Symbiont Creation Thread [Archive] - Wizards Community

Post/Author/DateTimePost
hiryuu

04-24-07, 11:00 AM
Thread posted for the creation of symbionts.
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Control Slug
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: 10 feet (2 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: +4 melee (1d2-2)
Full Attack: Bite +4 melee (1d2-2 plus poison)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Symbiont traits, darkvision 60 feet, spell-like abilities
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 15, Ego 4
Skills: Hide +10, Move Silently +3, Jump +27**
Feats: Improved Initiative, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –
**Includes +30 racial bonus.

A small, bruise-violet slug that resembles a manta ray slithers slowly over the ground, leaving a glistening trail. The lumpy flesh writhes, agitated, and produces a sound not unlike a rattlesnake before leaping into the air and screeching with an unearthly cry.

Control slugs are symbionts that can influence the actions of others. They may be related to puppeteers in some way, warped by the Daelkyr, or else are some form of native life to Xoriat with a useful ability. Either way, some cults of the Dragon Below outfit their leaders with these wonderful creatures.
A control slug does not speak any language, but it understands Undercommon.

Combat
A control slug can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a control slug to gains its benefits or encounters one accidentally. A control slug hides on the small of its host's back, digging its teeth and stinger into the host's spine for nourishment and to link to its host's nervous system.
Attaching or removing a control slug deals 1d3 points of Constitution damage.
Host Benefit: A creature with an attached control slug can use its charm person spell-like ability. Use the host's Charisma modifier (if it is better) to figure the save DC of the ability.
Poison (Ex): Injury, DC 11, initial damage stunned for 1 round, secondary damage none.
Spell-like abilities: (DC 12 + spell level) 3/day – charm person, 1/day – dominate person. When attached to a host, a control slug cannot use its spell-like abilities.
Telepathy (Su): A control slug can communicate telepathically with its host, if its host has a language.

Sob Sister
Small Aberration (Symbiont)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: +3 melee (1d3-1)
Full Attack: Slam +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, dirge
Special Qualities: Symbiont traits, Darkvision 60 feet, telepathy, hope
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 8, Dex 15, Con 12, Int 5, Wis 11, Cha 16, Ego 5
Skills: Hide +7, Move Silently +3
Feats: Ability Focus (Despair), Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

A toddler lurches forward into the light, her face a smooth patch of skin and the front of her body covered in tiny, writhing tendrils. Despite a lack of mouth, it still seems to squeal and cry as a normal child.

Sob sisters are symbionts who play upon the deep-seated protective qualities of humanoid creatures for their young, as well as the fears of loss and the sorrow that accompanies the end of a war. They can also attach to willing hosts, wrapping themselves around the host from behind, like a child riding piggy-back, providing a small measure of hope to the host and provoking irrational sadness in others.
A sob sister does not speak any language, but it understands Undercommon.

Combat
A sob sister can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a sob sister to gains its benefits or encounters one accidentally. A sob sister rides piggy-back on a host, like a lost or frightened child, its faceless head leaning on the host's shoulder, the tendrils that cover its body digging into the host's flesh for nourishment.
Attaching or removing a sob sister deals 1d3 points of Constitution damage.
Host Benefit: A creature with an attached sob sister can use its dirge and hope abilities.
Despair (Su): A sob sister generates an aura of despair when not attached to a host. Anyone who can see and hear the sob sister must make a Will save (DC 16) or suffer a -2 penalty on attack rolls, damage rolls, and saves against fear. The saving throw is made only once per encounter, and a creature that makes a successful save is immune to this effect for 24 hours. This is a mind-affecting fear effect.
Dirge (Su): A sob sister attached to a host can start to generate an aura of despair as a swift action, playing on the subconscious sympathies in every living being. Any enemy within 60 feet who can see or hear the host suffers a -1 penalty to attack rolls, damage rolls, and saves against fear. This is a mind-affecting fear effect.
Hope (Su): A sob sister attached to a host gives it some small measure of comfort. A sob sister's host gains a +1 morale bonus on Will saves.
Telepathy (Su): A sob sister can communicate telepathically with its host, if its host has a language.
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Ice_117

04-24-07, 01:43 PM
Good start. Very good start.
Everyone, keep them coming!
Soloran

04-24-07, 06:35 PM
Awesome :bump:
DragoonDarkfire

04-24-07, 07:21 PM
Sword Arm

Small Aberration (Symbiont)
Hit Dice: 1d8+2 (6 hp)
Initiative: -
Speed: -
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: -
Attack: -
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Defeat Armor.
Special Qualities: Symbiont traits, Magical Aptitude, Warrior Boost, Spell like Abilities.
Saves: Fort +2, Ref -, Will +1
Abilities: Str -, Dex -, Con 16, Int 7, Wis 12, Cha 14, Ego 8
Skills: Intimidate +4, Diplomacy +4.
Feats: Power Attack.
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

In front of you is a strange looking sword. It is colored in a sickly purplish color and the hilt is long and strung out like a worm. As you move toward it you can see that the end moves and wisps toward you.

Sword Arms are weapons of daelkyr in their quest for destruction. A sword arm can connect itself to any living humanoid like creature capable of wielding it. A sword arm connects itself to the persons arm, becoming an extension of that person and sometimes controlling the host to slaughter and fight anyone it comes in contact with.

Host benefit: The host is considered to have a longsword equipped to his left or right arm at all times. This weapon can be sundered as normal but it cannot be disarmed from the persons hand.

Magical Aptitude: a Sword Arm works like a regular weapon in all aspects. Artificer infusions can be applies to it and other magical benefits can be placed onto the weapon as well. A Sword Arm with extra magical abilities should have it's CR increased according to the price increase.

Warrior Boost: The host of a Sword Arm receives a +2 bonus to Strength and Constitution.

Spell Like abilities: Rage 1/day.
gelalshawr

04-24-07, 08:31 PM
Sonic Slug
Tiny Abberation (symbiont)
Hit Dice: 1d8 +1 (5hp)
Speed: 15 Climb: 15
Armor Class: 16 (+2 size, +2 Dex, +2 natural)
Attack: +4 Melee
Full Attack: Bite +4 Melee (1d2)
Space/Reach: 2-1/2ft/5ft
Special Attacks: Screech
Special Qualities: Symbiont Traits, Blindsight 60ft, Eyeless
Saves: Fort: +3 Ref: +2 Will: +0
Abilities: Str: 10 Dex: 14 Con: 13 Int: 8 Wis: 10 Cha: 14
Skills: Climb: +14 Hide: +6 Listen: +20* Spot: +2
Feats: Improved Initiative, Alertness
Environment: Underground
Organization: Solitary
Challenge Rating: 1 singly (+1 to host)
Treasure: None
Alignment: Usually Lawful Evil
Advancement: -
Level Adjustment: -

The blue-black creature moving toward you looks much like a slug except for the segmented plates covering it from head to tail, and the vicios pincers at the front.

These creatures are not so much slugs as primitive arthropods, they use ridged plate segments and a slithering motion for movement, as well as short, muscular pseudopods on their underbelly. A Sonic Slug cannot speak, but understands Undercommon

Combat
A sonic slug can only attach itself to a willing or helpless individual, preferring to bury itself at the base of the neck, along the spine. Attaching or unattaching a Sonic Slug deals 1d3 Dexterity damage to the host. On its own it prefers to avoid combat, using it's Sonic Screech to stun would-be attackers so it can escape.
Screech:[Ex] An unattached Sonic Slug can defend itself with a piercing shriek that does 1d6 sonic and stuns creatures that can hear for 1d4 rounds (Fort Save DC 12 negates)
Host Benefit: A Sonic slug provides its host with an all-around sonic view.
Blindsight: The Sonic Slug provides Blindsight 30' this ability is negated in an area of Silence
Eyes in the Back: The host is impossible to flank as his sonar sense functions in 360 degrees
Telepathy: The Sonic Slug can communicate with it's host telepathically, provided the host has a language.
hiryuu

04-24-07, 10:15 PM
Crawling Carapace
Tiny Aberration (Symbiont)
Hit Dice: 2d8+4 (13 hp)
Initiative: +5
Speed: 20 feet (4 squares)
Armor Class: 17 (+2 size, +1 Dex, +4 natural armor), touch 13, flat-footed 16
Base Attack/Grapple: +1/-7
Attack: +2 melee (1d4)
Full Attack: bite +2 melee (1d4)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Lashing tendrils
Special Qualities: Symbiont traits, darkvision 60 ft., damage reduction 5/byeshk
Saves: Fort +2, Ref +1, Will +1
Abilities: Str 10, Dex 13, Con 15, Int 4, Wis 8, Cha 11, Ego 2
Skills: Hide +12, Move Silently +3
Feats: Improved Initiative, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

A clattering of stones reveals itself to be a pulsating mass of shadow-borne thick keratin, wrapped around a quivering heap of teeth and eyes. The horrid plates clack and snap against one another as the amorphous pile slides forward.

Crawling carapaces are symbionts that wrap themselves around other creatures, providing them protection in exchange for nutrients.
A crawling carapace does not speak any language, but it understands Undercommon.

Combat
A crawling carapace can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a crawling carapace to gains its benefits or encounters one accidentally.
Attaching or removing a crawling carapace deals 1d3 points of Constitution damage.
Host Benefit: A creature with an attached crawling carapace is treated as though wearing light armor that provides a +3 armor bonus with no armor check penalty and a 10% spell failure chance. The host also gains damage reduction 2/byeshk.
Armor Body: A crawling carapace's natural armor is treated as an armor bonus. It can be enchanted like any suit of armor, and is treated as a suit of armor for spells and effects that affect armor as long as it is worn by a host. If it was enhanced in such a way, removing the crawling carapace causes it to retain these qualities as any suit of magical armor.
Lashing Tendrils (Ex): A crawling carapace's tentacles whip through the air around it, flailing wildly. Creatures within the crawling carapace's reach must make a Reflex save (DC 13) each round or suffer 1d4 points of slashing damage. The save DC is Constitution based. This ability does not function if the creature is attached to a host.
Telepathy (Su): A crawling carapace can communicate telepathically with its host, if its host has a language.

