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Pesimismrocks
2013-06-24, 11:34 AM
Entomologist

http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery2/44213_C2_crownofvermin.jpg

More afraid of you then you are of him? How quaint.

Entomologists study vermin, in fact they are dazzled by them. They learn their ways, their biology. They study their tactics and uses. They have combined their knoledge with maic, and learn to transform into and summon insects, arthropods and crustaceans.

Adventures: Although vermin live everywhere, there are far too many species to study in one place. Most entomologist combine travelling with their studies, and it is easy for them to be looped into adventures.

Characteristics: Entomologists can form several roles within the party but work brest as a support character, swarming the battlefield and causing ability damage.

Alignment: Entomologists are usually neutral and tend towards lawful, although entomologists of all alignments are found.

Races: Entomologists are often undead, as these two kinds of creatures find it easy to become symbiotes and companions. Orcs often find companionship with these beasts and respect their brutality. The underground lives of the dwarves also matches well with many kinds of vermin. Halflings are very rarely entomologists, as they prefer the company of humanoids and animals rather then dark spiders and deady scorpions.

GAME RULE INFORMATION
Entomologist's have the following game statistics.
Abilities: These vary depending on what the entomologist wants to do. Charisma is always important, although a combat based entomologist may want a higher strength and dexterity.
Alignment: Any
Hit Die: d8
Starting Age: As bard
Starting Gold: As rogue

Class Skills
The Entomologist's class skills (and the key ability for each skill) are:
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CEntomologist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mandibles

1st|
+0|
+2|
+0|
+0| Pest Companion, Mandibles, Vermin Body, Vermin Points|D4

2nd|
+1|
+3|
+0|
+0|Infestation|D4

3rd|
+2|
+3|
+1|
+1| Living Armour, Spew Vermin(d6)|D6

4th|
+3|
+4|
+1|
+1| Vermination, Pestspeak|D6

5th|
+3|
+4|
+1|
+1|Swarm Shape, Posion|D8

6th|
+4|
+5|
+2|
+2|Spew Vermin(2d6)|D8

7th|
+5|
+5|
+2|
+2|Swarmwalk|2D4

8th|
+6/+1|
+6|
+2|
+2|Swarmshape, Vermination|2D4

9th|
+6/+1|
+6|
+3|
+3|Spew Vermin(3d6)|D10

10th|
+7/+2|
+7|
+3|
+3|Arachnophobia|D10

11th|
+8/+3|
+7|
+3|
+3|Swarmshape|D12

12th|
+9/+4|
+8|
+4|
+4|Fly on the Wall, Vermination, Spew Vermin(4d6)|D12

13th|
+9/+4|
+8|
+4|
+4|Parasite|2D6


14th|
+10/+5|
+9|
+4|
+4|Swarmshape, Enhanced Poison|2D6

15th|
+11/+6/+1|
+9|
+5|
+5|Vermination, Spew Vermin(5D6)| 2D10

16th|
+12/+7/+2|
+10|
+5|
+5| Compound Senses|2D10

17th|
+12/+7/+2|
+10|
+5|
+5|Swarmshape|3D8

18th|
+13/+8/+3|
+11|
+6|
+6|Spew Vermin(6D6)|3D8

19th|
+14/+9/+4|
+11|
+6|
+6|Vermination|3D10

20th|
+15/+10/+5|
+12|
+6|
+8|Swarmshape, Deadly Poison, Swarmlord| 3D10[/table]

Class Features
All of the following are class features of the Entomologist

Weapon and Armor Proficiencies:Entomologista are proficient with Light and Medium Armour. They are proficient with simple and martial weapons.

Mandibles: One of the Entomologists key abiities at low levels is his ability to grow either a set of mandibles or a tail with a stinger. As a swift action any number of times per dayan entomologist can grow either a set of mandibles or a tail-stinger. The choice must be made at first level and may not be changed. Bth the mandibles and the stinger are natural weapons and can be used with the power attack feat as if they were a 2-handed weapon. you cannot use a manufactured weapon in the same full-attack as the mandibes or stinger. It does damage appropriate to your level, as indicated on the table.

The mandibles or stinger adds an additional +1 damage for every 2 vermin points you allocate to your mandibles ability

Pest Companion: The entomologist keeps a small pet vermin, as a companion and scout. You gain one of the following as a pest companion: Ant, Butterfly, Beetle, Crab, Centipede, Mosquito, Leech, Maggot, Fly, Scorpion, Spider, or Wasp as described below. The entomologist can give commands to his pest comapnions, and it will obey obediently but it has not method of talking back to the entomologist. The companion can be replaced with a 1 hour ritual, but the entomologist can never have more then one pest companion at once.

At level 4 you may opt to instead use a Small Monstrous Ant, Butterfly, Beetle, Crab, Centipede, Mosquito, Leech, Maggot, Fly, Scorpion, Spider, or Wasp, at level 8 it may become Medium, at level 12 it may become large, at level 16 it may become huge and at level 20 it may become gargantuan.

If vermin points are invested in this ability, the creature gains a +2 enhancement bonus to str, con or dex (chosen when allocated) /2 Vp.

Vermin Body The entomologist spends his lifetime with vermin and is all but immune to their various abilities. He gains immunity to poison and nausea.

Vermin Points Entomologist are reasonably versatile and have the ability to boost certain abilities they have with magic. An entomologist has a number of vermin points equal to twice his class level + his cha modifier. He allocates them at dusk and may not reallocate them for 24hrs. The enhancement the Vermin points give varies depending on the ability.

