| Symbionts are handy. Err, "tentacle-y." They're entirely portable, have few, if any, formal limitations on the amount that can bond with a single host, and provide a host of minor benefits to careful users, including minor stat boosts, increased hit points, and spell-like abilities. Nice, but hardly impressive. |
| Now let's go back to an often-overlooked aspect of symbionts: each symbiont has the "symbiont" subtype. Old news. Now add this: the symbiont subtype includes the "Share Spells" ability. Huh, has potential. Let's throw in the fact that this Share Spells ability is better than the familiar ability by the same name AND you can have as many of these buggers as you can find/buy/etc. Getting somewhere. Next, realize that a good portion of the symbionts retain their ability to take independent (though directed) actions, including attacks. Neat, now only if they could do something with all of these actions. Enter spellcasting. |
| There is a host of powerful spells which give a character some capability which requires action to activate. These spells are shared with all of a character's symbionts, who can use their own actions (attacks, move actions, full-round-actions, standard actions, swift actions, etc) to gain offensive, defensive, or general-utility benefit. The result is that a single casting of a spell intended to be used only once a round can be multiplied hundreds of times over. |
| Gets Exceptional Con. Can cast Wizard spells. |
| Can always buy Symbionts. Cost = intelligent magic item. Divide the cost of the Symbiont by LVL. |
| Symbionts are living intelligent magic items that are grafted to your body. When grafted, you take (XPV/1000) vile ability score damage (divided how you choose). They have 1 E action, and can act independently on the hosts turn. |
| Share Spells: Any spell the host casts on itself automatically affects the Symbiont. |
| Level 1: Immune ego of symbionts. |
| Level 3: Immune ability score damage and vile ability score damage. |
| Level 5: Lure Symbiont: 1F, spend 100gp,1/reset: Buy a Symbiont of your Multiplier or less regardless of its cost. |
| New Spells: |
| Nimbus of Light (SL=1): 1S: 1d8+LVL light dmg and expended. |
| Produce Flame (SL=2): 1S: 1d6+5 fire dmg. |
| Darkfire (SL=3): 1S: Throw fire at target for 1d4+LVL/2 fire dmg. |
| Blinding Beauty (SL=4): 1S: Blind target (fort save). |
| Dragon Breath (SL=5): 1S: Breathe an E=1 1d8xLVL/2 dmg element. CF=4: dmg=current hp save half. |
| Holy Star (SL=7): 1S: (LVL/2)d6 fire dmg to target or 1Z: Spell turn 1d4+3 SLs. |
| Unearthly Beauty (SL=8): 1S: Slay Target. |
| New Feats: |
| Symbiont Mastery: +4 to Will saves for ego checks and +2hp/symbiont attached. |
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