Difference between revisions of "User:The-Marksman/Sandbox6"

From Dungeons and Dragons Wiki
Jump to: navigation, search
Line 161: Line 161:
 
| Guardian Forces || 1 || 4d8 || 3 || Bomb, Cactuar, Cait Sith, Chocobo, Cockatrice, Goblin, Kirin, Mindflayer, Siren, Sylph  
 
| Guardian Forces || 1 || 4d8 || 3 || Bomb, Cactuar, Cait Sith, Chocobo, Cockatrice, Goblin, Kirin, Mindflayer, Siren, Sylph  
 
|-
 
|-
| Ediolons || 1 || 4d8 || 4 || Brothers, Fenrir, Gilgamesh, Ifrit, Mist Dragon, Ramah, Shiva, Syldra, Tonberry, Unicorn
+
| Ediolons || 1 || 4d8 || 4 || Bismarck, Brothers, Fenrir, Gilgamesh, Ifrit, Mist Dragon, Ramah, Shiva, Tonberry, Unicorn
 
|-
 
|-
| Avatars || 2 || 4d8 || 5 || Bismarck, Cerberus, Golem, Midgardsormr, Quezacotl, Sraphim, Valefor, Valigarmanda, Yojimbo
+
| Avatars || 2 || 4d8 || 5 || Cerberus, Golem, Midgardsormr, Quezacotl, Sraphim, Syldra, Valefor, Valigarmanda, Yojimbo
 
|-
 
|-
 
| Aeons || 3 || 4d8 || 5 || Asura, Carbunkle, Catoblepas, Hades, Ixion, Lakshmi, Leviathan, Phantom, Titan  
 
| Aeons || 3 || 4d8 || 5 || Asura, Carbunkle, Catoblepas, Hades, Ixion, Lakshmi, Leviathan, Phantom, Titan  
Line 253: Line 253:
 
| style="width: 42%;" | '''Special Attack in Battle'''  
 
| style="width: 42%;" | '''Special Attack in Battle'''  
 
| style="width: 42%;" | '''Overdrive'''
 
| style="width: 42%;" | '''Overdrive'''
 +
|-
 +
| style="width: 16%;" | Bismarck
 +
| style="width: 42%;" | Water Breathing & Water Walking
 +
| style="width: 42%;" | Breach Blast 16ft wide line of water damage
 
|-
 
|-
 
| style="width: 16%;" | Brothers
 
| style="width: 16%;" | Brothers
Line 280: Line 284:
 
| style="width: 42%;" | Heavenly Strike: Ranged attack does 3d6 cold damage
 
| style="width: 42%;" | Heavenly Strike: Ranged attack does 3d6 cold damage
 
| style="width: 42%;" | Diamond Dust 30 ft cone 1d6/cl Cold damage up to 10d6 leaving icy ground (Fireball / Sleet Storm 3rd level)
 
| style="width: 42%;" | Diamond Dust 30 ft cone 1d6/cl Cold damage up to 10d6 leaving icy ground (Fireball / Sleet Storm 3rd level)
|-
 
| style="width: 16%;" | Syldra
 
| style="width: 42%;" | Water breathing & aquatic mount (3rd level)
 
| style="width: 42%;" | –
 
 
|-
 
|-
 
| style="width: 16%;" | Tonberry
 
| style="width: 16%;" | Tonberry
Line 303: Line 303:
 
| style="width: 42%;" | '''Special Attack in Battle'''  
 
| style="width: 42%;" | '''Special Attack in Battle'''  
 
| style="width: 42%;" | '''Overdrive'''
 
| style="width: 42%;" | '''Overdrive'''
|-
 
| style="width: 16%;" | Bismarck
 
| style="width: 42%;" | Water Breathing & Water Walking
 
| style="width: 42%;" | Breach Blast 16ft wide line of water damage
 
 
|-
 
|-
 
| style="width: 16%;" | Cerberus
 
| style="width: 16%;" | Cerberus
Line 327: Line 323:
 
| style="width: 42%;" | Cure Critical Wounds
 
| style="width: 42%;" | Cure Critical Wounds
 
| style="width: 42%;" | Angel Feathers Cure Moderate Wounds Mass & Hero's Feast effect on party
 
