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View Full Version : Daelkyr Bloodlord Remake (3.5 Prc, PEACH)



Deviston
2011-09-22, 01:35 AM
The original class is done by EdroGrimshell and is located here (http://www.giantitp.com/forums/showthread.php?t=184786). My adaptation seems a little more suited for the campaign I'm going into. It’s different enough that I thought posting it would be beneficial. This is roughly three weeks of gruelling work and a few symbionts aren't finished in regards to familiar abilities so please PEACH away.

The original Alchemist that the "casting" is take from is here (http://community.wizards.com/go/thread/view/75882/19528038/The_ALCHEMIST_Core_Class_V2_Eat_Your_Fullmetal_Hea rt_out..._Again!?pg=1) and done by Nightscreamer20.

Title says "Bloodlord" but I'm calling mine the "Broodlord" for those noticed a "typo".


Daelkyr Broodlord

"’To receive anything, mankind must first give something of equal value.’ Well, some laws are meant to be broken!"

Holcombe Barthwrith, Daelkyr Half-Blood Daelkyr Broodlord

The daelkyr broodlords 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 broodlords, 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 Broodlord
Daelkyr broodlords can come from virtually any class or background, although spellcasters, arcane and divine, rarely join the ranks. Rogues and rangers are the most common broodlords, although, factotums sometimes join the ranks as well. Fighters and barbarians, while uncommon, make excellent broodlord soldiers for their durability and fighting prowess. Alchemists can find themselves pulled toward the class but sacrifice much for the knowledge gained.

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

Class Skills
The Daelkyr Broodlord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering/the planes/Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Transmutations

1st|
+0|
+2|
+0|
+2|Generate Symbiont, Basic Transmutation|
2

2nd|
+1|
+3|
+0|
+3|Greater Flesh Engineer

3rd|
+2|
+3|
+1|
+3|Symbiont Secret|
3

4th|
+3|
+4|
+1|
+4|Generate Symbiont

5th|
+3|
+4|
+1|
+4|Greater Flesh Engineer, Advanced Transmutations|
4

6th|
+4|
+5|
+2|
+5|Symbiont Secret

7th|
+5|
+5|
+2|
+5|Generate Symbiont|
5

8th|
+6|
+6|
+2|
+6|Greater Flesh Engineer

9th|
+6|
+6|
+3|
+6| Symbiont Secret, Adept Transmutations|
6

10th|
+7|
+7|
+3|
+7|Generate Symbiont, Daelkyr Ascendance [/table]

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

Alchemic Circle: An alchemical circle is a special mathematical drawing that allows a daelkyr broodlord to invoke the magic needed to perform his 'transmutations'. Treat this as a material component that the daelkyr broodlord is required to have to utilize any of his transmutations (see below). An alchemical circle can be drawn as a move-equivalent action, once per round. Either with an item such as brush and ink, carved into an object, or even drawn into soft material. Drawing an alchemical circle provokes an attack of opportunity. Alchemical circles last only 8 hours, or until they are used, in which case they lose their ability to conduct magical energies. If you create an alchemical circle and utilize a transmutation at the same time, you may do it as a full-round action that provokes only one AoO.

Transmutation (Sp): Daelkyr broodlord's do not prepare nor cast 'spells', however they do harness the power of magic in their own unique way. These abilities known as 'transmutations' are not spells of the School of the same name in any way. Instead they are a compilation of scientific equation and pure magical energies. A daelkyr broodlord can utilize any of his transmutations at will, as long as he has access to his Alchemical Circle (see above).

The daelkyr broodlord's transmutations are instead spell-like abilities, and require a standard action to use. They also provoke an AoO as usual with spell-like abilities. As with spells a transmutation can be disrupted or interrupted, and a broodlord is allowed a concentration check in order to activate a transmutation if hit by an attack whilst doing so. Also, as usual with spells, they can be activated defensively, as not to provoke an AoO in the first place. A broodlord’s Transmutations are subject to Spell Resistance, unless the description of the transmutation says otherwise. His caster level for his transmutations is equal to his daelkyr broodlord level. The save DC for any transmutation is equal to 10 + 1/2 daelkyr broodlord Level + Int mod.

