User:ElvenKingSlave/Weapon Summoner

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File:7959e928b8b22520cae025550113aaf3 bp.jpg
An epic level Weapon Summoner in action. He has used Summon Armament to call forth a swarm of weapons which he will use Command Weapon to banish at his opponents.

Weapon Summoner[edit]

The weapon summoner is a person who has a knack for weapons in all its forms and shapes. This knack has evolved into a magical power that can store and enhance weapons for him. Need a blunt weapon for the skeleton or a sharp one for the zombie? What about a spear for that charging centaur? Lastly, what about a catapult to deal with that pesky wall?

Making a Weapon Summoner[edit]

The weapon summoners strength lies in his ability to always have a weapon that fits the given situation ready and be able to use it. This versatility makes him a great addition to the party however his specialized ability and lack of other skills makes him fall behind when weapons are not needed. The weapon summoner draws his powers from the arcane. Originally weapon summoners were interested in the magical properties of weapons and their uses but as the hobby and interest grew into an affinity and passion for weapons he started mastering all the arts and uses of them. Later he trains his already powerful arcane powers to supply him with the weapons he need and control others.

Abilities: Int and Wis are the most important scores as they makes it harder to resist many of his powers, also Int adds a lot of bonuses different places and control the number of weapons that can be summoned at a time. Con could also be taken but it only gives you more hp which allow for more weapons to be stored.

Races: All races can become weapon summoners, but humans and other warlike races tend to have the largest concentration of summoners.

Alignment: What ever drives the weapon summoner is purely up to each individual, but they are generally some sort of neutral.

Starting Gold: 100+10d10 gp (150 gp).

Starting Age: As fighter.

Table: The Weapon Summoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +2 Calculating Fighter, Bonus Feat, Specialized Knowledge, Summon Armament, Arcane Armory
2nd +2 +0 +0 +3 Command Weapon
3rd +3 +0 +0 +3
4th +4 +1 +1 +4 Bonus Feat, Command Weapon
5th +5 +1 +1 +4 Summon Armament
6th +6/+1 +2 +2 +5 Command Weapon
7th +7/+2 +2 +2 +5 Summon Armament
8th +8/+3 +2 +2 +6 Bonus Feat, Command Weapon
9th +9/+4 +3 +3 +6
10th +10/+5 +3 +3 +7 Command Weapon
11th +11/+6/+1 +3 +3 +7 Summon Armament
12th +12/+7/+2 +4 +4 +8 Bonus Feat
13th +13/+8/+3 +4 +4 +8
14th +14/+9/+4 +4 +4 +9 Command Weapon
15th +15/+10/+5 +5 +5 +9
16th +16/+11/+6/+1 +5 +5 +10 Bonus Feat, Command Weapon
17th +17/+12/+7/+2 +5 +5 +10 Summon Armament
18th +18/+13/+8/+3 +6 +6 +11 Command Weapon
19th +19/+14/+9/+5 +6 +6 +11
20th +20/+15/+10/+5 +6 +6 +12 Bonus Feat, Summon Armament, Command Weapon

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (con), Craft (Int), Decipher Script (Int), Knowledge(Armament) (Int),Profession (Wis), Spellcraft (Int), Use Magic Device (Char)

Class Features[edit]

All of the following are class features of the weapon summoner.

Weapon and Armor Proficiency: A weapon summoner is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Weapon summoners are proficient with light armor and shields (except tower shields).

Bonus Feats:[edit]

At 1st level, a weapon summoner gets a bonus weapon-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The weapon summoner gains an additional bonus feat at 4th level and every four weapon summoner levels thereafter (8th, 12th, 16th, and 20th).

When choosing a bonus feat from the list Acrobatic Strike replaces alle requirements for Dodge and Acrobatic, Acrobatic Attack replaces requirements for Mobility, and Combat Precision|Combat Precision replaces requirements for Combat Expertise. Also any class level requirement is changed to Weapon Summoner levels ieg fighter level 4th becomes weapon summoner level 4th). The changes only apply when choosing bonus feats.

