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EdroGrimshell
2011-01-24, 09:26 PM
Daelkyr Bloodlord

"I use the weapons of the Daelkyr against them, as they use ours against us, is that such a bad thing?"

Ninray Redhand, Human Daelkyr Bloodlord

The daelkyr bloodlords follow a creed not unlike that of the impure prince, however, they are willing to bind themselves much more closely to the symbionts they use and even gain the ability to generate symbionts from their own flesh and blood in the same way as the half-bloods, many are half-bloods themselves.

There are two factions among the bloodlords, those that serve the daelkyr, often a priviledge reserved for aberrations such as mind flayers or dolgaunt rather than humanoids, and those against the daelkyr, often humanoids or half-bloods among the gate keepers. The faction under the daelkyr is much more vast than those that oppose and often have easier access to symbionts, but the ones whom oppose the daelkyr are of a higher quality, advancing more quickly through the ranks.

Making a Daelkyr Bloodlord
Daelkyr bloodlords can come from virtually any class or background, although spellcasters, arcane and divine, rarely join the ranks. Rogues and rangers are the most common bloodlords, although, factotums sometimes join the ranks as well. Fighters and barbarians, while uncommon, make excellent bloodlord soldiers for their durability and fighting prowess.

Requirements:
Base Attack Bonus: +4
Skills: Knowledge (arcana, dungeoneering, or the planes) 8 ranks
Feats: Symbiont Mastery
Special: Must have had a symbiont for at least one level prior to taking levels in this class

Class Skills
The Daelkyr Bloodlord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering/the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th

1st|
+0|
+2|
+0|
+2|Generate Symbiont|2|1|—|—|—|—

2nd|
+1|
+3|
+0|
+3|Symbiont Familiar|3|1|0|—|—|—

3rd|
+2|
+3|
+1|
+3|Improved Symbiont Mastery|3|2|1|—|—|—

4th|
+3|
+4|
+1|
+4|Generate Symbiont|4|2|2|0|—|—

5th|
+3|
+4|
+1|
+4|Symbiont Collective|4|3|2|1|—|—

6th|
+4|
+5|
+2|
+5|Symbiont Adaptation|4|3|3|2|0|—

7th|
+5|
+5|
+2|
+5|Generate Symbiont|5|3|3|2|1|—

8th|
+6|
+6|
+2|
+6|Evolved Collective|5|4|3|3|2|0

9th|
+6|
+6|
+3|
+6|Daelkyr Ascendance|5|4|4|3|2|1

10th|
+7|
+7|
+3|
+7|Generate Symbiont|5|4|4|3|3|2[/table]

Weapon Proficiencies: A daelkyr bloodlord does not gain any new proficiencies for taking levels in this prestige class.

Spellcasting: At 1st level, a daelkyr bloodlord gains the ability to cast a small number of arcane spells drawn from the daelkyr bloodlord spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, the daelkyr bloodlord must have a Cha score of 10 + the spell’s level. The DC for a saving throw against a daelkyr bloodlord’s spell is 10 + the spell’s level + his Cha mod.
A daelkyr bloodlord can only cast a certain number of spells of each spell level per day. The base daily allotment of spells per day is given on the table above. In addition, he receives bonus spells for a high Cha score.

Spells Known: At 1st level, a daelkyr bloodlord gains the knowledge of two 1st-level spells, chosen from the daelkyr bloodlord spell list.
At each new level, the daelkyr bloodlord gains the knowledge of two additional spells of any level he can cast, chosen from the daelkyr bloodlord spell list.
He need not prepare spells in advance. He can cast any spell he knows at any time assuming he has not yet used up his spell per day for that spell level.

Generate Symbiont (Ex): At 1st level, a daelkyr bloodlord can generate a symbiont from his own flesh. This process takes a 24-hour ritual and 100gp worth of magical and alchemical materials. He can generate any symbiont as shown on the table below. As he advances in level, he can generate different kinds of symbionts. Should his symbionts be killed, he can generate another one in a ritual identical to the first. Every three levels thereafter, a daelkyr bloodlord can generate another symbiont.

Symbiont Familiar (Ex): At 2nd level, a daelkyr bloodlord forms a special bond with a single symbiont that he hosts. This symbiont has a number of hit die equal to the daelkyr bloodlord’s class level plus any bonus hit die indicated on the table below. Both the symbiont and the daelkyr bloodlord gain a number of benefits from this bond as described below. A symbiont familiar never has a personality conflict with the daelkyr bloodlord unless he acts radically different from the norm (Ex. If influenced by an enchantment or similar effect).

Improved Symbiont Mastery (Ex): Beginning at 3rd level, a daelkyr bloodlord gains double the normal benefit from the Symbiont Mastery feat. In addition, he no longer takes ability damage from removing his symbionts.

Symbiont Collective (Ex): At 5th level, a daelkyr bloodlord’s symbionts become a single collective creature, with his symbiont familiar assimilating the personalities and abilities of the other symbionts in the collective. The collective uses the highest ability scores of the component symbionts and has all of the special qualities and special attacks of all the symbionts included in the collective. Once a symbiont is integrated into the collective it cannot be removed. Use the highest hit die of the component symbiont (typically your symbiont familiar) for the hit die of the collective. A collective can only have a certain number of symbionts integrated into it equal to the daelkyr bloodlord’s class level. Recalculate the Ego score of the collective for its new special qualities, special attacks, and ability scores.

