Mexikorn
2014-05-03, 09:22 PM
CLASS: ARSENAL MAGUS - INVOKER
Hit Die: D6
Starting Gold: 2d6 x 10
Alignment: Any Neutral
Restrictions: You can only play Invoker if you start it at lvl 1 or prestige class it from being either a pure wizard or sorcerer.
Only elves, half elves and humans can be Invoker.
Starting Age: complex, at least young adulthood
Base Attack Bonus (BAB): Comparable to a Wizards, very low BAB.
Saving Throws: Also comparable to a Wizards, high Will Saves, low Fortitude and Reflex.
Skill Points: 6 + Int Modifier per level
Class Skills: Appraise, Fly, all Knowledge, Use Magic Device, Spellcraft, Linguistics,
No Armor Proficiency, No Weapon Proficiency
What is Invoker supposed to be:
I hope that most of you who read this, know Dota (2). This is my attempt to put this champion into dnd/pf. The Invoker is an excpetionally prodigous magic user. Full of talent, the Invoker is supposed to be played as a magic user. Unlike wizards and sorcerers he doesn't know any regular arcane spells. Instead (going by original game lore) he draws his spells from scrolls he reads. Where even the most talented peers* have difficulties studying and deciphering scrolls, the Invoker is able to read and use spells written on scrolls in no time. He is no warrior, so he isn't proficient with armor or weaponry. Instead he hurls small fireballs in combat and uses his magical spheres to increase his stats. They are also prerequisite to cast his custom spells as he progresses in levels. Dota Invoker here: http://dota2.gamepedia.com/Invoker
(you can ingame customize Invoker how you want, character and appeareance; he is supposed to be an arrogant, stylish robe wearing snob prodigy with long hear)
*for the sake of simplicity sorcerers and wizards are called the invokers peers
1st Fireball Attack; Read Scrolls; Wex, Quas and Exort; Cast Spells;
2nd Prodigious Mind
3rd Coldsnap, EMP, Sunstrike
4th Upgrade Wex, Quas and Exort
5th Ghost Walk; Alacricity; Forge Spirit;
6th Prodigious Learning;
7th Tornado; Chaos Meteor; Ice Wall
8th Upgrade Wex, Quas and Exort
9th Deafening Blast
10th Longevity; Relation to the Arcane
Fireball Attack:
Starting at lvl 1 the Invoker can make an attack which deals (1d4 + 1/2xclasslevel) dmg.
This attack is treated as though with the reach ability and gives no penalites in melee range.
The Invoker can't use his fireball attack when grappeled.
Read Scrolls:
Invoker is extraordinarily skilled at studying and deciphering scrolls. After 1 day of study he can cast every spell
inscribed in a scroll, unless it is divine or surpasses his peer's* spell casting level by 2 or more.
(level 5 invoker can read scrolls from caster level 1-4, but not 5 or higher and doesn't require any time to read
scrolls of level 1 or 0, deciphering level 0 scrolls instantly requires level 3; spells inscribed into scrolls that are
2 or more spell levels under his peer's spell caster level, as well as level 0 spells, take 1 standard action to read and decipher)
(For the sake of game mechanics, similarily to wizards who prepare their spells you should just meditate over 1 scroll for a
certain time; the next day you will be able to cast the spell you studied as a standard action)
Quas, Wex, Exort:
Invoker constantly has 3 Orbs surrounding him: Quas, Wex, and Exort. (He can choose to have none out of combat)
Each of those orbs can activate (Q,W,E level + Int Modifier) times per day, giving him temporary
bonuses. They are prerequisite to cast his Invoker Spells later on. Invoker can change the
orbs surrounding him 2 times per round of combat, and decide to activate them, as a free action.
(You can change them and decide not to activate them; activating them triggers one of the following stat increases)
(If you have for example Quas, Wex, Wex surrounding you, you can choose to either cast the Ghost Walk or Tornado spell)
Quas: +1 temporary HP per Orb (1/3/5) for 5 rounds
Wex: +5 Move Speed per Orb (5/10/15) for 5 rounds
Exort: +1 Dmg per Orb (1/3/5) on next attack
Cast Spells:
Invoker can cast a total of (1/2xCasterLevel + Int Modifier) per day.
He can neither cast divine spells, nor cast the same spell in two successive rounds.
Invoker spells, as well as spells cast from scrolls count towards the spells expended per day.
