Judgement Has Arrived: The Invoker's Handbook

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Of course this is a work in progress. Patience, friends! Kudos to lordduskblade for the format.

Congrats, you're an Invoker. However you got the power, you need to use it right, and that's why you're reading this tome. If you signed up for this job to play Zeus, we'll get there. You will judge the wicked (by killing them), aid your allies (by not killing them), and hinder enemies so badly that even a measly fighter can take them down. Are you ready for godhood?

Various things will be rated the standard way:
Red: EPIC FAIL. Garbage or completely overshadowed.
Purple: Not-so-hot. Situational or just kinda lame.
Black: Alright. You can probably do better though.
Blue: The right stuff. These are good.
Sky Blue: Made of win. Do you have it yet?

This Handbook covers the following sources:
AV - Adventurer's Vault
D XXX - Dragon Magazine, issue XXX
FRPG - Forgotten Realms Player's Guide
EPG - Ebberon Player's Guide
MM - Monster Manual
MOTP - Manual of the Planes
PHB - Player's Handbook
PHB2 - Player's Handbook 2
MP - Martial Power
AP - Arcane Power
DP - Divine Power

My References Are:
  • None as of yet.
  • I should really find some


Kudos to the cool people who post.

Baseline Mechanics: Mechanics for Gods



Hit Points, Healing Surges, and Proficiencies

Hit Points - 10 + Con and 4 per level is low. Maybe fighters are good for something.

Healing Surges - 6 + Con. Thy fellow paladin is here to save though.

Weapon Proficiencies - They're bad. Good thing you don't use weapons.

Armor Proficiency - Chainmail through cloth is way better than the lowly wizard.


Features

Channel Divinity - You of course can own the faces of undead much quicker than your the fighter, and the covenant based ones are both good.

Divine Covenant

Covenant of Preservation - Divinity power helps you hit the guy that hit the fighter. A nice slide when you use a encounter or daily making them that much more opportune. These will be called "Cops" throughout the guide. (To Protect and Serve)

Covenant of Wrath - Divinity power hits the guy that hit you and moves him. Your encounter and daily powers do one more damage per enemy you hit. These ones shall from hereafter be called "Cows". (Covenant Of Wrath, hilarious!)

Covenant of Malediction - The divinity power, used correctly, is incredibly potent. The push from the covenant manifestation is fun. These shall be called "Commies". (Isn't it nice that Wizards names these like this?)


Ritual Casting - It's ritual casting. What more can you expect from it? Not as good as the wizard's, but, a free Hand of Fate can go a long way in a dungeon. (Unlike Animal Messenger. Ha ha druids!)


Races: The Best Gods



Races

PHB

Dragonborn - Strength and Charisma are your designated dump stats. You have a fighter to protect you, not extra surge value. They make good paladins, not Invokers.

Dwarf - Constitution and Wisdom fit perfectly with the Cows and the Commies. They wear heavy armor like a charm, and all the other benefits are nice. They win.

Eladrin - Has the Intelligence but needs to wisen up. Features are great and both skill bonuses are on the skill list.

Elf - Good and wise, but no beef. Invokers don't need the speed. Both skill bonuses are absent from the skill list.

Half-elf - Constitution is good, Charisma is bad. Features don't really help.

Halfling - Can run around and not cast divine magic. No.

Human - Humans can do everything from Avenger to Wizard.

Tiefling - Has Intelligence but Charisma is pretty much worthless. Which makes your racial power worthless. Hellfire Blood saves them from black. We use fire you know.


PHB2

Deva - Excellent Preserving Invokers. Height and blood make you that much more godly.

Gnome - Intelligent but again, Charisma. Stealth isn't really for Invokers, either.

Goliath - Surprisingly more viable after Divine Power. Still not the best choice.

Half-orc - Strength is very useless, and Dexterity is almost useless. Built for the fighter.

Shifter - Yes, both types. Wise, but skill bonuses aren't important and neither of the shifts are good for gods.


FRPG

Drow - Racial abilities are okay but other than that fail. Be an avenger instead.

Genasi - Strength is bad. Intelligence is good. Skill bonuses are okay. You could do worse.


EPG

Changling/Doppelganger - These are Tieflings without Hellfire Blood.

Kalashar - Pretty good. Wise, but sadly charismatic.

Warforged - Constitution is good, Strength is bad. Interesting choice.


MOTP

Bladeling - Sure they have Wisdom, but there just isn't nearly enough support for these guys to make them playable.


Dragon

Gnoll (D367) - Melee focused features are bad.

Minotaur (D369) - Minotaurs are built for melee, not godhood.

Shadar-kai (D372) - Features aren't great, but feats are way too amazing.

Wilden - Perfect stat synergy. Honestly, what more can you ask for?


MM


Bugbear - Bugbears are strikers.

Doppelganger - You can do worse.

Githyanki - Both secondary ability scores. Good features.

Githzerai - Wisdom and good features.

Goblin - No thanks.

Hobgoblin - Decent features and Constitution.

Kobold - Constitution and features that don't help Invokers.

Orc - For stupid and ugly fighters.


Ability Scores: Necessary for Godhood



All of the ability score suggestions are before racial modifiers.

Strength - You don't use melee. However, Cows and Commies can consider putting 13 in this to take scale proficiency. (8 or 13)

Constitution - Great for Cows and Commies. Cops could use some HP. (10-16)

Dexterity - Helps you go first and that's about it. This should probably be your 3rd highest.(10-12)

Intelligence - Great for Cops. Cows and Commies should look at Dexterity. Also helps the rituals you will be doing. (10-16)

Wisdom - You has. This is important. (16-18)

Charisma - Now that Bards and Sorcerers are out on top of Paladins and Rogues there is no reason for you to use this. Only when one of the above is absent. And really not even then. (10)

Ability Score Arrays



18/14/11/10/10/8
Probably the standard here, 18 goes to Wis, 14 goes to Con or Int, 11 goes to Dex.

