The Invoker (PFRPG) PDF

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The Old Black Magic!
Here at Little Red Goblin Games, we’ve had our design goblins busily bargaining with fey and conversing with terrifying creatures from beyond the stars to try and bring you, the readers, a set of flavorful new rules to enjoy. The invoker is a bitter-sweet new class loosely based on other bargain-forging classes from the past some of you might be familiar with.

While the Invoker provides players with the sort of arcane firepower they might expect from certain older classes that make pacts with fell spirits, it’s also packed with new flavorful abilities. The Invoker isn’t the first class to grant a character dark and mysterious powers thanks to bargains with darker forces, and it probably won’t be the last, but we think you’ll find our take on these soul-bartering fiends and anti-heroes to be one of the most flavorful, evocative, and happily melancholy classes you’ve played in a long time.

Class Highlights:

  • At Will Spell Casting
  • Pacts with all sorts of unsavory forces
  • Roleplaying mixed with mechaincs (taboos & boons)
  • Occult powers dripping with imagery for the low-low price of your character's soul

This PDF is 29 pages long, featuring original full color art by Carl Potter, fully hyperlinked, and has been playtested and balanced in public playtests!

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPDFLRGINVOKERE


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4.00/5 (based on 2 ratings)

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4/5

I haven't been into 3.X for as long as some players so I was never intimately acquainted with the Warlock but from word of mouth I've come to understand the appeal. One of which is the concept of unlimited blasts or unlimited magic in general. With spell slots being rather unintuitive to a beginner there's a certain charm to just simply throwing energy bolts and not having to worry about having to cherry pick spells out of a long list of trap options and situational effects. The Invoker is a class that embodies that kind of concept. Its a simple caster that shoots it's laser and cast a few spell-ish things without worry. Its a mage at it's simplest and to an extent at it's most boring.

The main class feature is a standard action Mystic Blast that deals untyped 1d6 damage that scales up to 10d6 every odd level. These blasts can be enhanced later with Blast Traits ranging from status effects and damage type changes to changing the shape and range.

They also gain Incantations which are pretty much at-will spells that have 4 levels of effects. They come about the same rate as witch hexes.

The most interesting feature is the Pact class feature, representing 4 mystery-like packages that grant skill bonuses and a choice of powers to gain when you get it. It also grants a taboo that gives some sort of penalty, weakness or restriction.

The class is rather simple and easy to grasp for new players. It's indefinite casting does make it relatively conservative and while it can look scary it's not that strong of a class. It feels sort of what the Witch could have been. Overall it's a decent and functioning class. I've seen Warlock-y classes in other products but I think this one is unique in that its not terribly clever or complicated which gives it an appeal that other warlock classes don't have. It also has a really high floor for optimization making me feel like I could hand this to a player that is new to the minute strategies in regular casting that makes it so powerful but wants to contribute and feel like an actual caster without hassle.

There are a few quirks I didn't like, a few abilities that outright require GM fiat but those are few and far between and not really worth the nitpick. If you want a very basic no hassle caster for you games I would reccomend picking this up. It doesn't exactly contribute something incredibly necessary to the game but its simple and fun to play leaving me to give it 4 stars.


Flavorful master of the occult

4/5

The basics:
*Has an at-will energy blast with a logical damage increase progression
*Has up at-will spell-like abilities
*Learns abilities for enhancing the energy blast
*4 different pacts to choose from(Demon, Devil, Fey, Lovecraftian-horror), which grant an ability to the user certain thematically different abilities at certain level.

The good:
*Over the course of the levels, the energy blast gains optional effects to enhance it in addition to its at-will spell-like abilities.
*Pact abilities are obtained throughout the class levels
*The new feats are decently balanced
*The energy blast deals untyped damage or a damage type based off the nature of the pact the Invoker has, which lets the user balance power & flavor.
*The various incantations(spell-like abilities) & pact abilities are very flavorful
*There is a good bit of content for the money

The bad:
*a minor formatting issue or two

Overall
When I first review it, it needed some work. The developers were quick & thorough with their adjustments. Now, this is a pretty solid class that really gets the occult feel down. I highly recommend it.


