The Revoker
Nature is a powerful and unpredictable force, generous and bountiful but capricious and easily provoked. Many are those who serve the lifegiving aspect of nature - druids and rangers, shamans and even clerics of nature deities. All are in tune with the force of life and growth, reaping the bounty that nature offers and working in concert with its living servants of this realm and the worlds beyond.
The darker side of nature is feared and shunned by most; its destructive powers of disaster, disease and starvation are seen as things to avoid and deny. Too many seek out manmade or magical solutions to stave off nature's grasp when the time comes to pay for the harvest, when disease comes to cull the herd and disaster appears to reclaim nature's realm. It is the role of druids to fight those who would befoul nature; for those who deny it, who flee from it, there is the revoker.
Revokers are loners by nature, who travel with others only in support of their alien goals. Fearsome and unsettling, these silent harbingers of nature's wrath walk the earth, bringing about the winter and the fallow year. Their tread is the marching drum of death, their mere presence a bell tolling the end of life for those who can hear it. Where the revoker goes, death and disaster follow, as he guides nature's wrath into realms where it has been carefully walled out and kept at bay.
Revokers take up with adventuring parties surprisingly often, considering their natures. Though they shun most social contact and prefer to abandon all relationships, revokers find it helpful to associate with the living if only to help anchor their priorities and keep them from falling into the path of a meaningless destroyer. Revokers also benefit from having allies who can guide them on a path to new areas in need of the revoker's touch and aid them in breaching and eliminating difficult targets who are experienced at challenging nature and repudiating its grasp time and time again.
Revokers are cold and relentless as a general rule, but not necessarily evil. No revoker is neutral good, however; a good-aligned revoker must have a cause or purpose to associate with in order to maintain objectivity and clarify his purpose for good aims. Evil revokers are far more common; only the very worst of these, however, let the desire to destroy and kill overtake their sense of duty, dark as it may be.
The Revoker
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special|
0th|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
1st|
+0
|
+2
|
+0
|
+2
|Companion in silence, nature sense, trespass|3|1
2nd|
+1
|
+3
|
+0
|
+3
|Withering step|4|2|-
3rd|
+2
|
+3
|
+1
|
+3
|Revoke 1/day|4|2|1|-
4th|
+3
|
+4
|
+1
|
+4
|Afflicting aura 5 ft.|5|3|2|-|-
5th|
+3
|
+4
|
+1
|
+4
|Lifesense 15 ft.|5|3|2|1|-|-
6th|
+4
|
+5
|
+2
|
+5
|Ally in silence, revoke 2/day|5|3|3|2|-|-|-
7th|
+5
|
+5
|
+2
|
+5
|Improved revoke|6|4|3|2|1|-|-|-
8th|
+6/+1
|
+6
|
+2
|
+6
|Afflicting aura 10 ft., bleak reward|6|4|3|3|2|-|-|-|-|-
9th|
+6/+1
|
+6
|
+3
|
+6
|Revoke 3/day|6|4|4|3|2|1|-|-|-|-
10th|
+7/+2
|
+7
|
+3
|
+7
|Culling ray, lifesense 30 ft.|6|4|4|3|3|2|-|-|-|-
11th|
+8/+3
|
+7
|
+3
|
+7
|Grim visage|6|5|4|4|3|2|1|-|-|-
12th|
+9/+4
|
+8
|
+4
|
+8
|Afflicting aura 15 ft., revoke 4/day|6|5|4|4|3|3|2|-|-|-
13th|
+9/+4
|
+8
|
+4
|
+8
|Greater revoke|6|5|5|4|4|3|2|1|-|-
14th|
+10/+5
|
+9
|
+4
|
+9
|Freedom of movement|6|5|5|4|4|3|3|2|-|-
15th|
+11/+6/+1
|
+9
|
+5
|
+9
|Lifesense 45 ft., revoke 5/day|6|5|5|5|4|4|3|2|1|-
16th|
+12/+7/+2
|
+10
|
+5
|
+10
|Afflicting aura 20 ft.|6|5|5|5|4|4|3|3|2|-
17th|
+12/+7/+2
|
+10
|
+5
|
+10
|Bringer of disaster|6|5|5|5|5|4|4|3|2|1
18th|
+13/+8/+3
|
+11
|
+6
|
+11
|Revoke 6/day|6|5|5|5|5|4|4|3|3|2
19th|
+14/+9/+4
|
+11
|
+6
|
+11
|Reaper|6|5|5|5|5|5|4|4|3|3
20th|
+15/+10/+5
|
+12
|
+6
|
+12
|Afflicting aura 25 ft., lifesense 60 ft.|6|5|5|5|5|5|4|4|4|4[/table]
Class Skills
The revoker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency
As druid.