18/13/13/10/10
A more balanced build, this is a great build for Cows and Commies so they can get scale armor. Even better for Goliaths and Warforged, they can pick up plate.

16/16/13/11/8
A great build for Dwarves and Deva who want higher secondary scores. Remeber, a 13 is always more useful than a 12.

Skills: Things You Do When Not Smiting the Wicked



Class Skills

Arcana - Keys off of your secondary ability and is useful for rituals.

Diplomacy - What bards are for.

Endurance - Keys off of another secondary ability. And no one likes dying of Mummy Rot.

History - Another skill that keys off a secondary ability. Pretty useful.

Insight - Keys off primary ability and is ultimately useful.

Intimidate - Dragonborn paladins do this great. You don't.

Religion - You have to have this one, and it's very useful.


Not Class Skills

Acrobatics - You don't use Dex, and you definitely don't do fancy handstands.

Athletics - You don't have the Strength for this.

Bluff - I'm sorry, this is what bards are for.

Dungeoneering - Great use of Wisdom for a great cause.

Heal - More skills in rituals and keys off of primary ability.

Nature - See heal.

Perception - Everyone loves it, but you probably have a perception monkey.

Stealth - Subtlety? Hah! Leave it to rogues.

Streetwise - Dump stat. For bards.

Thievery - Rogues train hard for this.

The Covenant: Your Method of Godhood



We now have three covenants, Preservation, Malediction, and Wrath.
First would be Covenant of Preservation. Your powers are much more defense oriented, which takes some slack off of the party leader. The Channel Divinity which is tacked on to this Covenant, Preserver's Rebuke, Helps you hit the guy that just hurt your ally. It this power is very easily spent and has a nice reward once per encounter without a lot of undead. The Manifestation or bonus that is important to you, lets you slide and ally to a hopefully better position a possible 8 times in one encounter at epic tier, and 2 times on one encounter a level one. Overall, it cuts your leader some nice slack. A great choice for a primary controller, with more focus on controlling your allies.
Second would be the Covenant of Wrath. You want to destroy everything that opposes you and who can blame you? Your Channel Divinity power hurts and pushes someone that hits you once per encounter without lots of undead. This power will see slightly less chances of use than Preserver's Rebuke, but you should still be able to use it a lot. Your manifestation does one more damage per target you hit with a encounter or daily power. Thus you leave summons to the preserver and giant lightning bolts of death to you. You will be choosing a narrower range of powers to remain effective, but you will definitely be effective. Overall, you like to smash things to bits with awesome, godly magic. The best choice as a secondary controller, make sure all of your encounter and daily powers do damage to at least two targets.
Arriving from Divine Power, comes the Covenant of Malediction. This is enemy ruining at its finest. In fact, it is so fine it often harms you back. Many of the powers supported by this are close powers, so expect to be in thick of melee, of course shielded by thy friendly paladin. Maledictor's Doom, unlike the others, is usable on demand, and it effects as a blast. -1 penalty to attack rolls and saves is awesome, and then use visions of blood to push them away! Also, since it last until the end of your next turn, you have another chance to use it! A nice little push comes out of your encounter and daily powers. Overall, extreme control effects. An excellent choice for primary controller, at epic tier you can move enemies around constantly.

Weapon Groups: Things You Use When Not Casting Godly Magic



Weapon Groups

Hah! You shouldn't be using weapons. The only thing remotely close to a weapon you should be using is the big stick you call your implement.


Archetypes: Seekers of Godhood



Wrathful Deity of Wrath
Your deity wants you to punish the wicked with burning fire and great plagues. A Dwarf is suggested for this build, but other races work too.

Ability Scores - Str 8, Con 16, Dex 11, Int 10, Wis 20, Cha 10.
At-Will - Divine Bolts, Grasping Shards
Encounter - Thunder of Judgment
Daily - Execration

Feat: Invoker Defense

Multiclassing: More Power



Avenger - The way to divine gish. Great ability score synergy and has excellent controller effects. The only question is, is it INVENGER or AVOKER?

Barbarian - No.

Bard - You would need to dip into Charisma which isn't too bad. You could go Wisdom first, and Charisma second. Surprisingly viable. Expands your leader options.

Cleric - Completely viable. Synergy with Wisdom but you will need more Charisma.

Druid - Expands your controller options and fits Wisdom first, Constitution second. Nice bestial melee.

Fighter - Strength is not your strong point.

Paladin - Strength and Charisma are not strong.

Ranger - Weapons really aren't your strong suit.

Rogue - Uses absolutely none of your ability scores.

Shaman - Perfect ability score synergy and expands your leader options.

Sorcerer - Ability scores don't match. MC Warlock instead.

Swordmage - Keys off of your secondary scores. Not great, but your choice for defender powers.

Warden - Strength and you don't mix.

Warlock - Great ability score synergy with the infernal pact and gives you more ranged power. The way to go for other powerful spells.

Warlord - Uses strength.

Wizard - You will need a beefier Int but that shouldn't be a problem. Expands your controller options. And the Utilities rock.

Powers - Heroic Tier: God's Fundamentals



At-Will 1

Cops - Mantle of the Infidel, Vanguard's Lightning, Cows - Hand of Radiance (or Divine Bolts), Grasping Shards, Commies - Hand of Radiance, Visions of Blood

Avenging Light - When considering this power, remember that you are a controller, not a striker. This however, does put shame to Magic Missile. And targets fortitude. Power of Strength makes this do more damage, which is probably what you're after if you chose this.

Domain Support - Fate, Hope, Life, Strength, Trickery, Vengeance.

Divine Bolts - An excellent versatile power. Does respectable damage too. This power is a lot like Hand of Radiance. Choose one, but not both. I AM ZEUS! Power of Skill makes this a BASIC ATTACK! Arcana makes this an Arcane power! Lots of good uses.

Domain Support - Arcana, Change, Sea, Skill, Tyranny.

