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View Full Version : D&D 3.x Class Be the Friendliest Host! (3.5 base class)



sirpercival
2017-07-31, 09:42 AM
This grew from a request for a base class involving transformative possession, like in several animes.


SYNORXIST

A Synorxist establishes a symbiotic relationship with a possessing spirit, becoming a dual being which is far superior to either individually.

MAKING A SYNORXIST
A Synorxist can follow many paths, depending on the spirit to which it bonds.
Abilities: Any attributes can be important for a Synorxist.
Races: Any race can find itself with a possessing spirit.
Alignment: Any non-lawful. A Synorxist tends to be a bit erratic, and doesn't respond particularly well to authority.
Starting Gold: As bard.
Starting Age: As bard.

HD: d8.

Class Skills:
A Synorxist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually), and Profession (Wis). A Synorxist gains additional class skills from their Symbiote Seeds (see below for details).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Table: The Synorxist



LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save

Special
1 +0 +0 +0 +2 Assumption, impel, symbiote seed
2 +1 +0 +0 +3 Cooperative essence
3 +2 +1 +1 +3 Parasitic spike
4 +3 +1 +1 +4 Symbiote seed
5 +3 +1 +1 +4 Concordant aura
6 +4 +2 +2 +5 Improved impel
7 +5 +2 +2 +5 Rapid assumption
8 +6/+1 +2 +2 +6 Symbiote seed
9 +6/+1 +3 +3 +6 Parasitic shock
10+7/+2 +3 +3 +7 Improved cooperative essence
11+8/+3 +3 +3 +7 Greater impel
12+9/+4 +4 +4 +8 Symbiote seed
13+9/+4 +4 +4 +8 Swift assumption
14+10/+5 +4 +4 +9 Shared being
15+11/+6/+1 +5 +5 +9 Parasitic rend
16+12/+7/+2 +5 +5 +10 Bellicose impel, symbiote seed
17+12/+7/+2 +5 +5 +10 Discordant aura
18+13/+8/+3 +6 +6 +11 Communal being
19+14/+9/+4 +6 +6 +11 Greater concordant aura
20+15/+10/+5 +6 +6 +12 Symbiote seed


Weapon and Armor Proficiencies: A Synorxist is proficient with all simple weapons, light and medium armor, and with shields (but not tower shields).

Assumption (Su): The symbiotic relationship between a Synorxist host and their bonded spirit is a complex interaction of give and take. The main benefit for the Synorxist is the ability to blend their soul with that of their bonded spirit, assuming some of the symbiote's properties. The Synorxist can activate this ability at will as a standard action, and it lasts for a number of rounds equal to 3 + their Synorxist level each time (though other abilities may increase or decrease this duration). While this ability is active, the Synorxist gains abilities based on the specific qualities of their symbiote; see Symbiote Seed for details. The Synorxist may also choose to end the effect as a swift action at any time. However the duration ends, once this ability is no longer active, the Synorxist must wait for 1 round before activating it again.

While the Assumption ability is active, the Synorxist becomes vulnerable to certain spells designed to attack possessing creatures. If the exorcism spell is cast on them, instead of its normal effect, the Synorxist must make a Will save or have the benefits of Assumption suppressed for 1 round. The Synorxist may not re-activate the ability while it is suppressed; however, the suppression duration does not count against the duration of the Assumption, and it resumes automatically once the suppression ends. If the Synorxist is subject to the dismissal spell while Assumption is active, they must make a Will save against the normal DC for the spell, or have the Assumption immediately end.

Impel (Su): A Synorxist's willpower can give motive force to their symbiote, allowing it to act in a limited way in the physical world. Whenever the Synorxist's Assumption ability is inactive, they gain a benefit identical to that of the unseen servant spell at all times, to a range of 30 feet. Any effect which would normally cause an unseen servant to dissipate or cease to exist instead suppresses this ability for 1 round.

Symbiote Seed: The powers granted by a Synorxist's symbiote are determined by the nature of the symbiote. The Synorxist chooses a single symbiote seed from the list given in Symbiote Seeds, below; the seed grants the Tier 0 benefits to the Synorxist at all times, and the Tier I abilities whenever the Synorxist uses their Assumption class feature. At 4th level, and every 4 levels thereafter, the Synorxist chooses an additional symbiote seed, gaining the Tier 0 abilities at all times, and Tier I abilities whenever their Assumption is active. In addition, the Synorxist gains access to the next higher Tier of abilities on every seed they already had, in addition to the existing abilities they had been granted by those seeds. The Synorxist gains all of the seed abilities they have access to simultaneously whenever they activate their Assumption ability.

Cooperative Essence (Su): Starting at 2nd level, a Synorxist is used to working in concert with another entity they don’t control. Whenever the Synorxist successfully uses the Aid Another action, or another creature successfully uses the Aid Another action to aid the Synorxist, the bonus increases by +2 for every 5 by which the roll beat the DC. This replaces the normal rate of Aid Another increase (+1 for every 10 by which they beat the DC).

Parasitic Spike (Su): A Synorxist of 3rd level or higher begins to learn how to draw energy from their opponents to aid their own powers. Whenever the Synorxist’s Assumption ability is active and they successfully confirm a critical hit, or an adjacent opponent critically fails an attack roll or save, the duration of the Assumption increases by 1 round.

Concordant Aura (Su): When a Synorxist achieves 5th level, the example they set inspires teamwork in others as well. Whenever the Synorxist’s Assumption ability is not active, all allies within 30 feet gain the Tier 0 benefit (other than any additional class skills) of one of the Synorxist’s symbiote seeds. The Synorxist can raise or lower this ability as a swift action, and can change which benefit is granted by spending 1 minute in concentration.

Improved Impel (Su): At 6th level, the Synorxist has become more skilled at granting their symbiote its own impetus. The servant created by their Impel class feature has a Strength score equal to the Synorxist's class level, though it still cannot make attacks, and the range increases to 150 feet. In addition, the servant can take 50 points of damage from area attacks without dissipating, and can make saves (using the Synorxist's save bonuses) against attacks as appropriate.

Rapid assumption (Su): Beginning at 7th level, the Synorxist and their symbiote have become quite practiced at working together. The Synorxist can activate the Assumption ability as a move action instead of a standard action.

Parasitic Shock (Su): A Synorxist of 9th level or higher can attempt to draw energy from several enemies at once. By spending a move action, the Synorxist can force all enemies within 30 feet to make a Fortitude save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) or become fatigued for 1 round. Creatures who are already fatigued or exhausted, or who are immune to fatigue, are unaffected, and a successful save renders a creature immune to this ability for 24 hours. Once the suppression ends, the Synorxist’s Assumption duration increases by a number of rounds equal to the number of creatures who failed their saves.

Improved Cooperative Essence (Su): Starting at 10th level, the Synorxist is even more skilled at coordinating their team. Whenever the Synorxist makes a save, any creature adjacent to the Synorxist can spend an immediate action to Aid Another on the save, and the Synorxist can aid any creature adjacent to them in the same way. This works the same way as other attempts to Aid Another (the creature makes a save of the same type against DC 10, and success grants a +2 bonus on the save), including the benefit of the Synorxist’s Cooperative Essence class feature.

Greater Impel (Su): At 11th level, the Synorxist can encourage their symbiote to intervene more directly against their enemies. The servant created by their Impel class feature can attempt to bull rush, disarm, grapple, or trip opponents. It counts as a creature of the same size as the Synorxist, with a base land speed and base attack bonus equal to the Synorxist's, and a Strength score as determined by the Improved Impel class feature. The servant does not provoke attacks of opportunity for these maneuvers, and cannot be disarmed or tripped on a failed attempt. However, it cannot deal damage (even with a successful grapple check). The servant acts on the Synorxist's turn, and the Synorxist must spend a swift action to direct the servant to perform any of the maneuvers. Damage dealt to the servant due to grapple checks made by an opponent counts against the 50hp of damage it can take before dissipating.

Swift assumption (Su): Beginning at 13th level, the coordination between the Synorxist and their symbiote is quite impressive. The Synorxist can activate the Assumption ability as a swift action instead of a move action.

Shared Being (Ex): Upon reaching 14th level, the relationship between the Synorxist and their symbiote reaps further benefits. Whenever the Synorxist makes a saving throw, they may roll twice and use the better result.

Parasitic Rend (Su): A Synorxist of 15th level or higher has an intuitive understanding of the connection between spirit and flesh. By making a successful touch attack as a standard action, the Synorxist can deal 1d6 Wisdom damage to the target, who receives a Will save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) to resist. The Wisdom damage heals automatically at the rate of 1 point per round; however, in any round that the creature still has Wisdom damage from this ability, the Synorxist’s Assumption duration does not decrease. The Synorxist can only use this ability while their Assumption ability is active.

Bellicose Impel (Su): At 16th level, the Synorxist has trained their symbiote to be an effective combatant in the physical world. The servant created by their Impel class features has a Strength score equal to twice the Synorxist's class level, and can take 150hp of damage before dissipating. In addition, it can wield a physical weapon appropriate for the Synorxist's size, with a base attack bonus equal to the Synorxist's, and can make a single melee attack each round, if directed to do so by the Synorxist (again, as a swift action on the Synorxist's turn).

Discordant Aura (Su): When a Synorxist achieves 17th level, they learn to sow chaos and discord among their enemies as easily as they promote teamwork among their allies. Whenever the Synorxist’s Assumption ability is not active, all enemies within 90 feet cannot benefit from any morale bonuses, and must make a Will save (DC 12 + 3/4 of the Synorxist’s class level, rounded down) to treat each other as allies.

Communal Being (Su): Upon reaching 18th level, the Synorxist’s relationship with their symbiote has developed so much that the symbiote can take control when the Synorxist is otherwise incapacitated. The cowering, dazed, panicked, nauseated, staggered, and stunned conditions do not prevent the Synorxist from taking actions, and they become completely immune to being confused or fascinated. In addition, the Synorxist is always able to act in surprise rounds.

Greater Concordant Aura (Su): When a Synorxist achieves 19th level, they set the example for even greater teamwork among their allies. All allies within 30 feet gain the benefit of all of their Tier 0 symbiote seed abilities (other than bonus class skills) at all times, whether or not the Synorxist's Assumption ability is active.

sirpercival
2017-07-31, 09:43 AM
Reserved for Symbiote Seeds

sirpercival
2017-07-31, 09:44 AM
Reserved for additional supporting material

sirpercival
2017-07-31, 09:45 AM
Reserved just in case

sirpercival
2017-07-31, 09:47 AM
OK, go ahead and give comments if you have any. I'll begin posting Symbiote Seeds shortly.