Invoker: Difference between revisions
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== Introduction == | == Introduction == | ||
Arelith Invokers | Arelith Invokers begins in a different style of gameplay where you have to manage your Focus in order to cast your spells. You can restrain yourself and be reliable while casting for hours, or decide to go nuclear and blast with everything you have. Eighter way, you will have to learn to manage your Focus and use a rotation that fits your gameplay while saving your resources. | ||
Invokers are split into [[#Elementalists]] (that draw energy from the elements around them) and [[#Hemomancers]] (that specialize on drawing energy from living beings and other creatures that have blood on their veins). | Invokers are split into [[#Elementalists]] (that draw energy from the elements around them) and [[#Hemomancers]] (that specialize on drawing energy from living beings and other creatures that have blood on their veins). | ||
All invoker paths are | All invoker paths are essentially the same class. This means that you are forbidden to take Hemomancer levels if you are an Elementalist, and you can't take Elementalist levels if you are a Hemomancer. You are also forbidden to take | ||
== Class Mechanics == | == Class Mechanics == | ||
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'''Alignment restrictions:''' none | '''Alignment restrictions:''' none | ||
=== Class Features === | === Class Features === | ||
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'''Spellcasting:''' Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Focus serves as a payment for casting spells. Spell level influence their cost, and some more powerful spells have increased cost to them. Also casting a spell after you have just casted it, double it's cost. | '''Spellcasting:''' Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Focus serves as a payment for casting spells. Spell level influence their cost, and some more powerful spells have increased cost to them. Also casting a spell after you have just casted it, double it's cost. | ||
=== Level Progression === | === Level Progression === | ||
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| 20th|| align="center" |+10/+5|| align="center" |+6|| align="center" |+6|| align="center" |+12|| align="center" |80|| align="center" |0|| align="center" |0.25|| align="center" |0.25|| align="center" |0.5|| align="center" |0.62|| align="center" |0.62|| align="center" |1|| align="center" |1.5|| align="center" |2|| align="center" |2||7||5||5||4||4||4||3||3||3||3 | | 20th|| align="center" |+10/+5|| align="center" |+6|| align="center" |+6|| align="center" |+12|| align="center" |80|| align="center" |0|| align="center" |0.25|| align="center" |0.25|| align="center" |0.5|| align="center" |0.62|| align="center" |0.62|| align="center" |1|| align="center" |1.5|| align="center" |2|| align="center" |2||7||5||5||4||4||4||3||3||3||3 | ||
|} | |} | ||
=== Spells === | === Spells === | ||
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| 30th||||180 | | 30th||||180 | ||
|} | |} | ||
== Arelith Changes == | == Arelith Changes == | ||
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|} | |} | ||
== Elementalists == | == Elementalists == | ||
Invoker trained to gather and use surrounding energy to cast spells. It is the closest to what the True-Frost path was. | Invoker trained to gather and use surrounding energy to cast spells. It is the closest to what the True-Frost path was. | ||
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| 20th||Path Feature IV; Invoking Mastery | | 20th||Path Feature IV; Invoking Mastery | ||
|} | |} | ||
=== Path Features === | === Path Features === | ||
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||Energy Resistance: 30<br>Regeneration: 3<br>Water Breathing<br>AC bonus: Natural +5<br>Skill Bonus: Sail +10 (soft) | ||Energy Resistance: 30<br>Regeneration: 3<br>Water Breathing<br>AC bonus: Natural +5<br>Skill Bonus: Sail +10 (soft) | ||
|} | |} | ||
=== Focus Recovery === | === Focus Recovery === | ||
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|} | |} | ||
*Max Rest Focus means the rest will only increase Focus to 75. Server Tick can increase it further to 100. | *Max Rest Focus means the rest will only increase Focus to 75. Server Tick can increase it further to 100. | ||
== Hemomancers == | == Hemomancers == | ||
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| 20th||Path Feature IV; Invoking Mastery; Eye Glow (toggle feat) | | 20th||Path Feature IV; Invoking Mastery; Eye Glow (toggle feat) | ||
|} | |} | ||
=== Path Features === | === Path Features === | ||
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||Skill Bonus: Concentration +9<br>Save Bonus: Death +3<br>Regeneration: 1<br>Immunity to Disease<br>Immunity to Fear<br>See Invisible | ||Skill Bonus: Concentration +9<br>Save Bonus: Death +3<br>Regeneration: 1<br>Immunity to Disease<br>Immunity to Fear<br>See Invisible | ||
