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Abjurer

Abjurers are masters of defensive spells and wards, experts at using magic to defeat magic. Whether their task is to guard an object or an individual, those entrusted to their care cannot ask for a more reliable guardian.

Role: The abjurer utilizes defensive spells and magical techniques to safeguard his allies. While many casters stand at the back of the party trusting in their allies’ shields and swords to keep them safe, the abjurer is just as likely to be found at the front of the fray, swatting aside swords and spells alike.

Alignment: Any

Hit die: d6

Class Skills

The abjurer’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Table: The Abjurer
Class Level BAB Fort Save Reflex Save Will Save Special
1 +0 +2 +0 +2 Abjuration specialization, arcane bond, arcane health, cantrips
2 +1 +3 +0 +3 Abjurer’s aegis
3 +1 +3 +1 +3
4 +2 +4 +1 +4 Resilient shield
5 +2 +4 +1 +4
6 +3 +5 +2 +5 Mettle
7 +3 +5 +2 +5
8 +4 +6 +2 +6 Energy absorption
9 +4 +6 +3 +6
10 +5 +7 +3 +7 Armored abjuration I
11 +5 +7 +3 +7
12 +6/+1 +8 +4 +8 Defensive repurposing
13 +6/+1 +8 +4 +8
14 +7/+2 +9 +4 +9 Armored abjuration II
15 +7/+2 +9 +5 +9
16 +8/+3 +10 +5 +10 Dispelling strike
17 +8/+3 +10 +5 +10
18 +9/+4 +11 +6 +11 Abjurer’s sanctuary
19 +9/+4 +11 +6 +11
20 +10/+5 +12 +6 +12 Indestructible abjuration

Class Features

Weapon and Armor Proficiencies

An abjurer is proficient with all 1-handed and ranged simple weapons, boar spears, light armor, and bucklers. He can cast wizard spells while wearing light armor or wielding a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an abjurer wearing medium armor, heavy armor, or shields other than bucklers incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spellcasting

An abjurer casts arcane spells drawn from the sorcerer/wizard spell list which must be from the abjuration, divination, transmutation, or universal schools. Spells from other schools are not considered to be on the abjurer’s spell list. An abjurer must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the abjurer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an abjurer’s spell is 10 + the spell level + the abjurer’s Intelligence modifier.

An abjurer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Specialist Spells Per Day. In addition, he receives bonus spells per day if he has a high Intelligence score.

An abjurer may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook.

While studying, the abjurer decides which spells to prepare.

Cantrips: Abjurers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Specialist Spells Per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. An abjurer can learn and prepare a cantrip from any school, but cantrips not of the abjuration, conjuration, divination, or universal schools use up two of his available slots.

Abjuration Specialization

An abjurer gains one bonus spell slot for each level of wizard spell he can cast, from 1st level on. The abjurer can only prepare a spell from the abjuration school in that slot. This spell must be in the abjurer’s spellbook. An abjurer can select a spell modified by a metamagic feat to prepare in this slot, but it uses up a higher-level spell slot.

Arcane Bond (Sp)

At 1st level, abjurers form a powerful bond with a buckler and begin play with one at no cost. The buckler is always masterwork quality and is not made of any special material. The buckler must be worn to have effect. If an abjurer attempts to cast a spell without his bonded buckler worn, he must make a concentration check or lose the spell.

The DC for this check is equal to 20 + the spell’s level.

The bonded buckler can be used once per day to cast any one abjuration spell that the abjurer has in his spellbook and is capable of casting, even if the spell is not prepared.

This spell is treated like any other spell cast by the abjurer, including casting time, duration, and other effects dependent on the abjurer’s level. This spell cannot be modified by metamagic feats or other abilities. Whenever an abjurer casts the shield spell or another abjuration effect that grants a shield bonus to AC, its effects stack with the shield bonus provided by his bonded buckler, rather than overlapping.

An abjurer can add additional magic abilities to his bonded buckler as if he has the required item creation feats and if he meets the level prerequisites of the feat. The magic properties of a bonded buckler, including any magic abilities added to it, only function for the abjurer who owns it. If a bonded buckler’s owner dies, or the buckler is replaced, it reverts to being an ordinary masterwork buckler.

If a bonded buckler is damaged, it is restored to full hit points the next time the abjurer prepares his spells. If it is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per abjurer level plus the cost of the masterwork buckler. This ritual takes 8 hours to complete. Bucklers replaced in this way do not possess any of the additional enchantments of the previous bonded buckler. An abjurer can designate an existing magic buckler as his arcane bond. This functions in the same way as replacing a lost or destroyed buckler, except that the new buckler retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane Health (Ex)

The abjurer’s extensive use and study of protective magics permanently strengthens his physical form. The abjurer uses his Intelligence modifier in place of his Constitution modifier when determining the total number of hit points gained when he gains a level in this class.

