STR: 8(-1) = 8(0pts)
DEX: 14(+2) = 14(6pts)
CON: 14(+2) = 14(6pts)
INT: 25(+5) = 18(16pts) + 3(lvl) + 4(Headband of Intelligence +4)
WIS: 10(+0) = 10(2pts)
CHR: 10(+0) = 10(2pts)
Male Human Conjurer 3 / Master Specialist 4 [CM, pg.70] /Malconvoker5 [CS, pg.48]
Alternate Class Features:
- Focused Specialist [CM, pg.34]
You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher level wizard spells, you lose one spell slot from each new level of spells you can cast.
You must also choose another prohibited school of magic, which can't be divination.
- Prohibited Schools: Enchantment, Evocation, Necromancy
- Rapid Summoning [UA, pg.60]
Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefi ts from enhancing a summon monster spell with the Quicken Spell feat.
A conjurer using this variant permanently gives up the ability to obtain a familiar.
- Enhanced Summoning [UA, pg.60]
At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free instead of the Scribe Scroll feat.
Traits&Flaws:
- Aggressive [UA, pg.87]
Benefit: You gain a +2 bonus on initiative checks.
Drawback: You take a –1 penalty to Armor Class.
- Dishonest [UA, pg.87]
Benefit: You gain a +1 bonus on Bluff checks.
Drawback: You take a –2 penalty on Diplomacy checks.
- Noncombatant [UA, pg.91]
You take a –2 penalty on all melee attack rolls.
Class Abilities:
- [Wiz01] Proficiencies: Club, dagger, light crossbow, heavy crossbow, quarterstaff
- [MSpec02] Expanded spellbook
When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.
You can add another spell of your chosen school to your spellbook at 5th and at 8th level.
- [MSpec04] Minor School Esoterica - conjuration (Ex)
Any creature you summon or call appears with extra hit points equal to your caster level.
- [Malc01] Deceptive summons (Su)
At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature’s Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell’s duration ends).
If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.
- [Malc01] Unrestricted conjuration
For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.
- [Malc02] Planar binding
Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.
5th: lesser planar binding.
6th: planar binding.
8th: greater planar binding.
- [Malc04] Deceptive summons (fury) (Su)
Beginning at 4th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning).
- [Malc05] Fiendish legion (Ex)
Once you attain 5th level, whenever you use a summon monster spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind.
Feats:
- [Human] Improved Initiative
You get a +4 bonus on initiative checks.
- [Flaw1] Spell Focus (Conjuration)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
- [HD01] Cloudy Conjuration [CM, pg. 40]
When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any).
The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud.
- [HD03] Transdimensional Spell [CArc, pg.84]
A transdimensional spell has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the area of effect. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole.
You must be able to perceive a creature to target it with a spell, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.
A transdimensional spell uses up a spell slot one level higher than the spell's actual level.
- [HD06] Metamagic School Focus (conjuration) [CM, pg. 45]
Choose a school of magic for which you have the Spell Focus feat, or the school in which you have specialized. Three times per day, you can reduce by one level the cost of a metamagic feat applied to a spell of the chosen school. If you prepare spells, you can have only up to three such reduced cost spells prepared at any time.
- [HD09] Summon Elemental [CM, pg. 47]
As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast.
You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears.
If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.
- [HD12] Quick Recovery [LotM, pg.181]
Whenever you begin your turn stunned or dazed, you can make a new saving throw at the original DC of the effect that stunned or dazed you in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused you to become stunned or dazed did not allow a saving throw, you can recover by succeeding on a Will save (DC 10 + 1/2 HD or caster level of originator of effect + relevant ability modifi er, or Cha modifier if there isnot an obvious ability linked to the effect).
- [Wiz01] Augmented Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
- [MSpec01] Skill Focus (Spellcraft)
You get a +3 bonus on all checks involving that skill.
- [MSpec03] Greater Spell Focus (Conjuration)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
- [Malc03] Skill Focus (Bluff)
You get a +3 bonus on all checks involving that skill.
