New class: Invoker (alternate sorcerer)


Conversions


Invoker [alternate sorcerer]

This is both a conversion and a homebrew. Drawing from the Complete Arcane's Warlock and the so called "Ultimate classes" from the D&D boards, the invoker is an attempt to further distinguish the wizard and sorcerer. In addition to that intent, the invoker is a way to add class abilities to the sorcerer so that they may be switched out to make archetypes. In my opinion, the wizard is the scholarly caster. They can research the most perfect spell for the most perfect circumstance and have the power to back it up. The sorcerer is more about breadth of spells. They may not have the selection a wizard has, but they have the power to sustain magic longer. This is what I exaggerated. The invoker has only 6th level spells. However, she gains back a suite of selectable powers that include pseudo meta magic abilities and abilities akin to the old reserve feats. However, these are abilities; not feats. Other class cannot pick them up without multi-classing

Hit Dice: d8
BAB: Medium
Fort: Poor
Ref: Poor
Will: Good
Spells per day: 6th level as a summoner. Casts from the sorcerer/wizard list. Spells known as a summoner
Skills: same as sorcerer

Table: Invoker
Level Special
1st - Bloodline power, Cantrips, Eschew Materials
2nd - Invoker Ability
3rd - Bloodline power, Bloodline spell
4th - Invoker Ability
5th - -
6th - Bloodline spell, Invoker Ability
7th - Bloodline feat
8th - Invoker Ability
9th - Bloodline power, Bloodline spell
10th - Invoker Ability
11th - -
12th - Bloodline spell, Invoker Ability
13th - Bloodline feat
14th - Invoker Ability
15th - Bloodline power, Bloodline spell
16th - Invoker Ability
17th - -
18th - Bloodline Spell, Invoker Ability
19th - Bloodline feat
20th - Bloodline power

Weapon and Armor Proficiency: Invokers are proficient with all simple weapons. Invokers are also proficient with light armor. An invoker can cast invoker spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spell caster, an invoker wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass invoker still incurs the normal arcane spell failure chance for arcane spells received from other classes

Spells: An invoker casts arcane spells drawn from the invoker/wizard spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up his allotment of spells per day for the spell's level.

To learn or cast a spell, an invoker must have a Charisma score equal to at least 10 + the spell level.

The Difficulty Class for a saving throw against an invoker's spell is 10 + the spell level + the invoker's Charisma modifier.

An invoker can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An invoker's selection of spells is extremely limited. An invoker begins play knowing four 0-level spells and two 1st-level spells of the invoker's choice. At each new invoker level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells an invoker knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)

Upon reaching 5th level, and at every third invoker level thereafter (8th, 11th, and so on), an invoker can choose to learn a new spell in place of one she already knows. In effect, the invoker “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level invoker spell she can cast. An invoker may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Bloodline: Each invoker has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, an invoker might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the invoker gains levels. An invoker must pick one bloodline upon taking her first level of invoker. Once made, this choice cannot be changed.

At 3rd level an invoker learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Invoker Spells Known. These spells cannot be exchanged for different spells at higher levels. However, unlike a normal sorcerer, an invoker learns bloodline spells at a slightly different advancement. In addition, Invokers do not learn the upper echelons of their bloodline spells. Use the following chart to determine when an invoker receives their bloodline spells.

Bloodline spell conversion chart:
Sorcerer -> Invoker
3rd -> 3rd
5th -> 6th
7th -> 9th
9th -> 12th
11th -> 15th
13th -> 18th
15th -> NA
17th -> NA
19th -> NA

At 7th level, and every six levels thereafter, an invoker receives one bonus feat, chosen from a list specific to each bloodline. The invoker must meet the prerequisites for these bonus feats.

Cantrips: Invokers learn a number of cantrips, or 0-level spells, as noted on Table: Invoker Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: An invoker gains Eschew Materials as a bonus feat at 1st level.

Invoker Ability
Invoker’s may choose from a suite of selectable metamagic like and reserve like abilities. These are not feats and are not directly accessible by other classes. No ability may be selected more than once unless otherwise specified. Some abilities have class level or spell level restrictions.

Reserve abilities require the caster to lock away a spell. That spell cannot be cast so long as it is held in reserve. A caster can release her reserve as a free action, and then cast the spell normally. But, she loses the effects of the reserve ability. Locking away a magical reserve can only be done during the 8 hours a caster sleeps. Reserve abilities specify a specific spell type and level that the user must have available to cast in order to use the ability's effect. This requires the spell caster have the spell on their spell's known list. The saving throw DC for any effect is 10 + ½ the caster’s level + the appropriate ability modifier (e.g. wizard would add Intelligence modifier, while a cleric would add Wisdom modifier).

  • Amplify Item (Su): An invoker can infuse a magic item with arcane energy so it performs better for a limited period of time. By touching the item and making caster level check (DC 10 + caster level of item’s creator), the invoker modifies the item so it behaves as if its creator had two more caster levels, for 1 minute. If the caster level check fails, the item is drained of power instead – it behaves as if its creator had 2 caster levels less for 1 hour. Any item can be successfully amplified only once per day. This ability cannot be used with artifacts.

