Latest News

Happy Halloween Update!

Home > Classes > Base Classes > Summoner > Archetypes (Summoner) >

While traditional Summoners barter with great beings to summon a piece of their power, known as an Avatar, the Invoker forges a unique pact. The Seraph Invoker has struck a deal with a lesser-known celestial entity, the angelic Seraph. Empowered by this being of light and restoration, the Seraph Invoker channels energies to heal and restore allies.

The seraph invoker is an archetype of the summoner class.

Archetype Main Ability Scores:
The seraph invoker mainly focuses on DEX for combat, and CHA for his class features and spells.

Archetype Feature Replacements:
1st
Limit breaks, Avatar. 2ndSummon Monster , Augment Summoning3th Summoner Bonds. 7thSummon Tactics. 8thSuperior Summon. 9thBalanced Summoning. 15thParagon Summon. 19thSummoning Mastery. 20thTwin Avatar.

Limit Break (Su)

At 1st level, a seraph invoker receives the Limit Break (Seraph’s Embrace).

Seraph’s Embrace (Su): This Limit Break lets the seraph invoker call upon the light of Seraph which shines down from the sky healing for 2d10 points of damage + an additional 2d10 per four summoner levels after 1st and providing a Fast Healing 2 that increases by 2 per four summoner levels after 1st and lasts for a duration of 1 round + 1 round per four summoner levels after 1st. Any affected allies that are unconscious and brought to consciousness as a result of the initial healing and are prone are immediately brought to their feet (this action does not provoke attacks of opportunity).

This ability replaces the Limit Break (Avatar Protection).

Infused Manifestation (Su)

At 1st level, as Seraph does not possess the capability to create an Avatar of herself; instead, she infuses an Avatar of other beings with her essence which changes their capabilities and appearance. This ability functions and counts as the standard Avatar feature, but with the following modifications:

  • All elemental damage dealt by the Avatar is converted to half Holy and half of the original element.
  • If the Avatar had immunity to an element (with the exception of Light), it loses that immunity and gains strong resistance to both its original element and Light. If an Avatar has two strong elements one of them gets replaced with light. If no immunities or strong exist they receive strong against light.

This ability modifies avatar.

Lay on Hands (Su)

At 2nd level, a seraph invoker can heal wounds (her own or those of others) by touch. Each day he can use this ability a number of times equal to half his summoner level plus his charisma modifier. With one use of this ability, a seraph invoker can heal 1d6 hit points of damage plus an additional 1d6 for every two summoner levels after 2nd. Using this ability is a standard action, unless the seraph invoker targets himself, in which case it is a swift action. Despite the name of this ability, a seraph invoker only needs one free hand to use this ability. Alternatively, a seraph invoker can use this healing power to deal damage to undead creatures, dealing 1d6 points of holy damage + 1d6 for every two levels the summoner possesses after 2nd. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

This ability replaces summon monster.

Rejuvenating Canon (Ex)

At 2nd level, a seraph invoker can treat all spells of the healing school as 1 level lower (to a maximum of 1st level), allowing him to get healing spells earlier than normal, although it will use the modified DC of the spell instead of its normal DC.

This ability replaces augment summoning and superior summon.

Heraldic Hands (Su)

At 3rd level, the avatar learns to share his master’s ability to heal with a mere touch. They receive the lay on hands ability using the seraph invoker’s uses per day. This counts as having the Lay on Hands ability for the Avatar.

This ability replaces summoner bonds.

Blessing (Su)

At 7th level, the seraph invoker gains one blessing from the paladin’s 3rd-level blessing list.

At 12th level, the seraph invoker gains one blessing from the paladin’s 6th-level blessing list.

At 18th level, the seraph invoker gains one blessing from the paladin’s 9th-level blessing list.

The seraph invoker uses his summoner level as his paladin level for blessings.

This ability replaces summon tactics.

Wings of an Archangel (Su)

At 9th level, the seraph invoker can manifest the feathery wings of Seraph fly for a number of minutes per day equal to his summoner level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments.

This ability replaces balanced summon.

High Manifestation(Su)

At 15th level, receiving even more essence of seraph, the avatar of the seraph invoker manifest one of the following options:

  • The svatar grows large feathery wings and gains a fly speed equal to its base speed. The avatar’s maneuverability depends on it size. Medium or smaller avatars have good maneuverability. Large Avatars have average maneuverability. If the Avatar already has a fly speed or acquires one by an other ability this option increases the fly speed by 20.
  • The avatar receives immunity against light damage.
  • The avatar receives the Protective Aura ability of the Angel Subtype.

At 19th level, he can pick a second option.

This ability replaces paragon summon and summon mastery.

Cherub (Su)

At 20th level, the seraph invoker reaches his magical peak and transforms into a being similar to Seraph herself. He gains immunity to death effects, holy and petrification/statue. Additionally, he is resistant to lightning and fire by 10 and gains damage reduction 5/evil. Finally, he gains unlimited use of the wings of an archangel ability and the ability to speak with any creature that has a language (as per the tongues spell).

This ability replaces twin avatar.