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The Demented One
2008-02-10, 11:34 AM
Wormwalker Magus

Many arcane spellcasters have heard legends of Worms That Walk, spellcasters who transform themselves into living swarms of worms to gain great power. Common rumor has it that there is a powerful, epic spell that allows one to become a Worm That Walks, but there also exist tales of another path. There exist mysterious beings known as Lesser Worms That Walk, though whether these are transformed spellcasters or naturally born creatures, no one knows. These creatures can become Wormwalker Magi, developing their powers and gradually transforming into a true Worm That Walks. By following the path of a Wormwalker Magus, one can gain even greater power than a normal Worm That Walks, as its familiarity with its form allows it even greater uses of its abilities–it can break away portions of itself to infect and control other creatures, or to create duplicates of itself.

Hit Dice
d8

Requirements
To qualify to become a Wormwalker Magus, you must fulfill all the following criteria.
Alignment: Any Evil
Race: Must have the Lesser Worm That Walks (http://www.giantitp.com/forums/showthread.php?t=71281) template.
Feats: Epic Spellcasting
Skills: Knowledge (Arcana) 23 ranks, Knowledge (Dungeoneering) 23 ranks, Spellcraft 23 ranks
Spells: Must be capable of casting 9th-level arcane spells.

Class Skills
The Wormwalker Magus’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (All) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points per Level
2 + Int modifier.

{table=head]Level|Special|Spells

1st|Wormlore|+1 level of existing spellcasting class

2nd|Improved Blindsight|+1 level of existing spellcasting class

3rd|Colossal Vermin, Summon Vermin|+1 level of existing spellcasting class

4th|Engulf, Frightful Presence|+1 level of existing spellcasting class

5th|Master of Worms|+1 level of existing spellcasting class

6th|Spawn Wormthrall|+1 level of existing spellcasting class

7th|Eyes of the Worm|+1 level of existing spellcasting class
[/table]

Class Features
All the following are class features of the Wormwalker Magus prestige class.

Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.

Spellcasting
Whenever you gain a new Wormwalker Magus level, you gain new spells per day and spells known as if he had also gained a level in an arcane spellcasting class he belong to before he added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Wormlore (Sp)
At 1st level, you gain access to a number of spells drawn from your mastery of vermin. You add the following spells to your spells known or your spellbook, scribing them in at no cost: animal growth, animal messenger, animal trance, creeping doom, insect plague, giant vermin and summon swarm. In addition, you may use each of these spells once per day without expending a spell slot or prepared spell, as if it were a spell-like ability.

Improved Blindsight (Ex)
At 2nd level, the range of your blindsight extends to 60 ft. It extends again to 150 ft. at 6th level, and to 300 ft. at 10th level.

Colossal Vermin (Sp)
At 3rd level, once per day, you may bolster a vermin’s size and strength. This functions like the giant vermin spell, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal.

Summon Vermin (Sp)
At 3rd level, once per day, you may summon an army of vermin. This functions as a summon monster spell, but allows you to summon 10 HD of vermin per caster level. You cannot summon any vermin that has more HD than you do.

Engulf (Ex)
At 4th level, you may engulf foes no more than one size larger than you. You must make a melee touch attack to engulf it. If the attack is successful, you swarm around him, swallowing it up with your mass and causing it to take 100 damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from you, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of damage. Constructs are immune to this attack.

Frightful Presence (Su)
At 4th level, whenever you engulf a creature or make a worm-smite, all creatures within 30 ft. must make a Will save, DC 10 + ½ your caster level + your Charisma modifier. Those that succeed are shaken for 1d4 rounds. Those that fail are frightened for 1d4 rounds, or panicked if the failed by more than 5. Those who have saved, successfully or not, against your frightful presence before gain a +5 bonus on their saving throws, but are not immune to it. The victim of your engulf or worm-smite attack has a -5 penalty on his or her saving throw.

Master of Worms (Sp)
At 5th level, whenever you engulf a creature, you may choose not to damage it. Instead, you may fill its body with your worms, granting you control over it. The loss of worms from your body mass causes you to temporarily lose 25 hp, which are only regained when this effect ends. It must make a Will save, DC 10 +1/2 your caster level + your Charisma modifier, or be placed under your mental control, as the dominate monster spell. You can only control a creature this way for up to 10 days, after which the worms control it die from separation with you. You can only control one creature at a time this way, and you cannot control a creature that has more HD than you with this ability.

Spawn Wormthrall (Sp)
At 6th level, you can create a lesser replica of yourself by breaking away a portion of the worms that make up your body as a standard action. The loss of worms from your body mass causes you to temporarily lose half of your hp, which are only regained when this effect ends. The duplicate appears within an adjacent square. It thinks and acts exactly as you do, and will obey any orders you give it. It has all your abilities, but no equipment. Both you and your duplicate can cast spells, but when the duplicate casts a spell, it must expend one of your spell slots or prepared spells–it has none of its own. Abilities that effect you at the time you use this ability do not effect your duplicate. The duplicate may remain outside of you for a number of rounds equal to your caster level, after which it breaks down and returns to your body. If the duplicate is reduced to 0 hp, it also breaks down and returns to your body. If you are reduced to -10 hp while your duplicate stills exists, your body breaks down and refuses with it, effectively restoring you. You can only have one duplicate in existence at a time, and your duplicate may not create any further duplicates.

Eyes of the Worm (Ex)
At 7h level, the thousands of worms that make up your body constantly look out for danger, granting you a +20 insight bonus to AC.

Krimm_Blackleaf
2008-02-10, 07:50 PM
Yeeee!:smallbiggrin: