The Invoker, Master of the planes


Homebrew and House Rules


So I wanted a class similar to the old warlock, but a little different, so I came up with this Invoker. I think it is pretty cool, but you tell me. Is it over or under powered? Fun or not? let me know what you think.

The Invoker


I like it. I'd either find a way to up the damage or add some versatility to the different damage types as The Invoker levels. For instance, the ability to use water so cold it acts as if a rime spell.

I also think it could stand a few more features. The ability to interact with your current plane safely and perhaps control it should be part of this class's powers. Higher level powers could be akin to spells like control water, fickle winds, stone shape, etc.

Overall, I think it's good; just add a few more features for versatility. Perhaps elemental forms of travel such as burrow, flight, etc.


I chose the current damage progression because with the twf feats targeting touch, you could by-pass DR and resistances for 28d6 of damage every round.

I have considered the idea of adding some abilities to each planes energy. But it is easier add to balance things than to remove things to balance things.

I was following the guidelines for creating new classes. If you think its necessary, then I will look at it.

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It's definitely not polished, but I'm not finding it out of line. I do think the class just simply lacks in class feature scope. Have you looked at the kinectist from Occult Adventures yet?

Also, I think the possession ability could just be the elemental body spell.


Cyrad wrote:

It's definitely not polished, but I'm not finding it out of line. I do think the class just simply lacks in class feature scope. Have you looked at the kinectist from Occult Adventures yet?

Also, I think the possession ability could just be the elemental body spell.

I have not seen anything from the Occult Adventures yet. When I think of possession, and the movies that portray them, the only noticeble difference about the host might be their eyes, and their supernatural abilities. So elemental body definitely doesn't work. Also that wouldn't allow for a succubus possession or an angel or whatever.

I will add to the class features tonite. A level progression for each individual plane. It would include buffs or debuffs, modes of movement and some secondary effects.

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The kinectist is basically Pathfinder's take on the warlock, except they flavor it more like a character from Avatar. They receive an at-will ranged special attack that you tie to an energy type. They can modify it and gain new powers as they level up.

The possession ability is annoying as is because you have to recalculate things since the new form uses a mixture of your stats and the creature's stats. You could easily simplify it by having it work like elemental body, except it's not a polymorph effect and doesn't change your appearance. Succubi and angels don't possess people. The closest thing is the succubus's dominate person SLA.


True, but neither do fire elementals, but this is a supernatural ability. Your giving them a chance to wreak havoc or bring about good in the material plane when they are stuck in their own plane. For the planes tied to an alignment, if the invoker does something that is counter to what the outsider would do, an opposed charisma check would be done.

As far as abilities are concerned, you will have a standard DC for any ability you gain through the possession ability. 10+1/2class level+appropriate modifier. Not a big deal.

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