| Post/Author/DateTime | Post |
|---|---|
| Gingerbread Guy10-08-03, 02:21 PM | Hiho, I've had this idea in my head for a long, long time. Basically it started with a character I played who was a Cleric who reveared a fire God. One of his major character flaws was that he was horribly overconfident. At one point he was so blindly faithfull that, to prove his dedication to his God, he summoned a Fire Elemental and tried to "contain" it within himself. Of course, this was suicide, and he was rapidly immolated. lol However, I've been toying with the idea of people who have elementals living inside them.. I considered making it a race with some elementalish subtypes, then thought of making it prestige class not unlike the Acolyte of the Skin or what not. But nothing sat well with me.. .. Until I read about Symbionts in the Fiend Folio. Finally, it was just what I was looking for.. and so, I give you the first of my four Elemental Paracites [the rest are coming as I write them]: Ember Diminutive Elemental (Extraplanar, Fire, Symbiont) Hit Dice: 1/2 d8+1 (3hp) Initiative: +1 Speed: 5 ft. (1 square) Armor Class: 15 (+4 Size, +1 Dex), touch 15, flat 14 Base Attack/Grapple: +0/-17 Attack: Slam +5 (1d2-5 + 1d3 Fire) Full Attack: Slam +5 (1d2-5 + 1d3 Fire) Space/Reach: 1 ft. / 0 ft. Special Attacks: Flame manifestation Special Qualities: Burrow, consume, elemental traits, empathy, enhance Dexterity, symbiont traits Saves: Fort +1, Ref +3, Will -2 Abilities: Str 1, Dex 13, Con 12, Int 7, Wis 6, Cha 8 Skills: Jump +3 Feats: Weapon Finesse Environment: Warm mountains, Elemental Plane of Fire. Organization: Solitary, pair or clutch (3-5) Challenge Rating: 1/4 or host +1 Treasure: None Alignment: Usually chaotic Advancement: - Level Adjustment: - An ember is an elemental paracite from the Elemental Plane of Fire. Like other elemental paracites, it seeks out a host on the Material Plane for sustenance and companionship. Without a host on the Material Plane, the ember is stuck in a semi-dormant state and resembles nothing more than a slightly glowing lump of coal. On it's home plane, it appears as a flickering flame about the size of a torchlight. Those who play host to an ember are subtly changed. Their bodies are constantly warmer than usual as though they had a considerable feever, and occasionally their skin, irises or body hair begins to take a slight reddish tinge. Ember hosts are also known to exhibit impatient thinking and have short tempers since embers crave powerful and violent emotions like hatred, anger, infatuation and frustration. Combat The ember tends to lurk in places that stay warm, such as in and around active volcanos, preferably on a path through or around the mountain where travelers may venture. The ember remains immobile in wait until an intelligent creature comes within range of it's empathy ability. It then communicates a feeling of longing to draw the creature near. When the creature is near enough, it pounces suddenly, traveling up to five feet in one leap onto it's new host. Burrow (ex): If the ember strikes with it's slam attack, it glows white hot and burrows painfully into it's victim's flesh like a stream of molten rock. Over the next round, it rapidly works its way to the victim's chest, dealing 3 points of fire damage in the process. There it rests between the host's lungs, and it can not be removed without fatally wounding the host. The host gains the fire subtype while sustaining the ember paracite. The ember can remove it's self from the host's body willingly, if it so choses. This causes another 3 points of fire damage and takes one round. Consume (ex): The ember burns inside it's host like a furnace, and requires a great deal of the host's energy to sustain it's self. Each day it deals 1 point of Constitution damage to the host. Ordinarily the host regains 1 point of Consitution each night, just before the ember consumes another point of Constitution, keeping the host at an equilibrium of -1 to it's base Consitution score. Additionally, the host must ingest twice the normal amount of food and water each day or suffer an additional point of Constitution drain. Empathy (su): When without a host, the ember can communicate basic emotions and feelings in a 30' range. It can also sense similar emotions and feelings in others. It is otherwise unaware of anything but the prevailing temperature. When inside a host, it can share and recieve emotions with it's host [and only it's host] freely. Enhance Dexterity (ex): The body of an ember's host is more nimble and quick than usual. The host gains a +2 inherent bonus to it's Dexterity. Flame Manifestation (ex): At will, the ember can produce the effects of a produce flame or flame blade effect on it's host. The host usually needs only communicate his desire for the chosen effect and the ember will obey the command. Skills: Embers gain a +8 racial bonus to Jump checks. ~Ginger |
