Zerg Swarm Leader (3.5e Class)

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Zerg Swarm Leader[edit]

SwarmKerriganSmol.png
By [img src link]
Our Hive Mind exists only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!
The Swarm Leader

The Swarm leader is to command a brood evolve & adapt to the problems at hand. Leader Change keep evolving & destroy anything in your path but remember a leader has to use everything at hand to as a tool for your brood to survive in the hostel world. Plan carefully Build your brood.

"Oblivion awaits within the void."

Making a Zerg Swarm Leader[edit]

.

Alignment: Any Chaotic Class.

Starting Gold: 3d4x10 gp (75 gold pieces).

Starting Age: .

Table: The Swarm Leader

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Biomass Brood Control
Con Dex Wis
1st +0 +0 +0 +2 Biomass, Biomass Hardening, Swarm Creation, Brood Control, Brood Hives, Hive Mind 1000 20
2nd +1 +0 +0 +3 Essence Enchantment 1000 30
3rd +1 +1 +1 +3 Kinetic Blast 1000 40
4th +2 +1 +1 +4 Evasion 1000 50
5th +2 +1 +1 +4 Swarm Evolution 1250 60
6th +3 +2 +2 +5 Psionic Backlash 1250 70
7th +3 +2 +2 +5 Mend 1250 80
8th +4 +2 +2 +6 Mental Backlash 1250 90
9th +4 +3 +3 +6 Improved Evasion, Psionic Storm 1250 100
10th +5 +3 +3 +7 Assimilation 1500 110
11th +5 +3 +3 +7 Leader Chrysalis Transformation 1500 120
12th +6/+1 +4 +4 +8 Brood Hives, Improved 1500 130
13th +6/+1 +4 +4 +8 Biomass Hardening 1500 140
14th +7/+2 +4 +4 +9 Infestation Spores 1500 150
15th +7/+2 +5 +5 +9 Razor Storm 1750 160
16th +8/+3 +5 +5 +10 Wild Mutation 1750 170
17th +8/+3 +5 +5 +10 Mending Aura 1750 180
18th +9/+4 +6 +6 +11 Fury, Ability Efficiency, Brood Hives, Mastery 1750 190
19th +9/+4 +6 +6 +11 I Am The Swarm 1750 200
20th +10/+5 +6 +6 +12 Hive Dimension, Apocalypse, Brood Hives, Prodigy, I Am The Swarm 2000 Unlimited

Class Skills (2 + Int modifier per level, ×4 at 1st level)

Class Features[edit]

Weapon and Armor Proficiency:

The Swarm Leader is Classified as Living, Psionic, Hivemind

The Swarm leader is proficient with simple weapons but is prohibited to wear medium & heavy armor or shields.

A Swarm Leader who wears prohibited armor or carries a prohibited shield is unable to control the swarm or use any of her supernatural or Extraordinary class abilities while doing so and for 24 hours thereafter.

Biomass: is given by 2 biomass per hitpoint from the enemies hit dice. Cap is on the chart above per level. Biomass does generate 20 per 8 hours of rest.

Biomass Hardening: The Swarm Leader may allocate a portion of accumulated biomass to increase her carapace. You designate the amount of biomass to allocate for the day, up to the amount of biomass accumulated. For every 200 points stowed into the carapace, she gains +1 extra natural armor. This biomass cannot be used until long rest after a Short rest meditation period to harden the biomass in the first place to gain the benefits. At level 13, the Swarm Leader no longer needs to allocate the biomass and instead gets a +1 natural armor bonus for every 200 biomass in her storage. When spending biomass to spawn swarms or gaining biomass when killing creatures, the natural armor is recalculated.

Hivemind: All broodlings are part of a neural network. As long as two broodlings are within a 1000 feet of each other, the link is not separated. Connected broodlings can see through each other's eyes at will and use other senses as if it were their own. If within 30 feet of another broodling, gain a +2 Investigation and Insight from the empathic link between the two. This stacks if more broodlings are within this 30-foot radius. Within this radius, if one broodling is not flatfooted, none are. If one is not Surprised, then none are given the penalties associated with being Surprised. Care thou some invention have been made to counter the swarm hivemind connection by cutting it, harming you from the inside, countering your control, contacting you, etc.

Brood Control: Allow you to control the amount of brood. Only communication to the brood is the hive mind only you can talk to them and give them order unless you allow Brood mother and Cerebrate as all communication can be heard by you. Also Brood Mother & Cerebrate can go rogue and leave your swarm or try to take control from you creating a brood war.

Brood Hives(Huge): Broodlings may sacrifice themselves along with a drone for the survival of the Hive. As long as one drone is involved, they may all explode into a rich genetic sludge. After three days of incubation of the sludge, a juvenile hive, hereby called the "Hatchery" would have been erected, gaining 50 hit points every day until reaching 150 hit points on the third day. This structure is immobile, non-hostile, and defenseless. The structure has an AC of 10. The Hatchery has enough space to hold 8 medium creatures, 4 large creatures, or 2 huge creatures. Small creatures and below count as half a medium creature. Every 6 minutes, a single larva may be ejected from the Hive. This may happen indefinitely without the use of biomass until there are at most 3 larvae. Spread creep with up to 60 feet as it nourishes the Hatchling.