Transmutations Known: At 1st level, a daelkyr broodlord gains the knowledge of two basic level transmutations, chosen from the daelkyr broodlord transmutation list.
At each odd level, the daelkyr broodlord gains the knowledge of one additional transmutation of up to or lower than the highest level he can access, chosen from the daelkyr broodlord transmutation list.

Generate Symbiont (Ex): At 1st level, a daelkyr broodlord can generate a symbiont from his own flesh. This process takes a 24-hour ritual and 100gp worth of magical and alchemical materials. For the purpose of determining what symbiont he can generate, use his character level +1. As he advances in level, he can generate even greater symbionts. At level 6 treat his character level for symbionts as two higher, and three higher at level 10.
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. The new symbiont must be on the same level that the one being replaced is. Every three levels thereafter, a daelkyr broodlord can generate another symbiont.

Greater Flesh Engineer (Ex): At levels 2, 5, and 8 select another symbiont to gain the benefits of the Engineer of the Flesh feat.

Symbiont Secret: At levels 3, 6, and 9 the daelkyr broodlord learns a special secret of his symbionts he can unlock. A broodlord need not stay within the same secret tree but some secret have requirements of earlier secrets within the same tree.

Secrets of the Mastered

Enhanced Symbiont Hosting (Ex): From this point forward, whenever a daelkyr broodlord gains the Generate Symbiont class feature, he generates an additional symbiont. The additional symbiont has the same costs and requirements as the base symbiont from the Generate Symbiont class feature.

Improved Symbiont Mastery (Ex): A daelkyr broodlord gains double the normal benefit from the Symbiont Mastery feat. In addition, he no longer takes ability damage from removing his symbionts. A daelkyr broodlord must be at least sixth level to take this Secret.

Symbiont Adaptation (Ex): A daelkyr broodlord adapts to symbionts attached to him. He gains a +1 circumstance bonus on his Fort saves for every symbiont attached up to +5. The daelkyr broodlord also gains damage reduction, overcome by byeshk, equal to the number of symbionts attached to him up to his class level. This stacks with DR of the same type derived from symbionts but not from other sources. A daelkyr broodlord must have the Improved Symbiont Mastery Secret to take this Secret.
Secrets of the Evolved

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

Symbiont Maranatha(Ex): A daelkyr broodlord has the ability to combine several symbionts into one greater evolved being, with his symbiont familiar (the core creature) assimilating the personalities and abilities of the other symbionts in the collective. This new creature’s evolution leads its appearance to resemble a combination of all the symbionts in the collective. The evolved being 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 evolution 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 broodlord’s class level. Recalculate the Ego score of the collective for its new special qualities, special attacks, and ability scores. A daelkyr broodlord must be at least sixth level to take this Secret.

Perfected Maranatha (Ex): The daelkyr broodlord’s collective has reached a new level of power. The collective becomes more connected to its host’s life force, granting him a +2 natural armor enhancement bonus, this is in addition to any bonus granted from the collective. The collective can also now be enchanted as a suit of armor if it didn't already have this ability by virtue of assimilating a Restless Armor for example.
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) 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. The symbiont maranatha gains a special quality called Host Dependency. This functions for a symbiont maranatha like Symbiont Dependency works for a Daelkyr Half-Blood. A daelkyr broodlord must have the Symbiont Maranatha Secret to take this Secret.
Secrets of the Contained

Symbiont Tainted Alchemy (Ex): As a full-round action as a part of crafting a transmutation circle, a daelkyr broodlord may sacrifice the life of one of his symbionts to empower the transmutation in one of many ways. An alchemist may not use this class feature, draw a circle, and use a transmutation in the same round unless they have some means of gaining and extra standard action to use the transmutation after crafting a tainted one (as a full round action). To use on an existing circle, an alchemist may sacrifice a symbiont and leak its blood onto the circle as a standard action, or in combination with activating the circle as a full round action. If the symbiont is one that benefits from Engineer of the Flesh double the numerical effects of Symbiont Tainted Alchemy. Sacrificng a symbiont puts all others attached ill at ease. Your symbionts will all conflict with you simultaneously if used again within rounds equal to your broodlord level + 5 after initially using this class feature. When you gain a second secret this penalty is reduced to your broodlord level +2, and when you gain a third secret this penalty is reduced to your broodlord level.

