d20 Misfit Studios The Core Specialist Wizard - The Evoker.pdf

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Author: Steven Trustrum
from prohibited schools remain beyond the character’s abil-
ity to learn.
Illustrators:
Gary
Dupuis,
Steven Trustrum
New Feats
Along with the new feats to be found in this section, also
introduced is an entirely new category of feats. Specialist
feats are only available to specialist wizards, and most only
to a specifi c type of specialist.
New Feats
Product Identity
The following items are hereby
identifi ed as Product Identity, as de-
fi ned in the Open Gaming License
version 1.0a, Section 1(e), and are not Open Content. All
trademarks, registered trademarks, proper names (charac-
ters, deities, artifacts, places, etc.), artwork and trade dress,
with the exception of clip art used under permission or li-
cense.
Product Identity
Deeper Pockets (Specialist)
Deeper Pockets (Specialist)
You may use your deep pockets ability more frequently
Prerequisites: 1 level of evoker, Int 12
Declaration of Open Game Content
All text pertaining to game mechanics and statistics, along
with the class names, are declared Open Game Content. All
items subject to the defi nition of Product Identity (see previ-
ous) are the property of Misfi t Studios™ and cannot be used
without written permission, with the exception of clip art
used under permission or license.
Declaration of Open Game Content
Benefi ts: You gain use of your deep pockets ability one
additional instance per day.
Special: You may take this feat more than once, each
time gaining another use of deep pockets. However, doing
so requires an Int increase of 2 for the prerequisite. For ex-
ample, taking this feat twice requires Int 14 whereas taking
it four times would require Int 18.
Copyright 2005, Misfi t Studios. All rights re-
served. All rights reserved. Some images © 2003
V Shane. Some images from the Image Portfolio
© Louis Porter, Jr. Design. All rights reserved.
Requires the use of the Dungeons & Dragons
Player’s Handbook, Third Edition, published
by Wizards of the Coast, Inc. This product uti-
lizes updated material from the v.3.5 revision.
Energy Mastery (Type) (Specialist)
Energy Mastery (Type) (Specialist)
Your ability with spells of the selected energy type is
more potent than normal.
Prerequisites: 1 level of evoker, Spell Focus (evocation)
Benefi ts: Select an energy form used as a spell descrip-
tion (acid, cold, electricity, fi re or sonic) for which this feat
shall
apply. When casting spells of that descriptor,
be it an evocation spell or not, you gain
a +1 bonus to the spell’s save DC and
you can choose to either increase the
spell’s range by 25% (if it has one
other than personal, touch or un-
limited), extend its duration by
25% (if it has one that is timed),
or affect an additional creature
(if it affects more than one.)
Special: You may select this
feat more than once, applying it to
a different energy type with each
new instance.
The Evoker
The evoker specialist wizard has
been transformed into its own 20-
level base class. The standard
wizard found in the PHB re-
mains the typical, universal
wizard base class.
The Evoker
Specialists and
Specialists and
Multi-Classing
Multi-Classing
Specialists cannot multi-
class with other specialist
wizard classes of schools pro-
hibited by any current special-
ist wizard classes. Furthermore,
if the character later multi-classes
into any other spellcasting classes, be
they divine or arcane in nature, spells
Energy Thief
(Specialist)
Energy Thief
(Specialist)
You can steal evocation ener-
gy from others for your own use.
Prerequisites: 10 levels of evoker,
Life Infusion, Con 12, Wis 12
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Table 1: New Feats
Table 1: New Feats
Feat
Evoker’s Strike (Specialist)
Evoker’s Strike (Specialist)
You can use your evocation energy to
strengthen a melee attack.
