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.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
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|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-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 : <-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.->.