All entomologist abilities are Ex unless they have vermin points invested in them. If they do they become Su abilities

Infestation Around his feet, hordes of vermin swarm, lashing out at nearby foes. Once per turn as a free action the entomologist can opt to do d6 damage to all creatures adjacent to him.

Allocating vermin points in this grant an additional d6 of damage /4vp

Living Armour Pests scuttle over the entomologists body, giving him a sort of armour like second skin. The entomologist gets a numbe of temporary hit points equal to 5 times his class level. He regains these hit points whenever he reallocates his vermin points.

Vermin point invested in this ability grant him an additional 2hp/level/vp

Spew Vermin The entomologist can launch a swarm of vermin from his body, sometimes from hands of another limb but most often violently expelled from his stomach. Another key ability of the entomologist is his ability to spew vermin. He spews the vermin into a 30ft cone, doing damage d6/ every 3 class levels. After all damage has been dealt, he summons a 1 hit die swarm chosen from below. This swarm is place so that at least half of it's 4 squares are within the 30ft cone. He directly controls this swarm

Investing vermin points in this ability grant any summoned swarms an additional hit die/2 vp to a maximum of the entomologists class level-3 and a minimum of 1

Pestspeak The entomologist is lonely, alone except for his bugs, he learns to speak with them, so they may guide and obey him. The entomologist is treated as if under a constant speak with animals effects, except it only applies to vermin.

Vermin points cannot be invested in this ability.

Vermination It is only natural, after spending so much time in ones company that a person may feel his mannerisms, personality even physical body adapt to mimic them. At any level you gain this ability you may select a Vermination. You may not choose a level 2ability unless you have the level 1 ability of the same creature. You may not take a level 3 ability unless you have that creature's level 2 ability etc.
Some verminations allow vermin points to be invested but this is detailed within the ability.

Swarmshape One of an entomologists favoured abilities is its ability to take swarm form at will. Any number of times per day as a move action the entomologist may descend into a swarm of viscous pests or back into his original form. He may only transform into swarmform he knows. He knows one swarmform at the level he gains this ability and one at each level indicted in th table. While in swarmform he gains the swem subtype, gaining certain immunities and swarm damage. Size, additional abilities and movement are detailed in each swarmform. You cannot use any natural weapon or manifested weapon while in swarmform including your mandibles or stinger ability.

You may invest 4 vermin points in this ability to make the transformation a swift action and 8 to make it a free action.

Poison An entomologist can produce biological toxins, which enable him to weaken an paralyse his foes. The entomologist's mandibles or stinger are now poisoned. The poison does d4 ability damage as primary and secondary damage. The ability it does damage too is chosen when this ability is first gained. The Abe is 10+ your cha modifier. No poison damage is done if the mandibles or stinger is used in conjunction with the power attack feat.

For each vermin point invested in this ability, the fort save DC increases by one.

Swarmwalk The entomologist may disappear into a swarm of vermin an appear anywhere else in the world, stepping out of an identical swarm. Once per day an entomologist can walk into a swarm and produce an effect similar to teleport. This works identically to the teleport spell except for the following: it requires no material components, it requires you to step into a swarm of vermin, any numbe of companions an allies may follow you as long as they step into the swarm in the same turn you do, at the start of your next turn the swarm you stepped into disappears and reappears in the location you teleported to.

You may invest vermin points in this ability. For every vermin point invested in this ability, the 'swarm portal' is held open for another round. This means that the swarm stays in it location for an additional number of rounds and creatures may follow you as long as the duration has not ended. As normal when the swarm portal closes the swarm teleports to you on your turn.

Arachnophobia The entomologist lives in fear and death, and knows how to avoid it. He gains an immunity to death and fear effects.

You my not invest vermin points in this ability.

Fly on the Wall A fly can sit on a wall and no one woul notice or care. The entomologist knows how to use this to his advantage and can look through this flies eyes, and see anywhere in the world. Once per day the entomologist can look through an insects eyes, in an effect similar to scrying. This works in all ways as the scry effect, except it required no concentration to cast, does not require a clear pool and is an Ex ability.

He may use this ability an additional number of times per day equal to the amount of vermin points invested in this ability/3

Parasite One of the entomologists most frightening abilities is it ability to control another through use of parasite buried in the brain. Once per day as a full round action, the entomologist can attempt to use dominate monster on an adjacent creature with an intelligence score and no more hit die then the entomologist. This works identically to the spell except it has no duration, the victim gets a reflex and a will save, the duration is instantaneous and it is an Ex ability. The reflex and will saves are DC is 10+ the entomologists charisma score. The maximum number of creatures infested by parasites at any on time is equal to your charisma score modifier
For every 2 vermin points invested in this ability the save is increased by 1

Enhance Poison The entomologists poison is now even more devastating and painful. His poison ability now does d6 ability damage as both primary and secondary damage. He may also reselect which ability his poison targets

Compound Senses The entomologist can see using every part of his body, his feet, his legs, his hair. He gains blindsight out to 50ft but takes a -2 penalty to spot.

For every vermin point invested in this ability, the blindsight's range is increased by 10ft

Deadly Poison The entomologist has now concocted a deadly ability brew, able to paralyse anything quickly and efficiently. His poison ability now does d10 ability damage both primary and secondary.

Swarmlord The entomologist had become master of the swarm, hosting the creatures inside himself, controlling them with deadly efficiency. He may select any swarm he has summoned that is adjacent to him and fuse it with himself. He gains the hivenest template.

Pesimismrocks
2013-11-23, 09:52 AM
Not all insects, arthropods or crustaceans will be created. I have left many, many invertebrates out, however these can generally be well represented using other verminations an stats.
For example:
Lobster: A lobster's verminisation would be a mix of crab and scorpion using crab stats.
Worm: Maggot
Octopus: Centipede abilities, leech stats.
Moths: Butterflies
Bees:Wasps


http://www.prontopest.com/wp-content/uploads/2012/06/fireant.jpg
An any is an effective fighter, but generally considered to be quite weak on its own. They are however deadly tacticians who use weight of numbers to their advantage. Their verminisations grant bonuses that rely on teamwork and alliances.

1.Teamwork
2.Reinforced jaws and tactics
3.Mastermind
4.Weight of Numbers
5.Tactical Genius

Teamwork The entomologist gains a +2 bonus to hit of each ally flanking the creature the entomologist is attacking.
Reinforced Jaws and Tactics The entomologist gains a permeant +2 bonus to str and int.
Mastermind All allies within 20ft of the entomologist gain a +1 morale bonus to hit for each ally in the radius (including the entomologist)
Vermin points invested in this ability add 5ft to the radius for each 5VP
Weight of Numbers An entomologist gains a +2 to damage for each ally that has hit the creature the entomologist is stacking since the end of the entomologists last turn.
Tactical Genius An entomologist can 5+cha mod times per day as a swift action grant all allies within 30ft an additional move action or 1 ally within 30ft a standard action.
For every 5 Vermin points invested in this ability the radius increased by 10ft. Alternatively, 15VP can be invested into this ability to grant all allies within the rufous a standard action instead of a move or a single ally within the radius a full round action

Ant Army
Fine Vermin(Swarm)
Hp d8-1: 4hp
Speed 10ft (2 squares) Climb Speed 10ft (2 squares)
Init: +5
AC 23 (10+5+8); touch 23; flat-footed 18
BAB -5; Grp -
Attack Swarm attack(1d6+poison)
Space 10 ft.; Reach 0 ft.
Special Attacks: Distraction,
Special Qualities Darkvision 60ft, Community Strength
Saves Fort +1 Ref +6 Will +0
Abilities Str 1, Dex 20, Con 8, Int -, Wis 10, Cha 2
Skills Climb +21,
Feats: Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –
Distraction: Any living creature that begins its turn in an ant swarm must make a DC10 fort save or be Nauseated for one round
Community Strength: The ant swarm may carry up to 200Ib as a medium load.




http://www.nhm.ac.uk/resources-rx/images/1022/stag-beetle-490_72938_2.jpg
A beetle is a very generic vermin, with a tough shell, clumsy flying and strong weaponry. It is however very closely linked with magic and it's verminisations mimic abilities of spells or defences against them.
Beetle
Diminutive Vermin
Hp ¼ d8-1: 1hp
Speed 20ft (4 squares) Burrow Speed 20ft (4 squares), Fly Speed 10ft (2 squares, poor)
Init: +5
AC 17 (10+5+2Nat); touch 15; flat-footed 12
BAB -5; Grp +7
Attack Bite +5 (d3-5, 20/x2)
Full-Attack Bite +5 (d3-5, 20/x2)
Space 1 ft.; Reach 0 ft.
Special Attacks Poison
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +1 Ref +6 Will +0
Abilities Str 1, Dex 20, Con 8, Int -, Wis 10, Cha 2
Skills Jump +17, Hide +7, Move Silently +7
Feats Weapon Finesse
Challenge Rating ¼
Alignment N
Level Adjustment –

Monstrous Small Beetle
Small Vermin
Hp d8: 4.5hp
Speed 30ft (6 squares) Burrow Speed 20ft (4 squares) Fly Speed 10ft (2 squares, poor)
Init: +4
AC 15 (10+3+2Nat); touch 13; flat-footed 12
BAB -1; Grp -5
Attack Bite +3 (d6-1, 20/x2)
Full-Attack Bite +3 (d6-1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +2 Ref +3 Will +0
Abilities Str 8, Dex 16, Con 10, Int -, Wis 10, Cha 2
Skills Jump +17, Hide +6, Move Silently +6
Feats Weapon Finesse
Challenge Rating ½
Alignment N
Level Adjustment –

Monstrous Medium Beetle
Medium Vermin
Hp 2d8+2: 11hp
Speed 40ft (8 squares) Burrow Speed 20ft (4 squares) Fly Speed 10ft (2 squares, poor)
Init: +2
AC 15 (10+2+3Nat); touch 12; flat-footed 13
BAB +3; Grp +1
Attack Bite +3 (d8+1, 20/x2)
Full-Attack Bite +3 (d8+1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +4 Ref +2 Will +0
Abilities Str 12, Dex 14, Con 12, Int -, Wis 10, Cha 2
Skills Climb +17, Hide +6, Move Silently +6
Feats Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –

Monstrous Large Beetle
Large Vermin
Hp 4d8+12: 30hp
Speed 50ft (10 squares) Burrow Speed 20ft (4 squares) Fly Speed 10ft (2 squares, poor)
Init: +1
AC 18 (10+1+7Nat); touch 11; flat-footed 17
BAB +8; Grp +9
Attack Bite +8 (d10+5, 20/x2)
Full-Attack Bite +8 (d10+5, 20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +7 Ref +2 Will +1
Abilities Str 20, Dex 12, Con 16, Int -, Wis 10, Cha 2
Skills Climb +19, Hide +8, Move Silently +8
Feats
Challenge Rating 3
Alignment N
Level Adjustment –