Symbiont Adaptation (Ex): At 6th level, a daelkyr bloodlord adapts to the symbionts attached to him. He gains a +1 circumstance bonus on his Fort saves for every symbiont attached. The daelkyr bloodlord also gains damage reduction, overcome by byeshk, equal to the number of symbionts attached to him to a maximum of his class level.

Evolved Collective (Ex): At 8th level, the daelkyr bloodlord’s collective has reached a new level of power. The collective becomes more connected to its host’s life force, granting him a +3 armor bonus, this is in addition to any bonus granted from the collective. The collective also gains magical armor and/or weapon enhancements equaling up to 10,000gp worth of enhancements. Additionally, the collective can act independently from the host when not attached to the daelkyr bloodlord, and can maintain telepathic communication with him even while not attached, so long as they are within one mile of each other. Lastly the collective’s Str score permanently increases by eight.

Daelkyr Ascendance (Ex): At 9th level, the daelkyr blood lord reaches his pinnacle, his type changes to outsider with the native subtype. He gains light fortification, damage reduction 10/byeshk, and fire and cold resistance 5. He is still treated as his previous creature type for his own spells and can still be brought back from the dead as if he were a member of his previous creature type.

Symbionts Available by Level

{table=head]Level|Available Symbionts
1st|Breed Leech, Crawling Gauntlet, Throwing Scarab, Restless Armor, Detection Worm, Jade Sludge, Perception Tentacle, Skewer Ant
3rd|Skull Mantle, Spellwurm, Stormstalk, Winter Cyst, Fiendish Familiar, Shadow Siblingr, Sob Sister, Carapace Shell, Cladonil, Control Slug, Flame Glove, Swiftjerkers
5th|Eldritch Claw, Tentacle Whip, Psionic Sinew, Gutworm, Heart Scarab, Dockman, Keratin Sage
7th|Tongue Worm, Spellknight, Angel Claws, Cerebral Hood, Soul Tick
9th|Sky Scourge, Living Breastplate, Mind Leech, Ghostly Visage[/table]

Spell List

Cantrips: Resistance, Prestidigitation, Arcane Mark, Detect Magic, Detect Poison, Daze, Flare, Light, Ghost Sound, Touch of Fatigue, Mage Hand

1st-Level: Cause Fear, Cure Light Wounds, Endure Elements, Longstrider, Grease, Enlarge Person, Sleep, Charm Person, Silent Image, Magic Fang

2nd-Level: Resist Energy, Disguise Self, Web, Scare, Bull's Strength, Bear's Endurance, Cat's Grace, Spider Climb, Blur, Sure Strike,

3rd-Level: Cure Moderate Wounds, Meld into Stone, Arcane Sight, See Invisibility, Invisibility, Rage, Status, Dimension Hop

4th-Level: Fear, Dismissal, Lesser Restoration, Dispel Magic, Protection from Energy, Greater Magic Weapon

5th-Level: Cure Serious Wounds, Incite Riot, Greater Invisibility, True Seeing


Symbiont Familiar
A daelkyr bloodlord’s symbiont familiar is different from most symbionts, having a form that is less bulky and sleeker than others of its kind. It often has aspects that mirror the daelkyr bloodlord’s personality in addition to the sleeker look common to all symbiont familiars.


{table=head]Class Level| Bonus Hit Die| Intelligence Increase| Special
2nd| +1| +1| Alertness
3rd-4th| +2| +2| Improved Host Benefits
5th-6th| +3| +3|
7th-8th| +4| +4| Greater Host Benefits
9th-10th| +5| +5| Regenerate Symbiont Familiar[/table]

Bonus Hit Die: Your symbiont familiar gains additional hit die in addition to the hit die it gains from your daelkyr bloodlord level. These are similar to a druid’s animal companion’s bonus hit die.

Intelligence Increase: Your symbiont familiar is far more intelligent than others of its kind. Add the bonus presented on the table below to the symbiont familiar’s Int score.

Alertness: While the symbiont familiar is attached, you gain the benefits of the Alertness feat as it enhances your senses.

Improved Host Benefits: Starting at your 3rd level of daelkyr bloodlord, you gain a more powerful benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
Breed Leech: You gain a +2 circumstance bonus on Fort saves and gain the benefit of the mettle class feature, except it only affects Fort based saves.
Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d6 for a medium creature) and has its critical threat range increased by one (to 19-20) which stacks with similar benefits.
Restless Armor: The armor bonus granted by your restless armor increases by one and has no arcane spell failure chance.
Stormstalk: The ray attack granted by your stormstalk can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your stormstalk as a 60ft line of electricity that deals 2d6 point of damage to all creatures in its area (Ref half), you cannot use the ray for 1d4+1 rounds after using this ability.
Throwing Scarab: The range increment of your throwing scarab increases by 10ft and you can throw multiple shards in a round as a full attack action.
Winter Cyst: The ray attack granted by your winter cyst can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your winter cyst as a 30ft cone of cold that deals 2d6 point of damage to all creatures in its area (Ref halves), you cannot use the ray for 1d4+1 rounds after using this ability.
Skewer Ant: The shield bonus from the skewer ant improves to +2 and the damage from the dagger form increases to 1d6 piercing plus 1d6 acid damage.
Perception Tentacle: The perception tentacle grants the host blindsense out to 20ft.

