The Conjurer Core Specialist Wizard presents just that along with a selection of support feats, two prestige classes and a handful of magic items.
Of the Core Specialist Wizards series I have seen (Abjurer and Diviner being the other two), this seems the most balanced against the traditional specialist wizard. While losing the bonus spell per level and two wizard bonus feats (including scribe scroll), they gain Summoning Mastery every four levels (except 20th). Summoning Mastery lets the Conjurer choose a creature that they can summon and instead summon two of them when they use the appropriate summon monster spell. Combined with some of the new specialist feats, such as Maximize Summoning which allows all of the characters summoned creatures to have maximum hit points, it gives the Conjurer the potential for real punch in combat.
The prestige classes are interesting: the Arsenal Mage, who can conjure weapons and armor from thin air (and has a full fighter BAB progression) is a fascinating idea. The Arsenal Mage should be challenging to play or to fight against as they will always have the right weapon to hand. The second prestige class is the Demonican who summon and trap outsiders and to steal their abilities. The Demonican is a fairly complex class and could be difficult for PC use but has great potential for a unique villain.
The magic items are strait forward and useful. However, I believe the Ring of Sure Travel, which radically improve the ability of the wearer to teleport, is drastically underpriced.
A good resource for those who like Conjurers and want to expand the options available for them.<br><br><b>LIKED</b>: Interesting ideas, nice to see the schools of magic expanded on.<br><br><b>DISLIKED</b>: Minor concerns about balance.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
[4 of 5 Stars!]