Kind of thinking about a D&D game with a premise of "Marvel, but in a Fantasy Iron Age." I've got a lot that I can use in that already, but I've been thinking about how to translate the symbiotes into D&D. This is surprisingly difficult, but I think I've figured something out, mostly. Might have some balance issue. Oh, and I edited the Totemic Power feat a bit, since I realized that some of the variations were weak options compared to the others.
Nethar Symbiote
Small Outsider (Xenotheric, Psionic, Darkforce)
Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 6
Ego 2
Bio-E: 5
Hit Dice: 1d8+2 (6 HP)
Initiative +2
Speed 20 ft, Climb 20 ft
BAB/Grapple: +1/+3
Attack: Tentacle +3m (1d3+2)
Fort +4 Ref +4 Will +2
Armour Class: 14 (+1 Size, +2 Dex, +1 Natural), flat 12, touch 13
Feats: Willing Deformity (B)
Skills:
Special Attacks:
Special Qualities: Darkvision 60 ft, low-light vision, Acid resistance and Electricity resistance 10, Telepathy 100 ft, Immune to poison, polymorphing, petrification and form-altering effects, DR (HD)/Adamantine, Fast Healing, Hive Mind, Spell-like abilities, Amorphous, Embodied Darkness, Codex and Former Host Abilities, Symbiote Weaknesses
Advancement: Special
Darkforce wrote:Marvel has this concept of "Darkforce," the opposite of "Lightforce." How this maps to D&D is... a bit ambiguous, depending on how deep into the lore you want to go. To some extent it maps to Negative Energy (with Lightforce mapping to Positive Energy), but then also the symbiotes are demonstrably not undead, as seen by the fact that they cannot use dead hosts. Darkforce seems to be a sort of "general badness" as it can be anything from corruptive, draining, controlling, or the like. It might be fair to give symbiotes the [evil] subtype instead of [darkforce] if you want to do that.
Symbiotes could probably have an Energy Drain ability to reflect the darkforce ability to drain life force, but rather than throwing it into their general abilities, I'll call it a host ability, even if it would technically be innate.
If nothing else, creatures with the [darkforce] subtype can take Vile feats regardless of their actual alignment, and Undead feats regardless of their actual type. They receive Willing Deformity as a bonus feat.
These strange lifeforms are easily, and often, confused for psychoactive skins, but are in fact sapient beings budded from Neth, the Living Plane. While they are sapient, they are unknown to communicate (mostly due to their communication being entirely telepathic). True to their name, they are symbiotic, needing a host to live. They feed on the host's adrenaline and rely on it for certain neurochemicals, while augmenting the host's capabilities.
In their dormant form, a Nethar symbiote appears to be a featureless goo of a mostly solid color, though streaks and marbling are somewhat common. When bonded to a host, the goo covers the host like a second skin, typically showing the same coloration over the host's form and adding long claws and a distending mouth full of sharp fangs. However, Nethar symbiotes possess amazing chameleonic abilities, and may change their appearance on the host as they or the host desires.
Symbiotes, unlike other outsiders, do need to eat, which they usually satisfy by feeding on their host, the adrenaline of their host produced during stressful situations, or simply consuming the creatures they kill. The primary nutritional need of symbiotes is phenethylamine, which is a common neurotransmitter in animals, but also readily found in basically any food that undergoes microbial fermentation. Symbiotes who are restrained from consuming brains will often displace their craving for such with alcohol, bread, processed chocolate, cheese, etc. They technically need to breath, but are able to do so in any environment, and so, effectively, do not need to breath and cannot be suffocated short of placing them in a perfect vacuum.
Symbiotes can speak verbally, whether in their own language (Nethar), or those they've learned from bonding with hosts, but usually communicate telepathically.
