One of my PCs got a Symbiont -- they're not exactly treasure, but they're worth a chunk-o-change if you can get one into a containment crystal:
Code:
[b]Elemental Symboints[/b]
/- Ability -\
Name Type Bonus Cost Power & Spell-Like Abilities
Krink Fire +2 Dex -1 Con Fire Resistance 10, Flame Blade at will
Una Water +2 Con -1 Wis Water Breathing, +8 Swim, Create Water at will
Torr Earth +2 Str -1 Dex +2 Natural Armor, Lithovore, Magic Stone at will, Stone Shape 3/day
Zyph Air +2 Dex -1 Str Sonic Resistance 10, Feather Fall at will, Gust of Wind 3/day
Ioul Storm +2 Cha -1 Wis Electricity Resistance 10, Shocking Grasp 3/day
Chav Ooze +2 Con -1 Cha Acid Resistance 10, Acid Splash at will, Acid Arrow 3/day
Whirn Ice +2 Str -1 Dex Cold Resistance 10, Ray of Frost at will, Ice Dagger 3/day
Plit Wood +2 Con -1 Dex Double natural healing rate, Entangle 3/day
Shale Ash +2 Wis -1 Con Save +4 vs. Poison, Mephitic Spray 5/day, Lesser Magma Orb 3/day
Ahsa Light +2 Wis -1 Str Light and Flare at will, Searing Light 3/day
Viul Dark +2 Cha -1 Con Darkvision 120 ft., Darkness at will
NOTE: symbiont ability bonus is of type "Symbiotic" -- it stacks with Enhancement, Inherent and Racial bonuses. Symbiont ability cost is 1 point of Drain that occurs each day just after you get your daily ability point back from yesterday.
(Spells that you're not familiar with can probably be found here:
http://klimt.cns.nyu.edu/~fishman/DnD/spells.shtml )
From another thread, my Critter Armor house rules:
Dragon Armor: This exceptional armor is made from the hide, scale and bone of a True Dragon. Five types are possible:
- Dragon Hide: Light, AC +5, Max Dex +5, ACP -2, ASF 15%, Energy Resistance 5, Cost: 12,500 gp
- Dragon Breastplate: Medium, AC +7, Max Dex +5, ACP -3, ASF 20%, Energy Resistance 5, Cost: 16,000 gp
- Dragon Scale Mail: Medium, AC +7, Max Dex +4, ACP -3, ASF 20%, Energy Resistance 10, Cost: 23,000 gp
- Dragon Half-Plate: Heavy, AC +9, Max Dex +1, ACP -6, ASF 35%, Energy Resistance 10, Cost: 33,500 gp
- Dragon Full Plate: Heavy, AC +10, Max Dex +2, ACP -5, ASF 30%, Energy Resistance 15, Cost: 60,000 gp
Shields can also be made with Dragon scales. If worn with armor of the same type, it provides a synergistic bonus beyond its own abilities: a matched pair of Armor and Small, Large or Tower Shield grant an additional Energy Resistance over the armor's natural bonus.
- Dragon Scale Small Shield: AC +2, ACP -1, ASF +5%, Energy Resistance +5, Cost: 12,000 gp
- Dragon Scale Large Shield: AC +4, ACP -2, ASF +15%, Energy Resistance +10, Cost: 24,000 gp
- Dragon Scale Tower Shield: AC +6, ACP -8, ASF +50%, Energy Resistance +15, Cost: 48,000 gp
Notes: Dragons are not spikey creatures. Armor made from their skin cannot have armor spikes. Also note that Dragon Armor is immune to the element that it provides resistance against. (In other words, if you roll a 1 on a Reflex save vs. a Fireball, your Red Dragon Scale Shield is immune to its effect.)
Arrowhawk Armor: This light, feathered leather armor was produced from the hide of an Elder Arrowhawk. Its wearer need never fear heights, and his foes are loath to grapple with him -- for each round in which the wearer starts out grappled, all holding him take 1d6 Electrical damage. An "upgraded" variation, inset with electrum and rare gems, allows its wearer to make electrically charged attacks.
