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Old 08-17-2012, 10:42 PM   Top  -  End  -  #1
Lix Lorn
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Default The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Swarmlord
‘The woman you knew is dead. I am the swarm. Vengeance will be mine.’

Background: Swarmlords tend to come in large groups. One Swarmlord reaches the power level to beget another. But sometimes, they merely appear, a strong willed being unleashing their creations upon the world.
Races: Effectively, becoming a Swarmlord is taking on a new race. Their origin, however, can vary.
Other Classes: Most other classes share the same reaction to a Swarmlord. Revulsion. However, practical minded beings find that nonevil Swarmlords are merely a little... odd.
Role: While a backup caster, a Swarmlord contributes best using their Swarmlings, and any infested they can get in the area.
Swarmlords in the World: Good aligned Swarmlords take vast swathes of territory, creating odd, ordered hives and learning of things no-one else would understand.
Evil aligned Swarmlords do roughly the same, but do so with invasion and infestation.
Inspiration: If you can’t tell, I’m not explaining.

Alignment: Any
Hit Die: d8
Starting Gold: As Cleric
Starting Age: As Cleric
Class Skills-The Swarmlord’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Perform (Cha), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4+ Int Modifier

Swarmlord
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPower PointsPowers KnownMax Power LevelEvolution Points
1st
+0
+2
+0
+2
Body of the Queen, Seeds of the Swarm2116
2nd
+1
+3
+0
+3
Infestation5218
3rd
+2
+3
+1
+3
-93111
4th
+3
+4
+1
+4
Adaption144215
5th
+3
+4
+1
+4
- 205220
6th
+4
+5
+2
+5
Adaption266226
7th
+5
+5
+2
+5
Hive's Might337333
8th
+6/+1
+6
+3
+6
Adaption 418341
9th
+6/+1
+6
+3
+6
Assimilation508350
10th
+7/+2
+7
+3
+7
Adaption 609460
11th
+8/+3
+7
+4
+7
- 7010471
12th
+9/+4
+8
+4
+8
Adaption 8111483
13th
+9/+4
+8
+4
+8
Hives Might II 9312596
14th
+10/+5
+9
+5
+9
Adaption 106135110
15th
+11/+6/+1
+9
+5
+9
- 120145125
16th
+12/+7/+2
+10
+5
+10
Adaption 134156141
17th
+12/+7/+2
+10
+6
+10
- 149166158
18th
+13/+8/+3
+11
+6
+11
Embrace of the Swarm, Adaption 165166176
19th
+14/+9/+4
+11
+6
+11
- 182177195
20th
+15/+10/+5
+12
+7
+12
Adaption199187215

Weapon and Armour Proficiency: A Swarmlord is proficient with light armour, simple and natural weapons only.

Body of the Queen: A Swarmlord of first level has barely begun their path, but it leaves a mark regardless. A Swarmlord is visibly different from her true race, but it may be in an almost imperceptible way. She may have up to two natural attacks. These can be claws, stings, slams, tentacles, or any form of natural attack. Regardless of their type, they deal 1d6+Str damage for a medium Swarmlord. A Swarmlord cannot use these natural weapons in the same full attack as she uses manufactured weapons.

A Swarmlord with no visible natural weapons is hard to tell apart from her race. A spot check, with DC equal to 25 minus the Swarmlord's class level, will reveal that they are something apart. The exact differences will depend on the Swarmlord's specific changes, and the uniqueness of his path.

Obviously, this DC does not take into account the visible effects of Adaptions and Evolutions on the Swarmlord's form. Generally, by 6th-10th level, a Swarmlord is obviously inhuman.
While it is technically possible to make a Swarmlord who has no obvious changes, and has a swarm of unmodified humans, it is recommended that, unless it's a major plot point, they be clearly odd in some way. Emaciated, glowing eyes, brightly coloured hair in an otherwise logically hued society...

