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    Default (Pathfinder) Ra-Seru Warrior (Base Class, PEACH)

    Symbiont Bonded Warrior

    "’To receive anything, mankind must first give something of equal value.’ Well, some laws are meant to be broken!"
    Noah, Human Symbiont Bonded Warrior

    The symbiont bonded warrior is a delver into acceptance. To allow another living being to survive off of your own life force and make a deal with them for mutual benefits. They learn special combat styles that are lost to the world but live on in the genetic memory of the symbionts. Through this symbiosis the genetic memories are awoken and a new fighting style is reborn.

    There are any number of factions among the symbiont bonded warriors. The warriors themselves can strive to any goal they would without being bonded. The symbionts however have goals of their own; the resurgence of their species. Some believe this should be done through strength of arms and evil, other believe more peaceful means would accomplish the task properly. To each its own as they say.

    The Symbiont Bonded Warrior's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering/the planes/history) (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Survival (Wis).
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spirit Arts

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Lure Symbiont, Symbiont Weapon Form, Spirit Arts (normal), Spirit Charge +1|
    1

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Conflict Resistance +2|
    2

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Symbiont Evolution|
    2

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Spirit Charge +2|
    2

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    | - |
    3

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Spirit Arts (hyper), Symbiont Evolution|
    4(+1)

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Spirit Charge +3|
    4

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Conflict Resistance +4|
    5

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    | Symbiont Evolution|
    5

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Spirit Charge +4|
    5

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |-|
    6

    12th|
    +12/+7/+2
    |
    +7
    |
    +7
    |
    +4
    |Symbiont Evolution|
    6

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Spirit Charge +5|
    6

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Spirit Arts (super)|
    7(+1)

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Conflict Resistance +6, Symbiont Evolution|
    7

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Spirit Charge +6|
    7

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |-|
    8

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Symbiont Evolution|
    8

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    | Spirit Charge +7|
    8

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Spirit Arts (miracle)|
    9(+1)
    [/table]


    Weapon Proficiencies: A symbiont bonded warrior gains proficiency in all simple and martial weapons. They also gain proficiency in light, and medium armor and all shields (except tower shields).

    Lure Symbiont: As you start to embrace your acceptance of the reliant ones, you can perform special rituals to lure certain symbionts to you for you to become the host of. It takes 1 hour per 100 gold to summon the symbiont you choose. You may only select from the level 1 list.
    However, at higher levels you can submerge a symbiont into yourself for (1 hour per 100 gold of its market value). At the end of the duration you can evolve the submerged symbiont into another symbiont. You may then select new evolutions to apply to the symbiont which replace the evolutions the old symbiont possessed. If the new symbiont is of a higher tier than the original, reduce the number of evolutions by the number of tiers increased.

    Symbiont Weapon Form: Upon selecting your symbiont, if it does not already function as a weapon, you must choose a weapon form for it to emulate. If the symbiont does not already function as a weapon, you must invest the cost of purchasing a masterworks version of the weapon it is emulating, and submerge it into yourself for the evolution that takes 1d4 days. At the end of the evolution, the symbiont is attached and function as the weapon you chose it to emulate. This can not be a double weapon, a weapon utilizing complicated parts (like a crossbow), or the ammunition for a ranged weapon (like arrows, it only emulates the bow and string). After this evolution, the symbiont may be enchanted like any weapon. Should the symbiont be killed or lost, the money invested for enhancement is lost aswell, unless the symbiont is returned to life in some way or found.
    If your symbiont is killed or unconscious, it only functions as the base weapon it is emulating. You no longer gain any other benefits from it as it no longer is providing you with the chemicals in your body or whatever method it previously used to provide you its benefits.

    Spirit Arts: At 1st level, a symbiont bonded warrior gains the knowledge of one normal level spirit art, chosen from the symbiont bonded warrior spirit art list based upon the damage type of their symbiont weapon form. At levels 6, 14, and 20 you gain a new level of spirit arts. Additionally, when a higher level of arts is learned, you automatically learn any one lower level of arts that you meet the prerequisites for.
    Spirit arts are a combat style known to the symbionts from ages long past. The styles are locked in their genetic memory and only by bonding with a willing host can these arts be learned. They are difficult to master and as such each level has an inherent penalty to all attack rolls in the round they are used. Normal arts reduce attacks rolls by -1, hyper arts reduce attack rolls by -2, super arts reduce attack rolls by -3, and miracle arts reduce attack rolls by -4. These penalties stack and apply to all attacks made in the round as you begin to channel the art chain and stack with each other.
    To start an art chain, even if there is only one art in the chain, one must first connect with a basic attack. To channel a miracle art, a super art must be channeled. To channel a super art a hyper art must be channeled. To chain a hyper art a normal art must be channeled. One does not need to hit with a normal art to continue the chain up to a hyper or super art, they must simply declare what arts will be in the chain before making their first basic attack. Some arts require the successful use of a lesser art for it to function. If the requirement misses, the art that the prerequisite was not met for is replaced with a regular attack and the chain is free to continue. Penalties for the higher level of arts still apply even if the higher art is replaced with a basic attack.
    When an art calls for a (weapon type) attack, you may use any weapon that meets the requisites for that attack.

