Venom sybiot by skins [Archive] - Wizards Community

Post/Author/DateTimePost
JhyarelleNightwind

05-30-07, 02:56 PM
Is there a way to make a "Venom" type skin using powers as "Wall Walker"
"Danger Senes" and something to emulate webbing? And can it be done without the whole going insane for the user?
InkBlot

05-30-07, 03:03 PM
Skin of the Spider: This psychoactive skin continually grants the wearer a +20 competence bonus on Climb checks and continually affects the wearer as the body equilibrium power. Three times per day, the wearer can manifest entangling ectoplasm against a target within 30 feet.

Faint psychometabolism; ML 3rd; Craft Universal Item, creator must have 10 ranks in Climb, body equilibrium, entangling ectoplasm; Price 79,080 gp; Weight 2 lb.

I believe either TempestSormwind of Bacris has stated up the symbiot as a sentient cursed psychoactive skin.
Taelohn

05-30-07, 03:10 PM
A direct conversion of the powers granted by the Venom symbiote in the comic books would be something like this:

- Maximum hit points per Hit Dice
- +30 enhancement bonus to Strength
- +20 enhancement bonus to Dexterity
- +10 enhancement bonus to Constitution
- +6 armor bonus to Armor Class
- +5 insight bonus to Armor Class and Initiative checks
- +4 resistance bonus to all saving throws
- +10 circumstance bonus on Balance, Disguise, Hide, Jump, Listen, Spot, and Tumble checks
- Alertness, Blind-Fight, Great Fortitude, Improved Grapple, Iron Will, and Lightning Reflexes as bonus feats
- Ability to lift 8 times more than indicated by Strength score
- Blindsense
- Change self at will
- Constant necklace of adaption effect
- Constant spider climb effect
- Damage reduction 15/slashing
- Evasion
- Hide in plain sight
- Improved uncanny dodge
- Immunity to blindness attacks and diseases
- +12 to grapple checks
- Claw attacks (1d12, slashing)
- Webbing (ranged attack, can be used to grapple, +2 to attack bonus, 250 ft. range, Strength check DC 30 to break within the first round, DC 45 afterwards, 3 hour duration)
- Wearer becomes vulnerable to fire and sonic attacks (+50% damage taken)
- Wearer is disoriented by extreme noise (-2 cumulative [per round] penalty to attacks, armor class, saving throws, and skill checks)
- Wearer does not trigger Spider-Man's spider-sense (and he gains none of its benefits in combat)

The symbiote itself would be a Chaotic Evil abberration with its own skill ranks and ability scores (it is capable of speech and movement on its own). While bonded, it would use the host's (augmented) physical ability scores and saving throws instead of its own. The host would have to make ego checks (as though against an intelligent item) to do something the symbiote was opposed to. The symbiote can be forced to separate from its host by exposing it to intense heat or noise, and it can choose to separate at any time if it wishes to find a better host.

While more accurately a creature that grants a template, you could potentially duplicate the abilities it bestows with an epic item (though it would be extremely expensive).
InkBlot

05-30-07, 03:17 PM
Well, he said he doesn't want the symbiote itself. Just something similar.

If you do want to perfectly duplicate Spidey or Venom, I reccomend using psionic classes instead of psionic items. You could pull off Spiderman pretty well with an Ardent, Lurk, Psychic Rogue, Psychic Warrior, Wilder, or Psion/Slayer. Pretty much any class will do. Just pick lots of precognitive powers for spider-sense (offensive prescience, detect hostile intent, etc), ectoplasmic powers for web-shooting (entangling ectoplasm, ectoplasmic strand, ectoplasmic cocoon, etc), and some miscelanious powers for strength, agility, and wallcrawling (wall walker, urban strider, mighty spring, animal affinity, biofeedback, etc).

I'd help more with the psycho-skin, but I really suck at item creation.
Tempest Stormwind

05-30-07, 03:31 PM
Intelligent CE psychoactive skin. Skin of the Spider is a good place to start. Add on Ectoplasmic Strand (an old Mind's Eye power) at ML 1 from your wrist to anything else in range as a swift action and you've got the symbiote in a nutshell. The rest can be added on through the intelligent item creation rules. Don't be afraid to make it a minor artifact in power. Just make sure that it has some form of vulnerability to loud noises in the same way a vampire has a weakness to sunlight, a ludicrously high Ego score, and some form of personality-altering curse (the wearer will not want to separate with it).

