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| {{CharacterNav|title=Classes}} | | {{SystemsNav|title={{PAGENAME}}}} |
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| [[Invoker]], or more accurately, the [[Invoker]] sub-classes ([[#Elementalist|Elementalist]] and [[#Hemomancer|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. | | [[Invoker]], or more accurately, the [[Invoker]] sub-classes ([[#Elementalist|Elementalist]] and [[#Hemomancer|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. |
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| '''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 [https://forum.nwnarelith.com/viewtopic.php?f=23&t=25 Arelith Updates!]'''
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| <br><br> | | <br><br> |
| __TOC__ | | __TOC__ |
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| = Invoker Class= | | = 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. | | 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. |
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| == Class Restrictions == | | == Class Restrictions == |
| When considering this class, there are some important restrictions that should be understood: | | When considering this class, there are some important restrictions that should be understood: |
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| * [[Invoker]]s will '''not''' gain the benefits of the following: | | * Invokers will '''not''' gain the benefits of the following: |
| :* Dark Blessing class feat (Charisma to saves) | | :* Dark Blessing class feat (Charisma to saves) |
| :* Divine Grace class feat (Charisma to saves) | | :* Divine Grace class feat (Charisma to saves) |
| :* Divine Shield feat (Charisma to AC) | | :* Divine Shield feat (Charisma to AC) |
| :* Dodge AC granted by class feats when [[Monk]] levels are present. | | :* Dodge AC granted by class feats when [[Monk]] levels are present nor with [[Vigilante]] (Path of Vigilance). |
| * [[Invoker]] sub-classes are mutually exclusive, the [[#Elementalist|Elementalist]] and the [[#Hemomancer|Hemomancer]] cannot be mixed, selecting one class prevents multiclassing the other. | | * Invoker sub-classes are mutually exclusive, the [[#Elementalist|Elementalist]] and the [[#Hemomancer|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. | | * 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. |
| | * Invokers gain Epic Arcane Caster at 21 Class Levels, but require 22 [[hard]] Charisma points to take epic spells. |
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| == Spellcasting == | | == Spellcasting == |
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| * 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. | | * 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'''. | | :: '''Note''': Cantripts (0 level spells) are an exception – they cost no '''Focus'''. |
| | * A custom UI has been created to track available focus, this UI can be accessed using Arelith custom Console Commands. More information can be found [[Console_command#-focus_bar|here]]. |
| * The cost of the spell is determined by: | | * The cost of the spell is determined by: |
| :* Spell level | | :* Spell level |
| :* Spell itself: for balance reasons, some spells have added cost | | :* Spell itself: for balance reasons, some spells have added cost |
| :* Continuous casting: casting the same spell consecutively doubles the base cost | | :* Whether the Invoker is wearing Invoker-specific gear (see ''Invoker Equipment'') |
| :* Items: some items, in the future, will lower the spell cost
| | * Continuous casting: casting the same spell consecutively doubles the base cost, until it the spell is cast from a feat or is a theme spell. |
| :* Invoker level: Novice, Adept, Mastery (See class level progression) | | :* 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 Novice is the base level of Invoker gained upon taking 1 class level in either sub-class |
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| == General Information == | | == General Information == |
| * [[Invoker]]s are treated as full casters to determine Dweomercraft (magic) tier. | | * Invokers are treated as full casters to determine Dweomercraft (magic) tier. |
| * [[Invoker]]s have access to Arcane wands. | | * Invokers have access to Arcane wands. |
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| = Elementalist =
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| '''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.
| | == Invoker Equipment == |
| | Wearing or wielding Invoker-specific weapons and armor provides a discount to the spell's '''base focus cost'''. Added spell costs to individual spells are not discounted. |
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| == Mechanics ==
| | Armors and weapons individually provide a 10% discount for a maximum of 20% with one armor and one weapon equipped. Armors and weapons stack, while weapons do '''not'''. |
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| === Requirements ===
| | * [[Melee_Weapons#Dagger|Athame of Carnage]] (Hemomancer Dagger) |
| | * [[Melee_Weapons#Magic_Staff|Runestaff of Elements]] (Elementalist Staff) |
| | * [[Melee_Weapons#Wakizashi|Focus of the Shukenja]] (Elementalist Wakizashi) |
| | * [[Armor#Clothing|Invoker's Bindings]] (Cloth Armor) |
| | * [[Armor#Hide_.2F_Studded_Leather_Armor|Ichoret]] (Hide Armor) |
| | * [[Armor#Scale_.2F_Breastplate_Armor_.28Smithing.29|Impermissicon's Shard]] (Scale Armor) |
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| '''Alignment restrictions:''' None
| | = Elementalist = |
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| === Features === | |
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| '''Hit die:''' d6
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| '''Proficiencies:''' armor (light), weapons (simple)
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| '''Skill points:''' 4 + int modifier ((4 + int modifier) * 4 at 1st level)
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| '''Class Skills:''' bluff, concentration, [[skill changes#Modified_Skills|craft mastery]], heal, [[Skill_changes#Modified_Skills|leadership]], [[skill changes#Modified_Skills|lore]], [[skill changes#Modified_Skills|sail]], spellcraft
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| '''Unavailable feats:''' weapon specialization
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| '''Primary saving throw(s):''' Will
| | More about elementalist at [[Elementalist|the class page]]. |
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| '''Base attack bonus:''' +1/2 level
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| '''Spellcasting:'''
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| * Arcane: Spell failure from armor is a factor
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| * Charisma based
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| :* A base Charisma score of 10 + the spell's level is required to cast a spell
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| :* Bonus spells are based on modified Charisma
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| :* Charisma modifier affects spell DCs
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| * Spontaneous caster: No spell preparation required
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| * Focus serves as a payment for casting spells, see [[#Spellcasting]] for more details
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| * [[Summon Creature VII]], [[Summon Creature VIII]] and [[Summon Creature IX]] added with automatic elemental tier increase (same as with GSF: Conjuration)
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| :* At Level 5, during element selection, a free elemental stream will be added (removed on de-level)
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| === Level Progression ===
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| Hit points rolls on Arelith are always maximum.
