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NowhereMan583
2018-07-20, 11:43 PM
A few weeks back, I was playing in a one-shot game where another player decided to phrase “cast a fire spell on the rat swarm" as “fire the rat-ball". That phrase just kind of snowballed in my head, and I ended up having to write out this class. I've never tried designing a class before, though, so I have no idea how balanced this is, and was hoping y'all could help me out with some advice / criticism / rules knowledge.

Verminsoul
A verminsoul is a person who grew up in an environment that was infested with some kind of vermin, and who came to build a stronger connection with them than with sapient beings. Verminsouls are almost always from urban areas, where they bond with those species of vermin that are noticeably more successful in human-settled areas -- rats, pigeons, roaches, that sort of thing.

A verminsoul is a person who grew up in an environment that was infested with some kind of vermin, and who came to build a stronger connection with them than with sapient beings. Verminsouls are almost always from urban areas, where they bond with those species of vermin that are noticeably more successful in human-settled areas -- rats, pigeons, roaches, that sort of thing.

Alignment: Any

Hit Die: d6

Starting Wealth: 1d6 x 10 gp

Class Skills: The verminsoul's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature)1 (Int), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Spells: A verminsoul picks their spells from the sorcerer/wizard spell list. They know their spells instinctually, and do not need to prepare them or keep a spellbook. To cast a spell, a verminsoul must have a Wisdom score equal to at least 10 + the spell level. The DC for a saving throw against a verminsoul's spell is 10 + the spell level + the verminsoul's Wisdom modifier.

Skill Ranks per Level: 4 + Int modifier


The Verminsoul
Spells Known
Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
0th
1st
2nd
3rd
4th
5th


1
+0
+0
+0
+2
Cantrips, disease / poison resistance, familiar, metamagic substitution, unsettling appearance, vermin affinity, verminspeech
3
1
-
-
-
-

1
-
-
-
-


2
+1
+0
+0
+3
Call vermin 1/day (500 ft.)
4
2
-
-
-
-

2
-
-
-
-


3
+2
+1
+1
+3
Locate vermin, vermin's senses 1/day
5
3
-
-
-
-

2
-
-
-
-


4
+3
+1
+1
+4
Summon vermin 1/day, verminous aspect
6
4
1
-
-
-

3
1
-
-
-


5
+3
+1
+1
+4
Vermin's senses 2/day, wild shape 1/day
6
4
2
-
-
-

3
2
-
-
-


6
+4
+2
+2
+5
Call vermin 2/day, verminous eyes 1/day
6
4
3
-
-
-

3
2
-
-
-


7
+5
+2
+2
+5
Hybrid form 1/day, vermin's senses 3/day, verminous aspect
6
4
4
1
-
-

4
3
1
-
-


8
+6 / +1
+2
+2
+6
Possess vermin, summon vermin 2/day
6
5
4
2
-
-

4
3
2
-
-


9
+6 / +1
+3
+3
+6
Swarm 1/day, vermin's senses at will, verminous eyes 2/day
6
5
4
3
-
-

4
3
2
-
-


10
+7 / +2
+3
+3
+7
Awaken, call vermin (1500 ft.),
verminous aspect, wild shape 2/day
6
5
4
4
1
-

4
4
3
1
-


11
+8 / +3
+3
+3
+7
Eyes of the swarm,
vermin's senses (permanent)
6
5
5
4
2
-

5
4
3
2
-


12
+9 / +4
+4
+4
+8
Persistence, summon vermin 3/day, hybrid form 2/day, verminous eyes 2/day
6
6
5
4
3
-

5
4
3
2
-


13
+9 / +4
+4
+4
+8
Swarm 2/day, verminous aspect
6
6
5
4
4
1

5
4
4
3
1


14
+10 / +5
+4
+4
+9
Call vermin 3/day
6
6
5
5
4
2

5
5
4
3
2


15
+11 / +6 / +1
+5
+5
+9
Wild shape 3/day
6
6
6
5
4
3

5
5
4
3
2


16
+12 / +7 / +2
+5
+5
+10
Verminous aspect
6
6
6
5
4
4

5
5
4
4
3


17
+12 / +7 / +2
+5
+5
+10
Hybrid form 3/day, swarm 3/day
6
6
6
5
5
4

5
5
5
4
3


18
+13 / +8 / +3
+6
+6
+11
Call vermin (1 mile)
6
6
6
6
5
4

5
5
5
4
3


19
+14 / +9 / +4
+6
+6
+11
Verminous aspect
6
6
6
6
5
4

5
5
5
4
4


20
+15 / +10 / +5
+6
+6
+12
Wild shape at will
6
6
6
6
5
5

5
5
5
5
4



Cantrips (Sp): Verminsouls learn a number of cantrips, or 0-level spells, as noted on Table: Spells below. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Disease / Poison Resistance (Ex): As a result of the lifestyle of a verminsoul, often sharing homes and meals with swarms of their preferred type of vermin, they add their level in verminsoul to any roll meant to resist the effects of poison or disease.

Familiar (Ex): A verminsoul starts with a familiar of their preferred species (see Vermin Affinity). The verminsoul receives a +3 bonus to whichever skill that species has the most ranks in. Otherwise, a verminsoul's familiar follows the same rules as a wizard's familiar. It should be noted, given the short lifespan of many insects and similar, that the familiar of a verminsoul will not die of old age until the verminsoul does.

Metamagic Substitution (Su): Whenever you cast a spell with an elemental component or an energy type (acid, cold, fire, &c.), the energy type is replaced with vermin of your preferred species (see Vermin Affinity). For instance, a rat-affinity verminsoul cannot cast fireball -- instead, they must cast ratball, which is identical except the energy type (fire) is replaced with the energy type (rats). All of these spells do the same amount of damage as their non-verminous counterparts, but the damage is not elemental; rather, it is the damage done by (for instance) a rapidly-expanding sphere of flailing, high-velocity, angry rats.

