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The amount recovered depends on current Focus, the less current Focus, the higher the recovery rate.  
The amount recovered depends on current Focus, the less current Focus, the higher the recovery rate.  
Example: 0 Focus in the 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.


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{| {{Table-Class}}
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*Max Rest Focus means the rest will only increase Focus to 75. Server Tick can increase it further to 100.
*Max Rest Focus means the rest will only increase Focus to 75. Server Tick can increase it further to 100.
==== Examples ====
Example: 0 Focus in the 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 ===
=== Spells ===

Revision as of 03:56, 12 July 2022

Classes

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.

Spellcasting

  • To cast a spell, the Invoker has to pay points from Focus pool. If there is not enough Focusin the pool, the spell will fail.
Note: Cantripts (0 level spells) are exception – they cost no Focus.
  • The cost of the spell is determined by:
  • Spell level
  • Spell itself: for balance 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 +17 +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, the characters maximum amount of Focus (mana-like resource) is 100. It can be restored by up to a maximum of 75 resting and up to a maximum of 100 via server ticks (every 6 minutes).

The amount recovered depends on current Focus, the less current Focus, the higher the recovery rate.

Focus
Max Focus 100
Max Rest Focus* 75
 
Focus on Server Tick <20 20
Focus on Server Tick 20..50 15
Focus on Server Tick 50..100(max) 10
On Rest 7.5 per tick (8 ticks)
  • Max Rest Focus means the rest will only increase Focus to 75. Server Tick can increase it further to 100.

Examples

Example: 0 Focus in the 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.

 
Cantrips 1st level spells 2nd level spells
  • 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
  • Frostbite
  • Gedlee's Electric Loop
  • Gust of Wind
  • Lesser Dispel
  • Melf's Acid Arrow
  • Resist Elements
  • Scorching Ray
  • Sound Burst
  • Ultravision
 
3rd level spells 4th level spells 5th level spells
  • 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
  • Issac'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
 
6th level spells 7th level spells 8th level spells
  • Bigby's Forceful Hand (+0.50 Cost)
  • Chain Lightning
  • Crumble
  • Energy Buffer
  • Freedom of Movement (+5.00 Cost)
  • Freeze
  • Greater Stoneskin
  • 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
  • Firestorm
  • 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
  • Glacial Wrath
  • Great Thunderclap
  • Incendiary Cloud (+2.00 Cost)
  • Summon Creature VIII
  • Sunbeam
  • Sunburst
 
9th level spells Epic spells
  • 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
  • Mordenkainen's Disjunction (+7.5 Cost)
  • Summon Creature IX
  • Dragon Knight
  • Epic Mage Armor
  • Greater Ruin
  • Hellball

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 Spell changes.
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

Invoker trained to burn own life's energy to cast spells. Each spell invoked has a % chance to award the caster with a Blood Stack (1 each, 10 max). Blood Stacks (BS) are consumed by signature spells and abilities, the effects will be the more potent the more BS are burned. Starting from the 2nd level, hemomancer gains Red Harvest ability (works only against living targets), which can leech life force off a target and restore some of IP. It is stronger the more BS it consumes. Hemomancer spells are can't surge.

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

A short-range ability to leech living targets and regain IP. (Burns blood stacks). DC 16 + CHA MOD + Spell foci (evocation)

Cooldown: 18 seconds

Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires).

Dmg type: Bleeding.

Dmg: d6 / 2 CL + d6 / 1 blood stack.

Healing: 25% of the damage done.

Focus leeching: 1 + (1 from CLs: 10, 20, 27) + 1 per [BS] (min 1 max 14).

Blood Stack [BS] burn:
>= 1 +Food, +Water by [BS] amount.
>= 3 Healing: 33% 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: 50% of the damage done.
>= 9 Healing: 75% of the damage done.
==10 Apply empowerment to the caster for 2 in game-hours: Increase dodge AC 3, regeneration 1, Damage Immunity 10%.

