While a Warlock invokes his fey or fiendish heritage, and the Dragonfire Adept calls upon the power of the great Dragons, the Invoker merely calls upon the flows of Arcana themselves. In this way, he is the closest to an actual spellcaster of the three, and knows a great many more Invocations than they do.
Making an Invoker
Invokers are generally studious; anyone who might be a Wizard could be an Invoker instead, if they wished. There are substantial differences between the power of the two, however, so the way of the Invoker will appeal to those who prefer to never be without the magic they need. Invokers are also more worldly than their book-delving brethren, and many an Invoker eschews the more academic arcane arts precisely because they spend more of their time walking the real world.
Abilities
Intelligence is the most important Ability for an Invoker, as it determines the strength of their Invocations. However, Wise Invokers are quite common, as their skills often favor Wisdom. And of course, no adventurer should be without a reasonable Constitution.
Alignment
Invokers come in all alignments, and in no particular preference. Like Wizards, their rational approach to magic can appeal to the Lawfully inclined, but unlike those they are also very adaptable and very dependable, which appeals to the Chaotic wanderer. There is power enough to appeal to both Good and Evil, of course.
Races
Interestingly, Half-Elven Invokers seem especially common, though this is largely due to temperament and less to natural ability: those Half-Elves who favor their Elven heritage take an interest in magic, but often lack access to Wizardly universities, and therefore often find Invoking more appealing. Of course, any race that is naturally Intelligent will have an advantage as an Invoker, and Humans can be found as Invokers much like they can be found doing anything else.
Class Features of the Invoker
Hit Die
d6.
Skills Skill Points at Each Level: 4 + Intelligence modifier.
Class Skills: Appraise (Int), Autohypnosis (Wis), Craft (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Level
BAB
Fort
Ref
Will
Special
Least
Lesser
Greater
Dark
1st
+0
+0
+0
+2
Magic Insight, Summon Familiar
1
-
-
-
2nd
+1
+0
+0
+3
Alchemist
2
-
-
-
3rd
+1
+1
+1
+3
-
3
-
-
-
4th
+2
+1
+1
+4
Scribe
3
-
-
-
5th
+2
+1
+1
+4
-
4
-
-
-
6th
+3
+2
+2
+5
Alchemical Efficiency
4
1
-
-
7th
+3
+2
+2
+5
-
4
2
-
-
8th
+4
+2
+2
+6
Secret Script
5
2
-
-
9th
+4
+3
+3
+6
-
5
3
-
-
10th
+5
+3
+3
+7
Increased Alchemical Efficiency
6
3
-
-
11th
+5
+3
+3
+7
-
6
4
1
-
12th
+6/+1
+4
+4
+8
4th level Potions
6
4
2
-
13th
+6/+1
+4
+4
+8
-
7
5
2
-
14th
+7/+2
+4
+4
+9
5th level Potions
7
5
3
-
15th
+7/+2
+5
+5
+9
-
8
5
3
-
16th
+8/+3
+5
+5
+10
6th level Potions
8
5
3
1
17th
+8/+3
+5
+5
+10
-
8
5
3
2
18th
+9/+4
+6
+6
+11
7th level Potions
8
6
4
2
19th
+9/+4
+6
+6
+11
-
8
6
4
3
20th
+10/+5
+6
+6
+12
8th & 9th level Potions
9
7
5
4
Armor and Weapon Proficiencies
An Invoker is proficient in all simple weapons, but in no forms of armor or shields. Armor of any form may interfere with his Invocations that have Somatic components (most do).
Invocations (Sp)
An Invoker does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as Invocations that require him to focus the flows of arcana that surround and connect all things. An Invoker can use any Invocation he knows at will, with the following qualifications:
An Invoker’s Invocations are spell-like abilities; using an Invocation is therefore a standard action that provokes attacks of opportunity. An Invocation can be disrupted, just as a spell can be ruined during casting. An Invoker is entitled to a Concentration check to successfully use an Invocation if he is hit by an attack while invoking, just as a spellcaster would be. An Invoker can choose to use an Invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Invoker’s Invocations are subject to spell resistance unless an Invocation’s description specifically states otherwise. An Invoker’s Caster Level with his Invocations is equal to his Invoker level.
The save DC for an Invocation (if it allows a save) is 10 + equivalent spell level + the Invoker’s Intelligence modifier. Since spell-like abilities are not actually spells, an Invoker cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of Invocations, in order of their relative power, are Least, Lesser, Greater, and Dark. An Invoker begins with knowledge of one Least Invocation, plus Magic Insight, a second Least Invocation (see below). As an Invoker gains levels, he learns new Invocations, as summarized on Table 1. A list of available Invocations can be found following this class description.
At any level when an Invoker learns a new Invocation, he can also replace any one Invocation he already knows with another Invocation of the same or a lower grade.
Finally, unlike other spell-like abilities, Invocations have somatic components and are subject to Arcane Spell Failure chance from worn armor.
Invokers can qualify for some Prestige Classes usually intended for spellcasters; Invokers benefit in a specific way from Prestige Classes that have “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” as a level advancement benefit. An Invoker taking levels in such a Prestige Class does not gain any of his class abilities, but he does gain an increased Caster Level when using his Invocations. An Invoker also gains new Invocations Known at these Prestige Class levels as though he had gained a level in the Invoker class.
An Invoker can qualify for Prestige Classes with spellcasting level requirements, even though he never actually learns to cast spells. To do so, he must have a Caster Level equal to twice the Spell Level required.
Magic Insight
At 1st level, the Invoker gains Magic Insight as a bonus Invocation known, regardless of his other choices of Invocation.
Summon Familiar At 1st level the Invoker can summon a familiar. An Invoker may use the Share Spells feature to share Invocations with his Familiar, even though they are not technically spells. He does not gain the ability to share other types of Spell-like Ability. He may also use the Deliver Touch Spells ability with Invocations.
Alchemist
At 2nd level, an Invoker gains Brew Potion as a bonus feat, and furthermore can create any potion without being able to cast the spell it requires by having a Caster Level of at least twice the Spell's level, and succeeding on a Craft (Alchemy) check equal to 10 + the Spell's level. Success means that the Invoker is treated as if he had successfully cast the spell; the Invoker still must provide all other resources for the brewing.
An Invoker with the Alchemist feature may also brew Spellvials, special potions which are used as thrown weapons. Spellvials are brewed using spells of no higher than 3rd level, just like potions, and the spells must furthermore function either on a ranged touch attack, a single specific target, or in an area that may be placed at range (not an area that must be centered on the caster). Throwing and hitting with a spellvial is ranged touch attack: for single-target spells, this means the spell hits (and in the case of spells that offered a Reflex save, they automatically fail this save since the Invoker has actually hit them with the attack), for area-effect spells it means the spell is essentially cast centered on the area where it was thrown (and any targets within the area are allowed any applicable saving throws, including Reflex saves). As weapons, spellvials have a range increment of 10 ft. Ingesting a spellvial has no effect.
Scribe
At 4th level, an Invoker gains Scribe Scroll as a bonus feat, and furthermore can create any scroll without being able to cast the spell in question by having a Caster Level of at least twice the Spell's level, and succeeding on a Linguistics check equal to 10 + the Spell's desired Caster Level. Success means the Invoker is treated as having successfully cast the spell; the Invoker must still provide all other resources for the scribing.
The Invoker may also substitute a Linguistics check for his Use Magic Device check to attempt to activate scrolls.
Alchemical Efficiency
A 6th level Invoker brews potions, spellvials, and other alchemical items far more quickly than others: he makes as much progress on these items in an hour as others do in a day, and as much progress in a day as others do in a week. He may also brew two potions or spellvials in a single "day," as opposed to only one.