Monstrous Huge Beetle
Huge Vermin
Hp 8d8+40: 76hp
Speed 60ft (12 squares) Burrow 30ft (6 squares) Fly Speed 20ft (4 squares, poor)
Init: +0
AC 20 (10+10Nat); touch 10; flat-footed 20
BAB +15; Grp +17
Attack Bite +15 (2d8+9, 20/x2)
Full-Attack Bite +8 (2d8+9, 20/x2)
Space 15 ft.; Reach 10 ft.
Special Attacks
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +11 Ref +2 Will +2
Abilities Str 28, Dex 10, Con 20, Int -, Wis 10, Cha 2
Skills Climb +21, Hide +10, Move Silently +10
Feats
Challenge Rating 5
Alignment N
Level Adjustment –

Monstrous Gargantuan Beetle
Gargantuan Vermin
Hp 16d8+112: 184 hp
Speed 70ft (14 squares) Burrow Speed 40ft (8 squares) Fly Speed 30ft (6 squares, poor)
Init: +0
AC 28 (10+18Nat); touch 10; flat-footed 28
BAB +25; Grp +25
Attack Bite +25 (2d10+13, 20/x2 + poison)
Full-Attack Bite +25 (2d10+13, 20/x2 + poison)
Space 20 ft.; Reach 15 ft.
Special Attacks
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +17 Ref +5 Will +5
Abilities Str 36, Dex 10, Con 24, Int -, Wis 10, Cha 2
Skills Climb +29, Hide +15, Move Silently +15
Feats
Challenge Rating 8
Alignment N
Level Adjustment –

Monstrous Colossal Beetle
Colossal Vermin
Hp 32d8+112: 256hp
Speed 80ft (16 squares) Burrow Speed 50ft (10 squares) Fly Speed 40ft (28 squares, poor)
Init: +0
AC 33 (10+23Nat); touch 10; flat-footed 33
BAB +40; Grp +32
Attack Bite +40 (4d8+16, 20/x2)
Full-Attack Bite +40 (4d8+16, 20/x2)
Space 40 ft.; Reach 30 ft.
Special Attacks
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +17 Ref +5 Will +5
Abilities Str 42, Dex 10, Con 28, Int -, Wis 10, Cha 2
Skills Climb +37, Hide +19, Move Silently +19
Feats
Challenge Rating 14
Alignment N
Level Adjustment –

Beetle Colony
Diminutive Vermin(Swarm)
Hp d8-1: 4hp
Speed 20ft (4 squares) Burrow Speed 20ft (4 squares) Fly Speed 10ft (2 squares, poor)
Init: +5
AC 21 (10+5+2Nat+4); touch 19; flat-footed 16
BAB -5; Grp -
Attack Swarm attack(1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +1 Ref +6 Will +0
Abilities Str 1, Dex 20, Con 8, Int -, Wis 10, Cha 2
Skills Climb +17,
Feats Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –
Distraction: Any living creature that begins its turn in a beetle swarm must make a DC10 fort save or be Nauseated for one round

Size becomes Diminutive (Change Ability Scores to match) and gain swarm subtype. Movement speeds are 20ft move, 20ft burrow & 10ft fly(poor)
Special attacks:
Special Qualities
Tremorsense: You gain tremorsense out to 60ft allowing you to locate anything touching the ground in that radius.


1.Cantrips
2. Magical Exoskeleton
3.Anti-magic Defence
4. Magical protection
5. Mimicry

Cantrips The Entomologist may select a number of level 0 or 1 spells from any spell list equal to 5+his cha modifier. He may cast each as a spell like abiliy once per day. The save DC is 10+ the entomologists cha modifier
Vermin points invested in the ability may increase the save DC by 1 for every 2 VP invested.
Magical Exoskeleton The entomologist gains a permanent +4 to charisma.
Anti-Magic Defence 3 times per day as an immediate action the entomologist can create an anti magic field centered on himself as the spell or he can cast dispel magic. His caster level is counted as 10+ the vermin points he has invested in this ability
Magical protection The entomologist gains spell resistance 10+his cha modifier+1/2 the amount of vermin points invested in this ability.
Mimicry Once per day if the entomologist sees a spell being cast that has a spell level equal to or less than 1/3 of his class level, he may cast it back at the caster on his following turn. It has the same save DC as it would have ah it have been cast by the original caster. If the original caster had died or been removed from the entomologists sight, he may not use this ability.




http://ih3.redbubble.net/image.8618110.1884/flat,550x550,075,f.jpg
Butterflies are well known for their dazzling colours and beautiful patterns, distracting an disorientating the naive. Their verminations allow the entomologist can confuse and dazzle the enemy with illusions of beauty and colour.

1.Beauteous Appearance
2. Vibrant Soul
3. Dazzling Brightness
4. Colourful Wings
5. Blinding Gaze

Beauteous Appearance: The entomologist can change appearance at will and gains a +10 bonus to disguise. This bonus increases by 1 for each vp invested in this ability
Vibrant SoulThe entomologist gains a +4 bonus to charisma
Dazzling Brightness Any number of times per day, as a standard action the entomologist can select a creature within 30ft. This creature must make a DC10+ Cha modifier will save or be dazed
Colourful Wings As a swift action the entomologist can retract or unfurl a pair of colourful wings on his back. These wings grant a +10 bonus to jump and dazzle all creatures within 30ft of the entomologist (including allies but not the entomologist). No save can be made. For every 3 vermin points invested in this ability, the radius is increased by 5ft
Blinding Gaze Once per day as a standard action the entomologist may shoot out beams of light at an enemy. The entomologist may select a creature within 20ft. That creature must make a reflex save or be blinded. The save DC is 10+cha + number of vermin points invested in this ability.

