Invoker

From Arelith Wiki
Jump to: navigation, search
Classes
CharCreation.jpg
Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Customization
Head List

Invoker, or more accurately, the Invoker sub-classes (Elementalist and Hemomancer) are custom base classes available on Arelith. Both sub-classes are addressed in this single page because they share a parent concept; they are however treated by the game as completely independent base classes.

NOTE: This is a brand new Class (Invoker) with selectable sub-classes (Elementalist and Hemomancer) for Arelith. During this early adoption period, some tweaks may happen which will affect the Wiki's accuracy for a small period while things are updated. To stay updated on current changes please visit Arelith Updates!

Introduction

Invokers, rather than using the conventional spells per day approach to casting, instead uses a managed mana-like resource pool called Focus to cast spells.

Invocations are but another form of magic, generated by mixing elemental energy or life energy, called Focus, with the small amounts of arcane magic that suffuse all things and shaping them into Weave-like spell-effects.

Some might argue invocation is the power itself, the very primal essence of magic. Others research how it resonates with arcane, divine, and psionic forces; as it often acts as a natural amplifier for those, though it is potent in its own right. Sages and scholars have debated whether invocative-spellcraft is the result of those power sources mixing and meshing with the life energy of mortal beings, or if perhaps it is the undiluted source from which those diverse powers sprang. What is known is that all creatures have some facility to access this power or be accessed by it.

Invocation spells are created when a creature channels magic through conduits in the body. Molded by the willpower of the creature from which it sprang, borne from raw energy known as focus, the invocation exchanges the energy for an ability to bring forth a desired effect into existence.

Arelith offers two sub-class options, selectable in game, as individual base classes:

  • Elementalist: An Invoker who gathers energy from the surroundings and store it within themselves as a reservoir of focus ready to be unleased on a whim. They often attune themselves to one of the four Elemental Primes: Air, Earth, Fire or Water.
  • Hemomancer: An Invoker who looks inwards, either by research, instinct, trial and error, experimentations, curses, or bindings; they have found a way to transform life energy to focus. They usually do not have as developed a reservoir, nor are as proficient in gathering external energy as other Invokers, but have discovered their own ways to leech energy out of others, or even themselves, at the cost of their own lives.

Important Notes

  • There are a number of important #Class Restrictions that should be reviewed before selecting this class.
  • Both Elementalist and Hemomancer sources and approaches to magic are being left open, there is no one sure way to design PC stories and the lore of the Invoker may develop alongside and by, the Player Characters.

Invoker Class

Although the Invoker is referenced as a class in this wiki document, the game does not treat it as a base class. This class is a super categorization of two, in game selectable sub-classes; the Elementalist and the Hemomancer. These sub-classes share a common resource concept and some common generalizations as noted below in this section.

Class Restrictions

When considering this class, there are some important restrictions that should be understood:

  • Invokers will not gain the benefits of the following:
  • Dark Blessing class feat (Charisma to saves)
  • Divine Grace class feat (Charisma to saves)
  • Divine Shield feat (Charisma to AC)
  • Dodge AC granted by class feats when Monk levels are present.
  • Invoker sub-classes are mutually exclusive, the Elementalist and the Hemomancer cannot be mixed, selecting one class prevents multiclassing the other.
  • Invoker, as a caster with unique mechanics, cannot be mixed with other full casters: Druid, Cleric, Sorcerer, Wizard, Favored Soul, Shaman, etc. Selecting one of these classes when levelling up will result in a forced relevel from level 1.

Spellcasting

  • To cast a spell, the Invoker has to pay points from the Focus pool. If there is not enough Focus in the pool, the spell will fail.
Note: Cantripts (0 level spells) are an exception – they cost no Focus.
  • The cost of the spell is determined by:
  • Spell level
  • Spell itself: for balance reasons, some spells have added cost
  • Continuous casting: casting the same spell consecutively doubles the base cost
  • Items: some items, in the future, will lower the spell cost
  • Invoker level: Novice, Adept, Mastery (See class level progression)
Invoker Novice is the base level of Invoker gained upon taking 1 class level in either sub-class
Invoker Adept additionally allows to cast same spell without doubling the base cost from spell levels: 1 to 2
Invoker Mastery additionally allows to cast same spell without doubling the base cost from spell level: 1 to 4

General Information

  • Invokers are treated as full casters to determine Dweomercraft (magic) tier.
  • Invokers have access to Arcane wands.

