Epic Ideas #1: The Sym…

Welcome to Epic Ideas. Normally on Mondays, we only do Tips for Players or Epic ideas. But, since this is the launch article, we’re doing both in the same day!

Today’s Epic Idea stems from a few races and monsters I’ve seen around that I’ve always found interesting. From Doctor Who, all the way to the Simic of Magic: The Gathering fame.

What I’ve decided to toy around with is for Pathfinder, but should translate into any system rather easy. I introduce to you,

The Sym

Outsiders. The Sym enter the material plane through portals, cracks, and slips between the barriers of worlds. They mimic and trade traits of those around them in order to better themselves. Legend has it that they are born and mutated from Dopplegangars; their true origin being unknown.

They come in a variety of color, but all are humanoid. From the vibrant purple and blues of the Astral Sea, to the rich vibrant orange of the elemental planes. Where the Sym go, they are keen to stand out. They are stunning and beautiful. Seeming like an otherworldly colorful version of elves and eldarin. They use this alluring ability to draw powerful allies nearby. With powerful allies, they too become stronger. The stronger the ally, the stronger the Sym. As many scholars have determined, the Sym get their name from the common tongue “Symbiotic”, as is their relationship with whom they party with.

Sym Racial Traits (15 Racial Points)

  • Ability Scores: +2 Charisma +2 Wisdom, -2 Strength
  • Size: Medium
  • Origin: Outsider
  • Speed: 30ft
  • Linguistic: Sym begin play with Common and one other language, often whichever native language their predominant ally speaks.
  • See in Darkness: This race can see in darkness of any kind, including that created by spells like deeper darkness.
  • Seducer: Members of this race add +1 to saving throw DCs for their spells and spell-like abilies of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use Charm Person once per day as a spell-like ability. (Caster level is equal to character level.)
  • Symbiotic Touch: Once per day a Sym can attempt to make a successful melee touch attack on a creature. If successful, the Sym gains 2 points to an ability score that is the highest of the creature they touched. In return, the creature gains the same benefit from the Sym. This effect lasts for 1d4 rounds. For every fourth level the score adjustment goes up by one, and the duration increases in one dice step (1d4 to 1d6, etc…) Example: The Sym touches a rogue and gains a +2 to Dexterity (highest score) for 1d4 rounds, and the rogue gains +2 to Wisdom(highest score) for the same duration as the Sym.
  • Symbiotic Relationship: After each extended rest, a Sym may declare one of its friendly allies as his Symbiote. The ally must be willing. The two can then spend 15 minutes bonding with eachother, a meditative ritual that must not go interrupted. When this is done, the ally may give a bonus to an ability score of the Sym equal to their own bonus in that score, and the Sym may do the same for a completely different ability score (it must be a different one). For example; The Sym wishes to ally with the Sorcerer who has 20 in Charisma, making for a +5 bonus. And the Sorcerer wishes to borrow from the Sym’s Wisdom which is an 18 with a +4 bonus. So the Sym gets +5 to Charisma, and the Sorcerer gets +4 to Wisdom.  
  • Shared Pain: While the symbiotic relationship is an amazing bonus, it also suffers from a severe drawback. Any damage recieved by either person bonded, is halved and dealt to their bond. If the Sym takes 10 damage and is bonded, it takes 5 instead and so does the bonded ally. Same is true vice versa. If either of them is hit by any effect, the other must make the same saving throw or also fall victim for half the duration, rounded up. Finally, if one falls unconsious, the other must make a will save DC15+bonded character’s level. If the Sym is bonded to a 4th level character the DC is 19. If the character fails they also fall unconsious at the end of their next turn.
  • Unfamiliar Objects: Sym are only proficient in simple weapons. The weapons of the material world are often foreign to them, though they can easily learn how to use them.

Yes, I do realize how wildly powerful this can be, so GM’s be weary. After all, this is just an Epic Idea I had. I’m sure we can fine tune this and make it more balanced. If you’re interested in doing so, please comment below!

You can also vote in our weekly poll. As always… Look! Sleeping people! ~Vexar


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