
| 116–125 | Burned Threads. The pattern fails. You can't cast rift patterns for 1d4 rounds, and you lose your highest-level unspent slot. |
| 126–135 | Seam Scar. The pattern works, and the seam marks you. You take 1d4 Constitution damage, and a crack of violet light opens across your skin. On a malumtene, it joins the others. On a human, it never fully closes. |
| 136–150 | The Drift Pulls. The pattern fails, and the far side drags you half out of the world for 1d4 rounds. You're helpless and can't be seen, then fall back into your square, fatigued. |
| 151+ | Open Wound. The pattern fails, and the seam tears open in a 10-ft. radius around you for 1 minute. An exspiratis (see below) steps through at once, hostile to everyone, and each round the wound stays open there's a 25% chance another lesser exspiratis follows. You gain 2 negative levels, which fade after 24 hours. |
Loosened Binding
For rift calls. Roll d100 and add the breach modifier. Malumtene subtract 10 (minimum 1).
| d100 | Result |
|---|---|
| 01–10 | Eager. The called servants are glad of a body. They gain a +2 bonus on attack rolls and saves, and the call lasts twice as long. |
| 11–20 | Another Hand. One extra creature of the call's weakest kind comes through too, under your control. |
| 21–30 | Slow to Wake. The servants arrive dazed for 1 round, then serve normally. |
| 31–45 | Hungry. On their first turn, the servants attack the nearest creature, friend or foe. After that, they obey. |
| 46–55 | Stray. The call works, and one extra creature of the call's weakest kind comes through uncontrolled, hostile to everyone. |
| 56–65 | The Price. The strongest servant demands payment before it will act: a memory (1d4 Wisdom damage) or a pint of blood (1d4 Constitution damage). If you refuse, it leaves and the call ends. |
| 66–75 | Slipped Leash. The servants act on their own, attacking whatever they hate most, which may be your enemies or your friends. As a standard action you can try to take them back with a Concentration check (DC 20 + the call's level). |
| 76–85 | Turned. The servants are hostile to you and your allies for the duration. |
| 86–95 | Bargainer. The strongest servant serves, but takes a debt: once, at a moment of the Game Master's choosing, it will come back uncalled and demand a favor. Refusing it is a breach with this table's +20. |
| 96–110 | Ridden. The strongest servant abandons its body and tries to ride you. Make a Will save (DC 15 + the call's level). If you fail, it controls you for 1d4 rounds per level of the call, and the Game Master runs you. A malumtene can't be ridden: the exspiratis tears at them instead, for 1d6 damage per level of the call. |
| 111–125 | Open Door. The seam stays open for 1d4 rounds. Each round, one creature of the call's weakest kind comes through, hostile to everyone. |
| 126–140 | Claimed. As Ridden, but the DC is 25. A human who fails is also offered the bargain: at the Game Master's discretion, they wake the next morning as ashen. A malumtene takes 1d6 damage per level of the call and 1d4 Charisma drain. |
| 141+ | Open Wound. As the Rift Surge result, but the creature that steps through is the strongest kind the call could have summoned, and it knows your name. |
Riftcaller Patterns
The riftcaller's list is short: what reaches through the seam, binds what comes, and seals it again. Patterns marked EL are described in New Spells, and the rest link to their full descriptions. Every pattern below is subject to a breach. The same list, with every class's spells, is in Spells by Class.
| Level | Patterns |
|---|---|
| 0 | Detect Magic, Ghost Sound, Aether Hand, Message, Ray of Frost, Read Magic, Resistance |
| 1st | Rift Call I EL, Comprehend Languages, Aether Plating, Vent Steam, Protection from Aether, Flux or the Exspiratis, Shield, Whisper Through the Veil EL |
| 2nd | Rift Call II EL, Darkness, Boiler Fog, Rift Lash EL, See Invisibility, Wire Web |
| 3rd | Rift Call III EL, Bind the Drifting EL, Dispel Magic, Magic Circle against Aether, Flux or the Exspiratis, Sulfur Fumes |
| 4th | Rift Call IV EL, Dimensional Anchor, Clutching Engine, Coal Smog, Thin the Veil EL |
| 5th | Rift Call V EL, Chokedamp, Sever the Tether EL, Wall of Force |
| 6th | Rift Call VI EL, Drowned Fog, Greater Dispel Magic, Rift Storm EL |
| 7th | Rift Call VII EL, Borrowed Form EL, Forcecage, Spell Turning |
| 8th | Rift Call VIII EL, Dimensional Lock, Furnace Cloud, Open the Wound EL |
| 9th | Rift Call IX EL, Great Unraveling, Unbind EL |
Rift Servants
What a rift call brings is an exspiratis, or a lesser one, woven a body of ash and aether where it already drifts beside the world. When the call ends, the body crumbles to ash and the exspiratis drifts again. Called servants have the exspiratis current, can't use flux, and are destroyed by anything that ends a Manifestation, such as sever the tether or a warden's Sever the Flow.
