Of all the shattered worlds, none are so bold as the reality from which the symbiants hail. A race unto themselves, symbiants keep no tradition or society that would be recognizable to other races. Instead, they define themselves by the creatures with whom they form a bond. Once bonded, they learn how to protect their ally while growing stronger alongside it.

Not all symbiants bond with creatures the same way. Some act as little more than a unique set of tools to be called upon for help, while others dominate their host, becoming its primary focus. In the end, how much control either the symbiant or its host has is determined with each level of experience gained.

Role: The symbiant is a savage, up close combatant who can dish out damage quickly to groups of nearby enemies. With symbiant techniques, it can become more focused on defense or single target attacks.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 1d6 x 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The symbiant’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table: Symbiant
Level Base Attack Bonus Fort Save Ref Save Will Save Special Savagery Damage (avg)
1st +1 +0 +2 +0 Barrage (5-ft.), savagery, symbiant feat +1d6 (3)
2nd +2 +0 +3 +0 symbiant technique +1d6 (3)
3rd +3 +1 +3 +1 symbiant feat +1d6 (3)
4th +4 +1 +4 +1 Uncanny Dodge +1d8 (4)
5th +5 +1 +4 +1 Innocuous Spawn +1d8 (4)
6th +6/+1 +2 +5 +2 Barrage (10-ft.), symbiant technique +1d8 (4)
7th +7/+2 +2 +5 +2 Subtlety 2/day +1d8 (4)
8th +8/+3 +2 +6 +2 Damage reduction 1/– +1d10 (5)
9th +9/+4 +3 +6 +3 Improved uncanny dodge, symbiant feat +1d10 (5)
10th +10/+5 +3 +7 +3 symbiant technique +1d10 (5)
11th +11/+6/+1 +3 +7 +3 Barrage (+2), damage reduction 2/– +1d10 (5)
12th +12/+7/+2 +4 +8 +4 Camouflage +2d6 (7)
13th +13/+8/+3 +4 +8 +4 Fast healing, subtlety 3/day +2d6 (7)
14th +14/+9/+4 +4 +9 +4 Damage reduction 3/–, symbiant technique +2d6 (7)
15th +15/+10/+5 +5 +9 +5 symbiant feat +2d6 (7)
16th +16/+11/+6/+1 +5 +10 +5 Barrage (+4) +2d8 (9)
17th +17/+12/+7/+2 +5 +10 +5 Damage reduction 4/– +2d8 (9)
18th +18/+13/+8/+3 +6 +11 +6 symbiant technique +2d8 (9)
19th +19/+14/+9/+4 +6 +11 +6 Fast healing (regeneration), subtlety 4/day +2d8 (9)
20th +20/+15/+10/+5 +6 +12 +6 Damage reduction 5/–, symbiant feat +2d10 (11)

Class Features

The following are class features of the symbiant.

Weapon and Armor Proficiency

A symbiant is proficient with all simple weapons, as well as light armor, but not with shields.

Barrage (Ex)

All symbiants have the ability to separate themselves temporarily from their host to lash out at nearby enemies. As a full-round action, a symbiant can deal damage with a natural attack or unarmed strike to each of its enemies within 5 feet of it. The symbiant chooses which type of attack to use on each creature, so it can use bite against 2 enemies, or bite one and use a tendril on another, for example.

Enemies in the symbiant’s barrage receive a Reflex save (DC 10 + the symbiant’s base attack + its Strength or Dexterity modifier) to negate the damage and ignore any effects. A creature that rolls a natural 1 on its save takes extra damage as if the symbiant had confirmed a critical hit with the attack.

At 6th level, the symbiant’s barrage can be used out to 10 feet, but enemies 10 feet away receive a +2 bonus on the saving throw.

At 11th level, the symbiant adds +2 to the saving throw DC of its barrage.

At 16th level, the symbiant adds another +2 (+4 total) to the saving throw DC of its barrage.

Savagery (Ex)

When a symbiant lashes out, it can focus its strength into one attack, potentially dealing more damage to its target. Once per turn, when it hits with a natural attack or unarmed strike, the symbiant can deal 1d6 extra damage as a free action. If using barrage, the symbiant can choose one creature that fails its saving throw to take this extra damage. Savagery damage is multiplied on a critical hit.