| style="width: 42%;" | Angel Feathers Cure Moderate Wounds Mass & Hero's Feast effect on party
 +
|-
 +
| style="width: 16%;" | Syldra
 +
| style="width: 42%;" | Water jet ranged touch attach with knockback Water breathing & aquatic mount (3rd level)
 +
| style="width: 42%;" | Thunderstorm (wind attack) / Body Slam / Maelstrom
 
|-
 
|-
 
| style="width: 16%;" | Valefor
 
| style="width: 16%;" | Valefor
Line 375: Line 375:
 
|-
 
|-
 
| style="width: 16%;" | Leviathan
 
| style="width: 16%;" | Leviathan
| style="width: 42%;" | Water jet ranged touch attach with knockback
+
| style="width: 42%;" |  
 
| style="width: 42%;" | Tidal wave
 
| style="width: 42%;" | Tidal wave
 
|-
 
|-

Revision as of 12:32, 13 January 2024

Summoner

Homebrew.png
Author: The-Marksman (talk)
Date Created: April 2019
Status: In Progress
Editing: Please discuss changes before editing
Scale.png Low - Moderate - High - Very High
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article
A group of famous summoners.















X

Table: The Summoner

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Summon Esper (Guardian Forces) 3/day,
Spell Focus (Conjuration)
2
2nd +1 +0 +0 +3 Augment Summoning 3 0
3rd +1 +1 +1 +3 Lesser Telepathic Bond 3 1
4th +2 +1 +1 +4 Overdrive 3 2 0
5th +2 +1 +1 +4 Summon Esper (Ediolons) 3/day 3 3 1
6th +3 +2 +2 +5 Extended Summoning 3 3 2
7th +3 +2 +2 +5 Improved Ally 3 3 2 0
8th +4 +2 +2 +6 Summon Esper (Avatars) 2/day 3 3 3 1
9th +4 +3 +3 +6 Contingent Conjuration 3 3 3 2
10th +5 +3 +3 +7 Grand Summoning 3 3 3 2 0
11th +5 +3 +3 +7 3 3 3 3 1
12th +6/+1 +4 +4 +8 Summon Esper (Aeons) 2/day 3 3 3 3 2
13th +6/+1 +4 +4 +8 3 3 3 3 2 0
14th +7/+2 +4 +4 +9 4 3 3 3 3 1
15th +7/+2 +5 +5 +9 Summon Esper (Astrals) 1/day 4 4 3 3 3 2
16th +8/+3 +5 +5 +10 4 4 4 3 3 2 0
17th +8/+3 +5 +5 +10 4 4 4 4 3 3 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 3
20th +10/+5 +6 +6 +12 Astral Genesis 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int).


Class Features

All of the following are class features of the Summoner.

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. They are not proficient with any type of armor or shields.

Spells: A Summoner casts divine spells which are drawn from the Summoner spell list. When a Summoner gains access to a new level of spells, she automatically knows all of the spells for that level on the Summoner's spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must. Essentially, her spell list is the same as her spells known list.

To cast a Summoner spell, a Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Summoner’s spell is 10 + the spell level + the Summoner’s Charisma modifier. Like other spellcasters, a Summoner can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Summoner. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike a wizard or a cleric, a Summoner need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Summon Esper (Su): Starting at 1st level, a Summoner learns her signature ability, the ability to summon powerful, special monsters called Espers, to aid her in battle. These Espers come in 5 strength tiers ranging from weakest to strongest: Guardian Forces, Ediolons, Avatars, Aeons, and then the most powerful, Astrals. Summoners learn to summon Guardian Forces at level 1, Ediolons at 5th level, Avatars at 8th level, Aeons at 12th level and Astrals at 15th level. Each tier of Esper can be summoned a specific number of times per day. A Summoner may summon one of the Guardian Forces and Ediolons 3/day, one of the Avatars and Aeons 2/day, and a Summoner may call on an Astral only once per day.

Summoning an Esper is a full-round action that provokes an attack of opportunity. The casting time of this ability cannot be reduced by any means including by spells such as haste or metamagic feats such as quicken spell or quicken spell-like ability. The amount of energy it takes to keep an Esper on the material plane causes the Summoner to be unable to attack, cast new spells, concentrate on other spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn, for as long as the Esper is present.

