Brood Handler - For the Swarm! [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Agent_Nolan

11-17-06, 04:10 AM
GAME RULE INFORMATION
Abilities: Charisma determines how many creatures a Handler may control, and how many mutations they may apply to their brood. Most Handler class skills (see below) are based on Charisma and Wisdom.
Alignment: Any.
Hit Die: d6

Class Skills
The Handler’s class skills (and the key ability for each skill) are: Craft (Int) Handle Animal (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Survival (Wis).
Skill Points at First Level: (4+Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier.

BAB F R W Special
1st +0 +0 +0 +2 Hive Node (Pheromone), Order Courage +1
2nd +1 +0 +0 +3 Bonus Trick
3rd +1 +1 +1 +3 Order Competence
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Bonus Trick
6th +3 +2 +2 +5 Hive Node (Share Magic)
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Bonus Trick, Order Courage +2
9th +4 +3 +3 +6 Order Greatness
10th +5 +3 +3 +7
11th +5 +3 +3 +7 Bonus Trick
12th +6/+1 +4 +4 +8 Hive Node (Hive Link)
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Bonus Trick, Order Courage +3
15th +7/+2 +5 +5 +9 Order Heroics
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10 Bonus Trick
18th +9/+4 +6 +6 +11 Hive Node (Pack Fighting)
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Bonus Trick, Order Courage +4


Slivers Pts* HD
1st 1 0 1
2nd 1 1 2
3rd 1 1 3
4th 2 2 4
5th 2 2 4
6th 2 3 5
7th 2 3 5
8th 2 4 6
9th 3 4 6
10th 3 5 7
11th 3 5 7
12th 3 6 8
13th 3 6 8
14th 3 7 9
15th 4 7 9
16th 4 8 10
17th 4 8 10
18th 4 9 11
19th 4 9 11
20th 4 10 12


Class Features
Weapon and Armor Proficiency: Handlers are proficient with simple weapons, one martial weapon, and medium armor.
Control Slivers (Ex): As a Handler advances in experience, they are able to control insect-like creatures called Slivers in increasing number (to a maximum of five). These fascinating creatures are highly adaptable, and may adopt many different mutations using Node Points. These points are equal to your current max points plus your Cha modifier. All changes take place instantaneously, and are shared to the brood. It takes 8 hours to redistribute 1 mutation point to any number of slivers in your brood.
Order Slivers (Ex): A handler may replicate the effects of Bardic Music on his group of slivers a number of times equal to half his handler level + his charisma modifier (if positive).
Hive Node (Pheromone) (Ex): At 1st level, a Handler has procured a Hive Node, an alchemically preserved organ of the insect-like Sliver race that is implanted within the body. Slivers of that node’s brood look upon you as one of their own, and become immediately fanatical in loyalty to you.
Hive Node (Share Magic) (Ex): At 6th level, a Handler’s sliver brood may share the effect of any permanent-duration ability altering magic items worn by their handler.
Hive Node (Hive Link) (Ex): At 12th level, a Handler and his sliver brood are mentally connected at all times via a Telepathic Bond spell.
Hive Node (Pack Fighting) (Ex): At 18th level, a Handler becomes so adept at managing his sliver brood in combat that they gain the all gain use of the Wolfpack tactical feat. Additionally, you may share a space with your slivers at no penalty.
Agent_Nolan

