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Made for everyone!

:D

Symbiote

Symbiote
After some mixture of terrible and incredible luck, you have fused with some form of a
parasite, be it magical or biological in nature. Sprouting strange limbs, spreading
disease, and other strange new powers have suddenly become at your disposal.

KEY ABILITY HITPOINTS


CONSTITUTION 8 plus Consitution Modifier

At first level, you gain an ability boost to Constitution. You increase your hitpoint maximum by this amount at
level 1 and every level thereafter.

During Combat Encounters… Initial Proficiencies


At 1st level, you gain the following
You draw upon the talents granted to your body and mind by your listed proficiency ranks.
symbiotic relationship to take on your foes and spread your parasite and
contagion
Perception
During Social Encounters… Trained in Perception
You often use your knowledge of infection and how people connect to
your advantage. Saving Throws
Trained in Fortitude

While Exploring… Trained in Reflex

Your abilities granted to you by your parasite allows you to adapt to a Trained in Will
myraid of situations.
Skills
In Downtime… Trained in Survival

You might spend a lot of time experimenting with your own body and Trained in one skill depending on
spreading your contagion. your parasite
Trained in a number of additional
You Might… skills of your choice equal to your
Be a mad scientist whose experiments went wrong Intelligence modifier plus 3
Came from a land influenced by some outer plane with a bonded
being Attacks
Have been implanted with the parasite by an enemy Trained in simple weapons

Trained in unarmed attacks


Others Probably…
Find your appearance frightening or pitiful
Defenses
Find your abilities disturbing or fascinating, and either shun or study Trained in light armor

you intensely. Trained in medium armor

Trained in unarmored defense

Spells
Trained in symbiote class DC
Made for everyone! :D

Symbiote

TABLE 1-1: SYMBIOTE ADVANCEMENT The saving throw for your contagion by default is
Your Fortitude. Unless otherwise changed by a new
Level Class Features
symptom or feat, interval times for your contagion
Ancestry and Background, contagion, initial stages are 1 round, and your contagion has a
1 proficiencies, parasite origin, proliferation spells,
symbiote feat maximum duration of 1 minute. However, a key
difference for your contagion compared to other
2 Symbiote feat, skill feat
diseases is that your additional exposures do cause
3 Skill increase, general feat
additional saving throws, but these additional saving
4 Symbiote feat, skill feat
throws while afflicted can never improve the target
5 Alertness, ability boosts, ancestral feat, weapon
expertise, skill increase creature's current affliction stage. Failing the initial
6 Symbiote feat, skill feat saving throw against a new exposure increases the
Defensive evolution, additional stage, general feat, stage by 1 (or by 2 if you critically fail) without
7 weapon specialization, skill increase affecting the maximum duration, like a poison.
8 Symbiote Feat, skill feat
Ancestral feat, mutable weakness, symbiote EXPOSE
9 expertise, skill increase
SYMBIOTE
10 Ability boosts, symbiote feat, skill feat
11 general feat, additional stage, skill increase You determine a correct method of assault to ensure a
12 Symbiote feat, skill feat definite exposure to your contagion. Make a Strike
13 Ancestral feat, medium armor expertise, perfected with a unarmed attack or weapon that can deliver
defensive evolution, weapon mastery, skill increase
your parasite's persistent damage. On a success, you
14 Symbiote feat, skill feat
expose the target creature to your contagion and
15 Ability boosts, adapted defense, general feat, greater
weapon specialization, skill increase inflict a -1 circumstance penalty to that saving throw
16 Symbiote feat, skill feat against your contagion, and on a critical success, the
17 Ancestral feat, powerful proliferation, skill increase creature additionally treats that saving throw against
18 Symbiote feat, skill feat your contagion as 1 degree worse.
19 Critical exposure, medium armor mastery, general
feat, skill increase Symptoms
20 Ability boosts, symbiote feat, skill feat At level 1, you may select symptoms that fill in for the
stages of your disease. Some symptoms may be
Class Features dependent on the origin of your parasite, feats, or
both. Once the symptoms for the stages are selected,
Ancestry and Background
they cannot be changed, with the following exception:
In addition to what you get from your class at 1st

whenever you level up, you can choose to swap out up


level, you have the benefits of your selected ancestry

to 2 symptoms for any of your stages of your


and background.
contagion. In addition, you can spend 1 week of
Initial Proficiencies downtime to swap out 1 symptom for any of your
stages of your contagion. You can only use a symptom
At 1st level, you gain a number of proficiencies that

whose level is equal to or lower than your level. You


represent your basic training. These proficiencies are

cannot select the same sypmtom for different stages.