|} | |} | ||
=== Blood Stack Chance === | === Blood Stack Chance === | ||
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| Red Harvest||1 <br>+(1 Focus per Blood Stack consumed) <br>+1 (at CL10) <br>+1 (at CL20) <br>+1 (at CL27) | | Red Harvest||1 <br>+(1 Focus per Blood Stack consumed) <br>+1 (at CL10) <br>+1 (at CL20) <br>+1 (at CL27) | ||
|} | |} | ||
'''Max Rest Focus means the rest will only increase Focus to 50. Server Tick can increase it further to 75.''' | |||
==Roleplay Tips== | |||
Invokers are arcane spellcasters that have, to some degree or another, inherent magical power. The reasons for this can be varied. Invokers are known to be produced by magically rich areas (specially by elemental or necromancy magic), simply by virtue of diffusion of magic through the environment. They can be produced by having some amount of magical blood in them from a lineage that includes a magical creature. Invokers can also be produced as a side-effect of a parent having been a sorcerer or wizard. Essentially: exposure to magic produces Invokers. The aptitude doesn't seem to be distilled by distance from its source. | Invokers are arcane spellcasters that have, to some degree or another, inherent magical power. The reasons for this can be varied. Invokers are known to be produced by magically rich areas (specially by elemental or necromancy magic), simply by virtue of diffusion of magic through the environment. They can be produced by having some amount of magical blood in them from a lineage that includes a magical creature. Invokers can also be produced as a side-effect of a parent having been a sorcerer or wizard. Essentially: exposure to magic produces Invokers. The aptitude doesn't seem to be distilled by distance from its source. | ||
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Not to say that all invokers are afraid of themselves. Some become rather absorbed in themselves, believing themselves somehow greater than their peers, and frequently attempting to rescue or aid people with their magical powers, becoming good-hearted but hopelessly romantic. Alternatively some could see their power as placing them above others, and decide it is their prerogative to nurse it until they can strike back against their own community for perceived slights, operating off of a false sense of entitlement to justice. | Not to say that all invokers are afraid of themselves. Some become rather absorbed in themselves, believing themselves somehow greater than their peers, and frequently attempting to rescue or aid people with their magical powers, becoming good-hearted but hopelessly romantic. Alternatively some could see their power as placing them above others, and decide it is their prerogative to nurse it until they can strike back against their own community for perceived slights, operating off of a false sense of entitlement to justice. | ||
===Mechanics of Invocations=== | ===Mechanics of Invocations=== |
Revision as of 14:32, 5 July 2022
![]() Character Creation | |
Characters on Arelith: | |
---|---|
Race - Alignment | |
Deity - Class | |
Gifts - Backgrounds | |
Mark of Destiny | |
Epic Sacrifice | |
Customization | |
Head List |
Invoker is a base class that uses (mana-like) resources to cast spells which for the time being will be referred to as Focus. Spell cost varies on class level and spell level, but it can be also modified by casting the same spell twice (doubles the cost) or equipping specific items (which will be added in the future).
Due to NWN limitation, Invoker is broken down into 2 selectable classes:
Introduction
Arelith Invokers begins in a different style of gameplay where you have to manage your Focus in order to cast your spells. You can restrain yourself and be reliable while casting for hours, or decide to go nuclear and blast with everything you have. Eighter way, you will have to learn to manage your Focus and use a rotation that fits your gameplay while saving your resources.
Invokers are split into #Elementalists (that draw energy from the elements around them) and #Hemomancers (that specialize on drawing energy from living beings and other creatures that have blood on their veins).
All invoker paths are essentially the same class. This means that you are forbidden to take Hemomancer levels if you are an Elementalist, and you can't take Elementalist levels if you are a Hemomancer. You are also forbidden to take
Class Mechanics
Requirements
Alignment restrictions: none
Class Features
Hit die: d6
Proficiencies: weapons (simple), armor (light)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): will
Base attack bonus: +1/2 level
Spellcasting: Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Focus serves as a payment for casting spells. Spell level influence their cost, and some more powerful spells have increased cost to them. Also casting a spell after you have just casted it, double it's cost.
Level Progression
Hit points rolls on Arelith are always maximum.
