Vermin Lord (3.5e Class)

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Vermin Lord
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Contents

[edit] Vermin Lord

Role: A Vermin Lord has several defensive abilities, including an increased AC and DR. This and the vermin army at his disposal makes him a very versatile opponent. in one on one combat the vermin lord is a hard to beat thanks to his army of vermin continually getting in his opponents way whal he jabs them with a dagger or crossbow bolt untill their enemy is dead. a vermin lord is considered a supportive class that uses its varay of soldiers as scouts or even shock troops. for he can find vermin every were making his army almost as numerous as the stars.

[edit] Game Rule Information

Vermin Lords are the masters of the tiny and the filthy.


Abilities: constitution and dexterity are prime attributes for the vermin lord making him hard to hit and harder to kill.

Races: Although the skittering atrocities that Vermin Lords control are mindless and terrible, they are still beings of nature. As such, races normally inclined towards Druids are also attracted to this class. These include Elves, Gnomes, Humans, and Half-Elves.

Alignment: Any Non-Good.

Starting Gold: 2d6 X10

Starting Age: Complex.

Table: The Vermin Lord

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Vermin empathy, Choosen Vermin
2nd +1 +3 +0 +0 Chitin +1, Vermin Form
3rd +2 +3 +1 +1 Natural weapon Claw 1d6
4th +3 +4 +1 +1 Vermin Followers, Chitin +2
5th +3 +4 +1 +1 Chitin +3, Natural weapon bite 1d4
6th +4 +5 +2 +2
7th +5 +5 +2 +2 Vermin Commander, chitin +4
8th +6/+1 +6 +2 +2 Chitin +5
9th +6/+1 +6 +3 +3
10th +7/+2 +7 +3 +3 chitin +6
11th +8/+3 +7 +3 +3 Chitin +7, Disease of the Vermin
12th +9/+4 +8 +4 +4 class="left"
13th +9/+4 +8 +4 +4 Chitin +8
14th +10/+5 +9 +4 +4 Chitin +9, tremorsense 20 ft.
15th +11/+6/+1 +9 +5 +5
16th +12/+7/+2 +10 +5 +5 Chitin +10
17th +12/+7/+2 +10 +5 +5 Chitin +11
18th +13/+8/+5 +11 +6 +6
19th +14/+9/+4 +11 +6 +6 Tremorsense 40 ft.Chitin +12
20th +15/+10/+5 +12 +6 +6 Chitin +13

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The vermin lord's class skills (and the key modifier to use each skill) are Apraise (int) Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).

[edit] Class Features

All of the following are class features of the Vermin Lord.

Weapon and Armor Proficiency: Vermin lords are proficient with the following weapons: bola, club, dagger, muspelrule, net, punching dagger, quarterstaff, and sickle. They are proficient with light armor, but not with shields.


Vermin Empathy (Ex): A vermin lord can use body language and demeanor to improve the attitude of vermin. This ability functions like a Diplomacy check made to improve the attitude of a person. The vermin lord rolls 1d20 and adds her vermin lord level and Charisma modifier to the check. The typical mindless vermin has a starting attitude of indifferent.

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 conditiones. Generally, influencing a vermin in this way takes 1 minute but, as with influencing people, it might take more or less time.


Choosen Vermin: A vermin lord picks from a variety of vermin to serve his dark and evil desires he is able to choose from a Rat,Bat,spider or scorpion. once choosen the vermin lord begins to slowly begin to look more and more like the vermin in appearence upon reaching level 10 he looks almost nothing like his original race. upon choosing the vermin lord gains abilitys similar to that of the vermin he chose if he chose rat he gets a +5 to hide listen spot and movesilently checks. if he choose spider he gains the ability to climb on walls and sense heat patterns of nearby creatures he also can create certain simple poison. if he choose bat he gains darkvision 60ft and gains a +10 ability on listen checks. scorpion and the vermin lord gets a +3 to his natural armor and is able to spray a line of acid through his mouth doing 2d8 dmg + his level a ref save negates. the Vermin lord is able to do this 2 times a day. no matter wich one he picks though the vermin lord gains the feat scent and track.

Chitin (Ex): At 2nd level, the vermin lord begins to develop chitinous plates on his or her skin, increasing her natural armor bonus by +1.as the chitinous plates get larger and more vast the Vermin lord gains a Damage reduction of 1 for every 3 levels of vermin lord starting at second level.

Vermin Form (Sp): a 2nd-level vermin lord can become the vermin he has choosen at-will he appears smarter and larger than a normal member of that vermins species. if looked in the eyes any creature can notice the odd intelegence of the animal.

Vermin Followers (Su): at 4th-level the Vermin Lord starts to attract vermin of the type he choose. vermin honor and respect him and the vermin lord is able to have a total of his level + his charisma X2 in vermin to serve him a vermin's HD can be no higher then 1/4 of the vermin lords level

Vermin Commander (Su): Beginning at 7th level, a vermin lord is granted a Vermin whos HD is equal to his own minus 1 this vermin is smarter and stronger than the others and is not considered one of the folowers so is not in the same pool of HD. a Vermin lord can have only one vermin Commander wich leads his armies and can speak to him telepathicly. a vermin commander is larger than all the other vermin in the vermin lords army.


Disease of the Vermin (Su): A vermin lord of 11th level or higher gains the ability to cast any magical diseases within his level category and he is able to spread the diseases to his vermin without harming or killing them throught the disease, such as Filth Fever or Mummy rot all. in addition the Vermin lord is able to use and craft poison's without harm to him or her.


Tremorsense (Ex): At 14th level vermin lords becomes sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the vermin lord to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a vermin lord to detect them. At 19th level the range increases to 40 ft.

[edit] Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

This section needs a more complete description. For more information please look here

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a <-class name->

This section needs a more complete description. For more information please look here


Other Classes: <-a good class to multiclss with the vermin lord class is a rogue for their ability to backstabe and hide->.

Combat: <-Vermin lords tend to be more in the background useing their vast amounts of minions to find and take down enemy threats or to locate possible enemy locations. often vermin lords use their pets to cause the initial attack taking attention off of their party members so that they can finish the job. as for the vermine lord himself he hides in the shadows and attacks foes from behind. over all vermin lords are tacticians and good information gatherers->.

[edit] <-pluralized class name-> in the World

This section needs a more complete description. For more information please look here
<-How far will you run? My Family can run forever they do not slow they do not tire and their hunger is eternal. how far will you run?->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] Vermin Lord Lore

This section needs a more complete description. For more information please look here

Characters with ranks in Gather Information can research Vermin Lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Vermin Lords command vast swarms of enemys.
10 Vermin Lords summon can communicate with vermin
15 The stronger Vermin Lords are able to summon diseases.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

This section needs a more complete description. For more information please look here

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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