Here's what I got.
Full Meldshaping class (like incarnate) with all the class features changed.
1. Remove alignment restrictions
2. Metal restriction (like druid) put in
3. Added in an animal companion with full animal companion progression at level 1
4. Added in the "Lure Symbiont" racial feature of the half-daelkyr as a level 1 class feature
5. Added "Detect Aberration" at will at level 1
This is essentially an aberration "loving" class. Runs about trying to unite "good-hearted" aberrations and so on. Below is the basics of what I have so far, I'm just trying to find out if (as is) it's balanced.
Keep in mind, the class details below show that the meldshaping is like the Soulborn, but I'm thinking that Incarnate (full progression) is more correct of a decision.
The issues I'm running into is the animal companion that is specifically for the class. You'll see. Thank you all for helping out.
Symboiphorm
Class Skills
The symboiphorm’s class skills (and the key ability for each) are: Incomplete.
Skill Points at 1st level: 4 + (Int modifier) X 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the symboiphorm.
Weapon and Armor Proficiency: Symboiphorms are proficient with the following weapons: club, dagger, dart, gauntlet (as well as the spiked variant), sickle, shortspear, and sling. Symboiphorms are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A symboiphorm may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description, page 246 of the Player’s Handbook) Symboiphorms are proficient with shields (except tower shields) but must use only wooden ones. A symboiphorm who wears prohibited armor or carries a prohibited shield is unable to engage her mind rider while doing so and for 24 hours thereafter. The only exception to this rule is a symboiphorm who wears a gauntlet. The mind rider sees these as his companion trying to be more like him and learns to overcome his discomfort of having metal in his riding womb.
Bioshaping: Beginning at 4th level, a symboiphorm gains a limited ability to shape biomelds, which are drawn from the symboiphorm biomeld list. You know and can shape any biomeld from this list. The Difficulty Class for a saving throw against a symboiphorm biomeld is 10 + number of points of aberrant taint invested in the biomeld + your Constitution modifier. Your bioshaper level is equal to one-half your symboiphorm level. A symboiphorm can shape only a certain number of biomelds per day. Your base daily allotment is given on Table 1–1: The Symboiphorm. The maximum number of biomelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of biomelds on the table, whichever is lower. At 4th level, you can shape one biomeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of biomelds. At 6th level, you gain access to your personal pool of aberrant taint, which can be invested into your biomelds to increase their power. Your aberrant taint pool’s size is shown on Table 1–1: The Symboiphorm. Your character level, as noted on Table 1–2: Aberrant Taint Capacity determines the maximum quantity of aberrant taint that you can invest in any single biomeld. As a swift action, you can reallocate your aberrant taint investments in your biomelds every round (see Aberrant Taint). A symboiphorm does not study or prepare biomelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape her biomelds for the day (see Shaping Biomelds).
In addition, while engaged with your mind rider, some of your biomelds transfer onto your mind rider. The biomelds that have this function will be specified in the heading of the biomeld.
Bionode Binds: Beginning at 8th level, you can bind your biomelds to your bionodes, granting you new powers based on the biomeld and the bionode chosen. Binding a biomeld to a bionode closes the body slot associated with that bionode (see Bionodes), so that you cannot also benefit from a magic item worn on the body slot associated with that bionode. The number of bionode binds that you can have active at any one time depends on your level (see the Bionode Binds column on Table 1–1: The Symboiphorm). At 8th level, you can bind biomelds to your crown, feet, or hands bionodes. At 14th level, you can bind biomelds to your arms, brow, and shoulders bionodes. At 18th level, you can bind biomelds to your throat or waist bionodes. You never gain the ability to bind a biomeld to your heart or soul bionodes.
For more information on bionode binds, see the appropriate section.
Lure Mind Steed (Ex): A symboiphorm may begin play with a mind rider companion selected from the following list: blah blah blah. This aberration is a loyal companion that accompanies the symboiphorm on her adventures as appropriate for its kind.
