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Converting Al-Qadim creatures


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Wherever he is...:angel:

I think a Vizier's Turban got him. :confused:

Alright, here's my take on the VT...

Vizier's Turban
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Symbiotic spellcasting
Special Qualities: Darkvision 60 ft., spell resistance 10, symbiont traits, telepathy
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 6, Dex 15, Con 11, Int 18, Wis 17, Cha 16, Ego x
Skills: 6
Feats: 1
Environment: Any
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Any
Advancement: None
Level Adjustment: —

Symbiotic Spellcasting (Ex); A creature with an attached vizier's turban can transfer up to 10 points of its Constitution to the vizier's turban each day. For each point of Constitution transferred, the host gains 1 point of spell resistance and one additional spell level. These spell levels can be used to cast additional spells. Spontaneous spellcasters gain additional spell slots totaling a level equal to the sacrificed Constitution. Spellcasters who must prepare their spells may memorize additional spells totaling a level equal to the sacrificed Constitution. The spell levels may be split in any combination, but a single spell slot/prepared spell cannot exceed 5th-level. A 0-level spell counts as a half-level for these purposes. Thus, a sorcerer sacrificing 5 points of Constitution could gain a single 5th-level spell slot, a 4th-level and 1st-level spell slot, a 3rd-level and 2nd-level spell slot, and so forth. A wizard transferring 5 points of Constitution to its attached turban could prepare an additonal 5th-level spell, a 4th-level and 1st-level spell, a 3rd-level and 2nd-level spell, and so forth.

Transferred Constitution is not Constitution damage or drain, and thus cannot be restored by spells such as restoration or heal. The Constitution immediately returns to the host 24 hours later, but cannot be regained in any other way, even if the attached vizier's turban is slain.

The transferred Constitution reduces the host's hit points, Fortitude save, and Constitution-based skill modifiers and save DCs. Likewise, the vizier's turban gains an increase to its hit points, Fortitude save, and Constitution-based skill modifiers and save DCs.

Telepathy (Su): A spellwurm can communicate telepathically with its host, if its host has a language.


I chose not to include the "transfer vitality back" bit, but if I were going to do so, I'd just modify the above ability to allow a vizier's turban to transfer back a number of Constitution points up to what was originally transferred, and require the spellcaster to sacrifice an equivalent number of spell levels to pay for it.
 
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I think a Vizier's Turban got him. :confused:

That'll learn him to put on strange hats...

Alright, here's my take on the VT...

...

Symbiotic Spellcasting (Ex); A creature with an attached vizier's turban can transfer up to 10 points of its Constitution to the vizier's turban each day. For each point of Constitution transferred, the host gains 1 point of spell resistance and one additional spell level. These spell levels can be used to cast additional spells. Spontaneous spellcasters gain additional spell slots totaling a level equal to the sacrificed Constitution. Spellcasters who must prepare their spells may memorize additional spells totaling a level equal to the sacrificed Constitution. The spell levels may be split in any combination, but a single spell slot/prepared spell cannot exceed 5th-level. A 0-level spell counts as a half-level for these purposes. Thus, a sorcerer sacrificing 5 points of Constitution could gain a single 5th-level spell slot, a 4th-level and 1st-level spell slot, a 3rd-level and 2nd-level spell slot, and so forth. A wizard transferring 5 points of Constitution to its attached turban could prepare an additonal 5th-level spell, a 4th-level and 1st-level spell, a 3rd-level and 2nd-level spell, and so forth.

There's no caster level limit, so a 1st level sorcerer with a high Con could easily get 10 extra 1st-level spell slots. That doesn't seem right.
 

Brilliant! Where were you when we started this monster????

I would include the healing as you suggest, but that's about it. Change the "spellwurm" to a turban, too. ;)

EDIT: responding to Cleon's concern, just say that you can transfer a max of either your CL or 10 Con.

EDIT EDIT: I guess we also need to mention about damage done to the turban probably being shared by the host or something.
 
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Brilliant! Where were you when we started this monster????

Bah! Humbug!! I preferred our nicely elaborate version. :p

I would include the healing as you suggest, but that's about it. Change the "spellwurm" to a turban, too. ;)

That wouldn't necessarily cause the healing of any hit points, though. If a host with base Con 13 and 1 point of Transferred Constitution has that point returned, they'd go from Con 12 to Con 13, resulting in no overall change.