Combat
Symbiotic Empowerment: Nethar Symbiotes strongly rely on hosts for mobility and survival. Initial bonding to a host takes 2d20 hours, similar to attunement, although the host need not necessarily do anything particular or specific during this time. When worn by a host, the symbiote empowers the host in the following ways–
- The symbiote acts like armor with the glamoured armor ability, providing its host an armor bonus equal to the symbiote's natural armor bonus, with no max dex, no check penalty and no arcane spell failure. The armor bonus provided by the symbiote benefits from a magical enhancement bonus equal to 1/3 the host's HD or Character Level. Though the symbiote acts as armor, it is a "non-armor," and does not encumber the host or interfere with any ability which cares about wearing armor (such as a monk's abilities).
- The symbiote provides its host a bonus to Strength, Dexterity and Constitution equal to 1/4 the symbiote's HD, rounded up. The host uses the symbiote's strength to calculate carrying capacity if that would be better than its own strength after this bonus.
- The host benefits from the symbiote's fast healing, DR, and any movement modes the symbiote possesses (at the better of the symbiote's or host's speed).
- The host gains Powerful Build trait and claws and a bite attack which deal damage for their Powerful Build (ie, as if they were one size larger than they are). If the host has natural attacks of its own, these attacks benefit from Powerful Build, and any overlapping attacks use the higher damage.
- Nethar symbiotes gain feats as any other intelligent creature. However, these feats are only available to the symbiote itself. A symbiote who has a good relationship with its host may allow the host to use its feats, and the symbiote can always use its feats for itself while bonded. Any feats possessed by the symbiote, whether acquired through the normal level up process, or as former host abilities, always use the symbiote's HD for all purposes, but can use the better of the host's or the symbiote's ability scores.
- While bonded, host and symbiote are considered one being for the purposes of anything regarding "souls" or the like. They retain separate minds, though they may be so in tune that the distinction is largely academic, and their bodies are theoretically combined into one, but the host retains their own type, subtype, and so on, and is not itself vulnerable to heat and sonic attacks in the way that symbiotes are. While bonded, the symbiote is considered a magic item requiring attunement, meaning that a symbiote reduces the number of non-consumable magic items its host can use by 1.
Fast Healing (Ex): Nethar symbiotes possess fast healing at a rate equal to half their HD, minimum 1.
Hive Mind: Nethar symbiotes possess a hive mind, in that they are constantly in mental contact with other symbiotes and can communicate through this connection. This communication has no range limitation, but they seldom bother to communicate with particularly distant symbiotes unless they feel it is incredibly important. Further, rebellious, rogue, corrupted, or feral symbiotes are excised from the hive mind, rendering them unable to communicate with other symbiotes at large. Even if cut from the larger hive mind, symbiotes can form their own smaller hive mind with nearby symbiotes, if they wish.
As a consequence of this hive mind, symbiotes can always sense and track other symbiotes, as the spell
locate creature, with no range limit, and not blocked by material or running water.
Spell-like abilities: at-will: detect thoughts, detect magic, detect light and darkforce (as detect undead, but also living creatures), spiderclimb (at full base landspeed)
Amorphous (Ex): A symbiote in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked. They can spread out to cover objects and creatures of virtually any size, though not truly immense ones (such as anything larger than 128 ft in its largest dimension).
Embodied Darkness (Ex): Symbiotes are the essence of darkforce given life and form. They are immune to Death affects unless they choose to allow such to affect them, and if reduced to 0 or fewer hp gain the Disabled condition and go dormant, rather than dying. While dormant, the symbiote regains 1 hp per hour until it reaches half hit points, at which point it awakens and begins healing normally. Symbiotes are healed by both Negative and Positive energy from effects with a caster level equal to or below their HD. Positive energy from effects with a caster level greater than the symbiote's HD acts as Turning, while Negative energy effects with a caster level greater than the symbiote's HD act as Rebuking.
