Heretic (Conjurist)
Defense
AC: 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP: 45 (7d6+21)
Fort: +5 Ref: +4 Will: +6
Offense
Speed: 30 ft.
Melee: cold iron or alchemical silver dagger +2 (1d4–1/19–20)
Ranged: cold iron or alchemical silver dagger +4 (1d4–1/19–20)
Spell-Like Abilities: (CL 7th; concentration +12) 8/day—acid dart (1d6+3 acid)
Spells Prepared: (CL 7th; concentration +12) 4th—dimension door, summon monster IV 3rd—haste, stinking cloud (DC 18), summon monster III 2nd—glitterdust (DC 17), invisibility, minor image (DC 17), summon monster II 1st—grease (DC 16), mage armor, magic missile (2), protection from good, summon monster I 0 (at will)—detect magic, ghost sound (DC 15), mage hand, ray of frost Prohibited Schools enchantment, necromancy
Statistics
Str: 8 Dex: 13 Con: 14 Int: 20 Wis: 10 Cha: 12
Base Atk: +3 CMB: +2 CMD: 17
Feats: Augment Summoning, Craft Wondrous Item, Defensive Combat Training, Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills: Appraise +10, Craft (traps) +15, Craft (jewelry) +10, Fly +10, Handle Animal +5, Intimidate +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (planes) +15, Knowledge (religion) +10, Linguistics +10, Perception +5, Spellcraft +15
SQ: arcane bond (quasit familiar), summoner’s charm (3 rounds)
Languages: Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran
Combat Gear: lesser metamagic rod (silent), scrolls of expeditious retreat, obscuring mist, see invisibility, black tentacles
Other Gear: alchemical silver dagger, cold iron dagger, cloak of resistance +1, headband of vast intellect +2
Description
Human conjurer 7
Boon A conjurist can provide hidden lore about one type of outsider, granting a +2 circumstance bonus on the next Charisma-based check PCs make with that type of creature.
Conjurists are arcanists who have studied the planes, irresistibly drawn to forbidden lore that shatters mind and morality. Conjurists may be exotic court mages or unusual war wizards. A conjurist will often keep a battle monk bodyguard or may have a hedge wizard or medium as an assistant (CR 7).
Source: GameMastery Guide, p. 279
