InfinityArts
2014-12-12, 08:36 PM
Hey guys, I need help balancing out a homebrew class to be used in an ongoing campaign. The intent is to modify the sorcerer class into an evocation-focused class that's hopefully Tier 2 with minimal optimization. I'm using the Dota 2 hero Invoker as inspiration. Current campaign expects CR + 2 encounters and higher. Already in the party is a ninja, an alchemist (custom alchemy system), a magus, and a cavalier (custom morale system). Average Party Level is 2 (currently).
Shameless TL:DR "borrowed" from further down the post:
You summon [an essence], [it stays with you until you fall asleep or use it up].
While the [essence] is active, you gain a bonus that depends on the type of [essence].
You cast a blasty spell
You can, if you want, give up the [essence] to gain a bonus associated with the spell that depends on the type of [essence] used up.
~Source: AtillaTheGeek
So, without further ado:
Table: The Invoker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
0
0
0
2
Essences (+1), cantrips, eschew materials, evocation mastery
3
2nd
1
0
0
3
Arcane Feat
4
3rd
1
1
1
3
Invoke (1/day)
5
4th
2
1
1
4
Essences (+2)
6
3
5th
2
1
1
4
Evocation mastery (heighten spell)
6
4
6th
3
2
2
5
Invoke (2/day)
6
5
3
7th
3
2
2
5
Essences (+3)
6
6
4
8th
4
2
2
6
Arcane Feat
6
6
5
3
9th
4
3
3
6
Invoke (3/day)
6
6
6
4
10th
5
3
3
7
Essences (+4)
6
6
6
5
3
11th
5
3
3
7
Evocation mastery (empower spell)
6
6
6
6
4
12th
6/1
4
4
8
Invoke (4/day)
6
6
6
6
5
3
13th
6/1
4
4
8
Essences (+5), Arcane Feat
6
6
6
6
6
4
14th
7/2
4
4
9
Arcane Feat
6
6
6
6
6
5
3
15th
7/2
5
5
9
Invoke (5/day)
6
6
6
6
6
6
4
16th
8/3
5
5
10
Essences (+6)
6
6
6
6
6
6
5
3
17th
8/3
5
5
10
Evocation mastery (maximize spell)
6
6
6
6
6
6
6
4
18th
9/4
6
6
11
Invoke (6/day)
6
6
6
6
6
6
6
5
3
19th
9/4
6
6
11
Essences (+7)
6
6
6
6
6
6
6
6
4
20th
10/5
6
6
12
True evocation mastery, Arcane Feat
6
6
6
6
6
6
6
6
6
Class Features
The following are class features of the Invoker.
Weapon and Armor Proficiency
Invokers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an invoker's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells
An invoker casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an invoker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an invoker's spell is 10 + the spell level + the invoker's Charisma modifier.
Like other spellcasters, an invoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
An invoker's selection of spells is extremely limited. An invoker begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new invoker level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the invoker has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered invoker level after that (6th, 8th, and so on), an invoker can choose to learn a new spell in place of one she already knows. In effect, the invoker loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An invoker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric an invoker need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Spells Known
The invoker gain a number of spells known equivalent to a sorcerer of her level.
Level
Spells Known
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
4
2
2nd
5
2
3rd
5
3
4th
6
3
1
5th
6
4
2
6th
7
4
2
1
7th
7
5
3
2
8th
8
5
3
2
1
9th
8
5
4
3
2
10th
9
5
4
3
2
1
11th
9
5
5
4
3
2
12th
9
5
5
4
3
2
1
13th
9
5
5
4
4
3
2
14th
9
5
5
4
4
3
2
1
15th
9
5
5
4
4
4
3
2
16th
9
5
5
4
4
4
3
2
1
17th
9
5
5
4
4
4
3
3
2
18th
9
5
5
4
4
4
3
3
2
1
19th
9
5
5
4
4
4
3
3
3
2
20th
9
5
5
4
4
4
3
3
3
3
Evocation Mastery
Invokers are evocation and elemental magic specialists, her mastery and dedication to the school comes at a price. Whenever an invoker casts a non-evocation spell, or spell without the [fire], [cold], [electricity], [sonic], or [acid] descriptor, she consumes a spell slot one level higher. These spells require at least a full-round action to cast, though adding spontaneous metamagic feats to the spell do not extend its casting time further. This does not increase the actual effective level of the spell (in terms of save DCs or effects).
