Laughingcarp
2008-10-20, 04:08 PM
Chosen Child of the Warped Ones
Prerequisite: Daelkyr Half-Blood
Through depraved intervention, you have a closer tie to your daelkyr parent than most of your mixed heritage.
Benefit: You grow a second Personal Symbiont from your flesh. The same rules that apply to the original Personal Symbiont apply to this second one.
Engineer of Flesh
Prerequisites: Daelkyr Half-Blood, level 5, Heal 4 ranks
Through a mix of curious biological study and insight gifted by alien minds, you have learned to shape the growth of life and flesh to suit your needs.
Benefit: Your Personal Symbiont(s) can be re-grown and evolve, gaining varying benefits. Upon reaching a level where you have access to new personal symbionts from the list on page 37 of MoE, you can instead choose to retain your previous symbiont, with additional benefits. You absorb your symbiont into yourself for the duration of the evolution (the 2d4 days required to grow a symbiont), after which the symbiont emerges in an new and improved state. Evolutionary traits depend on the kind of symbiont, and your level.
Crawling Gauntlet:
-Lev 5: 1d6 claw damage for medium size, claw treated as magic for purposes of bypassing DR.
-Lev 10: 1d8 claw damage, effective strength score when attacking with the claw or grappling increased by 2.
-Lev 15: 1d10 claw damage, claw treated as adamantium weapon.
Breed Leech:
-Lev 5: Bolster Body increased to +10hp, +2 fort
-Lev 10: Bolster Body increased to +15hp, Host gains immunity to poisons
-Lev 15: Bolster Body increased to +20hp, Host gains immunity to diseases
Throwing Scarab:
-Lev 5: Range increased to 30ft, shards last 2 rounds once detached from the symbiont.
-Lev 10: Range increased to 40ft, 1 additional shard/round is secreted and can be thrown.
-Lev 15: Range increased to 50ft, Shards deal an additional 1d6 acid damage on the following round.
Shadow Sibling:
-Lev 5: Blink useable 1/day at 5th caster level, +4 to move silently checks
-Lev 10: Blink useable 2/day at 10th caster level, +6 to hide checks
-Lev 15: Blink at 15th caster level, Shadow Walk 1/day at 15th caster level, +6 to move silently checks
Stormstalk:
-Lev 10: 3d6 ray damage, can be activated as a 5-by-30ft line, Call Lightning Storm 1/day at 10th caster level
-Lev 15: 5d6 ray damage, 5-by-60ft line (or 60 foot ray), Chain Lightning 1/day at 15th caster level
Winter Cyst:
-Lev 10: 3d6 ray damage, can be activated as a 30ft cone, 3/day targets suffer effect of slow at 10th caster level for 1 round (fort negates)
-Lev 15: 5d6 ray damage, can be activated as a 60ft cone, 3/day targets suffer effect of hold monster at 15th caster level for one round, then slow at 15th caster level the following round (fort negates, separate saves for each effect)
Spellwurm:
-Lev 15: Spellwurm can knows and can cast spells as 10th level sorcerer, host has access to those spells as though they were spells known, or the effects of the Spell Mastery feat
Tentacle Whip: (no access to ECS at the moment)
Tongue Worm: (no access to ECS at the moment)
(how do I turn this into a table?)
In addition, new symbionts can be grown, similar to researching a new spell or power. Talk to your DM.
Waddya think? What I want to know is, if you had a character suited to this idea, would you take these feats?
Should Chosen Child of the Warped Ones be allowed to be taken more than once?
As for Engineer of Flesh, I know it is gonna need some work. Any help at all is appreciated. I don't think it should apply to symbionts gained any other way, but that makes it seem kinda limited. Any ideas for balancing out the options, or just making the feat more viable overall? It was based loosely on the feat Improved Homunculus, in Magic of Eberron. So I'm also wondering how it should scale. For Improved Homunculus, it went up as the homunculus gained HD. How should it be worked for this one? Maybe dependent on your ranks in Heal? I also want to consider adding an XP cost, something you'll notice but nothing devastating.