Weapon Summoner Bonus Feat List:

</reference>

Summoning Range:[edit]

When ever a power refers to the weapons summoners "range" or "area of influence" it is the above stated area. In the case of "Summon Armament" the weapons summoned can appear in 3 ways depending on the flavor the summoner Wishes. All these options are purely visual and flavor the mechanical aspects is "The weapons appear where ever there is room for them in the area. They cannot appear inside creatures and objects unless it wont in any way harm the creature until after the summoning is complete (by weapons dropping down on the creature)." The weapon summoner can summon the weapon to his own hands. At 5th level he can summon the weapon anywhere on his person. At 10th level the weapon summoner can summon weapons within a 5ft. radius of himself. At 15th level this increases to a 10ft. radius and at 20th level it becomes 15ft.

1st: He can "pull" the weapons out of any surface with in his range. So when it says "Hands" he can pull the weapons out of the palm of his hands. When range becomes further away the weapons appear out of any indicated surface as if someone had pulled it out. Note that "thin air" is also a viable surface. If no one grabs the weapon as it appears it will drop to the floor when completely free of the surface used.

2nd: The weapons can wink into existence with the handle or pommel touching the indicated surface. Just like the 1st option when range becomes outside the summoners physical reach the weapons just appear and the normal laws of nature takes over.

3rd: With a small sound (a listen or spot check DC 10 + 1 for each 10 ft. away applies) and some leftover effect (smoke, glitter, dust which is also a listen or spot check DC 10 + 1 for each 10 ft. away applies) the weapons appear like option 2. Laws of nature lakes over immediately. In the case of Arcane Marking the range indicated is where the targeted weapon should be for him to use that power.

Calculating Fighter (Ex): Because of his wast knowledge of weapons and their uses the weapons summoner can use a standard action to observe his opponent and devise a counter-tactic for the opponent's moves. This gives him a +1 deflection bonus to his AC against that opponent. This effect stacks for each "observation action" he takes to a maximum of the weapon summoners Wis modifier. This can also be done as a full round action to gain the same effect but against all opponents in sight, but only up to half his Wis modifier, do to the unpredictability of sentient creatures. The AC bonus last until the opponents either switch weapons, disappears out of sight for more then Wis modifier of rounds (the weapon summoner cant know if they have secretly changed an aspects of their equipment or strategy) or the summoner chooses to concentrate on one opponent. Switching between focused and wide observation only lowers the AC bonus currently received to the half. This ability dose not stack with Dodge.

Example 1: Elnath has been watching the guard for a few actions now and has a +4 bonus against him, but when more guards appear he switches and observe them all. The bonus he receives against the first guard drops to +2 while the others rise to +1. As he looks at them for additional rounds they all reach +2.

Example 2: Elnath is having trouble with one of the guards and want to have the bonus only against him, so he uses the standard action and raises his bonus from +2 to +3, but loses all bonuses against every one else.

Master Of Arms (Ex): At 1st level the summoner can only store and summon weapons defined by the category he chooses from the following list, he gains an additional category at every 2nd level there after.

Specialized Knowledge (Ex): A weapons summoner may make a special Armament knowledge check with a bonus equal to his summoner level + his Intelligence modifier to see whether he knows some relevant information about monsters, legendary weapons, or noteworthy places. (If the summoner has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) If he is researching a subject that is weapon related he gains a +8 to his roll.

Summon Armament (Sp): As a standard action a weapons summoner is able to call forth a number of weapons from his Arcane Armory equal to his Int modifier with in his range. Any ranged weapons summoned will appear with ammunition ready to fire, along with 4 additional shots if there is ammunition stored in the Arcane Armory. Additional ammunition can be summoned 5 units at a time as a move actions. Magazines still needs to be replaced with a reload action. (5 arrows or bolts. On one the string and 4 in the hand, or a full magazine already loaded for repeater weapons). This counts as casting a spell with a somatic component and grants attack of opportunity. Like normal the summoner will be required to make a concentration check or fail. Any dispel or antimagic effect will affect the weapons normally. Any enchantments are suppressed and so on.

At 5th level the weapons he marks begin to feel like a part of him and he gains Weapon focus with all marked weapons. At 7th level the summoner clearly feels the weapons written upon his body and gains Weapon Specialization with all marked weapons. At 13th level the weapons begin to become part of him and he gains Greater Weapon focus with all marked weapons. At 17th level the weapons commune with the summoner and he gains Greater Weapon Specialization with all marked weapons. At his 20th level the weapons he has marked have truly become one with him. All weapons marked have the "Dancing" weapon enchantment, but without the "when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds". The weapons can continue to dance as long as the summoner is conscious and maintain a concentration check DC 10 + number of weapons "dancing" every round. This check is a move action.