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| {| {{Table-Class}}
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| | align="center" style="background:#FFFFFF;" colspan="7" |
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| !rowspan=33 style="background:#FFFFFF"|
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| | align="center" style="background:#c0c0c0;" colspan="10" |'''Focus cost (base)'''
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| !rowspan=33 style="background:#FFFFFF"|
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| | align="center" style="background:#c0c0c0;" colspan="10" |'''Known spells'''
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| |-
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| | align="center" style="background:#c0c0c0;"|'''Level'''
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| | align="center" style="background:#c0c0c0;"|'''BAB'''
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| | align="center" style="background:#c0c0c0;"|'''Fort'''
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| | align="center" style="background:#c0c0c0;"|'''Ref'''
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| | align="center" style="background:#c0c0c0;"|'''Will'''
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| | align="center" style="background:#c0c0c0;"|'''Feats'''
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| | align="center" style="background:#c0c0c0;"|'''HP'''
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| | align="center" style="background:#c0c0c0;"|'''0th'''
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| | align="center" style="background:#c0c0c0;"|'''1st'''
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| | align="center" style="background:#c0c0c0;"|'''2nd'''
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| | align="center" style="background:#c0c0c0;"|'''3rd'''
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| | align="center" style="background:#c0c0c0;"|'''4th'''
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| | align="center" style="background:#c0c0c0;"|'''5th'''
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| | align="center" style="background:#c0c0c0;"|'''6th'''
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| | align="center" style="background:#c0c0c0;"|'''7th'''
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| | align="center" style="background:#c0c0c0;"|'''8th'''
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| | align="center" style="background:#c0c0c0;"|'''9th'''
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| | align="center" style="background:#c0c0c0;"|'''0th'''
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| | align="center" style="background:#c0c0c0;"|'''1st'''
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| | align="center" style="background:#c0c0c0;"|'''2nd'''
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| | align="center" style="background:#c0c0c0;"|'''3rd'''
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| | align="center" style="background:#c0c0c0;"|'''4th'''
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| | align="center" style="background:#c0c0c0;"|'''5th'''
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| | align="center" style="background:#c0c0c0;"|'''6th'''
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| | align="center" style="background:#c0c0c0;"|'''7th'''
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| | align="center" style="background:#c0c0c0;"|'''8th'''
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| | align="center" style="background:#c0c0c0;"|'''9th'''
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| |-
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| |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||-||-||-||-||-||-||-||-
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| |-
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| |2nd||+1||+0||+0||+3|| ||12||0||0.5||0.85||1.6||2.1||2.5||4||6||8||8||5||2||-||-||-||-||-||-||-||-
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| |-
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| |3rd||+1||+1||+1||+3|| ||18||0||0.5||0.85||1.6||2.1||2.5||4||6||8||8||5||3||-||-||-||-||-||-||-||-
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| |-
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| |4th||+2||+1||+1||+4|| ||24||0||0.5||0.85||1.6||2.1||2.5||4||6||8||8||6||3||1||-||-||-||-||-||-||-
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| |-
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| |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||-||-||-||-||-||-||-
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| |-
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| |6th||+3||+2||+2||+5||[https://nwn.fandom.com/wiki/Silent_spell Silent Spell]||36||0||0.5||0.85||1.6||2.1||2.5||4||6||8||8||7||4||2||1||-||-||-||-||-||-
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| |-
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| |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||-||-||-||-||-||-
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| |-
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| |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||-||-||-||-||-
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| |-
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| |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||-||-||-||-||-
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| |-
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| |10th||+5||+3||+3||+7||Path Feature II, [https://nwn.fandom.com/wiki/Automatic_quicken_spell 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||2||-||-||-||-
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| |-
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| |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||3||-||-||-||-
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| |-
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| |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||3||1||-||-||-
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| |-
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| |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||4||2||-||-||-
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| |-
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| |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||4||2||1||-||-
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| |-
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| |15th||+7/+2||+5||+5||+9||Path Feature III, [https://nwn.fandom.com/wiki/Automatic_quicken_spell Auto Quicken II]||90||0||0.33||0.66||1||1.25||1.25||2||3||4||4||7||5||5||4||4||5||3||2||-||-
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| |-
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| |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||5||3||2||1||-
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| |-
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| |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||5||3||3||2||-
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| |-
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| |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||5||3||3||2||1
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| |-