Codex (Ex): Nethar symbiotes display an interesting ability to "record" the abilities of former hosts, creating a genetic codex in the host and their own bodies. This codex acts as a permanent reference to all past hosts (which can explain how a symbiote acquires new abilities on advancement), but also as a sort of "marker" in the bodies of former hosts. Former hosts are considered symbiotes for the purposes of communication and tracking by symbiotes. The codex within a host can also be "reactivated" through either introduction/contact with new symbiote biomass, or through Lightforce (ie, positive energy, akin to using raise/resurrection magic).
Symbiotes possess a number of Former Host Abilities equal to their HD.
Symbiote Weaknesses (Ex): Symbiotes are innately vulnerable to intense heat and sound. They suffer a -4 penalty to any saves made against such effects, and take 1 additional damage for each die of damage the effect inflicts (ie, a 4d6 fireball deals 4d6+4 damage to a symbiote). Finally, symbiotes must make a Will save (DC 10+caster level of effect, or HD of creature generating it) when subject to such an attack, with failure inflicting the Panicked condition on the symbiote (not its host!) for the duration of the effect (or a number of rounds equal to the caster level of the effect for instantaneous effects). A Panicked symbiote will try to get away from the source of the effect, and often the closest refuge is within a host body, rendering the symbiote dormant for as long as they remain panicked.
Symbiotes can grow resistant to these effects, either through repeated exposure, or taking on the resistance of a former or current host. A symbiote who gains resistance to fire or sonic energy greater than its HD is no longer panicked by that energy type.
Advancement: Nethar Symbiotes primarily advance through acquiring hosts, either by growing with a host, or consecutive bonding with separate hosts.
Obtaining a Symbiote
Obtaining a symbiote involves encountering one that needs or wants a new host. This might involve a diplomacy check, or killing its current host, or finding it in place of treasure. If you don't have a cohort, you may treat your symbiote as such, in which case, whatever the hit die of the symbiote, you can access a maximum of your character level-2 HD of its traits. If you
do have a cohort, you may still have a symbiote, mechanically gaining it through either the feat Nethar Symbiote Bond (see below) or as a magical item (see below), but its abilities are limited to a maximum of your character level-3 HD. Either way, the symbiote advances as you do, gaining a HD whenever you level up, and it always confers its maximum abilities for what you are limited to.
Symbiotes and Fiery or Screamy Hosts
Nethar symbiotes are inherently vulnerable to fire and sonic attacks. This can cause issues for a host who is fiery or frequently uses sonic energy that their body would be subjected to. In this case, so long as you can suppress any ability which produces fire or sonic damage (or if such effects are not always active), you may bond to a Nethar symbiote. The symbiote will quickly gain an immunity to the relevant energy, and in fact it
must have such immunity in its ability purview. If you have the (fire) subtype and bond with a symbiote, the symbiote loses its susceptibility to fire.
Symbiotes and Feats
Nethar symbiotes gain feats as any other intelligent creature. However, these feats are only available to the symbiote itself, and generally inactive when the symbiote is bonded to the host. Purely mental effects of feats remain active, but are at the control of the symbiote, not the host. Feats may be gained as special abilities, in which case they are usable by the symbiote's host, but all feats the symbiote has, whether normal HD-attained feats or special abilities, use the symbiote's HD for all purposes, not the host's. The symbiote can allow their host to use and benefit from their feats, but this generally requires at least a good relationship between them.
Symbiotes as Treasure
As effectively intelligent items, Nethar symbiotes can be gained in place of magic items. A Nethar symbiote of up to 5 HD counts as a Lesser item, one of 6-11 HD counts as a Moderate item, and one of 12 or more HD counts as a Greater item. A Nethar symbiote gained as a magical item must be attuned and counts against your limit for attuning items.
