Dragonstar templet: comments wanted

kramis

First Post
Here's a new Dragonstar template I made. I would like comments/suggestions for it. I can't tell if it's overpowered or underpowered for a ECL +2 template:

Sentient Symbiote

Sentient symbiotes are very rare in the empire. Due to their very nature, the empire distrusts them and there are standing orders to capture or kill any discovered in the empire. No one knows where they came from, and very few even know of their existence aside from rumors. They are almost always of good alignment, and are explorers by nature.

A sentient symbiote joins with a willing host to form a new joined creature. The host retains all if it’s abilities and memories, plus gains those of the symbiote as well. When a symbiote joins with a new host, it retains its general memories of all its previous hosts, but they are not all completely accessible at all times. Also, skills learned in a previous host are not immediately conferred on the new host since the new body must be trained to use, however because of the memories these new skills and abilities are learned much faster.

Elves make the best hosts for sentient symbiotes because they already posses a drive to explore and experience the universe. Humans often join because of the offer of increased longevity and health.

It is impossible to detect a sentient symbiote in a host, which is how they manage to exist in the empire at all. They are indistinguishable from a normal trauma symbiote unless surgically examined. Note however that the host is unable to have a trauma symbiote also implanted.

Creating a Sentient Symbiote
“Sentient symbiote” is a template that can be added to any living creature. The creature’s type does not change. It uses all the base creature’s statistics and special abilities except as noted here.
Special Qualities: A sentient symbiote retains all the special qualities of the base creature, plus the following:
Susceptibility: A symbiote’s connection to its host is vulnerable to electricity. A sentient symbiote that takes electricity damage has to make a fortitude save with a DC equal to the damage taken. On a failed save, the symbiote is stunned for a number of rounds equal to the damage taken divided by 10 (rounded up). If the symbiote rolls a natural 1 on the saving throw, he is paralyzed the first round instead of being stunned.
Psionics: A sentient symbiote can use the following psionic powers at their character level: Lesser Body Adjustment - 2/day, Animal Affinity - 1/day, Missive - at will.
Hidden Knowledge: This is identical to the Bardic Knowledge ability.
Skill Bonus: First level sentient symbiotes use a x5 modifier on their starting skills instead of x4. Furthermore, all skills are considered class skills to them and their maximum number of ranks is increased by one (level + 4). They also start with 20 extra skill points to be used only for Knowledge skills. Thereafter they gain 1 extra skill point per level. This represents their access to skills learned from previous hosts.
Skill Pool: Sentient symbiotes can also access their skill memories by using their Skill Pool. They gain a number of skill pool points per level equal to their Int modifier. The skill points can then be used to increase the number of ranks in any skill for one use (usually one round, though with some skills like Diplomacy it may be a few rounds, DM’s discretion). Normal maximums apply, however you may push a skill above its maximum number of ranks by paying 4 skill pool points for every 1 rank over your maximum. Skill pool points regenerate after a good night of rest.
Virtual Feats: Sentient symbiotes gain one virtual feat per level. As a free actions, a symbiote can use a virtual feat once a day to emulate any feat he is eligible for. This effect usually lasts one round. One or more virtual feats can also be used to emulate prerequisites for other feats or abilities. Usually one virtual feat can reduce a level requirement, BAB, or ability score requirement by 2, emulate another class, or emulate another feat. For example, a 3rd level rogue sentient symbiote has 3 virtual feats. He is making a sneak attack and wants to use the fighter’s weapon specializing feat for this attack. He can do this by using all 3 virtual feats: 1 to emulate being a fighter, one to emulate being 4th level, and the last one to emulate the actual feat. Virtual feats can also be permanently given up to emulate a requirement for another feat or prestige class. For example, let’s say the same rogue wants to permanently take weapon specialization upon reaching 3rd level with the new normal feat he gets. He can permanently give up two of his virtual feats (one for the class emulation, and one for the level emulation) to take the weapon specialization feat as normal feat at 3rd level.
Experience points: Sentient symbiotes can experience faster than others due to their memories. They gain an extra 10% every time they gain experience points. Furthermore, they never suffer experience penalties for mulit-classing.
Saves: +4 vs. mind affecting spells and abilities, +2 to all Will saves (these don’t stack). Whenever a sentient symbiote is affected by a mind control spell or effect (fear include) he may make a new save each round to take no action during that round. This represents the symbiote trying to overcome the affect on the host mind.
Abilities: Increase from the base creature as follows: STR +0, DEX +0, CON +0, INT +4, WIS +4, CHA +0
Death and new hosts: When a host body dies and wasn’t completely destroyed (e.g. disintegrate, lava, etc) the symbiote is ejected from the body as a small 2 cm long worm 2 rounds later. It immediately forms a hard cist around itself (hardness 5, HP 1) and goes dormant until it is joined with a new host (through the ear). The cist will break down the symbiote will die if it is not placed in a new host within 48 hours. An unwilling host can be used as a temporary home, however the host gets a fort save (DC 10) to reject the symbiote. If it doesn’t reject it, they are joined, but in a coma. The host and symbiote will die if left in this state for more than a week. If the host is killed before this time, the symbiote is once again ejected. Although the host can be raised, the symbiote can’t. If the host is somehow raised before the symbiote is ejected, use the normal raise dead rules. However, once a symbiote is ejected it can never rejoin with a previous host with anything less than a Wish spell. When a new host is found, the symbiote starts over at 1st level, however it keeps all of it’s skill pool points, virtual feats, and knowledge skill ranks.

ECL: +2
 

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Is the character the symbiote or is the symbiote something you add to your character at creation. Who is gaining the experience, the host or the symbiote?
 

The symbiote is the character

The player plays the symbiote not the host. The experience is more or less for both of the them combined.
 


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