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    Default Invoker [3.5 Base Class] (PEACH)


    "The ways of arcana lie open, clear to my eyes." -- Kael, Invoker

    While a Warlock invokes his fey or fiendish heritage, and the Dragonfire Adept calls upon the power of the great Dragons, the Invoker merely calls upon the flows of Arcana themselves. In this way, he is the closest to an actual spellcaster of the three, and knows a great many more Invocations than they do.

    Making an Invoker
    Invokers are generally studious; anyone who might be a Wizard could be an Invoker instead, if they wished. There are substantial differences between the power of the two, however, so the way of the Invoker will appeal to those who prefer to never be without the magic they need. Invokers are also more worldly than their book-delving brethren, and many an Invoker eschews the more academic arcane arts precisely because they spend more of their time walking the real world.

    Abilities
    Intelligence is the most important Ability for an Invoker, as it determines the strength of their Invocations. However, Wise Invokers are quite common, as their skills often favor Wisdom. And of course, no adventurer should be without a reasonable Constitution.

    Alignment
    Invokers come in all alignments, and in no particular preference. Like Wizards, their rational approach to magic can appeal to the Lawfully inclined, but unlike those they are also very adaptable and very dependable, which appeals to the Chaotic wanderer. There is power enough to appeal to both Good and Evil, of course.

    Races
    Interestingly, Half-Elven Invokers seem especially common, though this is largely due to temperament and less to natural ability: those Half-Elves who favor their Elven heritage take an interest in magic, but often lack access to Wizardly universities, and therefore often find Invoking more appealing. Of course, any race that is naturally Intelligent will have an advantage as an Invoker, and Humans can be found as Invokers much like they can be found doing anything else.

    Class Features of the Invoker

    Hit Die
    d4.

    Skills
    Skill Points at First Level: (4 + Intelligence modifier) x4.
    Skill Points per Level Thereafter: 4 + Intelligence modifier.

    Class Skills: Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), and Survival (Wis).

    Table 1: The Invoker
    {table=head]Level | BAB | Fort | Ref | Will | Special | Least | Lesser | Greater | Greatest
    1st | +0 | +0 | +0 | +2 | Magic Insight, Summon Familiar | 1
    2nd | +1 | +0 | +0 | +3 | Alchemist | 2
    3rd | +1 | +1 | +1 | +3 | | 3
    4th | +2 | +1 | +1 | +4 | Scribe | 3
    5th | +2 | +1 | +1 | +4 | | 4
    6th | +3 | +2 | +2 | +5 | Alchemical Efficiency | 4 | 1
    7th | +3 | +2 | +2 | +5 | | 4 | 2
    8th | +4 | +2 | +2 | +6 | Secret Script | 5 | 2
    9th | +4 | +3 | +3 | +6 | | 5 | 3
    10th | +5 | +3 | +3 | +7 | Increased Alchemical Efficiency | 6 | 3
    11th | +5 | +3 | +3 | +7 | | 6 | 3 | 1
    12th | +6/+1 | +4 | +4 | +8 | 4th level Potions | 6 | 3 | 2
    13th | +6/+1 | +4 | +4 | +8 | | 6 | 4 | 2
    14th | +7/+2 | +4 | +4 | +9 | 5th level Potions | 6 | 4 | 3
    15th | +7/+2 | +5 | +5 | +9 | | 7 | 4 | 3
    16th | +8/+3 | +5 | +5 | +10 | 6th level Potions | 7 | 4 | 3 | 1
    17th | +8/+3 | +5 | +5 | +10 | | 7 | 4 | 3 | 2
    18th | +9/+4 | +6 | +6 | +11 | 7th level Potions | 7 | 5 | 4 | 2
    19th | +9/+4 | +6 | +6 | +11 | | 7 | 5 | 4 | 3
    20th | +10/+5 | +6 | +6 | +12 | 8th & 9th level Potions | 7 | 6 | 5 | 4
    [/table]
    Armor and Weapon Proficiencies
    An Invoker is proficient in all simple weapons, but in no forms of armor or shields. Armor of any form may interfere with his Invocations that have Somatic components (most do).

