Author Topic: Daelkyr  (Read 17504 times)

Offline oslecamo

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Daelkyr
« on: November 11, 2011, 01:02:49 PM »
Daelkyr


HD:d8
Level BAB Fort Ref Will Feature
1+1 +2+0 +2Daelkyr body, Corrupting Touch, +1 Str 
2+2+3+0 +3Daelkyr, Breed War Symbiot
3+3+3+1+3Daelkyr Flesh, Daelkyr Operation, +1 Con
4+4+4 +1+4 Personal Creation
5+5+4+1+4Flesh Poet, +1 Int
6+6+5+2+5Breed Symbiot, Alien Mind
7+7+5+2+5Flesh Musician, +1 Str
8+8+6+2+5Master of Flesh, Great operation, +1 Con
9+9+6+3+6Flesh Sculptor, +1 Int
10+10+7+3 +7Breed Symbiot, Aura of Madness
11+11+7+3+7Flesh Artist, +1 Str
12+12+8+4+8Horror Legion, +1 Con
13+13+8+4+8 Revolutionary Operation, +1 Int
14+14+9+4+9 Breed Symbiot, +1 Str, +1 Con
15+15+9+5+9 Flesh Sculpture, +1 Int
16+16+10+5+10 Flesh Conversion, +1 Str
17+17+10+5+10 Instant Operation, +1 Con, +1 Int
18+18+11+6 +11 Breed Symbiot, +1 Str, +1 Con, +1 Int
19+19+11 +6 +11 Aura of Insanity, +1 Str, +1 Con, +1 Int
20+20+12 +6 +12 Gate to Madness, +1 Str, +1 Con, +1 Int
Skills: 6+int modifier per level, quadruple at 1st level, all skills are class skills for a Daelkyr.

Proficiencies:Simple and martial weapons, its own natural weapons.

Features:

Daelkyr body:The Daelkyr loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feet). It's a medium sized outsider with base speed 40 feets and one natural slam attack dealing 1d3+1,5 Str mod damage. Unlike normal natural weapons, the Daelkyr may perform iterative attacks with its Slam attack.

The Daelkyr also gains a bonus to Nat armor equal to his Con modifier.

Ability increase:The Daelkyr gains +1 Str at levels 1, 7, 11, 14, 16, 18, 19, 20

The Daelkyr gains +1 Con at levels 3, 8, 12, 14, 17, 18, 19, 20

The Daelkyr gains +1 Int at levels 5, 9,  13, 15,  17, 18,  19, 20

For a total of +8 Str, +8 Con, +8 Int at 20th level.

Corrupting Touch:A daelkyr possesses the innate power to twist and corrupt any creature that it touches. On a successful touch attack, grapple check, natural attack, or unarmed strike,
a daelkyr deals 1d3 points of damage to an ability of the daelkyr’s choosing (no save, if Con is the chosen stat then the damage is halved).

For every 4 HD of the Daelkyr, this ability damage increases one die size.

At 10 HD this ignores immunity to Ability damage, but oponents with such immunity get a save with DC 10+1/2HD+Str mod to resist this effect.

Daelkyr:At 2nd level the Daelkyr gains immunity to transmutation, and a bonus on saves against mind-affecting effects, poison and disease equal to its HD. The Daelkyr also gains the evil  subtype and his weapons/natural attacks count as evil for bypassing DR.

Breed War Symbiot : At 2nd level the Daelkyr learns how to breed a living piece of equipment for both personal use and its minions, a War Symbiot

War Symbiot base stats
(click to show/hide)

War Symbiot list
(click to show/hide)
When this ability is first gained the Daelkyr learns how to breed one of this War Symbiots. At levels 6, 10, 14 and 18 it learns how to breed a new kind.

Daelkyr Flesh: At 3rd level the Daelkyr gains Fast Healing equal to half it's HD and SR equal to 11+HD. It may rise or drop its SR as a free action at any time even if it isn't its turn.

