Pesimismrocks
2013-06-24, 11:34 AM
Entomologist
http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery2/44213_C2_crownofvermin.jpg
More afraid of you then you are of him? How quaint.
Entomologists study vermin, in fact they are dazzled by them. They learn their ways, their biology. They study their tactics and uses. They have combined their knoledge with maic, and learn to transform into and summon insects, arthropods and crustaceans.
Adventures: Although vermin live everywhere, there are far too many species to study in one place. Most entomologist combine travelling with their studies, and it is easy for them to be looped into adventures.
Characteristics: Entomologists can form several roles within the party but work brest as a support character, swarming the battlefield and causing ability damage.
Alignment: Entomologists are usually neutral and tend towards lawful, although entomologists of all alignments are found.
Races: Entomologists are often undead, as these two kinds of creatures find it easy to become symbiotes and companions. Orcs often find companionship with these beasts and respect their brutality. The underground lives of the dwarves also matches well with many kinds of vermin. Halflings are very rarely entomologists, as they prefer the company of humanoids and animals rather then dark spiders and deady scorpions.
GAME RULE INFORMATION
Entomologist's have the following game statistics.
Abilities: These vary depending on what the entomologist wants to do. Charisma is always important, although a combat based entomologist may want a higher strength and dexterity.
Alignment: Any
Hit Die: d8
Starting Age: As bard
Starting Gold: As rogue
Class Skills
The Entomologist's class skills (and the key ability for each skill) are:
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CEntomologist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mandibles
1st|
+0|
+2|
+0|
+0| Pest Companion, Mandibles, Vermin Body, Vermin Points|D4
2nd|
+1|
+3|
+0|
+0|Infestation|D4
3rd|
+2|
+3|
+1|
+1| Living Armour, Spew Vermin(d6)|D6
4th|
+3|
+4|
+1|
+1| Vermination, Pestspeak|D6
5th|
+3|
+4|
+1|
+1|Swarm Shape, Posion|D8
6th|
+4|
+5|
+2|
+2|Spew Vermin(2d6)|D8
7th|
+5|
+5|
+2|
+2|Swarmwalk|2D4
8th|
+6/+1|
+6|
+2|
+2|Swarmshape, Vermination|2D4
9th|
+6/+1|
+6|
+3|
+3|Spew Vermin(3d6)|D10
10th|
+7/+2|
+7|
+3|
+3|Arachnophobia|D10
11th|
+8/+3|
+7|
+3|
+3|Swarmshape|D12
12th|
+9/+4|
+8|
+4|
+4|Fly on the Wall, Vermination, Spew Vermin(4d6)|D12
13th|
+9/+4|
+8|
+4|
+4|Parasite|2D6
14th|
+10/+5|
+9|
+4|
+4|Swarmshape, Enhanced Poison|2D6
15th|
+11/+6/+1|
+9|
+5|
+5|Vermination, Spew Vermin(5D6)| 2D10
16th|
+12/+7/+2|
+10|
+5|
+5| Compound Senses|2D10
17th|
+12/+7/+2|
+10|
+5|
+5|Swarmshape|3D8
18th|
+13/+8/+3|
+11|
+6|
+6|Spew Vermin(6D6)|3D8
19th|
+14/+9/+4|
+11|
+6|
+6|Vermination|3D10
20th|
+15/+10/+5|
+12|
+6|
+8|Swarmshape, Deadly Poison, Swarmlord| 3D10[/table]
Class Features
All of the following are class features of the Entomologist
Weapon and Armor Proficiencies:Entomologista are proficient with Light and Medium Armour. They are proficient with simple and martial weapons.
Mandibles: One of the Entomologists key abiities at low levels is his ability to grow either a set of mandibles or a tail with a stinger. As a swift action any number of times per dayan entomologist can grow either a set of mandibles or a tail-stinger. The choice must be made at first level and may not be changed. Bth the mandibles and the stinger are natural weapons and can be used with the power attack feat as if they were a 2-handed weapon. you cannot use a manufactured weapon in the same full-attack as the mandibes or stinger. It does damage appropriate to your level, as indicated on the table.
The mandibles or stinger adds an additional +1 damage for every 2 vermin points you allocate to your mandibles ability
Pest Companion: The entomologist keeps a small pet vermin, as a companion and scout. You gain one of the following as a pest companion: Ant, Butterfly, Beetle, Crab, Centipede, Mosquito, Leech, Maggot, Fly, Scorpion, Spider, or Wasp as described below. The entomologist can give commands to his pest comapnions, and it will obey obediently but it has not method of talking back to the entomologist. The companion can be replaced with a 1 hour ritual, but the entomologist can never have more then one pest companion at once.
At level 4 you may opt to instead use a Small Monstrous Ant, Butterfly, Beetle, Crab, Centipede, Mosquito, Leech, Maggot, Fly, Scorpion, Spider, or Wasp, at level 8 it may become Medium, at level 12 it may become large, at level 16 it may become huge and at level 20 it may become gargantuan.
If vermin points are invested in this ability, the creature gains a +2 enhancement bonus to str, con or dex (chosen when allocated) /2 Vp.
Vermin Body The entomologist spends his lifetime with vermin and is all but immune to their various abilities. He gains immunity to poison and nausea.
Vermin Points Entomologist are reasonably versatile and have the ability to boost certain abilities they have with magic. An entomologist has a number of vermin points equal to twice his class level + his cha modifier. He allocates them at dusk and may not reallocate them for 24hrs. The enhancement the Vermin points give varies depending on the ability.
All entomologist abilities are Ex unless they have vermin points invested in them. If they do they become Su abilities
Infestation Around his feet, hordes of vermin swarm, lashing out at nearby foes. Once per turn as a free action the entomologist can opt to do d6 damage to all creatures adjacent to him.
Allocating vermin points in this grant an additional d6 of damage /4vp
Living Armour Pests scuttle over the entomologists body, giving him a sort of armour like second skin. The entomologist gets a numbe of temporary hit points equal to 5 times his class level. He regains these hit points whenever he reallocates his vermin points.
Vermin point invested in this ability grant him an additional 2hp/level/vp
Spew Vermin The entomologist can launch a swarm of vermin from his body, sometimes from hands of another limb but most often violently expelled from his stomach. Another key ability of the entomologist is his ability to spew vermin. He spews the vermin into a 30ft cone, doing damage d6/ every 3 class levels. After all damage has been dealt, he summons a 1 hit die swarm chosen from below. This swarm is place so that at least half of it's 4 squares are within the 30ft cone. He directly controls this swarm
Investing vermin points in this ability grant any summoned swarms an additional hit die/2 vp to a maximum of the entomologists class level-3 and a minimum of 1
Pestspeak The entomologist is lonely, alone except for his bugs, he learns to speak with them, so they may guide and obey him. The entomologist is treated as if under a constant speak with animals effects, except it only applies to vermin.
Vermin points cannot be invested in this ability.
Vermination It is only natural, after spending so much time in ones company that a person may feel his mannerisms, personality even physical body adapt to mimic them. At any level you gain this ability you may select a Vermination. You may not choose a level 2ability unless you have the level 1 ability of the same creature. You may not take a level 3 ability unless you have that creature's level 2 ability etc.
Some verminations allow vermin points to be invested but this is detailed within the ability.
Swarmshape One of an entomologists favoured abilities is its ability to take swarm form at will. Any number of times per day as a move action the entomologist may descend into a swarm of viscous pests or back into his original form. He may only transform into swarmform he knows. He knows one swarmform at the level he gains this ability and one at each level indicted in th table. While in swarmform he gains the swem subtype, gaining certain immunities and swarm damage. Size, additional abilities and movement are detailed in each swarmform. You cannot use any natural weapon or manifested weapon while in swarmform including your mandibles or stinger ability.
You may invest 4 vermin points in this ability to make the transformation a swift action and 8 to make it a free action.
Poison An entomologist can produce biological toxins, which enable him to weaken an paralyse his foes. The entomologist's mandibles or stinger are now poisoned. The poison does d4 ability damage as primary and secondary damage. The ability it does damage too is chosen when this ability is first gained. The Abe is 10+ your cha modifier. No poison damage is done if the mandibles or stinger is used in conjunction with the power attack feat.
For each vermin point invested in this ability, the fort save DC increases by one.
Swarmwalk The entomologist may disappear into a swarm of vermin an appear anywhere else in the world, stepping out of an identical swarm. Once per day an entomologist can walk into a swarm and produce an effect similar to teleport. This works identically to the teleport spell except for the following: it requires no material components, it requires you to step into a swarm of vermin, any numbe of companions an allies may follow you as long as they step into the swarm in the same turn you do, at the start of your next turn the swarm you stepped into disappears and reappears in the location you teleported to.