If you're interested in another fellow's interpretation, see here (http://boards1.wizards.com/showpost.php?p=8757886&postcount=330).

Do note I haven't seen Spiderman 3 yet, but I'm told they didn't do a very good job on Venom there.
InkBlot

05-30-07, 03:36 PM
Venom in Spiderman 3 is accurate to the 90's Spiderman cartoon. I haven't read many Spidey comics, so I wouldn't know if he's accurate to the comics as well. The only things that they messed up on were his voice (not scary) and his screen-time. They shot themselves in the foot by trying to give all three villains equal screen time.

From The Mind's Eye (http://www.wizards.com/default.asp?x=dnd/pse/20021220a):
Ectoplasmic Strand
Metacreative (Int)
Level: Psion 0/Psychic Warrior 0
Display: Ma, Vi
Manifestation Time: 1 action
Range: Close (25ft. + 5ft./Level)
Target: See text
Duration: 1 minute/level (D)
Power Points: 1

A single taut strand of ectoplasm is drawn from the Astral Plane and attaches itself to two objects within range. The two objects must have a clear line of effect to each other. You must make a ranged touch attack if either object is not considered unattended or is a creature. One end of the strand can appear attached to one of your hands if you choose. The strand can be detached with a successful Strength check (DC 22) and tied to another object if so desired. The distance between the two objects determines the length of the strand. These strands instantly merge with other ectoplasmic strands when in contact with each other, allowing you to seamlessly connect the end of two strands or combine them to make a stronger strand. A single strand has 2 hit points and can be burst with a successful Strength check (DC 22). It is supple and adds a +1 circumstance bonus to Use Rope checks when it is the rope being used. Two or more strands of thickness add 1 hit point and increases the Strength check DC to burst the rope by +1. At the end of its duration, the strand dissipates harmlessly.
You may notice that Ectoplasmic Strand is a 0th level power. 3.5 psionics does not feature 0th level powers. If you upgraded the power to a 1st level 3.5 power then it might look like this:

Ectoplasmic Strand
Metacreativity (Creation)
Level: Psion/Wilder 1, Psychic Warrior 1
Display: Material and visual
Manifestating Time: 1 swift action
Range: Close (25ft. + 5ft./Level)
Effect: A taut strand of ectoplasm
Duration: 1 minute/level (D)
Power Points: 1

A single taut strand of ectoplasm is drawn from the Astral Plane and attaches itself to two creatures or objects within range. The two creatures or objects must have a clear line of effect to each other. You must make a ranged touch attack to attach the strand to a creature or an attended object. One end of the strand can appear attached to one of your hands if you choose. The strand can be detached with a successful Strength check (DC 22) and tied to another object if so desired. The distance between the two objects determines the length of the strand.

Ectoplasmic strands instantly merge with other ectoplasmic strands when in contact with each other, allowing you to seamlessly connect the end of two strands or combine them to make a stronger strand. A single strand has 2 hit points and can be burst with a successful Strength check (DC 22). It is supple and adds a +1 circumstance bonus to Use Rope checks when it is the rope being used. Two or more strands of thickness add 1 hit point and increases the Strength check DC to burst the rope by +1. At the end of its duration, the strand dissipates harmlessly.

Augment: You can manifest this power in one or more of the following ways.

1. If you spend 4 additional power points, you can manifest this power as an immediate action (quickly enough to save yourself from a fall).

2. For every 4 additional power points you spend, you can create an additional ectoplasmic strand with the same manifestation of this power. Each strand may be connected to different creatures or objects, or layered with another strand to strengthen it.
JhyarelleNightwind

05-30-07, 04:41 PM
Holy.....

Thank for the feedback guys. I tried making the same thing using item creation feats with spells instead of powers, like gloves with animate rope and web permanently enchanted on it, but no one bother to give me any help or coment to my effort.

I like the I dea of the skin being a minor artifact with a good Int score. I wish I thought about using ectoplasm as webbing. You guys presented me with some great ideas and I will present them here soon I can test them out the campaing i'm playing in. I love making things with the item creation feats and I love trying to mimic powers and abilites from just about any hero or villan from all media. Note I said powers and/or ablities and not the chcaracters them selves. The DM in our group loves the fact that I can do just about anything in item creation better he does. This also presents me some moral problems as he asks me to make some stuff for him to use agaisnt us in said game and I can't use my knowladge aginst said items, becaused it would be metagaming, a no no in our games.

