Difference between revisions of "Invoker (Apath)"

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Revision as of 13:53, 21 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 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 Ooze and vermin types
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
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

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), 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.

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 restricted to a certain group (like the followers of a certain faith).

Fast Summons

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.

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

Placate Domain Allies (Sp)

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 chooses the creature type placated each time he uses this ability. Creatures of the relevant (sub)type 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, but non-intelligent creatures will simply ignore the invoker and his party rather than assist. Creatures with an Intelligence of 7 or more receive a new saving throw each hour to resist the effect. The invoker can placate any number of creatures, so long as their total Hit Dice do not exceed his sacredote level. Placate domain allies allows the invoker to take any feat for which Placate Outsiders is a prerequisite, such as Improved Placate or Placid Words, even if he does not fulfill the other prerequisites of such a feat.

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, fast summons, invocation, domains, orisons 3 1+1
2nd +1 +0 +0 +3 Bonus feat 4 2+2
3rd +1 +1 +1 +3 Placate domain allies 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

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.

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