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View Full Version : The Bug Master 3.5 Base Class PEACH



AkazilliaDeNaro
2012-10-16, 09:58 PM
Now anytime i say bugs i am in fact referring to "non-aquatic vermin excluding bats and rats"

heres what i have so far.


The Bug Master

http://i302.photobucket.com/albums/nn120/r3dathlete/Shino.jpg
Host stats

Alignment
Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
HD: d8
Skill Points
(2 + Int modifier) ×4 at first level.
Class Skills
The Host's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis),
{table=head]Lvl|BAB|Fort|Ref|Will|Special|Nat. AC|Claw Dmg

1st|
+0|
+2|
+2|
+2|Bonded|
0|
0

2nd|
+1|
+3|
+3|
+3||
0|
0

3rd|
+2|
+3|
+3|
+3|Chitin Shell|
+1|
0

4th|
+3|
+4|
+4|
+4||
+1|
0

5th|
+3|
+4|
+4|
+4|Claws|
+1|
1d6

6th|
+4|
+5|
+5|
+5|Climb|
+2|
1d6

7th|
+5|
+5|
+5|
+5||
+2|
1d6

8th|
+6|
+6|
+6|
+6||
+2|
1d6

9th|
+6|
+6|
+6|
+6||
+3|
1d6

10th|
+7|
+7|
+7|
+7|Fly 2x(Average)|
+3|
2d6

11th|
+8|
+7|
+7|
+7||
+3|
2d6

12th|
+9|
+8|
+8|
+8||
+4|
2d6

13th|
+9|
+8|
+8|
+8||
+4|
2d6

14th|
+10|
+9|
+9|
+9||
+4|
2d6

15th|
+11|
+9|
+9|
+9||
+5|
3d6

16th|
+12|
+10|
+10|
+10|Fly 4x(Good)|
+5|
3d6

17th|
+12|
+10|
+10|
+10||
+5|
3d6

18th|
+13|
+11|
+11|
+11||
+6|
3d6

19th|
+14|
+11|
+11|
+11||
+6|
3d6

20th|
+15|
+12|
+12|
+12|Fly 6x(Perfect)|
+6|
4d6[/table]

Weapon and Armor Proficiency
The Bug Master is proficient with all simple weapons and light armor as well as any weapons and armor specifically crafted from bugs, or used to specifically capture or kill bugs.

Bonded (Su)
If either the Ulti-Mite or the Host would die or go unconscious, they both do. If the Ulti-Mite or the Host would be affected by any mind effecting effects they both are. Anytime the Ulti-Mite or the host would have to make a will save they both add their class bonus to saves together.

Chitin Shell
At 3rdth level the Bug Master's gains a +1 natural bonus to AC in the form of a Chitinous Shell, this bonus is is increased every 3 levels. He may not wear armor over this, and suffers a -1 armor check penalty, this penalty is halved for hide checks (to a minumum of 1), and doubled for swim checks(making a total of x4).

Claws (Ex)
At 5th level the Bug Master's hands change into claws that deal 1d6 + Str, this damage increases by 1d6 at 10th level and every 5 levels after.

Climb (Ex)
the Bug Master gains a climb speed equal to his base land speed, +10 to climb checks, can use either his Strength or Dexterity modifier for Climb checks, whichever is higher, and can take 10 on Climb checks, even if threatened or distracted.

Fly (Ex)
At 10th level the Bug Master gains a fly speed equal to twice his base land speed with average maneuverability. At level 15 the fly speed raises to 4x his base land speed with good maneuverability, and at level 20 it increases to 6x base land speed with perfect maneuverability.