| Skitz | Lesser Exspiratis | Exspiratis | Greater Exspiratis | |
|---|---|---|---|---|
| Size and Type | Small magical beast (exspiratis) | Medium outsider (exspiratis) | Large outsider (exspiratis) | Huge outsider (exspiratis) |
| Hit Dice | 2d10+2 (13 hp) | 3d8+6 (19 hp) | 7d8+21 (52 hp) | 13d8+65 (123 hp) |
| Initiative | +3 | +2 | +5 | +5 |
| Speed | 40 ft., climb 20 ft. | 30 ft., fly 30 ft. (poor) | 30 ft., fly 50 ft. (average) | 40 ft., fly 60 ft. (average) |
| Armor Class | 15 (+1 size, +3 Dex, +1 natural) | 15 (+2 Dex, +3 natural) | 19 (–1 size, +1 Dex, +9 natural) | 24 (–2 size, +1 Dex, +15 natural) |
| Attacks | 2 claws +4 (1d4+1), bite –1 (1d4); or shortbow +6 (1d6) | 2 claws +5 (1d6+2), bite +0 (1d6+1) | 2 claws +11 (1d8+5), bite +6 (2d6+2) | 2 claws +20 (2d6+9), bite +15 (2d8+4), tail +15 (2d6+4) |
| Space/Reach | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft. (tail 20 ft.) |
| Special | Listens and reports everything it hears to its master | Whispering dread (1/day, 30 ft., Will DC 12 or shaken 1d4 rounds); flicker 1/day | Dread chorus (3/day, 30-ft. cone, Will DC 15 or shaken 1 round/HD); dispel magic 1/day (CL 7th); flicker at will | Dread chorus (at will, Will DC 21); burning orb (3/day, ranged touch, 6d6 fire, 120 ft.); greater dispel magic 1/day (CL 13th); flicker at will |
| Defenses | Darkvision 60 ft. | Darkvision 60 ft., DR 5/flux, resist cold 5 and fire 5 | Darkvision 60 ft., DR 5/flux, resist cold 10 and fire 10 | Darkvision 60 ft., DR 10/flux, SR 20, resist cold 10 and fire 10 |
| Saves | Fort +4, Ref +6, Will +0 | Fort +5, Ref +5, Will +4 | Fort +8, Ref +6, Will +7 | Fort +13, Ref +9, Will +11 |
| Abilities | Str 12, Dex 16, Con 12, Int 6, Wis 10, Cha 6 | Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 12 | Str 20, Dex 13, Con 16, Int 12, Wis 14, Cha 16 | Str 28, Dex 12, Con 20, Int 16, Wis 16, Cha 20 |
| Challenge Rating | 1 | 2 | 6 | 12 |
DR 5/flux means a flux weapon, a warden's Flux Strike or Radiant Weapon, or a flux spell's damage bypasses the reduction. Flicker works as the ashen Gift Flicker: attacks against the creature have a 50% miss chance for 1 round.
Playing a Riftcaller
Live Below Your Reach. Most of the time, cast patterns a level below your reach. They carry no risk at all, and that's the riftcaller's quiet strength.
Know When to Gamble. Overreaching is for when losing the fight is worse than losing control. A 25% breach at rating 2 is a real chance. A 95% breach at rating 5 is a coin flip between a miracle and a catastrophe, and the table is weighted toward catastrophe.
Humans and Malumtene. A malumtene riftcaller rolls 10 lower on both tables and can't be ridden. A human riftcaller can, and the worst results can make them ashen. Choose with that in mind.
Everyone Is Watching. A riftcaller with a skitz on their shoulder is an abomination to every Warden and a monster to most of the public. The Veil and the Sons of the Throneless may shelter one. Ethon may hire one. Nobody will thank one.
Starting Package: Choir Initiate
Race: Malumtene. Ability scores: Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 16.
Skills: Concentration, Knowledge (the rift), Spellcraft, Bluff. Feats: Toughness.
Patterns known: 0-level detect magic, aether hand, ray of frost, read magic; 1st whisper through the veil, vent steam; and every rift call. Gear: quarterstaff, dagger, dark robes, a bone charm carved with the choir's mark, 10 gl.
Designer's Note: Balance
- Chassis: the 3.5 sorcerer's spells per day and spells known, with a d6 Hit Die and a narrower list. At or below their reach, a riftcaller is a sorcerer with fewer spells and better summons.
- Summons: rift calls are roughly as strong as summon monster of the same level. Only one call can be active (two from 13th), which keeps a riftcaller from flooding the field.
- Risk at reach: 5% on the highest-level patterns, with Rift Surge results that are as often good as bad. Below reach, there's no risk. A riftcaller who plays safe is as reliable as any caster.
- Overreach: the reward is a summon or spell several levels above the party's level. The cost is the highest slot, a full-round action, 1d6 damage per level over, and a breach chance that reaches 95%, on tables weighted heavily toward disaster. At rating 4 or 5, a riftcaller should expect to lose control about as often as they keep it.
- Malumtene preference: a –10 on the tables and immunity to being ridden is a large advantage, and it's meant to be. The malumtene invented the art.