noted at the start of this class.
At level 7, you unlock the ability to add a 4th stage to
Contagion your disease, with some new symptoms being
Aside from your parasite's basic capabilities and available for 4th stage and later. At 11th level, you
physical manifestations, your parasite carried with it a unlock the ability to add a 5th stage to your
contagion that you can spread to other creatures. You contagion, with certain symptoms being only available
become a carrier of a unique disease whose save DC is to the 5th stage. Also, any valued condition always
equal to your class DC, and it starts with 3 stages. The goes down by 1 at the end of the afflicted creature's
first stage's effect is determined by your parasite's turns, with the exception of drained and sickened
origin. You expose a creature to your contagion by which behave as normal, e.g. clumsy 2 becomes
either Striking a creature that is already affected by clumsy 1 at the end of the afflicted creature's turn,
your parasite's persistent damage with an unarmed unless specified otherwise by a feat or symptom.
attack, or you perform the Expose action.
Proliferation Spells
As a symbiote, your parasite has made a some form of
an arrangement with you with one goal in mind:
proliferation. While the bonding process left both of
you emanciated, you do retain a certain Proliferation
Spell depending on your parasite. The type of parasite
that inhabits
Made for everyone! :D within you also determines what
spellcasting tradition you use for your proliferation
Symbiote
spells. In order to use your Proliferation Spell, the
target creature must be either willing, or they are
currently under the effects of your contagion or your
Parasite Origins parasite's persistent damage. Proliferation spells are a
type of Focus spell, and follows the sames rules as
Helminth Parasite Outsider Influence
other focus spells. You gain 1 Focus point added to
your pool.
Through some form of interaction with a dangerous Through an experience with some esoteric being, you
and rare creature, or some curse, you are now find yourself permanently under the influence of the
permanently bonded with a parasite that has given occult. This influence is a part of your natural
you a closer relationship with the natural powers of existence now, but it is terrifying to others. Whenever
the world. This creature, while harmless to you now, you wish to infect another creature and you
is dangerous and harmful to others. Whenever you successfully Strike it with an unarmed attack, the
successfully Strike a creature with an unarmed Strike, influence spreads to the creature's mind, dealing
the helminth parasite wrecks havoc within their body, persistent mental damage equal to half your level
dealing persistent bleed damage equal to half your (minimum 1). You parasite also takes a physical
level (minimum 1). One of your arms swells and manifestation on your body. One of your arms grows
becomes as hard as stone, though imobile. You lose to be a tentacle, giving you a new unarmed attack
the ability to hold an item with the limb. You can use with the grapple and trip traits that does 1d6 damage.
an action to lift your arm to defend yourself, granting Your spell tradition is Occult and are trained in
you a +2 circumstance bonus to AC. Attacks made Occultism, and you learn the Mind Fog Proliferation
with this limb ignore Hardness of objects made out of Spell. You become expert in Will and Fortitude saving
wood or stone, deal 1d8 bludgeoning damage, and throws, and treat Will and Fortitude as your primary
have the shove and forceful traits. Your spell tradition and secondary saving throws, respectively, for the
is Primal and are trained in Nature, and you gain purposes of class features. Your contagion's first stage
access to the Potent Spike Proliferation Spell. You symptom is dazzled.
become expert in Fortitude and Reflex saving throws,
and treat Fortitude and Reflex as your primary and
secondary saving throws, respectively, for the
purposes of class features. Your contagion's first stage
sypmtom is sickened 1.

Divine Partner
Touched by grace through intimate means, your body
has bonded completely with a divine essence. The
bonding process was difficult, however, and so much
of the potential of this new partner has yet to be seen.
Whenever you touch a willing creature, you grant
them fast healing equal to half your level (minimum 1)
for 1 minute. A creature can only benefit from this
blessing once every 10 minutes. This healing is has the
positive trait, and thus cannot be used on undead
creatures. Whenever you successfully Strike an undead
creature with an unarmed attack, you deal persistent
positive damage equal to half your level. You also
grow a small wing out of your shoulder, granting you
some maneurverability in the air, but not flight. You
treat falls as if they were 10 feet shorter, and you
always land on your feet when falling. You also
increase your minimum Leap distance by 5 feet. Your
spell tradition is Divine and are trained in Religion,
and you also gain the Vitality Burst Proliferation Spell.
You become expert in Reflex and Will saving throws,
and treat Reflex and Will as your primary and
secondary saving throws, respectively, for the
purposes of class features. Your contagion's first stage
symptom is enfeebled 1, and undead are no longer
immune to your contagion.
Made for everyone! :D

Symbiote

Stage Symptoms
TABLE 2-1
Level Symptom Prerequisite Stage
1 fatigued - any
1 drained 1 Helminth Parasite any
1 clumsy 1 - any
1 frightened 1 Mental Illness any
1 1d6 damage* - any
1 clumsy 2 - 2 or above
1 drained 2 Helminth Parasite 2 or above
1 frightened 2 Mental Illness 2 or above
1 sickened 2 Helminth Parasite 2 or above
1 enfeebled 2 Divine Partner 2 or above
1 2d6 damage - 2 or above
1 clumsy 3 - 3 or above
1 drained 3 Helminth Parasite 3 or above
1 frightened 3 Mental Illness 3 or above
1 sickened 3 Helminth Parasite 3 or above
1 enfeebled 3 Divine Partner 3 or above
1 3d6 damage - 3 or above
2 flat-footed - any
2 fascinated by contagion source - 2 or above
2 deafened for 1 round - 2 or above
3 stupified 1 Mental Illness any
3 stupified 2 Mental Illness 2 or above
3 stupified 3 Mental Illness 3 or above
4 fatigued, 1d8 damage plus 1d8 every four levels** - any
4 1d10 damage plus 1d10 per 5 levels, -10 foot status penalty to Speeds - any
4 flat-footed - any
4 flat-footed and clumsy 1 - 2 or above
4 1d10 damage plus 1d10 per 5 levels, -15 foot status penalty to Speeds - 2 or above
4 1d10 damage plus 1d10 per 5 levels, -20 foot status penalty to Speeds - 3 or above
4 flat-footed and clumsy 2 - 3 or above
5 3d6 plus 1d6 damage per four levels - any
5 5d6 damage plus 1d6 damage per four levels - 2 or above
5 7d6 damage plus 1d6 damage per four levels - 3 or above
5 blinded for 1 round - 3 or above
6 1d8 damage plus 1d8 damage every four levels, clumsy 1 - any
6 1d8 damage plus 1d8 damage every four levels, stupified 1 Mental Illness any
6 1d8 damage plus 1d8 damage every four levels, sickened 1 Helminth Parasite any
6 1d8 damage plus 1d8 damage every four levels, enfeebled 1 Divine Partner any
6 1d8 damage plus 1d8 damage every four levels, dazzled Outsider Influence any
6 1d8 damage plus 1d8 damage every four levels, drained 1 Helminth Parasite any
6 1d8 damage plus 1d8 damage every four levels, frightened 1 Mental Illness any
6 dazzled, frightened 1 Outsider Influence, Mental Illness 2 or above
6 slowed 1 - 2 or above
7 slowed 2 - 3 or above
7 2d10 damage plus 1d10 per 5 levels, immobilized - 4 or above
7 slowed 3 - 4 or above
Made for everyone! :D