All Espers do 4d8 + str damage with their natural attacks. As the Summoner's mastery grows, so too does the potency of the summoned allies, making them increasingly formidable in combat. The Esper is empowered by the presence of the Summoner, and anytime the Summoner and the Esper are within 1 mile of each other. The Esper gains a bonus to damage on all attacks (physical or magical, including over drives) that is affected by the Summoner's proficiency in summoning, which is represented by a "scaling factor" tied to the Esper's tier level. This scaling factor is 3X the Summoner's level for Guardian Forces, 4X Summoner's level for Ediolons, 5X Summoner's level for Avatars and Aeons and 6X Summoner's level for Astrals, including the Final Esper created by the Summoner's Astral Genesis feature at level 20.

While the Esper is present it moves as directed by the Summoner on its turn and assists the Summoner to the best of its ability. An Esper stays for a number of rounds equal to the Summoner's class level + the Summoner's Charisma modifier (minimum of 1 round), or until its reduced to 10 or less hit points, after which time it disappears. This amount cannot be extended by metamagic feats such as extend spell or extend spell-like ability.

Each Esper has one or more Special attacks and an Overdrive attack listed in their creature description page. When a Summoner first gains the ability to summon Guardian Forces at level 1, these Espers will only ever use their special attacks or physical attacks when summoned.

A Summoner may only have 1 Esper present at any given time and must dismiss her current Esper (as a free action) to regain her ability to take other actions than a single move action to be able to take a full-round action to summon another. The staggered condition cannot be removed by any means while there is an Esper present. Any attempt to summon an additional Esper while there is one present will simply result in the current Esper being dismissed and then the new one being summoned.

Esper Tiers and Damage Output: Esper’s Damage = Base Damage Dice + (Summoner’s Level × Scaling Factor)
Esper Tier Atks /
Round
Dmg
Dice
Scale
Factor
Available Espers
Guardian Forces 1 4d8 3 Bomb, Cactuar, Cait Sith, Chocobo, Cockatrice, Goblin, Kirin, Mindflayer, Siren, Sylph
Ediolons 1 4d8 4 Bismarck, Brothers, Fenrir, Gilgamesh, Ifrit, Mist Dragon, Ramah, Shiva, Tonberry, Unicorn
Avatars 2 4d8 5 Cerberus, Golem, Midgardsormr, Quezacotl, Sraphim, Syldra, Valefor, Valigarmanda, Yojimbo
Aeons 3 4d8 5 Asura, Carbunkle, Catoblepas, Hades, Ixion, Lakshmi, Leviathan, Phantom, Titan
Astrals 3 4d8 6 Alexander, Anima, Bahamut, Diablos, Knights of the Round, Magus Sisters, Odin, Pheonix

Spell Focus (Conjuration): Beginning at 1st level a Summoner gains Spell Focus (Conjuration) as a bonus feat even if she doesn't meet the prerequisites. If she already has Spell Focus (Conjuration) from another source, she may instead select any other feat for which she qualifies.

Augment Summoning: At 2nd level a Summoner gains Augment Summoning as a bonus feat even if she doesn't meet the prerequisites. If she already has Augment Summoning from another source, she may instead select any other feat for which she qualifies.

Lesser Telepathic Bond (Su): Starting at 3rd level, when a Summoner summons one of her Espers, she immediately establishes a Telepathic Bond, Lesser, allowing communication solely between her and the summoned Esper. This connection persists until the Esper is dismissed, utilizes its Word of Recall spell, or is otherwise removed. The bond doesn't extend to any other entities or allies and terminates when the Esper leaves or is no longer present. Her caster level with effect is equal to her class level.

Overdrive (Ex): Starting at 5th level a Summoner gains a second option they can use when summoning an Esper. Instead of having the Esper be a combat ally for a number of rounds equal to the Summoner's class level + her Charisma modifier, she can instead summon the Esper for this one round only and have the Esper use their "Overdrive" ability and disappear right after. Overdrives are a unique ability specific to each Esper and it is usually extremely helpful ability or very devastating attack and the specifics of each Esper's Overdrive can be found in the Esper's description.

Extended Summoning (Ex): At 6th level and higher, all spells from the summoning subschool that the Summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells do not change. However, this ability does stack with the effect of the actual Extend Spell feat, which does change the spell’s level as normal when applied. This ability does not work in conjunction with Espers.

