User:The-Marksman/Sandbox6

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Summoner[edit]

X

Making a Summoner[edit]

Summoners have the following game statistics.

Abilities: Charisma

Race: Any

Alignment: Any.

Starting Age: Complex.

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 7th 8th 9th
1st +0 +0 +0 +2 Summon Guardian Forces 3/day, Spell Focus (Conjuration) 5 3
2nd +1 +0 +0 +3 Augment Summoning 6 4
3rd +1 +1 +1 +3 Divine Grace 6 5
4th +2 +1 +1 +4 Extended Summoning, Lesser Telepathic Bond 6 6 3
5th +2 +1 +1 +4 Summon Ediolons 3/day 6 6 4
6th +3 +2 +2 +5 Overdrive 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4
8th +4 +2 +2 +6 Improved Ally 6 6 6 5 3
9th +4 +3 +3 +6 Summon Avatars 2/day 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 Contingent Conjuration 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 Summon Aeons 2/day 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Summon Astrals 1/day 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Grand Summoning 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), 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[edit]

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 primarily from the Summoner spell list. She can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a 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.

A Summoner’s selection of spells is extremely limited. A Summoner begins play knowing four 0-level spells and two 1st-level spells of her choice, and a Summoner also gains every version of Summon Monster 1-9 and Summon Nature's Ally 1-9 without needing to select them for their spells known. At each new Summoner level, she gains one or more new spells, as indicated on Table: Summoner Spells Known. (Unlike spells per day, the number of spells a Summoner knows is not affected by her Charisma score; the numbers on Table: Summoner Spells Known are fixed.) These new spells can be common spells chosen from the Summoner spell list, or they can be unusual spells that the Summoner has gained some understanding of by study. The Summoner can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Summoner level after that (6th, 8th, and so on), a Summoner can choose to learn a new spell in place of one she already knows. In effect, the Summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Summoner spell the Summoner can cast. A Summoner may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

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.

Table: Summoner Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3


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 categories ranging from weakest to strongest: Guardian Forces, Ediolons, Avatars, Aeons, and then the most powerful, Astrals. Summoners learn to summon Guardian Forces at 1st level, Ediolons at 5th level, Avatars at 9th level, Aeons at 12th level and Astrals at 15th level. Each Esper can be summoned a number of times per day based on what category it is in. Each of the Guardian Forces and Ediolons can be summoned 3/day, each of the Avatars and Aeons 2/day, and each Astral can only be summoned once per day each.

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 immediately become staggered for as long as the Esper is present. 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 that is equal to twice the Summoner's class level.

While the Esper is present it moves as directed by the Summoner on it's turn and assists the Summoner to the best of it's 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 1 hit point, after which time it disappears. 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 1st level, these Espers will only ever use their special attacks or physical attacks when summoned. See Overdrive below.

A Summoner may only have 1 Esper present at any given time and must dismiss her current Esper (as a free action) to remove her staggered condition in order 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 the new one being summoned.

Spell Focus (Conjuration): At first 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 first 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.

Divine Grace (Su): At 3rd level, a Summoner gains a bonus equal to her Charisma bonus (if any) on all saving throws, like the Paladin ability of the same name.

Extended Summoning (Ex): At 4th 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 don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.

Overdrive (Ex): Starting at 6th 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.

Lesser Telepathic Bond (Su): Starting at 4th level anytime a Summoner summons one of her Espers she immediately becomes under the influence of a Telepathic Bond, Lesser effect, except that it only allows her to communicate with the summoned Esper. As soon as the Esper is dismissed, uses it's Word of Recall spell or is killed the effect ends. Her caster level with effect is equal to her class level.

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 11th 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 prescribed, 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 most conjurations can be dismissed normally. A Summoner can have only one contingent conjuration active at a time.

Grand Summoning (Ex): At 20th level a Summoner learns to do a Grand Summoning. With a Grand Summoning, when a Grand Summoner summons an Esper it will do its Overdrive ability on the round it arrives and then will still stay for the normal amount of time as a combat ally. While staying as a combat ally, the Esper still cannot preform it's Overdrive ability on command.