    Invocations (Sp)
    An Invoker does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Invocations that require him to focus the flows of arcana that surround and connect all things. An Invoker can use any Invocation he knows at will, with the following qualifications:

    An Invoker’s Invocations are spell-like abilities; using an Invocation is therefore a standard action that provokes attacks of opportunity. An Invocation can be disrupted, just as a spell can be ruined during casting. An Invoker is entitled to a Concentration check to successfully use an Invocation if he is hit by an attack while invoking, just as a spellcaster would be. An Invoker can choose to use an Invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Invoker’s Invocations are subject to spell resistance unless an Invocation’s description specifically states otherwise. An Invoker’s Caster Level with his Invocations is equal to his Invoker level.

    The save DC for an Invocation (if it allows a save) is 10 + equivalent spell level + the Invoker’s Intelligence modifier. Since spell-like abilities are not actually spells, an Invoker cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

    The four grades of Invocations, in order of their relative power, are Least, Lesser, Greater, and Greatest. An Invoker begins with knowledge of two Least Invocations, plus Magic Insight, a third Least Invocation (see below). As an Invoker gains levels, he learns new Invocations, as summarized on Table 1. A list of available Invocations can be found following this class description.

    At any level when an Invoker learns a new Invocation, he can also replace any one Invocation he already knows with another Invocation of the same or a lower grade.

    Finally, unlike other spell-like abilities, Invocations are subject to Arcane Spell Failure chance from worn armor.

    Invokers can qualify for some Prestige Classes usually intended for spellcasters; Invokers benefit in a specific way from Prestige Classes that have “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” as a level advancement benefit. An Invoker taking levels in such a Prestige Class does not gain any of his class abilities, but he does gain an increased Caster Level when using his Invocations. An Invoker also gains new Invocations Known at these Prestige Class levels as though he had gained a level in the Invoker class.

    An Invoker can qualify for Prestige Classes with spellcasting level requirements, even though he never actually learns to cast spells. To do so, he must have a Caster Level equal to twice the Spell Level required.

    Magic Insight
    At 1st level, the Invoker gains Magic Insight as a bonus Invocation known, regardless of his other choices of Invocation.

    Summon Familiar
    As the Sorcerer or Wizard class feature. An Invoker may use the Share Spells feature to share Invocations with his Familiar, even though they are not technically spells. He does not gain the ability to share other types of Spell-like Ability.

    Alchemist
    At 2nd level, an Invoker gains Brew Potion as a bonus feat, and furthermore can create any potion without being able to cast the spell it requires by having a Caster Level of at least twice the Spell's level, and succeeding on a Craft (Alchemy) check equal to 10 + the Spell's level. Success means that the Invoker is treated as if he had successfully cast the spell; the Invoker still must provide all other resources for the brewing.

    An Invoker with the Alchemist feature may also brew Spellvials, special potions which are used as thrown weapons. Spellvials are brewed using spells of no higher than 3rd level, just like potions, and the spells must furthermore function either on a ranged touch attack, a single specific target, or in an area that may be placed at range (not an area that must be centered on the caster). Throwing and hitting with a spellvial is ranged touch attack: for single-target spells, this means the spell hits (and in the case of spells that offered a Reflex save, they automatically fail this save since the Invoker has actually hit them with the attack), for area-effect spells it means the spell is essentially cast centered on the area where it was thrown (and any targets within the area are allowed any applicable saving throws, including Reflex saves). As weapons, spellvials have a range increment of 10 ft. Ingesting a spellvial has no effect.

    Scribe
    At 4th level, an Invoker gains Scribe Scroll as a bonus feat, and furthermore can create any scroll without being able to cast the spell in question by having a Caster Level of at least twice the Spell's level, and succeeding on a Forgery check equal to 10 + the Spell's desired Caster Level. Success means the Invoker is treated as having successfully cast the spell; the Invoker must still provide all other resources for the scribing.

    The Invoker may also substitute a Forgery check for his Use Magic Device check to attempt to activate scrolls.

    Alchemical Efficiency
    A 6th level Invoker brews potions, spellvials, and other alchemical items far more quickly than others: he makes as much progress on alchemical items in an hour as others do in a day, and as much progress in a day as others do in a week. He may also brew two potions or spellvials in a single day, as opposed to only one.

    Secret Script
    A number of times per day equal to the sum of his Intelligence and Wisdom modifiers, an 8th level Invoker may cast a spell from a scroll without consuming the scroll. In order to do so, he must have a number of ranks in Forgery equal to the Caster Level + the Spell Level of the scroll, and he may only cast a spell from any single scroll once per day without consuming it.