    DC's for spirit arts are 10 + ½ class level + Intelligence modifier.

    Spirit Charge (Ex): At first level you gain the knowledge of the spirit charge. This allows you to gain the extra attack needed to perform a normal art. As a full-round action you charge your spirit energy into your symbiont weapon. This gives you an additional attack the next time you make a full attack action. You may hold the charge for rounds equal to 2 * your spirit charge value. Additionally, you gain an insight bonus to all saves and Damage Reduction X/beyshk equal to your spirit charge value. As a free action you may expend this energy to gain the value as a insight bonus to attack rolls on all attacks made in the round in addition to the extra attack. All other insight bonuses last until the end of the round you expended your spirit charge energy. You may not charge your spirit if it is already charged.
    Your spirit charge value is displayed on the class table above.

    Conflict Resistance (Ex): You gain a +2 bonus on Will saves made during any personality conflict that might erupt between you and your symbiont. This increases by +2 at levels 8 and 15.

    Symbiont Evolution (Ex): Your Lured symbiont begins to evolve into a more perfected form of itself. Beginning at 3rd level, you may select from the following lists as to how your symbiont evolves. You may not select an evolution more than once, but you may select a lower evolution when higher levels are available. To select a higher than tier I evolution you must have its precursor.

    Spoiler
    Show
    Tier I Evolutions
    Spoiler
    Show
    Elemental Damage I: Your symbiont deals an additional 2 points of damage of the chosen element (electric, fire, cold, sonic, or acid)

    Healing Wind I: As a full round action, you deal 1d6 damage to your symbiont but you are healed for your Con mod + (2 * damage dealt to symbiont) in hit points

    Draw on Insight I: You may call on your symbiont's experiences to gain a bonus on any skill check equal to its Wisdom modifier for your next round. Using this ability deals 1 point of damage to your symbiont

    Bolster Body I: You gain 5 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

    Body Rearrangement I: Your symbiont remembers how to rearrange your insides to be more like an aberration. You gain fortification of 25%


    Tier II Evolutions
    Spoiler
    Show
    Elemental Damage II: Upon successfully dealing damage to a target with your symbiont weapon form, they must make a save (DC 10 + ½ class level + Con mod) or fall effects of a status effect based on your selected element. The bonus elemental damage is now 1d6+1

    Electric: Dazzled
    Fire: Catch fire for one round (dealing 1d6 fire damage on the following round)
    Cold: Move speed reduced by 10 feet
    Sonic: Deafened
    Acid: Sickened

    Healing Wind II: As a standard action, you deal 1d6 damage to your symbiont but you are healed for your Con mod * 2 + (2 * damage dealt to symbiont) in hit points

    Draw on Insight II: You may call on your symbionts experiences to gain a bonus on any skill check equal to its Wisdom modifier for your next round you also gain a +1 insight bonus to your armor class and a +2 insight bonus to initiative checks on that round. Using this ability deals 1 point of damage to your symbiont

    Bolster Body II: You gain 8 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

    Body Rearrangement II: Your symbiont remembers how to rearrange your insides to be even more like an aberration. If you are hit by an attack that could be negated by your fortification, you take 5 points less damage from that attack

    Bolstered Speed I: Your symbiont charges you with chemicals that increase your reaction time and overall speed. Your move speed is increased by 10 feet and you gain a +1 bonus to initiative checks


    Tier III Evolutions
    Spoiler
    Show
    Elemental Damage III: The duration for the status effect is now two rounds. A successful save on the first round negates a need on the second round, but the target may also make a save on the second round to negate the effects on that second round. The bonus elemental damage is now 1d8+3

    Healing Wind III: As a standard action, you can deal either 1d6 or 2d6 damage to your symbiont but you are healed for your Con mod * 3 + (2 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch rather than yourself

    Draw in Insight III: The bonus to your skill check is your symbiont's Wisdom modifier +2, your insight bonus to armor class is +2, and your insight bonus to initiative is now +3

