blackshirt5 said:
Lion? Coyote(a trickster), Raven(a harbinger of death in many cultures)?
And the biothaumaturgist handbook, when is that coming out again(rough date?)? I had a few ideas for the Dark Elves in my story once that becomes available.
Hmm, Lion and Raven both good! (Maybe making heavy Odin-connections with the Raven essence feats). Coyote - made me think of Jackal, which is definitely one I want to put in, now I think of it.
The Handbook isn't even at a first draft stage yet. The current format is kinda like this:
Intro bit
The Arcane Art of Biothaumaturgy - a bit of fluff, how you can add it into a campaign world, what the concepts of biothaumaturgy are. Some initial work done, but needs to be totally rewritten once I've written everything else.
Characters and Biothaumaturgy - 1 new skill, a lot of new feats. Actually first draft mostly done.
Tools of the Trade - first draft maybe half done.
Symbiotes & Biotech - first draft maybe half done.
Essence Bonding - first draft maybe 1/4 done.
Engineers of Pestilence - making of diseases. 1st draft over 1/2 done.
Fleshtwisting - making monsters using fleshtwisting templates - an initial draft 1/2 done, but I'm totally changing the way I'm doing this section so needs to be restarted.
Masters of Flesh and Blood - PrC's. Got a list, but this section hasn't even really been started on.
Spells - a fair number of new spells. A fair number already done from my Acrozatarim campaign, but more need to be done. So, maybe 1/2 done.
Now, the problem is that I'm having problems finding time to write the handbook *and* am feeling motivated to do so at the same time
Anyways, here's 3 symbiotes I'm going to add to the ones I've already written up in the Symbiotes section - these ones I wrote earlier this afternoon after sudden inspiration for some new types.
Barbpalm Symbiote (Colony): A barbpalm symbiote is in fact a colony of symbiotic creatures connected together. Like many invertebrates, barbpalms protect their soft bodies with tough shells; in this case, tiny chitinous growths. They embed their anchoring tendrils into the flesh of a host’s palm, so that it appears he or she has a matt of little barbs growing out of their hand. The barbpalm symbiotes draw out their sustenance from the host’s bloodstream, who in return will find the barbs extremely useful both for extra grip while climbing, and for attacking others. A character with a barbpalm symbiote colony gains a +2 circumstance bonus to Climb checks, and a +1 damage bonus with unarmed attacks.
Musk Symbiote: This small symbiotic creature wraps itself around the neck of the host, entwining its muscular, scaled tendrils to appear as a necklace or amulet. Musk symbiotes usually bear an attractive pattern on their scales, furthering this guise as an item of jewelry.
A musk symbiote draws nutrients from the blood of the host, and, as its name would suggest, secretes a heady musk into the air around it. The perfumed scent is actually laced with suggestive and mind-influencing chemicals, making those that inhale it perceive the symbiote’s host in a more favourable light. A character with a musk symbiote gains a +2 enhancement bonus to their Charisma score, and a +1 bonus to the DC of any spells with the Mind-Affecting descriptor that they target against anyone within 30ft.
Miasmatic Symbiote: While a musk symbiote secretes chemicals that attract others to the host, a miasmatic symbiote does quite the opposite. Made by brewing troglodyte traits into cultured tissues, a miasmatic symbiote is a slimy, fleshy lump that is attached across the neck, where it quietly draws sustenance from the host’s blood by pushing tendrils through their skin. When the host is angry or frightened, the symbiote picks up the chemical changes in the blood and immediately secretes a foul, oily chemical with the same effects as troglodyte musk. All living creatures, except troglodytes and other creatures with miasmatic symbiotes, that are within 30ft of the host must succeed at a Fortitude save (DC = 11 + Con bonus of host) or be sickened for 10 rounds. Creatures that successfully saved cannot be affected by the same symbiote’s miasma for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poisons are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.