Symbiote Prestige Class by David Koon
Symbiote
Game Rule Information:
Hit Points: d12
Class Skills: Concentration, Perception, Survival, and Treat Injury
Skill Points at Each Level: 2 + INT modifier
Weapon and Armour Proficiency: The Symbiote gains no new proficiencies.
Pre-requisites: Quay (Kriqua or Luhus clan), CON 18 or higher, Level 5, Toughness
Game Rule Information:
Hit Points: d12
Class Skills: Concentration, Perception, Survival, and Treat Injury
Skill Points at Each Level: 2 + INT modifier
Weapon and Armour Proficiency: The Symbiote gains no new proficiencies.
Pre-requisites: Quay (Kriqua or Luhus clan), CON 18 or higher, Level 5, Toughness
Special Abilities:
Light Kiroy Armor: The coral, having successfully bonded to the Quay, forms a light covering over most of the Quay’s vital organs, providing DR 3/3. May not be stacked with other armors or removed.
Medium Kiroy Armor: The coral has grown considerably, now providing a flexible yet solid covering over the Quay’s entire body, except for the head, legs, and arms. Provides DR 6/6.
Heavy Kiroy Armor: The armor is now an impenetrable shell over the Quay’s torso, and even his arms and legs are covered in a flexible outer layer. Provides DR 10/10.
Ravenous Kiroy Armor: The coral that makes up the armor has developed a taste for energy besides the Quay’s natural radiation. Whenever the Quay would take damage from an energy source (including Kizen powers), any damage that would be prevented by the Kiroy armor is transmuted into hit points for the Quay at the end of the turn the damage from the attack is calculated. Example: Symbiote Kroark is hit by a Kizen fire attack, and takes 23 points of damage. His DR for energy is 13, ten points of which come from his armor. So, Kroark takes 10 points of damage. At the end of that turn, Kroark gains ten hit points, provided he is not dead.
Symbiosis I: The Kiroy armor has bonded with the Quay in many strange ways. As a hive lifeform in its own right, it supports the Quay’s own willpower and creates a buzzing effect around the Quay’s mind, making mental assaults much more difficult. The Quay receives a +2 bonus to all Will saves.
Symbiosis II: Exactly the same as Symbiosis I, except the bonus is increased to +4.
Symbiosis III: Exactly the same as Symbiosis I, except the bonus is increased to +6.
Augmentation I: The armor has integrated itself with the Quay’s nervous system, increasing reaction time and reflexes, and with the Quay’s immune system. The Quay receives a +2 bonus to all Reflex and Fortitude saves.
Augmentation II: Exactly the same as Augmentation I, except the bonuses are increased to +4.
Augmentation III: Exactly the same as Augmentation II, except the bonuses are increased to +6.
Parasitism: The coral that makes up the armor of the Symbiote does not bond easily or willingly with its host initially. Disease, resistance, fatigue and other symptoms characterize a Symbiote in their early levels, assuming they survive at all. Symbiotes are initially too weak to exert themselves fully, especially in battle. Also, the coral feeds off of the Quay’s internal radiation produced by Kundanaka, imposing a penalty on the number of rounds a Quay can enter and remain in Kundanaka, if at all. Along with radiation, the coral also must subsist by feeding off the Quay physically, and upon entering the Symbiote prestige class, a Quay sacrifices 50% of their total hit points to feed their new friend. This percentage decreases as the Symbiote becomes larger, more beneficial, and more self sufficient. Example: Kroark has 100 hit points when he becomes a Symbiote. Upon becoming a Symbiote, his HP goes to 50. At the next level of parasitism, his hit points become 65, so on and so forth. Additionally, there is also a CON penalty within the same context, beginning at -8.