I just like to see other's opinion on them when i make it. I'll be posting the "Skynbiot" mark 1 soon and i hope you guys will be kind as to give your 2 cents on it. You can give more if you want.

More to come when they do. Thanks.
InkBlot

05-30-07, 05:28 PM
Ecotplasm isn't just a substitue for webbing; ectoplasm is webbing so long as you think it is. Ectoplasm's only defining feature is that it is, quite literally, whatever you think it is. Ectoplasm is your thoughts made manifest. They say that ectoplasm comes from the astral plane, but that's only because the astral plane itself is where (in D&D and new-age beliefs) your thoughts reside. The astral plane is made of thoughts.

Another web power from Complete Psionic - Deaden Blow. Deaden Blow wraps an enemy's weapon in ectoplasm (webs), making it impossible to deal lethal damage with it. The weapon can still deal nonlethal damage, but nonlethal damage is a lot easier to deal with.

The mechanical webshooters would be Dorje Bracers (Wand Bracers, MIC). The webfluid cartridges would be dorjes of deaden blow, entangling ectoplasm, ectoplasmic strand, ectoplasmic cocoon, and mass ectoplasmic cocoon. Peter would probably be a Lurk
Batshido

05-30-07, 05:43 PM
Peter would probably be a Lurk
I would actually probably peg him as a Monk/Psychic Warrior with Talashatora.

The rest I'm right there with you on, though.
InkBlot

05-30-07, 06:26 PM
Lurk because it's Int-based and sneaky, and because it's expedient. Peter Parker is a genious. He single-handedly invented a chemical compound and a wrist-watch-sized device which can do what scientists have been trying to do for decades - produce artificial spiderwebs. He fights by his wits as much as by his fists. He does has a very high level of awareness, a high Wisdom score, but his Intelligence is even higher.

Psychic Warrior also doesn't have enough skill points or class skills to represent Peter. Monk has abilities that Spiderman simply doesn't. He can't teleport, he isn't immune to disease, he isn't immune to poison, et cetera.

I could see Spiderman having one level of monk, just for the Wisdom bonus to AC. Psychic Warrior, however, is right out.

Anyway, this is off-topic. The OP wanted help making a psychoactive skin that did some things like Venom can, not Psionic Spiderman Builds.
The Commoner

05-30-07, 09:51 PM
I disagree on the Chaotic Evil aspect.
Venom had his own comic and was a "The Lethal Protector".
Chaotic Neutral would be the better alignment for it. A screwed up sense of justice.
http://www.coverbrowser.com/covers/venom-lethal-protector
Tempest Stormwind

05-30-07, 10:34 PM
I recall seeing issue 1 of that. The nonevil behaviour in there was due to Brock, not the symbiote. The symbiote is definitely CE, although Venom himself may or may not be depending on how much dominance Brock has at the time (He's certainly been portrayed as CE in the past, but if you INSIST on him not being CE, then claim that the symbiote was dominant at the time).
Taelohn

05-30-07, 11:15 PM
Eddie wasn't a criminal before bonding with the alien, he just hated Spider-Man for ruining his career (Brock was fired from the Daily Globe when Spider-Man caught a serial killer called the Sin-Eater, after they'd published a series of interviews Brock did with someone that only claimed to be the Sin-Eater). Prior to that he was an excellent athlete and a respected journalist (and his alignment was probably Neutral).

As Venom, he murdered criminals but refused to let harm come to anyone he considered "innocent" (he still hated Spider-Man, but would never harm May or Mary Jane, for instance). He took it upon himself to protect the homeless, during his time in San Francisco. Even Spider-Man admitted that he had "a working set of morals, in his own strange and convoluted way". He was not unlike the Punisher (only more powerful and more crazy), and I'd probably call him Chaotic Neutral with Evil tendencies.

The alien itself is definitely Chaotic Evil these days (though I don't think it became evil until after Spider-Man rejected it, which left it extremely bitter and resentful). When Angelo Fortunato (its next host after Brock) started losing to Spider-Man and tried to run, the symbiote started making demands and threats, then separated from him in mid-air when he tried to jump away (allowing him to fall to his death). It went on to bond with Mac Gargan, who was formerly the Scorpion (and they are now a member of the Thunderbolts).
SlanderPanic

05-30-07, 11:21 PM
In fact, the symbiote often disagreed with Eddie's desire to do justice. Eddie's heroic side reminded it too much of Peter, but it went along with Eddie's desires because it loved him, just like it loved Peter.