As a Swarmlord grows, she becomes closer to her swarm's ideal form. She gains bonus evolution points, that can be used like those she gets for her swarmlings. She may not choose evolutions that an Embraced could not take.
She receives as many evolution points as one third of her total pool, rounded down. She does not gain bonus evolution points based on her ability scores. These points are in addition to her other pools, and may only be spent on herself.

Seeds of the Swarm: A Swarmlord of first level has but a single companion-a small creature, an echo of the future she seeks to forge.

At first level, her minion is a basic Swarmling. It increases in power as her level rises, as shown in the later section. A slain Swarmling can be replaced, by various processes, generally taking a week. What's more, the loss of such a closely linked being is intensely painful, causing two points of charisma damage. This damage heals normally. Swarnlings and evolution points are further described below.

In addition, the first seeds of her Hive Mind grant her a vastly powerful mental resistance. She gains the Iron Will and Force of Personality feats as bonus feats.

Manifesting: A Swarmlord can tap into the powerful gestalt mind of the nascent swarm to affect the world around. She gains a manifester level that begins at level one, and increases by one at any level where she does not gain a new spell level. (So 14th at level 20)
Her powers known and power points are as dictated in the table. Charisma is the relevant ability score. She learns powers from the Psion/Wilder power list.

Infestation: At 2nd level, a prospective Swamlord learns the first and weakest of the ways in which her swarm can grow. She may infest a target with swarm elements, rendering them just another beast as part of the swarm. This target may not be of the Aberration, Construct, Elemental, Outsider, Ooze or Undead types, and may not be a Swarmlord, an Assimilated, or an Embraced.
First, she must strike the target. If they are unwilling, she must succeed on a melee touch attack, and they must be at no more than 25% of their maximum hp.
If successful, the target is engulfed in growths, in a disturbing cocoon. This wakes sleeping or unconscious victims, allowing them to attempt saving throws. An unwilling target has one more chance-a successful fortitude save, with save DC based on the Swarmlord’s Constitution. If failed, or not attempted, they remain in the cocoon for one day. At the end, they make a will save, with save DC based on the Swarmlord’s Charisma. A success allows them to retain their self and identity. A victim who submitted willingly to the fortitude save may not make a will save.
The victim is subjected to the Infested template. A victim who passes their will save does not apply the traits noted as mental.

Infesting a Swarmlord also effectively renders any of their swarm part of your own swarm. However, a Swarmlord with the Infestation ability is immune to the Infestation ability, unless she chooses to be subject to it.

Infested Template
Spoiler


Using the Infestation and Assimilation abilities, the Swarmling can acquire a large following. However, her nascent hive mind can only hold so much. Apart from her Swarmlings, the Swarmlord can control only (4HD per class level + 2HD per level in other class) as part of her swarm. If a creature/being has a higher CR or ECL than its HD, use that instead. HD gained using Evolution Points do not count towards this limit. If creatures controlled in this amount have their own controlled swarms, those creatures do not count towards this limit, although it is recommended that this be watched closely, especially in group games.
Other beings that come into control of swarm beings can control only 2HD per level.

Any being that gains control of more Swarm beings than it can maintain retains control for only one minute per point of Charisma modifier, and cannot control the same being again for twenty four hours, unless their capacity grows.

Adaption: At 4th level, and each second level thereafter, the Swarmlord chooses an Adaption for themselves and their swarm from the following list. Generally, an ability may only be taken once. These Adaptions sometimes take time to manifest-mental or emotional changes tend to be instantaneous, or at the most take an encounter's duration to form, while physical changes manifest over the Swarmlord's next period of at least eight hours of rest.

Spoiler


Hive's Might: A Swarmlord lacks subtlety with her powers, but she does not lack power. At seventh level, she adds one to the save DC of any power she manifests. At thirteenth level, this increases to a +2 bonus.

