And rival is capitalised because...I'll go change it
Chaotic comes from my understanding of the Alignment wheel, as the Chaotic Alignment covers freedom and independence in quite a distinct way, which is part of my idea for how this class functions; one of the requirements is to stave off the control of another Worm-Eaten Collective, so I thought that reflecting that with the required alignment requiring a free spirit.Requirements
Alignment - I don't know about Chaotic, but this class definitely should require an Evil alignment. You're transforming creatures against their will into meat puppets for your own use and power and the spell required to enter the class has the "evil" tag.
However, your point is valid, and I think I might just change it to Evil. The Class certainly isn't Good, and it'd be toeing the deep end of Neutral at the very best of times.
That's me leaving a small loophole, as Fleshworm Infestation isn't a Sorc/Wiz only spell. If a Druid or a Cleric wanted to get into the class, they could, if they were willing to jump through some hoops.Spells - I'd reword this to say something like, "Must be able to cast arcane spells (one of which is Fleshworm Infestation)."
There's only 1 f in Profession.
You forgot to add in the class' name.
Indeed they could; I like classes that don't specify which type of casting they progress, as it leaves open the option to get strange things where they aren't expected.Spells Per Day
So if a Wizard 7/Cleric 1 took all 10 levels in this class then they could choose to progress their Cleric casting and cast as a Wizard 7/Cleric 9?
I thought I edited out the 5HP part? My badWorm-Eaten
What is the significance of 5 hp or less? Generally abilities like these require the target to be helpless, unconscious or asleep.
Three different will saves feels a little superfluous honestly. If there were varying results for failing or saving against different amounts of the saves I could see justification for 3 saves, but not as it is now.
You do realize that the scale of resisting Horde starts at 2 HD or more (with the first level of this class taken) and ends at 5 HD or more (at 20th level). Did you intend for the horde the character controls being mostly weak NPCs?
Is there a cap on the insight bonuses?
Hoo-boy. That there is a massive drawback to the class, especially with how weak your individual horde members are.
I think this ability needs a tag of some sort or a break down of what parts of Ex, Su, etc.
The 5HP was a relic from the first draft of the class, which drew a lot on Greater Consumptive Field for the crunch, but I threw that out. I'll change that now.
The Three Saves does seem a bit off, in retrospect, but I didn't want to give the class a Save-or-Die as their main class feature; that's not the focus I was going for. What I was thinking about when writing this up was minionmancy. Now that you've brought it up, I don't really think it would work, and it would gimp the class a little.
I may raise the non-resistance cap a little, but I felt that having it uncapped would be a huge mistake. What happens when they fill their Control Pool with...Thunder Behemoths or something? Lots of lower powered creatures was my preference over a small group of ridiculously powerful ones. Still, I should look at that and tweak it a little, especially since I want to revise the Saves now.
The Cap is how many Worm-Eaten Creatures you can fit into the range of the ability, and once again I start to think how poorly balanced that is. I'll do something to fix that, or limit it more.
Its intentionally a Drawback, and its the cost for the huge control pool the class grants. They have to be coddle a bit, or else you take a penalty (maybe one that is too harsh, perhaps...I'll think about it). But, that just means putting them in combat has to be done with care. Equipping them all with a Bow and directing them to shoot at an enemy will solve problems. Even if they're only hitting on a twenty, the amount of arrows you've put in the air is astounding, especially if you start getting into the Teamwork Feats for archery.
Reading over it, I think I should change it as well. Either rewrite the fluff or keep it and give them DR 10/-Natural Armor Increase
The fluff for this matches more with Damage Reduction than Natural Armor. And I'd personally rename it to be less literal and clunky, but that's just me.
No more than a Necromancer does, and they have more versatile options. They can fill their control pool with Thunder Behemoths all they want, and have to go through a lot less work to get them (kill, raise, rinse and repeat).Master Collective
This ability needs a tag. And you're really starting to get into some serious bookwork with this class now and I wonder if you may be breaking the action economy here with your high grade minionmancy.
Worm-Eaten creatures are less likely to be useful in a straight up fight compared to Zombies or Skeletons, especially since they are both more fiddly to make, and are less durable. To make the archetypes comparable (as both a Necromancer and a Collective is concerned with Minionmancy) I've traded quality for quantity. You get a lot of minions out of this class.
I'll put a tag on it.
I'll get on that.Pain of the Horde
You should give a range for this ability
I think this needs an (Ex) tag since you didn't use the feat's name as the feature.
How so? If you've filled the horde, the most likely maximum amount of hitpoints you're packing is the 5HD ones. Assuming average rolls and normal arrays, you're not going to be breaking 100HP. Lets say that the entire Horde is 5HD Barbarians, with 22 (16 Base, +6 Worm-Eaten) Con. They're going to have an average of 62 HP, which means that you can eke +16 Con, +16 Cha +8 CL out of them by killing them all. That is powerful, but you've just turned all your resources into a one hour buff.Sacrificial Centrality
This ability needs a tag and a range.
And..um...wow. This ability is really, really powerful. Game breakingly so. You drop the HP on a maximized size horde by just 10 and you're getting +20 Con, +20 Charisma, and +20 Caster level.
This really needs to be toned down.
The size of the horde means nothing, but the overall amount of HP that you can draw on. Every single creature needs to take 10 points of damage for you to get that buff, so the limit is decided by the Maximum HP of a creature in your Horde.
But, nonetheless, you have a point. I'll tone it down a bit.
I spend too much time playing 3.5 and my brain has too many examples of statblocks and templates from it.Crown Worm
That is a 3.5 stat block. Could you please reformat it to the Pathfinder one I provided? Also, you may want to check it against the Monster Creation Guidelines that Paizo put out.
Again, this is a 3.5 set up. I didn't remember to provide an example one when setting up the contest, but I'll add one in when I get the chance. In the mean time, please use the Lich as an example.
I'll get to work fixing that as soon as I have time...which will probably be tommorrow afternoon, so I'll leave it as is for now.