Bug Lord (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Leaflitter

12-18-07, 07:59 PM
BUG LORD

Background: Bug Lords tend to Grow up in the country and just gather information about bugs until the get a strange control over them.

Characteristics: Bug Lords are often physically weak but have strong of character. They tend to be in the background though, that is because their bugs tend to crawl all over them and it scares people off.

Alignment: Bug Lords find it hard to be good at higher levels and never lawful. But that’s not saying that there haven’t been ones in the past.

Religion: Most Bug Lords worship ether Ehlonna or Odab-Hai

Race: More often then not the Bug Lords are human. But the weaker races tend to be attracted to the class. Halflings fallow humans in the number of Bug Lords, then comes Gnomes, fallowed lastly by Elves. Halflings and Gnomes like the class because it provides ample protection and decent attacking power. Elves, now not all Elves approve of Bug Lords, that is because those that chose this path are often wizard dropouts.

Other Classes: Bug Lords find them selves in the back with the wizards and healing Clerics so they tend to get along best with them. But Druids find their power over bugs to be impressive and because Bug Lords also use only natural armor and weapons (there bugs) druids find a kinship with them. If a Bug Lord chooses to go for the more offensive path they are often confronted but fighters because they lack actual skill and rely on their bugs.

Role: most often Bug Lords are back up and support. Usually the Bug Lord helps position opponents on the battlefield.

Game Information
Bug Lords have the following game statistics
Abilities: charisma, wisdom and intelligence
Alignment: Any
Hit Die: d6
Starting Gold: 4d4 x 10 (100)
Starting Age: same as a fighter
Class Skills
Skills Points per level: (4+Int) x 4
The Bug Lord has the following skills: Concentration (Int), Clim (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Profession (Int), Swim (Str), Survival (WIs).

Level_________Fort__Ref__Will___Class Ability
1___+0________+0___+2___+0___Swarm
2___+1________+0___+3___+0___Talent
3___+2________+1___+3___+1___Swarm improvement 1
4___+3________+1___+4___+1___Swarm armor 1
5___+3________+1___+4___+1___Talent
6___+4________+2___+5___+2___Swarm improvement 2
7___+5________+2___+5___+2___Swarm armor 2
8___+6+1______+2___+6___+2___Talent
9___+6+1______+3___+6___+3___Swarm improvement 3
10__+7+2______+3___+7___+3___Swarm armor 3
11__+8+3______+3___+7___+3___Talent
12__+9+4______+3___+8___+4___Swarm improvement 4
13__+9+4______+4___+8___+4___Swarm armor 4
14__+10+5_____+4___+9___+4___Talent
15__+10+6+1___+5___+9___+5___Swarm improvement 5
16__+11+7+2___+5___+10__+5___Swarm armor 5
17__+12+7+2___+5___+10__+5___Talent
18__+13+8+3___+6___+11__+6___Swarm improvement 6
19__+14+9+4___+6___+11__+6___Swarm armor 6
20__+15+10+5__+6___+12__+6___Talent


Weapon & Armor Proficiencies: the Bug Lord is proficient with the following weapons dagger, club, light crossbow, and spear. The Bug Lord is not proficient with any armor or shields

Swarm: you are the host of a swarm of insects. You are the equivalent of the queen and the hive. You have full control over the swarm. You choose one of two types. You choose ether ground or air. Ground swarms are more powerful but air swarms have more mobility. The swarm that you start out with has less abilities and is weaker then a normal swarm but becomes much more powerful. The swarm acts upon your word. They act on your turn. You can ready actions with them as you could your self. If the swarm is destroyed, since you are the queen and hive, you produce 5ft of your chosen type(s) of bug over a period of 5 rounds (1ft every round). Swarms are not useable until you have a minimum of 5ft. The bugs act normally in extreme conditions. This is because they are not normal bugs they are produced by the Bug Lord.

Talent: starting at 2nd level and every three levels after the swarm learns a new talent from the list of talents.

Swarm Improvement: every three levels your swarm gets better at combat and gains a new ability represented by the list.

