Post by cvasquez on Oct 20, 2020 16:22:13 GMT
You're an alien parasite whose only real power is the ability to empower other people until you eventually kill them due to draining all the adrenaline out of their body. Might as well get good at it.
Tier 1
Restrained Symbiosis - You've learned how to not give your all to your hosts. Namely, your negative stats. Your negative stats no longer affect your host.
Attunement - Every symbiote chooses a path. Choose either Deftness, Vitality, Intelligence, or Perspicacity. Gain X to that stat, based off of class level.
Tier 2
Bio-Manipulator - You can manipulate your body into so many useful shapes and sizes! Particularly weaponry. Weaponry is useful. While using your body as a weapon, you get a one point bonus to your combat rolls. You can control the shape of your appendage, but it cannot become a ranged weapon. Once per encounter, you may use your primary stat for your weapon.
Guardian Attunement - Once per day, you may take an attack meant for your host based off of your primary stat for defense.
Tier 3
Symbiotic Feeding - Once per mission, upon detatching from a host, you may carry on their racial abilities unto your next host. What, did you really think you can't remember the genetic make-up of some shmoe you were just connected too?
Perfect Disguise - You may receed from your host so people don't notice, but, as immedaite reaction to hostile action you can re-cover them to help defend your squishy host from inevitable death.
Tier 4
'Self'-Sustanence - Sometimes being someone's literal skin-tight suit leaves you damaged and hurt. Well, you figured out a way to fix that! Attempt to drain your host of some of their life energy to restore your blob-y form! This action only affects life energies, spiritual and undead will not work. Based off of Vitality, if successful, drain a small amount on DM discretion.
Warrior Attunement - Once per day, you may empower your host's next attack based off of your primary stat for offense.
Tier 5
True Symbiosis - You've started going along the path needed to obtain your true potential... Or rather, obtain the true potential of an ally, even if it must be done by force, you know what they need to do in order to survive. Once per day, you may attempt to wretch control from your host for 1d2 turns and have entire control over their form. This roll is based off of your primary stat, and targets Vitality unless the host has a defense of their own. If the host willingly accepts you taking control, you may instead add 1.25x unto all of your host's rolls for 1d2 turns. When you run out of turns, you are forced to -leave- your host as you have used too much energy in doing this and can not latch unto them again for as many turns as you took control or gave power.
Attunement (Bonus) - Gain X/2 where X is one of the two previous stats that have not been chosen in the first tier of Attunement. X is based off of this class' level.
Tier 6
Bio-Manipulator (Bonus) - Your body is much more flexible than even you could know before, and with it comes many applications. You may now morph yourself into different tools, such as handsaws to screwdrivers to anything that can be considered a non-technologically advanced tool. As a bonus, you may now attempt to morph into a key into any normal lock on a normal door (excluding futuristic locks that don't use keys, of course). Roll Intelligence for attempting this, success is based off of the difficulty and craftsmanship of the lock. Oh, if making tools is this simple, what about combat? You may now use your primary stat for attacks twice per encounter.
Tier 1
Restrained Symbiosis - You've learned how to not give your all to your hosts. Namely, your negative stats. Your negative stats no longer affect your host.
Attunement - Every symbiote chooses a path. Choose either Deftness, Vitality, Intelligence, or Perspicacity. Gain X to that stat, based off of class level.
Tier 2
Bio-Manipulator - You can manipulate your body into so many useful shapes and sizes! Particularly weaponry. Weaponry is useful. While using your body as a weapon, you get a one point bonus to your combat rolls. You can control the shape of your appendage, but it cannot become a ranged weapon. Once per encounter, you may use your primary stat for your weapon.
Guardian Attunement - Once per day, you may take an attack meant for your host based off of your primary stat for defense.
Tier 3
Symbiotic Feeding - Once per mission, upon detatching from a host, you may carry on their racial abilities unto your next host. What, did you really think you can't remember the genetic make-up of some shmoe you were just connected too?
Perfect Disguise - You may receed from your host so people don't notice, but, as immedaite reaction to hostile action you can re-cover them to help defend your squishy host from inevitable death.
Tier 4
'Self'-Sustanence - Sometimes being someone's literal skin-tight suit leaves you damaged and hurt. Well, you figured out a way to fix that! Attempt to drain your host of some of their life energy to restore your blob-y form! This action only affects life energies, spiritual and undead will not work. Based off of Vitality, if successful, drain a small amount on DM discretion.
Warrior Attunement - Once per day, you may empower your host's next attack based off of your primary stat for offense.
Tier 5
True Symbiosis - You've started going along the path needed to obtain your true potential... Or rather, obtain the true potential of an ally, even if it must be done by force, you know what they need to do in order to survive. Once per day, you may attempt to wretch control from your host for 1d2 turns and have entire control over their form. This roll is based off of your primary stat, and targets Vitality unless the host has a defense of their own. If the host willingly accepts you taking control, you may instead add 1.25x unto all of your host's rolls for 1d2 turns. When you run out of turns, you are forced to -leave- your host as you have used too much energy in doing this and can not latch unto them again for as many turns as you took control or gave power.
Attunement (Bonus) - Gain X/2 where X is one of the two previous stats that have not been chosen in the first tier of Attunement. X is based off of this class' level.
Tier 6
Bio-Manipulator (Bonus) - Your body is much more flexible than even you could know before, and with it comes many applications. You may now morph yourself into different tools, such as handsaws to screwdrivers to anything that can be considered a non-technologically advanced tool. As a bonus, you may now attempt to morph into a key into any normal lock on a normal door (excluding futuristic locks that don't use keys, of course). Roll Intelligence for attempting this, success is based off of the difficulty and craftsmanship of the lock. Oh, if making tools is this simple, what about combat? You may now use your primary stat for attacks twice per encounter.