11-17-06, 04:11 AM
Sliver Mutations

Sliver Type Ability Stack? Cost
Acidic Gain a Ranged Touch Acid Spit attack dealing 2d6 damage. No 2
Aquatic Gain Swim 30-ft., and ability to breathe underwater. No 2
Ambusher Gain full attack at the end of a charge action. No 6
Armored Gain +1 Natural Armor Bonus to AC. Yes (3) 2
Barbed Gain +2 bonus damage with natural weapons. Yes (5) 1
Beaked Gain a bite attack at –5 atk dealing 1d8 (20/x3) damage. No 3
Blade Claws increase by +1 size. No 4
Bonesplitter Augment Critical of one natural weapon to (19-20)/x2 No 5
Burden May be ridden, gain armor proficiency. No 3
Brood Increases Sliver morale bonuses by +1 in a 30-ft. radius. No 4
Cave Gain Blindsense in 10-foot radius. No 4
Clot Gain DR 1/-. Yes (5) 1
Crystalline Gain SR equivalent to Hit Dice. No 5
Empathic Gain Status effect, -4 to Handle Animal DCs. No 3
Essence Gain +2 innate WIS. Yes (5) 3
Firewake Gain Death Throes HDd4 Fire 5-foot radius, Ref Negates (DC HD+Cha). No 3
Fungus Immunity to poison, sleep effects, paralysis, polymorph, and stunning. No 5
Fury Gain Rage 1/day. Yes (2) 3
Gemhide Gain PR equivalent to Hit Dice No 5
Glacial Gain +1d6 cold damage to natural weapons. No 5
Harmonic Gain ability to cast Dispel Magic with a natural weapon attack 3/day at CL 5. No 4
Hibernation Heal 1 point of damage per minute of rest. Yes (5) 2
Horned Gain a gore attack at –5 to hit, deals double damage on charge. No 4
Hunter Gain Track, +10 bonus to Survival. No 1
Lash Gain a tail attack at –5 atk dealing 1d6 (20/x2) damage and +2 to tripping No 3
Leaping Gain +10 to Jump, no longer limited by height. No 2
Lens Gain See Invisibility 10 rounds/day, Trapfinding No 3
Keen Gain Will as a high save. No 5
Magma Gain +1d6 fire damage to natural weapons. No 5
Might Gain +2 innate STR. Yes (5) 3
Mindwhip Gain ability to cast Dispel Power with a natural weapon attack 3/day at ML 5. No 4
Mist May pass through spaces of up to 1” size, may not end inside objects. No 6
Mountain Gain Climb 30-ft. No 2
Mnemonic May learn 3 more tricks Yes (2) 3
Muscle Gain +2 innate CON. Yes (5) 3
Opalline Extends spell effects placed upon itself as Extend Spell. No 5
Plated Gain +1 Deflection Bonus to AC. Yes (3) 3
Plumed Gain +4 bonus to Bluff (feinting only). No 2
Psionic Natural weapons deal 3 points of Power Point damage per hit. Yes (2) 2
Pulmonic Gain immunity to gas attacks, +4 to saves vs. Poison and Disease. No 1
Quick Gain +2 innate DEX. Yes (5) 3
Quilled Gain Armor Spikes. No 1
Reckless Gain increased charge bonus to +4 atk, -8 ac. No 4
Rock Gain Burrow 30-ft, +10 bonus to listen. No 2
Screeching Gain a 10-foot cone stun, fortitude negates (DC HD+Cha) once per hour. No 6
Scurrying May change direction during a charge/run. No 3
Shadow Gain +10 bonus to Hide and Move Silently. No 2
Shifting Gain +10 bonus to Escape Artist and Tumble. No 2
Sidewinder Gain +4 bonus from flanking. No 3
Spectral May become incorporeal for 1 round/day Yes (3) 6
Spined Gain +4 bonus to grappling checks. Yes (2) 2
Spinneret Gain ability to cast Web 3/day at CL 5. No 2
Talon Gain +5-ft. reach to claws. No 4
Thunder Gain a Ranged Touch Shock attack dealing 2d6 electric damage. No 2
Toxin Gain poison to claw attack (DC HD+Cha), 1d3 Con/1d3 Con. No 5
Two-Headed Gain immunity to flanking. No 4
Unnatural Gain a tentacle attack at –5 atk, dealing 1d4 (20/x2)damage, 10 foot reach. No 4
Vampiric Heals 1 HP per 5 damage dealt. No 3
Vengeful Gain +1 to rolls for 1 round when damaged. Yes (3) 1
Victual Grant slivers an aura +1 to saves in a 30-ft. radius. Yes (5) 4
Void Gain Nondetection. No 2
Ward Gain Elemental Resistance 15. No 3
Warrior Gain +1 BAB. Yes (2) 6
Watcher Gain +10 bonus to Spot and Search. No 2
Winged Gain Fly 30-ft. (Poor). No 2
Agent_Nolan

11-17-06, 04:11 AM
Creating a Sliver Brood

Size and Type: Slivers are always neutral Magical Beasts, but gain only Reflex as a high save.
Hit Dice: As magical beasts, a sliver gains d10 hit dice.
Armor Class: A sliver recieves a +1 natural armor bonus due to its rigid plating.
Speed: All slivers have a base land speed of 40 feet.
Attacks and Damage: In addition to any attacks it may gain via mutation, a sliver has 2 claw attacks dealing 1d6 (20/x2) slashing damage.
Attack Options: Slivers gain special attack options based on their mutations.
Abilities: Sliver broods have different abilities based upon their home brood, and handler. All slivers start with a base of Str 10, Dex 14, Con 10, Int 2, Wis 8, and Cha 8. Rather than gaining normal abilities bonuses as they gain hit dice (whether naturally or via training via a handler), Slivers abilties raise according to a ratio of choice. One 1/2 HD bonus, two 1/3 HD bonuses, and Two 1/4 HD bonuses. These choices are rounded UP, and may not be used in Intellect.
Special Qualities: A sliver gains special qualities according to its mutations, but starts with a few innate traits.
Darkvision (Ex): All slivers gain darkvision to a range of 30 ft.
Hive Node (Ex): All slivers are in constant communication with each other using a simple (Target//Action//Response) pattern. Additionally, all slivers of a brood share their individual mutations with members of their hive so long as they are alive and on the same plane.
Mutations (Varies): Wild slivers gain 1 mutation point per hit die. Trained slivers gain mutation points based upon their handler's charisma modifier + level bonus.
Feats: Both trained and wild slivers gain 2 feats at first level, and 1 feat per 6 hit dice thereafter. These feats are shared with the brood, and can qualify other slivers for feats.
Skills: Both trained and wild slivers gain 2 skill points per hit die, which are shared to the brood.