Prerequisites: 5 levels of evoker, Weapon
Focus
Prerequisites
Deeper Pockets *
1 level of evoker, Int 12
Energy Mastery *
1 level of evoker, Spell Focus (evocation)
10 levels of evoker, Life Infusion, Con 12,
Wis 12
Energy Thief *
Benefi ts: By sacrifi cing an evocation spell as
a free action before rolling to hit for an attack for
which you have the Weapon Focus feat, you gain
a +2 bonus to damage per level of the spell (+1
for 0-level spells.) If the attack misses, the spell is
expended anyway.
3 levels of evoker, Energy Mastery, Spell
Focus (evocation)
Evoker’s Counterspell *
Evoker’s Strike *
5 levels of evoker, Weapon Focus
Forbidden Lore *
1 level of any specialist wizard class, Int 12
Life Infusion
6 levels of evoker, Con 12
Forbidden Lore (Specialist)
Forbidden Lore (Specialist)
You know a spell that you, as a specialist,
should not.
1 level of evoker, Knowledge (arcane) 4
ranks
Mixed Energy *
4 levels of any single specialist wizard class,
Charisma 14+
Specialist Familiar *
Prerequisites: 1 level of any specialist wizard
class, Int 12+
* This is a Specialist feat
Benefi ts: You can learn one spell of your
prohibited magic school, to a maximum spell level equal to
your Intelligence bonus.
Benefi ts: If you successfully counterspell an evocation
spell with an energy descriptor you have selected the Life
Infusion feat for, you not only counter the spell’s effects but
steal its energies. Following the successful counterspell, you
gain a free dynamic spell slot of a spell level equal to half or
less (rounded down) that of the spell that was countered, to
a minimum spell level of 0. This dynamic spell slot must be
used on an evocation spell within the permitted spell level
range within as many rounds following the counter as you
have points of Wisdom bonus or it will be lost.
Life Infusion (Type) (Specialist)
Life Infusion (Type) (Specialist)
You may give of your life force to increase an evocation’s
potency.
Prerequisites: 6 levels of evoker, Con 12
Benefi ts: Choose an energy type (acid, cold, electricity,
fi re or sonic.) By willingly suffering 1d2 hit points of dam-
age you may add an additional die of damage to a damage-
causing evocation spell using the selected energy descriptor.
You may do this in increments of 1d2, to a maximum of one
die per point of Constitution bonus. This allows you to in-
crease a spell’s damage beyond any normal limits, such as
fi reball ’s 10d6 maximum.
Energy Thief Example
An evoker with Life Infusion (fi re) and Wisdom 15
countering a fi reball can cast an extra 0- or 1st-level
evocation spell within 2 rounds of having performed
the counterspell.
Special: This feat may be taken more than once with each
new instance applying to a different energy type.
Evoker’s Counterspell
Evoker’s Counterspell
(Type) (Specialist)
Mixed Energy (Type) (Specialist)
Mixed Energy (Type) (Specialist)
You are able to mix the types of energy your spells use.
(Type) (Specialist)
You are able to use magical fi re to fi ght magical fi re, as
it were.
Prerequisites: 1 level of evoker, Knowledge (arcane) 4
ranks
Benefi ts: Select an energy type (acid, cold, electricity,
fi re, etc.) When casting spells of other energy types, as a free
action you can alter half the spell’s damage to be that of this
feat’s energy type.
Prerequisites: 3 levels of evoker, Energy Mastery (same
energy type), Spell Focus (evocation)
Benefi ts: Select an energy form used as a spell descrip-
tion (acid, cold, electricity, fi re or sonic) for which this feat
shall apply. When counterspelling a spell of the same en-
ergy descriptor as was applied to this feat, you may use a
spell of the same descriptor that is of equal or higher level in
the counterspell attempt.
Special: You may select this feat more than once, each
time applying it to a new type of energy.
Specialist Familiar (Specialist)
Specialist Familiar (Specialist)
Your familiar is altered into a creature more suited to
your specialty.
Normal: Counterspell requires casting the same spell as
that which is to be countered.
Special: You may select this feat more than once, apply-
ing it to a different energy type with each new instance so
long as you also have the Energy Mastery feat for the energy
type.