Focus cost (base) | Known spells | ||||||||||||||||||||||||||
Level | BAB | Fort | Reflex | Will | HP | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
1st | +0 | +0 | +0 | +2 | 4 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 4 | 2 | - | - | - | - | - | - | - | - | ||
2nd | +1 | +0 | +0 | +3 | 8 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 5 | 2 | - | - | - | - | - | - | - | - | ||
3rd | +1 | +1 | +1 | +3 | 12 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 5 | 3 | - | - | - | - | - | - | - | - | ||
4th | +2 | +1 | +1 | +4 | 16 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 6 | 3 | 1 | - | - | - | - | - | - | - | ||
5th | +2 | +1 | +1 | +4 | 20 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 6 | 4 | 2 | - | - | - | - | - | - | - | ||
6th | +3 | +2 | +2 | +5 | 24 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 7 | 4 | 2 | 1 | - | - | - | - | - | - | ||
7th | +3 | +2 | +2 | +5 | 28 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 7 | 5 | 3 | 2 | - | - | - | - | - | - | ||
8th | +4 | +2 | +2 | +6 | 32 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 7 | 5 | 3 | 2 | 1 | - | - | - | - | - | ||
9th | +4 | +3 | +3 | +6 | 36 | 0 | 1 | 2 | 2 | 2.5 | 2.5 | 4 | 6 | 8 | 8 | 7 | 5 | 4 | 3 | 2 | - | - | - | - | - | ||
10th | +5 | +3 | +3 | +7 | 40 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 4 | 3 | 2 | 1 | - | - | - | - | ||
11th | +5 | +3 | +3 | +7 | 44 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 3 | 2 | - | - | - | - | ||
12th | +6/+1 | +4 | +4 | +8 | 48 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 3 | 2 | 1 | - | - | - | ||
13th | +6/+1 | +4 | +4 | +8 | 52 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 3 | 2 | - | - | - | ||
14th | +7/+2 | +4 | +4 | +9 | 56 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | ||
15th | +7/+2 | +5 | +5 | +9 | 60 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | - | - | ||
16th | +8/+3 | +5 | +5 | +10 | 64 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | ||
17th | +8/+3 | +5 | +5 | +10 | 68 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | - | ||
18th | +9/+4 | +6 | +6 | +11 | 72 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | ||
19th | +9/+4 | +6 | +6 | +11 | 76 | 0 | 0.5 | 1 | 1 | 1.25 | 1.25 | 2 | 3 | 4 | 4 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | ||
20th | +10/+5 | +6 | +6 | +12 | 80 | 0 | 0.25 | 0.25 | 0.5 | 0.62 | 0.62 | 1 | 1.5 | 2 | 2 | 7 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Spells
Epic Invoker
Bonus feats: The epic invoker gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, great charisma, improved combat casting
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
Level | Feats | HP |
21st | Epic Arcane Caster | 126 |
22nd | 132 | |
23rd | Epic Bonus Feat | 138 |
24th | 144 | |
25th | 150 | |
26th | Epic Bonus Feat | 156 |
27th | 162 | |
28th | Enchew Spell Components | 168 |
29th | Epic Bonus Feat | 174 |
30th | 180 |
Arelith Changes
Change | Level | Description |
---|---|---|
Summoning Changes | - | For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream. |
Spell changes | - | For specifics, see Spell changes. |
New spells | - | Chromatic Orb (1), Detect Poison (1), Nahal's Reckless Dweomer (wild mage) (1), Chaos Shield (wild mage) (2), Scorching Ray (2), Gust of wind (moved to 2), Bigby's Disrupting Hand (3), Halt Undead (3), Sound Lance (3), Crushing Despair (4), Finger of Agony (4), Wall of Ice (4), Animate Dead (moved to 4), Daltim's Fiery Tentacles (5), Darkbolt (5), Nightmare (5), Shadow Evocation (5), Disintegrate (6), Eyebite (6), Evil Blight (6), Freeze (6), Kyristan's Malevolent Tentacles (6), Shades (removed), Create Undead (moved to 6), Greater Shadow Conjuration (moved to 6), Greater Shadow Evocation (7), Improved Chaos Shield (7), Avascular Mass (8), Otto's Irresistible Dance (8), Maze (8), Scintillating Pattern (8), Shadow Plague (8), Nybor's Wrathful Castigation (8), Create Greater Undead (8), Burst of Glacial Wrath (9), Iceberg (9), Mass Hold Monster (9), Frost Shield (4), Lightning Shield (5) |
Spell components | - | Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3. |
Elementalists
Invoker trained to gather and use surrounding energy to cast spells. It is the closest to what the True-Frost path was.
