d20 Misfit Studios The Core Specialist Wizard - The Conjurer.pdf

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Author: Steven Trustrum
New Feats
Along with the new feats to be found in this section,
also introduced is an entirely new category of feats.
Specialist feats are only available to specialist wizards,
and most only to a specifi c type of specialist.
New Feats
Illustrators: Gary Dupuis
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1.0a, Section 1(e), and are not Open Content. All trade-
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deities, artifacts, places, etc.), artwork and trade dress,
with the exception of clip art used under permission or
license.
Product Identity
Declaration of Open Game Content
All text pertaining to game mechanics and statistics,
along with the class names, are declared Open Game
Content. All items subject to the defi nition of Product
Identity (see previous) are the property of Misfi t Studios™
and cannot be used without written permission, with the
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Declaration of Open Game Content
Copyright 2005, Misfi t Studios. All Rights Reserved.
Some artwork is Copyright JUPITERIMAGES 2005. All
rights reserved.
Table 1: New Feats
Table 1: New Feats
Feat
The Conjurer specialist wizard has been transformed
into its own 20-level base class. The standard wizard
found in the PHB remains the typical, universal wizard
base class.
Prerequisites
Arcane Cra sman *
1 level of conjurer, 6 ranks in any
Cra Skill
Forbidden Lore *
1 level of any specialist wizard
class, Intelligence 12+
Specialists and
Multi-Classing
Specialists and
Master Binder *
4 levels of conjurer, Wisdom 12
Maximized
Summoning *
2 levels of conjurer, Spell Focus
(conjuration)
Multi-Classing
Specialists cannot multi-class with other specialist wiz-
ard classes of schools prohibited by any current specialist
wizard classes. Furthermore, if the character later multi-
classes into any other spellcasting classes, be they divine
or arcane in nature, spells from prohibited schools remain
beyond the character’s ability to learn.
Specialist Familiar *
4 levels of any single specialist
wizard class, Charisma 14+
Summoning Mastery
Spell Focus (conjuration)
Teleporter *
6 levels of conjurer, Intelligence
14
* This is a Specialist feat
Arcane Craftsman (Specialist)
Arcane Craftsman (Specialist)
You are better able to conjure materials into being.
Prerequisites: 1 level of conjurer, 6 ranks in any Craft
Skill
Benefi ts: You create twice the normal cubic footage for
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minor creation and major creation , and gain a +2 bonus to
your appropriate skill check for creating complex items.
When casting wall of stone or wall of iron , it will be 1 inch
thick per two caster levels.
two instead of one.
Normal: A summon spell conjures one creature of the
selected type.
Teleporter (Specialist)
Teleporter (Specialist)
Your expertise at teleporting allows you to do so with
greater ability.
Normal: You create 1 cubic foot per caster level with
major creation and minor creation , and a wall 1 inch thick
per four caster levels when casting wall of stone or wall of
iron .
Prerequisites: 6 levels of conjurer, Intelligence 14
Benefi ts: Subtract your Intelligence bonus from any
percentile roll made on the Teleport table. Also, you may
bring one additional willing Medium or smaller creature
(or its equivalent) per caster level.
Forbidden Lore (Specialist)
Forbidden Lore (Specialist)
You know a spell that you should not.
Prerequisites: 1 level of any specialist wizard class,
Intelligence 12+
Benefi ts: You can learn one spell of your prohibited
magic school, to a maximum spell level equal to your
Intelligence bonus.
Normal: you may bring one additional willing Medium
or smaller creature (or its equivalent) per three caster lev-
els.
Master Binder (Specialist)
Master Binder (Specialist)
You excel at pitting your will against that of outsiders.
The Conjurer Core Class
Their vocation is to create something from nothing, a
great talent to excel in, making conjurers among one of
the more utilitarian specialist wizards available. Some
use their talents to aid others by conjuring and bestow-
ing equipment and items (however temporary they may
be), while others prefer to utilize their mastery over sum-
moned creatures to fi nd employment, safeguard their per-
son or carve themselves a niche of power.
Adventures
The Conjurer Core Class
Prerequisites: 4 levels of conjurer, Wisdom 12
Benefi ts: You gain a +1 bonus to your caster level for
the sake of determining the saving throw DC against
which the outsider must save to resist your will in the case
of spells such as planar binding .
Maximized Summoning (Specialist)
Maximized Summoning (Specialist)
Any creature you summon is as strong as its type al-
lows for.
