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View Full Version : Pathfinder Alternate Class: The Vermin Lord (Dread)



LordErebus12
2014-12-10, 01:54 AM
"Its only when you become the monster that you realize that inconvenient truth: you were always a monster..."

Vermin Lord

https://s-media-cache-ak0.pinimg.com/736x/4c/e5/a0/4ce5a0a2a6a83c9a6d4c8af456c877c9.jpg

Fleshwasps are a rare type of psionic insect known to populate the warm climates, although they can adapt to any climate without much trouble. It is said that they have the ability to detect creatures with innate psionic ability and forge a symbiotic relationship with psionic creatures. When the vermin implant a queen embryo into the creature, drastic changes begin to occur over the period of a few hours. The creature's body begins to become hollowed out for the hive to move in, causing extreme pain and discomfort to the creature throughout the process. A faint madness and desperation seems to creep through the creature as it suffers through the changes. The only thing that typically saves the creature is the constant psionic connection to the swarm of Fleshwasps, which soothes and calms the newly born Vermin Lord to the best of its abilities. When the changes are finished, the creature regains control of its body. They find themselves forever altered by the experience, never to be alone again in the mind; for the swarm's whispers quietly at all times in the mind of the Vermin Lord like a dull hunger.

Role:
A vermin lord uses its psionic abilities to control and dominate others with fear and intimidation, while inflicting diseases, poisons and other status effects over time with his swarm, mutations and terrors. The vermin lord is capable of adjusting his body to suit his needs over time, allowing it to adapt when necessary.

Alignment: Any Chaotic. Creatures who multiclass into Vermin Lords later in their careers typically have their alignments altered by the ordeal caused from the initial infestation.

Hit Die: d8.

Starting Wealth: 3d6 × 10 (average 105 gp).

Starting Age: Simple (as rogue).

Class Skills
The vermin lord's class skills (and the key ability for each skill) are Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (psionics) (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.


Level
Base Attack
Fort
Ref
Will
Special
Psionic Powers
Mutation

Max



Bonus
Save
Save
Save

Power
Points/Day
Powers
Known
Max Power
Level Known
Pool
Attacks


1st
+0
+0
+2
+2
Devastating Touch, Infested Body I, Talents
1
1
1st
-
-


2nd
+1
+0
+3
+3
Terror, Vermin Empathy
2
2
1st
-
-


3rd
+2
+1
+3
+3
Aura of Fear, Swarm Companion
4
3
1st
-
-


4th
+3
+1
+4
+4
Terror
6
4
2nd
-
-


5th
+3
+1
+4
+4
Mutations
8
5
2nd
3
3


6th
+4
+2
+5
+5
Terror
12
6
2nd
3
3


7th
+5
+2
+5
+5
Hive Mind
16
7
3rd
4
3


8th
+6/+1
+2
+6
+6
Terror
20
8
3rd
5
4


9th
+6/+1
+3
+6
+6
Protect the Hive
24
9
3rd
5
4


10th
+7/+2
+3
+7
+7
Terror
28
10
4th
6
4


11th
+8/+3
+3
+7
+7
Infested Body II
36
11
4th
7
4


12th
+9/+4
+4
+8
+8
Terror
44
12
4th
7
5


13th
+9/+4
+4
+8
+8
Rebuild the Hive
52
13
5th
8
5


14th
+10/+5
+4
+9
+9
Terror
60
14
5th
9
5


15th
+11/+6/+1
+5
+9
+9
Quick Release
68
15
5th
9
5


16th
+12/+7/+2
+5
+10
+10
Terror
80
16
6th
10
6


17th
+12/+7/+2
+5
+10
+10
Infested Body III
92
17
6th
11
6


18th
+13/+8/+3
+6
+11
+11
Terror
104
18
6th
11
6


19th
+14/+9/+4
+6
+11
+11
Twin Swarms
116
19
6th
12
6


20th
+15/+10/+5
+6
+12
+12
Swarm Incarnate, Terror
128
20
6th
13
7




Weapon and Armor Proficiency:
Vermin lords are proficient with all simple weapons, plus one martial or exotic weapon of your choice. Vermin lords are proficient with light armor and all shields (except tower shields).