Butterfly Swarmform:
Size becomes Diminutive (Change Ability Scores to match) gain swarm subtype. Movement speeds are Fly 40ft(good)
Special attacks:
Fascination: The butterflies distraction attack causes the creature to instead become fascinated for 2d4 rounds

Butterfly Rabble
Diminutive Vermin(Swarm)
Hp d8-1: 4hp
Speed Fly 20ft (4 squares, perfect)
Init: +6
AC 20 (10+6+4); touch 20; flat-footed 14
BAB -5; Grp -
Attack Swarm attack(1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks: Fascination
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +1 Ref +6 Will +0
Abilities Str 1, Dex 22, Con 8, Int -, Wis 10, Cha 8
Skills Climb +17,
Feats Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –

Fascination: Any living creature that begins its turn in a butterfly swarm must make a DC10 will save or be fascinated for 2d4 rounds





http://beach-ness.typepad.com/.a/6a0115712513a0970c015433a7fa21970c-800wi
Centipede's are apex predators, strong enough to fight off scorpions and even snakes. They are fierce, tough and very intelligent. They prefer to grappl into enemies, constraining their movement and pinning them in place, and this is reflected in their verminations
Centipede Nest
Diminutive Vermin(Swarm)
Hp d8-1: 4hp
Speed 20ft (4 squares) Climb Speed 20ft (4 squares)
Init: +6
AC 20 (10+6+4); touch 20; flat-footed 14
BAB -5; Grp -
Attack Swarm attack(1d6+poison)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction, Poison,
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +1 Ref +7 Will +0
Abilities Str 1, Dex 22, Con 8, Int -, Wis 10, Cha 2
Skills Climb +17,
Feats Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –
Poison: Fort DC: 10, Damage 1d3 dexterity
Distraction: Any living creature that begins its turn in a centipede swarm must make a DC10 fort save or be Nauseated for one round


1.Expert Grappler
2.Raw Power
3.No Escape
4.Roughhousing
5.Crushing Grip

Expert Grapple The entomologist gains the improved grapple special rule and a 2+cha mod+ Vermin points invested to all attack rolls made to initiate a grapple and grapple checks
Raw Power The entomologist gains a +4 bonus to str
No escape Any creature the entomologist is grappling is slowed. The entomologist can also now initiate a grappling attempt after his mandible attack as if it were an unarmed strike.
Roughousing The entomologist may now use his mandible attack while grappling. His poison is increased 2 dies sizes while grappling
Crushing Grip The entomologist does 2d6+str constrict damage.
His constrict damage increases by 1d6 for every 5 vermin points invested in this ability.

Centipede Swarmform:
Size becomes Diminutive (Change Ability Scores to match) gain swarm subtype. Movement speeds are 20ft move anfd 20ft climb
Special attacks:
Poison: Fortitude DC 10+1/2HD+ Cha modifier, initial and secondary damage d4 dex



http://www.migratoryconnectivityproject.org/wp-content/uploads/2012/12/red_crab.jpg
Crabs are known to be tough creatures, with rock hard shells and a knack for surviving animal attacks. They are common pests among the seaside and are greatly feared as they increase in size [especially that damn crab]. Their verminations mimic their natural toughness making the entomologist tougher.
Crab Cast
Tiny Vermin(Swarm)
Hp d8-1: 4hp
Speed 20ft (4 squares) Burrow Speed 10ft (4 squares)
Init: +5
AC 17 (10+5+2Nat+4); touch 15; flat-footed 12
BAB -2; Grp -
Attack Swarm attack(1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction, Sharp Claws, Terrifying Appearance
Special Qualities Darkvision 60ft, Tremorsense 60ft, Water Breathing
Saves Fort +1 Ref +6 Will +0
Abilities Str 4, Dex 18, Con 8, Int -, Wis 10, Cha 2
Skills Climb +13,
Feats Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –
Distraction: Any living creature that begins its turn in a crab swarm must make a DC10 fort save or be Nauseated for one round
Sharp Claws: A crab cast’s swarm attack does an extra damage dice.
Terrifying Appearance: Any creature damaged by a crab’s cast attack must make a successful DC10 will save or be frightened for 1 round
Water Breathing: A crab can breathe water as air


1.Stable Stance
2. Stone Shell
3. Chitin Plates
4. Diamond Skin
5. Immovable Object

Stable Stance The entomologist gains the stability special rule as a dwarf. The bonus from this ability increases by 1 for each VP invested in this ability.
Stone Shell The entomologist gains +4 con
Chitin Plates The entomologist gains a +4 to natural armour. This increases by 2 for every 4 VP invested in this ability
Diamond Skin The entomologist gains fire, cold, electricity, acid and sonic resistance 10. This increases by 1 for every 1 VP you invest in this ability
Immovable Object The entomologist gains immunity to one energy type of his choice. He also gains DR15/-. Finally he may never be involuntarily moved (as in being pushed or dragged, if he is dominated the person controlling him decides what movement counts as involuntary)