-----------------------------------

Example: Young Sliver Hive Scout
Small Magical Beast
Hit Dice: 3d10+0 (16 hp).
Initiative: +7
Speed: 40 ft. (8 squares).
Armor Class: 15 (+1 size, +3 dexterity, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Claw +6 melee (1d6+)
Full Attack: 2 claws +6 melee (1d6)
Space/Reach: 5x5 ft./5 ft.
Special Attacks: None.
Special Qualities: Darkvision 30 ft., Hive Node, Mutations (Hunter, Watcher).
Saves: Fort +1, Ref +6, Will +0.
Abilities: Str 11, Dex 16, Con 11, Int 2, Wis 9, Cha 9.
Skills: Climb +1, Hide +5, Jump +1, Listen +0, Move Silently +4, Search +4, Spot +11, Survival +11.
Feats: Improved Initiative, Track, Weapon Finesse (Claw).
Agent_Nolan

11-17-06, 04:56 AM
Thasis: Thanks, I haven't run a detailed playtest yet to see how powerful the class adds up to be, but I was disappointed by the lack of a "Pet" class that wasn't just an afterthought added to a spellcasting class. Only major problem I've came up with so far is that if a person is unfamiliar with many mechanics the 4 slivers can be kind of daunting to control at once.
thasis

11-17-06, 01:20 PM
Wow, this is absolutely beautiful. I don't know from the mechanical prospective, but the concept is just... wow. Love it :)
thasis

11-17-06, 03:22 PM
Controlling of monsters for the unskilled player can prove to be difficult, but intelligent DM's wouldn't let a more advanced class like this in the hands of an unskilled player :P
Agent_Nolan

11-17-06, 06:18 PM
hmm, no other comments?
nix4

11-20-06, 02:25 PM
I really like this concept. I do allot of work on far realm materials, and this is actually a concept that I was considering for a bonded summoner far-realm variant...The concept of the swarm is something that sticks to that theme.

I would like to hear how this play tests vs other classes. I like pet classes and your right, dnd dosn't have many at all.

The stats look balanced to me, would be interesting to see in motion.

Mind if I take this and make a far-realm version of it?
I would modify the order specials and try to make things "scarier".

The slivers are something that I could see existing in the realm as well...
Agent_Nolan

11-20-06, 02:58 PM
Mind if I take this and make a far-realm version of it?

Don't mind at all, feel free. I'd appreciate it if you could put a link back to this thread or give credit, though.
Saros

11-20-06, 07:08 PM
I've got a list of slivers around here somewhere. . . .

Acidic Sliver Black/Red 2, Sacrifice: Deal 2 damage.
Armor Sliver White 2: +0/+1 for turn.
Barbed Sliver Red 2: +1/+0 for turn.
Basal Sliver Black Sacrifice slivers for mana.
Blade Sliver Red +1/+0.
Bonesplitter Sliver Red +2/+0.
Brood Sliver Green Damage player, put 1/1 sliver token.
Clot Sliver Black 2: Regenerate.
Crypt Sliver Black Tap: Regenerate target sliver.
Crystalline Sliver Blue/White Cannot be spell target.
Dementia Sliver Black/Blue Tap: Name card, opponent must discard if held.
Essence Sliver White Deal damage leech life.
Firewake Sliver Red/Green Haste, sacrifice & target sliver +2/+2 for turn.
Fungus Sliver Green Whenever take damage, get +1/+1 counter.
Fury Sliver Red Double strike.
Germhide Sliver Green Tap: Add 1 nameless mana to pool.
Ghostflame Sliver Black/Red All slivers are colorless.
Harmonic Sliver Green/White Come in play, destroy target artifact/enchantment.
Heart Sliver Red Unaffected by summoning sickness.
Hibernation Sliver Blue/Black 2 life: Return to hand.
Hivestone Artifact Controlled creatures are slivers.
Horned Sliver Green Trample.
Hunter Sliver Red Provoke.
Magma Sliver Red Tap: Target gets +Slivers/+0 for turn.
Metallic Sliver Artifact
Might Sliver Green +2/+2.
Mindlash Sliver Black Sacrifice, each player discards a card.
Mindwhip Sliver Black 2, Sacrifice: Opponent discards card.
Mistform Sliver Blue 1: Type changes to chosen type for one turn.
Mnemonic Sliver Blue 2, Sacrifice: Draw a card.
Muscle Sliver Green +1/+1.
Opaline Sliver White/Blue Draw card when target of opponent spell.
Plague Sliver Black Upkeep, deals 1 damage to you.
Plated Sliver White +0/+1.
Psionic Sliver Blue Tap: Deals 2 to opponent, 3 to itself.
Pulmonic Sliver White Flying, put on library > grave.
Quick Sliver Green Play slivers as instants.
Quilled Sliver White Tap: Deals 1 to target attacking or blocking creature.
Root Sliver Green Slivers can't be countered.
Screeching Sliver Blue Tap: Opponent puts top library card in grave.
Sedge Sliver Red +1/+1 when control Swamp. 1 Black: Regenerate.
Shadow Sliver Blue Shadow (block or blocked only by shadow).
Shifting Sliver Blue Can only be blocked by slivers.
Sidewinder Sliver White Flanking (if non-flank blocks, it takes -1/-1).
Sliver Overlord All 3: Put sliver from libary in play. 3: Take control target sliver.
Sliver Queen All 2: Put 1/1 sliver token in play.
Spectral Sliver Black 2: Get +1/+1 for turn.
Spined Sliver Red/Green If blocked, get +1/+1 for turn.
Spinneret Sliver Green Can block as though flying.
Synapse Sliver Blue Damages opponent, you draw card.
Talon Sliver White First strike.
Telekinetic Sliver Blue Tap: Tap target permanent.
Toxin Sliver Black Deal damage, destroy creature.
Two-Headed Sliver Red Can only be blocked by 2 or more.
Vampiric Sliver Black Whenever creature > grave, +1/+1 counter.
Venser's Sliver Artifact
Victual Sliver Green/White 2, Sacrifice: Gain 4 life.
Ward Sliver White Protection from chosen color.
Watcher Sliver White +0/+2.
Winged Sliver Blue Flying.
Agent_Nolan