    Increased Alchemical Efficiency
    At 10th level, an Invoker gets even better at brewing potions and spellvials: He may brew three in a day instead of two. He also gains a 25% discount on the gp and XP costs of brewing potions, spellvials, and alchemical items.

    Higher Level Potions
    Beginning at 12th level, an Invoker may begin to brew potions and spellvials that use spells of up to 4th level. At 14th this goes up to 5th level spells, at 16th, 6th, at 18th, 7th, and at 20th, all the way up to 9th level spells may be added to potions or spellvials.

    Invocation List
    Spoiler
    Show
    1 Originally printed as a Warlock Invocation in Complete Arcane.
    2 Originally printed as a Warlock Invocation in Complete Mage.
    3 Originally printed as a Warlock Invocation in Dragon Magic.
    4 Originally printed as a Dragonfire Adept Invocation in Dragon Magic.
    N New Invocation described below.
    Least Invocations
    • All-Seeing Eyes2 - As Comprehend Languages on written material, plus bonus on Search and Spot checks.
    • Aquatic Adaptation4 - Breathe underwater; gain swim speed.
    • Arcane Knowledge4 (as Draconic Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
    • Baleful Utterance1 - Speak a word and shatter objects as the Shatter spell.
    • Beguiling Influence1, 4 - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
    • Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
    • Breath of the Night1, 4 - Create a fog cloud as the spell.
    • Call of the Beast2 - Speak with animals and influence their behavior.
    • Darkness1, 4 - Use Darkness as the spell.
    • Deafening Blast4 (as Deafening Roar) - Cone of sound deafens creatures.
    • Earthen Grasp1 - Use Earthen Grasp as the spell.
    • Ebon Eyes1 (as Devil's Sight) - See normally in darkness and magical darkness.
    • Elemental AnimationN - Use Animate Fire, Animate Water, or Animate Wood, as the spells.
    • Endure Exposure4 - Use Endure Elements as the spell; target gains immunity to your Invocations that deal damage of one energy type.
    • Entropic Warding1 - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
    • Leaps and Bounds1 - Gain bonus on Balance, Jump, and Tumble checks.
    • Local TremorN - Use Local Tremor, as the spell.
    • LorecallN - Use Balancing Lorecall or Listening Lorecall, as the spells.
    • Magic CoatingN - Use Grease or Sticky Floor, as the spells.
    • Magic Insight4 - Detect magical auras; identify magic items.
    • Make Your Own Luck1 (as Dark One's Own Luck) - Gain a luck bonus on one type of saves.
    • Miasmic Cloud1 - Create a cloud of mist that grants concealment and fatigues those who enter.
    • Mind AugmentationN - Use Eagle's Splendor, Fox's Cunning, or Owl's Wisdom, as the spell.
    • Mystic MissileN - Use Magic Missile, as the spell, and be able to launch a single missile as an Immediate Action.
    • OmenN - Use Omen of Peril, as the spell, but without the need for a Focus.
    • Scalding Dust4 - Use Gust of Wind as the spell; creatures in area take Fire damage equal to your caster level.
    • Scorn EarthN - Glide above solid surfaces; become immune to caltrops, Grease, and other ground-based dangers, and fall slowly as Feather Fall.
    • See the Unseen1, 4 - Gain See Invisibility, as the spell, and darkvision.
    • Spiderwalk1 - Gain Spider Climb as the spell and you are immune to webs.
    • Summon Swarm1 - Use Summon Swarm, as the spell.
    • StormcloudN - Use Thunderhead, as the spell.
    • TranspositionN - Use Baleful Transposition, as the spell.
    • Wintry EmbraceN - Use Creeping Cold, as the spell, but without the need for a Focus.
    • Words of Power, LeastN - Use Power Word: Fatigue, Power Word: Pain, or Power Word: Sicken, as the spells.