Elementalist

Elementalist's gather energy from the surroundings and store it within themselves as a reservoir of Focus ready to be unleased on a whim. They often attune themselves to one of the four Elemental Primes: Air, Earth, Fire or Water.

Mechanics

Requirements

Alignment restrictions: None

Features

Hit die: d6

Proficiencies: armor (light), weapons (simple)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft

Unavailable feats: weapon specialization

Primary saving throw(s): Will

Base attack bonus: +1/2 level

Spellcasting:

  • Arcane: Spell failure from armor is a factor
  • Charisma based
  • A base Charisma score of 10 + the spell's level is required to cast a spell
  • Bonus spells are based on modified Charisma
  • Charisma modifier affects spell DCs
  • Spontaneous caster: No spell preparation required
  • Focus serves as a payment for casting spells, see #Spellcasting for more details

Level Progression

Hit points rolls on Arelith are always maximum.

  Focus cost (base)   Known spells
Level BAB Fort Ref Will Feats HP 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Invoker Novice 6 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 4 2 - - - - - - - -
2nd +1 +0 +0 +3 12 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 5 2 - - - - - - - -
3rd +1 +1 +1 +3 18 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 5 3 - - - - - - - -
4th +2 +1 +1 +4 24 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 6 3 1 - - - - - - -
5th +2 +1 +1 +4 Path Selection, Path Feature I 30 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 6 4 2 - - - - - - -
6th +3 +2 +2 +5 Silent Spell 36 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 4 2 1 - - - - - -
7th +3 +2 +2 +5 42 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 5 3 2 - - - - - -
8th +4 +2 +2 +6 48 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 5 3 2 1 - - - - -
9th +4 +3 +3 +6 54 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 5 4 3 2 - - - - -
10th +5 +3 +3 +7 Path Feature II, Auto Quicken I, Invoking Adept 60 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 4 3 2 1 - - - -
11th +5 +3 +3 +7 66 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 3 2 - - - -
12th +6/+1 +4 +4 +8 Elemental Overcharge 72 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 3 2 1 - - -
13th +6/+1 +4 +4 +8 78 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 3 2 - - -
14th +7/+2 +4 +4 +9 84 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 3 2 1 - -
15th +7/+2 +5 +5 +9 Path Feature III, Auto Quicken II 90 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 2 - -
16th +8/+3 +5 +5 +10 96 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 2 1 -
17th +8/+3 +5 +5 +10 102 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 3 2 -
18th +9/+4 +6 +6 +11 108 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 3 2 1
19th +9/+4 +6 +6 +11 114 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 3 3 2
20th +10/+5 +6 +6 +12 Path Feature IV, Invoking Mastery, Epic Arcane Caster 120 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
 
21st +11/+6 +6 +6 +12 126 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
22nd +11/+6 +7 +7 +13 132 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
23rd +12/+7 +7 +7 +13 Epic Bonus Feat 138 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
24th +12/+7 +8 +8 +14 144 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
25th +13/+8 +8 +8 +14 150 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
26th +13/+8 +9 +9 +15 Epic Bonus Feat 156 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
27th +14/+9 +9 +9 +15 162 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
28th +14/+9 +10 +10 +16 Eschew Spell Components 168 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
29th +15/+10 +10 +10 +16 Epic Bonus Feat 174 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
30th +15/+10 +11 +11 +17 180 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3

Epic Elementalist

Bonus feats: The epic invoker gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.

Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, great charisma, improved combat casting

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Paths

Once your character reaches level 5, they will be required to select a path as a bonus feat. This path will define the passive bonuses the character will receive at levels: 5, 10, 15 and 20; as shown in the table below:

Passive Bonuses & Elemental Savant:
  Path   I (5th level) II (10th level) III (15th level) IV (20th level)
Fire Energy Resistance: 10
Save Bonus: Universal +1
AC bonus: Deflection +1
Energy Resistance: 10
Save Bonus: Universal +2
AC bonus: Deflection +2
Immune to Sleep
Energy Resistance: 20
Save Bonus: Universal +3
AC bonus: Deflection +3
Immune to Sleep
Skill Bonus: Leadership +5 (Soft)
Energy Resistance: 30
Save Bonus: Universal +4
AC bonus: Deflection +4
Immune to Sleep
Skill Bonus: Leadership +5 (Soft)
Skill Bonus: Intimidate +5 (Soft)
Air Energy Resistance: 10
Concealment: Ranged Attacks: 20%
Energy Resistance: 10
Concealment: Ranged Attacks: 30%
Movement Speed Increase: 10%
Energy Resistance: 20
Concealment: Ranged Attacks: 40%
Movement Speed Increase: 20%
AC bonus: Dodge +2
Skill Bonus: Climb +6 (Soft)
Energy Resistance: 30
Concealment: Ranged Attacks: 50%
Movement Speed Increase: 30%
AC bonus: Dodge +3
Skill Bonus: Climb +10 (soft)
Earth Energy Resistance: 10
Damage Reduction: 2/+5
Energy Resistance: 10
Damage Reduction: 3/+5
Immunity to Poison
Energy Resistance: 20
Damage Reduction: 4/+5
Immunity to Poison
Damage Immunity: 5% vs Piercing
Skill Bonus: Discipline +6 (Soft)
Energy Resistance: 30
Damage Reduction: 5/+5
Immunity to Poison
Damage Immunity: 5% vs Piercing
Damage Immunity: 5% vs Slashing
Skill Bonus: Discipline +10 (Soft)
Water Energy Resistance: 10
Regeneration: 1
Water Breathing
Energy Resistance: 10
Regeneration: 1
Water Breathing
AC bonus: Natural +2
Energy Resistance: 20
Regeneration: 2
Water Breathing
AC bonus: Natural +3
Skill Bonus: Sail +6 (Soft)
Energy Resistance: 30
Regeneration: 3
Water Breathing
AC bonus: Natural +5
Skill Bonus: Sail +10 (Soft)

Signature Abilities

Elemental Overcharge

The Elementalist attempts to channel spellfire to invoke spells instead of using focus. For the duration of this ability, spells will have no focus cost, they will instead damage the caster.

Note: Focus will be set to 50 if was greater at the time of using the ability. If it lower it is not increased. For each 10 focus burned the duration is extended.
  • Cooldown: 10 minutes from termination of Elemental Overcharge ability
  • Duration: Base 5 rounds + Levels + Focus Burned (above 50):
  • Levels:
Level: 15+ (req Hard Charisma 18+): +1
Level: 18+ (req Hard Charisma 18+): +1
Level: 21+ (req Hard Charisma 22+): +1
Level: 24+ (req Hard Charisma 22+): +1
Level: 27+ (req Hard Charisma 24+): +1
Level: 30 (req Hard Charisma 24+): +3
  • Focus Burned (above 50):
10 burned (req Hard Charisma 20+): + 1
20 burned (req Hard Charisma 22+): + 1
30 burned (req Hard Charisma 24+): + 2
40 burned (req Hard Charisma 26+): + 2
50 burned (req Hard Charisma 28+): + 3
  • Damage while casting:
  • Spell level 1 to 3: 2d2 magic dmg
  • Spell level 4 to 6: 2d4+2 magic dmg (5d6+3 magic dmg - if the spell was consecutively cast)
  • Spell level 7 to 9: 3d4+3 magic dmg (5d8+5 magic dmg - if the spell was consecutively cast)
  • Additional effects:
  • Elementalist receives penalty to AC (20)
  • Elementalist receives immunity to silence
  • During Elemental Overcharge a magic surge can happen.
  • Chance based on spell level:
1 to 3: 0%
4 to 6: 3% (6% if same spell cast consecutively)
7 to 9: 5% (10% if same spell cast consecutively)

Focus Recovery

As shown in the table below, the characters maximum amount of Focus (mana-like resource) is 100.