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You guys should really announce the release of these things over here! At reasonable hours, too!


We do our best to call our production of a product when we know we will have it, however the review process by Paizo staff is a doubled edged sword. It means this site has a very good quality of works submitted but it also means that we have to wait for a product to be launched (we submit to our sales sites at the same times). Therefore launch deals and early announcements are done using other sales sites (because they are available before Paizo.com)

Thanks!
Red


Well, I meant more that when it becomes available here, post on that forum so I know to come look here :) I didn't mean deals, etc.

I'm intimate enough with that process through my work with Rite, and what they do is generally announce it on those forums, linking to the DriveThruRPG site, and once it appears here, replies to the thread to announce its availability here as well.


I noticed that the file mentioned Patron's Reward (7th and 13th level), but I don't see where it correlates to the class abilities at all. Otherwise, awesome product.


Great class! However, the description for the Flailing Tentacles incantation is missing.


How close are these to the old 3.5 binders?


Dungeon Grrrl wrote:
How close are these to the old 3.5 binders?

They're actually much more like the old 3.5 warlocks, but not just with demons.


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First of all I wanted to thank InfernosReaper for taking the time to give a review. These issues are some notable problems that arose because we were a bit too lax in what we let the playtesters build off of. Regardless on behalf of Little Red I will say a lot of playtesting time went into the class nonetheless, just could have used more editing alongside it. We are innocent on one account though: Saving throw DCs for the original document are double the incantation's level, so their saving throw DCs were in line with the other classes. Here's a list of what's been changed while you wait for the updated version:

Mystic Blast (Su:)
An invoker’s effective caster level for her mystic blast is equal to her invoker level.

Pacts: “Unless
otherwise specified, special actions accorded by boons are
a standard action. The save DC for a boon is equal to 10 +
½ invoker’s level + Charisma modifier. Unless otherwise
stated, boons are treated as supernatural abilities.”

Demon Pact
“A demon pact invoker may make an attack
with her mystic blast as a full-round action to deal extra damage equal to her level to creatures struck by the blast.”

Hungry flames: “she may take 1d6 points of damage as part of a mystic blast attack and add half as much damage as she took (rounded up) to her
damage rolls with mystic blast that round.”
Fiendish claws: “At 10th level, the claws count as cold iron and evil for the purposes of overcoming DR and deal an additional 1d6 points of fire damage.”

Dark Infusion: “If the invoker possesses the mystic blade blast trait, she may apply her mystic blast damage to all melee attacks made in a round that she uses this ability, and may make a full-round attack action while doing so.”

Devilish Pact:
Faustian familiar: “This
familiar can deliver the invoker’s incantations as though
they were spells, and can be the subject of the invoker’s
incantations as though it was the invoker.”
Hellfire: “The hellfire may deal half fire and half unholy damage at the invoker’s option. Damage caused by this blast may not be healed magically by a creature with less HD than the invoker.”

Power from Blood: “Whenever the invoker deals damage to a living, good-aligned creature with a slashing or piercing weapon, her mystic blasts deal 1 point of bonus fire damage +1 for every two levels of invoker she possesses.”

Slaver’s Lash: “A slaver’s lash resembles a sinister-looking whip and may function as such. The invoker is proficient in this whip.”
“Changing a mystic blast to and from lash form is a move action or as part of an attack made with the lash of the slaver made as a standard action. It can also be changed as part of any mystic blast.”

Fey pact:
Fey spit: “If the attack hits, the target treats all creatures of the fey type, all sorcerers with the fey bloodline, and all invokers with the fey pact as though they had total concealment against the target until the end of the invoker’s next turn.”

Star Pact:
New Boon:
“-Aberrant Descendent:
The invoker’s lineage stems from some sort of terrible creature formed by the old gods. This grants her supernatural resilience against effects that target humanoids. Treat the invoker as an aberration for effects relating to creature type. Once per day, after being critically hit or after failing a saving throw, reduce the damage taken by twice the invoker’s level. The invoker’s eldritch ancestry is a lurid but fascinating topic. Creatures gain a +4 bonus on attempts to gather information about her.”