Prerequisites: 4 levels of any single specialist wizard
class, Charisma 14+
Benefi ts: Your familiar gains the following abilities, as
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befi tting your specialty wizard class:
Adventures
Evoker : In much the same way as when using a
metamagic feat, the master may enchant the familiar with
an evocation spell by increasing the spell’s slot level by one
level. Once done, a simple thought releases the spell as a free
action, using the familiar as the point of origin, but only if
the familiar is within line of sight and 100 feet of its master.
Only one such spell may affect the familiar at once. Any con-
dition that causes the master to lose his memorized spells
also dissipates this spell.
Possessing the most combat-oriented spell repertoire of
all the specialists, evokers are welcomed by most adven-
turers. Aside from their combat spells, evokers are able to
summon any number of other effects—ranging from light
to winds to alternate space—that lend themselves greatly to
any number of situations and crises.
Characteristics
An evoker’s worth is in the wide application of their
spells. Evokers lean towards being very logical, reasonable
folks who believe what their senses tell them. However, they
also believe in altering that perception by creating their own
aspects of reality from nothing, making them highly imagi-
native and personable.
The Evoker Core Class
Most people consider it impossible to make something
from nothing. If that is the case, evokers specialize in work-
ing the impossible. Through careful study, evokers learn to
shape reality through their spells, allowing them to invoke
everything from the elements to pure force. They harness
the essence of what magic means and twist it to their wills,
shaping reality. Perhaps this is why they are amongst some
of the more populous specialists: the idea of tinkering with
existence itself on a fundamental level is so alluring to the
mortal imagination and sense of potential experience.
The Evoker Core Class
Alignment
Creation is not a matter of law or chaos, good or evil and
so evokers exist across the full spectrum of alignments.
Religion
Aside from the usual gods of magic, evokers may also
worship gods of creation and craftsmanship. They tend to
avoid following deities with infl uence over subterfuge, il-
lusion, lies and the like. Evokers prefer reality rather than
falsehood.
Table 2: The Evoker
Base
Attack
Bonus
—–——————— Spells per Day —–—————
Fort
Save
Ref
Save
Will
Save
Level
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon familiar, Deep
pockets (1 gp), 1/day
3 1 ————————
d
1
0 0 3
4 2 ————————
3rd
+1
+1
+1
+3
Bonus spell
4
2
1
———————
4th
+2
+1
+1
+4
Deep pockets (5 gp)
4
3
2
———————
5th
+2
+1
+1
+4
Deep pockets 2/day
4
3
2
1
6th
+3
+2
+2
+5
Bonus feat
4
3
3
2
7th
+3
+2
+2
+5
Bonus spell
4
4
3
2
1
8th
+4
+2
+2
+6
Deep pockets (25 gp)
4
4
3
3
2
9th
+4
+3
+3
+6
Deep pockets 3/day
4
4
4321————
10th
+5
+3
+3
+7
Special ability
4
4
4332————
11th
+5
+3
+3
+7
Bonus spell
4
4
44321———
12th
+6/+1
+4
+4
+8
Deep pockets (100 gp)
4
4
44332———
13th
+6/+1
+4
+4
+8
Bonus feat
4
4
444321——
14th
+7/+2
+4
+4
+9
Special ability
4
4
444332——
15th
+7/+2
+5
+5
+9
Deep pockets 4/day,
bonus spell
444444321—
16th
+8/+3
+5
+5
+10
Deep pockets (250 gp)
4
4
4444332—
17th
+8/+3
+5
+5
+10
Bonus feat
4
4
44444321
18th
+9/+4
+6
+6
+11
Special ability
4
4
44444332
19th
+9/+4
+6
+6
+11
Bonus spell
4
4
44444433
20th
+10/+5
+6
+6
+12
Deep pockets (500 gp),
5/day
4444444444
3
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Background
Class Skills
Class Skills
The evoker’s class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (all skills, taken individually) (Int), Profession
(Wis), and Spellcraft (Int.)
