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Quantumphear
2020-12-14, 10:06 PM
I've brewed up a Librim Eternia (https://forums.giantitp.com/showthread.php?247756-Librim-Eternia-Tome-of-Epic-Prestige-(Completed)) compatible epic prestige class intended for use with the Swarmlord (https://forums.giantitp.com/showthread.php?253053-The-Swarm-Arrives-3-5-Base-Class-Zerg-Tyranids) class. All credit to Lix Lorn for the original class, and to Realms of Chaos for his excellent array of Librim Eternia PrC's - Some content has been shamelessly stolen from Librim Eternia PrC's due to how well they fit with the concept.


Swarm Overmind

The swarmlord is a unique and terrible creature, an advancement beyond any one race that shows an unbending desire to convert others towards its cause and expand its legions, whether for good or evil. But not all swarmlords are created equal; Only a rare few have the unbending will to ascend to become a swarm overmind. Such a path is surely to determine the fate of the world, as the Overmind has the potential to be a peerless tactician, a psionic powerhouse or a fearsome physical combatant, with the right evolutions. The Swarm Overmind is feared not only for the power of its legions, but its ability to flexibly adapt itself and its forces to deal with any threat that it encounters.


Hit Die: d8
Prerequisites: To qualify to become a Swarm Overmind, a character must meet all of the following criteria:
Skills: Psicraft 23 ranks
Special: Must possess at least one Swarmling, as well as have a base evolution pool of at least 125 points (not including any bonus points from high ability scores or number of swarmlings)

Class Skills: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Perform (Cha), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier



Level
Epic Attack Bonus
Special


1st
+1
Epic Spellcasting, Epic Evolutions, Overmind’s Subjects, Overwhelming Swarm -1


2nd
+2
Overmind Immortality 1/day


3rd
+3
Bonus Feats


4th
+4
Accelerated Gestation 1/day


5th
+5
Shadow in the Warp 1/round


6th
+6
Overwhelming Swarm -2


7th
+7
Overmind Immortality 2/day


8th
+8
Bonus Feats


9th
+9
Accelerated Gestation 2/day


10th
+10
Shadow in the Warp 2/round



Class Features: The following are class features of the Swarm Overmind.

Epic Spellcasting: Even without the Epic Spellcaster feat, a swarm overmind can still develop and cast epic spells using any four seeds of her choice. For the purpose of developing epic spells with these seeds (and only these seeds), costs in gold pieces and experience points are halved. A swarm overmind may use his or her ranks in Psicraft in place of his or her ranks in knowledge skills to determine epic spell slots per day and in place of his or her ranks in spellcraft when casting an epic spell. The Swarm Overmind uses the ability score modifier that its class features scale off to determine epic spell save DCs. This is usually Charisma, but can be changed to Wisdom or Intelligence with the Queen’s Guidance or Shrewd Queen feats respectively. Epic spells cannot be cast through the Distant Manifestation adaptation or any upgrades to this ability.

Swarmlord Advancement: Levels in Swarm overmind count as class levels for Swarmlord for the purpose of determining all Swarmlord class features, including maximum evolution points to be spent on evolutions. At each swarm overmind level, she gains additional power points per day and access to new powers as if she had also gained a level in the Swarmlord class, as well as an increase of 20 evolution points to her base pool. The swarm overmind does not, however, gain any other benefit a character of that class would have gained (bonus feats, adaptions, and so on). All swarm overmind features use the same primary ability modifier as swarmlord levels. (This is usually Charisma, but can be changed to Wisdom or Intelligence with the Queen’s Guidance or Shrewd Queen feats respectively.)

Epic Evolutions (Ex): Epic Evolutions (Ex): As the swarm overmind enters this class its subjects increase in power, allowing them to access more powerful evolutions that cement their purpose within the swarm. Many of these epic evolutions have prerequisites, requiring a certain amount of evolutions points already dedicated to an evolution. These Epic Evolutions are detailed below.

Overmind’s Subjects (Su): Overmind’s Subjects (Su): A Swarm Overmind possesses an iron grip over the minds of its subjects, and likewise the volume of minds within the Swarm allow the Overmind to ensure the sanctity of its own thoughts. So long as Swarmlings, Infested, Assimilated or Embraced creatures belonging to the swarm (henceforth referred to as ‘Swarm Members’) are within 10ft/class level of the swarm overmind, they possess permanent immunity to mind-affecting effects, as per Mind Blank. A subject with the Hive Node Evolution is considered to always be in range. Similarly, so long as the swarm overmind possesses at least four swarm subjects within the above range (or with the Hive Node evolution) the swarm overmind has immunity to mind affecting effects.
This immunity is an epic effect, and as such any ability or effect that would bypass this immunity is treated as being Piercing (See Librim Eternia).

Overwhelming Swarm (Ex): Though the creatures that a swarm overmind controls may individually be too weak to overcome foes, it knows perfectly well how to batter the defenses of more powerful enemies by continually swarming them. Starting at 1st level, for every ten attacks made against a creature by swarm members controlled by the swarm overmind (whether the attack succeeds or not), the target takes a stacking -1 penalty to its AC, Damage Reduction (if any), Fast Healing (if any), and regeneration (if any). None of these values can be reduced below 0. This penalty remains until the target has gone for an entire hour without being attacked by a swarm member. At 6th level and every 5 levels afterwards, this penalty increases by -1.

Overmind Immortality (Su): Starting at 2nd level, a swarm overmind can ensure its continued existence if it is in peril. Once per day as an immediate action, the swarm overmind can immediately choose to perish in a shower of gore, and be reborn anew (as true resurrection) from the body of a swarm member, so long as the target is within a range of 10ft/class level or if it possesses the Hive Node evolution. If a Swarmling or Embraced is chosen, the resurrection is instant; If an assimilated or infested is chosen, the swarm member immediately transforms into a gestating cocoon for 24 hours, after which time the Swarm Overmind bursts forth anew. If the cocoon is destroyed, the Overmind perishes for good. This transfer brings along items and other permanent magic effects.

Being reborn in this manner cleanses the swarm overmind of all negative effects, conditions, spells, abilities etc that were affecting it at the time the ability was used, and heals the Swarm Overmind to full health. Using this effect always destroys the member, and if a Swarmling is chosen then the Swarm Overmind takes 2 charisma damage, as normal.

At 7th level and every 5 levels afterwards, a swarm overmind can use this ability an additional time per day.

Bonus Feats: At 3rd level and every 5 levels afterwards, a Swarm Overmind can select a single feat from the following list: Spores of Infestation, Insidious Infestation, Omnipresence of the Hivemind, Entrenched Creep, Creep Tunnel, Armaments of the Overmind, Vindictive Overmind, Tenacious Overmind, Explosive Progenitor, Puppeteering Overmind.
Some of these adaptations have prerequisites, and usually require the swarm overmind to have previous adaptations or evolutions chosen.



Spores of Infestation [Epic]
Prerequisites: Adoption and Abdication (adaptation)
Benefits: Even the lowliest member of the swarm carries the ability to produce new members.
Whenever an infested or assimilated swarm member would slay an enemy, they may instead choose to subject the victim to infestation, Any saves are made against your statistics as if you were infesting the target. Likewise, whenever the swarm overmind, an Embraced or Swarmling would slay an enemy, they may instead choose to subject the target to Assimilation. In both cases, if the target succeeds on the save then it perishes normally.

Insidious Infestation [Epic]
Prerequisites: Subtlety (Adaptation)
Benefits: A swarm overmind may deliver its infestation with subtlety, leaving its victims unaware until it is too late. She may use the Infestation or Assimilation ability on a creature, but leave the transformation process dormant until the creature falls to the required health percentage. This can be performed by making a melee touch attack, and you may need to use Bluff, Diplomacy or even Sleight of Hand to avoid suspicion. A heal check of (20+Cha+HD of infesting creature) will reveal the presence of the dormant effect, and it can be removed with the Restoration spell or an equivalent effect. Once the victim’s hit points fall below the required threshold they must save against Infestation or Assimilation as normal; For Infestation this requires 25% of maximum health, and for Assimilation this requires 50% of maximum HP, as normal. If they fail the initial save, they fall into a coma or slumber that they cannot be woken from until the transformation is complete. Special: If the swarm overmind also possesses the Spores of Infestation feat, the other swarm members may also deliver the Insidious Infestation in a similar manner.