Whenever the invoker applies a metamagic feat to an evocation spell or spell with the [fire], [cold], [electricity], [sonic], or [acid] descriptor, increase her effective caster level by 1 for these effects. She may also apply metamagic feats to these spells without incurring the full-round casting time.
At level 5, an invoker may apply the Heighten Spell (http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---final) metamagic feat to her evocation spells or spells with the [fire], [cold], [electricity], [sonic], or [acid] descriptor even if she does not have the Heighten Spell metamagic feat. At level 11, she may apply the Empower Spell (http://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic---final) metamagic, and at level 17, she may apply Maximize Spell (http://www.d20pfsrd.com/feats/metamagic-feats/maximize-spell-metamagic---final) metamagic.
Essences
An invoker learns how to manipulate magical energy into special essences that orbit her person. A summoned essence is a small ball of magical energy that orbits the invokers head. Maintaining an essence is a passive act of concentration. The essences an invoker has on her person remains until she loses consciousness for more than 6 seconds (either though a harmful spell or her simply sleeping for the night), or until she consumes them in the casting of a spell. At 1st level, the invoker may have only one essence on her person at a time, this allotment increases by 1 for every 3 invoker levels she gains, up to a maximum of 7 essences at 19th level.
Summoning an essence is a standard action that provokes attacks of opportunities. As the invoker levels, her ability to summon essences become faster and more efficient. At level 5, she can summon one essence as a move action. At level 10, she can do this as a swift action, at level 15, it's a free action. The invoker may only summon essences as a free action once per round, and only on her turn. At 5th level and every 5 levels afterward, the number of essences summoned all available methods increases by 1. This is summarized in the Table: Summoning Essences below.
Level
Essences Summoned per Action
Standard
Movement
Swift
Free
1st
1
2nd
1
3rd
1
4th
1
5th
2
1
6th
2
1
7th
2
1
8th
2
1
9th
2
1
10th
3
2
1
11th
3
2
1
12th
3
2
1
13th
3
2
1
14th
3
2
1
15th
4
3
2
1
16th
4
3
2
1
17th
4
3
2
1
18th
4
3
2
1
19th
4
3
2
1
20th
5
4
3
2
The essences each embody an aspect of magical energy, and grant minor boons to the invoker while they exist. Whenever the invoker casts an evocation spell or spell with the [fire], [cold], [electricity], [sonic], or [acid] descriptor, she may consume essences to increase the potency of the spell. This removes the consumed essences from her person and ends their existing passive effects. In addition, for every essence consumed, increase the save DC for the spell by 1. An invoker may consume at most four essences per spell.
Each essence confers a numerical bonus of +1, increasing by 1 every 3 levels after first. This bonus is referred to as essence bonus. The sum bonus of essences refers to the essence bonus multiplied by the number of essences. For example, a level 10 invoker with 2 Quas, 1 Wex, and 1 Exort essences on her person has a sum bonus of +8 for Quas, +4 for Wex, and +4 for Exort.
The following are essences currently available to invokers, essences are chosen when they are summoned, but the invoker can exchange any and all current essences on her person for one another with a DC 20 Spellcraft check. This is a swift action that does not provoke attacks of opportunity.
Quas: An essence bearing the power of cold, it encompasses the aspect of body and regeneration. Whenever a Quas essence is summoned, the invoker gains temporary hit points equal to her essence bonus. This bonus is not applied if she exchanges another essence for a Quas essence. These temporary hit points stack with existing temporary hit points, lasts up to 10 minutes, and is not removed when the invoker consumes Quas essences. The invoker can only have a maximum of 100 temporary hit points from Quas essences at a time. For each Quas essence consumed in the casting of a spell, the invoker and her allies within 60 feet heal hit point damage equal to two times the combined essence bonuses of all essences spent. For example, a level 7 invoker (essences + 3) consumes two Quas essences and one Exort essence when she casts a spell, she and her allies heal for 12 damage (2 Quas essences * 2 essence bonus * 3 essences spent).
Wex: A essence bearing the power of electricity, it encompasses the aspect of celerity. The invokers movement speed is increased by 5 feet per Wex bonus on her person, up to a maximum of three times her base speed, she also gain a dodge bonus to AC against attacks of opportunities incurred due to her movement equal to the sum of her Wex bonuses. The invoker can cast her evocation spells or any spell with the [fire], [cold], [electricity], [force], or [acid] descriptor as a swift action (per the Quicken Spell metamagic feat) by consuming a number of Wex essences whose sum bonuses equals twice the spell level. This does not increase the spell slot requirement for that spell. For example, a level 5 invoker (essences +2) can consume two Wex essences (sum bonuses = 4) to cast a level 2 spell, using a 2nd level spell slot, as a swift action.
Exort: An essence bearing the power of fire, it encompasses the aspect of mind and destruction. The invokers harmful spells gain an increase in damage equal to the sum bonus of all Exort essences on her person. This bonus damage is only applied once per spell, i.e. a 3-ray scorching ray spell would only gain the bonus once, though it is divisible (among the targets) by the invoker in any fraction she deems appropriate. This additional damage is of the same type as the spell being cast. If the spell has no type or does not deal damage normally, it is treated as piercing damage. By consuming Exort essences, the invoker may overcome energy resistance or DR equal to the sum bonus of consumed Exort essences, this also increases her effective caster level equal to sum bonuses divided by 3 for purposes of overcoming spell resistance. For example, a level 10 invoker (essences +4) can consume three Exort essences to overcome 12 points of energy resistance (3 Exort * 4 essence bonus), her caster level check to overcome spell resistance would be equal to d20 + 10 (her caster level) + 4 ((3 Exort * 4 ssence bonus)/3). In addition, the passive bonus to spell damage is added. So for the previous example, the spell would have dealt an additional 12 points of damage, in addition to overcoming 12 points of energy resistance and increasing the invoker's caster level by 4 in terms of overcoming spell resistance.
Rodere: An essence bearing the power of acid, it encompasses the aspect of corrosion and decay. Increase the invoker's saving throws against disease and poison by the sum bonus of her Rodere essences, this is a resistance bonus that does not stack with other resistance bonuses. By consuming Rodere essences, the invoker can reduce the base Fortitude, base Reflex, or AC bonus (her choice) of an enemy by an amount equal to the sum bonuses of Rodere essences consumed divided by 2 (minimum 1) on a failed save. If the spell does not allow a save, make a Will saving throw at DC (10 + the spell's level + the invoker's charisma modifier + # of essences consumed by the spell) to avoid the effect. This cannot reduce a creature's base saving throws below 0, and can remove at maximum a creature's armor (manufacted or natural) + shield bonus in AC. Only one enemy can be affected per spell cast. If a spell would affect multiple enemies, the invoker chooses which to apply Rodere's effects. These effects last for a number of rounds equal to the sum bonus of Rodere essences consumed, and do not stack with itself. A stronger Rodere effect (from consuming more essences) overrides an existing, weaker effect, it does not add to it.
Swen: An essence bearing the power of sound, it encompasses the aspect of force and brutality. Increase the invoker's CMD by an amount equal to the sum bonus of her Swen essences. By consuming Swen essences in the casting of a spell, on a target's failed save, the invoker can move a target 5 feet per point of sum bonus of Swen essences consumed. If the spell does not allow a saving throw, make a Fort save at DC (10 + the spell's level + the invoker's charisma modifier + # of essences consumed by the spell). If the spell hits multiple targets, all targets are equally affected. If a target is moved more than twice its size category, it is knocked prone. If the target moves into a solid, immovable object (like a wall), its movement is stopped in front of the object and it takes 1d6 points of damage for every 5 feet of remaining "movement", and is knocked prone. If the target moves into a creature's space, and the impacted creature's CMD is less than the remaining "movement" of the effect, both creatures are moved the remaining distance minus the impacted creature's CMD (round down) and are knocked prone, landing adjacent to one another, otherwise, if the impacted creature's CMD is greater than the remaining "movement", treat it as a solid, immovable object, and both it and the affected creature takes 1d6 damage per 5 feet of remaining "movement". The direction of movement is opposite of the direction of the spell, i.e. a ray would push the target away from the invoker, a blast would push a target away from the center of the radius. (Use your logic, guise). This movement does not provoke attacks of opportunities from the invoker's allies.
Though essences are elemental in nature, their spell-related effects, both passive and consumption-based, are granted to all spells of the evocation school and all spells with the [fire], [cold], [electricity], [sonic], or [acid] descriptors, if applicable.
The invoker may consume multiple different types of essences at the same time to gain multiple effects. A 15th level invoker can consume 2 Quas and 2 Wex essences to cast a 5th level spell as a swift action that also heals her and her party members for 40 (2 quas*4 essences*5 essence bonus) hit points of damage.
Cantrips
Invokers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. All 0th-level spells are not subject to the Invoker's Evocation Mastery class feature.
Eschew Materials
An invoker gains Eschew Materials (http://www.d20pfsrd.com/feats/general-feats/eschew-materials---final) as a bonus feat at 1st level.
Arcane Feat
At level 2 and every 6th level after, the invoker gains a bonus feat. This bonus feat must be Spell Focus, Spell Penetration, or any feat with Spell Focus or Spell Penetration as prerequisite. The bonus feat may also be any metamagic feat. She must meet the prerequisites for these feats.
Invoke
An experienced invoker learns to make the most out of her carefully crafted essences. Once per day at 3rd level, and once more per day every three levels beyond 3rd, the invoker may add the consumption effect of one essence to her spell without actually consuming it. The invoker must still have the correct number and types of essences on her person to invoke.
At 6th level, the invoker may apply the consumption effects of two her essences without consuming them. At 9th level and every 3rd level afterward, the invoker may consume an additional essence per invocation without losing it, up to a maximum of 7 essences at level 18. This is the only way for an invoker to consume more than four essences per spell cast.
True Evocation Mastery
At level 20, the invoker becomes a true master of evocation spells. She gains the Spell Perfection (http://www.d20pfsrd.com/feats/general-feats/spell-perfection) feat with respect to all evocation spells and spells with the [fire], [cold], [electricity], [sonic], or [acid] descriptor. She must still know the metamagic feat she is adding to her spells, with the exception of Heighten Spell, Empower Spell, and Maximize Spell. In addition, she may apply metamagic feats to these spells even if the combined spell level exceeds 9th level, though she must burn an equivalent level of spell slots equal to the excess. She must always spend a 9th level spell slot to cast any spell beyond 9th level.
For example, a level 20 invoker may cast Quickened (+4) Empowered (+2) Maximized (+3) Delayed Blast Fireball (7th level spell), a spell whose sum level requires a spell slot of 16th level, by consuming one 9th level spell slot and one 7th level spell slot; or one 9th level spell slot, one 4th level spell slot, and one 3rd level spell slot; or one 9th level spell slot, and seven 1st level spell slots.
Any input would be helpful, especially nerf-bat related. The player playing this class is not an optimizer, but some of the other members in the party are, so I wanted to make sure he doesn't feel left behind. Should I make the essences targetable/sunderable (ala component pouches)?
EDIT #1: Clarity/sanity edit.
EDIT #2: Removed Spellcraft requirement to summon essences, will consult schizophrenic duo why excessive dice-rolling was necessary.
EDIT #3: Added Rodere and Swen essences.
EDIT #4 (in progress): add shinies to Invoke.
Shameless TL:DR "borrowed" from further down the post:
You summon [an essence], [it stays with you until you fall asleep or use it up].
While the [essence] is active, you gain a bonus that depends on the type of [essence].
You cast a blasty spell
You can, if you want, give up the [essence] to gain a bonus associated with the spell that depends on the type of [essence] used up.
~Source: AtillaTheGeek
So, without further ado:
Table: The Invoker
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
0
0
0
2
Essences (+1), cantrips, eschew materials, evocation mastery
3
2nd
1
0
0
3
Arcane Feat
4
3rd
1
1
1
3
Invoke (1/day)
5
4th
2
1
1
4
Essences (+2)
6
3
5th
2
1
1
4
Evocation mastery (heighten spell)
6
4
6th
3
2
2
5
Invoke (2/day)
6
5
3
7th
3
2
2
5
Essences (+3)
6
6
4
8th
4
2
2
6
Arcane Feat
6
6
5
3
9th
4
3
3
6
Invoke (3/day)
6
6
6
4
10th
5
3
3
7
Essences (+4)
6
6
6
5
3
11th
5
3
3
7
Evocation mastery (empower spell)
6
6
6
6
4
12th
6/1
4
4
8
Invoke (4/day)
6
6
6
6
5
3
13th
6/1
4
4
8
Essences (+5), Arcane Feat
6
6
6
6
6
4
14th
7/2
4
4
9
Arcane Feat
6
6
6
6
6
5
3
15th
7/2
5
5
9
Invoke (5/day)
6
6
6
6
6
6
4
16th
8/3
5
5
10
Essences (+6)
6
6
6
6
6
6
5
3
17th
8/3
5
5
10
Evocation mastery (maximize spell)
6
6
6
6
6
6
6
4
18th
9/4
6
6
11
Invoke (6/day)
6
6
6
6
6
6
6
5
3
19th
9/4
6
6
11
Essences (+7)
6
6
6
6
6
6
6
6
4
20th
10/5
6
6
12
True evocation mastery, Arcane Feat
6
6
6
6
6
6
6
6
6
Class Features
The following are class features of the Invoker.
Weapon and Armor Proficiency
Invokers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an invoker's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells
An invoker casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an invoker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an invoker's spell is 10 + the spell level + the invoker's Charisma modifier.
Like other spellcasters, an invoker can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
An invoker's selection of spells is extremely limited. An invoker begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new invoker level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the invoker has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered invoker level after that (6th, 8th, and so on), an invoker can choose to learn a new spell in place of one she already knows. In effect, the invoker loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An invoker may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric an invoker need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Spells Known
The invoker gain a number of spells known equivalent to a sorcerer of her level.
Level
Spells Known
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
4
2
2nd
5
2
3rd
5
3
4th
6
3
1
5th
6
4
2
6th
7
4
2
1
7th
7
5
3
2
8th
8
5
3
2
1
9th
8
5
4
3
2
10th
9
5
4
3
2
1
11th
9
5
5
4
3
2
12th
9
5
5
4
3
2
1
13th
9
5
5
4
4
3
2
14th
9
5
5
4
4
3
2
1
15th
9
5
5
4
4
4
3
2
16th
9
5
5
4
4
4
3
2
1
17th
9
5
5
4
4
4
3
3
2
18th
9
5
5
4
4
4
3
3
2
1
19th
9
5
5
4
4
4
3
3
3
2
20th
9
5
5
4
4
4
3
3
3
3
Evocation Mastery
Invokers are evocation and elemental magic specialists, her mastery and dedication to the school comes at a price. Whenever an invoker casts a non-evocation spell, or spell without the [fire], [cold], [electricity], [sonic], or [acid] descriptor, she consumes a spell slot one level higher. These spells require at least a full-round action to cast, though adding spontaneous metamagic feats to the spell do not extend its casting time further. This does not increase the actual effective level of the spell (in terms of save DCs or effects).
