Ultimate Conjurer

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Ultimate_Conjurer Adventures:

Characteristics:

Alignment:

Religion:

Background:

Races:

Other Classes:

GAME RULE INFORMATION

Starting Age: Complex (same as cleric, druid, monk, and others).

Starting Gold: 7d4 x 10 (average 175 gp) Contents

Conjurers (Cnj) have the following game statistics.

Abilities: Intelligence is the most important ability for the conjurer, as it determines his spellcasting ability and some of his class skills. Dexterity is also useful, since conjurers quite often ride creatures that they summon into combat. Constitution allows the conjurer to survive longer and improves his chance to cast spells in the heat of battle.

Alignment: Any.

Hit Points per Level: 1d4 + Con modifier.

Hit points are maximized at 1st character level.

Skill Points per Level: 4 + Int modifier.

Skill points are multiplied by 4 at 1st character level.

Class Skills: The conjurer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (all skills, taken separately) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).

Class Table

       Base          Fort  Ref   Will
Level  Attack Bonus  Save  Save  Save  Special                     .
1st    +0            +0    +0    +2    Call to power, Scribe Scroll, Summon familiar, spellcasting
2nd    +1            +0    +0    +3    Calling
3rd    +1            +1    +1    +3    -
4th    +2            +1    +1    +4    Familiar ability
5th    +2            +1    +1    +4    -
6th    +3            +2    +2    +5    Calling
7th    +3            +2    +2    +5    -
8th    +4            +2    +2    +6    Familiar ability
9th    +4            +3    +3    +6    -
10th   +5            +3    +3    +7    Calling
11th   +5            +3    +3    +7    -
12th   +6/+1         +4    +4    +8    Familiar ability
13th   +6/+1         +4    +4    +8    -
14th   +7/+2         +4    +4    +9    Calling
15th   +7/+2         +5    +5    +9    -
16th   +8/+3         +5    +5    +10   Familiar ability
17th   +8/+3         +5    +5    +10   -
18th   +9/+4         +6    +6    +11   Calling
19th   +9/+4         +6    +6    +11   -
20th   +10/+5        +6    +6    +12   Master Summoner

Class Features

All of the following are class features of the conjurer.

Weapon and Armor Proficiency

A conjurer is proficient with 5 simple weapons of his choice, but with not with any armor or shields.

Call to power

At 1st level, a conjurer gains the ability to rapidly call back part of his dispersed magic potential. As full-round action that provokes an attack of opportunity, he can regain one expended 0 or 1st level spell slot. Because dealing with the powers necessary to do this in this way is very harmful for the conjurer's mind, he becomes dazed for the next two rounds.

Scribe Scroll

At 1st level, a conjurer gains Scribe Scroll as a bonus feat.

Spellcasting

A conjurer casts arcane spells from both the Conjurer's Spell List and the wizard's spell list. See "class and cross class spells", below, for details. To learn or cast a spell, a conjurer must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a conjurer's spell is 10 + half the conjurer's level + the conjurer’s Intelligence modifier. Like other spellcasters, a conjurer can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The conjurer doesn't receive bonus spells per day for having a high Intelligence score. Like a cleric or sorcerer, a conjurer may know a number of spells from each spell level equal to 3 + his Intelligence modifier. It is possible for him to learn spells above that limit, but the costs are high. A conjurer's spell slots regenerate after a good night's sleep. If he did not have such a luxury, he cannot refill his emptied slots until he rests. A conjurer need not prepare his spells in advance. He can cast any spell she knows at any time, assuming he has not yet used up his spells per day for that level. He does not have to decide ahead of time which spells he’ll cast. A conjurer's caster level is equal to his class level.

