Conjurers specialize in ripping open the fabric of the very multiverse, digging into its depths and drawing forth creatures and spells of incredible power to aid them in their pursuits. Whether summoning hordes of fiendish servants or transporting themselves through the holes they bore through reality, conjurers always seem to have the right tool for whatever job presents itself.
Role: The conjurer uses summoned, controlled, or created allies, and spells that bar or enable extradimensional travel, giving her unparalleled tools for manipulating the battlefield. Arcane generals of the most dangerous sort, conjurers prefer to stay safely away from the front lines so they can always keep an eye on the bigger picture.
Hit die: d6
Skill Ranks Per Level: 2 + Int modifier.
|Class Level||BAB||Fort Save||Reflex Save||Will Save||Special|
|1||+0||+0||+0||+2||Cantrips, conjuration specialization, efficient summoning|
|4||+2||+1||+1||+4||Feats of conjury|
|8||+4||+2||+2||+6||Feats of conjury|
|12||+6/+1||+4||+4||+8||Feats of conjury|
|16||+8/+3||+5||+5||+10||Feats of conjury|
|20||+10/+5||+6||+6||+12||Conjuration mastery, feats of conjury|
Weapon and Armor Proficiencies
Conjurers are proficient with the club, dagger, quarterstaff, all simple ranged weapons, shortbow, and longbow (including compound versions), but not with any type of armor or shield. Armor interferes with a conjurer’s movements, which can cause her spells with somatic components to fail.
The conjurer casts arcane spells drawn from the sorcerer/wizard spell list, which must be from the conjuration, enchantment, necromancy, or universal schools, and spells from those schools from the summoner spell list as long as they do not refer to class features the conjuror does not have (such as eidolons), and the summon nature’s ally line of spells. Spells from other schools are not considered to be on the conjurer’s spell list. The conjurer must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the conjurer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a conjurer’s spell is 10 + the spell level + the conjurer’s Intelligence modifier.
The conjurer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Specialist Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score.
The conjurer may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the conjurer decides which spells to prepare.
Cantrips: Conjurers 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. The conjurer can learn and prepare a cantrip from any school, but cantrips not of the conjuration, enchantment, necromancy, or universal schools use up two of her available slots.
The conjurer gains one bonus spell slot for each level of wizard spell she can cast, from 1st level on. This slot can only be used to cast a spell from the summon monster or summon nature’s ally lines of spells. The conjurer can select a spell modified by a metamagic feat to prepare in this slot, but it uses up a higher-level spell slot as normal. At 1st level, the conjurer automatically knows either the summon monster I or summon nature’s ally I spell. Each time the conjurer gains the ability to cast spells from a new spell level, she adds the summon spell of that level of the same line to her spells known.
Starting at 1st level, whenever the conjurer casts a summon spell (such as summon monster or summon nature’s ally) she may cast the spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
At 2nd level and every four levels thereafter, the conjurer may select 1 spell from the (summoning) subschool to add to her spell list and spells known. This spell can be from any class’ spell list, but must be of a spell level the conjurer is capable of casting.
Alternatively, the conjurer may choose a single combat or teamwork feat she meets the prerequisites for; the conjurer does not gain this feat, but any creature she summons with her wizard spells gains the chosen feat as a bonus feat. The conjurer can choose a different feat whose prerequisites she meets each time she gains this ability, granting all feats gained in this way to her summoned creatures.
Feats of Conjury: The conjurer gains Augment Summoning as a bonus feat at 4th level, and every four levels thereafter, she may choose an additional bonus feat from the following list: Extend Spell, Evolved Summoned Monster, Ferocious Summons, Major Spell Expertise (summon monster V only) Minor Spell Expertise (summon monster I or summon nature’s ally I only), Skeleton Summoner, Spider Summoner, Starlight Summons, Sunlight Summons, Superior Summoning, and Undersized Mount. A conjurer need not have any of the prerequisites normally required for these feats to select them, unless the prerequisite is another feat in this list, in which case the conjurer must select that feat first.
At 20th level, the conjurer’s skill at summoning is without peer. The conjurer may treat any spell from the summon monster line in all ways as though it were 1 level lower than it actually is, including allowing her to prepare summon monster I as one of her cantrips. In addition, whenever a metamagic or summoning feat would increase the effective spell level of a spell the conjurer prepares from the (summoning) subschool, the conjuror may treat the total effective level adjustment as up to two lower, though this cannot change the base level of the spell (for example, a conjurer wanting to cast a quickened summon monster I would only need to use a 2nd level spell slot).
Conjurer Favored Class Bonuses
The following favored class options are available to all characters of the listed race who have conjurer 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 of 1 level lower than the highest level spell you can cast (minimum 1st).
- Dwarf: Increase your effective level to determine the duration of creatures you summon with the earth or dwarf subtype by +1.
- Elf: Increase your effective level to determine the duration of summon monster or summon nature’s ally spells by +1 round.
- Gnome: Select one kind of creature you can summon with a spell (such as celestial badgers). You can speak to such creature as if you shared a language.
- Halfling: Creatures you summon gain a +1/4 bonus on attack rolls against creatures at least 2 sizes larger than them.
- Human: Choose a single creature type or subtype; whenever you summon a creature of that type your effective level to determine the duration it remains increases by +1.
- Orc: Creatures you summon deal +1/2 additional points of damage with their spells and natural attacks.
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.