View Full Version : Vermin Lord (3.5e prestige class rework, PEACH)

2011-10-08, 07:08 AM

The skittering of multiple legs across the floor, the droning of wings—these phenomena mark the passing of a vermin lord. This unthinkable entity prefers the caress of the crawling legs of an insect or the fluttering wings of a fly more than the touch of another person. The vermin lord offers itself as a host for all manner of parasitic organisms and insects that feed on it body. It not only allows the infestation, it revels in it. Clerics and druids comprise the majority of the vermin lord ranks; some cleric/rogues are present as well. Many monstrous vermin lords, such as drider clerics, exist. Humanoid vermin lords work with monsters such as driders, phase spiders, and other creatures associated with vermin. Otherwise, they operate alone, for most other humanoids will have nothing to do with them.
Hit Die: d6.

To qualify to become a vermin lord, a character must fulfill all the following criteria.
___Alignment: Any evil.
___Skills: Hide 3 ranks, Knowledge (nature) 2 ranks, Move
Silently 3 ranks.
___Feats: Verminfriend.
___Special: Must be able to cast either the giant vermin spell or sudden swarm invocation.
___Special: The vermin lord must be ordained by an intelligent
evil creature with a physical resemblance to vermin—
a drider, chasme, gelugon, aranea, bebilith, phase spider, evil
formian, or similar creature. The ordaining creature must be
intelligent enough to communicate with the vermin lord-to-be. Of course, such a creature will demand service or payment
in return.

The vermin lord’s class skills (and the key ability for each
skill) are Bluff (Cha), Climb (Str), Concentration (Con),
Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move
Silently (Dex), Perform (Cha), Pick Pocket (Dex), Search
(Int), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the
Player ’s Handbook for skill descriptions.

___Skill Points at Each Level: 4 + Int. modifier

Vermin Lord
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day/Spells Known

+2|Chitin +1, swarm servant|+1 level of existing class

+3|Blood Drain|_

+3|Darkvision|+1 level of existing class

+4|Chitin +2, swarm armor|_

+4|Poison 1/d|+1 level of existing class

+5|Spew Vermin|_

+5|Chitin +3, poison 2/d|+1 level of existing class

+6|Wings of the Vermin|_

+6|Poison 3/d|+1 level of existing class

+7|Chitin +4, meld|+1 level of existing class[/table]

All the following are class features of the vermin lord prestige class.
___Weapon and Armor Proficiency: A vermin lord is proficient with no weapons, armor, or shields.
___Spells: When a vermin lord attains 1st level and every two levels after that (plus 10th level), the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting.
___Chitin (Ex): At 1st level, a vermin lord gains a +1 natural armor bonus to Armor Class from the chitinous plates that begin to grow on his flesh. Every three levels beyond 1st, this bonus increases by +1.
___Blood Drain (Su): A 2nd level vermin lord can grow insectoid mandibles at will. He can use these mandibles to make a bite attack that deals 1 point of damage. Furthermore, the vermin lord can attempt to start a grapple, provoking no attack of opportunity. If successful, the mandibles automatically deal 2d6 points of damage each round as they suck blood from the victim. The blood drain ability only works on living creatures. In addition, your bite carries poison (Fort DC equal to 10 + your class level + Con modifier; 1d6 Str/1d6 Str).
___Darkvision (Ex): A 3rd level vermin lord's eyes have adapted to see in conditions of no illumination, out to 120 ft.
___Swarm Armor (Su): Each day, a 4th-level vermin lord automatically summons a swarm of insects, spiders, or scorpions that cover his flesh when he regains his spells. These insects absorb up to 10 points of damage from any damaging attack (weapons or spells). The insects die off when they absorb such attacks, and a total of up to 5 points per vermin lord level can be absorbed per day. Thus, a 7th-level vermin lord’s swarm armor can absorb up to 35 points of damage, although no more than 10 points from any one attack. If a vermin lord is already wearing armor, the swarm armor has no effect.
___Poison (Ex): At 5th level, you can bring the poison of your mandibles to the surface of your hand and apply it to a held weapon. It requires a move action to apply the poison, and you can do so once per day. The poison lasts until you make an attack with
the weapon or until the start of your next turn, whichever comes first. Every two levels beyond 5th, you can do this an additional time per day.
___Spew Vermin (Sp): Once per day, a 6th-level vermin lord is able to spray out a swarm of vermin from his mouth, as a breath weapon in a 30-foot cone. Anyone in this area takes 1d6 points of damage per caster level (max 15d6), with a successful Reflex save reducing the damage by half (DC 10 + vermin lord’s class level + vermin lord’s Con bonus). The vermin then remain as a swarm under the command of the vermin lord. Commanding the swarm is a free action. The swarm remains for a number of rounds equal to your vermin lord level or until it is destroyed. The swarm can take only a standard action in the round when it emerges.
___Wings of the Vermin (Su): A vermin lord of 8th level or higher can sprout massive, buzzing insectoid wings from his back once per day. With these wings, he can fly at his normal land speed with average maneuverability for 1 hour. The vermin lord can carry his normal carrying capacity, and greater burdens affect his speed as they would affect his land speed. It is impossible to move silently with these wings.
___Meld (Su): Once a day, a 10th level vermin lord can meld with any swarm in melee range as a standard action. This functions exactly like Polymorph but with the following exceptions:
The swarm disappears, granting the vermin lord temporary hp equal to the swarm's remaining hp, lasting until meld expires
The vermin lord can cast spells as usual
The vermin lord retains his general shape and size
The vermin lord gains all extraordinary special qualities possessed by the swarm
Meld lasts for 20 rounds or until cancelled

A vermin lord mutilates and riddles his body with holes and pathways, enabling a swarm of his choice to breed and colonize within his body. This servant follows the vermin lord's orders as if it were affected by dominate vermin, with a range of one mile. Should the vermin lord's servant die, a new one breeds within his body 1d4 days later. The vermin lord's servant gains HD and special abilities based on the vermin lord's class level.

{table=head]Vermin Lord Level|Bonus HD|Natural Armor Adj.|Int|Special

2nd or lower|
Empathic Link, share saving throws





___Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant's base attack and base save bonuses, as normal.
___Natural Armor Adj.: This is an improvement to the servant's existing natural armor bonus.
___Int: The servant's Intelligence score. (A swarm servant is smarter than swarms of its kind.)

___Empathic Link (Su): The vermin lord has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant's eyes, but they can communicate empathically. Because the limited nature of the link, only general emotional content (such as fear, hunger happiness, curiosity) can be communicated. Note that the low intelligence of a low-level vermin lord's swarm servant limits what the creature is able to communicate or understand, and even intelligent servants see the world differently from humans, so misunderstandings are always possible.
___Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the vermin lord's, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the vermin lord might have )such as from magic items or feats).

Hello. I decided to redesign the class.