  • Resting will restore to a Maximum Focus pool total of 75 Focus
Note: This means Resting cannot restore Focus higher than a Focus pool total of 75. Server Ticks can then increase it further to the actual Focus pool Maximum of 100 Focus.
  • A Focus pool Maximum of 100 Focus, can be reach through restoration from server ticks (every 6 minutes).
    • The amount recovered via Server Tick, depends on current Focus, the less current Focus the higher the recovery rate.
Focus
Max Focus 100 (Total Focus pool)
Rest Focus 75 (Total Focus pool)
Current
Focus
Focus per Server Tick
00 to 20 +20 (per Tick)
20 to 50 +15 (per Tick)
50 to 75 +10 (per Tick)
Focus per Rest Cycle
On Rest up to +60 (per Rest)

Examples

Example: 0 Focus in the Focus pool and roleplaying (not spending Focus):

  • After 6 minutes (Server Tick), 20 recovery (total 20)
  • After 6 more minutes (2nd Server Tick), 15 recovery (total 35)
  • After 6 more minutes (3rd Server Tick), 15 recovery (total 50)
  • Each additional 6 minutes (Server Tick), 10 recovery every tick until 100 (Max Focus)

An Elementalist will recover Max Focus (100) from an empty Focus pool (0) after 48 minutes.

Spells

See Category:Elementalist_Spells.

Note: Cantripts are free to cast
 
Cantrips 1st level spells 2nd level spells
 
3rd level spells 4th level spells 5th level spells
 
6th level spells 7th level spells 8th level spells
 
9th level spells Epic spells

Arelith Changes

Change Level Description
Summoning Changes - For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.
Spell changes - For specifics, see Category:Elementalist_Spells.
Spell components - Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.
Enchew Spell Components 28 Removes requirement for Spell components (see above).

Hemomancer

Hemomancer's looks inwards, either by research, instinct, trial and error, experimentations, curses, or bindings; they have found a way to transform life energy to focus. They usually do not have as developed a reservoir, nor are as proficient in gathering external energy as other Invokers, but have discovered their own ways to leech energy out of others, or even themselves, at the cost of their own lives.

Mechanics

Requirements

Alignment restrictions: Non-Good

Features

Hit die: d6

Proficiencies: armor (light), weapons (simple)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft

Unavailable feats: weapon specialization

Primary saving throw(s): Will

Base attack bonus: +1/2 level

Spellcasting:

  • Arcane: Spell failure from armor is a factor
  • Charisma based
  • A base Charisma score of 10 + the spell's level is required to cast a spell
  • Bonus spells are based on modified Charisma
  • Charisma modifier affects spell DCs
  • Spontaneous caster: No spell preparation required
  • Focus serves as a payment for casting spells, see #Spellcasting for more details

Level Progression

Hit points rolls on Arelith are always maximum.

  Focus cost (base)   Known spells
Level BAB Fort Ref Will Feats HP 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Invoking Novice 6 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 4 2 - - - - - - - -
2nd +1 +0 +0 +3 Red Harvest Ability 12 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 5 2 - - - - - - - -
3rd +1 +3 +1 +3 18 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 5 3 - - - - - - - -
4th +2 +4 +1 +4 24 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 6 3 1 - - - - - - -
5th +2 +4 +1 +4 30 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 6 4 2 - - - - - - -
6th +3 +5 +2 +5 Silent Spell 36 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 4 2 1 - - - - - -
7th +3 +5 +2 +5 42 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 5 3 2 - - - - - -
8th +4 +6 +2 +6 48 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 5 3 2 1 - - - - -
9th +4 +6 +3 +6 54 0 0.5 0.85 1.6 2.1 2.5 4 6 8 8 7 5 4 3 2 - - - - -
10th +5 +7 +3 +7 Path Feature I, Auto Quicken I, Invoking Adept 60 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 4 3 2 1 - - - -
11th +5 +7 +3 +7 66 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 3 2 - - - -
12th +6/+1 +8 +4 +8 72 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 3 2 1 - - -
13th +6/+1 +8 +4 +8 78 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 3 2 - - -
14th +7/+2 +9 +4 +9 84 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 3 2 1 - -
15th +7/+2 +9 +5 +9 Path Feature II, Auto Quicken II 90 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 2 - -
16th +8/+3 +10 +5 +10 96 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 2 1 -
17th +8/+3 +10 +5 +10 102 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 3 2 -
18th +9/+4 +11 +6 +11 108 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 3 2 1
19th +9/+4 +11 +6 +11 114 0 0.33 0.66 1 1.25 1.25 2 3 4 4 7 5 5 4 4 4 3 3 3 2
20th +10/+5 +11 +6 +12 Path Feature III, Invoking Mastery, Eye Glow, Epic Arcane Caster 120 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
 
