Prerequisite(s)
:Int 16, Craft (alchemy) 20 ranks, Knowledge (Occult) 10 ranks
Benefits
Creating a symbiote takes 1 day for each 1,000 gp in its price. Creating a symbiote requires raw materials costing half of its base price in aberration flesh and complex chemicals . You can also revive a symbiote that has been dead for a number of days equal to or less than its Constitution score. Doing so costs half the raw materials and half the time it would take to create that symbiote.
Symbiotes are types of creatures, usually aberrations, that attach themselves to other creatures, bridging the gap between creature and magical item. While by themselves, symbiotes do not pose much of a threat, thus their CR is usually quite low. However, when attached to a host, they augment the abilities of the host similar to a magical item. Unless otherwise noted in a creature's entry, all symbiotes possess the following traits.
Symbiote Traits: When joined with a host, a symbiote gains a number of benefits. If a symbiote is attached onto a visible part of the host creature’s body, opponents can attack the symbiote itself instead of its host creature. This works the same way as attacking an object: The symbiote gains the benefit of the host’s Dexterity modifier to AC instead of its own, the host’s CMD, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a symbiote instead of its host provokes an attack of opportunity from the host. A symbiote never takes damage from attacks directed at the host. Like a worn magic item, a symbiote is usually unaffected by spells that damage the host. A symbiote uses its host’s base saving throw bonuses if they are better than its own as well as benefits from any immunities, resistances or special defenses that the host has.
Important Exception: Should the host be targeted by an effect that reacts differently based on creature type or subtype, the host and symbiote use the same resistance (Armor class, saving throw, caster check, percentages, etc), but suffer the effect separately. Effects that specifically target only the symbiote's creature type (usually aberration) are useful for removal symbiote from their hosts.
Dispel Immunity: : A Symbiote cannot be suppressed through the use of Anti-Magic Field, Dispel Magic or similar effects as the source of the magic is actually within the item and not reliant on the outside environment. Likewise, items with dispel immunity are impossible to disenchant. This immunity does not apply to any effect, spell, spell-like ability, psionic power or psi-like ability the item is capable of using that targets anyone but the wearer or the item itself.
Magic Weapon: All symbiotes that can be used as a weapon have the standard benefit of Magic Weapon.
Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiote. Additionally, the host can cast a spell with a target of “You” on its symbiote instead of on itself. Likewise, a symbiote can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of “You” on its host instead of on itself. The host and symbiote can share spells even if the spells normally do not affect creatures of the host’s or symbiote's type. Spells targeted on the host by another spellcaster do not affect the symbiote, and vice versa.
Collective Ego: All symbionts have the standard complication of Collective Ego (Symbiotes have an Ego score, as per intelligent magical items. For the most part, this Ego score is calculated and treated in the same manner as normal intelligent items. However, having multiple complex items of the same type does not mean individually separate Ego scores. Instead, it provides a single Ego score. This is calculated by taking the highest Ego score of all of the symbiotes of the same type and adding +2 to the Ego score for each additional symbiote. Any negative levels that are applied are determined once, from this heightened Ego score, not separately for each symbiote.
Attachment (Ex): Attaching or removing a symbiote is an invasive process, but one that the symbiote does instinctively to a willing or helpless host that is in the same square as it. Attaching a symbiote takes a full-round action that provokes an attack of opportunity.
Important Exception: Whenever the symbiote takes enough damage to be killed, it may (as a free action) require the host to make an Ego save. If the symbiote wins the save (or if the host is willing) the symbiote deals its symbiosis cost (see below) to the host to negate the damage that would have killed the symbiote.
Host Benefits (Ex, Su or Sp): When a symbiote is attached to a host, the host gains a number of benefits, as detailed by the specific symbiote. These benefits can be extraordinary, supernatural or spell-like, as detailed by the specific symbiote.
Symbiosis Cost : All symbiotes inflict some kind of attribute damage to the host. If the host cannot take that specific kind of damage, the symbiote refuses to attach. While this damage is not permanent, it does not heal naturally and any attempt that heals the damage results with the damage being immediately re-inflicted and the symbiote enforces its Ego complication to make sure that it does not happen again.
Item Slot: While attached, the symbiote usually counts as a body slot for the purposes of other magical items. Due to the fact that symbiotes are attached to their host, they cannot be stolen (through the Steal maneuver or Sleight of Hand use) and they can not be disarmed.
Special: Some symbiotes have a (partial) after their body slot descriptor. These symbiotes can be worn multiple times, one for each of the body slot the host has. For example, a human commoner has two hands. He may wear an eldritch claw and a flame glove (as each takes up a partial hands slot) but could not wear either in combination with angel claws (as angel claws take up the entire hands slot).
