Magic of Eberron- Symbionts

UltimaGabe

First Post
Hey, everyone. I recently picked up Magic of Eberron, and I have to say, it's a great book. Lots of flavor, lots of good mechanics, good explanations of things that weren;t completely explained in the Campaign Setting book. Introduced a new race, the Daelkyr Half-Blood- a balanced race, in my opinion, since they don't get very much, really, aside from being Aberrations. Anyway, it was this race that made me notice something that seems kinda... well... broken?

You see, in the book, they introduce several new Symbionts (for those not Eberron-savvy, Symbionts are living creatures that attach themselves to a host, usually dealing some initial ability damage, but providing them with some sort of a benefit, and thus act as a piece of equipment from that point on- although if you're not Eberron-savvy, you probably won't be able to help much with this thread). Most of them are cool- I really like the Spellwurm and the Crawling Gauntlet- but one of them, the Throwing Scarab, seems kinda... ridiculously broken at first glance. First off, it costs less than any other Symbiont (1,000 gp, as opposed to a range from 2,000 gp to Artifact level), and it's probably the least noticeable, since it usually appears as some sort of jewelry. But its benefit is that once per round, the bearer can spend a free action to grab a piece of crystal off the scarab's carapace (which then regenerates, so that it can be used forever, just once per round). If thrown, it deals 1d6 points of slashing damage (19-20/x2), and then it "dissolves inside the target, dealing 1d6 points of acid damage". So, basically, once per round, you can use the item to throw a greatsword, except that half of the damage is acid (which is much better in almost every case). Oh, and it counts as a magic weapon for purposes of overcoming damager reduction.

Does this send up any red flags? First off, it's a throwing weapon. They don't say "it deals 1d6 points of damage plus your strength modifier", but it IS a throwing weapon, and if I'm not mistaken, unless mentioned otherwise (like the shuriken), all thrown weapons deal your strength modifier in addition to the base damage. So a person with a 16 strength would deal 2d6 + 3 damage, every round, forever. With a 19-20 crit, too. They don't specify whether the Acid damage is multiplied on a crit- although the way it's presented, it could very easily be seen as additional damage dice (like a Flaming weapon), so I'd venture to say that it's probably not multiplied. But still. 2d6 + strength modifier damage- that's more than any other medium-sized throwing weapon. AND it overcomes magic DR. And half of the damage is acid.

And keep in mind, this thing only costs 1,000 gp. (Although, if you're a Daelkyr Half-Blood, you start with one for free.) There's no sort of proficiency required, as far as I can tell, and so anybody could use one. A 1st-level character could have one of these, and use it at will. Didn't everyone make a big deal about the Warlock? This thing, at first level, can do more than a Warlock ever could, regardless of class.

Anyone notice this? Anyone thing it's kinda weird? Any thoughts? The book is amazing, as are all of the other symbionts- but this one thing kinda stands out and annoys me.
 

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UltimaGabe said:
First off, it's a throwing weapon.

I'll have to dig up my book, but I'll have to check the wording. After all, IIRC, a flask of alchemist's fire doesn't do extra strength damage.
 

Glyfair said:
I'll have to dig up my book, but I'll have to check the wording. After all, IIRC, a flask of alchemist's fire doesn't do extra strength damage.

That's true, but an Alchemist's Fire and a flask of Acid are Ranged Touch attacks, so they're a slightly different case.
 


Testament said:
From what you've written there, its a free action to retrieve the crystal. Its still a noraml attack to throw it.

Yes, I'm aware. I may not have made that clear, but that's not what I'm concerned about- I'm concerned that it's a 1,000 gp item (that a certain race can start with for free) that, AT WILL, allows the wielder to use a 2d6 + strength modifier, 19-20/x2 throwing weapon. At will. Without any sort of proficiency or class requirements.
 

I don't have Magic of Eberron, but let's see: A +1 returning dagger costs 8300 gp. (Is this thing a magic weapon? You say "it overcomes magic DR" so I guess it is.) But the Throwing Scarab is handier than a returning weapon because you don't have to catch it every time you throw it. And it does more damage than a dagger - as much as a greatsword, but you can't throw a greatsword unless you put another +1 on it.

So yes, something seems out of whack here.

UltimaGabe said:
Didn't everyone make a big deal about the Warlock?
(OT) Yeah, everyone who hasn't seen one in play. My group hasn't seen any problems with the warlock.
 

Glyfair said:
I'll have to dig up my book, but I'll have to check the wording. After all, IIRC, a flask of alchemist's fire doesn't do extra strength damage.
That's because it's a splash weapon.
SRD said:
The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons).
But that's beside the point here, I think. The Str bonus isn't the whole issue.
 

This is probably only a minor nitpick, but from what you said, the one using this only gets one attack per round (with this weapon). Also, it is not a ranged touch attack, so armor of any type can block it. And considering its size, it should only gain Str damage if alchemist fire gains Str damage.

So far it sounds like infinite alchemist fire usable once per round with half acid / half slashing damage that does not count as a touch attack. It should probably cost more, but not necessarily as much as you may think.
 

Well, don't actually have the book, but from what I gather.....
Compare it to, say, a dagger enchanted to do the same stuff (suppose we ignore the requirement that an enchanted weapon must have at least a +1 for the moment):

Masterwork Dagger: 302 gp
Returning: +1 equivalent
{Energy Type +1d6}: +1 equivalent

+2 equivalent -> 8,000 gp in enchantment

Returning Energy Dagger +0 costs 8,302 gp (and you have to be able to catch it)

This 1,000 gp item has the same effect, and doesn't look like a weapon, to boot.

If we don't ignore the requirement that an enchanted weapon must be at least +1, then we have:

Masterwork Dagger: 302 gp
+1 Enhancement
Returning: +1 equivalent
{Energy Type +1d6}: +1 equivalent
+3 equivalency in enchantments; 18,000

Cost of a +1 Returning {energy type +1d6} dagger: 18,302 gp.

And a little 1,000 gp symbiote has the same effect....
 

So we're all ignoring the fact that having a symbiote is not going to be looked upon favorably by pretty much everyone?

Really this thing is pretty good at level 1 but since you can't really buy it until 3rd and it gets old/less useful quick I don't think I'd much care.
 

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