Symbiote

TABLE 2-1 CONTINUED


Level Symptom Prerequisite Stage
7 sickened 4 Helminth Parasite 4 or
above
7 enfeebled 4 Divine Partner 4 or
above
7 frightened 4 Mental Illness 4 or
above
7 clumsy 4 - 4 or
above
7 drained 4 Helminth Parasite 4 or
above
7 flat-footed and clumsy 3 - 4 or
above
7 10d6 damage plus 1d6 damage per four levels - 4 or
above
8 3d8 damage plus 1d8 damage every four levels, slowed 1 - 2 or
above
8 3d8 damage plus 1d8 damage every four levels, clumsy 2 - 2 or
above
8 3d8 damage plus 1d8 damage every four levels, stupified 2 Mental Illness 2 or
above
8 3d8 damage plus 1d8 damage every four levels, sickened 2 Helminth Parasite 2 or
above
8 3d8 damage plus 1d8 damage every four levels, enfeebled 2 Divine Partner 2 or
above
8 3d8 damage plus 1d8 damage every four levels, dazzled Outsider Influence 2 or
above
8 3d8 damage plus 1d8 damage every four levels, drained 2 Helminth Parasite 2 or
above
8 3d8 damage plus 1d8 damage every four levels, frightened 2 Mental Illness 2 or
above
8 dazzled, frightened 3 Mental Illness, Outsider 3 or
Influence above
9 Emits bright light in a 30 foot radius and cannot be invisible, 1 fire damage - any
9 Gain weakness 5 to parasite's damage type for 3 rounds - 2 or
above
9 blind and deafened for 1 round - 4 or
above
10 You hallucinate and see the area around you shift an move. All terrain is treated Mental Illness any
as difficult terrain for you.
10 confused for 1 round Mental Illness 3 or
above
10 fleeing Mental Illness 3 or
above
10 restrained for 1 round Divine Partner 3 or
above
10 You treat all creatures around you as friendly for 2 rounds Outsider Influence, 3 or
Mental Illness above
10 controlled for 1 round Mental Illness 4 or
above
11 creature must spend an action to Step or Stride every round Mental Illness 2 or
above
11 12d6 plus 1d6 every four levels - 5
11 slowed 4 - 5
11 permanently blinded and deafened - 5
11 unconscious - 5
12 4d8 damage plus 1d8 damage every four levels, slowed 2 - 3 or
above
Made for everyone! :D

Symbiote

TABLE 2-1 CONTINUED


Level Symptom Prerequisite Stage
12 4d8 damage plus 1d8 damage every four levels, clumsy 3 - 3 or
above
12 4d8 damage plus 1d8 damage every four levels, stupified 3 Mental Illness 3 or
above
12 4d8 damage plus 1d8 damage every four levels, sickened 3 Helminth Parasite 3 or
above
12 4d8 damage plus 1d8 damage every four levels, enfeebled 3 Divine Partner 3 or
above
12 4d8 damage plus 1d8 damage every four levels, dazzled Outsider Influence 3 or
above
12 4d8 damage plus 1d8 damage every four levels, drained 3 Helminth Parasite 3 or
above
12 4d8 damage plus 1d8 damage every four levels, frightened 3 Mental Illness 3 or
above
12 dazzled, frightened 4 Mental Illness, 4 or
Outsider Influence above
13 Lose any physical resistance - 2 or
above
13 Begin hoarsely coughing, require a DC 5 check to do an action with auditory trait or - 2 or
spells with verbal components for 3 rounds above
14 Must spend an action to perform a Strike every round for 3 rounds Mental Illness 2 or
above
14 Your limbs are sapped of strength, require a DC 5 check to perform an action with the Cursed Disease 2 or
manipulate trait for 3 rounds above
14 You become insatiably thirsty, and spend all of your actions drinking out of every Cursed Disease 3 or
container on your person above
14 You can't breathe in any air for 5 rounds, but you can hold your breath Cursed Disease 3 or
above
15 You start suffocating - 5
15 contagious carrier, all creatures within 5 feet are exposed to the contagion at the start of - any
your turn
16 lose 1 of your highest level spell slots that's available Cursed Disease any
16 You forget who you are, and all creatures around you become enemies for 1 round Mental Illness 2 or
above
17 Your regeneration is deactivated - any
17 You die, and rise as a plague zombie and a carrier of this contagion Cursed Disease 5
18 6d8 damage, slowed 3 - 4 or
above
18 6d8 damage, clumsy 4 - 4 or
above
18 6d8 damage, stupified 4 Mental Illness 4 or
above
18 6d8 damage, sickened 4 Helminth Parasite 4 or
above
18 6d8 damage, enfeebled 4 Divine Partner 4 or
above
18 6d8 damage, dazzled Outsider Influence 4 or
above
18 6d8 damage, drained 4 Helminth Parasite 4 or
above
18 6d8 damage, frightened 4 Mental Illness 4 or
above
18 You permanently fall asleep until you succeed at a Will saving throw against this Outsider Influence 5
contagion's DC
19 No immediate effect, but when you die, your body explodes and hits all creatures in a 20 - 3 or
foot burst, dealing 8d6 bludgeoning damage with a basic Reflex save. above
20 You become a host for the parasite, and are permanently controlled by the original host Patient Zero 5
*Damage type, unless otherwise stated, is the same type as your parasite's persistent damage.

**Some symptoms scale with level, and do not need to be selected again to increase their damage as their level is
always equal to your character level
Made for everyone! :D

Symbiote

Symbiote Feats 2nd Defensive Evolution 7th


At 2nd level and every 2 levels thereafter, you gain a Your body has grown to adapt a specific kind of
Symbiote class feat. punishment. Your proficiency rank in your primary
saving throw increases to master. When you roll a
Skill Feats 2nd success at a save that is your primary saving throw,
At 2nd level and every 2 levels thereafter, you gain a you get a critical success instead.
skill feat. Skill feats can be found in Chapter 5 and
have the skill trait. You must be trained or better in Weapon Specialization 7th
the corresponding skill to select a skill feat. You’ve learned how to inflict greater injuries with the
weapons you know best. You deal 2 additional
General Feats 3rd damage with weapons and unarmed attacks in which
At 3rd level and every 4 levels thereafter, you gain a you are an expert. This damage increases to 3 damage
general feat. General feats are listed in Chapter 5. if you’re a master, and 4 damage if you’re legendary.