Greater Host Benefits: Starting at your 7th level of daelkyr bloodlord, you gain an even more potent benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
Breed Leech: You gain immunity to disease and poison. In addition, ability damage you take is reduced by one (to a minimum of 0).
Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d8 for a medium creature) and has its critical multiplier increased by one (to x3) which stacks with similar benefits.
Restless Armor: The armor bonus granted by your restless armor increases by one and has no maximum Dex bonus.
Stormstalk: The ray attack granted by your stormstalk deals 2d6 points of electricity damage, the line effect now deals 4d6 points of damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.
Throwing Scarab: The range increment of your throwing scarab increases by an additional 10ft and the shards carry a poison that deals 1 point of Str damage (Fort save DC 10 + half your character level + your or your symbiont familiar’s Con mod, whichever is higher). A creature that succeeds on the save is immune to your poison for 24 hours after it made the save.
Winter Cyst: The ray attack granted by your winter cyst deals 2d6 points of cold damage, the cone effect now deals 4d6 points of damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.
Skewer Ant: The skewer ant offers the benefits of both its dagger form and shield form.
Perception Tentacle: The Blindsense from the perception tentacle increases to 40ft and also grants Blindsight out to 20ft.

Regenerate Symbiont Familiar: Once per week, starting at 9th level, you may resurrect your symbiont familiar as if with the spell True Resurrection as a spell-like ability.

Note on Save DCs: Any ability of the symbiont familiar (including abilities gained from being incorporated into the collective) that has a save DC uses the host's ability scores and HD to determine the DC instead of the symbiont's if it would increase the DC.
__________________________________________________ _______________

Adaptation
This class can be made into a psionic class instead of a spellcasting class. Just use the following table for power points, max power level, and powers known. Use the psychic warrior list for what powers you can choose. Manifester level equals class level.

{table=head]LV|PP|PK|MPL

1st|1|1|1st

2nd|3|2|1st

3rd|6|3|2nd

4th|10|4|2nd

5th|15|5|3rd

6th|23|6|3rd

7th|32|7|4th

8th|43|8|4th

9th|55|9|5th

10th|71|10|5th[/table]

It can also be turned into a martial adept class instead of a psionic or spellcasting class. Use the following Maneuvers Known, Maneuvers Readied, and Stances Known progression. The daelkyr bloodlord can learn maneuvers from the Far Realms, Diamond Mind, Stone Dragon, and Tiger Claw disciplines. The associated skills for these disciplines are added to the bloodlord's skill list. Additionally, the bloodlord can use natural attacks granted by his symbionts as associated weapons for his maneuvers.
{table=head]Level|Man. Known|Man. Readied|Stances
1st|1|0|0
2nd|1|0|0
3rd|0|1|0
4th|1|0|0
5th|1|0|0
6th|0|0|1
7th|1|0|0
8th|1|1|0
9th|0|0|0
10th|1|0|0[/table]

The daelkyr bloodlord can alternatively trade his spells for a bonus fighter or aberrant feat at every odd-numbered level.

A daelkyr bloodlord can instead gain in Mutator (http://www.giantitp.com/forums/showthread.php?t=112349) level, gaining 4 mutationsat every odd-numbered level and an increase in mutator level every level.

EdroGrimshell
2011-01-24, 09:27 PM
NEW SYMBIONTS (I can't take credit for all of them but i can't find the original thread)
Sky Scourge
Small Aberration (Symbiont)
Hit Die: 1d8 +1 (hp: 5)
Initiative: +3
Speed: 20ft, fly 60ft (good)
Armor Class: 16 (Size +1, Dex +3, Natural +2)
Base Atk/Grp: +1/-3
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5ft / 0ft
Special Attacks: ---
Special Qualities: Symbiont Traits, telepathy
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 8, Ego 3
Skills: Climb +4, Hide +6, Move Silently +6
Feats: Flyby Attack, HoverB
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Sky scourges were created by illithid spellcasters as a way to create aerial combat units, the result was a beetle-like creature with demonic wings that connected with its host.
A sky scourge does not speak any language, but it understands Undercommon.

Combat
A sky scourge can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a sky scourge to gain its benefits or encounters the sky scourge accidentally. The sky scourge attaches by sinking tendril on the bottom of its body into the host’s back and wrapping its legs around the hosts torso.
Attaching or removing a sky scourge deals 1d3 points of strength damage.

Host Benefits: A creature with an attached sky scourge gains a fly speed of 60ft with good maneuverability, the host also gains the benefit of the sky scourge’s feats (Flyby Attack and Hover). While attached to a host, the sky scourge does not attack on its own.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): A sky scourge can communicate telepathically with its host, if its host has a language.

