Level 1 gives the spirit companion and the first spirit, which has to be the same oath / domain combination as their spirit companion. He also gains the spirit pool, which contains a number of of spirit points equal to ½ the invoker’s level + his charisma modifier. Spirit points are spend to use the primary power of the spirits the invoker has bonded with.
Further spirits can be selected at levels 3, 6, 9, 12, 15 and 18.
The spirit companion gains a damaging spirit blast ranged attack depending on its domain. It also has spellcasting that follows the ranger's progression, but its spell list is dependent on the selected spirits.
Spirits provide a spirit power, which are usually powered up by that spirit's invocations. Every spirit also comes with a set of spells (2 per level) that are added to the companions spell list.
At second level the invoker gains his namesake ability: Invoke allows him to choose a spirit to channel greater power from. The spirit must be either of the same oath or domain as his spirit companion.
Invoke gives the invocations of the invoked spirit, with greater invocations gained at higher levels: lesser (2nd), intermediate (5th), greater (11th), and grand (17th).
As a martial class bonus combat feats are gained at level 3, 9 and 15.
The next level gives the invoker the ability to save his companion from death by sacrificing some of his own life force.
A level 5 the invoker gains the ability to invoke a second spirit at a time, though its invocations are gained three levels later than the first invoked spirit. At level 6 he gains the ability to swap an invoked spirit by expending spirit points, with level 12 speeding this up.
Then at level 7 another major ability is gained, avatar allows the invoker to merge with his spirit companion. Besides the ability to refill his spirit pool by sacrificing the companions spell slot this gives various abilities depending on the companion’s dominion and stat bonuses depending on the oath.
The capstone is One of many, giving the ability to use the spirit powers of all spirits, including those not selected, as well as the option to replace both invoked spirits at once.
At second level the invoker gains his namesake ability: Invoke allows him to choose a spirit to channel greater power from. The spirit must be either of the same oath or domain as his spirit companion.
Invoke gives the invocations of the invoked spirit, with greater invocations gained at higher levels: lesser (2nd), intermediate (5th), greater (11th), and grand (17th).
As a martial class bonus combat feats are gained at level 3, 9 and 15.
The next level gives the invoker the ability to save his companion from death by sacrificing some of his own life force.
A level 5 the invoker gains the ability to invoke a second spirit at a time, though its invocations are gained three levels later than the first invoked spirit. At level 6 he gains the ability to swap an invoked spirit by expending spirit points, with level 12 speeding this up.
Then at level 7 another major ability is gained, avatar allows the invoker to merge with his spirit companion. Besides the ability to refill his spirit pool by sacrificing the companions spell slot this gives various abilities depending on the companion’s dominion and stat bonuses depending on the oath.
The capstone is One of many, giving the ability to use the spirit powers of all spirits, including those not selected, as well as the option to replace both invoked spirits at once.
Sharp Fangs Drip Crimson is a spirit of savagery and the wasteful hunt. Taking the form of a dire predator it delights in driving animals into savage frenzy. If a humanoid is wounded by the maddened animals he possesses the wounded victim on the next full moon. After a night of slaughter she moves on, leaving her victim cursed with lycanthropy.
Colonists have been moving into the great forest of Graspoldir. The tensions between them and the native minotaurs are rising. Grikaldir, a prominent minotaur shaman has forsaken his bond with the protective spirit of the trees and bonded with a spirit of choking vines and brambles.
He seeks to drive the newcomers from his home and grow the forest into the highlands the colonists come from.
The fey Court of Thundering Water has been warring with the Court of Towering Heights for as long as any of the inhabitants of the Harrusr shard can remember. The shard is a beautiful and oft-dangerous realm of towering mountains and thundering waterfalls.
Recently a guild of archivists has moved into the shard and allied with the Court of Towering Heights, threatening an escalation of the ancient fey conflict. As the players try to navigate the conflict it steadily becomes clearer the archivists have sinister motives.
Colonists have been moving into the great forest of Graspoldir. The tensions between them and the native minotaurs are rising. Grikaldir, a prominent minotaur shaman has forsaken his bond with the protective spirit of the trees and bonded with a spirit of choking vines and brambles.
He seeks to drive the newcomers from his home and grow the forest into the highlands the colonists come from.
The fey Court of Thundering Water has been warring with the Court of Towering Heights for as long as any of the inhabitants of the Harrusr shard can remember. The shard is a beautiful and oft-dangerous realm of towering mountains and thundering waterfalls.
Recently a guild of archivists has moved into the shard and allied with the Court of Towering Heights, threatening an escalation of the ancient fey conflict. As the players try to navigate the conflict it steadily becomes clearer the archivists have sinister motives.
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