Skill Increases 3rd Symbiote Expertise 9th


At 3rd level and every 2 levels thereafter, you gain a Your proficiency rank for your class DC increases to
skill increase. You can use this increase either to expert. Your proficiency rank for your spell attack roll
increase your proficiency rank to trained in one skill and spell DCs with the tradition of magic for your
you’re untrained in, or to increase your proficiency proliferation spells increases to expert.
rank in one skill in which you’re already trained to
expert. Mutable Weakness 9th
Your body focuses on changing your amorphous state
At 7th level, you can use skill increases to increase
to cover up a weakness. Your proficiency rank in the
your proficiency rank to master in a skill in which
saving throw that is not your primary or secondary
you’re already an expert, and at 15th level, you can
saving throw increases to expert.
use them to increase your proficiency rank to
legendary in a skill in which you’re already a master. Medium Armor Expertise 13th
Ability Boosts 5th You've learned to defend yourself better against
incoming attacks. Your proficiency ranks for light
At 5th level and every 5 levels thereafter, you boost
armor, medium armor, and unarmored defense
four different ability scores. You can use these ability
increase to expert.
boosts to increase your ability scores above 18.
Boosting an ability score increases it by 1 if it’s already Perfected Defensive Evolution 13th
18 or above, or by 2 if it starts out below 18.
Your body has gone through countless mutations to
Alertness 5th reach this perfected state of survival. Your proficiency
rank in your primary saving throw increases to
You remain alert to threats around you. Your
legendary. When you roll a critical failure on a save
proficiency rank for Perception increases to expert.
that is your primary saving throw, you get a failure
Ancestry Feats 5th instead. When you roll a failure on a saving that is
In addition to the ancestry feat you started with, you your primary saving throw against an effect that deals
gain an ancestry feat at 5th level and every 4 levels damage, you halve the damage you take.
thereafter.
Weapon Mastery 13th
Symbiote weapon expertise 5th You fully understand your weapons. Your proficiency
You have become thoroughly adept with Symbiote ranks for simple weapons and unarmed attacks
weapons. You gain expert proficiency in simple increase to master.
weapons and unarmed attacks. When you critically
Adapted Defense 15th
succeed at an attack roll using one of these weapons,
You continue to grow into your form, gaining new
you apply the critical specialization effect for that
defensive capabilities. Your proficiency rank in your
weapon.
secondary saving throw increases to master. When you
roll a success at a save that is your primary saving
throw, you get a critical success instead.
Made for everyone! :D

Symbiote

Greater Weapon Specialization 15th Critical Exposure 19th


Your damage from weapon specialization increases to Your parasite's lethality increases with the potency of
4 with weapons and unarmed attacks in which you're the exposure. Whenever you critically succeed on a
an expert, 6 if you're a master, and 8 if you're Strike that would inflict your parasite's persistent
legendary. damage, you deal persistent damage equal to your
level instead of the normal amount.
Powerful Proliferation 17th
Your skills with your proliferation capabilties grow Medium Armor Mastery 19th
more impressive. Your proficiency rank for your class Your skill with light and medium armor improves,
DC increases to master. Your proficiency rank for your increasing your ability to avoid blows. Your
spell attack roll and spell DCs with the tradition of proficiency ranks for light and medium armor, as well
magic for your proliferation spells increases to master. as for unarmed defense, increase to master.
Made for everyone! :D

Symbiote

Feats
Level 1 KERATIN BLADE FEAT 2
INSISTENT AFFLICTION FEAT 1 SYMBIOTE

SYMBIOTE  
One of your arms grows a thin, bony blade along
forearm. You can retract and extend the blade out of
Whenever you successfully Strike a creature that is
your skin as an Interact action, and you gain an
already afflicted with your parasite's persistent
unarmed attack. Attacks made with the limb that has
damage, the flat check for that persistent damage
the blade inflict 1d4 slashing damage and still inflict
increases by 2 until the start of your next turn to a
your parasite's persistent damage on a successful
maximum of DC 19 or DC 14 with particularly effective
strike, have the agile and finesse traits, and are in the
assistance.
knife group.
BONDED WEAPON FEAT 1
DELAYED DISEASE FEAT 2
SYMBIOTE  
SYMBIOTE
You choose a one-handed martial or simple melee Prerequisite contagion
weapon or a simple ranged weapon to bond to your
You make a trade of potency for time. Your contagion
body. You cannot drop the weapon as it fuses with
now has an onset time and interval lengths of 1
your flesh, and you gain the same proficiency as your
minute, but you treat the stage requirement for any
class proficiency in unarmed strikes in the weapon.
symptom as 1 lower, e.g. stage 3 or higher symptoms
The weapon is covered in your flesh, and Striking
can now be assigned to stage 2 or higher, etc (the
creatures with it exposes creatures to your parasite's
symptoms still use their original stage to determine
persistent damage and contagion just as your
condition values). Any conditions with a duration
unarmed Strikes and can be used to perform the
listed greater than 1 round retain their listed duration.
Expose action. You may change which weapon is
Your contagion's maximum duration increases to 1
bonded with you through a strenuous 1 day activity.
hour. In addition, you can expose a creature to which
PROLIFERATION EXPANSION FEAT 1 you are hidden or undetected to your contagion by
SYMBIOTE METAMAGIC
performing a Thievery check against their Perception
DC. On a success, you expose them to your contagion,
Prerequisite proliferation spells
after which you become observed unless prevented
Whenever you cast a Proliferation spell, you can
otherwise, but not that you exposed them to your
spend an additional action that has the somatic trait to
contagion at that moment. This action has the
allow the Proliferation spell to benefit an increase to
manipulate trait.
its range as per the Reach Spell feat.
SUPPRESSED MUTATION FEAT 2
MENTAL INFECTION FEAT 1
SYMBIOTE
SYMBIOTE  
Prerequisite parasite origin
Prerequisite contagion
At times your parasite's physical manifestation makes
Your contagion begins to affect the mind instead of
your life inconvenient, and thus you have learned to
just the body. You gain access to symptoms that have
suppress the outward facing physical features. You
this feat as a requirement, and if you use any of those
can perform a 1 minute activity with the manipulate
symptoms, your contagion gains the mental trait.
and concentrate traits to hide any distinct physical
FAMILIAR FEAT 1 features of your parasite. You can release this
MAGUS SORCERER SYMBIOTE WIZARD  
suppression as a 2 action activity with the manipulate
and concentrate traits.
Your flesh multiplies and grows to spawn a small
creature made of your flesh. The familiar has the POISON RESISTANCE FEAT 2
appearance of a small creature, but usually is warped ALCHEMIST DRUID SYMBIOTE
by the influence of your parasite. You gain a familiar.
Your body has become fortified against toxins. You
The familiar uses your Constitution modifier to
gain poison resistance equal to half your level, and you
determine its Perception, Acrobatics, and Stealth
gain a +1 status bonus to saving throws against
modifiers.
poisons.
Level 2
PARASITIC SPAWN Made
FEATfor2 everyone! :D