| strenoth10-08-03, 11:15 PM | Cool Concept! are you going to make one for each element? and what does a ring of sustananence or other magic negating the need to eat/drink do? can it attach to an undead creature? |
| Gingerbread Guy10-08-03, 11:32 PM | Hiho, I need to make a few corrections to mistakes I've already spotted myself, but you people don't need to pay attention to those. Eheh, heh.. *sweeps his miscalculations under the rug* Good question about the Undead. On my original file [its on my computer] I have some other Symbionts in progress, including three other elemental paracites. It also includes a piece of text about the Elemental Symbionts that I should have included here originally. It clears up a few things, such as the fact that they only chose humanoids, monstrous humanoids, animals, dire animals, and magical beasts as hosts. All others, such as outsiders, undead, dragons and other elementals [among others] are all rejected. In addition to the four elemental varieties, I'm making other symbionts. Especially a few which are much more paracitic and less helpfull. ^_^ The elemental ones are certainly quite usefull. ~Ginger |
| Gingerbread Guy10-08-03, 11:43 PM | Chrysalis Diminutive Elemental (Earth, Extraplanar, Symbiont) Hit Dice: 1/2 d8+2 (4hp) Initiative: +1 Speed: 5 ft. (1 square) Armor Class: 15 (+4 Size, -5 Dex, +6 natural), touch 9, flat 14 Base Attack/Grapple: +0/-17 Attack: - Full Attack: - Space/Reach: 1 ft. / 0 ft. Special Attacks: Attatch Special Qualities: Burden, elemental traits, empathy, harden carapace, lithovore, symbiont traits, tremorsense 30' Saves: Fort +4, Ref +0, Will -2 Abilities: Str 1, Dex -, Con 15, Int 7, Wis 6, Cha 8 Skills: - Feats: Weapon Finesse Environment: Any hill, mountain or plains, underground, Elemental Plane of Earth Organization: Solitary, pair or clutch (3-5) Challenge Rating: 1/4 or host +1 Treasure: None Alignment: Usually lawful Advancement: - Level Adjustment: - Native to the Elemental Plane of Earth, chrysali are elemental paracites who seek the bodies of living creatures in which to make their homes. A chrysalis looks for all the world like a flat, oval gemstone of amber, green or smokey brown colour, a couple inches in diameter. They are often found underground in caverns or mines, but some are found disguised as pendants or necklaces. A chrysalis' host tends to develop dark, earthy features, such as flat coloured hair and dark brown or moss green eyes that gleam in the light like gems. Combat Utterly imobile, chrysalis can do little but wait for some unsuspecting creature to pick it up or otherwise make contact. Once they've established contact with a creature, they use their Attatch attack. Attatch (ex): A chrysalis held or touched by a creature can chose to attatch it's self to the creature's body. It can and will cut through clothing, leather and even steel armor to get to the creature's skin. Wary creatures are allowed a Reflex save DC 15 to avoid the attack. On a failed save, the elemental fuses it's self to the host's body and, over the next five rounds, migrates as close as it can to the creature's heart while remaining just above the skin. Before the migration is complete, the chrysalis may be cut off with a slashing weapon, but this also deals 1d6 points of damage to the host. Once the migration is complete, removing the chrysalis by force is incredibly difficult and always proves fatal to the host. If the creature is has the chrysalis over it's chest [such as in the case of a symbiont disguised as a necklace], the saving throw DC is increased to 25. The symbiont may chose to remove it's self from the victim without causing the host any harm. Burden (ex): Over the next several days after attatchment, the host's body undergoes a physical change that increases it's density. Each day, the host's body increases in mass by 10% of it's original mass, until after ten days it weighs twice what it did before symbiosis. It's size and shape do not change, only it's density and thus it's mass. While the host retains it's effective strength, this effect drains 1 point of dexterity from the host every day. Ordinarily the host regains 1 point of Dexterity each night, just before the next point of Dexterity is drained, keeping the host at an equilibrium of -1 to it's base Dexterity score. Empathy (su): When without a host, the ember can communicate basic emotions and feelings