- Arrowhawk Leather: Light, AC +3, Max Dex +8, ACP -0, ASF 5%, Electricity and Acid Resistance 5, Feather Fall, Grapple Discharge, Cost: 30,000 gp
- Arrowhawk Leather: Light, AC +4, Max Dex +7, ACP -0, ASF 5%, Electricity and Acid Resistance 10, Feather Fall, Grapple Discharge, Strike Discharge, Cost: 58,000 gp
** Feather Fall (Su): At will, caster level 15.
** Grapple Discharge (Ex): When the wearer begins a round grappling, foes touching him take 1d6 Electrical damage.
** Strike Discharge (Ex): When the wearer makes a successful melee attack (unarmed or using a metal weapon), his target takes an additional +1d6 Electrical damage. This stacks with the Shocking weapon ability.
Destrachan Armor: These noisesome horrors can be made to produce a thick but supple hide. When wearing the helmet, with its exquisitly tuned ears, the wearer suffers no penalties to her Listen checks.
- Destrachan Hide: Medium, AC +5, Max Dex +3, ACP -4, ASF 20%, Sonic Resistance 5, Cost: 24,000 gp
Gorgon Plate: The dark silver plate-armors are highly prized, for their sheer strength and for their magical properties. All Gorgon Plate armor has the Ghost Touch special proprty as an Exceptional ability -- that is to say, it is not ignored by Incorporeal melee attacks. Furthermore, those wearing the armor are somewhat protected from petrification.
- Gorgon Breastplate: Medium, AC +8, Max Dex +3, ACP -5, ASF 30%, Petrification Resistance +2, DR 2/--, Cost: 40,000 gp
- Gorgon Half-Plate: Heavy, AC +10, Max Dex +0, ACP -10, ASF 70%, Petrification Resistance +4, DR 3/--, Cost: 58,000 gp
- Gorgon Full Plate: Heavy, AC +11, Max Dex +1, ACP -9, ASF 60%, Petrification Resistance +6, DR 4/--, Cost: 72,000 gp
- Gorgon Plate Small Shield: AC +2, ACP -2, ASF +10%, Cost: 21,000 gp
- Gorgon Plate Large Shield: AC +4, ACP -4, ASF +25%, Cost: 32,000 gp
Remorhaz Plate: This beautiful armor is ice-white with jagged (and dimly glowing) brick-red spines. The wearer does not take subdual damage from cold conditions, but becomes fatigued twice as quickly in hot climates. When paired with a shield, the armor's benefit against cold is enhanced.
- Remorhaz Breastplate: Medium, AC +6, Max Dex +4, ACP -3, ASF 20%, Hot Spikes, Cold Resistance 5, Cost: 24,000 gp
- Remorhaz Half-Plate: Heavy, AC +8, Max Dex +0, ACP -10, ASF 50%, Hot Spikes, Cold Resistance 10, Cost: 38,000 gp
- Remorhaz Full Plate: Heavy, AC +9, Max Dex +1, ACP -9, ASF 50%, Hot Spikes, Cold Resistance 10, Cost: 49,000 gp
- Remorhaz Small Shield: AC +1, ACP -1, ASF 5%, Hot Spikes, Cold Resistance +5, Cost: 21,000 gp
- Remorhaz Large Shield: AC +2, ACP -2, ASF 15%, Hot Spikes, Cold Resistance +5, Cost: 24,000 gp
** Hot Spikes: Both armor and shield are considered to have +1 Flaming Spikes (Martial, 1d6+1 +1d6 Fire, 20/x2).
Troll Hide -- Stiff, knobbly and green, this jacket limits movement, but provides good protection and a feeling of health.
Medium, AC +5, Max Dex +3, ACP -5, ASF 35%, Cold Resistance 5, Enhanced Healing, Cost: 54,000 gp
** Enhanced Healing: You convert 1 hit point of damage into subdual damage each hour.
-- N