The Evoker: Core Specialist Wizard is the seventh (and final?) in this series that converts the various flavors of specialist wizard into full twenty level core classes. Like all of the series, the presentation is clean and easy to read.
The rules begin with nine feats, including the ubiquitous (for this series) Forbidden Lore, which allows limited access to a banned school of magic, and Specialist Familiar for the Evoker (who can infuse his familiar with an evocation spell). Most of the other feats are evoker specialist only but include some interesting ideas, such as Life Infusion, which allows the caster to sacrifice life energy to increase the damage of his spells, or Evoker?s Counterspell, which allows the evoker to slap down elemental spells with other elemental spells.
Then the Evoker core class itself is presented, by comparison to the specialist wizard they lose two bonus feats (including the vital ?to my mind? Scribe Scroll at 1st level), the bonus spell to cast per spell level, in return they gain: Deep Pocket (which allows an evoker to pull increasingly valuable normal items out of their pocket), up to five bonus evocation spells which can be applied to the spell of choice, and special abilities beginning at 10th level which allow for customization of the Evoker and include spells as innate abilities (potentially very powerful), resistance to energy and other tricks. The Evoker looks to be wearer initially slightly weaker than a specialist wizard but should be a little more powerful by the upper levels.
Two prestige classes are included: the Arcanamest, which is a fascinating, the Arcanamest can create temporary magic item by burning spells. This is a deeply intriguing idea, but the class seems flawed. They gain cleric/rogue base attack, two good saves and full spell-casting progression in addition to the ability to create these temporary items. However, the Arcanamest is designed as an Evoker only prestige class (requiring the Deep Pocket ability) but there is nothing about Evoker per se that makes them specialists in magic item creation. Other strange things are: multiple craft skill requirements to take the prestige class but craft is not a class skill for the Arcanamest, nether Knowledge (arcana) or Spellcraft is a requirement for a Arcanamest who specialize in the focused application of specialized magic. The Arcanamest is a great idea, but the execution is very problematic. A skilled powergamer could break a game very quickly with this class.
The second prestige class is the Elemental Troubadour, a Bard/Evoker class, who use songs to tap the elements, able to use Perform checks and uses of the bardic music ability to cast elemental spells. Again, this seems a bit of shoe-horning the Evoker in, though it is a better fit here then with the Arcanamest, as Evokers are often specialists in elemental spells. Again, a class with a great deal of potential and flavor, but one that will have to be watched.
The document wraps up with four new magic items. One is a weapon quality, Force-charged, which is the force version of flaming, however it is under-costed as force damage is considerably more potent then elemental damage. Another is the Elemental Instrument, which is only usable by the Elemental Troubadour, a few minor powers, usable by all, would have rounded out this item.
Overall, a good capstone to the Core Specialist Wizard series providing additional options for the ever-popular Evoker. But the Arcanamest is almost certainly unbalanced is played well.<br><br>
<b>LIKED</b>: More magical options.<br><br><b>DISLIKED</b>: Serious balance issues with the Arcanamest PrC.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
|