Whether by an innate affinity for wild magic, a mystical gift by some greater force, or by having a powerful strength of will, invokers find the spirits of the natural world drawn to them. In time, they invariably form a covenant with one of these spirits, one who resonates with the invoker’s soul and ideals. The two form an inseparable pair whose very essence is intertwined, becoming greater than the sum of their individual strengths so that they may protect themselves and that which they hold dear. As they grow in mutual understanding and power, they draw further spirits to their cause, channeling the strength of the countless voices of the wilds to take on any threat.
Role: Invokers are as diverse as the spirits they bond with, but they generally serve as mystical warriors while their spirit companions provide aid from afar. Their ability to bond to different spirits allows them to adapt as needed to face down any challenges that would threaten their homes.
Alignment: Any
Hit Die: d10
Starting Age: Self-taught
Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.
CLASS SKILLS: The invoker’s class skills are 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 Per Level: 4 + Int modifier.
CLASS FEATURES[]
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +1 | 2 | 2 | 0 | Lesser Spirit, Primal Energy, Spirit Companion |
| 2nd | +2 | 3 | 3 | 0 | Invoke (Minor) |
| 3rd | +3 | 3 | 3 | 1 | Bonus Feat, Lesser Spirit |
| 4th | +4 | 4 | 4 | 1 | Mystic Bond |
| 5th | +5 | 4 | 4 | 1 | Dual Invocation (Minor), Invoke (Intermediate) |
| 6th | +6/+1 | 5 | 5 | 2 | Lesser Spirit, Spiritual Emissary |
| 7th | +7/+2 | 5 | 5 | 2 | Avatar 1/day |
| 8th | +8/+3 | 6 | 6 | 2 | Dual Invocation (Intermediate) |
| 9th | +9/+4 | 6 | 6 | 3 | Bonus Feat, Lesser Spirit |
| 10th | +10/+5 | 7 | 7 | 3 | Answer the Call |
| 11th | +11/+6/+1 | 7 | 7 | 3 | Invoke (Greater) |
| 12th | +12/+7/+2 | 8 | 8 | 4 | Lesser Spirit, Quickened Invocation |
| 13th | +13/+8/+3 | 8 | 8 | 4 | Avatar 2/day |
| 14th | +14/+9/+4 | 9 | 9 | 4 | Dual Invocation (Greater) |
| 15th | +15/+10/+5 | 9 | 9 | 5 | Bonus Feat, Lesser Spirit |
| 16th | +16/+11/+6/+1 | 10 | 10 | 5 | Mental Bond |
| 17th | +17/+12/+7/+2 | 10 | 10 | 5 | Invoke (Grand) |
| 18th | +18/+13/+8/+3 | 11 | 11 | 6 | Lesser Spirit |
| 19th | +19/+14/+9/+4 | 11 | 11 | 6 | Avatar 3/day |
| 20th | +20/+15/+10/+5 | 12 | 12 | 6 | Dual Invocation (Grand), One of Many |
All of the following are class features of the invoker.
Weapon and Armor Proficiency[]
Invokers are proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields).
Spirit Companion[]
Out of the multitude of spirits that the invoker contacts, he will eventually find a particularly strong spirit with whom he will form a lifelong bond. The invoker begins play with this spirit companion already by his side.
Spirit companions come in innumerable forms, but are grouped together by the two aspects of their nature: their dominion, and their oath. The dominion represents what realm of nature the spirit hails from, such as Beasts or the Sky. The oath describes the spirit’s relationship with its dominion: for example, a Guardian devotes itself to the protection of the dominion, whereas a Harbinger brings forth its wrath upon foes. The dominion and oath of the invoker’s spirit companion must be chosen at 1st level and cannot be changed. The abilities granted to the companion from its dominion and oath are listed in their respective sections (which are linked below).
The spirit companion has the same alignment as the invoker and can speak and understand all of his languages. No two spirit companions are identical in appearance and are clearly mystical in origin, possessing traits that are indicative of their dominions and oaths. Most are humanoid or animalistic in shape, though more exotic forms are known. The form of a spirit companion has no impact on its abilities or statistics.