Swarm Armor: Do to the fact that the Bug Lord is not proficient in armor they make up for it by using part of they swarm as armor. Starting at 4th level and every three levels after the ability and AC rises. (Look at the chart for more detail). To use Swarm Armor you must use 5tf worth of bugs that make up the armor. There is no max Dex to this armor.
Leaflitter

12-18-07, 07:59 PM
SWARM

Ground Swarm
Size/Type: Fine Vermin (Swarm)
Hit Dice: 2d8
Initiative: +0
Speed: 10ft. Climb 5ft.
Armor Class: 17 (+4 Size, +3 Dex)
Base Attack/Grapple: +1/--
Attack: swam 1d6
Full Attack: Swarm 1d6
Space/Reach: 5ft./0ft.
Special Attack: Distraction
Special Qualities: immune to weapon wamage, swarm trait, vermin trait
Saves: Fort +1, Ref+3, Will +0
Abilities: Str 1, Dex 17, Con 10, Int-, Wis 10, Cha 3
Skills: +11 Climb, Move Silently +4
Feats: Weapon Finesse (B)
Environment: Any land or underground
Organization: solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: None

Air Swarm
Size/type: Fine Vermin (Swarm)
Hit Dice: 2d8 -2
Initiative: +0
Speed: 5 ft. Fly 10ft (poor).
Armor Class: 18 (+4 Size, +4 Dex)
Base Attack/Grapple: +1/--
Attack: Swarm 1d4
Full Attack: Swarm 1d4
Space/Reach: 5ft./0ft.
Special Attack: Distraction
Special Qualities: immune to weapon damage, swarm trait, vermin trait
Saves: Fort+0, Ref +4, Will +0
Abilities: Str1, Dex19, Con 8, Int -, Wis 10, Cha 3
Skills: +5 Spot, +5 Hide
Feats: Weapon Finesse (B),
Environment: Any land or Underground
Organization: solitary
Challenge Rating: 2
Treasure: none
Alignment: Always Neutral
Advancement: None

Swarm Improvements:
Level ___Improvement #__Damage G/A__+ Speed___Size_Hit Dice__Special Ability
3_______Improvement 1____1d8/1d6______+5_____+0____3d8___None
6_______Improvement 2____1d8/1d6______+10____+5____4d8___Tremersense 30ft.
9_______Improvement 3____2d6/2d4______+15____+10___5d8___None
12______Improvement 4____2d6/2d4______+20____+15___6d8___Darkvision 60ft.
15______Improvement 5____2d8/2d6______+25____+20___7d8___None
18______Improvement 6____2d8/2d6______+30____+25___8d8___Blindsense 20ft.

Swarm Armor:
Level__# __AC Bonus__Bugs/ft___DR
4______1_____+3_______5ft_____0
7______2_____+4_______5ft_____0
10_____3_____+5_______5ft_____2/Percing, Slashing
13_____4_____+6_______10ft____4/Percing
16_____5_____+7_______10ft____6/Adamantine
19_____6_____+8_______10ft____8/-
Leaflitter

12-18-07, 08:00 PM
Talents
Useful Swarm
Your swarm can make ramps ladders and bridges

Swarm Jump
Prerequisite: Useful Swarm
You use your swarm to help you jump +5 for each 5ft used to help

Reactive Swarm
Prerequisite: Useful Swarm
Your swarm can make attacks of opportunity.

Swarm Weaponry
Your swarm can make a weapon and you are automatically proficient with it. If 5 ft are used to make the weapon then it is a one handed weapon if you use 10 ft then it is a reach weapon. The one handed weapon deals 1d6 bludgeoning damage. The reach weapon deals 1d8 bludgeoning damage.

Swarm Tangle
Prerequisite: Ground Swarm
Entangle opponent


Swarm Wings
Prerequisite: Air Swarm, 10ft swarm
You make you swarm in to wings and fly speed -5ft from swarm speed

Powerful Swarm
Your swarm is stronger then most. strength is now 10.