You may invest vermin points in this ability. For every vermin point invested in this ability, the 'swarm portal' is held open for another round. This means that the swarm stays in it location for an additional number of rounds and creatures may follow you as long as the duration has not ended. As normal when the swarm portal closes the swarm teleports to you on your turn.
Arachnophobia The entomologist lives in fear and death, and knows how to avoid it. He gains an immunity to death and fear effects.
You my not invest vermin points in this ability.
Fly on the Wall A fly can sit on a wall and no one woul notice or care. The entomologist knows how to use this to his advantage and can look through this flies eyes, and see anywhere in the world. Once per day the entomologist can look through an insects eyes, in an effect similar to scrying. This works in all ways as the scry effect, except it required no concentration to cast, does not require a clear pool and is an Ex ability.
He may use this ability an additional number of times per day equal to the amount of vermin points invested in this ability/3
Parasite One of the entomologists most frightening abilities is it ability to control another through use of parasite buried in the brain. Once per day as a full round action, the entomologist can attempt to use dominate monster on an adjacent creature with an intelligence score and no more hit die then the entomologist. This works identically to the spell except it has no duration, the victim gets a reflex and a will save, the duration is instantaneous and it is an Ex ability. The reflex and will saves are DC is 10+ the entomologists charisma score. The maximum number of creatures infested by parasites at any on time is equal to your charisma score modifier
For every 2 vermin points invested in this ability the save is increased by 1
Enhance Poison The entomologists poison is now even more devastating and painful. His poison ability now does d6 ability damage as both primary and secondary damage. He may also reselect which ability his poison targets
Compound Senses The entomologist can see using every part of his body, his feet, his legs, his hair. He gains blindsight out to 50ft but takes a -2 penalty to spot.
For every vermin point invested in this ability, the blindsight's range is increased by 10ft
Deadly Poison The entomologist has now concocted a deadly ability brew, able to paralyse anything quickly and efficiently. His poison ability now does d10 ability damage both primary and secondary.
Swarmlord The entomologist had become master of the swarm, hosting the creatures inside himself, controlling them with deadly efficiency. He may select any swarm he has summoned that is adjacent to him and fuse it with himself. He gains the hivenest template.
http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery2/44213_C2_crownofvermin.jpg
More afraid of you then you are of him? How quaint.
Entomologists study vermin, in fact they are dazzled by them. They learn their ways, their biology. They study their tactics and uses. They have combined their knoledge with maic, and learn to transform into and summon insects, arthropods and crustaceans.
Adventures: Although vermin live everywhere, there are far too many species to study in one place. Most entomologist combine travelling with their studies, and it is easy for them to be looped into adventures.
Characteristics: Entomologists can form several roles within the party but work brest as a support character, swarming the battlefield and causing ability damage.
Alignment: Entomologists are usually neutral and tend towards lawful, although entomologists of all alignments are found.
Races: Entomologists are often undead, as these two kinds of creatures find it easy to become symbiotes and companions. Orcs often find companionship with these beasts and respect their brutality. The underground lives of the dwarves also matches well with many kinds of vermin. Halflings are very rarely entomologists, as they prefer the company of humanoids and animals rather then dark spiders and deady scorpions.
GAME RULE INFORMATION
Entomologist's have the following game statistics.
Abilities: These vary depending on what the entomologist wants to do. Charisma is always important, although a combat based entomologist may want a higher strength and dexterity.
