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The Evoker

The evoker specialist wizard has been transformed into its own
20-level base class. The standard wizard found in the PHB remains
the typical, universal wizard base class.

Specialists and Multi-Classing


Author: Steven Trustrum
Specialists cannot multi-class with other specialist wizard classes of
Illustrators: Gary Dupuis, Steven schools prohibited by any current specialist wizard classes. Furthermore,
Trustrum if the character later multi-classes into any other spellcasting classes, be
Product Identity they divine or arcane in nature, spells from prohibited schools remain
beyond the character’s ability to learn.
The following items are hereby identified
as Product Identity, as defined in the Open
Gaming License version 1.0a, Section 1(e), New Feats
and are not Open Content. All trademarks, registered trademarks,
Along with the new feats to be found in this section, also introduced
proper names (characters, deities, artifacts, places, etc.), artwork and is an entirely new category of feats. Specialist feats are only available to
trade dress, with the exception of clip art used under permission or specialist wizards, and most only to a specific type of specialist.
license.
Deeper Pockets (Specialist)
Declaration of Open Game Content
You may use your deep pockets ability more frequently
All text pertaining to game mechanics and statistics, along with Prerequisites: 1 level of evoker, Int 12
the class names, are declared Open Game Content. All
Benefits: You gain use of your deep pockets abil-
items subject to the definition of Product Identity
ity one additional instance per day.
(see previous) are the property of Misfit
Studios™ and cannot be used without writ- Special: You may take this feat more than
once, each time gaining another use of deep
ten permission, with the exception of clip
pockets. However, doing so requires an Int
art used under permission or license. increase of 2 for the prerequisite. For ex-
Copyright 2005, Misfit Studios. All ample, taking this feat twice requires Int
14 whereas taking it four times would re-
rights reserved. All rights reserved.
quire Int 18.
Some images © 2003 V Shane. Some images
from the Image Portfolio © Louis Porter, Jr. Energy Mastery
Design. All rights reserved. (Type) (Specialist)
Requires the use of the Dungeons Your ability with spells of the selected
energy type is more potent than normal.
& Dragons Player’s Handbook, Third
Edition, published by Wizards of the Prerequisites: 1 level of evoker, Spell
Coast, Inc. This product utilizes updated Focus (evocation)
material from the v.3.5 revision. Benefits: Select an energy form used as a
spell description (acid, cold, electricity, fire or son-

1
Table 1: New Feats
Energy Thief Example
Feat Prerequisites
Deeper Pockets * 1 level of evoker, Int 12 An evoker with Life Infusion (fire) and Wisdom 15 countering a
fireball can cast an extra 0- or 1st-level evocation spell within 2
Energy Mastery * 1 level of evoker, Spell Focus (evocation)
rounds of having performed the counterspell.
10 levels of evoker, Life Infusion, Con 12,
Energy Thief *
Wis 12
3 levels of evoker, Energy Mastery, Spell Evoker’s Counterspell (Type) (Specialist)
Evoker’s Counterspell *
Focus (evocation) You are able to use magical fire to fight magical fire, as it were.
Evoker’s Strike * 5 levels of evoker, Weapon Focus
Prerequisites: 3 levels of evoker, Energy Mastery (same energy type),
Forbidden Lore * 1 level of any specialist wizard class, Int 12 Spell Focus (evocation)
Life Infusion 6 levels of evoker, Con 12
Benefits: Select an energy form used as a spell description (acid, cold,
1 level of evoker, Knowledge (arcane) 4
Mixed Energy * electricity, fire or sonic) for which this feat shall apply. When counter-
ranks
spelling a spell of the same energy descriptor as was applied to this feat,
4 levels of any single specialist wizard class, you may use a spell of the same descriptor that is of equal or higher level
Specialist Familiar *
Charisma 14+
in the counterspell attempt.
* This is a Specialist feat
Normal: Counterspell requires casting the same spell as that which
is to be countered.
ic) for which this feat shall apply. When casting spells of that descriptor,
be it an evocation spell or not, you gain a +1 bonus to the spell’s save DC Special: You may select this feat more than once, applying it to a dif-
and you can choose to either increase the spell’s range by 25% (if it has ferent energy type with each new instance so long as you also have the
one other than personal, touch or unlimited), extend its duration by 25% Energy Mastery feat for the energy type.
(if it has one that is timed), or affect an additional creature (if it affects
more than one.) Evoker’s Strike (Specialist)
Special: You may select this feat more than once, applying it to a dif- You can use your evocation energy to strengthen a melee attack.
ferent energy type with each new instance.
Prerequisites: 5 levels of evoker, Weapon Focus
Energy Thief (Specialist) Benefits: By sacrificing an evocation spell as a free action before roll-
You can steal evocation energy from others for your own use. ing to hit for an attack for which you have the Weapon Focus feat, you
Prerequisites: 10 levels of evoker, Life Infusion, Con 12, Wis 12 gain a +2 bonus to damage per level of the spell (+1 for 0-level spells.) If
the attack misses, the spell is expended anyway.
Benefits: If you successfully counterspell an evocation spell with an
energy descriptor you have selected the Life Infusion feat for, you not Forbidden Lore (Specialist)
only counter the spell’s effects but steal its energies. Following the suc- You know a spell that you, as a specialist, should not.
cessful counterspell, you gain a free dynamic spell slot of a spell level
equal to half or less (rounded down) that of the spell that was countered, Prerequisites: 1 level of any specialist wizard class, Int 12+
to a minimum spell level of 0. This dynamic spell slot must be used on Benefits: You can learn one spell of your prohibited magic school, to
an evocation spell within the permitted spell level range within as many a maximum spell level equal to your Intelligence bonus.
rounds following the counter as you have points of Wisdom bonus or it
will be lost.