Power Points/Day:
A Vermin lord's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Vermin lord. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known:
A Vermin lord begins play knowing one Vermin lord power of your choice. At every class level after 1st, she unlocks the knowledge of a new power. Choose the powers known from the Dread power list. (Exception: The feat Expanded Knowledge does allow a Vermin lord to learn powers from the lists of other classes.) A Vermin lord can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a Vermin lord can manifest in a day is limited only by her daily power points. A Vermin lord simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Vermin lord powers is 10 + the power's level + the Vermin lord's Charisma modifier.

Maximum Power Level Known:
A Vermin lord begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a Vermin lord must have a Charisma score of at least 10 + the power's level.

---------

Devastating Touch:
A Vermin lord is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a Vermin lord must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.

Infested Body I:
A Vermin lord’s body is infested with burrowing psionic insects, which begin to hollow out the Vermin lord’s body with tunnels and nests. Inside the Vermin lord’s body the insects form a symbiotic relationship with the Vermin lord, repairing damage to the Vermin lord’s body and providing it sustenance in exchange for them setting up a hive for the swarm. From within the hive the insects live, sleep, feed and breed. Swarms do not see the vermin lord as prey. Vermin lords can walk among swarms without fear of being harmed by them at all. They are also immune to a swarm's distraction ability.

Even when the vermin lord isn't standing amid a swarm, his body crawls with vermin, and their chitinous bodies increase his natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3.

Vermin lords do not need to eat or drink, and is immune to effects that would cause him to become sickened or nauseated.


Infested Body II:
At 11th level, the vermin lord gains immunity to all poisons.



Infested Body III:
At 17th level, the vermin lord gains immunity to all diseases, including natural and supernatural diseases. The vermin lord does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Talents:
Vermin lords learn minor powers they can use at will to aid them in a variety of ways. The Vermin lord gains 2 talents from the dread talent list.

Terror:
At 2nd level, a Vermin lord learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channeled through her devastating touch class feature. These terrors charge a Vermin lord's touch (and later her weapon) until her next successful attack that round.

Some terrors can be augmented by spending power points, similar to manifesting powers, to increase their effect. When augmenting her terrors with power points, the Vermin lord cannot spend more power points than her manifester level on any single use of a terror. A Vermin lord can use her terrors a total number of times per day equal to her Vermin lord level + her Charisma modifier.

All terrors may only be chosen once unless otherwise specified. You can choose any Dread Terror, with the exception of the following: Concealed Nightmare, Fear Incarnate, Improved Concealed Nightmare, Nightmare Form, Nightmare Touch, Persistant Nightmare Form, and Shroud of Fears.

Vermin Empathy (Su):
At 2nd level, a vermin lord can improve the attitude of vermin, just as a normal druid can with animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. The vermin lord rolls 1d20 and adds his vermin lord level and his Charisma modifier to determine the vermin empathy check result. Vermin have a starting attitude of unfriendly.

To use vermin empathy, the vermin lord and the vermin must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a vermin in this way takes 1 minute but, as with influencing people, it might take more or less time.

Aura of Fear:
At 3rd level, a Vermin lord radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a Vermin lord with this ability. This ability functions only while the Vermin lord remains conscious, not if she is unconscious or dead.

Swarm Companion:
At 3rd level, as a move action, a vermin lord can release a torrent of psionic insects called Fleshwasps from within its body. Fleshwasps function as a swarm companion (see second post for more information about swarm companions).

Mutations:
At 5th level, a vermin lord gains a number of mutations, which function as evolutions drawn from the eidolon class feature. The vermin lord may select any evolution that would normally be available to an eidolon's humanoid base form, meaning he could not select an evolution that requires the serpentine or quadruped body types. The Vermin lord can change his current mutations each time he gains another level of the vermin lord class. All prerequisites for evolutions must still be met after the changes.

