Weapon Summoner, Ragnaval Variant (3.5e Class)

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Weapon Summoner, Ragnaval Variant
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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 supply him with the weapons he need. Need a blunt weapon for the skeleton? or a sharp one for the zombie? What about a spear for that charging Centaur? and lastly what about a catapult to deal with that pesky wall? In more modern setting the Weapon summoner is able to call fort guns, explosives and even tanks! If the summoner knows how they function (and the GM allows it) that is. Take it a step further into a futuristic setting and the Summoner would theoretically be able to summon battleships and star-cruisers. Instant Death-star anyone?

Making a Weapon Summoner[edit]

The Weapon Summoners strength lies in his ability to always have a weapon that fits the given situation and be able to use it. This versatility makes him a great addition to the party. But his specialised ability and lack of other skills makes him fall behind when weapons are not needed.

Abilities: Intelligence and wisdom are the most important scores as they effect the weapons that are summoned.

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 and no specific alignment is common.

Starting Gold: 5×10 gp (275 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 I got what you need, Calculating fighter
2nd +2 +0 +0 +3 Bonus Feat
3rd +3 +0 +1 +3 Know the basics
4th +4 +1 +1 +4 Mastery I
5th +5 +1 +1 +4 Know the basics, Arcane empowering +1, Try this on for size
6th +6/+1 +2 +2 +5 Mastery II
7th +7/+2 +2 +2 +5 Know the basics, Arcane Enchantment 1
8th +8/+3 +2 +2 +6 Bonus Feat
9th +9/+4 +3 +3 +6 Know the basics
10th +10/+5 +3 +3 +7 Arcane empowering +2, Try this on for size
11th +11/+6/+1 +3 +3 +7 Know the basics, Arcane Enchantment 2
12th +12/+7/+2 +4 +4 +8 Mastery III
13th +13/+8/+3 +4 +4 +8 Know the basics
14th +14/+9/+4 +4 +4 +9 Bonus Feat
15th +15/+10/+5 +5 +5 +9 Know the basics, Arcane Enchantment 3, Arcane empowering +3, Try this on for size
16th +16/+11/+6/+1 +5 +5 +10 Mastery IV
17th +17/+12/+7/+2 +5 +5 +10 Know the basics
18th +18/+13/+8/+3 +6 +6 +11 Mastery V
19th +19/+14/+9/+5 +6 +6 +11 Know the basics
20th +20/+15/+10/+5 +6 +6 +12 Arcane empowering +4, Pandora's Box

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).

Class Features[edit]

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 the all the arts and uses of them. Later he trains his already powerful arcane powers to supply him with the weapons he need.

All of the following are class features of the Weapon Summoner.

Weapon and Armour Proficiency: Weapon Summoners is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, short-bow, and whip. Weapon Summoners are proficient with light armour and shields (except tower shields). As the Weapon Summoners gains experience he will become proficient with more and more weapons.


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 opponents 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 Wisdom modifier. This can also be done as a full round action to gain the same effect but against all opponents in sight.

I got what you need (Sp): As a standard action Weapons Summoner is able able to call forth a number of weapons up to his Int modifier for a number of rounds equal to his Wis modifier. This counts as casting a spell and grants attack of opportunity. Like normal the Summoner will be required to make a concentration check or fail. The DC is 10 + Weapon Summoners level. The shape and size of the weapons depend on the summoners own size category and his weapon proficiency. Only weapons that he is proficient with and is able to use can be summoned. All summoned weapons are of master worked quality, but any dispel or anti-magic effect will remove the weapon immediately in a cloud of dust. If other people try to wield the summoned weapon they will become translucent and immaterial for 1 round before disappearing in a flash of light. Any creature looking at this will be affected by the Flare spell. The DC depends on the size of the weapon. 10 for small, 14 for medium, 18 for large and 22 for huge.

Try this on for size (Sp): At 5th level weapons can be called forth in other sizes then that of the summoner. For every size category larger you divide his int modifier with 4 and for every size category smaller you multiply by 2. So a medium sized Weapon Summoner with 4 int modifier can summon 8 small weapons or 1 large. At 10th level you divide by 2 and multiply by 4 and at 15th level you still divide by 2 but now multiply by 8. At 20th level the weapons no longer need to a pear in the Weapons Summoners hands but can appear with in 10ft of him.

Arcane Empowering (Sp): At 5th level the weapons that are summoned count as being +1 weapons and gain an additional +1 enchantment for every 5 levels there after (ending in a +4 enchantment at level 20)

Arcane Enchantment (Sp): Further more at the 7th level the Weapon Summoner can summon weapons with one of the following enchantments chosen when the weapon is summoned: Distanced, Flaming, Frost, Keen, Shock, Vicious or Wounding. At 11th and 15th level an additional enchantment can be chosen to a total of 3 enchantments.

