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Changelings & Symbiont Taboo (Eberron)
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<blockquote data-quote="MavrickWeirdo" data-source="post: 2138868" data-attributes="member: 107"><p>Here is something I posted over at the wizards board, though you guys might be interested also.</p><p></p><p>When I originally came across the Daelkyr and symbionts, my first reaction was that Changelings would be disgusted by them.</p><p></p><p>Changelings are about the "Philosophy of the Perfect Form", and self transformation.</p><p></p><p>Daelkyr are about corrupting the flesh (of others) in bizarre and hideous ways, and symbionts are one of their tools.</p><p></p><p>I ended up reconsidering things when I read about a changeling character with "living wings of flying" in <em>Marked for Death</em> by Matt Forbeck. (Good book by the way.)</p><p></p><p>I am sure that there are changelings who consider symbionts a cheat and a vice. On the other hand there is no one philosophy to which all changelings subscribe.</p><p></p><p>Some changelings may feel that there is nothing wrong with bonding to a symbiont. They may feel that a living breastplate (which will continue to fit while shapeshifting) is more natural than armor made of metal.</p><p></p><p>Other changelings may choose to bond because it is taboo (the temptation of the forbidden).</p><p></p><p>With this in mind I decided to "up the ante". The first magic item most people consider for a changeling is a hat of disguise. I decided to create a "living hat of disguise".</p><p></p><p></p><p>Camouflage Skullcap (Living Hat of Disguise)</p><p>Tiny Aberration (Symbiont)</p><p>HD: 1d8 (4hp); Init: -4; Speed: 1 ft; </p><p>AC 8 (+2 size, -4 Dex)</p><p>BAB/Grapple +0/-11; Attk --; Space/Reach: 2.5 ft/ 0ft.</p><p>SA: --; SQ: Camouflage, disguise, magic aura, symbiont traits, and telepathy</p><p>SV: Fort +0, Ref -4, Will +6;</p><p>Str 4, Dex 3, Con 11, Int 12, Wis 14, Cha 15; Ego 10;</p><p>Skills: (12 points) Disguise +15, Hide +11, Spot +5, Listen +5; </p><p>Feats: Iron Will</p><p>Environment: Underground</p><p>Organization: Solitary</p><p>CR: 1 (singly) or host +1 (when worn)</p><p>Treasure: None</p><p>Alignment: Usually chaotic evil</p><p>Advancement: None</p><p>Level Adjustment: --</p><p></p><p>A camouflage skullcap can look however it wants, but in its natural state it appears to be a concave hide, blood red on the inside, jet black on the outside.</p><p></p><p>Camouflage skullcaps are created by daelkyr to allow their minions to infiltrate surface regions.</p><p>A camouflage skullcap does not speak any language, but it understands undercommon.</p><p></p><p>Combat</p><p>A camouflage skullcap can only attach itself to a willing host; the would-be bearer must don the skullcap, at which point its tendrils dig into the flesh to bond with the body of the host. Attaching or removing a camouflage skullcap deals 1 point of Constitution damage.</p><p></p><p>Camouflage (Su): A camouflage skullcap can, at will, change its own or a hosts coloration to blend in with their surroundings. This change provides a +4 circumstance bonus to Hide.</p><p></p><p>Concealment (Su): A camouflage skullcap can, at will, cause its own or a hosts outline to appear blurred, shifting and wavering as though using a blur spell. This distortion grants the subject concealment (20% miss chance).</p><p></p><p>Disguise (Su): A camouflage skullcap can, at will, alter its own or a hosts appearance as though using a disguise self spell. This includes anything worn or held by its host. This is an illusory effect, and does not alter the tactile or audible properties of the host or their equipment.</p><p></p><p>If the host’s disguise skill is greater than the symbiont’s, then the camouflage skullcap imparts a +2 cooperation (circumstance) bonus to the host’s disguise skill check.</p><p></p><p>Magic Aura (Su): A camouflage skullcap can alter its magical aura so that it registers to detect spells as though it were a magic item of its choosing. It can also alter the magical aura of one item held or worn by its host, so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind it specifies, or the subject of a spell it specifies.