PDA

View Full Version : [Prestige Class DnD 3.5] Way of the Swarm



Hastur Avaddon
2011-05-24, 10:53 PM
Do you like bugs? Vermin Lord from Book of Vile Darkness just not doing it for ya? Take a look at this then, and let me know what you think. :)

Requirements:
To qualify to become a Way of the Swarm, a character must fulfill the following criteria.
Alignment: Any
Skills: Hide 5 Ranks, Knowledge (Nature) 5 Ranks, Move Silently 5 Ranks.
Feats: Vermin friend
Special: Must be able to cast 2nd Level spells.

Class Skills:
The Way of the Swarm's class skills (and the key ability for each skill) are Bluff(Cha), Climb(Str), Concentration(Con), Hide(Dex), Knowledge (Nature) (Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Sleigh of Hand(Dex), Search(Int), Spell craft(Int), Spot(Wis). See Chapter 4 of the Player's Handbook for Skill Descriptions.

Skill Points at Each Level: 6 + Int Modifier.

Class Features:
All of the following are class features of the Way of the Swarm Prestige Class.
Spell Casting: At each level except 1st and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a walker in the waste, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Chitin (Ex): A Way of the Swarm gains a +1 natural armor bonus to Armor Class from the Chitinous plates that begin to grow on his flesh. This bonus is increased by +1 at levels 4, 7, and 10.
Vermin Companion (Ex): A Way of the Swarm may begin play with a Vermin Companion selected from the following list: Ant, Bee, Beetle, Praying Mantis, Wasp, Centipede, Scorpion, or Spider. The Companion follows the rules outlined to a Druid's Animal Companion, where Class Level for the Way of the Swarm is equal to HD-2. The companion must be of the same totem vermin type as selected by the Way of the Swarm, discussed below.
Way of the Swarm (Ex): The Way of the Swarm selects a totem vermin, and gains bonus' accordingly every odd numbered level.

All Totem Vermin except for Praying Mantis include a Breath attack in the form of a cone. Most breath attacks increase in damage for every 2 levels in the prestige class, with the exception of the Wasp, and Bee. The Breath has a fortitude save of: 10 + Way of Swarm Level + Con Modifier.

Ant/Beetle: ACID(1d4, 2d4, 3d4, 4d4), Scent, +8 Climb
Bee: Wings, CON(1d4), +4 Survival
Praying Mantis: Improved Grab, Hide +4, Claws (1d8)
Wasp: Wings, DEX(1d6), +8 Spot
Centipede: DEX(1d4, 1d6, 1d8, 2d6), Weapon Finesse, +8 Climb
Scorpion: CON(1d4, 1d6, 1d8, 1d10), Tremorsense 60ft, Improved Grab
Spider: STR(1d6, 1d8, 2d6, 2d8), Web, Tremorsense 60ft.

All: Darkvision 60ft,

Vermin Shape (Su): At 2nd level, you can change into a Small, Medium, or Large monstrous Vermin and back again three times per day. At 5th level, you can also take the form of a Tiny or Huge monstrous Vermin, and at 8th level, you can take the form of a Gargantuan monstrous Vermin. The effect lasts for 1 hour per Way of the Swarm level. This ability functions as wild shape, so you can select and use the Natural Spell feat. You may only take the form of a vermin that matches your totem vermin. You may use your breath weapon while in your Vermin Shape.
Cursed Glance (Sp): Once per day per 2 Levels in Way of the Swarm, when a visible enemy within 60 feet of you targets you with an attack or spell, you may as a immediate action force the opponent to make a Will Save (DC 10 + Class Level + CHA Modifier) or take a -2 penalty to AC and saving throws for 1 round.
Local Infestation (Su): As you travel the world, the swarm follows close at your heels. As a free action you may summon a 5-foot radius cloud of flying and crawling insects of all kinds. The cloud grants you concealment from any creature outside the cloud.
In addition when you end your move within five feet of a creature or with a creature in your space that creature takes 2d6 poitns of damage and must succeed on a fortitude save (DC 10 + Class Level + CHA modifier) or become nauseated for 1 round. The damage of this cloud may be reduced by damage reduction normally, but even creatures that take no damage can become nauseated. Vermin and other Way of the Swarm individuals are immune to this effect.
The vermin that make up this cloud are unaffected by the repel vermin spell and similar effects. Effects that would damage the vermin of the cloud have no effect, because more vermin instantly appear to replenish the cloud.
You may suppress this cloud as a free action. If you do not suppress the cloud, you take a -10 penalty on move silently and hide checks.
Engulfing Swarm Smite (Su): Beginning at 6th level you may chose to spend uses of your Vermin Shape to perform a Engulfing Swarm Smite. You may only opt to do this once every five rounds. First, make a touch attack. The creature struck by this attack may then make a opposed grapple check, however you may chose to use your CHA in place of STR for the purpose of the grapple, and your your class level in Way of the Swarm rather then your BaB. The creature attacked becomes covered in ravenous insects of your chosen type. On your next turn and every turn thereafter the target takes 1d8 + 1d8/2HD points of slashing damage as the swarm consumes the targets flesh and burrow into its organs. The swarm remains until destroyed, or removed or until the target is slain, indicating the swarm has devoured its victim.
A target can escape via a successful grapple check, or a successful escape artist check.
Rolling on the ground and thus crushing the swarm provides a +2 circumstance bonus to this check. Dealing at least 20 points of fire damage destroys the swarm, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the Swarm Smite.
Constructs, elementals, oozes, and creatures of the incorporeal subtype are usually immune to this ability.
Poison Immune (Su): At 6th level the character gains immunity to all poisons.
Greater Infestation (Su): Beginning at 9th level your very presence in towns and cities causes the manifestation of insect colony's everywhere. The radius of individuals affected by your Local Infestation special ability is increased to anyone within 30 ft.
Crawling One: On reaching 10th level you learn to apply the secrets of the swarm to your own body. You undergo the Gathering of the Swarm ritual, overseen by another Crawling One, which includes a swarm of vermin of your selected totem consuming your flesh over the course of a week. When the last bit of the corpse is devoured, you are returned to a semblance of life as a Crawling One.