Improved Ally (Ex): When an 8th level Summoner casts a planar ally spell (including the lesser and greater versions), she makes a Diplomacy check to convince the creature to aid her for a reduced payment. If the Summoner’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The Summoner’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the Summoner. A Summoner can have only one such ally at a time, but she may bargain for tasks from other planar allies normally.

Contingent Conjuration (Ex): An 9th level Summoner can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the Summoner cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted conditions are described, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the Summoner wants it to, although all conjurations can be dismissed normally. A Summoner can have only one contingent conjuration active at a time.

Grand Summoning (Ex): At 10th level, a Summoner masters the Grand Summoning technique. When summoning an Esper using this ability, the Esper immediately triggers its Overdrive ability during the Summoner's current turn upon arrival. Following this, the Esper remains as an ally for the normal duration, gaining its first action during the subsequent round. While assisting as an ally, the Esper still cannot trigger its Overdrive ability at the Summoner's command.

Astral Genesis (Ex): At 20th level, a Summoner reaches the pinnacle of her powers as a Summoner. She becomes able to harness her connection to the astral realm to create a personalized Astral tier Esper, a formidable entity, bestowing upon it abilities and traits reflective of her own style. To do this, the Summoner must acquire rare, otherworldly materials and venture to the heart of the astral plane. There she must forge a profound bond with an entity of cosmic origin. Undergoing an arduous ritual that expends a significant portion of her life force, she must channel it into the cosmic entity to sculpt it into the personalized form of her Esper, binding its essence to her own.

Upon creation, the Summoner will select traits from the following table. Once completed, the Summoner may summon her personal Esper a number of times per day equal to her Charisma modifier. The personalized Esper acts in all other respects like an Astral Esper.

Flames of Fury /

Guardian Forces: 3/day
Guardian Forces (0-1st / 2nd level spell effects)
Name Special Attack in Battle Overdrive
Bomb Burning Hands 15ft kamikaze explosion for 4d6 fire damage
Cactuar 1,000 needles d4/cl to single target (max 5d4) 10,000 needles 5d4 damage in 20 ft cone
Cait Sith Cat Scratch Fever: On successful attack target does save VS nauseated for 1d4 rounds Cat Rain: Save VS Confusion on multiple targets 15 ft burst for 2 rounds. (Confusion Bard 3)
Chocobo Kick / Mount Summons Fat Chocobo to provide a Bag of Holding for storage.
Cockatrice d4/2 cl to single target Enemies save or lose action for 1 round/level (Tasha's Laughter 2nd level)
Goblin Goblin War Cry: Creatures 5 HD or less run in fear (Cause fear 1st level) Goblin Punch: Successful attack causes stunnded for 1 round
Kirin – Cure Moderate Wounds (2nd level) – Regen: All allies in 20 ft area gain fast healing 2 for 1 round per cl (Vigor 3rd)
Mindflayer  ?Fire?  ?Bio? Mind blast: Enemy knocked unconcious, blinded, stunned based on HD (Color Spray 1st level)
Siren Charm Person (1st level) Silence all enemy casters in area for 1d3 rounds
Sylph Drain hp on single target and give to lowest party member Drain hp on all enemies and give evenly to party
Ediolons: 3/day
Ediolons (3rd - 4th level spell effects)
Name Special Attack in Battle Overdrive
Bismarck Water Breathing & Water Walking Breach Blast 16ft wide line of water damage
Brothers AOE bludgeoning damage w/ Earth thematics
Fenrir Displacement on Summoner Displacement on party multiple targets
Gilgamesh Fighter of Summoner class level uses one of 4 weapons Excalibur2d6 / Masamune2d4 / Masurama 1d8 / Excalipoor 1d4
Ifrit Meteor strike: Ranged attack does 3d6 fire damage Hellfire 20ft AoE 1d6/cl circle Fire damage up to 10d6 (Fireball / Lightning Bolt 3rd level)
Mist Dragon Fog Cloud and dragon physical attacks 1d6/cl Breath Weapon 30 ft cone up to 10d6 (Fireball / Wind wall 3rd level)
Ramuh Call Lightning Judgement Bolt: 1d6/cl 120 ft line Lightning damage up to 10d6 (Fireball / Lightning Bolt 3rd level)
Shiva Heavenly Strike: Ranged attack does 3d6 cold damage Diamond Dust 30 ft cone 1d6/cl Cold damage up to 10d6 leaving icy ground (Fireball / Sleet Storm 3rd level)
Tonberry Karma: Deal same damage back to attacker as ranged touch attack. Chef's Knife (Attack save VS death or 3d6 damage) (Phantasmal Killer 4th)
Unicorn Magic Circle Against Evil & Mount (Magic circle against evil 3rd) Healing Horn: Restoration (4th level)