The standard solution is to use +2 steps in the Constitution Transfer so it always give a +1 change in the Con modifier, like we ended up with in the later drafts of Empower Host.

Where we including some reference to the permanent HP loss of the original. Maybe we could require the caster to make a Fort save to prevent a point of Constitution transfer being converted into Constitution drain?

EDIT: responding to Cleon's concern, just say that you can transfer a max of either your CL or 10 Con.

That's what I assumed we'd end up with.

EDIT EDIT: I guess we also need to mention about damage done to the turban probably being shared by the host or something.

Well the original text says "For all practical purposes, the vizier’s turban and its host function as a single being", so need we really bother?
 

That wouldn't necessarily cause the healing of any hit points, though. If a host with base Con 13 and 1 point of Transferred Constitution has that point returned, they'd go from Con 12 to Con 13, resulting in no overall change.

The standard solution is to use +2 steps in the Constitution Transfer so it always give a +1 change in the Con modifier, like we ended up with in the later drafts of Empower Host.

Well, if the host needs to, the turban can always transfer +2 points back, even if the minimum transfer is +1. If you allow transfers of +1 Con, then a host with odd Con can get some healing from a return transfer even if the turban has only one rank. I don't see a big problem.


Where we including some reference to the permanent HP loss of the original. Maybe we could require the caster to make a Fort save to prevent a point of Constitution transfer being converted into Constitution drain?
You mean after returning it to the turban again? I'm a little confused about that.

Well the original text says "For all practical purposes, the vizier’s turban and its host function as a single being", so need we really bother?
This should really appear in our stats, sure. I'd suggest plunking in some version of the FF "Symbiont Traits" section.
 

Well, if the host needs to, the turban can always transfer +2 points back, even if the minimum transfer is +1. If you allow transfers of +1 Con, then a host with odd Con can get some healing from a return transfer even if the turban has only one rank. I don't see a big problem.

You mean after returning it to the turban again? I'm a little confused about that.

Well I was thinking the Host healing would cure hit points, not return the transferred Con. Then if the Fort save fails a point of transferred Con does not return after 24 hours, but becomes Con drain.

As for the odd Con problem, that obviously works both ways. e.g. If a host has Con 13 they don't lose a point of Con bonus doing a -1 transfer.

This should really appear in our stats, sure. I'd suggest plunking in some version of the FF "Symbiont Traits" section.

Would you care to write something up?
 

Sounds like you'd prefer a separate ability for the healing, then. How do you want to limit the healing? Something like up to 1d8 per Con transfered, but then each of the Con you use for healing risks becoming Con drain?

But we can't require 2 Con transfers per spell level benefit; 20 Con for 10 spell levels would kill most casters.

As for the symbiont traits, I find we've used them for the peltast:

Symbiont Traits: While attached to a host, a symbiont 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 clearly visible, opponents can attack the symbiont instead of the 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 modifier and natural armor bonus 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. A symbiont uses its host's base saving throw bonuses if they are better than its own.

Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of "You" on the symbiont instead of on itself. The symbiont may do likewise with any spell or spell-like ability it uses. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or the symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
 

Sounds like you'd prefer a separate ability for the healing, then. How do you want to limit the healing? Something like up to 1d8 per Con transfered, but then each of the Con you use for healing risks becoming Con drain?

I was thinking healing equal to half the caster's level per spell-level/Con of healing would be easiest, since it most closely matches the hp bonus they'd get from the Con.

But we can't require 2 Con transfers per spell level benefit; 20 Con for 10 spell levels would kill most casters.

Yes, I think we've had this discussion already, which is why our previous draft limited it to -2 Con or -4 Con.

Indeed, 1 Con per spell level seems too expensive for what you get, but if you're happy with it go ahead.

I think I'm going to have to come up with a Cleon Special as it is. :cool:

As for the symbiont traits, I find we've used them for the peltast:

Symbiont Traits: While attached to a host, a symbiont 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 clearly visible, opponents can attack the symbiont instead of the 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 modifier and natural armor bonus 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. A symbiont uses its host's base saving throw bonuses if they are better than its own.

Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of "You" on the symbiont instead of on itself. The symbiont may do likewise with any spell or spell-like ability it uses. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or the symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.

That'll probably do for a start. We were planning on recycling the Symbiont rules for them, when (if! :eek:) we finally finished their other special abilities.
 

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