The Ulti-Mite

http://images.elfwood.com/art/e/j/ejnermark/insectmonster.jpg

Ulti-Mite Stats

Alignment
Always the same as the host.
HD d10
Skill Points
(6 + Int modifier) ×4 at First level
Class Skills
The Ulti-Mite’s class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis)
Shared Stats
{table=head]Level|Fort|
Ref & Will|Speed|Sting|Space|Special

1st|
+2|
+0|
5ft|
1d4|10ft|Climb, Fly (Clumsy), Transform, Bonded, Darkvision 60ft, Poison Sting|

2nd|
+3|
+0|
10ft|
1d4|10ft|

3rd|
+3|
+1|
15ft|
1d4|10ft|Tremorsense 60ft|Multiattack

4th|
+4|
+1|
20ft|
1d4|10ft|

5th|
+4|
+1|
25ft|
1d4|10ft|Fly (Poor)

6th|
+5|
+2|
30ft|
1d6|15ft|

7th|
+5|
+2|
35ft|
1d6|15ft|Web

8th|
+6|
+2|
40ft|
1d6|15ft|

9th|
+6|
+3|
45ft|
1d6|15ft|

10th|
+7|
+3|
50ft|
1d6|15ft|Fly (Average)

11th|
+7|
+3|
55ft|
1d8|20ft|

12th|
+8|
+4|
60ft|
1d8|20ft|

13th|
+8|
+4|
65ft|
1d8|20ft|

14th|
+9|
+4|
70ft|
1d8|20ft|

15th|
+9|
+5|
75ft|
1d8|20ft|Fly (Good)

16th|
+10|
+5|
80ft|
1d10|30ft|

17th|
+10|
+5|
85ft|
1d10|30ft|

18th|
+11|
+6|
90ft|
1d10|30ft|

19th|
+11|
+6|
95ft|
1d10|30ft|

20th|
+12|
+6|
100ft|
1d10|30ft|Fly (Perfect)
[/table]

Weapon and Armor Proficiency
The Ulti-Mite is proficient with no weapons or armor, and is not capable of wielding or wearing any.


Skills
The Ulti-mite has a +10 racial bonus on Jump checks, a +8 racial bonus on Spot, Climb and Hide checks, and a -20 to Swim checks. (Because of it's camouflage, the Hide bonus increases to +12 when an Ulti-Mite is surrounded by foliage.) It can use either it's Strength or Dexterity modifier for Climb checks, whichever is higher. The Ulti-Mite can take 10 on Climb checks, even if threatened or distracted. The Ulti-Mite has a +16 racial bonus on Hide and Move Silently checks when using it's webs.


Transform (Su)
The Ulti-Mite may transform to and from its swarm form as a standard action. Transforming does not regain hit points, each form has its own set of hp.

Bonded (Su)
If either the Ulti-Mite or the Host would die or go unconscious, they both do. If the Ulti-Mite or the Host would be affected by any mind effecting effects they both are. Anytime the Ulti-Mite or the host would have to make a will save they both add their bonuses to saves together. The Ulti-Mite and the Host share their starting Charisma, Intelligence, and Wisdom scores.

Poison Sting(Ex)
The Ulti-Mite has a poisonous sting. The details vary by the level. The save DCs are Constitution-based and equal to 10 + 1/2 HD + Con. The indicated damage is initial and secondary damage.

Web (Ex)
The Ulti-Mite can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the the Ulti-Mite. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

The Ulti-Mite often creates sheets of sticky webbing from 5 to 60 feet squared, depending on the size of the Ulti Mite. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

The Ulti-Mite can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex)
The Ulti-Mite can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with it's webs.

Swarm Stats

{table=head]Level|DEX|HD |Size|Dmg|AC|Special|
Fast Healing

1st|
+4|
1|
T|
1d6|
16|Feat, Superior Dexterity, No muscle, Distraction|
0

2nd|
+5|
2|
T|
1d6|
16||
0

3rd|
+6|
3|
T|
1d6|
17|Feat|
0

4th|
+7|
4|
T|
1d6|
17||
0

5th|
+8|
5|
T|
1d6|
18|Fast Healing|
3

6th|
+9|
6|
T|
2d6|
18|Feat|
3

7th|
+10|
7|
T|
2d6|
19||
4

8th|
+11|
8|
D|
2d6|
21||
4

9th|
+12|
9|
D|
2d6|
22|Feat|
5

10th|
+13|
10|
D|
2d6|
22||
5

11th|
+14|
11|
D|
3d6|
23||
6

12th|
+15|
12|
D|
3d6|
23|Feat|
6

13th|
+16|
13|
D|
3d6|
24||
7

14th|
+17|
14|
F|
3d6|
28||
7

15th|
+18|
15|
F|
3d6|
29|Feat|
8

16th|
+19|
16|
F|
4d6|
29||
8

17th|
+20|
17|
F|
4d6|
30||
9

18th|
+21|
18|
F|
4d6|
30|Feat|
9

19th|
+22|
19|
F|
4d6|
31||
10

20th|
+23|
20|
F|
4d6|
31||
10
[/table]

Feat
The Ulti-Mite Swarm gains a feat at first level and every 3 levels afterward. These feats are normal feats gained from Class progression and differ from the Full sized Ulti-Mite's set of Feats.

