Magic of Eberron- Symbionts

Aren't the Symbiots sort of like having demon-created items?

I think the fact that they are, is the balance factor.

However... it's always possible to make it more expensive.
 

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Anyone realize how dangerous this gets with Master Thrower? Since the symbiont is fine sized, you assume the shards are too. Palm Throw with this is fairly brutal, when you think about it. 16d6 damage each round at around 10th level, if you get TWF going (not to think of rapid shot)
 

Nyeshet said:
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.

A thrown weapon of any size, unless otherwise stated, deals your strength modifier to damage. As stated earlier, from the SRD, Alchemist's Fire doesn't deal your strength bonus to damage because it's a splash weapon.

frank_blankenship said:
Aren't the Symbiots sort of like having demon-created items?

I think the fact that they are, is the balance factor.

However... it's always possible to make it more expensive.

First off, flavor aspects should NEVER be a balancing factor. Ever. Some people play with flavor, others don't- so their games should still be balanced.

As for the Throwing Scarab, even if people look down on symbionts (which, I agree, they should), this particular Symbiont isn't limited by that at all- something like a Tentacle Whip or a Living Breastplate or a Crawling Gauntlet are obvious and nasty, but the Throwing Scarab isn't. The Throwing Scarab, when not being used, looks like a piece of jewelry. It's the cheapest Symbiont, as well as the easiest to conceal.

Making it more expensive could be a good idea, but a Daelkyr Half-Blood starts with one Symbiont (that is, either a Crawling Gauntlet, a Breed Leech, or a Throwing Scarab) for free. So really, I think it should just be made less powerful, is all.
 


Arc said:
Anyone realize how dangerous this gets with Master Thrower? Since the symbiont is fine sized, you assume the shards are too. Palm Throw with this is fairly brutal, when you think about it. 16d6 damage each round at around 10th level, if you get TWF going (not to think of rapid shot)
I think you missed the part about 'once per round'. You can not throw two or more shards per round.
 

hazmat said:
What's the ability damage cost of the item?

Eh, 1d3 Dex, I think. But it's not like it matters- unless you find one and decide to attach it in the middle of an adventure, the Ability Damage isn't going to be an issue. Especially if you're a Daelkyr Half-Blood- you're born with it, so you never need to attach or detach it. So it might as well not even be there.
 

UltimaGabe said:
Eh, 1d3 Dex, I think. But it's not like it matters- unless you find one and decide to attach it in the middle of an adventure, the Ability Damage isn't going to be an issue. Especially if you're a Daelkyr Half-Blood- you're born with it, so you never need to attach or detach it. So it might as well not even be there.

Even if you start play with it it still had to be attached at some point, so you would still take the 1d3 dex penalty... which would inconvenience your ability to actually hit with the thrown weapon it provides by up to %10. As well as the same penalty on any other ranged attack you would make.
 

vulcan_idic said:
Even if you start play with it it still had to be attached at some point, so you would still take the 1d3 dex penalty... which would inconvenience your ability to actually hit with the thrown weapon it provides by up to %10. As well as the same penalty on any other ranged attack you would make.

That depends. If the ability damage does not heal over time, you're right, otherwise, it's just a matter of days before the penalty disappears forever. In the former case, I agree this is a huge balancing facor, though.
 

Alpha Polaris said:
That depends. If the ability damage does not heal over time, you're right, otherwise, it's just a matter of days before the penalty disappears forever. In the former case, I agree this is a huge balancing facor, though.

Based on what I know of symbionts this is the way I would interpret it - it's a living being which feeds on your life energy to sustain itself... I would say that it heals but only at the same rate at which the being feeds, so the net effect is a constant 1d3 Dex penalty, permanent until the item is removed. Which I would also think would be difficult as the little parasite (literally) depends on you for sustenance and has a vested interest in holding on... it'd be like trying to remove a tick, possible, but hard and you have to know how to do it to avoid an infection.
 

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