Specialized magic practitioners who use a series of elemental blasts to strike their foes down where they stand rather than casting spells.
4 Hit Points | 2 Skill Ranks | 0 Soak
Class Abilities
Weapon and Armor Proficiency
Evokers gain proficiency with simple weapons. They’re not proficient with armor.
Evoker's Blast
Evokers can use the Evoker’s Blast to fire a bolt of energy. The energy type is chosen depending on the Elemental Specialization the Evoker had chosen. This deals 1k1 energy damage, increasing by +1k0 every 4th level and +0k1 every 10th level (to a maximum of 6k3 at 20th level). An Evoker’s blast uses Magic for to-hit and damage, and has a range of 6 squares.
Elemental Specialization
Evokers all have elemental specializations they must take, and once taken the Evoker’s Blast and their special abilities are affected by this. Once chosen the Evoker’s Elemental Specialization cannot be changed later. The Evoker Talents gained are directly affected by this choice, as well as Evoker’s Resistances.
Fire Specialization
4th Level: When dealing 2 or more damage with your blast, the opponent catches on fire.
8th Level: As a standard action you can surround yourself with flames for 1d5+(1 round per level), and any attack made against you has a free blast attack made against them at ½ damage. In addition to this you can walk on lava at no penalty.
12th Level: Your fire blast penetrates 5 points of fire resistance.
16th Level: As a swift action you can superheat your blast, causing it to intensify and burst out when it strikes anything solid. When this action is taken and a blast is fired on the same turn, the blast transforms from a single target attack to a 6 sq. radius that attacks Avoid and deals ½ damage on a miss.
20th Level: A number of times per day equal to your Magic, you can ignore an enemies’ Fire Resistance, Immunity, or Absorption for your next attack.
Water Specialization
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, they receive a -2 squares to all of their move speeds for 1 minute.
8th Level: You are no longer subjected to drowning if you would be, and gain a 6 square swim speed. If you already have a swim speed, it gains +4 squares.
12th Level: As a standard action you can create a mist barrier, giving you concealment for 4 rounds. This can be used once per encounter.
16th Level: As a swift action you can surround yourself with a protective coating of water, granting ½ Resistance as Deflection. This stacks with Natural Deflection, but not Armor. This lasts 4 rounds, and can be used once per encounter.
20th Level: You’re immune to water and ice damage, and you receive a permanent +4 to Defense and Bodily Defense.
Ice Specialization
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, they are staggered for 1d5+2 rounds.
8th Level: As opposed to a single attack you can make a 6 square cone attack against Avoid. This is a full-round action instead of a standard action.
12th Level: As a swift action you can give yourself a +6 square move speed for 6 rounds, however you can only move in straight lines. This can be deactivated as a swift action.
16th Level: You can give yourself a “fly” speed by creating ice you can run across in the air. This “fly” speed is equal to 4 + your Magic, and can be used once per round.
20th Level: You are immune to ice damage and receive a +4 to Defense and Avoid.
Acid Specialization
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, they take ¼ of your blast’s damage (before Soak) on the subsequent round.
8th Level: You’re unable to be harmed by continuous damage (such as from being submerged in acid or lava. You still take damage from the first round however.)
12th Level: Enemies who attack you take 1 point of damage (bypassing Soak) if they miss. This can only occur once per round per enemy.
16th Level: If you critically hit an opponent with your blast, you can choose to forgo the bonus damage to destroy an item they’re wearing, disintegrating it to dust.
20th Level: You receive Acid Absorption and a +6 to Bodily Defense.
Earth Specialization
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, they pushed back 1d5+1 squares.
8th Level: Your blast can strike through walls by absorbing into them. So long as you know a target is beyond a solid structure, you can hit them (though still incur concealment). Total Concealment becomes regular Concealment.
12th Level: You are immune to effects which would forcibly move you (such as being tripped, or bull rushed).