Spells per day
        Spells per day    Invocations
Level   0 1 2 3 4 5 6 7   C.L.  known
1st     3 1 - - - - - -   1     1
2nd     3 2 - - - - - -   1     2
3rd     4 3 - - - - - -   2     2
4th     4 3 1 - - - - -   2     2
5th     4 3 2 - - - - -   3     3
6th     4 4 3 - - - - -   3     3
7th     4 4 3 1 - - - -   4     3
8th     4 4 3 2 - - - -   4     4
9th     4 4 4 3 - - - -   5     4
10th    4 4 4 3 1 - - -   5     4
11th    4 4 4 3 2 - - -   6     5
12th    4 4 4 4 3 - - -   6     5
13th    4 4 4 4 3 1 - -   7     5
14th    4 4 4 4 3 2 - -   7     6
15th    4 4 4 4 4 3 - -   8     6
16th    4 4 4 4 4 3 1 -   8     6
17th    4 4 4 4 4 3 2 -   9     7
18th    4 4 4 4 4 4 3 -   9     7
19th    4 4 4 4 4 4 3 1   10    7
20th    4 4 4 4 4 4 3 2   10    8

Learning New Spells: A conjurer can learn new spells, but doing so is very expensive and time-consuming. Learning a spell requires the expenditure of gold equal to spell's level squared x 50 (or 25 gp for 0-level spells) for special rare materials and guild fees. In addition, the conjurer must either have a teacher (another arcane spellcaster who knows the spell - that person need not be a conjurer, though), a scroll with the spell (which is destroyed in the process of learning it), or must spend a number of days equal to the spell's level squared on developing the spell from scratch (6 hours for a 0-level spell). If a conjurer attempts to learn a spell and he already reached his limit of spells known for that level, multiply the gold cost by 10. A newly-created 1st level conjurer knows a number of 1st level spells equal to his Int bonus, and the same number of 0-level spells.

Class and Cross-Class Spells: Spells from the conjurer spell list are class spells for him, while spells from the wizard list that are not found on the conjurer list are cross-class spells. A conjurer has a hard time casting cross-class spells because he is not trained to manipulate the energies those spells are made of. As a result, a conjurer suffers a -2 penalty on Concentration and Spellcraft checks related to cross-class spells and has a 20% arcane spell failure chance when casting them. If he also wears armor, add these percentiles together. No cross-class spells are on the invocation list.

Spellbooks: Spells are difficult to contain in memory. Every day, a conjurer must study his spellbook for 1 hour (this can be done at any time of day, but a conjurer must not be fatigued or otherwise tired). Studying spells written in the book allows the conjurer to refresh his memory and keep his spellcasting abilities at peak efficiency. For each day the conjurer does not study his spellbook, his caster level is cumulatively reduced by 1 when determining the effects of spells. All accumulated penalties are removed as soon as the conjurer can study his spellbook for 1 hour.

Invocations: A conjurer can cast some spells as invocations. That means that he doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses a reduced caster level, as shown on Table: Spells per Day. A conjurer can cast invocations even if he has no slots left. At 1st level, a conjurer learns how to cast one 0-level spell from the list below as an invocation (provided he knows that spell). At 2nd level and every 3 levels thereafter, a conjurer learns how to cast another spell from the list below as an invocation. A conjurer can choose a spell he doesn't yet know as an invocation, but he is unable to cast it until he learns it. He cannot, however, choose a spell he can't yet cast because his class level is too low to access that level of spells. The list of spells a conjurer can cast as invocations is as follows:

       0-level - Acid Splash, Daze, Mending
       1st level - Animate Rope, Entangle, Floating Disk, Grease, Mage Armor, Magic Weapon, Mount, Summon Monster I [1]
       2nd level - Acid Arrow, Daze Monster, Gust of Wind, Whispering Wind, Summon Monster II
       3rd level - Phantom Steed, Flame Arrow, Keen Edge, Greater Magic Weapon, Sleet Storm, Summon Monster III
       4th level - Black Tentacles, Crushing Despair, Spike Stones, Summon Monster IV
       5th level - Dismissal, Mage’s Faithful Hound, Summon Monster V, Telekinesis 

[edit] Familiar

Summon Familiar (Ex): A conjurer can obtain a familiar. To do so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually powerful and intelligent. The creature serves as a companion and servant. The conjurer chooses the kind of familiar he gets from the list below.