Daelkyr Operation: At 3rd level the Daelkyr learns how to perform questionable chirurgies which involve an assortment of knives, saws, chunks of flesh and lots of blood. Each one takes 8 hours and grants one of the following

(click to show/hide)
Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per 2 HD of the subject itself(minimum 1). Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.

Alternatively, the Daelkyr may operate the subject for just minor cosmetic changes like skin color change, hair implants and removing signs. Those don't provide any mechanical bonus but neither do they reduce the subject's HP.

The Daelkyr cannot operate itself.

Personal Creation:At 4th level, the Daelkyr experiments produce a specimen with superior powers that doesn't die on the same day, so the Daelkyr dedicates itself to making sure it grows big and strong.

Treat this as a cohort of level -2 of the Daelkyr using either the Beholder or Mind Flayer monster classes with the elite array of stats and no equipment of its own. Once all the base monster levels are taken, it can take either template/prc-monster classes for which it qualifies or normal levels.

If it dies, the Daelkyr can "rebuild" it with one week of work.

Depending on the campaign and background of the character, other monsters may be used for Personal Creation, with DM's aproval.


Flesh Poet:
At 5th level the Daelkyr can use Haste, Lesser Confusion and Slow as SLAs 1/day per 2 HD, save DCs 10+1/2HD+Int mod.

It may use its Lesser Confusion as a swift action.

At 10 HD its Lesser Confusion can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

At 15 HD it may use Lesser Confusion as an immediate action.

Alien Mind:The mind of a daelkyr is a labyrinth that can swallow the thoughts of lesser creatures. At 6th level any creature who attempts to read the thoughts of a daelkyr or otherwise
study its mind must make a DC 10+1/2 HD+Int mod Will save or suffer the effect of an Insanity spell.

The Daelkyr also becomes fully immune to mind-affecting spells and effects.

Flesh Musician:At 7th level the Daelkyr can use Dimension Door, Polymorph and Confusion as SLAs 1/day per 3 HD, save DCs 10+1/2HD+Int mod.

At 12 HD its Confusion can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

At 17 HD it may use its Dimension Door as a move action, and can use any remaining actions it has left after it.

Master of Flesh:At 8th level the Daelkyr becomes fully immune to poison, ability damage and drain and diseases.

Great Operation: At 8th level the Daelkyr can perform even more risky operations. This works as Daelkyr operation, except it takes 16 hours and reduces the subject's max HP by 1 per each HD of the subject itself.

(click to show/hide)

Flesh Sculptor:at 9th level 1/day per 4 HD, the Daelkyr may use Baleful Polymorph, Feeblemind and Mind Fog as SLAs. Save DCs are 10+1/2 HD+Int mod.

At 13 HD its Feeblemind and Mind Fog can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

Aura of Madness: At 10th level as a free action 1/round, a daelkyr can trigger a 20-foot-radius burst of mental chaos centered on itself. Any other creature in the area must succeed on a DC 10+1/2 HD+Int mod Will save or be affected as though by a confusion spell
(caster level equal to Daelkyr's HD). A creature that successfully saves cannot be affected again by the same daelkyr’s aura of madness for 24 hours. This ability is a mind-affecting compulsion effect.
 
Flesh Artist At 11th level 1/day per 5 HD the Daelkyr may use Flesh to Stone, Flesh to Stone and Insanity as SLAs, save DCs are 10+1/2HD+Int mod.

At 14 HD its Insanity SLA can affect creatures normally immune to it, but they gain a +5 bonus on their saves.

At 17 HD it may use its Insanity SLA as a swift action.

At 20 HD it may use its Insanity SLA as an immediate action.

Horror Legion: At 12th level the Daelkyr learns how to twist other living creatures into its own servants. This demands 24 hours of work and at least one helpless or petrified creature, the details of which are unique to each Daelkyr but always messy to the extreme.