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Life Infusion (Type) (Specialist)
The Evoker Core Class
You may give of your life force to increase an evocation’s potency.
Most people consider it impossible to make something from nothing.
Prerequisites: 6 levels of evoker, Con 12 If that is the case, evokers specialize in working the impossible. Through
careful study, evokers learn to shape reality through their spells, allow-
Benefits: Choose an energy type (acid, cold, electricity, fire or sonic.) ing them to invoke everything from the elements to pure force. They har-
By willingly suffering 1d2 hit points of damage you may add an ad- ness the essence of what magic means and twist it to their wills, shaping
ditional die of damage to a damage-causing evocation spell using the reality. Perhaps this is why they are amongst some of the more populous
selected energy descriptor. You may do this in increments of 1d2, to a specialists: the idea of tinkering with existence itself on a fundamental
maximum of one die per point of Constitution bonus. This allows you level is so alluring to the mortal imagination and sense of potential ex-
to increase a spell’s damage beyond any normal limits, such as fireball’s perience.
10d6 maximum. Adventures
Special: This feat may be taken more than once with each new in- Possessing the most combat-oriented spell repertoire of all the spe-
stance applying to a different energy type. cialists, evokers are welcomed by most adventurers. Aside from their
Mixed Energy (Type) (Specialist) combat spells, evokers are able to summon any number of other ef-
fects—ranging from light to winds to alternate space—that lend them-
You are able to mix the types of energy your spells use. selves greatly to any number of situations and crises.
Prerequisites: 1 level of evoker, Knowledge (arcane) 4 ranks Characteristics
Benefits: Select an energy type (acid, cold, electricity, fire, etc.) When An evoker’s worth is in the wide application of their spells. Evokers
casting spells of other energy types, as a free action you can alter half the lean towards being very logical, reasonable folks who believe what their
spell’s damage to be that of this feat’s energy type. senses tell them. However, they also believe in altering that perception
Special: You may select this feat more than once, each time applying by creating their own aspects of reality from nothing, making them high-
it to a new type of energy. ly imaginative and personable.
Alignment
Specialist Familiar (Specialist)
Creation is not a matter of law or chaos, good or evil and so evokers
Your familiar is altered into a creature more suited to your specialty.
exist across the full spectrum of alignments.
Prerequisites: 4 levels of any single specialist wizard class, Charisma Religion
14+
Aside from the usual gods of magic, evokers may also worship gods
Benefits: Your familiar gains the following abilities, as befitting your of creation and craftsmanship. They tend to avoid following deities with
specialty wizard class: influence over subterfuge, illusion, lies and the like. Evokers prefer real-
● Evoker: In much the same way as when using a metamagic feat, the ity rather than falsehood.
master may enchant the familiar with an evocation spell by increasing Background
the spell’s slot level by one level. Once done, a simple thought releases
the spell as a free action, using the familiar as the point of origin, but only There is little in the way of rivalry between most evokers. Creating
if the familiar is within line of sight and 100 feet of its master. Only one something from nothing is equally miraculous regardless of where one
such spell may affect the familiar at once. Any condition that causes the lives or was trained. Some have taken this one step further, however,
master to lose his memorized spells also dissipates this spell. and deem it necessary to prove who can conduct this process best by
engaging in spell duels that sometimes last until one of the combatants is
dead—the ultimate way to prove one’s point.

