Belial_the_Leveler
2013-03-18, 07:49 AM
True Evoker
Because our favorite WotC sorceress got it right;
If fire doesn't work, you aren't using enough.
Class Skills: The True Evoker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All) (Int), Profession (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Proficiencies: Simple Weapons, Light Armor. No spell failure from light armor.
Hit Die: d6
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|
Special Abilities|Spellcasting
1st|
+0|
+0|
+0|
+2|
cantrips, mastered spell (1st)|
1st, evocation master
2nd|
+1|
+0|
+0|
+3|
mastered spell (1st)|
3rd|
+1|
+1|
+1|
+3|
mastered spell (1st)|
2nd
4th|
+2|
+1|
+1|
+4|
inner fire|
energy master
5th|
+2|
+1|
+1|
+4|
mastered spell (2nd)|
3rd
6th|
+3|
+2|
+2|
+5|
mastered spell (2nd)|
7th|
+3|
+2|
+2|
+5|
mastered spell (2nd)|
4th
8th|
+4|
+2|
+2|
+6|
arcane fuel|
light/force master
9th|
+4|
+3|
+3|
+6|
mastered spell (3rd)|
5th
10th|
+5|
+3|
+3|
+7|
mastered spell (3rd)|
metamagic power 1
11th|
+5|
+3|
+3|
+7|
mastered spell (3rd)|
6th
12th|
+6/+1|
+4|
+4|
+8|
incinerate|
13th|
+6/+1|
+4|
+4|
+8|
mastered spell (4th)|
7th
14th|
+7/+2|
+4|
+4|
+9|
mastered spell (4th)|
metamagic power 2
15th|
+7/+2|
+5|
+5|
+9|
mastered spell (4th)|
8th
16th|
+8/+3|
+5|
+5|
+10|
banefire|
17th|
+8/+3|
+5|
+5|
+10|
mastered spell (5th)|
9th
18th|
+9/+4|
+6|
+6|
+11|
mastered spell (5th)|
19th|
+9/+4|
+6|
+6|
+11|
mastered spell (5th)|
metamagic power 3
20th|
+10/+5|
+6|
+6|
+12|
Destroyer|
metamagic power 4
[/table]
Cantrips
A True Evoker begins play knowing a number of cantrips equal to her charisma modifier. Those can be from any spell list and are castable at will. Whenever her charisma modifier permanently increases, she gets a new cantrip known.
Spell list and spells known.
A True Evoker has access to all evocation spells of a level equal to half her class level or less (round up), regardless of class, except for spells that require the direct intervention of a deity; if a spell appears on different levels in multiple lists, the True Evoker chooses which version to use. At the end of an 8-hour rest she can spend 10 minutes to memorize a number of them equal to her charisma modifier plus 1/3 her class level (round down). Those are her spells known for the day.
At 4th level, she adds to her list all fire, cold, electricity, acid and sonic spells that deal damage.
At 8th level, she adds to her list all Force and Light spells, even if they aren't evocation spells - they count as evocation spells for her.
Limitations: A True Evoker never benefits from items, feats, abilities, spells and class features that add spells known to her list that her base abilities could not add anyway.
Spellcasting.
True Evokers don't have spell slots. Once per 3 rounds, they can cast one of their known spells they prepared for the day of any level up to the level indicated in the column "spellcasting". While they need to prepare the spells, they can add metamagic on the fly, during the casting; maximum spell level is still limited as shown on the table - but True Evokers of sufficient power can increase the spell level beyond their normal maximum as shown in the table in "metamagic power". That does not increase the casting time.
In addition, True Evokers master a number of evocation spells as shown in the table special abilities. They can cast those spells at will instead of once per 3 rounds. The mastered spells can be metamagicked versions of low-level spells but if they are, the metamagic is a permanent part of the spell mastered and can't be changed.
Limitations: A True Evoker never benefits from metamagic cost reduction of any sort or automatic application of metamagic to her major spells. Metamagic rods may still be applied to her mastered spells only.
At the end of an encounter or scene or 5 minutes (whichever is longer), any lasting magic effects cast by the True Evoker that are either non-stationary or cast on creatures automatically end.
Inner Fire
A True Evoker has a pool of raw power with a number of points equal to her charisma modifier. At the beginning of her turn she can distribute those points as follows on a 1 for 1 basis;
add a resistance bonus to her saving throws
add an enhancement bonus to a worn armor or shield or weapon
grant such a bonus to someone else.