  • Overcome Antimagic (Su): An invoker can end antimagic effects, such as those created by antimagic field. To do so, she must stand in the area affected by antimagic and make a Concentration check (DC equal to spell’s DC if the antimagic is created by spell, or 25 if not). If she is successful, the antimagic ceases to be for 1 hour and the invoker cannot cast any spells nor use any invoker powers for 1 minute.

  • Release the Power (Su): An invoker can release all the energy that flows through her in a single spectacular display of power. If she does so, she casts any 3 spells she knows (she can cast a single spell more than once) at the same time as a full round action. she takes damage from this action equal to 1d6 per level of each spell (for example, if she casts one 0-level spell, one 2nd-level spell, and one 5th-level spell, she takes 7d6 points of damage) and loses ability to cast any spells for next 10 minutes.

  • Sudden Spell (Ex): An invoker may select this ability at 10th level. She can cast 1st-level spells as a swift action, with a -5 penalty to effective caster level. With each 4 additional levels afterwards, she can use this ability with spells of one level higher than before.

  • Arcane Prodigy (Ex): The invoker learns three new spells from the wizard/invoker spell list.

  • Innate Magic (Su): Once per day, the invoker may cast a spell that is not on her list of spells known. However, in addition to expending the spell's slot as normal, a further spell slot of one half the level (rounded up) must be expended. This ability can be chosen more than once. Each time is it chosen, it can be used one more time per day. The invoker is encouraged to cosmetically describe the effect in a suitable arcane magical way. For example, a heal cast by an invoker might give off a blue nimbus of crackling energy.

  • Energized Casting (Ex): An invoker can cast spells for longer time to make them more potent. For each round of casting added to the original time, spell’s DC and caster level-dependent effects increase by +1. Only spells with casting time of 1 round or less can be affected by this ability and an invoker cannot energize for more than 3 rounds.

  • Far Casting (Ex): All spells cast by the invoker have their range calculated as if she had one caster level more.

    o Winter’s Blast (Ex)[/i]: Once per day, the invoker may lock, in reserve, a 2nd level or higher cold spell available to cast. Once done, you can create a 30ft cone of cold as a standard action. Creatures caught within the cone are subject to a ranged touch attack the deals 1d4 points of cold damage per two invoker levels.

  • Touch of Distraction (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher enchantment spell available to cast. Once done, you can cloud the mind of a target within 30ft, as a standard action. The target suffers a -2 penalty to their next attack roll or Reflex saving throw within a number of rounds equal to the spell level. This is an enchantment (compulsion), mind-affecting effect.

  • Storm Bolt (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher electricity spell available to cast. Once done, you can unleash a 30ft line of electricity as a standard action. One creature within the line is subject to a ranged touch attack that, if it hits, deals 1d6 points of electricity damage per two invoker levels.

  • Sickening Grasp (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher necromancy spell available to cast. Once done, you can make a melee touch attack against a living target as a standard action. If successful, the target is sickened for a number of rounds equal to the spell level. A successful Fortitude save reduces the duration to 1 round.

  • Mystic Backlash (Ex): Once per day, the invoker may lock, in reserve, a 5th level or higher abjuration spell available to cast. Once done, you can make a melee touch attack as a standard action that does not provoke attacks of opportunity, to infuse a target with magical backlash for a number of rounds equal to the spell level; a Will save from the target reduces the duration to 1 round. While so infused, the target takes damage equal to the spell level each time the target completes casting a spell; this damage is done after the casting and thus does not interfere with the actual casting.

  • Hurricane Breath (Ex): Once per day, the invoker may lock, in reserve, a 2nd level or higher air spell available to cast, you can attempt to push a target within 30ft as a standard action. Make a d20 check + the spell level, opposed by a Strength check by your target. If you succeed, you push the target 5ft.

  • Fiery Burst (Ex): Once per day, the invoker may lock, in reserve, a 2nd level or higher fire spell available to cast. Once done, you can create a 5ft radius burst of fire up to 30ft away, as a standard action. This burst deals 1d6 fire damage per two invoker levels.

  • Dimensional Jaunt (Ex): Once per day, the invoker may lock, in reserve, a 5th level or higher teleportation spell available to cast. Once done, you can teleport yourself and carried objects to a heavy load up to 5ft per two invoker levels as a standard action. You can only teleport to locations that you can see and can't bring any creature along, except for any familiar.

  • Clutch of Earth (Ex): Once per day, the invoker may lock, in reserve, 2nd level or higher earth spell available to cast. Once done, you can reduce the speed of any land-bound target within 30ft, as a standard action. The target must make a Fortitude save or else has its speed (land, burrow, climb) reduced by 5ft per two invoker levels, to a minimum of 5ft; this lasts for 1 round. Targets that make their save are immune to this effect for 24 hours. Targets presently swimming or flying are immune to this effect.

  • Clap of Thunder (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher sonic spell available to cast. Once done, you can deliver a melee touch attack, as a standard action, which deals 1d6 points of sonic damage per two invoker levels In addition, the target must make a Fortitude save or be deafened for 1 round.

  • Aquatic breath (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher water spell available to cast. Once done, you can breathe normally in both air and water; this requires no activation. This is a supernatural effect.

  • Acid Splatter (Ex): Once per day, the invoker may lock, in reserve, a 2nd level or higher acid spell available to cast. Once done, you can make a ranged touch attack, as a standard action that does not provoke attacks of opportunity, with a range of 30ft and deals 1d6 acid damage per two invoker levels.

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