    Lesser Invocations
    • Charm1, 4 - Cause a single creature to regard you as a friend.
    • Curse1 (as Curse of Despair) - Curse one creature as the Bestow Curse spell, or hinder their attacks.
    • The Dead Walk1 - Create undead as the Animate Dead spell.
    • DefenestrationN - Use Defenestrating Sphere, as the spell.
    • Dread Seizure3 - Halve a target's movement, and give it a -5 penalty on attacks against those more than 5 ft. away.
    • Elemental OrbN - Use Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire or Orb of Sound, as the spells.
    • Energy Resistance4 - Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
    • Enthralling Voice4 - Make nearby creatures fascinated.
    • Flight4 (as Draconic Flight) - Sprout wings and fly at good maneuverability; fly longer overland.
    • Falling DreamN - Use Illusory Pit, as the spell.
    • Flee the Scene1 - Use short-range Dimension Door as the spell, and leave behind a major image.
    • Frightful Presence4 - Make nearby creatures shaken.
    • Harkon's BladeN - Use Sword of Deception, as the spell.
    • Humanoid Shape4 - Take the form of any humanoid creature.
    • Hungry Darkness1 - Create shadows filled with a swarm of bats.
    • Ignore the Pyre3 - Gain resistance equal to your Caster Level to Acid, Cold, Electricity, Fire, or Sonic damage.
    • Make WayN - Use Forcewave, as the spell.
    • Relentless Dispelling2 - A targeted Dispel Magic, with additional targeted Dispel Magic the next turn.
    • Stony Grasp1 - Use Stony Grasp as the spell.
    • Voidsense1, 4 - Gain blindsense 30 feet.
    • Voracious Dispelling1, 4 - Use Dispel Magic as the spell, causing damage to creatures whose effects are dispelled.
    • Walk Unseen1, 4 - Use Invisibility (self only) as the spell.
    • Wall of Gloom1 - Use Wall of Gloom as the spell.
    • Witchwood Step2 - Walk on water and move through some obstacles unimpeded.
    • Weighty Utterance3 - Flying target falls 5 ft. per Caster Level; takes falling damage if it hits a surface.

    Greater Invocations
    • Arcane Hide1 (as Draconic Toughness) - Gain temporary hit points equal to your caster level.
    • Aura of Flame1 - Aura deals Fire damage to creatures that strike you.
    • Baleful Geas1 - A single creature becomes your servant, but slowly sickens and dies.
    • CallingN - Use Sending as the spell.
    • Caustic Mire2 - Acidic sludge slows progress, deals damage.
    • Chilling Fog1 - Create Solid Fog that deals Cold damage.
    • Chilling Tentacles4 - Use Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
    • Devour Magic4 - Use targeted Greater Dispel Magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
    • Dragon Ward3 - Gain resistance to the attacks and special abilities of dragons.
    • Enervating Shadow4 - Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
    • FissureN - Create a temporary Wall of Stone, stagger and push aside those who are in its way.
    • GlaciationN - Freeze target so they cannot move.
    • Nightmares Made Real2 - Create illusory terrain that damages foes and allows you to hide.
    • Painful Slumber of Ages2 - Creature falls asleep, takes damage when awakened.
    • Pulse of Terror1 (as Terrifying Roar) - Use Fear as the spell; creatures shaken by the effect cannot attack you.
    • Tenacious Plague4 - Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
    • Voodoo DollN - Immobile construct shares damage with target on death, has no defenses.
    • Wall of Perilous Flame4 - Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
    • Windstorm1 (as Wingstorm) - Create powerful gusts of wind.
    • Words of Power, GreaterN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.

    Greatest Invocations
    • Brewing StormN - Allies within cloud gain 1 AC per round, enemies within cloud lose 1 AC per round.
    • Discorporation4 (as Dark Discorporation) - Gain many benefits of the Swarm subtype.
    • Energy Immunity1 - Gain or grant immunity to Acid, Cold, Electricity, Fire, or Sonic damage.
    • Flight, Greater4 (as Greater Draconic Flight) - Fly at perfect maneuverability; gain overland speed.
    • Impenetrable Barrier3 - Use Wall of Force, as the spell, but it is perfectly black and blocks line of sight.
    • Instill Vulnerability1 - Remove resistances and immunities.
    • Polyscient1 (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
    • Master of PhysicsN - Use Telekinetic Sphere, as the spell.
    • MeteoN - Use Meteor Swarm, as the spell.
    • Path of Shadow1 - Use Shadow Walk as the spell and speed up natural healing.
    • Perilous Veil1 - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
    • Retributive Invisibility1 - Use Greater Invisibility as the spell (self only) that deals damage in a burst if dispelled.
    • Spellcaster's BaneN - You may attempt to counterspell an opponent as an Immediate Action, as if casting Greater Dispel Magic.
    • Steal Summoning2 - Take control of another caster's summoned monster.
    • Word of Changing1 - Use Baleful Polymorph as the spell, but the effect could become permanent.
    • Words of Power, GreatestN - Use Power Word: Kill, Power Word: Petrify, or Power Word: Stun, as the spells.
    • Void MagicN - Use Antimagic Field at range, but only as long as you concentrate.