Assimilate: At 9th level, a Swarmlord masters the second form of growth for her Swarm, known as Assimilation. Assimilation is feared because it destroys the will, but leaves behind skill and knowledge to be used by the Swarm. This target may not be of the Aberration, Construct, Elemental, Outsider, Ooze or Undead types, and may not be a Swarmlord or an Embraced.
First, she must strike the target. If they are unwilling, she must succeed on a ranged (5ft/class level) or melee touch attack, and they must be at no more than 50% of their maximum hp.
If successful, the target is engulfed in growths, in a disturbing cocoon. This wakes sleeping or unconscious victims, allowing them to attempt saving throws.
An unwilling target has one more chance-a successful fortitude save, with save DC based on the Swarmlord’s Constitution. If failed, or not attempted, they remain in the cocoon for one week. At the end, they make a will save, with save DC based on the Swarmlord’s Charisma. A success allows them to retain their self and identity. A victim who submitted willingly to the fortitude save may not make a will save.
The victim is subjected to the Assimilated template. A victim who passes their will save does not have to apply the Hive Mind trait, although they may.

Assimilating a Swarmlord also effectively renders any of their swarm part of your own swarm. However, a Swarmlord with the Assimilate ability is immune to the Assimilate ability, unless she chooses to be subject to it. Embraced are likewise immune, unless they willingly subject themself to the assimilation.

Assimilated Template
Spoiler


Embrace of the Swarm: At 18th level, the Swarmlord learns the mightiest of her techniques, which makes a target a true being of the swarm. She may do so only a single time in a day, regardless of failure. On succeeding, the drain means she cannot do so again for an entire month. This target may not be of the Aberration, Construct, Elemental, Outsider, Ooze or Undead types.
First, she must strike the target. If they are unwilling, she must succeed on a ranged (10ft/level) or melee touch attack.
If successful, the target is engulfed in growths, in a disturbing cocoon. This wakes sleeping or unconscious victims, allowing them to attempt saving throws.
An unwilling target has one more chance-a successful fortitude save, with save DC based on the Swarmlord’s Constitution. If failed, or not attempted, they remain in the cocoon for one month.
The victim is subjected to the Embraced template.

Embracing a Swarmlord Does NOT automatically render their swarm part of your own swarm, although a Swarmlord may always subject themselves willingly to part of another swarm. However, a Swarmlord with the Embrace ability is highly resistant to forcible Embrace, and may claim a +5 racial bonus on their saving throw.

Embraced Template
Spoiler
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Old 08-18-2012, 08:44 PM   Top  -  End  -  #2
QuantumTsochar
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

I'm going to play one of these in my campaign. I love being a DM....but, back on point. I like this class. The infestation process seems like it has enough checks to prevent cheese. Right now, this class is an awesome Psychic Warrior, which fits well with the Tyranids and Kerrigan's back story. I do think the HD needs to be dropped to 8, to keep it in line with the Psychic Warrior.

My biggest issue with the class right now is the manifesting. I feel that having access to any power up to tier 8 with everything else the class has to offer is too much. Maybe a themed power list is in order. Also, the first four dead levels in the manifesting hurts in the early levels. How about not increasing the manifester levels at 4, 8, 12 and 16, like a prestige class?

Also, I'm throwing in a swarmling suggestion: Gentleman Cho'gath. Improved Grab + Swallow Whole + Size Increase + Mind over Matter + Diplomacy + Aberration Blood [Tail] + Scavenging Gullet. "NOM NOM...Your argument, good sir, has been nullified by my gullet."

Congrats for another awesome homebrew....FOR THE SWARM!

Edit: Forgot about Aberration Blood

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Old 08-18-2012, 09:35 PM   Top  -  End  -  #3
Lix Lorn
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

The Swarm-Swarmlings, Minions, and Mighty Beasts

A first level Swarmlord has a Swarmling companion.

Swarmling
Spoiler


Sample Swarmlings
Spoiler


Feats
Spoiler


ACFs

Changelog (Changelog Begun April 10th 2013)
Spoiler


I think they need more evolution points, but I need to sleep now and I wanted this out there.
I need to add the hive mind sidebar, and to modify the example swarmlings. I'll get to it!
Still need to fix the old examples. xD
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Old 08-18-2012, 09:48 PM   Top  -  End  -  #4
The-Mage-King
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Kekekekekekekekekekekekekekekeke


Ahem.



