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Thread: Daelkyr Half-Blood Conglomeration

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    Default Daelkyr Half-Blood Compendium

    Plagiarizer's Note
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    Key Note: This was done due to Veyr getting banned and his post obviously not being able to be added to.

    Veyr's Fleshwarping: A List of Grafts, Symbionts, and Related Goodies

    This thread has very little of my own work and I take no credit for nearly anything in here. I changed a few things in some other peoples work for balance as I saw fit and would like to know if the community agrees with the content within.

    I give full credit to those who originated these ideas. Not sure where I got them all (grabbed them a while back and only now got to posting this) so let me know when you see your work and I'll put your name where it belongs.

    This is work in progress so please PEACH (for example) the level obtainable and price tables. Please make suggestions and direct me to more daelkyr half-blood feats, symbionts, class options and so forth. The more the merrier.

    Additionally, you and I both know this thing is disgustingly formatted. For the obvious "dude that's just sh*t" I'll take care of those things as time permits. For the things that are maybe oversights, please feel free to "hey give this a go" and I'll getir done.

    TY! ;D




    • Base Classes

    • Feats
      • Symbiont Self Containment
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        You have the ability to meld symbionts into your being, hiding them from sight but also removing their benefits.
        Prerequisite: Symbiont Mastery, Con 15+
        Benefit: You may submerge symbionts into your body at the cost of 1 hp per symbiont. This hp damage does not heal as long as you have the symbiont that dealt it submerged. You may emerge a single symbiont at a time at the cost of one hp as a move action. You may also emerge more than one at a time, as few or as many as you choose, as a full-round action which still cost 1 hp to emerge each.
      • Improved Symbiont Mastery
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        Your tie to your bretheren grows stronger, as does your reliance on them.Prerequisite: Symbiont Mastery, Chosen Child of the Warped Ones
        Benefit: You gain an additional +2 hp per symbiont. You also must have at least two symbionts attached or your feel the effects of your symbiont dependancy. When you begin to die from symbiont dependency, you now take two points of Con damage each 24 hour period.
      • Chosen Child of the Warped Ones
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        Through depraved intervention, you have a closer tie to your daelkyr parent than most of your mixed heritage.
        Prerequisite: Daelkyr Half-Blood
        Benefit: You grow a second Personal Symbiont from your flesh. The same rules that apply to the original Personal Symbiont apply to this second one.
      • Engineer of Flesh
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        Through a mix of curious biological study and insight gifted by alien minds, you have learned to shape the growth of life and flesh to suit your needs.
        Prerequisites: Daelkyr Half-Blood, Chosen Child of the Dark Ones, character level 3
        Benefit: Your Personal Symbiont can be re-grown and evolve, gaining varying benefits. Upon taking this feat you gain benefits to your selected symbiont. You absorb your symbiont into yourself for the duration of the evolution (the 2d4 days required to grow a symbiont), after which the symbiont emerges in an new and improved state. Evolutionary traits depend on the kind of symbiont, and your level. The benefits of this feat only extend to the symbiont obtained from your race, not to any other symbionts obtained from class features, feats, buying, finding etc.
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        Level 1 Symbionts
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        Crawling Gauntlet:
        -Lev 1: 1d6 claw damage for medium size, claw treated as magic for purposes of bypassing DR.
        -Lev 5: 1d8 claw damage for medium size, effective strength score when attacking with the claw or grappling increased by 2.
        -Lev 10: 1d10 claw damage for medium size, claw treated as adamantium weapon.
        -Lev 15: 1d12 claw damage for medium size, claw treated as your alignment for bypassing damage reduction.

        Breed Leech:
        -Lev 1: Bolster Body increased to +7hp, +2 fort
        -Lev 5: Bolster Body increased to +10hp, Host gains immunity to poisons
        -Lev 10: Bolster Body increased to +15hp, Host gains immunity to diseases
        -Lev 15: Bolster Body increased to +20hp, Host gains immunity to magical poison or disease, selection can not be changed unless a new breed leech is evolved.