Symbiant Feats

At 1st level, the symbiant gains a symbiant feat of its choice as a bonus feat. It gains an additional symbiant feat at 3rd, 9th, 15th, and 20th level.

Symbiant Techniques

Beginning at 2nd level, a symbiant and its host can learn specialized techniques used to perform new attacks or improve existing abilities. The symbiant chooses 1 symbiant technique at 2nd level, and additional techniques at 6th level and every 4 levels thereafter, to a maximum of 5 techniques at 18th level.

A full list of symbiant techniques can be found here.

Uncanny Dodge (Ex)

Starting at 4th level, a symbiant can react to danger before its senses would normally allow it to do so. The symbiant cannot be caught flat-footed, nor does it lose its Dex bonus to AC if the attacker is invisible. The symbiant still loses its Dexterity bonus to AC if immobilized. A symbiant with this ability can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against it.

If a symbiant already has uncanny dodge from a different class, it automatically gains improved uncanny dodge (see below) instead.

Innocuous Spawn (Ex)

At 5th level, as a standard action, a symbiant can create a non-sentient clone of itself that it can apply to or remove from another creature or object as a move action, granting the target the fire and sonic vulnerability racial trait and up to 4 race points’ worth of symbiant racial traits possessed by the symbiant. The spawn dies after 24 hours unless it is reabsorbed by the symbiant. If a spawn dies or its host is killed or destroyed, the symbiant suffers 1 point of Constitution damage and cannot use innocuous spawn for 1 week.
Creatures targeted by an innocuous spawn receive a Will save (DC 10 + half the symbiant’s level + its Constitution modifier) to resist bonding with it, but the effect is typically harmless.
The symbiant can have a number of spawns active at a time equal to its Constitution modifier (minimum 1). The spawn does not count as a symbiant itself.

Subtlety (Ex)

At 7th level, the symbiant can roll a Stealth check twice and pick either result. It can do this twice per day at 7th level, three times per day at 13th, and up to four times per day 19th. The symbiant must decide to use this ability before attempting the check.

Damage Reduction (Ex)

At 8th level, a symbiant gains Damage Reduction. Subtract 1 from the damage the symbiant takes each time it is dealt damage from a weapon or a natural attack. At 11th level, and every three symbiant levels thereafter (14th, 17th, and 20th level), this Damage Reduction rises by 1 point. Damage Reduction can reduce damage to 0 but not below 0.

Improved Uncanny Dodge (Ex)

At 9th level and higher, a symbiant can no longer be flanked. This defense denies a rogue the ability to sneak attack the symbiant by flanking it, unless the attacker has at least four more rogue levels than the target has symbiant levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Camouflage (Ex)

At 12th level, a symbiant can use the Stealth skill to hide, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex)

A symbiant of 17th level or higher can use the Stealth skill even while being observed.

Fast Healing (Su)

At 13th level, a symbiant gains fast healing 2 for a number of rounds per day equal to its symbiant level. At 19th level, this becomes regeneration 2. Fire and sonic damage negate the symbiant’s fast healing and regeneration for 1 round.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have symbiant as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Dwarf Gain a +1/6 dodge bonus bonus to AC. BoMTv3
Elf Gain a +1/5 bonus on saves against enchantment spells and effects. BoMTv3
Gnome Gain a +1/5 bonus on saves against illusion spells and effects. BoMTv3
Half-Elf Gain a +1/2 bonus on skill checks made with the skill chosen with adaptability. BoMTv3
Half-Orc Add 1 to the damage a creature takes when it saves against barrage, up to half the total damage that would be dealt on a failed save. BoMTv3
Halfling Gain a +1/3 bonus on all saving throws against fear. BoMTv3
Human Add savagery to 1/6 additional attacks made each round. BoMTv3
Section 15: Copyright Notice

The Book of Many Things Volume 2: Shattered Worlds. © 2019, Samurai Sheepdog; Authors: Kevin Glusing, Aaron Hollingsworth

scroll to top