3
Races Role
A few combat-prone races, such as orcs and even dwarves, have a Of all the specialists, the evoker perhaps has the most utility. Their
higher ratio of evokers than most other specialists, but generally they spells are arguably more adaptable to different situations than most and
are relatively unremarkable in their racial demographics. Elven evokers they also provide the most firepower. As such, evokers are usually ef-
prefer to employ their magics in artistic displays rather than as a tool of fective in most situations, although there are definitely circumstances
battle, while halfling evokers are very creative when it comes to using where other specialists or even regular wizards are more suited.
their magic for pranks.
Other Classes Game Rule Information
Considering their own powers have such an immediate and direct Evokers have the following game statistics.
influence on the world around tm, evokers tend to get along well with Abilities: As with wizards, Intelligence determines the strength of
fighters and other warriors, while not quite approving of rogues, bards an evoker’s spells, how many he can cast, and how difficult it is to resist
or fellow spellcasters who prefer to deal with their foes indirectly. those spells’ effects.

Table 2: The Evoker


Base —–——————— Spells per Day —–—————
Attack Fort Ref Will
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon familiar, Deep pockets (1 gp), 1/day 3 1 — — — — — — — —
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 Bonus spell 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Deep pockets (5 gp) 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Deep pockets 2/day 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 Bonus feat 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 Bonus spell 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Deep pockets (25 gp) 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 Deep pockets 3/day 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Special ability 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 Bonus spell 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Deep pockets (100 gp) 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 Bonus feat 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 Special ability 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Deep pockets 4/day, bonus spell 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Deep pockets (250 gp) 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 Bonus feat 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Special ability 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Bonus spell 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Deep pockets (500 gp), 5/day 4 4 4 4 4 4 4 4 4 4

4
Alignment: Any.
Spells
Hit Die: d4.
An evoker casts arcane spells which are
drawn from the sorcerer/wizard spell list.
Class Skills An evoker must choose and prepare his
The evoker’s class skills (and the key abil- spells ahead of time (see below.)
ity for each skill) are Concentration (Con), To learn, prepare, or cast a spell, the
Craft (Int), Decipher Script (Int), Knowledge evoker must have an Intelligence score equal
(all skills, taken individually) (Int), Profession to at least 10 + the spell level. The Difficulty
(Wis), and Spellcraft (Int.) Class for a saving throw against an evoker’s
Skill Points at 1st Level: (2 + Int modi- spell is 10 + the spell level + the evoker’s
fier) x4. Intelligence modifier.

Skill Points at Each Additional Level: 2 Like other spellcasters, an evoker can cast
+ Int modifier. only a certain number of spells of each spell
level per day. His base daily spell allotment
is given on Table 2: The Evoker. In addition,
Class Features he receives bonus spells per day if he has a
All of the following are class features of high Intelligence score, as does a wizard.
the evoker. Unlike a bard or sorcerer, an evoker may
Weapon and Armor know any number of spells. He must choose
and prepare his spells ahead of time by get-
Proficiency ting a good night’s sleep and spending 1 hour
Evokers are proficient with the club, dag- studying his spellbook. While studying, the
ger, heavy crossbow, light crossbow, and evoker decides which spells to prepare.
quarterstaff, but not with any type of armor
or shield. Armor of any type interferes with Bonus Languages
an evoker’s movements, which can cause his An evoker may substitute Draconic for
spells with somatic components to fail. one of the bonus languages available to the
character because of his race.
Evocation Specialization
An evoker gains a +2 bonus on Spellcraft
Summon Familiar
checks to learn evoker spells. At this time, he An evoker can obtain a familiar in exactly
must also give up two other schools of mag- the same manner as a sorcerer can. See the
ic, which become his prohibited schools. sorcerer description and the information on
Familiars in the PHB for details.
An evoker can never give up divination
to fulfill this requirement. Deep Pockets
Spells of the prohibited schools are not An evoker fiddles with reality so much
available to the evoker, and he can’t even that objects frequently “drift” through exis-
tence towards them, whether they like it or
cast such spells from scrolls or fire them from
not. As such, any pocket, pouch or similar
wands. He may not change his prohibited
location close to the evoker can be probed to
schools later. pull out a mundane (non-magical, non-mas-

5
terwork) item. The desired item must be able to easily fit into the location
and that location can be no larger than a belt pouch, nor can the item ex-
Special Ability
pressly be a weapon. Random objects cannot be withdrawn using deep On attaining 10th level, and again at levels 14 and 18, an evoker gains
pockets. The evoker must specify what is to be drawn and it must be a a special ability of his choice from among the following options.
real object, not one imagined just to suit current needs (and it must be
approved by the Gamemaster.) Energy Affinity (Ex): Choose an energy type (acid, cold, electricity, fire
or sonic); this choice cannot be altered later. Casting a spell of the se-
This ability may be used once per day by making a Concentration
lected energy type allows the caster to increase his effective caster level
check against the appropriate DC, as determined by the item’s value.
The day’s attempt is still considered spent if this check fails and the by one level. This ability cannot be chosen more than once.
Gamemaster has final say over whether or not the desired item can be Evoker’s Resistance (Ex): Select an energy type (acid, cold, electricity,
withdrawn from the location using this ability (although disallowing an fire, etc.) Against that chosen energy you gain energy resistance 5. This
item is announced before the attempt is made so it does not count as us- does not compound with any other sources of the same type of energy
ing the day’s attempt.) resistance. You may take this ability more than once, each time applying
it to a different energy type.
Item Value Concentration DC Required Evoker Level
1 gp or less 10 1st Feat: An evoker may gain an additional bonus feat in place of a spe-
cial ability. This special ability may be taken more than once, each time
1 gp to 5 gp 15 4th
acquiring a new bonus feat.
5 gp to 25 gp 20 8th
Innate Spell (Sp): Choose any Evocation spell of a level equal to the
25 gp to 100 gp 25 12th
character’s Intelligence modifier or lower which the evoker may now
100 gp to 250 gp 30 16th use as a spell-like ability once per day. If the character has a negative
250 gp to 500 gp 35 20th Intelligence modifier, he may not select this ability. This special ability
may be taken more than once, each time acquiring a new innate spell.
At 5th, 10th, 15th, and 20th level, an evoker may attempt to use deep
pockets an additional instance per day. At 4th, 8th, 12th, 16th and 20th Energy Substitution (Ex): The evoker may substitute one type of en-
level, the value of the item that may be withdrawn increases, as previ- ergy (acid, cold, electricity, fire or sonic) for another, changing the spell’s
ously indicated. energy descriptor to another type. This is a free action that must be de-
clared before casting the spell and it may be done as many times per day
Bonus Spell as the character’s Int bonus. Characters of 11 or less Intelligence cannot
At levels 3, 7, 11, 15 and 19 the character selects an Evocation spell select this ability.
level that he is able to cast and he gains an additional spell per day of Overcome Resistance (Ex): Choose an energy type (acid, cold, electric-
that level. This ability can be applied to spell levels that have previously ity, fire or sonic); this choice cannot be altered later. Casting a spell of
benefited from instance of Bonus Spell. The spell level selection can vary
this energy descriptor against a target with resistance to the energy type
with each new memorization of spells.
reduces that resistance by 10 points plus the evoker’s Int modifier (mini-
Bonus Feats mum resistance of 0.) This is a free action that must be announced prior
At 6th, 13th and 17th level, an evoker gains a bonus feat. At each to casting the spell. This ability does not affect creatures that are immune
such opportunity, he can choose a metamagic feat, an item creation feat, to the energy type and it doesn’t have any additional effect beyond re-
a specialist feat, or Spell Focus (evocation) or Spell Mastery. The evoker ducing appropriate energy resistance. It may be done as many times per
must still meet all prerequisites for a bonus feat, including caster level day as the character’s Int bonus (minimum 1/day.)
minimums.
Spellbooks
These bonus feats are in addition to the feat that a character of any
class gets from advancing levels. The evoker is not limited to the cat- An evoker must study his spellbook each day to prepare his spells.
egories of item creation feats, metamagic feats, or Spell Mastery when He cannot prepare any spell not recorded in his spellbook, except for
choosing these feats.
light and read magic, which all evoker s can prepare from memory.