Omnipresence of the Hivemind [Epic]
Prerequisites: Distant Manifestation (Adaptation) x2
Benefits: The swarm overmind may assume direct control over a swarm member as a full-round action, behaving as the Control Body psionic power, except with no limitations on actions and the bonus to attack, damage and AC are determined by the primary ability modifier of the swarm overmind. Assuming control in this way allows the swarm overmind to engage in combat and take attack actions (such as martial maneuvers) through the controlled swarm member. As specified in the Distant Manifestation adaptation, the swarm overmind can cast spells and manifest powers through any member of the swarm, even while controlling a swarm member in this way; However epic spells, powers and maneuvers can never be used through this link. The swarm overmind must use its own actions to have the swarm member take actions in this way, and can only control one swarm member at any given moment.


Debilitating Swarm [Epic]
Prerequisites: Overwhelming Swarm -2
Benefits: Given enough time, your horde can tire and wear out any opponent. Your overwhelming swarm class feature also affects attack rolls, skill checks, and saving throws.
Entrenched Creep [Epic]

Prerequisites: This Land is Mine (Adaptation)
Benefits: The presence of creep infests the earth itself, and is incredibly difficult to remove.
The swarm overmind may produce creep tumours once per day, and these tumours continually spread at a rate of 20ft per hour. As specified in This Land is Mine, this creep spreads until it meets some form of fortified wall, which is necessary to keep it out. Creep that spreads from a creep tumour is now permanent, and will persist even if the creep tumour is destroyed. The creep itself must be destroyed to remove any benefits for swarm creatures, usually through prodigious amounts of fire or other destructive energy.

Even if the creep is destroyed, the earth underneath is forever changed; Any creatures born in the formerly infested area are automatically Infested, although they may not show this infestation until they become advanced in age. This effect can only be removed with a Wish or Miracle spell, and each casting will remove 1 mile/caster level of entrenched creep.

Creep Tunnel [Epic]
Prerequisites: This Land is Mine (Adaptation), Entrenched Creep
Benefits: The swarm overmind may spend a use of ‘This Land is Mine’ to spawn a creep tunnel instead of a creep tumour, which functions as an Colossal structure with identical statistics but must always be created on existing creep. A creep tunnel creates a link with every other creep tunnel created by the same swarm overmind in a manner similar to the Master Earth spell, with the creep tunnel burrowing through the earth toward the other linked creep tunnel. If there is no path through earth that the tunnel can take, travel is not possible. The tunnels cannot be intercepted by any physical means, as they move close to planar boundaries in order to speed the travel time. Any creature may travel through the creep tunnel and emerge from the other side at the end of the next round next to the linked creep tunnel. The Creep tunnel may also connect to other creep tunnels across interplanar boundaries, but travelling in this manner takes an hour to reach the other side. This effect does not count as a teleportation effect for the purposes of Dimensional lock and similar effects.

Armaments of the Overmind [Epic]
Prerequisites: Weapons of the Queen
Benefits: As befits the leader of the swarm, it is a peerless paragon of might.
Each natural weapon of the Swarm Overmind counts as an epic weapon, and the enhancement bonus granted by the ‘Weapons of the Queen’ adaptation may now exceed 5, to a maximum of +10. You may exchange points of this enhancement bonus for epic weapon special abilities.

Vindictive Overmind [Epic]
Prerequisites: Overmind Immortality 2/day, Final Ending evolution with at least 26 points invested.
Benefits: When the swarm overmind is forced to flee, it will ensure that its opponents regret the audacity of their actions. When Overmind Immortality is activated, the Final Ending evolution triggers (as normal), but the damage dice are upgraded to 1d10. Additionally, all creatures that take damage from the blast must save against the influence of the Swarm; Creatures with 15 or less HD must save against becoming Assimilated, while those with 16 or more HD must save against becoming Infested. This applies even if the creature would normally be slain by the Final Ending effect.

Tenacious Overmind [Epic]
Prerequisites: Overmind Immortality 3/day
Benefits: The swarm overmind can return from beyond death, even if it has been utterly destroyed. If the overmind has been slain, the swarm continues to exist; So long as a single member of the swarm is still alive, they may choose to die and have the swarm overmind be reborn from their body, as if the swarm overmind had activated Overmind Immortality. This use of Tenacious Overmind counts as a wish or miracle effect, for the purpose of other effects that would normally prevent a creature from resurrection.

Explosive Progenitor [Epic]
Prerequisites: Accelerated Gestation 1/round,
Benefits: When the swarm overmind uses Accelerated Gestation to immediately complete a transformation, you may choose to have the creature emerge from their cocoon in an eruption of caustic fluids, dealing acid damage to each non-swarm creature within 30ft; This damage is equal to 4d6 per swarm overmind level you possess. A reflex save (DC 20 + Class level + Cha modifier) halves this damage. This damage does not affect the creature that emerged, but if the creature succeeded on its second save (and thus has retained its own personality and will) you may choose instead for the creature to be instantly slain (no save). Additionally, all creatures that take damage from the blast must save against the influence of the Swarm; Creatures with 15 or less HD must save against becoming Assimilated, while those with 16 or more HD must save against becoming Infested. This applies even if the creature would normally be slain.+

Puppeteering Overmind [Epic]
Prerequisites: Distant Manifestation (Adaptation) x2, Omnipresence of the Hivemind
Benefits: The collective will of the swarm is strong, easily able to pierce the defenses of a singular opponent. As a full-round action, the swarm overmind can manifest a mind-affecting power with a casting time of 1 standard action or less as a puppet master effect. This can also be used to cast a mind-affecting enchantment spell, if the Swarm Overmind has spellcasting. Creating a puppet master effect never requires verbal, somatic, or auditory components. Puppet master effects are piercing abilities. After creating a number of puppet master effects equal to the swarm overmind’s class level, she can’t do so again until he or she meditates for 1 hour.



Accelerated Gestation (Ex): The swarm overmind’s desire for new subjects ensures that the swarm propagates ever faster. Beginning at 4th level, the time required for the Infestation, Assimilation, and Embrace of the Swarm abilities to complete is reduced, as follows:


Infestation - Reduced to one full round
Assimilation - Reduced to one hour
Embrace of the Swarm - Reduced to one week.


Furthermore, the swarm overmind may use Embrace of the Swarm more often, as the cooldown after a successful use of this ability is reduced to one week. A swarm overmind that has lost a Swarmling may also produce a new one over 24 hours.

Finally, the swarm overmind may be pressed to hasten the process when combat dictates that she needs an immediate subject. Once per encounter, the swarm overmind may choose a subject within 10ft/class level that is currently transforming from the Infestation, Assimilation or Embrace of the Swarm abilities, and have that transformation immediately complete; The subject must immediately make its second save, if any. As an alternative use of this ability, once per encounter the swarm overmind can spend a full-round action to birth a new Swarmling, if she has not already reached the limit. At 9th level and every 5 levels afterwards, a swarm overmind can use this ability an additional time per encounter.

Shadow in the Warp (Su): Beginning at 5th level, a swarm overmind harnesses enormous mental potential in its swarm, and it is this potential that causes a psychic static, an unending scream that finds its way into the mind of every living creature. Everywhere that the swarm overmind goes, signs of his or her influence inevitably appear. Within a 1-mile radius/class level of the swarm overmind, minor omens make themselves known at every turn while this aura is active, allowing any creature within range to make a DC 20 Knowledge (Arcana) check to notice your presence. A swarm overmind can switch which aura is active as a swift action, or suppress/activate this ability as a full-round action.


Psychic Scream: All spellcasting, psionic and similar creatures within the aura (that are not part of the swarm) suffer a penalty (equal to swarm overmind level) to their caster level, manifester level or equivalent when using magical abilities (Spellcasting, Psionic powers etc). This aura grants the swarm overmind awareness of every spell cast, power manifested or similar ability and the location of the creature who used it; Once per round, the swarm overmind can inflict ability drain equal to his or her class level split however she desires among the mental ability scores of a creature she is aware of within this aura who has attempted to use such an ability within the last round. A Will save (DC 20 + Class level + Cha mod) negates this ability drain.

Interdimensional Siphon: All effects that involve teleportation or communication over long distances (that are not created by or related to members of the swarm) are impeded by this aura; Any creature attempting to create or activate such an effect must make a will save (DC 20 + Class level + Cha mod); Failure causes the effect to not work or cease functioning. This includes those attempting to travel into the aura from outside, as well as those attempting to make contact from outside. This aura grants the swarm overmind awareness of every attempt to make this save, as well as the details of the attempted spell, power, item etc; Once per round, the swarm overmind may intervene when a creature fails this will save; Instead of the effect failing, it is instead redirected to a different valid target (e.g teleportation to a different location, or causing a Sending spell to target the wrong person), or changed (Sending spell with a different message).