As the conjurer advances in level, his familiar also increases in power.If the familiar dies or is dismissed by the conjurer, the conjurer must attempt a DC 15 Fortitude saving throw. Failure means he suffers 2d6 points of Constitution damage as the dissolving link causes extreme strain to the heart; success means he suffers only 1d6 points of Constitution damage instead. A slain or dismissed familiar cannot be replaced for one week. A slain familiar cannot be raised from the dead. A familiar has the following characteristics:

Familiar Tiny magical beast (extraplanar) Hit Dice: Same as conjurer (same hit points as conjurer) Initiative: +3 Speed: As type AC: 15 (+2 size, +3 Dex) BAB/Grapple: As conjurer/as conjurer - size penalty difference Attack: Bite -2 melee (1d3-4) Full Attack: Bite -2 melee (1d3-4) Space/Reach: 2.5ft/0ft Special Attacks: As type Special Qualities: As type Saves: Fort as base conjurer, Ref as base conjurer +3, Will as base conjurer Abilities: Str 2, Dex 16, Con 10, Int 6, Wis 10, Cha 10 Skills: As type, plus based on hit dice Feats: As type, plus based on hit dice

The familiar receives 2+Int skill points, with 4 times this many at 1st HD. Its class skills are Hide, Listen, Move Silently and Spot. It gains has +1 inherent bonus to Intelligence and a +1 bonus to natural armor per 2 conjurer levels. A familiar has and grants special abilities to its master depending on its kind, as given on the table below. Special abilities are granted to the conjurer only when the master and familiar are within 1 mile of each other. Every time the conjurer must summon a new familiar, it may take a different shape, but has the same familiar abilities.

Types of Familiars

       Bat: Familiars taking the form of a bat have a land speed of 5ft. and a fly speed of 40ft. (good). Bats have blindsense out to 20ft and a +2 racial bonus on Listen and Spot checks. The bat gains Alertness as a bonus feat. 
       Cat: Familiars taking the form of a cat have a land speed of 10ft. Cats have a +4 racial bonus to Jump checks, and a +2 racial bonus on Balance, Climb, Hide, and Move Silently checks. The cat gains Weapon Finesse as a bonus feat. Instead of a bite attack, the cat gains two claw attacks, which deal 1d4 base damage. 
       Eagle: Familiars taking the form of an eagle have a land speed of 10ft., a fly speed of 60ft. (average), and a +2 racial bonus to Strength. Eagles have a +4 racial bonus to Spot checks. The eagle gains Weapon Finesse as a bonus feat. Instead of a bite attack, the eagle gains two talon attacks, which deal 1d4 base damage. 
       Hawk: Familiars taking the form of a hawk have a land speed of 10ft., a fly speed of 60ft. (average), and a +2 racial bonus to Wisdom. Hawks have a +4 racial bonus to Spot checks. The hawk gains Weapon Finesse as a bonus feat. Instead of a bite attack, the hawk gains two talon attacks, which deal 1d4 base damage. 
       Lizard: Familiars taking the form of a lizard have a land speed of 20ft and a climb speed of 20ft. Lizards have a +8 bonus on Climb checks and can always take 10 on any Climb check, even when rushed or threatened. Lizards use their Dexterity modifier instead of Strength on Climb checks. Lizards have a +2 bonus to natural armor and gain Weapon Finesse as a bonus feat. A lizard’s bite attack does 1d4 base damage. 
       Monkey: Familiars taking the form of a monkey have a land speed of 30ft and a climb speed of 30ft. Monkeys have a +8 bonus on Climb checks and can always take 10 on any Climb check, even when rushed or threatened. Monkeys use their Dexterity modifier instead of Strength on climb checks. The monkey gains Weapon Finesse as a bonus feat. A monkey’s bite attack does 1d4 base damage. 
       Owl: Familiars taking the form of an owl have a land speed of 10ft., a fly speed of 40ft. (average), and a +2 racial bonus to Wisdom. Owls have a +4 racial bonus on Listen and Move Silently checks. The owl gains Weapon Finesse as a bonus feat. Instead of a bite attack, the own gains two talon attacks, which deal 1d4 base damage. 
       Rat: Familiars taking the form of a rat have a land speed of 15ft, a climb speed of 15ft. and a swim speed of 15ft. Rats have a +8 bonus on Climb and Swim checks and can always take 10 on any Climb or Swim check, even when rushed or threatened. Rats use their Dexterity modifier instead of Strength on Climb and Swim checks. The rat gains Weapon Finesse as a bonus feat. A rat's bite attack does 1d4 base damage. 
       Raven: Familiars taking the form of a raven have a land speed of 10ft., a fly speed of 40ft. (average), and a +2 racial bonus to wisdom. Ravens are able to speak one language of the conjurer's choice. Ravens have a +4 racial bonus to spot checks. The raven gains weapon finesse as a bonus feat. The claws of a raven do 1d2-4 damage. 
       Toad: Familiars taking the form of a toad have a land speed of 5ft and have a +2 racial bonus to Wisdom. Toads have a +4 racial bonus on Hide checks. The toad gains Alertness and Toughness as bonus feats. In addition, a toad can breathe underwater indefinitely. 
       Weasel: Familiars taking the form of a weasel have a land speed of 20ft and a climb speed of 20ft. Weasels have a +8 bonus on Climb checks and can always take 10 on any Climb check, even when rushed or threatened. Weasels have a +4 racial bonus on Balance and Move Silently checks. Weasels use their Dexterity modifier instead of Strength on Climb checks. The weasel gains Weapon Finesse as a bonus feat. A weasel’s bite attack does 1d4 base damage. 
       Viper, Tiny: Familiars taking the form of a tiny viper have a land speed of 15ft, a climb speed of 15ft. and a swim speed of 15ft. Tiny vipers have a +8 bonus on Climb and Swim checks and can always take 10 on any Climb or Swim check, even when rushed or threatened. Tiny vipers use their Dexterity modifier instead of Strength on Climb and Swim checks. The tiny viper gains Weapon Finesse as a bonus feat and a a bite attack that deals additional poison damage. A viper's poison deals 1d4 Constitution damage as both initial and secondary damage. The Fort save DC is 10 + 1/3 the conjurer's level + the viper's Constitution modifier. 

