Soul Invoker (3.5e Prestige Class)
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Soul invokers are occultists who dabble in pact magic, binding the last vestiges of ancient powers and demons to their will. Rather than forming symbiotic composites with these hoary entities, soul invokers see them as tools to be used at their leisure, whether it be in pursuit of greed and power or, in very rare cases, putting their eternal soul on the line for the greater good. Afterall, if these shallow reflections of bygone powers were truly as powerful as they'd have their binders believe, why did they end up in such a pitiful state to begin with?
Similar to anima mages, soul invokers are binders who blend pact magic with warlock invocations rather than that of arcane magic. It is through the powers of these vestiges that a soul invoker learns to tap into the true power behind their warlock abilities. Most soul invokers are lone scholars locked away in obscure libraries and laboratories, while others travel abroad and adventure in order to further their wisdom and power in a more direct approach.
Becoming a Soul Invoker
|Skills:||Craft (alchemy) 6 ranks, Knowledge (arcana) 6 ranks, Knowledge (the planes) 6 ranks|
|Feats:||Ability Focus (Eldritch Blast), Improved Binding|
|Level||BAB||Saving Throws||Class Features||Spellcasting|
|1st||+0||+2||+0||+2||Eldritch Blast, Soul Binding, Suppress Sign||+1 level in an existing invocation using class|
|2nd||+1||+3||+0||+3||Soul Guardian||+1 level in an existing invocation using class|
|3rd||+2||+3||+1||+3||Eldritch Essential||+1 level in an existing invocation using class|
|4th||+3||+4||+1||+4||Otherworldly Secret||+1 level in an existing invocation using class|
|5th||+3||+4||+1||+4||Tattooed Sigil||+1 level in an existing invocation using class|
|6th||+4||+5||+2||+5||--||+1 level in an existing invocation using class|
|7th||+5||+5||+2||+5||--||+1 level in an existing invocation using class|
|8th||+6/+1||+6||+2||+6||Vestige Expulsion||+1 level in an existing invocation using class|
|9th||+6/+1||+6||+3||+6||--||+1 level in an existing invocation using class|
|10th||+7/+2||+7||+3||+7||Perfect Pact||+1 level in an existing invocation using class|
Class Skills (6 + Int modifier per level):: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Hide,
All of the following are class features of the Soul Invoker.
Weapon & Armor Proficiencies: You are proficient with all simple weapons, and with light armor and shields (but not tower shields).
Eldritch Blast: Your effective binder level stacks with any levels you have in warlock for determining the damage of your eldritch blasts, but only when you have have made a pact for the day.
Soul Binding (Su): At each soul invoker level, your soul binding ability improves as if you had also gained a level in the binder class. Your soul invoker levels, binder levels, and warlock levels stack to determine your effective binder level (EBL) which is used for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind at one time. You do not, however, gain any other benefit a binder would have gained at your EBL, nor do levels in other classes stack unless they specifically state that they advance your soul binding abilities.
Suppress Sign: You are especially adept at hiding the signs of your dark arts. When you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal. In addition, your knowledge of warlock tricks allow you to gain more leverage against the vestiges you summon, granting you the Ignore Special Requirements feat as a bonus feat.
Not only can you hide the signs of a vestige, but you can conceal some of your warlock invocation effects as well. If you have a good pact with any vestige, you can also suppress the physical manifestation of any of your non-Eldritch Blast invocations unless the manifestation is an inherent part of the invocation. For example, you can suppress the swirling chaos that surrounds you while using entropic warding or the illusory wings of your fell flight invocation, but not the vermin summoned with summon swarm or cloud of darkness when invoking deeper darkness.
Soul Guardian: Even more than your binder brethren, you excel at protecting your mind and soul from the influence of the vestiges and other dark powers you dabble in. You gain the Soul Guardian class feature as described in the binder class, except that you receive the benefit one category higher than your current effective binder level would indicate. For example, at EBL 6 you would be immune to fear effects and possess the slippery mind class feature, rather than only being immune to fear effects.
Eldritch Essential: As you progress, the knowledge you have gained from your vestiges allows you to gain a bonus invocation to apply to your eldritch blast ability. At 3rd, 6th, and 9th levels, you gain your choice of a bonus eldritch essence invocation or blast shape invocation from any category (least, lesser, greater, or dark) that you already have access to, such as hellrime blast or eldritch chain. These invocations are only available when you have a vestige bound to you.
Otherworldly Secret (Su): At 4th level and again at 7th and 10th level, you discover a secret arcane technique from your vestiges, allowing you to choose one of the following special abilities as a granted power any time you have a bound at least one vestige.
