Evoker (3.5e Class)

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Evoker

Evokers attune themselves to cora stones, gaining power from them and unleashing it upon the battlefield, or using it to benefit themselves. They are much like wizards or sorcerers. Because this class is designed for the E8 setting Cora, I have only designed 8 levels of the class.

Evokers are best situated as the ranged magic user, sitting protected by the tank and melee damaging characters.

Abilities: Intelligence is the key casting statistic for an evoker and should be your primary focus. A high constitution will also help, as does a high dexterity.

Races: No races are more inclined to be evokers than others. Evokers come equally from all races that are interested in the cora stones, and how they grant power to those who use them.

Alignment: Evokers can be of any alignment.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: As wizard.

Table: The Evoker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spell
Points/day
Spells
Known
Maximum Spell
Level Known
FortRefWill
1st+0+0+0+2 Stone Attunement (first)231st
2nd+1+0+0+3 651st
3rd+1+1+1+3 Bonus Feat1172nd
4th+2+1+1+4 1792nd
5th+2+1+1+4 Stone Attunement (second)25113rd
6th+3+2+2+5 35133rd
7th+3+2+2+5 Bonus Feat46154th
8th+4+2+2+6 Stone Attunement (third)58174th

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any, each taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features

All of the following are class features of the Evoker.

Weapon and Armor Proficiency: Evokers are proficient with light armor, druid weapons, and crossbows.

Spells: An evoker casts spells which are drawn from the evoker spell list below. He can cast any spell he knows by spending an amount of spell points, similar to a psion. To learn or cast a spell, an Evoker must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an evoker’s spell is 10 + the spell level + the evoker’s Intelligence modifier. An evoker begins play knowing all cantrips, and he is able to cast 3 + Intelligence modifier cantrips per day. An evoker begins knowing 3, 1st level spells and gains 2 new spells known at each level after this chosen from the spells he is able to cast.

Evokers choose their spells from the following list:

LevelSpells
0tharcane mark, create water, detect magic, mending, message, prestidigitation, read magic, guidance, resistance, virtue.
1stalarm, bane, bless, bless water, command, comprehend languages, curse water, deathwatch, detect secret doors, disguise self, divine favor, doom, erase, feather fall, floating disk, goodberry, grease, hold portal, hypnotism, identify, magic weapon, magic stone, shield of faith, sleep, speak with animals
2ndaid, animal messenger, animal trance, augury, bear's endurance, blindness/deafness, blur, bull's strength, calm emotions, cat's grace, chill metal, darkvision, daze monster, desecrate, detect thoughts, eagle's splendor, enthrall, find traps, fog cloud, fox's cunning, glitterdust, heat metal, knock, lesser restoration, levitate, make whole, minor image, mirror image, owl's wisdom, resist energy, rope trick, see invisibility, shatter, silence, soften earth and stone, spider climb, tree shape, warp wood, wood shape
3rdanimate dead, bestow curse, blink, deep slumber, dispel magic, displacement, fly, gentle repose, haste, halt undead, heroism, illusory script, invisibility purge, keen edge, neutralize poison, plant growth, prayer, protection from energy, quench, remove blindness/deafness, shrink item, slow, speak with plants, speak with dead, stone shape, suggestion, tiny hut, tongues, water breathing, water walk
4thbestow curse, charm monster, confusion, contagion, crushing despair, dimensional anchor, dispel magic, fear, fire shield, flame strike, freedom of movement, illusory wall, inflict critical wounds, neutralize poison, phantasmal killer, poison, rainbow pattern, remove curse, restoration, shadow conjuration, shout, solid fog, wall of fire, wall of ice


Stone Attunement (Ex): You gain the ability to attune to a Cora Stone, this acts as a focus for all of the spells you cast, and gives you one extra spell per day of each level of spell you can cast. (Ex. A 3rd level Evoker attuned to a Red Stone would get 1 extra 0th, 1st and 2nd level spells per day). Attuning to a Cora stone takes 2 hours of meditation without interruption, once you are attuned to a stone you stay attuned to it until it is taken more than 1 mile from your current location, or you go without it for 8 hours. You may remove the attunement from a cora stone by meditating for 1 hour. You may never attune to a stone that someone is already attuned to. Each color of stone grants additional spells known, a passive ability, and a +1 bonus to caster level when casting a spell of the stones school or effect.

Stone ColorSchool or EffectAbilityBonus Spells Known
01st2nd3rd4th
BlackNecromancy+4 saves vs. Necromancy spells or effects Touch of FatigueRay of EnfeeblementGhoul TouchVampiric TouchEnervation
BlueElectricity+2 bonus to reflex saves Electric JoltSpCShocking GraspElectric LoopSpCLightning BoltOrb of ElectricitySpC
BrownAcid+4 to saves to resist poisons & diseases Acid SplashOrb of Acid, LesserSpCAcid ArrowAcid BreathSpCOrb of AcidSpC
ClearSonic+3 bonus to Listen and Move Silently checks Silent PortalSpCOrb of Sound, LesserSpCShatterShatterfloorSpCOrb of SoundSpC
GrayIllusion+2 bonus to Bluff, Diplomacy, and Intimidate checks Ghost SoundColor SprayInvisibilityInvisibility SphereGreater Invisibility
GreenTransmutation+1 natural armor bonus to AC Mage HandEnlarge PersonBarkskinGaseous FormAttune Planar FormSpC
RedFire+2 bonus to initiative checks. LightBurning HandsScorching RayFireballBlast of FlameSpC
YellowHealingYour healing spells are always cast as if empowered Cure Minor WoundsCure Light WoundsCure Moderate WoundsCure Serious WoundsCure Critical Wounds
WhiteColdWater-breathing Ray of FrostOrb of Cold, LesserSpCFrost BreathSpCHypothermiaSpCIce Storm
SpC: Spell Compendium

Bonus Feat: At 3rd, and 7th level you gain a bonus feat, you may gain any feat that you meet the prerequisites for.

Stone Attunement (second): You gain the ability to attune to a second cora stone, the second stone must be a different color than your first attunement. You gain all the same benefits of attuning to the second stone as you did your first.

Dakin Evoker Starting Package


Weapons: Light Crossbow (1d6, crit x3, 2lbs, two-handed, piercing).

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Appraise4Int
Concentration4Con
Craft4Int
Knowledge (the planes)4Int
Knowledge (arcane)4Int
Spellcraft4Int

Feat: Combat Casting.

Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded Lantern, 4 pints of oil, 10 crossbow bolts, Yellow Cora Stone.

Gold: 5d4 gold.


Playing an Evoker


Religion: Evokers are more likely to worship a deity than most of the other classes, because of their use of the cora stones they understand how magic works and are more likely to be persuaded to join a church or order that promotes learning, and understanding. Evokers are open to which deity they worship and are spread equally among the different churches in cora.

Combat: You are best suited to approach combat like a wizard or sorcerer, staying away from melee threats and using spells to control or damage foes. Often you will fill the role of the party healer, so taking healing spells is always a good idea.



Back to Main Page 3.5e Homebrew Campaign Settings Cora

gollark: Yes, and I like actually totally infinite.
gollark: I do like at least the possibility of infinite resources, since fully automating stuff does tend to eventually require it.
gollark: Is that actually available on new versions now?
gollark: "Interesting", yes.
gollark: * it's hard to balance because it's powerful
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