1st 2nd 3rd 4th 5th magic fang, speak with animals barkskin, fog cloud spike growth, water breathing control water, dominate animal cloudkill, commune with nature At 1st level, the invoker gains a +2 natural armor bonus to AC This bonus increases by +1 at 5th, 9th, and 14th level It otherwise counts as and does not stack with barkskin At 5th level, the invoker gains Damage Reduction /piercing equal to half her invoker level Starting at 9th level, as long as the invoker has at least one 3rd-level spell slot remaining, she gains the benefits of water breathing At 14th level, the invoker gains timeless body Once per day, she can breathe a cone of steam out to 30 feet This breath weapon deals 1d6 fire damage per invoker levels (Reflex half DC 10 + half the invoker’s level + her Charisma modifier) Phoenix Hatchling CR 1/2 XP 200 NG magical beast (fire) Init +0; Senses Perception +5 (darkvision 60 ft., low-light vision) Size Tiny; Speed 10 ft., fly 20 ft (poor) Defense AC (touch 9, flat-footed 9) Fort +2, Ref +2, Will +3; CMD hp 9; Resist fire Offense Melee talons +0 (1d4+2) Statistics Utility Spell-Like Abilities 3/day—light, 1/day—cure light wounds (1d8+4, DC 14) Con +1, Wis +2, Cha +3; Acrobatics +8, Diplomacy +8, Fly +5, Knowledge (history) +5, Stealth +8 Special Abilities Fire in the Blood (Su): A phoenix hatchling gains fast healing for round any time it takes fire damage (whether or not the fire damage overcomes its fire resistance) The phoenix hatchling is almost never truly newborn Instead, when a full-grown phoenix burns out, it is later reborn, ready to begin its cycle anew The resulting hatchling lacks the strength of its previous form, requiring safety, warmth, and a steady hand to guide its way An invoker who makes a pact with a phoenix hatchling adds the following spells to her invoker spell list 1st burning hands, cure light wounds 2nd continual flame, lesser restoration 3rd ash storm, protection from energy (fire only) 4th death ward, fire shield 5th flame strike, greater restoration 88 At 1st level, the invoker gains Toughness as a bonus feat When she casts cure light wounds as an invoker spell, the invoker heals damage equal to 1d8 + her Charisma bonus (if any) + her invoker level (maximum +20) At 5th level, the invoker gains resistance to fire damage equal to her class level Starting at 9th level, as long as the invoker has at least one 3rd-level spell slot remaining, she gains a fly speed equal to her base speed with average maneuverability The invoker’s wings are made of fire and give off light like a torch She can suppress or reactivate this ability as a swift action At 14th level, when reduced to or fewer hit points, the invoker can cast flame strike as an immediate action At the start of her next turn, the invoker regains hit points equal to her invoker level + her Charisma bonus These effects cannot occur more than once per day Protean Melodic Cacophony (Otherworldly Patron) When the long arm of the law overextends its reach; when the Book of Law grows corpulent with excessive rules and regulations; or when wretched politics interferes with creative expression, the Protean Melodic Cacophony is all too happy to be invoked to set free all forms of trapped energy Chaotic neutral in the extreme, this loose collection of protean lords delights in sowing the seeds of confusion and unhinged fluctuations of matter An invoker who makes a pact with the Protean Melodic Cacophony adds the following spells to her invoker spell list 1st lesser confusion, silent image 2nd hideous laughter, pyrotechnics 3rd confusion, sculpt sound 4th break enchantment, rainbow pattern 5th song of discord, mass suggestion At 1st level, confused creatures suffer a –2 penalty to saves vs the invoker’s spells At 5th level, the invoker gains resistance to acid damage equal to her class level Starting at 9th level, she adds her Charisma bonus to saving throws against enchantment spells and effects At 14th level, the invoker gains blindsense at a range of 60 feet +5 additional feet per level thereafter Mystic Arcanums - Protean melodic Cacophony Idyllist: When you select this mystic arcanum, you gain bardic performance, as the bard class feature Your effective bard level is equal to half your invoker level, and you gain only a number of bardic performance up to your Charisma modifier You must have the natural performer mystic arcanum to select idyllist Natural Performer (Ex): When you select this mystic arcanum, you add Perform to your list of class skills and gain versatile performance, as the bard class feature Magus The following archetype is available to characters with levels in the magus class Red Mage (Archetype) Unfocused you say? I think of it as broadening my options Red mages are the true generalists of the Fantasian worlds Mastering the basics of combat, arcane, and divine magic with relative ease, they make for challenging foes and perplexing allies Because arcane and divine magic don’t blend as easily on the other side of the rift, red mages have taken to studying under bards and magi, learning instead to blend those arcane traditions into a semblance of the power they once knew Class Skills: A red mage adds Bluff, Knowledge (religion), and Sense Motive his list of class skills and removes Fly, Knowledge (planes), and Swim This alters the magus’s skills Weapon and Armor Proficiency: Red mages are proficient with all simple weapons and the rapier They are proficient with light armor, and may cast magus spells while wearing light armor without incurring any chance of arcane spell failure