A spirit companion’s Hit Dice, saving throws, skills, feats, and abilities are tied to the invoker’s class level and increase as the invoker gains levels. If a spirit companion is ever slain, the invoker may spend 24 uninterrupted hours of meditation while in an environment relevant to the spirit’s dominion (for example, near a river or body of water for a Sea spirit) to draw forth the power of his dead companion and reform it, bringing the spirit companion back to life with full hit points.
Rules and statistics for the spirit companion can be found here.
A list of dominions can be found here.
A list of oaths can be found here.
The invoker spell list (which spirit companions can cast spells from) can be found here.
Lesser Spirit (Su)[]
At 1st level, an invoker is able to contact minor spirits from the wilds. While not as strong as his companion, these spirits each bestow new powers upon the invoker and his companion to aid them in their cause. The invoker selects two lesser spirits to bond with at 1st level and gains an additional lesser spirit at 3rd level and every three levels thereafter to a total of eight lesser spirits at 18th level.
Like the invoker’s companion, each of these lesser spirits has a dominion and oath describing its nature. While he can select leser spirits from any dominion or oath, one of the lesser spirits gained at 1st level must exactly match the dominion and oath of his companion. For example, if the invoker’s companion is an Acolyte of Beasts, the invoker must select Predator Silently Hunts its Prey as one of his starting lesser spirits.
Each lesser spirit taken has a listed primal power, which is a special ability granted to the invoker for bonding with it. The invoker knows the primal powers of all lesser spirits he has bonded with. Using a primal power requires the invoker to spend one or more points of primal energy (see below); if he lacks the required primal energy, he cannot use that primal power. Primal powers are spell-like or supernatural abilities and require a standard action to use unless otherwise noted. If a primal power calls for a saving throw, the DC is equal to 10 + 1/2 the invoker’s level + his Charisma modifier.
Additionally, each lesser spirit has a list of spells of 1st through 4th level. When an invoker bonds with a lesser spirit, he immediately adds all of its spells to the invoker spell list, if they weren’t already on it. His spirit companion does not automatically gain them as spells known and must learn them as normal.
Other abilities granted by lesser spirits–namely, invocation powers–are only granted once it has been invoked (see below).
A list of all lesser spirits can be found here.
Primal Energy (Su)[]
At 1st level, the invoker gains a pool of natural energy that he uses to channel the powers of his lesser spirits. This pool has a number of points equal to 1/2 the invoker’s level + his Charisma modifier (minimum 1), and refills at the start of the day after 8 hours of rest. The invoker can spend points from the primal energy pool to use the primal powers of any lesser spirit he has bound to him, plus a select few other class features. If he does not have the required number of primal energy points to activate a given primal power or class feature, it cannot be used.
Invoke (Su)[]
At 2nd level, the invoker learns his signature ability: the power to invoke spirits. By doing so, the invoker can channel even greater power from those spirits to gain primal strength, debilitating magics, or supernatural resilience. At the beginning of the day when the invoker regains his primal energy, he may choose to invoke a spirit he has bonded to. Doing so takes 1 hour, and he may only invoke a spirit if that spirit’s dominion or oath (or both) match the dominion and/or oath of his spirit companion. For example, if the spirit companion is a Harbinger of the Sky, the invoker could invoke any Harbinger spirit or any Sky spirit.
An invoked spirit remains so until the invoker chooses to invoke again, and he may only have one spirit invoked at a time. So long as that spirit is invoked, the invoker gains that spirit’s minor invocation ability. As the invoker increases in level, he progressively gains stronger invocation abilities, as shown on Table: Invoker as follows: minor (2nd), intermediate (5th), greater (11th), and grand (17th). The DC of any saving throws called for in an invocation ability is equal to 10 + 1/2 the invoker’s level + his Charisma modifier.
Bonus Feat[]
At 3rd level, and every six levels thereafter, the invoker receives a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. He must meet the prerequisites of these feats as normal.
Mystic Bond (Su)[]
At 4th level, the bond between invoker and spirit companion extends to their physical being. Whenever his companion takes enough damage to reduce it to 0 hit points or lower, as a reaction to the damage, the invoker can sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the companion.
In addition, the spirit companion can cast supportive magic on the invoker from a distance. The spirit companion can cast any spell with a range of “personal” or “touch”, or a spell with a target of “You”, upon the invoker from a range of close (25 ft. + 5 ft./2 levels). Doing so requires the companion to spend a full-round action to cast the spell; if the casting time is already longer than a full-round action, use the spell’s normal casting time, instead. The spell must be able to target a creature and be appropriate for the invoker’s type.