A 1st-level symboiphorm’s companion is completely typical for its kind except as noted in table 1-4 Aberrant Companion. As a symboiphorm advances in level, her aberration’s power increases as shown on the table in the sidebar.
If a symboiphorm releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer involving the burning of certain herbs and grasses that attract a mind rider. This ceremony can also replace an aberrant companion that has perished. The symboiphorm may only have one mind rider at a time that serves as an aberrant companion and gains the benefits as such.
A symboiphorm of 4th level or higher may select from alternative lists of aberrations (see the sidebar). Should she select an aberrant companion from one of these alternative lists, the creature gains abilities as if the character’s symboiphorm level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s symboiphorm level and compare the result with the symboiphorm level entry on the table in the sidebar to determine the aberrant companion’s powers. (If this adjustment would reduce the symboiphorm’s effective level to 0 or lower, she can’t have that aberrant as a companion.) For example, a 6th-level symboiphorm could select a leopard as an aberrant companion. The leopard would have characteristics and special abilities as if the symboiphorm were 3rd level (taking into account the –3 adjustment) instead of 6th level.
Birth Symboint (Ex): Due to your immersion into aberrations and their ilk you may grow a symboint inside your body and birth it from yourself chosen from the following list: breed leech, crawling gauntlet, storm stalk, throwing scarab, or winter cyst (all detailed in Chapter 6 of Magic of Eberron). Birthing a symboint from your person requires 24 hours of preparation and an expenditure of resources with a cost of 100 gp. At the end of this 24 hours, an incantation is spoken that seeds the symboint in the character’s stomach. The symboint is discharge from the stomach in a fit of retching 24 hours later that deals 1d2 Con damage as it takes needed life essence when it separates from the carrying parent. A character without a mouth like orifice need not speak the incantation but think it and the child discharges from her abdomen, dealing an extra 2d4 damage as its breaks organs and tissue. These wounds are small as the symboint is Diminutive at birth and the wounds heal normally.
The symboint must be looked after and fed (done in the form of it bonding with you dealing 1 point of Con damage per day) for a period of 7 days as it matures into a fully functional symboint if its kind. Until this time passes it bestows no benefit. If the symboiphorm stays engaged in the riding womb if its mind rider for the entire 7 day duration however, she may ignore this damage from daily feeding as both the mind rider and the symboiphorm work together to feed the growing child. Leaving the mind rider for even one round disables this benefit for the day and the symboint deals the 1 point of Con damage as normal. If it does not feed for even one day, it dies 24 hours later. If this symboint is lost or killed, you can gain a new one using the same method. However, as long as you lack your symboint, you cannot gain further levels in this class, and your mind rider suffers the standard penalty for having a non aberration within its riding womb.
In the case of a male character utilizing this class feature, the outcome is the same as well as the process. The character carries the symboint until it is ready to be born. In both genders, their appearance is that of a normal female of the appropriate race being pregnant for 30% of the normal gestation period. (Example: A human female with a conceived symboint appears as if she is two and a half months pregnant)
If this ability is used while the character is already pregnant (usually through normal means with a member of its own species of the opposite sex) the child is born as a daelkyr half-blood (a race presented on page 37 of Magic of Eberron) instead of the race that would be produced from the union of the parents.
If you are at least 10th level, you can choose to birth a shadow sibling, spellwurm, or tentacle whip instead of the options given above (the shadow sibling and spellwurm appear in Chapter 6; the tentacle whip is found in the EBERRON Campaign Setting). The birthed symboint willingly joins with you; any other character who attempts to join with the symboint must succeed on a personality conflict every day until the symboint wins, at which point it detaches from the host. This symboint always has your alignment to start with, but as any other child has the capability to do, it may change.
You can also possess symboints obtained through other means (such as by being a member of the daelkyr half-blood race). If these other sources provide a method to regain a symboint, this method only functions for the symboint derived from that feature.
