Weapon Summoner (3.5e Class)

From D&D Wiki

Jump to: navigation, search


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 controls the number of weapons that can be summoned at a time.

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 Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +0 +0 +2 Bonus Feat, Summon Weapon 1
2nd +1 +0 +0 +3 Command Weapon 1
3rd +2 +1 +1 +3 Tattoo of Protection +1, Summon Weapon +1 1
4th +3 +1 +1 +4 Bonus Feat, Command Weapon 1 0
5th +3 +1 +1 +4 Tattoo of Weapons 1 0
6th +4 +2 +2 +5 Command Weapon 1 1
7th +5 +2 +2 +5 Tattoo of Protection +2, Summon Weapon +2 2 1
8th +6/+1 +2 +2 +6 Bonus Feat, Command Weapon 2 1 0
9th +6/+1 +3 +3 +6 2 1 0
10th +7/+2 +3 +3 +7 Command Weapon 2 1 1
11th +8/+3 +3 +3 +7 Tattoo of Protection +3, Summon Weapon +3 2 1 1 0
12th +9/+4 +4 +4 +8 Bonus Feat, Command Weapon 3 1 1 1
13th +9/+4 +4 +4 +8 3 1 1 1
14th +10/+5 +4 +4 +9 Command Weapon 3 2 1 1 0
15th +11/+6/+1 +5 +5 +9 Tattoo of Protection +4, Summon Weapon +4 3 2 1 1 1
16th +12/+7/+2 +5 +5 +10 Bonus Feat, Command Weapon 3 2 2 1 1
17th +12/+7/+2 +5 +5 +10 3 2 2 2 1
18th +13/+8/+3 +6 +6 +11 Command Weapon 3 3 2 2 1
19th +14/+9/+4 +6 +6 +11 Tattoo of Protection +5, Summon Weapon +5 3 3 3 3 2
20th +15/+10/+5 +6 +6 +12 Bonus Feat, Command Weapon 3 3 3 3 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (con), Craft (Int), Decipher Script (Int), Knowledge(all skills, taken individually) (Int),Profession (Wis), Spellcraft (Int),Tumble (Dex), 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 and the Light Hammer (Martial), Handaxe (Martial), Short Sword (Martial), Longsword (Martial), Rapier (Martial), Scimitar (Martial), Warhammer (Martial), longbow (Martial), Shortbow (Martial) and the whip (Exotic). Weapon summoners are proficient with light armor and shields (except tower shields).

Spells: A weapon summoner casts arcane spells which are drawn from the weapon summoner spell list. A weapon summoner must choose and prepare his spells ahead of time (see below).

To learn, prepare, or cast a spell, the weapon summoner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a weapon summoner's spell is 10 + the spell level + the weapon summoner's Intelligence modifier.

Like other spellcasters, a weapon summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Weapon Summoner. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike a bard or sorcerer, a weapon summoner may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the weapon summoner decides which spells to prepare.

Spellbooks: A weapon summoner must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for detect magic, which all weapon summoners can prepare from memory.

A weapon summoner begins play with a spellbook containing all 0-level weapon summoner spells. At level 4 and every level thereafter he gains two new spells of any spell level or levels that he can cast (based on his new weapon summoner level) for his spellbook. At any time, a weapon summoner can also add spells found in other spellbooks to his own. As long as the spells are on his spell list.

Bonus Feats: 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 requirements for Dodge and Acrobatic, Acrobatic Attack replaces requirements for Mobility, and Combat Precision replaces requirements for Combat Expertise. Any class level requirement is changed to Weapon Summoner levels (i.e. fighter level 4th becomes weapon summoner level 4th). Also any unarmed or natural attack may not be selected or used by any of the feats. These changes only apply when choosing bonus feats.