Hive Mind:
As a standard action, the vermin lord can mentally command any 'wild' swarm in which it stands to do the vermin lord's bidding. The vermin lord can direct that swarm’s attacks and movements as long as the vermin lord has more Hit Dice than the swarm.

Protect the Hive:
At 9th level, as an immediate action, the vermin lord can transfer incoming damage to its swarm, which suffers the damage in place of the Vermin Lord. This ability can transfer any combat damage received, but can never be used to reduce a swarm to zero or fewer hit points. This ability cannot transfer ability damage, energy drain, or negative levels to the swarm; only hit point damage.

This ability ceases to function when the swarm is outside of the vermin lord’s body.

Rebuild the Hive:
At 13th level, a vermin lord’s hive repairs the vermin master, granting it fast healing 5 and the ability to instantly reattach limbs.

This ability ceases to function when the swarm is outside of the vermin lord’s body.

Quick Release:
At 15th level, a vermin lord can release his swarms as a swift action.

Twin Swarms:
At 19th level, a vermin lord gains the ability to create and control up to two separate swarms at once. If the vermin lord releases only one swarm, the vermin lord is treated has having his swarm still inside of himself.

Swarm Incarnate:
At 20th level, a vermin lord becomes a true part of his swarms. The vermin lord’s type changes to vermin, he gains DR 10/psionic, and the ability for the vermin lord's swarm to revive a slain vermin lord.

If the vermin lord is ever slain or destroyed and one of its swarms survives, that swarm will immediately flee to a safe location. Once safe, the swarm will attempt to build an exact duplicate of the vermin lord out of natural materials and the swarm’s ectoplasmic venom, generally within 1d10 days of the vermin lord’s death. With eight hours of uninterrupted work from the swarm, this ability fully restores the vermin lord to life, with no harmful status effects or damage of any kind.

LordErebus12
2014-12-10, 02:00 AM
Swarm Companions

http://fc00.deviantart.net/fs71/f/2010/117/d/2/skull_wasp_by_Akiman.jpg



Class Level
HD
BAB
Fort
Ref
Will
Skills
Feats
Natural Armor Bonus
Dex/Con Bonus
Int Score
Special


1st
2
+1
+3
+0
+0
4
1
+0
+0
10
Telepathic Link, Share Powers


2nd
3
+2
+3
+1
+1
6
2
+0
+0
10



3rd
3
+2
+3
+1
+1
6
2
+1
+1
10
Evasion


4th
4
+3
+4
+1
+1
9
2
+1
+1
12
Ability score increase


5th
5
+3
+4
+1
+1
12
3
+1
+1
12



6th
6
+4
+5
+2
+2
15
3
+2
+2
12
Share Mutations (1)


7th
6
+4
+5
+2
+2
15
3
+2
+2
12



8th
7
+5
+5
+2
+2
19
4
+2
+2
14



9th
8
+6
+6
+2
+2
23
4
+3
+3
14
Ability score increase, Consume


10th
9
+6
+6
+3
+3
27
5
+3
+3
14



11th
9
+6
+6
+3
+3
27
5
+3
+3
14
Share Mutations (2)


12th
10
+7
+7
+3
+3
32
5
+4
+4
16



13th
11
+8
+7
+3
+3
37
6
+4
+4
16



14th
12
+9
+8
+4
+4
42
6
+4
+4
16
Ability score increase


15th
12
+9
+8
+4
+4
42
6
+5
+5
16
Improved evasion


16th
13
+9
+8
+4
+4
48
7
+5
+5
18



17th
14
+10
+9
+4
+4
54
7
+5
+5
18
Share Mutations (3)


18th
15
+11
+9
+5
+5
60
8
+6
+6
18



19th
15
+11
+9
+5
+5
60
8
+6
+6
18



20th
16
+12
+10
+5
+5
67
8
+6
+6
20
Ability score increase



Class Level:
The character's vermin lord level. The vermin lord's class levels stack with levels of any other classes that are entitled to a swarm companion for the purpose of determining the companion's statistics.