Alignment: Any
Hit Die: d8
Starting Age: As bard
Starting Gold: As rogue
Class Skills
The Entomologist's class skills (and the key ability for each skill) are:
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CEntomologist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mandibles
1st|
+0|
+2|
+0|
+0| Pest Companion, Mandibles, Vermin Body, Vermin Points|D4
2nd|
+1|
+3|
+0|
+0|Infestation|D4
3rd|
+2|
+3|
+1|
+1| Living Armour, Spew Vermin(d6)|D6
4th|
+3|
+4|
+1|
+1| Vermination, Pestspeak|D6
5th|
+3|
+4|
+1|
+1|Swarm Shape, Posion|D8
6th|
+4|
+5|
+2|
+2|Spew Vermin(2d6)|D8
7th|
+5|
+5|
+2|
+2|Swarmwalk|2D4
8th|
+6/+1|
+6|
+2|
+2|Swarmshape, Vermination|2D4
9th|
+6/+1|
+6|
+3|
+3|Spew Vermin(3d6)|D10
10th|
+7/+2|
+7|
+3|
+3|Arachnophobia|D10
11th|
+8/+3|
+7|
+3|
+3|Swarmshape|D12
12th|
+9/+4|
+8|
+4|
+4|Fly on the Wall, Vermination, Spew Vermin(4d6)|D12
13th|
+9/+4|
+8|
+4|
+4|Parasite|2D6
14th|
+10/+5|
+9|
+4|
+4|Swarmshape, Enhanced Poison|2D6
15th|
+11/+6/+1|
+9|
+5|
+5|Vermination, Spew Vermin(5D6)| 2D10
16th|
+12/+7/+2|
+10|
+5|
+5| Compound Senses|2D10
17th|
+12/+7/+2|
+10|
+5|
+5|Swarmshape|3D8
18th|
+13/+8/+3|
+11|
+6|
+6|Spew Vermin(6D6)|3D8
19th|
+14/+9/+4|
+11|
+6|
+6|Vermination|3D10
20th|
+15/+10/+5|
+12|
+6|
+8|Swarmshape, Deadly Poison, Swarmlord| 3D10[/table]
Class Features
All of the following are class features of the Entomologist
Weapon and Armor Proficiencies:Entomologista are proficient with Light and Medium Armour. They are proficient with simple and martial weapons.
Mandibles: One of the Entomologists key abiities at low levels is his ability to grow either a set of mandibles or a tail with a stinger. As a swift action any number of times per dayan entomologist can grow either a set of mandibles or a tail-stinger. The choice must be made at first level and may not be changed. Bth the mandibles and the stinger are natural weapons and can be used with the power attack feat as if they were a 2-handed weapon. you cannot use a manufactured weapon in the same full-attack as the mandibes or stinger. It does damage appropriate to your level, as indicated on the table.
The mandibles or stinger adds an additional +1 damage for every 2 vermin points you allocate to your mandibles ability
Pest Companion: The entomologist keeps a small pet vermin, as a companion and scout. You gain one of the following as a pest companion: Ant, Butterfly, Beetle, Crab, Centipede, Mosquito, Leech, Maggot, Fly, Scorpion, Spider, or Wasp as described below. The entomologist can give commands to his pest comapnions, and it will obey obediently but it has not method of talking back to the entomologist. The companion can be replaced with a 1 hour ritual, but the entomologist can never have more then one pest companion at once.
At level 4 you may opt to instead use a Small Monstrous Ant, Butterfly, Beetle, Crab, Centipede, Mosquito, Leech, Maggot, Fly, Scorpion, Spider, or Wasp, at level 8 it may become Medium, at level 12 it may become large, at level 16 it may become huge and at level 20 it may become gargantuan.
If vermin points are invested in this ability, the creature gains a +2 enhancement bonus to str, con or dex (chosen when allocated) /2 Vp.
Vermin Body The entomologist spends his lifetime with vermin and is all but immune to their various abilities. He gains immunity to poison and nausea.
Vermin Points Entomologist are reasonably versatile and have the ability to boost certain abilities they have with magic. An entomologist has a number of vermin points equal to twice his class level + his cha modifier. He allocates them at dusk and may not reallocate them for 24hrs. The enhancement the Vermin points give varies depending on the ability.
All entomologist abilities are Ex unless they have vermin points invested in them. If they do they become Su abilities
Infestation Around his feet, hordes of vermin swarm, lashing out at nearby foes. Once per turn as a free action the entomologist can opt to do d6 damage to all creatures adjacent to him.
Allocating vermin points in this grant an additional d6 of damage /4vp
Living Armour Pests scuttle over the entomologists body, giving him a sort of armour like second skin. The entomologist gets a numbe of temporary hit points equal to 5 times his class level. He regains these hit points whenever he reallocates his vermin points.
Vermin point invested in this ability grant him an additional 2hp/level/vp
Spew Vermin The entomologist can launch a swarm of vermin from his body, sometimes from hands of another limb but most often violently expelled from his stomach. Another key ability of the entomologist is his ability to spew vermin. He spews the vermin into a 30ft cone, doing damage d6/ every 3 class levels. After all damage has been dealt, he summons a 1 hit die swarm chosen from below. This swarm is place so that at least half of it's 4 squares are within the 30ft cone. He directly controls this swarm
Investing vermin points in this ability grant any summoned swarms an additional hit die/2 vp to a maximum of the entomologists class level-3 and a minimum of 1
Pestspeak The entomologist is lonely, alone except for his bugs, he learns to speak with them, so they may guide and obey him. The entomologist is treated as if under a constant speak with animals effects, except it only applies to vermin.