Secret Script
A number of times per day equal to his Wisdom modifier plus one half his Intelligence modifier an 8th level Invoker may cast a spell from a scroll without consuming the scroll. In order to do so, he must have a number of ranks in Linguistics equal to the Caster Level + one half the Spell Level of the scroll, and he may only cast a spell from any single scroll once per day without consuming it. If the spell on a scroll he is using with Secret Script has a material component, it can not exceed 40 gold per level.
Increased Alchemical Efficiency
At 10th level, an Invoker gets even better at brewing potions and spellvials: He may brew three in a "day" instead of two. He also gains a 25% discount on the gold cost of brewing potions, spellvials, and alchemical items.
Higher Level Potions
Beginning at 12th level, an Invoker may begin to brew potions and spellvials that use spells of up to 4th level. At 14th this goes up to 5th level spells, at 16th, 6th, at 18th, 7th, and at 20th, all the way up to 9th level spells may be added to potions or spellvials.
Invocations
Invocations marked I are found in this document.
Invocations marked N are new invocations found below. Least Invocations
All-Seeing EyesI - As Comprehend Languages on written material, plus bonus on Perception checks.
Aquatic AdaptationI (as Swimming the Styx) - Breathe underwater; gain swim speed.
Arcane KnowledgeI (as Eldritch Knowledge) - Gain bonus on Knowledge and Spellcraft checks.
Baleful UtteranceI - Speak a word and shatter objects as the Shatter spell.
Beguiling InfluenceI - Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Body AugmentationN - Use Bear's Endurance, Bull's Strength, or Cat's Grace, as the spells.
Breath of the NightI- Create a fog cloud as the spell.
Call of the BeastI - Speak with animals and influence their behavior.
DarknessI - Use Darkness as the spell.
Drain EssenceI - Damage a creature's essence pool or Wisdom.
Earthen GraspI - Use Earthen Grasp as the spell.
Ebon EyesI (as Devil's Sight) - See normally in darkness and magical darkness.
Elemental AnimationN - Use Animate Fire, Animate Water, or Animate Wood, as the spells.
Endure ExposureI - Use Endure Elements as the spell; target gains resistance to your spells.
Entropic WardingI - Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Leaps and BoundsI - Gain bonus on Acrobatics and Athletics checks.
Local TremorN - Use Local Tremor, as the spell.
LorecallN - Use Balancing Lorecall or Listening Lorecall, as the spells.
Magic CoatingN - Use Grease or Sticky Floor, as the spells.
Chilling FogI - Create Solid Fog that deals Cold damage.
Chilling TentaclesI - Use Black Tentacles as the spell, and deal extra Cold damage to creatures in the area.
Devour MagicI - Use targeted Greater Dispel Magic with a ranged touch and gain temporary hit points based on the level of spells successfully dispelled.
DragonwardI - Gain resistance to the attacks and special abilities of dragons.
Enervating ShadowI - Gain total concealment in most areas and deal Strength damage to adjacent living creatures.
Falling DreamN - Use Illusory Pit, as the spell.
FissureN - Create a temporary Wall of Stone, stagger and push aside those who are in its way.
GlaciationN - Freeze target so they cannot move.
Nightmares Made RealI - Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of AgesI - Creature falls asleep, takes damage when awakened.
Terrifying ScreamI - Use Fear as the spell; creatures shaken by the effect cannot attack you.
Tenacious PlagueI - Use Insect Plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Voodoo DollN - Immobile construct shares damage with target on death, has no defenses.
Wall of Perilous FlameI - Create a Wall of Fire as the spell, but half the damage from the wall results from supernatural power.
WindstormI - Create powerful gusts of wind.
Words of Power, GreaterN - Use Power Word: Disable, Power Word: Distract, or Power Word: Nauseate, as the spells.
Dark Invocations
Brewing StormN - Allies within cloud gain 1 AC per round, enemies within cloud lose 1 AC per round.
Caster's LamentI - Use Break Enchantment or counter a spell as with Greater Dispel Magic.
DiscorporationI (as Dark Discorporation) - Gain many benefits of the Swarm subtype.