Detection Worm
Diminutive Aberration (Symbiont)
Hit Dice: 1/4d8 (2 hp)
Initiative: +1
Speed: 10 feet (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/-21
Attack: +5 melee (1d2-5)
Full Attack: bite +5 melee (1d2-5)
Space/Reach: 2-1/2 ft./2-1/2 ft.
Special Attacks: None
Special Qualities: Symbiont traits, darkvision 60 ft.
Saves: Fort +0, Ref +1, Will +5
Abilities: Str 1, Dex 12, Con 11, Int 4, Wis 16, Cha 2, Ego 2
Skills: Hide +19, Move Silently +7
Feats: Stealthy, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1/2 (singly) or host +1/2 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

A tiny slug, almost unnoticed, slides by. Were it not for the pulsing colors beneath the bilious skin and the human teeth growing along its back, one might have completely forgotten its presence.

Detection worms are very small, almost unnoticeable, naturally occurring symbionts that have found their way into even Gatekeeper use. They have the ability to know where aberrations and other creatures hide, ferreting them out despite any wards or protections they may have.
A detection worm does not speak any language, but it understands Undercommon.

Combat
A detection worm can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a detection worm to gains its benefits or encounters one accidentally. Detection worms also attach themselves to sleeping creatures in attempts to draw nutrients from the host.
Attaching or removing a detection worm deals 1d3 points of Constitution damage.
Host Benefit: A creature with an attached detection worm can detect aberrations as if studying a location for three rounds at will, using only a swift action to do so.
Telepathy (Su): A detection worm can communicate telepathically with its host, if its host has a language.

Keratin Sage
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Gore +2 melee (1d3-2)
Full Attack: Gore +2 melee (1d3-2)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Blinding flash
Special Qualities: Symbiont traits, darkvision 60 ft., psi-like abilities
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 6, Dex 15, Con 12, Int 19, Wis 17, Cha 16, Ego 5
Skills: Hide +14, Knowledge (any five) +8, Move Silently +6, Sense Motive +7
Feats: Research, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

A pile of waving tendrils and bony plates, with eyes gleaming like gemstones crawls ever forward, pulsing lights dancing over pulpous flesh. Two sinuous tentacles dance over the earth, searching for unseen purchases on the rough surface.

A rarity among symbionts, keratin sages are creatures that offer their hosts stores of knowledge as well as advice about the world at large. Not normally as twisted as their symbiont brethren, these creatures are content to simply ride along and experience the world, emotions, and discovery vicariously through their hosts.
A keratin sage does not speak any language, but it understands Undercommon, Common, Daelkyr, Draconic, Elven, and Giant.

Combat
A keratin sage can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a keratin sage to gains its benefits, encounters one accidentally, or is sought out by one. The creature can attach to any number of sundry locations, from the host's forehead to the base of the neck, the arm, the back, and so on, and indeed, attaches itself wherever it is convenient to the host, rather than the first place that presents itself.
Attaching or removing a keratin sage deals 1d3 points of Constitution damage.
Host Benefit: A creature with an attached keratin sage gains no obvious benefit, but the creature can see through the host's eyes and sense what it senses, making the host capable of vicariously using the keratin sage's knowledge skills and Research feat, as well as its psi-like ability.
Blinding Flash (Ex): As a standard action, a keratin sage can activate all its biolights at once, generating an intense wave of light that blinds onlookers for one round. A Fortitude save (DC 11) negates the effect. That save DC is Constitution based. This ability does not function if the creature is attached to a host.
Psi-like Abilities (Ps): 2/day – call to mind.
Telepathy (Su): A keratin sage can communicate telepathically with its host, if its host has a language.

Spellfilter Claw
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 20 feet (4 squares)
Armor Class: 17 (+2 size, +4 Dex, +1 natural)
Base Attack/Grapple: +0/-12
Attack: +4 melee (1d3-4)
Full Attack: claw +4 melee (1d3-4)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Spells
Special Qualities: Symbiont traits, darkvision 60 ft.
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 3, Dex 19, Con 11, Int 8, Wis 10, Cha 14, Ego 4
Skills: Hide +15, Move Silently +6
Feats: Any one metamagic feat, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

A brown and purple cuttlefish possessed of a mantle not unlike a carapaced human hand, six eyes glowing with arcane energy, and a mass of waving tentacles leaps out of the shadows.

Spellfilter claws are rare, magical symbionts that bond with spellcasters. They tend to keep to themselves, but are often pressed into service by cultists of the Dragon Below for their sorcerers or wizards, and are used as a method to pass around the secrets of manipulating and filtering magic.
A spellfilter claw does not speak any language, but it understands Undercommon.