Grasping Shards - Does not great damage over an area and slows. Excellent when enemies are far away, fail when they’re close. Unfortunately attacks fortitude. Pretty much all of the domain effects are bad for this power, Knowledge buffs your defense up a bit.

Domain Support - Creation, Destruction, Knowledge, Poison, Undeath.

Hand of Radiance - Another excellent versatile power. Does not-so respectable damage, but does radiant damage, awesome for undead smiting. Choose this power, or Divine Bolts, not both. Power of Moon gives all of the targets (3-4 BTW) a -2 to reflex. Winter changes this to cold, and makes it do worthwhile damage.

Domain Support - Moon, Winter.

Sun Strike - A no nonsense, control power. Somewhat overshadowed by better options, unfortunately. Power of Sun makes this dish out radiant vulnerability, very powerful.

Domain Support - Love, Strife, Sun, Wilderness.

Mantle of the Infidel - If you have a Chaladin it turns to must have sky blue. Top class range. Okay damage. The real kicker is its effect. Doubles the potency of marks, but is better with paladins because of enfeebling strike, totaling to -6 attack versus your allies. Not only that, it saves you when you’re in melee. Power of Justice makes this give bloodied allies a +1 to attack rolls.

Domain Support - Civilization, Justice, Torment.

Vanguards Lighting - Area damage, and a very potent effect. Allows you to either stack massive amounts of damage, or completely pass by a wall of blood thirsty orcs. Excellent. But as for Cows and Commies, you’re better off with Grasping Shards or Visions of Blood. Power of Luck makes this crit on 19-20!

Domain Support - Freedom, Luck, Protection, Storm.

Visions of Blood - The At-Will of choice for Commies, -1 to defenses in a blast is great. Commies choose this for the fear keyword. The Power of Earth feat adds slow to the list of effects making it amazing.

Domain Support - Darkness, Death, Earth, Madness, War.


Encounter 1

Cops - Blades of Astral Fire, Cows - Thunder of Judgement, Commies - Whispers of Defeat

Astral Terror - This is very nice. Usually most if not all enemies can get caught in this, stacking to very high damage for Cows. Cops and Commies can ignore this one, they have better options.

Blades of Astral Fire - This isn’t much damage, but the AC bonus stacks high, making paladins more invincible, and lowly wizards not squishy. Well, for Cops of course, because Cows and Commies can skip it.

Forceful Denunciation - Meh. Pretty good, but Cops usually stay back and fire from cover.

Lightning’s Revelation - Another great Cow power. That penalty to defenses is pretty high. Great for Warlord novas.

Spear of the Inquisitor - Lame. Avenging Light is almost better than this.

Summons of Justice - I can see why you might want this, but pulling people TOWARDS you? What are you doing?

Thunder of Judgment - This is another great power for Cows. Daze three at level one? Sign me up! But it attacks fortitude. Very versatile.

Whispers of Defeat - The Commies power of choice. Locks down enemies over a close burst five range. The damage for having an enemy miss can and should be 9-10 damage. Oh yeah, and it attacks Will. Awesome.


Daily 1

Cops - Silent Malediction, Cows - Silent Malediction, Commies - Silent Malediction
Angelic Echelon - Weak. I expect more from dailies.

Binding Invocation of Chains - Slows with a save ends on hopefully every enemy on the entire board. Still great control. However, those who don’t mind risking life and limb, read further.

Crown of Retaliation - Meh. It’s good and all, but I’ve come to expect area control from we who are invokers, not this.

Execration - Like purging flame, except better. This hits Will. This targets two. The downside? Gives you ongoing damage. If you want to do damage, take a good look at this power, know this risks, and pick it.

Purging Flame - Okay. Does some good damage but that's it. You aren't a striker.

Invocation of Ice and Fire - This is a good, average power. The other ones are usually better though.

Silent Malediction - This power stuns people. You heard right, STUNS. At level 1. Downside? Attacks fort, it’s a close blast, and it dazes you. If you don’t like the risk, head back to BIoC.

Storm Strike - Ongoing damage and the daze aren’t bad. But it only hits one target.

Summon Angel of Fire - A great summon. The standard action attack hits in a close burst. Cows do their extra damage with this power whenever because it's a daily. Lots of fun things you can do with this too.


Utility 2

Know Weakness

Divine Call - You could probably use this just not once every encounter.

Divine Protection - Pretty cool, but it doesn't have too many uses.

Emissary of the Gods - Gives some nice bonuses, but one check per day is quite lame.

Encouraging Chant - A little save bonus can go a long way.

Know Weakness - This is the foe stone at level 2! Very cool.

Lore of Shom - This can really save you on rituals.

Miraculous Fortune - Like the wizard's shield power, it is good.

Shroud of Awe - Mostly flavor. There is a ritual to do this you know.

Shroud of Warning- A great once per day bonus to initiative.

Wall of Light - A nice wall which gives some AC and temporary hit points.


Encounter 3

Cops - Chains of Carceri, Cows - Chains of Carceri, Commies - Knives of the Soul

Chains of Carceri - Like Grasping Shards except does damage and targets reflex.

Glyph of Imprisonment - Attacks Will and is almost guaranteed to not move. Chains gives you more damage.

Knives of the Soul - Wonderful damage. The power of choice for Commies.

Offering of Justice - After reading this power for the fiftieth time, it appears to me that "that turn" refers to the end of it's next turn, so only once. Still worth a blue though.

Penance Compelled - Pretty much Offering of Justice, except requires an attack and always does damage.

Sun Hammer - Chains of Carceri does more damage and slows them. And this power attacks Fortitude.

Symbol of the Broken Sword - Another single target pacifying prayer. This one is good for solos and elites, with their multi-attacking powers.

Word of Ruin - Pretty nice. Daze and Slow is pretty good. But you will be dazed your self.


Daily 5

Cops - Searing Orb, Cows - Lamentation of the Wicked, Commies - Lamentation of the Wicked

Blade of Vengence - A good conjuration prayer.