        Throwing Scarab:
        -Lev 1: Range increased to 30ft, shards last 2 rounds once detached from the symbiont.
        -Lev 5: Range increased to 40ft, 1 additional shard/round is secreted and can be thrown.
        -Lev 10: Range increased to 50ft, Shards deal an additional 1d6 acid damage on the following round.
        -Lev 15: Acid damage in increased by +1d6

        Shadow Sibling:
        -Lev 1: Blink useable 1/day at 5th caster level, +4 to move silently checks
        -Lev 5: Blink useable 2/day at 10th caster level, +6 to hide checks
        -Lev 10: Blink at 10th caster level, Shadow Walk 1/day at 10th caster level, +6 to move silently checks
        -Lev 15: Blink and Shadow Walk at 15th caster level and usable 3/day and 2/day respectively.

        Perception Tentacle:
        -Lev 1: Bonus to listen and spot increases to +6, bonus to initiative increases to +3, gains darkvision 20ft
        -Lev 5: Bonus to listen and spot increases to +8, bonus to initiative increases to +4, gains darkvision 60ft
        -Lev 10: Bonus to listen and spot increases to +10, bonus to initiative increases to +5, gains blindsense 20ft
        -Lev: Gain blindsight 20ft and can not be flanked except by a rogue 4 levels higher.

        Restless Armor:
        -Lev 1: Natural Armor and Host AC bonus increase to +4, Host gains DR 3/Byeshk, this DR stacks with DR of the same type
        -Lev 5: Natural Armor and Host AC bonus increase to +5, Host DR is increased to DR 6/Byeshk, this DR stacks with DR of the same type
        -Lev 10: Natural Armor and Host AC bonus increase to +6, Host DR is increased to DR 8/Byeshk, this DR stacks with DR of the same type
        -Lev 15: Natural Armor and Host AC bonus increased to +7, Host DR is increased to DR 10/Byeshk, this DR stacks with DR of the same type

        Detection Worm:
        -Lev 1: Gain mental ping similar to Alarm spell when any aberration comes within the range of your detect aberration ability
        -Lev 5: If an aberration is within 5 feet of you, you know who it is automatically. This effect can only be fooled by illusion spells of 5 caster levels higher than this characters level
        -Lev 10: Aberrations glow slightly with a green hue to your eyes, this glow can be seen through thin solid objects, up to one foot of wood, one inch of metal. Any amount of lead blocks this vision
        -Lev 15: Gain effects of True Seeing spell but only for aberrations, detect aberration range increases to 120ft

        Sob Sister:
        -Lev 1: Penalty incurred by Dirge is increased to -3, bonus incurred by Hope is increased to +2 and extends as an aura of 30ft to all allies
        -Lev 5: Dirge now extends to 90ft and the penalty incurred is increased to -4, bonus incurred by hope is increased to +3 and now also is a bonus to attack rolls
        -Lev 10: Penalty incurred by Dirge is increased to -5, Hope now extends to 60ft and the bonus incurred is increased to +4 and now also is a bonus to damage rolls
        -Lev 15: Dirge now extends 120ft and the penalty incurred is -6, bonus incurred by hope is increased to +5 and now is also a bonus to will saves

        Dockman:
        -Lev 1: Strong Back usable 2/day, Natural Armor and Strength bonus increase by +1 and +2 respectively
        -Lev 5: Strong Back usable 3/day, Natural Armor and Strength bonus increase by an additional +1 and +2 respectively
        -Lev 10: Strong Back usable 4/day, Natural Armor and Strength bonus increase by an additional +1 and +4 respectively, Host now becomes Huge size
        -Lev 15: Strong Back usable 5/day, Natural Armor and Strength bonus increase by an additional +2 and +4 respectively

        Clockwork Herald:
        -Lev 1: Personnel slots in available memory are increased to 15, message storing capacity is increased to 10, the Herald may now play back messages loud enough for all within 10ft to hear in the voice of the sender
        -Lev 5: Eagle Sight bonus increases to +5, Herald can now add other Heralds to their memory, allowing communication to go both ways across any distance (barring extra planar and extra dimensional)
        -Lev 10: Messages now have a limit of 5 minutes of communication versus 25 words
        -Lev 15: Can now use extra planar and extra dimensional communication normally