Prodigious Mind: +2 Spellcraft, +2 Use Magic Device, +2 Linguistics
Prodigious Learning: + 3 to all Knowledge Skills
Longevity: At 10th level, Invoker no longer takes penalties to his ability scores for aging and cannot be magically aged.
He is immune to natural diseases and cannot die from natural causes.
Relation to the Arcane: Invoker automically recognizes all arcane spells (equal to a wizards spell casting level + 1)
he is aware of. (scenario: 10th level invoker vs 10th level wizard; the wizard is able to cast spells up to the 5th level spells,
thus the Invoker is able to recognize all arcane spells up to 6th level spells)
Alignment: Any Neutral
Restrictions: Take at lvl 1, Wizard or Sorcerer.
Can't be small, half-orc or sub-race.
(Townsfolk always mistake your name for Karl. You're very arrogant)
Starting Age: complex
Base Attack Bonus and Saving Throws: like Wizards
Hit Die: d6
Starting Gold: like Wizard
Skill Points: 6 + Int Modifier per level (x4 at lvl 1)
Class Skills: all Knowledge, Use Magic Device, Autohypnosis, Decipher Script, Concentration,
No Armor Proficiency, No Weapon Proficiency
1st Read Scrolls; Wex, Quas and Exort; Prodigious Mind; Cast Spells*
2nd Bonus Feat
3rd Coldsnap, EMP, Sunstrike (T1*)
4th
5th Prodigious Learning; (UP W,Q,E)
6th Ghost Walk; Alacricity; Forge Spirit; (T2*)
7th Bonus Feat (UP T1*)
8th
9th Tornado; Chaos Meteor; Ice Wall (T3*)
10th (UP W,Q,E); (UP T2*)(UP T1*)
11th
12th Deafening Blast (T4*)
13th Longevity (UP T3*)(UP T2*)(UP T1*)
14th
15th (UP W,Q,E);
16th (UP T4*)(UP T3*)(UP T2*)
17th Relation to the Arcane
18th
19th (UP T4*)(UP T3*)
20th (UP W,Q,E); (UP All Tiers*)
Quas, Wex, Exort:
Invoker constantly has 3 Orbs surrounding him: Quas, Wex, and Exort. (He can choose to have none)
Each of those orbs can activate (Q,W,E level + Int Modifier) times per day, giving him temporary
bonuses. They are prerequisite to cast his Invoker Spells later on. Invoker can change his the
orbs surrounding him 2 times per action of combat, and decide to activate them, as a free action.
Quas: +1 temporary HP per Orb (1/2/3/4/5) for 5 rounds
Wex: +5 Move Speed per Orb (5/8/11/14/17) for 5 rounds
Exort: +1 Dmg per Orb (1/2/3/4/5) on next attack
Prodigious Mind: +2 Spellcraft, +2 Autohypnosis, +2 Use Magic Device
Prodigious Learning: +2 to all Knowledge Skills
Read Scrolls: After spending 1 day (per spell) studying a scroll, Invoker can cast the spell,
scribed into it. Reading Scrolls does only work with arcane magic. Invoker can not cast spells that
exceed his "peers" (Wizards and Sorcerers) caster level by +2 and doesn't require any time to
decipher scrolls that are -2 spell ranks lower than his "peers" caster level. (level 5 invoker
can read scrolls from caster level 1-4, but not 5 or higher and doesn't require any time to read
scrolls of level 1 or 0, deciphering level 0 scrolls instantly requires level 3)
Cast Spells*: Invoker can cast a total of (1/2xCasterLevel + Int Modifier) per day.
He cannot cast divine spells or cast the same spell two times in a row.
Longevity: Invoker stops aging and preserves a young and lively presence.
He doesn not naturally age and cannot die of old age.
Relation to the Arcane: Invoker automatically recognizes all arcane spells cast.
So I felt like trying myself at character creation, and while I don't write an amazing introduction or explain my idea in detail at this point I want to share my thoughts with you, and I hope for hints on what and how to improve this class. What should be obvious right away is that this class is a ripoff of the Invoker from Dota (2). I haven't thought through the spells yet, they should be somewhat similar to the ingame spells, only customized to fit the appropiate dmg's and D&D mechanics. I'd be glad about every kind of criticism and new ideas, and if anyone wants to try out or playtest my Invoker Class, I'd be glad about that. I'm realistically not gonna do that any time soon :P so I'm only into this Class Creation thingy because I like theory crafting. your's - nerd
EDIT: there is a guidline which I found usefull when thinking of this, but I'm not certain whether linking is allowed here, I will do if someone told me?
