Conjure Item [Spell]Benefit: Select one of the following effects which you can create as an immediate action and dismiss as a free action. Any item created by this feat becomes equipped by you as it appears. You may only have one effect of each type in existence at a time.
- Armor: Select one type of armor with which you are proficient. You may conjure a masterwork suit of armor of that type. The armor vanishes if removed from you. If you possess at least 6 ranks in Craft (armorsmithing) then the armor gains a +1 enhancement bonus, +1 for every 3 additional ranks you possess (to a maximum of +6 at 21 ranks).
- Shield: Select one type of shield with which you are proficient. You may conjure a masterwork shield of that type. The shield vanishes if it leaves your grasp, or immediately after an attack if used to make a ranged attack. If you possess at least 6 ranks in Craft (armorsmithing) then the shield gains a +1 enhancement bonus, +1 for every 3 additional ranks you possess (to a maximum of +6 at 21 ranks).
- Weapon: Select one type of weapon with which you are proficient. You may conjure a mundane weapon of that type, which overcomes damage reduction as a magic weapon. The weapon vanishes if it leaves your grasp, or immediately after an attack if used to make a ranged attack. If you selected a projectile weapon then you may also conjure nonmagical ammunition for it as a free action, which vanishes under the same circumstances. If you possess at least 6 ranks in Craft (weaponsmithing) then this weapon gains a +1 enhancement bonus, +1 for every 3 additional ranks you possess (to a maximum of +6 at 21 ranks); a double weapon gains this enchantment on both ends. You may apply any feats and abilities which require you to select a specific type of weapon (e.g. Weapon Focus) to this weapon as if you had chosen its weapon type.
Special: You may select this feat multiple times, choosing a different effect each time. If you have access to multiple effects, then you may activate all of them with the same action.
Special: This feat counts as Craft Magic Arms and Armor for meeting prerequisites. You may have both this feat and Craft Magic Arms and Armor.
Expanded Armory [Wizard]Prerequisites: Conjure Item
Benefit: Choose one of your Conjure Item effects, and another type of item which could be summoned by it. Whenever you use Conjure Item, you may conjure either of the two items. (eg. if you could use Conjure Weapon to call a longsword, you could choose greataxe for this feat, allowing you to call either a longsword or a greataxe). Switching between your item's forms requires the same action as conjuring it normally.
Special: You may select this feat multiple times. Each time doubles the number of forms your conjured item may take.
Conjured Gift [Wizard]Prerequisites: Conjure Item
Benefit: When you conjure an item you may choose for it to remain in existence 1 minute/character level after leaving your possession or making an attack (or until dismissed); these conjured items may be used by any creature, not just you. When using your Conjure Item feat, you may choose to target a willing creature within Close range instead of yourself.
Special: You may select this feat multiple times. If you select this feat a second time then you may create items which last 1 hour/level, and may target willing creatures out to Medium range. Selecting this feat a third time lets you create items which last indefinitely, and target willing creatures out to Long range.
Conjured Hoard [Wizard]Prerequisites: Conjure Item
Benefit: You may have two instances of Conjure Item in existence at once; if you have selected Conjure Item multiple times, then you may have two instances of each option. You may summon both of these items with the same action.
Special: You may select this feat multiple times. Each time doubles the number of items you may have in existence at once.
Special: If you have the Conjured Gift feat, you may choose a different target to receive each summoned item.
Special: If you have the Expanded Armory feat, you may summon any combination of your available items (e.g. a character who can conjure longswords and shortswords could choose to conjure a longsword in one hand and a shortsword in the other).
Rapid Conjuration [Wizard]Prerequisites: Conjure Item
Benefit: You may activate your Conjure Item feat as a free action on your turn; you may not, however, conjure armor or shields more than once per round. For 1 round after doing so, you gain a +4 circumstance bonus on checks made to feint in combat (if you conjured a weapon or shield) and/or checks made to escape bonds (if you conjured a suit of armor).
Special: This feat counts as Quick Draw for meeting prerequisites. You may have both this feat and Quick Draw.
Ancestral Item [Wizard]Prerequisites: Conjure Item, Knowledge (history) 1 rank
Benefit: You may use your ranks in Knowledge (history) in place of Craft (armorsmithing) and Craft (weaponsmithing) for determining the effects of your Conjure Item feat. You may apply your Wisdom modifier to attack rolls with your conjured weapon in place of the normal modifier.
Special: Physical contact with one of your conjured items stirs up memories of ages past, allowing you to use such items as masterwork tools for the Knowledge (history) skill.
Spiritual Item [Wizard]Prerequisites: Ancestral Item
Special: Your conjured items gain the
ghost touch property.
Blessed Item [Wizard]Prerequisites: Conjure Item, Knowledge (religion) 1 rank
Benefit: You may use your ranks in Knowledge (religion) in place of Craft (armorsmithing) and Craft (weaponsmithing) for determining the effects of your Conjure Item feat. You may apply your Charisma modifier to attack rolls with your conjured weapon in place of the normal modifier.
Special: Your conjured items are engraved with images of your deity and their servants, and are considered to be holy symbols.
Divine Item [Wizard]Prerequisites: Blessed Item, cannot be True Neutral
Special: Choose one alignment component (good, evil, lawful or chaotic) that you possess. Your conjured weapons are considered to possess that alignment for overcoming damage reduction, and deal +1d6 damage to creatures of the opposed alignment. You may apply the AC bonus from your conjured armor and/or shield against touch attacks from creatures of the opposed alignment.
Hateful Item [Wizard]Prerequisites: Conjure Item, Favored Enemy class feature
Benefit: Your conjured weapons are considered to have the
bane property against any of your favored enemies. The enhancement bonus of your conjured armor and/or shield increases by +2 against any of your favored enemies (or it gains a +2 enhancement bonus if it does not possess one).
Weapon of Energy [Wizard]Prerequisites: Conjure Item (weapon), Energy Ray
Benefit: Whenever you conjure a weapon, you may choose to conjure a version infused with the power of your Energy Ray feat. This weapon deals +1d6 damage, and all damage it deals is of the same type as your Energy Ray (if you have access to multiple energy types, choose the type when you conjure the weapon). This weapon is considered both a Conjure Item and Energy Ray effect.