        Skewer Ant:
        -Lev 1: Shield bonus to AC is increased to +2, acid damage is increased to 2d6+2
        -Lev 5: Shield bonus to AC is increased to +3, acid damage is increased to 3d4+3
        -Lev 10: Shield bonus to AC is increased to +4, acid damage is increased to 4d4+4
        -Lev 15: Acid damage is increased to 5d4+5, target must make reflex save or take half damage again the following round (DC 15)

        Jade Sludge:
        -Lev 1: Acid damage now heals the host at a rate of 1hp healed per 20 points of acid damage taken from a single source
        -Lev 5: Acid damage now heals the host at a rate of 1hp healed per 10 points of acid damage taken from a single source
        -Lev 10: Acid damage now heals the host at a rate of 1hp healed per 5 points of acid damage taken from a single source
        -Lev 15: Acid damage now heals the host at a rate of 2hp healed per 5 points of acid damage taken from a single source


        Level 5 Symbionts
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        Heart Scarab:
        -Lev 5: Electric damage can now be increased to 3d4 per attack at the cost of 3 points of subdual damage, upon jumpstarting the heart of the host he is now left stabilized at -1 hp, the healing granted by the heart scarab is increased to 2d8+4
        -Lev 10: Electric damage can now be increased to 5d4 per attack at the cost of 5 points of subdual damage, upon jumpstarting the heart of the host he is now left at 1 hp; this enhanced effect can only be used by the scarab once per month. It is left weakened to its standard statistics and abilities for one week after jumpstarting this way. The healing granted by the scarab is increased to 4d8+8
        -Lev 15: Electric damage can now be increased to 7d4 per attack at the cost of 7 points of subdual damage, upon jumpstarting the heart of the host he is now left at 10 hp; this enhanced effect can only be used by the scarab once per two months. It is left weakened to its standard statistics and abilities for two weeks after jumpstarting this way. The healing granted by the scarab is increased to 6d8+12

        Cladonil:
        -Lev 5: Str bonus increases to +4, Barkskin can be used 2/day
        -Lev 10: Str bonus increases to +6, Barkskin can be used 3/day
        -Lev 15: Str bonus increases to +8, Barkskin can be used 4/day

        Swiftjerkers:
        -Lev 5: Host now gains a +8 to initiative checks and a +3 enhancement bonus to reflex saves, host gains a +2 enhancement bonus to Dexterity until the end of his next round when using Burst
        -Lev 10: Host now gains a +10 to initiative checks and a +4 enhancement bonus to reflex saves, host gains +4 enhancement bonus to Dexterity until the end of his next round when using Burst, if the host has a power point reserve he gain Improved Evasion with the cost of 1 power point burn per use; gaining the benefits of evasion no longer require a power point burn
        -Lev 15: Host now gains a +12 to initiative checks and a +5 enhancement bonus to reflex saves, host gains +5 enhancement bonus to Dexterity until the end of his next round when using Burst, Burst now has a duration of two rounds

        Angel Claw:
        -Lev 5: If you hit the same target with both claw attacks in one round, you deal an additional 2d6 + STR mod as you rend their flesh, your claws also ignore any concealment from sources such as blink
        -Lev 10: If you successfully rend a target, you may make an extra attack against the same target, this attack is at a -5 to attack roll. If successful, the targets speed is cut in half, and they receive a -2 to Dex for rounds equal to your Str mod
        -Lev 15: Rending a target now causes it to take 1 point of bleeding damage every round until they receive magical healing or a Heal check (DC 15+ the number of rounds they have been bleeding out), additionally the rend damage is increased to 3d6 + STR*2

        Control Slug:
        -Lev 5: Charm Person usable 4/day, +6 to Diplomacy checks
        -Lev 10: Dominate usable 1/day, +8 to Diplomacy checks
        -Lev 15: Charm Person usable 5/day, Dominate usable 2/day, +10 to Diplomacy checks

        Keratin Sage:
        -Lev 5: Symbiont gains skill points as if he gained a level, allowing the Host to select 5 new Knowledge skills. These 5 new and all previous now have a +9 to the check. Additionally, select 2 more Knowledge skills to be at a +6 bonus, or one more to be at a +7 bonus
        -Lev 10: Lorecall spell-like ability as 15th level caster is usable 2/day, Host gains +4 inherent bonus to Int
        -Lev 15: Symbiont can use Bardic Knowledge 2/day as a 10th level bard

