Sometimes it’s not enough to summon a rampaging engine of destruction to the battlefield. Sometimes, you have to become one yourself!
The invoker is an archetype of the summoner class.
An invoker loses access to 7th through 9th level spells and has a lower Base MP as noted below.
|Level||Base MP||Spell Level|
An invoker’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases invoker’s hit dice from d6 to d8.
Limit Breaks (Su)
At 1st level, the invoker receives the Limit Breaks (Eidolon’s Fury and Eidolon’s Sanction).
Eidolon’s Fury (Su): This Limit Break allows the invoker to enhance the connection she has to her invoked Eidolon. Spells granted by an Eidolon to an invoker deal maximum damage. Supernatural abilities granted by the Eidolon to the invoker have their damage empowered or their defense bonuses doubled. This Limit Break lasts for a duration of 1 round + 1 round per four summoner levels after 1st. This limit break requires only a swift action.
Eidolon’s Sanction (Su): This Limit Break is quite dangerous to the invoker as it involves great risk as she directly petitions her invoked Eidolon for aid. When the invoker uses this Limit Break, roll a percentile dice. On a roll of 1-45, the invoker’s Eidolon grants her aid, on a 46+, she is denied aid. Should the invoker be denied aid, that usage of her Limit Break is not used up, but she cannot Limit Break for 1d4 rounds. Should the invoker be granted aid, she immediately takes 1d4 points of non-lethal damage per summoner level that she is below level 20, and immediately gains the benefits of a level 20 invoker’s Eidolon invocation for a duration of 1 round + 1 round per four summoner levels after 1st. This limit break requires only a swift action.
These abilities replaces the summoner’s standard Limit Breaks.
Unarmed Strike (Ex)
At 1st level, an invoker gains Improved Unarmed Strike as a bonus feat. An invoker’s attacks may be with fist, elbows, knees, and feet. This means that an invoker may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an invoker striking unarmed. An invoker may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually an invoker’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. An invoker’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. An invoker also deals more damage with her unarmed strikes than a normal person would, as shown on the table below. The unarmed damage values listed on the table below is for Medium invokers. A Small invoker deals less damage than the amount given there with his unarmed attacks, while a Large invoker deals more damage; see the table below.
Table: Small, Medium, or Large Invoker Unarmed Damage
|Level||Damage (Small)||Damage (Medium)||Damage (Large)|
This ability replaces spell proficiency and paragon summons.
Invoke Eidolon (Su)
At first level the invoker gains the ability to call upon the powers of the Eidolons, great beings from beyond the mortal veil. These beings grant the invoker powers based on the level of class level of the invoker. An invoker may invoke at any time performing a ritual that takes 1 minute to complete. Once completed, the invoker is empowered. The empowerment lasts for as long as the invoker wishes, and the invoker can even sleep while empowered. If the invoker dies or goes unconscious from anything other than natural sleep, the invocation ends. While under the empowerment of an invocation, the invoker counts as both their normal type and an outsider, and uses whichever is beneficial to her at any one time.
At 1st level, the invoker chooses one Eidolon to invoke. At 3rd level, and every 3 levels thereafter, she gains an additional Eidolon to invoke. She can only invoke one Eidolon at a time. See below for a list of Eidolons and their effects.
In addition, at 1st level, the invoker, while invoked, gains a pool of evolution points to spend (See Eidolons for more info on evolutions). The pool of evolution points increases at 3rd level and every 5 levels thereafter as noted on the chart below. Evolution points must be spent on abilities that mimic her primary Eidolon. If multiple Eidolons are invoked as per the Twin Eidolon class feature, the invoker must choose one to be her primary Eidolon.