Know the basics: At 1st level the Weapons Summoner is only proficient with a few weapons, but at 3rd level and every 2nd after that he can gain one of the following proficiencies: Weapon Proficiency (Blade): all one handed blade weapons like swords and knives. Weapon Proficiency (Axes): all one handed axes weapons like hatchets and battleaxe. Weapon Proficiency (Clubs): all one handed clubs and hammers weapons like maces and war-hammers. Weapon Proficiency (Improvised)*: all improvised weapons like spoons, chairs and mugs. Weapon Proficiency (Pole-arms): all two-handed stave weapons like spears and halberds. Weapon Proficiency (Great weapon): all two-handed weapons like that he already has the one handed counterpart for. Ex WP(Blade) and (Great weapon) allows broadswords and bastard swords. Weapon Proficiency (Bows): all bows that the Weapon Summoner is not racial restricted. Weapon Proficiency (Crossbows): all Crossbow weapons from hand to ballistas.

At 15th level the following can also be chosen:</br> Weapon Proficiency (Gunpowder): all gunpowder weapons from pistols to canons. Weapon Proficiency (Catapults): all catapult weapons from slings to tribuches.

In modern setting the following is also on the list after 15th level: Weapon Proficiency (Vehicles): all weapon vehicles from Jeeps to tanks. Weapon Proficiency (Air-planes): all weapon air-planes from propel to jet. Also gunpowder proficiency can be chosen before the 15th level.

In futuristic setting the following is also on the list at the 19th level: Weapon Proficiency (Mech): all Mech models from Scout to Siege.</br> Weapon Proficiency (Ships): all spaceships from fighters to star-cruisers. Also bows and crossbows proficiencies are switched with ballistic and energy weapon proficiencies.

  • Any item that is summoned can also be used for other purposes.

Pandora's Box: At 20th level, the Weapon Summoner can summon a rain of elemental weapons that dissapear when move is finished. 15d6

Mastery: Mastery I At 4th level the Weapon summoner gains Weapon focus with all summoned weapons. This effect only applies to weapon he has summon him self. Mastery II At 6th level the Weapon summoner gains Weapon Specialization with all summoned weapons. This effect only applies to weapon he has summon him self. Mastery III At 12th level the Weapon summoner no longer give attack of opportunity when summoning weapons. Mastery IV At 16th level the Weapon summoner gains Weapon focus with all summoned weapons. This effect only applies to weapon he has summon him self. Mastery V At 18th level the Weapon summoner gains Weapon Specialization with all summoned weapons. This effect only applies to weapon he has summon him self.

Epic Weapon Summoner[edit]

Table: The Epic Epic Weapon Summoner

Hit Die: d6

Level Special
21st Arcane Enchantment 4
22nd It goes FLASH! +3
23rd
24th Try This on for epic size
25th Arcane empowering +5
26th Arcane Enchantment 5
27th
28th It goes FLASH! +6
29th Arcane Enchantment 6
30th Arcane empowering +6

4 + Int modifier skill points per level.


Try This on for epic size (Sp): Weapons can now be called forth in other sizes then that of the summoner. For every size size category smaller you multiply by 10 and you do not divide for size categories larger.

Arcane Empowering (Sp): At 25th level the weapons that are summoned count as being +5 weapons and gain an additional +1 enchantment for every 5 levels there after (ending in a +6 enchantment at level 30)

Arcane Enchantment (Sp): Further more at the 21th level the Weapon Summoner can summon weapons with four of the following enchantments chosen when the weapon is summoned: Distanced, Flaming, Frost, Keen, Shock, Vicious or Wounding. At 26th and 29th level an additional enchantment can be chosen to a total of six enchantments.

It goes FLASH!: Increase the Flare effects DC when the Weapon Summoner dispels his weapons by 3 at level 22 and 6 at level 28.

Campaign Information[edit]

Playing a Weapon Summoner[edit]

Religion: Weapon Summoner are like not so much interested 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 overspecialised 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 groupe 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 wast weapon use, or cover any lack of social skills.

Weapon Summoners in the World[edit]

You are not your magic weapon and armour. 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, 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 Weapon 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
5 Weapon Summoners always have a weapon at hand.
10 Weapon Summoners are masters of many weapons.
15 Weapon Summoners can call fort magical weapons if they are skilled enough.
20 Weapon Summoners ability are spell like and use arcane energies.

Weapon Summoners in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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