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| #1plaguewraithApr 18, 2008 20:48:12 | i need some ideas foe new symbionts in my campaign, so i turn to the forums. one sorcerer varient we have gains a symbiont as a familiar and can "upgrade" or "evolve" his symbiont familiar to other forms at later levels anyway we need symbionts for this idea if you have any write a preliminary example of the abilities and statistics especially the host benefits |
| #2plaguewraithApr 20, 2008 9:34:09 | ![]() |
| #3plaguewraithApr 23, 2008 8:29:51 | hello, anybody out there |
| #4plaguewraithApr 23, 2008 16:30:16 | i made a few to get started Sky Scourge Small Aberration (Symbiont) Hit Die: 1d8 +1 (hp: 5) Initiative: +3 Speed: 20ft, fly 60ft (good) Armor Class: 16 (Size +1, Dex +3, Natural +2) Base Atk/Grp: +0/-4 Attack: Bite +1 melee (1d4) Full Attack: Bite +1 melee (1d4) Space/Reach: 5ft / 0ft Special Attacks: --- Special Qualities: Symbiont Traits, darkvision 60ft, telepathy Saves: Fort +1, Ref +3, Will +4 Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 8, Ego 5 Skills: Climb +4, Hide +9, Move Silently +9 Feats: Flyby Attack, HoverB Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: --- Sky scourges were created by illithid spellcasters as a way to create aerial combat units, the result was a beetle-like creature with bat-like wings. A sky scourge does not speak any language, but it understands Undercommon. Combat A sky scourge can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a sky scourge to gain its benefits or encounters the sky scourge accidentally. The sky scourge attaches by sinking tendril on the bottom of its body into the host’s back and wrapping its legs around the hosts torso. Attaching or removing a sky scourge deals 1d3 points of Str damage. Host Benefits: A creature with an attached sky scourge gains a fly speed of 60ft with good maneuverability, the host also gains the benefit of the sky scourge’s feats (Flyby Attack and Hover). While attached to a host, the sky scourge does not attack on its own. A sky scourge that remains attached to a host for more than a years must make a Fort save DC 15 or become a permanent part of the host losing its individuality in the process. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): A sky scourge can communicate telepathically with its host, if its host has a language. Skull Mantle Tiny Aberration (Symbiont) Hit Die: 1d8 +1 (hp: 5) Initiative: +3 Speed: 20ft, Climb 20ft Armor Class: 17 (Size +2, Dex +3, Natural +2) Base Atk/Grp: +0/-8 Attack: Tail +1 melee (1d4-1) Full Attack: Tail +1 melee (1d4-1) and Bite -4 melee (1d3-1) Space/Reach: 2-½ft / 0ft Special Attacks: --- Special Qualities: Symbiont Traits, low-light vision, darkvision 60ft, scent, telepathy Saves: Fort +1, Ref +3, Will +2 Abilities: Str 8, Dex 16, Con 12, Int 14, Wis 14, Cha 6, Ego 5 Skills: Hide +14, Listen +14, Move Silently +14, Spot +14 Feats: Track Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually lawful evil Advancement: None Level Adjustment: --- Skull mantles were created by the daelkyr as a way to create elite tracking units, the result was a snake-like creature with a dragon-like skull that can be retracted into its body. A skull mantle does not speak any language, but it understands Undercommon. Combat A skull mantle can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a skull mantle to gain its benefits or encounters the skull mantle accidentally. The skull mantle attaches by sinking tendril on the bottom of its body into the host’s spinal column. Attaching or removing a skull mantle deals 1d3 points of Con damage. Host Benefits: A creature with an attached skull mantle gains a natural tail attack that deals 1d6 points of damage, when attached to a medium creature. It also gains a climb speed of 20ft, low-light vision, darkvision out to 60ft, and the scent ability. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): A skull mantle can communicate telepathically with its host, if its host has a language. Angel Claw Small Aberration (Symbiont) Hit Die: 1d8 +1 (hp: 5) Initiative: +4 Speed: 30ft Armor Class: 16 (Size +1, Dex +4, Natural +1) Base Atk/Grp: +0/-4 Attack: Claw +4 melee (2d4) Full Attack: 2 Claws +4 melee (2d4) Space/Reach: 5ft / 5ft Special Attacks: --- Special Qualities: Symbiont Traits, darkvision 60ft, telepathy Saves: Fort +1, Ref +4, Will +4 Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 10, Ego 5 Skills: Hide +9, Move Silently +9 Feats: Improved Natural Attack (claws), Weapon FinesseB Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually chaotic neutral Advancement: None Level Adjustment: --- Angel claws are a failed daelkyr experiment. Intelligent enough to know they were in danger of destruction they fled on dominated hosts and made pacts with a cadre of powerful sorcerers turning them into the creatures they are today. An angel claw appears as a pair of skeletal hands that attach to the shoulders of the host. They end in long serrated claws tat can strike with lethal force. An angel claw does not speak any language, but it understands Undercommon. Combat An angel claw can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out an angel claw to gain its benefits or encounters it accidentally. An angel claw attaches by sinking tendril into the host’s shoulders and upper back. Attaching or removing an angel claw deals 1d3 points of Wis damage. Host Benefits: A creature with an attached angel claw gains a pair of claw attacks that deal 2d4 points of slashing damage, when attached to a medium creature. They are treated as magic for the purpose of overcoming damage reduction. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): An angel claw can communicate telepathically with its host, if its host has a language. Flame Glove Tiny Aberration (Symbiont) Hit Die: 1d8 +2 (hp: 6) Initiative: +3 Speed: 20ft Armor Class: 1 (Size +1, Dex +4, Natural +1) Base Atk/Grp: +0/-8 Attack: Claw +5 melee (1d4 +1) Full Attack: Claws +5 melee (1d4 +1) Space/Reach: 2-1/2ft / 0ft Special Attacks: Flame gout Special Qualities: Symbiont Traits, darkvision 60ft, telepathy Saves: Fort +1, Ref +4, Will +4 Abilities: Str 12, Dex 17, Con 14, Int 10, Wis 8, Cha 12, Ego 5 Skills: Hide +15, Move Silently +15 Feats: Weapon Finesse Environment: Underground Organization: Solitary Challenge Rating: 1 (singly), or host +1 (when worn) Treasure: None Alignment: Usually chaotic neutral Advancement: None Level Adjustment: --- Flame gloves evolved from crawling gauntlets that were exposed to creatures with the fire subtype. Ever since the daelkyr have created hundreds of flame gloves for their servitors. A flame glove does not speak any language, but it understands Undercommon. Combat A flame glove can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally. A flame glove attaches by sinking tendril into the host’s arm. Attaching or removing an angel claw deals 1d3 points of Wis damage. Host Benefits: A creature with an attached flame glove gains a claw attacks that deal damage as a crawling gauntlet plus 1 point of fire damage. They are treated as magic for the purpose of overcoming damage reduction. Once every round, the host can make a ranged touch attack to deal 1d4 points of fire damage to any one target within 60ft. A flame glove does not attack on its own while attached to a host. Flame Gout (Su): Once every other round, a flame glove can make a ranged touch attack that deals 2d4 points of fire damage to any one target within 60ft. Symbiont Traits: See page 299 of the Eberron Campaign Setting. Telepathy (Su): A flame glove can communicate telepathically with its host, if its host has a language. |
| #5garnathfrostmantleApr 24, 2008 14:51:50 | here is a similar question....would you allow symbionts on Warforge? |
| #6abrahamApr 24, 2008 17:29:01 | don't forget the power symbiant(2nd ed.) it gave the user great strinth but at a cost(don't remember the cost at the moment,was in dragon magazine that I saw it) |
| #7BlackDragon71425Apr 24, 2008 18:51:41 | There are some fiendish symbionts in the Fiend Folio. |
| #8skrap-sanApr 25, 2008 2:22:31 | here is a similar question....would you allow symbionts on Warforge? If nothing else is stated in the text a warforged can do what ever a human can do. So yes a warforged can use a symbiont. |
| #9rageofthemodrons101Apr 25, 2008 17:17:22 | You could make a new kind of symbiont for the 'forged. I think that's pretty cool.![]() ![]() ![]() :lightbulb ![]() |