Evoker class, possible re-balance needed (Rogue Genius Games)


Advice and Rules Questions


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First time poster, I certainly hope this is the right place for this post and I also hope some veterans have a solution for my issue.

My issue is with the 3rd party Evoker class:
https://www.d20pfsrd.com/classes/alternate-classes/3rd-party-alternate-clas ses/3rd-party-alternate-classes-rogue-genius-games/specialty-casters/evoker /

After getting my previous character killed (Herald Caller Cleric) by a sneaky fireball, I decided to switch it up and try the Evoker class. I had my first session with it and I have to say it felt a bit more powerful than expected. That same night I realized I overlooked that this is in fact a 3rd party class. I informed my DM and we're now looking into making this class accessible none the less.

My questions are quite simple.
Do you consider this class overpowered when compared to the none 3rd party material?
If so do you have any advice on how to fairly re balance it?

Your views and advice are very much appreciated and I would like to thank all of you in advance.


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I don't know, while some abilities are nice, and you can play a bit more of a gish thanks to the 3/4 BAB, there is still the fact that you cannot use almost any traditional wizard defensive spell (maybe some are in transmutation but most are illusions and abjurations). Lack of enchantment or necromancy also isn't helping. I don't get the notion behind Vital Strike (nothing says you can use spells with it), and it would be the first thing to get cut. You don't get extra metamagic feats but rather teamwork or combat which you are still not very competent to use. Would probably turn that back. Charged weapon could maybe be dialled down a bit like +1d6 for every 3 lvls rather than every 2. Maybe. It is limited.

I don't know, I would never play this over a standard evoker, because of lack of spell schools and arcane discoveries.

What are your specific grievances?


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3/4 BAB, 6th level prepared arcane Spellcaster with a heavy focus on evocation ray spell usage… it’s not really that overpowered to be perfectly honest… it might be one of the most well balanced 3pp classes I’ve actually seen…

That said…

Elemental Attunement is a little broken… if it was a one time selection or had limited uses per day for changing the element of spells it’d be more balanced… as it is though… it is basically just like saying “if I know what we’re up against today, all my spells target it’s weakness”… which is absolutely insane… so either lock the chosen element down at the level the ability is obtained or limit the times per day it can change the element of your spells…

Destructive Blows is also a bit much… getting the full vital strike feat chain for free is more than a little broken… though utilizing it might a bit risky or difficult if not flat out impossible… since the free attack from casting a touch spell or a ray does NOT use the attack action, you would have to hold the charge and then use your standard action on the following round to vital strike with any of your ray spells… assuming you don’t just quicken all of them… which would then use your swift to cast and standard to vital strike… do note though that the damage from vital strike on ray spells is insane, and there is a reason why many DMs either don’t permit it or houserule that you only multiply the minimum dice roll of the spell.

The rest really isn’t that crazy though… 3/4 bab is balance by only getting 6th level spells. Bonus evocation spell slot is nothing special. Int to damage is strong at low levels but weak in the long run, an evocation wizard will do more bonus damage in the long run. Charged weapon is strong, but its really not much stronger than some of the strongest 3+Int/day wizard school powers, and as a swift action you have to decide between using it or quicken spell, which helps counter balance it.

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