SYMBIOTE   Symbiote
Prerequisite a familiar
Your
Levelparasite
4 inhabits a the small creature that FLESH POP FEAT 6
accompanies you. You can select four familiar or
SKIN
masterGRAFTING
abilities each day, instead of two. FEAT 4 SYMBIOTE

SYMBIOTE  
Prerequisite Bonded Weapon, bonded with a ranged
weapon
Your parasite makes your epidermic physiology easy
Your flesh attached to shots from your ranged bonded
to shift around and cover festering wounds. By
weapon can now be flared to explode on impact. Make
performing an Interact action, you can assist yourself
a ranged Strike. The Strike gains the splash trait, with
with any persistent damage you have ongoing on
the splash damage being 2 of the same damage type
yourself, reducing the flat DC to end the persistent
as your parasite's persistent damage. Any creatures
damage to 10.
that take the splash damage are afflicted with your
REFLEXIVE INFECTION FEAT 4 parasite's persistent damage.
SYMBIOTE  
DEEPENED EVOLUTION FEAT 6
You find ways to spread your parasite, even when you SYMBIOTE
are on the defensive. Whenever a creature Prerequisite parasite origin
successfully hits you with a melee Strike, you can use
The bond with your parasite grows closer, and further
your reaction to take an additional damage equal to
physical manifestations begin to take shape depending
half your level (this damage cannot be resisted or
on your parasite.
negated by any means) to spray your blood on the
Helminth Parasite You grow tumourous lumps of
creature in order to afflict the creature with your
muscle down your back and through your legs.
parasite's persistent damage.
You can flare these tumurous growths as an
LIFESAP FEAT 4 action with the concentrate trait, and if you do
SYMBIOTE  
so, you take 1 persistent bleed damage that
cannot by stopped by any means until you end
Prerequisite proliferation spells
the flaring, and your Speed increases by 10 feet.
You use the dregs of your parasite inside other
You can stop the flaring as an action or when you
creatures to heal yourself. You gain the lifesap
fall unconscious.
proliferation spell, and the number of Focus Points in
Outsider Influence You grow a sharp beak and
your focus pool increases by 1.
your vocal chords grow thick and strong. You
VARIABLE HARM FEAT 4 gain a beak attack that deals 1d4 piercing
SYMBIOTE  
damage, is in the brawling group, and has the
agile and finesse traits. You also gain the ability
The basic effects of your parasite become easy to
to perform the Shriek action, which allows you to
change. During your daily preparations, you can
Demoralize a creature without a penalty if you do
change the damage type of your parasite's persistent
not speak the same language.
damage to slashing or piercing, and remains that
Divine Partner Your eyes glow a bright color,
damage type until you change it through the same
enveloping the entirety of your eye. You gain
method. In addition, if your parasite origin is Divine
darkvision if you did not already have it, and the
Partner, you can add the negative damage type to the
range increments of your ranged attacks increase
types to which you can change your persistent
by 10 feet.
damage type.
OPPRESSIVE HOST FEAT 6
VECTOR EXPANSION FEAT 4
SYMBIOTE
SYMBIOTE  
Prerequisite Suppressed Mutation
Prerequisites Delayed Disease
Either through necessity or disgust, you have
Your methods of afflicting creatures with your
commanded greater control over your parasite and
contagion become more clever. You can perform the
have benefited from it by gaining more physical
Distracting Expose action.
durability. You can now suppress your parasite's
DISTRACTING EXPOSE distinct physical features as a 3-action activity and
SYMBIOTE  
release it as a single action. Whenever you suppress
your parasite, you gain 10 temporary hit points that
Using subtle movements as a distraction, you manage
last until you release the suppression.
to quickly expose your target to your contagion
through subtle means. Make a Deception Made check CHRONIC
for everyone! :D CONTAGION FEAT 6
against the Perception DC of a creatureSymbiote within your SYMBIOTE
reach.
Prerequisite Delayed Disease
Critical Success You manage to intermingle with
HOSTILE TAKEOVER
the target FEAT 8 Your
very closely. You expose the creature SYNCED contagion
FOCUS dies off much more slowly. FEATYour
10
contagion has interval and onset times of 1 hour, and
to your contagion
UNCOMMON SYMBIOTE   twice, and they are unaware of SYMBIOTE
you exposing them to it. its maximum duration is 1 day.
Corpses and their memories have become just another Prerequisite proliferation spells
Success You successfully expose the target to Level 8
place for your parasite to reside. You can perform a 1 Your parasite links with your brain, allowing you to
your contagion, and the target does not know
minute activity with the manipulate and concentrate achieve higher levels of concentration. If you
AQUATIC COMPATIBILITY have
FEAT 8
you exposed them.
traits that targets a corpse of a creature that died spent at least 2 Focus Points since the last time you
Failure You fail to expose the target to your SYMBIOTE
within the past week that allows you to see the last 1 Refocused, you recover 2 Focus Points when you
contagion, and the target is aware you attempted
minute of the creature's life. After performing this Your parasite
Refocus hasofgifted
instead 1. you an interesting boon: your
a hostile action.
activity, you become drained 2, with its value skin has become water-permeable, and you have
Critical Failure You make your purpose well SHARING IS CARING FEAT 10
increasing by 1 with additional perfomance of the grown a new physical manifestation that propels you
known as well as failing at the intended purpose. through SYMBIOTEwater, such as tiny hairs or webbed feet. You
activity.
As failure, except the target knows you tried to are able to breath underwater, and gain a swim speed
You are able to bestow a weaker strain of your
MEMETIC VECTOR
harm them FEAT 8 of 20 feet.
with an affliction, and is immediately
parasite to an ally. During your daily preparations, you
hostile  to you.
SYMBIOTE
select an ally to gain some benefits from your parasite,
Prerequisite
Level 6 Mental Infection and this effect lasts until your next daily preparations.
If your contagion has the mental trait, the saving The ally inflicts 2 persistent damage of your parasite's
CROSSBRED MUTATION
throw against your contagion becomes Will. FEAT 6 damage type on a successful unarmed melee Strike,
SYMBIOTE   and can be a target of your proliferation spells, but
BLOOD SPRAY FEAT 8
Prerequisite parasite origin does not suffer any of their negative effects. While an
SYMBIOTE  
Your experience and myriad of infection vectors have ally is under the effect of this ability, you are drained 1.
Prerequisite Reflexive Infection
cause a spontaneous growth and change in your
ELEMENTAL HARM FEAT 10
Trigger A creature critically
parasite. You choose another parasite succeeds at you
origin; a Strike
may
takeagainst
featsyou.or symptoms for your contagion that SYMBIOTE