Improved Powerful Swarm
Your swarm is even more powerful. Now its strength is 15

Greater Powerful Swarm
Your swarm is superior to all other swarms in strength. Its strength is now 20

Swarm Elevator
Prerequisite: ground swarm, powerful swarm
Your swarm lifts you up a wall or tree. Whenever you have to make a climb check you can take ten and use the Swarms climb bonus

Swarm’s Reach
Prerequisite: Ground Swarm, Powerful Swarm
Swarm now has reach 5ft

Improved Swarm Reach
Prerequisite: Ground Swarm, Powerful Swarm, Swarm Reach
Swarm now has a reach 10ft


Grappling Swarm
Prerequisite: Powerful Swarm, Swarm’s Reach
Your Swarm can now grapple

Improved swarm grapple
Prerequisite: Powerful Swarm, Swarms Reach, Grappling Swarm
Swarm gets +8 on grapple checks

Swarm coffin
Prerequisite: Powerful Swarm, Swarms Reach, Grappling Swarm, Improved Grappling Swarm
Swarm surrounds opponent. This is ruled as a pin dealing 2d12 points of damage per turn.

Swarm burial
Prerequisite: Bug Lord 20, Powerful Swarm, Swarm Reach, Grappling Swarm, Improved Grappling Swarm.
While in the Swarm Coffin the opponent dies if they fail a fortitude save DC(10 + half Bug Lord level + charisma mod) if they make the save they take 12d12 points of damage.

Multi Swarm
Prerequisite: Swarm Improvement 3
You have both ground and air swarms.


Fast Swarm
Your swarm gets +5 to all movement speeds.
Special: This feat can be taken multiple times its effect stack.

Swarm Retreat
Prerequisite: Useful Swarm, Fast swarm, Reactive Swarm
Swarm moves you back out of danger. as an immediate action your swarm moves you to back 10 ft into an unoccupied square. This is in response to an attack.

Faster Swarm
Prerequisite: Fast Swarm, Independent Swarm
+4 to inititeve

Shield Swarm
The swarm's natural AC increases by 1. Can take multipul time its effects stack.

Swarm Wall
Prerequisite: Shield swarm:
Swarm creates a wall. (like wall of wood)

Swarm Link
You and your swarm can communicate telepathically

Independent Swarm
Perequisite: Swarm Link
Your swarm can act on it’s own. It has its own initiative and can act before the Bug Lord

Tracking Swarm
Prerequisite: Swarm Link, Independent Searm
Track ability

Swarm Wave
Prerequisite: Bug Lord 5
Swarm moves in to a giant wave and crashes on to a creature. Dealing 3d6 bludgeoning damage +2 for each 5ft. of bugs used

Swarm Tsunami
Prerequisite: Bug Lord 11, Swarm Wave
As a full round action you make one attack. You gather bugs from the surrounding area and deliver a wave that is a 120ft cone that deals 1d6/level to every thing in the area. Reflex save will half the damage DC(10 + half Bug Lord + Cha Mod)

Devour
Prerequisite: Swarm Wave, Level 20 Bug Lord
Your swarm eats (1+cha mod) opponents per day. Reflex (DC= 10 + half Bug Lord Level + Cha Mod)


Fearsome Swarm
You swarm is scarier then most. Once per encounter you can attempt to frighten one opponent. Will save DC + half Bug Lord level + cha mod if subject succeeds then it is shaken for 1 round. If opponent has more then +2 to your DH it is unaffected. Example your Bug Lord level 4 you can effect a creature with up to 6 DH.

Push Pull

Maneuvers

Advanced Maneuvers

Swirling swarm

Land Manipulation

Hive

Powerful

Knock Back Swarm

Infested

Charming Bugs

Bug Head

Bug Torso

Bug Arms

Bug Legs

Bug Suit

Frightening Shape

Acid Affinity

Swarm Clone

Swarm Group

Swarm Weapon Reach

Swarm Weapon Exotic
vorpo

12-18-07, 09:19 PM
Any possibility of mixed air/ground swarm?
Leaflitter

12-18-07, 09:21 PM
Feats


Poison Swarm
Your swarm is now poisonous.
Prerequisite: Swarm Armor 1
Benefit: With each attack your swarm deals 1d4 Dex damage. This can be negated by a Fortitude save (DC 10 +1/2 of your class level + Wisdom modifier)


Swarm Type
You have a better bugs in your swarm.
Prerequisites: Swarm Improvement 2
Benefits: You can chose a new swarm base type from this list.
Air; Wasp, Moth, Butterfly.
Ground; Ant, Beetle, Worm.