Mastery: Standardized saving throw

New Class Features:

“Old Ways:
At 6th level, and each time she gains a new level of incantations, the invoker may pick a new invocation of any level other than the highest level she can cast. At 12th and 16th level, the invoker may instead learn multiple incantations with a level totaling 2 at 12th and 3 at 16th.

Uncanny Pact (Su):
At 10th level, when the invoker casts an incantation its effective spell level doubles for the purpose of calculating save DCs and spell level-dependent effects.”

New feats:
“Open relations
“My you’re looking terrifying today. Will that be seven
sacrifices as per usual, or would you prefer something new
this evening?”
Prerequisites: Pact class feature
Benefit: Select one additional pact that you do not
have access to. You gain access to that pact.
Special: A character only gains access to the boon
and taboos from that new pact. She does not gain any other
class features such as the new pact’s pact mastery or mystic
blast energy types, but may choose either in place of her
own. Once such a decision is made it is permanent unless
this feat is taken an additional time. It may be changed at
that time.

Renewed Endowment
After a few minutes’ concentration, you alter your power
with a slight change to the way your perceive your “arrangement.”
Prerequisite: Incantations class feature, at least one
feat that applies a metamagic feat to an incantation
Benefit: At the start of each day, you may choose to
meditate for 5 minutes. You may change which incantation
a single feat that grants the benefits of a metamagic feat applies to, provided it applies to another incantation.
Special: This feat may be selected multiple times.
Each time you take this feat, you may change one additional feat at the start of each day. After doing so you may not
change the feats again for 24 hours. “
Incantations:
Removed frozen shadows from incantations list

Fear feeder: removed HD limit

New incantation: “Flailing Tentacles
School conjuration (creation)
Spell Level 3
Casting Time 1 standard action
Components S, V
EFFECT
Range medium (100 ft. + 10 ft. / level)
Area 30-ft. radius burst
Effect This incantation functions exactly as the black
tentacles spell except as noted here. The caster may will
the tentacles to move ensnared creatures 5 feet at the start
of his turn, provided at least one of the creature’s spaces
remains in the area of the incantation. Once per round as a
swift action, the caster may cause the tentacles to constrict
an ensnared target, dealing 1d6 points of bludgeoning
damage per 2 caster levels (max 10d6) plus his Charisma
modifier.
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no”

We hope to have more invoker news for you soon. Stay safe and stay red.

-Caleb Aylsworth


Oh, my mistake on the incantation saves thing. I guess I overlooked that cause I was too focused on the actual effects & overlooked it. I also kinda overlooked the whole "patron's reward" thing mentioned before. What does that do anyway?
I think it's safe to say I might suck at this whole "observation" thing.

A bit more work's needed on hammering out the incantations balance. When I get a chance, I'm gonna go over this new revision more thoroughly & offer up some proper discussion.


I was really hoping Patron's Reward would have been finally put into the document this time too. haha. Oh well. I will wait patiently, I can't use the class until its there...(my Gm's like that about this stuff.) So...I am just waiting for now. Other than that, liking some of the changes, seems cool.


As a note: We updated the PDF but forgot a logo so it wasn't approved for upload. Caleb updated the PDF. It should be fixed Sat.


Little Red Goblin Games wrote:
As a note: We updated the PDF but forgot a logo so it wasn't approved for upload. Caleb updated the PDF. It should be fixed Sat.

So just to check, is the details of Patron's reward going to make it into the update? That would be most amazing.


I'll be sure to check on sat or sun for that update. I'm actually kinda committed to seeing this gemstone get a bit more cutting & some polish.


It is added yes.


Little Red Goblin Games wrote:
It is added yes.

You are now my hero.


I should've posted this sooner(my apologies). Here are *some* incantations & effect issues I see & why.

