Zergling (3.5e Class)
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Class meant to be played alongside Zerglings (3.5e Race). Based on the StarCraft Zerglings.
Making a Zergling
Zerglings are good at fighting and hunting. They will fare horribly at social situations, and cannot use ranged attacks or manufactured weapons and armour. They tend to fare well in a party that can support their reckless fighting style, or one that can keep them in check.
Races: Zerglings (3.5e Race).
Alignment: Any Chaotic.
Starting Gold: starting gold; 1d4×10 gp.
|1st||+1||+0||+2||+2||Double Bamboozle, Better Together, Multiattack, Born Hunter (+2)|
|2nd||+2||+0||+3||+3||Annoying Little Pest, For the Swarm|
|4th||+4||+1||+4||+4||Hardened Carapace (+2) Born Hunter (+4)|
|6th||+6/+1||+2||+5||+5||High Alert (+4)|
|7th||+7/+2||+2||+5||+5||Born Hunter (+6), Tremorsense (10ft)|
|8th||+8/+3||+2||+6||+6||Hardened Carapace (+4)|
|10th||+10/+5||+3||+7||+7||Born Hunter (+8)|
|12th||+12/+7/+2||+4||+8||+8||Hardened Carapace (+6), High Alert (+8)|
|13th||+13/+8/+3||+4||+8||+8||Born Hunter (+10)|
|16th||+16/+11/+6/+1||+5||+10||+10||Hardened Carapace (+8), Born Hunter (+12)|
|18th||+18/+13/+8/+3||+6||+11||+11||High Alert (+12)|
|19th||+19/+14/+9/+4||+6||+11||+11||Born Hunter (+14)|
|20th||+20/+15/+10/+5||+6||+12||+12||Hardened Carapace (+10)|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Zergling.
Weapon and Armor Proficiency: None.
Double Bamboozle: Whenever a zergling is the target of an enchantment spell, both zerglings are affected, though they still only roll one save.
Better Together: Whenever a zergling attacks a creature threatened by another zergling, he gains +1 on all attack and damage rolls.
Multiattack: Zerglings gain Multiattack as a bonus feat at level 1.
Annoying Little Pest: Zerglins in combat are a whirling onslaught of teeth and claws. Any zergling flanking an opponent with another zergling gains a +3 to attack, instead of the normal +2.
For the Swarm: Zerglings are used to being the apex predator. From level 2 onward, Zerglings are fearless and are thus immune to any and all fear or fear-based effects.
Zergling Rush: Zerglings gain Pounce at level 3.
Hardened Carapace: At level 4, a Zergling's Carapace hardens, increasing their natural armour by +2, and an additional +2 every 4 levels thereafter.
Metabolic Boost: At level 5, a zergling must first enter it's Chrysalis, exactly as if it's trying to use Rebirth. (See Zerglings (3.5e Race)) Both Zerglings must do this, though they may do this using the same Chrysalis. If one is dead, it doesn't need to do this and is in fact Reborn during this process. Once the process is complete, the Zerglings emerge as so called 'Speedlings'. They now sport an insect-like set of wings each. These wings grant them several bonuses, though flight is not one of them. Zerglings gain all bonuses described below.
Assisted Jumps: Zerglings can now use their dex instead of their str to make Jump checks.
Hit and Run: Zerglings gain the Spring Attack feat, even if they don't meet the prerequisites.
Threatening Noise: By clicking their wings together, a zergling can produce an ominous and alien sound. When it does so, it gains a +4 to Intimidate checks.
Mobility: Zerglings with wings gain the Mobility feat, even if they don't meet the prerequisites.
Need for Speed: Zerglings with wings gain a 20 feet bonus to their base land speed.
High Alert: At level 6, the Zergling develops the ability to intuitively watch it's twin's back. When the zerglings are in sight of eachother, they gain a +4 insight bonus to initiative. This bonuses increases by 4 every 6 levels.
Tremorsense: When reaching level 7, the Zerglings develop a tremorsense with a range of 10 feet. This range increases by 10 feet every 7 levels thereafter.
+ 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: .
Zergling Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a zergling
Religion: As previously stated, while they do revere the Overmind, isolated pairs aren't usually religious but could be converted or made to see the light like any other creature.
Other Classes: Most classes would feel wary of zerglings, especially paladins and clerics of good deities. However, fighters and rogue generally like the zerglings' combat effectiveness and flanking capabilities, respectively. Bards may find the zerglings' screeches annoying. Sometimes wizards, sorcerers, and rangers would adopt zerglings as pseudo-familiars and/or a good hunter.
Combat: Zerglings would prefer to flank their enemies. If other party members join in the flanking, all the better; they oft enjoy a good zerg rush.
Advancement: Zerglings would probably rarely multi-class. If they would be allowed to, though, they'd likely be rogues and scouts.
Zerglings in the World
|“||It's a zergling, Lester...smaller type of zerg...||”|
|—Sarge, human fighter to Lester|
Of course, zerglings wouldn't fit in a regular D&D campaign, but that doesn't mean that they can't be encountered on more alien planes/worlds.
Daily Life: Zerglings, if not commanded by the Overmind, can often be seen hunting for their own survival. Those commanded by the Overmind, though, have been known to be deadly.
Notables: Though notorious for their viciousness, there are few notable zerglings. However, the Leviathan Brood zerglings stand out for having spikes all over their body.
Organizations: Rarely coming out alone, zerglings often hunt in pairs or even packs. The Overmind's influence often exaggerates this behavior.
NPC Reactions: Many people fear the zergling due to either viciousness or just disturbing appearance. However, fighters and rogues like that the zerglings try to flank opponents. Some friendly zerglings might enjoy listening to the bard's songs, if said bard doesn't sing condemning dirges first.
Characters with ranks in Knowledge (Xeno) can research Zerglings to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Though individually weak, zerglings can be nasty in numbers.|
|10||Zerglings are capable of attacking a vicious number of times with their claws. However, it is rumored to be allergic to lemon juice.|
|15||When zerglings get strong enough, they can increase their speed by evolving into "speedlings".|
|20||If a zergling isn't killed fast enough, its carapace becomes harder and the creature, stealthier. At this point, if you see it, it might be too late.|
Zergling in the Game
Zerglings tend to favor flanking their enemies, either by sneaking up on them or just rushing at them, or both. As an NPC, a pair of zerglings can distract while spellcasters and other ranged attackers attack the PC's.
Adaptation: A desert world creature known as the "dune runner" was used as the base for the zergling. Maybe there still are a couple dune-runners on the desert world of Zz'gash.
Sample Encounter: The party was camping, when a couple of zerglings tries to rummage through their food...
EL : .