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Vindemiatrix
2006-09-14, 09:31 PM
A symbiotic weapon is an intelligent weapon (usually a sword or lance, but can be almost anything) of Intelligence score of 5 or higher that develops a symbiotic relation with its wielder if it and the wielder are both compliant. (It generally "chooses" a subject, hence the Intelligence score.) If the wielder is unwilling, then the weapon attempts to dominate (spell-like ability, Will save DC is equal to the caster level of the item) the subject (in the case of Evil weapons), becomes irremoveable (in the case of Neutral weapons) or, in the case of Good weapons, attempts to persuade the subject to take up its cause by using the Diplomacy skill. If a person who is not chosen by the weapon attempts to wield it, he or she takes 1d4 negative damage per caster level of the item in the case of Evil weapons (Maximum 15d4; either DC 20 Reflex or DC 25 Will for half; the Evasion and Improved Evasion feats apply if the Reflex save is used), is unable to touch the weapon, in the case of Neutral weapons, or is recieves a suggestion (Will save DC is equal to caster level) to not touch it, in the case of Good weapons. If the wielder willingly joins with the weapon, then he or she gains access to the Bearer of the Symbiotic Weapon prestige class (outlined below).

Recap and Other Info
--Symbiotic is a special weapon enhancement that can be added to a normal weapon; the weapon must already be intelligent.
--A symbiotic weapon has its own alignment and agenda. Damage it deals is treated as that of its alignment for the purpose of damage reduction. (i.e., a Lawful Evil symbiotic weapon would be treated as Lawful aligned and Evil aligned.)
--Each symbiotic weapon is entirely different, with a different alignment, a different personality, and a different agenda. Each also has its own powers, expressed as various other enhancements. (So, for example, Soul Edge [from the Soul Calibur series of games] might be a +5 Neutral Evil symbiotic demonic greatsword.) It has its own Intelligence, Wisdom, and Charisma scores, although it possesses no Strength, Dexterity, or Constitution.
--The more levels the wielder has in the Bearer of the Symbiotic Weapon prestige class, the more powerful the weapon becomes.
--When not being wielded, the weapon has blindsight. When being wielded, it sees from the eyes of the wielder and has blindsight.
--The weapon can communicate empathically (via emotions) with anyone. If the weapon possesses an Intelligence score of 7 or higher, it can communicate telepathically with its wielder. If it has an Intelligence score of 12 or higher, it can communicate telepathically with anyone it can see.
--Just as its wielder does, the weapon may choose to improve one of its abilities for every four levels its wielder takes in Bearer of the Symbiotic Weapon, and once again when its wielder reaches 10th level.


Bearer of the Symbiotic Weapon

Prerequisites: Must be in possession of, and the willing wielder of (or dominated by), a symbiotic weapon.
Class Hit Dice: d10
Alignment: Any; it gradually switches to match that of the weapon.

A bearere of the symbiotic weapon is one who, either by his or her own free will or due to being dominated by the weapon, wields a symbiotic weapon. As the wielder and the weapon fight more together, they become more familiar, eventually becoming unto one dual being. The power of the wielder and the weapon keeps pace, growing swiftly and gaining more supernatural and spell-like abilities as they go.


Bearer of the Symbiotic Weapon (Bsw)

Level W R F Special
1 +2 +1 +0 Weapon Bond, Alertness, Weapon Familiarity, Blindsight
2 +3 +2 +0 Summon Weapon, Weapon Enhancement (+1, keen), Alignment Shift
3 +4 +3 +1 Improved Weapon Familiarity, Bonus Feat
4 +5 +4 +2 Improved Weapon Bond, Weapon Enhancement (+2, adamantine) Alignment Shift
5 +6 +5 +3 Improved Summon Weapon
6 +7 +6 +4 Weapon Grafting, Greater Weapon Familiarity, Weapon Enhancement (+3, energy), Alignment Shift
7 +8 +7 +5 Duo Soul, Greater Weapon Bond
8 +9 +8 +6 Bonus Feat, Weapon Enhancement (+4, brilliant energy) Alignment Shift
9 +10 +9 +7 Bonus Feat, Perfect Weapon Familiarity
10 +11 +10 +8 Perfect Weapon Bond, Soul Merge, DR 5/adamantine, Weapon Enhancement (+5, vorpal, epic), Final Alignment Shift

