Invoker Witch Archetype


Advice


Looking to optimize a witch character and was researching the Invoker witch. Is this one of the better Witch archetypes? I am planning on being a debuff witch, is this the way to go? Please offer a noob any advice you may have =)

Silver Crusade

Eh, not really. The Curiosity invocation might work, but I'd stick with vanilla witch with Evil Eye, Misfortune, Cackle, and the Ill Omen spell. Those by themselves will wreck 80-90% of enemies.


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Invoker

Curiosity wrote:
The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

Great Ability for Hex and Patron Debuff Builds. Great ability.

Bridge wrote:
The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Spell Penetration is a typical feat for a Witch who focuses on casting more than the Hexes. However it takes a precious Feat to get. This ability frees up a feat. Hexes are Su abilities so SR does not apply but when you do have to break SR this a great ability to call on in a swift action.

Reckoning wrote:
The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.

The Bonus damage on spells is what makes this Archetype a great blasting choice. If you are looking to be a dedicated blaster then this is your ability. I would dip 1 level Crossblooded Sorcerer Orc/Dragon to get +2 more dice per dice rolled. Rime and Dazing spells make great debuffs. Lots of Cold and electric spells on your list and the ability to get fire via patron. I would stick with Cold tho as you do not need to dedicate your patron, and there are cold spells at most Spell Levels starting with snowball. Cone of cold can add a liquid Ice to it's casting for another +1 damage per dice rolled. So you can Cone of cold for 15d6+60 (112 average) without a single meta magic.

All of that plus you can debuff with the right Hex picks.

Invoker is a very strong Archetype.


Louise Bishop wrote:

Invoker

Curiosity wrote:
The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

Great Ability for Hex and Patron Debuff Builds. Great ability.

Bridge wrote:
The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Spell Penetration is a typical feat for a Witch who focuses on casting more than the Hexes. However it takes a precious Feat to get. This ability frees up a feat. Hexes are Su abilities so SR does not apply but when you do have to break SR this a great ability to call on in a swift action.

Reckoning wrote:
The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.

The Bonus damage on spells is what makes this Archetype a great blasting choice. If you are looking to be a dedicated blaster then this is your ability. I would dip 1 level Crossblooded Sorcerer Orc/Dragon to get +2 more dice per dice rolled. Rime and Dazing spells make great debuffs. Lots of Cold and electric spells on your list and the ability to get fire via patron. I would stick with Cold tho as you do not need to dedicate your patron, and there are cold spells at most Spell Levels starting with snowball. Cone of cold can add a liquid Ice to it's casting for another +1 damage per dice rolled. So you can Cone of cold for 15d6+60 (112 average) without a single meta magic.

All of that plus you can debuff with the right Hex picks.

Invoker is a very strong Archetype.

Louise great advice thanks, is the +1 DC to hexes and then +2 DC to hexes at level 8 really a big advantage? I think it is but i'm not sure, is it worth sacrificing 3 hexes? I guess the idea would be to evil eye them for -4 to there saves (at level 8) and then use a hex like slumber +2 dc (level 8) resulting in a 6 point swing in my favor?


Atalius wrote:
Louise Bishop wrote:

Invoker

Curiosity wrote:
The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

Great Ability for Hex and Patron Debuff Builds. Great ability.

Bridge wrote:
The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Spell Penetration is a typical feat for a Witch who focuses on casting more than the Hexes. However it takes a precious Feat to get. This ability frees up a feat. Hexes are Su abilities so SR does not apply but when you do have to break SR this a great ability to call on in a swift action.

Reckoning wrote:
The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.

The Bonus damage on spells is what makes this Archetype a great blasting choice. If you are looking to be a dedicated blaster then this is your ability. I would dip 1 level Crossblooded Sorcerer Orc/Dragon to get +2 more dice per dice rolled. Rime and Dazing spells make great debuffs. Lots of Cold and electric spells on your list and the ability to get fire via patron. I would stick with Cold tho as you do not need to dedicate your patron, and there are cold spells at most Spell Levels starting with snowball. Cone of cold can add a liquid Ice to it's casting for another +1 damage per dice rolled. So you can Cone of cold for 15d6+60 (112 average) without a single meta magic.

All of that plus you can debuff with the right Hex picks.

Invoker is a very

...

Up to you. Honestly, I tend to use only a handful of Hexes.

Evil Eye, Cackle, Slumber, Ice Tomb.

Take an Improved Familiar so they can use a wand of Ill Omen (750gp).

Turn 1 Evil Eye->Cackle...Familiar will Ill Omen.
Turn 2: Spell, Slumber, or Ice Tomb....they take Huge negatives to the save and must roll 2x and take the worst. Usually, it is over for that target.

I avoid Flight because I can cast it, I avoid the Cure hex because a wand can do it, I avoid Misfortune because Ill Omen exists.


Louise Bishop wrote:
Atalius wrote:
Louise Bishop wrote:

Invoker

Curiosity wrote:
The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

Great Ability for Hex and Patron Debuff Builds. Great ability.

Bridge wrote:
The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Spell Penetration is a typical feat for a Witch who focuses on casting more than the Hexes. However it takes a precious Feat to get. This ability frees up a feat. Hexes are Su abilities so SR does not apply but when you do have to break SR this a great ability to call on in a swift action.