Shouldn't the Swarmling only have 5 Hp? It isn't a character, but a monster, and they all have average Hp....


Typically, on a slot with nothing in it in spellcasting progression, there's either a "-" or a "—". I prefer the latter.


Writing up more as I read through it, but those two were glaring things I thought I should mention.
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Old 08-18-2012, 09:53 PM   Top  -  End  -  #5
Lix Lorn
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Quote:
Originally Posted by The-Mage-King View Post
Kekekekekekekekekekekekekekekeke

Ahem.

Shouldn't the Swarmling only have 5 Hp? It isn't a character, but a monster, and they all have average Hp....

Typically, on a slot with nothing in it in spellcasting progression, there's either a "-" or a "—". I prefer the latter.

Writing up more as I read through it, but those two were glaring things I thought I should mention.
...possibly. I was intending to give it maximised first hit die, but I forgot to do that on any example swarmlings. Since it's a companion, I think I may go with the former.

Fair. xD
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Old 08-19-2012, 12:13 AM   Top  -  End  -  #6
D_Lord
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

This looks like it could be very fun, not sure how many GM's would let you run it although. If one is careful it looks like one could get a huge force on their side.
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Old 08-19-2012, 10:35 AM   Top  -  End  -  #7
Lix Lorn
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

One can get a truly MASSIVE force! However, you'll only get mooks, since the Infested don't scale at all. They stay at the power they were when you got them. You could use them to take over a country, but in an appropriate CR rating encounter they should melt unless you infested them yesterday.
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Old 08-19-2012, 10:42 AM   Top  -  End  -  #8
Volthawk
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Ooh, shiny.

Couple of things I noticed:

1) Ironscales says it gives the swarmlord 'Resist', without saying what it resists.
2) What list do you pick your powers off? Do they have access to every power around? Considering that even pure manifesters don't get that kind of freedom, seems kinda...off. Especially considering it gets more power points and higher level powers than Psychic Warriors, which in itself seems off.
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Old 08-19-2012, 10:51 AM   Top  -  End  -  #9
Lix Lorn
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

I should describe Resist when it first comes up. Whoops.

oops!
They use the psion/wilder list.
I have little to no respect for the psychic warrior, to be honest... it may be better than I think, but... ehh.
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Old 08-19-2012, 03:32 PM   Top  -  End  -  #10
QuantumTsochar
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Quote:
Originally Posted by Lix Lorn View Post
On deliberation, I can agree. If they want tankiness, they get armour and can Evolution for it.

Not sure about the manifesting, though. Possibly, I can lower it to seventh level. But making a limited list just seems... well, limiting. : /

Also your cho bit made me lol. xD
Gland I could get a laugh. On second thought, the manifesting isn't too bad for this class. As D_Lord mentioned above, no DM would let a player use this class if he knew that the guy would just spam 100 Zoanthropes with energy wall. If only responsible players would be allowed to play this class, then the player should also be trusted not to abuse the manifesting.

As a DM, I wouldn't worry too much about letting my responsible or knowledgeable players use this class. You could do as much damage with this class as a Dread Necromancer with 100 exploding skeleton rats or several Dread Warriors. Most of the obvious problems with this class are inherit problems with minionmancers and spellcasters. Now, there may be something else wrong with the class, but until I sit down and actually play it, I really can't see much else.

On a side note, why isn't there an evolution for exploding minions? Both the zerg and the tyranid had exploding units. I don't think a evolution for exploding would be too OP. In order to make a suicide squad, you would have to find several units with enough HD to get the evolution and wait a day after they fail their fort saves. A normal spellcaster could use a fell animate Kelgore's Grave Mist and get an army of exploding death rats in a turn.
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Old 08-19-2012, 04:44 PM   Top  -  End  -  #11
Lix Lorn
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Quote:
Originally Posted by QuantumTsochar View Post
Gland I could get a laugh. On second thought, the manifesting isn't too bad for this class. As D_Lord mentioned above, no DM would let a player use this class if he knew that the guy would just spam 100 Zoanthropes with energy wall. If only responsible players would be allowed to play this class, then the player should also be trusted not to abuse the manifesting.

