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  1. - Top - End - #61
    Pixie in the Playground
    Join Date
    May 2012

    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Yeah, it sucks. Thanks for the headsup on that rod though. 4 damage for each ability could really help, though I'm loath to have a character that would be so reliant upon one magic item. Seems open to abuse.

    Heh, anyone know of any grafting rules that allows you to place a magic item within your own body to use as you want?

  2. - Top - End - #62
    Banned
     
    Answerer's Avatar

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    Jan 2012

    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Quote Originally Posted by teh_steve View Post
    Heh, anyone know of any grafting rules that allows you to place a magic item within your own body to use as you want?
    I know the Warforged can do this. There might be a spell that allows this too...

    Also, the Psionic Power Graft Weapon sort of works like this; talk with your DM about possibly using that?

  3. - Top - End - #63
    Colossus in the Playground
     
    Flickerdart's Avatar

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    Mar 2008
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    NYC
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    The solution to the time thing is to sleep in the afternoon, so that you heal damage after the symbiotes deal it. And then go out hunting at night, like a badass.
    Quote Originally Posted by Inevitability View Post
    Greater
    \ˈgrā-tər \
    comparative adjective
    1. Describing basically the exact same monster but with twice the RHD.
    Quote Originally Posted by Artanis View Post
    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting

  4. - Top - End - #64
    Barbarian in the Playground
     
    Agent 451's Avatar

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    Feb 2012
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    Calgary, AB
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Quote Originally Posted by teh_steve View Post
    Heh, anyone know of any grafting rules that allows you to place a magic item within your own body to use as you want?
    Check out Dragon's body modification rules (#359, page 116-117). They allow you to implant a magic item in an extra (non)body slot. Drawbacks are that they have to be either rings, rods or magic items that cost 1.5 times normal. Oh, and you also suffer a -2 CON penalty for each extra slot that has a conflicting magic item in a normal body lost.

  5. - Top - End - #65
    Barbarian in the Playground
     
    Beholder

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    Aug 2004
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    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    There appears to be another Symbiot that has been missed.

    Handlinger (Dragon 352, Monsters of Bas-Lag article). I'm not sure if you want to include them or not, though, since they seem to only function at all when controlling their hosts.

    Technically, though, a dexterier handlinger can provide its host blindsight, fly 60 good, a 6d6 breath weapon (half fire half acid) and a +6 bonus to strength.
    Whadda ya mean, Orcs got levels too?

  6. - Top - End - #66
    Troll in the Playground
     
    RogueGuy

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    Aug 2014

    Default Re: Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    Found a new one:
    From RPGA and WOTC the Mark of Heroes adventure called blind man's hunt by stephen Radney Macfarland comes the Eyes of Daelkyr

    Spoiler: Eyes of Daelkyr p.25
    Show
    Tiny aberration [symbiont]
    HD 1d8 (4hp)
    Initiative: +4
    Speed: 1 ft
    Armor Class: 17 (+2 size, +4 dex, +1 natural), touch 16, flat-footed 13
    Base Atk/grapple +0/-11
    Attack: -
    Full attack: -
    Space/reach: 2-1/2 ft./0 ft.
    Special attacks: Gaze of doom
    Special qualities: corrupted blindsight 120 ft, symbiont traits, telepathy
    Saves: fort +0, Ref +4, Will +4
    Abilities: str: 5, Dex 18, Con 11, Int 4, Wis 14, Cha 8, Ego 2
    Skills: Hide +4, Listen +2, Spot +6
    Feats: skill focus (spot)
    Environment: underground
    Organization: solitary
    Challenge rating: 1 (singluy) or host +1 (when worn)
    Treasure: none
    Alignment: Usually lawful evil
    Advancement: none
    Level adjustment:--
    Writhing pink tentacles string out from green bulging eyes.

    A creation by the daelkyr to aid and deceive slaves and pawns, the eyes of daelkyr grant enhanced and at the same time deceptive vision. The eyes of daelkyrn does not speak any languages but it understands undercommon.

    Combat
    The eyes of daelkyr can only attach itself to a willing host who has no eyes; the would be bearer must actually allows the tendrils of the symbiont to wrap around it's head (as a full-round action) at which point the eyes enter the empty sockets of the creature. Attaching or removing the eyes of daelkyr does 1d3 points of wisdom damage. Once attached, the eyes grant the creature its corrupted darkvision and gaze of doom special attack

    corrupted Blindsight (Su): The symbiont has and grants to its host darkvision 120 ft. It can also affect its host with specific hallucination as determined by a daelkyr master or dedicated servant

    Gaze of Doom (su): The symbiont has and grants its host a gaze attack. Those affected by the gaze are shaken for 1 minute. Will DC 10 negates. The save DC is charisma based.

    Symbiont traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
    If a symbiont is grafted onto a visible part of the host creature’s body, opponents can attack the symbiont itself instead of its host creature. This works the same way as attacking an object: The symbiont gains the benefit of the host’s Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifi er and natural armor bonus, if any, apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
    A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the “items” that can be affected by the spell (see Items Surviving after a Saving Throw, page 177 of the Player’s Handbook). A symbiont uses its host’s base saving throw bonuses if they are better than its own.
    Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host can cast a spell with a target of “You” on its symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of “You” on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host’s or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
    Telepathy (SU):Eyes of daelkyr can communicate telepathically with its host, if its host has a language.

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