A Experimental Hombrewed Parsitic Graft [Archive] - Wizards Community

Post/Author/DateTimePost
Necropolitan

04-14-06, 12:23 PM
Alrighty, this is alot of text to post, but this is my inital attempt to build a character-driven progressive 'Item' that gaisn in power as a character grows in level. It's a Graft, which I'm told was similar to Silithar Grafts from Lords of Madness, but I've gone my own way with it to make it more then just a funny arm or leg - indeed to build and enhance a character's plot and personality dynamic.

And of course, they're melee combat abilites: this is a prototype, I'm still revewing it for balence issues, so any advice is welcomed... though please avoid comments about how much is sucks or how terrible an idea it is, CONSTRUCTIVE comments are preferred, so I can fix issues.

Alrighty, it's a big read.

Scorpion Parasites

Scorpion Symbiotes are a phylum of literal ‘living’ magical items. More of a parasite then a symbiotic organism, each scorpion is tailor-made for a chosen recipient by a Queen mother: a parasitized human female whom has willingly bonded mentally with a series of parasites.

Parasites exist solely as an experiment; created accidentally by a Psion trying to resurrect his dead love by psionically splicing her mind and body with that of a Cerebillith; whom are immortal. The result not only destroyed his lover’s mind, but created Eve – the first, and still most powerful and influential, Queen Mother.

Parasites aren’t something that can be acquired through normal means; to be ‘fitted’ for a parasitic graft one must have attracted the attention of a Queen Mother whom holds the character as a person of potential – and even then typically the Mother in question will arrange an ‘accident’ which both robs the character of the section of his body the graft will occupy and delivers him into her presence in such a state he cannot refuse or object to the graft: merely accept it after the fact.

Parasites are sentient beings; each grown In a custom fashion for each recipient. They are psionic creatures by nature, but they lack any true powers as a true psionic creature, short of host-only telepathy, and the ‘Incentive’.

Parasites are always Chaotic Evil in alignment, and will seek to twist and warp the mind of their host to meet the ends of their Mother.

Parasites are treated as part of the base creature, which must be human: upon grafting they effectively change the human’s subtype to Aberration and an ‘after the fact’ addition (Meaning this doesn’t rob a 1st level character of his level 1 bonus feat or skill points) and cannot be dispelled or removed without killing the host – though some of the parasite’s effects can be suppressed temporarily by a null psionics field.

A parasite’s abilities are as follows.

Intelligence: 18
Wisdom: 10
Charisma: 18

The parasite persona is forceful, sinister and cunning, but often irrational, quick to anger and brutally sadistic.

Every parasite has an Ego score equal to the character’s current level +5 and automatically considers itself the dominant entity and will attempt to bend the host to it’s will. Each month of the parasite’s presence the character must make a Will save (DC = Ego score) or have they’re alignment shifted one place closer to chaotic evil.

Parasites have the following general powers*: additional special abilities can be added at DM discretion.

*please note that any level-specific powers are gained in retrospect (I.E. if a character is grafted forcibly at level 20, he would gain the +24 AC bonus and ability score augmentation) but it’s not instantaneous or pleasant – it takes a week for a character of higher-level to retroactively gain abilities, and each day he must make a fortitude save (DC= Character Level), or permanently lose 1 point of every ability score. A character grafted at lower levels has a more receptive body (and thus, a lower save DC) and acclimates to the new limb quicker and easier.

Subcutaneous Body Armor
As the parasite becomes more solidly grafted to the host, it begins to extend it’s own chitin-based armor plating beneath the host’s skin; covering muscles, bone gaps and vital organs. This manifests as a constant natural armor bonus equal to 4+ character level (thus, a level 1 character would gain a +5 armor bonus, and a level 20 would gain a +24 armor bonus.)
The effectiveness of this armor relies on perception: the internal plating shifts and reactively alters it’s tension and angle to reflect attack with minimal injury, thus the armor bonus is halved if the character is flatfooted, struck by a sneak attack, or placed in an environment in which he is unaware of attack (Treat like a suit of Articulated full plate for flat-footed AC rules – the armor is still there, but not as effective)
A Null Psionics field will disrupt the telepathic contact between the host and the parasite, and halve the armor bonus as if flat-footed until the host either leaves the field or succeeds a Will save vs. the power’s DC – After which the armor will function normally for a number of rounds equal to half his character level, at which point he’ll need to save again or be subject to the AC loss.

Structured Body
As it grows more well rooted in the host’s body, the parasite begins to alter his body chemistry and makeup as it goes; re-grafting limbs with new; denser muscles and refitting organs with more efficient systems.
Beginning at Fourth level, this manifests as a +2 bonus to Strength, Dexterity and Constitution every four levels thereafter (Terminating as a +10 to all 3 ability scores at level 20) and visibly manifests as the character’s body seemingly being devoid of fat – giving them a hard and lean, almost feral appearance.

Psionic Feedback
The special ‘incentive’ of the parasite; upon grafting the artifact imbues the host with a level of psionic power to facilitate communication and cohesive action between the character and it’s new, permanent addition to its physique.
This manifests as if the character had the Wild Talent feat – normal rules apply; a character without any levels in a psionic class cannot manifest psionic powers, but they can take psionic feats such as Up the Walls and maintain a psionic focus – greatly aiding in the parasite’s usual melee-oriented mindset.

Biogenic Acceleration
Acclimating to the new limb, the host progressively begins to gain the parasite’s own fast rate of recovery from injury and general hardiness.
Starting at level four – the host gains Regeneration 1 and Damage Reduction 3/+1, and every four levels thereafter he gains an additional 1 point of regeneration and another 3/+1 DR (Terminating at level 20 as Regeneration 5 and DR 15/+5).
Regeneration is treated like that of a troll and can be bypassed through the use of fire or acid – but it’s not ‘perfect’: the host will die, however, if brought to -10 HP, as brain death then occurs and the parasite’s link severs with the host, and it itself, subsequently dies.

Feral Edge
A side effect of the hideous nature of the new limb graft – this special ability only applies to grafts that replace the arms or hands of the host human; twisting and warping them into a vicious use.
A character gains a minor natural weapon depending on DM discretion and placement, typically hard talons or so forth. This simply gives the character a 1d6 natural weapon that deals lethal damage.
Special: if a character spends a feat on Improved Natural Weapon, rather then enhancing the damage of his initial claws; he may add another natural weapon subject to DM approval.

Ripper’s Soul
The final ability of the parasite’s bond, the character feels a decided compatibility with melee and close combat, an ease and flow in the tides of battle with his chosen weapons; which practically become extensions of his body.
This registers as a permanent +4 to Initiative rolls on top of any feats or Dex bonuses, and a special bond with a specific kind of weapon: The character gains an attunement with a specific weapon type (I.E. A long sword, battle axe, etc) and performs best with this weapon above all others, when using this weapon he gains a +1 bonus to both attack and damage rolls, with an additional +1 gained every 5 levels thereafter (Cumulating at a static +5 to hit and damage at level 20) conversely, this also manifests as a -1 to attack and damage with any other weapon then the type he has chosen (Up to a -5 at level 20), and the loss of the initiative bonus if he tries to enter combat with another weapon type, as it just doesn’t ‘fit right’ in his hand. This ability stacks with Weapon Focus and Weapon specialization, but the negatives cannot be bypassed with these feats – they simply cancel each other out.

Negatives

Despite all the benefits the parasite bequeaths upon the host – there are a number of side effects, many social a few physical – all permanent and unalterable.

This section is a counter balance to the immense bonuses the graft provides; despite it’s creator’s love of the idea of a template item that boosts fighter-oriented characters to new limits; one must avoid a ‘power gamer’ condition that makes the character hideously over powered and thus, makes the item a waste of his creative effort – since no DM in his right mind would allow it.

If applying this template at first level, it initially has a +1 level adjustment as of yet, as it seems to balance out with a gradual gain in ability over levels rather then a single ‘lump’ of potency. If applying this template to a higher level character in creation, the adjustment is equal to the unadjusted character level, divided by 4.