Reckoning wrote:
The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.

The Bonus damage on spells is what makes this Archetype a great blasting choice. If you are looking to be a dedicated blaster then this is your ability. I would dip 1 level Crossblooded Sorcerer Orc/Dragon to get +2 more dice per dice rolled. Rime and Dazing spells make great debuffs. Lots of Cold and electric spells on your list and the ability to get fire via patron. I would stick with Cold tho as you do not need to dedicate your patron, and there are cold spells at most Spell Levels starting with snowball. Cone of cold can add a liquid Ice to it's casting for another +1 damage per dice rolled. So you can Cone of cold for 15d6+60 (112 average) without a single meta magic.

All of that plus you can debuff with the right Hex picks.

...

Good point, but Ill Omen if i cast it its only once a day. The hex i can keep using. I guess a wand of ill omen?, but i wouldn't get that very early, it would take some time.


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Atalius wrote:
Louise Bishop wrote:
Atalius wrote:
Louise Bishop wrote:

Invoker

Curiosity wrote:
The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

Great Ability for Hex and Patron Debuff Builds. Great ability.

Bridge wrote:
The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Spell Penetration is a typical feat for a Witch who focuses on casting more than the Hexes. However it takes a precious Feat to get. This ability frees up a feat. Hexes are Su abilities so SR does not apply but when you do have to break SR this a great ability to call on in a swift action.

Reckoning wrote:
The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.

The Bonus damage on spells is what makes this Archetype a great blasting choice. If you are looking to be a dedicated blaster then this is your ability. I would dip 1 level Crossblooded Sorcerer Orc/Dragon to get +2 more dice per dice rolled. Rime and Dazing spells make great debuffs. Lots of Cold and electric spells on your list and the ability to get fire via patron. I would stick with Cold tho as you do not need to dedicate your patron, and there are cold spells at most Spell Levels starting with snowball. Cone of cold can add a liquid Ice to it's casting for another +1 damage per dice rolled. So you can Cone of cold for 15d6+60 (112 average) without a single meta magic.

All of that plus you can

...

It has no save and a wand of Ill Omen is 750 gold with 50 charges on it.

A Pearl of Power level 1 is 1000gp.

I prefer the wand and you can have your familiar (Usually Improved familiar) spam the spell


Louise Bishop wrote:
Atalius wrote:
Louise Bishop wrote:
Atalius wrote:
Louise Bishop wrote:

Invoker

Curiosity wrote:
The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

Great Ability for Hex and Patron Debuff Builds. Great ability.

Bridge wrote:
The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

Spell Penetration is a typical feat for a Witch who focuses on casting more than the Hexes. However it takes a precious Feat to get. This ability frees up a feat. Hexes are Su abilities so SR does not apply but when you do have to break SR this a great ability to call on in a swift action.

Reckoning wrote:
The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.
The Bonus damage on spells is what makes this Archetype a great blasting choice. If you are looking to be a dedicated blaster then this is your ability. I would dip 1 level Crossblooded Sorcerer Orc/Dragon to get +2 more dice per dice rolled. Rime and Dazing spells make great debuffs. Lots of Cold and electric spells on your list and the ability to get fire via patron. I would stick with Cold tho as you do not need to dedicate your patron, and there are cold spells at most Spell Levels starting with snowball. Cone of cold can add a liquid Ice to it's casting for another +1 damage per dice rolled. So you can Cone of cold for 15d6+60 (112 average) without a single meta magic.
...

You make a valid point, not sure why your the first guy I've come across that has recommended that. Most say to get the hex. Could you link me how improved familiars work? Because I would be starting off with a Compsognathus, if I took the feat Improved Familiar what happens? Do I get another one? Would I lose my +4 to initiative? And how is a Tiny familiar able to use a wand twice his size?


Atalius wrote:
You make a valid point, not sure why your the first guy I've come across that has recommended that. Most say to get the hex.

Misfortune is a great hex, but of course it is a matter of personal choice, including how much do you intend/are allowed to Cackle. It affects all d20 rolls and it is the only offensive hex which is not mind-affecting. Ill Omen is, on the contrary, mind affecting, as most of your spells and hexes, but of course is amazing for a 1st level spell... For another similar effect to Misfortune, you might check also the 3rd level spell Accursed Glare. It has a big drawback - a casting time of 1 round - but it works 1 day/level (overkill?), it affects attack rolls and saving throws, it is a necromancy spell (not mind-affecting, and you might want Spell Focus: necromancy). Of course, the latter's DC doesn't scale with level, if you don't heighten the spell. All in all, you might have better uses for a 3rd level spell slot...


As for an Improved Familiar using a wand of Ill-Omen, I know it is a popular and surely very effective tactic. As a Witch, though, I wouldn't want my familiar to get involved in the fight in any manner.


Soul Devourer wrote:
As for an Improved Familiar using a wand of Ill-Omen, I know it is a popular and surely very effective tactic. As a Witch, though, I wouldn't want my familiar to get involved in the fight in any manner.

Like a good wizard. Always Backup your spellbook.

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