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
CLASSES/PRESTIGE CLASSES
Daelkyr Bloodlord PrC
By EdroGrimshell
Daelkyr Broodlord PrC
By Deviston
Daelkyr Half-Blood Paragon
By Warforged Goblin
Daelkyr Half-Blood Paragon
By DragoonWraith
Daelkyr Half-Blood Paragon (bottom of the page)
By Werebat
Daelkyr Hostmaster
By ??
Daelkyr Monster Class
By Krimm Blackleaf
FEATS
Symbiont Self Containment
Prerequisite: Symbiont Mastery, Con 15+
You have the ability to meld symbionts into your being, hiding them from sight but also removing their benefits.
Benefit: You may submerge symbionts into your bidy 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
Prerequisite: Symbiont Mastery, Chosen Child of the Warped Ones
Your tie to your bretheren grows stronger, as does your reliance on them.
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
Prerequisite: Daelkyr Half-Blood
Through depraved intervention, you have a closer tie to your daelkyr parent than most of your mixed heritage.
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
Prerequisites: Daelkyr Half-Blood, Chosen Child of the Dark Ones, Character level 5th
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.
Benefit: Your Personal Symbiont can be re-grown and evolve, gaining varying benefits. Upon reaching a level where you have access to new personal symbionts from the list on page 37 of MoE, you can instead choose to retain your previous symbiont, with additional benefits. 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.
[SBLOCK]
Level 1 Symbionts
[SBLOCK]
Crawling Gauntlet:
-Lev 5: 1d6 claw damage for medium size, claw treated as magic for purposes of bypassing DR.
-Lev 10: 1d8 claw damage for medium size, effective strength score when attacking with the claw or grappling increased by 2.
-Lev 15: 1d10 claw damage for medium size, claw treated as adamantium weapon.
Breed Leech:
-Lev 5: Bolster Body increased to +10hp, +2 fort
-Lev 10: Bolster Body increased to +15hp, Host gains immunity to poisons
-Lev 15: Bolster Body increased to +20hp, Host gains immunity to diseases
Throwing Scarab:
-Lev 5: Range increased to 30ft, shards last 2 rounds once detached from the symbiont.
-Lev 10: Range increased to 40ft, 1 additional shard/round is secreted and can be thrown.
-Lev 15: Range increased to 50ft, Shards deal an additional 1d6 acid damage on the following round.
Shadow Sibling:
-Lev 5: Blink useable 1/day at 5th caster level, +4 to move silently checks
-Lev 10: Blink useable 2/day at 10th caster level, +6 to hide checks
-Lev 15: Blink at 15th caster level, Shadow Walk 1/day at 15th caster level, +6 to move silently checks
Perception Tentacle:
-Lev 5: Bonus to listen and spot increases to +6, bonus to initiative increases to +3, gains blindsense 20ft
-Lev 10: Bonus to listen and spot increases to +8, bonus to initiative increases to +4, gains darkvision 60ft
-Lev 15: Bonus to listen and spot increases to +10, bonus to initiative increases to +5, gains blindsight 20ft
Restless Armor:
-Lev 5: Natural Armor and Host AC bonus increase to +4, Host gains DR 3/Byeshk, this DR stacks with DR of the same type
-Lev 10: 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 15: 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
Detection Worm:
-Lev 5: Gain mental ping similar to Alarm spell when any aberration comes within the range of your detect aberration ability
-Lev 10: Gain effects of True Seeing spell but only for aberrations, detect aberration range increases to 120ft
-Lev 15: 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
Sob Sister:
-Lev 5: 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 10: 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 15: 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
Dockman:
-Lev 5: Strong Back usable 2/day, Natural Armor and Strength bonus increase by +1 and +2 respectively
-Lev 10: Strong Back usable 3/day, Natural Armor and Strength bonus increase by an additional +1 and +2 respectively
-Lev 15: Strong Back usable 4/day, Natural Armor and Strength bonus increase by an additional +1 and +4 respectively, Host now becomes Huge size
Clockwork Herald:
-Lev 5: 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 10: 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 15: Messages now have a limit of 5 minutes of communication versus 25 words, extra planar and extra dimensional communication can be made 3/day
Skewer Ant:
-Lev 5: Shield bonus to AC is increased to +2, acid damage is increased to 2d4+2
-Lev 10: Shield bonus to AC is increased to +3, acid damage is increased to 3d4+3
-Lev 15: Shield bonus to AC is increased to +4, acid damage is increased to 4d4+4
Jade Sludge:
-Lev 5: Acid damage now heals the host at a rate of 1hp healed per 20 points of acid damage taken from a single source
-Lev 10: Acid damage now heals the host at a rate of 1hp healed per 10 points of acid damage taken from a single source
-Lev 15: Acid damage now heals the host at a rate of 1hp healed per 5 points of acid damage taken from a single source[/SBLOCK]
Level 5 Symbionts
[SBLOCK]
Heart Scarab:
-Lev 10: 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 15: 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
Cladonil:
-Lev10: Str bonus increases to +4, Barkskin can be used 2/day
-Lev 15: Str bonus increases to +6, Barkskin can be used 3/day
Swiftjerkers:
-Lev 10: 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 15: Host now gains a +10 to initiative checks and a +4 enhancement bonus to reflex save, 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
Angel Claw:
-Lev 10: 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 15: 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
Control Slug:
-Lev 10: Charm Person usable 4/day, +6 to Diplomacy checks
-Lev 15: Dominate usable 1/day, +8 to Diplomacy checks
Keratin Sage:
-Lev 10: 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 15: Lorecall spell-like ability as 15th level caster is usable 2/day, Host gains +4 inherent bonus to Int
Spellfilter Claw:
-Lev 10: 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 15: 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
Stormstalk:
-Lev 10: 3d6 ray damage, can be activated as a 5-by-30ft line, Call Lightning Storm 1/day at 10th caster level
-Lev 15: 5d6 ray damage, 5-by-60ft line (or 60 foot ray), Chain Lightning 1/day at 15th caster level
Flame Glove:
-Lev 10: Bonus fire damage from claw attacks increased to 1d6+4, ranged touch attack damage is increased to 3d4
-Lev 15: Bonus fire damage from claw attacks increased to 1d10+5, ranged touch attack damage is increased to 5d4
Winter Cyst:
-Lev 10: 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 15: 5d6 ray damage, can be activated as a 60ft cone, 3/day targets suffer effect of hold monster at 15th caster level for one round, then slow at 15th caster level the following round (fort negates, separate saves for each effect)
Skull Mantle:
-Lev 10: Darkvision increases by 60ft and you gain a +4 bonus to any trip attempt made with your tail
-Lev15: Darkvision increases by 60ft and you gain the ability to Control Light in a 60ft radius centered on you as the Shade ability
Carapace Shell:
-Lev 10: Natural Armor and Host AC bonus increase to +7, Host gains the benefits of Powerful Build
-Lev 15: Natural Armor and Host AC bonus increase to +8, Host gains DR 5/Byeshk, this DR stacks with DR of the same type[/SBLOCK]
Level 10 Symbionts
[SBLOCK]
Spellwurm:
-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 15: Fly speed increased by 10ft and mobility increases to perfect
Eldritch Claw:
-Lev 15: Eldritch Blast damage increases to 5d6, the eldritch claw gains Maximize Spell-like Ability which the Host may use
Spellknight:
-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, two level 1 spells, and one level 2 spell. Additionally, you now may use your spell-like abilities and additional time per day.[/SBLOCK][/SBLOCK]
SYMBIONTS
Table 1: Daelkyr Half-blood Personal Symbionts
These entries are in addition to those found in Magic of Eberron, pg. 37.
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
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 I’ll 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.
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
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))
[SBLOCK]
25SEP11: Added Symbiont Self Containment feat.
