Terraism
Explorer
That's a wonderful idea, Nifft. Yoink!Nifft said:How about symbionts, grafts, and other such (basically) permanent enhancements?
That's a wonderful idea, Nifft. Yoink!Nifft said:How about symbionts, grafts, and other such (basically) permanent enhancements?
Nifft said:How about symbionts, grafts, and other such (basically) permanent enhancements?
For example, instead of a +1 flaming sword, the PC finds a fire elemental symbiont that inhabits his body, granting the following:
-1 Con: The symbiont feeds on the PC's blood, taking one point of Con every day. The PC recovers one point of Con every day, so it balances out as net -1 Con.
Fire Resistance 10
Flame Blade at will (caster level = total HD)
Flaming Strike -- as a standard action, the PC can cause his unarmed strike or whatever weapon he is holding to be wreathed in flames. If holding a weapon, that weapon deals +1d6 Fire damage while it remains within his grasp. If unarmed, the PC is treated as armed, and his attacks deal 1d6 Fire damage.
-- N
Andor said:that symbiont would have the horrid side effect of stopping you from ever healing other con damage. Try to avoid colds.
That's not entirely true. Under the care of a skilled healer, you recover twice the normal amount of ability points/day (meaning, two.) So you could still heal, even without magic... just not as easily. And that seems reasonable to me.Andor said:Which is good because that symbiont would have the horrid side effect of stopping you from ever healing other con damage. Try to avoid colds.
Nifft said:... on the subject of "magic mushrooms"how about a darker version -- drugs that give some sort of (super / super-natural) power, but are otherwise normal drugs (addictive, debilitating, etc.).