*Blast Effect*

Chained blast - In pathfinder, they improved the secondary damage to most chain spells to full damage instead of half. Considering the number of secondary targets is 1/4 what a normal chain spell would be, increasing the damage would help improve the balance a bit. The effect should also be "reflex half" instead of "reflex negates" to help improve its viability. Or, having to attack to hit each each target, & the first one that misses ends the effect. Either's a solid option.

Linear Eruption is great low end, but honestly should scale some later on. Since Traveling Ruin scales the range considerably(up to 500ft by lv 20), other ranged-based effects could stand to scale a bit too. So, I'm thinking start off 30 & ending at 120ft. There are a few good ways to scale that.

Tempestous Roar - a 30ft cone effect at the same level as a 20ft radiance isn't a solid option. A half the range of the line effect one(if it were to scale) would work. With that, this could be an effect that can be taken on the low end.

*Incantations*

Fear Feeder(grade 1 invocation) - Cause fear's hit dice cap makes it worthless quickly. It's a single target save negates thing, so it doesn't need an added weak point.

Pact Tongue(grade 1 invocation) - Honestly, it should grant the ability to speak that language as well, since it's limited to just 1 language. Sure, there's a zone of truth thing, but it doesn't really matter if you can't actually ask the target anything.

Clutch Entrails(grade 2 invocation) - 1/2 caster lv damage is way too low for having to maintain concentration & a fort negates, even with the sicken effect. Cool effect concept

Pumpkins to Carriages(grade 2 invocation) - A bit too low of a level for basically Major Creation(6th lv spell). If it started as minor than improved to major later, that would probably work.

Taint Reality(grade 3 invocation) - It gives an ability to boost mystic blast damage & a standard action difficult terrain effect, but the Incantation's duration is "concentration". Maintaining a concentration effect is a standard action, so ya can't do any of those other effects.

Witch Step(grade 2 invocation) - Has a listed duration for no apparent reason. Also, at-will full-range dimension door is too good for a lv 6 character. This should be a higher grade(probably 3) or have its range reduced(probably to 100ft+10ft/lv instead of 400ft+40ft/lv), especially factoring in the extra effect


Let me shoot that to Caleb ASAP. He's in charge of making the tweeks on that.


Just a heads up, DriveThru now has the updated PDF. We submitted the PDF to Paizo.com a few min ago. It will be updated in a day or two here.


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Liked the change to the Chain Blast, it's different from what I would done & honestly better. Props there. Adjusting the levels on Chain & Cone work well too(again, probably better than my suggestions).

I'm still confused by the whole "has a listed duration but no effect in the ability applies to it" for Witch Step. That might confuse some people, but the ability's a bit more balanced now at least. Maybe a tad strong for some people's tastes.

Sadly, no adjustment to the hit die cap on Fear Feeder, but I'll try not to worry about it too much, since it is a low end ability.

Like the ability in this update, my statement on the Pact Tongue incantation remains unchanged, but ya know, minor complaint really.

Pumpkins to Carriages got a level boost. Excellent.

I like adjustments on Taint Reality.

Overall, pretty good effort. A lot of critical improvements. For good measure, I'm gonna try to run this by an associate of mine(the one who I usually get to look over the stuff I make) & see what he thinks. Though, I'm going to go ahead & update my review.


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I finally got the review revision up. Took a bit cause stuff kept coming up over here. My apologies.

Both my associate & I also seem to agree that the class as it is now is overall solid. So, thank you for your effort. I respect that.


Devilish Pact still has one taboo less than others.


Oh? *looks at it* Yeah, it does. I might be reading it wrong, but I'm pretty sure you only have to take one of those throughout the class, though you can gain additional taboos via feats.


Will there be any expansions to the Invoker in the future ?
additional pacts (celestial pacts, elemental lords,dragons, etc.. , or rules for designing pacts based on the entity it is with.)
magic items for invokers
more incantations
prestige classes


Yep. We are working on a "tome of tomes" book that gives support for many of our base classes, including invoker.

One of the things for the invoker I know is done is a pact with angels. The tagline was something like, "Just because they are good doesn't mean they are nice."