Dual Invocation (Su)[]
Starting at 5th level, the invoker learns the power to invoke two lesser spirits at once. This follows the same restrictions as his first invocation, but the levels he gains the secondary spirit’s invocations are delayed, listed on Table: Invoker as follows: minor (5th), intermediate (8th), greater (14th), and grand (20th). The invoker has to invoke two separate lesser spirits, and must designate which of the two lesser spirits is the primary spirit and which is the secondary (and thus determining when he gets that spirit’s invocation abilities) at the time of him invoking, and cannot change the chosen order until he invokes again.
Spiritual Emissary (Su)[]
Beginning at 6th level, the invoker is able to invoke multiple times throughout the day. Doing so requires spending 1 point of primal energy for each lesser spirit he is invoking and takes 1 hour of uninterrupted concentration: the first invocation he performs at the start of the day does not require spending primal energy, as normal. If he is interrupted, the primal energy is wasted and he must try again. At the end of the hour, the invoker can exchange the selected lesser spirit(s) with a different one of his lesser spirits following the normal guidelines, gaining the newly-invoked lesser spirit’s abilities while losing the old ones.
Avatar (Su)[]
At 7th level, the invoker and his spirit companion can merge their forms together, achieving strength greater than the two could alone. As a full-round action, the invoker can touch his spirit companion and draw it into himself; this also merges the spirit companion’s gear (if any), similar to a polymorph effect. While merged, the spirit companion cannot be targeted or harmed, and any effects and spells upon the spirit companion are suspended until the companion separates from the invoker.
For the duration of the avatar, the spirit companion can cast spells through the invoker using the invoker’s actions, though it still uses its own statistics to do so (such as spell save DCs or concentration checks). As a free action once per round on the invoker’s turn, the invoker can sacrifice any number of the companion’s spell slots. Upon doing so, he regains points in his primal energy pool equal to half the total level of spells sacrificed, rounded up. Any points in excess of the invoker’s primal energy maximum are lost.
The invoker and spirit companion can communicate mentally with each other while merged, and the spirit companion can use the invoker’s senses to help guide him. When the invoker speaks, his voice is both his own and that of his companion speaking in unison.
While the above effects are shared among all invokers, the true potential of the avatar ability is based upon the spirit companion’s dominion and oath. Both the oath and dominion of the companion grant additional effects to the avatar form, as listed in their entries. The invoker also takes on traits that signify the dominion and oath, such as fiery hair, grass and flowers growing around his every step, flesh that looks like quartz, or some other exotic, magical effect related to his spirit companion. These traits manifest differently for each invoker, but are always harmless and have little gameplay effect.
Avatar lasts for a number of minutes equal to the invoker’s Charisma modifier (minimum 1), until the invoker ends it early (a swift action), or until the invoker is slain, whichever happens first, at which point the spirit companion emerges in the nearest open space. If the invoker is killed, his spirit companion is ejected at 0 hit points and staggered. The invoker can use his avatar once per day, plus an additional time per day at 13th and 19th levels.
Answer the Call (Su)[]
At 10th level, an invoker can use his spiritual energy to bring a slain spirit companion back to life. This functions as raise dead, but it may only be used to target his spirit companion or the companion of another invoker. Using this power takes 10 minutes, removes all remaining points from his primal energy pool, and can only be done once per week.
At 16th level, this ability functions as resurrection instead, but otherwise acts as described above.
Quickened Invocation (Su)[]
Beginning at 12th level, the invoker can commune with lesser spirits more rapidly. It now only takes him 10 minutes to invoke, whether that be his free invocation at the start of the day or an additional invocation performed through the spiritual emissary class feature.
The invoker can spend 2 primal energy points to replace one of his invoked lesser spirits with a different spirit as a swift action. He can also use this to swap which of his two invoked lesser spirits is the primary spirit and which is the secondary. He may do this any number of times per day, but no more than once per minute.
Mental Bond (Su)[]
At 16th level, the invoker and his spirit companion may communicate telepathically as long as they remain within range of the spirit companion’s link (see the spirit companion rules after the class description).