    New Least Invocations
    Spoiler
    Show
    Body Augmentation
    Least; 2nd
    AAAAYou can use Bear's EndurancePHB, Bull's StrengthPHB, and Cat's GracePHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed.

    Elemental Animation
    Least; 2nd
    AAAAYou can use Animate FireSC, Animate WaterSC, and Animate WoodSC, as the spells.

    Local Tremor
    Least; 2nd
    AAAAYou can use Local TremorRotD, as the spell.

    Lorecall
    Least; 1st
    AAAAYou can use Balancing LorecallSC, and Listening LorecallSC, as the spells. Only one of these may be active on your person at a time; using it again replaces any previous uses.

    Magic Coating
    Least; 1st
    AAAAYou can use GreasePHB and Sticky FloorRotD, as the spells.

    Mind Augmentation
    Least; 2nd
    AAAAYou can use Eagle's SplendorPHB, Fox's CunningPHB, and Owl's WisdomPHB, as the spells. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed.

    Mystic Missile
    Least; 1st
    AAAAYou can use Magic MissilePHB, as the spell. Additionally, you may fire a single missile, as from the spell, as an Immediate Action.

    Omen
    Least; 2nd
    AAAAYou can use Omen of PerilSC, as the spell, but you do not require any Focus with the invocation.

    Scorn Earth
    Least; 2nd
    AAAAYou can float a foot above the ground. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at her normal speed (you can even “run” at four times your normal speed or "jump" from your position 1 foot above a surface). However, you have no ability to maintain any altitude greater than 1 foot due to this invocation. You are also considered to be under the effects of Feather FallPHB, as the spell.

    Stormcloud
    Least; 2nd
    AAAAYou can use ThunderheadSC, as the spell. Casting this invocation twice on the same target doubles the duration, and continued casting continues to multiply the duration as normal for multiplier addition rules (i.e. double, then triple, then quadruple, etc.).

    Transposition
    Least; 2nd
    AAAAYou can use Baleful TranspositionSC, as the spell.

    Wintry Embrace
    Least; 2nd
    AAAAYou can use Creeping Cold, as the spell, but without any need for any focus.

    Words of Power, Least
    Least; 3rd
    AAAAYou can use Power Word: FatigueRotD, Power Word: PainRotD, and Power Word: SickenRotD, as the spells.


    New Lesser Invocations
    Spoiler
    Show
    Defenestration
    Lesser; 4th
    AAAAYou can use Defenestrating SphereSC, as the spell.

    Elemental Orb
    Lesser; 4th
    AAAAYou can use Orb of AcidSC, Orb of ColdSC, Orb of ElectricitySC, Orb of FireSC, and Orb of SoundSC, as the spells.

    Harkon's Blade
    Lesser; 4th
    AAAAYou can use Sword of DeceptionSC, as the spell. You may only have one sword at a time; casting this invocation while a sword still exists eliminates that sword in favor of the new one.

    Make Way
    Lesser; 4th
    AAAAYou can use ForcewaveSC, as the spell.

    Words of Power, Lesser
    Lesser; 4th
    AAAAYou can use Power Word: DeafenRotD, Power Word: MaladroitRotD, and Power Word: WeakenRotD, as the spells.


    New Greater Invocations
    Spoiler
    Show
    Calling
    Greater; 5th
    AAAAYou can use Sending, as the spell.

    Falling Dream
    Greater; 6th
    AAAAYou can use Illusory PitSC, as the spell, but it lasts only as long as you concentrate.

    Fissure
    Greater; 5th
    AAAAYou can create a 5 foot wide stone wall up to 10 feet high along a 60 foot line starting from your position. All creatures within the line take 1d6 bludgeoning/piercing damage per 2 levels (maximum 8d6 damage at 16th), are moved to the nearest square on the side of the wall of your choice, and are staggered, unless they make a Reflex save, which halves the damage, allows them to choose which side of the wall they wish to be on, and prevents the staggering. Squares adjacent to the wall are difficult terrain, and the wall lasts for 1 round plus 1 round per 5 levels.