Prerequisites: 4 levels of conjurer, Spell Focus (conju-
ration)
A conjurer seeking adventure will give careful thought
to how his spell repertoire can augment or even replace
his equipment. For instance, why haul a ladder or length
of rope out to the wilderness if one possesses a spell that
can create the item on the spot? Also handy is the conjur-
er’s ability to summon creatures to fi ght at their master’s
side, if only to draw attacks away from the conjurer and
his companions.
Benefi ts: All creatures conjured using any variation of
summon monster , planar ally or similar spell appear with
the maximum possible hit points for their kind.
Specialist Familiar (Specialist)
Specialist Familiar (Specialist)
Your familiar is altered into a creature more suited to
your specialty.
Characteristics
Considering their willingness to tap into other realities,
it is no surprise that many conjurers are incredibly inquis-
itive and prone to exploration. Many become introverts
because their chosen fi eld is safest when conducted in se-
clusion and because they tend to associate with things of
other worlds more so than with people from their own.
Alignment
Prerequisites: 4 levels of any single specialist wizard
class, Charisma 14+
Benefi ts: Your familiar gains the following abilities, as
befi tting your specialty wizard class:
Conjurer : The specialist can teleport , as the spell, up to
100 feet 1/day as a standard action so long as the familiar
has physical contact with the conjurer. The familiar is also
teleported.
Any alignment suits a conjurer, but a good number
are evil because of the allure that comes from communing
with and summoning Outsiders.
Summoning Mastery (General)
You are better able to summon a specifi c type of crea-
ture.
Summoning Mastery (General)
Religion
More so than most arcane spellcasters, conjurers are
likely to worship Outsiders other than gods. Well, per-
haps “worship” is not the best term to use in all cases―
“ally with” or “serve” may be more accurate. Aside from
such relationships with Outsiders of power, conjurers are
as likely to worship any god as the next, based upon their
Prerequisites: Spell Focus (conjuration)
Benefi ts: Choose a specifi c type of creature conjured by
any summon spell you know, such as a celestial lion or hell
hound, and when you summon such a creature you call
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personal disposition.
Conjurers enjoy working with other classes because it
allows them to test their imagination and powers by con-
juring to supplement others’ strengths or fi ll in the gaps
left by their weaknesses. They prefer classes that, much
like themselves, tend towards direct action and results.
Background
Amongst other spellcasters, but especially each other,
conjurers tend to rise to great heights of rivalry and dis-
cord. One’s skill as a conjurer usually has a very immedi-
ate and tangible effect on the magic being worked―more
creatures are summoned, more items created, and so
forth―making these specialist wizards highly competitive
in their desires to outdo each other. And yet, despite such
rivalry, conjurers typically hold themselves above other
wizards and specialists because they see their adroit con-
trol and knowledge needed to maintain their enhanced
conjurations as a sign of their superiority.
Races
Role
Because conjurers are able to summon creatures for
aid or bring objects or weapons into being, these spellcast-
ers often swing their attention between supporting their
companions and going on the offensive. A well-rounded
conjurer suits either role well, although some prefer to fo-
cus their spells in one direction over the other rather than
splitting their development.
Game Rule Information
Game Rule Information
Conjurers have the following game statistics.
Conjurers are least common amongst races that are
more attuned to nature than normal, such as the elves, be-
cause something made from nothing, no matter how tem-
porary, resonates as hollow and lacking in spiritual sub-
stance. The manipulation of abyssal or hellish creatures,
no matter how tightly controlled, also rings too greatly of
evil. More open-minded races consider conjuration to be a
tool, same as any other.
Abilities: As with wizards, Intelligence determines the
strength of a conjurer’s spells, how many he can cast, and
how diffi cult it is to resist those spells’ effects. Many often
fi nd themselves pitting their will against that of beings of
great power, so a high Wisdom is advantageous.
Alignment: Any.