11-21-06, 06:01 AM
Yeah I tried to go down the Gatherer database sliver list and incorporate them, but there were a few that stumped me, or that i edited out due to imbalance. Then I added a handful just for flavor.
nix4

11-21-06, 10:24 AM
Below is my Far Realm modification of this class. I turned the Brood into a Swarm and gave it the appropriate effects for that sub-type. There are no longer individual Slivers (there are but the stats pertain to the swarm). Since there is no real ability to affect an individual sliver then I see this as an improvement.

I also dropped some effects and made the slivers fly, and weakened them a touch as well since they are a swarm and not individual creatures anymore.

EDIT: dropped swarm effect, Increased size to Small from Tiny and adjusted stats, Adjusted the saves for Aberration type.

Brood Handler
Abilities: Charisma determines how many creatures a Handler may control, and how many mutations they may apply to their brood. Most Handler class skills (see below) are based on Charisma and Wisdom.
Alignment: Any.
Hit Die: d6

Class Skills
The Handler’s class skills (and the key ability for each skill) are: Craft (Int) Handle Animal (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Survival (Wis).
Skill Points at First Level: (4+Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier.

BAB F R W Special
1st +0 +0 +0 +2 Hive Node (Pheromone)
2nd +1 +0 +0 +3 Bonus Trick
3rd +1 +1 +1 +3 Taint
4th +2 +1 +1 +4 Bonus Trick
5th +2 +1 +1 +4
6th +3 +2 +2 +5 Hive Node (Share Magic)
7th +3 +2 +2 +5 Taint
8th +4 +2 +2 +6 Bonus Trick
9th +4 +3 +3 +6 Order Greatness
10th +5 +3 +3 +7
11th +5 +3 +3 +7 Bonus Trick
12th +6/+1 +4 +4 +8 Hive Node (Hive Link)
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Bonus Trick
15th +7/+2 +5 +5 +9 Order Heroics
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10 Bonus Trick
18th +9/+4 +6 +6 +11 Hive Node (Pack Fighting)
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Bonus Trick

Slivers Pts* HD
1st 1 0 1
2nd 1 1 2
3rd 1 1 3
4th 2 2 4
5th 2 2 4
6th 2 3 5
7th 2 3 5
8th 2 4 6
9th 3 4 6
10th 3 5 7
11th 3 5 7
12th 3 6 8
13th 3 6 8
14th 3 7 9
15th 4 7 9
16th 4 8 10
17th 4 8 10
18th 4 9 11
19th 4 9 11
20th 4 10 12

Class Features
Weapon and Armor Proficiency: Handlers are proficient with simple weapons, one martial weapon, and medium armor.

Brood HD Brood Base Damage
1-5 1d8
6-10 2d8
11-15 3d8
16-20 4d8
21 or more 5d8

A Brood's attacks are non-magical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a brood. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

Broods do not threaten creatures in their square, and do not make attacks of opportunity with their brood attack. However, they distract foes whose squares they occupy, as described below.

Taint(Ex): Exposure to the Far Realm has changed you. It has created a conduit between you and itself. Almost as if it had a life of its own, it now exacts its power upon you. You undergo a physical change that results in an extra limb.

At level 3 and 5 the Handler gains a Gabbing Tentacle, a long flexible limb that has sucker-like spots on its ends. The limb usually appears on the back shoulder blades of the Handler but can occur on nearly any body part. The Handler can then use the tentacle to make one natural primary attack per round. The tentacle deals a base damage of 1d4 points of damage. If the tentacle hits the target creature the Handler may attempt a grapple without invoking an attack of opportunity, as if posessing the Improved Grab Feat (see Chapter 7 of the Monster Manual). The tentacle extends the handler natural reach by 5 feet but cannot be used to wield a weapon or perform any find manipulation.

Control Slivers (Ex): As a Handler advances in experience, they are able to control a swarm of creatures called Slivers. These horrific creatures are highly morphic, and may adopt many different characteristics using Brood Points. These points are equal to the Handlers current max points plus the handlers Cha modifier. All changes take place instantaneously, and are shared by the swarm. It takes 8 hours to morph 1 brood point.

Starting a morph is a standard action. Some morphs require concentration, which means the Handler must take a standard action each round to maintain the ability. Even while using a morph that does not require concentration, a handler cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word.

Order Slivers (Ex): A handler may replicate the effects of Bardic Music on his swarm of slivers a number of times equal to half his Handler level + his charisma modifier (if positive).

Hive Node (Pheromone) (Ex): At 1st level, a Handler has procured a Hive Node, an alien organ of the insect-like Sliver race that is implanted within the body. Slivers of that node’s brood look upon you as one of their own, and become immediately fanatical in loyalty to you.