in a 30' range. It can also sense similar emotions and feelings in others. It is otherwise unaware of anything but the prevailing temperature. When inside a host, it can share and recieve emotions with it's host freely. Harden Carapace (ex): The host's skin grows increasingly hard until it has the texture of smooth wood or fine sandpaper, granting the host a +1 natural armor bonus to AC. This bonus does not stack with natural armor that the host may have already had, nor does it stack with spells or magical effects that grant natural armor. Additionally, the host gains 2 slam attacks according to the chart below, as it's fists become heavy and hard as carved marble. Size/Slam Damage Small: 1d3 dmg Medium: 1d4 dmg Large: 1d6 dmg[/font] Lithovore (ex): Shortly after attatchment, the chrysalis' host begins to crave inorganic foods. It can ingest and digest rocks, gems, metals and even sand or raw soil. Infact, it must ingest five pounds of inorganic matter per day as part of it's daily diet. Pebbles are the standard fare, which the host is able to grind up with it's hardened teeth, but minerals are valued as especially tasty. Metals, especially precious metals such as copper, electrum, silver and platinum are intoxicants, and five coins of any kind is equivalent to one normal mug of ale in terms of potentcy. |
| Gingerbread Guy10-09-03, 10:10 AM | Whisp Fine Elemental (Air, Extraplanar, Symbiont) Hit Dice: 1/2 d8 (2hp) Initiative: +4 Speed: Fly 60 ft. (perfect) Armor Class: 19 (+5 Size, +4 Dex), touch 19, flat 115 Base Attack/Grapple: +0/-21 Attack: - Full Attack: - Space/Reach: 1 ft. / 0 ft. Special Attacks: Gasp, spell-like abilities Special Qualities: Elemental traits, enhance dexterity, euphoria, symbiont traits Saves: Fort +0, Ref +6, Will -2 Abilities: Str 1, Dex 19, Con 10, Int 7, Wis 6, Cha 8 Skills: - Feats: - Environment: Any land, Elemental Plane of Air Organization: Solitary Challenge Rating: 1/4 or host +1 Treasure: None Alignment: Usually chaotic Advancement: - Level Adjustment: - What appears to be nothing more than a miniscule curl of smoke is actually an elemental paracite called a whisp. Whisps float freely through the material plane, usually going where the wind takes them. They search for hosts with whom they seek to share their lives. Those who play host to a whisp are usually described as happy, energetic folk with fairer than usual features, such as pale or even partially translucent hair, pale skin and washed-out eyes. Their clothing seems to billow gently in an everpresent breeze. Combat Whisps are generally harmless until they find a suitable host, at which point they use their gasp attack. Whisps are fickle creatures, but are gentle in nature and prefer their hosts to be as willing to cooperate as possible. Breath of Life (ex): Having an air elemental dispersed throughout all your tissues has it's benefits. The host no longer needs to breathe and is immune to gases, including inhaled poisons and toxins. Enhance Dexterity (ex): The host benefits from quick reflexes and swift movements. It gains a +2 inherent bonus to Dexterity. Euphoria (ex): The whisp puts it's host in a constant state of mild euphoria, which, while pleasant, is distracting. Each day, the whisp drains 1 point of the host's Wisdom. Ordinarily the host regains 1 point of Wisdom each night, just before the next point of Wisdom is drained, keeping the host at an equilibrium of -1 to it's base Wisdom score. Gasp (ex): A whisp bonds with it's host by first entering the creature's lungs. This can be resisted with a successfull DC 15 Fortitude save, but the whisp may try once per round. Once in the lungs, the whisp disperses and allows it's self to be absorbed into the host's blood stream where it is then distributed evenly throughout the host's entire body. Obviously, the whisp can not be removed at this point, though it may chose to expell it's self by reversing the process at will. Spell-like Abilities: A whisp with a host may cast the following spells at will - gust of wind, levitation. Once per day, the host may use a shout spell. These are all cast as a 7th level sorcerer, or of one half the host creature's Hit Dice, whichever is higher. |
| Raymond_Luxury_Yacht10-12-03, 11:03 AM | How about doing paraelemental symbionts? Like Lightning, Smoke, Magma, and Ooze. Or even quasielemental symbionts... (Steam, Mineral, Lightning, Radiance, Ash, Dust, Salt, Vacuum) |
| Mordenkainen's Rubber Duck of DOOM10-12-03, 11:53 AM | Is the host or the symboint the one "driving" the body? If the host, or if there's a battle of wills, I can see people grabbing symboints purposefully and hoping they retain control. (Due to increased power) |
