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Carbuncle (Blocker)

Earth spirits born from a mixed essence of earth and fire, carbuncles are hard as rock and bright as flame. Sometimes mistaken for golems, these walking masses of crystal are closer to classical elemental creatures than all other in their Order. Alien to most creatures of flesh, carbuncles are often regarded as weird, but not malicious, guardians of the underground.

Physical Description

Carbuncles are living, animal-like – though usually bipedal – clusters of crystals that some say resemble armadillos, reptiles, or apes. More rarely, a carbuncle may sport a single, large gem somewhere on its body and be covered in thick fur; while this difference makes them look way more organic, carbuncles are still made purely of crystalline material, which in places becomes thin strands that resemble fur, but are still shiny, just like any other crystal. In their natural state, the crystals are all different in size, shape and color, but when they channel their powers, they all gain a gleam of one specific hue of the light spectrum. Carbuncles can have any size between 4 and 8 feet of height and move with surprising speed and grace for their appearance, which would suggest a shambling gait instead. While carbuncles are not naturally capable of speech, they do understand languages and, with training, can learn to reproduce sounds by vibrating crystalline formations inside their bodies. This method of speech, while intelligible, is carried by sometimes unsettling notes and tunes. Carbuncles do not need to eat, drink, breathe, or sleep, though their animating spirits do require rest from time to time and, while it isn’t actually known whether it’s a need or something that they like, light. If killed, a carbuncle’s body crumbles to fine dust, making its precious crystals become worthless.

Racial Traits

  • Hit Die: a carbuncle uses a d12 as Hit Die at every carbuncle HD it gains.
  • Ability Score Modifiers: carbuncles have speed and sturdiness from their mixed fire and earth origin, but are enigmatic to biological creatures. They gain +2 Dexterity, +2 Constitution, and –2 Charisma.
  • Size: carbuncles are Medium creatures and gain no bonuses or penalties because of their size.
  • Type: carbuncles are outsiders with the native and earth subtypes.
  • Base Speed: carbuncle have a base speed of 30 feet on land, and a burrow speed of 20 feet.
  • Languages: carbuncles begin play speaking Terran. Carbuncle with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Terrain: underground.
  • Save DCs: Wisdom-based.
  • Starting Wealth: 3d6 × 10 gp (average 105gp.).

Defense Racial Traits

  • Bond to the Land: carbuncles gain a +2 dodge bonus to their Armor Class when underground.
  • Crystalline Form: carbuncles have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows
  • Acid Immunity: carbuncles are immune to acid.
  • Natural Armor: carbuncles gain a +4 natural armor bonus to their Armor Class.
  • Resonating: a carbuncle’s unique way of communicating makes it hard to silence. No condition can prevent a carbuncle from speaking or providing the verbal component for spells, with the exception of the silence spell, and any condition that prevents it from taking purely mental actions, like unconscious. Becoming deafened does not give the carbuncle any failure chance on casting spells that require a verbal component.
  • Stone in the Blood: carbuncles gain fast healing 2 for 1 round whenever they take acid damage (whether or not this acid damage overcomes their immunity). A carbuncle can heal up to 2 hit ponts per Hit Die per day with this ability, after which it ceases to function.

Feat and Skill Racial Traits

  • Camouflage: carbuncles gain a +4 racial bonus on Stealth checks while underground.
  • Cave Dweller: carbuncles gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
  • Orekin: carbuncles gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
  • Stonecunning: carbuncles receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, wheterh or not they are actively looking for them.

Magic Racial Traits

  • Deep Magic: carbuncles gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.

Offense Racial Traits

  • Natural Attack: carbuncles gain a slam attack that deals 1d8 points of damage plus 1–1/2 times their Strength
  • Terrifying Vibration (Su): once per hour as a standard action, a carbuncle can emit a nerve-shattering screech. Any creature that does not have the earth subtype and is within a 60-feet-burst must make a successful Will saving throw (CD 10 + 1/2 the carbuncle’s Hit Dice + the carbuncle’s Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the carbuncle’s terrifying vibration for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.

Senses Racial Traits

  • Darkvision: carbuncle can see in the dark up to 60 feet.

Weaknesses

  • Electricity Vulnerability: carbuncles are vulnerable to electricity damage. They take half again as much damage (+50%) from electricity, regardless of whether a saving throw is allowed or if the save is a success or failure.

Class Skills

A carbuncle’s class skills are: Appraise (Int), Craft (Int), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 4+ Int Modifier

Table: Carbuncle
Level Hit Die Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1th 2nd 3rd 4th 5th
1st 1 +0 +2 +0 +2 [Feat], Gemstone Aura +1, Gemstone Ray, Ruby Body 1
2nd 2 +1 +3 +0 +3 Bonus Feat 2
3rd 3 +2 +3 +1 +3 [Feat], Gemstone Shield 3
4th AT 1         Color Shift, Garnet Body, Ruby Light          
5th 4 +3 +4 +1 +4 [Ability Score Increase], Gemstone Aura +2 3 1
6th 5 +3 +4 +1 +4 [Feat], Bonus Feat, Gemstone Beam 4 2
7th AT 2         Garnet Glow, Topaz Body          
8th 6 +4 +5 +2 +5 Spell Power 4 3
9th 7 +5 +5 +2 +5 [Feat], Gemstone Body 4 3 1
10th AT 3         Emerald Body, Topaz Glint          
11th 8 +6/+1 +6 +2 +6 [Ability Score Increase], Bonus Feat, Gemstone Aura +3. Gemstone Wall 4 4 2
12th 9 +6/+1 +6 +3 +6 [Feat], Light Reflection 5 4 3
13th AT 4         Emerald Shine, Sapphire Body          
14th 10 +7/+2 +7 +3 +7 Gemstone Beacon 5 4 3 1
15th 11 +8/+3 +7 +3 +7 [Feat], Bonus Feat 5 4 4 2
16th AT 5         Aquamarine Body, Sapphire Shimmer          
17th 12 +9/+4 +8 +4 +8 [Ability Score Increase], Gemstone Aura +4 5 5 4 3
18th 13 +9/+4 +8 +4 +8 [Feat], Gemstone Bomb 5 5 4 3 1
19th AT 6         Aquamarine Sparkle, Amethyst Body          
20th 14 +10/+5 +9 +4 +9 Amethyst Void, Bonus Feat, Prism Flash 5 5 4 4 2

Class Features

All of the following are class features of the carbuncle.

Spells

A carbuncle casts spells from the sorcerer/wizard spell list, but only spells of the abjuration school. Unlike other spellcasters, a carbuncle doesn’t need to prepare spells in advance, nor to learn spells. Rather, as soon as it has access to a new level of magic, it automatically learns all the abjurations for that level. A carbuncle must have a Charisma score of at least 10 + spell level to cast a spell, and the Save DC against a carbuncle’s spell is equal to 10 + the spell’s level + the carbuncle’s Charisma modifier. A carbuncle can cast only a limited amount of spells per day; its base allotment of daily spells for each level is given in the table above, and it gains bonus spells per day if it has a high Charisma score.

Gemstone Ray (Su)

As a standard action that provokes attacks of opportunity, the carbuncle can fire a ray of shining energy against a single foe within 60 feet as a ranged touch attack. The effect of this ray depends on the carbuncle’s current body color (see below).

Gemstone Aura (Su)

The gemstones the make up the carbuncle’s body infuse energy in the air around the carbuncle, creating an aura around it. The carbuncle, and all its allies within 20 feet gain a bonus as indicated. The exact bonus depends on the carbuncle’s body color. While this effect relies on light, it isn’t a light effect and isn’t negated by darkness, magical or otherwise, as the carbuncle itself produces a faint light that is sufficient to power this ability. This aura starts with a +1 bonus at 1st Hit Die, and gets stronger at 4th Hit Die and every 4 Hit Dice thereafter.

Ruby Body (Ex)

The carbuncle’s body glows with a deep red hue, granting it fire-related powers. Gemstone ray deals 1d4 points of fire damage for every two carbuncle Hit Dice, and dazzles the target for 1 round. Gemstone aura grants a bonus to Will saves, and fire resistance equal to 5 times the bonus. A ruby-bodied carbuncle can touch a prismatic wall or sphere and dissolve the red layer without incurring in any ill effect.

Bonus Feat

At 2nd Hit Die and every 3 Hit Dice thereafter, a carbuncle gains any feat from the General Feats list for which it meets all requirements.

Gemstone Shield (Ex)

At 3rd Hit Die, a carbuncle gains a +4 bonus to saves against spells and effects that share a subtype or source with its current body (eg. fire subtype for ruby, poison for emerald, and so on).

Ruby Light (Su)

At 1st Advancement Tier a carbuncle can use a full-round action to release a glow of red light. All allies within its gemstone aura gain a +4 enhancement bonus to Strength for 10 minutes, while enemies in the area take 1d6 points of fire damage for every Hit Die the carbuncle has (maximum 10d6). A Reflex saving throw halves the damage. The carbuncle can use this ability only while ruby-bodied and it must wait 1d4+1 rounds after using it before doing so again.

Garnet Body (Ex)

Starting from 1st Advancement Tier, a carbuncle can access a new gemstone’s power. The carbuncle’s body glows with a bright orange hue, giving it acid-related powers. Gemstone ray deals 1d4 acid damage for every Hit Die the carbuncle has and sickens the target for 1 round. A successful Fortitude save negates the sickness. Gemstone aura grants a bonus to Fortitude saves, and acid resistance equal to 5 times the bonus. A garnet-bodied carbuncle can touch a prismatic wall or sphere and dissolve the orange layer without incurring in any ill effect.

Color Shift (Ex)

The carbuncle can use a swift action to modify its body’s composition to any one it has access to (for example from ruby to garnet or vice-versa). This change immediately switches the effects of gemstone aura, but any ongoing effect from special abilities (such as effects from gemstone ray or ruby light) are unchanged. The ruby light, garnet glow, topaz glint, emerald shine, sapphire shimmer, aquamarine sparkle, and amethyst void abilities all share their recharge time of 1d4+1 rounds, meaning that, for example, while ruby light is recharging the carbuncle cannot use any of the other effects. Shifting the body composition reduces the recharge time by 1 round, to a minimum of 0.

Gemstone Beam (Su)

A carbuncle of 5th Hit Die can emanate a powerful beam of light. This effect works like gemstone ray, with the exception that it doesn’t require an attack roll and affects all creatures in 30-foot line originating from the carbuncle. When this ability is used, it cannot be used again for 5 rounds. Creatures in the line can make a Reflex save for half damage, when applicable.

Garnet Glow (Su)

A carbuncle of 2nd Advancement Tier can use a full-round action to release a glow of orange light. All allies within its gemstone aura gain a +4 enhancement bonus to Constitution for 10 minutes, while enemies in the area take 1d6 points of acid damage for every Hit Die the carbuncle has (maximum 10d6). A successful Reflex Save halves the damage. The carbuncle can use this ability only while garnet-bodied and must wait 1d4+1 rounds after using it before doing so again.

Topaz Body (Ex)

Starting from 2nd Advancement Tier, a carbuncle can access a new gemstone’s power. The carbuncle’s body glows with a rich yellow hue, giving it electricity-related powers. Gemstone ray deals 1d6 electricity damage for every 2 Hit Dice the carbuncle has and dazes the target for 1 round. A Fortitude save negates the dazed condition. Gemstone aura grants a bonus to Reflex saves, and electricity resistance equal to 5 times the bonus. A topaz-bodied carbuncle can touch a prismatic wall or sphere and dissolve the yellow layer without incurring in any ill effects.

Spell Power (Su)

A carbuncle of 6th Hit Die gains a bonus equal to its Advancement Tier to its caster level when casting abjuration spells or for dispelling checks.

Gemstone Body (Su)

A carbuncle of 7th Hit Die gains spell resistance equal to 13 + its Hit Dice.

Topaz Glint (Su)

As a full-round action, a carbuncle of 3rd Advancement Tier can release a glow of yellow light. Allies within its gemstone aura gain a +4 enhancement bonus to Dexterity for 10 minutes, while enemies in the area take 1d6 electricity damage for every Hit Die the carbuncle has (maximum 10d6). A successful Reflex saving throw halves the damage. This ability can be used only while the carbuncle is topaz-bodied and it must wait 1d4+1 rounds after using it before doing so again.

Emerald Body (Ex)

Starting from 3rd Advancement Tier, a carbuncle can access a new gemstone’s power. The carbuncle’s body glows with a lush green hue, giving it poison-related powers. Gemstone ray afflicts the target with a poison, inflicting 1d12 points of damage and 1d2 points of Constitution damage with a frequency of once for every 2 rounds and a total duration of 10 rounds. Each time the poison acts, the target can make a Fortitude save to negate the Constitution damage. Gemstone aura grants a bonus to Fortitude saves and immunity to poisons. An emerald-bodied carbuncle can touch a prismatic wall or sphere and dissolve the green layer without incurring in any ill effects.

Gemstone Wall (Su)

After using ruby light, garnet glow, topaz glint, emerald shine, sapphire shimmer, aquamarine sparkle, or amethyst void, a carbuncle of 8th Hit Die can change its body as a move action in the following round. If it does, a wall of light appears, surrounding the area affected by its gemstone aura. This effect works like prismatic wall, except that only the layer with the same color as the triggering ability is in effect. Further uses of this ability overlay to the first layer if the carbuncle activates it while inside the first gemstone wall, adding also the other prismatic effects, up to the seven layers of a full prismatic wall. Each layer stands for a number of rounds equal to the carbuncle’s Hit Dice + its Constitution Modifier, or until destroyed as a normal prismatic effect. Every color added extends the duration of all previous gemstone walls to match the longest duration.

Light Reflection (Su)

Whenever it’s targeted by a light effect, a carbuncle of 9th Hit Die or higher can fire a gemstone ray as a free action. A carbuncle can use light reflection a number of times per round equal to its Dexterity modifier (minimum 1).

Emerald Shine (Su)

As a full-round action, a carbuncle of 4th Advancement Tier can release a glow of green light. All allies within its gemstone aura gain a +4 enhancement bonus to Intelligence for 10 minutes, and the enemies in the area are poisoned as per the emerald gemstone ray. This ability can be used only while the carbuncle is emerald-bodied and it must wait 1d4+1 rounds after using it before doing so again.

Sapphire Body (Ex)

Starting from 4th Advancement Tier, a carbuncle can access a new gemstone’s power. The carbuncle’s body glows with a deep blue hue, giving it petrification-related powers. Gemstone ray turns the target into stone for 1 round, plus one round for every 3 Hit Dice the carbuncle has (maximum 5 rounds at 12th Hit Die). A successful Fortitude saving throw negates the petrification and changes the effect to a –2 penalty to attack rolls, AC, and Reflex saves for 1 round. Gemstone aura grants a bonus to Fortitude saves and immunity to petrification. A sapphire-bodied carbuncle can touch a prismatic wall or sphere and dissolve the blue layer without incurring in any ill effect.

Gemstone Beacon (Su)

An enemy that enters the gemstone aura of a carbuncle of 10th Hit Die or higher must make a Will save or direct its attacks against the carbuncle for the following 1d4 rounds. This is a mind-affecting ability.

Sapphire Shimmer (Su)

As a full-round action, a carbuncle of 5th Advancement Tier can release a glow of blue light. All allies within the gemstone aura gain a +4 enhancement bonus to Wisdom for 10 minutes, while enemies are petrified as per the sapphire gemstone ray. This ability can be used only while the carbuncle is sapphire-bodied and it must wait 1d4+1 rounds after using it before doing so again.

Aquamarine Body (Ex)

Starting from 5th Advancement Tier, a carbuncle can access a new gemstone’s power. The carbuncle’s body glows with a strong indigo hue, giving it mind-related powers. Gemstone ray afflicts the target with a feeblemind effect for 1d6+1 rounds. A successful Will save reduces the effect to shaken for 1d4 rounds. Gemstone aura grants a bonus to Will saves, and immunity to mind-affecting effects. An aquamarine-bodied carbuncle can touch a prismatic wall or sphere and dissolve the indigo layer without incurring in any ill effects. The gemstone shield of an aquamarine-bodied carbuncle gives a bonus on saving throws against illusions.

Gemstone Bomb (Su)

At 13th Hit Die, the carbuncle learns how to focus his light in a blinding burst of color. This ability works like gemstone ray, but affects a 10ft-radius burst. This ability can be used once every 5 rounds, and gemstone beam can now be used once every 2 rounds.

Aquamarine Sparkle (Su)

As a full-round action, a carbuncle of 6th Advancement Tier can release a glow of indigo light. Allies within the gemstone aura gain a +4 enhancement bonus to Charisma for 10 minutes, while enemies in the area must save against a feeblemind effect, as per the aquamarine gemstone ray. This ability can be used only while the carbuncle is aquamarine-bodied and it must wait 1d4+1 rounds after using it before doing so again.

Amethyst Body (Ex)

Starting from 6th Advancement Tier, a carbuncle can access a new gemstone’s power. The carbuncle’s body glows with a strong violet hue, giving it space-related powers. Gemstone ray afflicts the target with a hostile juxtaposition effect. A successful saving throw reduces the effect to a 20% miss chance to all attacks for 1 round. Creatures that fail their saving throw against the amethyst gemstone ray also take a –3 penalty to attack rolls, AC, and saving throws until the hostile juxtaposition effect is discharged. Gemstone aura grants a bonus to all saving throws and immunity to death effects. An amethyst-bodied carbuncle can touch a prismatic wall or sphere and dissolve the violet layer without incurring in any ill effect. The gemstone shield of an amethyst-bodied carbuncle gives a bonus to saving throws against all supernatural abilities.

Amethyst Void (Su)

As a full-round action, a carbuncle of 14th Hit Die can release a glow of violet light. Allies within the gemstone aura gain a +4 enhancement bonus to all ability scores for 10 minutes, while enemies in the area must pass a Fortitude save or die. If it so wishes, the carbuncle can change this effect to 1d6 rounds of paralysis instead of death. A successful save (or immunity to death), converts the effect to 10d6 points of force damage. The death effect can only be used once per day, each other use of amethyst void during the day automatically inflicts 10d6 points of force damage. This ability can be used only while the carbuncle is amethyst-bodied and it must wait 1d4+1 rounds after using it before doing so again.

Prism Flash (Su)

For a number of rounds per day equal to its Hit Dice, a carbuncle of 14th Hit Die can shift its body so that it is made of all the seven materials. These rounds need not be consecutive, and the carbuncle can initiate or resume this ability as a standard action and interrupt it as a free action. While this ability is in effect, gemstone ray, beam, and bomb afflict their target/s as a prismatic spray effect, and gemstone wall, which doesn’t require the carbuncle to shift its body to be activated while under the effects of prism flash, creates a full prismatic wall. Gemstone aura grants all bonuses at once, even if the saving throw bonuses do not stack, each saving throw gaining the bonus once. Ruby light, garnet glow, topaz glint, emerald shine, sapphire shimmer, aquamarine sparkle, and amethyst void grant a +4 sacred (or profane for an evil carbuncle) bonus to all abilities scores to allies for the duration of prism flash, and affect enemies as a prismatic spray (in place of their normal effect). Furthermore, while using prism flash, a carbuncle can dissolve any prismatic wall or sphere within a short range as a swift action and can negate the casting of any prismatic spell with an immediate action, without making any check for either.

Section 15: Copyright Notice

Of Stranger Bonds, © 2019, Alessandro Passera