A True Evoker of at least 8th level may expend her greater magic (with the normal recovery period following) to burn away 1 point of ability damage, ability drain or negative level per level of the greater magic expended to the creature touched (which can be herself).
Limitations: A True Evoker that is affected by a beneficial magic that isn't instantaneous or permanent gets the bonus normally for 1 round. At the end of that round, the True Evoker's Inner Fire burns away the effect. Negative magical effects still apply normally and permanent magic items can still be used.
Arcane Fuel
For the True Evoker, all magic is fuel. She can see any such fuel within her line of sight as if by an Arcane Sight spell. Whenever one of her evocation spells strikes a creature, object or area affected by ongoing magic, there is a chance that magic will burn away. She makes an uncapped dispel check against such ongoing spells, ending a total of spell levels up to the level of the magic she used. I.e. a fireball could end up to 3 levels of spells while a meteor swarm would end 9. If a protection spell is ended, it offers no protection to the creature against the spell. At 13th level and higher, this ability may end even spells that cannot normally be dispelled such as curses, permanent transformations, walls of force and antimagic fields. At 17th level and higher, the removal happens automatically without a dispel check, as if the effects were disjoined instead.
Limitation: Neither the True Evoker herself nor her allies get any special protection from the effect; a True Evoker should always be careful where she puts that fireball.
Incinerate
At 12th level and higher, creatures hit by the True Evoker's spells cannot regenerate or fast heal that round. Healing magic must make successful opposed CL checks to function on them that round. This only applies to damage dealt by the True Evoker via her spells, not other sources.
Banefire
At 16th level and higher, damage-dealing spells cast by the True Evoker cannot be countered. As an immediate action, a True Evoker can cast an evocation spell (mastered or greater) to counter any spell or magical ability of the spell's level or lower by burning it away.
Destroyer
At 20th level, the True Evoker's magic has become truly lethal. It ignores hardness and deals half damage to creatures immune to its damage type or with magic immunity. The saving throw DC for any massive damage checks due to damage dealt rises to 10 + 1/2 the True Evoker's class level + the True Evoker's charisma modifier.
Because our favorite WotC sorceress got it right;
If fire doesn't work, you aren't using enough.
Class Skills: The True Evoker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (All) (Int), Profession (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Proficiencies: Simple Weapons, Light Armor. No spell failure from light armor.
Hit Die: d6
{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|
Special Abilities|Spellcasting
1st|
+0|
+0|
+0|
+2|
cantrips, mastered spell (1st)|
1st, evocation master
2nd|
+1|
+0|
+0|
+3|
mastered spell (1st)|
3rd|
+1|
+1|
+1|
+3|
mastered spell (1st)|
2nd
4th|
+2|
+1|
+1|
+4|
inner fire|
energy master
5th|
+2|
+1|
+1|
+4|
mastered spell (2nd)|
3rd
6th|
+3|
+2|
+2|
+5|
mastered spell (2nd)|
7th|
+3|
+2|
+2|
+5|
mastered spell (2nd)|
4th
8th|
+4|
+2|
+2|
+6|
arcane fuel|
light/force master
9th|
+4|
+3|
+3|
+6|
mastered spell (3rd)|
5th
10th|
+5|
+3|
+3|
+7|
mastered spell (3rd)|
metamagic power 1
11th|
+5|
+3|
+3|
+7|
mastered spell (3rd)|
6th
12th|
+6/+1|
+4|
+4|
+8|
incinerate|
13th|
+6/+1|
+4|
+4|
+8|
mastered spell (4th)|
7th
14th|
+7/+2|
+4|
+4|
+9|
mastered spell (4th)|
metamagic power 2
15th|
+7/+2|
+5|
+5|
+9|
mastered spell (4th)|
8th
16th|
+8/+3|
+5|
+5|
+10|
banefire|
17th|
+8/+3|
+5|
+5|
+10|
mastered spell (5th)|
9th
18th|
+9/+4|
+6|
+6|
+11|
mastered spell (5th)|
19th|
+9/+4|
+6|
+6|
+11|
mastered spell (5th)|
metamagic power 3
20th|
+10/+5|
+6|
+6|
+12|
Destroyer|
metamagic power 4
[/table]
Cantrips
A True Evoker begins play knowing a number of cantrips equal to her charisma modifier. Those can be from any spell list and are castable at will. Whenever her charisma modifier permanently increases, she gets a new cantrip known.