[B]Superior Dexterity (Ex)
The Ulti-Mite gains a racial modifier to Dexterity (Dex) while in Swarm form. This bonus increases every level.

No Muscle (Ex)
The Ulti-Mite's has a racial -8 modifier to its Strength score, while in Swarm form.

Distraction (Ex)
Any living creature that begins its turn with the Ulti-Mite swarm in its space must succeed on a Fortitude save (DC 10 + 1/2 HD + Con) or be nauseated for 1 round. The save DC is Constitution-based.

Fast healing (Ex)
At 5th level the Ulti-Mite gains Fast healing equal to half its HD this bonus increases every level.


Full Sized Stats

{table=head]
Host Level|STR|DEX|CON|
[b]Nat. AC|AC|
HD|BAB|Grapple|Dmg|
Breath Weapon|Special Ability|Fast Healing

1st|
+4|
0|
-5|
6|
13|
4|
1|
7|
3d6|
0|Feat, Superior Body, Compress|
0

2nd|
+5|
+1|
-4|
6|
13|
8|
2|
8|
3d6|
0||
0

3rd|
+6|
+2|
-3|
7|
15|
12|
3|
10|
4d6|
0|Feat|
0

4th|
+7|
+3|
-2|
7|
15|
16|
4|
11|
4d6|
2d6|Elemental Body I|
0

5th|
+8|
+4|
-1|
8|
17|
20|
5|
13|
5d6|
2d6|Fast Healing|
10

6th|
+9|
+5|
0|
8|
16|
24|
6|
18|
5d6|
2d6|Feat|
12

7th|
+10|
+6|
+1|
9|
17|
28|
7|
20|
6d6|
3d6||
14

8th|
+11|
+7|
+2|
9|
18|
32|
8|
21|
6d6|
3d6|Elemental Body II|
16

9th|
+12|
+8|
+3|
10|
19|
36|
9|
23|
7d6|
3d6|Feat|
18

10th|
+13|
+9|
+4|
10|
20|
40|
10|
24|
7d6|
3d6||
20

11th|
+14|
+10|
+5|
11|
18|
44|
11|
30|
8d6|
4d6||
22

12th|
+15|
+11|
+6|
11|
20|
48|
12|
31|
8d6|
4d6|Feat, Elemental Body III|
24

13th|
+16|
+12|
+7|
12|
20|
52|
13|
33|
9d6|
4d6||
26

14th|
+17|
+13|
+8|
12|
22|
56|
14|
34|
9d6|
4d6||
28

15th|
+18|
+14|
+9|
13|
22|
60|
15|
36|
10d6|
5d6|Feat|
30

16th|
+19|
+15|
+10|
13|
20|
64|
16|
41|
10d6|
5d6|Elemental Body IV|
32

17th|
+20|
+16|
+11|
14|
20|
68|
17|
43|
11d6|
5d6||
34

18th|
+21|
+17|
+12|
14|
22|
72|
18|
44|
11d6|
5d6|Feat|
36

19th|
+22|
+18|
+13|
15|
22|
76|
19|
46|
12d6|
6d6||
38

20th|
+23|
+19|
+14|
15|
24|
80|
20|
47|
12d6|
6d6|Elemental Body V|
40
[/table]

Feat
The Full sized Ulti-Mite gains a feat at first level and every 3 levels afterward. These feats are normal feats gained from Class progression, and differ from the Ulti-Mite Swarm's set feats.

Superior Body
The Ulti-Mite gains a racial modifier to its Strength (Str), Constitution (Con), and Dexterity (Dex), while full-sized. This bonus increases every level.