Telepathy (Ex): While attached, a symbiote can communicate telepathically with their host if their host has a language.
Locked Benefits: All symbiotes have Locked Benefits( Some symbiotes cannot be improved upon later, after their creation. The process of re-enchanting cannot be used on them, without effectively destroying the entire item and rebuilding the item from scratch.
Locked Size: All symbiotes have a Locked Size (Some symbiotes do not change size when applied to a new owner, similar to how a magic weapon is set to specific size category. By default, all symbiotes are assumed to be for Medium sized owners, unless stated otherwise. Making a symbiote for a different sized owner does not change the pricing, time or process.
Recovery: Recovering a symbiote from a slain enemy is a little tricky. If the host dies due to an area effect or an effect that destroys the body, like Disintegrate, all symbiotes immediately get any appropriate saving throws or checks, using the host's appropriate modifier, to resist as they detach. If successful, they are treated as separate creatures in any adjacent square to the host, as desired, resolving the initial effect normally. Otherwise, they die with the host.
Caster Level: The appropriate caster level to grow the symbiote; Price: The price of the symbiote, in gold pieces.
Requirements: Craft Symbiote; Skill: Knowledge (Occult) ranks and DC to make the symbiote; Cost: 1/2 the Price in gold pieces.
Special
Designing New Symbiotes:
Designing a new symbiote is based on the process of designing an intelligent enchanted item, but with some added steps. For ease of reference, follow the steps below.
Designing the Core Item:
First and foremost, symbiotes are permanent enchanted items. When designing a symbiote from scratch, start with designing the standard permanent magical item that they are supposed to duplicate, but following the limitations below.
-Symbiotes must be set to a specific size category for the host. By default, all symbiotes are assumed to be created for a Medium size host.
-Symbiotes cannot be based on firearms, alchemical weapons or any weapon that cannot be wielded (like a siege weapon). If the symbiote is based on a ranged weapon, the Returning special weapon quality (for thrown weapons) or the Endless Ammunition special weapon quality (for any other kind of ranged weapon) must be included.
-Symbiotes cannot be based on items that cannot be worn or wielded.
-Symbiotes cannot be based on items that have a finite number of charges or uses.
-Symbiotes cannot be based on any item that provides any kind of sacred bonus, any effect or quality that would make the symbiote good aligned or any effect or quality that targets aberrations for additional damage or additional negative effects, like Bane (Aberration).
-Symbionts that are created after weapons or armor do not need to have the minimum +1 enchantment bonus to have a special quality.
From this design, you will have the symbiote's magic item slot (or slotless), the starting price, the caster level and the spells and other requirements, as well as the intended host's size category.
Applying Intelligence & Ego:
All symbiotes are considered intelligent items, following the normal rules for intelligent items (Corebook, pg. 532), with the following requirements.
-The standard cost of 500 gp for being an intelligent item is not applied to symbiotes.
-All symbiotes have the same alignment as their creator.
-All symbiotes have a special purpose, as per the intelligent items rules. This special purpose is to serve and protect the host.
-All symbiotes get Telepathy (but only with the host), Senses (60') and Darkvision without increasing the cost. Likewise, all symbiotes can understand all languages spoken by their host.
-Any increases to Intelligence, Wisdom, Charisma or Ego, or other special powers, occurs during this step. Unlike standard intelligent items, any saving throw DCs for spells, psionics or supernatural abilities is always based on the symbiote's Charisma score, not its highest mental attribute.
-All symbionts have the a flaw where if they are not attached to a host for 24 hours, their alignment immediately changes to Lawful Evil and their special purpose immediately changes to "Kill all non-aberrations in sight"
-Between the special purpose and the included Telepathy, all symbiotes have a minimum Ego score of 3.
By the end of this step, you will have the final price, mental attributes and final Ego of the symbiote.
Creating the Creature:
While all symbiotes are considered intelligent items, they are also aberrations with the symbiote subtype. Using the item slot that the symbiote occupies and the size category for the intended host, determine the actual size category for the symbiote on the table below.
Item Type |Size Category Modifier| Size for Medium Host
Slotted Items
Head | Size -3 | Diminutive
Headband | Size -3 | Diminutive
Eyes / Face | Size -4 | Fine
Shoulders | Size -1 | Small
Neck | Size -3 | Diminutive
Chest | Size -1 | Small
Body | Size -1 | Small
Belt | Size-2 | Tiny
Wrist | Size -3 | Diminutive
Hand | Size -3 | Diminutive
Ring | Size -4 | Fine
Feet | Size -2 | Tiny
Armor |
Light | Size -1 | Small
Medium | Size -1 | Small
Heavy | Size -0 | Medium
Shields |
Buckler | Size -2 | Tiny
Light | Size -1 | Small
Heavy | Size -1 | Small
Tower | Size -0 | Medium
Weapons |
Light | Size -2 | Tiny
One-Handed| Size -1 | Small
Two-Handed| Size -0 | Medium
Slotless / Other| Size -3 to Size -2 | Diminutive to Tiny
Once you have the size category for the symbiote, use the following table for initial physical attributes of the symbiote. By default, symbiotes use the Poor Movement rate listed, but if the type of magical item that the symbiote is inherently flexible and snake-like (whips, spiked chains, cloaks, gloves, belts, etc), use the Good Movement rate instead.