- Cantrips: You can use any three 0th-level spell from the sorcerer/wizard spell list at will as a sorcerer of your effective binder level, using Charisma as your linked ability score as appropriate. At 10th level you may instead choose a 1st-level spell from the same list that you can use 3/day or a 2nd-level spell you can use 1/day. This secret may be selected more than once, but you may not select the same spell a second time in order to gain additional uses per day. You may select which spells you learn each day when binding your first vestige.
- Eldritch Blade: You gain the equivalence of the eldritch glaive shape invocation, but instead of it forming a reach weapon, it takes the form of any single one-handed bladed melee weapon with which you are proficient. At 4th level, while invoked, you are treated as if you had the Weapon Finesse feat while using your eldritch blade. This extends to Combat Reflexes at 7th level, and Spring Attack at 10th even if you don't normally meet the prerequisites.
- Imbue Magic: You can use your supernatural powers to create magic items, even if you don't know the spells required to make them. You can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell you don't know or can't cast. In addition, you gain a bonus item creation feat at 4th, 7th, and 10th level.
- Magical Skill Mastery: Upon gaining this ability, you may take 10 even if stress and distractions would normally prevent you from doing so with the following skills: Concentration, Craft (alchemy), Knowledge (arcane, religion, or the planes), Spellcraft, and Use Magic Device. If one of these skills is instead used for an extended period of time, such as researching a topic or crafting an item, the minimum required time to perform that action is halved. At 10th level, this secret also grants a competence bonus equal to half your effective binder level (rounded up) on each of those checks.
- Master Blaster: You can alter your eldritch blast if it uses one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the blast's area of effect that are not subject to the effect. The minimum dimension for these spaces is a 5-foot cube. This secret may only be unlocked at 8th or 10th level.
- Obtain Familiar: You gain the Obtain Familiar feat as a bonus feat. Once selected, you do not lose your familiar if you have failed to make a pact, but it temporarily loses any special abilities it possesses from your bond until you do so. Until such time, it is treated as an ordinary specimen of its type, albeit loyal and obedient. At 10th level, you also gain the Improved Familiar feat, and may select a new familiar to take the place of your old one.
- Supernatural Transformation: Your eldritch blast becomes a supernatural effect for the duration of your binding, as if by the Supernatural Transformation feat. It still requires a somantic component, but is no longer subject to spell resistance (though it can still be suppressed in an antimagic field), and it does not provoke an attack of opportunity. This secret may only be unlocked at 10th level.
Tattooed Sigil (Ex): At 5th level, and again at 8th and 10th levels, choose one vestige you can currently make a pact with. Using your skill in alchemy, you create a special ink (costing 100gp per level of the vestige) that you can use to tattoo the vestige's sigil into your flesh. The process takes approximately one hour per level of the vestige. At the end of this time, make a binding check (you may take 10 or 20 on this check, though it increases the time it takes to tattoo the sigil as per the standard rules) using a DC equal to the vestige's standard DC +10. If successful, from that point forward you can bind that vestige as a move-equivalent action without needing to draw their sigil. This increases to a swift action if you have the Rapid Pactmaking feat. Each tattoo you possess also grants you a bonus on any future binding tests you make regardless of vestige per each class level as a soul invoker.
Only a limited wish or wish spell can erase a tattoo once it has been successfully scribed. If such measures are taken, you may choose to tattoo another sigil in its place using the same process detailed above.
Vestige Expulsion (Ex): After reaching 8th level, you may freely expel any vestige you possess up to three times per day as long as it is not one for which you have tattooed their sigil. This requires an immediate action and a standard binding check. If you fail, the attempt counts against your normal daily limit and you may not attempt to expel another vestige for 5 rounds. The strength of their bond to you makes tattooed vestiges immune to this ability (but not the Expel Vestige feat, which you gain as a bonus feat at 10th level).
Failure to expel a vestige in this manner results in 1d6 points of non-lethal damage per level of the vestige, and you must make a Fortitude save (DC equal to the vestige's binding DC) or be shaken for 1d4 round.
Perfect Pact (Su): When binding a vestige who's sigil you have been tattooed with, it is always considered a good pact for all purposes except influence. A binding check is still required, however, with a successful check protecting you from their influence. Additionally, an illusion of the vestige no longer appears unless you desire it, and you are not forced to bargain with it in order to forge a bond.
Finally, you may bind one additional vestige above your normal limit, but at least one of your vestiges must be one with whom you have a sigil tattooed. If you attempt to expel such a vestige while over your normal limit and you are not bound to any other tattooed vestige, you must make an immediate Fortitude check with a DC equal to the most powerful vestige you are currently bound to. Failure indicates that you suffer 1d6 points of non-lethal damage per level of the vestige expelled and are dazed for 1d4 rounds.