Compress (Ex)
When in it's Full Sized form the Ulti-Mite may Compress itself to Tiny as a full round action. It may grow back to Full Size as a full round action. While in this compressed state it loses all attacks, and its AC and hp are increased 4x.

Improved Grab (Ex)
To use this ability, The Ulti-Mite must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full attack bonus).

Elemental body I(Su)
At level 4 and every 4 levels afterward the Ulti-Mite gains an element subtype from the list below as well as a breathe weapon that does damage equal to its element damage, and may switch between these subtypes or turn them off entirely as a standard action.

Fire: The Ulti-Mite acts as if under the effect of a Fire Shield(Fire) spell, cast by a caster of the same level.
Cold: The Ulti-Mite acts as if under the effect of a Fire Shield(Cold) spell, cast by a caster of the same level.
Electricity: The Ulti-Mite gives off light to a 10 ft radius, any creatures striking the Ulti-Mite with a non-reach weapon (including natural) takes 1d6 +1 per level Electrical damage (no save, SR applies); the Ulti-Mite takes ½ damage from Electricity attacks (if a Reflex save for ½ damage is allowed, a successful save means it takes no damage).
Acid:The Ulti-Mite gives off light to a 10 ft radius, any creatures striking the Ulti-Mite with a non-reach weapon (including natural) takes 1d6 +1 per level Acid damage (no save, SR applies); the Ulti-Mite takes ½ damage from Acid attacks (if a Reflex save for ½ damage is allowed, a successful save means it takes no damage).
Sonic: The Ulti-Mite acts as if under the effect of a Zone of Silence and a Darkness spell cast by a cater of the same level.

Milo v3
2012-10-17, 05:04 AM
I'm also making a class like this. Here's a link. (http://www.giantitp.com/forums/showpost.php?p=14052276&postcount=10)

I'll be watching to see how this turns out.

ArkenBrony
2012-10-17, 04:55 PM
you could say non-aquatic arthropod

AkazilliaDeNaro
2012-10-17, 10:48 PM
I'm also making a class like this. Here's a link. (http://www.giantitp.com/forums/showpost.php?p=14052276&postcount=10)

I'll be watching to see how this turns out.

now i feel horribly inadequate.


you could say non-aquatic arthropod

but that still leaves the problem of there not being an arthropod subtype.

ArkenBrony
2012-10-17, 11:00 PM
i was merely mentioning a method of classifying them without causing wars over what bugs actually are

AkazilliaDeNaro
2012-10-22, 05:58 PM
uhm couple of things here

1. whats the limit on thread necro on homebrew(if there is one.)
2. bumb
3. i changed stuffs

ArkenBrony
2012-10-22, 06:57 PM
uhm couple of things here

1. whats the limit on thread necro on homebrew(if there is one.)


6 months, you're good, cant wait for the class to be done, t looks pretty cool

DracoDei
2012-10-22, 08:36 PM
6 months, you're good, cant wait for the class to be done, t looks pretty cool
Did they change it? I thought it was 6 WEEKS.
Also, there is no necro limit in Homebrew for the author as long as they have made significant changes to the subject of the thread (I would say first post, but some things span multiple posts in their mechanics and fluff). That second part isn't strictly required I don't think.

Realms of Chaos
2012-10-23, 10:18 AM
This class seems kind of weird as you don't really end up as much of a character at all. In fact, your main dude is pretty heavily penalized until you get stronger and doesn't really do anything even with all of those penalties are removed.

Right now, the swarm is your only real class feature and only real reason for playing the class in the first place. This isn't inherently a bad thing. 3.5 wizards or Fighters only have one class feature as well.

The bad thing, I feel, is that this class doesn't actually let you shape your character's development at all. You are told what physical ability scores you swarm gets. You are told what abilities and feats they get. Apart from the elemental subtypes, you make absolutely 0 decisions for your swarm beyond moving vs. webbing vs. swarming.

You can use feats and skills and magic items and PrCs to customize your real guy but even that seems kind of pointless as he's not your point of strength. Without meaningful character choice, this class just seems kind of... meh.