Symbiote Abilities by HD
HD | HP | NA | Ability Scores | Special Abilities | Ego
|
1 | 10 hp | +1 | Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 6 | 1 | 2
|
2 | 16 hp | +2 | Str 17, Dex 15, Con 15, Int 7, Wis 10, Cha 6 | 2 | 3
|
3 | 28 hp | +3 | Str 21, Dex 15, Con 16, Int 8, Wis 11, Cha 8 | 3 | 4
|
5 | 46 hp | +4 | Str 25, Dex 15, Con 18, Int 10, Wis 12, Cha 10 | 5 | 6
|
7 | 70 hp | +5 | Str 29, Dex 13, Con 20, Int 13, Wis 14, Cha 12 | 7 | 11
|
10 | 118 hp | +6 | Str 33, Dex 13, Con 24, Int 16, Wis 16, Cha 15 | 10 | 17
|
13 | 179 hp | +7 | Str 35, Dex 13, Con 28, Int 18, Wis 18, Cha 16 | 13 | 20
|
16 | 235 hp | +8 | Str 39, Dex 13, Con 30, Int 20, Wis 20, Cha 20 | 16 | 28
|
19 | 317 hp | +10 | Str 43, Dex 11, Con 34, Int 24, Wis 24, Cha 30 | 19 | 42 |
Former Host Special Abilities
Symbiotes have a number of Former Host abilities equal to their HD.
[spoiler]
Armor and Weapon Abilities The symbiote has a magical ability from a former host akin to an armor or weapon ability. The symbiote can have abilities limited by their HD- A symbiote with 5 HD or less can have any ability (Tome or normal) which would be appropriate to a lesser item, a symbiote with 6-11 HD can have abilities appropriate to medium/moderate items, and symbiotes with 12 or more HD can have abilities appropriate to greater/major items. Each armor or weapon ability is a separate Former Host Special Ability.
Breath Weapon The symbiote has taken on a former host's ability to breath out an attack. This attack is a cone or line and deals a type of damage depending on the former host (this is determined at the time the ability is taken). The damage die is the same as the former host, but the damage is 1 die per two hit die of the symbiote.
Burrowing The symbiote has taken on a former host's ability to burrow, granting future hosts a Burrow speed of 40'. This symbiote's host's claws deal damage as if they were another size larger.
Elemental Infusion The symbiote has been infused with elemental energy, as the feat
Infusion of Elemental Essence.
Energy Drain The symbiote can drain the life force of targets it strikes with its natural weapons, conferring one negative level on the target and gaining 5 temporary hit points. The DC for removing negative levels is Constitution based.
Enhanced Ability The symbiote has taken on a former host's greater strength or agility or the like. The symbiote and its host benefit from a scaling enhancement bonus to the chosen ability score.
Feat The symbiote gains the benefits of a suitable feat, which is only active when the symbiote is. Typically these feats are from the Monstrous, Fiend or Undead categories, but others may be possible if they make sense. The symbiote
can have [Symbiote] feats, but not [Symbiote- Host] feats. Symbiotes can take feats that require a particular race or type as if they were actually that race or type, as they incorporate the essence of their former host into themselves.
Flight The symbiote has taken on the ability to fly from a former host, allowing future hosts to sprout wings and fly at 20' (Average). The speed allowed by the symbiote is increased by 10' for every 3 HD it has, and the maneuverability increases by one step for every +2 modifier of the host's Dexterity.
Racial Trait The symbiote gains a trait from a race with equivalent character level no greater than its HD.
Resistance The symbiote has taken on the energy resistance of a former host, conferring a resistance of 5x(half the symbiote's HD) to one energy type.
Shield The symbiote acts as a shield, having the
Shield special ability with hit points equal to the symbiote's own hp. Energy which the symbiote is susceptible to (typically fire and sonic) are not stopped by this ability).
Speed The symbiote has taken on the speed of a former host, increasing the land speed of future hosts by 20'.
Spell like Ability The symbiote has taken on the ability to use a single spell like ability from a former host, chosen when this ability is taken. This spell like ability mimics a spell of a level equal to 1/2 the symbiote's HD, with a caster level equal to the symbiote's HD. The casting ability for the spell is Cha, and it may be 1/day if the spell level=1/2 HD, 3/day if ([1/2HD]-2), or at will if ([1/2 HD-3]).