Upon taking this secret, the broodlord’s transmutations that are tainted by standard symbiont blood have their DC increased by +2. Upon tainting a transmutation circle, it retains its magical and enhanced properties of this class feature for 4 additional rounds beyond its first use.

Upon taking any second secret, any transmutation tainted by symbiont blood has an additional effect of healing the host for a number of hit points equal to the level of the transmutation +2 or 1/4 the damage dealt by the transmutation, whichever is higher. Additionally, the DC increase is now enhanced to +3. This enhanced DC increase only effects the first transmutation usage when activating this class feature.

Upon taking any third secret, any transmutation tainted by symbiont blood has an additional effect of being empowered and maximized. Additionally, the DC increase is now enhanced to +4 and you are healed for a number of hit points equal to the level of the transmutation *2 or ½ the damage dealt by the transmutation, whichever is higher. This enhanced DC increase and healing increase only effects the first transmutation usage when activating this class feature.

Symbiont in the Bottle (Ex): The daelkyr broodlord may prepare a special transmutation circle to house one of his symbionts that benefit from the Engineer of Flesh feat. The creation of this circle requires reagents costing 1000gp and takes 1 day per hd of the symbiont to be housed. If created in the shape of a mundane transmutation, the magical properties of the circle lasts for 1 day per foot of diameter and the transmutation may be used at will within 100 foot of the circle by any who have knowledge of the transmutation and attempt to use it without a circle. The circle may be up to 30ft in diameter and as small as would be required for the symbiont to barely fit within it. A symbiont can be separated from the host and placed within the confines of this circle and the daelkyr broodlord is still considered to have a symbiont attached. He gains none of the host benefits except he is counted as having a symbiont attached and the symbiont is counted as being attached to a host. In cases where the symbiont is restricted in actions by being attached to a host, these restrictions are lifted. Should the symbiont leave or be removed from the circle, both lose the benefits of being connected.
Additionally, while the symbiont is inside the circle, the host and the symbiont share a telepathic connection with distance equal to 20 miles per daelkyr broodlord level. A daelkyr broodlord must be at least sixth level to take this Secret.

Symbiont in the Cask (Ex): The daelkyr broodlord may prepare a larger circle to house his chosen symbiont within. Upon initiating the creation of the circle, 5000gp worth of reagents must be expended to allow the symbiont to be magically housed within. Upon completion an additional 5000gp worth of reagents must be expended to activate the circle and make it ready for use. If created in the shape of a mundane transmutation, the magical properties of the circle lasts for 1 month per mile of diameter and the transmutation may be used at will within the circle by any who have knowledge of the transmutation and attempt to use it without a circle. The creation of this circle is normally by mundane means due to its size. For example, a physical tunnel dug in the shape of the circle underground would require workers or some other means to accomplish. If dug underground, the lines of the circle must be at least 5 foot in height and 5 foot in width for the circle to be accurately delineated. The diameter of the circle may be up to 20 miles wide and be very distinctly delineated. The symbiont can move at super natural speed within or on top of the lines of the circle. A symbiont housed within this circle has its speed increased by 100ft.
Additionally, the telepathy and attached benefits granted only apply while the host is within the confines of the circle. A daelkyr broodlord must have the Symbiont in the Bottle Secret to take this Secret.