Level | Feats |
1st | |
2nd | |
3rd | |
4th | |
5th | Path Selection; Path Feature I |
6th | Silent Spell |
7th | |
8th | |
9th | |
10th | Path Feature II; Auto Quicken I; Invoking Adept |
11th | |
12th | Elemental Overcharge |
13th | |
14th | |
15th | Path Feature III; Auto Quicken II |
16th | |
17th | |
18th | |
19th | |
20th | Path Feature IV; Invoking Mastery |
Path Features
Passive Bonuses & Elemental Savant: | ||||
Path | I | II | III | IV |
Fire | Energy Resistance: 10 Save Bonus: Universal +1 AC bonus: Deflection +1 |
Energy Resistance: 10 Save Bonus: Universal +2 AC bonus: Deflection +2 Immune to Sleep |
Energy Resistance: 20 Save Bonus: Universal +3 AC bonus: Deflection +3 Immune to Sleep Skill Bonus: Leadership +5 (soft) |
Energy Resistance: 30 Save Bonus: Universal +4 AC bonus: Deflection +4 Immune to Sleep Skill Bonus: Leadership +5 (soft) Skill Bonus: Intimidate +5 (soft) |
Air | Energy Resistance: 10 Concealment: Ranged Attacks: 20% |
Energy Resistance: 10 Concealment: Ranged Attacks: 30% Movement Speed Increase: 10% |
Energy Resistance: 20 Concealment: Ranged Attacks: 40% Movement Speed Increase: 20% AC bonus: Dodge +2 Skill Bonus: Climb +6 (soft) |
Energy Resistance: 30 Concealment: Ranged Attacks: 50% Movement Speed Increase: 30% AC bonus: Dodge +3 Skill Bonus: Climb +10 (soft) |
Earth | Energy Resistance: 10 Damage Recuction: 2/+5 |
Energy Resistance: 10 Damage Recuction: 3/+5 Immunity to Poison |
Energy Resistance: 20 Damage Recuction: 4/+5 Immunity to Poison Damage Immunity: 5% vs Piercing Skill Bonus: Discipline +6 (soft) |
Energy Resistance: 30 Damage Recuction: 5/+5 Immunity to Poison Damage Immunity: 5% vs Piercing Damage Immunity: 5% vs Slashing Skill Bonus: Discipline +6 (soft) |
Water | Energy Resistance: 10 Regeneration: 1 Water Breathing |
Energy Resistance: 10 Regeneration: 1 Water Breathing AC bonus: Natural +2 |
Energy Resistance: 20 Regeneration: 2 Water Breathing AC bonus: Natural +3 Skill Bonus: Sail +6 (soft) |
Energy Resistance: 30 Regeneration: 3 Water Breathing AC bonus: Natural +5 Skill Bonus: Sail +10 (soft) |
Focus Recovery
Focus | |
Max Focus | 100 |
Max Rest Focus* | 75 |
Focus on Server Tick <20 | 20 |
Focus on Server Tick 20..50 | 15 |
Focus on Server Tick 50..100(max) | 10 |
On Rest | 7.5 per tick (8 ticks) |
- Max Rest Focus means the rest will only increase Focus to 75. Server Tick can increase it further to 100.
Hemomancers
Invoker trained to burn own life's energy to cast spells. Each spell invoked has a % chance to award the caster with a Blood Stack (1 each, 10 max). Blood Stacks (BS) are consumed by signature spells and abilities, the effects will be the more potent the more BS are burned. Starting from the 2nd level, hemomancer gains Red Harvest ability (works only against living targets), which can leech life force off a target and restore some of IP. It is stronger the more BS it consumes. Hemomancer path spells are can't surge.
Level | Feats |
1st | |
2nd | Red Harvest Ability |
3rd | |
4th | |
5th | |
6th | Silent Spell |
7th | |
8th | |
9th | |
10th | Path Feature I; Auto Quicken I; Invoking Adept |
11th | |
12th | |
13th | |
14th | |
15th | Path Feature II; Auto Quicken II |
16th | |
17th | |
18th | |
19th | |
20th | Path Feature IV; Invoking Mastery; Eye Glow (toggle feat) |
Path Features
Passive Bonuses | ||||
Path Feature I | Path Feature II | Path Feature III | ||
Skill Bonus: Concentration +3 Save Bonus: Death +1 Save Bonus: Fear +2 |
Skill Bonus: Concentration +6 Save Bonus: Death +2 Save Bonus: Fear +4 Regeneration: 1 Immunity to Disease |
Skill Bonus: Concentration +9 Save Bonus: Death +3 Regeneration: 1 Immunity to Disease Immunity to Fear See Invisible |
Blood Stack Chance
Blood Stack Chance | |
Spell Level 1 | 5% |
Other Spell Level | SL*9% (i.e) 5th = 45% |
A blood stack gain is additionally telegraphed by taking unavoidable bleeding damage (with vfx). | |
Spell Level 1..3 | 1 damage |
Spell Level 4..6 | 2 damage |
Spell Level 7..9 | 3 damage |
Focus Recovery
Focus | |
Max Focus | 75 |
Max Rest Focus* | 50 |
Focus on Server Tick <20 | 5 |
Focus on Server Tick 20..50 | 2.5 |
Focus on Server Tick 50..75 | 1.25 |
On Rest | 3.5 per tick (8 ticks) |
Red Harvest | 1 +(1 Focus per Blood Stack consumed) +1 (at CL10) +1 (at CL20) +1 (at CL27) |
Max Rest Focus means the rest will only increase Focus to 50. Server Tick can increase it further to 75.