Hive Node (Share Magic) (Ex): At 6th level, a Handler’s sliver brood may share the effect of any permanent-duration ability altering magic items worn by their handler.

Hive Node (Hive Link) (Ex): At 12th level, a Handler and his sliver brood are mentally connected at all times via a Telepathic Bond spell.

Hive Node (Pack Fighting) (Ex): At 18th level, a Handler becomes so adept at managing his sliver brood in combat that they gain the all gain use of the Wolfpack tactical feat. Additionally, you may share a space with your slivers at no penalty.

Creating a Sliver Brood
Aberration, Small (Extraplanar)
Hit Dice: 1d8 (8 hp)
Initiative: +0
Speed: 20ft (4 squares), Fly (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/+0
Attack: Bite +5 melee (1d4+4)
Full Attack: Bite +5 melee (1d4+4)
Space/Reach: 5 ft./5ft.
Special Attacks: Special
Special Qualities: Blindsight 30 ft., Aberration traits, Swarm traits, Mutations
Saves: Fort -1, Ref +0, Will +4
Abilities: Str 10, Dex 14, Con 10, Int 2, Wis 8, Cha 8
Skills: Spot +2, Listen +3
Feats: Improved Initiative, Track, Weapon Finesse (Bite)
Environment: Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: none
Alignment: none
Advancement: 2HD
Level Adjustment: -

Sliver Morphing Effects: See Above Brood Handler class.

Blindsight (Ex): All slivers gain blindsight to a range of 30 ft.

Hive Node (Ex): All slivers are in constant communication with each other using a simple (Target//Action//Response) pattern. Additionally, all slivers of a brood share their individual mutations with members of their hive so long as they are alive and on the same plane.

Mutations (Varies): Wild slivers gain 1 mutation point per hit die. Trained slivers gain mutation points based upon their handler's charisma modifier + level bonus.

Feats: Both trained and wild slivers gain 2 feats at first level, and 1 feat per 6 hit dice thereafter. These feats are shared with the brood, and can qualify other slivers for feats.

Skills: Both trained and wild slivers gain 4 skill points per hit die.
Agent_Nolan

11-21-06, 06:11 PM
i like the ideas you brought up, though i was hesitant to add any powerful abilities to the handler himself (his brood is extremely powerful as it is).

Also, the size and mindset of slivers as originally posted makes them more akin to a pack of dogs than a swarm of insects, as they are not true vermin. Fitting them into a swarm template negates the effect of many of their mutations, as well as they wouldn't recieve much of the benefit of being a swarm in the first place (still large enough to take weapon dmg, etc.)
nix4

11-22-06, 03:53 PM
Okay I fixed a few things on it...got rid of swarm and turned them back into a pack concept.

So the only real thing that they have is that they have a little less toughness ..do a little more damage...and have aberration traits.

The taint feature only affects the handler...

Not sure if I like this, but its more true to your concept ..I feel as though the slivers need something freaky about them to be more far-realm like...
Agent_Nolan

11-22-06, 04:53 PM
Yeah I know what you mean. On the plus side, in our playtest yesterday it seemed to balance reasonably well. The sliver's low innate BAB means they can't always hit straight up, and have to actually make use of those delicious pack tactics (flanking, feinting, suprise, status effects, etc).
daganisoraan

12-18-06, 07:25 PM
I think that the class should receive the following changes because a brood handler should be able to fight with his brood. Check each point i put and try to consider each of them.

The brood handler could be more like a sliver than its actually are. The following changes to the abilities present a class more bonded with his brood. The sliver don't need to gain bonus trick as they possess an empathic link with their handler. And they are monster not pet.

The number of sliver should be based on charisma with a maximum based on class level.
The number of mutation should be based on constitution with a bonus based on class level.

Hit die: d8
Class skills
Balance (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Wis), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Wis), Spot (Wis), Survival (Wis), Swim (Str).
Skill points at each level: 6 + intelligence modifier.

Base attack bonus: Average
Good Save: Willpower
Lvl Special Sliver
1st Control sliver, order courage +1, HD Mutations
hive node (empathic link & mutation) 1 0
2nd - 2 1
3rd Order competence 2 1
4th - 3 2
5th - 3 2
6th Hive node (share magic) 4 3
7th - 5 3
8th Order courage +2 5 4
9th Order greatness 6 4
10th Hive tactic 6 5
11th - 7 5
12th Hive node (telepathic link) 8 6
13th - 8 6
14th Order courage +3 9 7
15th Order heroics 9 7
16th - 10 8
17th - 11 8
18th Mutation attunment 11 9
19th - 12 9
20th Order courage +4 12 10

Weapon and Armor Proficiency: Handlers are proficient with simple weapons, light and medium armor, but not with shields.

Control Slivers (Ex): You project an hive mind similar to the one projected by a brood sliver. Inside it, you can control a number of sliver equal to your Charisma modifier, maximum 1. At 5th and each 5 level after, the maximum number of sliver you can control increase by 1. If the handler is slain, the slivers instead of fleeing stay near the body for a number of days equal to the handler Charisma modifier.

Order Slivers (Ex): Same as you writed it.

Hive Node (Empathic Link) (Ex): At 1st-level, an handler has an empathic link with his slivers out to a distance of up to 1 mile. The handler cannot see through the sliver’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the handler has the same connection to an item or place that his slivers does.