Lairs(Gargantuan): Upon Reaching level 12, the Hatchery may sacrifice another 15 drones to be upgraded to an adolescent hive, hereby called the "Lair". A thin membranous film will cover the Hatchery during this metamorphosis. This stage lasts for another three days, again gaining 50 hit points each day until reaching 300 hit points in total. Sustaining damage will delay the hatchery process as it continues to gain hit points until the stage is completed or the hatchery is exterminated. Once this stage is complete, the newly-emerged Lair will have a total of 300 HP, 15 armor Class, and increase to the maximum number of free larvae to 6. Additionally, the Lair imbues the ground with an adhesive substance that is ignored by a zerg's carapace. Any creature touching creep that is in some way connected to the Lair is considered to be in difficult terrain. Spread creep with up to 600 feet as it nourishes the Lair.

Hives(Colossal): Gaining 18th level allows the Swarm Leader to unleash a torrent of biomass at the Lair. Sacrificing 30 drones in a bloodbath frenzy would result in the final transformation, the coveted "Hive." Taking the longest incubation duration of one full week, the membrane once again covers the Lair and begins the metamorphosis into a matured hive, otherwise known as the "Hive." The Hive gains 100 hit points every day until reaching 1000 hit points on the seventh day. Gaining an Armor Class 25, even adamantine would have difficulty scratching the protective covering. Instead of the membrane dissolving into the newly-formed structure, it hardens into a protective shield. Gaining the Disadvantage to Attack . Roll 1D100 on a 90-100 the spell reflects on casters; otherwise, it is merely negated. The Hive gains spell resistance. Able to hold up to 12 larvae, a simple visit to the Hive every hour would assist in raising an army. The creep is augmented to better serve the hive. No longer merely a nutrient layer of growth, creep now bestows broodlings with the effects of double Movment for as long as they are on creep connected to the hive. Spread creep with up to 1000 feet as it nourishes the Hive.

Overhive(Colossal++): Upon gaining 20th level, the Swarm Leader has the decision of Prodigy. As the mental limitations of a hive mind are behind her, she may now set up autonomy in large regions of her conquered lands. Sacrificing 10 Leviathons allows for a Hive to be designated the Overhive. A structure that through intensive tunneling of drones and usage of the cavernous interiors of the Leviathons themselves allows for the Overhive to hold as many creatures as it wishes. Any creature sheltered inside the Overhive may transport one's self into another brood hive as long as it is in the same plane of existence. This ability may be used at will. The creep itself becomes gnarled and alive. Acting as effective haste for all allies, difficult terrain for enemies, and gaining barbed terrain qualifier, every five feet of movement deals 3d6+10 piercing damage. Spread creep with up to 5000 feet as it nourishes the Overhive.

Kinetic Blast: At 3rd level, focusing on her chi, the Swarm Leader unleashes an orb of energy dealing 1d8/Class Level damage in a 10-foot radius. Failing a fortitude save (for half) of (10+1/2Class Level+Int Modifier) results in the creatures dropping prone. She may use this power again after 1d4+1 rounds.

Essence Enchantment: As you gain in power, so does your swarm. This effects only her own brood as it will not apply to cerebrate & Brood Mothers. They gain a bonus to Strength, Dexterity, Hit-points, Armor Class. Side effect they gain fire vulnerability, increasing damage received from fire by 50%.

Enchant Essence Unlock at level 2 by +1 Str & Dex, +1 HP per hit dice

Enhanced Essence Unlock at level 4 by +2 Str & Dex, +2 HP per hit dice, +2 AC

Improved Essence Enhancement unlock at level 8 Enhances Zerg unit stats by +4 Str & Dex, +3 HP per hit dice, +4 AC

Empower Essence Enhancement unlock at level 12 Enhances Zerg unit stats by +6 Str & Dex, +4 HP per hit dice, + 6 AC

Ulta Essence Enhancement unlock at level 16 Enhances Zerg unit stats by +8 Str & Dex, +5 HP per hit dice, +8 AC

Mega Essence Enhancement unlock at level 20 Enhances Zerg unit stats by +10 Str & Dex, +6 HP per hit dice, +10 AC

Evasion: Swarm leader gain Evasion at level 4. Broodlings gain evasion and improved evasion at 8th,

Mend: At 7th level, the Swarm leader erupts constantly in microscopic clouds of creep, empowering allies. Enemies must make a Con save based on the Swarm Leader's casting mod or take 1d4 acid damage for 3 turns if there within 20 feet of the Swarm Leader. All Allies heal. She gives 4d8 points of healing to herself and 2d8 points of healing to her allies within 20 feet and regain at short rest.

Swarm Evolution: Allows all Zerg to evolve into deadly forms. At level 6 the Swarm Leader gain Improved Rapid Incubation brood incubation decreased by 100% when eggs are growing on Queen body. Let's all zerg unit to burrow into the ground not letting them move. Allow you to add HD per 25 biomass only at level 8. Plus 2 Ability point per HD Added at level 16.

Mental BackLash: At 8th level, focusing on the mental powers of the swarm, deal 1d6/Class level damage to a single target as a ray through a ranged touch attack. Failing a reflex save(for half), based on intelligence, stuns the target for one round. Casting this dazes the Swarm Leader for one round and she may cast this ability again in 1d6+2 rounds.

Psionic Storm: At 9th level, the Swar Leader may create a 20 by 20 foot cube storm of psionic energy. It deals 2d6 force damage plus her intelligence modifier per class level (cap 20d6) to every creature in the area. This lasts for 1 full round. Cool down for 2d12+1 Rounds. Ref save based on intelligence for half. Range 60 ft

Ex-Zerg Swarm Leaders[edit]

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Epic Zerg Swarm Leader[edit]

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ 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: .

Zerg Swarm Leader Starting Package[edit]

Weapons: .

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

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Zerg Swarm Leader[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Zerg Swarm Leaders in the World[edit]

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Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Zerg Swarm Leader Lore[edit]

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

DC Result
5 .
10 .
15 .
20 .

Zerg Swarm Leaders in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .



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