Init: +5. Senses: Perception +5. Ac: 15, touch 11, flat-footed 14 (+4 armor, +1 Dex).
Hp: 45 (7d6+21).
Fortitude: +5. Reflex: +4. Will: +6.
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). Strength: 8. Dexterity: 13. Constitution: 14. Intelligence: 20. Wisdom: 10. Charisma: 12.
Base Attack: +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.
Languages: Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran. Special Qualities: arcane bond (quasit familiar), summoner's charm (3 rounds). 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. 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..
arcane spell-like abilities: (CL 7th; concentration +12); 8/day-acid dart (1d6+3 acid) wizard 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
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).