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Little Red Goblin Games wrote:

Yep. We are working on a "tome of tomes" book that gives support for many of our base classes, including invoker.

One of the things for the invoker I know is done is a pact with angels. The tagline was something like, "Just because they are good doesn't mean they are nice."

Sweet. I tend to like to play characters with some connection to the upper planes (Paladins, Clerics, Sorcerers with the Celestial bloodline). This is right up my alley.


We actually have a phone call with some of the devs here in a few min.

Also, keep in mind that this is all open gaming content.
We would LOVE to see your take on prestige classes, feats, etc for the invoker.


So does that mean I should start trying to figure out how to make a variant for this to let it do some stuff from Pact Magic Unbound?

Thematically it could be neat. I'd just have to make sure it's not too much better than the class by itself & nowhere near as powerful as the 3.5 D&D Warlock using a feat to trade off invocations each day for specific vestige/spirit granted abilities(god that was so OP & fun from mid lvs on).

If I have time to come up with anything good, I'll shoot it to y'all's way.


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Little Red Goblin Games wrote:

Also, keep in mind that this is all open gaming content.

We would LOVE to see your take on prestige classes, feats, etc for the invoker.

Please yourself:

Grave Pact:

One traditional image of the invoker sees him as a dabbler in matters of the afterlife- as a grim undead lord, a fleshwarping researcher, or a twisted creature warping and corrupting his own body in order to discover the secrets of eternal life. Powerful, quasi-divine liches and demiliches may grant power to a mortal being for their own twisted ends, as may do bored noble vampires or lord necromancers. But the boldest grave pact invokers are said to have dealt a pact with Death itself, and maybe these rumors are not far from truth.
Alignment: Any nongood
Bonus Skills: Grave pact invokers gain Stealth as a class skill and as a class skill and gain a +2 bonus to Knowledge (planes) checks.
Damage Type: Negative energy
Blast Bonus: Creatures struck by a grave pact invoker’s mystic blast take a -2 penalty to saves against diseases, death effects and stunning for 1 minute.
Boons:
–Channel: A grave pact invoker channels negative energy like a cleric of his invoker level, though he doesn’t need a holy symbol to do so. His effective cleric level for the purposes of this ability is equal to his invoker level. The invoker may freely apply any channeling feat to this ability. This ability may be used a number of times per day equal to 3 + his Charisma modifier.
–Death Game: Whenever the invoker or one of his allies dies, he may attempt to play a game with Death to win back the dead’s soul. An illusory avatar of Death appears, and the invoker gets the choice of the game to play. Winning the game requires making three successful Will saves in a row with DC 30; if the invoker fails three saves in a row, Death wins. The game goes on until the invoker or Death wins, attempting one save per hour of gaming. If the invoker wins, the dead creature is resurrected (as per True resurrection), but the invoker takes 1 temporary point of Constitution damage for 24 hours; if the invoker loses, the dead creature stays dead and the Constitution damage is permanent (if he didn’t play for himself).
–Ghost Walker: Once per day, the invoker can make himself incorporeal (assuming the Incorporeal template) for 1 minute a day per invoker level he possesses.
–Spirit Lore: A grave pact invoker can summon a dead spirit once a week, asking questions on the current situation. The summoning ritual requires rare herbs and gems for a value of 100 gp per invoker level. The GM decides what the spirit does and does not know based on its past life and history. Unlike the spell, the spirit never attempts to deceive the invoker, but its answers can be unclear and imprecise.
–Touch of Malady: With a touch, a grave pact invoker may curse an individual with a rotting disease. He may use sickening strikes as a spell-like ability with a caster level equal to his class level a number of times each day equal to his Charisma modifier. At 6th level, he may use his daily uses of this ability to cast contagion instead. At 12th level, he may expend two uses of this ability to cast greater contagion. At 16th level, he may expend two uses of this ability to cast epidemic. In order to continue benefitting from this ability, the invoker must constantly avoid washing, bathing and cleaning himself in any way. If he does, he loses access to his arcane blast class feature for a week.
Taboos:
–Corrupt Nature: The invoker can be turned or commanded as though he were an intelligent undead creature.
–Deadly Allergy: Some mundane substance, like garlic or rose petals, strongly repels the invoker. The invoker may not enter areas where the substance is present.
–Unnatural Body: Magical or mundane cures have less effect on the invoker. The invoker receives –1 point of healing for each die rolled.
–Unreflective: The invoker’s image can’t be reflected in mirrors, water or other shiny surfaces.
–Unwholesome Craving: The invoker must consume the flesh or blood of a living creature of his same type every day (inflicting 1d4 points of damage at least) or suffer from withdrawal just like a vampire.
Grave Pact Mastery: At 20th level, the invoker becomes immune to death, disease, poison and sleep spells and effects, and may use a phylactery to store his soul like a lich. Even if he’s reduced to negative hit points, he automatically stabilizes and recovers in time until the phylactery’s destroyed.