Combat
A spellfilter claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a spellfilter claw to gains its benefits or encounters one accidentally. Spellfilter claws attach themselves to the hand and forearm of their host, and when the host casts arcane spells, the "hand" of the symbiont dances with ethereal green energy, and its eyes flash a variety of sickening colors.
Attaching or removing a spellfilter claw deals 1d3 points of Constitution damage.
Host Benefit: A creature with an attached spellfilter claw gains access to the symbiont's metamagic feat, which can be used normally. In addition, the host can choose to suffer an amount of Constitution burn equal to the adjustment of the spell's level due to the metamagic feat to apply that metamagic feat to a spell without increase the spell's level or casting time.
Spells: A spellfilter claw casts spells as a 3rd-level sorcerer. It does not have access to these spells if it is attached to a host.
Telepathy (Su): A spellfilter claw can communicate telepathically with its host, if its host has a language.
Ice_117

04-24-07, 11:53 PM
hiryuu, have you done this before? If so, it shows.
Interesting idea with the Keratin Sage.
Moosh Nailo

04-25-07, 01:00 AM
I like them all! Well done.
I'm about to enter sleep mode, but when I next get the chance I will try add a few that would suit lower level half-daelkyr, as some of the above seem fairly powerful. Or maybe that's just the sleep talking. Dunnoe.
hiryuu

04-25-07, 09:53 AM
Hmm. I was setting up the control slug, detection worm, and keratin sage for lower-level use. The sob sister, crawling carapace, and spellfilter claw are a bit higher level, perhaps level 5. The purpose of the crawling carapace was to, of course, make a lower-level living armor actually available (as opposed to the "artifact level" armor in the Eberron campaign setting; the crawling carapace is essentially masterwork studded leather with DR 2/byeshk (which is piddly in the long run)).
gelalshawr

04-25-07, 01:43 PM
Hmm. I was setting up the control slug, detection worm, and keratin sage for lower-level use. The sob sister, crawling carapace, and spellfilter claw are a bit higher level, perhaps level 5. The purpose of the crawling carapace was to, of course, make a lower-level living armor actually available (as opposed to the "artifact level" armor in the Eberron campaign setting; the crawling carapace is essentially masterwork studded leather with DR 2/byeshk (which is piddly in the long run)).

I don't know about the crawling carapace being enchantable, I'm not sure how easy it would be to enchant an actual living being. The living armor in the Eberron campaign setting isn't, but that may be just because it's artifact level as it is. I think you may just be opening a bit too big of a can of worms with that ability though, like a symbiont with an elemental bound into it, "now wouldn't a +3 whirlwind crawling carapace be fun!?"
hiryuu

04-25-07, 02:27 PM
I've got a group that likes to hold on to things they find. I've had a guy go through an entire campaign with the same +1 sword because it was his dad's/relative's/mentor's more than once. I don't believe in punishing people for decisions they made in character. This way, I can also throw in other variants of the crawling carapace as well, so there's a surprise when the guy using it as armor is also really good at hiding. Remember, it retains those qualities "as a normal suit of armor," it doesn't get those qualities itself, only its user does.
Ice_117

04-25-07, 09:09 PM
I don't see a problem with it being enchantable. It may be a living organism, but it still acts like any old suit of armor.
Personally, I woudn't mind giving one to my Daelkyr Half-Blood Fighter and having our wizard Bulls Strength* it permanently.
Pump me up, baby.
(*what I mean is, make it so when my character wears it, he gets the effects of the spell)
Eshenaleros

04-26-07, 05:39 PM
Black arm
small Aberration (Symbiont)
Hit Dice: 2d8 (8 hp)
Initiative: -1
Speed: 10 feet (2 squares)
Armor Class: 12 (+1 size, -1 Dex, +2 natural)
Base Attack/Grapple: +0/+1
Attack: +1 melee (1d4+1)
Full Attack: claw +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Symbiont traits, darkvision 60 ft.
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 12, Dex 9, Con 12, Int 8, Wis 10, Cha 14, Ego 4
Skills:
Feats: improved grapple
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

a great writhing mass of black flesh slowly crawls towards you. as it enters the light, you begin to see the shape of a three fingered arm, it's claws clicking as it pulls itself along. slowly, the side begins to open, revealing rows of tendrils and veins inside of the arm

Black arms, another creation of the daelkyr, are creatures that survive by wrapping their bodies around the arm of a willing, helpless, or unconscious host.

Combat
A black arm can only attach itself to a willing, unconscious, or helpless host (as a full-round action). In general, a creature seeks out a black arm to gains its benefits or encounters one accidentally.
Attaching or removing a black arm deals 1d3 points of Constitution damage.
Host Benefit: A creature with an attached black arm is treated as though one size larger while using the attatched arm for any. The host also gains STR +4 DEX -2.
Rage:twice per day a black arm that is attatched to a host may invoke a rage equal to that of a barbarian's rage though it does not leave the host fatigued
Telepathy (Su): A black arm can communicate telepathically with its host, if its host has a language.

is that okay, guys?
Moosh Nailo

04-27-07, 08:04 PM
I think the +6 str and -4 dex is a bit over the edge. Cool idea, though. Working off that stone-arm spell? Maybe have it grant a slam attack. And rather than +6 str, possibly just a +3 on strength-based checks and the single slam?

Hiryuu, I wasn't trying to say that they were all high level. I'm just a fan of having lots of first-level options, and those seemed just a little higher than first level, compared to the ones in MoI. Though I most definitely am not an expert. And I also realize anything I create will probably be overpowered for first level anyway :P

Perception Tentacle
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: 10ft.
Armor Class: 15 (+2 size, +2 dex, +1 natural)
Bab/Grapple: +0/-10
Attack: +4 slam (1d3-2 and nerve slap)
Space/Reach: 2-1/2 ft / 5ft
Special Attacks: Nerve Slap
Special Qualities: Symbiont traits, blindsight 60ft, telepathy
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 6, Dex 15, Con 11, Int 5, Wis 14, Cha 10, Ego 2
Skills: Hide +12, Move Silently +4, Listen +4*, Spot +4*
Feats: Improved Initiative, Weapon Finesse
CR: Host +1

Looking at the grounds of the mansion you are casing, you notice a guard with puslating fleshy strand wrapped over his eyes and ears. Ah drat, you think to yourself. A perception tentacle! This place isn't going to be as easy to break into as you thought...

A mass of sensory organs wrapped in a ropy length of muscle, a perception tentacle integrates itself into it's host's visual and auditory systems, granting improved detection capabilities. Usually wrapping itself around the eyes and ears of its host (this does not diminish the host's sight or hearing in any way, as is uses the tentacle's "eyes and ears" to aid). Unfortunately, this also means that it is very difficult to hide a perception tentacle. Attaching or removing a perception tentacle deals 1d3 points of wisdom damage.
Combat
A perception tentacle latches on to willing or helpless creatures, drawing nourishment from their connection.
Nerve Slap: If a tentacle hits with it's slam attack, it can secrete a stinging oil. This oil attacks the victim's nervous system, dazing them with pain for one round. Fort save DC 10 negates. Cannot use if attached to a host.
Host Benefits: A host enjoys a +4 bonus on it's listen and spot checks, as well as a +2 insight bonus to initiative. It's increased detection capabilities give it that extra moment's notice.
Telepathy: Can communicate telepathically with its host, if its host has a language.
*+4 racial bonus to listen and spot checks
Available at level one to half-daelkyr.(?)


And here is a stab at something akin to (albeit weaker than) the venom suit.

Venom Skin
Small Aberration (Symbiont)
Hit Dice: 2d8+5 (13 hp)
Initiative: +2
Speed: 20ft., climb 10ft
Armor Class: 17 (+1 size, +2 dex, +4 natural)
Bab/Grapple: +1/-1
Attack: +5 slam (1d4+1)
Space/Reach: 5ft / 5ft
Special Attacks: Improved Grapple
Special Qualities: Symbiont traits, Enhance body, Hungry, telepathy
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 12, Dex 12, Con 14, Int 10, Wis 14, Cha 14, Ego 8
Skills: Jump +5
Feats: Toughness, Improved Grapple
Alignment: Chaotic Evil
CR: 2, or Host +~2(?)

A large blob of living goo surges onto the peasant, quickly encasing her. She no longer looks like herself: she is larger, stronger, more savage... and in a bad mood. The newly formed beast hunches over and gives a roar, bounding into the nearest man. It rakes him with razor claws, then picks him up and smashes him to the ground with little effort.

A hulk skin is a symbiont that gifts it's host with great strength, speed and stamina, as well as a veritable natural arsenal. It covers the host like a second skin, except that it significantly increases the overall mass. A single solid colour, with occasional patterns, an englufed host is unrecognizable. Unfortunately, these symbionts are strong-minded and like to take control, to further their own plots. Which happen to be smashing and killing anything they feel like.
Combat
A host becomes a killing machine when bonded to a hulk skin. Attaching or removing a hulk skin deals 1d3 points of constitution and wisdom damage. Also, one point of wisdom damage is drained every day, resulting in a net -1 to wisdom while the symbiont is worn.
Host Benefit:
. Enhance Body (Ex): The host gets a +6 bonus to strength, +4 to constitution, and +4 to dexterity.
Powerful Build: Physical stature increases, letting the host function in many ways as though she were one size category larger. Whenever a host is subject to a size modifier or special size modifier for an opposed check, she is treated as one size larger if doing so is advantageous to her. Also considered one size larger when determining whether a creature's special attacks based on size can affect her, and for carrying capacity. Can use weapons designed for a creature one size larger without penalty. However, space and reach remain those of a creature of the host's actual size. Benefits of this stack with the effects of powers, abilities and spells that change the subject's size category.
Natural Attacks: Host gets a bite for 1d6 damage, and two claw attacks for 1d4 damage each. Also, all unarmed strikes are considered armed, and do lethal damage as though the host were one size larger (1d4 for medium size). The host has access to the skin's improved grapple feat while bonded. A side effect of the savage nature of the hulk skin is that the host gets a -4 on all attacks made with manufactured weapons. The overwhelming desire to rend and tear with your bare hands impairs any training or logical thought. Damage given assumes medium sized host.
Uncanny Dodge: Host retains dexterity bonus to AC regardless of being caught flat-footed or being struck by an invisible attacker. Dex to AC is still lost if immobilized.
Superior Movement(Su): The host gains the benefit of the spider climb spell. Gains the benefits of the Run feat, and height is no longer a limiting factor in a jump.
Thick Skin: Grants a +2 bonus to the host's natural armor.
Hungry(Ex): With the increased power comes an increased metabolism. The host must consume three times the normal amount of food and water every day while bonded. Any organic matter can be consumed (host is immune to filth fever disease, if from an in ingested source) and the symbiont has carnivorous tendancies. The flesh of intelligent victims is particularly enjoyed.
Telepathy: Can communicate telepathically with its host, if its host has a language.

It's powerful. Especially for eberron. So don't give it to your first level worm-hugger. Whoo, this was fun!
hiryuu

04-27-07, 08:43 PM
Hiryuu, I wasn't trying to say that they were all high level. I'm just a fan of having lots of first-level options, and those seemed just a little higher than first level, compared to the ones in MoI. Though I most definitely am not an expert. And I also realize anything I create will probably be overpowered for first level anyway :P

Heh. I wasn't trying to imply that you were saying they weren't, either. Mmm. Miscommunication is fun!

Ego apparently uses the symbiont's Charisma bonus somehow. It seemed to be Charisma modifier +2, +1 for every 2 HD, but I need to re-read the magic item creation rules, so I could be very, very wrong.
gelalshawr

04-28-07, 06:48 PM
Heh. I wasn't trying to imply that you were saying they weren't, either. Mmm. Miscommunication is fun!

Ego apparently uses the symbiont's Charisma bonus somehow. It seemed to be Charisma modifier +2, +1 for every 2 HD, but I need to re-read the magic item creation rules, so I could be very, very wrong.

It's written under the "Symbionts" entry in the ECS, if I had mine with me I would transfer it here, but i'm at work.
Ice_117

05-01-07, 04:56 PM
Keep 'em, coming!

Things can only get weirder!
kaionon

05-02-07, 12:30 PM
Would you be able to make up a sort of treasure chart for these like they did for the other symbionts? It would be nice for a more accurate guideline for adding them into a game.
BadgerTheHarbringerOfDoom

05-04-07, 07:39 PM
So what level symbiots are these things, and at what levels can a person get them if they were playing a Impure Prince or Half-blood Daelkyr.

And to contribute a little I also created a few symbiots myself. So I'll list a quick one here which is a modification of the throwing scarab.

STATS
FIREMITE
No fly speed. Instead it has a cimb speed equal to half its land speed.
As Throwing Scarab save instead of dealing 1d6 slashing and 1d6 acid it instead deals damage as splash weapon in a 5ft. radius dealing 1d6 fire damage with Reflex save based upon its Con score. Range Increment is 10ft. It can only produce one globe at a time.

APPEARANCE
A red an black spider skitters toward you with fleshy pulsing nodules of orange fluid hanging off its abdomen.

I also have an upgraded version of the throwing scarab which covers the forearm. It's tiny, and exudes larger arrow sized crystals. It's back carapace is specially designed to help flick these projectiles at twice as far and deal twice as much damage. I'm thinking of calling it the Bow Scarab or something else.

And I have one that is like the Firemite but it sprays firey webbing.
Subtle Knife

05-04-07, 08:54 PM
I have to say - I LOVE this thread! Tons of great ideas! Here's one I just thought up! Please let me know what you think!

Cerebral Barnacle, Juvenile

Fine Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: -2
Speed: 5ft.
Armor Class: 12 (+2 size, -2 dex, +2 natural)
Bab/Grapple: +0/-10
Attack: none
Space/Reach: 0 ft
Special Attacks: None
Special Qualities: Symbiont traits, Host benefits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 6, Dex 6, Con 11, Int 2, Wis 6, Cha 18, Ego 4
Skills: None
Feats: None
CR: Host +2

You reach forward with your mind, attempting to probe the thoughts of your enemy, but your psychic senses feel dulled, leaden, as if you are fighting through a thick mist. A small hard-shelled organism positioned behind your opponents’ ear opens wide, seeming to emit a field of psychic static.

This small, seemingly inert, saprophytic organism appears similar to a mussel or barnacle, the interior appearing similar to cerebral tissue. When placed behind one’s ear it rapidly sends infiltrating tendrils through the inner ear to the brainstem, feeding on psychic energy and producing a protective field of psychic static. While easy to hide, its’ feeding habits make thought more difficult, impairing intelligence by 2 points. Anyone removing a cerebral barnacle must make a Will save (DC 20) or take an additional 2d6 Intelligence damage.

Combat
A cerebral barnacle latches on to willing or helpless creatures, drawing nourishment from its’ connection.
Host Benefits: The cerebral barnacle produces a continuous field of psionic static simlar to that produced by the catapsi power. All psionic activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save (DC 20) each time he attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a standard action, in a catapsi field. The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended. This affects the host as well as any others in range.

Cerebral barnacles also provide the benefit of the Mental Resistance Feat, giving them damage resistance 3/- against abilities that cause purely mental damage (such as mind thrust or ego whip).