Deluge of Blood - This is an awesome daze + ongoing damage power. It unfortunately attacks fort and is single target.

Grasping Chains of Justiciar - Immobilized is nice, but the damage is pretty bad.

Icon of Terror - Does nice damage and pushes quite a bit over a blast 5.

Lamentation of the Wicked - Potent and amazing. CA and no Shift over 25 squares, targeting Will, and doing good damage power! Also makes your rogue that much more pwnsome.

Malediction of Blindness - Fail. Pick Searing Orb instead. Does the same thing and better.

Sun Shard - Overshadowed by Searing Orb.

Searing Orb - Decent damage and blinds with a save ends. If you took Covenant of Preservation it gets much better. Also dazes. The only real flaw is that it targets Fortitude.

Trumpet the Star's Fall - Prone doesn't last long enough to justify this. The zone is pretty good though.


Utility 6

Demand Justice

Astral Step - Helpful. Teleports pretty much your entire party into a hopefully advantageous position once per day. Better in the hands of Cops.

Brilliant Cloak - Burning minor actions to give allies AC and Reflex just isn't in your job description.

Demand Justice - This is what controlling is about. Forces an enemy to try the saving throw again or lets an ally throw a failed saving throw again. Very awesome and has plenty of cases where it is greatly appreciated.

Guardian Angel - Brilliant Cloak, Except slightly better.

Prayer for Victory - It can save you, but only once per day.

Solid Fog - Your answer to Wall of Fog. Pretty good.

Shared Endurance - Only useful when a power will kill your ally but not your fighter. The paladin powers like this weren't very good either.

Shield of Light - Just makes an attack miss really.

Symbol of Hope - Kind of like the Wall of Light from level two. Saving throw bonuses are very important.


Encounter 7

Cops - Written in Fire, Cows - Rain of Blood, Commies - Word of Fiery Condemnation

Baleful Eye of Judgment - Attacks Will. Does a rather good amount of damage (2d8+Wis) and inflicts a -2 penalty to attack rolls.

Bolt of the Rising Sun - Does low damage compared to the wizard and constricts sight. Decent.

Invoke Obedience - Very cool. Practically makes all of the targets drop prone. Unless they want to take 2d6+Wis damage to the face because Wis+5 for attack roll is hard to dodge. And even better, the Cows out there can do a d6 of damage even if they drop prone, without an attack roll! And even more depending how many you have in the burst. This used to be the best for Cows, but not anymore.

Rain of Blood - New best power for Cows, this hits a large area, and gives enemies vulnerable 5, and allies a boost to attack rolls! The perfect time for a warlord nova, right?

Tide of the First Storm - Wide area, slows enemies, and moves allies a lot. Great power, except for the piddly damage.

Thunderbolt of the Heavens - Choose Baleful Eye of Judgment instead. Or maybe Invoke Obedience. This is just like BEoJ except instead of the targets missing more, you will miss more (targets Fortitude).

Trumpets of Celestia - Cops don't do the short range thing, so it's not advised.

Word of Fiery Condemnation - Commies power of choice, this gives encounter power ongoing damage! Plus penalty to saves! Unfortunately, you shall be dazed.

Written in Fire - An excellent "GET OFF MAH LAWN!" power, which does great damage and doesn't need an attack roll.


Daily 9

Cops - Cerulean Flames, Cows - Fourfold Invocation of Doom, Commies - Malediction of Rigidity

Baleful Admonishment - Does a good job at making three enemies not attack. You just make them roll again! You're an epic halfling!

Cerulean FlamesDoes 3d6+Wis damage and holds the target in the zone or face blindage. Pop it at the beginning of a fight and hold down the melee baddies.

Fourfold Invocation of Doom - Dazes every enemy on the map with a save ends tag easily. And now anyone who even tries to hit you gets hurt.

Hall of Thunderous Battle - Targeted at Cops, who just don't get the up close thing. A lot of minor actions to burn sustaining it too.

Herald the Storm Unleashed - A very annoying power, the baddies take damage for being in the zone as well as leaving it. A solid power.

Malediction of Rigidity - Another Commie power with Ongoing Damage + Immobility this time. Doesn't do a lot up start, but that -2 penalty to saves goes a long way.

Summon Blade Angel - A great summon. Has a minor action attack that lets you do other things that don't involve the angel. The OA slows the target.

Twist of Fate - A solid power, but it doesn't really last long enough to be worth while.

Visions of Paradise - Makes the target unable to make attacks (save ends). Attacks Will. Just don't attack it, and you may be able to kill everything else before it leaves the trance!


Utility 10

Divine Renewal
Angelic Visage - Tries to make an attack against you miss and definitely pushes the target 3 squares once per encounter.

Call of the Vanguard - WTF LOL? This is worse than Shroud of Warning from level 2.

Covenant of Endurance - Please remember that you have among the lowest amount of healing surges per day.

Divine Renewal - You hand out free healing surges. Neat.

Enunciation - Increasing size is great. I wish it was an encounter power.

Prayer of Vengeance - A nice little leader power.

Martyr's Ward - You are not a paladin.

Word of Urgency - Get that ally out of the way of your ownage attack!

Powers - Paragon Tier: The Next Steps to Godhood



Encounter 13

Cops - Winds of Celestia, Cows - Seal of the Heretic, Commies - Word of Blindness

Brilliant Revelation - An overall strange power. Dazes over a blast, thats good. Slows them, seems pointless but okay, and if the target attacks takes some damage. The daze is good.

Compel Attention - Does some good damage and dazes. The effect doesn't really matter since you shouldn't be talking.

Deadly Doubt - You could use this and MAYBE daze them, or you could get Brilliant Revelation and DEFINITELY daze them. Yeah no.

Earthen Reversal - A big burst and every thing gets knocked prone. Really situational effect though.

Pillar of Guardian Flame - Does nice damage to everything in the burst and prevents them from coming out.