| Adrez Nesnsid10-12-03, 10:11 PM | :cloud9: COOL! I LOOOOVE SYMBIONTS :D |
| Adrez Nesnsid10-12-03, 10:13 PM | Originally posted by Raymond_Luxury_Yacht How about doing paraelemental symbionts? Like Lightning, Smoke, Magma, and Ooze. Or even quasielemental symbionts... (Steam, Mineral, Lightning, Radiance, Ash, Dust, Salt, Vacuum) Yeah! and how about Positive and Negative energy symbionts too. That would be COOL (As would Ice paraelement symbionts :D)!! :D |
| Mordenkainen's Rubber Duck of DOOM10-16-03, 04:28 PM | Shameless Bump. I want that water symbiote, and then you can get to work on those Energy, Para and Quasi elementals, slave! Seriously, I want more. Please? I'll give you a cookie... wait, you are a cookie... |
| Ghoti10-19-03, 01:33 AM | I also think this looks very interesting, I already want to use these in my campaign, if only I can figure out how... Please, show us more. :) Ghoti :g: |
| Gingerbread Guy10-19-03, 03:54 AM | Hiho, Okay, okay, I stayed up late and finished the water symbiont. Lemme know what you think. Don't worry, the other symbionts are coming soon too. ^__^ Thanks for the encouragement and replies, folks, I really appreciate it! Tear Diminutive Elemental (Extraplanar, Symbiont, Water) Hit Dice: 1/2 d8 (2hp) Initiative: -1 Speed: 5' (1 Square), Swim 60 ft. Armor Class: 13 (+4 Size, -1 Dex), touch 13, flat 9 Base Attack/Grapple: +0/-16 Attack: - Full Attack: - Space/Reach: 1 ft. / 0 ft. Special Attacks: Disperse, spell-like abilities Special Qualities: Elemental traits, empathy, enhance Constitution, one with the sea, symbiont traits, tidal Saves: Fort +2, Ref -1, Will -2 Abilities: Str 3, Dex 8, Con 10, Int 7, Wis 6, Cha 8 Skills: - Feats: - Environment: Any land or water, Elemental Plane of Water Organization: Solitary Challenge Rating: 1/4 or host +1 Treasure: None Alignment: Usually Neutral Advancement: - Level Adjustment: - The most inconspicuous of the Elemental Symbionts, the tear appears to be nothing more than a small puddle of clear, clean water. These simple creatures lie in wait for hosts in likely places of ambush, such as wells, fountains and riverbanks. Since the host creatures they desire require water to survive, tears need only wait for a suitable vessel to happen by. Those who play host to a tear tend to exhibit unpredictable moods and other strange behaviours. Their eyes are always shades of blue, sometimes with hints of green, and their skin sometimes adopts a scaly texture. Combat Tears are gentle and patient creatures which pose no real danger to anyone but an unwary potential host. Incredibly mobile in water, the tear is even capable of slow, labored movement on land, which it finds usefull for reaching fountains and wells which are more likely to attract humanoid hosts. A tear will lie in wait for a host to visit it's body of water, and manover it's self into position to be scooped up or swallowed. Disperse (su): Once ingested, a tear travels through it's host's digestive system where it disperses it's self through out the host's body. The whole process takes one hour, after which the tear can not be removed or expelled, though it may chose to excrete it's self out the host's pours and escape. Neither dispersal nor excretion causes the host any harm. Empathy (su): When without a host, the tear can communicate basic emotions and feelings in a 30' range. It can also sense similar emotions and feelings in others.When inside a host, it can share and recieve emotions with it's host freely. Enhance Constitution (ex): The host benefits from a heightened, vigorous metabolism. It gains a +2 inherent bonus to Constitution. One with the Sea (ex): The host can breathe underwater, and gains a +4 bonus to swim checks. Spell-like Abilities (sp): A tear can allow it's host to water walk at will, and create water once per day. It can allow it's host to act as though affected by a freedom of movement spell at will, but only in respects to underwater movement. All abilities have an effective spellcaster level of 7th. Tidal (ex): Once bonded with a tear, the host's mood becomes affected by the movement of the tides. As the tide comes in, any emotions it feels are heightened. As the tide receeds, so do it's strong emotions. The host's activity cycle is also affected by seasonal changes. In the colder seasons, the host tends to be lethargic and stubborn. This changes to vivacious liveliness in spring time, and a more content relaxation in the summer. Other creatures usually fail to understand or predict the host's changing moods, and this usually puts them at unease in the host's presence. Each day, the tear drains 1 point of the host's Charisma. Ordinarily the host regains 1 point of Charisma each night, just before the next point of Charisma is drained, keeping the host at an equilibrium of -1 to it's base Charisma score. ~Ginger |