Crab Swarmform:
Size becomes Tiny (Change Ability Scores to match) gain swarm subtype. Movement speeds are 20ft move, 20ft burrow.
Special attacks:
Sharp Claws: The crabs swarm attack does an extra d6 damage.
Terrifying Appearance: Any creature damaged by a crab’s swarm attack must make a successful will save (DC 10+1/2HD+ Cha modifier) or be frightened for 1d4 rounds
Special Qualities
Tremorsense: You gain tremorsense out to 60ft allowing you to locate anything touching the ground in that radius.
Water Breathing: A swarm of Crabs can breathe in water.




http://suterra.com/wp-content/uploads/2012/07/Bluebotte-fly.jpg
Flies. Universally reviled for their disgusting looks and habits. Despite these disadvantages, a fly is very useful in its minuscule size for spying, and it's lightning speed make it one if the most effective scouts around. It's verminations grant the entomologist a flies speed and wings.
Fly Swarmform:
Size becomes Fine (Change Ability Scores to match) gain swarm subtype. Movement speeds are Fly 60ft(perfect)




http://farm3.static.flickr.com/2265/1975912234_0397905425.jpg
Leeches are bloodsucking vampiric vermin who lay in marshes and rivers, waiting to drain the lifeblood of nearby animals. They grant the entomologist several key benefits. Firstly they adapt the entomologist to water, letting him live amongst them. Secondly he gains the ability to drain the blood of creatures, healing himself.


http://indianapublicmedia.org/amomentofscience/files/2010/06/maggot.jpg
Disgusting little fat worms, maggots are a revolting vermin. Their overwhelming detestable ness however can form a useful combat tactic however, tiring, nauseating and exhausting their enemies. They grant these abilities to the entomologist, and he produces the same revolting stench.
Maggot Swarmform:
Size becomes Fine (Change Ability Scores to match) gain swarm subtype. Movement speeds are 20ft move
Special attacks:
Extended Nausea: A creature targeted by a maggot swarm’s distraction attack remains nauseated for 2d4 rounds




http://plantfreak.files.wordpress.com/2011/12/tumblr_lo7tvnq4sg1qcpzsh.jpg
Spiders, Centipedes and Scorpions are deadly and viscous predators. Hordes of ants and wasps can defend against anything. The beetles tough shell is nigh impenetrable. Flies lightning speed protects it from most. They all fear the mantis. It strikes faster then the blink of an eye. Its attacks can pierce anything, and it can defeat almost all vermin in combat. It has almost perfect camouflage, a deadly assassin of the insect world. It's Vermination give the use of an iniator class, allowing the entomologist to use advanced tactics and skills. This set of vein and verminations require the DM to allow the book Tome of Batte, or all its effects become nigh useless in comparison to others.


http://i.telegraph.co.uk/multimedia/archive/02286/mosquito_2286525b.jpg
Mosquitos are blood drinkers, like leeches, however their key ability is more to the fact they spread disease and famine, death and pain. Their bite is toxic and unlike other infections it is not an immediate kill. They grant the ability to cause infections to the entomologist in the form of verminations.
Mosquito Swarmform:
Size becomes Fine (Change Ability Scores to match) gain swarm subtype. Movement speeds are 40ft fly(perfect)
Special attacks:
Disease: Red Ache- Swarm attack, Fort sav : DC 10+1/2HD+ Cha modifier, incubation period 3 days. 1d8 dex damage




http://3.bp.blogspot.com/-NxkRpGEboBo/T_-8FfpesrI/AAAAAAAAMyQ/MHrEu5_CCgE/s1600/Scorpion3.jpg
The juggernauts of the Invertebrate world, the scorpions are strong, deadly and unstoppable. They can deal out massive damage, smash through ranks of enemies and never rest until they are the sole survivors. One of the most ancient and effective killing machines ever to exist.

1.Brawler's Claws
2.Dense Muscle
3.Lethal Poison
4.Shred
5.Unstoppable Force

Brawler's Claws The entomologist gains two natural weapons dealing d4 damage if he is medium. He takes a -2 penalty to attack rolls using manufactured weapons however. He also gains the improved Bull Rush feat
Dense Muscle The entomologist gains a +4 bonus to str.
Lethal Poison The entomologists poison is moved up a die size and the entomologist can select a different ability score for the secondary damage to affect
Shred If the entomologist hits with his mandibles and a claw attack he does an additional 2d6 damage
For every 2 vermin points invested in this ability the damage is increased by 1
Unstoppable Force The entomologist gains a 5+cha mod bonus to breaking objects and bull rush attempts. His natural weapons count as magical, silver and admantine and he gains the improved sunder feat.
For every vermin point invested in this ability, the bonus to bull run attempts and breaking objects is increased by 1

Scorpion Swarmform:
Size becomes Diminutive(Change Ability Scores to match) gain swarm subtype. Movement speeds are 20ft move
Special attacks:
Fortitude DC 10+1/2HD+ Cha modifier, initial and secondary damage d2 con
Special Qualities
Tremorsense: You gain tremorsense out to 60ft allowing you to locate anything touching the ground in that radius.