Spells
As druid. Revokers do not spontaneously cast any spells.
Oath of Silence
To maintain their impartiality and distance from life, revokers are encouraged to cease communicating with anyone except their companion in silence, to the best of their ability. A revoker is expected to speak at most 2d20 words per day, plus twice his class level. Speech in Aquan, Auran, Ignan or Terran directed towards his companion in silence does not count against this total. A revoker determines his limit each day and is aware of it ahead of time; going past the limit results in the immediate loss of a random slot from his highest-level spell slots remaining until he has rested; going more than ten words over the limit results in a loss of spellcasting privileges for the remainder of the day. If the revoker is subjected to a compulsion effect, any speech uttered during the effect's duration does not count provided it is not elective. Speech during a charm effect
does count against the total.
Companion in Silence (Ex) A revoker begins play with a companion of sorts, a Small elemental which accompanies the revoker and may assist with certain tasks. This elemental will not enter combat on the revoker's behalf, rarely chooses to speak to the revoker directly, must be instructed in its own language (Aquan, Auran, Ignan or Terran) and can elect to depart from the revoker's presence for a short time (at most 1-3 days). A water elemental companion is capable of traveling away from the body of water in which it was first conjured, but must find a suitable water source or vessel in which to rest for at least 1 hour each day (a water elemental that cannot rest in this fashion is treated as though fatigued and sickened until rest can be obtained).
At 6th level, the revoker's commitment and sense of purpose have persuaded the elemental companion to ally with him. The elemental gains benefits as though it were an animal companion of a druid of the revoker's class level (minus the link and bonus tricks that an animal companion would receive), changing in size in accord with its extra hit dice. An elemental companion can change between its true size and Small size as a standard action. Once the companion has allied with the revoker, it will join combats on his behalf and communicate more freely with the revoker in its native language.
Nature Sense (Ex) As druid.
Trespass (Su) A revoker is a walking beacon of terror for the creatures of the natural world, a thing that should not be striding through the wilderness and leaving a wake of devastation. Animals, magical beasts and plants of Int 2 or less will not voluntarily come within 30 ft. of a revoker. Those with Int 3 or greater will automatically be treated as hostile toward the revoker. Any animal or magical beast entering within 30 ft. of a revoker must make a Will save (DC 10 + 1/2 revoker's class level + Revoker's Charisma modifier) or become shaken for as long as they are inside the radius and for 1d4 rounds thereafter. Magical beasts get a +4 bonus on this save. An animal or magical beast which saves against this effect is immune to the trespass ability of that particular revoker for 24 hours.
Withering Step (Su) Starting at 2nd level, a revoker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, as the undergrowth wilts away from his passing. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Anyone attempting to track a revoker through an area of thick greenery or undergrowth receives a +4 bonus on the check due to the withered path he leaves behind. This bonus increases to +8 if the revoker is 10th level or higher.
Revoke (Su) The revoker's signature ability is accessed at 3rd level. Revokers are sent forth not only to spread disease and unleash disaster, but also to reap excess life force to balance nature's scales and spread the appropriate amount of death. Doing so reduces the resource demand of life in the area and reallocates energy to nature's more benevolent servants to employ in mending and defending; for this reason, revokers are often known to druids as "fallowmen," wreaking destruction so that new life may grow in its wake.
The revoker must make a touch attack to revoke life energies. If successful, he deals 1d8 damage + 1 point per class level (maximum +5) and attempts to rip out its life force. This effect is equivalent to the
death knell spell cast as a cleric of the revoker's class level, except that it offers a Fortitude save instead of a Will save and ignores spell resistance. A creature with a fractional hit die affords that same fraction of the effect's duration. This ability may be used once per day, with additional uses as the revoker gains levels.
At 7th level, the base damage of revoke increases to 2d8 + 1/level (max +10). At 13th level, it increases to 3d8 + 1/level (max +15). At 19th level, it increases to 4d8 + 1/level (no maximum). The damage dealt by the revoke ability is not negative energy damage and cannot be used to heal the undead. Caster level and ability increases from this effect do not stack.
Affliction Aura (Su) Beginning at 4th level, the revoker's mere presence goes beyond unsettling and starts to exert a palpable chill on the life force of those around him. Living creatures within 5 ft. of the revoker must make a Will save (DC 10 + 1/2 revoker's character level + revoker's Charisma modifier) or become sickened for as long as they are within the radius and for 1d4+1 rounds thereafter. This radius increases as the revoker progresses in level. This is
not a mind-affecting ability.
Lifesense (Su) The revoker learns to sense lifeforce in his environment, becoming more sensitive as he progresses in his mission of desolation. A 5th level revoker notices and locates living creatures within 15 feet, just as if he possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast
deathwatch. The radius of this sense increases as the revoker grows in level.