Even
requirewhen your lifeorigin
that parasite is onasthe brink, your You
a prerequisite. goalcanof Prerequisite Variable Harm
proliferation
also choose to persists. After a damage
set your persistent creaturetypecritically
to that You add the following damage types to the list of
succeeds
of the other a strike against
parasite originyou, you original
or your can release
duringa damage types that you can change your persistent
torrent of blood
your daily causing all creatures within a 30-foot damage type to: cold, acid, fire, and lightning. You also
preparations.
cone to become afflicted with your parasite's gain the ability to switch your persistent damage type
persistent damage. through a activity with the concentrate and
manipulate traits that takes 1 hour.
SKITTERING FOG FEAT 8
SYMBIOTE   Level 12
Prerequisite proliferation spells NEXT STEP TOWARDS PERFECTION FEAT 12
You learn to control tiny creatures around you to SYMBIOTE
deliver your parasite's malevolence. You gain the
Prerequisite Deepened Evolution
skittering fog proliferation spell, and the number of
Your parasite's physical features start to show their
Focus Points in your focus pool increases by 1.
final forms. The physical feature depends on your
Level 10 parasite origin.
Helminth Parasite You gain the Shield Block
UNCLEANSABLE SYMPTOMS FEAT 10
general feat, and you can use your enlarged limb
SYMBIOTE  
to Shield block. Your limb has a Hardness of 5.
Prerequisite contagion Only you take the excess damage.
Your contagion ensures that symptoms linger. Any Divine Partner Your wing grows in size, allowing
condition with a value that your contagion inflicts on a for limited flight. You gain a Fly speed of 20 feet,
creature increments down by 1 at the end of the but can only remain airborne for a total of 1
creature's turns (like frightened) unless specified minute per day before the wing wears out.
otherwise (such as longer interval times), even after Outsider Influence You afflict creatures with your
the creature has moved out of the stage that gave the parasite's persistent damage when you
condition. successfully Grapple or Trip a creature.

UNDER MY WING FEAT 12


SYMBIOTE
Prerequisite
Made for everyone! :D Divine Partner, master in Acrobatics

Symbiote Trigger You take damage from an effect that requires a


Reflex save.
You are able to use your wing granted by your
VARIABLE PHYSIOLOGY FEAT 12 Level 16to protect yourself from wide-reaching
parasite
SYMBIOTE   effects. You LeapPLAGUE
EVERLASTING as you take the damage, and you
FEAT 16
Effects that change your body will find it particularly gain resistance to the damage equal to your level.
SYMBIOTE
difficult to do so. Any hostile polymorph effect that
Prerequisite Chronic Contagion
you are subject to must make a counteract check
Your contagion is relentless, and possibly everlasting.
against your class DC in order to affect you.
The symptoms of your contagion have an interval time
MULTI-STRAINING FEAT 12 of 1 week, and your contagion has no maximum
SYMBIOTE   duration.
Prerequisite contagion RAPID EXPOSURE FEAT 16
Your contagion becomes easier to catalyze in much SYMBIOTE
less time. You can change the first stage symptom of
Prerequisite contagion
your contagion during your daily preparations.
You've honed your physical abilities to attempt
Level 14 multiple precise strikes in rapid succession. You
perform the Expose activity twice, and all Strikes
CONTAGIOUS WEAPONS FEAT 14
made as a part of these activities take a -2
SYMBIOTE  
circumstance penalty. This counts as 3 attacks
Prerequisite proliferation spells towards your multiple attack penalty, but the penalty
You gain the ability to enhance your allies' weapons does not apply until all Strikes are completed.
with disease. You gain the contagious weapons
HERD IMMUNITY FEAT 16
proliferation spell, and the number of Focus Points in
SYMBIOTE
your focus pool increases by 1.
Your parasite becomes increasingly territorial over
MARKED FOR DEFILEMENT FEAT 14
your and your allies' bodies. You and allies within 15
SYMBIOTE  
feet of you gain a +2 status bonus to saves versus
Prerequisite contagion disease and poison.
You leave a bit of flesh to bond with your target in
Level 18
order to overcome a resistance to disease. You make
an Athletics or Acrobatics check versus the target's CESSPOOL OF PROLIFERATION FEAT 18
Reflex DC. If you succeed, the creature can no longer SYMBIOTE
be immune to your contagion, but if they were, they
Prerequisite proliferation spells
gain a +4 circumstance bonus to any saving throw
Your ability to enact proliferation is boundless. If you
versus your contagion. This effect lasts until the
have spent at least 3 Focus Points since the last time
creature spends an action to make a successful
you Refocused, you recover 3 Focus Points when you
Fortitude saving throw against your class DC. You can
Refocus instead of 1.
only have 1 creature affected by Marked for Defilment
at a time. VIRULENCE FEAT 18
CURSED DISEASE FEAT 14 SYMBIOTE

SYMBIOTE  
Prerequisite contagion

Prerequisite contagion Your contagion becomes even more difficult to resist.


