Invoker (3.5e Class)

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Invoker
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Invoker[edit]

Psychic artillerist who can augment his blasts with various invocations.

Making an Invoker[edit]

Abilities: Intelligence is the Invoker's most important attribute as it is what governs the damage dealt by his Psychic Bolts. It also grants additional skill points. The majority of invocations use Charisma for determining the degree of effect so this is also important to Invokers. Because Psychic Bolts are ranged touch attacks a high Dexterity helps them to hit more reliably. As with all characters a good Constitution grants the Invoker important additional hit points.

Races: Psychic talent can appear within any race, but amongst the common races humans and halflings have the greatest notoriety for following this route, humans because of their natural ability to follow almost any path successfully, and halflings find their natural agility a boon when bombarding enemies. Of the psionic races Dromites and Xeph have the most success as Invokers.

Alignment: Any.

Starting Gold: 3d4×10 gp (65 gp).

Starting Age: "As rogue".

Table: Invoker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invocations
Known
Maximum Invocation
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Bonus Feat, Invocations, Psychic Bolt 1d6, Psychic Precision 1 1st
2nd +1 +0 +3 +3 Weapon Focus (Psychic Bolt) 2 1st
3rd +2 +1 +3 +3 Psychic Bolt 2d6 2 1st
4th +3 +1 +4 +4 Power Specialisation (Psychic Bolt) 3 2nd
5th +3 +1 +4 +4 Psychic Bolt 3d6 3 2nd
6th +4 +2 +5 +5 Telepathic Targeting 4 3rd
7th +5 +2 +5 +5 Psychic Bolt 4d6 4 3rd
8th +6/+1 +2 +6 +6 Rapid Fire (Psychic Bolt) 5 4th
9th +6/+1 +3 +6 +6 Psychic Bolt 5d6 5 4th
10th +7/+2 +3 +7 +7 Greater Weapon Focus (Psychic Bolt) 6 5th
11th +8/+3 +3 +7 +7 Psychic Bolt 6d6, Improved Critical (Psychic Bolt) 6 5th
12th +9/+4 +4 +8 +8 7 6th
13th +9/+4 +4 +8 +8 Psychic Bolt 7d6 7 6th
14th +10/+5 +4 +9 +9 Greater Power Specialisation (Psychic Bolt) 8 7th
15th +11/+6/+1 +5 +9 +9 Psychic Bolt 8d6 8 7th
16th +12/+7/+2 +5 +10 +10 9 8th
17th +12/+7/+2 +5 +10 +10 Psychic Bolt 9d6 9 8th
18th +13/+8/+3 +6 +11 +11 10 9th
19th +14/+9/+4 +6 +11 +11 Psychic Bolt 10d6 10 9th
20th +15/+10/+5 +6 +12 +12 11 9th

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Int), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (Psionics) (Int), Move Siletly (Dex), Profession (Int), Psicraft (Int), Search (Int), Sense Motive (Wis) Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the Invoker.

Weapon and Armor Proficiency: Invokers are proficient with all simple weapons. They are proficient with light armour but not shields. Armour heavier than light and shields do not, however, interfere with his invocations or other class features.

Spells: An Invoker does not manifest powers as other wielders of psionics do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus his psychic potential. An Invoker can use any invocation he knows at will, with the following qualifications: An Invoker’s invocations are psi-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a power can be ruined during manifesting. 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 manifester 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 power resistance unless an invocation’s description specifically states otherwise. An Invoker’s manifester 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 Charisma modifier. Since psi-like abilities are not actually powers, a warlock cannot benefit from the Power Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metapsionic effects for psi-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

Bonus Feat: If a character has no power points available to him; either from a previous class or a racial trait when he takes his first level in this class, he gain the Wild Talent feat. If he has power points from any class feature, racial trait or other feat he may pick any other psonic feat for which he meets the prerequisites.

Psionic Precision (Ex): An Invoker adds his Intelligence modifier to the damage dealt by his Psionic Bolt class feature.

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st Psychic Bolt 11d6
22nd
23rd Psychic Bolt 12d6
24th
25th Psychic Bolt 13d6
26th
27th Psychic Bolt 14d6
28th
29th Psychic Bolt 15d6
30th

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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