6
Table 3: The Arcanamest
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1st +0 +0 +2 +2 Spontaneous magical item, wondrous +1 level of existing class
2nd +1 +0 +3 +3 ― +1 level of existing class
3rd +2 +1 +3 +3 Spontaneous magical item, arms and ar- +1 level of existing class
mor
4th +3 +1 +4 +4 ― +1 level of existing class
5th +3 +1 +4 +4 Spontaneous item, wand +1 level of existing class
6th +4 +2 +5 +5 ― +1 level of existing class
7th +5 +2 +5 +5 Spontaneous item, rod +1 level of existing class
8th +6/+1 +2 +6 +6 ― +1 level of existing class
9th +6/+1 +3 +6 +6 Spontaneous item, ring +1 level of existing class
10th +7/+2 +3 +7 +7 Spontaneous item, staff +1 level of existing class

An evoker begins play with a spellbook containing all 0-level wizard Skills: Craft (alchemy) 8+ ranks, any two other Craft skills at 6+
spells (except those from his prohibited school or schools) plus three 1st- ranks
level spells of your choice. For each point of Intelligence bonus the evok-
Feats: Three item creation feats except Scribe Scroll and Brew Potion
er has, the spellbook holds one additional 1st-level spell of your choice.
At each new evoker level, he gains two new spells of any spell level or Special: Deep pockets
levels that he can cast (based on his new evoker level) for his spellbook.
Class Skills
At any time, an evoker can also add spells found in other wizard’s spell-
books to his own. The arcanamest’s class skills (and the key ability for each skill) are
Appraise (Int), Concentration (Con), Decipher Script (Int), Knowledge
(any) (Int), Profession (Wis), Sleight of Hand (Dex), and Spellcraft (Int.)
The Arcanamest PrC Skill Points at Each Level: 2 + Int modifier.
Most spellcasters know nothing of magic items beyond permanently
affixing arcane energies into an object—as permanently as some of the Class Features
items can be until their energies are expended, that is. The arcanamest
knows differently because they truly understand that energy, even that All the following are class features of the arcanamest prestige class.
of magic, is always in transition and cannot truly be destroyed. When Weapon and Armor Proficiency
a magic item uses the last of its charges, the energy expended doesn’t
merely disperse into the ether but is instead returned to the universe An arcanamest is not proficient with any weapons, shields or armor.
until it is used again. An arcanamest takes such energies and draws them
Spontaneous Magical Item (Su)
into himself, allowing him to focus them through an object as a form of
temporary magical item. By gathering magical energies from the environment and his unused
Hit Die: d4. spell energies, an arcanamest is able to temporarily manifest magical ef-
fects in a normally mundane item. (This means this ability won’t work in
Requirements an area that is deprived of magic.) Doing so requires sacrificing a memo-
To qualify to become an arcanamest, a character must fulfill all the rized evocation spell of a minimum level determined by the gp value of
following criteria. the item to be so emulated.