    Bolster Body III: You gain 12 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

    Body Rearrangement III: Your symbiont remembers how to rearrange your insides to be even more like an aberration. Your fortification increases to 50%

    Bolstered Speed II: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks

    Resilient Body I: You symbiont charges your body with chemicals that increase your resistance to a certain element. Select one element from the Elemental Damage list, you gain 5 resistance to that element


    Tier IV Evolutions
    Spoiler
    Show
    Elemental Damage IV: The duration for the status effect is now three rounds. A successful save on the first round negates a need on the second or third round, but the target may also make a save on the second round to negate the effects on that second round. A successful save on the second round negates a need on the third round, but the target may also make a save on the third round to negate the effects on that third round. The bonus elemental damage is now 1d10+5

    Electric: If initial reflex save is failed, target is blown back 15 feet and lands prone.
    Fire: Burned (take 5 additional fire damage from any fire attack)
    Cold: Stunned
    Sonic: Deafened and blinded
    Acid: Nauseated

    Healing Wind IV: As a standard action, you can deal either 1d6 or 2d6 damage to your symbiont but you are healed for your Con mod * 3 + (2 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch as well as yourself

    Draw in Insight IV: The bonus to your skill check is your symbiont's Wisdom modifier +4, your insight bonus to armor class is +3, and your insight bonus to initiative is now +4

    Bolster Body IV: You gain 16 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

    Body Rearrangement IV: Your symbiont remembers how to rearrange your insides to be even more like an aberration. If you are hit by an attack that could be negated by your fortification, you take 7 points less damage from that attack

    Bolstered Speed III: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks. You also gain the Run feat

    Resilient Body II: You symbiont charges your body with chemicals that increase your resistance to a certain element. You now gain resistence 10 to the two elements you selected

    Symbiotic Shield I: As a free action before knowing the result of a damage roll, you may deal subdual damage to your symbiont. Damage dealt to you that round is reduced by the subdual damage dealt to your symbiont


    Tier V Evolutions
    Spoiler
    Show
    Elemental Damage V: Your symbiont now has an effect like the Elemental Burst enhancement and does not counts for market value of your symbiont weapon form. The element is the same that you selected upon taking the initial evolution in this chain. The bonus elemental damage is now 1d12+7. If you confirm a critical hit with your symbiont weapon form, the damage is 2d8+10

    Healing Wind V: As a standard action, you can deal either 1d6, 2d6, or 3d6 damage to your symbiont but you are healed for your Con mod * 3 + (2 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch as well as yourself

    Draw in Insight V: The bonus to your skill check is your symbiont's Wisdom modifier +6, your insight bonus to armor class is +3, and your insight bonus to initiative is now +4

    Bolster Body V: You gain 20 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

    Body Rearrangement V: Your symbiont remembers how to rearrange your insides to be even more like an aberration. Your fortification is increased to 75%

    Bolstered Speed IV: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks. You may now make up to three 90 degree turns while running

    Resilient Body III: You symbiont charges your body with chemicals that increase your resistance to a certain element. Select an additional element, you gain resistence 5 to this element

    Symbiotic Shield II: As a free action before knowing the result of a damage roll, you may deal subdual damage to your symbiont. Damage dealt to you that round is reduced by 2 * the subdual damage dealt to your symbiont

    Symbiont Immersion I: In a ritual taking 1 hour, you may meld with the mind of your symbiont, gaining knowledge and experience from your symbiont's genetic memory. You gain the the use of one additional combat art of up to the level you can use for the rest of the day


    Tier VI Evolutions
    Spoiler
    Show
    Elemental Damage VI: The bonus elemental damage is now 2d8+10. If you confirm a critical hit with your symbiont weapon form, the damage is 2d10+13

    Healing Wind VI: As a standard action, you can deal either 1d6, 2d6, or 3d6 damage to your symbiont but you are healed for your Con mod * 3 + (3 * damage dealt to symbiont) in hit points. You may also choose to extend this healing to an ally you touch as well as yourself

    Draw in Insight VI: The bonus to your skill check is your symbiont's Wisdom modifier +8, your insight bonus to armor class is +4, and your insight bonus to initiative is now +5

    Bolster Body VI: You gain 24 additional hit points as long as your symbiont is attached. If you are below Ό hit points, on any round you expend the energy from your spirit charge you are healed for the value of Bolster Body