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The True Res & incorporeal bits are way too strong on the low end, even if it's a DC 30. I've seen saves get milked pretty bad before & a meta '1 hour of gameplay' rule bit is just weird...

The capstone's just way too much. It's a bit strong with the immunities, but the phylactery bit goes way too far.


the spell Evard's All Seeing Worm from Dungeon Magazine issue #107 pg.37 fits thematically with the Alien Armor and Parasite Infection incantations


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InfernosReaper wrote:

The True Res & incorporeal bits are way too strong on the low end, even if it's a DC 30. I've seen saves get milked pretty bad before & a meta '1 hour of gameplay' rule bit is just weird...

The capstone's just way too much. It's a bit strong with the immunities, but the phylactery bit goes way too far.

I was making an attempt with a class I'm not too much familiar with, even if I like it. I'll try to fix it.^^


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Excellent enthusiasm. I'm not trying to dog you. I legitimately would like to see some expanded options for this baby that are decently balanced, so I offered up some observations.

That's part of why I'm working on a idea for combining this with the binder stuffs from Pactmagic Unbound. It's taking longer expect/desired, but ya know, needed. Now I've got the general thematic down, I've gotta hammer out the rough mechanics when I get the time.


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Interesting, what are the aliment restrictions (if any) HD and BAB? Just curious to how close is it to the old 3.5 Warlock.


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HD/BAB is d8 and 3/4, same as 3.5.

Alignment requirements are none. Though I think some of the pacts might require a specific alignment; I don't have my book on hand right now to check.


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Awesome! Good to hear!


for the Incantations that replicate Animate Dead, (Repurpose Dead and Crypt Caller), can they create any of the Variant undead, such as Bloody or Burning ?

also any suggestions for applying Mythic Adventures to the Invoker, one thing I thought was that the Mythic Spell Lore [Feat] could be adapted so that any incantations that use a reference spell could use the Mythic version of that spell when spending mythic energy to cast, any thoughts on this ?


On a sidenote, I think I've got a variant for this class that utilizes spirit/pact-binding of the Binder/Occultist variety. Thematically, it runs of the premise of someone who makes deals with extraplanar beings won't limit themselves to just that if they know of other sources of power too. Thus they trade away a bit of their pact's power for the ability to make temporary pacts with other sorts of supernatural entities.
I just need to testplay it to see if it's mechanically solid(& make sure the added class features from the variant aren't too boring).

More importantly, Mythic rules may end up becoming a mandatory add-on to classes to keep competitive with other pathfinder stuff. I recently was in game where the GM decided to add those rules. My though was 'well, good thing my guy's a mystically warrior type or I'd be kinda outta luck on this one since my 3rd party class has no support for this stuff'. So yeah, that sort of ruleset's gonna be a bit of a headache for developers in the near future.


InfernosReaper wrote:
More importantly, Mythic rules may end up becoming a mandatory add-on to classes to keep competitive with other pathfinder stuff. I recently was in game where the GM decided to add those rules. My though was 'well, good thing my guy's a mystically warrior type or I'd be kinda outta luck on this one since my 3rd party class has no support for this stuff'. So yeah, that sort of ruleset's gonna be a bit of a headache for developers in the near future.

