Daelkyr Hostmaster (DnD Prestige Class)

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Daelkyr Hostmaster (DnD Prestige Class)
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Daelkyr Hostmaster[edit]

" What in the Nine Hells are those things attached to his body!?"

"I don't know...but I don't think I want to get close enough to find out"

—First thoughts of two dwarven miners who came across a Daelkyr Host master


Daelkyr Half-Bloods are filled with so much confusion through their lives, having to deal with the naturally mad portion of their brain from their Daelkyr "father" and having to wonder how they are able to grow these symbionts. Most Daelkyr grow to hate their "father", resenting him for making them outcasts. But there are a small amount who realize the power they weild when they use their symbionts and some even grow to have friendly relationships with their parasitic companions. These few are those who learn the secrets of being a Daelkyr Hostmaster.

( Daelkyr Half-Blood is a race featured in the book, Magic of Eberron, from the Eberron setting. The Symbionts listed come from the Fiend Folio, Eberron Campaign Setting, and Magic of Eberron. )

Becoming a Daelkyr Hostmaster[edit]

Entry Requirements
Race: Daelkyr Half-Blood
Skills: Knowledge (dungeoneering) 8 ranks, Knowledge (the planes) 8 ranks, Survival 8 ranks
Feats: Symbiont Mastery, Endurance
Table: The Daelkyr Hostmaster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Lure Symbiont
2nd +1 +3 +0 +3 Aberrant Anatomy (Darkvision 120 ft.)
3rd +2 +3 +1 +3 Symbiotic Sustenance
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Tyrannical Host
6th +4 +5 +2 +5 Aberrant Anatomy (25% Fortification)
7th +5 +5 +2 +5
8th +6 +6 +2 +6 Parasitic Drain
9th +6 +6 +3 +6
10th +7 +7 +3 +7 Aberrant Anatomy (50% Fortification)

Class Skills (4 + Int modifier per level)
Bluff, Climb, Concentration, Disguise, Gather Information, Hide, Jump, Knowledge (Dungeoneering), Knowledge (the planes), Listen, Move Silently, Search, Spot, Survival.


Class Features[edit]

All of the following are class features of the Daelkyr Hostmaster.

Lure Symbiont (Ex): As you start to embrace your Daelkyr heritage and become considerably more comfortable using symbionts you can perform special rituals to lure certain symbionts to you for you to become the host of. It takes 1 hour per 100 gold to summon the symbiont you choose. Use the following chart for gold costs and symbiont choices as your level permits.

Level Gold Symbiont(s) 1 100 Breed Leech, Crawling Gauntlet, Storm Stalk, Throwing Scarab, or Winter Cyst 3 300 Tentacle Whip or Shadow Sibling 5 500 Spellwurm, Tongue Worm, Gutworm, or Mind Leech 7 700 Psionic Sinew or Cerebral Hood 9 900 Living Breastplate

( P.S. The level, gold cost, and symbionts were supposed to be on a table. Please make one for them if possible. )

Aberrant Anatomy (Ex): Your physical form starts to change more into your Daelkyr nature. At 2nd level your Darkvision increases to 120 ft. At 6th level you gain Light Fortification as the armor special ability (25% chance to ignore critical hits, stunning attacks, etc.). At 10th level your Fortification ability increases to 50%.

Symbiotic Sustenance (Ex): Your body has become so used to having parasites attached to it that it has become desensitized to their feedings. You no longer suffer the daily ability damage of your symbionts, ability damage for removing a symbiont, or attaching it, but you still suffer ability damage from any of their special abilities that require ability damage or any ability damage taken from another source.

Tyrannical Host (Ex): Symbionts that become attached to you no longer have any chance of having control over you or using their abilities. You have complete control over them and they always have a friendly nature towards you. Having complete control means their ego score does not matter anymore, you are always in control.

Parasitic Drain (Ex): Once per day as a swift action you can double the bonus' granted by a single symbiont. You take 1 point of ability damage in a ability of your choice every turn this boost remains active.


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