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


Transmutation List

Organic:
Simple: Barkskin, Cure/Inflict Minor Wounds
Advanced: Cure/Light Wounds, Delay Poison, Water Breathing
Adept: Burning Blood, Cure/Inflict Moderate Wounds , Remove Disease/Paralysis

Mineral:
Simple: Earthen Grasp , Fist of Stone, Hail of Stone, Cause/Repair Light Damage, Sandblast
Advanced: Bands of Steel, Cause/Repair Moderate Damage, Rain of Needles, Shatter, Soften Earth and Stone, Stony Grasp
Adept: Earthbolt, Inflict/Repair Serious Damage, Rusting Grasp, Spike Stones, Transmute Rock to Mud/ Mud to Rock

Energy:
Simple: Animate Fire, Burning Hands, Chill Touch, Melt, Obscuring Mist, Produce Flame, Shocking Grasp
Advance: Arc of Lightning, Binding Winds, Flaming Sphere, Pyrotechnics, Wind Wall
Adept: Fireball, Ice Storm, Lightning Bolt, Shout, Wall of Fire/Ice


Symbiont Familiar
A daelkyr broodlord’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 broodlord’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| Regenerative Symbiont Familiar[/table]

Bonus Hit Die: Your symbiont familiar gains additional hit die in addition to the hit die it gains from your daelkyr broodlord 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 broodlord, 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 and has its critical threat range increased by one (to 19-20) which stacks with similar benefits.

Clockwork Herald: When you or your clockwork herald are the target of the Message spell, a silent image spell of the sender and a thirty foot radius area around him is included in the sending.

Detection Worm: You gain a ping similar to the Alarm spell when an aberration has been within 30 feet of your current location within the last 2 hours.

Dockman: You gain the ability to make one attack as a full round action. You must wait 1d4+1 rounds to make another attack with the dockman attached or emerged.

Jade Sludge: You gain the ability to digest anything and use the material to repair your body. The host can consume any substance, organic (such as flesh) or inorganic (such as stone) into their being. Their body then dissembles it and uses it to heal any injuries they may have though a process that feeds on the host’s endurance.
This ability requires a standard action to use and provokes an attack of opportunity. The item consumed must weigh between 1/2 a pound to 1 pound. Its size must not exceed the size of the host’s fist. The item must be perfectly mundane in terms of supernatural power, though it can be made from any material. The item must be of such size that, in order to consume it, one must first take a move action to draw it or prepare it to be used (akin to a potion). The consumed item is permanently destroyed by the process, regardless of hardness or hit points.
Consuming instantly heals the host by 2*Hit Dice+ Constitution modifier and fatigues him. A fatigued host that uses this ability becomes exhausted. An exhausted host cannot use this ability.

Perception Tentacle: Extra perception visions you have are increased in range by 30 feet. You also gain the ability to look through a solid substance for one round once per day per perception tentacle you have generated. One foot of wood, one inch of metal, or any amount of lead blocks this vision.

Skewer Ant: The damage from the dagger attack granted by your skewer ant increases by one die size and has its critical threat range increased by one (to 19-20) which stacks with similar benefits.

Sob Sister: As a standard action, you gain a yellow aura centered on your sob sister with a range of 10 feet. The morale bonus to this aura is +2/-2 and once selected cannot be changed until you gain a new secret. The +2 applies to all allies within range, and the -2 applies to all enemies within range. Additionally, this effect can be suppressed as a standard action. The effects that can be selected are as follows:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Damage Reduction (bonus to allies is DR 2/magic, penalty applies to all forms of DR enemy posseses)

Angel Claw: Attacks from the angel claw ignore 2 points of AC derived from armor as it seems to phase through the armor partially. Damage from the angel claw is considered good for overcoming damage reduction.

Carapace Shell: The carapce shell begins to vibrate ever so slightly at a perfect frequency. The armor bonus provided by the carpace shell is also a deflection bonus.

Cladonil: One quarter of the damage taken while the cladonil's barkskin is active is instantly converted to subdual.

Control Slug: Control now extends to an insight to the thoughts of others. Detect thoughts can be used once per day.

Flame Glove: The flames from the flame glove crawl up your arms and rain down over your shoulders. Enemies that attack you with a melee weapon (not reach weapons) or a natural attack take double the bonus flame damage granted by the flame glove.