I'd call the symbiote Neutral Evil. It bursts into rages (a Chaotic trait) from time to time and desires control (a Lawful trait,) but, in the end, it's entirely self-absorbed, interested only in its well-being, even as it becomes dependent on its hosts. Its primary motivation is hurting Peter in retaliation for Peter's rejection of it.* It's even abandoned hosts on occasions for chances to either reunite with or harm Peter, or out of self-preservation.

*(Yes. The symbiote is the Ex From Hell.)

It's worth noting that the current Venom is Mac Gargan, formerly the Scorpion. He's a member of the Thunderbolts, who are being used by S.H.I.E.L.D. to round up superpeople who are still resisting Registration. Eddie asked the symbiote to leave him after finding out he had cancer and having a Catholic reawakening. The symbiote eventually passed to Gargan.
Unnatural clone

05-31-07, 11:34 AM
I've made a Venom Skin once for my players... It kinda looks like what you've said on this topic! :)


Venom
Intelligent psychoactive skin (Int 10, Wis 16, Cha 16)

Venom is a Skin of the Spider who give a +4 natural AC bonus, and also gives the followings powers:

* Entangling ectoplasm and Claws of the Beast, at will (ML 9);
* Body adjust (ML 9), three times a day;
* Motive powers: if its wearer is going to make a slaughter, Venom can manifest Form of Doom on him/her once a day (ML 17).

AL Chaotic Evil
Ego ?? [I don't remember]


Of course, it doesn't perfectly mimic Venom straight from the comic, but my players and I are not complete Spiderman-geeks, here in Europe! ;)

See ya! :cool:
teshen

05-31-07, 01:56 PM
Ecotplasm isn't just a substitue for webbing; ectoplasm is webbing so long as you think it is. Ectoplasm's only defining feature is that it is, quite literally, whatever you think it is. . . .
Which reminds me of the "What If..." comic where the Punisher acquired the symbiont, and made guns. The symbiont will manufacture a 'natural' version of whatever you envision... In his case, it was just ranged projectiles... of course, Carnage uses a form of ranged damage as well...

The alien itself is definitely Chaotic Evil these days (though I don't think it became evil until after Spider-Man rejected it, which left it extremely bitter and resentful).

I'd call the symbiote Neutral Evil. It bursts into rages (a Chaotic trait) from time to time and desires control (a Lawful trait,) but, in the end, it's entirely self-absorbed, interested only in its well-being, even as it becomes dependent on its hosts. Its primary motivation is hurting Peter in retaliation for Peter's rejection of it.* It's even abandoned hosts on occasions for chances to either reunite with or harm Peter, or out of self-preservation.

*(Yes. The symbiote is the Ex From Hell.)
I can see both, although I think Panic's Neutral Evil view of the symbiote is closer to the mark. Survival is the object... at all costs. It operates at an instinctual level. Something annoys you? Crush it. Kind of like the Green Hulk used to...

It's only the (previous) hosts that have given the symbionts a level of cognitive complexity that a symbiotic creature really didn't need for survival that's lead to... interesting behaviors. :smirk:

(Yeah... and Venom was a Punk in Spiderman 3. It made me sad. )

Peter Parker is a genious.
And I want to give an Amen to this. He's borrowed the use of Reed Richard's equipment on occasion to do things like comparative DNA analysis... He developed a complicated chemical compound with a tensile strength greater than steel and it evaporates in a few hours after being exposed to air... at the age of sixteen. And in one of the "What If..." magazines he became a superhero in the vein of Ironman by the power of his own inventions... that's the aspect of Peter Parker that I'm disappointed that haven't really tapped into in the comics... his Herculean Genius.
JhyarelleNightwind

05-31-07, 02:59 PM
Again thanks guys for the many input you have presented me with. However I'm now presented with a few more problems. I never worked with Psionic item creation before and therefore am leary with how to calculate the amount of gold requiered to make things like this.