Skills: 110sp = (2+4+1)*10 + (2+5+1)*5
Class: Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Disguise(Cha), Knowledge(all)(Int), Profession(Wis), Spellcraft(Int)
- Appraise +9 = 1(2sp) + 7(Int)
- Bluff +24 = 15(19sp) + 3(SF) + 1(Dishonest) + 5 (Choker of Eloquence)
- Concentration +17 = 15(15sp) + 2(Con)
- Craft(alchemy) +9 = 2(2sp) + 7(Int)
- Decipher Script +8 = 1(1sp) + 7(Int)
- Diplomacy +5 = +2(synergy) - 2(Dishonest) + 5 (Choker of Eloquence)
- Heal +1 = 1(2sp)
- Intimidate +2 = +2(synergy)
- Knowledge(arcana) +22 = 15(15sp) + 7(Int)
- Knowledge(architecture&engineering) +8 = 1(1sp) + 7(Int)
- Knowledge(dungeoneering) +8 = 1(1sp) + 7(Int)
- Knowledge(geography) +8 = 1(1sp) + 7(Int)
- Knowledge(history) +8 = 1(1sp) + 7(Int)
- Knowledge(local) +8 = 1(1sp) + 7(Int)
- Knowledge(nature) +8 = 1(1sp) + 7(Int)
- Knowledge(nobility&royality) +8 = 1(1sp) + 7(Int)
- Knowledge(planes) +22 = 15(13sp) + 7(Int)
- Knowledge(religion) +8 = 1(1sp) + 7(Int)
- Listen +1 = 1(2sp)
- Ride +5 = 3(6sp) + 2(Dex)
- Sleight of Hand +4 = 2(Dex) + 2(synergy)
- Spellcraft +27 = 15(15sp) + 7(Int) + 3(SF) + 2(synergy)
- Search +8 = 1(2sp) + 7(Int)
- Spot +1 = 1(2sp)
- Survival +1 = 1(2sp)
- Swim +0 = 1(2sp) - 1(Str)
Magic
Prohibited Schools: Enchantment, Evocation, Necromancy
Save DC: 17(Conjuration-18) + spell level
Spells per Day: 0th-lvl-3+3, 1st-lvl-5+3, 2nd-lvl - 5+3, 3rd-lvl - 5+3, 4th-lvl - 3+3, 5th-lvl - 2+3, 6th-lvl - 1+3
Spells known:
0th-lvl:
Abjuration: Resistance
Conjuration: Acid Splash, Caltrops [SpC, pg. 42]
Divination: Detect Poison, Detect Magic, Read Magic
Illusion: Ghost Sound, Silent Portal [SpC, pg. 190], Unnerving Gaze [BoVD, pg. 108]
Transmutation: Amanuensis [SpC, pg. 9], Launch Bolt [SpC, pg. 130], Launch Item [SpC, pg.130], Mage Hand, Mending, Message, No Light [BoVD, pg. 100], Open/Close, Repair Minor Damage [SpC, pg. 173], Slash Tongue [BoVD, pg. 103], Stick [SpC, pg. 206]
Universal: Arcane Mark, Prestidigitation
1st-lvl:
Abjuration: Alarm, Endure Elements, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield
Conjuration: Benign Transposition [SpC, pg.27], Blockade[CS, pg.95], Grease, Mage Armor, Obscuring Mist, Stand [PHB2, pg. 125], Summon Monster I, Unseen Servant
Divination: Comprehend Languages, Detect Secret Doors, Identify, Instant Search [SpC, pg. 124], Locate City [RoD, pg. 166], True Strike
Illusion: Color Spray, Disguise Self, Serene Visage [SpC, pg. 182]
Transmutation: Enlarge Person, Expeditious Retreat, Feather Fall, Nerveskitter [SpC, pg. 146]
2nd-lvl:
Abjuration: Arcane Turmoil [PHB2, pg. 96], Resist Energy
Conjuration: Dimension Hop [PHB2, pg. 110], Fog Cloud, Glitterdust, Summon Monster II, Web
Divination: Chain of Eyes [SpC, pg. 45], Detect Thoughts, Locate Object, See Invisibility
Illusion: Blinding Color Surge [PHB II, pg. 104], Invisibility, Mirror Image
Transmutation: Alter Self, Celerity, Lesser [PHB II, pg. 105], Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Rope Trick
3rd-lvl:
Abjuration: Disobedience [CS, pg.97], Dispel Magic, Magic Circle against Evil, Nondetection
Conjuration: Greater Mage Armot [SpC, pg. 136], Phantom Steed, Sleet Storm, Stinking Cloud, Summon Monster III, Wall of Chains [BoVD, pg. 110]
Divination: Alter Fortune [PHB II, pg. 101], Arcane Sight, Clairaudience/Clairvoyance, Tongues
Illusion: Invisibility Sphere, Mask of the Ideal [CM, pg. 110]
Transmutation: Fly, Halt [PHB2, pg. 114], Haste, Shrink Item, Slow
4th-lvl:
Abjuration: Dimensional Anchor, Remove Curse, Resist Energy, Mass [SpC, pg. 174]
Conjuration: Dimension Door, Evard's Black Tentacles, Summon Monster IV, Solid Fog
Divination: Assay Spell Resistance [SpC, pg.17], Detect Scrying, Scrying
Illusion: Greater Mirror Image [PHBII, pg. 120], Improved Invisibility
Transmutation: Celerity [PHB II, pg.105], Spell Enhancer [SpC, pg.198], Voice of the Dragon [SpC, pg.232]
5th-lvl:
Abjuration: Break Enchantment
Conjuration: Cloudkill, Planar Binding, Lesser, Summon Monster V, Teleport
Divination: Contact Other Plane, Prying Eyes
Transmutation: Flesh to Ice [Frost, pg.94]
6th-lvl:
Abjuration: Dispel Magic, Greater
Conjuration: Freezing Fog [SpC, pg. 99], , Planar Binding, Summon Monster VI
Divination: Eye of Stone [RoS, pg. 162], Scry Location, True Seeing