Whenever the invoker applies a metamagic feat to an evocation spell or spell with the [fire], [cold], [electricity], [sonic], or [acid] descriptor, increase her effective caster level by 1 for these effects. She may also apply metamagic feats to these spells without incurring the full-round casting time.
At level 5, an invoker may apply the Heighten Spell (http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---final) metamagic feat to her evocation spells or spells with the [fire], [cold], [electricity], [sonic], or [acid] descriptor even if she does not have the Heighten Spell metamagic feat. At level 11, she may apply the Empower Spell (http://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic---final) metamagic, and at level 17, she may apply Maximize Spell (http://www.d20pfsrd.com/feats/metamagic-feats/maximize-spell-metamagic---final) metamagic.
Essences
An invoker learns how to manipulate magical energy into special essences that orbit her person. A summoned essence is a small ball of magical energy that orbits the invokers head. Maintaining an essence is a passive act of concentration. The essences an invoker has on her person remains until she loses consciousness for more than 6 seconds (either though a harmful spell or her simply sleeping for the night), or until she consumes them in the casting of a spell. At 1st level, the invoker may have only one essence on her person at a time, this allotment increases by 1 for every 3 invoker levels she gains, up to a maximum of 7 essences at 19th level.
Summoning an essence is a standard action that provokes attacks of opportunities. As the invoker levels, her ability to summon essences become faster and more efficient. At level 5, she can summon one essence as a move action. At level 10, she can do this as a swift action, at level 15, it's a free action. The invoker may only summon essences as a free action once per round, and only on her turn. At 5th level and every 5 levels afterward, the number of essences summoned all available methods increases by 1. This is summarized in the Table: Summoning Essences below.
Level
Essences Summoned per Action
Standard
Movement
Swift
Free
1st
1
2nd
1
3rd
1
4th
1
5th
2
1
6th
2
1
7th
2
1
8th
2
1
9th
2
1
10th
3
2
1
11th
3
2
1
12th
3
2
1
13th
3
2
1
14th
3
2
1
15th
4
3
2
1
16th
4
3
2
1
17th
4
3
2
1
18th
4
3
2
1
19th
4
3
2
1
20th
5
4
3
2
The essences each embody an aspect of magical energy, and grant minor boons to the invoker while they exist. Whenever the invoker casts an evocation spell or spell with the [fire], [cold], [electricity], [sonic], or [acid] descriptor, she may consume essences to increase the potency of the spell. This removes the consumed essences from her person and ends their existing passive effects. In addition, for every essence consumed, increase the save DC for the spell by 1. An invoker may consume at most four essences per spell.
Each essence confers a numerical bonus of +1, increasing by 1 every 3 levels after first. This bonus is referred to as essence bonus. The sum bonus of essences refers to the essence bonus multiplied by the number of essences. For example, a level 10 invoker with 2 Quas, 1 Wex, and 1 Exort essences on her person has a sum bonus of +8 for Quas, +4 for Wex, and +4 for Exort.
The following are essences currently available to invokers, essences are chosen when they are summoned, but the invoker can exchange any and all current essences on her person for one another with a DC 20 Spellcraft check. This is a swift action that does not provoke attacks of opportunity.
Quas: An essence bearing the power of cold, it encompasses the aspect of body and regeneration. Whenever a Quas essence is summoned, the invoker gains temporary hit points equal to her essence bonus. This bonus is not applied if she exchanges another essence for a Quas essence. These temporary hit points stack with existing temporary hit points, lasts up to 10 minutes, and is not removed when the invoker consumes Quas essences. The invoker can only have a maximum of 100 temporary hit points from Quas essences at a time. For each Quas essence consumed in the casting of a spell, the invoker and her allies within 60 feet heal hit point damage equal to two times the combined essence bonuses of all essences spent. For example, a level 7 invoker (essences + 3) consumes two Quas essences and one Exort essence when she casts a spell, she and her allies heal for 12 damage (2 Quas essences * 2 essence bonus * 3 essences spent).
Wex: A essence bearing the power of electricity, it encompasses the aspect of celerity. The invokers movement speed is increased by 5 feet per Wex bonus on her person, up to a maximum of three times her base speed, she also gain a dodge bonus to AC against attacks of opportunities incurred due to her movement equal to the sum of her Wex bonuses. The invoker can cast her evocation spells or any spell with the [fire], [cold], [electricity], [force], or [acid] descriptor as a swift action (per the Quicken Spell metamagic feat) by consuming a number of Wex essences whose sum bonuses equals twice the spell level. This does not increase the spell slot requirement for that spell. For example, a level 5 invoker (essences +2) can consume two Wex essences (sum bonuses = 4) to cast a level 2 spell, using a 2nd level spell slot, as a swift action.
Exort: An essence bearing the power of fire, it encompasses the aspect of mind and destruction. The invokers harmful spells gain an increase in damage equal to the sum bonus of all Exort essences on her person. This bonus damage is only applied once per spell, i.e. a 3-ray scorching ray spell would only gain the bonus once, though it is divisible (among the targets) by the invoker in any fraction she deems appropriate. This additional damage is of the same type as the spell being cast. If the spell has no type or does not deal damage normally, it is treated as piercing damage. By consuming Exort essences, the invoker may overcome energy resistance or DR equal to the sum bonus of consumed Exort essences, this also increases her effective caster level equal to sum bonuses divided by 3 for purposes of overcoming spell resistance. For example, a level 10 invoker (essences +4) can consume three Exort essences to overcome 12 points of energy resistance (3 Exort * 4 essence bonus), her caster level check to overcome spell resistance would be equal to d20 + 10 (her caster level) + 4 ((3 Exort * 4 ssence bonus)/3). In addition, the passive bonus to spell damage is added. So for the previous example, the spell would have dealt an additional 12 points of damage, in addition to overcoming 12 points of energy resistance and increasing the invoker's caster level by 4 in terms of overcoming spell resistance.
Rodere: An essence bearing the power of acid, it encompasses the aspect of corrosion and decay. Increase the invoker's saving throws against disease and poison by the sum bonus of her Rodere essences, this is a resistance bonus that does not stack with other resistance bonuses. By consuming Rodere essences, the invoker can reduce the base Fortitude, base Reflex, or AC bonus (her choice) of an enemy by an amount equal to the sum bonuses of Rodere essences consumed divided by 2 (minimum 1) on a failed save. If the spell does not allow a save, make a Will saving throw at DC (10 + the spell's level + the invoker's charisma modifier + # of essences consumed by the spell) to avoid the effect. This cannot reduce a creature's base saving throws below 0, and can remove at maximum a creature's armor (manufacted or natural) + shield bonus in AC. Only one enemy can be affected per spell cast. If a spell would affect multiple enemies, the invoker chooses which to apply Rodere's effects. These effects last for a number of rounds equal to the sum bonus of Rodere essences consumed, and do not stack with itself. A stronger Rodere effect (from consuming more essences) overrides an existing, weaker effect, it does not add to it.
Swen: An essence bearing the power of sound, it encompasses the aspect of force and brutality. Increase the invoker's CMD by an amount equal to the sum bonus of her Swen essences. By consuming Swen essences in the casting of a spell, on a target's failed save, the invoker can move a target 5 feet per point of sum bonus of Swen essences consumed. If the spell does not allow a saving throw, make a Fort save at DC (10 + the spell's level + the invoker's charisma modifier + # of essences consumed by the spell). If the spell hits multiple targets, all targets are equally affected. If a target is moved more than twice its size category, it is knocked prone. If the target moves into a solid, immovable object (like a wall), its movement is stopped in front of the object and it takes 1d6 points of damage for every 5 feet of remaining "movement", and is knocked prone. If the target moves into a creature's space, and the impacted creature's CMD is less than the remaining "movement" of the effect, both creatures are moved the remaining distance minus the impacted creature's CMD (round down) and are knocked prone, landing adjacent to one another, otherwise, if the impacted creature's CMD is greater than the remaining "movement", treat it as a solid, immovable object, and both it and the affected creature takes 1d6 damage per 5 feet of remaining "movement". The direction of movement is opposite of the direction of the spell, i.e. a ray would push the target away from the invoker, a blast would push a target away from the center of the radius. (Use your logic, guise). This movement does not provoke attacks of opportunities from the invoker's allies.
Though essences are elemental in nature, their spell-related effects, both passive and consumption-based, are granted to all spells of the evocation school and all spells with the [fire], [cold], [electricity], [sonic], or [acid] descriptors, if applicable.
The invoker may consume multiple different types of essences at the same time to gain multiple effects. A 15th level invoker can consume 2 Quas and 2 Wex essences to cast a 5th level spell as a swift action that also heals her and her party members for 40 (2 quas*4 essences*5 essence bonus) hit points of damage.
Cantrips
Invokers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. All 0th-level spells are not subject to the Invoker's Evocation Mastery class feature.
Eschew Materials
An invoker gains Eschew Materials (http://www.d20pfsrd.com/feats/general-feats/eschew-materials---final) as a bonus feat at 1st level.
Arcane Feat
At level 2 and every 6th level after, the invoker gains a bonus feat. This bonus feat must be Spell Focus, Spell Penetration, or any feat with Spell Focus or Spell Penetration as prerequisite. The bonus feat may also be any metamagic feat. She must meet the prerequisites for these feats.
Invoke
An experienced invoker learns to make the most out of her carefully crafted essences. Once per day at 3rd level, and once more per day every three levels beyond 3rd, the invoker may add the consumption effect of one essence to her spell without actually consuming it. The invoker must still have the correct number and types of essences on her person to invoke.
At 6th level, the invoker may apply the consumption effects of two her essences without consuming them. At 9th level and every 3rd level afterward, the invoker may consume an additional essence per invocation without losing it, up to a maximum of 7 essences at level 18. This is the only way for an invoker to consume more than four essences per spell cast.
True Evocation Mastery
At level 20, the invoker becomes a true master of evocation spells. She gains the Spell Perfection (http://www.d20pfsrd.com/feats/general-feats/spell-perfection) feat with respect to all evocation spells and spells with the [fire], [cold], [electricity], [sonic], or [acid] descriptor. She must still know the metamagic feat she is adding to her spells, with the exception of Heighten Spell, Empower Spell, and Maximize Spell. In addition, she may apply metamagic feats to these spells even if the combined spell level exceeds 9th level, though she must burn an equivalent level of spell slots equal to the excess. She must always spend a 9th level spell slot to cast any spell beyond 9th level.
For example, a level 20 invoker may cast Quickened (+4) Empowered (+2) Maximized (+3) Delayed Blast Fireball (7th level spell), a spell whose sum level requires a spell slot of 16th level, by consuming one 9th level spell slot and one 7th level spell slot; or one 9th level spell slot, one 4th level spell slot, and one 3rd level spell slot; or one 9th level spell slot, and seven 1st level spell slots.
Any input would be helpful, especially nerf-bat related. The player playing this class is not an optimizer, but some of the other members in the party are, so I wanted to make sure he doesn't feel left behind. Should I make the essences targetable/sunderable (ala component pouches)?
EDIT #1: Clarity/sanity edit.
EDIT #2: Removed Spellcraft requirement to summon essences, will consult schizophrenic duo why excessive dice-rolling was necessary.
EDIT #3: Added Rodere and Swen essences.
EDIT #4 (in progress): add shinies to Invoke.