Seal of the Heretic - Remember Thunder of Judgment? This power is just like it but it targets Will, does more damage, and instead of dazing them, they take a hefty penalty to saving throws.

Thunderous Rebuke - Push 1 isn't great, neither is deafened, attacks Fort. Lackluster.

Winds of Celestia - Targets enemies in burst so allies don't get hurt, does 3d6+Wis damage, and your choice of either knock prone, or slide 2. For CoPs, it's knock prone and slide 1 or slide 1+Int. Unfortunately targets Fortitude, which keeps it from sky blue.

Word of Blindness - Great for Commies, bad for everyone else, a nice AoE blind. Very good.


Daily 15

Cops - Wall of Blades, Cows - Three Beacons of Twilight, Commies - Shadowdark Invocation

Deific Imprecation - Fail. Single target, and low damage.

Dire Banishment - An okay power, but whenever the target fails, YOU take damage. Other than that, It does very nice damage, and banishment is good.

God Hammer - Does 4d6+Wis damage, knocks everyone prone, and continues to knock everyone prone until you don't want to sustain it.

Mark of Anathema - Does damage and keeps going with ongoing damage that gets bigger if it fails the saving throw. Good thing you can make it fail with Demand Justice!

Three Beacons of Twilight - Attacks Will, targets enemies exclusively, does as much damage as God Hammer, has a burst 2, and lets you teleport anything within the zone 5 squares as a minor action? Awesome.

Shadowdark Invocation - Amazing. Massive zone of darkness that you can move around to your every whim. Things take 10 cold when inside the burst. And you're immune! The downside? This hits your allies. And it targets Fort. It can't be all good I guess.

Storm of Punishment - A good power, but attacks Fort. It blinds and deafens targets which is pretty severe.

Wall of Blades - It's a wall. But the best thing about it is you can throw the wall at people to do a maximum of 16d10+8xWis damage after the entire wall is thrown. Does lots of damage and has great control.


Utility 16

Walls of Hestavar

Confounding Utterance - Displacer Armor as a Utility Power. Nice.

Covenant of Life - Remember that only dwarves use their second wind on a regular basis.

Icon of Life - Makes your party basically impossible to kill.

Pennant of Heaven's Armies - Yes, the buff banner of righteousness. Nice.

Serene Visage - Situational.

Shield of Justice - A once per encounter enemy-does-not-hit-your-ally-and-everyone-else-can-hit-that-enemy power. Useful for protecting your allies and giving them something to kill.

Walk Between Worlds - Phasing is good.

Walls of Hestavar - An excellent wall power. What may be the longest wall in all of D&D! Wall in a few enemies, then kill the others in peace.

Word of Refuge - A very nice escape power, but unfortunately makes you dazed.


Encounter 17

Cops - Curse of Haemnathuun, Cows - Curse of Haemnathuun, Commies - Curse of Haemnathuun

Astral Dust - Tries to get enemies away from you, that's good.

Blood Debt - Does a good deal of damage to one target then gives a solid to great bonus to attack rolls against the target to whoever the target attacks.

Chainfire - Ughh. Only damage. Whoopie.

Curse of Haemnathuun - Pronunciation aside, this is an awesome power. 2d8+Wis, daze, and immobilized to everything in a blast 5. Effectively renders enemies useless! They only flaw with this power is that it attacks Fortitude.

Daunting Blasphemy - Pick Astral Dust instead.

Glyph of Radiance - Can be used at range, but daze and immobility is usually better than blinded.

Glyph of Three Blades - This one makes them pay if they move. Curse makes them not move.

Sound of the Golden Clarion - Pick Curse of Haemnathuun.

Word of Pain - Weakened is a pretty unique effect. Too bad Daze and Immobilize is better.


Daily 19

Cops - , Cows - , Commies -

Astral Tempest - Massive damage, and the slide 5 and prone are devastating. Only real weakness is it targets Fortitude.

Forced Submission - Yeah! Domination! Whoop! And Commies give them a nice little penalty to saves too. Alright!

Malediction of Gartak - Only hits one enemy, and only blocks really one attack. Can be much better if your DM is nice keeps attacking with the target and your Artful Dodger rogue provokes enough OAs.

Mark of Forbearance - Forced Submission does the same thing, except better.

Summon Angel of Light - Minor action attack that does some decent damage and restricts sight to 5 squares. Nice.

Thunderous Shout - Choose Astral Tempest instead.

Tomb of Magrym - Gets rid of some peskies for awhile.

Wrath of the Fallen God - The zone can't be sustained, so it isn't worthwhile.

Powers - Epic Tier: The True Power of Gods



Utility 22


Covenant of Vengeance - Makes an ally unattackable. Because if someone does attack the ally, all of your allies get a +4 to attack rolls against him.

Invoke Angelic Form - Flying is fun.

Invoke Heroism - Only you can give someone another standard action.

Ward of Divine Light - Between the fighter and the other squishies, there is amlost no way you'd use this.


Encounter 23


Cascade of Five Suns - Does the best damage for this level, spreads it out nicely and you can swap around attack rolls. So you can bring in your allies because if you hit them, you can swap it with a miss on an enemy. Effectively increases your accuracy.

Storm of Celestia - Attacks Fortitude, not as good damage as Cascade, and good slide across the area. Attacks only enemies.

Vindicating Flames - The enemies stay or get burned. 'Nuff said.

Word of Rebuke - Does good damage, attacks Will, and dazes. Also takes a penalty to attack rolls if you're a CoP.


Daily 25


Anthem of the First Dawn - Everything that is your enemy is damaged. Everything that is your ally is healed. Win.

Invoke the Fallen - Not-so-hot damage, ongoing 10, and blinded. Lightly obscured zone that gives a +2 bonus to attack rolls with divine powers. Not great, not bad.

Racking Invocation of Pain - 4d8+Wis damage, dazed (save ends), and melee attacks hurt it more. Unfortunately attacks Fortitude.