7
Item’s Value Minimum Spell Level Breaking a Spontaneous Item
500 gp or less 0
If a spontaneous magic item is broken or loses half its
501 gp to 1,500 gp 1 hit points or more while it is temporarily charged with
1,501 gp to 4,000 gp 2 magical energy, it will unleash that energy in an explo-
3,001 gp to 11,000 gp 3 sive burst causing 1d4 force damage per level of the spell
used to create it. The burst’s radius is 5 feet per 1d4 of
6,001 gp to 28,000 gp 4
damage. If a spontaneous magic item was created using
28,001 gp to 62,000 gp 5 more than one spell, such as may be done to increase the
62,001 gp to 152,000 gp 6 item’s charges, add the spell levels together to determine
152,001 gp to 366,000 gp 7 the total, even if the result is higher than 9.
366,001 gp to 884,000 gp 8
884,001 gp or higher 9 The type of magic item that may be spontane-
ously created is determined by the arcanamest’s
Reduce the required spell level by 1 if the magic item level: at level 1 the character can spontaneously em-
to be spontaneously emulated has an evocation aura. power wondrous items, arms and armor at level 3, level
5 allows wands, rods at level 7, level 9 for rings, and
A spontaneous magic item remains charged in this staves at level 10. The ability to spontaneously em-
manner for (arcanamest level x [[level of sacrificed spell – power magical items gained at earlier levels is not
minimum spell level] + 1]) rounds—or until it runs out lost.
of charges, is used if a one-shot item, etc.—effectively
increasing the multiplier applied to the arcanamest Spells per Day
level in the this formula by 1 per spell level sacrificed
When a new arcanamest level is gained, the charac-
beyond what is required (x 1 for same spell level, x2 for
ter acquires new spells per day as if he had also gained
one spell level higher, x3 for two spell levels higher, etc.)
a level in a spellcasting class he belonged to before
adding the prestige class. He does not, however, gain
any other benefit a character of that class would have
Spontaneous Item Duration Example gained, except for an increased effective level of spellcast-
A fourth level arcanamest spontaneously creat- ing. If a character had more than one spellcasting class be-
ing an item valued at 8,000 gp needs to sacrifice fore becoming an arcanamest, he must decide to which class he adds the
a level 4 or higher spell. This would make the new level for purposes of determining spells per day.
item last 4 rounds (4 x [[4 – 4] + 1].) If he de-
cided to use a level 5 spell the item would last 8
rounds (4 x [[5 – 4] + 1].) The Elemental
If the magic item has charges, a spontaneous version will be created
Troubadour PrC
with 10 charges (or fewer, if the normal version of the item has less than A performance can be a very refined and eloquent or it can be ex-
10 charges as its maximum.) If the normal version of the item allows tremely primal and raging with passion—almost elemental. An el-
for more than 10 charges, 10 more charges are added for every level of emental troubadour harnesses the raw emotions of their performance
the spell sacrificed to create the spontaneous item beyond the spell level to unleash equally primal energies, using their bardic music to cast ele-
required. For example, using a level 6 spell to create a charge-depen- ment-based spells.
dent spontaneous magic item that only requires sacrificing a level 4 spell Hit Die: d6.
would grant the item 30 charges.

8
Table 4: The Elemental Troubadour
Base Attack
Level Bonus Fort Save Ref Save Will Save Special Bard Music Per Day Spells Per Day
1st +0 +0 +2 +2 Elemental song (first type) ― +1 level of existing class
2nd +1 +0 +3 +3 ― +1 level of existing class ―
3rd +2 +1 +3 +3 ― ― +1 level of existing class
4th +3 +1 +4 +4 Elemental song (second type) +1 level of existing class ―
5th +3 +1 +4 +4 ― ― +1 level of existing class
6th +4 +2 +5 +5 ― +1 level of existing class ―
7th +5 +2 +5 +5 Elemental song (third type) ― +1 level of existing class
8th +6/+1 +2 +6 +6 ― +1 level of existing class ―
9th +6/+1 +3 +6 +6 ― ― +1 level of existing class
10th +7/+2 +3 +7 +7 Elemental song (fourth type) +1 level of existing class ―