Weapon Summoner Bonus Feat List:

Summon Weapon (Sp): As the name implies the weapon summoner can transform his magical powers into a single weapon of his choosing at character creation. The weapon has all the base stats and appearance of that weapon, and can be materialized and dismissed as a draw action that can gain the benefit of the Quick Draw feat. If the weapon is destroyed or loses contact with the summoner, it simply disappears into thin air and can be rematerialized next turn. At 3rd level the weapon grows in strength and gains a +1 enchantment bonus. Each following forth level after that the bonus grows by one to +2 at 7th, +3 at 11th, +4 at 15th and +5 at 19th level. When materializing, the summoner can chose to substitute any enchantment bonuses with an actual enchantment of no greater than a +2 cost. A list of enchantments can be found under the magical weapons section for both melee and ranged enchantments. Also [[Back to Main Page3.5e HomebrewEquipmentMagical Weapon Enhancements|"home made"]] enchantments also qualify.

This summoned weapon cannot be commanded with the Command Weapon ability.

Command Weapon (Sp): At level 2 the weapon summoner can give orders (Standard Action) to one weapon he can see within 30 ft. of him as a standard action like casting a spell with only a verbal component. If he is holding the weapon him self it is a nonverbal move action. The weapon summoner is channeling his will through the weapon so anyone wielding the commanded weapon is allowed a Will save DC (10 + Summoners level + summoners Wis modifier) to resist.

At 5th level the summoner can give his Int modifier to weapons within 30 ft. of him one order as a verbal and somatic Full-Round action.

At 10th level giving his int modifier weapons a command becomes a verbal and somatic standard action. Giving only one weapon a command becomes a verbal move actions, unless he is holding it, then it is a nonverbal swift action.

At 15th level the summoner can give all weapons in his line of sight an order as a verbal and somatic Full-Round action that requires his summon Weapon as a focus. The DC to resist this is (10 + ½ Summoners level + summoners Wis modifier).

At 20th level giving an order to all weapons in his line of sight becomes a verbal and somatic standard action that requires his summon Weapon as a focus. Also giving his int modifier weapons a command now becomes a verbal and somatic move actions and giving only one weapon a command becomes a verbal swift action, unless he is holding it, then it is just a nonverbal swift action.

At 2nd level the summoner only knows one command, Call.

Call: Calls the weapon to him as if it was teleported to his hand. If multiple weapons are commanded at the same time they are teleported to each of his hands and the rest appear at his feet.

Every even level after that he may learn another command from the following list:

Banish: Throws the weapon in any direction the summoner Wishes. Use the weapon summoners Base Attack Bonus, and use his Wis modifier instead of Str and his Int modifier instead of his Dex modifier. When banishing weapons they count as if having the Throwing enhancement (no penalty for throwing unsized weapon and a range of 10 ft.).
Help: The weapon guides the next strike it makes, giving the wielder the summoners Int modifier as a bonus to attack roll for the next attack.
Hinder: The weapon resists the next strike it makes giving the wielder the summoners Int modifier as a penalty to attack roll for the next attack.
Sharpen: The weapon gains the Keen magical trait for its next attack. Only slashing or piercing weapons can be commanded thus.
Dull: The weapon gains the Merciful magical trait for its next attack.
Retaliate: The weapon makes an attack against its wielder. Use the weapon summoners Base Attack Bonus, and use his Wis modifier instead of Str and his Int modifier instead of his Dex modifier. Only Melee weapons can be commanded thus.
Distance: The weapon gains the Distance magical trait for its next attack.

At level 10 the commands also transfers some of the summoners magical powers to the weapon, making it able to follow more magical commands like:

Store/Unstore: The weapon gains the Spell Storing trait until the spell stored is used or the summoner gives the "Unstore" command. This command must be given along with the casting of the spell needed stored.
Ethereal: The weapon gains the Ghost touch magical trait for its next attack.
Halt: Stops the weapon in mid air. The weapon counts as being "stuck" and a Str check DC 15 + the summoners Wis. 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 fall but it takes 10 ft. of a fall. Heavy loaded only takes 5 ft of the fall.
Heat: The weapon heats up as if under the effect of the "Heat Metal" spell. Only metal weapons can be commanded thus.
Chill: The weapon chills down as if under the effect of the "Chill Metal" spell. Only metal weapons can be commanded thus.
Shock: The weapon becomes charged with electricity and deals 2d6 points of electricity damage to wielder. Only metal weapons can be commanded thus.
Shrink: The weapon summoner decreases the size of the weapon by one category for Wis modifier rounds. This can be commanded ×3 times on any weapon and each command resets the time until the weapon revert back to its normal size.
Grow: The weapon summoner increases the size of the weapon by one category for Wis modifier rounds. This can be commanded ×3 times on any weapon and each command resets the time until the weapon revert back to its normal size.
Scare: The next creature struck by the weapon becomes panicked unless it succeeds on a DC 14 + the summoners Wis modifier Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is only shaken for 1 round.
Blind: The next creature struck by the weapon suffer the blinding effect of the "Blindness/Deafness spell as if cast by the summoner (fortitude save DC 14 + the summoners Wis modifier negates).

After level 15 the following commands can be learned:

Dance: 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. Any one can try to retake control of the weapon with a touch attack DC 10 + weapons summoners Int modifier and make a Will save DC (20 + Summoners level + summoners Wis modifier). If the weapon was held by someone they have a +10 bonus to this Will save for 5 rounds.
Destroy: The summoner calls the weapon to crumble to dust and functions as if it had had Disintegrate cast on it. Wielded weapons gain another Will save. If it succeeded and is not a magical weapon it loses any Master worked quality. Intelligent weapons loses their sentience if they fail their second Will save.
Barrier: The summoner calls the weapon to begin orbiting around him with its dangerous side pointed outwards, with enough weapons this becomes a barrier of blades. Any creature passing through the barrier takes 1d6 points of damage per 5 weapons in the barrier, with a Reflex save for half damage. If the barrier becomes dangerous (ieg 5 weapons are added) while creatures stand around the summoner, each creature takes damage as if passing through the barrier. Each such creature can avoid the barrier (taking a five-foot-step back) and thus take no damage by making a successful Reflex save. A blade barrier provides cover (+1 bonus to AC pr 10 weapons orbiting (to a maximum of +4), +1 bonus on Reflex saves pr 10 weapons (to a maximum of +2) against attacks made through it. The weapons keep orbiting around the summoner as long as he succeeds a DC 10 concentration check each round.

Tattoo of Protection (Ex): At 3rd level, a weapon summoner's powers have grown to manifest in a visible outlet. A small tattoo of the summoners design and choosing appears upon the back of his chosen hand. As he grows in power the tattoo will become clearer and more colorful. The tattoo strengthens and protects the summoner as long as the powers that manifest it is note used to summon a weapon. This means, that as long as no weapon is summoned, he counts as having a shield that gives him a +1 Shield bonus to his AC. This bonus increase by +1 every forth level to a total of +5 at 19th level.

Tattoo of Weapons(Ex): At 5th level, a weapon summoner's tattoo gains the power to store weapons in a none-dimensional space: Its inside is larger than its outside dimensions. When at least one weapon is stored the tattoo weighs down 15 lb. on the weapon summoner, regardless of how many weapons are stored in the tattoo. As more and more weapons are stored the bigger and more elaborate the tattoo becomes. The area of none-dimensional space is 30 cu. ft. and the contents weight limit is 250 lb. Retrieving a weapon from the tattoo is the same as drawing a weapon for the weapon summoner. The weapons are drawn as if they were teleported into their final destination. Also his Summoned Weapon can take the form and stats of any weapon he has stored and has proficiency with. Magical powers are not transferred to the Summoned Weapon so a flaming short sword dose not give flaming or +1 to the Summoned Weapon.

At 10th level the tattoo weighs down 25 lb. on the weapon summoner. The area of none-dimensional space becomes 70 cu. ft. and the contents weight limit is 500 lb.