Applying this template to a character in-game results in the afore mentioned ability score loss, and an XP penalty

Spiny Profile
The new outline of the character’s limb is not a normal human structure; consisting of projecting spines, exterior plates, and serrated ridges, it’s impractical to attempt to bind any section of the body with armor; due to extreme discomfort, and potential injury or destruction of the armor wrapping it.
A host for a Parasite is unable to wear any heavy armor, any medium armor that would cover or constrict the limb (I.E. Full chain mail, or scale mail), even if the character is proficient in the use of heavier armor, he simply cannot safely nor comfortably fit the armor over his new anatomy.
A parasite host is limited to leather, studded leather and chain shirt light armor, and also Hide and Breastplate medium armor. All armor worn must be Masterwork tailored to accommodate the grafted limb’s movement, these alterations reduce the total AC bonus of the armor by a degree, but increase it’s max Dex or a reduce it’s armor check penalty (Since there’s less armor actually on the character)

http://i43.photobucket.com/albums/e357/JadonP/Armortable.jpg

Arcane spell failure from wearing armor remains the same, as you’re still encumbered by the same type of armor. This does not affect the ability to wear magical items such as Bracers of Armor or Rings of Protection but the normal limits of such items still apply (I.E. Bracers of Armor won’t stack with a Masterwork Chain shirt.).


Aura of Menace
A parasite host practically oozes a feeling of misanthropy; from its distorted graft to the feral, almost emaciated bent of it’s build, they do not impress themselves as a warm and fuzzy person by nature; in fact they tend to make men spit their drinks, bards miss a note, and small children cry and flee in terror.
Any NPC or player interacting with a host is automatically set two ticks more hostile towards the host then it would normally be. (I.E. a NPC that would normally be Helpful would be indifferent, and an Indifferent NPC would automatically become hostile) this is a constant negative, and cannot be avoided unless the character goes to excruciating lengths to hide his deformity, through a heavy cloak or cowl, or other means, but this extravagant concealment still unsettles people, only reducing the penalty to one tick (Helpful to Friendly)
Any reactions a newly hostile NPC makes should be appropriate, and directed only at the specific character, however if a fellow party member attempts to intervene, they will also be subjected to the bonus, for ‘Being in league with evil’, A Hostile NPC won’t attack the Host unless he’s sure he can win or gain favor from the crowd.

Id Blight
The constant mental assault from the Parasite’s ego has a numerous amount of detrimental effects upon the host’s previous personality, typically the parasite will engender aggression and violence in a host’s mind, prodding him to take the most violent and malicious solution to any problem – even to the point of committing cold blooded murder, just to prove to the host he can do it.
This manifests as a number of detrimental side effects:

• A one-time permanent loss of 2 Wisdom, and 2 Charisma points (And 2 Appearance if using the alternate rule set) this cannot be recovered, but can be replaced by level-up points and magical augmentations.
• A -8 modifier to all skills that depend on any sort of interpersonal or appearance related skills (Bluff, Diplomacy, Hide, Perform, etc.) due to the fact that the host isn’t exactly that well balanced or personable. Intimidate and Sense motive are exceptions, as they get a slight +2 bonus since the host is both scary looking, and people find it difficult to lie to someone who looks ready to gut them.
• A slight hint of evil about them, even if the character has maintained a Good or Neutral alignment, a Detect Evil spell will still register them as ‘Slightly Evil’.
• A specific hatred for a single race, subtype or demographic, coinciding with previous history; prolonged contact with the parasite has nursed even a slight dislike for a certain group into a burning, vile loathing. For example - if the host’s father ran away with an elf maiden in his childhood, even a slight resentment of elven women would blossom into a full-blown racist viewpoint vs. elves. When the host encounters his hated demographic, he must make a Will save (DC = parasite’s Ego score) or lash out violently at them, possibly physically, as the parasite strokes the hatred. A successful save still causes the character to be as offensive as possible to the persons targeted, or just come off as cold and hateful as they can manage.
• The host develops a NEED for bloodshed and conflict, almost a love for battle. Every week that the character goes without engaging in combat, or killing another sentient being in battle he must make a Will save vs. the Parasite’s ego, or take 2d6 negative levels. The level loss is not permanent, but only dissipates after the character has engaged an opponent in battle or killed another sentient being for no reason other then to kill them.
• The host develops an odd preference in food, typically severely undercooking his meat, or preferring to ‘hunt down’ his own dinner. While not overtly a negative, it’s a bit tense on the party’s druid when the host prefers his rabbit live and kicking.

Berserker
Already more primal then the norm of his background and brethren, the host takes it a step further in the heat of battle; should he be greatly injured, or already dying, he loses his mind in feral bloodlust, and all that he sees becomes one of two things: the Dead and those yet to Die.
If the host takes half or more of his max HP level in a single blow, or is dropped to or below 1/4th his maximum HP level, he automatically and ineludibly enters a state of blind, feral rage, gaining temporary use of the Rage ability equal to a barbarian of his level. The downside is that he ceases to discriminate between friend and foe, and will attack anything still standing until either the rage expires; he expires, or is subdued in some manner. This alone can lead a party to question the worth and weight of carrying such a loaded weapon along with them in an adventure.


