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.
"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.
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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.