Ecology
The Inspired opposition to Cults of the Dragon Below on Sarlona has lead to these becoming more popular amongst agents of the Daelkyr throughout the continent. Most commonly, they are used as defensive symbionts, protecting their hosts from psionic enemies. Lesser cerebral barnacles are often implanted upon devoted guardians rather than cult leaders. Additionally, they have been used to neutralize lower level psionic opponents, implanted forcefully to permanently impair their psionic abilities.

SK
Subtle Knife

05-04-07, 09:36 PM
Another one, the mature instar of the previous parasite!

Cerebral Barnacle

Diminutive Aberration (Symbiont)
Hit Dice: 2d8 (8 hp)
Initiative: -2
Speed: 5ft.
Armor Class: 15 (+2 size, -2 dex, +5 natural)
Bab/Grapple: +0/-10
Attack: none
Space/Reach: 0 ft
Special Attacks: None
Special Qualities: Symbiont traits, Host benefits
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 6, Dex 6, Con 11, Int 2, Wis 2, Cha 20, Ego 5
Skills: None
Feats: None
CR: Host +2

As you reach into the mind of your opponent, the heavily-shelled growth coving the side and back of his neck opens to reveal numerous gyrate, cerebriform organs. Surprise overtakes you as your opponent suddenly manifests new psionic powers!

This small, seemingly inert, saprophytic organism appears similar to the juvenile cerebral barnacle, but is larger, having grown to the point that it covers the ear and neck (but does not impair hearing). When placed behind one’s ear it rapidly sends infiltrating tendrils through the inner ear to the brainstem, feeding on emotional energy while actually instilling new psychic energy to the host. Anyone removing a cerebral barnacle must make a Will save (DC 20) or take an additional 2d6 Intelligence damage.

Combat
A cerebral barnacle latches on to willing or helpless creatures, drawing nourishment from its’ connection.
Host Benefits:
Additional Power Points: The cerebral barnacle provides access to 1 additional power point per host character level daily.
Psi-like Abilities: The cerebral barnacle provides access to the following psi-like abilities: Vigor 3/day, Detect Psionics 3/day, Empty Mind 3/day, Detect Hostile Intent 2/day, Forced Share Pain 2/day, Power Leech 1/day

Ecology
It takes approximately 3 years to cultivate juvenile cerebral barnacles to their mature form; psionic members of the Cult of the Dragon Below will often use their peons as culture media, gaining the additional benefit of having psychically-resistant followers. After three years, the maturing cerebral barnacle undergoes a massive metabolic change; only 10% survive this moulting process, after which they can be harvested (at the expense of the life of their host).
Subtle Knife

05-04-07, 10:15 PM
The last maturation stage of this psionic parasite; probably best considered an artifact-level symbiont!

Venerable Cerebral Barnacle

Tiny Aberration (Symbiont)
Hit Dice: 3d8 (12 hp)
Initiative: -2
Speed: 5ft.
Armor Class: 19 (+2 size, -2 dex, +9 natural)
Bab/Grapple: +0/-10
Attack: none
Space/Reach: 0 ft
Special Attacks: None
Special Qualities: Symbiont traits, Host benefits
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 6, Dex 6, Con 11, Int 2, Wis 2, Cha 22, Ego 6
Skills: None
Feats: None
CR: Host +2

The individual before you is a horror unlike anything you’ve seen before; her eyes, ears, and the back of her skull are covered with a hard-shelled mollusk-like creature seeming fused with the bones of her skull. Seemingly sightless, she turns in your direction, and your mind is assaulted with the horrors of the Daelkyr.

This seemingly inert, saprophytic organism appears similar to the juvenile and mature cerebral barnacle, but is again larger, having grown to the point that it covers the eyes, ears, neck, and the back of the skull. Regardless of its’ destructive and tumorous growth habit, it does not seem to impair but rather to enhance the senses of the host. It is directly connected to the brain at the optic chiasm auditory nerves, cerebrum and brainstem, and produces a potent psychic feedback, feeding on body energy to magnify pyschic energy. Anyone removing a cerebral barnacle must make a Fort save (DC 30) be subject to decerebration (as the psionic power).

Combat
A cerebral barnacle latches on to willing or helpless creatures, drawing nourishment from its’ connection.
Host Benefits:
Additional Power Points: The cerebral barnacle provides access to 1 additional power points daily per host level.
Psychofeedback: Through the interface of the mind and body, the cerebral barnacle is capable of catabolizing the hosts hit points for power points; you can draw upon your hit points and gain two power points for every hit point sacrificed. Lost hit points can be healed normally, but hit point losses are not subject to damage resistance.
Psi-like Abilities: The cerebral barnacle provides access to the following psi-like abilities: Vigor 4/day, Detect Psionics 4/day, Empty Mind 4/day, Detect Hostile Intent 3/day, Forced Share Pain 3/day, Animal Affinity 3/day, Power Leech 2/day, Touchsight 2/day
Bonus Feat: The host gains the Body Fuel psionic feat, regardless of whether you have all prerequisites.
Mind Trap: You are constantly affected by the Mind Trap ability, draining 1d6 power points from anyone who attacks you with a telepathy power.

