Ghal Marak
2008-02-18, 12:44 PM
Here is some fluff-
-Scroll penned by Lord Cruven, famed explorer, on the ‘Symbiote’ creature-
The Symbiote is an interesting organism. I first discovered it (or should I say them?) in a remote region of the world, possessed by the various tribes found therein. Members of the tribes that possessed the Symbiote were usually worshiped as gods, rather erroneously considering that I have not found the Symbiote to be divine in any way.
The Symbiote on it’s own varies greatly in appearance, dependant wholly upon they type. They can do very little on their own, and require a host body in order to feed, I would assume. I have yet to discover what the Symbiotes actually feed upon, or if the feeding process has any detrimental effect on the host body. Further investigation is being carried out in that regard, and should prove most fascinating.
Regardless, the affect the Symbiote has on its host’s body is most astounding. Generally, the physical abilities of the host body are augmented, developing a rough hide to protect its host and accelerating the healing processes. As far as my studies have gone, I have witnessed no detrimental side effects from the ‘symbiosis’ with the Symbiote and humans (as a side note, there was no pun intended). Whether it is the same with non-humans remains to be seen.
Of particular note is the fact that they are not present at all times. Bizarrely, once a host is bonded with the Symbiote the Symbiote disappears under the host’s skin. Where exactly it resides has yet to be determined, and an autopsy of a host does not seem to be a viable solution. Acquiring the body from the locals would be most troublesome, and would likely end in our deaths. The host ‘calls forth’ the Symbiote somehow, to lend them their strength. After a little time, the Symbiote disappears again. The length of the Manifestation seems to correlate with the overall hardiness of the host.
Recently, we have discovered that there are in fact several different types of Symbiotes. The type of which seems to correlate with its function. So far, I have documented the following types:
- The first Symbiote subtype I discovered was the ‘Brute’ Symbiote. Its manifestation appears to be rough, heavy gauntlets made of bone. This bone material extends up both arms to the shoulders, and is flexible at the joints thanks to gaps in said bone allowing for everyday movement. The personality of the Brute host tends to change when manifesting the Symbiote, turning thuggish and dull-witted. It also bestows upon the host a most fearsome strength, of which the host can employ to great use upon the battlefield.
- The ‘Carver’ Symbiote was the next type I discovered. This one took the form of a pair of gauntlets as well, but very sleek and smooth instead of rough like the Brute. It is equipped a vicious set of razor sharp claws, as well as a myriad of other sharp points and blades. It also seems to enhance the reflexes of the host to a degree, adding overall to the reflexes. The hosts of the Carver Symbiotes that I have documented all delighted in cruelty and inflicting pain whilst manifesting their Symbiotes. Some of them expressed to me their disliking of what it does to their heads, a trait I find most troubling.
- The ‘Swift’ Symbiote was the hardest to track down of all the subtypes. It covers both legs of the host with thin, chitinous material that provides excellent traction. The Swift type grants a phenomenal increase in speed and agility to the host, so much that I can safely say I’ve never seen anything faster that a Swift type before. The chitinous material that covers the legs upon manifestation displays outgrowths that superficialy resembles tiny wings. The exact placement of the ‘wings’ is different for each host.
- The ‘Oracle’ Symbiote is by far the Symbiote I least understood. It is manifests on the head of the host, almost like a fully enclosed helm. Where the eyes were is usually a single slit where the host can see out, but I have seen as many as five slits in various different intersections. The mouth and nose are completely sealed off, though there is no apparent harm to the host. This ‘helm’ is usually smooth and shiny, though still bone white like the others. Of the subtypes, this one displayed the most diverse array of abnormalities. Some had horns, spikes, what looked like wings, and all kinds of different designs. No two were the same.
