|Unofficial rules compendium|
An invoker is a sacerdote focused on summoning. Rather than channeling his spells into destructive outbursts of wrath, he invokes pacts with servants of his faith.
Publisher: Purple Duck Games.
This is a sacerdote archetype.
Hit Dice: d6.
|Air Domain||Air subtype|
|Animal Domain||Animal type|
|Artifice Domain||Construct type|
|Chaos Domain||Chaotic subtype|
|Darkness Domain||Kyton subtype|
|Charm Domain||Fey type|
|Death Domain||Undead type|
|Destruction Domain||Ooze and vermin types|
|Earth Domain||Earth subtype|
|Evil Domain||Evil subtype|
|Fire Domain||Fire subtype|
|Good Domain||Good subtype|
|Law Domain||Lawful subtype|
|Luck Domain||Fey type|
|Madness Domain||Aberration type|
|Plant Domain||Plant type|
|Repose Domain||Psychopomp subtype|
|Strength Domain||Giant subtype|
|Trickery Domain||Fey type|
|Void Domain||Aberration type|
|War Domain||Monstrous humanoid type|
|Water Domain||Water subtype|
This archetype has all sacredote class features, except as noted.
An invoker's bonus language options include Abyssal (the language of chaotic evil outsiders) Aquam (water elementals), Auram (air elementals), Celestial (good outsiders) Ignam (fire elementals), Infernal (lawful evil outsiders), and Terram (earth elementals). This choice is in addition to the bonus languages available to the character because of his race.
This replaces the sacerdote's bonus languages.
If any deity in the invoker's pantheon gives the ability to summon additional types of creatures with the summon monster spell, the invoker can use this ability. At the GM's discretion, the invoker has access to all additions to the creatures listed for the summon monster spell, even if those additional options are restricted to a certain group (like the followers of a certain faith).
Depending on the domains the invoker has selected, the casting time of summon spells used to summon certain classes of creatures are reduced. Check each domain in the table below. Summon spells that normally have a casting time of one round used to summon creatures of types and subtypes specified have a casting time of one standard action, both when prepared and when substituted using invocation. This replaces all manifestations.
There are creature types in Table: Fast Summons which cannot be summoned with any current summon monster spell. Future publications may add additional creatures to the summon monster tables. Also see placate domain allies, below.
An invoker can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower. He can use either a cleric or a domain spell to do so. Note that the limitations of the chaotic, evil, good, and lawful spells ability may prevent an invoker from summoning certain creatures. This replaces divine wraith and all additional dice of damage.
At level 2 and every 4 levels thereafter (at 2nd, 6th, 10th, 14th, and 18th level) an invoker gains a bonus feat. At each such opportunity, he can choose a metamagic feat or an item creation feat. The invoker must meet the prerequisites of these feats. The invoker can also select his bonus feats from the following list, and ignores the prerequisites of these feats: Augment Summoning, Improved Placate, Moonlight Summons UM, Placid Summons, Skeleton Summoner UM, Starlight Summons UM, Sunlight Summons UM, and Superior Summoning UM.
Placate Domain Allies (Sp)
At third level, an invoker can channel stored spell energy to control creatures of any type he could use fast summons with. He can use either a cleric or a domain spell to do this. He can never placate a creature of an alignment opposed to his own, either on the law-chaos or good-evil axis.
This affects creatures within 30 ft. of the invoker. Creatures of relevant (sub)type(s) must make a Will save (DC 10 + the level of the channeled spell + the invoker's Intelligence modifier). Affected creatures that fail their saves become his close allies, as if under the effects of charm monster with a duration of one hour per level of the spell channeled. Immunity or resistance to mind-affecting or charm effects does not protect against this. The invoker can charm any number of creatures, so long as their total Hit Dice do not exceed his sacredote level. He can release a creature from his control as a free action. Creatures that fail their saving throws but are in excess of the hit dice limit gain a neutral attitude to the sacerdote and his party, they will neither aid nor attack unless further provoked, such as by entering an area they are guarding. Creatures with an Intelligence of 7 or more receive a new saving throw each hour to resist the effect.
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Advanced spellcasting, calculated targeting, fast summons, invocation, domains, orisons||3||1+1||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Placate domain allies||4||2+2||1+1||—||—||—||—||—||—||—|
In addition to the stated number of spells per day for 1st- through 9th-level spells, a sacerdote gets an equal number of domain spells for each spell level, starting at 1st. The "x+x" in the entries on this table represents these additional spells. Bonus spells the sacerdote may receive for having a high Wisdom score apply only to cleric spells and not to domain spells.
Notes and OGL Section 15 Copyright Notice Addendum
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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