Symbiont Size Category| STR| DEX| CON| Natural Armor Bonus| Good Movement| Poor Movement| Stealth Size Modifier|
Fine |1 |18 |8 |+0 |5' |1' |+16
Diminutive |1 |16 |8 |+0 |10' |1' |+12
Tiny |2 |14 |8 |+1 |15' |1' |+8
Small |6 |12 |8 |+1 |20' |5' |+4
Medium |10 |10 |10 |+2 |30' |5' |+0
Large |18 |8 |14 |+4 |40' |10' |-4
Huge |26 |6 |18 |+7 |50' |10' |-8
Gargantuan |34 |6 |22 |+11 |60' |15' |-12
Colossal |42 |6 |26 |+16 |80' |20 '|-16
As aberrations, symbiotes use a d8 Hit Die and every symbiote starts with a number of Hit Dice, based on the the table below. Divide this starting HD by 2 for each size category the intended host is smaller than Medium, to a minimum of 1. Multiply this starting HD by 2 for each size category the intended host is larger than Medium. Symbiotes based on armor, shields or weapons get an additional +2 HD for each +1 enchantment bonus they have.
Item Type | Starting HD
-Chest |2
-Body |2
-Shoulders |2
All Other Slotted Items|1
Armor |1 HD per Mundane Armor Bonus
Shields |
Buckler |1
Light |2
Heavy / Tower |4
Weapons |
Light / One-Handed |1
Two-Handed |2
Slotless / Other |1
As aberrations, symbionts have a medium BAB (3/4 HD), poor Fortitude and Reflex saves (1/3 HD) and good Will saves (2 + 1/2 HD). Likewise, they increase their attributes at the normal rate (1 point per 4 HD), but can only spend those attribute points on Strength, Dexterity and Constitution. Any improvements to Intelligence, Wisdom or Charisma needs to be done as part of the Applying Intelligence & Ego step (see above). If the enchanted item that the symbiont is based on grants an attribute bonus, then the symbiont has that attribute bonus as well.
Symbionts get feat slots at the normal rate (1 at the first HD, plus 1 ever 2 HD thereafter). Typically, symbionts choose the following feats: Alertness, Dodge, Improved Initiative, Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus, Toughness and Weapon Finesse. The host does not get the benefit of these feats. If the enchanted item that the symbiont is based on grants bonus feats to the host, then the symbiont has those feats as well, even if it does not qualify for them.
Symbionts get skill ranks equal to 4 + its Intelligence modifier per HD, with following skills as class skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (Planes), Perception, Spellcraft, Stealth, Survival and Swim. Symbionts always put the first rank from any Hit Dice into Stealth and the second, if available, into Perception. If the enchanted item that the symbiont is based on grants skill ranks or modifiers, then the symbiont has them as well.
Symbionts usually get a bite attack, appropriate for their size category. Symbionts that are based on ranged weapons or flexible melee weapons (claws, whips, spiked chains) have those type of attacks and are considered proficient with them. Any special ability that the symbiont grants the host (resistance bonus to saving throws, deflection bonus to AC, new or better movement rate, spell-like abilities, supernatural abilities, etc) that does not require a minimum size category or the ability to communicate to use, the symbiont has as well.
If a symbiont is capable of generating a spell, power, spell-like ability or psi-like ability, it uses the caster level of the item it is based on, not the HD of the symbiont itself.
Final Details:
-All symbiotes must inflict 1 point of attribute damage to the host when attached. This attribute damage is what sustains the symbiote. By default, the chosen attribute is Constitution, but if the symbiote provides an attribute bonus, it never inflicts damage to the attributes receiving the bonus. A different attribute can be chosen, but it must fit with the theme and the body slot of the symbiote, usually choosing Strength or Dexterity for weapons, armor or items in the hands, wrists, chest, body, belt and feet slots, Wisdom or Intelligence for items in the head, headband, neck, shoulders or ring slots, or Charisma for items in the eyes / face slot.
-The final CR of the symbiote is largely inconsequential to use of the symbiote, but unless the symbiote has a good movement rate and/or access to ranged attacks, it should be 1 to 2 CR less than a normal aberration of the same hit dice.