Your contagion gains the virulent trait.
You gain access to symptoms that have this feat as a
prerequisite, and if you select them, your contagion
gains the curse trait and the trait matching your
origin's spell tradition.
Made for everyone! :D

Symbiote

INEFFABLE EVOLUTION FEAT 18 PATHOGENIC TRANSFER FEAT 20


SYMBIOTE   SYMBIOTE

Prerequisite Next Step Towards Perfection Your bond with your parasite has become tight
Your body becomes the perfect manifestation of your enough where you have become indistinguishable. If
parasite. Your body gains the following physical your body dies, your parasite spends 1d4 months
features dependent on your parasite. finding a new host with a new body, with its ancestry
Helminth Parasite The Hardness of your limb determined by the GM, where your consciousness
increases to 8, and you can perform an action takes over and you become alive again in your new
with manipulate trait to smash the ground body, retaining all of your class features and levels.
around you, causing anyone within 10 feet of you You replace your ancestry Hit Points, size, Speeds,
to roll a Reflex saving throw against your class ability boosts, ability flaws, traits, and special abilities
DC. On failure, they fall prone. You can perform with those of the new ancestry. You lose your heritage
this action once per hour. and ancestry feats, selecting replacements from the
Divine Partner You complete your wing, as it new ancestry.
grows larger and gains a secondary smaller wing
PATIENT ZERO FEAT 20
to aid your flight. Your Fly speed increases to 40
SYMBIOTE
feet, and you no longer have any flight time limit.
Outsider Influence You tentacle grows thick and Prerequisite contagion
strong, and gains the ability to stretch and You have created a symptom for your contagion that
extend further. You have no size limit for your transcends the normal limits of disease. You gain
Trip or Grapple manuevers. Also, while you have access to the symptom that require this feat as a
a creature Grappled, whenever you succeed the prerequisite. And creature that you permanently
Athletics check to continue to Grapple the control with this symptom must be 4 levels or lower
creature, you squeeze and crunch the creature, than you, and you can only have up to 4 creatures
dealing damage equal to your tentacle's unarmed controlled in this way at any given time.
attack's damage.

Level 20
CAPRICIOUS CONTAGION FEAT 20
SYMBIOTE  

Prerequisite Multi-Straining
Your contagion becomes impossible to predict. You can
change as many symptom stages as you want during
your daily preparations.

PARTNER'S BLESSING FEAT 20


SYMBIOTE  

Prerequisite Divine Partner


Your parasite has learned how to close even the most
fatal of wounds. Your fast healing from Divine
Stimulation changes to regeneration of the same
value. This regeneration is deactivated for 1 round
upon taking negative damage.
Made for everyone! :D

Symbiote

Proliferation Spells
MIND FOG FOCUS 1
MENTAL NECROMANCY SYMBIOTE

Cast somatic, verbal


Range 30 feet Target 1 creature Area 10 foot burst
Saving throw Will
You pierce the mind of the target, breaching their psyche and overwhelming their senses. Enemies within a 10
foot burst of the target must make a Will saving throw.

Critical Success The creature is unaffected.


Success Shadows and disturbing visions cloud the creatures senses. The creature is afflicted with your parasite's
persistent damage. You become concealed to the creature while it is afflicted with your parasite's persistent
damage.
Failure The creature is afflicted by your parasite's persistent damage and is exposed to your contagion, and the
visions grow too intense to ignore. You become hidden to the creature while it is afflicted with your parasite's
persistent damage.
Critical Failure The influence completely takes over the creatures mind. As failure, except they take double the
persistent damage and take a -1 status penalty to perception to sense you.
Heightened (+1): Burst area expands by 5 feet.

POTENT SPIKE FOCUS 1


NECROMANCY SYMBIOTE  

Cast somatic, verbal


Range touch Target 1 creature Area 10 foot burst
Saving throw Fortitude
You implant a potent splinter of your parasite in the target creature, causing the creature to exhale a bloody mist
filled with your cells. Enemies within a 10-foot burst of the target creature must make a Fortitude saving throw.

Critical Success The creature is unaffected.


Success The creature takes bleed damage equal to your parasite's persistent bleed damage amount.
Failure The creature is afflicted by your parasite's persistent bleed damage. Enemies already afflicted with your
parasite's persistent damage automatically progress to stage 1 of your contagion.
Critical Failure As failure, except creatures that are not afflicted with your parasite automatically progress to
stage 1 of your contagion. If they are already afflicted with your parasite's persistent damage, they progress to
stage 2 of your contagion.
Heightened (+1): Burst area expands by 5 feet.

VITALITY BURST FOCUS 1


NECROMANCY SYMBIOTE  

Cast somatic, verbal


Range touch Target 1 creature Area 10 foot burst
Duration sustained for up to 1 minute
You grace the target with the gentleness of your partner, imbuing them with life energy. You perform the Divine
Stimulation action, even if you have used it within the past hour. In addition, the power spreads to all allies
within the spell's burst area, granting them the same fast healing.
Heightened (+1): Burst area expands by 5 feet
Made for everyone! :D

Symbiote

LIFESAP FOCUS 2
NECROMANCY SYMBIOTE  

Cast somatic, verbal


Range 30 feet Area 15 foot burst
You search out for the bits of your parasite in other creatures, and you rip out the lifeforce of those remnants.
Each creature affected by the spell makes a Fortitude save.

