Vermin Lord (3.5e Class)

From D&D Wiki

Jump to: navigation, search

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: Dexterity and Constitution to live longer, and Charisma for more vermin followers.

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
5 +3 +4 +1 +1 Chitin (+2), Bite (Natural Attack,1d4)
6 +4 +5 +2 +2
7 +5 +5 +2 +2 Vermin Commander
8 +6/+1 +6 +2 +2 Chitin (+3)
9 +6/+1 +6 +3 +3
10 +7/+2 +7 +3 +3
11 +8/+3 +7 +3 +3 Chitin (+4), Disease of the Vermin
12 +9/+4 +8 +4 +4
13 +9/+4 +8 +4 +4
14 +10/+5 +9 +4 +4 Chitin (+5), Tremor Sense (20 ft).
15 +11/+6/+1 +9 +5 +5
16 +12/+7/+2 +10 +5 +5
17 +12/+7/+2 +10 +5 +5 Chitin (+6)
18 +13/+8/+5 +11 +6 +6
19 +14/+9/+4 +11 +6 +6 Tremor Sense (40 ft).
20 +15/+10/+5 +12 +6 +6 Chitin (+7)

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) to serve him. A vermin's HD can be no higher then 1/3 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 3. 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.

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
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
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: <-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. 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[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.->.

Back to Main Page3.5e HomebrewClassesBase Classes

Broom Icon.svg.png This base class does not adhere to D&D Wiki's layout standards.
You can help D&D Wiki by formatting this page to make it conform to the layout standards.
This comment does not reflect on the content of this class, only the layout. To improve the layout of this class please use the Base Class Preload and touch up the formatting to match the layout standards.

Edit this Page | All base classes that need to be wikified | All pages that need to be wikified | All pages needing to be wikified from September 2008

This article has been tagged since September 2008.

Stub Logo.png This base class needs a fuller description.
You can help D&D Wiki by filling in more elements of the description to bring it up to the same level of detail as a typical base class.
This comment does not reflect on the quality of the content, only the quantity. The class may reflect an excellent concept that could simply use more elaboration.

Edit this page | All classes needing to have a description added | All classes needing to have a description added from September 2008

This article has been tagged since September 2008.

Stub Logo.png This base class is a stub.
You can help D&D Wiki by filling in more details of this class to bring it up to the same level of detail as a typical base class.
This comment does not reflect on the quality of the content, only the quantity. There is a good chance that the creator of this class has abandoned it, leaving it in need of someone who is willing to take over where that person left off.

Edit this page | All base class stubs | All stubs | All stubs from September 2008

This article has been tagged since September 2008.

Home of user-generated,
homebrew pages!
system ref. documents

admin area
Terms and Conditions for Non-Human Visitors