21st +11/+6 +12 +6 +12 126 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
22nd +11/+6 +12 +7 +13 132 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
23rd +12/+7 +13 +7 +13 Epic Bonus Feat 138 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
24th +12/+7 +13 +8 +14 144 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
25th +13/+8 +14 +8 +14 150 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
26th +13/+8 +15 +9 +15 Epic Bonus Feat 156 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
27th +14/+9 +15 +9 +15 162 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
28th +14/+9 +16 +10 +16 Eschew Spell Components 168 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
29th +15/+10 +16 +10 +16 Epic Bonus Feat 174 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3
30th +15/+10 +17 +11 +17 180 0 0.25 0.25 0.5 0.62 0.62 1 1.5 2 2 7 5 5 4 4 4 3 3 3 3

Epic Hemomancer

Bonus feats: The epic invoker gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.

Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, great charisma, improved combat casting

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Paths

Once your character reaches level 10, you will get your first Path Feature. These features will define the passive bonus that you will get on levels 10, 15 and 20 as shown on the table below:


Passive Bonuses
Path Feature I Path Feature II Path Feature III
Skill Bonus: Concentration +3
Save Bonus: Death +1
Save Bonus: Fear +2
Skill Bonus: Concentration +6
Save Bonus: Death +2
Save Bonus: Fear +4
Regeneration: 1
Immunity to Disease
Skill Bonus: Concentration +9
Save Bonus: Death +3
Regeneration: 1
Immunity to Disease
Immunity to Fear
See Invisible


Signature Abilities

Red Harvest

Target = Not Self
  • A short-range ability to leech living targets, defined as Hostile NPCs OR any PCs, to regain Focus by consuming Blood Stacks.
    • A minimum of 1 Blood Stack is required to use this ability.
    • A maximum of 10 Blood Stacks will be consumed
  • Difficulty Class: 16 + (Soft) Charisma MOD + Spell Foci Bonus (Evocation)
  • Cooldown: 18 seconds
  • Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires)
  • Dmg type: Bleed
  • Dmg: (CL/2 d6) + (1d6 / Blood Stack consumed)
  • Focus Leeching: 1 + (1 for CL 10+) + (1 for CL 20+) + (1 for CL 27+) + 1 per Blood Stack consumed
  • Healing: Damage dealt to the Maximum of Target's current HP + 10 adjusted as noted in the Blood Stack Consumption Table below:
    • HP gained will first heal the caster to Maximum HP, any overage will then be granted as Temporary HP
    • Multiple uses can stack within the Hemomancer's Overheal pool. The Maximum the pool can contain scales with Caster Level (CL) and (Hard) Charisma as follows:
      • Base = CL * 2
      • (Hard) Charisma 22+ = CL * 3
      • (Hard) Charisma 24+ = CL * 4
      • (Hard) Charisma 25+ = CL * 5
      • (Hard) Charisma 28+ = CL * 6
      • (Hard) Charisma 30+ = CL * 7
  • Blood Stack Consumption Table
Stacks
Consumed
Cumulative Effects Healing (not Cumulative)
1+ +Food, +Water by Blood Stack amount Healing: 50% of the damage done
3+ Healing: 75% of the damage done
5+ If the target is not fear immune and fails will save against fear it will be panicked for 6 seconds
6+ Healing: 100% of the damage done
9+ Healing: 150% of the damage done
10+ Apply Empowerment to the caster for 2 in game-hours which is extended if the ability kills the target
(See Empowerment Table)
  • Empowerment Table
Note: Stages are not cumulative, the highest one that applies grants those benefits.
Note: Dodge AC is NOT granted if the caster has Monk levels.
Stage Requirements Benefit
1 (Hard) CHA: 16+ Dodge AC: +1
Regeneration: +1
2 (Hard) CHA: 20+
Hemomancer Levels: 5+
Dodge AC: +2
Regeneration: +1
Damage Immunity Physical: 5%
Universal Save: +1
3 (Hard) CHA: 22+
Hemomancer Levels: 10+
Dodge AC: +3
Regeneration: +1
Damage Immunity Physical: 8%
Universal Save: +2
4 (Hard) CHA: 24+
Hemomancer Levels: 15+
Dodge AC: +3
Regeneration: +2
Damage Immunity Physical: 11%
Universal Save: +2
5 (Hard) CHA: 26+
Hemomancer Levels: 20+
Dodge AC: +4
Regeneration: +2
Damage Immunity Physical: 13%
Universal Save: +2
6 (Hard) CHA: 28+
Hemomancer Levels: 20+
Dodge AC: +5
Regeneration: +2
Damage Immunity Physical: 15%
Universal Save: +3
Target = Self
  • A short-range ability to leech the Caster and regain Focus and Blood Stacks.
    • When Cast on Self: Does not consume blood stacks, instead generates them:
  • Difficulty Class: 16 + (Soft) Charisma MOD + Spell Foci Bonus (Evocation)
  • Cooldown: 18 seconds
  • Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires)
  • Dmg type: Bleed
  • Dmg: CL/2 d6 + (5 for CL 10+) + (5 for CL 20+) + (5 for CL 27+)
    • Note: If damage would be greater than Hemomancer's current HP, Red Harvest will not kill the caster but will leave them with 1 HP. Blood Stacks and Focus are not gained. Caster also has to pass Fortitude Save (DC of the ability + 4) or be paralyzed for 1 round.
  • Focus Leeching:
    • Base: 1 + (1 for CL 10+) + (1 for CL 20+) + (1 for CL 27+)
    • Additional: 2% + (2% for CL 10+) + (2% for CL 20+) + (2% for CL 27+)
  • Healing: None
  • Blood Stacks: 2 + (1 for CL 10+) + (1 for CL 20+) + (1 for CL 27+)
  • Drains:
    • Water, Food = 1 per Blood Stack gained
    • Rest = 1/5 per Blood Stack gained