| Mordenkainen's Rubber Duck of DOOM10-19-03, 10:36 AM | Okay, for your ease, here's the other elements: Positive Negative Fire + Air- Smoke Fire + Earth- Magma Air + Water- Ice Water + Earth- Ooze Fire + Positive- Radiance Fire + Negative- Ash Air + Positive- Lightning Air + Negative- Vacuum Water + Positive- Steam Water + Negative- Salt Earth + Positive- Mineral Earth + Negative- Crystal |
| Raymond_Luxury_Yacht10-19-03, 11:18 AM | Originally posted by Mordenkainen's Rubber Duck of DOOM Earth + Negative- Crystal Actually, Earth + Negative = Dust. |
| Lord of the Ninth10-19-03, 12:36 PM | It would be dust, but all the rest of them are right. Hat's off to the Gingerbread Guy :tiphat: , nice stuff. |
| Wickerbull10-19-03, 02:48 PM | Hey, are we allowed to print these guys out? Just asking, if you say no, I won't. My minotaur's Con is so high, he could stand to have one of those Embers. Keep up with the other ones, pretty please! I can't wait to see a lightning symbiont! |
| Wickerbull10-19-03, 02:52 PM | Holy cow! That Chrysalis is awesome! getting drunk by eating coins! Any minotaur would love that. |
| R.M.G.C.L.F.10-19-03, 02:58 PM | If their are no objections I'll take my hand at the positive and negative energy symbionts. Vitalizer Diminutive elemental (positive energy, extraplanar, Symbiote) HD:1/2d8(4hp) Initiative:+0 Speed: 10ft AC:14(+4size) Attacks: Energy touch+4 touch Damage: Infuse Special attacks: Energy Touch, spell-like abilities Special Qualities: Infuse, stupify, elemental traits, empathy, enhance strength and constitution, symbiont traits, positive energy subtype, fast healing 2 Saves: Fort+2,ref+0,will-2 Abilities:Str2,Dex10,Con10,Int3,Wis6,Cha 6 Skills: Jump+5 Feats: Weapon finessee ________________ Climate/Terrain: Positive energy plane, Ysgard, temperate or warm plains and forests Organization: Solitary CR: 1/8 or host+1 Treasure: None Alignment: Usually neutral Advancement: None Vitalizers are some of the more potent (and more dangerous) elemental symbiotes. On the material plane they wait, occasionally shifting about in search of a sutable host. The resemble something of a mass of shifting and pulsating organic matter obscured by a 60ft radius of bright light. Combat: The vitalizer moves unusually fast (for a symbiote) and knows little of subtleness. It leaps out at its first chance to bond. Energy Touch(su): Upon contact with a vitalizer a living creature heals 1 point of hp, while undead take 1 damage. It then attempts to bond. Infuse(su): Upon a successful energy touch a vitalizer will try to merge with a living being. This takes one round, during which it can be removed by an inflict spell or at least 2 points of strength, constitution, or charisma damage. Unless the creature makes a fortitude save dc:18, the vitalizer will disperse itself throughout the host body, making it impossible to remove unwillingly. When the vitalizer leaves its host the body falls into a relapse and the creature takes 1 con damage, 1 str damage, and is fatigued until the strength damage has been healed. The host gains the positive energy subtype (recovers twice as much hp from cure spells, takes double damage from inflict spells, +1 on damage rolls against undead, and never gains exceeds twice its maxiumum hp from temporary hit point gain.) Stupify(ex): The pulsating, adrenaline-like surge of power in an intelligent being is harmful to its higher thought processes, dealing 1d2 intelligence damage each day. This gradually results in the host degrading into a comatose simpleton, at which point the vitalizer leaves the body in search of a new one. Empathy(su): A vitalizer can communicate basic emotions and sense similar emotions in any creature within 30ft of it. Aside from this and the ability to tell the general level of life force in an area the creature is completely unaware of its surroundings. It can communicate wit its host and only its host at will. Enhance strength and constitution(ex): The host gains a +2 bonus to str and con. Spell-like Abilities: A vitalizer with a host may cast the following spells at will - aid, cure minor wounds, disrupt undead. Once per day, the host may use a lesser restoraton spell, (although this may not be used to restore wisdom or intelligence). These are all cast as a 7th level sorcerer, or of one half the host creature's Hit Dice, whichever is higher. |