(Option Rule) Birth Symboint (Ex): For a symboiphorm whose child has chosen to leave, has died, or for whatever reason is no longer with the symboiphorm, she may use a different method to birth a new symboint.
The symboiphorm must engage with her mind rider (who must be of the opposite sex of the symboiphorm) and together they bring new life into the world. Conceiving a symboint in this manner is similar to a normal conception of a youngling. The symboiphorm must spend 24 hours engaged where the two perform a type of coupling that leaves them both helpless for the duration. Moving even one 5 foot square ruins the attempt of conception. The process must be attempted again the next day.
While in the act, very little movement is perceived. A DC 10 Spot check reveals that the mind rider seems to ripple with muscle contractions from time to time. A DC 15 Knowledge (Dungeoneering) check reveals that it is in the middle of the act of coupling although without a further check DC of 20 usually confuses the onlooker as there is no apparent partner in the act.
No special components or incantations are required for this option and the class feature plays out as normal from this point forward.
Detect Aberrations (Sp): At will, a symboiphorm can use detect aberration. This ability functions as the spell detect favored enemy (presented on page 64 of Spell Compendium) except that your favored enemy is considered to be aberrations.
CLASS UNFINISHED AS OF YET
MIND STEED
Large Aberration
Hit Dice: 2d8 + 8 (17)
Initiative: +1
Speed: 50 ft.
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 claws +3 melee, 1 gore -2 melee
Damage: Claw 1d4+3, gore 2d4+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Engage rider, Shared darkvision, Non-aberration Sickness
Saves: Fort +4, Ref +1, Will +5
Abilities: Str 17, Dex 12, Con, 18, Int 5, Wis 14, Cha 6
Skills: Jump +8, Sense Motive +7, Survival +4
Climate/Terrain: Any plains or hills
Organization: Solitary, string (2-5) or herd (20-40)
Challenge Rating: 1
Treasure: None
Alignment: Varies
Advancement: 2-8 HD (Large); 8+ HD (Huge)
The mind steed is a quadruped mount whose carapace opens to allow a rider to climb inside and control it telepathically.
The mind steed is 7 foot long from the tip of its snout to the rearmost joint of its carapace and about 4 feet wide at the shoulder and hip. Its height ranges from 3 feet tall at the hindquarters to 5 feet tall at the foreshoulders. Nearly all of its body is protected by a shimmering green chitinous covering. Its head is small for its body size, attached low between its shoulders, with a short neck. Its jaws are designed for eating rather than fighting, both for grazing on grasses and other plants and for gnawing on dead flesh. Its eyes are milky white. It has four legs, each of which ends in a claw tipped with a tougher, harder version of the chitin that is found on the rest of its body.
Mind steeds walk on all fours with a peculiar loping gait. Riding on the back of a mind steed would be difficult, as the smooth, sloped carapace provides little to hold on to. However, the entire shell on the back of the steed lifts open, hinging on a join between its shoulders. Inside is a bed of white, grey, and pink tendrils, dripping slime. There is sufficient space here to climb in and lie down prone. After the carapace again swings shut, glands begin to secrete a breathable fluid that completely fills the cavity. The tendrils grope about the body of the rider, attaching themselves to any areas of exposed skin. Their purpose is to initiate a symbiotic relationship between the rider and the steed, whereby the rider becomes telepathically linked to the mind steed. Everything the creature sense is passed on to the rider, who is then able to completely direct the steed’s actions from within.
The mind steed provides nutrients, fluid, and oxygen to the body of its rider, but at the same time the steed gradually grows more and more dependent on the rider for direction. Once a mind steed had become fully accustomed to a particular rider, it is extremely loyal. When not being ridden, it will try to follow its partner wherever she goes. When it cannot follow, it will issue mournful whimpers and whines and will amble about in a confused, aimless manner. Once a mind steed has developed an attachment to a particular rider, the only way to break its dependence is by training it to a new partner, a process taking at least 4 weeks depending on its bond with the previous rider.