Also, a new symbiont, available to Daelkyr Half-Bloods at level 5.
Carapace Crab
Small aberration(symbiont)
HD: 1d8+4 (8hp)
Init: +1
Speed: 20ft
Armor Class: 18 (+1 size, +1 dex, +6 natural)
Bab/Grp: 0/0
Attack: Bite +1 melee (1d4)
Space/Reach: 5/5
Special Qualities: Symbiont Traits, Darkvision 60ft, telepathy
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 18, Int 5, Wis 12, Cha 6 Ego?
Skills: Hide +7, Spot +5, Listen +5
Feats: Alertness, Improved Grapple
Environment: Underground
Organization: Solitary
CR: 1 or host+1
Treasure: none
Alignment: usually lawful evil
With a clatter, a misshapen crab-like creature scuttles forward. Excess oily deep blue chitinous plating seems to flop and bounce all over as the carapace crab rushes toward it's unconscious target. The crab jumps onto the unwitting victim, and suddenly the purpose behind all those loose chitin places is revealed. They wrap around the humanoid in a flash, covering a substantial amount of the victim in hard carapace. With a last wriggle, the crab secures itself, and sends it's feeders into the target. Attaching or removing a carapace crab deals 1d3 points of Wisdom damage.
-Host Benefit: Due to the plentiful layers of chitin now covering you, the host gains the carapace crab's natural armor as an armor bonus (+6). This has a max dex bonus of +3, and an armor check penalty of -4, with a 25% arcane spell failure chance. It counts as Medium Armor, and weighs roughly 30lbs. There is no penalty for sleeping in the symbiont. It can be enchanted as normal armor.
-Symbiont Traits: See page 299 of the ECS.
-Telepathy: A carapace crab can communicate telepathically with its host, if its host has a language.
How does one figure out Ego, again?
The benefits of this symbiont with the Engineer of Flesh feat are as follows:
-Lev 10: Natural Armor and Host AC bonus increase to +7, Host gains the benefits of Powerful Build
-Lev 15: Natural Armor and Host AC bonus increase to +8, Host gains DR 5/byshek
Yea? Nay?
Prerequisite: Daelkyr Half-Blood
Through depraved intervention, you have a closer tie to your daelkyr parent than most of your mixed heritage.
Benefit: You grow a second Personal Symbiont from your flesh. The same rules that apply to the original Personal Symbiont apply to this second one.
Engineer of Flesh
Prerequisites: Daelkyr Half-Blood, level 5, Heal 4 ranks
Through a mix of curious biological study and insight gifted by alien minds, you have learned to shape the growth of life and flesh to suit your needs.
Benefit: Your Personal Symbiont(s) can be re-grown and evolve, gaining varying benefits. Upon reaching a level where you have access to new personal symbionts from the list on page 37 of MoE, you can instead choose to retain your previous symbiont, with additional benefits. You absorb your symbiont into yourself for the duration of the evolution (the 2d4 days required to grow a symbiont), after which the symbiont emerges in an new and improved state. Evolutionary traits depend on the kind of symbiont, and your level.
Crawling Gauntlet:
-Lev 5: 1d6 claw damage for medium size, claw treated as magic for purposes of bypassing DR.
-Lev 10: 1d8 claw damage, effective strength score when attacking with the claw or grappling increased by 2.
-Lev 15: 1d10 claw damage, claw treated as adamantium weapon.
Breed Leech:
-Lev 5: Bolster Body increased to +10hp, +2 fort
-Lev 10: Bolster Body increased to +15hp, Host gains immunity to poisons
-Lev 15: Bolster Body increased to +20hp, Host gains immunity to diseases
Throwing Scarab:
-Lev 5: Range increased to 30ft, shards last 2 rounds once detached from the symbiont.
-Lev 10: Range increased to 40ft, 1 additional shard/round is secreted and can be thrown.
-Lev 15: Range increased to 50ft, Shards deal an additional 1d6 acid damage on the following round.