This is the Crawling One Template: (Also known as Lesser Worm that Walks)

Worm That Walks - Non Epic Template
(Or Crawling Ones)

Creating a Worm that Walks:
Worm that Walks (Or Crawling One's) is a acquired template that can be added to any arcane or divine spell caster. It uses all of the original character's statistics, special abilities, and equipment, except for as noted here.

Type: The character's type changes to Swarm Aberration (it is a creature composed of hundreds of discrete crawling worms). It gains Swarm traits, except for as follows: it is not immune to mind affecting spells, as it has a intelligence score. It can grapple as described in the Engulfing Worm Smite Special Attack, and it does not gain the distraction or swarm attack abilities (Although engulfing worm smite is relatively similar to this). Reducing the Worm that walks to negative hit points (Between 0 and -9) resorts immediately to its Dis-corporation Special Ability. At -10 all the worms are dead, as is the creature in question.

Hit Dice: Increase to d8.

AC: The mass of worms that make up this creature, each looking out for danger, in sum provide a +1 Bonus per 3 HD to AC. Max +20.

Special Attacks: A worm that walks retains all the characters special attacks. It also gains two special attacks, Engulfing Worm Smite, and Cursed Glance.
Engulfing Worm Smite:
Once every 5 rounds, the Worm that Walks can make a touch attack to deliver a Engulfing Worm Smite. A creature struck by this attack may make a opposed grapple check (however the Worm that walks may choose to subject his CHA in place of his STR for the purposes of this Grapple check, and uses 1/2 of his HD as a bonus rather then his BaB) or become covered in ravenous worms. On the worm's next turn and every turn thereafter the target takes 1d8 + 1d8/2HD points of slashing damage as the worms consume the targets flesh and burrow into its organs. The worms remain until destroyed or removed - or until the target is slain, indicating the worms have devoured their victim.
A target can escape via a successful grapple check, or a successful escape artist check. Rolling on the ground-and thus crushing the worms-provides a +2 circumstance bonus to this check. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the Worm Smite.
Constructs, elementals, oozes, and creature of the incorporeal subtype are usually immune to this ability.
Cursed Glance (Sp): Once per day, plus once more per 2 HD, when a visible enemy within 60 feet of the Worm that Walks targets it with an attack or spell, the Worm that Walks, can, as a immediate action, force the opponent to make a Will save (DC 10 + 1/2 HD + CHA Modifier) or take a -2 penalty to AC and on saving throws for 1 round.

Spells: A worm that walks can cast any spells it could cast as a living character.

Spell-Like Abilities: (Caster Level = HD)
3/day - Giant Vermin, Infestation of Maggots (SC), Insect Plague, Summon Swarm

Special Qualities: A worm that walks retains any special abilities it had in life and gains those mentioned below:
Blind Sight: 100 ft
Frightful Presence (Su): A Worm that Walks inspires terror whenever he uses his engulfing worm-smite ability. All creatures witnessing the attack must succeed on a Will Save (DC = 10 + 1/2 HD + CHA Mod) or become shaken, remaining so as long as they are within 60 feet of the Worm that Walks. A creature saving against the frightful presence cannot be affected by it for another 24 hours.
Spell Resistance (Ex): A worm that walks has spell resistance equal to 9 + HD.
Burrow (Ex): A worm that walks has a burrow speed of 15ft.
Discorporate (Ex): If gravely threatened, as an immediate action, a Worm that walks can discorporate, collapsing into a pile of slithering Vermin. There's one fine worm for each Hit point possessed prior to discorporating. In the round when it uses this ability the worms fall to the ground, filling its space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away. As long as any component vermin survives, the creature can, within 24 hours, breed and create a new body to house its malicious essence.

Skills: A worm that walks has a +10 Racial bonus on Escape Artist, Hide, Listen, Move Silently, and Survival Checks.
Ability Score Modifications:
STR: -2
INT: +4
WIS: +2
CHA: +6
Crawling Ones:
On rare occasions, a creature of this type will be created of some other form of vermin because of the circumstances of its death and burial. For example, a cultist wizard whose body lay exposed in a desert might be composed of scorpions, and evil cleric entombed in a mausoleum might be made up of spiders, and so forth. Such variants are generally called "Crawling Ones" rather than "Worm that Walk," for obvious reasons. Game statistics are relatively similar, as is the level adjustment.

CR: Same as the character +3
Level Adjustment: +4

zagan
2011-05-25, 04:57 PM
Okay, hum, if you want response I seriously suggest working on the presentation of your class. The idea of a swarm class is cool an all but upon seeing your wall of text I just didn't read it. You need a table, you need to bold the name of the ability, ect... Read that (http://www.giantitp.com/forums/showthread.php?t=10313) and use the formatting provide. it's cool that you want to homebrew, but a good presentation is just common courtesy, you know.