Improved Swarm Type
Your swarm is an even more powerful insect.
Prerequisites: Swarm Improvement 2, Swarm Type
Benefits: you can choose from a new list of insects.
Air; Praying Mantis.
Ground: Scorpions.
Both; Spiders
Special: In order to get spiders you must have the talent Multi Swarm.

Increase Swarm Size
Benefits: Your Swarm gets +10ft. to its size.
Special: This can be taken multiple times its effects stack.

Commune with Nature
Your swarm thrives in the wilderness
Prerequisites: Bug Lord level 8
Benefit: When in a natural area (like a the forest or a field) you can maximize the size of your swarm. Your swarm grows in size by x2. this is usable equal to your con modifier per day (minimum 1) and it lasts for 3+con mod rounds. You are fatigued for the rest of the encounter after you use this ability.

Improved Commune with Nature
Your swarm is even more powerful when in its natural habitat.
Prerequisites: Bug Lord level 8, Commune with Nature
Benefit: Same as Commune with Nature but instead of x2 your swarms grows by x3.

One With Nature
Prerequisites:

Elemental Swarm
Prerequisites:

Acid Swarm
Prerequisites:

Improved Acid Swarm
Prerequisites:

Improved swarm Armor
Prerequisites:
Leaflitter

12-19-07, 08:25 AM
New Swarms

some kinks that still need to be worked out but the rough idea

Wasp
Size/type: Fine Vermin (Swarm)
Hit Dice: 3d8
Initiative: +0
Speed: 10 ft. Fly 30 ft. (good)
Armor Class: 18 (+4 Size, +4 Dex)
Base Attack/Grapple: +3/--
Attack: swarm 1d6 (poison)
Full Attack: swarm 1d6 (poison)
Space/ Reach: 5ft./ 0ft.
Special Attack: Distraction,
Special Qualities: Immune to weapon damage, Swarm trait, Vermin trait
Saves: Fort +1,Ref +8,Will +1
Abilities: Str 1, Dex 18, Con 10, Int-, Wis 10, Cha 3
Skills: Spot +6, Search +9
Feats: Weapon Finesse (B)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None

Poison: 1d4 con damage

Fly
Size/type: Fine Vermin (Swarm)
Hit Dice: 2d8-1
Initiative: +0
Speed: 5ft. Fly 20 ft. (good)
Armor Class: 20 (+4 Size, +6 Dex)
Base Attack/Grapple: +3/--
Attack: Swarm 1d4
Full Attack: Swarm 1d4
Space/ Reach: 5ft./ 0ft.
Special Attack: Distraction, acid
Special Qualities: Immune to weapon damage, Swarm trait, Vermin trait
Saves: Fort +1,Ref +10,Will +1
Abilities: Str 1, Dex 22, Con 8, Int-, Wis 10, Cha 5
Skills: Spot +7. Listen +5 Hide +10
Feats: Weapon Finesse (B)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None

Acid: Attacks deals acid damage

Butterfly
Size/type: Fine Vermin (Swarm)
Hit Dice: 2d8-1
Initiative: +0
Speed: 5ft. Fly 20 ft. (perfect)
Armor Class: 19 (+4 Size, +5 Dex)
Base Attack/Grapple: +3/--
Attack: Swarm 1d4
Full Attack: Swarm 1d4
Space/ Reach: 5ft./ 0ft.
Special Attack: Distraction, Fascinate
Special Qualities: Immune to weapon damage, Swarm trait, Vermin trait
Saves: Fort +1, Ref +9, Will +1
Abilities: Str 1, Dex 20, Con 8, Int-, Wis 10, Cha 10
Skills: Sense Motive +5, Spot +10
Feats: Weapon Finesse (B)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None