Familiar Ability: At 4th level and every four levels thereafter, a conjurer gains a familiar ability from the list below.

       Familiar Feat (Ex): A conjurer's familiar gains one of the conjurer's known feats as a bonus feat. 
       Combat familiar (Ex): A familiar's natural weapons deal damage as if they were two size categories larger (1d3 becomes 1d6, 1d4 becomes 1d8 and so on). Additionally, the familiar's BAB becomes equal to 3/4 of the conjurer's level. This ability may only be selected once. 
       Deliver Touch Spells (Su): A conjurer's familiar can deliver touch spells for him. If the conjurer and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. This ability may only be selected once. 
       Enlarge (Ex): A conjurer's familiar increases in size by one size category, with all appropriate bonuses and penalties. 
       Eyes and Ears (Ex): As a full-round action that provokes an attack of opportunity, the conjurer can see through the familiar's eyes and hear through the familiar's ears. The conjurer must concentrate while using this ability, taking a standard action each round to do so, and cannot see through his own eyes or hear through his own ears during this time. The familiar must be within one mile of the conjurer per conjurer level for this ability to work. This ability may only be selected once. 
       Reshape familiar (Ex): Once per day, the conjurer may change his familiar into a different familiar type chosen from the table. This process requires 1 hour without interruptions. This ability may only be selected once. 
       Share Spells (Su): At the conjurer’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet for every 5 conjurer levels at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet for every 5 conjurer levels away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type. This ability may only be selected once. 
       Spell Resistance (Ex): The familiar gains spell resistance equal to the conjurer’s level + 5. This ability may only be selected once. 
       Swift (Ex): All of the familiar's base speeds increase by one-half (land, swim, fly, and burrow), rounding down to the nearest five feet. 
       Telepathic Connection (Su): The conjurer becomes able communicate telepathically with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate telepathically. Only general concepts that a being with the familiar's Intelligence score can comprehend and reasonably communicate can be conveyed this way. 

[edit] Calling

Starting at 2nd level and every four levels thereafter, the conjurer gains a calling ability from the list below.