Arcane Armory (Sp): As a standard action, or if the weapon is marked this is a move actions, or a touch attack if the weapon is being used by another wielder, he gets a Will save DC 10 + weapon summoners level + summoners Wis modifier to resist. The summoner can send any weapon he has proficiency with through Master Of Arms into a nondimensional space (like a Bag Of Holding) to be stored. This spell-like action leaves a small Arcane Mark both on the weapon and on the back of the summoners hands like a tattoo, and the more weapons that are stored the bigger and more elaborate the tattoo on the summoner becomes. If the weapon is summoned or in any other way leaves the nondimensional space for more then 24 hours the mark and tattoo disappears. The total amount of weapons that can be stored equals your max hit points. Magical weapons can also be stored but take up their enchantment bonus in additional hp storage space.

Example: Elnath is level 1 and have 8 hp, so he can store 8 weapons of any size. Elnore level 20 with his 115 hp can store 115 different weapons.

Example: A +5 weapon uses 6 hp of storage. Ammunition for ranged weapons take up their weight in hp rounded up.
Any dispel or antimagic only disconnects the summoner from his nondimensional space for the duration of the spells. The summoner can try to force a weapon through with a Willpower save DC 10 + the caster level of the dispel or antimagic spell. But even on a success there is a 50% chance the weapon will be destroy and if not it will have all magical effects suppressed as normal.

Command Weapon (Sp): At level 2 the weapon summoner can give one weapon within 30 ft. of him one of the following orders as a standard action. If the weapon commanded is being used the wielder gets a Will save DC 10 + weapon summoners level + summoners Wis modifier. If the wielder fails his willpower save he can still fight the weapons command with a roll of the wielders Str against the summoners Wis. If the wielder succeeds he only suffers -1 to all attacks until the summoners next round. Also any command only last until it the summoners next turn unless otherwise stated.

Banish: Throws the weapon in any direction the summoner Wishes. Use the weapon summoners Base Attack Bonus, and use his Wis and Int modifier instead of his Dex and Str modifier. When banishing weapons they count as if having the Throwing enhancement.

Dance: At 20th level the summoner can give the command "Dance" which temporarily give the Dancing weapon enchantment with the summoner as the controller that last for 4 rounds. The original owner can try to retake control of the weapon with a touch attack DC 10 + weapons summoners Int modifier and make another Will save.

Enchant: At 18th level the summoner can command weapons to gain the effect of the Magic Weapon.

Glow: At 4th level the summoner can cast Light which lasts for Wis modifier minutes. Will save applies as normal.

Grow and Shrink: At 6th level the weapon summoner increases or decrees the size of the weapon by one category for Wis modifier minutes. This can be cast ×3 times on any weapon but dose not reset the time until it revert back to its normal size.

Halt: Stops the weapon in mid air. He can also see the Carry Capacity table on how much weigh the weapon can support without becoming medium loaded. Use the summoners Wis score in stead of his Str score. Should it become Medium loaded the weapon will take 10 ft. of a fall. Heavy loaded only takes 5 ft.

Heal: At 16th level a weapon summoner can cast Mending upon the commanded weapon.

Help: The weapon guides the next strike it makes giving the wielder the summoners Int modifier as a bonus to attack roll.

Hinder: The weapon resits the next strike it makes giving the wielder the summoners Int modifier as a penalty to attack roll.

Retaliate: The weapon makes an attack against its wielder. Use the weapon summoners Base Attack Bonus, and use his Wis and Int modifier instead of his Dex and Str modifier.

Summon: Calls the weapon to him.

At 8th level the summoner can give Int modifier weapons within 30 ft. of him one of the above orders as a standard action. At 10th level giving a weapon a command becomes a move actions. At 14th level the summoner can give all marked weapons one of the above orders as a standard action.