Critical Success The creature is unaffected and is no longer affected by your parasite's persistent damage.
Success As failure, except the creature takes half damage.
Failure The creature takes 2d6 damage matching the type of your parasite's persistent damage. You heal for the
same amount of the damage inflicted. The creature is no longer affected by your parasite's persistent damage.
Critical Failure As failure, except the creature takes double damage and the creature is still affected by your
parasite's persistent damage.
Heightened (+1): Damage dealt increases by 2d6.

SKITTERING FOG FOCUS 4


CONJURATION SYMBIOTE  

Cast somatic, verbal


Range 60 feet; Area 20 foot burst

Saving Throw Fortitude, Duration 1 minute


You conjure a cloud of locusts, mosquitos, and other insects to harrass and infect your enemies. You can Sustain
the spell to move the cloud 5 feet. Otherwise this spell functions as obscuring mist.

Critical Success The creature is unaffected and is immune to the cloud.


Success The creature is afflicted with your parasite's persistent damage, but cannot be exposed to your
contagion.
Failure The creature takes 2d4 piercing damage and is exposed to your contagion at the beginning of each of its
turns while within the cloud
Critical Failure As failure, except the piercing damage is doubled.
Heightened (+1): Piercing damage increases by 2d4.

CONTAGIOUS WEAPONRY FOCUS 6


NECROMANCY SYMBIOTE  

Cast somatic, verbal


Range self Area 5 foot emanation
Duration sustained for up to 1 minute
You release your parasite to imbue your allies' weapons with disease. All of your allies' weapons, while they are
within the spell's emanation, can now expose creature's that are afflicted with your parasite's persistent damage
to your contagion.
Made for everyone! :D

Symbiote

Symbiote Dedication
SYMBIOTE DEDICATION FEAT 2
ARCHETYPE DEDICATION MULTICLASS  

Prerequisites Constitution 14
You become trained in unarmed attacks and your unarmed attacks deal 1 point of persistent bleed, mental, or
positive damage, with the damage type chosen upon taking this feat, and cannot be changed thereafter. You
become trained in Survival; if you are already trained in this skill, you become trained in a skill of your choice.
You become trained in symbiote class DC.

Special You can’t select another dedication feat until you have gained two other feats from the symbiote
archetype.

FIRST SIGN OF INFECTION FEAT 4


ARCHETYPE  

Prerequisites Symbiote Dedication


Gain a 1st or 2nd level symbiote feat.

CONTAGION CARRIER FEAT 4


ARCHETYPE  

Prerequisites Symbiote Dedication


You become the carrier of a unique but simple disease whose save DC is equal to your symbiote class DC, and it
has 2 stages. You can expose a creature to your contagion by either Striking a creature that is already affected
by the persistent damage from the symbiote dedication feat, or by performing the Expose action. The saving
throw for your contagion by default is Fortitude. Unless otherwise changed by a new symptom or feat, interval
times for your contagion stages are 1 round, and your contagion has a maximum duration of 1 minute. However,
a key difference for your contagion compared to other diseases is that your additional exposures do cause
additional saving throws, but these additional saving throws while afflicted can never improve the target
creature's current affliction stage. Failing the initial saving throw against a new exposure increases the stage by 1
(or by 2 if you critically fail) without affecting the maximum duration, like a poison.

You select the symptoms for your contagion upon taking this feat; your effective symbiote level for the purposes
of selecting symptoms is equal to half your character level. You can swap symptoms by

EXPOSE
SYMBIOTE  

You determine a correct method of assault to ensure a definite exposure to your contagion. Make a Strike with a
unarmed attack or weapon that can deliver your parasite's persistent damage (or the symbiote dedication's
persistent damage). On a success, you expose the target creature to your contagion and inflict a -1 circumstance
penalty to that saving throw against your contagion, and on a critical success, the creature additionally treats
that saving throw against your contagion as 1 degree worse.

LATE-STAGE INFECTION FEAT 6


ARCHETYPE  

Gain one symbiote feat. For the purposes of meeting its prerequisites, your symbiote level is equal to half your
character level.

Special You can select this feat more than once. Each time you select it, you gain another symbiote feat.
Made for everyone! :D

Symbiote

MORPHED BODY FEAT 8


ARCHETYPE  

Your infection causes your body to undergo rapid changes. You gain the following physical manifestation
depending on the type of persistent damage you chose for the symbiote dedication:
Bleed One of your arms swells and becomes as hard as stone, though imobile. You lose the ability to hold an
item with the limb. You can use an action to lift your arm to defend yourself, granting you a +1 circumstance
bonus to AC. You gain a petrified arm unarmed Strike that deals 1d8 bludgeoning damage and have the
shove and forceful traits. This unarmed Strike is in the brawling group and treats the hardness of objects as
1 lower for every 2 levels you have (minimum 1).
Mental One of your arms grows to be a tentacle, giving you a new unarmed attack with the grapple and trip
traits that does 1d6 damage.
Positive You grow a small wing out of your shoulder, granting you some maneuverability in the air, but not
flight. You treat falls as if they were 10 feet shorter, and you always land on your feet when falling. You also
increase your minimum Leap distance by 5 feet.

ULTIMATE BODILY DEFENSE FEAT 12


ARCHETYPE  

Prerequisite Symbiote Dedication, expert in at least one saving throw


Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the
chosen saving throw increases to master.

ADVANCED CONTAGION FEAT 12


ARCHETYPE  

Prerequisite Contagion Carrier


Your contagion morphs into a more lethal form. Your contagion now has 3 stages, and your symbiote class DC
increases to expert.
Made for everyone! :D

Symbiote

Familiar Abilities
In addition, if you have access to focus spells or a spellcasting class feature, you gain the the following familiar
ability: Your familiar is a carrier of your parasite. Your familiar can Strike using your spellcasting ability
modifier as its attack modifier to inflict your parasite's persistent damage on a creature in its space.

If your parasite origin is Divine Partner, your familiar can perform Divine Stimulation as long as you would be
able to, doing so counts as you using Divine Stimulation.

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