For the DM one of the most notable things about the invoker is not the class itself but the nature spirits an invoker bonds with. It is important to decide what the spirits are and how they interact with your world.
The spirit companion’s type is fey, and fey courts with kings, queens, knights and courtiers are a common element in medieval fantasy you (and I) can easily build of. On the other hand you can go for more wild spirits of nature, with more dispersed or even animalistic social structures.
Plants and Elementals are also options for nature spirits, either as replacements for fey or alongside them.
If you need more fey you can do this by adding classes or with templates. Cavaliers are great for noble fey knights, bards can be both entertainers and scheming nobility. Druids take the place of mortal clergy, and druids trained in a fey court could make for an interesting contrast to the more typical wilderness hermits. For templates take a look at Ultimate Intrigue and Ultimate Wilderness.
For templates good options are Fey Creature from Bestiary 3, Fey Animal from Lands of the Linnorn Kings and Fey Touched from Legacy of the First World. Green Ronin’s Advanced Bestiary has elemental creature templates and the Green Warden template for elemental and plant spirits respectively.
Interesting third-party products are Forest Kings Compendium, which is a collection of additional material for the Kingmaker AP. Dark Fey from Kobold Press which is a collection of evil fey and Monster Enhancement – Enhanced Fey by Purple Duck Games.
Otzeta-jha is is widely known as one of the most spectacular and ancient forests in existence. Many unique animals and fey make their home there. Only the druids of the temple at the heart of the woods know that the entire forest can rise up one being. (Green Warden Plant-Imbued Daikaiju Turtle).
The fey of desert lands are rarely as organized and united as those of more verdant lands. The courts of desert fey rove the sands, often warring with fellow fey and humanoid tribes alike. But all respect the knowledge and sanctity of Forsees, a simurgh seer who nests amidst the rocks at the center of the desert.
Mist Dog CR 3
Fey Blink Dog
XP 800
CN Medium Fey
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +7
Defense
AC 15, touch 14, flat-footed 14 (+4 Dex, +1 natural)
hp 22 (3d10+6)
Fort +5, Ref +5, Will +4; +4 vs. mind-affecting effects
Defensive Abilities; DR 5/cold iron; Resist cold 10, electricity 10
Offense
Speed 40 ft., fly 60 ft. (good)
Melee bite +5 (1d6)
Spell-like abilities (CL 7th; concentration +7)
Constant—blink
At will—quickened dimension door (self only)
3/day—dancing lights
1/day—entangle (DC 11), faerie fire, glitterdust (DC 12)
Statistics
Str 10, Dex 19, Con 14, Int 12, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 16 (20 vs. trip)
Feats Combat Reflexes, Iron Will
Skills Acrobatics +9, Bluff +6, Fly +9, Knowledge (Nature) +4,
Perception +7, Stealth +9, Survival +2 (+6 scent tracking)
Languages Sylvan
Ecology
Environment foggy plains or forests
Organization solitary, pair, or pack (3–14)
Treasure incidental
Special Abilities
Vanish (Su): As a swift action, a mist dog can vanish for
1 round as if affected by invisibility. It can use this ability for
3 rounds per day.
Using Elephant in the Room, dex to hit is free.
Showing posts with label Invoker. Show all posts
Showing posts with label Invoker. Show all posts
Friday, 22 May 2020
Wednesday, 20 May 2020
Invoker Player's Notes
The selling points of the invoker are the spirit companion and spirit invocations. The unique point of the companion is that it is a pet, but where those are almost always a melee fighter, the invoker’s companion is the supporting caster and ranged damage dealer to the martial character.
The spirits invocations allow the invoker to specialize on specific tactics per day, thus giving a more varied playstyle than most martial characters. The spirit abilities, that are powered up via invocations, give additional options in a fight.
The ability scores you need most are the usual martial’s strength and constitution, with charisma being responsible for the uses and DC’s of spirit powers.
The best races for the invoker are those with a bonus to either str or con and charisma. Those with a connection to nature or fey are particularly good options from a backstory perspective, but of course anyone can attract the attention of the fey.
The genie descendant Suli or the plant-like Ghorans have excellent stats and fluff for invokers. Grendels from Dreamscarred Press are also an interesting option.
For multiclassing and gestalt, look for classes that support the invoker’s versatility and front-line role. A few levels of brawler can provide versatile access to combat feats for example.
Spirit Bound armor
Price: +1 bonus
A suit of Spirit Bound armor is inscribed with imagery related to the wearer’s spirit companion’s domain, and eases the merger of the wearer and his companion. The wearer can stay in the avatar form for an additional 2 minutes per day, and 3 times per day can cast one of the spirit companion’s spells as a free action.
The battles of the Warring States period took place on many battlefields, and the remains of clockwork ronin can be found in even the deepest wilderness. The spirits of these wild paces sometimes mingle with the remains of the ancestor spirits trapped in the spirit gears, brining the fallen soldiers to life once again.
Spirit Blast
You have learned to channel the destructive power of you companion.
Prerequisites: Invoker level 3, Spirit companion class feature.