Weapon Bond: As they become more powerful, the minds of the weapon and the wielder become increasingly intertwined, giving the wielder bonuses when using the weapon. At level 1, the wielder gains their choice from the feats Improved Grapple, Improved Bull Rush, Improved Overrun, Improved Sunder, or Improved Critical. (If all of those feats are already possessed, then the wielder gains Whirlwind Attack. If that is also already possesed, the wielder gains an addigtional +1 to hit and damage.) At level 3, the wielder gains the same selection of feats. The ability is bestowed again at levels 7 and 10, which each give the same selection of feats.
Alertness: The weapon has blindsight, which grants the wielder the Alertness feat.
Weapon Familiarity: Each time the wielder gains this ability (levels 1, 3, 6, and 9), he or she gets a cumulative +1 proficiency bonus to hit and to damage while using the weapon.
Blindsight: The weapon has blindsight of 60 ft., and bestows the same upon its wielder.
Summon Weapon: Once this ability is acquired, the wielder need not carry the weapon on his or her person; it sits in a pocket of otherspace and can be summoned to his or her hand as a move action during his or her turn. Additionally, the wielder can, if disarmed, summon the weapon back to his or her hand as a move action. This ability improves at level 5, when the wielder can summon the weapon as a free action (but still only during his or her turn).
Weapon Enhancement: As the weapon's wielder grows stronger, so does the weapon itself. When the wielder reaches level 2, the weapon gets an additional +1 enhancement bonus to hit and damage, and becomes a keen weapon. (This bonus is cumulative with any other bonuses the weapon may already have. All bonuses granted by Weapon Enhancement are only granted when the weapon is used by its chosen wielder.) At level 4, the enhancement increase to +2, and the weapon counts as adamantine for the purpose of penetrating damage reduction and hardness. At level 6, the bonus is increased to +3, and the wielder picks an energy type (fire, cold, electricity, sonic, or acid); from now on, on a successful hit, the weapon deals an additional 1d6 damage of the chosen type. At level 8, the weapon's enhancement increases to +4, and it gains the brilliant energy quality. At level 10, the weapon's bonus increases to +5, it becomes a vorpal weapon, and the damage it deals counts as epic for the purpose of overcoming Damage Reduction.
Alignment Shift: At levels 2, 4, 6, and 8, if the wielder's alignment is not identical to that of the weapon, it shifts 1 step toward it. This does not occur if you are dominated by the weapon. If you renounce the weapon before level 10, all weapon-induced alignment shifts automatically reverse.
Bonus Feat: The Bearer of the Symbiotic Weapon may choose as a bonus feat any bonus feats a fighter may choose.
Weapon Grafting: At level 6, the wielder may choose to have the weapon become one with the hand that is holding it at any time, as afree action during his or her turn. While engaged, this ability makes Disarm checks against the wielder automatically fail. He or she may also disengage this as a free action during his or her turn. Additionally, while grafted, the wielder may make a grapple attempt at no penalty, even while holding the weapon.
Duo Soul: At level 7, the wielder's outlook on the world and the weapon's become so similar that the wielder's outlook is now completely alien to others. For the purposes of spells from the enchantment sphere, the wielder is a magical creature rather than a humanoid.
Soul Merge: At level 10, the weapon and wielder become so intimately familiar as to be completely indistinguishable from one another in personality. The wielder is now completely immune to spells from the enchantment sphere (they may not choose to be affected by an enchantment spell), and counts as a magical creature for all intents and purposes, although they may still be raised from the dead as a humanoid. Additionally, since the two are almost unto one being, the wielder is no longer able to renounce the weapon.
DR 5/adamantine: At level 10, the wielder's skin takes on a metallic sheen and the appearance of his or her weapon, so that the weapon appears to be almost like a part of his or her body. This sheen does not serve merely aesthetic purposes: it is also as hard as the metal of the weapon, granting the wielder Damage Reduction of 5, which can only be bypassed by adamantine weapons.
Final Alignment Shift: If, at level 10, the wielder's alignment is not identical to the weapon's, it becomes so automatically and permanently.


Templates

Dominated Bearer (Inspired by Earin)

Bearers who are dominated by an evil symbiotic weapon recieve the following changes:
1. +1 to Str, Dex, and Con and -1 to Cha as long as they remain dominated.
2. Dominated Bearers resist the domination as they would the spell. The DC to resist is equal to the weapon's caster level+the number of Bsw levels the subject has.
3. A spell that reveals alignment reveals the true alignment of the person (not that of the weapon), and also reveals, seperately, the alignment of the weapon.


Ex-Bearers of the Symbiotic Weapon
If the wielder of a symbiotic renounces it (or, in the case of a dominating evil weapon, breaks the control) before level 10, they become an ex-Bearer of the Symbiotic Weapon. They instantly lose all supernatural abilities granted by the class (i.e., Weapon Bond, Alertness, Blindsight, Summon Weapon, Weapon Grafting, Duo Soul, Soul Merge, and Damage Reduction). They retain all bonus feats, save bonuses, ability score increases, and hit dice gained from the class. All weapon-induced alignment shifts reverse.

Squangos
2006-09-14, 09:45 PM
This could model Nightmare from Soul Calibur, Arthas from Warcraft 3, possibly Zato-1 and Millia Rage from Guilty Gear (if you extend the definition of "symbiotic weapon" to "shadow demon thing" and "long hair"), probably a host of others I can't think of right now… Nice!

Haven't looked at the mechanics of it in detail, but the idea is one that should be represented.

Does it work as well for a Symbiotic Bow?

Vindemiatrix
2006-09-14, 11:32 PM
As I said, it is usually a sword or lance, but can be almost anything else.