Heart Scarab: Bonus electrical damage can be increased by +3 at the cost of 1 point of subdual. At the cost of 1 point of constitution damage that cannot be reduced by any means the damage can be increased by +10. If the host is immune to ability damage, the secondary effect cannot be used.

Keratin Sage: You gain the knowledge of one additional transmutation /spell/soulmeld/etc of up to the highest level you know.

Psionic Sinew: ((WIP))

Skull Mantle: You gain Favored Enemy ability as if you were a 6th level Ranger.

Spellfilter Claw: Choose a metamagic feat you have. This metamagic feat has its level increase reduced by a total of 1, this DOES stack with Engineer of the Flesh.

Swiftjerkers: The increase of alacrity now extends to your legs. All movement speeds are increased by 10 feet and you gain the Run feat. You may make up to a 90 degree turn in your run one time.

Eldritch Claw: Increase damage done by eldritch blast by 1d6. Add Heighten Spell-Like Ability to the eldritch claws feat list, the host may use this feat.

Spellknight: The spellknight is able to learn new spell-like abilities as chosen by the Host, these cannot be changed. Choose two level 0 spells, one level 1 spell, and one level 2 spell. Additionally, you now may use your spell-like abilities and additional time per day.

Sky Scourge: Fly speed increased by 10ft and mobility increases to perfect. If it is already perfect, gain an additional +10ft to your fly speed.

Cerebral Hood: ((WIP))

Mind Leech: ((WIP))

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.

Greater Host Benefits: Starting at your 7th level of daelkyr broodlord, 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 and has its critical multiplier increased by one (to x3) which stacks with similar benefits.

Clockwork Herald: ((WIP))

Detection Worm: The duration is now within the last 4 hours, and their presence leaves a green haze that you may follow.

Dockman: You now wait 1d2+1 rounds before making another attack with the dockman attached or emerged.

Jade Sludge: Magic items may now be consumed. The host now heals an additional number of hit points equal to the caster level of the item consumed. The base amount of the heal is 3*Hit Dice+2*Con modifier.

Perception Tentacle: Extra perception visions you have are increased in range by an additional 30 feet. You also gain the ability to look through a solid substance for one round twice per day per perception tentacle you have generated. Three feet of wood, one foot of metal, or one inch of lead blocks this vision.

Skewer Ant: The damage from the dagger attack granted by your skewer ant increases by one die size and has its critical multiplier increased by one (to x3) which stacks with similar benefits.

Sob Sister: The value bestowed by the aura is increased to +4/-4 and the range is increased to 10 feet. Additionally, select a second statistic to be effected, you gain a second aura that effects this statistic at the base range of 10 feet and base value of +2/-2.

Angel Claw: Attacks from the angel claw ignore 4 points of AC derived from armor as it seems to phase through the armor partially. Damage from the angel claw is considered chaotic for overcoming damage reduction.

Carapace Shell: The carapace shell swells and enlarges, granting its host even greater size. The host gains the effect of greater powerful build. This is the same as powerful build except the host gains benefits of being two sizes larger.

Cladonil: The bonus from Barkskin is now +2 higher whenever used, and can be used an additional time perday.

Control Slug: Detect Thoughts can be used three times per day.

Flame Glove: The damage dealt to melee attackers now has a chance to reflash again on the following round (in addition to base damage if they attack you again on the following round). Any creature that is dealt reflective damage from the flame glove must make a DC 10+ ½ Daelkyr Broodlord class level + host Int mod to avoid taking the damage again on the following round.

Heart Scarab: Bonus electrical damage can be increased by +5 at the cost of 1 point of subdual. At the cost of 1 point of constitution damage that cannot be reduced by any means the damage can be increased by +15. If the host is immune to ability damage, the secondary effect cannot be used.

Keratin Sage: You gain the knowledge of two additional transmutations /spells/soulmelds/etc of up to the highest level you know.

Psionic Sinew: ((WIP))

Skull Mantle: Improve your Favored Enemy class feature as if you were a 10th level Ranger.