Other Classes
Table 2: The Conjurer
Base
Attack
Bonus
——–——————— Spells per Day —–———————
Fort
Save
Ref
Save
Will
Save
Level
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Summon great-
er familiar
3
1
————————
2nd
+1
+0
+0
+3
Bonus spell
4
2
————————
3rd+1
+1
+1
+3
4
2
1
———————
4th
+2
+1
+1
+4
Summoning
mastery I
4
3
2
———————
5th
+2
+1
+1
+4
4
3
2
1
——————
6th
+3
+2
+2
+5
Bonus spell
4
3
3
2
——————
7th
+3
+2
+2
+5
Bonus feat
4
4
3
2
1
—————
8th
+4
+2
+2
+6
Summoning
mastery II
4
4
3
3
2
—————
9th
+4
+3
+3
+6
Bonus spell
4
4
4
3
2
1
————
10th
+5
+3
+3
+7
4
4
4
3
3
2
————
11th
+5
+3
+3
+7
Bonus spell
4
4
4
4
3
2
1
———
12th
+6/+1
+4
+4
+8
Summoning
mastery III
4
4
4
4
3
3
2
———
13th
+6/+1
+4
+4
+8
4
4
4
4
4
3
2
1
——
14th
+7/+2
+4
+4
+9
Bonus feat
4
4
4
4
4
3
3
2
——
15th
+7/+2
+5
+5
+9
Bonus spell
4
4
4
4
4
4
3
2
1
16th
+8/+3
+5
+5
+10
Summoning
mastery IV
4
4
4
4
4
4
3
3
2
17th
+8/+3
+5
+5
+10
Bonus spell
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
Bonus spell
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
Bonus feat
4
4
4
4
4
4
4
4
4
4
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Spells
Spells
A conjurer casts arcane spells which are drawn from
the sorcerer/wizard spell list. A conjurer must choose and
prepare his spells ahead of time (see below.)
To learn, prepare, or cast a spell, the conjurer must have
an Intelligence score equal to at least 10 + the spell level.
The Diffi culty Class for a saving throw against a conjur-
er’s spell is 10 + the spell level + the conjurer’s Intelligence
modifi er.
Like other spellcasters, a conjurer can cast only a cer-
tain number of spells of each spell level per day. His base
daily spell allotment is given on Table 2: The Conjurer . In
addition, he receives bonus spells per day if he has a high
Intelligence score, as does a wizard.
Unlike a bard or sorcerer, a conjurer may know any
number of spells. He must choose and prepare his spells
ahead of time by getting a good night’s sleep and spend-
ing 1 hour studying his spellbook. While studying, the
conjurer decides which spells to prepare.
Bonus Languages
Bonus Languages
A conjurer may substitute one of Abyssal or Celestial
for one of the bonus languages available to the character
because of his race.
Hit Die: d4.
Class Skills
Class Skills
The conjurer’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Decipher Script
(Int), Knowledge (all skills, taken individually) (Int),
Perform (Cha), Profession (Wis), Sleight of Hand (Dex),
and Spellcraft (Int.)
Skill Points at 1st Level: (2 + Int modifi er) x4.
Summon Greater Familiar
Summon Greater Familiar
A conjurer can obtain a familiar in exactly the same
manner as a sorcerer can. See the sorcerer description
and the information on Familiars in the PHB for details.
Consider the conjurer to be one level higher than he ac-
tually is with regards to determining the familiar’s abili-
ties, as acquired in accordance to their master’s experience
level.
Skill Points at Each Additional Level: 2 + Int modi-
fi er.
Summoning Mastery I
Summoning Mastery I
A 4th-level conjurer automatically gains the summon-
ing mastery feat without having to meet the spell focus
( conjuration ) prerequisite. At levels 8, 12 and 16 this abil-
ity increases further, either allowing the conjurer to apply
summoning mastery to a new type of creature or by allow-
ing the character to call yet another additional creature of
a type already covered by a previous instance of summon-
ing mastery .
Class Features
Class Features
All of the following are class features of the conjurer.
Weapon and Armor Proficiency
Weapon and Armor Proficiency
Conjurers are profi cient with the dagger, light cross-
bow, short sword and quarterstaff, but not with any type
of armor or shield. Armor of any type interferes with a
conjurer’s movements, which can cause his spells with so-
matic components to fail.
Bonus Feats
Bonus Feats
At 7th, 9th, 14th and 20th level, a conjurer gains a bonus
feat. At each such opportunity, he can choose a metamagic
feat, an item creation feat, a specialist feat, or Augment
Summoning or Spell Focus (conjuration.) The conjurer
must still meet all prerequisites for a bonus feat, including
caster level minimums.
These bonus feats are in addition to the feat that a char-
acter of any class gets from advancing levels. The conjur-
er is not limited to the categories of item creation feats,
metamagic feats, or Spell Mastery when choosing these
feats.