For example in the DMG, it states that materials, gold and exp are required to make certain items. Enchanted items adds spell level x 1000 gold to the cost of the item plus the items cost (including master wirk cost if any and exp if needed). How does that work when working with such things as ectoplasm. As a psion I could just pull it out of thin air, but what about the gold consumption. Does the gold just dissapear because I permanently make a skin of lets say Weebing, with deaden blow, entangling ectoplasm, ectoplasmic strand, ectoplasmic cocoon, and mass ectoplasmic cocoon? How do the mechanics work on things like that?

Waht spource material does "Deaden Blow" from?

Also how do you price ceartain ablilites that can be granted by using an echanted item? Example the scent ability of a wolf. Lets say I were to make a colar of scent. How do I calculate abilities that mimic feats, class, supernatural and extraordianry abilities. I thought limited wish could be the answer in the arcane sense, but I don't think that there's a power that mimics that. What and weakness or flaws?. The venom symbiot was greatly weakend by sonic attacks. Item weakness should subtrac some gold value to said item being created. How do I calculate that as well?

Also on the next post, either here or a new thread I'll post a few skins and psionics items that are currently being play tested, but not priced due to (see above). Note that these items mimic the abilites of the character they are desinged from and not the characters themselves. The players using these items are responsible for their own actios and how they conduct their characters in game. Things that are currently being tested are:

Marvel based
Spiderman type skin 80% done
Venom type skin 75% done
Wolverine type skin 90% done
Cyclop's visor (psio crown or goggles) 90%
Ant Man/Giat Man type skin 70%

DC based
Superboy (Conner/ Kon-El) type skin 90%
Green Lantern skin or ring 60%
Nightwing type skin 75% (Batman is too friggin complex to do as a skin)
Plastic Man/Elongated Man type skin 60%
I was gonna do the Flash 50%, until my friends told me that Teporal Acceleration at will is broken.... or is it?

Video Game based
Devil Jin type skin (Tekken) 60%
Classic Scorpion type skin (Mortal kombat) 70%

more to come as I and my crew think on a few more things
Taelohn

05-31-07, 04:32 PM
I thought limited wish could be the answer in the arcane sense, but I don't think that there's a power that mimics that.

Bend reality (http://www.d20srd.org/srd/psionic/powers/bendReality.htm) is similiar to limited wish (http://www.d20srd.org/srd/spells/limitedWish.htm), while reality revision (http://www.d20srd.org/srd/psionic/powers/realityRevision.htm) is similiar to wish (http://www.d20srd.org/srd/spells/wish.htm).

Note that these items mimic the abilites of the character they are desinged from and not the characters themselves.

Are they meant to mimic the actual strength of their powers, though, or just the general idea?

For instance, you could say, "Spider-Man has enhanced strength, speed, and durability, so I'll add a +6 enhancement to Str, Dex, and Con"... but if you want to enhance those ability scores to the same extent that Peter's were enhanced, you'd be looking at something like +28-42 Str*, +34 Dex, +26 Con. Those kind of enhancements would cost over 26,000,000 gp... and that's before getting into any of his other powers (darkvision, spider-sense, stingers, super-speed, wall-crawling, webbing, etc).

*Spider-Man can currently lift 20 tons, or 40,000 lbs. According to the carrying capacity (http://www.d20srd.org/srd/carryingCapacity.htm) rules from the PHB, a Strength score of 53 would allow one to lift 38,400 lbs., so that's about the score he'd have in d20. Alternatively, you could scale his Strength score down to 38 but allow him to lift 8 times more than his score would normally indicate (which would give us the same lifting capacity).
JhyarelleNightwind

05-31-07, 04:40 PM
Bend reality (http://www.d20srd.org/srd/psionic/powers/bendReality.htm) is similiar to limited wish (http://www.d20srd.org/srd/spells/limitedWish.htm), while reality revision (http://www.d20srd.org/srd/psionic/powers/realityRevision.htm) is similiar to wish (http://www.d20srd.org/srd/spells/wish.htm).

I didn't see that as a possibility thanks.

Are they meant to mimic the actual strength of their powers, though, or just the general idea?

For instance, you could say, "Spider-Man has enhanced strength, speed, and durability, so I'll add a +6 enhancement to Str, Dex, and Con"... but if you want to enhance those ability scores to the same extent that Peter's were enhanced, you'd be looking at something like +28-42 Str*, +34 Dex, +26 Con. Those kind of enhancements would cost over 26,000,000 gp... and that's before getting into any of his other powers (darkvision, spider-sense, stingers, super-speed, wall-crawling, webbing, etc).