When the process ends the subject creature loses all its previous levels and HD and related abilities, replaces its stats with Elite Array, and gains an amount of levels in either the Tsochar, Beholder, Mind Flayer or Medusa monster classes equal to its previous CR, up to the Daelkyr's HD-6. The Daelkyr may stitch togheter several victims into a single servant of level equal to their combined CR.

If all the levels on the base monster class were taken, the servant may take template class levels it qualifies for untill it reaches the cap of Daelkyr HD-6.

Their alignment changes to CE, and the Daelkyr may control a number of such servants equal to its Int mod, with any servants over this limit running away and then spreading terror and destruction to satisfy their own destructive lusts. Daelkyr's aren't shy of creating servants over its control limit just to set them free to spread pain and suffering.

Depending on the campaign and background of the character, other monsters may be used for Personal Horror Legion, with DM's aproval.

Revolutionary Operation: At 13th level the Daelkyr may perform even more audacious operations. This works as Daelkyr operation, except it takes 24 hours and reduces the subject's max HP by 2 per each HD of the subject itself.

(click to show/hide)

Flesh Sculpture:At 15th level the Daelkyr can use Polymorph any Object as a SLA 1/day per 6 HD. Save DC is 10+1/2HD+Int mod.

At 20 HD it may also use its Polymorph any Object SLA as a swift action.

Flesh Conversion:At 16th level whenever an oponent fails a save against a Transmutation SLA from the Daelkyr, the Daelkyr may choose to instantly convert them in a servant as in the Horror Legion ability.

In this case, even if the new servant would exceed the Daelkyr's max number of servants, it still remains under control for 1d6 rounds before running away.

Instant Operation: At 17th level the Daelkyr may perform a Daelkyr Operation on an adjacent willing creature as a free action 1/round even if it isn't its turn, a Greater Operation as a swift action and a Revolutionary operation as a standard action. Reversing it still takes the normal time tough.

The Daelkyr may also use this on adjacent oponents by suceeding on a melee attack as a free action as part of the Instant Operation.

Aura of Insanity:As a swift action, the Daelkyr may produce a 5 foot per HD radius burst of mental chaos centered on itself. Any other creature in the area must succeed on a DC 10+1/2 HD+Int mod Will save or be affected as though by an Insanity spell
(caster level equal to Daelkyr's HD). A creature that successfully saves cannot be affected again by the same daelkyr’s aura of Insanity for 24 hours. This is a mind-affecting effect, but affects even creatures immune to it, altough they gain a +5 bonus on their saves.

The Daelkyr may exclude any allies it wishes from this ability.

Gate to Madness:For a Daelkyr, destroying worlds is a form of art. At 20th level, it may create a Gate to Madness 1/day.

This works as a Gate SLA that only works for the Planar Travel form and doesn't demand concentration to maintain, but only lasts while the Daelkyr remains whitin 500 feet from it, up to 24 hours. While it lasts, whenever one of the Daelkyr's servants(even those under its direct control) or personal Experiment dies, it automatically reforms at full capacity at the Gate to Madness. Creatures trying to pass trough the Gate of Madness whitout the Daelkyr's permission are permanently rendered insane whitout save (even if they're immune to mind-affecting), but any creature aproaching the gate is aware of this effect as they feel their minds slipping away, and may willingly stop at any time. This won't stop the Daelkyr and its minions from trying to push oponents trough the gate to drive them crazy however.

Slaying the Daelkyr ends this effect, but in the moment before its death it is instantly moved to the other side of the Gate of Madness before it closes, with at least 1 HP and all ill effects removed from it.