Vermin points cannot be invested in this ability.
Vermination It is only natural, after spending so much time in ones company that a person may feel his mannerisms, personality even physical body adapt to mimic them. At any level you gain this ability you may select a Vermination. You may not choose a level 2ability unless you have the level 1 ability of the same creature. You may not take a level 3 ability unless you have that creature's level 2 ability etc.
Some verminations allow vermin points to be invested but this is detailed within the ability.
Swarmshape One of an entomologists favoured abilities is its ability to take swarm form at will. Any number of times per day as a move action the entomologist may descend into a swarm of viscous pests or back into his original form. He may only transform into swarmform he knows. He knows one swarmform at the level he gains this ability and one at each level indicted in th table. While in swarmform he gains the swem subtype, gaining certain immunities and swarm damage. Size, additional abilities and movement are detailed in each swarmform. You cannot use any natural weapon or manifested weapon while in swarmform including your mandibles or stinger ability.
You may invest 4 vermin points in this ability to make the transformation a swift action and 8 to make it a free action.
Poison An entomologist can produce biological toxins, which enable him to weaken an paralyse his foes. The entomologist's mandibles or stinger are now poisoned. The poison does d4 ability damage as primary and secondary damage. The ability it does damage too is chosen when this ability is first gained. The Abe is 10+ your cha modifier. No poison damage is done if the mandibles or stinger is used in conjunction with the power attack feat.
For each vermin point invested in this ability, the fort save DC increases by one.
Swarmwalk The entomologist may disappear into a swarm of vermin an appear anywhere else in the world, stepping out of an identical swarm. Once per day an entomologist can walk into a swarm and produce an effect similar to teleport. This works identically to the teleport spell except for the following: it requires no material components, it requires you to step into a swarm of vermin, any numbe of companions an allies may follow you as long as they step into the swarm in the same turn you do, at the start of your next turn the swarm you stepped into disappears and reappears in the location you teleported to.
You may invest vermin points in this ability. For every vermin point invested in this ability, the 'swarm portal' is held open for another round. This means that the swarm stays in it location for an additional number of rounds and creatures may follow you as long as the duration has not ended. As normal when the swarm portal closes the swarm teleports to you on your turn.
Arachnophobia The entomologist lives in fear and death, and knows how to avoid it. He gains an immunity to death and fear effects.
You my not invest vermin points in this ability.
Fly on the Wall A fly can sit on a wall and no one woul notice or care. The entomologist knows how to use this to his advantage and can look through this flies eyes, and see anywhere in the world. Once per day the entomologist can look through an insects eyes, in an effect similar to scrying. This works in all ways as the scry effect, except it required no concentration to cast, does not require a clear pool and is an Ex ability.
He may use this ability an additional number of times per day equal to the amount of vermin points invested in this ability/3
Parasite One of the entomologists most frightening abilities is it ability to control another through use of parasite buried in the brain. Once per day as a full round action, the entomologist can attempt to use dominate monster on an adjacent creature with an intelligence score and no more hit die then the entomologist. This works identically to the spell except it has no duration, the victim gets a reflex and a will save, the duration is instantaneous and it is an Ex ability. The reflex and will saves are DC is 10+ the entomologists charisma score. The maximum number of creatures infested by parasites at any on time is equal to your charisma score modifier
For every 2 vermin points invested in this ability the save is increased by 1
Enhance Poison The entomologists poison is now even more devastating and painful. His poison ability now does d6 ability damage as both primary and secondary damage. He may also reselect which ability his poison targets
Compound Senses The entomologist can see using every part of his body, his feet, his legs, his hair. He gains blindsight out to 50ft but takes a -2 penalty to spot.
For every vermin point invested in this ability, the blindsight's range is increased by 10ft
Deadly Poison The entomologist has now concocted a deadly ability brew, able to paralyse anything quickly and efficiently. His poison ability now does d10 ability damage both primary and secondary.
Swarmlord The entomologist had become master of the swarm, hosting the creatures inside himself, controlling them with deadly efficiency. He may select any swarm he has summoned that is adjacent to him and fuse it with himself. He gains the hivenest template.