http://i.telegraph.co.uk/multimedia/archive/02247/snail_2247464b.jpg
Let's face it. Snails are slow, dim witted and has very little in the way of any sort of defensive abilities. They're at the bottom of the food chain and we kill more accidentally then on purpose. They melt at the touch of salt, and they have almost no natural defenses. They do however do one thing. Against weaker predators they can hide in their shells, and snail verminations allow the entomologist to produce an immobile and defensive wall, as well as other minor abilities. Unlike the crab, the snail gives abilities to aid and defend allies, rather than simple toughness


http://content61.eol.org/content/2012/06/15/14/82951_580_360.jpg
People fear spiders. Sometimes rationally, sometimes irrationally they cause fear amongst their enemies. Te entomologist knows how to use this to their advantage, causing enemies to flee in terror or drop cowering to the ground with but a glance. His verminations grant his these abilities
Spider
Diminutive Vermin
Hp ¼ d8-1: 1hp
Speed 20ft (4 squares) Climb Speed 20ft (4 squares)
Init: +5
AC 15 (10+5); touch 15; flat-footed 10
BAB -5; Grp +7
Attack Bite +5 (d2-5, 20/x2 + poison)
Full-Attack Bite +5 (d2-5, 20/x2 + poison)
Space 1 ft.; Reach 0 ft.
Special Attacks Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +1 Ref +6 Will +0
Abilities Str 1, Dex 20, Con 8, Int -, Wis 10, Cha 2
Skills Climb +17, Balance+17 Hide +7, Move Silently +7
Feats: Weapon Finesse
Challenge Rating ¼
Alignment N
Level Adjustment –

Poison: Fort DC: 9, Damage 1d2 strength
Web: The spider can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 9

Monstrous Small Spider
Small Vermin
Hp d8: 4.5hp
Speed 30ft (6 squares) Climb Speed 20ft (4 squares)
Init: +4
AC 13 (10+3); touch 13; flat-footed 10
BAB -1; Grp -5
Attack Bite +3 (d4-1, 20/x2 + poison)
Full-Attack Bite +3 (d4-1, 20/x2 + poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +2 Ref +3 Will +0
Abilities Str 8, Dex 16, Con 10, Int -, Wis 10, Cha 2
Skills Climb +17, Balance +17 Hide +6, Move Silently +6
Feats Weapon Finesse
Challenge Rating ½
Alignment N
Level Adjustment –
Poison: Fort DC:10, Damage 1d3 strength
Web: The spider can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 10


Monstrous Medium Spider
Medium Vermin
Hp 2d8+2: 11hp
Speed 40ft (8 squares) Climb Speed 20ft (4 squares)
Init: +2
AC 13 (10+2+1Nat); touch 12; flat-footed 11
BAB +3; Grp +1
Attack Bite +3 (d6+1, 20/x2 + poison)
Full-Attack Bite +3 (d6+1, 20/x2 + poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +4 Ref +2 Will +0
Abilities Str 12, Dex 14, Con 12, Int -, Wis 10, Cha 2
Skills Climb +17, Balance+17 Hide +6, Move Silently +6
Feats Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –
Poison: Fort DC:12, Damage 1d4 strength
Web: The spider can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 12

Monstrous Large Spider
Large Vermin
Hp 4d8+12: 30hp
Speed 50ft (10 squares) Climb Speed 20ft (4 squares)
Init: +1
AC 14 (10+1+3Nat); touch 11; flat-footed 13
BAB +8; Grp +9
Attack Bite +8 (d8+5, 20/x2 + poison)
Full-Attack Bite +8 (d8+5, 20/x2 + poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +7 Ref +2 Will +1
Abilities Str 20, Dex 12, Con 16, Int -, Wis 10, Cha 2
Skills Climb +19, balance+19 Hide +8, Move Silently +8
Feats
Challenge Rating 3
Alignment N
Level Adjustment –
Poison: Fort DC:15, Damage 1d6 strength
Web: The spider can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 15

Monstrous Huge Spider
Huge Vermin
Hp 8d8+40: 76hp
Speed 60ft (12 squares) Climb Speed 30ft (6 squares)
Init: +0
AC 16 (10+6Nat); touch 10; flat-footed 16
BAB +15; Grp +17
Attack Bite +15 (2d6+9, 20/x2 + poison)
Full-Attack Bite +8 (2d6+9, 20/x2 + poison)
Space 15 ft.; Reach 10 ft.
Special Attacks Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +11 Ref +2 Will +2
Abilities Str 28, Dex 10, Con 20, Int -, Wis 10, Cha 2
Skills Climb +21, Balance+21 Hide +10, Move Silently +10
Feats
Challenge Rating 5
Alignment N
Level Adjustment –
Poison: Fort DC:19, Damage 1d8 strength
Web: The spider can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 19


Monstrous Gargantuan Spider
Gargantuan Vermin
Hp 16d8+112: 184 hp
Speed 70ft (14 squares) Climb Speed 40ft (8 squares)
Init: +0
AC 20 (10+10Nat); touch 10; flat-footed 20
BAB +25; Grp +25
Attack Bite +25 (2d8+13, 20/x2 + poison)
Full-Attack Bite +25 (2d8+13, 20/x2 + poison)
Space 20 ft.; Reach 15 ft.
Special Attacks Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +17 Ref +5 Will +5
Abilities Str 36, Dex 10, Con 24, Int -, Wis 10, Cha 2
Skills Climb +29, Balance+29 Hide +15, Move Silently +15
Feats
Challenge Rating 8
Alignment N
Level Adjustment –
Poison: Fort DC:25, Damage 2d6 strength
Web: The spider can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 25