Malice of the Swarm: All creatures within the aura (that are not part of the swarm) feel the overwhelming malice of the Swarm, and the realisation of their imminent fate is forced upon them by this aura. Those within the area are shaken (no save), and the swarm overmind is granted awareness of every creature in the aura which is suffering from any fear effects. Once per round, the swarm overmind may target a creature suffering from a fear effect and cause it to make a Will save (DC 20 + Class level + Cha mod). Failure causes the targeted creature to become frightened for one round, but instead of fleeing they must spend their next action inflicting as much harm on themselves and their allies as they are able to, fighting with their best abilities. This aura and active ability is a piercing mind-affecting effect.

At 10th level and every 5 levels afterwards, the active abilities of these auras may be used an additional time per round.



The Swarmlings of the Swarm Overmind continue to gain bonuses as according to the table below; These bonuses are in continuation to the normal scaling provided by the Swarmlord class. Instead of receiving bonus evolution points per level based on Charisma (see Swarmlord), each Swarmling gets bonus Evolution points as shown below.



Swarm Overmind Level
Benefits
Bonus Evolution Points


1st
+1HD, +1 NA, +1 Ability
10


2nd
+1HD, +2 NA
20


3rd
+2HD, +2 NA
30


4th
+2HD, +3 NA, +2 Ability
40


5th
+3HD, +4 NA
50


6th
+3HD, +4 NA
60


7th
+4HD, +5 NA, +3 Ability
70


8th
+4HD, +6 NA
80


9th
+5HD, +6 NA
90


10th
+5HD, +7 NA, +4 Ability
100






Reminder: The maximum amount of points that a creature can spend on any single scaling value is equal to the lowest figure of the following: HD or ECL of the evolving creature, or the level of its controlling swarm overmind.

Siegebreaker - 20 points
Requirement: Gargantuan size or larger, Gore or slam attack,
The creature ignores all hardness and deals double damage to objects and structures, increased to x4 damage on a successful charge.-

Rampage - 25 points
Requirements: Lightning Charge, Pounce, Huge size or larger
This ability allows the creature to charge through difficult terrain and squares occupied by allies, and can even charge through squares occupied by enemies by attempting overrun combat maneuvers against them as free actions that do not provoke attacks of opportunity. Each enemy to be overrun after the first gains a cumulative +2 bonus to its attempt to resist this; If an overrun attempt is unsuccessful, the creature’s charge ends in the last open space it entered in his charge path.

Greater Rampage - 30 points
Requirements: Rampage, Gargantuan size or larger
Whenever the creature makes a successful overrun combat maneuver, it may make a natural attack against the overrun creature as a free action.

Energy Immunity - 20 or more points
This evolution may be purchased to gain immunity to one type of damage. Initially you may choose between Acid, Cold, Electricity or Fire damage. A further 5 points allows this immunity to be for Force, negative or positive damage. A total of 30 points spent allows this immunity to be for Holy, Vile or Non-lethal damage. While this evolution may only be purchased once, the wielder can use a full-round action to change the selected immunity type. Non-lethal immunity cannot be combined with the regeneration ability.

Improved Skills
Requirements: Preternatural Skill (Any)
For each third point spent on this evolution, the creature gains a +1 competence bonus to the chosen skill.

Psi-Zoan Barrier - 25 points
Requirements: At least 20 evolution points in Spirit Force(Psion)
This evolution removes all natural weapons of the creature. As an immediate action the creature can spend PP to negate HP damage to itself or an ally within 5ft/HD range, at a rate of 2 HP per 1 point spent.


Bio-Artillery - 25 Points
Requirements: Burning Touch (Ranged attack) with 120ft range or longer, Huge or larger size, Entangling Blast (7 points).
The creature is now a living weapon, able to hurl biological bombs enormous distances to the detriment of its enemies. The creature gains a unique Bio-Artillery ranged natural attack, which has a range increment of 200ft, a base damage of 4d6+Str damage (for a Huge creature) and hits all creatures within a (5ft/HD) radius burst. Its Burning Touch damage now applies to this attack. The creature uses its Strength modifier to make these attacks. Creatures that take damage from this attack must save against the effects of Entangling Blast. This new ranged attack cannot be used in conjunction with any other weapon, and does not gain iterative attacks. However, it may be updated similarly to other natural weapons.

