Race: Daelkyr Half-Blood
The threat represented by aberrations and their masters is one that has assailed the world from time out of mind. But some individuals have always singled out aberrations as special enemies. As the wise instruct, those most effective in fighting against an enemy must come to know the ways, tools, and philosophies of that enemy in an intimate fashion. Of those who make it their special mission to rid the world of illithids, beholders, dolgaunts, dolgrim, and dolghasts, only impure princes can claim the distinction of using daelkyr-inspired corruptions and symbionts as their most effective tool in aberration cleansing.
Impure princes travel across and under Eberron, certain in their task and unswayed by the methods to which they resort. Their decision to accept the imprimatur of a second symbiont and the pain that accompanies that symbiotic relationship merely fuels their resolve in their campaign of suppression.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||1||2||3||4|
|1st||+ 1||+ 2||+ 2||+ 0||Favored Enemy (Aberrations) + 2, Track, Wild Empathy||–||–||–||–|
|2nd||+ 2||+ 3||+ 3||+ 0||Combat Style Feat||–||–||–||–|
|3rd||+ 3||+ 3||+ 3||+ 1||Endurance, 1st Favored Terrain||–||–||–||–|
|4th||+ 4||+ 4||+ 4||+ 1||Lure Symbiont||0||–||–||–|
|5th||+ 5||+ 4||+ 4||+ 1||Favored Enemy (Aberrations) + 4||1||–||–||–|
|6th||+ 6/+ 1||+ 5||+ 5||+ 2||Aberrant Anatomy (25%), Combat Style Feat||1||–||–||–|
|7th||+ 7/+ 2||+ 5||+ 5||+ 2||Woodland Stride||1||0||–||–|
|8th||+ 8/+ 3||+ 6||+ 6||+ 2||Aberrant Fortitude, 2nd Favored Terrain||1||1||–||–|
|9th||+ 9/+ 4||+ 6||+ 6||+ 3||Evasion||2||1||–||–|
|10th||+ 10/+ 5||+ 7||+ 7||+ 3||Favored Enemy (Aberrations) + 6, Combat Style Feat||2||1||0||–|
|11th||+ 11/+ 6/+ 1||+ 7||+ 7||+ 3||Quarry||2||1||1||–|
|12th||+ 12/+ 7/+ 2||+ 8||+ 8||+ 4||Camouflage||2||2||1||–|
|13th||+ 13/+ 8/+ 3||+ 8||+ 8||+ 4||3rd Favored Terrain||3||2||1||0|
|14th||+ 14/+ 9/+ 4||+ 9||+ 9||+ 4||Aberrant Anatomy (50%), Combat Style Feat||3||2||1||1|
|15th||+ 15/+ 10/+ 5||+ 9||+ 9||+ 5||Favored Enemy (Aberrations) + 8||3||2||2||1|
|16th||+ 16/+ 11/+ 6/+ 1||+ 10||+ 10||+ 5||Otherworldly Surge||3||3||2||1|
|17th||+ 17/+ 12/+ 7/+ 2||+ 10||+ 10||+ 5||Hide in Plain Sight||4||3||2||1|
|18th||+ 18/+ 13/+ 8/+ 3||+ 11||+ 11||+ 6||4th Favored Terrain, Combat Style Feat||4||3||2||2|
|19th||+ 19/+ 14/+ 9/+ 4||+ 11||+ 11||+ 6||Improved Quarry||4||3||3||2|
|20th||+ 20/+ 15/+ 10/+ 5||+ 12||+ 12||+ 6||Favored Enemy (Aberrations) + 10, Master Hunter||4||4||3||3|
Skills: Add Bluff (Cha), Disguise (Cha), Knowledge (Local) (Int), and Knowledge (Planes) (Int) to your list of class skills.
Spellcasting: Add the following spells to your class spell list:
1st— disguise self, protection from evil, remove fear.
2nd— calm emotions, lesser restoration, zone of natural purity.
3rd— daylight, remove disease.
4th— nature’s wrath, restoration.
Favored Enemy: The impure prince must choose aberrations as his favored enemy at 1st level. At 5th level and every five levels after, the impure prince’s favored enemy bonus against aberrations increases by 2.
Lure Symbiont: Due to your extensive study of aberrations and their ilk, you can lure a symbiont to yourself chosen from the following list:, , , , or . Luring a symbiont for your personal use requires 8 hours of preparation and an expenditure of resources with a cost of 100 gp. The symbiont arrives 24 hours later.
If this symbiont is lost or killed, you can gain a new one using the same method. However, as long as you lack your symbiont, you lose access to the aberrant fortitude and otherworldly surge class abilities. If you are at least 12th level, you can choose to lure a, , or instead of the options given above. The lured symbiont willingly joins with you; any other character who attempts to join with the symbiont must succeed on a personality conflict every day until the symbiont wins, at which point it detaches from the host. This ability replaces hunter’s bond.
Aberrant Anatomy: Your internal anatomy reshapes in subtle and disturbing ways as you become more like the creatures you hate. Beginning at 6th level, any time you are struck by a critical hit or sneak attack, there is a 25% chance that the extra damage from the critical hit or sneak attack is negated. At 14th level, this chance increases to 50%.
Aberrant Fortitude: As you taint your body with aberrant traits, your mental power begins to exert influence over your physical form. Beginning at 8th level, you can choose to apply your Wisdom modifier instead of your Constitution modifier on Fortitude saves. You lose access to this class feature if your symbiont is lost or killed. Once you lure a new symbiont, the ability returns. This ability replaces the ranger’s swift tracker ability.
Otherworldly Surge: At 16th level, you become able to channel the power of Xoriat, the Realm of Madness. As a standard action, you can radiate a burst of mind-twisting energy drawn from the plane of Xoriat. This effect deals 1d6 points of damage per two class levels to all living, intelligent creatures within a 20-foot-radius burst (not including you or any of your symbionts) and confuses any creatures damaged by the burst for 1 round. A successful Will save (DC 10 + class level + Wis modifier) halves the damage dealt and negates the confusion. Aberrations are particularly vulnerable to this surge and take a –4 penalty on saves to resist it. This is an enchantment (compulsion), mind-affecting effect.
You can use this ability a number of times per day equal to 3 + your Wis modifier (minimum once). You lose access to this class feature if your symbiont is lost or killed. Once you lure a new symbiont, the ability returns. This ability replaces improved evasion.