    Glaciation
    Greater; 6th
    AAAAYou can freeze a target solid for one round, such that they can take only mental actions, unless they make a Will save. A frozen target takes 1d6 Cold damage per 2 levels (maximum 8d6 at 16th); any target who takes no Cold damage due to resistance or immunity to Cold damage is also immune to being frozen. A target who was frozen is slowed, as by the spell SlowPHB, for two rounds after thawing out.

    Words of Power, Greater
    Greater; 6th
    AAAAYou can use Power Word: DisableRotD, Power Word: DistractRotD, and Power Word: NauseateRotD, as the spells.

    Voodoo Doll
    Greater; 6th
    AAAAYou can create a voodoo doll of any target within 60 feet; the doll begins in any free square adjacent to you. The doll lasts one round per level, or until the target moves more than 60 feet from the doll. The doll may have up to 8 HP per caster level, but you lose HP equal to one quarter the HP given to the doll. If the doll is killed before the effect ends, the target takes damage equal to its full HP. If the effect ends without the Doll dying, you regain one quarter of the HP it had remaining.
    AAAAThe doll is a construct, but does not have immunity to poison, necromancy effects, critical hits, nonlethal damage, or effects that require Fortitude saves, though all nonlethal damage dealt to the doll is treated as lethal damage. However, it is immune to any and all status effects, conditions, etc; only HP damage can be applied to it. It cannot be healed or repaired by any means. The doll has no actions and furthermore cannot be moved. The doll has an Armor Class of 0 (and is always treated as flat-footed), no Damage Reduction, no Spell Resistance, a Hardness of 0, and a +0 bonus to all saving throws. Any other defenses the target may have had do not apply to the doll.


    New Greatest Invocations
    Spoiler
    Show
    Brewing Storm
    Greatest; 8th
    AAAAThis invocation creates an ephemeral cloud at a Range of Medium (100 feet + 10 feet per caster level), and the cloud immediately spreads in a radius equal to Close range (25 feet + 5 feet per 2 caster levels). The cloud itself is short-lived - it is gone moments after casting, having no effect on the sight or movement of those within it. Those who were within it when cast, however, gain some of the cloud clinging to to their bodies, and this cloud effects them for one round per level.
    AAAAEach round, every creature that was within the cloud at the time it was cast either gains a +1 bonus to AC, or takes a -1 penalty to AC, chosen by you when you cast it. Any creature who does not want to accept these changes is entitled to a Will save each round to prevent that round's changes, though the DC for this save goes up by 1 for every consecutive save the creature has made previously; failing the save resets the DC to its usual value for the next round.
    AAAANo creature can be reduced below 10 AC, or below 10 touch AC or 10 AC when flat-footed (though a creature with 10 touch AC or 10 flat-footed AC continues to take penalties to its AC for other situations until all three values are 10). By the same token, this effect can no more than double a creature's AC; once this effect has added as much AC as the creature had without it, it simply maintains that much AC until it wears off.

    Master of Physics
    Greatest; 8th
    AAAAYou can use Telekinetic Sphere, as the spell, except that you must always be within the sphere, and the sphere can only move you with respect to other objects within the sphere. Effectively, it needs to be touching something solid in order to maintain its height, and will otherwise fall, so it can only lift you into the air a distance equal to its own diameter. It can, however, move upwards with you if you have other means of flight, in which case it can move relative to you and more things with respect to you; you are, essentially, the solid surface against which everything else is being moved.

    Meteo
    Greatest; 9th
    AAAAYou can use Meteor Swarm, as the spell.

    Spellcaster's Bane
    Greatest; 7th
    AAAAYou may attempt to counterspell a spellcaster as an Immediate Action, as if you had cast Greater Dispel Magic. The spellcaster gains a +2 bonus on his opposed Caster Level check for every consecutive round you have successfully counterspelled him; this bonus reverts to +0 if you fail to counterspell him (either because you did not try or because he succeeded on the check).

    Words of Power, Greatest
    Greatest; 9th
    AAAAYou can use Power Word: KillPHB, Power Word: PetrifyRotD, and Power Word: StunPHB, as the spells.

    Void Magic
    Greatest; 9th
    AAAAYou can use Antimagic Field, but with a Range of Close (25 ft. + 5 ft. per two caster levels), and with a Duration of Concentration.


    Credits
    The image is slightly adapted from Invoker by ajinak. All credit to her for the image.
    Last edited by DragoonWraith; 2010-10-04 at 11:35 AM.