Rain of Colorless Fire - Lots of damage. If you can keep foes in the zone, this attack does massive damage over time.


Encounter 27


Invoke Terror - Gets enemies away and does damage.

Offering of Peace - This is like Offering of Justice except that you can't break the system. It even makes you not attack the target.

Swarm of Astral Steel - Low damage. You can try to keep the enemies in the zone, or out of the zone.

Word of Annihilation - This does damage. And attacks will.


Daily 29


Fires of the Silver Gate - Does quite a bit of damage to one guy, and deals ongoing damage that spreads to enemies near him.

Invoke the Absolute Dark - A black hole of death that keeps doing damage, and that you can make as large as you like. Sweet.

Summon Angel of Victory - A great summon, but other powers are ultimately better.

Word of the Gods - Pure control. Dominated is the second best status effect to give to a guy (the first being dead). Not only that but it targets Will, has a save ends on the dominated, and does damage when it saves. All wrapped up in a close blast 5. Orb wizards envy you for this power.

Feats: Methods of Godliness



Heroic Tier


General


PHB

Alertness - A good feat, but not all that important.

Armor of Bahamut - Situational. And monster crits usually aren't that great.

Armor Proficiency - You shouldn't have the strength for this. And you should be enjoying your hide/chainmail.

Astral Fire - Good if you can afford it. Many of your powers have a fire or radiant keyword.

Avandra's Rescue - Even more situational than Armor of Bahamut.

Blade Opportunist - You don't use weapons.

Burning Blizzard - I can't recall many acid or cold prayers of yours. Pass.

Combat Reflexes - You shouldn't be in the front where this is useful.

Corellon's Grace - You can jack off of someone else's action point to make a move action. Pretty nice.

Dark Fury - A surprising amount of your prayers match up with psychic, and you can get necrotic ones from Blightspeaker. The ability scores match up nicely, too.

Defensive Mobility - You shouldn't have to use this one much.

Durable - Healing surges are good, but not vital.

Escape Artist - I don't know enough monsters that grab you to justify this one.

Far Shot - You have prayers, not projectile weapons.

Far Throw - You have prayers, not thrown weapons.

Fast Runner - You don't charge, and you don't run.

Harmony of Erathis - Expands your leader options.

Improved Initiative - Initiative is important to controllers like you.

Ioun's Poise - Gives a hefty Will defense bonus when you need it.

Jack of All Trades - Improves your skills.

Kord's Favor - Heals those who crit. Expands leader options.

Linguist - Mostly fluff.

Long Jumper - Hopefully you don't have to jump that much.

Melora's Tide - Grants regen. It's good.

Moradin's Resolve - It's okay.

Mounted Combat - Interesting, but usually not useful.

Nimble Blade - You don't use weapons.

Pelor's Radiance - You already have a undead pwning divinity.

Power Attack - You don't use weapons.

Powerful Charge - And you don't charge either.

Quick Draw - Good if you have a bunch of implements you cycle through. Don't take this and Improved Initiative.

Raging Storm - You have a few thunder/lightning prayers. Avoid taking more than one of these.

Raven Queen's Blessing - Kill someone then heal someone. And it's only a free action.

Ritual Caster - You have this already.

Sehanine's Reversal - This won't see much use.

Shield Proficency - You have no strength.

Skill Focus - It's Skill Focus.

Skill Training - Good if you want to beef up other ritual skills.

Sure Climber - Hopefully you don't need to climb either.

Toughness - More HP is good, but not vital.

Two-Weapon Defense - You don't use one weapon, let alone two.

Two-Weapon Fighting - See above.

Weapon Focus - Good only if you MCed into something that uses weapons.

Weapon Proficiency - See above.

Wintertouched - You don't have many powers with the cold keyword.


PHB2

Combat Medic - This is a great feat, but it is pretty hard to get you trained in Heal.

Coordinated Explosion - This is a great feat if you pick up the enemy only targeting bursts/blasts. Great for CoWs.

Distant Advantage - You will use this a lot if you pick this up. CA is nice.

Echoes of Thunder - You don't have enough thunder powers to use this effectively.

Expert Ritualist - Great if you are one of those people who loves rituals.

Implement Expertise - This is one of those you-must-get-it-and-you-must-get-it-now feats.

Improved Bull Rush - You don't Bull Rush. That's fighter's job.

Improved Grab - You don't grab either.

Insightful Preservation - Gives the ally hit some temps when you use preserver's rebuke.

Invoker Defense - When things get close, this is a great way to get you AC up.

Melee Training - You don't have melee to train. Unless you MCed into a melee class, then train Wisdom.

Oncoming Storm - This would be more helpful if you had more thunder powers.

Resonating Covenant - More bonuses on encounter and dailies. Gets another bonus to attack to your next At-Will.

Restful Healing - Your healing powers don't have dice.

Scouring Wrath - Puts the vulnerable slap on the enemy who is so misfortunate to be the target of your armor of wrath. Unfortunately does not scale, so retraining it out at paragon is wise.

Speed Loader - You don't use crossbows! You use lighting bolts!

Surging Flame - Beefs up other people's fire powers. Okay.


reserved 8
reserved 9

Post away!
A RIVAL HAS APPEARED

\o/

This'll motivate me to kick my lazy arse into gear.
I don't think the Shifters are in purple territory.

Wisdom isn't everything, but it's the most important thing. They are better than gnomes, anyway.
I'd probably rate anyone who got a bonus in Wisdom as blue. Probably not sky blue unless they had something else for them, but at least blue, because it's relatively easy to build an effective invoker that way.

But then, I'm biased... in my dwarven handbook, blue doesn't mean best choice so much as easiest choice. Choosing it makes it easy to get right. Red means hard choice--it's harder to build an effective character that way, not necessarily that any character built that way will be bad.
Any help on a 2nd level feat after picking up Invoker Defense at level 1?