Right now, I see three possible ways to get around this thing.
1. You could approach this in a similar manner to the pathfinder summoner (http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html), gaining a large and customizable swarm and give the main guy extra abilities and/or minor spellcasting as well.
2. You could just give this guy more abilities to customize the swarm and actually give him/her some actual class features that allows the class to command or interact with bugs in other ways (Imagine if this guy could cultivate a bunch of weird bugs with unique benefits, for example. One bug to stanch bleeding wounds on his or her body, another who can collect reconnaissance and repeat sounds like a parrot, a third who explodes in a sticky mess, etc. Or, you know, rebuking and controlling vermin works).
3. Skip the middle man altogether and make your character the swarm. Give it a hivemind and let it "speak" or manipulate objects. Give it different options for advancement and let him or her play as the swarm instead of the unneeded growth kind of tacked onto it if you don't want to give that growth more of a role.

AkazilliaDeNaro
2012-10-23, 11:45 AM
This class seems kind of weird as you don't really end up as much of a character at all. In fact, your main dude is pretty heavily penalized until you get stronger and doesn't really do anything even with all of those penalties are removed.

Right now, the swarm is your only real class feature and only real reason for playing the class in the first place. This isn't inherently a bad thing. 3.5 wizards or Fighters only have one class feature as well.

The bad thing, I feel, is that this class doesn't actually let you shape your character's development at all. You are told what physical ability scores you swarm gets. You are told what abilities and feats they get. Apart from the elemental subtypes, you make absolutely 0 decisions for your swarm beyond moving vs. webbing vs. swarming.

You can use feats and skills and magic items and PrCs to customize your real guy but even that seems kind of pointless as he's not your point of strength. Without meaningful character choice, this class just seems kind of... meh.

Right now, I see three possible ways to get around this thing.
1. You could approach this in a similar manner to the pathfinder summoner (http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html), gaining a large and customizable swarm and give the main guy extra abilities and/or minor spellcasting as well.
still not finished yet, and i am up for suggestions.

2. You could just give this guy more abilities to customize the swarm and actually give him/her some actual class features that allows the class to command or interact with bugs in other ways (Imagine if this guy could cultivate a bunch of weird bugs with unique benefits, for example. One bug to stanch bleeding wounds on his or her body, another who can collect reconnaissance and repeat sounds like a parrot, a third who explodes in a sticky mess, etc. Or, you know, rebuking and controlling vermin works).
that was what i was going for at first, but i couldn't define bug so i went with the Ulti-Mite

3. Skip the middle man altogether and make your character the swarm. Give it a hivemind and let it "speak" or manipulate objects. Give it different options for advancement and let him or her play as the swarm instead of the unneeded growth kind of tacked onto it if you don't want to give that growth more of a role.

but the other guy is already doing that.

Realms of Chaos
2012-10-23, 03:13 PM
that was what i was going for at first, but i couldn't define bug so i went with the Ulti-Mite

Though I understand that you are calling this the bug master, wouldn't it be easier to simply extend the effects to all vermin? Centipedes are bugs. Ants are bugs. Spiders are (arguably) bugs. The only vermin I can name off of the top of my head that may not be considered a bug would be a leech (I'm pretty sure that bats and rats are animals in D&D).

Even if you stay with Ulti-Mites, however, there is no particular reason to have one set description of what ulti-mites are. Perhaps the bug master uses the short life spans of his or her ulti-mite swarm to evolve them as he or she chooses. One bug master may end up with camouflaged climbing ultimites that inflict high poison damage while another bug master has flying ulti-mites that throw webs down onto their targets and that are immune to fire (depending on what abilities you select).

ArkenBrony
2012-10-23, 04:03 PM
upon checking, the only vermin i have found so far that isnt a "bug," are crustaceans, and apparently leeches, although i can't find where they are hidden, so i would just say to classify it as a non-aquatic vermin, this, i believe, doesn't remove any "bugs," and if it does, we can use them as exceptions

AkazilliaDeNaro
2012-10-23, 04:14 PM
upon checking, the only vermin i have found so far that isnt a "bug," are crustaceans, and apparently leeches, although i can't find where they are hidden, so i would just say to classify it as a non-aquatic vermin, this, i believe, doesn't remove any "bugs," and if it does, we can use them as exceptions

Bats, and Rats, and other spooky things.(sorry i just couldn't resist)

But that does work.