Playing a Parasitized Host

Playing a host isn’t for everyone; indeed there are MANY players who won’t be able to hack it trying this template.

When considering applying the Scorpion template to a character, consider the base class and type: mechanically the template performs best with fighters and combat-oriented psionic classes, as it’s geared towards building you into a self-sufficient ambulatory blender, essentially. If melee isn’t your thing or you prefer a sneakier, tactful character, I’d stop contemplating it now and play a Halfling.

Also take into account the personality in relation to your class; a high and mighty paladin crusading fro justice isn’t going to mix well with the brutal nature of the Parasite’s ego; it’d make an interesting ‘Fallen Hero’ character type, but if you want to play it just for the bonuses, you’re going to get CTRL-Y’d by your DM. A host PC is by nature, a dark, brooding and vicious character, a often a good way to play an Anti-Hero; since he’s not overtly evil by default and can use ****-eyed heroics as a way to fight the corruption of the parasitic persona (Nothing pisses it off more then saving the damsel in distress by beating the ever-loving crap out of her captor instead of negotiating with him).

You should also be prepared to play an evil-aligned character at some point, a host’s alignment shifts dramatically and often, both down and up the spectrum, making it a very bipolar and unpredictable class to play: which can present a fun challenge for some players, or even a natural extension of some player’s own temperaments. If you want to be a cleric of Helm… well you probably won’t stay on Helm’s good side for long here.

If the above hasn’t scared you off, here are some tips to make your own parasitic anti-hero the best he can be:

• Invest in his background, a deep and troubled history makes the character more intriguing to potential ‘Redeemers’ who can help guide him on his quest (And in turn, benefit from your character’s badassitude in battle.), a deep character is a must here, or else you just become another “RAWRDIE” killing machine.
• Don’t overdo the sinister vibe: He’s disturbed and brooding, but not an emo whiner; make sure you don’t go out of your way to attention-leech off the party with a ‘woe is me’ routine every time you go through an alignment shift or enter a new town: he should be used to this sort of treatment by now, and it also makes the players want to stab you – never a good idea.
• Don’t bite off more then you can chew: sure he’s got some downsides that make him do crazy things, like attacking people he doesn’t like, but there’s always some wiggle room; if you fail a will save vs. a hated person, you don’t have to try to gut him if it’s obvious that’ll get you killed, but spitting in his ale; insulting his ancestors or implying infidelity with cattle are GREAT ways to show a lack of self control, that doesn’t automatically end with your character lying in a pool of his own blood. So remember to show some cunning.
• Talk to the Parasite: since he’s being played by your DM, it’s a great way to hold off some of his corruption, converse with him telepathically, debate his suggestions, hell outright argue with him when he’s bothering you, he can’t force you to do anything overtly, and he can’t hurt you in anyway - so don’t worry too much about angering him: who knows, he could open some new plotlines for you.
• Evil is as Evil does: remember, you can be Chaotic Evil and not a total psychopath, if you start to creep towards the bad places, go with it; a chaotic evil character can get along just nicely with a lawful good one, if he’s smooth about it: Even the paladin can’t argue much if your sadistic beating of a prisoner squeezed a degree of information that saves lives, and you don’t have to clash with the group leader on every charity case – where there’s suffering, there are bad guys causing the suffering you can abuse in turn: Remember: alignment isn’t a one-dimensional quality.
• Have a sense of humor: Bad **** is going to happen to you regularly, it’s best both IC and OOC to let it roll off your back, unless your DM is a nazi, you’ll probably get out of it alright, let this be a outlet for some in-character sardonic humor or biting wit: after all, when you’ve been through hell, everyday life problems are a walk in the park.

And that concludes my version 1.0 write up of the parasites, I’ll continue to revise this as needed as I get opinions.

Concept Copyright Jadon Pennell 2006. D20 copyright Wizards of the Coast.
KingGolem

05-07-06, 02:02 AM
Looks like a pretty good idea, but if it's a "parasite", why does it give benefits? A parasite is a bodily freeloader.