Energy ImmunityI - Gain or grant immunity to Acid, Cold, Electricity, Fire, or Sonic damage.
Fell Flight, GreaterI - Fly at perfect maneuverability; gain overland speed.
Impenetrable BarrierI - Use Wall of Force, as the spell, but it is perfectly black and blocks line of sight.
Instill VulnerabilityI - Grant vulnerability or remove resistances and immunities.
PolyscientI (as Dark Foresight) - Use Foresight as the spell, and communicate telepathically with a close target of the effect.
Master of PhysicsN - Use Telekinetic Sphere, as the spell.
MeteoN - Use Meteor Swarm, as the spell.
Path of ShadowI - Use Shadow Walk as the spell and speed up natural healing.
Perilous VeilI - Use Veil as the spell; anyone succeeding on the Will save to negate the illusion takes damage.
Retributive InvisibilityI - Use Greater Invisibility as the spell (self only) that deals damage in a burst if dispelled.
Spellcaster's BaneN - You may attempt to counterspell an opponent as an Immediate Action, as if casting Greater Dispel Magic.
Steal SummoningI - Take control of another caster's summoned monster or companion creature.
Word of ChangingI - Use Baleful Polymorph as the spell, but the effect could become permanent.
Words of Power, DarkN - Use Power Word: Kill, Power Word: Petrify, or Power Word: Stun, as the spells.
Void MagicN - Use Antimagic Field at range, but only as long as you concentrate.
Body Augmentation
Least; 2nd
You can use Bear's Endurance, Bull's Strength, and Cat's Grace, as the spells except the duration is 24 hours. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed.
Local Tremor
Least; 2nd
You can use Local Tremor, as the spell except subsequent tremors only require a move action.
Lorecall
Least; 1st
You can use Balancing Lorecall, and Listening Lorecall, as the spells except the duration is 24 hours and they use your Acrobatics and Perception respectively. Only one of these may be active on your person at a time; using it again replaces any previous uses.
Magic Coating
Least; 1st
You can use Grease and Sticky Floor, as the spells.
Magic Insight
Least; 1st
You can use Identify as the spell.
Mind Augmentation
Least; 2nd
You can use Eagle's Splendor, Fox's Cunning, and Owl's Wisdom, as the spells except the duration is 24 hours. Only one may be active at a time; using another, even on a different target, causes the previous effect to be removed.
Mystic Missile
Least; 1st
You can use Magic Missile, as the spell. Additionally, you may fire a single missile, as from the spell, as an Immediate Action.
Omen
Least; 2nd
You can use Omen of Peril, as the spell.
Scorn Earth
Least; 2nd
You can float a foot above the ground. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of a flat surface of any solid or liquid, you can take normal actions and make normal attacks, and can move at her normal speed (you can even “run” at four times your normal speed or "jump" from your position 1 foot above a surface). However, you have no ability to maintain any altitude greater than 1 foot due to this invocation. You are also considered to be under the effects of Feather Fall, as the spell.
Harkon's Blade
Lesser; 4th
You can use Sword of Deception, as the spell with a bonus to its attacks equal to your Intelligence bonus. You may only have one sword at a time; casting this invocation while a sword still exists eliminates that sword in favor of the new one.
Make Way
Lesser; 4th
You can use Forcewave, as the spell; the bull rush attempt uses your caster level + Intelligence modifier + 10 for its CMB. This invocation takes only a swift action.
Calling
Greater; 5th
You can use Sending, as the spell.
Falling Dream
Greater; 6th
You can use Illusory Pit, as the spell, but it lasts only as long as you concentrate.
Fissure
Greater; 5th
You can create a 5 foot wide stone wall up to 10 feet high along a 60 foot line starting from your position. All creatures within the line take 1d6 bludgeoning/piercing damage per 2 levels, are moved to the nearest square on the side of the wall of your choice, and are staggered, unless they make a Reflex save, which halves the damage, allows them to choose which side of the wall they wish to be on, and prevents the staggering. Squares adjacent to the wall are difficult terrain, and the wall lasts for 1 round plus 1 round per 5 levels.