Bleak Reward (Ex) At 8th level, the revoker has earned a special reward from nature for his service. The servant who quells and extinguishes so much life has his own lifeline protected. The revoker is immune to death effects and energy drain.
Culling Ray (Su) As of 10th level, the revoker can choose to sacrifice frequency for versatility when revoking. By expending an additional revoke use when revoking, the revoker can turn the touch attack into a ray, making a ranged touch attack at a range of 25 ft. + 5 ft/2 levels. If successful, the ray acts just like a normal revoke attempt.
Grim Visage (Ex) By 11th level, the revoker's life force is so masked and muted that he is as one of the living dead. The revoker heals from negative energy and is damaged by positive energy as though he were undead, though as he is still alive he takes only half the damage an undead creature would. The revoker is also treated as though permanently warded with
hide from undead (save DC 10 + 1/2 revoker's class level + revoker's Charisma modifier).
Freedom of Movement (Su) Between nature's protection and his own antithetical existence, a 14th level revoker cannot be grappled, entangled or otherwise confined, as though he were protected by a permanent
freedom of movement effect.
Bringer of Disaster (Su) A 17th level revoker is a master of invoking nature's devastation. His disaster spells have their areas of effect increased by 50% as though they were modified by the Widen Spell feat. If the revoker also modifies a disaster spell with Widen Spell, the effect is additive, not multiplicative.
Reaper (Su) At 19th level, a revoker has gained the power to go for quality over quantity when revoking life. By expending an additional use of revoke during a revoke attempt, the revoker can increase the damage dealt to 10 per revoker level. A successful Fortitude save (DC 10 + 1/2 revoker's class level + revoker's Charisma modifier) halves this damage and leaves the target alive with at least 1 hit point remaining.
Revoker Spell List
0th Level
detect magic, detect poison, flare, guidance, inflict minor wounds, know direction, mending, naturewatchSpC, read magic, resistance, touch of fatigue
1st Level
animate fireSpC, aura against flameSpC, bestow woundBoVD, breath of the jungleSpC, bane, cause fear, cloudburstSpC, deathwatch, delay diseaseSpC, detect animals or plants, detect snares and pits, endure elements, hide from animals, horrible tasteSpC, inflict light wounds, longstrider, low-light visionSpC, magic fang, obscuring mist, omen of perilSpC, pass without trace, produce flame, shillelagh, thunderheadSpC, wall of smokeSpC, winter's chillSpC
2nd Level
barkskin, blinding spittleSpC, circle of nauseaBoVD, countermoonSpC, creeping coldSpC, curse of ill fortuneSpC death armorSpC, death knell, decompositionSpC, delay poison, earthbindSpC, dessicating bubbleSpC, false life, flaming sphere, fog cloud, frost breathSpC, ghoul touch, gust of wind, healing stingSpC, inflict moderate wounds, living undeathSpC, malevolent miasmaSpC, mark of the outcastSpC, protection from positive energySpC, rebukeSpC, saltraySpC, sap strengthBoVD, scentSpC shatter, shroud of undeathSpC, silence, spinterboltSpC, summon swarm, warp wood, winter's embraceSpC, wracking touchSpC
3rd Level
antidragon auraSpC, bestow curse, call lightning*, capricious zephyrSpC*, contagion*, corona of coldSpC, crumbleSpC*, dehydrateSpC, diminish plants*, greater magic fang, hailstonesSpC*, heatstrokeSpC, hypothermiaSpC, ice axeSpC, infestation of maggotsSpC, inflict serious wounds, junglerazerSpC*, know vulnerabilitiesSpC, nauseating breathSpC, neutralize poison, nondetection, poison, quench, remove disease, sinkSpC, sleet storm*, slow, spark of lifeSpC, spike growth, starvationSpC, suppress breath weaponSpC, tremorSpC*, vampiric touch, weather eyeSpC, wind wall, wither limbBoVD, wood rotSpC
4th Level
antiplant shell, attune formSpC, blight*, consumptive fieldSpC, contagious touchSpC, control water*, crushing despair, death ward, delay deathSpC, dismissal, dispel magic, downdraftSpC, eye of the hurricaneSpC*, freedom of movement, greater creeping coldSpC, greater resistanceSpC, ice storm*, inflict critical wounds, languorSpC, miasma of entropySpC*, nature's balanceSpC, repel vermin, rushing watersSpC*, rusting grasp, skull watchSpC, spike stones, summon elementite swarmSpC, wind at backSpC, wrackSpC
5th Level
break enchantment, call lightning storm*, cold snapSpC, commune with nature, control winds*, earth reaverSpC*, echo skullSpC, firewardSpC, freezeSpC, graymantleSpC, ice flowersSpC*, infernoSpC, insect plague, jungle's raptureSpC, life wardSpC, mass contagionSpC, mass inflict light wounds, memory rotSpC, ray of deanimationSpC, rejectionSpC, revenanceSpC slay living, stoneskin, swamp strideSpC, transmute mud to rock*, transmute rock to mud*, vulnerabilitySpC, wall of fire, wall of sandSpC, wall of stone, waves of fatigue