  2. - Top - End - #2
    Ettin in the Playground
     
    Lateral's Avatar

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Hmm... So this class is based on alchemy and invocations?

    ...not bad, but spellvials seem a little expensive for regular combat. So, this guy has at-will invocation casting, which is his main method of combat. Problem is, the class has very little reliability in combat, as invocations tend to be situational. Often, one of these guys would be unable to contribute to the battle. DFA's make up for this with dragonbreath (I don't know anything about Warlocks), so you may want to give it a reliable combat ability. That said, this has some lethal combo potential. How long do Invocations last? Which ones can target allies and which are only you? I'm seeing lethal potential with Ebon Eyes plus Darkness plus Rogue.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Quote Originally Posted by Lateral Master View Post
    Hmm... So this class is based on alchemy and invocations?

    ...not bad, but spellvials seem a little expensive for regular combat. So, this guy has at-will invocation casting, which is his main method of combat. Problem is, the class has very little reliability in combat, as invocations tend to be situational. Often, one of these guys would be unable to contribute to the battle. DFA's make up for this with dragonbreath (I don't know anything about Warlocks), so you may want to give it a reliable combat ability. That said, this has some lethal combo potential. How long do Invocations last? Which ones can target allies and which are only you? I'm seeing lethal potential with Ebon Eyes plus Darkness plus Rogue.
    Well, I'm pretty sure I can't reprint the text of the Invocations in Complete Arcane or Dragon Magic, so for the Invocations as they currently exist, you'll probably need those two books. As for an attack option, I intend to add new Invocations which do damage (and other effects) that the Warlock and Dragonfire Adept don't have because their Eldritch Blast and Breath Weapon cover that need entirely. But I don't want to add a specific scaling attack like Eldritch Blast or the Breath Weapon because this class is specifically supposed to be a more magely invocation-user, compared to those two that I see as something of hybrids.

    As for the cost of Spellvials, that feature was taken from the Alchemist Savant Prestige Class in Magic of Eberron - already it's improved because it allows area-effects and because you get it at level 2 as opposed to level 7 when you can have Alchemist Savant 2 and get the feature. Alchemist Savant's not an especially powerful Prestige Class, but I didn't want to completely obsolesce it... thoughts?

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    It's a prestige class. Not even a very common or good prestige class. Who cares if you make it suck?

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Fair enough; removed the price increase.

    Any other thoughts on the class features?

    Also, added fluff.
    Last edited by DragoonWraith; 2010-05-28 at 04:08 PM.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Having gotten permission from Roland to continue this thread, here's an update: I've added quite a few new Invocations. They don't completely replace the Eldritch Blast/Breath Weapon in terms of blasty type spells, but I'm working on that. Any input?

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    It's look like a steady, well made class. I really like it. And it gets lots of invocations. Actually, I'm wondering if it gets too many Invocations. But it probably doesn't, due to the limited list.

    And the new blasty Invocations are good, but not too good. You have balance on your finger, dancing.

    Edit: Actually, I wish it had some (more) illusions in it. That would be real cool.
    Last edited by NecroticPunch; 2010-07-14 at 11:20 AM.
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    Default Re: Invoker [3.5 Base Class] (PEACH)

    I've been interested and intrigued by the warlock and invocation classes in general for a while now. Now, I realize that this is really the class I wanted. Thank you.

    That said, I'm not as much a fan of the potion/spellvial class features. This is just a personal preference, not a design/balance complaint. So, I'm wondering what kind of alternate class features might be reasonable for the class, gonna throw out a few ideas. Some of these might be feats instead.

    -Some different crafting feats, or bonus feats that can be used only on crafting, but I'm not sure if thats more powerful than the spellvial stuff.
    -Able to replace an invocation for free 1/week. This seems like a neat little quirk to me, with a long enough duration that you don't feel like a wizard memorizing spells each day, but back a little of the flexibility losing spellvials would remove.
    -Able to use invocations without verbal/somatic component, limited times per day.
    -Ability to learn metamagic versions of invocations. Require character to have metamagic feat, and then can learn the invocation in a higher invocation slot to permanently have that metamagic applied to it. I like this, because it feels more like a wizard/sorcerer, but I don't know if it would be too strong, etc.
    -Something to assist the Secret Script class feature? An improved version at later levels? Allow you to re-write a scroll, so it casts a different spell?
    Last edited by blackmage; 2010-07-14 at 12:09 PM.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Sorry, blackmage, I didn't see your post. My basic response is, well, do what you like. I rather like the potion/spellvial features, myself, and nothing particularly obvious comes to mind as an ACF, so I don't really plan on adding any. Not saying that it'd be bad or anything, just that I don't have any particular ideas for it and I'm not particularly interested in putting much effort into coming up with any.

