Vermin Lord (3.5e Class)

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Vermin Lord
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Vermin Lord[edit]

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, who continually get in his opponent's way while he jabs at them with a dagger or crossbow bolt until they are dead. A Vermin Lord is considered a support class that uses its array of soldiers as scouts or shock troops. Vermin Lords can raise massive armies due to the ubiquity of vermin.

Game Rule Information[edit]

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


Abilities: Vermin Lords need to be hard to hit and harder to kill, so constitution and dexterity are prime attributes.

Races: Although the skittering atrocities that Vermin Lords control are mindless and terrible, they are still beings of nature. As such, races normally inclined to be 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
1 +0 +2 +0 +0 Vermin Empathy, Choose Vermin
2 +1 +3 +0 +0 Chitin (+1), Vermin Form
3 +2 +3 +1 +1 Claw (Natural Attack, 1d6)
4 +3 +4 +1 +1 Vermin Followers, Chitin (+2)
5 +3 +4 +1 +1 Chitin (+3), Bite (Natural Attack,1d4)
6 +4 +5 +2 +2
7 +5 +5 +2 +2 Vermin Commander, Chitin (+4)
8 +6/+1 +6 +2 +2 Chitin (+5)
9 +6/+1 +6 +3 +3
10 +7/+2 +7 +3 +3 Chitin (+6)
11 +8/+3 +7 +3 +3 Chitin (+7), Disease of the Vermin
12 +9/+4 +8 +4 +4
13 +9/+4 +8 +4 +4 Chitin (+8)
14 +10/+5 +9 +4 +4 Chitin (+9), Tremor Sense (20 ft).
15 +11/+6/+1 +9 +5 +5
16 +12/+7/+2 +10 +5 +5 Chitin (+10)
17 +12/+7/+2 +10 +5 +5 Chitin (+11)
18 +13/+8/+5 +11 +6 +6
19 +14/+9/+4 +11 +6 +6 Chitin (+12), Tremor Sense (40 ft).
20 +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 Appraise (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).

Class Features[edit]

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


Choose Vermin: A vermin lord picks from a variety of vermin to serve his dark and evil desires. He is able to choose between rats, bats, spiders, or scorpions. Once they have chosen, the Vermin Lord slowly begins to look more and more like their chosen vermin in appearance. As of reaching level 10, he looks almost nothing like his original race. Upon choosing, the Vermin Lord gains abilities similar to those of the vermin he chose. Choosing rats provides a +5 bonus to Hide, Listen, Spot, and Move Silently checks. Choosing spiders grants the ability to climb on walls, sense the heat patterns of nearby creatures, and create simple poisons. Bats provide 60 feet of dark vision and a +10 bonus on Listen checks. Scorpions provide a +3 armor bonus and the ability to spray acid from his mouth, which does (2d8 + level) damage, which a ref save can negate. This ability can be used twice a day.

Chitin (Ex): At level 2, the Vermin Lord begins to develop chitinous plates under his or her skin, increasing their natural armor bonus by +1. As the chitinous plates get thicker and more extensive, the Vermin Lord gains an addition +1 armor bonus for every three levels, starting at level 2.

Vermin Form (Sp): A level 2 Vermin Lord can become the vermin he has chosen at will. He appears larger than a normal member of that vermin's species. Other animals avoid the Vermin Lord's animal form, and sentient creatures can easily detect the odd intelligence in their eyes.

Vermin Followers (Su): At level 4, the Vermin Lord starts to attract vermin of the type he chose. Vermin honor and respect him, and the Vermin Lord is able to have a total number of vermin equal to (level + charisma) x2 to serve him. A vermin's HD can be no higher then 1/4 of the Vermin Lord's level.

Vermin Commander (Su): Beginning at level 7, a Vermin Lord is granted a Vermin whose HD is equal to his own minus 1. This vermin is larger, smarter, and stronger than the others and is not considered one of the followers so is not in the same pool of HD. A Vermin Commander leads the Vermin Lord's armies and can speak to him telepathically.


Disease of the Vermin (Su): A Vermin Lord of level 11 or higher gains the ability to infect his or her swarm with any infectious disease within the Vermin Lord's level category, such as Filth Fever or Mummy Rot. These diseases do not harm the vermin swarm, who act as carriers. In addition, the Vermin Lord is now immune to communicable disease.


Tremor Sense (Ex): At level 14, Vermin Lords becomes sensitive to vibrations in the ground and can pinpoint the location of any moving creatures within range, so long as both the Vermin Lord and other creature are on the ground. 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 level 19 Tremor Sense's range increases to 40 feet.

Ex-Vermin Lords[edit]

<-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->.

Vermin Lord Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

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
Appraise 4 Int
Bluff 4 Cha
Climb 4 Str <-armor check penalty based on starting armor->
Concentration 4 Con
Craft 4 Int
Handle Animal 4 Cha
Hide 4 Dex <-armor check penalty based on starting armor->
Knowledge (Nature) 4 Int
Listen 4 Wis
Move Silently 4 Dex
Search 4 Int
Sleight of Hand 4 Dex
Spellcraft 4 Int
Spot 4 Wis
Survival 4 Con

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

Bonus Feats: Scent and Track.

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

Gold: 2d6 x 10

Campaign Information[edit]

Playing a Vermin Lord[edit]

This section is not complete, and needs to be finished. Edit this Page


Other Classes: Multiclassing with Vermin Lord and Rogue is a good choice, due to a Rogue's stealth and backstabbing abilities.

Combat: Vermin Lords tend to play support roles in combat, using their horde of minions to locate and take down enemies, create diversions, or scout enemy bases while the Vermin Lord himself creeps around the back to attack foes from behind. Vermin Lords also work well as tacticians because they are well-positioned to gather information.

Vermin Lords in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-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?->
—Unknown

Vermin Lords tend to live among the dregs of society, often in slums or sewers where they and their hordes can live in relative anonymity.

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

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

Organizations: Vermin Lords almost aways live alone—or as alone as they can be, surrounded by a colony of hundreds. Occasionally a small number of Vermin Lords will band together, but such groups are rare.

NPC Reactions: The vast majority of NPCs will view Vermin Lords with disgust and distrust, and will want to avoid them for fear of vermin, filth, and disease.

Vermin Lord Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

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 enemies.
10 Vermin Lords summon and can communicate with vermin.
15 The stronger Vermin Lords are able to summon diseases.
20 <-very rare information->.

Vermin Lords in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-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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