(click to show/hide)

(click to show/hide)
« Last Edit: June 26, 2016, 03:54:14 AM by oslecamo »

Offline mthor

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Re: Daelkyr
« Reply #1 on: December 14, 2012, 09:17:50 PM »
So I feel obligated to point out that this looks like loads of fun ( I am proably going to play one for SirP's High Arcane campaign), but if you increase the Con of a creature by a multiple of 2 using Daelkyr Operation then they loose (HD/2 )*2 hp or HD hp and they gain the same amount back from the Con increase. So you could increase the Con as much as you wanted to have an unlimited Fort save as well as anything else you can base off Con. 
good old dependable sexy

Offline Rakoa

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Re: Daelkyr
« Reply #2 on: December 14, 2012, 09:40:51 PM »
Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.
Already covered, but good catch anyway.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline mthor

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Re: Daelkyr
« Reply #3 on: December 14, 2012, 10:26:03 PM »
Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.
Already covered, but good catch anyway.
Ah I was sure that it was fixed in some way. Now I feel stupid for missing that.
good old dependable sexy

Offline Rakoa

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Re: Daelkyr
« Reply #4 on: December 15, 2012, 08:18:11 AM »
Not to worry my friend, it was but a single word and easy to miss.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline Garryl

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Re: Daelkyr
« Reply #5 on: December 15, 2012, 11:06:31 AM »
Level 1 characters (and other 1 HD creatures) can get any number of operations with no negative consequences. What's doubly interesting is that may make them spontaneously go comatose (max hp <= 0) as soon as they gain a level.

Offline mthor

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Re: Daelkyr
« Reply #6 on: December 15, 2012, 02:39:02 PM »
Level 1 characters (and other 1 HD creatures) can get any number of operations with no negative consequences. What's doubly interesting is that may make them spontaneously go comatose (max hp <= 0) as soon as they gain a level.
I loled.
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Offline oslecamo

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Re: Daelkyr
« Reply #7 on: December 15, 2012, 03:30:10 PM »
Ahem.

Daelkyr Operation: At 3rd level the Daelkyr learns how to perform questionable chirurgies which involve an assortment of knives, saws, chunks of flesh and lots of blood. Each one takes 8 hours and grants one of the following

(click to show/hide)
Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per 2 HD of the subject itself(minimum 1). Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.

You lose the HP even if you have just 1 HD.

Offline Draconas

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Re: Daelkyr
« Reply #8 on: July 25, 2013, 10:42:08 AM »
I thought up an alternate class feature to replace Breed War Symbiont when I saw that this guy had done a pathfinder conversion for symbionts and a way to make them as well as new ones here(http://www.giantitp.com/forums/showthread.php?t=285089). It's especially useful because they cause ability damage when bonded or removed, but Daelkyr become immune to that. Of course, they won't increase in power by HD of their hoser, but you can make a lot more types.

(for pathfinder)
Breed Seru: You gain the Craft Seru feat, even if you do not meet the prerequisites. You also count as a half-Seru for the purpose of this feat
At level 6 you no longer require an aberration to grow them, and can use any living creature(including regular plants, although uprooting them without replanting will kill the plant and growing symbiote)
At level 10 the time it takes to grow them is halved
At level 14 you no longer need to pay gp to grow them
At level 18 you can grow them in 24 hours
« Last Edit: July 25, 2013, 05:09:11 PM by Draconas »

Offline oslecamo

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Re: Daelkyr
« Reply #9 on: July 26, 2013, 11:20:50 AM »
The original Daelkyr symbiotes also caused ability damage.

But that's both too easy to ignore/heal and some guys simple don't care about that because it's a dump stat or they don't even have that ability score at all.

Anyway I have no real interest on suporting a world where everybody has a zillion of those things because daelkyr suddenly can make them for free from grass and bacterias.

Perhaps I can salvage something out of that thread tough.

EDIT Spellfilter claws cast as 3rd level sorceror. For CR 1, or 8000 GP. Why bother attaching them to someone? They even have base speed 20 feet and a decent 17 AC.
« Last Edit: July 26, 2013, 11:39:36 AM by oslecamo »

Offline Daedroth

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Re: Daelkyr
« Reply #10 on: July 26, 2013, 06:10:23 PM »
Quote
Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per 2 HD of the subject itself(minimum 1). Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.
Superior: one of the subject's ability scores increases by 1.