Roleplay Tips
Invokers are arcane spellcasters that have, to some degree or another, inherent magical power. The reasons for this can be varied. Invokers are known to be produced by magically rich areas (specially by elemental or necromancy magic), simply by virtue of diffusion of magic through the environment. They can be produced by having some amount of magical blood in them from a lineage that includes a magical creature. Invokers can also be produced as a side-effect of a parent having been a sorcerer or wizard. Essentially: exposure to magic produces Invokers. The aptitude doesn't seem to be distilled by distance from its source.
Invokers are, historically, only rarely invokers by choice. It's true that some cultures have eugenics programs that exist purely to produce and train inherent magical talent, and will have culturally sanctioned invokers. Most societies, however, don't mean to produce invokers, they just do.
Invoking tendencies tend to manifest around puberty in humanoid creatures, frequently earlier for already highly magical creatures. These powers generally begin as uncontrolled, unexpected and fairly dangerous. An average commoner has about four hit points, a ray of frost does 1d4+1. You can see how even a teenage invoker in a bit of an angry moment can rather painfully cripple someone. This means that invokers come to be feared, reviled or sequestered away. Nobody expects a invoker in the family, unless they're extremely stoic, or just plain not commoners.
Because magic works in an instinctive way for invokers, they already know how to wave their hands around and what words to say to produce magical effects. These things just happen to them, it's like figuring out you can close one eye at the same time as another. You don't forget it.
Invokers tend to be people that have a bit of a breakdown after discovering their power, and becoming very afraid of what they can do to another person. They become conservative, then, through fear of themselves. Perhaps they were someone that just wanted to ignore their power and remain part of the community, but was forced out or away, as no other could handle what they could, and they needed to leave to defend it. Invokers are also, frequently, sent to wizards to be trained, the people sending them not understanding their power, and the wizard fairly ineffectually trying to channel it into more logical pursuits.
Not to say that all invokers are afraid of themselves. Some become rather absorbed in themselves, believing themselves somehow greater than their peers, and frequently attempting to rescue or aid people with their magical powers, becoming good-hearted but hopelessly romantic. Alternatively some could see their power as placing them above others, and decide it is their prerogative to nurse it until they can strike back against their own community for perceived slights, operating off of a false sense of entitlement to justice.
Mechanics of Invocations
Deciding how and why your character uses its power can be one of the greatest aspects of being a Invoker. How your character found his elemental affinity, or blood affinity, is up to you and is one of the great things of this class.
Charisma, to a Invoker, is essentially a measurement of how overbearing their presence is to the world, just like a sorcerer. How much of a dent they make in society by their existence, how much people are inclined to listen to them, and how much the weave of magic they can sink into. It is, for all intents and purposes, the "weight" of your personality. In this way, it gives invokers power. You can elbow a bit more compliance out of the weave with a bit more weight.
Another fun aspect of creating a invoker is determining the source of their power. They may not even be aware of this source, and it may not even come up, but the way in which it can influence the way your character acts can be a bit of a subtle bonus to those who figure it out.
For instance, Elementalists born on another plane tend to gravitate towards powers that would be closely associated with that plane. A Elementalist born on the Inner Plane of fire, or any genasi, really, would be more likely to harness and invoke using the element from which it is derived. Negatasi frequently become hemomancers. Hemomancers can also be under a curse, or have a bloodline tainted with vampirism or necromancy.
If the invoker's power came from a creature in their lineage, they likely will still have some traits of that creature loitering around in their bloodstream. There are literally hundreds of creatures that humans could have cross-bred with that would produce invokers. This doesn't mean flip open the Monster Manual and choose arbitrarily, but certainly put some thought into the idea of what monstrous or humanoid creature could be in your bloodstream to produce a invoker. The creature could also influence the type of powers that choose to manifest. If one is a invoker derivitive of an Alcor, then have them manifest primarily frost based spells.