Spellfilter Claw: Choose a second metamagic feat you have. This metamagic feat has its level increase reduced by a total of 1, this DOES stack with Engineer of the Flesh.

Swiftjerkers: All movement speeds are increased by an additional 20 feet (30 feet total) and the Run feat now increases your speed by a multiple of 6. You can make up to a 90 degree turn in your run up to two times.

Eldritch Claw: Increase damage done by eldritch blast by an additional 1d6. Add Silent and Still Spell-Like Ability to the eldritch claws feat list, the host may use these feats.

Spellknight: The spellknight is able to learn new spell-like abilities as chosen by the Host, these cannot be changed. Choose two level 0 spells, two level 1 spells, two level 2 spells, and one level 3 spell. Additionally, you now may use your level 0, 1, and 2 spell-like abilities and additional time per day. You may use your level 3 spell 2 times per day.

Sky Scourge: Increase your fly speed by 10ft. For rounds equal to your Con modifier per day that need not be consecutive, you may accelerate to 2x your fly speed when moving in only a straight line. At the cost of 1 point of constitution, you may travel this speed for 1 minute. If you spend more than 5 points of constitution you are exhausted until you regain at least one point of constitution.

Cerebral Hood: ((WIP))

Mind Leech: ((WIP))

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.

Regenerative Symbiont Familiar: Your symbiont familiar gains Fast Healing 5.
__________________________________________________ _______________

Psionic Adaptation
This class can be made into a psionic class instead of a transmutation 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]

Secrets of the Mind
Symbiont Body Fuel (Ex): A daelkyr broodlord may gain the effects of the Body Fuel feat but only his symbionts can be selected to take the ability burn. This class feature counts as the Body Fuel feat for the purpose of meeting prerequisites and feats that modify the Body Fuel feat also modify this class feature.

Symbiont Cognizance (Ex): All symbionts that you generate from yourself (i.e. Generate Symbiont class feature, Personal Symbiont, Lure Symbiont or a similar effect) are considered cognizance crystals. They can hold a number of power points equal to 3* the number of Secrets of the Mind secrets you have taken. The limit to not drawing power points from multiple sources still applies. A daelkyr broodlord must be at least sixth level to take this Secret.

Symbiontic Link (Ex): A daelkyr broodlord has developed such and intrinsic bond with his self generated symbionts. Once per day, the broodlord may enter a state that allows him to draw power from all of his symbionts and his own power point pool simultaneously. For a number of round equal to 1/2 his class level, the broodlord can draw power points from symbionts as if those points were in his personal pool. Using this ability deals 1 point of ability burn to Str, Dex, and Con, of all symbionts drawn from during this time. Additionally, if the broodlord has all of the Secrets of the Mind all powers cost 2 less pp to manifest for the duration of this ability. A daelkyr broodlord must have the Symbiont Cognizance Secret to take this Secret.



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Meldshaping Adaptation
This class can be made into a meldshaping class instead of a transmutation class. Just use the following table for soulmelds, essentia, and chakra binds. Use the custom list below for what soulmelds you can choose. Meldshaping level equals class level.

{table=head]LV|Soulmelds|Essentia|Chakra Binds

1st|1|1|1

2nd|1|2|1

3rd|2|3|1

4th|2|3|2

5th|3|4|2

6th|3|5|2

7th|4|6|3

8th|4|6|3

9th|5|7|3

10th|6|8|4[/table]


Symbiont Chakra Bind (Ex): At 10th level you gain access to a unique chakra; the symbiont chakra. This chakra is not located in any specific location of your body, it follows the pathways of the chemical trales between you and your symbionts. When you bind a soulmeld to this chakra, you become more in tune with your symbiont that the associated soulmeld shares its likeness with and that symbiont glows lightly.

Chakra binds: Beginning at 1st level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level, as shown in the table above.
At 1st level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 7th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 10th level you can bind soulmelds to your symbiont chakra.

Secrets of the Soul
Teal Symbiont Boosting (Ex): Once per day, you can invest essentia into any number of symbionts you choose, but only one essentia per symbiont. You gain benefits based on how many symbionts you invest essentia into on the table below.