Fascinate:

Ant
Size/type: Fine Vermin (Swarm)
Hit Dice: 2d8
Initiative: +0
Speed: 20ft. Climb 20 ft. burrow 20 ft.
Armor Class: 17 (+4 Size, +3 Dex)
Base Attack/Grapple: +2/ +1
Attack: Swarm 1d6
Full Attack: 1d6
Space/ Reach: 5ft./ 0ft.
Special Attack: Distraction, work together
Special Qualities: Immune to weapon damage, Swarm trait, Vermin trait
Saves: Fort +2,Ref +7,Will +1
Abilities: Str10, Dex 17, Con 10, Int-, Wis 10, Cha 3
Skills: Climb +5, Hide +10
Feats: Weapon Finesse (B)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None

Work Together:

Beetle
Size/type: Fine Vermin (Swarm)
Hit Dice: 3d8+2
Initiative: _0
Speed: 30 ft. Climb 30 ft.
Armor Class: 16 (+4 Size, +2 Dex)
Base Attack/Grapple: +1/+2
Attack: Swarm 1d8
Full Attack: Swarm 1d8
Space/ Reach: 5ft./ 0ft.
Special Attack: Distraction, natural grappler
Special Qualities: Immune to weapon damage, Swarm trait, Vermin trait
Saves: Fort +7,Ref +2,Will +1
Abilities: Str1, Dex 15, Con 15, Int-, Wis 10, Cha 3
Skills: Climb +8, Spot +7
Feats: Weapon Finesse (B)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None

Natural Grappler:

Worm
Size/type: Fine Vermin (Swarm)
Hit Dice: 2d8+1
Initiative: +0
Speed: 5 ft. Burrow 30 ft.
Armor Class: 17 (+4 Size, +3 Dex)
Base Attack/Grapple: +3/--
Attack: Swarm 1d6
Full Attack: Swarm 1d6
Space/ Reach: 5ft./ 0ft.
Special Attack: Distraction, infest
Special Qualities: Immune to weapon damage, Swarm trait, Vermin trait
Saves: Fort +2,Ref +7,Will +1
Abilities: Str 5, Dex 17, Con 12, Int-, Wis 10, Cha 3
Skills: Hide +15
Feats: Weapon Finesse (B)
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: None

Infest:



Improved Swarms

Praying mantis
Size/type: Fine Vermin (Swarm)
Hit Dice: 3d8 -2
Initiative: +0
Speed: 20 ft. Fly 30ft (poor).
Armor Class: 18 (+4 Size, +4 Dex)
Base Attack/Grapple: +1/--
Attack: Swarm 1d4
Full Attack: Swarm 1d6
Space/Reach: 5ft./0ft.
Special Attack: Distraction, Daze
Special Qualities: immune to weapon damage, swarm trait, vermin trait
Saves: Fort+0, Ref +4, Will +0
Abilities: Str 5, Dex 20, Con 8, Int -, Wis 10, Cha 3
Skills: +5 Spot, +5 Hide
Feats: Weapon Finesse (B),
Environment: Any land or Underground
Organization: solitary
Challenge Rating: 2
Treasure: none
Alignment: Always Neutral
Advancement: None

Daze: Stun Opponent for 1d4 rounds

Scorpion
Size/type: Fine Vermin (Swarm)
Hit Dice: 5d8 +5
Initiative: +0
Speed: 50 ft. Climb 20 ft.
Armor Class: 21 (+4 Size, +3 Dex, Natural Armor +4)
Base Attack/Grapple: +1/--
Attack: Swarm 1d8
Full Attack: Swarm 1d8 Poison
Space/Reach: 5ft./0ft.
Special Attack: Distraction, poison
Special Qualities: immune to weapon damage, swarm trait, vermin trait
Saves: Fort+0, Ref +4, Will +0
Abilities: Str1, Dex19, Con 12, Int -, Wis 10, Cha 3
Skills: +5 Spot, +5 Hide
Feats: Weapon Finesse (B),
Environment: Any land or Underground
Organization: solitary
Challenge Rating: 2
Treasure: none
Alignment: Always Neutral
Advancement: None