Guardian Forces (11) (1. 0, 1st, 2nd) (5 HD)

Bomb (Burning Hands / 15ft explosion)
Cactuar (1000 needles d4 per 2 cl to single target)
Cait Sith (Cat scratch fever / Save or confusion on multiple enemies)
Chocobo (drops onto 10 ft square dealing 3d4 damage to all enemies in 10 ft sq / portable hole)
Cockatrice (d4/cl to single target and save vs petrify)
Kirin (Holy Aura Fast Healing equal to 1/2 CL rounded down for XdX rounds)
Mindflayer (Mind blast single target causing paralysis / )
Mist Dragon (Obscuring Mist & Fog Cloud and dragon attacks / Breath weapon)
Sylph (Drain single target and give to lowest party member / Drain all enemies and give evenly to party)
Tonberry (death attack vs 1 opponent / karma)
Quezacotl (electrical attack single target / 30 ft line electrical attack)


Ediolons (10) (5. 3rd, 4th) (10 HD)

Bismark (Water Breathing & Water Walking / Breach Blast 10ft wide line of water damage)
Fenrir (Displacement on summoner / Displacement on party multiple targets)
Ifrit (Meteor strike Fireball / Hellfire AoE Fire damage)
Palidor (Huge bird gives group overland transportation for short duration / Cast Fly on entire party)
Ramuh (Judgement Bolt Lightning bolt / AoE Lightning damage)
Shiva (Heavenly strike / Diamond Dust AoE Cold damage)
Siren (Charm Monster / Silences all enemy casters for 2d4 + 2 rounds)
Starlet (Cure Serious Wounds / Cure Light Wounds Mass)
Unicorn (Magic Circle against Evil & Mount / Healing Horn Removes all status effects)
Valefor (AoE Sonic damage)


Avatars (9) (9. 5th, 6th) (13 HD)

Catoblepas (Shoat) (Bull Strength Mass Bull attacks, charge / Demon Eye AoE save or petrify i.e Circle of death & flesh to stone)
Gilgamesh (Fighter of Summoner class level uses one of 4 different weapons which Excalibur2d6/Masamune2d4/Masurama1d8/Excalipoor1d4 / blade barrier)
Ixion (Chain Lightning attack, slashing physical attack with horn)
Maduin (Chaos Wave Word of Chaos without banishment or instant death, deals damage instead)
Brothers (X)
Sraphim (Heal / Angel Feathers Cure Moderate Wounds Mass & Heroism Greater on party)
Tritoch (line of Tri-elemental damage)
Yojimbo (Requires gold payment and amount of gold equals attack used)
Zoneseek (Magic Shield Grants Spell Resistance = 12 + cl to party / Globe of Invulnerability)


Aeons (8) (12. 7th) (16 HD)

Anima (Pain powerful telekinetic strike / Suck opponent into portal where lower half of Anima does 8 attacks with max BAB against target)
Asura (Mass Cure Critical Wounds / Asura's Boon Random of Cure Light Wounds, Restoration, Heal, Holy Aura, Mass Cure Critical Wounds, True Resurrection)
Carbuncle (Spell turning up to 7th level spells on Summoner / Ruby Light Spell turning up to 7th level spells on whole party)
Diablos (Reverse gravity & does 50% current health damage to 1 target / Does 25% current health damage to 50% of enemy targets)
Leviathan (water jet ranged touch attach with knockback / tidal wave)
Odin (Zantetsuken 60 ft line Slash attack with save VS death)
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)


Astrals (7) (15. 8th, 9th) (20 HD)

Alexander (Divine Judgement 2 lines of massive holy damage)
Crusader (Cleansing Massive dome AoE damage centered on Crusader that hits all enemies or allies in area except summoner)
Eden (Eternal breath - Normal 60 ft cone breath weapon that bypasses all DR/SR)
Knights of the Round (13 knights with CR 3/4 of casters HD)
The Magus Sisters (Cast reflect on each other to bounces spells off bypassing spell resistance / delta attack AoE untyped magic damage)
Bahamut (Mega Flare AoE massive 80 ft cone breath weapon)
Phoenix (moderate fire damage to enemies / Flames of Rebirth True Resurrection on all party members and Mass cure critical wounds)


