Evokers are perhaps less respected and more feared than the other arcanists, but they are certainly not less skilled. Sometimes called elementalists, evoking is about amassing and releasing power in great bursts of energy. This admittedly does sometimes have unintended consequences.
- Hit Die: d12
- Alignment: Any
- Abilities: The Evoker uses Intelligence for spellcasting.
- Spells per day: As Wizard (Core Rules).
- Spell Progression: As Wizard (Core Rules).
- Spell list: School of Evoking.
- Weapon Proficiencies: Simple weapons.
- Armor Proficiencies: None.
- The Evoker casts spells spontaneously.
- Skill points at 1st Level: 2 + Int modifier
- Skill Points at Each Additional Level: 2 + Int modifier
At first level, an evoker knows all 0th level spells of the School of Evoking, and a number of first level spells equal to 4 + intelligence modifier. When levelling up, the evoker may choose 2 new spells known. An evoker can learn new School of Evoking spells from scrolls, spellbooks or other arcane spellcasters.
The evoker may fire an elemental bolt as a standard action. This is treated as a ranged touch attack with range increment at 30ft. The bolt does 1d4 per 2 levels + intelligence modifier of elemental damage. Example, a third level evoker would deal 1d4, fourth level would deal 2d4. The evoker may choose which element to use each time the bolt is fired, between fire, electricity, acid or cold. The bolt may be used indefinitely.
The evoker gains an additional spell slot for each spell level learned.
When reaching the third level (and each level gained thereafter) the evoker may choose to learn spells one level higher than he has access to. Example: An evoker levelling from second to third level, may elect to learn one (or two) third level spells.
In order to cast a spell that is one level too high, the evoker must overcharge. Example: A third level evoker wants to use overcharge to cast a third level spell. He must expend a second level spell slot, and succeed on a caster level check. If the check succeeds the spell works normally, if the check fails a Mishap happens.
The DC for overcharging is 10 + twice the spell's level.
When a Mishap occurs, roll 1d20 and apply the result as follows:
- 1: Catastrophe. The spell is centered on the evoker, the evoker automatically fails any saves, and is not allowed spell resistance.
- 2-5: Disaster. The spell is centered on the evoker.
- 6-10: Failure. The spell is centered on the evoker, though all affected by the spell gets a +4 to their saving throw.
- 11-19: Fizzle. The spell fizzles out, having no effect.
- 20: Miracle. Though completely out of control, the spell works exactly as intended!