Blood Stacks

Hemomancer has a secondary resource pool which is the Blood Stack (BS). Each time a Hemomancer casts a spell, you have a chance of getting a Blood Stack. Blood Stack will be used to improve Hemomancer signature spells (Soul Shriek and Massacre) as well as the amount of Focus recovered when using Red Harvest.

The chance of getting a Blood Stack when casting a spell is shown in the table below.

Blood Stack Chance
Spell Level 1 5%
Other Spell Level SL*10%
(i.e) 5th = 50%
A blood stack gain is additionally telegraphed by taking unavoidable bleeding damage (with vfx).
Spell Level 1..3 1d3 damage
Spell Level 4..6 (1d3)+1 damage
Spell Level 7..9 (2d2)+1 damage

Focus Recovery


As shown in the table below, the characters maximum amount of Focus (mana-like resource) is 75.

  • Resting will restore to a Maximum Focus pool total of 50 Focus
Note: This means Resting cannot restore Focus higher than a Focus pool total of 50. Server Ticks can then increase it further to the actual Focus pool Maximum of 75 Focus.
  • A Focus pool Maximum of 75 Focus, can be reach through restoration from server ticks (every 6 minutes).
    • The amount recovered via Server Tick, depends on current Focus, the less current Focus the higher the recovery rate.
Note: Hemomancers can also regain Focus by spending Blood Stacks via the Red Harvest ability.
Focus
Max Focus 75 (Total Focus pool)
Rest Focus 50 (Total Focus pool)
Current
Focus
Focus per Server Tick
00 to 20 +5 (per Tick)
20 to 50 +2.5 (per Tick)
50 to 75 +1.25 (per Tick)
Focus per Rest Cycle
On Rest up to +28 (per Rest)
Signature Ability
Red Harvest 1
+(1 Focus per Blood Stack consumed)
+1 (at CL10)
+1 (at CL20)
+1 (at CL27)

Examples

Example: 0 Focus in the Focus pool and roleplaying (not spending Focus):

  • After 6 minutes (Server Tick), 5 recovery (total 5)
  • After 18 more minutes (3 Server Ticks), 15 recovery (total 20)
  • After 72 more minutes (12 Server Ticks), 30 recovery (total 50)
  • Each additional 6 minutes (Server Tick), 1.25 recovery every tick until 75 (Max Focus)

A Hemomancer will recover maximum Focus (75) from and empty Focus pool (0) after 116 minutes.

But, unlike the Elementalist, the Hemomancer can also use Red Harvest to recover Focus based upon the Hemomancer's level and current Blood Stacks.

For instance, a level 20 Hemomancer with 10 Blood Stack, will recover 13 (1+10+1+1) when Red Harvest is used.

Spells

See Category:Hemomancer_Spells.