As a DM, I wouldn't worry too much about letting my responsible or knowledgeable players use this class. You could do as much damage with this class as a Dread Necromancer with 100 exploding skeleton rats or several Dread Warriors. Most of the obvious problems with this class are inherit problems with minionmancers and spellcasters. Now, there may be something else wrong with the class, but until I sit down and actually play it, I really can't see much else.

On a side note, why isn't there an evolution for exploding minions? Both the zerg and the tyranid had exploding units. I don't think a evolution for exploding would be too OP. In order to make a suicide squad, you would have to find several units with enough HD to get the evolution and wait a day after they fail their fort saves. A normal spellcaster could use a fell animate Kelgore's Grave Mist and get an army of exploding death rats in a turn.
Pretty much everything is abusable if you try too hard. DXD

Exploding minions is a cool idea! I'll throw it in.
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Old 08-20-2012, 03:19 PM   Top  -  End  -  #12
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

First, I thought I'd note that I like this class, and the idea behind it. While there are a few more things I might suggest, a few things that stuck out at me.

You forgot to close a bold tag on the feat.
When you have multiple swarmlings, you mention they share a pool, but not if they get evolutions applied to them separately or if they all have the same ones. Personally I think letting them have different builds would work better. There is an option to become bigger, but there doesn't seem to be one for being smaller. Given there are situations where that can be beneficial it may be worth adding.
An expensive option to provide the swarm subtype to swarmlings might be worth looking into.
Also, some of the evolutions look like they should have the option to take them more than once, if so that should likely be noted, otherwise for clarity there should be a note at the before the list that each option can only be taken once (even if some can be taken multiple times it should have that, just with a note saying unless otherwise noted).

Keep up the good work.

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Old 08-20-2012, 03:32 PM   Top  -  End  -  #13
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Well, a couple things.

Its power level can't be over 9,000? Awww.

It really needs some sort of capstone. Just having Evolution again is a little underwhelming. I highly doubt you want to just because of how many boosts it gives, but wouldn't the embraced template make sense? Or at least something somewhat like it.

EDIT: I believe according to the standard rules, an unconscious creature is considered willing. Do assimilation and such automatically succeed on unconscious creatures then?

DOUBLE EDIT: The things that increase size should explicitly say they don't give the standard ability boosts/penalties for increasing size.

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Old 08-20-2012, 04:57 PM   Top  -  End  -  #14
Lix Lorn
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Quote:
Originally Posted by Owrtho View Post
First, I thought I'd note that I like this class, and the idea behind it. While there are a few more things I might suggest, a few things that stuck out at me.
Thanks!

Quote:
You forgot to close a bold tag on the feat.
Whoops.

Quote:
When you have multiple swarmlings, you mention they share a pool, but not if they get evolutions applied to them separately or if they all have the same ones. Personally I think letting them have different builds would work better.
Seperately.

Quote:
There is an option to become bigger, but there doesn't seem to be one for being smaller. Given there are situations where that can be beneficial it may be worth adding.
Good idea!

Quote:
An expensive option to provide the swarm subtype to swarmlings might be worth looking into.
I am totally in agreement, but making it work with the others will be complicated.

Quote:
Also, some of the evolutions look like they should have the option to take them more than once, if so that should likely be noted, otherwise for clarity there should be a note at the before the list that each option can only be taken once (even if some can be taken multiple times it should have that, just with a note saying unless otherwise noted).

Keep up the good work.

Owrtho
Good idea, and thank you.

Quote:
Originally Posted by Mystic Muse View Post
Well, a couple things.

Its power level can't be over 9,000? Awww.
How many power points would that even cost ._.

Quote:
It really needs some sort of capstone. Just having Evolution again is a little underwhelming. I highly doubt you want to just because of how many boosts it gives, but wouldn't the embraced template make sense? Or at least something somewhat like it.
I totally agree it needs a capstone, but I really don't know what to use. Embraced is too strong, as said.

