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| R.M.G.C.L.F.03-31-04, 05:47 PM | Got the Fiend Folio for my birthday yesterday, and looking at the little scrap of symbiotes got me inspired. I've made a few tweaks though with the egos. In this abilities used to attach themselves, forms of sight, communication powers, and the ability to feed on an ability score do not contribute to ego. Also made a standardized form of attachment rules. Attach: A symbiont can try to fuse itself to an opponent after a successful attack. The opponent gets a reflex save dc:20+1/2hd of symbiont+symbiont's dexterity modifier to brush it off before it gets a hold. After that the symbiont begins fusing for a duration of some rounds, during which it can be yanked off with a strength check dc15+1/2hd+str mod. After that point it full bonds and takes a strength check dc:20+1/2hd+str mod+con mod to remove forcibly, and doing so usually has some harmful effect. Without further adue, a small sampling of suddenly scratched out symbionts I made during math class. Clawing Cluster Diminutive Aberration (Symbiont) HD:1/2d8+1(3hp) Initiative:+2 Speed: 10ft, Climb10ft, fly5ft(perfect,psionic) AC:17(+2dex,+4size,+1natural) Attacks: Claws+6 melee, Claw lash+6 ranged Damage: Claws 2d2-3, lash claw 0 Face/Reach:1ft/0ft Special Attacks: Attach, Psionics, Reflex Feed, Enhance Strength Special Qualities: PR5, Blindsight 60ft, Empathy Saves:Fort+1,Ref+2,Will+1 Abilities:Str4,Dex15,Con12,Int1,Wis12,Ch a2, Ego6 Skills: Hide+15, Move Silently+3,Concentration+3 Feats: Weapon Finesse ________________________ Environment: Land or underground Organization:Solitary CR:1/6 Treasure: None Alignment: Always Neutral Advancement: None A clawing cluster is a small glob of transparent, semicorporeal protoplasm filled with a cluster of nerves. It walks on several chitinous claws it uses as legs, with segments floating a short distance from each other interconnected by nerves and half corporeal matter. The clawing cluster is a primitive entity with limited psionic powers. Clawing clusters have little goal other than to find a host and if they have one encourage that host to consume certain types of food so it can leech the proper nutrients. The exception is that during rare occasions clawing clusters will leave their hosts and swarm en mass, seeking out and attacking certain psionic creatures. What motivates this behavior is unknown, but it appears to be somehow linked to the alignment of the stars and the time of year. A host of a clawing cluster gains no benefit from a glove or gauntlet. Combat: Clawing clusters try to bond to a suitable host. If they sense hostility they will usually detach and try to escape, possible launching a departing finger of fire. Attach(ex): Upon a successful hit with a claw attack, a clawing cluster can grab a creature and start merging with it. The creature gets a reflex save dc:22 to brush it off initially. After that it starts merging for 1d4 round during which it can be pried off with a strength check(dc:12). After that it is full merged, and removing it take a strength check (dc:17) to remove, and doing so deals 1 damage to the host. Psionics(pi): The left hand part of the clawing cluster and the right hand can manifest a power on the same round. Once per day: Left hand: Finger of Fire, Far Hand; Right hand: Talons, Far Punch. Manifester level 1. Psionic Defenses: Tower of Iron Will, at will. Reflex Feed(ex): Clawing clusters feed upon certain nerves and enzymes used for fine motor control in their hosts, dealing 1 dexterity damage each day. This damage occurs right after ability damage is healed, keeping it at an equalibrium of -1dex. Enhance Strength(ex): Clawing clusters merge some of their musculature and proteins, granting a +1 synergy bonus to strength. Empathy(pi): A clawing cluster can exchange and read basic emotions and sensations of creatures within 30ft. It can also exchange images with its host. Visor Fluke Diminutive Aberration (symbiont, aquatic) HD:1/2d8+1(3hp) Initiative:+1 Speed:5ft, Swim10ft AC:16(+4size,+1dex,+1natural) Attacks: Slap (2 slaps underwater)+5 melee Damage: Slap 0 Face/Reach:1ft/0ft Special Attacks: Attach, retinal feed, psionics Special Qualities: Enhance Vision, fire resistance 5, light sensititivity Saves:Fort+1,Ref+1,Will+3 Abilities:Str2,Dex12,Con13,Int1,Wis15,Ch a2, Ego6 Skills: Spot+6 (+2 racial bonus to spot and search checks, +4 circumstantial bonus to hide checks in ocean areas) Feats:Weapon Finesse ________________________ Environment: Underground or aquatic (deep or shaded) Organization: Solitary or school (2-4) CR:1/8 Visor flukes are symmetrical flap-like creatures with an off-hand resemblance to an ocean blue eye-mask. On their underside are two