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The evoker channels raw, untamed summoning energy, resulting in a sudden and often unforeseen ally or effect. Each invocation becomes a high-stakes gamble, a thrilling roll of the dice where a devastating Bahamut or a humble Chocobo might answer their call, mirroring the iconic “random summon” mechanic. This inherent unpredictability defines their playstyle, forcing evokers to master improvisation and adaptability, embracing chaos as their most potent weapon and trusting destiny to guide their hand in the heat of battle.

The evoker is an archetype of the summoner class.

Invocation (Su)

At 2nd level, an evoker can invoke a random summon to do its ability. Usable a number of times per day equal to his summoner level + his Charisma modifier, as a standard action. The evoker chooses white or black, rolls on the table below, and the summon does its spell and vanishes. The evoker uses his summoner level for these abilities and uses a DC of 10 plus half of his summoner level + his Charisma modifier.

Roll (1d8) Summon (White/Black) Spell-Like Ability (White/Black)
1 Mogri/Shiva Moogle Charm/Diamond Dust
2 Kirin/Leviathan Life Guard/Tidal Wave
3 Crusader/Chocobo Cleansing/Chocobo Kick
4 Zona Seeker/Bomb Magic Shield/Explode
5 Asura/Valefor Asura’s Boon/Energy Beam
6 Mandragora/Cactuar Mandragora’s Photosynthesis II /1k Needles
7 Cerberus/Ramuh Counter Rockets/Judgment Bolt
8 Faerie/Ifrit Fey Light/Hellfire

This ability replaces summon monster and augment summoning.

Invoke Adjustment (Ex)

At 6th level, the evoker can adjust his roll result on the table above. She may increase, or decrease, the roll result by 1 to adjust the summon to a more desirable result.

This ability replaces counter-summon and summon tactics.

Invoke Adjustment II (Ex)

At 8th level, the evoker can roll twice on the table above, and select one of the two summons. He can still adjust the result of each roll to get a more desired result.

This ability replaces superior summons and balanced summoning.