Last hitting creeps gives you no extra experience. Experience is shared equally among all heroes that were the enemy of that unit in a 1500 area, even if they're already level 25 or if they never even saw the unit. An exception to this is if you are outside of the experience AoE. If you're farther than 1500 away and kill it, then you will get a share of the experience where you normally wouldn't.
Heroes give experience to all people in a 1500 area based on the number of people and the fallen hero's level as well as extra experience to the person that last hit them based on a somewhat complicated formula. A table of the AoE experience and the formula are in this wiki page.
Well if you are really affraid of being hooked versus Pudge, having wards high ground is the best solution.
You can ask your support to put up wards so you will always see where pudge is (see screenshot at the end).
Then as an Invoker you can put an early point in wex just fot ghost walking away. This might delay your dual forge spirit (in the QE built) but if you really feel insecure that might be the best way to go.
With any mid hero you have to not make the basic mistake versus pudge which is : try to escape the rot by running. If you ever get hooked, trade hit with pudge and burst him with your spell. If you try to run you're almost certainly dead. Pudge has a really low armor at low level so your right click damage will hurt him badly, plus remember that the rot inflict damage to himself too so you can often turn a hook into a kill for yourself, just dont be afraid to manfight him. Pudge players tend to get overconfident when they land a hook, prove them they should not.
Another great tip is : rot does not dispell healing salve until its level 4, so you can use a salve to get some hp back between 2 hit and that might save your life.
Screenshots
Those wards' position can be used to avoid any kind of early ganks. You can watch the minimap to have an idea on what vision it gives.
When you are on the Radiant side :
When you are on the Dire side :
This last observer is usefull to scout mid highgrounds at all time to avoid hooks (you can place it on both side but preferably the enemy's side) :
Best Answer
When you're last hitting in Dota2, a lot of the damage from creeps is being dealt by the ranged creep. Notice which enemy creep it's attacking and often simply just time your projectile to hit immediately before or immediately after the ranged creep's attack to ensure the last hit. You should be hitting each enemy creep exactly once- this way your enemies won't have a chance to deny it while you're waiting for your next attack. If your opponents are too close to the wave, especially if they're melee and you're ranged, you can harass your opponent to completely remove the ability for them to deny you. Doing this will draw creep aggression to you, however, so you should usually start to back away as soon as your attack is released to minimize the damage you'll take (none, if you've positioned properly). If you feel like you're in a good position, you can also animation cancel (begin walking towards your target) as soon as the attack is released, and usually get off more attacks and really harass your opponent. Just be careful when chasing past the creep wave, you usually don't want to expose yourself that much unless you're in a strong position and an creep wave can do a surprising amount of damage.
Your starting items will also help you to last hit in lane dramatically. My typical ranged carry build is a +3 primary stat, a +2 all stats, and three +1 all stats items, and a health potion or tangos. This gives you adequate health regeneration, +95 HP, and +8 damage, and builds nicely into a Magic Wand and a Wraith Band/Talisman. For melee carries, I usually buy a Stout Shield, a health potion, tangos, and three +1 all stats items. I see a lot of new players buy boots or other worthless items first that don't help them win the lane, they just lose it less dramatically. You'll be surprised how simple choices like this can help you crush a lane early against equally skilled opponents who are making bad choices. If you're a melee hero competing with a hard hitting melee hero or an opponent who keeps denying creeps, consider buying a Quelling Blade to improve your damage. If it lets you get 3 last hits you otherwise wouldn't and then you sell it, it's more than paid for itself.
One concept calling animation canceling is unintuitive at first but incredibly important both in lane and in general. To perfect your last hitting, you'll need to know how to do this and understand your hero's attack point. Here's a full list of Attack Points that's sortable (add the Atk Point column)- they typically are between .3 and .6 seconds, with a few outliers. A lower attack point is better because it lets you prepare an attack faster. It's kind of like riding the edge of a trigger: you want to be really close to firing as often as possible, but not actually fire until you're sure of it. When you know your hero's attack point (which will improve over the course of the game as you gain attack speed), you can start attacks and cancel the animation just before it completes by pressing S or H, immediately being able to start another attack. Doing this repeatedly is very effective for faking attacks and causing your enemy to misplay- they won't know when your true attack will be coming out. To last hit with ranged heroes you'll also have to account for projectile speed, which also varies but can be seen in the same link.