Abjurer’s Aegis (Ex)

Starting at 2nd level abjurer may choose one of the following benefits when he prepares his spells each day:

  • Aegis of Endurance: The abjurer gains resistance to acid, cold, electricity, or fire (chosen when prepares this ability) equal to twice the highest level wizard spell he is capable of casting.
  • Aegis of Iron: The abjurer gains DR/- equal to the highest level wizard spell he is capable of casting.
  • Aegis of Might: The abjurer gains a competence bonus on all melee attack rolls equal to the highest level wizard spell he is capable of casting. This ability lasts until the next time the abjurer prepares his spells, at which point he may choose to renew the aegis or pick a different one to benefit from. At 11th level, the abjurer may choose two aegii to benefit from when preparing his spells.

Resilient Shield (Su)

Starting at 4th level, when the abjurer is wearing his bonded buckler, he may spend a swift action to grant its shield bonus to armor class to all allies within 30 feet, or increase their current shield bonus by the same amount, for a number of rounds equal to his Intelligence modifier. This ability can be used a number of times per day equal to 3 + the abjurer’s Intelligence modifier.

Mettle (Ex)

At 6th level, if the abjurer makes a successful Will or Fortitude save against a spell of ability that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping abjurer does not gain the benefits of mettle.

Energy Absorption (Su)

When an abjurer reaches 8th level, he gains an amount of energy absorption equal to 3 x his abjurer level, per day. Whenever he takes energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing the daily total by that amount. Any damage in excess of this absorption is applied to the abjurer normally.

Armored Abjuration I (Ex)

At 10th level, the abjurer gains proficiency with medium armor and light shields, and can cast wizard spells while wearing medium armor or wielding a light shield without incurring the normal chance of spell failure. In addition, the abjurer may now choose a buckler or light shield as his arcane bond.

Defensive Repurposing (Su)

Starting at 12th level, the abjurer can harvest a small amount of the disrupted energy from his opponent’s countered spells and use it to fortify his own spells. Whenever the abjurer successfully counterspells an opponent’s spell or dispels an ongoing effect, he can increase the duration of one active abjuration spell he has already cast by a number of rounds equal to the countered or dispelled spell’s level.

Armored Abjuration II (Ex)

Beginning at 14th level, the abjurer gains proficiency with heavy armor and heavy shields, and can cast wizard spells while wearing heavy armor or wielding a heavy shield without incurring the normal chance of spell failure. In addition, the abjurer may now choose a buckler, light shield, or heavy shield as his arcane bond.

Dispelling Strike (Su)

Starting at 16th level, whenever the abjurer confirms a critical hit against an opponent with either his shield or a spell, he may expend one of his 3rd level prepared spells as a free action that can be taken outside of his turn to affect the target with a targeted dispel magic effect. Alternatively, he may expend one of his 5th level prepared spells as an immediate action to affect the target with a targeted greater dispel magic.

Abjurer’s Sanctuary (Sp)

At 18th level, the abjurer can touch an adjacent creature to imbue it with a ward of pure will as a standard action that can be used at will.

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will saving throw. If the saving throw is a success, the opponent can attack normally and is unaffected by the ward for that round. If the saving throw is a failure, the opponent cannot follow through with the attack and that action is lost. Those not attempting to attack the subject remain unaffected. This ward does not prevent the protected creature from being attacked or affected by spells or abilities that target an area of effect (such as a fireball spell or a dragon’s breath weapon). The target cannot attack without ending the effect but may use non-attack spells or otherwise act. The abjurer can only ward one creature in this way at a time, and using this ability on a creature immediately ends any previous instances of this ability.

Indestructible Abjuration (Sp)

At 20th level, whenever the duration of an abjuration spell the abjurer casts would expire, he may expend a spell of the same level or higher as an immediate action to reset the spell’s duration as though it had just been cast (for example, an abjurer of 10th level whose lesser globe of invulnerability spell were about to expire could expend any other 4th level spell he has prepared to renew the duration to 10 rounds). Spells that were originally modified by metamagic feats that extend their duration, such as the Extend Spell feat, do not add that effect to the new duration. Spells with a duration of 1 round or less cannot be affected by this ability.

Abjurer Favored Class Bonuses

The following favored class options are available to all characters of the listed race who have abjurer as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. Favored class bonuses that grant a bonus spell always grant a spell from your class list of 1 level lower than the highest level spell you can cast (minimum 1st).

  • Dwarf: Add 1 spell with the [earth] or [force] descriptor to your spellbook.
  • Elf: Increase the DC to dispel your abjuration spells by +½ (maximum +4).
  • Gnome: Gain a +1/2 bonus to your effective caster level when attempting a dispel check (maximum +4).
  • Halfling: You gain a +1/2 bonus on all concentration checks.
  • Human: Treat your caster level as +1 higher when determining the duration of your protection from [alignment] and shield spells.
  • Orc: Increase the shield bonus to AC granted by your bonded buckler or shield by +1/5.
Section 15: Copyright Notice

RGGP: The Grimoire Arcane – Book of Eight Schools, © 2019, Rogue Genius Games LLC., Author: Michael Sayer; Developer, Publisher, and Ring-side Towel Boy: Owen K.C. “El Grande” Stephens.