Beginning at 3rd level, when the invoker chooses to invoke an Eidolon, she may gain one of the following effects. At 8th level and every 5 levels thereafter, the invoker may choose an additional effect to gain when beginning an invocation. Invocation bonuses may have a minimum level and are noted in their entry. Each effect lasts while the invocation lasts, and each time she invokes, she chooses a different set of benefits. No matter how many Eidolons she has invoked, she gains 1 set of abilities. Abilities may be chosen multiple times, their effects stack.
|Effect Name||Description||Minimum Level (if any)|
|Body Fuel||Gain +5 Hit Points||3rd|
|Energy Resistance||Choose one element, gain 5 Resistance to that element||3rd|
|Divine Insight||Gain a +1 insight bonus on Saving Throws||3rd|
|Tough Body||Gain Damage Reduction 1/-||3rd|
|Good Defenses||Gain +2 insight bonus to AC||8th|
|Swift Hits||Gain +2 insight bonus on Attack rolls||8th|
|Heavy Hits||Gain +2 insight bonus on Damage rolls||8th|
|Swiftness||Gain +2 insight bonus on Initiative||8th|
|Muscle Building||Gain +2 enhancement bonus to Strength||13th|
|Quickness Drills||Gain +2 enhancement bonus to Dexterity||13th|
|Body Training||Gain +2 enhancement bonus to Constitution||13th|
|Mental Acuity||Gain +2 enhancement bonus to Intelligence||13th|
|Sageacity||Gain +2 enhancement bonus to Wisdom||13th|
|Magnetism||Gain +2 enhancement bonus to Charisma||13th|
|Eidolon's Influence||Gain the Slippery Mind Ability*||18th|
|Bastion of Life||Gain immunity to Negative Levels and Ability Damage/Drain*||18th|
|Mental Lock||Gain immunity to mind-affecting effects*||18th|
|Battle Armor||Gain Moderate Fortification (50% immunity)*||18th|
*Cannot be taken more than once.
This ability replaces avatar, blood pact, shield ally, transposition, greater blood pact, greater shield ally, tireless pact, merge forms, and mighty blood pact.
Blessing from Beyond (Su)
At 2nd level, an invoker forms a special bond with her Eidolons. Once per day per Eidolon that the invoker can invoke, when the invoker would be reduced to less than 0 hit points, she may shut off her invocation as an immediate action to heal 1d8 + summoner level (maximum of 5) hit points. If this would put the invoker back above 0 hit points, she remains conscious and healthy. She cannot re-invoke for 10 minutes after using this ability. Each Eidolon beyond the first adds 1d8 to the healing and 5 to the level cap of bonus healing.
At 4th level, the invoker may extend this healing to a second target by touching the target and releasing her invocation.
At 8th level, the invoker may reduce her healing (either on herself or another target) by 1d8 to remove the Blinded, Shaken, or Sickened conditions.
At 12th level, the invoker may reduce her healing (either on herself or another target) by 2d8 to remove the Dazed, Diseased, or Silenced conditions.
At 16th level, the invoker may reduce her healing (either on herself or another target) by 3d8 to remove the Cursed, Immobilized, Nauseated, Poisoned, or Slowed conditions.
And finally at 20th level, the invoker may reduce her healing (either on herself or another target) by 4d8 to remove the Berserk, Disabled, Paralyzed, Stunned, or Zombie conditions.
This ability replaces life link, summon monster I, and bond senses.
At 7th level, the invoker may invoke her Eidolons faster than normal. The ritual to invoke an Eidolon requires a full-round action instead. This does not reduce the cooldown of Blessing from Beyond.
At 19th level, the invoker may invoke as a standard action.
This ability replaces maker’s call.
Eidolon Senses (Ex)
At 10th level, the invoker’s bond increases. While invoked, the invoker gains 60 feet of darkvision (or +30 feet if she already has darkvision), low-light vision (doubling the normal range if she already has low-light vision) and the scent ability.
This ability replaces clear mind.
Eidolon Shield (Su)
At 13th level, an invoker’s life is precious to her Eidolons, and they don’t wish the invoker to come to harm. At the start of each combat encounter, the invoker gains temporary hit points equal to her Charisma modifier x the number of her Eidolons.
This ability replaces life bond.
Eidolon’s Armor (Su)
At 17th level, the invoker gains one of the final enhancements from her Eidolons. While invoked, she gains damage reduction equal to the number of Eidolons she has (6/- at 17th level).
This ability replaces superior shield ally.
Twin Eidolon (Su)
At 20th level, an invoker has reached the pinnacle of her power. She may now invoke 2 different Eidolons, gaining the full benefits of both.