Quote:
EDIT: I believe according to the standard rules, an unconscious creature is considered willing. Do assimilation and such automatically succeed on unconscious creatures then?
Ewww no. Will edit.

Quote:
DOUBLE EDIT: The things that increase size should explicitly say they don't give the standard ability boosts/penalties for increasing size.
G'point.
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Old 08-20-2012, 05:12 PM   Top  -  End  -  #15
Mystic Muse
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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Originally Posted by Lix Lorn View Post

How many power points would that even cost ._.
No idea.

Quote:
I totally agree it needs a capstone, but I really don't know what to use. Embraced is too strong, as said.
Hmm.

Well, not specifically a capstone, but being a swarm lord should make you immune to the assimilation, infestation, ETC. abilities of other swarm lords.

Maybe something that makes her immune to further mental influence? I would think if you were the queen of an entire army connected to your mind, part of that would be making sure your mind was unassailable.

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Ewww no. Will edit.
Glad I pointed it out then.
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Old 08-20-2012, 08:56 PM   Top  -  End  -  #16
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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No idea.
A power of level 9001 would cost 18001 xD

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Hmm.

Well, not specifically a capstone, but being a swarm lord should make you immune to the assimilation, infestation, ETC. abilities of other swarm lords.
Point!

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Maybe something that makes her immune to further mental influence? I would think if you were the queen of an entire army connected to your mind, part of that would be making sure your mind was unassailable.
Problem is that seems like a really early feature...
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Old 08-20-2012, 09:03 PM   Top  -  End  -  #17
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Originally Posted by Lix Lorn View Post
Problem is that seems like a really early feature...
Immunity to all effects that affect your mind (That would be anything that requires a will save, and probably several things that don't give one) seems like a really late-game feature to me.

If you don't like that though, You could probably give her natural weapons a ton of abilities to make them more viable as weapons. As-is, they don't do much.
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Old 08-21-2012, 12:29 PM   Top  -  End  -  #18
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

What about a resurrection type thing as a capstone?
For instance, maybe if the swarmlord is killed then the swarmling could change itself into a cocoon out of which the swarmlord would hatch 1d4 weeks/months later.
I love immortality capstones
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Old 08-21-2012, 01:10 PM   Top  -  End  -  #19
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

...hee. That makes sense. I'm doing a LOT of resurrection stuff recently.
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Old 08-21-2012, 01:22 PM   Top  -  End  -  #20
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

This class is a very good concept. I rapidly went through the text ; I will add more comments when I'll have read it completely.

However, I suggest you make the Assimilated and Embraced templates as improved versions of the Infested template, with the possibility of losing its intellect (and thus not gaining all the abilities of the template). In-universe, non-compatibles hosts simply loose their intellect, regardless of the way used. Kerrigan was a very rare exception, being both compatible and psionic.
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Hive Minds-I Am Me And We Are The Swarm
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I'd suggest an immunity to Mind-Affecting effects and the Hive Mind ability (similar to formians, but with overlords instead of queens).
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Immunity to all effects that affect your mind (That would be anything that requires a will save, and probably several things that don't give one) seems like a really late-game feature to me.
An immunity to Mind-Affecting effects? A permanent Mind Blank?
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Old 08-21-2012, 01:34 PM   Top  -  End  -  #21
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Permanent Mind blank is more what I meant, yes.
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Old 08-21-2012, 02:44 PM   Top  -  End  -  #22
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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This class is a very good concept. I rapidly went through the text ; I will add more comments when I'll have read it completely.
Thanks.

Quote:
However, I suggest you make the Assimilated and Embraced templates as improved versions of the Infested template, with the possibility of losing its intellect (and thus not gaining all the abilities of the template). In-universe, non-compatibles hosts simply loose their intellect, regardless of the way used. Kerrigan was a very rare exception, being both compatible and psionic.
I'd rather not. If there was a chance of everything going pear shaped, that could lead to some REALLY bad moments. Imagine a character trying to Embrace a close friend, a lover, a family member. That just... ewww, no. >_<

Quote:
I'd suggest an immunity to Mind-Affecting effects and the Hive Mind ability (similar to formians, but with overlords instead of queens).