Bomb
Size/Type: Small Elemental (Fire, [[Esper (3.5e Subtype)|Esper]])
Hit Dice: 6d12 + 12 (84 hp)
Initiative: 6
Speed: 5 ft (50 ft flying, good menuverability)
Armor Class: 19 (2 Natural armor, 6 Dex, +1 size), touch 17, flat-footed 13
Base Attack/Grapple: 3/1 (3 BAB, 2 Str, -4 size)
Attack: Bite +9 melee (1d4 +2 plus 1d4 fire damage)
Full Attack: Bite +9 melee (1d4 +2 plus 1d4 fire damage)
Space/Reach: 2 1/2 ft/2 1/2 ft
Special Attacks: Burn, Bodyblow, Fireball 3/day, Self-Destruct
Special Qualities: Darkvision 120 ft, Low-Light Vision, Immunity to banishment, dismissal, petrification, transmuations and death effects, +4 racial bonus on saves against all poisons and diseases, elemental traits, immunity to fire, vulnerability to cold
Saves: Fort 4, Ref 11, Will 3
Abilities: Str 14, Dex 22, Con 14, Int 5, Wis 12, Cha 16
Skills: Listen +3 Spot +3
Feats: Dodge, Mobility, Spring Attack
Environment: Warm or temperate plains or Underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Chaotic Evil
Advancement:
Level Adjustment:


A mass of solidified flickering flames floats here in the shake of an orb that is 3 feet wide. The front of the orb has a smooth uninterrupted surface that appears to have a pair of flaming eyes and an extensively large fang filled mouth covering the front. It has a pair of stubby arms sticking out from either side, with continual spikes of flames coming up from the back side.

Like a fire elemental, a bomb is both fast and agile, and the merest touch from its fiery body is enough to set most materials aflame. Unlike a fire elemental tho, a bomb can enter water or other non-flammable liquid without suffering ill effect. Bombs vary in size from have a width of 2-4 feet and generally have negligible weight. Bombs speak ignan and have hot tempered, foul personalities.

  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Combat[edit]

A bomb generally likes to reserve its burning hands and fireball attacks for only the most annoying and difficult opponents, instead preferring to use its bite and bodyblow attacks freely, but will always act as directed by the Summoner.

Special Attacks[edit]

Burn: A bomb's bite attack deals piercing damage plus fire damage from the bomb's flaming body. Those hit by a bomb's bite attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds, and the save DC is 14. A burning creature can take a move action to put out the flame; the save DC is Constitution-based. Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the bombs attack, and also catch on fire unless they succeed on a Reflex save.

Bodyblow: In place of their standard bite attack, a bomb may instead make a Bodyblow attack. To do so, a bomb spins and flies at its run speed of 200 ft for the round. The bomb hurls itself at its target, attempting to make a ranged touch attack using its own body as its weapon. If successful, the target takes 2d6 points of fire damage. Regardless of whether the attack was successful or not, the bomb uses his remaining movement, generally to return to the square which he started the round in.

Burning Hands: At will a Bomb may cast the burning hands spell as a spell-like ability, with a caster level equal to the Summoner's class level. The reflex DC against the bomb's burning hands attack is 16 and is Charisma-based.


A Bomb summoned by a 6th level or higher Summoner can also use the fireball ability. A Bomb summoned with Grand Summoning uses Fireball as it enters and Self-destruct as it leaves.

Fireball: 3 times per day, a bomb may cast the fireball spell as a spell-like ability. The bomb uses its pseudo-arm to pull a blob of fire from its own body and then hurls it at the nearest open area where it can strike multiple PC's. The bomb casts fireball with a caster level equal to the Summoner's class level, and the fireball deals 6d6 points of damage. The reflex DC against the bomb's Fireball attack is 16 and is Charisma-based.