Hive Mind (mutation) (Ex): A brood handler count as a brood sliver to determine the mutation available for his sliver. At 1st and each following levels, an handler gains sliver mutation for his brood equal to his Constitution modifer plus the number shown on the table above. Unlike a brood sliver, he may not gain the effect granted by the mutations. Each time an handler gain a new mutation, he may change a mutation he actually possess with another mutation of the same strength or lower.

Hive Node (Share Magic) (Su): At 6th and every 6 level after, the handler may select a magic item he possess. All slivers inside the hive mind receive the benefit of the selected magic item. The handler may only choose the items after resting for 8 hours.

Hive Tactic (Ex): At 10th-level, an Handler and all slivers under his control gain the wolfpack feat. They only gain the benefits of that feat among each others, not with other allies.

Hive Node (Telepathic Link) (Ex): At 12th-level, an handler has a telepathic link with his slivers out to a distance of up to 1 mile. The owner cannot see through the sliver’s senses, but the two of them can communicate telepathically as if the sliver were the target of a mindlink power manifested by the owner.
Because of the telepathic link between a sliver and its owner, the owner has the same connection to an item or place that the sliver does.

Mutation Attunment (Ex): At 18th-level, an Handler may gain the effect of one mutation that he possess.
daganisoraan

12-19-06, 09:41 AM
I made the sliver into creature. Check them out.

Sliver
Size/Type: Small Aberration
Hit Die: 1d8+2 (6 hp)
Initiative: +2
Speed: land 30 feet, burrow 30 feet
AC: 14 (+1 size, +2 Dex, +1 natural armor)
Base Atk/Grp: +2/-2
Attack: Single claw attack +2 (1d4+2) or Single tentacle attack +2 (1d4+2)
Space/Reach: 5 ft./5 ft.
Save: Fort +2, Ref +2, Will +3
Abilities: Str 15, Dex 15, Con 12, Int 2, Wis 12, Cha 7
SA: Improved Grab, Constrict, Poison, Restricted Morphology.
SQ: Hive Mind, Brood Qualities, Mutation, Blindsight 30 feet.
Skills: see below
Feats: see below
Organization: Brood Pack (5-20 plus 1 brood sliver)
Chalenge Rating: 1/2 or 1, need to be tested
Alignement: Always neutral
Advancement: 2-12 HD

Hive Mind (Ex): All slivers inside an hive mind are in constant communication with their queen. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No sliver in a group is considered flanked unless all of them are. As long as a sliver is inside an hive mind, he may use its brood qualities and mutation ability. The distance of the hive mind range is determined by the queen, and their substitute. All slivers with the same hit die inside an hive mind are of the same brood.

Brood Qualities (Ex): Unlike normal creature, slivers don't gain feats and skill ranks when they advance in hit die. Instead, all slivers inside a brood share the same feats, and mutation with their queen. Whenever one of them change his mutation, all slivers in the brood immediately change their feats, and mutation to match the selection of the sliver that changed his mutation. All sliver inside a brood use the skill ranks of its queen instead of its own at all time, up to a maximum equal to its hit die +3.
Sliver that are not inside a brood, will always seek one. They do so despite all danger, and will seek a brood at all cost. If they are in combat and lose access to their hive mind, they immediately flee to find a new one. While doing so, they do not sleep or eat. Sliver detect hive mind within a 5 miles radius. If enough time pass, a lone sliver may die of exhaustion and/or hunger. If the sliver has the mutation that allow him to suspend his life, he use it after 1 day of unfruitful search.

Mutation (Ex): All sliver are able to change their body with mutations. As a full-round action a sliver can change one of is mutations with one that his queen possess. When he does so, he may also change his current feat selection with any that his queen possess. A sliver may only bear one mutation per hit die at all time.

Restrictive Morphology (Ex): A sliver may never attack with both its claw attack and its tentacle attack in the same round.

Blindsight (Ex): Slivers are blind. They principaly rely on their blindsight to detect prey.

Improved Grab (Ex): To use this ability, a sliver must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): On a successful grapple check, a sliver deals normal tentacle damage (see above), it cannot constrict creatures larger than itself.

Poison (Ex): A sliver deliver its poison (Fortitude DC 11) with each successfull claw attack. The initial damage is 1d6hp and it as no secondary damage.

Brood Sliver
Size/Type: Medium Aberration
Hit Die: 5d8+15 (37 hp)
Initiative: +2
Speed: land 30 feet, burrow 30 feet
AC: 18 (+1 size, +2 Dex, +5 natural armor)
Base Atk/Grp: +3/+5
Attack: Single claw attack +6 (1d6+3) or Single tentacle attack +6 (1d6+3)
Space/Reach: 5 ft./5 ft.
Save: Fort +3, Ref +3, Will +5
Abilities: Str 16, Dex 14, Con 17, Int 16, Wis 12, Cha 9
SA: Improved Grab, Constrict, Poison, Restricted Morphology, Psionic Abilities.
SQ: Brood Leader, Blindsight 150 feet.
Skills: Listen +9, Spot +9, Hide +10, Move Silently +10, Survival +9
Feats: two feat to be selected
Organization: Brood Pack (1 plus 5-20 sliver)
Chalenge Rating: need to be tested
Alignement: Always neutral
Advancement: 6-11 HD (medium), 12-20 HD (large)

Psionic Abilites: Brood sliver possess the "psionic abilities" mutation.