A lot of the universal path abilities in Mythic Adventures are not specific to any sort of class or class abilities (though you do still have to pick a particular path to start with).

Shadow Lodge

Lilith, the problem would be that for any 3PP classes that step much outside of what Paizo has put out, there may not be a path that really suits that class. For example, many of the mad scientist/inventor/artificer type classes.


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InfernosReaper wrote:

On a sidenote, I think I've got a variant for this class that utilizes spirit/pact-binding of the Binder/Occultist variety. Thematically, it runs of the premise of someone who makes deals with extraplanar beings won't limit themselves to just that if they know of other sources of power too. Thus they trade away a bit of their pact's power for the ability to make temporary pacts with other sorts of supernatural entities.

I just need to testplay it to see if it's mechanically solid(& make sure the added class features from the variant aren't too boring).

The Occultist book has several archetypes for nearly every core class that gives them binding ability; you might want to look at those for ideas and starting points.

Webstore Gninja Minion

Kthulhu wrote:
Lilith, the problem would be that for any 3PP classes that step much outside of what Paizo has put out, there may not be a path that really suits that class. For example, many of the mad scientist/inventor/artificer type classes.

Sounds like a great idea for 3PP folk to create new paths then. :D


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Orthos wrote:
InfernosReaper wrote:

On a sidenote, I think I've got a variant for this class that utilizes spirit/pact-binding of the Binder/Occultist variety. Thematically, it runs of the premise of someone who makes deals with extraplanar beings won't limit themselves to just that if they know of other sources of power too. Thus they trade away a bit of their pact's power for the ability to make temporary pacts with other sorts of supernatural entities.

I just need to testplay it to see if it's mechanically solid(& make sure the added class features from the variant aren't too boring).
The Occultist book has several archetypes for nearly every core class that gives them binding ability; you might want to look at those for ideas and starting points.

Oh, I've got the idea & the build. Took certain aspects of a couple of variants/archetypes to it. I need to make sure what I did is actually balanced in play, not just in theory.

Back on the mythic bit. Any sort of unsupported 3rd party mysticism is greatly weakened in a mythic game. This is in addition to build themes that don't really go into the preset paradigms. There are a decent bit of 'universal' abilities but those are more of a "well, I've got nothing else to pick so I'll get these" for such characters which puts them a bit behind the guy who picked up mythic stuff that enhances his type of character.

Such things will be a headache for 3rd party developers.


Star Pact Question
There's mention of turning/commanding abominations. Yet there is no monster type of abomination. Is this supposed to be Abberations?
Thanks


Hey guys. We are posting another update to the invoker soon. It is being exported and uploaded tonight so you should have it in a few days I believe.


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My PDF folders are sorted in a way that I have a lot of LRGG PDFs in the same folder so The Invoker will be the start of going over every LRGG product I have. As soon as I can, Runesmith is going up, as it is the product I got after Invoker.


Malwing wrote:
My PDF folders are sorted in a way that I have a lot of LRGG PDFs in the same folder so The Invoker will be the start of going over every LRGG product I have. As soon as I can, Runesmith is going up, as it is the product I got after Invoker.

Awesome! Can't wait!


Any chance of getting some sort of web enhancement for this product? The reason why I ask is that I would like to see some additional pact options. I am really curious why a death pact and celestial pact wasn't included with the original product (these seem like they belong to the standard array of such abilities: star, devil, demon, fey, celestial, death)?


Hello! So rather than a simple web enhancement we put out a book called "Tome of Tomes" which includes support for a large number of our classes. It includes additional pacts for the invoker.


Hmm, bummer, not so helpful as I don't want to spend 10.00 on a product and only use a small portion of the content. Any chance of splitting this up? It's a bit of a hard sell for a patron such as myself looking for additional content for only one of your base classes? Is it possible to obtain the invoker information in another way other than purchasing the whole book?


Any chance you could share which "additional pacts" are included in the Tome of Tomes?

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