        Spellfilter Claw:
        -Lev 5: Gain one additional Metamagic feat, all Metamagic feats used through the spellfilter claw have their level increase reduced by a total of 1; this effect does not stack with similar effects
        -Lev 10: Gain one additional Metamagic feat, all Metamagic feats used through the spellfilter claw have their level increase reduced by a total of 2; this effect does not stack with similar effects
        -Lev 15: Gain one additional Metamagic feat, all Metamagic feats used through the spellfilter claw have their level increase reduced by a total of 3; this effect does not stack with similar effects

        Stormstalk:
        -Lev 5: 3d6 ray damage, can be activated as a 5-by-30ft line, Call Lightning Storm 1/day at 10th caster level
        -Lev 10: 5d6 ray damage, 5-by-60ft line (or 60 foot ray), Chain Lightning 1/day at 10th caster level
        -Lev 15: 7d6 ray damage, 30ft cone, Chain Lightning 2/day at 15th caster level

        Flame Glove:
        -Lev 5: Bonus fire damage from claw attacks increased to 1d6+4, ranged touch attack damage is increased to 2d4
        -Lev 10: Bonus fire damage from claw attacks increased to 1d8+5, ranged touch attack damage is increased to 4d4
        -Lev 15: Bonus fire damage from claw attacks increased to 1d10+6, ranged touch attack damage is increased to 6d4

        Winter Cyst:
        -Lev 5: 3d6 ray damage, can be activated as a 30ft cone, 3/day targets suffer effect of slow at 10th caster level for 1 round (fort negates)
        -Lev 10: 5d6 ray damage, can be activated as a 60ft cone, 3/day targets suffer effect of hold monster at 10th caster level for one round, then slow at 10th caster level the following round (fort negates, separate saves for each effect)
        -Lev 15: 7d6 ray damage, can be activated as a 120ft line, 4/day targets suffer effect of hold monster at 15th caster level for one round, then slow at 15th caster level the following two rounds (fort negates, separate saves for each effect)

        Skull Mantle:
        -Lev 5: Darkvision increases by 60ft and you gain a +4 bonus to any trip attempt made with your tail
        -Lev 10: Darkvision increases by 60ft and you gain the ability to Control Light in a 60ft radius centered on you as the Shade ability
        -Lev 15: Control Light increases to 120ft radius centered on you. You may also create an umbrella of darkness 1/day as a swift action, as Darkness spell but the range is equal to your Control Light radius.

        Carapace Shell:
        -Lev 5: Natural Armor and Host AC bonus increase to +7, Host gains the benefits of Powerful Build
        -Lev 10: Host gains DR 5/Byeshk, this DR stacks with DR of the same type
        -Lev 15: Natural Armor and Host AC bonus increases to +8


        Level 10 Symbionts
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        Spellwurm:
        -Lev 10: Spellwurm can knows and can cast spells as 7th level sorcerer, host has access to those spells as though they were spells known, or the effects of the Spell Mastery feat
        -Lev 15: Spellwurm can knows and can cast spells as 10th level sorcerer, host has access to those spells as though they were spells known, or the effects of the Spell Mastery feat

        Sky Scourge:
        -Lev 10: Fly speed increased by 20ft
        -Lev 15: Fly speed increased by 10ft and mobility increases to perfect

        Eldritch Claw:
        -Lev 10: Eldritch Blast damage increased to 5d6, the eldritch claw gains Maximize Spell-like Ability which the Host may use
        -Lev 15: Eldritch Blast damage increases to 7d6, the eldritch claw gains Quicken Spell-like Ability which the Host may use

        Spellknight:
        -Lev 10: The spellknight is able to learn new spell-like abilities as chosen by the Host, these cannot be changed. Choose three level 0 spells, two level 1 spells, and one level 2 spell. Additionally, you now may use your spell-like abilities an additional time per day.
        -Lev 15: The spellknight is able to learn new spell-like abilities as chosen by the Host, these cannot be changed. Choose three level 0 spells, three level 1 spells, and two level 2 spells. Additionally, you now may use your spell-like abilities an additional time per day.