Swim The symbiote has taken on the ability to swim of a former host, granting it's host a swim speed of 40'.
Tendrils The symbiote can sprout an array of psuedopods not quite suitable for wielding weapons, but perfectly serviceable as weapons on their own. The host gains two Tentacle attacks which deal damage as if they were a size larger, and can attempt to trip an opponent they hit with a tendril as a free action. If the host fails to trip their opponent, there is no danger of being tripped themselves.
Webbing The symbiote has taken on a former host's ability to create webs. Future hosts gain Spider variation of the Totemic Power feat (see above).
[/spoiler]
Symbiote Feats
Broadly, possession and use of a Nethar Symbiote beyond the menu abilities is best represented by feats, similar to fiendish feats from the Tome of Fiends.
Nethar Symbiote Bond
You are bonded to a Nethar Symbiote.
Benefit: You have and are bonded to a Nethar Symbiote. You gain the benefits of the symbiote when wearing it- you have an armor bonus equal to the symbiote's natural armor bonus, have a bite and claw attack which deal damage as if you were a size larger, DR (Symbiote HD)/Adamantine, and the symbiote's Former Host special abilities. You may use
Chameleon and
Disguise Self at will as Psi-Like Abilities.
Being bonded with the symbiote, it is easier for you to work with your symbiote and resist its control, gaining a bonus to your Will save against it's Ego equal to the better of your Charisma or Wisdom modifier. If you do not have a cohort, your symbiote becomes a cohort, with maximum HD equal to your character level-2. If you already have a cohort, its maximum HD are your character level-3.
Finally, this feat allows you to take Symbiote feats.
Special: You may have a Nethar symbiote without this feat, but you can't take Symbiote feats without it.
Aggressive Protoplasm[Symbiote]
The very nature of your symbiote's protoplasm has altered to become anathemic to other life, either corrosive or toxic.
Benefit: When you gain this feat, choose Poison or Acid. If you choose Poison, choose any poison in D&D with a DC equal to or less than (10+half your HD+the better of your symbiote's con mod or your own). You may create a poison from your symbiote's protoplasm that mimics that poison, save that it uses your own DC (increasing as your HD and con mod does). Doing so deals 1 point of subdual damage to your symbiote. If you choose Acid, your symbiote's protoplasm becomes corrosive, dealing dealing acid damage to creatures touched by it equal to (symbiote's HD)d6. You may throw, drip, or otherwise separate a small amount of protoplasm from your symbiote to deal this acid damage at range or similar, but doing so deals 1 point of subdual damage to your symbiote each time you do. Protoplasm separated from your symbiote continues to deal damage each round equal to half the damage dealt the round before for a number of rounds equal to the better your symbiote's or your own con mod.
Constricting Symbiote[Symbiote]
You have learned to shape your symbiote, altering your own cellular structure as you do, to create a powerful constricting tail in place of your legs.
As the Fiend feat Constricting Fiend. The host may switch between legs and a constricting tail at will as a full-round action. If the host already has a tail, or can use Limb shaping, the constricting tail need not replace their legs.
Enhanced Chameleonic Ability[Symbiote- Host]
You have learned to compress your symbiote in such a way that you can disguise it while maintaining it's enhanced size.
Prerequisites: Extra Biomass
Benefit: You may Change Shape into an appearance that you would be able to take with Disguise Self, your symbiote mimicking attire of your choice, while still benefiting from the effects of Extra Biomass.
Normal: A host with Extra Biomass who wishes to disguise their symbiote's size must force the symbiote into dormancy, gaining no benefit from their Symbiote feats while it is inactive.
Extra Biomass[Symbiote]
You have increased the biomass of your symbiote such that when active, you are larger than normal.
As the Fiend feats Large and Huge size.
Greasy Protoplasm[Symbiote]
You have learned to secrete a slick byproduct from your protoplasm which makes it very hard to stand where you have or hold onto you.