Poison: 1d10 con damage. Fort DC= 10+1/2 Bug Lord Level+Wis Mod

Spider
Size/type: Fine Vermin (Swarm)
Hit Dice: 4d8
Initiative: +0
Speed: 40 ft. Climb 40 ft.
Armor Class: 18 (+4 Size, +4 Dex)
Base Attack/Grapple: +1/--
Attack: Swarm 1d6
Full Attack: Swarm 1d6
Space/Reach: 5ft./0ft.
Special Attack: Distraction, Web
Special Qualities: immune to weapon damage, swarm trait, vermin trait
Saves: Fort+0, Ref +4, Will +0
Abilities: Str1, Dex19, Con 10, Int -, Wis 10, Cha 3
Skills: +5 Spot, +5 Hide
Feats: Weapon Finesse (B),
Environment: Any land or Underground
Organization: solitary
Challenge Rating: 2
Treasure: none
Alignment: Always Neutral
Advancement: None

Web: Web Spell with area equal to the swarms size
Vadin

12-19-07, 01:33 PM
A quick spelling fix: all but the last 'talent' on your class chart say 'talant'.

Also, you might want to add something like 1, 2, or 3 after every Swarm Armor entry so it doesn't look like they're getting the exact same ability over and over again.
Leaflitter

12-19-07, 01:56 PM
done and done thanks
Satyrus

12-19-07, 10:35 PM
Quick question what happens if the swarm is killed?
Leaflitter

12-19-07, 11:06 PM
thats what I forgot!!!!
right now its too late to think but tomorrow I will add that.
Pillow_Pants

12-20-07, 02:40 AM
You could either have the swarm replace itself automatically after a period of time used to gather the necessary bugs, or you could give the swarm a healing/regeneration of sorts. Bugs are everywhere, and the Bug Lord would have a sort of magnetic pull that attracts them. The only problem with the replacement swarm idea is that either the character would not be able to choose between Ground and Air, or they would be allowed to choose. Since some talents are type specific, I think an affinity for the chosen swarm type would have to allow them to only gain that as a new swarm.

Another idea- You could, at higher levels, allow the swarms to be made up of some specific type of deadly bug. An example is Hoard Scarab (Draconomicom). This, of course, would be treating the swarm as an animal companion or something similar instead of the integral part of the class that it is.

In fact, I think the Bug Lord could have some serious potential as a character class that is seperate from his swarm (maybe have him able to emulate bugs or use bug-like magic). This allows for more customizable characters. While still being able to make something virtually identical to your first draft, you could also have versions that can turn into swarms themselves, emulate the characteristics of the insects they revere, or maybe cast spells from a limited (and largely custom made, probably) spell list.

This class looks like a lot of fun to play. . . . once. Unfortunately, the lack of possible variety (there is some, but not enough in my opinion) make this seem lackluster as a base class and more suitable as a PrC. That said, great work, and I hope you continue to make the class flavorful, unique, and most importantly- what YOU want.
Leaflitter

12-20-07, 03:45 PM
death of swarm was up dated im working on more talents. i want to make the talent list comparable to the wizards spell list (amount wise) to give more customization. so if any one has some ideas write them down even if there dumb they might spark on idea.

i know wizards have an enormous spell list. So its just for comparison not an actually goal.
Satyrus

12-20-07, 11:43 PM
You could have a whole group of talents devoted to different poison types (ability drains, sleep, paralysis, ect.)

-Have the ground swarm burrow beneath an opponent to collapse the ground.

-Have the ground swarm hamper enemy movement.