Hit Die: D6
Starting Gold: 2d6 x 10
Alignment: Any Neutral
Restrictions: You can only play Invoker if you start it at lvl 1 or prestige class it from being either a pure wizard or sorcerer.
Only elves, half elves and humans can be Invoker.
Starting Age: complex, at least young adulthood
Base Attack Bonus (BAB): Comparable to a Wizards, very low BAB.
Saving Throws: Also comparable to a Wizards, high Will Saves, low Fortitude and Reflex.
Skill Points: 6 + Int Modifier per level
Class Skills: Appraise, Fly, all Knowledge, Use Magic Device, Spellcraft, Linguistics,
No Armor Proficiency, No Weapon Proficiency
What is Invoker supposed to be:
I hope that most of you who read this, know Dota (2). This is my attempt to put this champion into dnd/pf. The Invoker is an excpetionally prodigous magic user. Full of talent, the Invoker is supposed to be played as a magic user. Unlike wizards and sorcerers he doesn't know any regular arcane spells. Instead (going by original game lore) he draws his spells from scrolls he reads. Where even the most talented peers* have difficulties studying and deciphering scrolls, the Invoker is able to read and use spells written on scrolls in no time. He is no warrior, so he isn't proficient with armor or weaponry. Instead he hurls small fireballs in combat and uses his magical spheres to increase his stats. They are also prerequisite to cast his custom spells as he progresses in levels. Dota Invoker here: http://dota2.gamepedia.com/Invoker
(you can ingame customize Invoker how you want, character and appeareance; he is supposed to be an arrogant, stylish robe wearing snob prodigy with long hear)
*for the sake of simplicity sorcerers and wizards are called the invokers peers
1st Fireball Attack; Read Scrolls; Wex, Quas and Exort; Cast Spells;
2nd Prodigious Mind
3rd Coldsnap, EMP, Sunstrike
4th Upgrade Wex, Quas and Exort
5th Ghost Walk; Alacricity; Forge Spirit;
6th Prodigious Learning;
7th Tornado; Chaos Meteor; Ice Wall
8th Upgrade Wex, Quas and Exort
9th Deafening Blast
10th Longevity; Relation to the Arcane
Fireball Attack:
Starting at lvl 1 the Invoker can make an attack which deals (1d4 + 1/2xclasslevel) dmg.
This attack is treated as though with the reach ability and gives no penalites in melee range.
The Invoker can't use his fireball attack when grappeled.
Read Scrolls:
Invoker is extraordinarily skilled at studying and deciphering scrolls. After 1 day of study he can cast every spell
inscribed in a scroll, unless it is divine or surpasses his peer's* spell casting level by 2 or more.
(level 5 invoker can read scrolls from caster level 1-4, but not 5 or higher and doesn't require any time to read
scrolls of level 1 or 0, deciphering level 0 scrolls instantly requires level 3; spells inscribed into scrolls that are
2 or more spell levels under his peer's spell caster level, as well as level 0 spells, take 1 standard action to read and decipher)
(For the sake of game mechanics, similarily to wizards who prepare their spells you should just meditate over 1 scroll for a
certain time; the next day you will be able to cast the spell you studied as a standard action)
Quas, Wex, Exort:
Invoker constantly has 3 Orbs surrounding him: Quas, Wex, and Exort. (He can choose to have none out of combat)
Each of those orbs can activate (Q,W,E level + Int Modifier) times per day, giving him temporary
bonuses. They are prerequisite to cast his Invoker Spells later on. Invoker can change the
orbs surrounding him 2 times per round of combat, and decide to activate them, as a free action.
(You can change them and decide not to activate them; activating them triggers one of the following stat increases)
(If you have for example Quas, Wex, Wex surrounding you, you can choose to either cast the Ghost Walk or Tornado spell)
Quas: +1 temporary HP per Orb (1/3/5) for 5 rounds
Wex: +5 Move Speed per Orb (5/10/15) for 5 rounds
Exort: +1 Dmg per Orb (1/3/5) on next attack
Cast Spells:
Invoker can cast a total of (1/2xCasterLevel + Int Modifier) per day.
He can neither cast divine spells, nor cast the same spell in two successive rounds.
Invoker spells, as well as spells cast from scrolls count towards the spells expended per day.
Prodigious Mind: +2 Spellcraft, +2 Use Magic Device, +2 Linguistics
Prodigious Learning: + 3 to all Knowledge Skills
Longevity: At 10th level, Invoker no longer takes penalties to his ability scores for aging and cannot be magically aged.