6th Level
animate snowSpC, antilife shell, aura of terrorSpC, death throesSpC, drownSpC, eyebite, find the path, fire seeds, fleshshiverSpC, forbiddance, greater stone shapeSpC, hide the pathSpC, mass curse of ill fortuneSpC, mass inflict moderate wounds, miasmaSpC, move earth*, phantasmal disorientationSpC, poxBoVD, ray of entropySpC, repel wood, spellstaff, spider plagueSpC, stoneholdSpC, stone tell, summon greater elementalSpC, superior resistanceSpC, tidal surgeSpC*, withering palmSpC
7th Level
blood to waterSpC, changestaff, circle of death, control weather*, creeping doom, extract water elementalSpC, finger of death, fire storm*, flesh to stone, greater bestow curseSpC, greater consumptive fieldSpC, greater dispel magicSpC, harm, hide from dragonsSpC, mass inflict serious wounds, pestilenceBoVD*, slime waveSpC, storm of elemental furySpC*, storm towerSpC, sunbeam, swamp lungSpC, vision, waves of exhaustion, wind walk
8th Level
antipathy, avasculateSpC, banishment, deadfallSpC*, destruction, earthquake*, heat drainSpC*, maelstromSpC*, mass death wardSpC, mass inflict critical wounds, red tideSpC*, reverse gravity, steal lifeBoVD, stormrageSpC*, sunburst, veil of undeathSpC, whirlwind*, word of recall
9th Level
cast in stoneSpC, elemental swarm, energy drain, foresight, greater whirlwindSpC*, heart of stoneSpC, hindsightSpC, horrid wilting, mass drownSpC, storm of vengeance*, summon elemental monolithSpC, transmute rock to lavaSpC*, tsunamiSpC*
Spells marked with a * are classified as disaster spells.
BoVD: Book of Vile Darkness
SpC: Spell Compendium
Feats For Revokers
Existential Terror
Your ability to draw out the life force of others brings a terrible chill to the soul.
Prerequisites Revoke class ability, Cha 13+, evil alignment
Benefit A creature that survives being subjected to your revoke ability is shaken for 1d4+1 rounds (no save is allowed). A creature that was already shaken becomes frightened instead.
Extinguishing Wave
You cut down swaths of living creatures as you reap their life energies.
Prerequisites Culling ray class ability, revoke class ability, Cha 15+
Benefit You may spend an additional use of your revoke ability to turn your culling ray into a cone of the same length. All creatures caught in the cone are affected, though as normal neither caster level increases nor ability score increases stack, and the duration of any benefit you receive is the maximum individual duration you would have accrued, if any.
Special You gain an additional daily use of your revoke ability.
Extra Revocation
You are charged with extinguishing life more frequently than normal.
Prerequisites Revoke class ability, Cha 13+
Benefit You gain an additional two uses of your revoke ability per day.
Greater Spell Focus (disaster)
Your disaster spells are more potent and harder to survive.
Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast. This bonus stacks with the bonus from Spell Focus.
Lingering Instinct
The last awareness of the life you extinguish floods you with sudden alertness and alacrity.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Dexterity score instead.
Magnified Reaping
You derive more enrichment than normal from the life force of others.
Prerequisites Revoke class ability
Benefit The +2 ability score bonus you receive from your revoke ability is increased to +4. The caster level increase remains unaffected.
Nature's Avenger
Your powers over the life force of others are amplified as you wield them.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Charisma score instead.
Peaceful Release
Your call to the life force of others is a siren song for the soul.
Prerequisites Revoke class ability, Cha 13+, good alignment
Benefit The DC to save against your revoke ability and associated effects is increased by 2.
Savage Sage
You find insight in the final moment of those you extinguish.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Wisdom score instead.
Spell Focus (disaster)
Your disaster spells are more potent and harder to survive.
Benefit Add +1 to the Difficulty Class for all saving throws against disaster spells you cast.
Stolen Vigor
Lives you have extinguished feed into your own life force briefly.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Constitution score instead. You immediately gain the adjusted hit points associated with your increased Constitution score.
Witness of Mortido
Your mind is sharpened with the release of another's death urge.
Prerequisites Revoke class ability
Benefit Instead of the Strength bonus normally provided by the revoke ability, you can take a +2 bonus to your Intelligence score instead.