- The ‘Spirit’ Symbiote was the last type I have discovered during my travels. It fits over the torso of the host, much like a breastplate. Despite the designator I have bestowed upon the type, its affect on the host body is purely physical in nature. The host of a Spirit Symbiote becomes even tougher than the other types, and can come back from even the most lethal injuries. One sworn testimony said they can even come back from the dead! Undocumented, but worth investigating
So ends my findings on this strangest of creatures, here in the northern mountain range. Nonetheless, I will continue my search for more of these Symbiotes and their various sub-types. Perhaps there could be potential for military purposes? Ultimately that would depend on how well they could be controlled. I will seek this answer out as well. Thank you for your time.
Lord Cruven, Explorer
A bit of info before you read on. In the world that I am making (see sig), Symbiote Masters are not looked upon too kindly by 'civilized society'. Outside of the tribes of humans who use them, Symbiote Masters are no more liked than Lycanthropes. Which is to say not at all. A Kill-On-Sight kind of thing, if you will. I designed it with that in mind, where you don't want to walk around with it manifested all the time. Which explains the penalties for turning it off. However, if you don't like that, it can be easily switched out for less harsh penalties and a #/day manifestation system. Feel free to modify anything else about it if you feel like it.
Symbiote Master
Adventures: The Symbiote Master adventures to both unlock the potential of their Symbiote and to learn how to exert better control over it through experience and dedication.
Alignment: Any. Anyone who can bond with one of the five special Symbiotes can become a Symbiote Master, and more than a few unscrupulous types have already done so.
Religion: Symbiote Masters have no need for religion, as they rely upon themselves and their Symbiote to survive. Whether they pray to any one god over another is entirely up to them.
Background: The road to becoming a Symbiote Master is both challenging and rigorous. The only known locations of the Symbiotes are in the mountain monasteries in the far north, where the various tribes there war with one another using small groups of Symbiote Masters. In order to bond to a Symbiote, a potential host must convince one of the tribes to allow access to the Bonding Chamber. The attendant then leads the potential host through the steps necessary to become a Symbiote Master. If they fail the bonding process, they are consumed by the Symbiote’s will and become a mindless monster, which is immediately slain by the attendant.
Other Classes: Symbiote Masters do not get along well with the other classes, who almost uniformly view them with disgust. Bonding and Manifesting the Symbiote isn’t a pretty sight, so it is only natural they would revile these strange warriors.
Role: The role a Symbiote master plays changes depending on which Symbiote they bond with. The Brute and Carver symbiotes would delegate the Symbiote Master to a combat role. Swift and Oracle types are more than likely going to be spell casters or Rouges, and thus have roles acording to previous class. Spirit types are particularly suited to a combat role as well, with their hardiness. That type also works well for barbarians.
Game Rule Information
Requirements:
Bab: +6
Fort: +5
Feat: Iron Will
Race: Human
Special: Must have bonded with one of the five special Symbiote types in order to take levels in this class. Convincing one of the tribes to allow you to bond with one is an entirely different matter, and can be the focus of an adventure of it’s own.
Alignment: Any
Hit Die: d8, d6, d12 (see Symbiote Subjugation)
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str)
Skill Points: (2+Int Modifier)
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0| Symbiote Subjugation, Symbiote Manifestation, Mind of it’s own
2nd|
+2|
+3|
+3|
+0| Ability Increase: +2
3rd|
+3|
+3|
+3|
+1| Symbiote Augmentation
4th|
+4|
+4|
+4|
+1| Ability Increase: +4
5th|
+5|
+4|
+4|
+2| Symbiote Perfection[/table]
Symbiote Subjugation: To become a Symbiote Master, the prospective Master must suppress the will of the Symbiote and force it to do their bidding. The Subjugation happens upon first bonding with the symbiote and grants access to the symbiote’s abilities if they succeed the resulting battle of wills. All Symbiote Masters automatically gain Toughness as a bonus feat upon subjugation of the symbiote. The actual will battle with the symbiote should be handled by the DM, and should not be easy. It can be a will save, though just as easily the DM could decide to actualy make them battle the Symbiote inside the host's mind. The Hit Dice of the class is dependant on which Symbiote type is selected. Brute and Carver have d8 Hit Dice, Swift and Oracle have d6 Hit Dice, and Spirit has d12 Hit Dice.
Symbiote Manifestation: In order to use the abilities granted to them by their Symbiote, the Master needs to manifest the Symbiote, which is normally lays unseen under the skin. Manifesting the symbiote can be done any number of times per day, with the limitations below. Manifesting the Symbiote takes a full-round action, and lasts for 5 rounds + Ability Mod based on the type of Symbiote. Brute is based on Str, Carver is based on Dex, Swift is based on Int, Oracle is based on Wis, and Spirit based on Con.
A Symbiote Master may prematurely end the manifestation; though the symbiote will do it’s best to fight the change back. To prematurely end the symbiote manifestation, the Symbiote Master must succeed at a Will test (DC 15 + 1/2 Character Level). If the Manifestation was forcefully brought to an end, the Symbiote Master automatically becomes Dazed for 5 rounds.
As long as the symbiote is manifested, the Master gains abilities based on their symbiote type, which improves as they gain levels-
-Brute types gain Improved Unarmed Strike and Power Attack as bonus feats, dealing 1d6 + 1-1/2 Strength Mod Bludgeoning damage. As the Brute Master gains levels, their unarmed attack increases in damage dice as their strength continues to build. At 2nd level of Symbiote Master the damage done improves to 1d8. At 3rd it improves to 1d12 and counts as a Magical Weapon for bypassing Damage Reduction. At 4th it improves to 2d8, and at 5th it finishes at 2d10. Also gained on 5th level, their Unarmed Strike now counts as Adamantium for bypassing Damage Reduction and the Hardness of objects.
-Carver types gain Improved Unarmed Strike and Weapon Finesse as bonus feats, dealing 1d4 + Dex Mod Slashing or Piercing damage, and may make an additional attack at their maximum attack bonus -5. As the Carver Master gains levels, their unarmed attacks increase in damage dice as their wicked claws ever increase in sharpness. At 2nd level of Carver Master the damage done improved to 1d6. At 3rd it improves to 1d8 and now counts as a Magic Weapon for bypassing damage reduction. At 4th it improves to 2d6, and at 5th it finishes at 2d8. Also gained on 5th level, their unarmed attacks now count as Adamantium for bypassing Damage Reduction and the Hardness of objects. They also get another attack at their Base Attack Bonus –10 (ending with two extra attacks at –5 and at –10, usable with unarmed attacks only).
-Swift types gain a +5 speed bonus and the Skill Focus (Jump) and Run feats, as well as Evasion and a dodge bonus to AC equal to their Symbiote Master level x2. Their speed increases as they gain experience, increasing to +15 at 2nd level, +30 at 3rd level. At 4th level it increases to +60 as well as gaining Improved Evasion. At 5th level it stops at +120. Additionally, at 5th level they may run across water and up walls (both must end on solid surface or they fall). Swift Master levels add to caster levels, and give two increases at 2nd and 4th as if they had gained a level in their previous arcane spellcasting class, if applicable.
-Oracle types gain Low-Light Vision and the Skill Focus (Spot). As they increase in level, their visual acuity as well as overall awareness dramatically increases. At 2nd level Oracle Masters gain Darkvision out to 60ft and a +4 bonus to Spot checks. At 3rd level they gain Tremor sense to 30feet. At 4th level they gain Blindsight to 60ft and their spot check bonus increases to +8. At 5th level they come close to the ability to see into the future, as a result they get a +10 bonus to Initiative and a +5 insight bonus to AC. Oracle Master levels add to caster levels, and give two increases at 2nd and 4th as if they had gained a level in their previous divine spellcasting class, if applicable.
-Spirit types gain a Natural Armor bonus to AC equal to their Con Mod and Improved Toughness as a bonus feat. At 2nd level they gain Damage Reduction 5/+1 and have Light Fortification (Ex). At 3rd level their Damage Reduction improves to 10/Adamantine. At 4th level their Damage Reduction further improves to 15/- and gains Medium Fortification (Ex). At 5th level they gain Regeneration 1 (Ex). They re-grow any lost body parts within 3d6 rounds or instantly by sticking the severed appendage upon its stump. They are damaged normally by Acid and Fire.
Mind of it’s own: Normally, the symbiote is docile and responds to the will of the Symbiote Master. However, if it senses the host (and therefore itself) is about to die, it will suddenly explode into action and try to gain control of the host’s body. When the Symbiote Master reaches 0 Hp or less the symbiote will make a bid for complete control. A Will check of DC 10 + Symbiote Master level is made to resist the symbiote’s efforts. If it is passed, nothing happens. If it is failed though, the symbiote takes over the body. It completely envelops the host’s body, and changes it into a Symbiote Spawn with full Hp. This process is permanent, and the host can only be changed back by slaying the Spawn and
Ability Increase: The Ability score linked to the Symbiote type (as mentioned in Symbiote Manifestation) increases when this ability is gained. At 2nd level the ability indicated by the symbiote type is increased by +2. At 4th level it is again increased by 2, for a final total of +4.
Symbiote Augmentation: The time required and ease of manifesting changes as the Symbiote Master gets used to their bond. The time to manifest is reduced to a Move action and the duration is increased to 15 rounds + Ability Mod. However, the penalties when it is forced to end are also increased as a result. Instead of Dazed, they become Stunned for 5 rounds when they force the manifestation to end. In addition to the above, the Symbiote Master also gets Improved Toughness as a bonus Feat. Meeting the prerequisites for this is not required.
Symbiote Perfection: The Symbiote Master is finally worthy of the name, as their dominance of the Symbiote is finally complete. Manifesting the symbiote is now a Swift Action, and lasts until they force it to end. The penalty for doing this, however, is quite steep. Forcing the manifestation to end renders the Symbiote Master Unconscious unless they make a Fortitude save equal to (15 + 2/per 24 hours spent manifested). This lasts for 5 rounds + an addition 5 rounds for every 24 hours spent manifested. (So in order to exit the manifestation, you have to make a Will save to end it, then make a Fort save to stay conscious.)
-Scroll penned by Lord Cruven, famed explorer, on the ‘Symbiote’ creature-
The Symbiote is an interesting organism. I first discovered it (or should I say them?) in a remote region of the world, possessed by the various tribes found therein. Members of the tribes that possessed the Symbiote were usually worshiped as gods, rather erroneously considering that I have not found the Symbiote to be divine in any way.
The Symbiote on it’s own varies greatly in appearance, dependant wholly upon they type. They can do very little on their own, and require a host body in order to feed, I would assume. I have yet to discover what the Symbiotes actually feed upon, or if the feeding process has any detrimental effect on the host body. Further investigation is being carried out in that regard, and should prove most fascinating.
Regardless, the affect the Symbiote has on its host’s body is most astounding. Generally, the physical abilities of the host body are augmented, developing a rough hide to protect its host and accelerating the healing processes. As far as my studies have gone, I have witnessed no detrimental side effects from the ‘symbiosis’ with the Symbiote and humans (as a side note, there was no pun intended). Whether it is the same with non-humans remains to be seen.
Of particular note is the fact that they are not present at all times. Bizarrely, once a host is bonded with the Symbiote the Symbiote disappears under the host’s skin. Where exactly it resides has yet to be determined, and an autopsy of a host does not seem to be a viable solution. Acquiring the body from the locals would be most troublesome, and would likely end in our deaths. The host ‘calls forth’ the Symbiote somehow, to lend them their strength. After a little time, the Symbiote disappears again. The length of the Manifestation seems to correlate with the overall hardiness of the host.
Recently, we have discovered that there are in fact several different types of Symbiotes. The type of which seems to correlate with its function. So far, I have documented the following types:
- The first Symbiote subtype I discovered was the ‘Brute’ Symbiote. Its manifestation appears to be rough, heavy gauntlets made of bone. This bone material extends up both arms to the shoulders, and is flexible at the joints thanks to gaps in said bone allowing for everyday movement. The personality of the Brute host tends to change when manifesting the Symbiote, turning thuggish and dull-witted. It also bestows upon the host a most fearsome strength, of which the host can employ to great use upon the battlefield.
- The ‘Carver’ Symbiote was the next type I discovered. This one took the form of a pair of gauntlets as well, but very sleek and smooth instead of rough like the Brute. It is equipped a vicious set of razor sharp claws, as well as a myriad of other sharp points and blades. It also seems to enhance the reflexes of the host to a degree, adding overall to the reflexes. The hosts of the Carver Symbiotes that I have documented all delighted in cruelty and inflicting pain whilst manifesting their Symbiotes. Some of them expressed to me their disliking of what it does to their heads, a trait I find most troubling.
- The ‘Swift’ Symbiote was the hardest to track down of all the subtypes. It covers both legs of the host with thin, chitinous material that provides excellent traction. The Swift type grants a phenomenal increase in speed and agility to the host, so much that I can safely say I’ve never seen anything faster that a Swift type before. The chitinous material that covers the legs upon manifestation displays outgrowths that superficialy resembles tiny wings. The exact placement of the ‘wings’ is different for each host.
- The ‘Oracle’ Symbiote is by far the Symbiote I least understood. It is manifests on the head of the host, almost like a fully enclosed helm. Where the eyes were is usually a single slit where the host can see out, but I have seen as many as five slits in various different intersections. The mouth and nose are completely sealed off, though there is no apparent harm to the host. This ‘helm’ is usually smooth and shiny, though still bone white like the others. Of the subtypes, this one displayed the most diverse array of abnormalities. Some had horns, spikes, what looked like wings, and all kinds of different designs. No two were the same.
- The ‘Spirit’ Symbiote was the last type I have discovered during my travels. It fits over the torso of the host, much like a breastplate. Despite the designator I have bestowed upon the type, its affect on the host body is purely physical in nature. The host of a Spirit Symbiote becomes even tougher than the other types, and can come back from even the most lethal injuries. One sworn testimony said they can even come back from the dead! Undocumented, but worth investigating
So ends my findings on this strangest of creatures, here in the northern mountain range. Nonetheless, I will continue my search for more of these Symbiotes and their various sub-types. Perhaps there could be potential for military purposes? Ultimately that would depend on how well they could be controlled. I will seek this answer out as well. Thank you for your time.
Lord Cruven, Explorer
A bit of info before you read on. In the world that I am making (see sig), Symbiote Masters are not looked upon too kindly by 'civilized society'. Outside of the tribes of humans who use them, Symbiote Masters are no more liked than Lycanthropes. Which is to say not at all. A Kill-On-Sight kind of thing, if you will. I designed it with that in mind, where you don't want to walk around with it manifested all the time. Which explains the penalties for turning it off. However, if you don't like that, it can be easily switched out for less harsh penalties and a #/day manifestation system. Feel free to modify anything else about it if you feel like it.
Symbiote Master
Adventures: The Symbiote Master adventures to both unlock the potential of their Symbiote and to learn how to exert better control over it through experience and dedication.
Alignment: Any. Anyone who can bond with one of the five special Symbiotes can become a Symbiote Master, and more than a few unscrupulous types have already done so.
Religion: Symbiote Masters have no need for religion, as they rely upon themselves and their Symbiote to survive. Whether they pray to any one god over another is entirely up to them.
Background: The road to becoming a Symbiote Master is both challenging and rigorous. The only known locations of the Symbiotes are in the mountain monasteries in the far north, where the various tribes there war with one another using small groups of Symbiote Masters. In order to bond to a Symbiote, a potential host must convince one of the tribes to allow access to the Bonding Chamber. The attendant then leads the potential host through the steps necessary to become a Symbiote Master. If they fail the bonding process, they are consumed by the Symbiote’s will and become a mindless monster, which is immediately slain by the attendant.
Other Classes: Symbiote Masters do not get along well with the other classes, who almost uniformly view them with disgust. Bonding and Manifesting the Symbiote isn’t a pretty sight, so it is only natural they would revile these strange warriors.