In order to continue leveling and gain benefits from the Symbiote prestige classes, the Quay must pass a Fortitude save to see if they level, or in rare cases, to see if they even survive. Upon gaining enough XP to gain a level, the Symbiote makes a fortitude save. If the fortitude save is passed, the level is gained, as are the benefits of the level. If the Fortitude save is failed by fewer than 10 points the character gains an “empty” level; they gain any feats, ability score increases, Kizen points, Kizen powers and action points associated with the level, but they do not gain a new class level, or any class related features. If the fortitude save is failed by 10 or more, a secondary fortitude save (DC 15) must be attempted, which if failed by 10 or more a second time, results in the player’s death immediately. A botched roll will have the same effect, but without the opportunity of a second roll.
Light Kiroy Armor: The coral, having successfully bonded to the Quay, forms a light covering over most of the Quay’s vital organs, providing DR 3/3. May not be stacked with other armors or removed.
Medium Kiroy Armor: The coral has grown considerably, now providing a flexible yet solid covering over the Quay’s entire body, except for the head, legs, and arms. Provides DR 6/6.
Heavy Kiroy Armor: The armor is now an impenetrable shell over the Quay’s torso, and even his arms and legs are covered in a flexible outer layer. Provides DR 10/10.
Ravenous Kiroy Armor: The coral that makes up the armor has developed a taste for energy besides the Quay’s natural radiation. Whenever the Quay would take damage from an energy source (including Kizen powers), any damage that would be prevented by the Kiroy armor is transmuted into hit points for the Quay at the end of the turn the damage from the attack is calculated. Example: Symbiote Kroark is hit by a Kizen fire attack, and takes 23 points of damage. His DR for energy is 13, ten points of which come from his armor. So, Kroark takes 10 points of damage. At the end of that turn, Kroark gains ten hit points, provided he is not dead.
Symbiosis I: The Kiroy armor has bonded with the Quay in many strange ways. As a hive lifeform in its own right, it supports the Quay’s own willpower and creates a buzzing effect around the Quay’s mind, making mental assaults much more difficult. The Quay receives a +2 bonus to all Will saves.
Symbiosis II: Exactly the same as Symbiosis I, except the bonus is increased to +4.
Symbiosis III: Exactly the same as Symbiosis I, except the bonus is increased to +6.
Augmentation I: The armor has integrated itself with the Quay’s nervous system, increasing reaction time and reflexes, and with the Quay’s immune system. The Quay receives a +2 bonus to all Reflex and Fortitude saves.
Augmentation II: Exactly the same as Augmentation I, except the bonuses are increased to +4.
Augmentation III: Exactly the same as Augmentation II, except the bonuses are increased to +6.
Parasitism: The coral that makes up the armor of the Symbiote does not bond easily or willingly with its host initially. Disease, resistance, fatigue and other symptoms characterize a Symbiote in their early levels, assuming they survive at all. Symbiotes are initially too weak to exert themselves fully, especially in battle. Also, the coral feeds off of the Quay’s internal radiation produced by Kundanaka, imposing a penalty on the number of rounds a Quay can enter and remain in Kundanaka, if at all. Along with radiation, the coral also must subsist by feeding off the Quay physically, and upon entering the Symbiote prestige class, a Quay sacrifices 50% of their total hit points to feed their new friend. This percentage decreases as the Symbiote becomes larger, more beneficial, and more self sufficient. Example: Kroark has 100 hit points when he becomes a Symbiote. Upon becoming a Symbiote, his HP goes to 50. At the next level of parasitism, his hit points become 65, so on and so forth. Additionally, there is also a CON penalty within the same context, beginning at -8.
In order to continue leveling and gain benefits from the Symbiote prestige classes, the Quay must pass a Fortitude save to see if they level, or in rare cases, to see if they even survive. Upon gaining enough XP to gain a level, the Symbiote makes a fortitude save. If the fortitude save is passed, the level is gained, as are the benefits of the level. If the Fortitude save is failed by fewer than 10 points the character gains an “empty” level; they gain any feats, ability score increases, Kizen points, Kizen powers and action points associated with the level, but they do not gain a new class level, or any class related features. If the fortitude save is failed by 10 or more, a secondary fortitude save (DC 15) must be attempted, which if failed by 10 or more a second time, results in the player’s death immediately. A botched roll will have the same effect, but without the opportunity of a second roll.