       Bonus Feat: The conjurer gains a bonus feat from the following list: Augment Summoning, Combat Casting, Spell Focus (Conjuration), Spell Focus (Enchantment), Spell Focus (Transmutation), Greater Spell Focus (Conjuration), Greater Spell Focus (Enchantment), Greater Spell Focus (Transmutation), Spell Penetration (Conjuration), Spell Penetration (Enchantment), Spell Penetration (Transmutation), Greater Spell Penetration (Conjuration), Greater Spell Penetration (Enchantment), Greater Spell Penetration (Transmutation), Extend Spell. The conjurer must meet all the prerequisites of the feat to be chosen. This ability can be chosen more than once. 
       Conjuration Mastery (Su): Once per day, the conjurer may cast a conjuration spell that is not on his list of spells known. However, in addition to expending the spell's slot as normal, a further 1st level slot must be expended. This ability can be chosen more than once. Each time is it chosen, it can be used one more time per day. 
       Enchantment Mastery (Su): Once per day, the conjurer may cast an enchantment spell that is not on his list of spells known. However, in addition to expending the spell's slot as normal, a further 1st level slot must be expended. This ability can be chosen more than once. Each time is it chosen, it can be used one more time per day. 
       Innate Speed (Su): As swift action, the conjurer can use the haste spell, with following exceptions - he can cast it only on himself or creatures summoned by him and the duration is only 1 round. However, at the end of the duration of this ability, the conjurer becomes fatigued for 2 rounds. This ability can be chosen more than once. Each time it is chosen, the duration of the haste is extended by 1 round. 
       Lightning Transfer (Su): Two times per day, as an immediate action, the conjurer can instantly transfer himself to any location within 60ft that he has line of sight to, as per the dimension door spell. If this ability is used in response to an attack against the conjurer, this attack misses automatically, unless it is has an area which is sufficiently large to encompass the new location of the conjurer. This ability can be chosen more than once. Each time is it chosen, it can be used two more times per day. 
       Rapid Summoning (Ex): Any time the conjurer casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. 
       Transmutation Mastery (Su): Once per day, the conjurer may cast a transmutation spell that is not on his list of spells known. However, in addition to expending the spell's slot as normal, a further 1st level slot must be expended. This ability can be chosen more than once. Each time is it chosen, it can be used one more time per day. 
       Sudden Transformation (Su): As a move action, a conjurer can gain a +2 bonus to any physical ability score for 3 rounds. He can use this ability once per day. This ability can be chosen more than once. Each time is it chosen, it can be used one more times per day. 
       Thorough Summoning (Ex): The conjurer's summoned creatures become particularly tough to dispel. Add 4 to the DC of any caster level check made to dispel the conjurer's summoned creatures. 
       Tough Minions (Ex): A conjurer learns how summon tougher monsters. He adds his class level to the hit points of any creature he summons. 
       Widen Spell Knowledge (Ex): Add a number of spells from the wizard's spell list equal to the conjurer's intelligence modifier to the conjurer's spell list. These spells must be from the Conjuration, Enchantment, Evocation, or Transmutation schools. This ability can be chosen more than once. Each time, new spells must be chosen. 

[edit] Master Summoner

At 20th level the conjurer thoroughly control his arcane power. He chooses one ability from a list below.

       Army of Minions (Ex): A conjurer can spawn a horde of monsters in a blink of an eye. Once per day, he can cast summon monster spell as move action.
       Far Step (Su): A teleportation becomes second nature of the conjurer. As move action, the conjurer can transfer himself to any location within 10ft that he has line of sight to, as per the dimension door spell. In addition, once per day, he can use teleport spell as supernatural ability with following exceptions: his caster level is equal to half of his conjurer level and he can bring only his familiar (no other creatures).
       Orb of Energy (Su): A conjurer can damages enemies with small orbs of pure elemental energy. He must succeed on a ranged touch attack to hit his target. The orb deals 8d6 points of acid, cold or fire damage. Range of this ability is 30 ft.
       Second Familiar (Ex): A conjurer can gain a second familiar. His familiar is the same mechanically as the first, but may be a different animal. The second familiar has the same familiar abilities as the first.
       Shapeshifter (Su): A conjurer can change his shape at will. He can use alter self spell as supernatural ability. Caster level is equal to his level. Whenever conjurer is in alternative form, he gains +2 bonus to Strength, Dexterity and Constitution. 

[edit] Notes

   ↑ Invoke Nature’s Ally (Su): A conjurer cannot cast any summon monster spells as invocations if a previous invocation of this type is still in effect and for 1 minute afterwards. Summon monster spells cast normally and as invocations can be combined freely.