Monstrous Colossal Spider
Colossal Vermin
Hp 32d8+112: 256 hp
Speed 80ft (16 squares) Climb Speed 50ft (10 squares)
Init: +0
AC 25 (10+15Nat); touch 10; flat-footed 25
BAB +40; Grp +32
Attack Bite +40 (4d6+16, 20/x2 + poison)
Full-Attack Bite +40 (4d6+16, 20/x2 + poison)
Space 40 ft.; Reach 30 ft.
Special Attacks Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +17 Ref +5 Will +5
Abilities Str 42, Dex 10, Con 28, Int -, Wis 10, Cha 2
Skills Climb +37, Balance +37 Hide +19, Move Silently +19
Feats
Challenge Rating 14
Alignment N
Level Adjustment –
Poison: Fort DC:35, Damage 2d8 strength
Web: The spider can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 35


Spider Cluster
Diminutive Vermin(Swarm)
Hp d8-1: 4hp
Speed 20ft (4 squares) Climb Speed 20ft (4 squares)
Init: +5
AC 19 (10+5+4); touch 19; flat-footed 14
BAB -5; Grp -
Attack Swarm attack(1d6+poison)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction, Poison, Web
Special Qualities Darkvision 60ft, Tremorsense 60ft
Saves Fort +1 Ref +6 Will +0
Abilities Str 1, Dex 20, Con 8, Int -, Wis 10, Cha 2
Skills Climb +17,
Feats Weapon Finesse
Challenge Rating 1
Alignment N
Level Adjustment –
Poison: Fort DC: 10, Damage 1d2 strength
Distraction: Any living creature that begins its turn in a spider swarm must make a DC10 fort save or be Nauseated for one round
Web: The spider swarm can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. Spiders and any creature under the effect of spider climb may walk freely on the web. The Reflex, Str check and Escape artist DC are 9

Size becomes Diminutive (Change Ability Scores to match) gain swarm subtype. You gain a 20ft move speed & a 20ft climb speed
Special attacks:
Poison: Fortitude DC 10+1/2HD+ Cha modifier, initial and secondary damage d3 str.
Special Qualities
Tremorsense: You gain tremorsense out to 60ft allowing you to locate anything touching the ground in that radius.


1.Spiderfoot
2.Agile Trapster
3.Trapmaster
4.Frightful Gaze
5.The Watcher

Spiderfoot Spiders are constantly climbing over everything, almost every surface known to man and elf, barring bathtubs. This vermination grats this skill to the entomologist. The entomologist is constantly under the effect of the spider climb spell.
For every vermin point invested in this ability, gain a +2 bonus to climb, balance, jump and tumble.
Agile Trapster Spiders are quick and light of foot, and grant this ability to the entomologist. He gains a +4 bonus to str
Trapmaster Spiders are well known for their finely constructed webs and traps. The entomologist can as a full round action create a web around him. Any creature that starts or ends it's move within the web must make a reflex save. If it makes the reflex save the creature becomes entangled. If it fails it is prevented from moving. Moving into, through or out of the spiders web takes either a str check or an escape artist check and while within the web the creature halves its speed. The entomologist as well as any spiders can move freely on the web.
The DC for the reflex save and strength and escape artist checks is equal to 10+cha modifier.
For every 2vermin points invested in this ability the DCs increase by 1
Frightful Gaze People naturally fear spiders. As a standard action the entomologist can make a gaze attack against any creature within 50ft. That creature must make a will save with a DC of 10+cha modifier or become cowering for one round. If the entomologust uses this gaze on the same creature for two rounds and it fails both its will saves it becomes frightened. If he uses it for three and the creature fails all 3 of its will saves it becomes panicked.
The entomologist becomes the ultimate guardian, lightning fast and with deadly accuracy. He gains a bonus to initaive equal to his class level and a bonus to speed equal to ft per 2 class levels. He may also spend one day setting up a new guarded area. The guarded area may be any 500ft radius area. He may only have 1 active guarded area at a time. While within this area he can see and hear everthing within, and can understand them as if he could speak their language. This ability allows him to see through any illusions and see creatures he would not normally be able to see (like invisible)
For every vermin point invested in this ability the radius increases by 100
For every 3 vermin points invested in this ability the DC increases by 2




http://img.webmd.boots.com/dtmcms/live/webmd_uk/consumer_assets/site_images/articles/health_tools/bad_bugs_slideshow/dreamstime_rf_uk_wasp.jpg
Wasps have a powerful and draining sting, which causes pain and weakness to their foes. They are fast, efficient and numerous. They are one if the few vermin which naturally swarm and are quite deadly in combat. Their verminations relying on boosting their main stinger, causing it to instantly incapacitate enemies.
Wasp Swarmform:
Size becomes Diminutive (Change Ability Scores to match) gain swarm subtype. Movement speeds are 5ft move, fly 40ft(good)
Special attacks:
Wounding: A creature damaged by the swarm attack of a wasp swarm bleeds taking 1hp damage per round. The bleeding can be stopped by a DC10 Heal check or any spell that cures hit points.
Special Qualities
Blindsense: You gain blindsense out to 20ft allowing you to locate anything in that radius.

Realms of Chaos
2013-11-23, 09:57 AM
Wait a moment. What does this class have to do with witches?

Pesimismrocks
2013-11-23, 10:01 AM
Yeah, I never actually originally wanted review. I posted it on an old class namely a witch hunter one. When the word count got too high I had to add in a second post and I couldn't change the name of the thread.

Ellye
2013-11-23, 10:14 AM
The damage going from 2d10 to 3d6 is weird. The average damage and the maximum damage go down.

Pesimismrocks
2013-11-23, 10:19 AM
Changed. That was actually supposed to be 2d8, which makes more sense.

LordErebus12
2013-11-24, 08:46 AM
this is rather cool... let me take a deeper look...