Skull Mantle
Tiny Undead (Symbiont)
Hit Die: 1d12 (hp: 6)
Initiative: +3
Speed: 20ft, Climb 20ft
Armor Class: 17 (Size +2, Dex +3, Natural +2)
Base Atk/Grp: +0/-8
Attack: Tail +1 melee (1d4-1)
Full Attack: Tail +1 melee (1d4-1) and Bite -4 melee (1d3-1)
Space/Reach: 2-½ft / 0ft
Special Attacks: ---
Special Qualities: Symbiont Traits, low-light vision, scent, telepathy
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con -, Int 14, Wis 14, Cha 6, Ego 6
Skills: Hide +14, Listen +6, Move Silently +14, Spot +6
Feats: Track
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Skull mantles were created by the daelkyr as a way to create elite tracking units, the result was a snake-like creature with a draconic skull that can be retracted into its body.
A skull mantle does not speak any language, but it understands Undercommon.

Combat
A skull mantle can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a skull mantle to gain its benefits or encounters the skull mantle accidentally. The skull mantle attaches by sinking tendril on the bottom of its body into the host’s spinal column and extending its skull-like head over the host’s head.
Attaching or removing a skull mantle deals 1d3 points of Con damage.

Host Benefits: A creature with an attached skull mantle gains a natural tail attack that deals 1d6 points of damage, when attached to a medium creature. It also gains a climb speed of 20ft, low-light vision, darkvision out to 60ft, the scent ability, and the benefits of the Track feat.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): A skull mantle can communicate telepathically with its host, if its host has a language.

Restless Armor
Medium Aberration (Symbiont)
Hit Die: 1d8+3 (hp: 7)
Initiative: +7
Speed: 30ft
Armor Class: 16 (Dex +2, Natural +3)
Base Atk/Grp: +0/-3
Attack: Slam +1 melee (1d6+1)
Full Attack: Slam +1 melee (1d6+1)
Space/Reach: 5ft / 5ft
Special Attacks: ---
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 12, Dex 15, Con 16, Int 10, Wis 12, Cha 10, Ego 3
Skills: Listen +5, Spot +5
Feats: Improved Initiative
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Restless armors are a rare form of naturally occurring symbiont that are the precursor to the living breastplate symbiont. They look like animated studded leather with a large eye in the center of the chest piece and a primitive mouth.
Restless armors are the only symbiont capable of speech with the ability to speak both Undercommon and Common.

Combat
A restless armor can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a restless armor to gain its benefits or encounters it accidentally. A restless armor attaches by sinking needle-like teeth into the host.
Attaching or removing an restless armor deals 1d3 points of Str damage.

Host Benefits: The host gains a +3 armor bonus. A reckless armor has no armor check penalty, a maximum Dex bonus of +10, and an arcane spell failure chance of 5%. The host is treated as wearing light armor.

Telepathy: A reckless armor can communicate telepathically with its host, if its host has a language.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Eldritch Claw
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 20 feet (4 squares)
Armor Class: 17 (+2 size, +4 Dex, +1 natural)
Base Atk/Gpl: +0/-10
Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6)
Full Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Eldritch Blast
Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 7, Dex 19, Con 11, Int 10, Wis 10, Cha 14, Ego 7
Skills: Hide +16, Move Silently +8
Feats: Empower Spell-like Ability (Eldritch Blast)
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

Eldritch claws are rare symbionts that bond with spellcasters giving them greater versatility with their spells. Eldritch claws were created from oversized illithid tadpoles exposed to the husk of infinite worlds.
They appear much like large manta rays with a retractable, hand like appendage with a circular mouth seated in the center of the “hand“.
An eldritch claw does not speak any language, but it understands Undercommon.

Combat
An eldritch claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out an eldritch claw to gains its benefits or encounters one accidentally. It attaches by wrapping its ray-like fins around the host’s arm and covering the hand in the extendable mouthpiece.
Attaching or removing an eldritch claw deals 1d3-1 points of Int damage.

Host Benefit: The host gains a claw attack that deals the same damage as a crawling gauntlet. The host can use the eldritch claw’s eldritch blast ability and Empower Spell-like Ability feat. Additionally, the host can channel a touch or ray spell into the eldritch blast, a target hit by the eldritch blast is also affected by the channeled spell.

Eldritch Blast (Sp): An eldritch claw can create an eldritch blast as a 5th level warlock.

Telepathy (Su): An eldritch claw can communicate telepathically with its host, if its host has a language.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Spellknight
Small Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 feet (6 squares)
Armor Class: 20 (+1 size, +4 Dex, +5 natural)
Base Atk/Gpl: +0/-5
Attack: Slam +0 melee (1d3-1)
Full Attack: Slam +0 melee (1d3-1)
Space/Reach: 5ft/5ft
Special Attacks: Spells
Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con 11, Int 13, Wis 10, Cha 14, Ego 8
Skills: Knowledge (arcana) +5, Spellcraft +7, Use Magic Device +8
Feats: Magical Aptitude
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

Spellknights were created by daelkyr half-blood sorcerers and wizards as a way to increase their defense without wasting spells. Spellknights are unique in that, they are not used by the daelkyr. When not attached to a host, a spellknight looks like a sphere of silver with eldritch markings of a deep crimson or violet color. When it is attached to a host, it looks like an incomplete suit of silver half plate with the same runes on it.
A spellknight does not speak any language, but it understands Undercommon.