| Wickerbull10-19-03, 03:39 PM | Originally posted by Mordenkainen's Rubber Duck of DOOM Is the host or the symboint the one "driving" the body? If the host, or if there's a battle of wills, I can see people grabbing symboints purposefully and hoping they retain control. (Due to increased power) I just remebered, Symbionts have Ego scores. So, if Gingerbread Guy finds the time, he may be nice enough to give us the Ego scores for his symbionts. I wish there was some official material out that shows DMs how to better incorporate Symbionts into their game, using either level adjustments or as treasure, so that the players don't become unbalanced with veritable societies of creatures living inside them. |
| Kyy'Dakh10-19-03, 05:11 PM | Yeah, I'd like to see a little more development of the symbionts. One thing that annoyed me was that most (all?) the symbionts in the FF were evil, and often parasitic. A symbiosis is supposed to be for mutual benefit. |
| Cullwch10-19-03, 09:35 PM | I think the LA of the earth and fire symbionts would be zero, and the air and water would be +1. As for the vitalizer, as a DM, that's how I'd get rid of a troublesome player. :smirk: I think that each of these four symbionts could be applied as templates/levels, as per the savage progressions topic off of the D&D home page. I'm not sure each represents a whole extra level gain, maybe they could be applied with a flat XP fee. |
| Nifft10-20-03, 12:18 AM | Nice! I feel the urge to "systematize" them, though: /- Ability -\ Name Type Bonus Cost Power & Spell-Like Abilities Krink Fire +2 Dex -1 Con Fire Resistance 10, Flame Blade at will Una Water +2 Con -1 Wis Water Breathing, +8 Swim, Create Water at will Torr Earth +2 Str -1 Dex +2 Natural Armor, Lithovore, Magic Stone at will, Stone Shape 3/day Zyph Air +2 Dex -1 Str Sonic Resistance 10, Feather Fall at will, Gust of Wind 3/day Ioul Storm +2 Cha -1 Wis Electricity Resistance 10, Shocking Grasp 3/day Chav Ooze +2 Con -1 Cha Acid Resistance 10, Acid Splash at will, Acid Arrow 3/day Whirn Ice +2 Str -1 Dex Cold Resistance 10, Ray of Frost at will, Ice Dagger 3/day Plit Wood +2 Con -1 Dex Double natural healing rate, Entangle 3/day Shale Ash +2 Wis -1 Con Save +4 vs. Poison, Mephitic Spray 5/day, Lesser Magma Orb 3/day Ahsa Light +2 Wis -1 Str Light and Flare at will, Searing Light 3/day Viul Dark +2 Cha -1 Con Darkvision 120 ft., Darkness at will The first 9 are the Elements in my campaign -- I'm not so sure about the last two. According to the DMG, a magic item that did these things would cost around 40,000 gp (not counting the cost of multiple powers or slotless). IMHO, the ability cost counters the "slotless" cost. However, it's important to get the "price" of such critters if PCs are ever going to seek them out -- for purchase, or just so the DM can tell how much loot the party really got. -- N |
| Gingerbread Guy10-20-03, 03:27 PM | Hiho, Okay, I posted a celesital symbiont. See what you guys think [and post there instead of here ^_^] ~Ginger |
| HalfMunchkin11-22-03, 05:53 PM | Celestial Symbiote (http://boards1.wizards.com/showthread.php?s=&threadid=118375) |
| R.M.G.C.L.F.11-22-03, 06:23 PM | Mortalizer Diminutive elemental (negative energy, extraplanar, Symbiote) HD:1/2d8(2hp) Initiative:+0 Speed: 5ft AC:14(+4size) Attacks: Energy touch+4 touch Damage: Infuse Special attacks: Energy Touch, spell-like abilities Special Qualities: Infuse, weaken, elemental traits, empathy, enhance strength and constitution, symbiont traits, negative energy subtype, fast healing 1 Saves: Fort+2,ref+0,will-2 Abilities:Str2,Dex10,Con10,Int3,Wis6,Cha 6 Skills: Jump+5 Feats: Weapon finessee ________________ Climate/Terrain: Negative energy plane, temperate or cold swamps mountains and underground Organization: Solitary CR: 1/8 or host+1 Treasure: None Alignment: Usually neutral Advancement: None Mortalizers are some of the slightly more harmful of elemental symbiotes. On the material plane they wait, occasionally shifting about in search of a sutable host. The resemble something of a mass of crumbling organic matter obscured by a small shimmer of darkness. Combat: The mortalizer knows little of subtleness. It leaps out at its first chance to bond. Energy Touch(su): Upon contact with a vitalizer a living creature deals 1 negative energy damage, while undead heal 1 hp. It then attempts to bond. Infuse(su): Upon a successful energy touch a vitalizer will try to merge with a living being. This takes one round, during which it can be removed by a cure or restoration spell. Unless the creature makes a fortitude save dc:18, the mortalizer will disperse itself throughout the host body, making it impossible to remove unwillingly. The host gains the negative energy subtype. Weaken(ex): The