    Table 1: Daelkyr Half-blood Personal Symbionts
    These entries are in addition to those found in Magic of Eberron, pg. 37.
    {table]Level | Choices1

    1st| Restless ArmorEG, Detection Worm??, Dockman?? , Clockwork Herald??, Jade Sludge??, Perception Tentacle??, Skewer Ant??, Sob Sister??
    5th| Angel ClawEG, Carapace Shell??, Cladonil??, Control Slug?? , Flame GloveEG, Heart Scarab??, Keratin Sage??, Psionic SinewFF, Skull MantleEG, Spellfilter Claw??, Swiftjerkers??
    10th| Eldritch ClawEG, SpellknightEG, Shadow SymbiontsIC, Sky ScourgeEG
    15th| Cerebral HoodFF
    20th| Hulk Skin??, Living Breastplate2, Mind LeechFF[/table]
    1 All choices from an earlier level are also available to a higher-level Daelkyr half-blood.
    2 The Living Breastplate was presumably not included in the original table intentionally; I have added it at 20th because it seems appropriate.
    EG Homebrew symbiont by EdroGrimshell et al.
    FF Published in Fiend Folio. Only the Cerebral Symbionts (that is, not the Fiendish Symbionts) are included, reflecting the fact that, in the Eberron campaign setting, Illithids are the creations and pawns of the Daelkyr, and therefore Daelkyr Half-bloods would have access to them.
    ?? Homebrew from unknown source, show me the original post and Iíll fix the oversight.
    IC Homebrew symbionts by Igor Calija

    Table 2: Symbionts as Treasure
    These entries are in addition to those found in Magic of Eberron, pg. 154.
    {table]Symbiont | GP Equivalent

    Angel ClawEG| 8,000
    Carapace Shell??| 1000
    Cerebral HoodFF| No gp value*
    Cladonil??| 8,000
    Control Slug??| 8,000
    Clockwork Herald??| 2,000
    Detection Worm??| 2,000
    Dockman??| 8,000
    Eldritch ClawEG| 15,000
    Fiendish FamiliarFF| 6,000
    Flame GloveEG| 2,000
    Ghostly VisageFF| 25,000
    GutwormFF| 10,000
    Heart Scarab??| 10,000
    Hulk Skin??| No gp value*
    Jade Sludge??| 2,000
    Keratin Sage??| 6,000
    Mind LeechFF| No gp value*
    Perception Tentacle??| 2,000
    Psionic SinewFF| 25,000
    Restless ArmorEG| 500
    Skewer Ant??| 750
    Sob Sister??| 6,000
    Soul TickFF| 10,000
    Spellfilter Claw??| 8,000
    SpellknightEG| 15,000
    Skull MantleEG| 15,000
    Sky ScourgeEG| 15,000
    Swiftjerkers??| 10,000[/table]
    EG Homebrew symbiont by EdroGrimshell et al.
    FF Published in Fiend Folio.

    * The Cerebral Hood , Hulk Skin, and Mind Leech symbionts are frighteningly good: the base cost for an item that does what each of them does (barring Ego conflicts and the Int damage) is between 110,000 and 275,000 gp. Moreover, they're all much better than such an item would be, because they are creatures with their own actions, and therefore using their abilities doesn't require yours. However, the DC on all of their abilities is 17, which by the time you could afford these kinds of costs, is worthless. Thus, I suggest treating them as Minor Artifacts: they are very much rewards, powerful ones, for a DM to give players. Of course, getting one probably means getting past someone who is using them, which should be quite challenging.


    Also, not sure how to price out the shadow symbionts. I don't think they should have a benefit via the Engineer of Flesh feat as they can't be grown, they must be found.

    CHANGE LOG: ((started 25SEP11))
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    25Sep11: Added Symbiont Self Containment feat.
    18Dec11: Changed Engineer of the Flesh to have greater benefits and give benefits starting whenever the symbiont in question is available. As for balance, remember that one has to have a symbiont or begin to die. As they are killable I see this as a major balancing factor for the benefits gained. Also made available at lvl 3.
    27Jul12: Changed formatting, gave credit and a link for Veyr's work as it should be available.
    Last edited by Deviston; 2013-02-04 at 09:17 PM.