Other notable Bsws: Sora, from KH and KHII (The Keyblade is a symbiotic weapon; I would estimate him at about Bsw 9.), Night Terror, from SCIII (He'd be a Bsw 10, plus a couple other base and prestige classes.)

Fizban
2006-09-15, 01:16 AM
Nice, it can indeed model almost any weapon based character.

Toric
2006-09-15, 12:15 PM
Question about Final Alignment Shift: The character's alignment is now permanently matched with that of the weapon's, thus completely removing that aspect from the game. That's a pretty powerful effect. What's to stop a lv 10 BSW with a Lawful Good weapon from becoming psychopathic now that he doesn't have to worry about any Alignment shifts?

AmberVael
2006-09-15, 12:35 PM
The fact that he was Lawful Good would definately prevent him from going crazy and killing everyone.
Seriously, if you are good, you are good. You don't kill people for no reason as a good person. If you suddenly became Lawful Good, then you would have to roleplay as a Lawful Good character.
Now as for actual comments-
I like the idea, and the stats look fine from a brief glanceover. However, I have one thought that could slightly improve flavor.
When a weapon takes someone over without their consent, it should be a parasitic weapon. You could base an interesting prestige class on the idea of someone becoming taken over by his weapon. Or, even better, you could make a template for it.

Kesnit
2006-09-15, 12:41 PM
What happens if a character in a class with alignment limits is dominated by a weapon of a banned alignment? Like a Bard is chosen by a LE sword?

Toric
2006-09-15, 02:30 PM
The fact that he was Lawful Good would definately prevent him from going crazy and killing everyone.
Seriously, if you are good, you are good. You don't kill people for no reason as a good person. If you suddenly became Lawful Good, then you would have to roleplay as a Lawful Good character.

Yes, but there have been plenty of cases of players not roleplaying their stated Alignments. Maybe I'm just splitting hairs, but I can easily imagine a character with a Good-required PrC getting to level 10 in this and getting to keep the perks of the aligned class whilst acting like a total jerk. Unless the class has additional behavioral requirements (like the Paladin's oath) there won't be any repercussions from being evil aside from the standard annoyances like those pesky guards.

Vindemiatrix
2006-09-15, 05:53 PM
If you renounce the weapon before, Level 10, all weapon-induced alignment changes reverse. However, since, at Level 10, you're and the weapon are pretty much one being, the alignment change is permanent, barring any plot devices of the DM.

If you are dominated, your alignment does not change.

Evil (i.e., dominating) weapons are often parasitic, but will usually only have a parasitic effect on unwilling subjects.

I_Got_This_Name
2006-09-15, 07:12 PM
You're kept in your new alignment by your weapon's influence. You're LG because you have an LG item bonded onto your soul; if you try to do something evil, you have a very hard time of it.

Vindemiatrix
2006-09-15, 07:38 PM
Pretty much.

Peregrine
2006-09-16, 12:16 AM
Unless the class has additional behavioral requirements (like the Paladin's oath) there won't be any repercussions from being evil aside from the standard annoyances like those pesky guards.
Then it's the DM's job to introduce them. For a start, the DM shouldn't let the character take this class if the player can't roleplay the alignment. And if the character does reach 10th level, and yet the player tries playing out of alignment, I rather imagine the DM would say, 'You can't do that, your symbiotic bond with your weapon won't let you.'

Vindemiatrix
2006-09-16, 01:21 AM
Counter. (http://www.giantitp.com/comics/oots0282.html)

AmberVael
2006-09-16, 09:09 PM
Yes, but there have been plenty of cases of players not roleplaying their stated Alignments.
Then it is the case of the player not playing correctly, not a valid reason for the ability to be unbalanced.

Eighth_Seraph
2006-09-16, 10:11 PM
I see only one problem with the mechanics for this class aside from the above Alignment issues is the pre-reqs. The way this looks, any ranger, fighter or paladin may take this class at second level if he manages to steal/find/trip over an intelligent weapon. Quite frankly, I don't feel comfortable with a twelth level character with a vorpal, epic weapon and damage reduction/adamantine. You can argue that it's up to the DM to give the character an intelligent weapon, but there will be times when the story demands it. I would get rid of the d10 HD pre-req and replace it with a BAB requirement or Weapon Focus, as fighters aren't the only ones who appreciate a handy and worthwhile weapon, and players could simply take a level in fighter to fulfill the requirements.

Vindemiatrix
2006-09-16, 10:23 PM
Note that it's not just an intelligent weapon; but that symbiotic is, in and of itself, an ability. Also, if the DM were to give a 2nd level character a symbiotic weapon, then it is almost certain that they would be calling most of the character's moves. (2nd level characters have low Will saves...)
Additionally, if the Bearer happens to lose the weapon for some reason, then the class becomes pretty much just wasted levels and Hit Dice...

Sorry about the confusion on Hit Dice, by the way. D10 Hit Dice are not a prerequisite; they are the hit dice of the class. Just a bit of clarification.