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Another question, could a wizard bonded item be a symbiont?
they count as a intelligent magic item…so it is possible or a need to acquired one as familiar?


Necrobiologist (wizard archetype)

Symbiosis (This ability replaces scribe scroll.)
All necrobiologist get the Craft Symbiont feat as a bonus feat, even if they do not qualify for it and have the ability to use their own bodies as the base aberration when using the Craft Symbiont feat. They must pay for the necessary construction cost and suffer the normal host penalties for the time it takes to grow a new symbiont. Likewise, they can ignore the attribute damage caused by any symbiont he creates. However, if something kill his symbiont, he immediately suffers 1 point of Constitution drain and an additional point for every 24 hours he goes without having an attached symbiont. No saving throw or restorative effects can negate or heal his drain. Once he has reattached a symbiont or has started growing a new one, as per the Craft Symbiont feat, he heals any Constitution drain suffered in this way at the rate 1 point per 24 hours. See the Symbionts creation rules for more details.

Unlocked Benefits (This ability replaces the bonus feat at the 5th level.)
The necrobiologist find a way to work around the locked benefits complication present in all symbionts and can improved his own symbiont familiar upon later. Any symbiont “created” using this ability will increase the ego score by full, not the normal collective ego rule. Any create “symbiont” is actually a new ability for the symbiont familiar and each of they can by manifest as a move action and changed by the same way.
An ability that improves senses or healing don’t need de suppressed. You can have a number of active “symbiont” equal ½ int score of the symbiont familiar.

Symbiont Familiar (This ability replaces the arcane bond.)
At 1st level, the necrobiologist create a parasitic aberration. A symbiont is a creature with it's own mind and Intelligence, though it's way of apprehending life is usually cold and mechanical, thinking only about it's own survival. A symbiont is incorruptibly loyal to it's host, since the host's death signifies theirs.
As such, all symbionts are strictly Neutral, often suggesting to their host the course to follow, keeping it's morale high, checking his blood pressure or nutritious apports, and complying to his desires, including those that could put it in danger. But the symbiont isn't a slave, and may not hesitate to deprive it's host of any « un-needed » feature (a judgement the host wouldn't probably agree with), should he prove overly agressive and determined enough to get rid of it. As such, a symbiont and a host usually have a close, weird relation and tend to work in concert.
The the symbiont can detach a part of itself from the host leaving behind a tendon like structure and can go up to 5 feet per level; doing so affect the benefits provided to the host.
The master gain the Alertness feat if the symbiont is not detach
Work tools
At 1st level, the symbiont can manifest any tool require for the use of a master’s skill, any raw material is not provide, and is available only one use of consumables (like heal kit) for day. After 5 ranks this bonus improve a +2 (like masterwork) and a additional +1 for every 5 ranks.
Symbiotic Mutation
At 1st level, the symbiont provides a +1 natural armor bonus to the host. This bonuses increases by +1 at level 2, then each three levels later (5, 8, 11...) up to +8 at level 20. The symbiont also reinforces it's host's body, giving him a +1 bonus to one of his physical stats (Strength, Dexterity or Constitution); this choice is made at level 1 and is definitive. This bonus increases by 1 at level 4, then every four levels later, up to +6 at level 20. At level 8, the host chooses another physical stat to which it's symbiont provides a +1 bonus ; this bonus increases at the same levels than the first physical stat. At level 16, the host gains a bonus to it's third physical stat, this bonus increases as normal (up to +6/+4/+2 at level 20).
Last Defense
At 10th level, the symbiont is able to protect the body of it's host even when it is put unconscious. Once per day, when the host's hit points reach -1, he is stabilized, and gains a number of temporary hit points equal to his level during one hour. The symbiont may keep moving as if it was the host as long as the body has at least 1 temporary hit point.
Perfect Symbiosis
At 20th level, a host and his symbiont fully merge, in body and soul. Their personalities, if it wasn't already the case, converge into one (no more ego disputes). Hidding or shaping an evolution becomes a free action. The host does not need to sleep; allowing the merged organism to keep living and fighting as long as it is able to regenerate it's wounds.


Its great, and some wizard's options?


someone working on an adaptation of the yuuzhan vong???


I sugest for the xenomorf in self a template, in the movies they have great adaptability


What about the 25º gen for players?
I do't know if in the game...


I have beem some problems in making the change from my GPs to Credits, the attendants are always confused ... I think it is not my fault of being a temporal delocated.
You have some like a conversion standard sheet


What if in the 1#, 2#, 4# and 5# the character acquire a new "Alternate Racial Traits" for free.
In 1 e 2 only the "Alternate Racial Traits" how require only one replace, after that, in 4 and 5, is free
In the 3# level a +2 in the most important attribute
And in de 5 levels could choice between +1 more level of spell caster or 1 feat

it could be a better way for preserve the new flexibility and keep the races identity