At 15th level the tattoo weighs down 35 lb. on the weapon summoner. The area of none.dimensional space becomes 150 cu. ft. and the contents weight limit is 1,000 lb.

At 20th level the tattoo weighs down 60 lb. on the weapon summoner. The area of none-dimensional space becomes 250 cu. ft. and the contents weight limit is 1,500 lb.

Special Note
On death, the magic in the tattoo keeps the body part in stasis until all weapons are drawn out. The act of drawing a weapon from a summoner tattoo is a Full Round Action DC 30 Use Magic Dvice check for each weapon drawn out. If you wish to draw out a specific weapon the DC increase by 5.

If the tattoo is destroyed all the weapons are destroyed along with it.

Epic Weapon Summoner[edit]

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

Hit Die: d6

Level Special
21st
22nd Command Weapon
23rd Tattoo of Protection +6, Summon Weapon +6
24th Bonus Feat, Command Weapon
25th Tattoo of Weapons
26th Command Weapon
27th Tattoo of Protection +7, Summon Weapon +7
28th Bonus Feat, Command Weapon
29th
30th Tattoo of Weapons, Command Weapon

Greater Command Weapon (Sp): At level 2 the weapon summoner can give orderes to one weapon he can see within 30 ft. of him as a casting a spell with a verbal component. If he is holding the weapon him self it is a nonverbal move action. The weapon summoner is channeling his will through the weapon so anyone wielding the commanded weapon is allowed a Will save DC (10 + Summoners level + summoners Wis modifier) to resist. Intelligent weapons use their own will save score but suffer a -5 do to the summoners affinity for weapons.

After level 21 the following commands can be learned:

Teleport: Greater_Teleport on weapon and its wielder (chosen at random if multiple creatures are holding it)
Slay: Next target suffers the effect of the "Slay_Living" spell.
Rain:
Detonate: Explosive Runes
Leech:
Dispel: Greater Dispel Magic
Petrify: Petrified on next target.
Invisibility: Invisibility on weapon.

Tattoo of Weapons(Ex): At 25th level, a weapon summoner's tattoo gains the power to store even more weapons in a none-dimensional space: Its inside is larger than its outside dimensions. When at least one weapon is stored the tattoo weighs down 95 lb. on the weapon summoner, regardless of how many weapons are stored in the tattoo. As more and more weapons are stored the bigger and more elaborate the tattoo becomes. The area of none-dimensional space is 400 cu. ft. and the contents weight limit is 2000 lb. Retrieving a weapon from the tattoo is the same as drawing a weapon for the weapon summoner. The weapons are drawn as if they were teleported into their final destination. Also his Summoned Weapon can take the form and stats of any weapon he has stored and has proficiency with. Magical powers are not transferred to the Summoned Weapon so a flaming short sword dose not give flaming or +1 to the Summoned Weapon.

At 30th level the tattoo weighs down 160 lb. on the weapon summoner. The area of none-dimensional space becomes 700 cu. ft. and the contents weight limit is 2,500 lb.

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. If your campaign uses the realistic weapon proficiencies rule the weapon summoner then has 77 proficiency point and gain 4 points every 4th level. If your party is using the weapon group feats rule or the weapon group feats rule the weapon summoner then starts with basic weapons and four others chosen at character creation, also he gains another weapon group feat every 5th level.

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 always have a weapon at hand.
5 Weapon Summoners can create weapons out of thin air!
7 Most 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 are like wizards with a flair for weapons and use arcane energies.
17 Weapon summoners can make weapons into powerful magical artifacts if they are skilled enough.
20 Weapon summoners can command weapons to do their biding. Even weapons wielded by enemies.
23 Many of the Weapon summoners powers rely on verbal components.
25 Weapon summoners call and store their weapons from/in a non dimensional space like a bag of holding.
27 When a Weapon Summoner dies their tattooed body parts are like magical items. They are like an armory of weapons for those who can draw them out.
30 Information about a specific weapon summoner.

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.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: