Rivethun Invoker (Pathfinder Second Edition Archetype)
(art by Nezart on DeviantArt)
The Rivethun train keeps rolling tonight, because we’ve got out second archetype associated with the practice here today!
While yesterday’s subject focused on befriending spirits and calling upon their aid externally, today we have the Rivethun Invoker, a mystical warrior that invites spirits to dwell within their own body, enhancing them body and mind as needed.
The bond that these warriors share with their spirits is very close, allowing them to move their body as one. However, it is still distinct enough that the spirits can find ways to empower and protect the invoker while they fight.
The result, as we’ll soon see is a figure that is capable of some uncanny feats even though they likely carry a weapon into combat, if that. That being said, you might notice some parallels with the vibe of the champion and guardian spirits for Mediums from First Edition, and I’m pretty sure that’s on purpose.
In any case, let’s see what they’ve got for us!
The base dedication of this archetype toughens up the character to start things off, causing them to cling to life more tenaciously thanks to their control over their own spirits. However, they an also enter a battle trance that surrounds them in spirits, which gives them greater reserves of vitality, wards their mind and body, and empowers their strikes with a bit of spiritual wrath as well.
By bringing forth the might of one or more spirits, these warriors can manifest a ghostly echo of one of their spirit’s combatative limbs to help them fight their enemies, which only grows in might with the invoker’s own power.
Some can rush into the fray, barreling through enemies to strike at the target of their choice. This might be because the spirits empower them with great might, or perhaps they briefly manifest the aspect of a spirit with a bulky, unstoppable form. With another feat, this daring charge is so frightening and overwhelming that foes struggle to defend against it.
The Rivethun leverage their own complex emotions in a lot of ways, but few do so as literally as an invoker that can leverage the anguish of being afflicted by a hostile effect to heal themselves, the potency of this healing growing with their own mastery of their physical form.
Those of a more combatative bent can summon the might of the spirits to potentially floor a foe with a single blow. With another feat, this becomes even easier to pull off.
With a different manifestation, these warriors can gain protection from blows, invoking the durability of their spirit’s physical manifestation.
Despair often threatens to overtake the spirit of many a Rivethun practitioner, but they defy it in their own way, some able to get a burst of speed and mobility out of that defiance.
Many spirits have animal forms or are otherwise agile, and by invoking that aspect, these warriors can briefly benefit from flight, burrowing, swimming, or all manner of forms of movement.
The greatest among these invokers can become as much spirit as flesh with their invocations, able to heal rapidly, touch ghostly foes, and even rely on their spirit allies to keep them in the fight should they be downed.
This archetype is quite interesting, basically manifesting a sort of spiritual pseudo-rage akin to the exciter and id rager archetypes from First Edition, which is fun. The trance only lasts one minute though, and while there are several feats that can improve the trance with offense, defense, and mobility, the fact that they take actions to activate is a little vexing. A single activation of a trance lasts a minute, which is 29 actions after taking out the one required to enter the trance in the first place. Assuming you have all three invocation feats, that’s only 26 actions once you take out the actions to activate all three, even if you spread it out throughout the combat, many of which will not last long enough, further cutting into the value there. That isn’t to say that this archetype is worthless, far from it, but it is something to keep in mind.
As for what class you should take with it, the archetype is certainly geared towards up close and personal fighting, particularly with a big two-hander. As such, fighter, barbarian, or guardian are all good picks, but the fact that the archetype includes a pinch of feats from fighter and barbarian means that you could apply it to other classes as well, such as a self-buffing caster, as well.
Having an indeterminant number of spirits surrounding you does have some lovely roleplaying opportunities in that you get to name and even give voice to some of the more prominent ones. Consider what the personality and priorities of a serene deer spirit would be compared to the antics of a mischievous wind spirit, for example.
Easily the most charming dancer and bard in Nessaly, few understand that Ulrica does not actually dance alone, for her muses are in fact spirits of revelry and the arts, which guide her steps both on the dance floor, and when needed, in combat as well.
Though their people long ago left the realms of the fey, many gnomes remain on good terms with the spirits of nature and whimsy. It is said that some can call upon their might to fight with the might of giants despite their stature remaining the same.
With an appetite as bottomless as the deepest crags, a jotund troll, mighty and ravenous, has come from the mountains in search of a feast fit for all nine of it’s head. In response to it’s depredations, the locals send for a champion, a warrior that must be imbued with the spirits revered by the local culture, ready with the might to strike the beast down. Of course, an entourage of supporting heroes couldn’t hurt either.