HD:
This is the total number of eight-sided (d8) Hit Dice the swarm companion possesses, each of which gains a Constitution modifier, as normal.

BAB:
This is the swarm companion's base attack bonus. A swarm companion's base attack bonus is the same as that of a vermin lord of a level equal to the vermin's HD. Swarm companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will:
These are the swarm companion's base saving throw bonuses. A swarm companion has good Fortitude saves.

Skills:
This lists the swarm's total skill ranks. Swarm companions can have ranks in any of the following skills and all of the skills listed are class skills for swarm companions: Acrobatics (Dex), Appraisal (Int), Autohypnosis (Wis), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Engineering, Planes, and Psionics) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Feats:
This is the total number of feats possessed by a swarm companion. swarm companions should select their feats carefully and with consideration to the fact that its a swarm of creatures, not a single creatur; they simply cannot utilize most feats correctly (such as Martial Weapon Proficiency). Note that swarm companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Dex/Con Bonus:
Add this value to the swarm companion's Dexterity and Constitution scores.

Telepathic Link (Ex):
A vermin lord can communicate and control her swarm companion as a free action, assuming they are within 120 ft. of each other.

Share Powers (Ex):
The vermin lord may manifest a power with a target of “You” on her swarm companion (as a touch ranged power) instead of on herself. A vermin lord may manifest powers on her swarm companion even if the powers normally do not affect creatures of the companion's type (vermin) and subtype (swarm). Powers manifested in this way must come from a class that grants a swarm companion. This ability does not allow the swarm to share abilities that are not powers, even if they function like powers.

Evasion (Ex):
If a swarm companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion:
A swarm companion gains a +4 morale bonus on Will saves against enchantment spells and effects, as well as telepathic powers and effects.

Ability Score Increase (Ex):
The swarm companion adds +1 to any one of its ability scores, except intelligence.

Share Mutations (Ex):
The swarm companion gains one evolution that the vermin lord has currently. The swarm must meet all prerequisites for that evolution to take it. The swarm companion gains a second evolution at 11th level and a third evolution at 17th level.

Consume (Ex):
A swarm companion can rapidly consume any creature it swarms over. Against helpless or nauseated targets, a swarm companion's attack deals twice as many dice of damage.

Improved Evasion (Ex):
When subjected to an attack that normally allows a Reflex saving throw for half damage, a swarm companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


--------------------------

Fleshwasp Swarm

Starting Statistics:
Size Fine; Speed 5 ft., burrow 10 ft., fly 30 ft. (good).
AC +0 natural armor, +8 size; Attack swarm (1d6 plus distraction and poison); Ability Scores Str 1, Dex 12, Con 11, Int 10, Wis 11, Cha 6.
Special Attacks distraction (effect nauseated for 1 round if swarm damage is taken, Con-based DC), poison (frequency 1 round [6], effect 1 Dex damage, cure 1 save, Con-based DC).
Special Qualities DR 10/psionic, swarm traits, immune to fear effects and weapon damage, Detect Psionics - at will, telepathy 120 ft., darkvision 60 ft., tremorsense 15 ft.
CMB/CMD cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

7th-Level Advancement:
Size Fine; AC +4 natural armor, +8 size; Attack swarm (2d6 plus distraction and poison); Ability Scores Wis +4, Cha +4.


--------------------------

WILD FLESHWASP SWARM
CR 3 (XP 800)
N Fine vermin (psionic, swarm)
Init +1; Senses darkvision 60 ft., tremorsense 15 ft.; Perception +8
Languages None (cannot speak); Telepathy 120 ft.