Requirements Class Features


To qualify to become an elemental troubadour, a All the following are class features of the elemental troubadour pres-
character must fulfill all the following criteria. tige class.
Skills: Perform (any) 9+ ranks Weapon and Armor Proficiency
Feats: Skill Focus (the Perform skill used to An elemental troubadour is not proficient with any weapons,
meet this prestige class’ skill requirement), shields or armor.
Spell Focus (evocation)
Elemental Song (Sp)
Special: Bardic music, deep pockets
At each instance of this ability becoming available, the
Class Skills
elemental troubadour selects one of the four elements
The elemental troubadour’s class skills (earth, fire, air, water; cold can be used as either an air
(and the key ability for each skill) are or water element) to which this ability shall apply.
Appraise (Int), Bluff (Cha), Concentration Use of this ability allows the character to attempt
(Con), Decipher Script (Int), Diplomacy (Cha), using bardic music to cast spells with the selected
Gather Information (Cha), Knowledge (any) (Int), element’s descriptor. For example, an elemental song
Listen (Wis), Perform (Cha), Profession (Wis), Sense of fire can be used to cast any [fire] spell. (The char-
Motive (Wis), Sleight of Hand (Dex), Speak Language acter need not otherwise have access to the spell,
(n/a), and Spellcraft (Int.) allowing him to use this ability to cast divine and
arcane [fire] spells or spells of spell levels higher
Skill Points at Each Level: 6 + Int modifier.
than he can normally cast.) Doing so requires a
Perform check against a DC determined by
the desired spell’s level, as follows.

9
Spell Level Perform DC Bardic Music per Day
0 10 When the specified new elemental troubadour level is gained, the
1 11 character acquires new instances of bardic music per day as if he had
also gained a level in bard. He does not, however, gain any other benefit
2 12
of a bard, except for an increased effective level of caster where relevant
3 14 to the potency of bardic music. If a character had more than one class
4 16 that offers bardic music before becoming an elemental troubadour, all
5 19 instances compound.

6 22 Spells per Day


7 26 When the specified new elemental troubadour level is gained, the
8 30 character acquires new spells per day as if he had also gained a level in
9 35 a spellcasting class he belonged to before adding the prestige class. He
does not, however, gain any other benefit a character of that class would
Increase the Perform DC by +3 per level have gained, except for an increased effective level of spellcasting. If a
of spell beyond what the character is able character had more than one spellcasting class before becoming an el-
to cast normally while a +2 modifier is ap- emental troubadour, he must decide to which class he adds the new level
plied if it is a divine spell. For example, an for purposes of determining spells per day.
elemental troubadour that can normally cast up
to level 5 spells would have to make a DC 32 (26
+ 3 + 3) Perform check to use a song of fire
to cast a level 7 [fire] spell. Magic Items
The save DC of any spell cast us- Force Armor (Magic Armor)
ing an elemental song is equal to the This armor appears as little more than a metal harness that straps
Perform check’s result. across the chest and back to a belt at the waste, with thin lengths of
Employing an elemental song requires ex- chain running from the shoulders to metal bracelets around each
pending one of the character’s daily bardic song wrist. Once activated, however, a suit of +3 scale mail comprised
uses, but the use is not expended if the Perform check entirely of slightly glowing force forms around the torso, ex-
fails. tending from the straps, belt and bracelets. Once activated, the
armor constitutes no additional weight, leaving the wearer’s
The first selection of elemental song requires 9 or speed unchanged from its base speed (so long as that is what
more ranks in a Perform skill, while the second instance it would be were the armor not active.)
requires 12 ranks, the third 15 ranks and the fourth 18 ranks.
Instead of choosing a new element at each of the indicated The force armor may be active for as much as 30 min-
levels, the elemental troubadour may instead take a previously utes per day.
selected element again with additional benefits being applied Strong evocation; CL 13; Craft Magic Arms and
based on how many times that single element is selected. Selecting Armor, wall of force; Price 24,500 gp; Cost: 12,250 gp +
the same element twice grants a +2 competence bonus to Perform 980 XP; Weight: 5 lbs.
checks to evoke elemental songs of that element type, three times
treats the spell as though affected by the Maximize Spell feat with- Force-Charged (Weapon Quality)
out using up the three additional spell slots, and four times allows
Upon command, a force-charged weapon is
the elemental troubadour to add his Charisma bonus to his caster
sheathed in a glowing field of force energy. The
level for the sake of determining an elemental song’s potency.
effect remains until another command is given.