16th Level: You can “see” enemies so long as their feet touch the ground out to 8 squares. You do not require your eyes to be able to see them.
20th Level: You can deal ½ damage with your blast to trip and blind the opponent with the same attack on a successful hit. The blindness lasts for 1d5+1 minutes. In addition to this you receive a +6 to Defense.
Wind Specialization
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, they are considered to be walking in difficult terrain for 1d5+1 rounds.
8th Level: You receive a 6 square fly speed. If you could already fly, it increases by +4 squares.
12th Level: Enemies adjacent to you take a -4 to Defense and Avoid.
16th Level: As a standard action you can target a square within 6 squares. All enemies within 4 squares of the target square have a blast attack made against Avoid. On a successful hit they are knocked 1d5+1 squares back, and prone.
20th Level: You are immune to non-magical ranged attacks (not including attacks from magical ranged weapons) and receive a +6 to Avoid.
Electricity Specialization
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, all adjacent enemies to the one hit take ¼ the damage they took (before Resistances were applied).
8th Level: You receive a +2k1 on blast attacks against opponents in metal armor.
12th Level: As a swift action you can shape your blast before taking a standard action firing it, shaping it into a 6 square line in front of you. The attack made is against Avoid.
16th Level: As a full-round action you can transform your blast, and upon hitting another blast attack vs. the opponent’s Bodily Defense must be made. On a successful hit, the opponent is paralyzed for 1 round. If it’s combined with the 4th level ability, only the original target is affected by the paralysis.
20th Level: You receive Electricity Absorption. In addition to this, you receive +4 to Avoid and Bodily Defense.
Corruption Specialization
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, the opponent takes a -1 to Strength and Agility for 1 round.
8th Level: You can take a -1 to Strength, Agility, or Endurance for 1 minute to grant yourself a +1 to Magic, Resistance, or Luck for 1 minute. For every 4 levels beyond 8th you can decrease a stat by 1 more for 1 more increase to the other stats. This can only be done to one stat at a time.
12th Level: As a full-round action you can attack with all of your blast attacks, increasing the damage of your blasts by +2k0.
16th Level: You reduce ability damage from enemies done to you by 1.
20th Level: Enemies hit by your blast take 2 damage (bypassing Soak) if they take under 5 damage from the blast.
Holy/Unholy Specialization
When using your blast you can choose to heal or harm, like any use of Holy/Unholy.
4th Level: When hitting with your blast, make another blast attack vs. the opponent’s Bodily Defense. On a hit, the opponent deals -1k0 less damage for 1d5+1 rounds.
8th Level: When using your blast to heal yourself, gain +1 to all Defenses for 1 round. Regardless of whether you are healed by holy or unholy, your blast heals you.
12th Level: As a standard action you can heal all allies within 6 squares for 1 HP. This can be done a number of times per day equal to Magic. This isn’t Holy or Unholy.
16th Level: When healing allies by using your blast, your healing for the blast is increased by +2k1 and when dealing damage to enemies you deal +5 more damage.
20th Level: You can make your blast untyped, dealing damage regardless of whether the enemy is harmed or healed by Holy or Unholy. This can be done a number of times per day equal to your Magic.
Deflecting Blast
Evokers can attempt a parry with their Blast as if it were a melee weapon, doing so against ranged attacks against them. Doing this takes up a use of Dodge like normal. This can also be used against the Blast made by another Evoker.
Evoker's Resistances
Evokers are able to resist damage from their element they chose at 1st level. This starts at Resistance 5 at 3rd level, and increases by 5 for every 3 levels thereafter to a maximum of Resistance 30 at 18th level.
Note: Resistance to Holy on a living character or Unholy on an undead character instead adds your Resistance to healing from that effect. Immunity adds +50, and Absorption adds +100.
Blast Trick
At 4th level and every 3 levels thereafter the Evoker receives a Blast Trick, allowing them to alter their Blast to be able to cover various effects and uses.
Name: Burst Blast
Prerequisites: N/A
Description: As a full-round action you can transform your Blast into a Burst. This is a single attack against the Avoid of those caught within the 4 square radius, and the radius hits a target square within 6 squares. Damage is dealt normally, and feats or abilities which affect the Blast without increasing the action time still apply.
Name: Cone Blast
Prerequisites: N/A
Description: As a full-round action you can transform your Blast into a Cone. This is a single attack against the Avoid of those caught within the 4 square cone in front of you. Damage is dealt normally, and feats or abilities which affect the Blast without increasing the action time still apply.
Name: Delayed Blast
Prerequisites: N/A
Description: You can attack a single square within your range, infusing that square with your Blast’s raw arcane energy. Stepping on the square causes the Blast to go off like a trap, making an attack against the target’s Avoid instead of Defense. This Blast Trick cannot be used in conjunction with other Blast Tricks.
Name: Line Blast
Prerequisites: N/A
Description: As a full-round action you can transform your Blast into a Line. This is a single attack against the Avoid of those caught within the 8 square line in front of you. Damage is dealt normally, and feats or abilities which affect the Blast without increasing the action time still apply.
Name: Maneuver Blast
Prerequisites: 7th level
Description: When making an attack roll with your Blast you can substitute dealing damage with a combat maneuver. The maneuvers which can be performed with your Blast are Trip, Sunder, Bull Rush, or Feint.
Name: Ricochet Blast
Prerequisites: N/A
Description: You can spend a swift action before making an attack with a Blast. Any Blast attacks you make on the same turn as spending this swift action have the ability to ricochet off solid surfaces. Count the square you ricocheted the Blast from as your line of sight when regarding effects like Concealment or Cover.
Name: Shape Blast
Prerequisites: 7th level
Description: When using Burst Blast, Cone Blast, Line Blast, or Wall Blast you do not harm your allies if they are caught in the attack.
Name: Wall Blast
Prerequisites: 10th level
Description: As a full-round action you can transform your Blast into a Wall. The length of the Wall is 2 squares per point of your Magic, and the wall can be made within 12 squares of you. This lasts for 1 round per point of Magic. Damage is dealt normally, and feats or abilities which affect the Blast without increasing the action time still apply.
Energy Harvest
Upon killing an opponent with their Blast, the Evoker recovers 1d5+MAG hit points. This ability can only be triggered once per round.
Aura of Destruction
As a standard action the Evoker can create a radius of destructive elemental energy around them. This goes out 2 squares using the Evoker as the origin square, and enemies who end their turn within the radius have the Evoker’s Blast attack made against their Bodily Defense and on a successful hit they take the Evoker’s Blast damage.
Elemental Protection
As a standard action the Evoker can cloak themselves and their allies in an elemental shield. This is a 6 square radius, and allies within the radius receive the benefits of your Evoker’s Resistance as if they had the class ability themselves. If they already possess Resistance to the element, it increases by an amount equal to the Evoker’s Resistance ability. This doesn’t affect the Evoker. This ability can be used once per encounter, and lasts 2 round per point of the Evoker’s Magic.
First Awakening
The Evoker receives a +1k0 to attack and damage with their Blast, and doesn’t provoke attack of opportunities when making ranged attacks with their Blast.
Heroic Awakening
The Evoker’s Blast increases its range from 6 squares to 8 squares, and the Evoker can grants their Blast one of the following special abilities: Nonlethal, Deadly, or Automatic (as if it were a Firearm).
Unchained Awakening
The Evoker grants their Blast one of the following special abilities (automatically gaining any before they hadn't chosen): Accurate, Shield Breaker or Savage.
True Awakening
The Evoker grants their Blast one last special ability using the choices above and the following new choices; Powerful, Overheating, Ripping, Fatiguing, Engulfing, or Sting. Their Blast’s range increases to 12 squares, and in addition to this the Evoker can use their Deflecting Blast ability against spells.