Terra Spikes - 20 Points
Requirements - Burrow movement speed, Blindsight
The creature gains a unique natural attack called Terra Spikes. It may use these only while burrowed just beneath the ground, and it must remain stationary for the round in which it uses these spikes, both before and after attacking. Terra spikes otherwise function as a ranged natural attack with base damage 1d6+Dex (for a medium creature) and a range of 30ft, however they can target enemies above ground while the creature is burrowed. The creature gains total concealment if it does not have this already, and can make Hide checks to avoid revealing its exact location after making these attacks. Terra spikes can be augmented by evolutions similarly to other natural weapons.Terra spikes cannot be used against flying creatures.

Infiltrator - 10 or more points
Requirements - Preternatural Skill x3 (Bluff, Disguise, Stealth), Improved Skill (Taken 3 times for Bluff, Disguise and Stealth, with at least 9 points spent on each), Swarm overmind must have the Subtlety Adaptation.
The creature becomes adapted for infiltrating mundane societies and can blend in with ease. Naturally, it should have the Alternate type evolution to take the form of a member of the society it wishes to infiltrate, if it does not have it already. The creature gains a competence bonus to Bluff, Disguise and Stealth equal to half the points spent on this evolution, and gains the Hide in Plain Sight ability. Additionally, the creature may hide all abilities and changes from evolutions and templates from sight, making it look like a normal member of its assumed race; Some abilities may be unavailable while hidden (See Common Sense below). Hiding them requires a full round action. Regaining them again requires a move action.

Everflowing Form - 25 points
Requirements - Mutable Form (with at least 20 points spent),
This creature may change its form and function with exceptional speed.
As a full round action, this creature may reassign all of its evolution points (except for those used to qualify for and purchase this evolution). If the Spirit Force, Martial Expertise, or Extra feat evolutions are acquired with this ability, the user must rest for 8 hours in order to make use of these.
Insidious Parasite - 20 points
Requirements: Tiny or smaller, Burrow speed, Spirit force (18 or more points spent on Psion).
This creature may now burrow into a sleeping or unconscious creature (called the host) without waking it up as a full-round action, making a stealth check as it does so; The creature may take 10 on this check. It also gains the bonus powers known of a Telepath of its effective Psion level. While burrowed into a host, the creature gains full access to the senses of the host, and may use its powers on the host without alerting it; this includes if the host resists a power. A successful spot or a heal check made by the host or any creatures observing it reveals evidence of the parasite’s presence.

Tyrant Guard - 30 points (Swarmling Only)
Requirements - 20 or more points in Armored Hide, 20 or more HD, Improved Mettle
This evolution transforms a Swarmling into an unyielding guardian of the swarm overmind. From the moment it gains this evolution it must stay within 10ft/class level of the swarm overmind; Exiting this range causes the Swarmling to become shaken (no save) and it must use every means at its disposal to move towards the Swarm Overmind.

While within this range, the Tyrant Guard may intercept harmful effects that have a single target and are targeting the swarm overmind; Once per round the Tyrant guard may move up to its speed as an immediate action; So long as the Tyrant Guard ends this movement adjacent to the Overmind, it takes the harmful effect instead. This ability can also be used to intercept attacks (including full attacks or charges).

The Swarm Grows
This evolution already exists for the base Swarmlord class, but it is updated and expanded here for clarity of how it interacts with epic levels (amendment is bold)

For six points, the Swarmlord now has a second Swarmling. For twelve points, she has three. For eighteen points, he has four. Each 6 points spent beyond this grants another Swarmling. The Swarmlings share the same pool of Evolution Points, and must buy evolutions separately, but otherwise gain abilities at the same speed. Obviously, Swarmlings, Infested, and Assimilated cannot choose this ability. (Designer’s note: This should really have been a base feature of the class, or an Adaptation)



As a final note, everything detailed above is considered to have the [Common Sense] subtype. I am defining here, in the rules, that should you be under suspicion of conspiring to perform acts with this homebrew considered to be shenanigans, cheese, ludicrous insanity or any similar nonsense description, your DM and fellow players are allowed to douse you with kerosene and light you on fire. It's here. In the rules.

Quantumphear
2020-12-14, 10:07 PM
Please let me know what you think, I'd very much like some insight or feedback on any balancing issues that may arise.

This class is most definitely at a higher power level than the standard Epic classes, so please review Librim Eternia for comparisons on power level.