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Conjurer

The conjurers, often also called battlemages, are specialists in the School of Guarding. Their spells focus on bolstering themselves and their allies, as well as conjuring up creatures to fight for them. Conjurers are more combat trained than most arcane casters, and can use light armor and shields.

Statistics

  • Hit Die: d10
  • Alignment: Any
  • Abilities: The Conjurer uses Intelligence for spellcasting.
  • Spells per day: As Wizard (Core Rules).
  • Spell Progression: As Wizard (Core Rules).
  • Spell list: School of Guarding.
  • Weapon Proficiencies: Simple and martial weapons.
  • Armor Proficiencies: Light armor and shields (not tower shields).
  • The Conjurer casts spells as a Wizard (memorization).
  • Skill points at 1st Level: 2 + Int modifier
  • Skill Points at Each Additional Level: 2 + Int modifier

Progression Table

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Arcane Balance, Armored Caster
2 +1 +3 +0 +3 Bonus feat
3 +2 +3 +1 +3 Shared Boon
4 +3 +4 +1 +4 Bonus feat
5 +3 +4 +1 +4 Greater Arcane Balance
6 +4 +5 +2 +5 Enduring Magic
7 +5 +5 +2 +5 Quick Summon
8 +6/+1 +6 +2 +6 Bonus feat
9 +6/+1 +6 +3 +6 Spell Weave
10 +7/+2 +7 +3 +7 Superior Arcane Balance
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9 Persistent Magic
15 +11/+6/+1 +9 +5 +9 Bonus feat
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Bonus feat

Special Features

At first level, a conjurer knows all 0th level spells of the School of Guarding, and a number of first level spells equal to 4 + intelligence modifier. When levelling up, the conjurer may choose 2 new spells known. A conjurer can learn new Guarding spells from scrolls, spellbooks or other arcane spellcasters.

Arcane Balance

A conjurer can control arcane energies better than most, and is able to have two active arcane spells (buffs) at the same time. Note that this only applies to the conjurer, not his allies.

Armored Caster

A conjurer is able to wear light armor and use a shield without incurring spell failure.

Shared Boon

At 3rd level when a conjurer casts a buff with a target of self or one, he can buff an additional creature within reach for every 3 class levels in the conjurer class. He can also buff creatures that normally could not be affected by this spell with it, like buffing an animal companion with enlarge person.

Greater Arcane Balance

At fifth level, a conjurer achieves greater control over arcane energies, and is now able to have three active arcane spells (buffs) at the same time. Note that this only applies to the conjurer, not his allies.

Enduring Magic

At 6th level when a conjurer casts a buff spell on himself that spell goes up a tier in duration. Thus a 1rd/level spell would last 1min/level, a 10min/level spell would last 1hr/level (to a max of 24 hours).

Quick Summon

At 7th level, the Conjurer casts his summoning spells as a standard action, instead of a full round action.

Spell Weave

At 9th level, the Conjurer gains the ability to weave several spells into a single casting. The casting time of the combined spell, is the same as the highest casting time spell used. For instance, casting Enlarge Person (2nd level) and Bull's Strength (2nd level) would cost a 4th level spell slot, and be cast as a standard action. It would also need to be memorized as a 4th level spell.

Superior Arcane Balance

At tenth level, a conjurer achieves mastery over arcane energies, and is now able to have four active arcane spells (buffs) at the same time. Note that this only applies to the conjurer, not his allies.

Persistent Magic

At 14th level when a conjurer casts a buff spell on an ally, that spells duration goes up one tier. Thus a 1rd/lvl spell would last 1min/lvl.