*Spider-Man can currently lift 20 tons, or 40,000 lbs. According to the carrying capacity (http://www.d20srd.org/srd/carryingCapacity.htm) rules from the PHB, a Strength score of 53 would allow one to lift 38,400 lbs., so that's about the score he'd have in d20. Alternatively, you could scale his Strength score down to 38 but allow him to lift 8 times more than his score would normally indicate (which would give us the same lifting capacity).

Iguese itrealy depends on how powerful an item I design without breaking the game. Some sugest that I make these in to artifacts and I agree. You do make a good opint in asking how far am I goin to go with the ability imitation. As a major artifact that's made by say epic crafsmen or by some plot driven device a God, I'd say the powers of said items would be equal to their mimiced sources. This makes it nearly impossible to make in game. What I really want to do is to make items that just mimics the general powers and abilites. Items that are just in between epic and normal and minor artifact and mundane. When I do post the finished items, I'll put both major artifact/epic item and minor artifact/mundane versions. Please be patient as the items and other things are being play tested and are still being made up.
InkBlot

05-31-07, 04:57 PM
Deaden blow is from Complete Psionic.

The GP cost of making an item out of ectoplasm can come from many expenses. You might have to pay to enter a private library to research how to create the item. You might have to hire a psion nomad to help you obtain large quantities of stable ectoplasm from the astral plane. You might need to buy special crystals or herbs to focus your mind into the proper state. You might need to buy lots and lots of spiders in order to research how spiders cling to walls and spin webs. You might need to hire a psion nomad to help you travel to a higher plane of existance where you can get in touch with the physical embodiment of the what it means to be a spider. Et cetera. Et cetera.


I was gonna do the Flash 50%, until my friends told me that Teporal Acceleration at will is broken.... or is it?
Temporal acceleration at will would be broken. On the other hand, temporal acceleration once every so many rounds is not. Perhaps you could make it so that for every apparent round of temporal acceleration, you have to wait 2 round before using the ability again. So if you accelerate yourself for 3 rounds, you have to wait until six rounds after returning to normal time before you can accelerate again.

Should this thread be renamed thread Psionic DC/Marvel Builds?


In my opinion, the best way to price an item is to first figure out what level you think a player should be before getting the item. Once you know the level you want to aim for, turn to page 135 of your Dungeon Master's Guide. Find the level on table 5-1: Character Wealth By Level. Divide the listed GP amount in half. That's how much the item should cost.

For example, if I thought that a belt which could turn the wearer into a werewolf 3/day would be balanced in the hands of an 8th level character, then I'd price the item at about 13,500 gp.
JhyarelleNightwind

05-31-07, 06:44 PM
The GP cost of making an item out of ectoplasm can come from many expenses. You might have to pay to enter a private library to research how to create the item. You might have to hire a psion nomad to help you obtain large quantities of stable ectoplasm from the astral plane. You might need to buy special crystals or herbs to focus your mind into the proper state. You might need to buy lots and lots of spiders in order to research how spiders cling to walls and spin webs. You might need to hire a psion nomad to help you travel to a higher plane of existance where you can get in touch with the physical embodiment of the what it means to be a spider. Et cetera. Et cetera.

Thanks, I never thought about that way. When i made things with spells I just bought the stuff I want to enchant and and had to know what what to enchant it with.

Temporal acceleration at will would be broken. On the other hand, temporal acceleration once every so many rounds is not. Perhaps you could make it so that for every apparent round of temporal acceleration, you have to wait 2 round before using the ability again. So if you accelerate yourself for 3 rounds, you have to wait until six rounds after returning to normal time before you can accelerate again.

That's a good idea, I couls also add that time spent in Teporal Acceleration all so afects you physicaly. The original idea was constat motion with the Flash skin, but I knew it would be broken; so I made it that do the following when it is worn.

1) Temporal Accelaration needs to beactivated. Just because the skin is on doesn't mean that the user is always in speedster mode. Teporal Acceleration when active will last one full turn (1 Minute), after the minute ends the user becomes fatigued and cant use it again for one full turn (see Forced March).

2) These efects are always on when the skin is on. Psionic Haste, + 10 to Land Speed, +4 AC, +1 Partial Action.