DEFENSE
AC 19, touch 19, flat-footed 18 (+1 Dex, +8 size)
hp 13 (3d8)
Fort +3, Ref +2, Will +1
DR 10/psionic; Defensive Abilities swarm traits; Immune fear effects, weapon damage

OFFENSE
Speed 5 ft., burrow 10 ft., fly 30 ft. (good)
Melee swarm (1d6 plus distraction and poison)
Space 10 ft., Reach 0 ft.
Special Attacks distraction (DC 11)

STATISTICS
Str 1, Dex 12, Con 11, Int 10, Wis 11, Cha 6
Base Atk +2; CMB —; CMD —
Skills Autohypnosis +10, Fly +13, Perception +8; Racial Modifiers +10 Autohypnosis, +8 Perception
SQ Detect Psionics

SPECIAL ABILITIES
Poison (Ex):
Swarm—injury; Save Fort DC 11; frequency 1/round for 6 rounds; effect 1 Dexterity damage; cure 1 save.

ECOLOGY
Environment warm deserts, forests or plains
Organization solitary, pair, or infestation (3–6)
Treasure none

While these insects resemble ground wasps on a glance, the comparison ends right there upon closer inspection. These strange wasp-like insects are all part of an intelligent collective who form a disturbing symbiotic/parasitic bond with creatures with innate or hidden psionic abilities. They infest and dwell within the body of the psionic creature, in exchange for providing food, care, and companionship to the creature.

Fleshwasps typically remain within 120 feet of their host whenever possible, but are fully capable of acting on their own at any distance beyond that. Fleshwasps generally leave their nests only to hunt (or defend the nest), lurking within the creature's body and relying on their tremorsense to detect nearby creatures. When a creature gets too near their host, the fleshwasps stream out of hiding and attack. Fleshwasps have a glowing-blue paralytic poison made of ectoplasm, and once a victim has sustained dozens of stings, its body goes limp. Once its prey is incapacitated, a fleshwasp swarm typically descends on the still-living creature, feasting and laying hundreds of eggs just beneath its skin. Mature fleshwasps don't eat much flesh themselves, but they often take down prey so they can retrieve food for their growing larvae.

----------------------------------------------

LordErebus12
2014-12-10, 08:19 PM
Example #1:
Swarm Initiate
Male Human Vermin Lord 4th
CG Medium Humanoid (Human)
Init +2; Senses darkvision 60 ft., tremorsense 15 ft.; Perception +1
Languages Common; Telepathic Link 120 ft.

DEFENSE
AC 17, touch 12, flat-footed 15 (+4 Armor, +1 Natural, +2 Dex)
hp 26 (4d8+8)
Fort +4, Ref +6, Will +5
Immune distraction, sickened, and nauseated.

OFFENSE
Speed 30 ft.
Melee Devastating Touch +4 (1d6+4)
Melee dagger +4 (1d4 piercing or slashing/19-20x2)
Ranged longbow +5 (1d8 piercing; 100 range increment)
Space 5 ft., Reach 5 ft.
Special Attacks Devastating Touch, Terrors (7/day — Terrified Escape, Weakening Fear)

PSIONICS
Power Points 12
Talents — Detect Psionics, Missive
1st — Demoralize, Mind Thrust, Untouchable Aura
2nd — Thought Shield

STATISTICS
Str 12, Dex 14, Con 16, Int 10, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Improved Initiative, Point Blank Shot, Precise Shot
Skills Acrobatics 1 rank (+6), Autohypnosis 1 rank (+5), Bluff 2 ranks (+6), Climb 1 rank (+5), Escape Artist 4 ranks (+9), Intimidate 4 ranks (+10), Knowledge (psionics) 4 ranks (+7), Perception 2 ranks (+6), Stealth 4 ranks (+9), Spellcraft 2 ranks (+5), Sense Motive 2 ranks (+6), and Swim 1 rank (+5).
SQ Aura of Fear, Infested Body, Swarm Companion, Vermin Empathy
Equipment combat gear plus dagger, chain shirt, longbow, quiver with 20 arrows

SPECIAL ABILITIES

Terrified Escape:
The vermin lord’s attack causes the target to flee from the vermin lord on its next turn unless it makes a successful Will save (DC 10 + 1/2 the vermin lord’s class level + the vermin lord’s Charisma modifier). This is a mind-affecting fear effect.

