Vermin Lord

Those worshipers of Cliktith who revel in his insectoid nature often turn to the insects of the world as companions, seeing them as an extension of Cliktith himself. Composed primarily of clerics and some druids, some psionic followers of the insect god follow this path as well. Though they are often reviled by more "normal" humanoids, vermin lords are seldom evil, though some do exist.

Hit Die: d6.

Requirements

To qualify to become a vermin lord, a character must fulfill the following criteria.
Skills: Hide 3 ranks, Knowledge (nature) 4 ranks, Move Silently 3 ranks
Feats: Feats#Verminfriend Verminfriend
Spells/Powers: Must be able to cast the giant vermin spell or manifest the psionic dominate power.

Class Skills

The vermin lords's class skills (and the key ability for each) are Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), Search (Int), Spellcraft (Int), and Spot (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

The Vermin Lord

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Spells per Day/Powers Known
1st +0 +0+0+2 Chitin +1, vermin servant 1HD +1 level of existing spellcasting class
OR +1 level of existing manifesting class
2nd +1 +0+0+3 Spider bite -
3rd +1 +1+1+3 Vermin minion +1 level of existing spellcasting class
OR +1 level of existing manifesting class
4th +2 +1+1+4 Chitin +2, swarm armor -
5th +2 +1+1+4 Wings of the vermin, vermin servant 5HD +1 level of existing spellcasting class
OR +1 level of existing manifesting class
6th +3 +2+2+5 Spider legs -
7th +3 +2+2+5 Chitin +3, spew vermin +1 level of existing spellcasting class
OR +1 level of existing manifesting class
8th +4 +2+2+6 Posion bite -
9th +4 +3+3+6 Vermind servant 10HD +1 level of existing spellcasting class
OR +1 level of existing manifesting class
10th +5 +3+3+7 Chitin +4, hivemind +1 level of existing spellcasting class
OR +1 level of existing manifesting class
Skill Points at Each Level: 4 + Int modifier.

Class Features

The following are class features of the vermin lord.

Weapon and Armor Proficiency: A vermin gains no proficiency with any weapons, armor, or shields.

Spells: At every odd numbered level, and 10th level, a vermin lord gains new spells per day as if he had also attained a level in any one spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of vermin lord to the level of whatever other spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.
    If a character had more than one spellcasting class or more than one manifesting class before he became a vermin lord, he must decide to which class he adds each level of vermin lord for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.
    A character may increase either his spells per day and caster level or his power points per day, powers known, and manifester level at each increase, not both.

Chitin (Ex): As a vermin lord progresses towards a more insect like form, he begins to grow chitinous plates on his flesh. At first level he gains a +1 natural armor bonus to AC (or his natural armor bonus increases by +1). This bonus increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level.

Vermin Servant: At 1st level, a vermin lord may attract a vermin servant, but not a swarm, of up to 1HD which functions exactly as a familiar (See p52 in the PHB). At 5th level, the vermin lord may summon a vermin servant of up to 5HD if his previous servant dies or is released. At 9th level, the vermin lord may summon a vermin servant of up to 10 HD if his previous servant dies or is released.
    If the vermin servant is at least one size larger than the vermin lord, the vermin lord may train the vermin to be ridden as a mount. All ride checks made on the vermin servant are at a -4 penalty.
    A vermin lord with more than one class that grants a familiar may have only one familiar at a time; however, he may stack levels in other classes that grant familiars with his levels in vermin to determine the abilities of his vermin servant.

Spider Bite (Su): At 2nd level, a vermin lord can grown spider like mandible at will, granting him a bite secondary attack as a giant spider of his size. 1d6 for a medium creature.

Vermin Minion: 3/day a vermin lord of 3rd-level or higher may use a standard action to summon a small or smaller vermin, such as a monstrous spider, scorpion, or centipede, to serve him. This minion remains for up to 10 minutes per vermin lord level or until it is killed or released. The vermin lord may use a move action to direct the vermin minion or give it a simple instruction that it can attempt to perform.
    If the vermin lord makes a Concentration check, he may see and feel anything the vermin minion is capable of perceiving. If the vermin minion is killed while the vermin lord is so attached, the vermin lord takes 1d6 damage as the pain of death travels back to him through the link.
    A vermin lord may not have more than one vermin minion at one time. Though, if one dies, he is immediately aware of it and may summon another.
    A vermin lord may not use this ability to summon a swarm of vermin.

Swarm Armor (Ex): At 4th level, the vermin lord awakes each day to find his skin covered with a small swarm of insects, spiders, and scorpions. This swarm has 5 hit points per vermin lord level the character has. So, at 6th level, the swarm armor has 30 hit points. Attacks from both weapons and spells against the vermin lord deal damage to the swarm armor before dealing damage to the vermin lord, though the swarm armor can only absorb a maximum of 10 damage from any one attack. So, if an attack deals 25 damage to the vermin lord, the swarm armor takes 10 damage and the vermin lord only takes 15.

Wings of the Vermin (Su): A vermin lord of 5th level or higher can sprout massive, buzzing insectoid wings from his back once per day. These wings last up to 1 hour per vermin lord level, and the vermin lord can use them to fly at his normal land speed with average maneuverability. The vermin lord can carry his normal carrying capacity, and greater burdens affect his speed as they would affect his land speed. It is impossible to move silently with these wings.

Spider Legs (Sp): A 6th-level vermin lord can produce an effect identical to that of a spider climb spell cast at his effective caster/manifester level 3/day.

Spew Vermin (Sp): Once per day, a 7th-level vermin lord is able to spray out a swarm of vermin from his mouth, as a breath weapon in a 30-foot cone. Anyone in this area takes 1d6 points of damage per vermin lord level, with a successful Reflex save reducing the damage by half (DC 10 + vermin lord’s class level + vermin lord’s Con bonus). The vermin then remain as if a summon swarm spell had been cast at the vermin lord’s class level. The vermin are under the command of the vermin lord. The spewed vermin swarm may be either spiders, locusts, or centipedes.

Poison bite (Ex): In a vermin lord of 8th level or higher, the mandibles gained from the spider bite ability now carry a natural venom that deals 1d4 Strength damage with each successful bite attack and 1d4 Strength damage 1 minute later. The Fortitude save DC to resist the poison is 10 + vermin lord’s class level + vermin lord’s Con modifier.

Hivemind (Su): A 10th-level vermin lord can form the impetus to create a Hivemind hivemind. The hivemind must include the vermin lord, although he counts as only a single individual and his Intelligence and Charisma scores are unaffected. However, he controls the hivemind, gains the insight bonuses, and can take advantage of the spellcasting abilities of the hivemind if enough individuals are present. The vermin lord’s vermin servant and vermin minion can also join the hivemind if the vermin lord wishes. Forming a hivemind is a full round action.
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