Advantages: You can use your companion’s spirit blast.
The spirits invocations allow the invoker to specialize on specific tactics per day, thus giving a more varied playstyle than most martial characters. The spirit abilities, that are powered up via invocations, give additional options in a fight.
The ability scores you need most are the usual martial’s strength and constitution, with charisma being responsible for the uses and DC’s of spirit powers.
The best races for the invoker are those with a bonus to either str or con and charisma. Those with a connection to nature or fey are particularly good options from a backstory perspective, but of course anyone can attract the attention of the fey.
The genie descendant Suli or the plant-like Ghorans have excellent stats and fluff for invokers. Grendels from Dreamscarred Press are also an interesting option.
For multiclassing and gestalt, look for classes that support the invoker’s versatility and front-line role. A few levels of brawler can provide versatile access to combat feats for example.
Spirit Bound armor
Price: +1 bonus
A suit of Spirit Bound armor is inscribed with imagery related to the wearer’s spirit companion’s domain, and eases the merger of the wearer and his companion. The wearer can stay in the avatar form for an additional 2 minutes per day, and 3 times per day can cast one of the spirit companion’s spells as a free action.
The battles of the Warring States period took place on many battlefields, and the remains of clockwork ronin can be found in even the deepest wilderness. The spirits of these wild paces sometimes mingle with the remains of the ancestor spirits trapped in the spirit gears, brining the fallen soldiers to life once again.
Spirit Blast
You have learned to channel the destructive power of you companion.
Prerequisites: Invoker level 3, Spirit companion class feature.
Advantages: You can use your companion’s spirit blast.
Tuesday, 19 May 2020
Invoker Class Features
The class features of the invoker are all about the spirits they bond with and how they improve the ability to wield those powers.
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.
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.
Monday, 18 May 2020
Invoker Intro
Many people are called friends to nature, but the invoker takes it more literally than most. By whatever means they have gained the companionship of a powerful spirit of nature. The spirit acts as support, casting spells for and fighting alongside the invoker.
The invokers affinity for nature spirits does not end with their companion however, as he and his companion grow in power, lesser spirits will lend their power to the team. These spirits can be invoked by the invoker, who can then use their powers in battle against the enemies of nature.
The spirits of nature can take many forms, from ordinary looking animals to fey lords. The spirits are classified along two axes. Domains define the part of nature the spirit hails form; beasts, land, sea, sky or wilds.
The spirits of nature can take many forms, from ordinary looking animals to fey lords. The spirits are classified along two axes. Domains define the part of nature the spirit hails form; beasts, land, sea, sky or wilds.
Oaths define the way the spirit approaches their domain, acolytes channel it into mystical spells and powers. Guardians defend using their domain, and harbringers wield it as a weapon.
The great spirit who is the invoker’s main companion is a physically present ally, capable of casting spells and attacking enemies at range. The lesser spirits provide their power to both the invoker and the greater spirit, allowing the invoker to wield their power in battle and adding specific spells to the spirit's spell list.
Role: Invokers function as warriors, with much of their role determined by the spirits they bond with. The powers granted by the individual spirits often lend themselves to a particular role or specialization in combat.
HD: 10
BAB: Full
High Saves: Fort, Ref
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points: 4 + int mod
In the sky world Herelen the sky courts of the fey rule. The Auttaine islandships that travel the skies select those who show the greatest rapport with the fey as ambassadors. The bonds these ambassadors forge with the sky fey are vital in keeping the world’s two peoples prosperous and at peace.
On rare occasions dryads bond with a treant instead of an ordinary tree. Such pairs often serve as extremely powerful protectors of their forests, and usually attract many lesser spirits to their side.
There are plenty of danger faced by the merfolk communities around the Starred Trench. But fear are as feared as Shadowed Depths. The mysterious Cecealia heralds dark times for any village that sees them on its outskirts, and is believed to be connected to an ancient entity of madness that resides in the depth of the trench.
The great spirit who is the invoker’s main companion is a physically present ally, capable of casting spells and attacking enemies at range. The lesser spirits provide their power to both the invoker and the greater spirit, allowing the invoker to wield their power in battle and adding specific spells to the spirit's spell list.
Role: Invokers function as warriors, with much of their role determined by the spirits they bond with. The powers granted by the individual spirits often lend themselves to a particular role or specialization in combat.
HD: 10
BAB: Full
High Saves: Fort, Ref
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points: 4 + int mod
In the sky world Herelen the sky courts of the fey rule. The Auttaine islandships that travel the skies select those who show the greatest rapport with the fey as ambassadors. The bonds these ambassadors forge with the sky fey are vital in keeping the world’s two peoples prosperous and at peace.
On rare occasions dryads bond with a treant instead of an ordinary tree. Such pairs often serve as extremely powerful protectors of their forests, and usually attract many lesser spirits to their side.
There are plenty of danger faced by the merfolk communities around the Starred Trench. But fear are as feared as Shadowed Depths. The mysterious Cecealia heralds dark times for any village that sees them on its outskirts, and is believed to be connected to an ancient entity of madness that resides in the depth of the trench.
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