{table=head]Symbionts With Invested Essentia|Benefit
1|5 temporary hit points
2|+2 insight bonus on attack rolls
3|+1 natural armor
4|+3 enhancement bonus to all saves
5|Gain DR 5/beyshk (this DR stacks with others of its type)
[/table]

Azure Symbionts (Ex): The daelky broodlord now has such a deep connection with his symbionts and their souls that he may exceed normal limits for investing essentia. You gain a +1 to your cap for investing essentia. Additionally, all symbionts that you generate from yourself (i.e. Generate Symbiont class feature, Personal Symbiont, Lure Symbiont or a similar effect) increase your essentia pool by +1 while they are attached to you. A daelkyr broodlord must be at least sixth level to take this Secret.

Soul Bound Hues (Ex): The daelky broodlord now has such a deep connection with his symbionts and their souls that he may exceed normal limits for investing essentia. You gain a +1 to your cap for investing essentia (total +2). Additionally, at 10th level you may bind a soulmeld to two chakras at the same time; one of them has to be your symbiont chakra. A daelkyr broodlord must have the Azure Symbionts Secret to take this Secret.


Soulmeld List:


Symbiont Chakras

Girillon Arms (angel claw) An additional pair of angel claws sprout from your mid back (etheral unless your girillon arms are atached to your totem chakra in which case the second angel claws are physical aswell) and grant their benefits (if the angel claws benefit from enhancements, the second pair do aswell) to attacks made with the girillon arms.

Crystal Helm (carapace shell) The carapace shell melds with the crystal helm, giving the host 360 degree vision. The host cannot be flanked but the nature of the effect does not confer any penalties to gaze attacks.

Shadow Mantle (cerebral hood)

Adamant Pauldrons (skewer ant) The hard plate the is the back of the skewer ant grows and extends up the arm to meet and combine with the adamant pauldrons. Any DR the host has now is overcome by adamantine instead of its normal condition. If the host had DR that was overcome by beyshk that stacked, it stacks at half value.

Apparition Ribbon (ghostly visage)

Arcane Focus (spellfilter claw) The spell filter claw grows glowing nodules which glimmer with inner arcane energies. Damaging spells that have metamagic effects applied via metamgic feat derived from the arcane spell filter claw have there damages increased by +2 higher than the value of the arcane focus soulmeld.

Bloodwar Gauntlets (crawling gauntlet) The crawling gauntlet loses some of its abarition appearance and takes on a more constructed look as the two combine. Damage increases derived from the bloodwar gauntlets are increased by 2.

Flame Mantle (flame gauntlet) Tendrils from the flame gauntlet extend up the arm and weave themselves into the fiery fabric of the flame mantle. A target that takes fire dmage from either the flame mantle or the flame gauntlet takes half of the damage (minimum 1) the following round on a failed reflex save (DC 16). If they took damage from both sources, one reflex save applies to both.

Ankheg Breastplate (cladonil)

Diadem of Purelight (detection worm) The diadem of purelight takes on the appearence of the detection worm, growing human teeth and pulsating with colors. Within the range of the diadem, any abberation you can see you know automatically what it is and up to two special abilities it has (determined by the DM).

Discplacer Mantle (shadow sibling) The tentacles of the displacer mantle gain a shadow sibling of their own, bestowing greater shifting abilities upon the host. Whenever the host is within a area or shadowy illumination or darker, he automatically is effected by his blur spell for a duration of two rounds. This effect activating does not counts against the hosts uses per day of his blur effect.

Dissolving Spittle (jade sludge)

Behir Gorget (storm stalk)

Fellmist Robe (skull mantle) Your skull mantle combines with your fellmist robe to become its hood. Attackers must roll the miss chance twice, if they miss either roll they miss the attack.

Frost Helm (winter cyst) Your winter cyst grows chitinous plates and turns the color of your frost helm. The target suffers from a freezing of innards for a duration equal to one quarter the cold damage dealt. This freezing takes the form of slowed movement (half speed) and a -4 penalty to Dexterity.