Brood Leader (Ex): Brood sliver give sliver an hive mind with a range of 300 feet. They are able to have a maximum of slivers inside their hive mind equal to their hit die. They possess two mutations per hit die, and can gain the effect of any mutation they have to themselves per hit die they have. Brood sliver are considered as sliver queen for all effect related to the mutation and brood qualities ability of normal sliver.

Sliver Queen
Size/Type: Gargantuan Aberration
Hit Die: 40d8+360 (540 hp)
Initiative: -1
Speed: Land 20 feet
AC: 21 (-2 size, -1 Dex, +14 natural armor)
Base Atk/Grp: high
Attack: Two claw attack +!!! (2d6+!!!) or Two tentacle attack +!!! (2d6+!!!)
Space/Reach: 20 ft./15 ft.
Save: high
Abilities: Str 37, Dex 9, Con 28, Int 24, Wis 15, Cha 15
SA: Improved Grab, Constrict, Poison, Psionic Abilities.
SQ: Brood Leader, Blindsight 150 feet, Sense Sliver.
Skills: many
Feats: many
Organization: Hive (1 plus 100-500 sliver, 10-50 brood sliver, 1-5 sliver overlord)
Chalenge Rating: need to be tested
Alignement: Usually neutral
Advancement: 40-50 (gargantuan), 51+ (colossal)

Brood Leader (Ex): Sliver queen give normal sliver an hive mind with a range of 5 miles. They possess all existing mutations, and can gain the effect of any mutation they have to themselves per hit die they have.

Poison (Ex): Sliver queen have the same poisin as normal except that all damage are double. This extend to the poison gained through mutations.

Sense Sliver (Su): Sliver queen are able to detect the presence of living sliver up to a distance of 50 miles.

Sliver Overlord
Size/Type: Large Aberration
Hit Die: 18d8+54 (135 hp)
Initiative: +0
Speed: Land 40 feet, burrow 40 feet
AC: 18 (-1 size, +9 natural armor)
Base Atk/Grp: +15/+26
Attack: Three claw attack +22 (1d8+7) or Two tentacle attack +22 (1d8+7)
Space/Reach: 10 ft./5 ft.
Save: Fort +9, Ref +6, Will +15
Abilities: Str 25, Dex 11, Con 17, Int 16, Wis 15, Cha 11
SA: Improved Grab, Constrict, Poison, Restricted Morphology.
SQ: Mutant, Blindsight 90 feet.
Skills: many
Feats: many
Organization: Solitary
Chalenge Rating: need to be tested
Alignement: Usually chaotic neutral
Advancement: 18-30 (large), 31+ (huge)

Mutant (Ex): Unlike normal sliver, sliver overlord don't need to be under a hive mind to survive. When a sliver overlord come within the range of an hive mind, it may change any of his current mutation with any mutation available inside the hive mind. Sliver overlord may apply a mutation of their choice for each hit die they have.

Available Mutation for Slivers
The mutations are divided into strength category, a brood sliver require to have the required hit die to have a wanted mutation. Mutations are taken in hit die order, meaning that a seven hit die brood sliver possess three 1HD mutations, three 4HD mutations and one 7HD mutation. Mutations preceded with an "y", may be taken mulitple times by slivers and their effect stacks.
# 1 HD Brood Leader
n Claw attack deal +1d6 acid damage, burrow speed increase by 10 ft
n Gain improved natural attack (claw) feat
y Speed of choice, except fly, is increas by 10 ft
n Gain climb speed of 20 ft
n Gain swim speed of 30 ft, and is able to breath underwater
y +2 natural armor bonus
n Gain the scent ability
y Gain the toughness feat
n Use suspend life as a psi-like ability at will
n Gain psionic abilitesThe sliver is considered as a psychic warrior of a level equal to his hit die. This mutation may only be taken or replaced after the sliver has rested. A sliver gain the following powers according to his hit die.
1-2 HD: Expansion, Thicken Skin
3-4 HD: Animal Affinity, Chameleon
5-6 HD: Empathic Transfer, Hustle
7-9 HD: Ectoplasmic Form, Psychic Vampire
10-12 HD: Personal Mind Blank, Psychofeedback
# 4HD Brood Leader
n +2 bonus to Strength
n +2 bonus to Dexterity
n +2 bonus to Constitution
n +4 bonus to Wisdom
n Size increase by one category
n Gain improved critical (claw) feat
n Claw attack reach increase by 5 ft
n Gain spike, grapple deal additonal 1d4 piercing damage
y Gain fast healing 1
y Energy resistance 5 against one type of energy
n Gain web ability, use the web ability of monstrous spiders of the same size
y Gain a feat from the following list: acrobatic, agile, alertness, athletic, stealthy

# 7HD Brood Leader
y Gain fly speed 30ft. (poor), lose access to tentacle attacks, other kind of speed drop to 5 ft. and can't be improved.
y Fly speed increas by 10 ft, maneuvrability improve one category
n Gain swarmfighting feat.
y Blindsight improve by 30 ft
y Gain a feat from the following list: endurance, great fortitude, improved inititative, iron will, lightning reflexes, run