Overdrive[edit]

Self-Destruct: When used, the bomb will attempt to do its Self-Destruct attack. When using its Self-Destruct attack, a bomb will target the last person who successfully struck it for damage. The bomb will take a move action to get as close to the target of the attack as possible, up to adjacent if such movement is possible, and will then explode in a 10 ft radius, dealing 6d8 fire damage to any creature within 10 feet. Using Self-Destruct dismisses the bomb immediately.


Cactuar
Size/Type: Tiny Plant ([[Esper (3.5e Subtype)|Esper]])
Hit Dice: 9d8 - 18 (22 averaged 54 maximum hp)
Initiative: 12 (8 Dex, 4 Improved Inniative)
Speed: 60 ft (300 ft run action)
Armor Class: 33 ( 5 Natural, 10 Racial Dodge, 8 Dex, 2 size), touch 28, flat-footed 33
Base Attack/Grapple: 6/-2 (6 BAB, 0 Str, -8 Size)
Attack: Needle +15 ranged (1d4 /19-20/X2)
Full Attack: Needle +15/+10 ranged (1d4 /19-20/X2)
Space/Reach: 2 1/2 ft/2 1/2 ft
Special Attacks: 1,000 Needles, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Mettle, Trap sense +2, Camouflage, Hide in Plain Sight
Special Qualities: Low light vision, Darkvision 90 ft, Plant traits, Spell resistance 10
Saves: Fort 4, Ref 16, Will 8 (Unlike normal plants, a cactuar also gains a good reflex saving throw)
Abilities: Str 10, Dex 26, Con 6, Int 7, Wis 20, Cha 14
Skills: Hide 7, Listen 4, Move Silently 6, Spot 5
Feats: Improved Inniative, Run, Lightening reflexes, Point blank shot
Environment: Warm desert
Organization: Solitary, or Pair
Challenge Rating: 8
Treasure: 1d4 Cactuar fruits only.
Alignment: Always Neutral
Advancement: 10-15 HD Jumbo Cactuar (Small), 16-25 HD Cactuar King (Large)
Level Adjustment: -


At first glance, a green blur goes by, but a split second later it stops and what appears to be a humanoid shaped cactus plant is standing there. It has two small black holes that appear to be eyes and another tall but narrow hole in its hide that looks almost like a mouth in the shape of a "0". There are thousands of tiny razor sharp quills all over its body and it jitters nervously in place, looking as tho in a moments notice it will spook and run away.

Cactuars are tiny cactus creatures that are very nervous and dislike being around other creatures. Having been hunted for centuries by humanoids for the fleshy fruit that makes up their body, which is extremely valuable. Cactuar fruit can be eaten directly and and has a rejuvenative effect, immediately quenching the thirst and abating the hunger of anyone who eats it. When eaten, the fruit also grants a +8 bonus on fortitude saves made to resist any ill effect of hot weather or hot environments and on saves against poisons of any creature whose native environment is a desert. This effect lasts for 1 hour. Also, master potion makers can use the Cactuar fruit to make a potion that restores someone's youth and is known as a potion of youth.

Combat[edit]

Cactuars will generally use their normal needle attack to attack any creature threatening it. Every time a cactuar is struck for damage, it will counter attack in its following turn with its 1,000 needles attack against the creature that damaged it, and make one attempt to a full run action to flee the fight 1d3 rounds afterwards. If it gets out of sight of its attacker, it will attempt to hide using its racial abilities.

1,000 Needles (Ex) : When struck with any type of melee or ranged weapon, a Cactuar counter attacks with its 1,000 Needles attack. To do this, the Cactuar fires a seemingly endless barrage of needles at the target, making a ranged attack against the target that struck them for 10d4 damage and the subject is not entitled to a saving throw.

Camouflage: A Cactuar can use the Hide skill while in any sort of arid or desert terrain, even if the terrain does not grant cover or concealment.

Hide in plain sight: While in any sort of arid or desert terrain, a Cactuar can make hide checks even while being observed.