Glaciation
Greater; 6th
You can freeze a target solid for one round, such that they can take only mental actions, unless they make a Will save. A frozen target takes 1d6 Cold damage per 2 levels (maximum 8d6 at 16th); any target who takes no Cold damage due to resistance or immunity to Cold damage is also immune to being frozen. A target who was frozen is slowed, as by the spell Slow, for two rounds after thawing out.
Voodoo Doll
Greater; 6th
You can create a voodoo doll of any target within 60 feet; the doll begins in any free square adjacent to you. The doll lasts one round per level, or until the target moves more than 60 feet from the doll. The doll may have up to 8 HP per caster level, but you lose HP equal to one quarter the HP given to the doll. If the doll is killed before the effect ends, the target takes damage equal to the doll's full HP. If the effect ends without the Doll dying, you regain one quarter of the HP it had remaining.
The doll is a construct, but does not have immunity to poison, necromancy effects, critical hits, nonlethal damage, or effects that require Fortitude saves, though all nonlethal damage dealt to the doll is treated as lethal damage. However, it is immune to any and all status effects, conditions, etc; only HP damage can be applied to it. It cannot be healed or repaired by any means. The doll has no actions and furthermore cannot be moved. The doll has an Armor Class of 0 (and is always treated as flat-footed), no Damage Reduction, no Spell Resistance, a Hardness of 0, and a +0 bonus to all saving throws. Any other defenses the target may have had do not apply to the doll.
Brewing Storm
Dark; 8th
This invocation creates an ephemeral cloud at a Range of Medium (100 feet + 10 feet per caster level), and the cloud immediately spreads in a radius equal to Close range (25 feet + 5 feet per 2 caster levels). The cloud itself is short-lived - it is gone moments after casting, having no effect on the sight or movement of those within it. Those who were within it when cast, however, gain some of the cloud clinging to to their bodies, and this cloud effects them for one round per level.
Each round, every creature that was within the cloud at the time it was cast either gains a +1 bonus to AC, or takes a -1 penalty to AC, chosen by you when you cast it. A creature must be currently affected by the AC penalty for any creature to gain AC. Any creature who does not want to accept these changes is entitled to a Will save each round to prevent that round's changes, though the DC for this save goes up by 1 for every consecutive save the creature has made previously; failing the save resets the DC to its usual value for the next round.
No creature can be reduced below 10 AC, or below 10 touch AC or 10 AC when flat-footed (though a creature with 10 touch AC or 10 flat-footed AC continues to take penalties to its AC for other situations until all three values are 10). By the same token, this effect can no more than double a creature's AC; once this effect has added as much AC as the creature had without it, it simply maintains that much AC until it wears off.
Master of Physics
Dark; 8th
You can use Telekinetic Sphere, as the spell, except that you must always be within the sphere, and the sphere can only move you with respect to other objects within the sphere. Effectively, it needs to be touching something solid in order to maintain its height, and will otherwise fall, so it can only lift you into the air a distance equal to its own diameter. It can, however, move upwards with you if you have other means of flight, in which case it can move relative to you and more things with respect to you; you are, essentially, the solid surface against which everything else is being moved.
Meteo
Dark; 9th
You can use Meteor Swarm, as the spell.
Spellcaster's Bane
Dark; 7th
You may attempt to counterspell a spellcaster as an Immediate Action, as if you had cast Greater Dispel Magic. The spellcaster gains a +2 bonus on his opposed Caster Level check for every consecutive round you have successfully counterspelled him; this bonus reverts to +0 if you fail to counterspell him (either because you did not try or because he succeeded on the check).
Words of Power, Dark
Dark; 9th
You can use Power Word: Kill, Power Word: Petrify, and Power Word: Stun, as the spells.
Void Magic
Dark; 9th
You can use Antimagic Field, but with a Range of Close (25 ft. + 5 ft. per two caster levels), and with a Duration of Concentration.