Epic Weapon Summoner[edit]

4 + Int modifier skill points per level.
Table: The Epic Epic Weapon Summoner

Hit Die: d6

Level Special Summoning Range
21st Epic Calculating Fighter, Epic Master Of Arms, Epic Summon Armament, Arcane Marking 15 ft. radius
22nd Epic Command Weapon 15 ft. radius
23rd Epic Master Of Arms 15 ft. radius
24th Epic Summon Armament 15 ft. radius
25th Epic Master Of Arms, Epic Command Weapon, Arcane Marking 20 ft. radius
26th 20 ft. radius
27th Epic Master Of Arms, Epic Summon Armament, Epic Command Weapon 20 ft. radius
28th 20 ft. radius
29th Epic Master Of Arms, Epic Command Weapon 20 ft. radius
30th Epic Summon Armament, Arcane Marking Int modifier ×5ft. radius

Epic Calculating Fighter (Ex): It now becomes a swift action for focused and move actions for wide "observations actions" in stead of a move actions and standard action.

Epic Master Of Arms (Ex): When you reach level 21 you can chose proficiencies from the following list:

Weapon Proficiency (Construct): Sentient combat constructs like golem, battle-droid and so on. The HD of the construct cannot exceed Int modifier ×3 of the summoner.

Weapon Proficiency (Installations): Small combat installations like wooden forts or bunkers. The size of the installation cannot exceed Int modifier ×10 ft. in all directions from the summoner. Discus with your GM on what you can and cannot store from the location. Thumb of rule only what is needed to make the installation combat worthy, so no food or comfort is stored with it.

Weapon Proficiency (Combo): Weapons that are more then one category like bladed crossbows, gun-shield and so on. Like weapon Proficiency (Great Weapon) you need to have the other categories combined with this one to use them. So a bladed crossbow would need weapon Proficiency (Blade), weapon Proficiency (Crossbow) and Weapon Proficiency (Combo).

Weapon Proficiency (Spell like): Any weapon that imitates damage spell effect of any level.

Epic Summon Armament (Sp): As a standard action a weapons summoner is able to call forth a number of weapons from his Arcane Armory equal to twice his Int modifier with in his range. Any ranged weapons summoned will appear with ammunition ready to fire, along with 9 additional shots that hower besides him ready to use. Only if there is ammunition stored in the Arcane Armory. Additional ammunition can be summoned 10 units at a time as a move actions. Magazines no longer needs to be replaced with a reload action as the ammunition appears inside the allready loaded magazine. This counts as casting a spell with a somatic component and grants attack of opportunity. Like normal the summoner will be required to make a concentration check or fail. Any dispel or antimagic effect will affect the weapons normally. Any enchantments are suppressed and so on. At 21st level the weapon summoner is so use to call forth his weapons that he no longer needs to cast a spell. It still takes him a standard action to summon the weapons, but it no longer requires a somatic component or grants attack of opportunity. At 24th level the weapons the summoner calls forth don't weigh anything to him and he gains the Monky Grip feat with all marked weapons. At 27th level the weapons the summoner materialize warps and becomes master crafted for the duration of the summoning. At 30th level the weapons the summoner summons have the enhancements Keen or Distanced as non magical effects for the duration of the summoning. Meaning that dispel or antimagic dose not remove these effects but they do not stack with the magical enchantments or other feats that grant the same effect.

Arcane Marking (Sp): As a full-round action the weapon summoner can use the Arcane Armory storing power at range. This counts as casting a spell with a somatic component and grants attack of opportunity. Like normal the summoner will be required to make a concentration check or fail. Any dispel or antimagic effect cancels this effect. At level 25 he can do this to half his Int modifier, rounded down, number of weapons at a time. At level 30 it is his full Int modifier.

Epic Command Weapon (Sp): At level 22 the weapon summoner can cast Invisibility on weapons by commanding them to "Wanish".

At level 23 the command "Crumble" casts Rusting Grasp upon the commadned weapon.

At level 25 the command "Wanish" becomes a Greater Invisibility effect.

At level 27 the command "Crumble" becomes the effect of a Disintegrate spell.

At level 29 he can cast Greater Teleport on the weapon with the command "Travel". The wielder can counter this command as normal with a Will save but if he fails he cannot combat it with a Str check. Also the destination cannot be further away then the summoners Int modifier miles away.