# 10HD Brood Leader
n +4 bonus to Strength
n +4 bonus to Dexterity
n +4 bonus to Constitution
n +6 bonus to Wisdom
n Poison deal 1d3 Con/1d3 Con instead of normal damage
n Poison deal 1d3 Wis/1d3 Wis instead of normal damage
n Spike deal poison

# 13HD Brood Leader
n Spell resistance equal to 11 + HD
y Energy resistance 15 against one type of energy
need two find at least 3 other mutations

# 16HD Brood Leader
n +6 bonus to Strength
n +6 bonus to Dexterity
n +6 bonus to Constitution
n +8 bonus to Wisdom
need two find at least 2 other mutations

# 19HD Brood Leader
y Gain regeneration 1
n Poison deal 1 negative level instead of normal damage
need two find at least 2 other mutations

I didn't put the name of actual slivers before the mutation for two reasons.
First i find it to difficult to convert actual slivers in to D&D, be it as simple mutations or more complex creatures. The mechanics used in magic vs D&D are to different and making adaptation would require a lot of work. But also a lot of frustration, since i'm one of those person that think that each sliver should be the most possibly accurate to its name, picture, and card effects.
Secondly, i don't think that real sliver would really care how you named them once they killed you.;)
Kuronue

02-11-07, 06:22 PM
oh my... Slivers.... excellent. When my group finishes this long complicated plot I'll definatly run a quickie encounter to test this

EDIT: hmm. In thinking about this, I think that each sliver should choose 1 mutation when they get their first HD, and can have a max number of mutations to be X + HD (where X is some balanced number), and they gain additional mutations by being within, say, 100 feet of another sliver with a different mutation. That'd be more like the cards... it would have to have the CR scale according to the number of slivers (one sliver might be a CR 2-3 depending on the stats, but five slivers could be a CR 15 depending on the mutations).

EDIT 2: In looking at it, I like the idea that slivers share feats. Why not just make a new feat type, mutation, with a prereq of being a subtype (sliver), and make all Slivers subtype (sliver)? That would mean that certain classes and races who can shapeshift and add subtypes for whatever reason benefit from the mutations and feats of slivers.... lemmie see if I can't rig up some stats.

Sliver
Size/Type: Small Aberration (Sliver)
Hit Die: 1d8+2 (6 hp)
Initiative: +2
Speed: 30ft
AC: 14 (+1 size, +2 Dex, +1 natural armor)
Base Atk/Grp: +2/-2
Attack: Single claw attack +2 (1d4+2)
Space/Reach: 5 ft./5 ft.
Save: Fort +2, Ref +2, Will +3
Abilities: Str 15, Dex 15, Con 12, Int 2, Wis 12, Cha 7
SA: Improved Grab
SQ: Hive Mind, Brood Qualities, Darkvision 60
Skills: special
Feats: any one Mutation feat
Organization: Brood
Chalenge Rating: needs to be tested, scales
Alignment: Always neutral
Advancement: special

Hive Mind (Ex): All slivers inside an hive mind are in constant communication with any other slivers within 100 ft. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No sliver in a group is considered flanked unless all of them are.

Brood Qualities (Ex): Unlike normal creature, slivers don't gain feats and skill ranks when they advance in hit die. All sliver inside a brood use the highest skill ranks that any sliver within 100 ft posesses of each particular skill instead of its own at all time, up to a maximum equal to its hit die +3. (For example, if one sliver has 4 ranks in spot and another has 4 ranks in listen and they move within 100 feet of each other, each sliver now is considered to have 4 ranks in spot and 4 ranks in listen). Slivers will always seek each other where possible; Sliver detect each other within a 5 miles radius.

Furthermore, any sliver within 100 feet of another sliver can act as though it had all of the other sliver's feats, even if it does not qualify for the prerequisites.

Improved Grab (Ex): A sliver can attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.





Feat type mutation
To qualify for this type of feat, you must be of the subtype Sliver.

Hunter (mutation)
Whenever you successfully hit with a natural weapon, you may deal an extra 1d6 damage.

Quick (mutation)
Your speed increases by 10ft

Heart (mutation)
You cannot lose your dex bonus to AC

Fury (mutation)
You gain an extra attack with your natural weapon at full BAB

Basal (mutation)
Whenever a sliver within 100ft of you dies, you gain a +2 to all saves.


And then, for kicks:

Venser's Sliver
Size/Type: Small Construct (Sliver)
Hit Die: 1d10+10 (6 hp)
Initiative: +2
Speed: 30ft
AC: 13 (+1 size, +2 Dex)
Base Atk/Grp: +2/-2
Attack: Single claw attack +2 (1d4+2)
Space/Reach: 5 ft./5 ft.
Save: Fort +2, Ref +2, Will +3
Abilities: Str 15, Dex 15, Con --, Int 2, Wis 12, Cha 7
SA: Construct traids
SQ: Hive Mind, Brood Qualities, Darkvision 60
Skills: special
Feats: any one Mutation feat
Organization: Brood
Chalenge Rating: needs to be tested, scales
Alignment: Always neutral
Advancement: special


hmm. Would it be too much to give them all an extra HD for every other sliver nearby?