The Nasty Gentleman


Level KXP Wizard
123 456 789
TH
101-- --- ---+0
2102-- --- ---+0
33021- --- ---+0
46032- --- ---+1
5100321 --- ---+2
6150332 --- ---+2
7210432 1-- ---+2
8280433 2-- ---+3
9360443 21- ---+4
10450443 32- ---+4
11550444 321 ---+4
12660444 332 ---+5
13780444 432 1--+6
14910444 433 2--+6
151050444 443 21-+6
161200444 443 32-+7
171360444 444 321+8
181530444 444 332+8
191710444 444 433+8
201900444 444 444+9
212100544 444 444+10
222310554 444 444+10
232530555 444 444+10
242760555 544 444+11
253000555 554 444+12
263250555 555 444+12
273510555 555 544+12
283780555 555 554+13
294060555 555 555+14
304350655 555 555+14
314650665 555 555+14
324960666 555 555+15
335280666 655 555+16
345610666 665 555+16
355950666 666 555+16
366290666 666 655+17
Requisites:Con 15, Int 20
Alignment:any C
HD/level:1d4
Weapon Prof.:2+level/6
To Hit Table:0+level/2-1
Save Table:5+level
Reference:RDM
Groups:Wizard
Complexity:CF=4
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.