Avatars: 2/day
Avatars (5th - 6th level spell effects)
Name Special Attack in Battle Overdrive
Cerberus Sky Howl: Grants party +2 attack, damage & initiative, and +10 ft speed for 3 rounds, enemies take -2 to the same. Counter Rockets: 3 fireballs shoot up and come back down dealing 3d6 fire damage to 10 ft area each. (Flame Strike 5th level)
Golem Megaton Punch: Earth Wall: Party gains DR 10/Magic
Midgardsormr
(Terrato)
Earth Aura: Abyssal Maw:
Quezacotl Lightning Bolt Chain Lightning
Sraphim Cure Critical Wounds Angel Feathers Cure Moderate Wounds Mass & Hero's Feast effect on party
Syldra Water jet ranged touch attach with knockback Water breathing & aquatic mount (3rd level) Thunderstorm (wind attack) / Body Slam / Maelstrom
Valefor Energy Ray: Laser-like beam draws 20 ft line on the ground which explodes for 1d6/cl up to 8d6 Energy Blast: Charged ball of energy fired at set square explodes 20 ft radius for 1d6/cl up to 15d6
Valigarmanda
(Tritoch)
Thunder Blow / Freezing Dust: Tri-Distaster: Line of Tri-elemental 4d6 lightning, 4d6 cold and 4d6 fire damage
Yojimbo Requires gold payment and amount of gold equals attack used
Aeons: 2/day
Aeons (6th - 7th level spell effects)
Name Special Attack in Battle Overdrive
Asura Asura's Boon: Random of Cure Serious Wounds, Restoration, Heal, Holy Aura, Mass Cure Critical Wounds, Resurrection
Carbuncle Reflect: Spell Turning on Summoner 1d4+6 Ruby Light: Spell Turning on whole party 1d4+2 each
Catoblepas
(Shoat)
Bull Strength Mass Bull attacks, charge Demon Eye: AoE save or petrify (Circle of death & flesh to stone)
Hades
Ixion Slashing physical attack with horn / 2 person mount Chain Lightning attack
Lakshmi
(Starlet)
Pulse of Life: Heal / Cure Critical Wounds Mass (level 6 & 8) Alluring Embrace: Heroism Greater (+4 morale on all attack rolls, saves skills and immunity to fear and temp HP=cl 6th level)
Leviathan Tidal wave
Phantom Has see invis & true seeing see magic auras, and can hit ethereal oppenents Ghostly Veil group invisibility and etherealness
Titan Huge creature does imp grab, constrict, throw Gaia's Wrath earthquake which causes earth themed bludgeoning damage and causes creatures to end prone.


Astrals: 1/day
Astrals (8th - 9th level spell effects)
Name Special Attack in Battle Overdrive
Alexander
Anima Pain powerful telekinetic strike Suck opponent into portal where lower half of Anima does 8 attacks with max BAB against target
Bahamut Mega Flare AoE massive 80 ft cone breath weapon
Diablos Reverse gravity & does 50% current health damage to 1 target Does 16% current health damage to 50% of enemy targets
Knights of the Round 13 knights with CR 3/4 of casters HD Each Knight attacks once each
Magus Sisters Cast reflect on each other to bounces spells off bypassing spell resistance Delta attack AoE untyped magic damage
Odin Zantetsuken 60 ft line Slash attack with save VS death
Phoenix Moderate fire damage to enemies Flames of Rebirth Resurrection on all party members and Mass cure critical wounds



Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



Back to Main Page3.5e HomebrewClassesBase Classes

Legal Disclaimer

This web page is Not in any way, shape, or form affiliated with the owner(s) of any copyright material presented on this page. Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the fair use clause of the Copyright Law.