[/SBLOCK]
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
CLASSES/PRESTIGE CLASSES
Daelkyr Bloodlord PrC
By EdroGrimshell
Daelkyr Broodlord PrC
By Deviston
Daelkyr Half-Blood Paragon
By Warforged Goblin
Daelkyr Half-Blood Paragon
By DragoonWraith
Daelkyr Half-Blood Paragon (bottom of the page)
By Werebat
Daelkyr Hostmaster
By ??
Daelkyr Monster Class
By Krimm Blackleaf
FEATS
Symbiont Self Containment
Prerequisite: Symbiont Mastery, Con 15+
You have the ability to meld symbionts into your being, hiding them from sight but also removing their benefits.
Benefit: You may submerge symbionts into your bidy 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
Prerequisite: Symbiont Mastery, Chosen Child of the Warped Ones
Your tie to your bretheren grows stronger, as does your reliance on them.
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
Prerequisite: Daelkyr Half-Blood
Through depraved intervention, you have a closer tie to your daelkyr parent than most of your mixed heritage.
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
Prerequisites: Daelkyr Half-Blood, Chosen Child of the Dark Ones, Character level 5th
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.
Benefit: Your Personal Symbiont can be re-grown and evolve, gaining varying benefits. Upon reaching a level where you have access to new personal symbionts from the list on page 37 of MoE, you can instead choose to retain your previous symbiont, with additional benefits. 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.
[SBLOCK]
Level 1 Symbionts
[SBLOCK]
Crawling Gauntlet:
-Lev 5: 1d6 claw damage for medium size, claw treated as magic for purposes of bypassing DR.
-Lev 10: 1d8 claw damage for medium size, effective strength score when attacking with the claw or grappling increased by 2.
-Lev 15: 1d10 claw damage for medium size, claw treated as adamantium weapon.
Breed Leech:
-Lev 5: Bolster Body increased to +10hp, +2 fort
-Lev 10: Bolster Body increased to +15hp, Host gains immunity to poisons
-Lev 15: Bolster Body increased to +20hp, Host gains immunity to diseases
Throwing Scarab:
-Lev 5: Range increased to 30ft, shards last 2 rounds once detached from the symbiont.
-Lev 10: Range increased to 40ft, 1 additional shard/round is secreted and can be thrown.
-Lev 15: Range increased to 50ft, Shards deal an additional 1d6 acid damage on the following round.
Shadow Sibling:
-Lev 5: Blink useable 1/day at 5th caster level, +4 to move silently checks
-Lev 10: Blink useable 2/day at 10th caster level, +6 to hide checks
-Lev 15: Blink at 15th caster level, Shadow Walk 1/day at 15th caster level, +6 to move silently checks
Perception Tentacle:
-Lev 5: Bonus to listen and spot increases to +6, bonus to initiative increases to +3, gains blindsense 20ft
-Lev 10: Bonus to listen and spot increases to +8, bonus to initiative increases to +4, gains darkvision 60ft
-Lev 15: Bonus to listen and spot increases to +10, bonus to initiative increases to +5, gains blindsight 20ft
Restless Armor:
-Lev 5: Natural Armor and Host AC bonus increase to +4, Host gains DR 3/Byeshk, this DR stacks with DR of the same type
-Lev 10: 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 15: 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
Detection Worm:
-Lev 5: Gain mental ping similar to Alarm spell when any aberration comes within the range of your detect aberration ability
-Lev 10: Gain effects of True Seeing spell but only for aberrations, detect aberration range increases to 120ft
-Lev 15: 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
Sob Sister:
-Lev 5: 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 10: 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 15: 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
Dockman:
-Lev 5: Strong Back usable 2/day, Natural Armor and Strength bonus increase by +1 and +2 respectively
-Lev 10: Strong Back usable 3/day, Natural Armor and Strength bonus increase by an additional +1 and +2 respectively
-Lev 15: Strong Back usable 4/day, Natural Armor and Strength bonus increase by an additional +1 and +4 respectively, Host now becomes Huge size
Clockwork Herald:
-Lev 5: 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 10: 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 15: Messages now have a limit of 5 minutes of communication versus 25 words, extra planar and extra dimensional communication can be made 3/day
Skewer Ant:
-Lev 5: Shield bonus to AC is increased to +2, acid damage is increased to 2d4+2
-Lev 10: Shield bonus to AC is increased to +3, acid damage is increased to 3d4+3
-Lev 15: Shield bonus to AC is increased to +4, acid damage is increased to 4d4+4
Jade Sludge:
-Lev 5: Acid damage now heals the host at a rate of 1hp healed per 20 points of acid damage taken from a single source
-Lev 10: Acid damage now heals the host at a rate of 1hp healed per 10 points of acid damage taken from a single source
-Lev 15: Acid damage now heals the host at a rate of 1hp healed per 5 points of acid damage taken from a single source[/SBLOCK]
Level 5 Symbionts
[SBLOCK]
Heart Scarab:
-Lev 10: 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 15: 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
Cladonil:
-Lev10: Str bonus increases to +4, Barkskin can be used 2/day
-Lev 15: Str bonus increases to +6, Barkskin can be used 3/day
Swiftjerkers:
-Lev 10: 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 15: Host now gains a +10 to initiative checks and a +4 enhancement bonus to reflex save, 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
Angel Claw:
-Lev 10: 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 15: 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
Control Slug:
-Lev 10: Charm Person usable 4/day, +6 to Diplomacy checks
-Lev 15: Dominate usable 1/day, +8 to Diplomacy checks
Keratin Sage:
-Lev 10: 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 15: Lorecall spell-like ability as 15th level caster is usable 2/day, Host gains +4 inherent bonus to Int
Spellfilter Claw:
-Lev 10: 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 15: 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
Stormstalk:
-Lev 10: 3d6 ray damage, can be activated as a 5-by-30ft line, Call Lightning Storm 1/day at 10th caster level
-Lev 15: 5d6 ray damage, 5-by-60ft line (or 60 foot ray), Chain Lightning 1/day at 15th caster level
Flame Glove:
-Lev 10: Bonus fire damage from claw attacks increased to 1d6+4, ranged touch attack damage is increased to 3d4
-Lev 15: Bonus fire damage from claw attacks increased to 1d10+5, ranged touch attack damage is increased to 5d4
Winter Cyst:
-Lev 10: 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 15: 5d6 ray damage, can be activated as a 60ft cone, 3/day targets suffer effect of hold monster at 15th caster level for one round, then slow at 15th caster level the following round (fort negates, separate saves for each effect)
Skull Mantle:
-Lev 10: Darkvision increases by 60ft and you gain a +4 bonus to any trip attempt made with your tail
-Lev15: Darkvision increases by 60ft and you gain the ability to Control Light in a 60ft radius centered on you as the Shade ability
Carapace Shell:
-Lev 10: Natural Armor and Host AC bonus increase to +7, Host gains the benefits of Powerful Build
-Lev 15: Natural Armor and Host AC bonus increase to +8, Host gains DR 5/Byeshk, this DR stacks with DR of the same type[/SBLOCK]
Level 10 Symbionts
[SBLOCK]
Spellwurm:
-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 15: Fly speed increased by 10ft and mobility increases to perfect
Eldritch Claw:
-Lev 15: Eldritch Blast damage increases to 5d6, the eldritch claw gains Maximize Spell-like Ability which the Host may use
Spellknight:
-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, two level 1 spells, and one level 2 spell. Additionally, you now may use your spell-like abilities and additional time per day.[/SBLOCK][/SBLOCK]
SYMBIONTS
Table 1: Daelkyr Half-blood Personal Symbionts
These entries are in addition to those found in Magic of Eberron, pg. 37.
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
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 I’ll 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.
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
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))
[SBLOCK]
25SEP11: Added Symbiont Self Containment feat.
[/SBLOCK]
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