Fiend Folio: Buying Symbionts? [Archive] - Wizards Community

Post/Author/DateTimePost
Stealth_Ninja

05-10-06, 12:13 AM
I love the grafts and symbionts in the fiend folio, but I was wondering if there was a way to determine the cost of some of the symbionts, if you wanted to buy one. Because in my campaigne I would love some psionic sinew, who wouldn't, but I don't have time to go hunt for some. Can anyone give me an estimate price, or suggestion on how to find a price?
thanks all
Talisman

05-11-06, 03:33 PM
Check exactly what the symbiont does (don't have my MM2 handy). Then find a magic item that does something similar. I recommend doubling the price (since symbionts don't really use up "item slots" in the traditional sense), or perhaps tripling (since, let's face it, symbionts are going to be rarer than traditional items).

Or you could just ask your GM.
Stealth_Ninja

05-11-06, 06:30 PM
Well I thought about that, but the symbiont I want is the psionic sinew. I has a mage armour like ability, along with + 4 strength and an ability that lets you grow claws... So I'm thinking, 16000 for the +4 ability, +32000 for ring of protection +4, along with... lets say... 10000? for a thing that lets you grow claws that do a d12 damage once a day. O, and it can also heal you 3 hit points once a day. So, tripling that would get a bit pricy... but it does have a downfall, that I don't know how to calculate in. Every day it drains one dex point, along with an extra one every time you use the claws, and everytime you get it to heal you. And upon entering you permenatly lose one. So you are auto down 1 dex point, and then everytime you use and ability you go down another... so, I don't know the math for that
urial angel of death

05-12-06, 08:45 AM
no actually the psionic stinew does not drain a Dex pint every day, it is the one of the few that only drains when its ability is used.
Talisman

05-15-06, 03:48 PM
Let's break it down...

+4 to Strength - ability enhancement; 16,000 gp
d12-damage claws - effectively claws of the beast augmented to 7 pp. Call it a use-activated spell effect, 1st-level spell, 7th-level caster, total value 14,000 gp. It's a combat enhancer like the +4 Str bonus, so it's reduced by 25% (for a cost of 10,500 gp)
Mage Armor - use-activated spell effect; 2,000 gp. It's different from the combat enhancers, so it's cost is multiplied by 1.5 (for a cost of 3,000 gp)

Total cost so far is 29,500 gp. I'd say double it for no slot, then halve it for the Dex cost (DMG has no rules for mitigating factors like this), leaving the total unchanged. Pricey, but it's compact and offers three very useful abilities.