Astral Fire seems an obvious choice, but my current attributes don't allow for it (short 1 on Dex). I currently have Toughness listed, but I'm strongly considering Improved Initiative or even Star Pact Initiate to get the Dire Radiance power that synergizes well with a Covenant of Wrath style.
Finally...

The Invoker is one of the classes I do not know the ropes...

So thank you for you work. I'm curious what this thread brings.
I don't think the Shifters are in purple territory.

Wisdom isn't everything, but it's the most important thing. They are better than gnomes, anyway.

You've convinced me. They're black now, since nothing else helps them.
Any help on a 2nd level feat after picking up Invoker Defense at level 1?

Astral Fire seems an obvious choice, but my current attributes don't allow for it (short 1 on Dex). I currently have Toughness listed, but I'm strongly considering Improved Initiative or even Star Pact Initiate to get the Dire Radiance power that synergizes well with a Covenant of Wrath style.

Implement Expertise.
Any help on a 2nd level feat after picking up Invoker Defense at level 1?

Astral Fire seems an obvious choice, but my current attributes don't allow for it (short 1 on Dex). I currently have Toughness listed, but I'm strongly considering Improved Initiative or even Star Pact Initiate to get the Dire Radiance power that synergizes well with a Covenant of Wrath style.

Pick up Leather, Implement Mastery, or Staff Fighting.
Pick up Leather, Implement Mastery, or Staff Fighting.

They already have leather, which is something I really like about 'em.

I'm interested in seeing your opinions, DaButcher. I haven't read much of the Invoker.
Implement Expertise.

Excellent. Completely skipped it over initially.

Thanks.
They already have leather, which is something I really like about 'em.

I'm interested in seeing your opinions, DaButcher. I haven't read much of the Invoker.

No kidding? At work, don't have my book with me and I didn't recall if they got leather to begin with.
Nice knowing you'll essentially get an extra feat.
No kidding? At work, don't have my book with me and I didn't recall if they got leather to begin with.
Nice knowing you'll essentially get an extra feat.

Yeah, they get all the way up to chain on default. So your average Deva Invoker walks around in hide. :D
Yeah, they get all the way up to chain on default. So your average Deva Invoker walks around in hide. :D

Correction: Hide with ceremonial plastic wings attached to it.
Correction: Hide with ceremonial plastic wings attached to it.

Mine are actually made of pipe cleaners.
Yeah, they get all the way up to chain on default. So your average Deva Invoker walks around in hide. :D

Which is actually pretty consistent with the fluff, if you look at the Old Testament prophet archetype--they often lived in the wilderness, wore fur (well, technically a shirt of camel hair), and lived on locusts.
Powers levels 1-3 are up!
I think the druid should be ranked as highly as the shaman for multiclassing if only because 1. there are some great controller powers 2. druids use staffs just like invokers so you don't have to invest in a totem (or totem expertise) to hit with your swapped powers.
I think the druid should be ranked as highly as the shaman for multiclassing if only because 1. there are some great controller powers 2. druids use staffs just like invokers so you don't have to invest in a totem (or totem expertise) to hit with your swapped powers.

Forgot that Druids could use staffs! Fixed.
Thunder of Judgment This is what the wrathful want. Hits up to 3 targets to do weak damage, daze, and push Constitution squares. Or you can pile all three on one to do 6d6+Wis+1(Covenant of Wrath) damage, daze, and pushed up to 3x Constitution modifier. Versatile and pwnsome.

This seems wrong. The text shows single target damage as 2d6+Wis (not 6d6). And it says nothing about multiplying your Con modifier if you hit just one enemy.

If you hit 3, you do 1d6+Wis each and move each 3 squares.
If you hit 1, you do 2d6+Wis and move the target 3 squares.
"Dexterity - Helps you go first and that's about it.
(10)"

Going first is super important for a controller. You go first and the battle can be won before anyone else has had a chance. Going after the enemies means you are doing nothing but playing catch up. They move, you counter. You go first and it "I made it so it sucks to be over there, they choose to either avoid your hazard, or take its penalty." "Then you make something else suck to do, and they have to choose to avoid both."

"In a way, you are worse than Krusk"

"Can't say enough how much I agree with Krusk"

"Your advice is the worst"

Also, if you consider Sun Strike "great damage"(1d8+Wis), I'm not sure why Avenging Light is only "good"(1d10+Wis).
Some assorted ramblings:

On the summons, particularly Summon Angel of Fire, I think maybe I'm not getting it - or maybe it's a bit rubbish. It does a close burst 1 somewhere but uses your standard action to do. Considering that you can perfectly happily drop a Vanguard's lightning as an at will, what's the point? As you say, there's little reason for a CoW to ever do this.

Arguably, the physical presence of the angel thing is useful. You can put it in the way of stuff, flank (I think) and so on. It seems fairly poor when compared to a wizard's flaming sphere though.

I'm really torn right now between making a deva CoP or a dwarf CoW (we have the best TLAs). Dwarfs do get a lot of synergy but I like the look of the Deva's Radiant Power. I find myself taking Thunder of judgement even as a preserver though.

By the way, I'm pretty sure ToJ does not do 6D6 damage when aimed at one guy. It does 2d6 to one, or 1d6 to 3. For a CoW invoker you should always target 3 enemies if you can, since you would then do +3 damage to each of them. 1d6+wis+3 is barely less than 2d6+wis+1.

Stats wise there seems little reason not to go for 20 wisdom. Your AC is set by chain armour and you can still get a 16 in the only other stat you care about. I think that this gives CoW invokers a slight advantage at low level as a dwarf CoW's 16 con gives it a non-embarassing amount of hp. My poor Deva would have 21 hp at level one, but I suppose that's ok as it will be reborn anyway.

It seems that a CoW could potentially do rather a lot of damage with Binding Invocation of Chains. Imagine this going off in an encounter with a bunch of minions.
It seems that a CoW could potentially do rather a lot of damage with Binding Invocation of Chains. Imagine this going off in an encounter with a bunch of minions.

