Vermin Lord, Variant (3.5e Class)
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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.
Making a Vermin Lord
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. Charisma also helps strengthen their hordes.
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.
|1||+0||+2||+0||+0||Vermin Empathy, Choose Vermin, Vermin Form|
|2||+1||+3||+0||+0||Chitin (+1) Bite (Natural Attack,1d4)|
|3||+2||+3||+1||+1||Vermin Form (Small and Medium)|
|4||+3||+4||+1||+1||Vermin Followers, Chitin (+2)|
|5||+3||+4||+1||+1||Claw/Sting on Scorpion (Natural Attack, 1d6, or 1d8 on sting.)|
|6||+4||+5||+2||+2||Vermin Army, Chitin (+3)|
|7||+5||+5||+2||+2||Vermin Form (Tiny)|
|8||+6/+1||+6||+2||+2||Chitin (+4),Vermin Commander|
|11||+8/+3||+7||+3||+3||Disease of the Vermin, Vermin Form (Large)|
|13||+9/+4||+8||+4||+4||Vermin Army (Hive Mind)|
|14||+10/+5||+9||+4||+4||Chitin (+7), Tremor Sense (20 ft).|
|15||+11/+6/+1||+9||+5||+5||Vermin Form (Huge)|
|19||+14/+9/+4||+11||+6||+6||Tremor Sense (40 ft).|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Vermin Lord.
Weapon and Armor Proficiency: Vermin lords are proficient with the following weapons: Club, Dagger, Sickle, Quarterstaff, Darts, Light Crossbow, Heavy Crossbow, and Sling. They are proficient with all simple weapons and 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 desires. He is able to choose between rats, bats, spiders, centipedes, ants, 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 Appraisal, Hide, Listen, Spot, and Move Silently checks. Choosing spiders or centipedes grants the ability to climb on walls, sense the heat patterns of nearby creatures (15 ft. +5 ft/level), and create and use simple poisons (As Poison Use, can also secrete one use of their vermin's poison a day from their body). Bats provide 60 feet of Blindsight and a +10 bonus on Listen checks. Ants provide a +3 natural armor bonus and the ability to spray acid from his mouth, which does (2d8 + level) damage, which a ref save can half. This ability can be used twice a day. Scorpions grants 60 ft. of Tremorsense (This stacks with the Tremorsense they gain at later levels), and a +3 natural armor bonus. Additionally, no matter the choice the Vermin Lord gains darkvision 30 ft.
Vermin Form (Sp): A Vermin Lord can become the vermin he has chosen at will all gear melds into the new form. He appears larger than a normal member of that vermin's species, (Equal to your normal size category). Other animals avoid the Vermin Lord's animal form, and sentient creatures can easily detect the odd intelligence in their eyes. At level 3, A Vermin Lord can choose to instead become medium or small sized, (if you were not those before). At level 7, a Vermin Lord can choose to become a tiny sized as well as medium and small. At level 11 a Vermin Lord can become large sized as well as their previous sizes. Lastly, at level 15, a Vermin Lord can become a huge sized variant of their vermin.
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 two levels, starting at level 2.
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 rounded up. I.e. a level 4 Spider Vermin Lord with 18 charisma could have either Tiny or Small spiders, however could only have 16 total.
Vermin Army At 6th level the Vermin Lords army becomes more powerful and cunning as time with their dark master twists their minds. Vermin followers gain the Swarm subtype , at 13th level Vermin follows gain the Hive Mind Template , similarly the Vermin Lord gains the Vital Connection Telepathy with his/her Vermin but not the power sharing, the Vermin Followers may gain any Hive Mind Abilities that make sense (aka no flying rats), but an only spend the 'Hive Mind points' at a rate of one gained per level. (Once this ability is gained he would have 13 points to spend).
Vermin Commander (Su): Beginning at level 8, 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. Instead of the usual minimal intelligence, This creature has an Int level of 1d10 + 4, and has a bonus on all physical stats by 4.
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.
Epic Vermin Lord
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Playing a Vermin Lord
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
|“||There is a kingdom of filth and bones beneath your pretty streets, a kingdom ruled by the ravenous masses. Slaughter us, poison us, despise us as you like. At night, your streets become ours. Nothing is out of our reach. Not your food, not your bed, not your children. We are everywhere, and we are hungry. So run if you like, but for every human face you see, a hundred of us lie beneath you, waiting for the sun to go down.||”|
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: .
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. At higher levels, Vermin Lords begin to resemble their vermin more and more, and as such will have greater difficulty in interacting with most beings.
Vermin Lord Lore
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.
|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||Vermin Lords become alike the very vermin the control, and are usually forced from society.|
Vermin Lords in the Game
Sample Encounter: .
EL whatever: .