This ability replaces twin avatar.
List of Eidolons and their effects
The supernatural abilities that an Eidolon grants are given on the table below. The following rules govern these supernatural abilities.
- All powers granted by Eidolons are supernatural in origin, even if they replicate spells or abilities that are normally considered magical.
- Limit Breaks granted by invoking an Eidolon are in addition to the Limit Breaks gained from class levels, and run off the same usage limit.
- Supernatural abilities are magical and thus are suppressed in an anti-magic field.
- Supernatural abilities are not subject to spell resistance.
- Supernatural abilities cannot be dispelled.
- Using a supernatural ability is a standard action unless otherwise noted.
- Some of the supernatural abilities granted by Eidolons provide constant benefits once activated. If the duration of a particular effect is not stated or implied by the ability description, assume it is constant. Typically, invokers take a few moments to activate such abilities immediately after making a connection with their Eidolon. Most effects that are not constant can be used only once every 5 rounds (see ability description for details).
- If a supernatural ability granted by an Eidolon mimics the effect of a spell, the caster level of that ability is always equal to the invoker’s effective caster level.
- The use of an Eidolon-granted ability never threatens failure through distraction or damage.
- Supernatural abilities do not have somatic or verbal components, but certain requirements might apply to the use of individual granted abilities. For instance, an invoker using a breath weapon must be able to open her mouth and breathe. Similarly, a character must have a free hand to make a melee touch attack. In a grapple, the character makes a touch attack as though armed with a light weapon.
- Supernatural abilities do not have a spell failure chance when using vestige-granted abilities by an armored invoker, even when those abilities mimic spells.
- An invoker shows no outward sign when using a granted ability, unless the ability description specifies that she must concentrate, or the use of the ability would be obvious based on its description (such as a ray projecting from the invoker’s eyes).
- When subjected to a supernatural ability that requires a saving throw but has no obvious effect, the target feels a hostile force or tingle but does not necessarily know the source or nature of the attack.
- Effects created by the invoker’s supernatural abilities end when the Eidolon leaves the invoker, or if the invoker dies while invoked.
- The DC for a saving throw against an Eidolon-granted power is (10 + half of the summoner’s level + her Charisma Modifier).
- Abilities that duplicate the benefit of a feat do so even if the recipient does not qualify for the feat.
Invoked Effects by Level
|Eidolon Name||Level 1||Level 3||Level 8||Level 13||Level 18|
|Alexander||Limit Break: Holy Judgment||Blast Punch||Light II||Lofty Challenge||Curaga|
|Bahamut||Limit Break: Megaflare||Hunting Dive||Impulse||Draconic Crush||Frightful Presence|
|Carbuncle||Limit Break: Searing Light||Healing Ruby||Shining Ruby||Glittering Ruby||Ruby Light|
|Diabolos||Limit Break: Black Hole||Dark II||Nether Blast||Pit of Despair||Corruption|
|Fenrir||Limit Break: Howling Moon||Moonlit Charge||Icy Breath||Lunar Bay||Ecliptic Howl|
|Garuda||Limit Break: Aerial Blast||Garuda's Favor||Aero II||Aerial Armor||Aeroga|
|Ifrit||Limit Break: Hellfire||Fire II||Crimson Roar||Firaga||Eruption|
|Leviathan||Limit Break: Tidal Wave||Water II||Grand Fall||Waterga||Spring Water|
|Odin||Limit Break: Zantetsuken||Temper||Valhalla's Call||Enspell III||Phantom Blade Strike|
|Ramuh||Limit Break: Judgment Bolt||Thunder II||Rolling Thunder||Lightning Armor||Thundaga|
|Shiva||Limit Break: Diamond Dust||Blizzard II||Frost Armor||Blizzaga||Hailstorm|
|Siren||Limit Break: Lunatic Voice||Water II||Mesmerizing Voice||Waterga||Water Shield|
|Titan||Limit Break: Earthen Fury||Stone II||Megalith Throw||Stonega||Earthen Ward|
|Total Evolution Points (Addition)||3 (+3)||5 (+2)||8 (+3)||12 (+4)||17 (+5)|