Shadow Sibling:
-Lev 5: Blink useable 1/day at 5th caster level, +4 to move silently checks
-Lev 10: Blink useable 2/day at 10th caster level, +6 to hide checks
-Lev 15: Blink at 15th caster level, Shadow Walk 1/day at 15th caster level, +6 to move silently checks
Stormstalk:
-Lev 10: 3d6 ray damage, can be activated as a 5-by-30ft line, Call Lightning Storm 1/day at 10th caster level
-Lev 15: 5d6 ray damage, 5-by-60ft line (or 60 foot ray), Chain Lightning 1/day at 15th caster level
Winter Cyst:
-Lev 10: 3d6 ray damage, can be activated as a 30ft cone, 3/day targets suffer effect of slow at 10th caster level for 1 round (fort negates)
-Lev 15: 5d6 ray damage, can be activated as a 60ft cone, 3/day targets suffer effect of hold monster at 15th caster level for one round, then slow at 15th caster level the following round (fort negates, separate saves for each effect)
Spellwurm:
-Lev 15: Spellwurm can knows and can cast spells as 10th level sorcerer, host has access to those spells as though they were spells known, or the effects of the Spell Mastery feat
Tentacle Whip: (no access to ECS at the moment)
Tongue Worm: (no access to ECS at the moment)
(how do I turn this into a table?)
In addition, new symbionts can be grown, similar to researching a new spell or power. Talk to your DM.
Waddya think? What I want to know is, if you had a character suited to this idea, would you take these feats?
Should Chosen Child of the Warped Ones be allowed to be taken more than once?
As for Engineer of Flesh, I know it is gonna need some work. Any help at all is appreciated. I don't think it should apply to symbionts gained any other way, but that makes it seem kinda limited. Any ideas for balancing out the options, or just making the feat more viable overall? It was based loosely on the feat Improved Homunculus, in Magic of Eberron. So I'm also wondering how it should scale. For Improved Homunculus, it went up as the homunculus gained HD. How should it be worked for this one? Maybe dependent on your ranks in Heal? I also want to consider adding an XP cost, something you'll notice but nothing devastating.
Also, a new symbiont, available to Daelkyr Half-Bloods at level 5.
Carapace Crab
Small aberration(symbiont)
HD: 1d8+4 (8hp)
Init: +1
Speed: 20ft
Armor Class: 18 (+1 size, +1 dex, +6 natural)
Bab/Grp: 0/0
Attack: Bite +1 melee (1d4)
Space/Reach: 5/5
Special Qualities: Symbiont Traits, Darkvision 60ft, telepathy
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 18, Int 5, Wis 12, Cha 6 Ego?
Skills: Hide +7, Spot +5, Listen +5
Feats: Alertness, Improved Grapple
Environment: Underground
Organization: Solitary
CR: 1 or host+1
Treasure: none
Alignment: usually lawful evil
With a clatter, a misshapen crab-like creature scuttles forward. Excess oily deep blue chitinous plating seems to flop and bounce all over as the carapace crab rushes toward it's unconscious target. The crab jumps onto the unwitting victim, and suddenly the purpose behind all those loose chitin places is revealed. They wrap around the humanoid in a flash, covering a substantial amount of the victim in hard carapace. With a last wriggle, the crab secures itself, and sends it's feeders into the target. Attaching or removing a carapace crab deals 1d3 points of Wisdom damage.
-Host Benefit: Due to the plentiful layers of chitin now covering you, the host gains the carapace crab's natural armor as an armor bonus (+6). This has a max dex bonus of +3, and an armor check penalty of -4, with a 25% arcane spell failure chance. It counts as Medium Armor, and weighs roughly 30lbs. There is no penalty for sleeping in the symbiont. It can be enchanted as normal armor.
-Symbiont Traits: See page 299 of the ECS.
-Telepathy: A carapace crab can communicate telepathically with its host, if its host has a language.
How does one figure out Ego, again?
The benefits of this symbiont with the Engineer of Flesh feat are as follows:
-Lev 10: Natural Armor and Host AC bonus increase to +7, Host gains the benefits of Powerful Build
-Lev 15: Natural Armor and Host AC bonus increase to +8, Host gains DR 5/byshek
Yea? Nay?