Skills: Cactuars gain a +8 racial bonus on hide checks and a +4 bonus on move silently checks made in an arid or desert terrain. These racial skill bonuses are not figured into the skill ranks given in the statistic block above.


Tonberry
Size/Type: Small Aberration ([[Esper (3.5e Subtype)|Esper]])
Hit Dice: 10d8 (65 averaged 100 maximum hp)
Initiative: 0
Speed: 5 ft
Armor Class: 13 ( 2 Natural armor, 0 Dex, 1 size, ), touch 11, flat-footed 13
Base Attack/Grapple: 7/3 (7 BAB, 0 Str, -4 Size)
Attack: Chef's Knife +10 melee (1d3 + 2 /17-20/X2)
Full Attack: Chef's Knife +10/+5 melee (1d3 + 2 /17-20/X2)
Space/Reach: 2 1/2 ft/2 1/2 ft
Special Attacks: Karma, Everyone's Grudge
Special Qualities: Darkvision 60 ft, +4 bonus on racial saves against poison and sleep effects
Saves: Fort 5, Ref 3, Will 13
Abilities: Str 10, Dex 11, Con 14, Int 12, Wis 19, Cha 11
Skills: Listen 11, Move Silently 10, Search 11, Spot 11, Survival 11
Feats: Endurance, Diehard, Ability Focus (Tonberry's Lantern), Iron Will
Environment: Underground or Ruins
Organization: Solitary, Tribe (3)
Challenge Rating: 6
Treasure: Standard, Plus 1 masterwork dagger and 1 Hooded Lantern of Continual Flame (worth 207 gp)
Alignment: Always Chaotic Neutral
Advancement: 11-20 HD Master Tonberry (Small), 21-30 HD Tonberry King (Small)
Level Adjustment: -


This small green skinned creature is garbed in common quality long sleeved, brown hooded robe with an intricate gold design woven into the front with gold colored thread. The robe extends to his ankles, and his common brown footwear can be seen sticking out from underneath the robe in the front and a moderately lengthed tail with split points at the end, coming out the back of the robe.. He carries a large kitchen knife in one hand, and a hooded lantern in the other. On the top of his head, you can see 2 darker patches of skin that run from his eyes, up along his bald head, and down the backside of his head. His completely yellow eyes lack eyelids and protrude from his skull. The creature appears to have no mouth or nose.

A Tonberry is a quite small, unassuming looking creature that at first glance to characters unfamiliar with it, does seem to be a fairly harmless creature, standing 2 to 3 feet tall and generally weighing no more than 45 pounds. They make their homes inside of caves or if possible, inside of the ruins of an underground castle. All Tonberry's carry a Chef's Knife, and a lantern.
Tonberrys cannot speak, but understand common.


Combat[edit]

A tonberry will move 5 feet every round in an attempt to close in on a target, and allow his lantern to trap creatures within its field of light, using karma as often as possible, and at least once against each target possible during the course of a battle. After closing in on an opponent, or when an opponent approaches the tonberry, it attempts to use everyones grudge in the following round, If that attempt fails, it attempts another everyones grudge within the next 1d3 rounds, using its normal attack in the interim rounds. Once a target is dropped, it simply moves on to the next one.
Lacking a nose, tonberrys are immune to any effect that requires a sense of smell.

Chef's Knife: The Tonberry wields a small knife that is created and used by Tonberry. In the hands of the Tonberry the blade acts as a small +2 Keen dagger of Humanoid Bane. Unlike most weapons, the Tonberry's Chef Knife is Bane to all creatures of the Humanoid type, regardless of subtype. In the hands of anyone except the Tonberry that created it, the Chef's Knife acts as a small masterwork dagger, and will appear as such when an identify spell is cast on it as well. The Tonberry's attack and damage information in the statistic block was calculated taking into account the +2 bonus on the Chef Knife, but not the bane ability of the Chef Knife, so against PC's of the Humanoid type, add +2 to attack and damage of the Chef Knife, as well as +2d6 damage.

