Duke of URL
2007-11-03, 01:18 PM
Invokers (fixes for existing, and general template for new, invocation classes)
About Invokers
Invokers practice a form of magic that is unusual compared to any other magic wielder. While they have a finite set of powers (known as invocations), they have the ability to use any power they know at will, typically as a standard action. A typical invoker has a primary invocation weapon and knowledge of a set of invocations that may alter the effects of that weapon or perform completely unrelated actions.
Invocations and additional class abilities are defined to be in line with the source of the invoker's power, that is, the class abilities for an infernal or abyssal invoker will likely be different from, but roughly equal in power to, an invoker who derives her power from a celestial source, which would be different still for one granted powers by, for example, a dragon.
Common Invoker Traits
Hit Die: d6
Skill Points per level: 2 + INT modifier (x4 at 1st level)
BAB: Medium (3/4)
Saving Throws: Will high; Fortitude, Reflex low
Weapon Proficiencies: Simple
Armor Proficiencies: Light
Invocations
Invocations come in four grades: minor, lesser, greater, and major. At epic levels, epic invocations may be available as well, depending on the specific invoker class.
An invoker learns one invocation at every class level. At first level, only minor invocations may be learned. Starting at 6th level, minor and lesser invocations may be learned. Starting at 11th level, minor, lesser, and greater invocations may be learned. From 16th level to 20th level, minor, lesser, greater, and major invocations may all be learned. At 6th, 11th, and 16th levels, the invoker may select one invocation previously learned and replace it with an invocation from the same grade or lower.
Her invoker level is equal to her class level, and can be treated as her caster level for any effect or requirement dependent on caster level. Each invocation has an effective spell level that is used to calculate saving throw DCs and against effects that are dependent on spell levels. In any case where multiple invocations can be applied simultaneously, the highest effective spell level is used.
Unless otherwise specified, all invocations require a standard action, provoke an attack of opportunity, are subject to spell resistance, and are subject to arcane spell failure although spell failure from light armor may be ignored. The primary invocation ability modifier is CHA, unless otherwise specified.
Invocation Weapon
An invoker has a primary invocation weapon which is essentially a "free" invocation known to all members of that class. The invocation weapon does 1d6 damage, plus the lesser of the invoker's primary invocation ability modifier or the invoker's class level. The invocation weapon, unless modified (see below) has an effective spell level of 1st and a range of short (25' plus 5' per 2 invoker levels). As this is an invocation requiring a standard action, it may only be used once per round, regardless of the number of attacks normally offered by higher base attack bonuses.
The invocation weapon does not automatically advance in power as the invoker gains in levels; the invoker must use one or more of her invocations learned if she wishes to make improvements to the weapon. Invocations to improve the invocation weapon can increase the damage, add additional effects, or change the range or area of effect of the weapon. In general, the following may be added to the invocation weapon:
Any number of invocation weapon damage increases (to a maximum number of increases equal to the invoker's base attack bonus)
One invocation weapon effect
One invocation weapon "shape", i.e., range or area modifier
However, additional invocations exist that will allow the invoker to relax certain limits.
Universal Invocations
All invokers, regardless of specific invoking class, have access to the following invocations:
Minor:
Increased Damage (invocation weapon damage increase) - +1d6 main invocation weapon damage; this may be taken multiple times. ESL 1. Minor Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 1st or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected.
Lesser:
Lesser Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 3rd or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Twin Effect - The invoker may apply up to two different additional effects to her main invocation weapon, however each effect's save DC, if applicable, is decreased by 2. ESL 1*
Greater:
Greater Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 5th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Rapid Attack - As a full-round action, the invoker may use her main invocation weapon multiple times in the round. If her base attack bonus is +6 or higher, she gains a second attack at a -5 to-hit penalty and/or -2 to all save DCs, as applicable; at BAB +11 a third attack is granted at a -10 to-hit penalty and/or -4 to all save DCs, as applicable. Regardless of her maximum BAB, no more than three attacks can be made per round. ESL 1.
Major:
Major Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 7th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Triple Effect - The invoker may apply up to three different additional effects to her main invocation weapon, however each effect's save DC, if applicable, is decreased by 4. ESL 1.*
* - Note that if multiple invocation effects are added that each change the type of damage provided by the invocation weapon, the damage is considered part of each of those types, e.g., if fire and acid types were both added, the weapon's damage type would be 1/2 fire and 1/2 acid.
QUESTION: Should Twin Effect, Triple Effect and Rapid Attack be Invocations, or feats for Invokers?
Invoker-Specific Feats
Invocation Focus
Prerequisite: Invoker level 1st
Benefit: The difficulty class is increased by one for any saving throw offered to a target of any of your invocations, except your invocation weapon and effects added to the invocation weapon.
Greater Invocation Focus
Prerequisite: Invocation Focus
Benefit: The difficulty class is further increased by one (to a total of +2) for any saving throw offered to a target of any of your invocations, except your invocation weapon and effects added to the invocation weapon.
Invocation Weapon Focus
Prerequisite: Invoker level 1st
Benefit: The difficulty class is increased by one for any saving throw offered to any target of your invocation weapon or effect added to your invocation weapon.
Greater Invocation Weapon Focus
Prerequisite: Invocation Weapon Focus
Benefit: The difficulty class is further increased by one (to a total of +2) for any saving throw offered to any target of your invocation weapon or effect added to your invocation weapon.
Empower Invocation Weapon
Prerequisite: Invoker level 6th
Benefit: Up to 3 times per day, as a full-round action, you may apply this ability to your main invocation weapon. The variable, numeric damage applied by your primary invocation weapon (but not any additional effects added to it) is increased by 50%. In order to use this feat, your invoker level must equal or exceed 4 + ( 2 x the modified ESL of the invocation )
Maximize Invocation Weapon
Prerequisite: Invoker level 8th
Benefit: Up to 3 times per day, as a full-round action, you may apply this ability to your main invocation weapon. The variable, numeric damage applied by your primary invocation weapon (but not any additional effects added to it) is dealt as if the maximum values were rolled. In order to use this feat, your invoker level must equal or exceed 6 + ( 2 x the modified ESL of the invocation )
Quicken Invocation Weapon
Prerequisite: Invoker level 10th
Benefit: Up to 3 times per day, you may apply this ability to use your main invocation weapon as a swift action. In order to use this feat, your invoker level must equal or exceed 8 + ( 2 x the modified ESL of the invocation )
Analysis of changes:
Looking at the Warlock class from Complete Arcane (i.e., a "fiendish" invoker), in addition to his class abilities, he gets 12 invocations known and eight damage increases on his eldritch blast -- that equals the 20 total invocations in this variant. (Actually, that worked out perfectly by coincidence, but maybe that tells me I'm on the right track.) Unlike the default Warlock, however, this variant allows for a lot more flexibility -- if you want to be a master blaster, you can do so at the cost of having other types of invocations. Want to be a more flexible battlefield controller? Trade damage capability for more variety in invocations.
Of course, that base Warlock would be a lot more "fiendish" in flavor... none of this chaotic good "fey" nonsense -- the fey invoker would be a different class with abilities and invocations more in line with fey than fiends.
Adding the "learn a spell" invocations allows for additional customization as well as qualification for prestige classes (at the DM's discretion) that invokers would otherwise not be able to qualify for, as they are currently written. The ability score requirements for these spells add an additional or alternate attribute dependency to the traditional DEX/CHA focus of pure invokers.
About Invokers
Invokers practice a form of magic that is unusual compared to any other magic wielder. While they have a finite set of powers (known as invocations), they have the ability to use any power they know at will, typically as a standard action. A typical invoker has a primary invocation weapon and knowledge of a set of invocations that may alter the effects of that weapon or perform completely unrelated actions.
Invocations and additional class abilities are defined to be in line with the source of the invoker's power, that is, the class abilities for an infernal or abyssal invoker will likely be different from, but roughly equal in power to, an invoker who derives her power from a celestial source, which would be different still for one granted powers by, for example, a dragon.
Common Invoker Traits
Hit Die: d6
Skill Points per level: 2 + INT modifier (x4 at 1st level)
BAB: Medium (3/4)
Saving Throws: Will high; Fortitude, Reflex low
Weapon Proficiencies: Simple
Armor Proficiencies: Light
Invocations
Invocations come in four grades: minor, lesser, greater, and major. At epic levels, epic invocations may be available as well, depending on the specific invoker class.
An invoker learns one invocation at every class level. At first level, only minor invocations may be learned. Starting at 6th level, minor and lesser invocations may be learned. Starting at 11th level, minor, lesser, and greater invocations may be learned. From 16th level to 20th level, minor, lesser, greater, and major invocations may all be learned. At 6th, 11th, and 16th levels, the invoker may select one invocation previously learned and replace it with an invocation from the same grade or lower.
Her invoker level is equal to her class level, and can be treated as her caster level for any effect or requirement dependent on caster level. Each invocation has an effective spell level that is used to calculate saving throw DCs and against effects that are dependent on spell levels. In any case where multiple invocations can be applied simultaneously, the highest effective spell level is used.
Unless otherwise specified, all invocations require a standard action, provoke an attack of opportunity, are subject to spell resistance, and are subject to arcane spell failure although spell failure from light armor may be ignored. The primary invocation ability modifier is CHA, unless otherwise specified.
Invocation Weapon
An invoker has a primary invocation weapon which is essentially a "free" invocation known to all members of that class. The invocation weapon does 1d6 damage, plus the lesser of the invoker's primary invocation ability modifier or the invoker's class level. The invocation weapon, unless modified (see below) has an effective spell level of 1st and a range of short (25' plus 5' per 2 invoker levels). As this is an invocation requiring a standard action, it may only be used once per round, regardless of the number of attacks normally offered by higher base attack bonuses.
The invocation weapon does not automatically advance in power as the invoker gains in levels; the invoker must use one or more of her invocations learned if she wishes to make improvements to the weapon. Invocations to improve the invocation weapon can increase the damage, add additional effects, or change the range or area of effect of the weapon. In general, the following may be added to the invocation weapon:
Any number of invocation weapon damage increases (to a maximum number of increases equal to the invoker's base attack bonus)
One invocation weapon effect
One invocation weapon "shape", i.e., range or area modifier
However, additional invocations exist that will allow the invoker to relax certain limits.
Universal Invocations
All invokers, regardless of specific invoking class, have access to the following invocations:
Minor:
Increased Damage (invocation weapon damage increase) - +1d6 main invocation weapon damage; this may be taken multiple times. ESL 1. Minor Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 1st or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected.
Lesser:
Lesser Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 3rd or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Twin Effect - The invoker may apply up to two different additional effects to her main invocation weapon, however each effect's save DC, if applicable, is decreased by 2. ESL 1*
Greater:
Greater Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 5th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Rapid Attack - As a full-round action, the invoker may use her main invocation weapon multiple times in the round. If her base attack bonus is +6 or higher, she gains a second attack at a -5 to-hit penalty and/or -2 to all save DCs, as applicable; at BAB +11 a third attack is granted at a -10 to-hit penalty and/or -4 to all save DCs, as applicable. Regardless of her maximum BAB, no more than three attacks can be made per round. ESL 1.
Major:
Major Spell Knowledge - The specific invoker class specifies a divine or arcane spellcaster class. Requirement: WIS (divine)/INT (arcane) equal to at least 10 + spell level of spell learned. An invoker may learn one spell from the specified spell list with a spell level of 7th or lower. She may cast this spell 3/day with a caster level equal to her invoker level. Material components, XP components, and/or focuses are required, if applicable. The spell, even if divine, is subject to arcane spell failure. ESL equals spell level selected. Triple Effect - The invoker may apply up to three different additional effects to her main invocation weapon, however each effect's save DC, if applicable, is decreased by 4. ESL 1.*
* - Note that if multiple invocation effects are added that each change the type of damage provided by the invocation weapon, the damage is considered part of each of those types, e.g., if fire and acid types were both added, the weapon's damage type would be 1/2 fire and 1/2 acid.
QUESTION: Should Twin Effect, Triple Effect and Rapid Attack be Invocations, or feats for Invokers?
Invoker-Specific Feats
Invocation Focus
Prerequisite: Invoker level 1st
Benefit: The difficulty class is increased by one for any saving throw offered to a target of any of your invocations, except your invocation weapon and effects added to the invocation weapon.
Greater Invocation Focus
Prerequisite: Invocation Focus
Benefit: The difficulty class is further increased by one (to a total of +2) for any saving throw offered to a target of any of your invocations, except your invocation weapon and effects added to the invocation weapon.
Invocation Weapon Focus
Prerequisite: Invoker level 1st
Benefit: The difficulty class is increased by one for any saving throw offered to any target of your invocation weapon or effect added to your invocation weapon.
Greater Invocation Weapon Focus
Prerequisite: Invocation Weapon Focus
Benefit: The difficulty class is further increased by one (to a total of +2) for any saving throw offered to any target of your invocation weapon or effect added to your invocation weapon.
Empower Invocation Weapon
Prerequisite: Invoker level 6th
Benefit: Up to 3 times per day, as a full-round action, you may apply this ability to your main invocation weapon. The variable, numeric damage applied by your primary invocation weapon (but not any additional effects added to it) is increased by 50%. In order to use this feat, your invoker level must equal or exceed 4 + ( 2 x the modified ESL of the invocation )
Maximize Invocation Weapon
Prerequisite: Invoker level 8th
Benefit: Up to 3 times per day, as a full-round action, you may apply this ability to your main invocation weapon. The variable, numeric damage applied by your primary invocation weapon (but not any additional effects added to it) is dealt as if the maximum values were rolled. In order to use this feat, your invoker level must equal or exceed 6 + ( 2 x the modified ESL of the invocation )
Quicken Invocation Weapon
Prerequisite: Invoker level 10th
Benefit: Up to 3 times per day, you may apply this ability to use your main invocation weapon as a swift action. In order to use this feat, your invoker level must equal or exceed 8 + ( 2 x the modified ESL of the invocation )
Analysis of changes:
Looking at the Warlock class from Complete Arcane (i.e., a "fiendish" invoker), in addition to his class abilities, he gets 12 invocations known and eight damage increases on his eldritch blast -- that equals the 20 total invocations in this variant. (Actually, that worked out perfectly by coincidence, but maybe that tells me I'm on the right track.) Unlike the default Warlock, however, this variant allows for a lot more flexibility -- if you want to be a master blaster, you can do so at the cost of having other types of invocations. Want to be a more flexible battlefield controller? Trade damage capability for more variety in invocations.
Of course, that base Warlock would be a lot more "fiendish" in flavor... none of this chaotic good "fey" nonsense -- the fey invoker would be a different class with abilities and invocations more in line with fey than fiends.
Adding the "learn a spell" invocations allows for additional customization as well as qualification for prestige classes (at the DM's discretion) that invokers would otherwise not be able to qualify for, as they are currently written. The ability score requirements for these spells add an additional or alternate attribute dependency to the traditional DEX/CHA focus of pure invokers.