10
A force-charged weapon deals an extra 1d6 points of force damage on a Surpass Perform DC By … Effect *
successful hit and reduces the target object’s hardness by 2 when used to
sunder. Bows, crossbows, and slings so crafted bestow the force energy The song’s spell is cast as though possess-
2
upon their ammunition. ing the Enlarge Spell feat
The song’s spell is cast as though possess-
Moderate evocation; CL 10; Craft Magic Arms and Armor, resilient 4
ing the Extend Spell feat
sphere; Price +1 bonus.
The song’s spell is cast as though possess-
6
Ring of Energy (Ring) ing the Widen Spell feat
This shiny brass ring increases the wearer’s effective caster level by 1 The song’s spell is cast as though possess-
8
when casting spells of the one energy type the ring is attuned to—acid, ing the Maximize Spell feat
cold, electricity, fire, force or sonic (chosen when crafted.) The song’s spell is cast as though possess-
10 or more
Moderate evocation; CL 8; Forge Ring, any spell with the related energy ing the Heighten Spell feat
descriptor; Price 7,000 gp; Cost 3,500 gp +280 XP * Effects do not increase the spell slot needed to cast the spell, as is nor-
mally the case for metamagic feats.
Elemental Instrument (Wondrous Item) Effects are cumulative.
This instrument is attuned to a particular type of elemental energy
Strong evocation; CL 14; Craft
chosen when crafted—air, earth, fire, or water (cold can be used as ei-
Wondrous Item, 12 ranks of the re-
ther an air or water element.) When used to perform an elemental song
quired Perform skill, elemental song of
(see the elemental troubadour prestige class), the spell the song is cast-
the relevant type; Price 28,000 gp; Cost
ing gains additional benefits depending on by how much your Perform
14,000 gp + 1,120 XP
check surpasses the necessary DC for the spell’s level. An elemental in-
strument can only be used in this way if you have the required Perform
skill and that skill qualifies you to use it in employing the elemental song
ability.

11
act text of the COPYRIGHT NOTICE of any Open Game Content Schwalb.
OPEN GAME LICENSE Version 1.0a You are copying, modifying or distributing, and You must add the
title, the copyright date, and the copyright holder’s name to the Corwyl: The Village of the Wood Elves, Copyright 2004, Green
The following text is the property of Wizards of the Coast, Inc. COPYRIGHT NOTICE of any original Open Game Content you Ronin Publishing; Authors Christina Stiles and Patrick Sweeney.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Distribute. Dezzavold: The Fortress of the Drow, Copyright 2004, Green Ronin
Rights Reserved.
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1. Definitions: (a)”Contributors” means the copyright and/or Identity, including as an indication as to compatibility, except as Freeport: The City of Adventure, Copyright 2002, Green Ronin
trademark owners who have contributed Open Game Content; expressly licensed in another, independent Agreement with the Publishing; Authors Chris Pramas and Matt Forbeck.
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right law, but specifically excludes Product Identity. (e) “Product tributing are Open Game Content.
Studios; Author Steven Trustrum.
Identity” means product and product line names, logos and iden-
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12 Inability to Comply: If it is impossible for You to comply Misfit Studios; Author Steven Trustrum.
that are used by a Contributor to identify itself or its products or the
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mental regulation then You may not Use any Open Game Material Studios; Author Steven Trustrum.
copy, edit, format, modify, translate and otherwise create Derivative
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Material of Open Game Content. (h) “You” or “Your” means the li-
censee in terms of this agreement. 13 Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such breach
2. The License: This License applies to any Open Game Content
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15 COPYRIGHT NOTICE
3.Offer and Acceptance: By Using the Open Game Content You
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4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual, world- System Reference Document Copyright 2000-2003, Wizards
wide, royalty-free, non-exclusive license with the exact terms of this of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
License to Use, the Open Game Content. Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
Bruce R. Cordell, based on original material by E. Gary Gygax and
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uting original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have suf- Assassin’s Handbook, Copyright 2002, Green Ronin Publishing;
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6.Notice of License Copyright: You must update the The Book of Fiends, Copyright 2003, Green Ronin Publishing;
COPYRIGHT NOTICE portion of this License to include the ex- Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J

12

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