In my opinion, the best way to price an item is to first figure out what level you think a player should be before getting the item. Once you know the level you want to aim for, turn to page 135 of your Dungeon Master's Guide. Find the level on table 5-1: Character Wealth By Level. Divide the listed GP amount in half. That's how much the item should cost.

For example, if I thought that a belt which could turn the wearer into a werewolf 3/day would be balanced in the hands of an 8th level character, then I'd price the item at about 13,500 gp.

Now that's a reall good way to go about it if it were to be found or bought. I'll be building some of this stuff while in game (the non major artifact ones). Some will be built out of game to be found as wii play to use as quest treasure or something to be plundered off a boss during a boss fight encounter. But I really need to know how much the stuff cost to make. You'll flag me for this, but me and our DM are working on a Psionic Version of an Artificer... Me.

Thank you so much for all your help. I hope to hear from you when I finish all this things I said I'll do.
InkBlot

05-31-07, 08:10 PM
The Psionic Artificer is in Magic Of Eberron.

Psionic Haste doesn't exist. Arcane Haste gives a +30 to land speed, +1 AC, +1 Reflex saves, and one extra attack in a full attack (at no penalty). There is no such thing as partial actions.

You might instead want to give the skin Burst (http://systemreferencedocuments.org/35/sovelior_sage/psionicPowersAtoC.html#burst), Hustle (http://systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#hustle), and Psionic Lion's Charge (http://systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#psionic-lions-charge). All three take a swift action to manifest (so you can't combine them). Burst is +10 to move for one round. Hustle grants you an extra move action. Psionic Lion's Charge lets you make a full attack on a charge (augment +1 dmg/pp).

There's also Prowess (http://systemreferencedocuments.org/35/sovelior_sage/psionicPowersGtoP.html#prowess), which lets you react fast enough to make an additional attack of opportunity, and Evade Burst (http://systemreferencedocuments.org/35/sovelior_sage/psionicPowersDtoF.html#evade-burst), which lets you move suddenly out of the way of an explosion (gives you Evasion). Both are immediate action.

Complete Psionics introduced two more speedy powers. Evade Attack, immediate action, you move suddenly to dodge an attack of opportunity (or regular attack if you augment). Anticipatory Strike, immediate action, you act now (take your next turn early).
Moosh Nailo

05-31-07, 08:24 PM
I statted up a far weaker version of the venom suit as a symbiont on the eberron boards. Decided on making a weaker version to A) suit eberron and B) make it easier to access and have fun with.

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 14
Skills: Jump +5
Feats: Toughness, Improved Grapple
Alignment: Neutral Evil
CR: 2, or Host +~4(?)

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 a climb speed of 30 ft. Gains the benefits of the Run feat.
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. If the host does not have a language, the skin communicates through empathy, as an intelligent magical item.

Seeing as this is a symbiont, not a psychoactive skin, it may not be exactly what you're looking for, but I figured I'd post it anyway.
InkBlot

05-31-07, 08:48 PM
... and height is no longer a limiting factor in a jump.
Height is never a limiting factor in a jump. Double check the PHB if you don't believe me.

Where do people keep getting this idea?
Tempest Stormwind

05-31-07, 09:08 PM
Where do people keep getting this idea?

It was in 3.0, except for monks (who had Leap of the Clouds, which removed the height restriction).

The removal of similar restrictions in 3.5 was significant, but it wasn't as highly advertised or as visible as other changes to the skill system (like renaming Wilderness Lore to Survival, rolling Read Lips and Innuendo into Spot and Bluff, and stripping out the idea of exclusive skills).
InkBlot

06-01-07, 04:12 AM
Suddenly, I'm ever so glad I never played 3.0.
Batshido

06-01-07, 04:49 PM
Suddenly, I'm ever so glad I never played 3.0.
You should sacrifice a goat to the gaming gods or something if you never had to use 3.0 Psionics.

That crap's the reason so many otherwise reasonable people have such an aversion to Psionics.
Lycanthromancer

06-02-07, 01:28 PM
Not to mention pre-3.0. Those were bad, too.
Earthside17

06-02-07, 01:53 PM
The Venom Symbiote also was able to copy it host memory that how eddie brock knew about peter parker/spiderman when he got the symbiote
Moosh Nailo

06-03-07, 01:46 PM
Whoops, thanks for the catch.