One of Many (Su)[]
At 20th level, the invoker is accepted among the spirits of the wild and can call upon them as needed. The invoker can use the primal power of any lesser spirit, not just the ones he has selected. Using a power for a lesser spirit he does not already have costs twice the amount of primal energy required.
Additionally, when the invoker uses quickened invocation to replace his lesser spirits, he can replace both of them with the same action. It costs him 1 primal energy per lesser spirit he replaces, rather than 2. He can use quickened invocation as frequently as he wants without needing to wait for one minute between uses.
Favored Class Bonuses[]
- Aasimar: Add +5 feet to the range of the spirit companion’s link ability.
- Catfolk: Add 1 foot to the spirit companion’s base speed and any movement type gained from its dominion. In combat, this option has no effect unless the invoker has selected it five times (or another increment of five).
- Changeling: Gain 1/6 of a new lesser spirit.
- Dhampir: Add +1/2 to the damage dealt by the spirit companion’s fey blast ability.
- Drow: Add 1 skill point or 1 hit point to the invoker’s spirit companion.
- Duergar: Increase the invoker’s primal energy pool by +1/4 point.
- Dwarf: Add +1/4 natural armor bonus to the AC of the invoker’s spirit companion.
- Elf: Gain 1/6 of a new lesser spirit.
- Fetchling: The invoker’s spirit companion gains resistance 1 against either cold or electricity. Each time the invoker selects this reward, he increases his companion’s resistance to one of those energy types by 1 (maximum 10 for any one energy type).
- Gillmen: Add 1 foot to the invoker’s swim speed. In combat, this option has no effect unless the monk has selected it five times (or another increment of five).
- Gnome: The invoker gains energy resistance 1 against acid, cold, electricity, or fire. Each time the invoker selects this reward, increase his resistance to one of these energy types by 1 (maximum 10 for any one type).
- Goblin: Add +1/2 to the damage dealt by the spirit companion’s fey blast ability.
- Grippli: Add +1/2 to the invoker’s spirit companion’s concentration checks to cast spells.
- Half-Elf: Increase the invoker’s primal energy pool by +1/4 point.
- Half-Orc: Add 1 foot to the spirit companion’s base speed and any movement type gained from its dominion. In combat, this option has no effect unless the invoker has selected it five times (or another increment of five).
- Halfling: Increase the invoker’s primal energy pool by +1/4 point.
- Hobgoblin: Add a +1/2 bonus on Intimidate checks and Survival checks.
- Human: Add 1 skill point or 1 hit point to the invoker’s spirit companion.
- Ifrit: Increase the invoker’s or the spirit companion’s fire resistance by 1 (maximum 15).
- Kitsune: Increase the duration of the invoker’s avatar ability by 2 rounds.
- Kobold: Add +1/4 natural armor bonus to the AC of the invoker’s spirit companion.
- Merfolk: Gain 1/6 of a new lesser spirit.
- Nagaji: Increase the duration of the invoker’s avatar ability by 2 rounds.
- Orc: Add +1/2 to the damage dealt by the spirit companion’s fey blast ability.
- Oread: Increase the invoker’s or the spirit companion’s acid resistance by 1 (maximum 15).
- Ratfolk: Add +1 to the invoker’s spirit companion’s CMD when adjacent to the invoker.
- Samsaran: Gain 1/6 of a new lesser spirit.
- Strix: Add 1 skill point or 1 hit point to the invoker’s spirit companion.
- Suli: Increase the invoker’s primal energy pool by +1/4 point.
- Svirfneblin: Add +1/2 to the invoker’s spirit companion’s concentration checks to cast spells.
- Sylph: Increase the invoker’s or the spirit companion’s electricity resistance by 1 (maximum 15).
- Tengu: Add 1 skill point or 1 hit point to the invoker’s spirit companion.
- Tiefling: Add +1/2 to the damage dealt by the spirit companion’s fey blast ability.
- Undine: Increase the invoker’s or the spirit companion’s cold resistance by 1 (maximum 15).
- Vanara: Increase the duration of the invoker’s avatar ability by 2 rounds.
- Vishkanya: Add 1 foot to the spirit companion’s base speed and any movement type gained from its dominion. In combat, this option has no effect unless the invoker has selected it five times (or another increment of five).
- Wayang: Add +5 feet to the range of the spirit companion’s link ability.