    Body Rearrangement VI: Your symbiont is unable to fully fortify you but makes up for this failing in a most retributive way. If you are hit by an attack that could be negated by your fortification, chemicals put forth by your symbiont spray from the wound, dealing one quarter of the damage you received to anyone adjacent to you

    Bolstered Speed V: Your symbiont charges you with chemicals that increase your reaction time and overall speed further. Your move speed is increased by and additional 10 feet and you gain an additional +1 bonus to initiative checks. One time per day per point of Constitution modifier, you may make a run action in a straight line for 10 times your land speed

    Resilient Body IV: You symbiont charges your body with chemicals that increase your resistance to a certain element. Your gain resistance 15 to your first two elements selected, and resistance 10 to your third

    Symbiontic Shield III: As a free action before knowing the result of a damage roll, you may deal subdual damage to your symbiont. Damage dealt to you that round is reduced by 3 * the subdual damage dealt to your symbiont

    Symbiont Immersion II: In a ritual taking 1 hour, you may meld with the mind of your symbiont, gaining knowledge and experience from your symbiont's genetic memory. You gain the the use of two additional combat arts of up to the level you can use for the rest of the day

    Perfect Evolution: Your symbiont has reached an evolutionary pinnacle. It charges you with chemicals that harden your body to everything but its anathema. You gain damage reduction 15/byeshk



    On Symbionts
    WOTC created symbionts can be located in the following locations.
    Spoiler
    Show
    Breed Leech (Daelkyr), Magic of Eberron pg. 154-155 — Extra HP and bonus to Fortitude saves.

    Cerebral Hood (Cerebral), Fiend Folio pg. 217 — Mind Blast, Blindsight, immunity to inhaled dangers, no need to breathe, eat, or drink. Deals 1 point of daily Intelligence damage, plus another point each time Mind Blast is used.

    Crawling Gauntlet (Daelkyr), Magic of Eberron pg. 155-156 — Gain natural Claw attack.

    Fiendish Familiar (Fiendish), Fiend Folio pg. 219 — Gain an additional free spell when taking a Wizard level; learn spells as other casters; treat your ability bonus for the purpose of determining bonus spells as one higher than it actually is.

    Ghostly Visage (Fiendish, Undead?), Fiend Folio pg. 222 — Gain a Gaze attack that paralyzes with fear, immunity to mind-affecting effects.

    Gutworm (Fiendish), Fiend Folio pg. 220 — Bonus to Constitution, Rage at will, Neutralize Poison once per day, causes various hunger-related penalties.

    Living Breastplate (Daelkyr), Eberron Campaign Setting pg. 299-300 — Medium armor, high AC, reasonable Armor Check Penalty and Max Dex, moderate Arcane Spell Failure rate. Damage reduction bypassed by unique material, bonus to Constitution, Light Fortification, automatically stabilizes host.

    Mind Leech (Cerebral), Fiend Folio pg. 217-218 — Mind Blast and several other Psi-like Abilities, all of which deal Intelligence damage to you when used. Fills the neck slot.

    Psionic Sinew (Cerebral), Fiend Folio pg. 217 — Blindsight; Bonus to Strength; Armor bonus to AC; Claws of the Bear and Vigor as PLAs that deal Dex damage to the host.

    Shadow Sibling (Daelkyr), Magic of Eberron pg. 156 — Immediate action to gain 50% concealment against a single attack.

    Soul Tick (Fiendish), Fiend Folio pg. 220-222 — Free Empower Spell on certain spells, other spells require Spellcraft check to cast at all, constant Protection from Chaos and Good, treated as Evil for spells even if not, deals daily Constitution damage.

    Spellwurm (Daelkyr), Magic of Eberron pg. 156-157 — Gain a few spells known.

    Stormstalk (Daelkyr), Magic of Eberron pg. 157 — Gain a Gaze attack that deals Electricity damage.

    Tentacle Whip (Daelkyr), Eberron Campaign Setting pg. 300 — Attacks on its own or can be used as a Whip, requires no proficiency, bonus to Disarm attempts, no offhand penalties, attacks inflict Dex-damaging poison.

    Throwing Scarab (Daelkyr), Magic of Eberron pg. 157-158 — Gain a free throwing weapon that does slashing and acid damage, once per round.

    Tongueworm (Daelkyr), Magic of Eberron pg. 300-301 — Gain a natural Sting attack, inflicts paralyzing poison; gain immunity to poison.

    Winter Cyst (Daelkyr), Magic of Eberron pg. 158 — Gain a Gaze attack that deals Cold damage.

    For some home brew symbionts should you not have access to this material, use this link.
    Last edited by Deviston; 2012-01-04 at 04:00 PM.