Any other spell cast by a verminsoul takes on some aspect of their preferred species of vermin, either subtle or overt. For instance, our rat-affinity verminsoul might get a giant rat rather than a horse when they cast mount, emit the smell of rats every time they cast detect thoughts, and so forth. Players of a verminsoul are encouraged to work out these unusual aspects of their spells with the GM.

Unsettling Appearance (Ex): A verminsoul, over the course of their lifelong affinity with their preferred species (see Vermin Affinity), has permanently acquired some of their physical traits. These are purely cosmetic and usually subtle -- maybe your eyes look exactly like those of a pigeon, or you have sharp little rat teeth, or you hide small roach antennae under your hair. You get a +2 bonus to any Intimidate checks directed at other humanoids, but a -2 on any rolls to hide your identity.

Vermin Affinity (Ex): Choose one species of vermin. This does not necessarily mean it has to be of the creature type Vermin; some varieties of animal work just fine, as the category “vermin" in this case is more about human(oid) perception of the matter. Table: Example Vermin contains several potential choices, or can be used to randomize the choice if you so please, but it is by no means the complete list of possibilities. (Check with your GM before choosing.) This chosen species is referred to elsewhere in this entry as your “preferred species".



Table: Example Vermin


1
Ant
6
Flea
11
Mosquito
16
Seagull


2
Cat (feral)
7
Fly
12
Pigeon
17
Silverfish


3
Centipede
8
Locust
13
Possum
18
Termite


4
Cockroach
9
Louse
14
Raccoon
19
Tick


5
Earwig
10
Mole
15
Rat
20
Weevil



Vermin / animals of your preferred species are friendly to you by default. In any attempt to influence their behavior, you may add your level in verminsoul to your check. You are able to instinctually seek out members of that species in your area with a Survival check, or understand the behavior and/or body language of that species with a Sense Motive check; you also add your level in verminsoul to these rolls.

Verminspeech (Su): You can communicate with members of your preferred species as if using speak with animals. This ability is always active unless you are intentionally suppressing it or under the effects of some sort of antimagic. With a Perception check, you can also “listen" to any communication between members of your preferred species in the immediate vicinity -- i.e., for anyone else, the pheromones termites leave in the walls are meaningless and largely undetectable, but a termite-affinity verminsoul is able to perceive them and subconsciously translate them into speech, as if they were listening to a conversation in the next room.

Call Vermin (Su): You send out a magical signal, and any vermin of your preferred species in the specified area will travel to your location as quickly as possible.

Locate Vermin (Su): At will, you are able to locate all members of your preferred species within a radius of 50 ft./level.

Vermin's Senses (Su): You have access to the senses (darkvision, scent, &c.) of your preferred species of vermin for one hour. At 11th level and beyond, this is no longer a supernatural ability -- your sense organs adapt to provide this effect naturally.

Summon Vermin (Su): As summon monster, except you always get a giant-sized member of your preferred species, with hit dice equal to half your level.

Verminous Aspect (Ex): Every third level, starting at level 4, you permanently gain one of the following:


+1 to whichever ability score is your preferred species' highest.
+10ft speed.
+5ft speed to a movement type you do not have naturally, but your preferred species does.
+2 natural armor.
A natural attack that your preferred species has.
A special quality or ability that your preferred species has.

This is a physical change, not a magical ability; for instance, cockroach-affinity verminsouls who want a 5ft. fly speed will actually grow insect wings.

Wild Shape (Su): As the druid ability, but you always turn into a member of your preferred species.

Hybrid Form (Su): You are able to change shape into a form that combines aspects of your own anatomy with that of your preferred species. You gain access to: their attacks, scaled up to account for your larger size; their natural armor bonus; their base save and ability bonuses; and any special abilities or qualities, including fly speed, burrow speed, &c. This lasts for 10 minutes/level.

Verminous Eyes (Su): You are able to see through the eyes, hear through the ears, &c. of one member of your preferred species within the radius of your Locate Vermin ability. While you do so, you are required to focus more on the vermin's body than your own, and must roll a Concentration check if interrupted or if you have to move. At the GM's discretion, you may also have to roll Perception checks to keep track of what is going on around your own body.

Possess Vermin (Su): When using Verminous Eyes, you are able to control the movements of the targeted vermin. If you attempt to make them do anything they don't want to do, however, they get a Will save, DC 10 + your verminsoul level, to end the possession.

Swarm (Su): You can dissolve into a swarm of vermin of your preferred species. Your equipment does not change shape with you. The members of the swarm function as a hive mind, and are able to spread out over a radius of 200 ft./level without losing contact. If the members of the swarm have not all congregated in one place by the time the spell ends, you reform at the point where the largest concentration of them is and suffer Con damage proportionate to the amount of swarm members missing. (You're probably also lighter.) You can function as a swarm for 30 minutes/level.

Awaken (Su): You can cast the druid spell awaken on members of your preferred species. There is no limit to how frequently you can do this, but it has the same costs and casting time as the druid version of the spell.

Eyes of the Swarm (Su): When using Verminous Eyes, you can simultaneously target and control multiple vermin, up to a maximum equal to your verminsoul level. However, you must make a Charisma check in order to establish control over multiple vermin -- DC 10 + number of vermin. You must also make a Wisdom check -- same DC -- each hour you maintain this control in order to successfully process the parallel information streams. You may add your verminsoul level to the check.

Persistence (Su): Instead of vanishing at the end of the spell, any vermin created through Metamagic Substitution, Summon Vermin, or your magic in general continues to exist as a fully-formed creature. You don't have control over them after the spell ends -- they just scuttle off to do verminous things.