Expert Climber (4 RP): Requires Climber The symbiant can cling to cave walls and even ceilings as long as the surface has hand- and footholds In effect, it is treated as being constantly under the effects of a non-magical spider climb spell, save that the symbiant cannot cling to smooth surfaces This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus) Jumper (2 RP): Some symbiants are always considered to have a running start when making Acrobatics checks to jump Offense Traits Claws (2 RP): The symbiant gains claw attacks which each deal 1d4 slashing damage on a hit These are primary attacks, or secondary attacks (made at a –5 penalty) if the symbiant is also wielding a manufactured weapon If this grants the symbiant three or more natural attacks, it qualifies for the Multiattack feat Frenzy (2 RP): When the symbiant takes damage, it flies into a frenzy for minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC Tendril (2 RP): The symbiant can make a melee attack out to 10 feet with a long, sticky tendril This is a secondary attack (made at a –5 penalty) A creature hit by this attack cannot move more than 10 feet away from the symbiant and takes a –2 penalty to AC as long as the tendril is attached (this penalty does not stack if multiple tendrils are attached) The tendril can be removed by the target or an adjacent ally by making an opposed Strength check against the symbiant as a standard action or by dealing points of damage to the tendril (AC 11, damage does not reduce the symbiant’s hit points) The symbiant cannot move more than 10 feet away from a creature stuck to its tendril, but it can release its tendril from the target as a free action A symbiant can only have one creature attached to its tendril at a time This trait can be taken up to two times The second time it is taken, the symbiant gains the ability to pull a creature attached to its tendril feet toward it as a swift action Senses Traits Life Sense (3 RP): The symbiant does not need to make Perception checks to pinpoint the location of living, breathing creatures within 30 feet of it Those creatures still benefit from cover and concealment if it cannot see them Symbiant Class 194 The symbiant class is available to any symbiant Some of its class features can also be gained by members of other classes in place of their own, provided the character is a symbiant 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 Symbiant Class Features All of the following are class features of the symbiant Weapon and Armor Proficiencies: 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 feet of it The symbiant chooses which type of attack to use on each creature, so it can use bite against 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 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 their 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 (Ex): 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 symbiant technique at 2nd level, and additional techniques at 6th level and every levels thereafter, to a maximum of techniques at 18th level A full list of symbiant techniques can be found at the end of this section Uncanny Dodge (Ex): At 4th level, a symbiant gains the ability to react to danger before its senses would normally allow it to so It cannot be caught flat-footed, nor does it lose its Dex bonus to AC if the attacker is invisible It still loses its Dexterity bonus to armor class if immobilized A symbiant with this ability can still lose its Dexterity bonus to armor class if an opponent successfully uses the feint action 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 Table: Symbiant Alternate Class Features Class Feature Bonus Combat Feats Combat Style Feats Flurry Hunter’s Bond Nature’s Bond Rage Powers Rogue Talents Speed Powers Spellcasting Trapfinding Trap Sense Weapon Training Replaced With Symbiant Techniques Symbiant Techniques Barrage Innocuous Spawn Innocuous Spawn Symbiant Techniques Symbiant Techniques Riot Symbiant Spells Subtelty Camouflage, Hide in Plain Sight Barrage