Role: The role a Symbiote master plays changes depending on which Symbiote they bond with. The Brute and Carver symbiotes would delegate the Symbiote Master to a combat role. Swift and Oracle types are more than likely going to be spell casters or Rouges, and thus have roles acording to previous class. Spirit types are particularly suited to a combat role as well, with their hardiness. That type also works well for barbarians.
Game Rule Information
Requirements:
Bab: +6
Fort: +5
Feat: Iron Will
Race: Human
Special: Must have bonded with one of the five special Symbiote types in order to take levels in this class. Convincing one of the tribes to allow you to bond with one is an entirely different matter, and can be the focus of an adventure of it’s own.
Alignment: Any
Hit Die: d8, d6, d12 (see Symbiote Subjugation)
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str)
Skill Points: (2+Int Modifier)
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0| Symbiote Subjugation, Symbiote Manifestation, Mind of it’s own
2nd|
+2|
+3|
+3|
+0| Ability Increase: +2
3rd|
+3|
+3|
+3|
+1| Symbiote Augmentation
4th|
+4|
+4|
+4|
+1| Ability Increase: +4
5th|
+5|
+4|
+4|
+2| Symbiote Perfection[/table]
Symbiote Subjugation: To become a Symbiote Master, the prospective Master must suppress the will of the Symbiote and force it to do their bidding. The Subjugation happens upon first bonding with the symbiote and grants access to the symbiote’s abilities if they succeed the resulting battle of wills. All Symbiote Masters automatically gain Toughness as a bonus feat upon subjugation of the symbiote. The actual will battle with the symbiote should be handled by the DM, and should not be easy. It can be a will save, though just as easily the DM could decide to actualy make them battle the Symbiote inside the host's mind. The Hit Dice of the class is dependant on which Symbiote type is selected. Brute and Carver have d8 Hit Dice, Swift and Oracle have d6 Hit Dice, and Spirit has d12 Hit Dice.
Symbiote Manifestation: In order to use the abilities granted to them by their Symbiote, the Master needs to manifest the Symbiote, which is normally lays unseen under the skin. Manifesting the symbiote can be done any number of times per day, with the limitations below. Manifesting the Symbiote takes a full-round action, and lasts for 5 rounds + Ability Mod based on the type of Symbiote. Brute is based on Str, Carver is based on Dex, Swift is based on Int, Oracle is based on Wis, and Spirit based on Con.
A Symbiote Master may prematurely end the manifestation; though the symbiote will do it’s best to fight the change back. To prematurely end the symbiote manifestation, the Symbiote Master must succeed at a Will test (DC 15 + 1/2 Character Level). If the Manifestation was forcefully brought to an end, the Symbiote Master automatically becomes Dazed for 5 rounds.
As long as the symbiote is manifested, the Master gains abilities based on their symbiote type, which improves as they gain levels-
-Brute types gain Improved Unarmed Strike and Power Attack as bonus feats, dealing 1d6 + 1-1/2 Strength Mod Bludgeoning damage. As the Brute Master gains levels, their unarmed attack increases in damage dice as their strength continues to build. At 2nd level of Symbiote Master the damage done improves to 1d8. At 3rd it improves to 1d12 and counts as a Magical Weapon for bypassing Damage Reduction. At 4th it improves to 2d8, and at 5th it finishes at 2d10. Also gained on 5th level, their Unarmed Strike now counts as Adamantium for bypassing Damage Reduction and the Hardness of objects.
-Carver types gain Improved Unarmed Strike and Weapon Finesse as bonus feats, dealing 1d4 + Dex Mod Slashing or Piercing damage, and may make an additional attack at their maximum attack bonus -5. As the Carver Master gains levels, their unarmed attacks increase in damage dice as their wicked claws ever increase in sharpness. At 2nd level of Carver Master the damage done improved to 1d6. At 3rd it improves to 1d8 and now counts as a Magic Weapon for bypassing damage reduction. At 4th it improves to 2d6, and at 5th it finishes at 2d8. Also gained on 5th level, their unarmed attacks now count as Adamantium for bypassing Damage Reduction and the Hardness of objects. They also get another attack at their Base Attack Bonus –10 (ending with two extra attacks at –5 and at –10, usable with unarmed attacks only).