Gorgon Mask (dockman) The dockman gains a small amount of freedom, trample attacks can be made while the dockman is active.

Impulse Boots (swiftjerkers) The impulse boots take on the glinting appearence of the swiftjerkers. As a free action once per round, the host may move half his move speed.

Lucky Dice (sob sister) The sob sister grants a second use of the lucky dice when used, the host may elect to take the better of the two results.

Mages Spectacles (keratin sage) The knowledge of the keratin sage is amplified through the mages spectacles, allowing the wearer to gleen greater information. Once per day per Secret, the host may gain a +10 bonus on any knowledge, decipher script, spellcraft, or use magic device check.

Lightning Gauntlets (heart scarab) The lightning gauntlets gain an emblem on the palm of a scarab that glows and crackles as if it were lightning. The damage provided by the heart scarab is channeled through attacks made with the lightning gloves. When channeled through the gloves in this manner, the target must also make a DC 15 reflex save or be knocked back 5 feet.

Planar Ward (eldritch claw) Arcane energies roil upon the eldritch claw and throughout the planar ward, visibly connecting the two. When the host passes a save in which the bonus from planar ward aided in the save, the eldritch claw marks the caster. The caster immediately has the same arcane energies as the claw and ward roiling about their own body. Eldritch blasts are made against this target with a +3 to attack rolls and spells channeled through the claw have a +1 to their DC. This mark lasts for half the duration of the spell the host saved against.

Shedu Crown (control slug)

Spellward Shirt (restless armor) The shifting shapes and whorls of the spellward shirt meld into the restless armor. The AC bonus of the restless armor is added to the spell restence granted by the spellward shirt.

Strongheart Vest (breed leech) The strongheart vest changes in appearence into a vest made of overlapping and coruscating breed leeches. Double the amount of ability damage reduced granted by the strongheart vest is given to the host as bonus hit points.


WIP

EdroGrimshell
2011-09-22, 01:48 AM
Oh i like. The different paths are an interesting idea and work fairly well. I like how you reworked almost everything and made it your own. And you really balanced the different secrets so you'd have to actually think which you'd take. Good job and i can't wait to see it finished

Deviston
2011-09-22, 09:10 PM
Heh heh heh, thanks. Took me a GOOD while to come up with symbiont benefits, and I'm STILL not done! I always liked the "skill tree" way of doing class features, especially when they are all awesome and you have to either flip a coin or muddle for a few weeks before finally taking your next level lol!

Quarian Rex
2012-03-10, 01:36 PM
This class MUST be finished.

Seriously.

Great ideas. Great features. Great options.

Now... must... complete...

Deviston
2012-03-11, 03:44 PM
ARGH! Ty for reminding me. I fell off the wagon for a bit there. apart from the few symbiont greater and lesser host benefits, what needs finishing?

Quarian Rex
2012-03-11, 10:59 PM
Mainly the greater and lesser host benefits and the Meldshaping Adaptation needs some severe love. You mention the Symbiont Chakra Bind yet there is not explanation of what its effects are.

That sort of thing.

Deviston
2012-03-12, 08:13 AM
Mkay, already started working on it. Give me a few days and you shall have your finished works :)

And if I have anything else you enjoyed, but it doesn't seemed finished, please remind me. I inherited the "start a project but rarely finish it" gene from my father :/

Zarthrax
2012-03-13, 03:49 PM
Hmmmmmm, would a feat allowing someone with levels in the class to select additional secrets on a 1-1 basis be out of place? Because a lot of this is too awesome to stay strictly to one school.....lol

Deviston
2012-06-06, 10:11 AM
I personally couldn't support it. I built the class Secrets to be STRONG but their limiting factor is you must stay in a tree to get the OP ones or you are limited to weaker ones if you go with variety. Feats are not only easy to come by but aren't IMO nearly as strong as a Secret.

I vote "no".

Additionally, Symbiont Soulmelds are up (for the ones I finished) and so are some of the finishes for the Improved and Greater Symboint Familiar.