draining presence of negative energy within a living host takes a harmful toll dealing 1 str and con damage each day. Since the host recovers 1 str and con each night right before it is drained, this keeps them at a continual -1 str and -1con equalibrium. Empathy(su): A mortalizer can communicate basic emotions and sense similar emotions in any creature within 30ft of it. Aside from this and the ability to tell the general level of life force in an area the creature is completely unaware of its surroundings. It can communicate wit its host and only its host at will. Negative Energy Subtype: A mortalizer is immune to undead energy drains, ability drains, or ability damage, is healed by inflict spells and dealt damage by cure spells. Absorb: The mortalizer absorbs the negative energy from specialized bursts, making the host is immune to energy drain. Spell-like Abilities: A mortalizer with a host may cast the following spells at will - inflict moderate wounds, chill touch, . Once per day, the host may use an animate dead supernatural ability. This functions as the spell except it cannot animate undead larger than medium and controls up to 2.5hd of undead maxiumum. These are all cast as a 7th level sorcerer, or of one half the host creature's Hit Dice, whichever is higher. |
| Wickerbull11-23-03, 02:43 PM | There it is!!! Good job, R.M.G.C.L.F.!!! |
| Vanigo11-24-03, 01:39 AM | Originally posted by R.M.G.C.L.F. Spell-like Abilities: A mortalizer with a host may cast the following spells at will - inflict moderate wounds, chill touch, [Something goes here?]. What goes there? Also, why does the mortalizer grant the positive energy subtype? It's also wierd that it's fairly easy to live with a negative energy symbiote, but nearly impossible to live with a positive energy symbiote for extended periods of time. |
| R.M.G.C.L.F.11-24-03, 06:27 PM | Originally posted by Vanigo What goes there? Also, why does the mortalizer grant the positive energy subtype? It's also wierd that it's fairly easy to live with a negative energy symbiote, but nearly impossible to live with a positive energy symbiote for extended periods of time. Nothing goes their, it's just a typo. The mortalizer isn't supposed to grant the positive energy subtype, I used the format for the vitalizer and I forgot to change that. As for your last comment, yes, it's weird. |
| Wickerbull11-25-03, 10:50 AM | Don't forget everyone, Symbionts have Ego scores. I've figured out the Egos for all the ones posted here except the Mortalizer. I also figured a way to integrate Symbionts as items. Just put them in the game around the same time that you would put in an item with the same Ego. That way, you can have your balanced game, and your players can have their symbionts. Now, It's possible that your players may wait a long time for the super powerful vitalizer(Ego 19), but they can always go with one of the elemental symbionts(all Egos below 14). And, because of the new 3.5 rules, items with Egos are now much cheaper and easier to find. So players won't be waiting that long until they can see all of the symbionts they want. |
| R.M.G.C.L.F.11-25-03, 06:13 PM | Originally posted by Wickerbull Don't forget everyone, Symbionts have Ego scores. I've figured out the Egos for all the ones posted here except the Mortalizer. I also figured a way to integrate Symbionts as items. Just put them in the game around the same time that you would put in an item with the same Ego. That way, you can have your balanced game, and your players can have their symbionts. Now, It's possible that your players may wait a long time for the super powerful vitalizer(Ego 19), but they can always go with one of the elemental symbionts(all Egos below 14). And, because of the new 3.5 rules, items with Egos are now much cheaper and easier to find. So players won't be waiting that long until they can see all of the symbionts they want. One question about calculating ego scores, if a creature has a negative modifier for a mental ability, do you subtract from the ego score? |
| Wickerbull11-26-03, 07:40 PM | Well, I don't have the books in front of me, but I think that when you are calculating symbiont Egos, ability scores don't come into play. There are rules for calculating Egos for symbionts in the begginning of that appendix, and those are the guidlines I used for figuring the Egos of the ones posted here. I left them as is, because I don't think it said anything about acid-testing Egos, like you do with LAs. I hope that answers your question.... |