-Swift types gain a +5 speed bonus and the Skill Focus (Jump) and Run feats, as well as Evasion and a dodge bonus to AC equal to their Symbiote Master level x2. Their speed increases as they gain experience, increasing to +15 at 2nd level, +30 at 3rd level. At 4th level it increases to +60 as well as gaining Improved Evasion. At 5th level it stops at +120. Additionally, at 5th level they may run across water and up walls (both must end on solid surface or they fall). Swift Master levels add to caster levels, and give two increases at 2nd and 4th as if they had gained a level in their previous arcane spellcasting class, if applicable.
-Oracle types gain Low-Light Vision and the Skill Focus (Spot). As they increase in level, their visual acuity as well as overall awareness dramatically increases. At 2nd level Oracle Masters gain Darkvision out to 60ft and a +4 bonus to Spot checks. At 3rd level they gain Tremor sense to 30feet. At 4th level they gain Blindsight to 60ft and their spot check bonus increases to +8. At 5th level they come close to the ability to see into the future, as a result they get a +10 bonus to Initiative and a +5 insight bonus to AC. Oracle Master levels add to caster levels, and give two increases at 2nd and 4th as if they had gained a level in their previous divine spellcasting class, if applicable.
-Spirit types gain a Natural Armor bonus to AC equal to their Con Mod and Improved Toughness as a bonus feat. At 2nd level they gain Damage Reduction 5/+1 and have Light Fortification (Ex). At 3rd level their Damage Reduction improves to 10/Adamantine. At 4th level their Damage Reduction further improves to 15/- and gains Medium Fortification (Ex). At 5th level they gain Regeneration 1 (Ex). They re-grow any lost body parts within 3d6 rounds or instantly by sticking the severed appendage upon its stump. They are damaged normally by Acid and Fire.
Mind of it’s own: Normally, the symbiote is docile and responds to the will of the Symbiote Master. However, if it senses the host (and therefore itself) is about to die, it will suddenly explode into action and try to gain control of the host’s body. When the Symbiote Master reaches 0 Hp or less the symbiote will make a bid for complete control. A Will check of DC 10 + Symbiote Master level is made to resist the symbiote’s efforts. If it is passed, nothing happens. If it is failed though, the symbiote takes over the body. It completely envelops the host’s body, and changes it into a Symbiote Spawn with full Hp. This process is permanent, and the host can only be changed back by slaying the Spawn and
Ability Increase: The Ability score linked to the Symbiote type (as mentioned in Symbiote Manifestation) increases when this ability is gained. At 2nd level the ability indicated by the symbiote type is increased by +2. At 4th level it is again increased by 2, for a final total of +4.
Symbiote Augmentation: The time required and ease of manifesting changes as the Symbiote Master gets used to their bond. The time to manifest is reduced to a Move action and the duration is increased to 15 rounds + Ability Mod. However, the penalties when it is forced to end are also increased as a result. Instead of Dazed, they become Stunned for 5 rounds when they force the manifestation to end. In addition to the above, the Symbiote Master also gets Improved Toughness as a bonus Feat. Meeting the prerequisites for this is not required.
Symbiote Perfection: The Symbiote Master is finally worthy of the name, as their dominance of the Symbiote is finally complete. Manifesting the symbiote is now a Swift Action, and lasts until they force it to end. The penalty for doing this, however, is quite steep. Forcing the manifestation to end renders the Symbiote Master Unconscious unless they make a Fortitude save equal to (15 + 2/per 24 hours spent manifested). This lasts for 5 rounds + an addition 5 rounds for every 24 hours spent manifested. (So in order to exit the manifestation, you have to make a Will save to end it, then make a Fort save to stay conscious.)