Sample Human Weapon Summoner Starting Package[edit]

Weapons: Dagger(1d4 19–20/×2 10 ft.), Longsword(1d8 ×2), Light Mace(1d6 ×2), Rapier(1d6 18-20/×2), 2×Light Crossbow(1d8 19–20/×2 80 ft.) + 20 bolts.

Armor: Leather Jacket(+2 AC)

Skill Selection: Pick a number of skills equal to 4 + Int modifier + 1 from human racial.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con -
Craft(Weaponsmithing) 4 Int -
Decipher Script 4 Int -
Knowledge(Arcana) 4 Int -
Knowledge(History) 4 Int -
Knowledge(Nature) 4 Int -
Knowledge(Religion) 4 Int -
Knowledge(Local) 4 Int -
Profession(Combat Instructor) 4 Int -
Spellcraft 4 Int -

Note: If you select Craft(Weaponsmithing) your GM could allow one of your weapons to be of Master Crafted quality as an apprentices piece, but your starting gold should then only be 1d10 gold.

Feat: If Dex is high enough for two-weapon fighting take that, els Power Attack or Point Blank Shot depending on your ranged or melee.

Gear: Backpack, bedroll, 10 torches, 10 trail rations, Ink[1 oz. vial) and Ink pen.

Gold: 5d10 gold.

Campaign Information[edit]

Playing a Weapon Summoner[edit]

Religion: Weapon summoner are not so much interested int the divine as in the arcane and material. They concentrate on all aspects of weapons from the use and manufacturing to the upkeep and History. But the ones that do turn religious tend to lean in the direction of war gods and deities where their expertise in weapons can come to use.

Other Classes: Normally weapon summoners are seen as overspecialized fighters, and rightly so, but their combat versatility has earned them a grudging respect among fighter, ranger and other non magical combatants. Spell-casters often laugh at weapon summoners because of their lack of spells even though the arcane energies they control are greater then most wizards and sorceress.

Combat: Depending on if the weapon summoner is melee or range oriented he will mostly be a damage dealer and aim to supply his group with the weapons needed. But with ingenuity and cunning a smart player can also function as a defender by summoning large weapons to grant cover, hamper enemy movement or just tear up the surroundings.

Advancement: Anything that can supplement the weapon summoner's waste weapon use, or cover any lack of social skills.

Weapon Summoners in the World[edit]

You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you head butt to death.
—General Elnathil, elven weapon summoner

The weapon summoner is the perfect trainer or general in a world of war. His huge knowledge and proficiencies with weapons makes him the ideal NPC to contact when looking for knowledge on ancient weapons and such. They are also very good as quest givers. Considering that all weapon summoners always want to expand their arsenal of weapons.

Daily Life: Depending on what level the weapon summoner is he is either training himself or others in weapon use or studying old and new weapon designs. They sometimes go on long journeys just to follow the development of war.

Notables: Elnore Elnathil (Champion of Albion and War-General of the Albion infantry and siege forces). Marian Antonidas (Bandit lord of the southern plains and wife to the count if Balindal)

Organizations: Most seapon summoners are part of military or large mercenary groups. You might also find some in academies and archives, posing as simple scholars with an interest in weapons and war.

NPC Reactions: Most see them as unarmed fighters until they start calling weapons to bear. Military leaders will go a long way to gain the service of a weapon master of level 10 and higher. Local gangs and garrisons might also be interested in learning the use of exotic weapons from a weapon summoner

Weapon Summoner Lore[edit]

Characters with ranks in Knowledge (History) or (Arcana) can research weapon summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History) or (Arcana)
DC Result
3 Weapon summoners are people that can get almost any weapon.
5 Weapon summoners always have a weapon at hand.
7 Weapon summoners are tattooed from the hands and up.
10 Weapon summoners are masters of many weapons.
13 The more tattooed a Weapon summoner is the more weapons he has.
15 Weapon summoners can call forth magical weapons if they are skilled enough.
17 Weapon summoners only need to see your weapon to know how you fight.
20 Weapon summoners can command weapons to do their biding. Even weapons weilded by enemies.
23 Weapon summoners can command any weapon around them to do their biding.
25 Weapon summoners ability are spell like and use arcane energies.
27 A weapons size is not a hindrance to a weapon summoner.
30 Weapon summoners can change the terrain by calling forth weapons too huge to wield, but big enough to be a hindrance.