Although the mind steed is not intelligent enough to use tools, its rider may be, and may attempt to use the steed’s claws for gripping. The claws may not be used for anything that requires fine motor control or opposable digits, however.
Combat
A mind steed’s primary weapons are its horns, which it uses to gore opponents. Bare of the chitin that cover’s most of their bodies, the horns are instead surrounded by a rough, almost scaly hide. The steed may also rear back to slash with its claws. The steed’s hard shell-like covering protects a rider from taking damage in battle, effectively giving her full cover. Exceptions to this are poison, which affect the rider when they affect the steed, and anything else that injures the mind steed from within. The rider may use any of the steed’s natural weapons with full proficiency, just as the steed itself does.
Engage Rider: The mind steed may swing open its carapace to accept or release a rider as a free action that may provoke attacks of opportunity. It is possible to force the steed’s carapace open against its will by first making a melee touch attach against it, and then beating the mind steed with an opposed Strength check. While the carapace is open, the steed loses half of its natural AC bonus, reducing its AC to 13. Entering the steed is a move-equivalent action for the rider that may provoke attacks of opportunity. The carapace may be closed as a free action that does not provoke attacks of opportunity, provided its path is unobstructed.
After the carapace had closed on a rider, the steed may initiate the symbiotic link to it as a full round action that does not provoke attacks of opportunity. The rider may choose to disengage the steed at any time, as a similar full round action. If the rider attempts to exit the steed before he or she is fully disengaged, or if the rider is forcibly removed from the steed, both will take 1d2 points of temporary Wisdom damage. If either the rider or the steed are killed while the two are still linked, then the survivor must make a Will save (DC 19) or suffer 1d3 points of permanent Wisdom drain and be stunned for 2d6 minutes.
Shared Darkvision: The mind steed’s milky white eyes provide it with the ability to see without light up to a distance of 60 ft. Because any rider is linked to the steed’s senses, this ability is granted to the rider whenever she is seeing through the mind steed’s eyes.
Non-aberration Sickness: The symbiotic nature of engaging a rider is a two way exchange. A little bit of the rider’s nutrients are passed along to the mind steed. If the rider is not an aberration, the mind steed is considered sickened as body chemistries do not match. However, this obstacle may be overcome by any character that has a symboint attached to her. The mix between the symboint and its host is enough to change the body chemistry of the host in such a manner that it no longer sickens the mind steed.
Skills: When a mind steed is joined with a rider, the rider’s mind is in control of the steed’s body. Therefore, physical skills (Str, Dex, and Con-based), use the rider’s skill level and the steed’s ability modifier. Mental skills (Int, Wis, and Cha-based), use either the rider’s or the steed’s skill level and modifier, whichever has the higher value between the two. Note that a skill may only be used is the steed is physically capable or performing the action. DMs may choose to impose a penalty of -4 to a character attempting to use a physical skill if that character is inexperienced at directing the mind steed’s body. Skills that require speech are obviously impossible.
Alignment: A wild mind steed will almost always be neutral. However, a domesticate mind steed gradually takes on the alignment of its partner.
Alternate Mind Steeds: Mind steeds come in a plethora of types and kinds (dragons and other monster races do) and will be detailed here below.
Society
In the wild, mind steeds usually roam in herds of two or three dozen, grazing and hunting. They’re mostly peaceful and easily domesticated. They’re naturally trustful and readily form bonds with humanoids. As a result, they can be often found in civilizations that accept such creatures, far from their natural habitats. Mind steeds understand one language per point of INT that its partner knows due to the telepathic bond plus Undercommon.
MORE WILL BE ADDED AS IT COMES TO MIND. MOSTLY AT THE FOREFRONT IS MECHANICS OF HOW THE TWO FUNCTION TOGETHER.