Weakening Fear:
The vermin lord’s attack causes the target to be fatigued for one round per vermin lord level unless it makes a successful Will save (DC 10 + 1/2 the vermin lord’s class level + the vermin lord’s Charisma modifier). This is a mind-affecting fear effect. This terror has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the terror’s duration expires.

Swarm Companion
N Fine vermin (psionic, swarm)
Init +1; Senses darkvision 60 ft., tremorsense 15 ft.; Perception +8
Languages None (cannot speak); Telepathic Link 120 ft.

DEFENSE
AC 19, touch 19, flat-footed 18 (+2 Dex, +8 size)
hp 22 (4d8+4)
Fort +5, Ref +3, Will +1
DR 10/psionic; Defensive Abilities swarm traits; Immune fear effects, weapon damage

OFFENSE
Speed 5 ft., Burrow 10 ft., Fly 30 ft. (good)
Melee swarm (1d6 plus distraction and poison)
Space 10 ft., Reach 0 ft.
Special Attacks distraction (DC 15), Poison (DC 15)

POWERS
Talents — Detect Psionics

STATISTICS
Str 1, Dex 14, Con 12, Int 12, Wis 11, Cha 6
Base Atk +3; CMB —; CMD —
Feats Ability Focus (Distraction), Ability Focus (Poison)
Skills Autohypnosis 1 rank (+14), Fly 1 rank (+6), Heal 1 rank (+4), Intimidate 2 ranks (+3), Knowledge (Engineering, Planes, and Psionics) 1 rank each (+5), Stealth 1 rank (+6); Racial Modifiers +10 Autohypnosis, +8 Perception
SQ Evasion, Share Powers

SPECIAL ABILITIES
Poison (Ex):
Swarm—injury; Save Fort DC 15; frequency 1/round for 6 rounds; effect 1 Dexterity damage; cure 1 save.

Booper
2014-12-10, 08:55 PM
This is a really cool idea! I def want to play a vermin lord in a game someday. :smallbiggrin:

A questions about the Hive Mind tho. It allows control over them within 120 feet, but can the vermin lord actually speak with them? Could they, for example, tell the swarm to do a task or relay a message to another vermin lord, that's more than 120 feet away? Basically, can the swarm act independently or are they just simple insects without their master?

If they are simple insects when they aren't near their host...I wonder what would happen if one were to cast awaken on them...

EDIT: Nevermind I reread the post and found I somehow missed the part where the swarm has 10 Int.

LordErebus12
2014-12-10, 11:47 PM
This is a really cool idea! I def want to play a vermin lord in a game someday. :smallbiggrin:

A questions about the Hive Mind tho. It allows control over them within 120 feet, but can the vermin lord actually speak with them? Could they, for example, tell the swarm to do a task or relay a message to another vermin lord, that's more than 120 feet away? Basically, can the swarm act independently or are they just simple insects without their master?

If they are simple insects when they aren't near their host...I wonder what would happen if one were to cast awaken on them...

EDIT: Nevermind I reread the post and found I somehow missed the part where the swarm has 10 Int.

Thanks!

Hive Mind, as of right now, allows you to control 'wild' swarms by spending a standard action. You must be within the swarm, which luckily will not attack you already, but otherwise the swarm instantly obeys unless it has more hit dice than you do. It needs reworking now that the telepathy is part of the swarm's abilities.

As you noticed, they are intelligent already.

LordErebus12
2014-12-11, 05:13 AM
I've posted a 4th level NPC Vermin lord. let me know what you all think.