</p><p></p><p>Telepathy (Su): A camouflage skullcap can communicate telepathically with its host, if its host has a language.</p><p></p><p>All camouflage skullcap’s bonuses are already factored into its stats</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 2138868, member: 107"] Here is something I posted over at the wizards board, though you guys might be interested also. When I originally came across the Daelkyr and symbionts, my first reaction was that Changelings would be disgusted by them. Changelings are about the "Philosophy of the Perfect Form", and self transformation. Daelkyr are about corrupting the flesh (of others) in bizarre and hideous ways, and symbionts are one of their tools. I ended up reconsidering things when I read about a changeling character with "living wings of flying" in [i]Marked for Death[/i] by Matt Forbeck. (Good book by the way.) I am sure that there are changelings who consider symbionts a cheat and a vice. On the other hand there is no one philosophy to which all changelings subscribe. Some changelings may feel that there is nothing wrong with bonding to a symbiont. They may feel that a living breastplate (which will continue to fit while shapeshifting) is more natural than armor made of metal. Other changelings may choose to bond because it is taboo (the temptation of the forbidden). With this in mind I decided to "up the ante". The first magic item most people consider for a changeling is a hat of disguise. I decided to create a "living hat of disguise". Camouflage Skullcap (Living Hat of Disguise) Tiny Aberration (Symbiont) HD: 1d8 (4hp); Init: -4; Speed: 1 ft; AC 8 (+2 size, -4 Dex) BAB/Grapple +0/-11; Attk --; Space/Reach: 2.5 ft/ 0ft. SA: --; SQ: Camouflage, disguise, magic aura, symbiont traits, and telepathy SV: Fort +0, Ref -4, Will +6; Str 4, Dex 3, Con 11, Int 12, Wis 14, Cha 15; Ego 10; Skills: (12 points) Disguise +15, Hide +11, Spot +5, Listen +5; Feats: Iron Will Environment: Underground Organization: Solitary CR: 1 (singly) or host +1 (when worn) Treasure: None Alignment: Usually chaotic evil Advancement: None Level Adjustment: -- A camouflage skullcap can look however it wants, but in its natural state it appears to be a concave hide, blood red on the inside, jet black on the outside. Camouflage skullcaps are created by daelkyr to allow their minions to infiltrate surface regions. A camouflage skullcap does not speak any language, but it understands undercommon. Combat A camouflage skullcap can only attach itself to a willing host; the would-be bearer must don the skullcap, at which point its tendrils dig into the flesh to bond with the body of the host. Attaching or removing a camouflage skullcap deals 1 point of Constitution damage. Camouflage (Su): A camouflage skullcap can, at will, change its own or a hosts coloration to blend in with their surroundings. This change provides a +4 circumstance bonus to Hide. Concealment (Su): A camouflage skullcap can, at will, cause its own or a hosts outline to appear blurred, shifting and wavering as though using a blur spell. This distortion grants the subject concealment (20% miss chance). Disguise (Su): A camouflage skullcap can, at will, alter its own or a hosts appearance as though using a disguise self spell. This includes anything worn or held by its host. This is an illusory effect, and does not alter the tactile or audible properties of the host or their equipment. If the host’s disguise skill is greater than the symbiont’s, then the camouflage skullcap imparts a +2 cooperation (circumstance) bonus to the host’s disguise skill check. Magic Aura (Su): A camouflage skullcap can alter its magical aura so that it registers to detect spells as though it were a magic item of its choosing. It can also alter the magical aura of one item held or worn by its host, so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind it specifies, or the subject of a spell it specifies. Telepathy (Su): A camouflage skullcap can communicate telepathically with its host, if its host has a language. All camouflage skullcap’s bonuses are already factored into its stats [/QUOTE]
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