There is little in the way of rivalry between most evok-
ers. Creating something from nothing is equally miraculous
regardless of where one lives or was trained. Some have
taken this one step further, however, and deem it necessary
to prove who can conduct this process best by engaging in
spell duels that sometimes last until one of the combatants is
dead—the ultimate way to prove
one’s point.
Races
Skill Points at 1st Level: (2 + Int modifi er) x4.
Skill Points at Each
Additional Level: 2 + Int modi-
fi er.
A few combat-prone races,
such as orcs and even dwarves,
have a higher ratio of evokers
than most other specialists, but
generally they are relatively un-
remarkable in their racial demo-
graphics. Elven evokers prefer
to employ their magics in artistic
displays rather than as a tool of
battle, while halfl ing evokers are
very creative when it comes to
using their magic for pranks.
Class Features
Class Features
All of the following are class
features of the evoker.
Weapon and Armor
Weapon and Armor
Proficiency
Proficiency
Evokers are profi cient with
the club, dagger, heavy cross-
bow, light crossbow, and quar-
terstaff, but not with any type of
armor or shield. Armor of any
type interferes with an evoker’s
movements, which can cause his
spells with somatic components
to fail.
Other Classes
Considering their own pow-
ers have such an immediate and
direct infl uence on the world
around tm, evokers tend to get
along well with fi ghters and
other warriors, while not quite
approving of rogues, bards or
fellow spellcasters who prefer to
deal with their foes indirectly.
Role
Evocation
Evocation
Specialization
Specialization
An evoker gains a +2 bonus
on Spellcraft checks to learn
evoker spells. At this time, he
must also give up two other
schools of magic, which become
his prohibited schools.
Of all the specialists, the
evoker perhaps has the most
utility. Their spells are arguably
more adaptable to different situ-
ations than most and they also
provide the most fi repower. As
such, evokers are usually effec-
tive in most situations, although
there are defi nitely circumstanc-
es where other specialists or
even regular wizards are more
suited.
An evoker can never give up
divination to fulfi ll this require-
ment.
Spells of the prohibited
schools are not available to the
evoker, and he can’t even cast
such spells from scrolls or fi re
them from wands. He may not
change his prohibited schools
later.
Spells
An evoker casts arcane spells
which are drawn from the sor-
cerer/wizard spell list. An evoker must choose and prepare
his spells ahead of time (see below.)
To learn, prepare, or cast a spell, the evoker must have
an Intelligence score equal to at least 10 + the spell level. The
Diffi culty Class for a saving throw against an evoker’s spell
is 10 + the spell level + the evoker’s Intelligence modifi er.
Spells
Game Rule
Game Rule
Information
Information
Evokers have the following game statistics.
Abilities: As with wizards, Intelligence determines the
strength of an evoker’s spells, how many he can cast, and
how diffi cult it is to resist those spells’ effects.
Alignment: Any.
Hit Die: d4.
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Like other spellcasters, an evoker can cast only a cer-
tain number of spells of each spell level per day. His base
daily spell allotment is given on Table 7-1: The Evoker . In
addition, he receives bonus spells per day if he has a high
Intelligence score, as does a wizard.
Bonus Spell
Bonus Spell
At levels 3, 7, 11, 15 and 19 the character selects an
Evocation spell level that he is able to cast and he gains an
additional spell per day of that level. This ability can be ap-
plied to spell levels that have previously benefi ted from in-
stance of Bonus Spell. The spell level selection can vary with
each new memorization of spells.
Unlike a bard or sorcerer, an evoker may know any num-
ber of spells. He must choose and prepare his spells ahead
of time by getting a good night’s sleep and spending 1 hour
studying his spellbook. While studying, the evoker decides
which spells to prepare.
Bonus Feats
Bonus Feats
At 6th, 13th and 17th level, an evoker gains a bonus feat.