Spell list and spells known.
A True Evoker has access to all evocation spells of a level equal to half her class level or less (round up), regardless of class, except for spells that require the direct intervention of a deity; if a spell appears on different levels in multiple lists, the True Evoker chooses which version to use. At the end of an 8-hour rest she can spend 10 minutes to memorize a number of them equal to her charisma modifier plus 1/3 her class level (round down). Those are her spells known for the day.
At 4th level, she adds to her list all fire, cold, electricity, acid and sonic spells that deal damage.
At 8th level, she adds to her list all Force and Light spells, even if they aren't evocation spells - they count as evocation spells for her.
Limitations: A True Evoker never benefits from items, feats, abilities, spells and class features that add spells known to her list that her base abilities could not add anyway.
Spellcasting.
True Evokers don't have spell slots. Once per 3 rounds, they can cast one of their known spells they prepared for the day of any level up to the level indicated in the column "spellcasting". While they need to prepare the spells, they can add metamagic on the fly, during the casting; maximum spell level is still limited as shown on the table - but True Evokers of sufficient power can increase the spell level beyond their normal maximum as shown in the table in "metamagic power". That does not increase the casting time.
In addition, True Evokers master a number of evocation spells as shown in the table special abilities. They can cast those spells at will instead of once per 3 rounds. The mastered spells can be metamagicked versions of low-level spells but if they are, the metamagic is a permanent part of the spell mastered and can't be changed.
Limitations: A True Evoker never benefits from metamagic cost reduction of any sort or automatic application of metamagic to her major spells. Metamagic rods may still be applied to her mastered spells only.
At the end of an encounter or scene or 5 minutes (whichever is longer), any lasting magic effects cast by the True Evoker that are either non-stationary or cast on creatures automatically end.
Inner Fire
A True Evoker has a pool of raw power with a number of points equal to her charisma modifier. At the beginning of her turn she can distribute those points as follows on a 1 for 1 basis;
add a resistance bonus to her saving throws
add an enhancement bonus to a worn armor or shield or weapon
grant such a bonus to someone else.
A True Evoker of at least 8th level may expend her greater magic (with the normal recovery period following) to burn away 1 point of ability damage, ability drain or negative level per level of the greater magic expended to the creature touched (which can be herself).
Limitations: A True Evoker that is affected by a beneficial magic that isn't instantaneous or permanent gets the bonus normally for 1 round. At the end of that round, the True Evoker's Inner Fire burns away the effect. Negative magical effects still apply normally and permanent magic items can still be used.
Arcane Fuel
For the True Evoker, all magic is fuel. She can see any such fuel within her line of sight as if by an Arcane Sight spell. Whenever one of her evocation spells strikes a creature, object or area affected by ongoing magic, there is a chance that magic will burn away. She makes an uncapped dispel check against such ongoing spells, ending a total of spell levels up to the level of the magic she used. I.e. a fireball could end up to 3 levels of spells while a meteor swarm would end 9. If a protection spell is ended, it offers no protection to the creature against the spell. At 13th level and higher, this ability may end even spells that cannot normally be dispelled such as curses, permanent transformations, walls of force and antimagic fields. At 17th level and higher, the removal happens automatically without a dispel check, as if the effects were disjoined instead.
Limitation: Neither the True Evoker herself nor her allies get any special protection from the effect; a True Evoker should always be careful where she puts that fireball.
Incinerate
At 12th level and higher, creatures hit by the True Evoker's spells cannot regenerate or fast heal that round. Healing magic must make successful opposed CL checks to function on them that round. This only applies to damage dealt by the True Evoker via her spells, not other sources.
Banefire
At 16th level and higher, damage-dealing spells cast by the True Evoker cannot be countered. As an immediate action, a True Evoker can cast an evocation spell (mastered or greater) to counter any spell or magical ability of the spell's level or lower by burning it away.
Destroyer
At 20th level, the True Evoker's magic has become truly lethal. It ignores hardness and deals half damage to creatures immune to its damage type or with magic immunity. The saving throw DC for any massive damage checks due to damage dealt rises to 10 + 1/2 the True Evoker's class level + the True Evoker's charisma modifier.