Difference between revisions of "Invoker (Apath)"

From Action
Jump to navigation Jump to search
Line 99: Line 99:
  
 
=== Placation ===
 
=== Placation ===
At third level, an invoker can channel stored spell energy to charm creatures he could use fast summons with. He can use either a cleric or a domain spell to do this. He can never charm a creature of an alignment opposed to his own, either on the law-chaos or good-evil axis.  
+
At third level, an invoker can channel stored spell energy to charm creatures of one type he could use fast summons with. He can use either a cleric or a domain spell to do this. He can never charm a creature of an alignment opposed to his own, either on the law-chaos or good-evil axis.  
  
This affects all creature of one chosen type within 30 ft. of the invoker. Creatures of relevant subtype(s) must make a Will save (DC 10 + the level of the expended spell + your Intelligence modifier). Those that fail their saves become your close allies, as if under the effects of ''charm person'' spell, but affecting their creature type. This ignores any immunity to charm or mind-affecting effects the creature may have. Creatures with an Intelligence of 6 or more receive a new saving throw each hour to resist the effect. You can placate any number of creatures, so long as their total Hit Dice do not exceed your invoker level. If a creature is under the control of another creature or if there is a conflict of interests, you must make an opposed Charisma check each round against whoever opposes your interest, the controller the creature itself. If this succeeds, the creature will favor you. If it fails, your command will be ignored.
+
This affects all creature of one chosen type within 30 ft. of the invoker. He choses the creature type placated each time he uses this ability. Creatures of relevant subtype(s) must make a Will save (DC 10 + the level of the expended spell + your Intelligence modifier). Those that fail their saves become your close allies, as if under the effects of ''charm person'' spell, but affecting their creature type. This ignores any immunity to charm or mind-affecting effects the creature may have. Creatures with an Intelligence of 6 or more receive a new saving throw each hour to resist the effect. You can placate any number of creatures, so long as their total Hit Dice do not exceed your invoker level. If a creature is under the control of another creature or if there is a conflict of interests, you must make an opposed Charisma check each round against whoever opposes your interest, the controller the creature itself. If this succeeds, the creature will favor you. If it fails, your command will be ignored.
  
 
== Table: Invoker ==
 
== Table: Invoker ==

Revision as of 14:43, 1 April 2015

ApathApath Logo
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 spirit servants of his faith.

Class Information

This is a sacerdote archetype.

Hit Dice: d6.

Table: Fast Summons
Domain Creatures
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 Vermin type
Earth Domain Earth subtype
Evil Domain Evil subtype
Fire Domain Fire subtype
Law Domain Lawful subtype
Luck Domain Fey type
Madness Domain Aberration type
Plant Domain Plant type
Protection Domain Magical beast 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
Weather Domain Aquatic subtype

Class Features

This archetype has all sacredote class features, except as noted.

Bonus Languages

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), 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.

Extended Summons

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 normally only available to certain spellcasters.

Fast Summons

Depending on the domains the invoker has selected, the casting time of summon monster spells used to summon certain classes of creatures are reduced. Check each domain in the table below. Summon monster spells 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, and the GM may allow requests to add additional creatures to the list.

Invocation

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 this. 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.

Bonus Feats

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, Moonlight Summons, Skeleton Summoner, Starlight Summons, Sunlight Summons, and Superior Summoning.

Placation

At third level, an invoker can channel stored spell energy to charm creatures of one type he could use fast summons with. He can use either a cleric or a domain spell to do this. He can never charm a creature of an alignment opposed to his own, either on the law-chaos or good-evil axis.

This affects all creature of one chosen type within 30 ft. of the invoker. He choses the creature type placated each time he uses this ability. Creatures of relevant subtype(s) must make a Will save (DC 10 + the level of the expended spell + your Intelligence modifier). Those that fail their saves become your close allies, as if under the effects of charm person spell, but affecting their creature type. This ignores any immunity to charm or mind-affecting effects the creature may have. Creatures with an Intelligence of 6 or more receive a new saving throw each hour to resist the effect. You can placate any number of creatures, so long as their total Hit Dice do not exceed your invoker level. If a creature is under the control of another creature or if there is a conflict of interests, you must make an opposed Charisma check each round against whoever opposes your interest, the controller the creature itself. If this succeeds, the creature will favor you. If it fails, your command will be ignored.

Table: Invoker

Level Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Advanced spellcasting, calculated targeting, extended summons, fast summons, invocation, domains, orisons 3 1+1
2nd +1 +0 +0 +3 Bonus feat 4 2+2
3rd +1 +1 +1 +3 Placation 4 2+2 1+1
4th +2 +1 +1 +4 5 3+3 2+2
5th +2 +1 +1 +4 5 3+3 2+2 1+1
6th +3 +2 +2 +5 Bonus feat 5 3+3 3+3 2+2
7th +3 +2 +2 +5 6 4+4 3+3 2+2 1+1
8th +4 +2 +2 +6 6 4+4 3+3 3+3 2+2
9th +4 +3 +3 +6 6 4+4 4+4 3+3 2+2 1+1
10th +5 +3 +3 +7 Bonus feat 6 4+4 4+4 3+3 3+3 2+2
11th +5 +3 +3 +7 6 5+5 4+4 4+4 3+3 2+2 1+1
12th +6/+1 +4 +4 +8 6 5+5 4+4 4+4 3+3 3+3 2+2
13th +6/+1 +4 +4 +8 6 5+5 5+5 4+4 4+4 3+3 2+2 1+1
14th +7/+2 +4 +4 +9 Bonus feat 6 5+5 5+5 4+4 4+4 3+3 3+3 2+2
15th +7/+2 +5 +5 +9 6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
16th +8/+3 +5 +5 +10 6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
17th +8/+3 +5 +5 +10 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
18th +9/+4 +6 +6 +11 Bonus feat 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
19th +9/+4 +6 +6 +11 6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3
20th +10/+5 +6 +6 +12 6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.