Evoker

Evoker

Combatants who use their body to channel their strength, and unleash it upon unsuspecting enemies.

HP & Defenses

Evokers possess a d10 Hit Die, and they start the game with 50 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Evoker can gain a Hit Die, increasing their Hit Points accordingly.

They also receive a +2 bonus to Fortitude Defense and Reflex Defense.

Stat Bonuses

Druids receive a +1 bonus to one of the following attributes; Strength, Dexterity, or Constitution.

Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)

Attack Bonus

Evokers receive a +2 Attack Bonus.

By spending 5 XP the Evoker can increase their Attack Bonus by +2, to a maximum of +12.

Skill Points

Evokers receive 1 rank in the following skills at character creation;

  • Acrobatics

  • Awareness

  • Endurance

  • Knowledge (Magic and Dark Magic)

  • Spellcraft

  • Use Magic Device

Starting Feats

Evokers receive the following starting feats;

Evoker's Blast

Evokers receive a blast which can be performed by them upon taking this class. It is a manifestation of elemental energy which they choose upon character creation. This element can be any arcane, divine, or psychic energy type except Arcane damage. Evokers receive MP as if they were spellcasters which they spend on their blast, using their Constitution modifier for their casting attribute. If they take Spellcasting later they use this MP pool, using their Constitution modifier as their casting attribute.

Evoker's blasts are a 12 square ranged attack which deals 2d6 points of elemental damage (as chosen above), and has a critical multiplier of x2. It possesses the following special qualities;

Taxing

Magic Feats can be applied to this weapon, however doing so does damage to you. Instead of spending MP when applying it to your Blast, you instead take a number of damage equal to double the feat's normal MP cost. (Example, applying Corrupted Spell to your Blast would deal 4 damage to you). You must have the feat in order to apply it to the blast.

Evoke

Your Blast adds Constitution to damage, and uses Dexterity to-hit. If Constitution is higher than Dexterity, it uses CON for the to-hit as well.

Overcharge

You can increase the power of your Blast. To do this you must spend a number of HP equal to 6 times the number of additional dice you'll add to your Blast's base damage. (For example, increasing the damage from 2d6 to 3d6 deals 6 damage. Adding 1d6 means 1 x 6 = 6, and thus 6 damage is dealt. 2d6 being added deals 12 damage, and so on.) This damage can be healed normally, however only through magical sources.

Elemental Durability

Evokers receive Resistance to the element they choose for their Evoker's Blast. This Resistance is equal to 5 + the amount of Hit Dice the Evoker possesses (rounded down to the nearest 5, thus having 12 Hit Dice gives you 17 rounded down to Resistance 15).

This elemental resistance increases to immunity if you have 20 or more Hit Dice. At 40 or more Hit Dice it transforms into absorption.