Ecology
The venerable cerebral barnacle is the result of no less than 5 years maturation of a mature cerebral barnacle; they cannot be harvested from prior hosts, but rather suffer terminal physical and psychic damage if removed (as do most hosts). The moulting of a mature cerebral barnacle to its’ venerable form causes blindness and deafness lasting 1d6 days, after which the host can perceive its’ environment normally.

Someone implanted with a venerable cerebral barnacle has a grossly misshapen skull, causing a -4 to all Charisma checks and requiring any special or magical items designed to fit on the head or face to be specially designed or refitted (costing half again as much as the item’s market cost).
Moosh Nailo

05-07-07, 03:11 PM
Those are wicked! I like the harsh removal penalties, they just add that much more flavour. Well done, Subtle Knife.

Working on a new one, have a fun idea, just need to figure out how to implement it.
Moosh Nailo

05-15-07, 05:36 PM
Ok, I can't figure out how to make this work. Somehow a symbiont that reduces/removes fatigue and exhaustion, maybe grants a bonus like the endurance feat. I've got the idea that you only have this symbiont attached for short periods of time, before removing it again. Say attaching it is like taking a shot of adrenalin, or something.

The trick is I can't figure out how to balance how often this can be used along with aftereffects ofthe energy boost, and attaching/removal penalties. Any help?
Elliot22

05-15-07, 07:34 PM
Ok, I can't figure out how to make this work. Somehow a symbiont that reduces/removes fatigue and exhaustion, maybe grants a bonus like the endurance feat. I've got the idea that you only have this symbiont attached for short periods of time, before removing it again. Say attaching it is like taking a shot of adrenalin, or something.

The trick is I can't figure out how to balance how often this can be used along with aftereffects ofthe energy boost, and attaching/removal penalties. Any help?

Well, my opinion is make it so it is just like a drug or something. Make the symbiot really weak, and when you attach it, it gives the feat or ability to resist exhaustion of fatigue, and then after a certian time limit the ability wears off and the symbiot dies, which would make this symbiot one that attaches and then dies, but if very common and possibly useful while alive.
Moosh Nailo

05-17-07, 09:26 PM
I think dying is a bit extreme... it would make it not really worth chasing down to acquire. Maybe they go dormant for a period after dumping the dose of adrenalin? Hmm...

Ok, I've got two ideas to work with now. Going to call it the juicebox for lack of a good name:P. A version that goes dormant to recharge it's power-juice, maybe only useable a few times/day (juicebox A), and another one that constantly grants a bonus, albeit a not as large a bonus as the other one (juicebox B).
Say you use the stats and appearance of a breed leech, but add 5 ft to the speed, give it lightning reflexes as a bonus feat, and +2 to initiative. And instead of the bonus hit points to the host, use something like this:

Juicebox A: Spicy Juice: 3 times per day, this worm can supercharge the host. Using this ability removes the fatigued or exhausted condition from the host. As an added benefit, the host recieves a +2 circumstance(?) bonus to their strength and dexterity scores, to initiative, and to reflex saves for one minute.

Juicebox B: Spicy Juice: The juicebox generates an adrenalin-like hormone, constantly pumping it into the host. This increases the host's alertness, reflexes, and overall energy level. The host enjoys a +1 bonus to initiative and reflex saves, as well as the benefits of the endurance feat (intended to stack with the actual endurance feat: so should that be a circumstance bonus?). Also, once every day, the juicebox can overload the host with it's adrenalin, removing the fatigued condition (or lessening exhaustion to fatigue). After this use, the regular bonuses are negated for 1 minute.

Suggestions for making better?
gelalshawr

05-17-07, 09:40 PM
Subtle Knife, I like your cerebral barnacle, but i see only one problem, and not a huge one, you minght want to rethink the size categories you placed them in, tiny is about the size of a cat, and small is the size of a 12 year old human. so I think Fine for the juvenile, diminutive for the regular, and tiny for the venerable would be the best course. to fit with your descriptions of course.
Moosh Nailo

05-31-07, 08:12 PM
:bump:
Subtle Knife

05-31-07, 09:03 PM
gelalshawr - Good thunking. I'll change them accordingly.

Moosh Nailo - regarding the "Juicebox"; perhaps this symbiont could naturally produce and exude a highly-nutritious fluid that removes the need for food or water while it is attached; it also has a separate saccular gland that fills up slowly, and can be emptied as often as every 8 hours; the product of this gland fulfills the specific purpose you are looking for (ie removing fatigue). You could even make different "strains" that produce different secondary effects. I might envision it as a roach or beetle-like organism that grasps firmly onto the back of your neck; two elongate, modified mandible-like structures reach around the head into the corners of the mouths, which feed nutrients to the host.

Regarding names: Life-weevil?

It gives me a new and interesting idea - another beetle-like symbiont that fuses to and covers the forearms; these resemble Bombardier beetles, and are capable of secreting a spray of acid that can be used as an offensive weapon. They could also be used as defensive symbionts! Hmmm....

SK