At each such opportunity, he can choose a metamagic feat,
an item creation feat, a specialist feat, or Spell Focus (evoca-
tion) or Spell Mastery. The evoker must still meet all prereq-
uisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a charac-
ter of any class gets from advancing levels. The evoker is not
limited to the categories of item creation feats, metamagic
feats, or Spell Mastery when choosing these feats.
Bonus Languages
Bonus Languages
An evoker may substitute Draconic for one of the bonus
languages available to the character because of his race.
Summon Familiar
An evoker can obtain a familiar in exactly the same man-
ner as a sorcerer can. See the sorcerer description and the
information on Familiars in the PHB for details.
Special Ability
Special Ability
On attaining 10th level, and again at levels 14 and 18, an
evoker gains a special ability of his choice from among the
following options.
Deep Pockets
An evoker fi ddles with reality so much that objects fre-
quently “drift” through existence towards them, whether
they like it or not. As such, any pocket, pouch or similar loca-
tion close to the evoker can be probed to pull out a mundane
(non-magical, non-masterwork) item. The desired item must
be able to easily fi t into the location and that location can be
no larger than a belt pouch, nor can the item expressly be a
weapon. Random objects cannot be withdrawn using deep
pockets. The evoker must specify what is to be drawn and
it must be a real object, not one imagined just to suit current
needs (and it must be approved by the Gamemaster.)
Energy Affi nity (Ex) : Choose an energy type (acid, cold,
electricity, fi re or sonic); this choice cannot be altered later.
Casting a spell of the selected energy type allows the caster
to increase his effective caster level by one level. This ability
cannot be chosen more than once.
Evoker’s Resistance (Ex) : Select an energy type (acid, cold,
electricity, fi re, etc.) Against that chosen energy you gain
energy resistance 5. This does not compound with any other
sources of the same type of energy resistance . You may take
this ability more than once, each time applying it to a differ-
ent energy type.
This ability may be used once per day by making a
Concentration check against the appropriate DC, as deter-
mined by the item’s value. The day’s attempt is still consid-
ered spent if this check fails and the Gamemaster has fi nal
say over whether or not the desired item can be withdrawn
from the location using this ability (although disallowing an
item is announced before the attempt is made so it does not
count as using the day’s attempt.)
Feat: An evoker may gain an additional bonus feat in
place of a special ability. This special ability may be taken
more than once, each time acquiring a new bonus feat.
Innate Spell (Sp) : Choose any Evocation spell of a level
equal to the character’s Intelligence modifi er or lower which
the evoker may now use as a spell-like ability once per day.
If the character has a negative Intelligence modifi er, he may
not select this ability. This special ability may be taken more
than once, each time acquiring a new innate spell.
Concentration
DC
Item Value
Required Evoker Level
1 gp or less
10
1st
Energy Substitution (Ex) : The evoker may substitute one
type of energy (acid, cold, electricity, fi re or sonic) for anoth-
er, changing the spell’s energy descriptor to another type.
This is a free action that must be declared before casting the
spell and it may be done as many times per day as the char-
acter’s Int bonus. Characters of 11 or less Intelligence cannot
select this ability.
1 gp to 5 gp
15
4th
5 gp to 25 gp
20
8th
25 gp to 100 gp
25
12th
100 gp to 250 gp
30
16th
250 gp to 500 gp
35
20th
Overcome Resistance (Ex) : Choose an energy type (acid,
cold, electricity, fi re or sonic); this choice cannot be altered
later. Casting a spell of this energy descriptor against a tar-
get with resistance to the energy type reduces that resistance
by 10 points plus the evoker’s Int modifi er (minimum resis-
At 5th, 10th, 15th, and 20th level, an evoker may attempt
to use deep pockets an additional instance per day. At 4th,
8th, 12 th , 16th and 20th level, the value of the item that may
be withdrawn increases, as previously indicated.
5
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