gelatinous, tranparent caps with translucent filaments mirrored by clear dark circles on the other side. Protruding from the front are three stalk-eyes. They have sticky pads on either side which they use to latch on to creatures. Visor flukes bond by merging there gelationous globs to the hosts eyes, working their tubules deep into the creatures optical nerves. They enhance vision with a combination of joint searching and psionic powers. A creature with a visor fluke gains no benefit from googles. Attach(ex): Upon a successful slap attack the creature hit must make a reflex save dc:21 to brush it off. Failing that the creature melds for 1d4-1 rounds, affixing its globs to the hosts retinal foundations, during which time a strength check dc11 will pry it off. Afterwards it can only be removed with a strength check dc:17 and doing so deals 1 damage to the host and permanently blinds them unless they make a fortitude save dc:12. Retinal Feed(ex): A visor fluke feeds upon the retina and sensory nerves of a creature, dealing 1 wisdom damage each day. This damage is dealt right after ability damage is healed, keeping the creature at an equilibrium of -1wis. In addition it saps negligable amounts of fluid and oxygen, allowing it to survive indefinately out of water. Psionics(pi): Twice per day: Elfsight, my light, 1/day: expanded vision, see sound; manifester level 1st Enhance vision(ex): Host gains +1 to spot and search checks Light sensitivity(ex): Visor flukes suffer a -1 penalty to attack rolls in bright light. If they or their host is subjected to an effect dealing at least one point of light-based damage (such as a searing light spell or a lantern archons light rays) they detach and flee. |
| Master_of_Sarcasm03-31-04, 09:58 PM | Although I admittedly know, well, nothing about symbionts, these seem to be pretty good. Although I can't say how close to perfection they are, you really just came up with these during your math class? For the products of scribblings, these seem well done. One question: What do you mean by the "right hand" and "left hand" parts of the Clawing Cluster? The creature's description doesn't make it clear (to me at least) what you're talking about. |
| Wickerbull03-31-04, 10:10 PM | The Clawing Cluster can attach to either hand, and gets the powers based on which hand he sits on, I'm guessing. Anyway, very cool, as usual. I take it you think symbionts belong with the psions? Hey, you should do some completely mundane symbionts, so that the rogue, fighter, and barbarian aren't left out. Why do the magic/psionic users get to be the only ones with communities living on/inside them? |
| R.M.G.C.L.F.03-31-04, 11:36 PM | While these creatures have psionic powers, anyone can use them. In fact they'd probably be more useful to Ray the monk or Joe the fighter because they don't have access to this stuff. The psionic powers are manifested by the symbionts and are somewhat all-purpose (except maybe talons) so the symbionts can help anyone out. The result is that when the party psion is out of juice, the cleric is kaputz, the wizard lost his book, and the sorcerer had a run-in with a nishru, Kronk the 6int,8wis,4cha barbarian can wiggle his fingers, think aloud, and make the keys to the chamber float over to his hands, then set the guards hair on fire by pointing at him. :cool: |
| gino04-01-04, 09:14 AM | Wouhou cool, I want to play as Kronk the Barbarian !:tantrum: Apart from that did you make a list of elemental symbiots, or at least other symbiots ? I think I can remember something like that... But I have no thread, no link, and I'm feeling so looooonely... |
| R.M.G.C.L.F.04-01-04, 06:40 PM | Well, there was a thread on elemental symbionts. I did the ones for the positive and negative energy plane, and I remember that the fire one was called an ember. Try running a search for "ember" and "symbiont" |
| Adrez Nesnsid04-01-04, 07:10 PM | Gingerbread Guy's Elemental Symbionts Thread (http://boards1.wizards.com/showthread.php?s=&threadid=111826&highlight=symbionts) My Grafts And Symbionts Thread (http://boards1.wizards.com/showthread.php?s=&threadid=44944&highlight=symbionts) Ethereal Wickerman's Celestial Symbionts Thread (http://boards1.wizards.com/showthread.php?s=&threadid=139942&highlight=symbionts) ieattrollsforbreakfast's inevitable Symbionts Thread (http://boards1.wizards.com/showthread.php?s=&threadid=141151&highlight=symbionts) Gingerbread Guy's Celestial Symbionts (http://boards1.wizards.com/showthread.php?s=&threadid=118375&highlight=symbionts) Ethereal Wickerman's Symbiont Contest (http://boards1.wizards.com/showthread.php?s=&threadid=140086&highlight=symbionts) |
| gino04-01-04, 08:03 PM | Thanks a lot ! :D (I had tracked the thread back meanwhile) |