| Wickerbull11-26-03, 07:47 PM | Okay, my last post isn't showing up. Basically, I said that I don't think ability scores are a factor when calculating symbiont Egos. I also said that there were guidlines in the front of the symbiont appendix(in the Fiend Folio) for calculating symbiont Egos. I hope that helps. |
| Wickerbull11-26-03, 07:51 PM | Oh, gee, it never occurred to me to go to the next page. Well, I guess I spend too much time in my books. Anyway, I can post the Egos for all the symbionts here if everyone wants me to. If not, I won't. |
| shmeg11-26-03, 08:35 PM | go for it, and a cost breakdown for each would be nice. |
| Wickerbull11-27-03, 12:09 PM | Okay.....Ember 9, Chrysalis 8, Whisp 11, Tear 13, Vitalizer 19, Halo(another thread) 21. I haven't calculated the Mortalizer's Ego yet. I don't think costs are needed, because these are creatures we're talking about, not trade goods. I say just put them in the game instead of that intelligent longsword, like have them floating around in the dungeon after the adventurers find a suspiciously skimpy treasure. If you really need a market price, use the guidelines for an intelligent item found in the DMG 3.5, and use an item that doesn't take up a slot as the base cost. If you really really really want prices for each, I'll figure them out when I find the time. |
| shmeg11-27-03, 04:31 PM | thanks for the ego scores. I didn't mean costs in terms of market price but rather a breakdown of how you calculated the ego scores (as I have a hard time puzzling through that aspect of item creation myself sometimes). Thanks |
| Nifft11-27-03, 07:34 PM | IMC, I've "given" a Fire symbiote to a PC (after they killed its previous host), and I'm valuing it about 40,000 GP. -- N |
| Wickerbull11-28-03, 03:57 PM | Originally posted by shmeg thanks for the ego scores. I didn't mean costs in terms of market price but rather a breakdown of how you calculated the ego scores (as I have a hard time puzzling through that aspect of item creation myself sometimes). Thanks You're welcome! Well, I got the guidlines for determining the Egos out of the symbiont appendix in the Fiend Folio, so I don't know if I'm allowed to post that on the boards. If anyone can find out if we can post that sort of thing, I'll do it first thing. However, without looking at my books, I think I'm alllowed to tell you what I saw, so....I think each Special Attack is worth 2 Ego points, and each Special Quality is worth 1, and the outsider type is worth 4 Ego points. Maybe(I'm not sure) mental abilities come into play, so that each bonus(but probably not penalties) is worth 1 ego point. Well, there you go. If we're allowed to post the exact guidlines, I'll do it. I just hope my account doesn't get frozen for this post. |
| Adrez Nesnsid11-28-03, 05:12 PM | Originally posted by Nifft Torr Earth +2 Str -1 Dex +2 Natural Armor, Wasn't a "Torr" one of the chosen froms of Gozer the Gozerian, from the first "Ghostbusters" movie? |
| Nifft11-28-03, 09:54 PM | Originally posted by Adrez Nesnsid Wasn't a "Torr" one of the chosen froms of Gozer the Gozerian, from the first "Ghostbusters" movie? Never saw that written, so I can't tell you. If so, we're both playing on the word "Tor". :) -- N |
| The Ethereal Wickerman11-29-03, 02:46 PM | These symbionts are cool. Im currently running a creature contest in which the theme is symbionts. I was wondering (with your permission of course) if I could enter your creations into it. You can find the contest in the link below... http://boards1.wizards.com/showthread.php?s=&threadid=140086 Thanks for your time...:D |
| Nifft11-30-03, 10:53 PM | Originally posted by The Ethereal Wickerman These symbionts are cool. Im currently running a creature contest in which the theme is symbionts. I was wondering (with your permission of course) if I could enter your creations into it. Not if entering the contest requires foregoing copyright issues -- I retain all rights to my creations. Otherwise, sure! -- N |
| The Ethereal Wickerman12-01-03, 10:32 AM | Originally posted by Nifft Not if entering the contest requires foregoing copyright issues -- I retain all rights to my creations. Otherwise, sure! -- N Hold on a second, are you Gingerbread Guy?. Is this one of your other profiles. If so fine, im entering your name as Gingerbread Guy. Thanks, and no their is nothing at all in the contest to do with copyright...:D |
| Nifft12-01-03, 12:12 PM | Originally posted by The Ethereal Wickerman Hold on a second, are you Gingerbread Guy?. Is this one of your other profiles. If so fine, im entering your name as Gingerbread Guy. Thanks, and no their is nothing at all in the contest to do with copyright...:D Nope, this is my only handle ever, here and on EN-World. I'm not Gingerbread Guy. -- N |