As the Fiend feat Slime Trail
Limb Shaping[Symbiote]
Your ability to shape your symbiote's protoplasm has improved to the point that you can create entirely new limbs.
Prerequisites: Weapon Shaping, Character Level 6
Benefit: As a full-round action, you may create one pair of arms or legs, or a powerful tail. Extra arms allow the use of more weapons or shields and grant additional claw attacks. Extra legs grant the wearer the Stability trait of dwarves, save that it functions while climbing if the symbiote has a climb speed, as well as increasing the host's land speed by 10'. If the symbiote has a climb, burrow or swim speed, either form of limb increases that speed by 10'. A tail grants a Tail Slap attack, and may, at the host's option, include a stinger. If your have Aggressive Protoplasm, such a stinger may inject the poison or acid granted by that feat.
Pincers[Symbiote]
You can form your symbiote's protoplasm into a pair of large pincers over two of your hands.
As the Fiend feat Pincers.
Shards of the Symbiote[Symbiote]
You can throw razor sharp shards from your symbiote.
As the Fiend feat Spines of Fury
Share Symbiote[Symbiote- Host]
You have learned to create a small servitor symbiote that can be worn by another.
Prerequisites: Symbiote Domination, Character Level 10
Benefit: You may create a lesser symbiote from your own, ie, a symbiote with less HD, and allow it to engulf another host. Your own symbiote basically takes a number of negative levels equal to one less than the HD of the created symbiote and can only access a number of special abilities equal to that allowed by symbiote HD equal to (Symbiote's HD-negative levels). You cannot create a symbiote with more HD than one less than half your symbiote's HD. The host of your shared symbiote gains the usual benefits of having a symbiote, and the symbiote has whatever abilities you lost access to. You cannot create more symbiotes than your symbiote's Con Mod, and you do not control a host unless you also use Symbiote Domination on the host who receives your shared symbiote.
Symbiote Domination[Symbiote]
You have learned to use your symbiote to control others.
Prerequisites: Character Level 5
Benefit: You may use a small piece of your symbiote to establish control of another creature. This acts as the possession ability of a
geist, save for as specified--Once per round as a standard action, the symbiote is able to possess a corporeal creature much like magic jar, except that it does not require a receptacle. The symbiote removes a piece of itself, dealing subdual damage equal to the HD of the creature to be possessed, and then must hit the target with this bit of protoplasm, either with a melee or ranged touch attack. The creature is allowed a will save as normal. If the possession fails the protoplasm returns to the symbiote, restoring half the subdual damage it suffered (it does not suffer the inability to act a geist does). The creature it attempted to possess is immune to further possession attempts for 24 hours. This counts as the Possession ability for prerequisites, and it is Extraordinary instead of Supernatural.
Weapon Shaping[Symbiote]
You have learned to form weapons from your symbiote's protoplasm.
Benefit: You may create weapons from your symbiote as a swift action. You can form natural or manufactured weapons with equal ease, and creating one takes a swift action. Weapons you create may be any size, and you are considered to be proficient in weapons you create from your symbiote. If you create a weapon above the size you could normally wield (taking the powerful build from the symbiote into account), it takes longer than normal to form--a move action for 1 size, a standard for 2 sizes, and a full round action for 3 sizes. You may also form multiple weapons at once, but two weapons of one size are treated as one weapon of the next size up for action purposes (ie, a medium host may form a huge weapon or two large weapons as a move action).
Your weapons may be sundered as normal. If this happens, it deals damage to the symbiote equal to the damage taken to sunder the weapon. A symbiote at reduced hp has a reduced mass from which to create weapons- at 3/4 hp, it cannot create weapons three sizes above normal; at 1/2 hp, it cannot create weapons two sizes above normal; at 1/4 hp, it cannot create weapons one size above normal. If the symbiote has less than 1/4 hp, it cannot create weapons until it has healed above 1/4 hp.
Special: This feat also allows the creation of Shields.