Blood Stacks

Another Resource that the Hemomancer has is the Blood Stack (BS). Every time you cast a spell, you have a chance of getting a BS. BS will be used to improve your signature spells as well as the ammount of Focus you recover when using Red Harvest.

The chance of getting a BS when casting a spell is shown on the table below.

Blood Stack Chance
Spell Level 1 5%
Other Spell Level SL*8%
(i.e) 5th = 40%
A blood stack gain is additionally telegraphed by taking unavoidable bleeding damage (with vfx).
Spell Level 1..3 1 damage
Spell Level 4..6 2 damage
Spell Level 7..9 3 damage


Focus Recovery


As shown on the table, your maximum ammount of Focus (your mana-like resource) is 75. You can restore it up to 50 by resting or up to 75 by waiting for server ticks (every 6 minutes).

The ammount you recover depends on your Focus, the less you have, more you recover. Your Blood Stacks (BS) also help the recovery.

Let's say you are with 0 Focus and decide to go roleplay.

  • After 6 minutes, you will recover 5 (total 5)
  • on the next 3 Server Ticks, you will recover 15 (total 20)
  • on the next 12 Server Ticks, you will recover 30 (total 50)
  • after that you will get 1.25 from every tick until you hit 75 (Max Focus)

This way, a Hemomancer will reach max focus after 116 minutes (assuming he hasn't spent any focus).

But, unlikelly the Elementalists, Hemomancers have the Red Harvest Ability, that will recover an ammount based on your level and BS. For instance, if you are at level 20 and have 10 BS, you will recover 13 (1+10+1+1) when you activate your Red Harvest.

Focus
Max Focus 75
Max Rest Focus* 50
 
Focus on Server Tick <20 5
Focus on Server Tick 20..50 2.5
Focus on Server Tick 50..75 1.25
On Rest 3.5 per tick (8 ticks)
Red Harvest 1
+(1 Focus per Blood Stack consumed)
+1 (at CL10)
+1 (at CL20)
+1 (at CL27)
  • Max Rest Focus means the rest will only increase Focus to 50. Server Tick can increase it further to 75.

Spells

See Category:Hemomancer_Spells.

Signature Spells

Massacre (Burns blood stacks)

Caster Level(s): Invoker Hemomancer 7

School: Evocation

Components: Verbal, Somatic

Range: Target

Area of effect: Large, centered on the target

Duration: Instant

Save: Special

Spell Resistance: yes

Description: You attempt to overcharge the target and make it explode. On the failed save, the target takes twice the caster level d4 (max 40d4) damage, fortitude divides the damage by 10, and forces the target to save against fear or be panicked for 1 round. If the target dies from the damage received blood rain is summoned, it weakens all creatures on its path. The spell is more potent with each consumed Blood Stack.

Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires).

Dmg type: Bleeding.

Demoralization debuff: Will save or: - 2 to AC, Saves, AB. -4 to skills (2 rounds).

Blood Stack [BS] burn:
>= 3 DC +1
>= 6 CL is added to dmg.
>= 8 DC +1
Dice changes to d6
==10 CL is added to dmg.


Soul Shriek (Burns blood stacks)

Caster Level(s): Invoker Hemomancer 9

School: Evocation [Death]

Components: Verbal, Somatic

Range: Area

Area of effect: Colossal, centered on caster

Duration: Instant

Save: Fortitude

Spell Resistance: yes

Description: You invoke an eruption of primal angst. Each creature within range is subject to 5 damage per caster level. The spell is more potent with each consumed Blood Stack; max damage is capped at 250. Deathward protects against the spell (as anything with death immunity) - think of banshee's but dmg and effects instead of save or die.

Dmg type: Entropy.

Blood Stack [BS] burn:
>= 2 Dmg CL*6
>= 4 Dmg CL*7
DC+1
>= 6 Dmg CL*8
>= 8 Dmg CL*9
==10 Dmg CL*10
DC+1

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.