    If you wanted to post some actual ACFs (like, written out and statted), I'd be more than happy to look them over, though, if you like, let you know if I think it's a fair swap.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    This is very cool. I like.
    Also, you added defenestrating sphere. I love you.
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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Yeah, Defenstrating Sphere and Telekinetic Sphere were two that I always wanted to use as at-will abilities. Scorn Earth, too, for that matter.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    well i haven't really finished looking over everything yet, but one thing that really jumps out is..

    BECOMING AN INVOKER

    on a base class

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Well, what does Wizards usually call that section on races and abilities and stuff?

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Needs some sort of antimagic field invocation...

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    That's not a bad idea at all; I like it!

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    I like helping.

    How about this:
    Greatest Invocation
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    Null Field
    Greatest; 8th
    You can use Antimagic Field, as the spell, except that it no longer has to be centred on yourself, and you may place the field anywhere within a range of medium.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Whoa. I dunno about that; slinging AMFs is one of those things that people tend to go out of their way to do, and I feel like an AMF that you can turn on and off at will is pretty solid, even if it is around you...

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Make it non-dismissable?

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    You could have each active field reduce your effective caster level, reducing the invocations you can use? Either that, or only allow them to maintain them while they concentrate?

    I like the class; I have a player using a Gnome Invoker as a henchmen. I'll let you know how it goes.
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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Ooh, I do like using Concentration for it. OK, so duration of Concentration, Range of Close - how's that sound?

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Quote Originally Posted by DragoonWraith View Post
    Ooh, I do like using Concentration for it. OK, so duration of Concentration, Range of Close - how's that sound?
    Sounds decent, but I think the invocation would need a bit more oomph to function as a greatest... how about this:

    ----------
    Mana Magnet
    Greatest, 8th
    Range: Close
    Target: 30' radius area and personal
    Duration: Concentration

    Using your knowledge of the arcane arts, you create a one-way conduit between you and one area within range, stealing its magic. For the duration of this invocation, the area chosen is treated as being under the effects of an Antimagic Field spell, while all of your invocations receive a +X bonus to accuracy rolls and save DCs due to the extra magic being added to them.
    -----------

    Probably still kinda meh, but I'm not sure what exactly you could do with it...
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    Default Re: Invoker [3.5 Base Class] (PEACH)

    I would have thought that AMF - especially one that doesn't have to be on you - would be considered extremely powerful. That's a pretty big deal, in my book...

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Quote Originally Posted by DragoonWraith View Post
    I would have thought that AMF - especially one that doesn't have to be on you - would be considered extremely powerful. That's a pretty big deal, in my book...
    To be honest, it probably is. I haven't had the opportunity to play higher levels, so I haven't seen an AMF in action. I was going off of the duration being Concentration, which is going to eat up your move action each round (assuming you don't use feats/items to adjust it).
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    Default Re: Invoker [3.5 Base Class] (PEACH)

    I think just having an Antimagic field that can be placed anywhere is good enough.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    I'm concerned that it's more than good enough...

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Quote Originally Posted by DragoonWraith View Post
    Well, what does Wizards usually call that section on races and abilities and stuff?
    Making An Invoker

    or sometimes they split it up into sub-sections under INVOKER like background, races, role, adventure, etc.

    Becoming An Invoker implies PrC because you start as something else and move into it.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Fair enough, thanks.

    OK, tomorrow I will work on incorporating all of the suggestions. Thank you all!

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    I'm very interested in seeing where this goes.

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    OK, I've added Void Magic and fixed "Becoming an Invoker"; now it's "Making an Invoker". Any more suggestions?

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    Default Re: Invoker [3.5 Base Class] (PEACH)

    Maybe a prestige class?

    You've already intimated that it can make use of prestige classes that weren't designed with it in mind, but something tailor-made for the Invoker would be interesting. But that's less a suggestion than me being curious, so take it as you will.
    Last edited by Sophistemon; 2010-08-30 at 05:01 PM.

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