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| |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||5||3||3||3||2
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| |-
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| |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||5||3||3||3||3
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| |-
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| |colspan=32 style="background:#0FFFFF;font-size: 1px;line-height: 0;"|
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |-
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| |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||5||3||3||3||3
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| |}
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| === Epic Elementalist ===
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| '''Bonus feats:''' The epic invoker gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
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| '''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
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| '''Unavailable epic feats:''' epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
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| === Paths ===
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| 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:
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| {| {{Table-Class}}
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| | align="center" colspan="5" style="background:#c0c0c0;"|'''Passive Bonuses & Elemental Savant:'''
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| | align="center" style="background:#c0c0c0;"| '''Path'''
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| | align="center" style="background:#c0c0c0;"|'''I (5th level)'''
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| | align="center" style="background:#c0c0c0;"|'''II (10th level)'''
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| | align="center" style="background:#c0c0c0;"|'''III (15th level)'''
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| | align="center" style="background:#c0c0c0;"|'''IV (20th level)'''
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| | Fire
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| ||Energy Resistance: 10<br>Save Bonus: Universal +1<br>AC bonus: Deflection +1
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| ||Energy Resistance: 10<br>Save Bonus: Universal +2<br>AC bonus: Deflection +2<br>Immune to Sleep
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| ||Energy Resistance: 20<br>Save Bonus: Universal +3<br>AC bonus: Deflection +3<br>Immune to Sleep<br>Skill Bonus: Leadership +5 ([[Soft]])
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| ||Energy Resistance: 30<br>Save Bonus: Universal +4<br>AC bonus: Deflection +4<br>Immune to Sleep<br>Skill Bonus: Leadership +5 ([[Soft]])<br>Skill Bonus: Intimidate +5 ([[Soft]])
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| | Air
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| ||Energy Resistance: 10<br>Concealment: Ranged Attacks: 20%
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| ||Energy Resistance: 10<br>Concealment: Ranged Attacks: 30%<br>Movement Speed Increase: 10%
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| ||Energy Resistance: 20<br>Concealment: Ranged Attacks: 40%<br>Movement Speed Increase: 20%<br>AC bonus: Dodge +2<br>Skill Bonus: Climb +6 ([[Soft]])
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| ||Energy Resistance: 30<br>Concealment: Ranged Attacks: 50%<br>Movement Speed Increase: 30%<br>AC bonus: Dodge +3<br>Skill Bonus: Climb +10 ([[soft]])
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| |-
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| | Earth
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| ||Energy Resistance: 10<br>Damage Reduction: 2/+5
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| ||Energy Resistance: 10<br>Damage Reduction: 3/+5<br>Immunity to Poison
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| ||Energy Resistance: 20<br>Damage Reduction: 4/+5<br>Immunity to Poison<br>Damage Immunity: 5% vs Piercing<br>Skill Bonus: Discipline +6 ([[Soft]])
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| ||Energy Resistance: 30<br>Damage Reduction: 5/+5<br>Immunity to Poison<br>Damage Immunity: 5% vs Piercing<br>Damage Immunity: 5% vs Slashing<br>Skill Bonus: Discipline +10 ([[Soft]])
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| |-
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| | Water
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| ||Energy Resistance: 10<br>Regeneration: 1<br>Water Breathing
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| ||Energy Resistance: 10<br>Regeneration: 1<br>Water Breathing<br>AC bonus: Natural +2
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| ||Energy Resistance: 20<br>Regeneration: 2<br>Water Breathing<br>AC bonus: Natural +3<br>Skill Bonus: Sail +6 ([[Soft]])
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| ||Energy Resistance: 30<br>Regeneration: 3<br>Water Breathing<br>AC bonus: Natural +5<br>Skill Bonus: Sail +10 ([[Soft]])
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| |}
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| === Signature Abilities===
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| ====Elemental Overcharge====
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| 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.
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| : '''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.
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| * '''Cooldown''': 10 minutes from termination of Elemental Overcharge ability
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| * '''Duration''': Base 5 rounds + Levels + Focus Burned (above 50):
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| :* Levels:
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| :: Level: 15+ (req [[Hard]] Charisma 18+): +1
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| :: Level: 18+ (req [[Hard]] Charisma 18+): +1
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| :: Level: 21+ (req [[Hard]] Charisma 22+): +1
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| :: Level: 24+ (req [[Hard]] Charisma 22+): +1
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| :: Level: 27+ (req [[Hard]] Charisma 24+): +1
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| :: Level: 30 (req [[Hard]] Charisma 24+): +3
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| :* Focus Burned (above 50):
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| :: 10 burned (req [[Hard]] Charisma 20+): + 1
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| :: 20 burned (req [[Hard]] Charisma 22+): + 1
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| :: 30 burned (req [[Hard]] Charisma 24+): + 2
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| :: 40 burned (req [[Hard]] Charisma 26+): + 2
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| :: 50 burned (req [[Hard]] Charisma 28+): + 3
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| * Damage while casting:
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| :* 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 [[Wild_mage#Wild_Surge_Table|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.
| |
| | |
| {| {{Table-Class}}
| |
| | align="center" colspan="2" style="background:#c0c0c0;"|'''Focus'''
| |
| |-
| |
| | Max Focus || 100 (Total Focus pool)
| |
| |-
| |
| | Rest Focus || 75 (Total Focus pool)
| |
| |-
| |
| |align="center" style="background:#c0c0c0;"| '''Current<br/> Focus'''
| |
| |align="center" style="background:#c0c0c0;"| '''Focus per Server Tick'''
| |
| |-
| |
| | 00 to 20 || +20 (per Tick)
| |
| |-
| |
| | 20 to 50 || +15 (per Tick)
| |
| |-
| |
| | 50 to 75 || +10 (per Tick)
| |
| |-
| |
| |align="center" style="background:#c0c0c0;" colspan="2"| '''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|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
| |
| | |
| {| border=1 style="background:#efefef; color:#000000; border-collapse:collapse"
| |
| |- style="background:#c0c0c0"
| |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !Cantrips
| |
| !1st level spells
| |
| !2nd level spells
| |
| |- align=left valign=top
| |
| |
| |
| * [[Acid Splash]]
| |
| * [[Electric Jolt]]
| |
| * [[Flare]]
| |
| * [[Light]]
| |
| * [[Ray of Frost]]
| |
| |
| |
| * [[Burning Hands]]
| |
| * [[Chromatic Orb]]
| |
| * [[Endure Elements]]
| |
| * [[Expeditious Retreat]]
| |
| * [[Grease]]
| |
| * [[Horizikaul's Boom]]
| |
| * [[Ice Dagger]]
| |
| * [[Mage Armor]]
| |
| * [[Magic Missile]]
| |
| * [[Shelgarn's Persistent Blade]]
| |
| * [[Shield]]
| |
| |
| |
| * [[Balagarn's Iron Horn]] ('''''+1.00 Cost''''')
| |
| * [[Cloud of Bewilderment]] ('''''+0.25 Cost''''')
| |
| * [[Combust]]
| |
| * [[Continual Flame]]
| |
| * [[Elemental Weapon]]
| |
| * [[Flame Lash]]
| |
| * [[Frostbite]]
| |
| * [[Gedlee's Electric Loop]]
| |
| * [[Gust of Wind]]
| |
| * [[Lesser Dispel]]
| |
| * [[Melf's Acid Arrow]]
| |
| * [[Resist Elements]]
| |
| * [[Scorching Ray]]
| |
| * [[Sound Burst]]
| |
| * [[Ultravision]]
| |
| | |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !3rd level spells
| |
| !4th level spells
| |
| !5th level spells
| |
| |-align=left valign=top
| |
| |
| |
| * [[Call Lightning]]
| |
| * [[Dispel Magic]]
| |
| * [[Fireball]]
| |
| * [[Flame Arrow]]
| |
| * [[Frost Nova]]
| |
| * [[Lightning Bolt]]
| |
| * [[Protection from Elements]]
| |
| * [[Scintillating Sphere]]
| |
| * [[See Invisibility]]
| |
| * [[Slow]]
| |
| |
| |
| * [[Bigby's Disrupting Hand]] ('''''+0.50 Cost''''')
| |
| * [[Flame Shield]]
| |
| * [[Frost Shield]]
| |
| * [[Haste]] ('''''+1.00 Cost''''')
| |
| * [[Ice Storm]]
| |
| * [[Isaac's Lesser Missile Storm]]
| |
| * [[Sound Lance]]
| |
| * [[Stoneskin]]
| |
| * [[Wall of Fire]] ('''''+2.00 Cost''''')
| |
| * [[Wall of Ice]] ('''''+2.00 Cost''''')
| |
| |
| |
| * [[Ball Lightning]]
| |
| * [[Bigby's Interposing Hand]] ('''''+0.50 Cost''''')
| |
| * [[Cone of Cold]]
| |
| * '''''[[Elemental Hammer]]''''' ('''''+0.50 Cost''''')
| |
| * [[Firebrand]]
| |
| * [[Lesser Spell Mantle]]
| |
| * [[Lightning Shield]]
| |
| * [[Mestil's Acid Breath]]
| |
| * [[Mordenkainen's Sword]]
| |
| * [[Sunfire]]
| |
| | |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !6th level spells
| |
| !7th level spells
| |
| !8th level spells
| |
| |-align=left valign=top
| |
| |
| |
| * [[Bigby's Forceful Hand]] ('''''+0.50 Cost''''')
| |
| * [[Chain Lightning]]
| |
| * [[Crumble]]
| |
| * [[Energy Buffer]]
| |
| * [[Freedom of Movement]] ('''''+5.00 Cost''''')
| |
| * [[Freeze]]
| |
| * [[Greater Stoneskin]]
| |
| * [[Greater Spell Breach]]
| |
| * [[Inferno]]
| |
| * [[Isaac's Greater Missile Storm]]
| |
| * [[Lesser Spell Breach]] ('''''+2.00 Cost''''')
| |
| * [[Mestil's Acid Sheath]] ('''''+2.00 Cost''''')
| |
| |
| |
| * [[Bigby's Grasping Hand]] ('''''+1.00 Cost''''')
| |
| * [[Daltim's Fiery Tentacles]] ('''''+5.00 Cost''''')
| |
| * [[Delayed Blast Fireball]]
| |
| * [[Fire Storm]]
| |
| * [[Greater Dispelling]]
| |
| * [[Prismatic Spray]]
| |
| * [[Spell Mantle]] ('''''+1.50 Cost''''')
| |
| * [[Summon Creature VII]]
| |
| * [[True Seeing]] ('''''+5.00 Cost''''')
| |
| * [[Vitriolic Sphere]]
| |
| |
| |
| * [[Bigby's Clenched Fist]] ('''''+2.00 Cost''''')
| |
| * [[Earthquake]]
| |
| * [[Burst of Glacial Wrath]]
| |
| * [[Great Thunderclap]]
| |
| * [[Incendiary Cloud]] ('''''+2.00 Cost''''')
| |
| * [[Summon Creature VIII]]
| |
| * [[Sunbeam]]
| |
| * [[Sunburst]]
| |
| | |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !9th level spells
| |
| !Epic spells
| |
| !