Combat
A spellknight can only attach itself to a willing host (as a full-round action). In general, a creature seeks out a spellknight to gains its benefits or encounters one accidentally. It attaches by unfurling into a suit of armor that is then donned by the host.
Attaching or removing a spellknight deals 1 point of Con damage.

Host Benefit: The host gains a +5 armor bonus. Additionally, the host adds the spellknight’s spell-like abilities to his spells known list and may use the spellknight’s spell-like abilities.

Spell-Like Abilities: At Will- Resistance, Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound, Mage Hand, Prestidigitation; 3/day- Shield, Protection From Arrows, Resist Energy, Invisibility, Dispel Magic; 1/day- Stoneskin. A spellknight will not use its spell-like abilities when attached to a host.

Telepathy (Su): A spellknight can communicate telepathically with its host, if its host has a language.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Angel Claw
Small Aberration (Symbiont)
Hit Die: 1d8 +1 (hp: 5)
Initiative: +4
Speed: 30ft
Armor Class: 16 (Size +1, Dex +4, Natural +1)
Base Atk/Grp: +0/-4
Attack: Claw +4 melee (2d4)
Full Attack: 2 Claws +4 melee (2d4)
Space/Reach: 5ft / 5ft
Special Attacks: ---
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 10, Ego 5
Skills: Hide +12, Move Silently +12
Feats: Improved Natural Attack (claws), Weapon FinesseB
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually chaotic neutral
Advancement: None
Level Adjustment: ---

Angel claws are a failed daelkyr experiment. Intelligent enough to know they were in danger of destruction they fled on dominated hosts and made pacts with a cadre of powerful sorcerers turning them into the creatures they are today.
An angel claw appears as a pair of skeletal arms that attach to the shoulders of the host. They end in long serrated claws that can strike with lethal force.
An angel claw does not speak any language, but it understands Undercommon.

Combat
An angel claw can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out an angel claw to gain its benefits or encounters it accidentally. An angel claw attaches by sinking tendril into the host’s shoulders and upper back.
Attaching or removing an angel claw deals 1d3 points of Wis damage.

Host Benefits: A creature with an attached angel claw gains a pair of claw attacks that deal 2d4 points of slashing damage, when attached to a medium creature. They are treated as magic for the purpose of overcoming damage reduction.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): An angel claw can communicate telepathically with its host, if its host has a language.

Flame Glove
Tiny Aberration (Symbiont, Fire)
Hit Die: 1d8+2 (hp: 6)
Initiative: +3
Speed: 20ft
Armor Class: 17 (Size +2, Dex +4, Natural +1)
Base Atk/Grp: +0/-8
Attack: Claw +4 melee (1d6)
Full Attack: Claw +4 melee (1d6)
Space/Reach: 2-½ft / 0ft
Special Attacks: Flame gout
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 8, Cha 12, Ego 5
Skills: Hide +15, Move Silently +15
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Flame gloves evolved from crawling gauntlets that were exposed to creatures with the fire subtype. Ever since the daelkyr have created hundreds of flame gloves for their servitors.
A flame glove does not speak any language, but it understands Undercommon and Ignan.

Combat
A flame glove can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally. A flame glove attaches by sinking tendril into the host’s arm.
Attaching or removing an flame glove deals 1d3 points of Wis damage.

Host Benefits: A creature with an attached flame glove gains a claw attacks that deal damage as a crawling gauntlet plus 1 point of fire damage. They are treated as magic for the purpose of overcoming damage reduction. Once every round, the host can make a ranged touch attack to deal 1d4 points of fire damage to any one target within 60ft. A flame glove does not attack on its own while attached to a host.

Flame Gout (Su): Once every other round, a flame glove can make a ranged touch attack that deals 2d4 points of fire damage to any one target within 60ft.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): A flame glove can communicate telepathically with its host, if its host has a language.

Emerald Ooze
Small Ooze (Symbiont)
Hit Die: 1d10+4 (hp: 9)
Initiative: +3
Speed: 20ft
Armor Class: 17 (Size +1, Dex +4, Natural +1)
Base Atk/Grp: +0/-4
Attack: Slam +4 melee (1d4)
Full Attack: Slam +4 melee (1d4)
Space/Reach: 2-½ft / 0ft
Special Attacks: --
Special Qualities: Symbiont Traits, blindsense 120ft, blindsight 60ft, telepathy
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 10, Dex 10, Con 18, Int -, Wis 12, Cha 10, Ego 5
Skills: ---
Feats: ---
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually Neutral
Advancement: None
Level Adjustment: ---

Emerald oozes are simultaneously more primitive and advanced than other symbionts. They evolved from a normal ooze that was, briefly exposed to the corrupting energy of the daelkyr.
An emerald ooze does not speak any language, but it understands Undercommon and Aquan.

