Evoker (3.5e Class)
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|World of Cora|
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.
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).
|Saving Throws||Special|| Spell
| Maximum Spell|
|1st||+0||+0||+0||+2||Stone Attunement (first)||2||3||1st|
|5th||+2||+1||+1||+4||Stone Attunement (second)||25||11||3rd|
|8th||+4||+2||+2||+6||Stone Attunement (third)||58||17||4th|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Evoker.
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:
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 Color||School or Effect||Ability||Bonus Spells Known|
|Black||Necromancy||+4 saves vs. Necromancy spells or effects||Touch of Fatigue||Ray of Enfeeblement||Ghoul Touch||Vampiric Touch||Enervation|
|Blue||Electricity||+2 bonus to reflex saves||Electric JoltSpC||Shocking Grasp||Electric LoopSpC||Lightning Bolt||Orb of ElectricitySpC|
|Brown||Acid||+4 to saves to resist poisons & diseases||Acid Splash||Orb of Acid, LesserSpC||Acid Arrow||Acid BreathSpC||Orb of AcidSpC|
|Clear||Sonic||+3 bonus to Listen and Move Silently checks||Silent PortalSpC||Orb of Sound, LesserSpC||Shatter||ShatterfloorSpC||Orb of SoundSpC|
|Gray||Illusion||+2 bonus to Bluff, Diplomacy, and Intimidate checks||Ghost Sound||Color Spray||Invisibility||Invisibility Sphere||Greater Invisibility|
|Green||Transmutation||+1 natural armor bonus to AC||Mage Hand||Enlarge Person||Barkskin||Gaseous Form||Attune Planar FormSpC|
|Red||Fire||+2 bonus to initiative checks.||Light||Burning Hands||Scorching Ray||Fireball||Blast of FlameSpC|
|Yellow||Healing||Your healing spells are always cast as if empowered||Cure Minor Wounds||Cure Light Wounds||Cure Moderate Wounds||Cure Serious Wounds||Cure Critical Wounds|
|White||Cold||Water-breathing||Ray of Frost||Orb of Cold, LesserSpC||Frost BreathSpC||HypothermiaSpC||Ice 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.
|Knowledge (the planes)||4||Int|
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.