+1 Con x 1000--->hp+500*HD
hp-1000*1/2 HD= hp-500*HD (Cost)

Fort Save +500
NA of most monster classes +500
Con based things +500
----------------------
I get +500 to a lot of things for nothing. We have a Pun-Pun pretender here.
« Last Edit: July 26, 2013, 06:16:16 PM by Daedroth »
Now I've lost it, I know I can kill. The truth exists beyond the Gate!

Offline Draconas

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Re: Daelkyr
« Reply #11 on: July 26, 2013, 07:45:16 PM »
The original Daelkyr symbiotes also caused ability damage.

But that's both too easy to ignore/heal and some guys simple don't care about that because it's a dump stat or they don't even have that ability score at all.

Anyway I have no real interest on suporting a world where everybody has a zillion of those things because daelkyr suddenly can make them for free from grass and bacterias.

Perhaps I can salvage something out of that thread tough.

EDIT Spellfilter claws cast as 3rd level sorceror. For CR 1, or 8000 GP. Why bother attaching them to someone? They even have base speed 20 feet and a decent 17 AC.
Ah...
Well would a feat that lets you make more types of symbiotes be possible?
« Last Edit: July 26, 2013, 08:15:34 PM by Draconas »

Offline Amechra

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Re: Daelkyr
« Reply #12 on: July 26, 2013, 07:51:22 PM »
Quote
Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per 2 HD of the subject itself(minimum 1). Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.
Superior: one of the subject's ability scores increases by 1.

+1 Con x 1000--->hp+500*HD
hp-1000*1/2 HD= hp-500*HD (Cost)

Fort Save +500
NA of most monster classes +500
Con based things +500
----------------------
I get +500 to a lot of things for nothing. We have a Pun-Pun pretender here.

Reason that doesn't work bolded, underlined, italicized, and increased in size. It was also already pointed out and crushed earlier in the thread.
"There is happiness for those who accept their fate, there is glory for those that defy it."

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Offline Daedroth

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Re: Daelkyr
« Reply #13 on: July 26, 2013, 08:42:29 PM »
Quote
Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per 2 HD of the subject itself(minimum 1). Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.
Superior: one of the subject's ability scores increases by 1.

+1 Con x 1000--->hp+500*HD
hp-1000*1/2 HD= hp-500*HD (Cost)

Fort Save +500
NA of most monster classes +500
Con based things +500
----------------------
I get +500 to a lot of things for nothing. We have a Pun-Pun pretender here.

Reason that doesn't work bolded, underlined, italicized, and increased in size. It was also already pointed out and crushed earlier in the thread.

Ok, sorry i should have read that.
Now I've lost it, I know I can kill. The truth exists beyond the Gate!

Offline oslecamo

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Re: Daelkyr
« Reply #14 on: July 27, 2013, 08:27:09 PM »
Well would a feat that lets you make more types of symbiotes be possible?
That sounds good, as long as they're picked from the base list.

If I get the time I may work on expanding it. That link you provided gave me some interesting ideas.

Offline oslecamo

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Re: Daelkyr
« Reply #15 on: July 31, 2013, 06:47:59 PM »
Added Symbiot Specialist feat and three new War Symbiotes based on Draconas link. More possibly to come in the future.

Offline VindAlowd

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Re: Daelkyr
« Reply #16 on: June 22, 2016, 05:56:31 PM »
Just noticed that the 8 HD and 19 HD abilities of the war symbiont, Angel Claws, appears to be the same.

Offline Nanshork

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Re: Daelkyr
« Reply #17 on: June 22, 2016, 05:58:46 PM »
Just noticed that the 8 HD and 19 HD abilities of the war symbiont, Angel Claws, appears to be the same.

At 8HD the claws count as good.

At 19HD, you (the wielder of the claws) count as good.

Offline VindAlowd

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Re: Daelkyr
« Reply #18 on: June 23, 2016, 02:49:33 PM »
Oh, thank you.

Offline Nanshork

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Re: Daelkyr
« Reply #19 on: June 23, 2016, 03:20:13 PM »
Oh, thank you.

You're welcome, I agree that the language could be a little clearer.