He is immune to natural diseases and cannot die from natural causes.
Relation to the Arcane: Invoker automically recognizes all arcane spells (equal to a wizards spell casting level + 1)
he is aware of. (scenario: 10th level invoker vs 10th level wizard; the wizard is able to cast spells up to the 5th level spells,
thus the Invoker is able to recognize all arcane spells up to 6th level spells)
Alignment: Any Neutral
Restrictions: Take at lvl 1, Wizard or Sorcerer.
Can't be small, half-orc or sub-race.
(Townsfolk always mistake your name for Karl. You're very arrogant)
Starting Age: complex
Base Attack Bonus and Saving Throws: like Wizards
Hit Die: d6
Starting Gold: like Wizard
Skill Points: 6 + Int Modifier per level (x4 at lvl 1)
Class Skills: all Knowledge, Use Magic Device, Autohypnosis, Decipher Script, Concentration,
No Armor Proficiency, No Weapon Proficiency
1st Read Scrolls; Wex, Quas and Exort; Prodigious Mind; Cast Spells*
2nd Bonus Feat
3rd Coldsnap, EMP, Sunstrike (T1*)
4th
5th Prodigious Learning; (UP W,Q,E)
6th Ghost Walk; Alacricity; Forge Spirit; (T2*)
7th Bonus Feat (UP T1*)
8th
9th Tornado; Chaos Meteor; Ice Wall (T3*)
10th (UP W,Q,E); (UP T2*)(UP T1*)
11th
12th Deafening Blast (T4*)
13th Longevity (UP T3*)(UP T2*)(UP T1*)
14th
15th (UP W,Q,E);
16th (UP T4*)(UP T3*)(UP T2*)
17th Relation to the Arcane
18th
19th (UP T4*)(UP T3*)
20th (UP W,Q,E); (UP All Tiers*)
Quas, Wex, Exort:
Invoker constantly has 3 Orbs surrounding him: Quas, Wex, and Exort. (He can choose to have none)
Each of those orbs can activate (Q,W,E level + Int Modifier) times per day, giving him temporary
bonuses. They are prerequisite to cast his Invoker Spells later on. Invoker can change his the
orbs surrounding him 2 times per action of combat, and decide to activate them, as a free action.
Quas: +1 temporary HP per Orb (1/2/3/4/5) for 5 rounds
Wex: +5 Move Speed per Orb (5/8/11/14/17) for 5 rounds
Exort: +1 Dmg per Orb (1/2/3/4/5) on next attack
Prodigious Mind: +2 Spellcraft, +2 Autohypnosis, +2 Use Magic Device
Prodigious Learning: +2 to all Knowledge Skills
Read Scrolls: After spending 1 day (per spell) studying a scroll, Invoker can cast the spell,
scribed into it. Reading Scrolls does only work with arcane magic. Invoker can not cast spells that
exceed his "peers" (Wizards and Sorcerers) caster level by +2 and doesn't require any time to
decipher scrolls that are -2 spell ranks lower than his "peers" caster level. (level 5 invoker
can read scrolls from caster level 1-4, but not 5 or higher and doesn't require any time to read
scrolls of level 1 or 0, deciphering level 0 scrolls instantly requires level 3)
Cast Spells*: Invoker can cast a total of (1/2xCasterLevel + Int Modifier) per day.
He cannot cast divine spells or cast the same spell two times in a row.
Longevity: Invoker stops aging and preserves a young and lively presence.
He doesn not naturally age and cannot die of old age.
Relation to the Arcane: Invoker automatically recognizes all arcane spells cast.
So I felt like trying myself at character creation, and while I don't write an amazing introduction or explain my idea in detail at this point I want to share my thoughts with you, and I hope for hints on what and how to improve this class. What should be obvious right away is that this class is a ripoff of the Invoker from Dota (2). I haven't thought through the spells yet, they should be somewhat similar to the ingame spells, only customized to fit the appropiate dmg's and D&D mechanics. I'd be glad about every kind of criticism and new ideas, and if anyone wants to try out or playtest my Invoker Class, I'd be glad about that. I'm realistically not gonna do that any time soon :P so I'm only into this Class Creation thingy because I like theory crafting. your's - nerd
EDIT: there is a guidline which I found usefull when thinking of this, but I'm not certain whether linking is allowed here, I will do if someone told me?