Conjuration Specialization
Conjuration Specialization
A conjurer gains a +2 bonus on Spellcraft checks to
learn Conjuration spells. At this time, he must also give
up two other schools of magic, which become his prohib-
ited schools.
A conjurer can never give up divination to fulfi ll this
requirement.
Spells of the prohibited schools are not available to the
conjurer, and he can’t even cast such spells from scrolls or
fi re them from wands. He may not change his prohibited
schools later.
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each skill) are Climb (Str), Concentration (Con), Decipher
Script (Int), Intimidate (Cha), Knowledge (Int), Profession
(Wis), Ride (Dex), and Spellcraft (Int.)
Bonus Spell
Bonus Spell
At levels 2, 6, 9, 11, 15, 17
and 19 the character selects
a spell level that he is able to
cast and he gains an addition-
al conjuration spell per day of
that level. This ability can be
applied to spell levels that have
previously benefi ted from in-
stance of Bonus Spell. The spell
level selection can vary with each
new memorization of spells.
Skill Points at Each Level: 2 + Int modi-
fi er.
Class Features
Class Features
All the following are class features
of the arsenal mage prestige class.
Weapon and Armor
Weapon and Armor
Proficiency
Proficiency
An arsenal mage is profi cient
with simple and martial weapons,
and with shields, light and medium
armor.
Spellbooks
Spellbooks
A conjurer must study his spellbook each
day to prepare his spells. He cannot prepare any
spell not recorded in his spellbook, except for
read magic , which all conjurers can prepare from
memory.
A conjurer begins play with a spellbook
containing all 0-level wizard spells (except
those from his prohibited school or
schools), plus three 1st-level spells
of your choice. For each point of
Intelligence bonus the conjurer has, the
spellbook holds one additional 1st-level
spell of your choice. At each new conjurer lev-
el, he gains two new spells of any spell level or levels that
he can cast (based on his new conjurer level) for his spell-
book. At any time, a conjurer can also add spells found in
other wizard’s spellbooks to his own.
Conjure Weapon (Sp)
Conjure Weapon (Sp)
By sacrifi cing spell slots of the re-
quired spell level, an arsenal mage is
able to conjure weapons of the desired
sort as a standard action. Only one
weapon may be conjured per action,
although as many weapons may be
conjured as the arcane mage is will-
ing to sacrifi ce spell slots for. The
spell slot’s level depends upon
the weapon’s size, as indicated
by the following:
Weapon Size
Spell Slot Level
Tiny
0
Small
1
The Arsenal Mage PrC
Some conjurers fi nd that they like to tackle situations
with a more hands-on approach, in which case many
choose to combine the art of the sword and shield with
that of the arcane. Although there are many ways to com-
bine these pursuits, few do so as completely as the arsenal
mage, an arcane spellcaster who is able to conjure weap-
ons and armor out of nothing
The Arsenal Mage PrC
Medium
2
Large
3
Once a spell slot has been sacrifi ced in this fashion, it
cannot be used to cast spells until it is once again the usual
opportunity to memorize spells.
Any mundane weapon of the desired size may be con-
jured, regardless of whether or not the arcane mage is
profi cient with it or not. The weapon is very real and, if
disarmed or willingly given away, may be picked up by
anyone else and used until the duration expires or it is
dismissed by the arcane mage as a free action. A conjured
weapon will disappear after (1 + Int modifi er + arcane
mage level) rounds.
Hit Die: d8.
Requirements
To qualify to become an arsenal mage, a character must
fulfi ll all the following criteria.
Base Attack Bonus: +5
Skills: Craft (weaponsmithing or armorsmithing) 6
ranks, Spellcraft 6 ranks.
Feats: Arcane Craftsman, Martial Weapon Profi ciency,
Weapon Focus (any)
A 4th-level arsenal mage can conjure magical weapons,
increasing the base spell slot level for a mundane weapon
of the desire type by 1 per +1 increase of the weapon bonus
(as indicated by the weapon’s actual enchantment bonus
and special abilities.) For example, conjuring a Medium +1
holy handaxe would cost a level 5 spell slot (2 for Medium,
1 for being +1, and +2 for the holy special ability.)
Spells: Ability to cast minor creation .
Class Skills
The arsenal mage’s class skills (and the key ability for
Use of this ability counts as a standard action that does
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