Combat
A emerald ooze can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a emerald ooze to gain its benefits or encounters it accidentally. An emerald ooze attaches by sinking into the host's body through the pores, where it generally lies dormant until called upon.
Attaching or removing an emerald ooze deals 1 point of Str damage.

Host Benefits: A creature with an attached emerald ooze gains a +4 armor bonus to their AC and a +2 bonus to their Str, Dex, and Con scores as long as the symbiont is attached.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): A Emerald Ooze can communicate telepathically with its host, if its host has a language.

Additional Symbionts Here (http://www.giantitp.com/forums/showthread.php?t=215195)

tzaan
2011-01-25, 11:19 AM
oh, me likey. Me likey a lot. Always good to have more symbionts

reminds me of Kerrigan/Yuuzhan Vong...especially the Angel Claws. Very Queen of Blades

aren't Living Breastplates artifacts? Generating a minor artfact from your own flesh..*low whistle*

EdroGrimshell
2011-01-25, 12:32 PM
oh, me likey. Me likey a lot. Always good to have more symbionts

reminds me of Kerrigan/Yuuzhan Vong...especially the Angel Claws. Very Queen of Blades

aren't Living Breastplates artifacts? Generating a minor artfact from your own flesh..*low whistle*

Generating symbionts is a major part of the class itself, and the collective beforehand is probably on par with the living breastplate. It may be a bit strong but not overly so.

Also, i'm open to suggestions for both symbionts, spells to expand the spell list, and ways to improve the class. And an expansion on the fluff of the class would also be appreciated.

EdroGrimshell
2011-01-29, 02:37 AM
Anyone have any critique for the class?

EdroGrimshell
2011-02-10, 11:49 PM
Also, i'm open to suggestions for both symbionts, spells to expand the spell list, and ways to improve the class. And an expansion on the fluff of the class would also be appreciated.

Reiterating, as well as asking for a PEACH.

Chameon
2011-02-11, 01:22 AM
Pardon me, I do not have the Eberron campaign booklet, so I might be mentioning 'Eberron' Symbiont by accident. A Symbiont that acts as an entirely new set of eyes or perception might be interesting. Furthermore, a symbiont that acts as a rebreather or whatever to stop air-based toxins or poisons could be amusing. A self-destruct (chemical imbalance) when dead Symbiont would be fun. A symbiont that can release a smokescreen could have any number of uses. A symbiont that draws on the air and releases bursts could be helpful as a ranged attack. Let's see, what else....

Well, there's also Symbionts that create and fire living ammo as non-touch attacks..that sounds like fun.

EdroGrimshell
2011-02-11, 01:57 AM
Pardon me, I do not have the Eberron campaign booklet, so I might be mentioning 'Eberron' Symbiont by accident. A Symbiont that acts as an entirely new set of eyes or perception might be interesting. Furthermore, a symbiont that acts as a rebreather or whatever to stop air-based toxins or poisons could be amusing. A self-destruct (chemical imbalance) when dead Symbiont would be fun. A symbiont that can release a smokescreen could have any number of uses. A symbiont that draws on the air and releases bursts could be helpful as a ranged attack. Let's see, what else....

Well, there's also Symbionts that create and fire living ammo as non-touch attacks..that sounds like fun.

In order
1) That, i could work with, i do have the skull mantle but that enhances excisting senses rather than giving an entirely new one
2) There are the psionic ones in the Fiend Folio, i thing one does that. I'll have to add those at a later date
3) Symbionts attach to the body, so a death throws is rather inappropriate for a non-construct symbiont (and construct symbionts don't fit the class)
4) The smokescreen one i can work with quite easily
5) Oh, this one i like
6) The throwing scarab does this (sort of) but i could adapt a new one for higher levels.

It may take a while to get to those but i will eventually make them i assure you.

More so i need a critique of the class itself because i have yet to be able to playtest it. I'm hoping to recruit a game for it but i doubt i'll be able to ATM, just because recruiting for my other games isn't going so well.

Owrtho
2011-02-11, 05:15 AM
Just a thought, but perhaps a symbiont that allows you to escape if unconscious. Might give it some minor ability at other times as well, so it isn't useless if you are able to avoid getting too badly hurt in combat. The main function though would be having your inert body scuttle to safety is knocked out.

Owrtho

Luean
2011-02-11, 05:31 AM
The Restless Armor combat description says:
"In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally."

EdroGrimshell
2011-02-11, 11:13 AM
The Restless Armor combat description says:
"In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally."

Thank you for pointing that out


Just a thought, but perhaps a symbiont that allows you to escape if unconscious. Might give it some minor ability at other times as well, so it isn't useless if you are able to avoid getting too badly hurt in combat. The main function though would be having your inert body scuttle to safety is knocked out.

Owrtho

I should probably add that to a function of the collective or symbiont familiar, although with the symbionts actually being fairly strong they could probably control it until you regain conciousness again. I might make another symbiont for it, maybe a psionic one that can heal the wearer as well.

tzaan
2011-03-12, 04:55 AM
would it make sense to make this a psionic class? I mean, you've got all these gribbly creatures selotaped to your body and you're in constant telepathic communication with them...? It would add to the whole 'organic' feel of the class: using the natural power of the mind instead of the crutch of magic (paraphrasing the Psion intro from EPH)

this is actually a self centred prod 'cos I'm looking to make a psionic version of this class anyway (think Darth Krayt)

EdroGrimshell
2011-03-12, 04:04 PM
would it make sense to make this a psionic class? I mean, you've got all these gribbly creatures selotaped to your body and you're in constant telepathic communication with them...? It would add to the whole 'organic' feel of the class: using the natural power of the mind instead of the crutch of magic (paraphrasing the Psion intro from EPH)

this is actually a self centred prod 'cos I'm looking to make a psionic version of this class anyway (think Darth Krayt)

That was actually the original idea but was kinda put aside because of the spellcasting symbionts like the spellknight and spellwurm. Any idea on how to rework it to make it into a more psionic compatable class?

EdroGrimshell
2011-06-28, 04:44 PM
Added an adaptation for making this a psionic class, expanded the symbiont list to include those from the fiend folio, and am currently working on making new symbionts.

If anyone has a better placement for the symbionts from the fiend folio on the table please share your ideas. I am much interested in improving this class.

Ideas for symbionts and ways to improve the class are always welcome.

Veyr
2011-06-28, 06:18 PM
Ouch, ML = CL in a 10-level class? That hurts a lot...

Anyway, Mind Leech is better than Cerebral Hood, and both are stupidly powerful. I don't recommend those.

EdroGrimshell
2011-06-28, 06:22 PM
Ouch, ML = CL in a 10-level class? That hurts a lot...

Anyway, Mind Leech is better than Cerebral Hood, and both are stupidly powerful. I don't recommend those.

the DCs are also stupidly low, they may be pretty powerful but the chances of something succeeding the save is rather hi

Veyr
2011-06-28, 07:13 PM
I agree, the DCs are low, but the power level is nonetheless high. You can still pump that DC, after all.

EdroGrimshell
2011-06-28, 07:14 PM
I agree, the DCs are low, but the power level is nonetheless high. You can still pump that DC, after all.

:smallconfused:

please explain, because i thought it depends on the creature, not the host

Veyr
2011-06-28, 08:16 PM
It does, which makes it harder, but Symbionts have the Share Spells ability, which means that things that boost your... what is it, Cha or Con that the DC is based on? improve the Symbiont's as well. Doesn't extend to items, sadly. If you can get the thing feats, that too will work nicely: Ability Focus would be a +2, and I'd be surprised if there were no other feats for improving the DC of Psi-like Abilities.

EdroGrimshell
2011-09-20, 02:26 AM
Got some ideas for new symbionts and will post them as soon as i finish them hopefully. I'm also altering a few class features to be more balanced for the class.

Deviston
2011-09-21, 09:39 PM
Evolved Collective seems very wonky to me. Bonus armor AC that stacks with other armor sources "just because", plus 10k of free enhancements. Mayeb it could be reworked a tad to flow a little better. what do you think about this?

Evolved Collective (Ex): At 8th level, the daelkyr bloodlord’s collective has reached a new level of power. The collective becomes more connected to its host’s life force, The collective now has the granted host benefit of the Restless Armor, if the collective already has the Resltess Armor inegrated, increase the armor AC bonus it provides by +1.
The bloodlord may now enhance the collective as if it were a suit of masterwork armor. The bloodlord gains an ability similar to the Warlock's Imbue Item. You can enhance your collective based on spells you cannot cast. You must take the appropriate Item Creation Feat and then make a Use magic device check vs. DC 15 + Spell level for Arcane spells or DC 25 + Spell level for Divine spells.
If the check succeeds, the daelkyr bloodlord can enhance the collective as if he had cast the required spell. If it fails, he cannot complete the enhancement. He does not expend the XP or gold cost for making the item; his process is simply slowed. He cannot retry this use magic device check for this spell until he gains a new level.
Once the collective reaches its maximum evolution of 10 symbionts, it has the ability to separate from the broodlord (at the broodlords behest or if it wins an Ego check and decides to leave, it then is considered lost and an NPC creature) and act independently from the host, and can maintain telepathic communication with him even while not attached, so long as they are within one mile of each other. When separated in this manner, the collective is a medium sized creature with its strength score increased by +8 points, if the collective is larger increase its strength score by +2 per size catergory larger than medium. The symbiont collective gains a special quality called Host Dependency. This functions for a symbiont collective like Symbiont Dependency works for a Daelkyr Half-Blood.


My reasoning for this is simple, to give away free money in enhancements doesn't seem in line with the flavor of the class (or balanced). Everything requires investment on the part of the host. Why not give the host the ability to enhance without giving it to him for free. Also, I think the "never has a conflict" shouldn't apply to the 10 symbiont collective. It's become a super strong thing and should feel independant urges like any powerful thing. The fact that the host has a like a +8 to resist conflicts should mitigate the fact that the greater being, the collective, has its own desires. Oh yeah, it's alignment should change to whatever the hosts is, as they grow together and are SO interconnected.

Also, what about rewording Symbiont Mastery to ::this:: so that it stacks properly with similar effects (Improved Symbiont Mastery I read somewhere in one of the paragon classes increases the hp's earned by one or two).

::This::

The host now gains double the base benefits from Symbiont Mastery.

Your's says "normal" benefits. My bad :p

EDIT: I just have to say this. I heart the flavor of this class SOOOOOOOOO flippin much... ugh I think I'm in love. Tentacly Nasty Gentleman kind of love... No homo.

EdroGrimshell
2011-09-21, 10:30 PM
Evolved Collective seems very wonky to me. Bonus armor AC that stacks with other armor sources "just because", plus 10k of free enhancements. Mayeb it could be reworked a tad to flow a little better.

Yea, not my best work, i've been looking for a different method and thank you for the contribution. I will list credit in the OP.


what do you think about this?

Evolved Collective (Ex): ...

I'll probably use a more stremlined version of this, just give me a bit to work it into that streamlined version.


My reasoning for this is simple, to give away free money in enhancements doesn't seem in line with the flavor of the class (or balanced). Everything requires investment on the part of the host. Why not give the host the ability to enhance without giving it to him for free. Also, I think the "never has a conflict" shouldn't apply to the 10 symbiont collective. It's become a super strong thing and should feel independant urges like any powerful thing. The fact that the host has a like a +8 to resist conflicts should mitigate the fact that the greater being, the collective, has its own desires. Oh yeah, it's alignment should change to whatever the hosts is, as they grow together and are SO interconnected.

I agree with your reasoning.

The "Never Has A Conflict" part is more that the symbiont usually think on the same lines. The only time it doesn't apply is when the host acts radically different from normal, such as if the the host is affected by a spell that changes his alignment or charms/dominates him in some way.


EDIT: I just have to say this. I heart the flavor of this class SOOOOOOOOO flippin much... ugh I think I'm in love. Tentacly Nasty Gentleman kind of love... No homo.

Thanks, I'm really good with the aberration stuff.

Owrtho
2011-09-21, 10:55 PM
Ah good ol symbiont. Looking at this, I can't help but feel it would blend well with a certain other aberrant themed class with which I am acquainted. Perhaps some form of alternate class feature to give up spell progression for feature (http://www.giantitp.com/forums/showthread.php?t=153536) progression would fit, though I'm not quite sure on the balance there. May need some fiddling.

Owrtho

Deviston
2011-09-21, 11:17 PM
I'll probably use a more stremlined version of this, just give me a bit to work it into that streamlined version.

PM me with your thoughts on this as I'm really interested in this class feature and its "evolution".

heh heh.

heh heh heh... I hate how cheesy I am...

Owrtho
2011-09-22, 12:00 AM
Symbiont Familiar
A daelkyr bloodlord’s symbiont familiar is different from most symbionts, its form is different from others of its kind, looking less bulky and sleeker than others of its kind. It often has aspects that mirror the daelkyr bloodlord’s personality in addition to the sleeker look common to all symbiont familiars.

The redundant statements in this repetitive paragraph are redundant.
I'd suggest rewording it.

Owrtho

EdroGrimshell
2011-09-22, 12:21 AM
How does this look?
Evolved Collective (Ex): At 8th level, the daelkyr bloodlord’s collective has reached a new level of power. The collective becomes more connected to its host’s life force, The collective now has the granted host benefit of the Restless Armor, if the collective already has the Resltess Armor inegrated, increase the armor AC bonus it provides by +1. The bloodlord may now enchant the collective as if it were a suit of masterwork armor. Each natural attack (including projectile attacks like those granted by the throwing scarab) can also be enchanted as if they were masterwork weapons.

The bloodlord gains an ability similar to the Warlock's Imbue Item ability except it only applies to enchanting his symbiont collective. You can enhance your collective based on spells you cannot cast. You must take the appropriate Item Creation feat and then make either a Heal check and a Knowledge (Dungeoneering). The DC for both checks are 15 + Spell level for arcane spells or DC 25 + Spell level for divine spells.

If the checks succeed, the daelkyr bloodlord can enchant the collective as if he had the required spell. If one fails, the daelkyr bloodlord ruins the enhcantment but the materials are not wasted. If both fail the bloodlord ruins the enchantment process and materials are wasted. This does not expend XP but still costs gp for the alchemical components needed to fuel the enchantment.

Once the collective contains 10 symbionts it gains the ability to separate from the broodlord (usually at the broodlord's behest but certain circumstances can cause the symbiont to provoke a conflict to remove itself) and act independently from the host. The collective can maintain telepathic communication with the daelkyr bloodlord even while not attached so long as they are within one mile of each other. When separated in this manner, the collective is a medium sized creature. The collective's strength score is increased by 8.

The symbiont collective also becomes dependant on the daelkyr bloodlord. Each day the collective is separated from the daelkyr bloodlord it takes a point of Constitution burn and cannot heal naturally until it joins with the bloodlord that generated it.

Deviston
2011-09-24, 12:33 AM
Dang nice... I REALLY Like the requirement for Heal and such in that. I never would have thought to add that, well done good sir :p