Weapon Summoners in the Game[edit]

Normally the weapon summoner fits as informants or even quest givers for the simple "go-fetch-weapon-thingy" plots, instructor in games where players need to learn their feats and abilities or even royal soldiers in heavy magical settings. For low level concepts use things like: Enthusiast traveling around searching for ancient weapons, newly developed weapons and so one. For mid level concepts: Instructors, "librarian"-ish scholars or Mercenary quartermasters. For High level concepts: Military advisers, -leaders, -historians, nobles or ship captains.

Players could use the above concepts or think up others that resolve around knowledge or use of weapons.

Adaptation: Weapons summoners are weapons enthusiasts, so what should stop people from becoming armor enthusiast or plant enthusiast? Change the type of the summoned items and enchantments accordingly. The enchantments gained with "Arcane Enchantment" are all +1 enchantment selected from the normal list. If you want to summon living or sentient beings change all Wisdom references to charisma, and you should use HD in stead of the amount. So it would be "summon the animal summoners charisma mod in HD"

Sample Encounters:

EL 5: The players are directed to the local library or mage quarters in their pursuit of a weapon of some kind. They find their contact among the old tomes and scrolls of history. The middle aged man though looking like at scholar holds himself straight and composed. Martial classes might spot a ready stance or emphatic characters may detect the aura of confidence. The players ask about the weapon and the scholar eagerly tells them what he knows. He speaks with passion as he describes the shape, look, use and history of the weapon and offers a small reward if he may see or hold it if they retrieve it.

Using the above sample encounters the library contact is Hamond Brilal. A 5th level elven weapons summoner who has come to the cities library in search of the location of a +4 enchanted sword used in an old historical battle nearby. He has run into a bit of a dead end but the players might be able to help him. If this broke out into a fight (the players threaten him or some other stupid action) he would summon two large war hammers and dispel them immediately to try and dazzle the players. Then he would study the whole party for 1 round before trying to isolate one player at a time in the library.

EL 10: The players are directed to the barracks or mercenary quarters of the city. They are searching for some one to teach their fighter how to use exotic blade weapons. They meet this instructor who asks who is to learn, and as soon as they identify who he summons two blades out of thin air and strikes the person twice, dealing nonlethal damage. "That was to see if you’re as passionate to learn my arts as I am to instruct." He then proceeds to teach the trainee by summoning weapons and showing how to use them. He punishes by dispelling the weapon while telling the instructed to inspect them. He can teach any kind of weapon proficiency, combat feat or even arcane magic control if the DM is creative.

Using the above sample encounters the instructor is named Balven Hren. A 10th level human weapon summoner who make a living by teaching the local garrison and guards how to fight and use different weapons. He is a tough fighter and has the two weapon fighting, two weapon defense and improved two weapons fighting feats, point black shot and precise shot. He studies the opponents he is going to fight one at a time to balance damage output with self buff (talking mechanic terms). He will summon great swords to create cover for him self and repeater hand crossbows if he needs range combat capabilities.

EL 20: The evil players want to rob a simple traveler. And they spot one and try to ambush him. But when they jump him he suddenly draws weapons from nowhere and litters the fighting area with others. Every time the group switches tactics so does he. Using the above sample encounters the traveler is Elnore Elnathil. A 20th level elven weapon summoner, who is heading for a battlefield somewhere to aid a king with laying siege to an enemy. He has already spotted the players long ago and as they spring their trap he summons siege equipment to block sight and paths while summoning two fully enchanted bastard swords he wields with confidence. He has monkey grip, two weapons fighting, oversize two weapons fighting, Improved two weapon fighting, combat casting, improved imitative, still casting, silent casting and a few ranged feats too. He will dispel and summon siege equipment when needed to either crush low HP classes or crowd control high HP or ranged classes. He will shift between the large bastard swords and large hand repeater crossbows. He doesn't bother to reload them he just summons new one and dispel the others. Elnores battle tactics are "Be the only one knowing what’s going on. Keep your opponent under control". He has magical equipment to a total cost of 200.000 gp focusing on Wisdom and Int increase, mobility (dimension door fly and so on) and maybe a single time stop scroll or two.

  1. (except the chosen weapon may not be an unarmed or natural attack)
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