CoW gets +1 to damage rolls on encounter and daily attack powers. If there is no roll, do they still get +1?
No they don't, you're right. I knew there had to be something, as it seemed a bit silly.

There are powers it would work for, such as the radiant servant's solar wrath, which may be worth considering.
This seems wrong. The text shows single target damage as 2d6+Wis (not 6d6). And it says nothing about multiplying your Con modifier if you hit just one enemy.

If you hit 3, you do 1d6+Wis each and move each 3 squares.
If you hit 1, you do 2d6+Wis and move the target 3 squares.

I must be reading it wrong. I thought it meant 3 attacks that can be spread among three creatures or all three attacks could be placed on one creature. I can see that now. It's still good though.
I'm going to make the argument that Offering of Justice deserves to be blue at the least and more likely sky blue. Here's why:

#1 - No attack roll required. You simply state your target and the effect lands.
#2 - If Offering of Justice persuades the target from attacking, it will often lead to a net gain for the party. Sure, the monster might gain 5 temp HP, but you prevented it from attacking the party that turn. Obviously, the potential damage a creature could do weighs the equation. If they do attack regardless, hey, you just dealt 2d10+WIS radiant damage to the poor sap, with no attack roll.

These 2 reasons should warrant a blue coding. But there's more to the power, if I'm reading it correctly.

#3 - The temp HP only triggers at the end of the target's turn. However, the damage component triggers at the end of that turn. For reference, the power's wording:
If the target attacks you or your allies before
the end of its next turn, the target takes 2d10 + your
Wisdom modifier radiant damage at the end of that turn.

It's going to eat 2d10+WIS on any and every turn that it attacks (attacks, not hits) any of the PCs. Made an opportunity attack this turn? 2d10+WIS damage. Now, I'll state that I'm not 100% certain that the power is supposed to work this way, but a strict reading leads me to believe that it's at least a possible interpretation.

If #3 holds true, I'd say Offering of Judgment is worth a sky blue rating. If it doesn't, I'd still rate it dark blue. It does what a Controller wants to do: control.
I'm going to make the argument that Offering of Justice deserves to be blue at the least and more likely sky blue. Here's why:

#1 - No attack roll required. You simply state your target and the effect lands.
#2 - If Offering of Justice persuades the target from attacking, it will often lead to a net gain for the party. Sure, the monster might gain 5 temp HP, but you prevented it from attacking the party that turn. Obviously, the potential damage a creature could do weighs the equation. If they do attack regardless, hey, you just dealt 2d10+WIS radiant damage to the poor sap, with no attack roll.

These 2 reasons should warrant a blue coding. But there's more to the power, if I'm reading it correctly.

#3 - The temp HP only triggers at the end of the target's turn. However, the damage component triggers at the end of that turn. For reference, the power's wording:

It's going to eat 2d10+WIS on any and every turn that it attacks (attacks, not hits) any of the PCs. Made an opportunity attack this turn? 2d10+WIS damage. Now, I'll state that I'm not 100% certain that the power is supposed to work this way, but a strict reading leads me to believe that it's at least a possible interpretation.

If #3 holds true, I'd say Offering of Judgment is worth a sky blue rating. If it doesn't, I'd still rate it dark blue. It does what a Controller wants to do: control.

Awesome argument! I never really thought of any of these. Or the OA soak for more damage. I'll actually say sky blue.
While I'm thinking of them, a few more suggestions for the handbook:

- You should note that Thunder of Judgment is vs. Fort, which is about the only downside to the power. It's still deserving of Sky Blue, but it does have that one failing.
- Purging Flame becomes better after 6th level when the Invoker can pick up Demand Justice. On a side note, Demand Justice is absolutely fantastic in its own right.
- Unlike the other direct daily attack powers at level 5, Grasping Chains of the Justiciar only attacks enemies.
- If Binding Invocation of Chains can be given the Radiant keyword, the Channel Divinity feat Power of Amaunator can turn it into a gigantic board-wide nuke. Works even better with Wrathful Invokers, as the 1d10 damage roll would get the CoW damage bonus to it.

Great job so far, DaButcher! I'm looking forward to seeing the rest of the handbook.
- If Binding Invocation of Chains can be given the Radiant keyword, the Channel Divinity feat Power of Amaunator can turn it into a gigantic board-wide nuke. Works even better with Wrathful Invokers, as the 1d10 damage roll would get the CoW damage bonus to it.

That would be pretty nasty if it worked.
Thanks for the suggestions and powers for levels 1-10 now up!
You might be able to accomplish this on a smaller scale by using the Half-Orc's Furious Assault racial power. You'd be adding 1d8 to the attack roll. Still, Half-Orcs don't make good Invokers anyway, so I'm not too worried.

After a search through the Compendium, the only feasible way of changing Binding Invocation of Chains to a Radiant power is the item Holy Gauntlets. I don't think you'd get the extra 1d6 of damage, though.
Just looking at the 1st level Daily prayers, on a much smaller scale, but still to many enemies, Angelic Echelon would have a nice effect.

You could aply the Power of Amaunator effect to as many as 48 squares (7x7 with you in the middle). Not too shabby. Plus, Angelic Echelon hits enemies only, which makes it pretty awesome if you're willing to wade into a huge group like that. Heck, you have Invoker Defense, that gives you +2 to your AC. If any of them attack you or anyone else, you dish out 5 damage to each. On top of all that, it is vs. Will, which isn't terrible. Potentially, 1d6+Wis+1(CoW)+1d10+5. Add Astral Fire to that for another +1 damage. Realistically, you could have quite a few enemies in that area.

I haven't even looked at some of the later prayers yet. Hmmm...

OK... It seems the potentially largest damaging Invoker prayer to use Power of Amaunator with is the level 25 Daily Anthem of the First Dawn. It is close burst 10, so 99 squares. It allows your allies to spend a healing surge, which is good, too.