Invoker

Commonly--and quite inaccurately--named "warlocks", Invokers are magical practitioners who specialize in invoking the powers of Outer Planes, and of the denizens therein.

A common misconception is that Invokers have a solitary, unbreakable bond with a single planar overlord. While this arrangement is not unheard of, it rarely results in a long and lucrative career for the Invoker. Anybody can sell their soul--that doesn't make them a Invoker. Instead, the wise Invoker follows the Principle of Equal Exchange, the fundamental law of the Pact. In essence, all Outsiders, regardless of outward appearance or presumed morality, are supernaturally bound to honor contracts and deals, and when a debt is repaid, it is repaid. The devil is, of course, in the details, and thus the true measure of a successful Invoker is whether they can harness the power of Outsiders without becoming hopelessly entrapped by them.

Of course, it is hardly uncommon for a Invoker not to have some sort of debt or kinship he can't easily rid himself of, and this is handled separately. As a rule, Invoker spells and rituals are self-balancing and do not imply permanent debt, while [[#Corruption]] results when a Invoker, wittingly or otherwise, permanently exchanges some sort of debt or bondage in exchange for power.

Basic Abilities

Brief version:

Core skills

Uses:

Corruption

Below the threshold, Corruption has no in-game effect (but may have several minor cosmetic effects). When at or above the threshold, you must pass Concentration checks each time you gain Corruption, and at certain other times determined by the DM.

A Concentration check's DC is equal to 10 + your Corruption.

When "Tempted", the DM can, at an opportune time, offer you a deal on behalf of the planar forces from which you gain power. This must be at a time when your character would be reasonably willing to borrow power for some worthwhile gain. The deal is generally the same as any other action you might have taken: for a given Corruption cost, you gain a certain effect. However, the power can be something you couldn't normally access, or have a powerful enhancement such as using it while you are incapacitated, or as an immediate action, or having empowered effect. In any case, you must pass a Concentration check to resist (you can voluntarily fail if you choose). If you fail the check, you gain 1 (or more, if specified) Corruption, along with the designated benefit. The "Tempted" state disappears, but naturally, you must now roll a fresh Concentration check since you just gained Corruption.

When you are "Tainted", the DM can, at any time, attempt to force you to take actions. These actions can be anything, although they will generally serve the purposes of whatever planar source powers you--as opposed to being simply inconvenient or downright hostile to you and your allies. To resist, you must pass a Concentration check.

Relieving/Mitigating Corruption

Reduce Corruption you have gained is possible, but it takes time. Some of the most reliable ways are to purify yourself with an opposing energy (e.g. prayer or service to a good deity can remove the taint of Infernal power), or to coerce other mortals into service to your planar faction (e.g. tempting mortals to sin please the Infernal plane, rewarding you with reduced Corruption and therfore more agency to continue your great work).

In game terms, the above is a "down time" action that generally takes longer than a long rest and only fits into the time between episodes. Many adventurers need a quicker fix than that. There are a few other ways to rid yourself of Corruption, or indeed prevent it before it occurs:

Bindings

Bindings do not cost feats or powers. When you accept a binding, you permanently gain its effect, and increase your minimum Corruption by the amount listed.

You can spend a feat to reduce Corruption cost of a given binding by 1.

Name Corruption Effect
Armor 1 Gain a bonus to Armor equal to Cha + 1/2 level. Does not stack with worn armor.
Darkvision 1 You can see in darkness.
Fey Step 1 Recharge 33%, move; you teleport to a location you can see within walking distance.
Invisibility 2 At-will, swift; you become invisible (+20 Stealth) until you attack or take damage.
Guardian Force 2 At-will, immediate; 50% chance to negate one attack you suffer, max once/rd.
Mystic Eyes 2 At-will, swift; you see creatures despite concealment, invisibility, or etherealness.
Levitation 2 Gain levitation movement type (same speed as walking, max height = half speed)
Telepathy 2 You can telepathically communicate with creatures who speak a language within range.
Flight 3 Replaces Levitation. Gain Fly speed equal to walking speed.
Mistform 3 At-will, swift; you become gaseous, gaining a fly speed of 2 squares.
Vampirism 3 When you inflict damage, you heal yourself for 10% of the damage dealt.
True Seeing 5 You see a telltale outline around all illusion or shape-changing magic, giving it away. The true form thus disguised is revealed to you through the illusion.

Maybe:

Rituals

These are magical effects that any Invoker can attempt. You need not spend Powers or Feats to gain access to them.

Short list, to be fleshed out:

Invocations

Each Invocation requires a Power to learn.

General

Feat ideas:

Fey

Color

Future enhancements:

Ideas:

Mischief

Sensation

Ideas:

Wonder

Infernal

General

Bindings:

Chaos

Hellfire

Sin

Suffering

Unknown

Shadow

Notes

Special mechanics:

Ideas:

Summons

Shadow

Darkness

Drain

Void

Feats

Each time you select one of the below feats, you also gain:

Spell Enhancements

Bladebound

Summoner

Minions

Powers such as Summon Pixie grants you the listed minion as a permanent ally.

Although each minion has a "canonical" flavor (e.g. Pixie is Fey, Imp is Infernal), all Invokers can select any minions they choose, and re-flavor as desired. A fey invoker might summon a "redcap" with Imp stats, or a Shadow invoker could summon a "shadow stalker" with Felhunter stats, for example.

Notes on summoning:

Pixie

Evolution: Sylph

Felhunter

Evolution: Dreadstalker

Treant

Voidwalker

Shade

Variant: Spirit of Intellect

Nightmare

Astral Steed (variant)

Evolution

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