An immunity to Mind-Affecting effects? A permanent Mind Blank?
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Originally Posted by Mystic Muse View Post
Permanent Mind blank is more what I meant, yes.
I'm not really sure on that. Immunity to mind-affecting sooort, of fits, but it's a flat, defensive benefit that flat out blocks a lot of character concepts and plots, without really opening any new ones.
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Old 08-21-2012, 03:57 PM   Top  -  End  -  #23
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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I'm not really sure on that. Immunity to mind-affecting sooort, of fits, but it's a flat, defensive benefit that flat out blocks a lot of character concepts and plots, without really opening any new ones.
Just my own personal interpretation of how I view it. If you disagree, that's fine. I planned on making my own version at some point anyway.
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Old 08-21-2012, 04:09 PM   Top  -  End  -  #24
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Now...
my original plan was for a set of Evolutions that could only be chosen at character level 20, giving a set of different capstones. Then I couldn't really think of any. Mind Blank would be a pretty good example.
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Old 08-21-2012, 04:47 PM   Top  -  End  -  #25
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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Originally Posted by Lix Lorn View Post
Now...
my original plan was for a set of Evolutions that could only be chosen at character level 20, giving a set of different capstones. Then I couldn't really think of any. Mind Blank would be a pretty good example.
That immortality thing could be another option.

Another thing could be that at that point you're essentially a terminator. You don't eat, you don't sleep, you don't breathe, you don't get tired, you don't feel fear, and you absolutely will not stop ever until your enemies are dead.

In terms of mechanics, you don't need to eat, breathe, or sleep, you'd be immune to fear effects, fatigue, and exhaustion, along with immunity to the effects of extreme temperatures, and you'd probably have a small amount of regeneration too.
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Old 08-21-2012, 04:48 PM   Top  -  End  -  #26
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Both good ideas!
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Old 08-21-2012, 06:34 PM   Top  -  End  -  #27
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

I read more of the abilities. Some comments to make :

Quote:
Each feat bought costs one additional point, with the first feat costing two. Therefore, two points in this ability grants one feat, five points grants two, nine points grant three, fourteen points grant four, and twenty points grant five feats. The Swarmling must meet prerequisites.
I don't quite understand the math. Is this (number of feats) +1 points or another complicated formula? The text seem to say the former, but the example show the latter.
Quote:
Ultralisk
Size/Type: Huge Magical Beast
[...]
Space/Reach: 30ft/15ft
The Space and Reach doesn't fit with the size. They should be 15 ft/10 ft.

Last edited by Network : 08-21-2012 at 06:35 PM.
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Old 08-21-2012, 08:03 PM   Top  -  End  -  #28
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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I read more of the abilities. Some comments to make :

I don't quite understand the math. Is this (number of feats) +1 points or another complicated formula? The text seem to say the former, but the example show the latter.
Complicated former.
The first feat costs two points. Each feat costs one more than the feat before.

Quote:
The Space and Reach doesn't fit with the size. They should be 15 ft/10 ft.
I'm not good with space/reach. Thanks.
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Old 08-22-2012, 12:12 PM   Top  -  End  -  #29
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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Complicated former.
The first feat costs two points. Each feat costs one more than the feat before.
Then you should clarify this. ''One bonus feat cost 2 points, and every feat after the first cost one more point than the former.''
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Old 08-22-2012, 01:22 PM   Top  -  End  -  #30
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Default Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

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Originally Posted by Lix Lorn View Post
Now...
my original plan was for a set of Evolutions that could only be chosen at character level 20, giving a set of different capstones. Then I couldn't really think of any. Mind Blank would be a pretty good example.
I think that would be an excellent idea. Especially with the mind blank, immortality, and terminator options.
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