If the host cannot take that specific kind of damage, the symbiont refuses to attach. Either check can be retried, but each failure allows the symbiont to inflict another point of attribute damage, as per Damage (see below).ĭamage: All symbionts inflict some kind of attribute damage to the host. Removing a symbiont requires the host to successfully save against the Ego ability and full-round action that provokes, or requires standard action and a Heal check, DC 25. While this is not technically ability drain, as it can be healed magically, the ability damage is immediately re-inflicted on the host the following round, usually followed by the symbiont attempting to take possession of the host through it's Ego ability to prevent it from happening again. While a symbiont is attached, the host takes a certain amount of permanent ability damage, detailed the symbiont's description. Attaching a symbiont takes a full-round action that provokes. All symbionts detailed here are assumed to be suited for Medium sized hosts.Īttachment (Ex): Attaching or removing a symbiont is an invasive process, but one that the symbiont does instinctively to a willing or helpless host that is in the same square as it. As such, their real usefulness is more fully detailed in the complex rules of symbionts, detailed here. While equipped, they are considered part of the wielder, as per the Special Rules. They should be handled like magical items and treasure, used to equip a much more potent threat. The exception to this is, if the symbiont feels the need to, it can spend a full-round action that provokes to detach itself from the host, at which point it regains it's normal allotment of actions.Īs One (Ex): As creatures, symbionts are not much of a threat and thus rating them as a creature, via CR or EL, is not an accurate way to judge their impact. Any necessary action expenditures come from the host. They are detailed here for a common reference.Īction Limitation: While attached, a symbiont does not have any of it's own actions (standard, move, free, etc). Unless otherwise noted in a creature's entry, all symbionts possess the following traits.Īll symbionts also have a number of special abilities that function the same way. However, when attached to a host, they augment the abilities of the host similar to a powerful magical item. By themselves, symbionts do not pose much of a threat, thus their CR is usually quite low. Symbionts are types of aberrations that are attach themselves to other creatures, bridging the gap between creature and intelligent magical item.
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