Note: Cantripts are free to cast
 
Cantrips 1st level spells 2nd level spells
 
3rd level spells 4th level spells 5th level spells
 
6th level spells 7th level spells 8th level spells
 
9th level spells Epic spells

Arelith Changes

Change Level Description
Summoning Changes - For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.
Spell changes - For specifics, see Category:Hemomancer_Spells.
Spell components - Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.
Enchew Spell Components 28 Removes requirement for Spell components (see above).


Roleplay Tips

Invokers are arcane spellcasters that have, to some degree or another, inherent magical power. The reasons for this can be varied. Invokers are known to be produced by magically rich areas (specially by elemental or necromancy magic), simply by virtue of diffusion of magic through the environment. They can be produced by having some amount of magical blood in them from a lineage that includes a magical creature. Invokers can also be produced as a side-effect of a parent having been a sorcerer or wizard. Essentially: exposure to magic produces Invokers. The aptitude doesn't seem to be distilled by distance from its source.

Invokers are, historically, only rarely invokers by choice. It's true that some cultures have eugenics programs that exist purely to produce and train inherent magical talent, and will have culturally sanctioned invokers. Most societies, however, don't mean to produce invokers, they just do.

Invoking tendencies tend to manifest around puberty in humanoid creatures, frequently earlier for already highly magical creatures. These powers generally begin as uncontrolled, unexpected and fairly dangerous. An average commoner has about four hit points, a ray of frost does 1d4+1. You can see how even a teenage invoker in a bit of an angry moment can rather painfully cripple someone. This means that invokers come to be feared, reviled or sequestered away. Nobody expects a invoker in the family, unless they're extremely stoic, or just plain not commoners.

Because magic works in an instinctive way for invokers, they already know how to wave their hands around and what words to say to produce magical effects. These things just happen to them, it's like figuring out you can close one eye at the same time as another. You don't forget it.

Invokers tend to be people that have a bit of a breakdown after discovering their power, and becoming very afraid of what they can do to another person. They become conservative, then, through fear of themselves. Perhaps they were someone that just wanted to ignore their power and remain part of the community, but was forced out or away, as no other could handle what they could, and they needed to leave to defend it. Invokers are also, frequently, sent to wizards to be trained, the people sending them not understanding their power, and the wizard fairly ineffectually trying to channel it into more logical pursuits.

Not to say that all invokers are afraid of themselves. Some become rather absorbed in themselves, believing themselves somehow greater than their peers, and frequently attempting to rescue or aid people with their magical powers, becoming good-hearted but hopelessly romantic. Alternatively some could see their power as placing them above others, and decide it is their prerogative to nurse it until they can strike back against their own community for perceived slights, operating off of a false sense of entitlement to justice.

Mechanics of Invocations

Deciding how and why your character uses its power can be one of the greatest aspects of being a Invoker. How your character found his elemental affinity, or blood affinity, is up to you and is one of the great things of this class.

Charisma, to a Invoker, is essentially a measurement of how overbearing their presence is to the world, just like a sorcerer. How much of a dent they make in society by their existence, how much people are inclined to listen to them, and how much the weave of magic they can sink into. It is, for all intents and purposes, the "weight" of your personality. In this way, it gives invokers power. You can elbow a bit more compliance out of the weave with a bit more weight.

Another fun aspect of creating a invoker is determining the source of their power. They may not even be aware of this source, and it may not even come up, but the way in which it can influence the way your character acts can be a bit of a subtle bonus to those who figure it out.

For instance, Elementalists born on another plane tend to gravitate towards powers that would be closely associated with that plane. A Elementalist born on the Inner Plane of fire, or any genasi, really, would be more likely to harness and invoke using the element from which it is derived. Negatasi frequently become hemomancers. Hemomancers can also be under a curse, or have a bloodline tainted with vampirism or necromancy.

If the invoker's power came from a creature in their lineage, they likely will still have some traits of that creature loitering around in their bloodstream. There are literally hundreds of creatures that humans could have cross-bred with that would produce invokers. This doesn't mean flip open the Monster Manual and choose arbitrarily, but certainly put some thought into the idea of what monstrous or humanoid creature could be in your bloodstream to produce a invoker. The creature could also influence the type of powers that choose to manifest. If one is a invoker derivitive of an Alcor, then have them manifest primarily frost based spells.