Tonberry Lantern: The Tonberry's always carries around a Hooded Lantern of Continual Flame, which has a value of 207 gp. As a continual flame light source, the Tonberry's Lantern cannot be extinguished and acts as a focus through which the Tonberry produces an effect similar to the Sympathy spell, except it targets all creatures of the Humanoid type. When a creature enters the dim illumination provided by the Lantern that is between 30 to 60 feet from the Tonberry or closer, the subject must make a will save, DC 21 (12 + 1/2 Tonberry's HD + its Wis mod) or he compelled to move into; and stay within the area clearly illuminated by the Lantern which is within 30 feet of the Tonberry. Subjects that make their save are released from the enchantment, but must make a subsequent save 1d6X10 minutes later at the same DC if they are still in, or reenter either the clearly illuminated or dimly illuminated area.

Karma: When a Tonberry is successfully struck in combat for damage by any type of ability, up to twice per round, the Tonberry can choose to use Karma as an immediate action. When a Tonberry uses Karma, a purple and blue ghostly energy fires out from his lantern towards the target of his Karma attack. The Tonberry makes a ranged touch attack against the creature that damaged him. If the ranged touch attack is successful the Tonberry deals 1/2 of the damage dealt to him back to the opponent as untyped damage.

Everyone's Grudge: When a Tonberry is adjacent to an opponent whom he has successfully used his Karma ability on in the last 24 hours, the Tonberry can attempt to use his Everyone's Grudge ability. To do this the Tonberry must make a successful attack against the opponent. The opponent only takes the 1d3 damage created by the Chef's Knife itself, and not the magical damage from the bane ability, and then must make a successful fortitude save DC 19 (10 + 1/2 its HD + its wis mod) or immediately drop to -1 hit points. If the opponent makes the save, no other ill effects than the 1d3 damage from the Chef Knife occurs. This ability does not function on creatures without a constitution score such as constructs and undead.

X
Size/Type: Large Outsider (Esper)
Hit Dice: Xd12 (X) + (X con) (232 hp)
Initiative: (1 Dex)
Speed: 40 ft
Armor Class: Normal (Armor +X, Dex +X), touch , flat-footed
Base Attack/Grapple: /
Attack: +X melee XdX + X 19-20×2
Full Attack:
Space/Reach: 10 ft/10 ft
Special Attacks:
Special Qualities: Darkvision 120 ft, Low-Light Vision, Immunity to banishment, dismissal, petrification, transmuations and death effects, +4 racial bonus on saves against all poisons and diseases
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure:
Alignment:
Advancement:
Level Adjustment:


  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Attacks[edit]

Overdrive[edit]

X
Size/Type: Large Outsider (Esper)
Hit Dice: Xd12 (X) + (X con) (232 hp)
Initiative: (1 Dex)
Speed: 40 ft
Armor Class: Normal (Armor +X, Dex +X), touch , flat-footed
Base Attack/Grapple: /
Attack: +X melee XdX + X 19-20×2
Full Attack:
Space/Reach: 10 ft/10 ft
Special Attacks:
Special Qualities: Darkvision 120 ft, Low-Light Vision, Immunity to banishment, dismissal, petrification, transmuations and death effects, +4 racial bonus on saves against all poisons and diseases
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure:
Alignment:
Advancement:
Level Adjustment:


  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Attacks[edit]

Overdrive[edit]

X
Size/Type: Large Outsider (Esper)
Hit Dice: Xd12 (X) + (X con) (232 hp)
Initiative: (1 Dex)
Speed: 40 ft
Armor Class: Normal (Armor +X, Dex +X), touch , flat-footed
Base Attack/Grapple: /
Attack: +X melee XdX + X 19-20×2
Full Attack:
Space/Reach: 10 ft/10 ft
Special Attacks:
Special Qualities: Darkvision 120 ft, Low-Light Vision, Immunity to banishment, dismissal, petrification, transmuations and death effects, +4 racial bonus on saves against all poisons and diseases
Saves: Fort , Ref , Will
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure:
Alignment:
Advancement:
Level Adjustment:


  • Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  • Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can take them back to their home plane across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

Special Attacks[edit]

Overdrive[edit]