| |
| |-align=left valign=top
| |
| |
| |
| * [[Bigby's Crushing Hand]] ('''''+2.00 Cost''''')
| |
| * '''''[[Elemental Annihilation]]''''' ('''''+1.00 Cost''''')
| |
| * [[Greater Spell Mantle]] ('''''+3.50 Cost''''')
| |
| * [[Iceberg]]
| |
| * [[Mass Haste]] ('''''+7.5 Cost''''')
| |
| * [[Meteor Swarm]]
| |
| * [[Summon Creature IX]]
| |
| |
| |
| * [[Dragon Knight]]
| |
| * [[Epic Mage Armor]]
| |
| * [[Greater Ruin]]
| |
| * [[Hellball]]
| |
| |
| |
| |}
| |
| | |
| == Arelith Changes ==
| |
| | |
| {| class="wikitable sortable"
| |
| |- style="background-color:#c0c0c0"
| |
| !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 [[Summoning_Changes#Summoning_Streams|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#Materials|Alchemy]] or [[Art_crafting#Materials|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 = |
|
| |
|
| '''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.
| | More about the Hemomancer at [[Hemomancer|the class page]]. |
| | |
| == 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, [[skill changes#Modified_Skills|craft mastery]], heal, [[Skill_changes#Modified_Skills|leadership]], [[skill changes#Modified_Skills|lore]], [[skill changes#Modified_Skills|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.
| |
| | |
| {| {{Table-Class}}
| |
| | align="center" style="background:#FFFFFF;" colspan="7" |
| |
| !rowspan=33 style="background:#FFFFFF"|
| |
| | align="center" style="background:#c0c0c0;" colspan="10" |'''Focus cost (base)'''
| |
| !rowspan=33 style="background:#FFFFFF"|
| |
| | align="center" style="background:#c0c0c0;" colspan="10" |'''Known spells'''
| |
| |-
| |
| | align="center" style="background:#c0c0c0;"|'''Level'''
| |
| | align="center" style="background:#c0c0c0;"|'''BAB'''
| |
| | align="center" style="background:#c0c0c0;"|'''Fort'''
| |
| | align="center" style="background:#c0c0c0;"|'''Ref'''
| |
| | align="center" style="background:#c0c0c0;"|'''Will'''
| |
| | align="center" style="background:#c0c0c0;"|'''Feats'''
| |
| | align="center" style="background:#c0c0c0;"|'''HP'''
| |
| | align="center" style="background:#c0c0c0;"|'''0th'''
| |
| | align="center" style="background:#c0c0c0;"|'''1st'''
| |
| | align="center" style="background:#c0c0c0;"|'''2nd'''
| |
| | align="center" style="background:#c0c0c0;"|'''3rd'''
| |
| | align="center" style="background:#c0c0c0;"|'''4th'''
| |
| | align="center" style="background:#c0c0c0;"|'''5th'''
| |
| | align="center" style="background:#c0c0c0;"|'''6th'''
| |
| | align="center" style="background:#c0c0c0;"|'''7th'''
| |
| | align="center" style="background:#c0c0c0;"|'''8th'''
| |
| | align="center" style="background:#c0c0c0;"|'''9th'''
| |
| | align="center" style="background:#c0c0c0;"|'''0th'''
| |
| | align="center" style="background:#c0c0c0;"|'''1st'''
| |
| | align="center" style="background:#c0c0c0;"|'''2nd'''
| |
| | align="center" style="background:#c0c0c0;"|'''3rd'''
| |
| | align="center" style="background:#c0c0c0;"|'''4th'''
| |
| | align="center" style="background:#c0c0c0;"|'''5th'''
| |
| | align="center" style="background:#c0c0c0;"|'''6th'''
| |
| | align="center" style="background:#c0c0c0;"|'''7th'''
| |
| | align="center" style="background:#c0c0c0;"|'''8th'''
| |
| | align="center" style="background:#c0c0c0;"|'''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||[https://nwn.fandom.com/wiki/Silent_spell 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, [https://nwn.fandom.com/wiki/Automatic_quicken_spell 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||2||-||-
| |
| |-
| |
| |15th||+7/+2||+9||+5||+9||Path Feature II, [https://nwn.fandom.com/wiki/Automatic_quicken_spell 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||3||-||-
| |
| |-
| |
| |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||3||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||4||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||4||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||4||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||4||3||3
| |
| |-
| |
| |colspan=32 style="background:#0FFFFF;font-size: 1px;line-height: 0;"|
| |
| |-
| |
| |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||4||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||4||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||4||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||4||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||4||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||4||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||4||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||4||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||4||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||4||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:
| |
| | |
| | |
| {| {{Table-Class}}
| |
| | align="center" colspan="5" style="background:#c0c0c0;"|'''Passive Bonuses'''
| |
| |-
| |
| | align="center" style="background:#c0c0c0;"|'''Path Feature I'''
| |
| | align="center" style="background:#c0c0c0;"|'''Path Feature II'''
| |
| | align="center" style="background:#c0c0c0;"|'''Path Feature III'''
| |
| |-
| |
| ||Bonus Feat: Great Fortitude<br/>Skill Bonus: Concentration +3<br>Save Bonus: Death +1<br>Save Bonus: Fear +2
| |
| ||Bonus Feat: Great Fortitude<br/>Skill Bonus: Concentration +6<br>Save Bonus: Death +2<br>Save Bonus: Fear +4<br>Regeneration: 1<br>Immunity to Disease
| |
| ||Bonus Feat: Great Fortitude<br/>Skill Bonus: Concentration +9<br>Save Bonus: Death +3<br>Regeneration: 1<br>Immunity to Disease<br>Immunity to Fear<br>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'''
| |
| :{| {{Table-Class}}
| |
| | align="center" style="background:#c0c0c0;"|'''Stacks<br/> Consumed'''
| |
| | align="center" style="background:#c0c0c0;"|'''Cumulative Effects'''
| |
| | align="center" style="background:#c0c0c0;"|'''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<br/>(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.
| |
| ::{| {{Table-Class}}
| |
| | align="center" style="background:#c0c0c0;"|'''Stage'''
| |
| | align="center" style="background:#c0c0c0;"|'''Requirements'''
| |
| | align="center" style="background:#c0c0c0;"|'''Benefit'''
| |
| |-
| |
| | 1 || ([[Hard]]) CHA: 16+ || Dodge AC: +1<br/>Regeneration: +1<br/>
| |
| |-
| |
| | 2 || ([[Hard]]) CHA: 20+<br/>Hemomancer Levels: 5+ || Dodge AC: +2<br/>Regeneration: +1<br/>Damage Immunity Physical: 5%<br/>Universal Save: +1
| |
| |-
| |
| | 3 || ([[Hard]]) CHA: 22+<br/>Hemomancer Levels: 10+ || Dodge AC: +3<br/>Regeneration: +1<br/>Damage Immunity Physical: 8%<br/>Universal Save: +2
| |
| |-
| |
| | 4 || ([[Hard]]) CHA: 24+<br/>Hemomancer Levels: 15+ || Dodge AC: +3<br/>Regeneration: +2<br/>Damage Immunity Physical: 11%<br/>Universal Save: +2
| |
| |-
| |
| | 5 || ([[Hard]]) CHA: 26+<br/>Hemomancer Levels: 20+ || Dodge AC: +4<br/>Regeneration: +2<br/>Damage Immunity Physical: 13%<br/>Universal Save: +2
| |
| |-
| |
| | 6 || ([[Hard]]) CHA: 28+<br/>Hemomancer Levels: 20+ || Dodge AC: +5<br/>Regeneration: +2<br/>Damage Immunity Physical: 15%<br/>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 ====
| |
| | |
| [[Invoker#Hemomancer|Hemomancer]] has a secondary resource pool which is the Blood Stack (BS). Each time a [[Invoker#Hemomancer|Hemomancer]] casts a spell, you have a chance of getting a Blood Stack. Blood Stack will be used to improve [[Invoker#Hemomancer|Hemomancer]] signature spells ([[Soul Shriek]] and [[Massacre]]) as well as the amount of Focus recovered when using [[Invoker#Red_Harvest|Red Harvest]].
| |
| | |
| The chance of getting a Blood Stack when casting a spell is shown in the table below.
| |
| | |
| {| {{Table-Class}}
| |
| | align="center" colspan="2" style="background:#c0c0c0;"|'''Blood Stack Chance'''
| |
| |-
| |
| | Spell Level 1||5%
| |
| |-
| |
| | Other Spell Level||SL*10%<br>(i.e) 5th = 50%
| |
| |-
| |
| |align="center" colspan="2" style="background:#c0c0c0;"|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''': [[Invoker#Hemomancers|Hemomancers]] can also regain Focus by spending Blood Stacks via the [[Invoker#Red Harvest|Red Harvest]] ability.
| |
| | |
| {| {{Table-Class}}
| |
| | align="center" colspan="2" style="background:#c0c0c0;"|'''Focus'''
| |
| |-
| |
| | Max Focus || 75 (Total Focus pool)
| |
| |-
| |
| | Rest Focus || 50 (Total Focus pool)
| |
| |-
| |
| |align="center" style="background:#c0c0c0;"| '''Current<br/> Focus'''
| |
| |align="center" style="background:#c0c0c0;"| '''Focus per Server Tick'''
| |
| |-
| |
| | 00 to 20 || +5 (per Tick)
| |
| |-
| |
| | 20 to 50 || +2.5 (per Tick)
| |
| |-
| |
| | 50 to 75 || +1.25 (per Tick)
| |
| |-
| |
| |align="center" style="background:#c0c0c0;" colspan="2"| '''Focus per Rest Cycle'''
| |
| |-
| |
| | On Rest || up to +28 (per Rest)
| |
| |-
| |
| |align="center" style="background:#c0c0c0;" colspan="2"| '''Signature Ability'''
| |
| |-
| |
| | Red Harvest||1 <br>+(1 Focus per Blood Stack consumed) <br>+1 (at CL10) <br>+1 (at CL20) <br>+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|Hemomancer]] will recover maximum Focus (75) from and empty Focus pool (0) after 116 minutes.
| |
| | |
| But, unlike the [[#Elementalist|Elementalist]], the [[#Hemomancer|Hemomancer]] can also use [[#Red Harvest|Red Harvest]] to recover Focus based upon the [[#Hemomancer|Hemomancer]]'s level and current [[#Blood Stacks|Blood Stacks]].
| |
| | |
| For instance, a level 20 [[#Hemomancer|Hemomancer]] with 10 Blood Stack, will recover 13 (1+10+1+1) when [[#Red Harvest|Red Harvest]] is used.
| |
| | |
| === Spells ===
| |
| See [[:Category:Hemomancer_Spells]].
| |
| | |
| ::'''Note''': Cantripts are free to cast
| |
| | |
| {| border=1 style="background:#efefef; color:#000000; border-collapse:collapse"
| |
| |- style="background:#c0c0c0"
| |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !Cantrips
| |
| !1st level spells
| |
| !2nd level spells
| |
| |- align=left valign=top
| |
| |
| |
| * [[Acid Splash]]
| |
| * [[Daze]]
| |
| * [[Electric Jolt]]
| |
| * [[Light]]
| |
| * [[Resistance]]
| |
| |
| |
| * [[Doom]]
| |
| * [[Expeditious Retreat]]
| |
| * [[Grease]]
| |
| * [[Ice Dagger]]
| |
| * [[Mage Armor]]
| |
| * [[Negative Energy Ray]]
| |
| * [[Protection from Alignment]]
| |
| * [[Ray of Enfeeblement]]
| |
| * [[Remove Fear]]
| |
| * [[Scare]]
| |
| * [[Shelgarn's Persistent Blade]]
| |
| * [[Shield_(spell)|Shield]]
| |
| |
| |
| * [[Balagarn's Iron Horn]] ('''''+1.00 Cost''''')
| |
| * [[Blood Frenzy]]
| |
| * [[Cloud of Bewilderment]] ('''''+0.25 Cost''''')
| |
| * [[Combust]]
| |
| * [[Command]]
| |
| * [[Continual Flame]]
| |
| * [[Darkfire]]
| |
| * [[Darkness]] ('''''+1.00 Cost''''')
| |
| * [[Gedlee's Electric Loop]]
| |
| * [[Ghostly Visage]]
| |
| * [[Gust of Wind]]
| |
| * [[Lesser Dispel]]
| |
| * [[Melf's Acid Arrow]]
| |
| * [[Remove Paralysis]]
| |
| * [[Sound Burst]]
| |
| * [[Ultravision]]
| |
| | |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !3rd level spells
| |
| !4th level spells
| |
| !5th level spells
| |
| |-align=left valign=top
| |
| |
| |
| * [[Call Lightning]]
| |
| * [[Death Armor]]
| |
| * [[Dispel Magic]]
| |
| * [[Flame Arrow]]
| |
| * [[Halt Undead]]
| |
| * [[Invisibility (spell)|Invisibility]]
| |
| * [[Lightning Bolt]]
| |
| * [[Negative Energy Burst]] ('''''+1.50 Cost''''')
| |
| * [[Scintillating Sphere]]
| |
| * [[See Invisibility]]
| |
| * [[Web]] ('''''+0.50 Cost''''')
| |
| |
| |
| * [[Bigby's Disrupting Hand]] ('''''+0.50 Cost''''')
| |
| * [[Contagion]]
| |
| * [[Fear (spell)|Fear]]
| |
| * [[Finger of Agony]]
| |
| * [[Haste (spell)|Haste]] ('''''+1.00 Cost''''')
| |
| * [[Ice Storm]]
| |
| * [[Invisibility Purge]] ('''''+2.50 Cost''''')
| |
| * [[Lesser Planar Binding]]
| |
| * [[Negative Energy Protection]] ('''''+2.50 Cost''''')
| |
| * [[Neutralize Poison]]
| |
| * [[Poison]]
| |
| * [[Stinking Cloud]] ('''''+1.00 Cost''''')
| |
| |
| |
| * [[Bigby's Interposing Hand]] ('''''+0.50 Cost''''')
| |
| * [[Cloudkill]] ('''''+1.00 Cost''''')
| |
| * [[Darkbolt]]
| |
| * [[Enervation]]
| |
| * [[Ethereal Visage]] ('''''+1.00 Cost''''')
| |
| * [[Feeblemind]] ('''''+1.00 Cost''''')
| |
| * [[Improved Invisibility]]
| |
| * [[Invisibility Sphere]]
| |
| * [[Lesser Spell Mantle]]
| |
| * [[Mestil's Acid Breath]]
| |
| * [[Nightmare]]
| |
| * [[Remove Curse]]
| |
| * [[Wounding Whispers]]
| |
| | |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !6th level spells
| |
| !7th level spells
| |
| !8th level spells
| |
| |-align=left valign=top
| |
| |
| |
| * [[Acid Fog]] ('''''+1.00 Cost''''')
| |
| * [[Bestow Curse]]
| |
| * [[Bigby's Forceful Hand]] ('''''+0.50 Cost''''')
| |
| * [[Chain Lightning]]
| |
| * [[Crumble]]
| |
| * [[Death Ward]]
| |
| * [[Dismissal]]
| |
| * [[Evard's Black Tentacles]]
| |
| * [[Flesh to Stone]]
| |
| * [[Freeze]]
| |
| * [[Kyristan's Malevolent Tentacles]]
| |
| * [[Lesser Spell Breach]] ('''''+2.00 Cost''''')
| |
| * [[Planar Binding]]
| |
| * [[Stone to Flesh]]
| |
| * [[Undeath to Death]]
| |
| |
| |
| * [[Bigby's Grasping Hand]] ('''''+1.00 Cost''''')
| |
| * [[Greater Dispelling]]
| |
| * '''''[[Massacre]]'''''
| |
| * [[Power Word, Stun]] ('''''+1.00 Cost''''')
| |
| * [[Spell Mantle]] ('''''+1.50 Cost''''')
| |
| * [[True Seeing (spell)]] ('''''+5.00 Cost''''')
| |
| * [[Vitriolic Sphere]]
| |
| |
| |
| * [[Avascular Mass]]
| |
| * [[Bigby's Clenched Fist]] ('''''+2.00 Cost''''')
| |
| * [[Earthquake]]
| |
| * [[Great Thunderclap]]
| |
| * [[Greater Planar Binding]]
| |
| * [[Greater Spell Breach]] ('''''+3.50 Cost''''')
| |
| * [[Hell Inferno]]
| |
| * [[Horrid Wilting]]
| |
| | |
| |-style="background:#ffffff"
| |
| !colspan=3|
| |
| |- style="background:#c0c0c0"
| |
| !9th level spells
| |
| !Epic spells
| |
| !
| |
| |-align=left valign=top
| |
| |
| |
| * [[Bigby's Crushing Hand]] ('''''+2.00 Cost''''')
| |
| * [[Black Blade of Disaster]] ('''''+2.50 Cost''''')
| |
| * [[Energy Drain]]
| |
| * [[Greater Spell Mantle]] ('''''+3.50 Cost''''')
| |
| * [[Iceberg]]
| |
| * [[Power Word, Kill]] ('''''+2.00 Cost''''')
| |
| * '''''[[Soul Shriek]]'''''
| |
| |
| |
| * [[Dragon Knight]]
| |
| * [[Epic Mage Armor]]
| |
| * [[Greater Ruin]]
| |
| * [[Hellball]]
| |
| |
| |
| |}
| |
| | |
| == Arelith Changes ==
| |
| | |
| {| class="wikitable sortable"
| |
| |- style="background-color:#c0c0c0"
| |
| !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 [[Summoning_Changes#Summoning_Streams|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#Materials|Alchemy]] or [[Art_crafting#Materials|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= | | =Roleplay Tips= |
Line 1,016: |
Line 83: |
| 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 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. | | Invokers are, historically, only rarely invokers by choice. While certain cultures may pride themselves of selective breeding aimed at producing and training individuals with inherent magical abilities and will have culturally sanctioned invokers, most societies 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. | | 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. |
Line 1,034: |
Line 101: |
| 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. | | 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. | | 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 (thralls) 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. | | 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. |
| | |
| | |
| | == External Links == |
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| | : [https://docs.google.com/document/d/1vilusDplqCQCXAAccVZ8XLdYSF3QMi1WpdzaEf07FB4/edit?usp=sharing Click Here] for one player's guide to the [[Invoker#Hemomancer|Hemomancer]] experience and how to play this class. |
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| [[Category:Classes]] | | [[Category:Classes]] |
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.
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 nor with Vigilante (Path of Vigilance).
- 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.
- Invokers gain Epic Arcane Caster at 21 Class Levels, but require 22 hard Charisma points to take epic spells.
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.
- A custom UI has been created to track available focus, this UI can be accessed using Arelith custom Console Commands. More information can be found here.
- The cost of the spell is determined by:
- Spell level
- Spell itself: for balance reasons, some spells have added cost
- Whether the Invoker is wearing Invoker-specific gear (see Invoker Equipment)
- Continuous casting: casting the same spell consecutively doubles the base cost, until it the spell is cast from a feat or is a theme spell.
- 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.
Invoker Equipment
Wearing or wielding Invoker-specific weapons and armor provides a discount to the spell's base focus cost. Added spell costs to individual spells are not discounted.
Armors and weapons individually provide a 10% discount for a maximum of 20% with one armor and one weapon equipped. Armors and weapons stack, while weapons do not.
Elementalist
More about elementalist at the class page.
Hemomancer
More about the Hemomancer at the class page.
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. While certain cultures may pride themselves of selective breeding aimed at producing and training individuals with inherent magical abilities and will have culturally sanctioned invokers, most societies 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 (thralls) 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.
External Links
- Click Here for one player's guide to the Hemomancer experience and how to play this class.