That's all I've got for now and one other question what happens to swarms in extreme conditions specifically extreme cold where most bugs either die or go dormant?:confused:
zacnn

12-21-07, 04:43 PM
Sounds somewhat like the Aracnomancer(DotU).
Leaflitter

01-02-08, 09:17 PM
made some new talents. some how when editing the talents the class description went there so i had to put in my first draft so it could be all messed up. and missing some parts but there are new talents and thats all that matters.

hopefully ill update it a cupel more times this week. hope you like the class
vorpo

01-02-08, 11:02 PM
Pls drop me a note in the Peach Market (my sig) as to what category to list you under (pls refer to post 2, if none of the categories fit, pls suggest one). Pls make sure you linke your class when you post.
pigknight

01-03-08, 03:29 AM
Might I just add, well done table and nice idea, this would make an interesting villian/PC.
Leaflitter

01-03-08, 09:51 AM
Might I just add, well done table and nice idea, this would make an interesting villian/PC.

thanks
pigknight

01-04-08, 01:04 AM
Also I'm pretty sure its balanaced (I use the, it's weaker then the druid so it's balanced route).
Leaflitter

01-04-08, 01:54 PM
sweet i was wondering if it was balanced.
Leaflitter

03-30-08, 03:38 PM
some new stuff added and some spelling errors fixed.
Satyrus

03-31-08, 05:50 PM
Good to see this class back. I found it really interesting and I'll take a look at the new stuff when I get the chance.

-Satyrus
ciaran

03-31-08, 06:08 PM
I can appreciate the small class list to show the bug lord's limited experience gtrowing up, but I think someone who spent their childhood in the forest exploring would have some skill doing some other things. You might want to think about Climb, Swim & Survival. Maybe Heal too. You could get away with dropping Craft.
ShadowGuard

03-31-08, 06:49 PM
No offence but this class seems a bit like a one hit wonder. It has one shtick and that’s all. With a name like the Bug Lord, the class doesn’t have any major ability to control other bugs beyond its own swarm. Really the whole class is really just pumping up your swarm army and hoping that it can get the job done. The character itself doesn’t have many abilities beyond controlling its one swarm. I sort of expected the class to be able to take on the characteristics of insects and gain abilities that would allow them to control vermin minds. Swarm Shifting, using spells to improve or grow bugs, and overall control of vermin is what I expect from a master of Vermin, but this class just has one swarm and that’s it. So lets take a look at the mechanics.
Game Information
Bug Lords have the following game statistics
Abilities: charisma, wisdom and intelligence
Alignment: Any

Seems fine.
Hit Die: d4
Starting Gold: 4d4 x 10 (100)
Starting Age: same as a fighter

The Starting Gold and age is fine, but the 4HD really worries me, I know you want to make this class a person who stands back and lets the bugs do the dirty work, but the low HD is going to hurt. The AC and DR helps, but the low hp will make this a character an easy drop if hit hard. The Wizard has the spell power to prevent that from happing but this class does not. Since you want him on the frail side D6 might be better, or D8 if its not enough.
Class Skills
Skills Points per level: (2+Int) x 4
The Bug Lord has the following skills: Concentration (Int), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Nature) (Int), Profession (Int).

I agree with Ciaran with the skills being a little bare. You would expect a lord of bugs to have been born in the wild to have more knowledge of geography, and survival. Maybe Move silently so that it works with hide to make this a character that lurks in the dark and strikes with his swarm.

The Swarm rules and Talents are great and can be useful given certain situations. One thing to note is the swarms seem a little bland, there is a flight and ground and that’s it. To expand maybe there could Wasp, Moth and Butterfly swarms for flying, each having their own special abilities that set them apart. There could be Ants, Beetles, Worms, and other various insects that could be the ground. Worms might be able to infest the body or grant burrow speed. Also while Spiders and Scorpions aren’t insects, they are vermin and could be interesting as swarm candidates. Praying mantis swarm might be interesting. I do think the swarm sizes are a little small, but over all the mechanics are cool. While interesting I don't thing just one major class feature can carry the whole class.

Have you considered adding spells to this class? Not 9th level but maybe just up to 6th level. Maybe base them off the Druid and Wizard spells to nab you Creeping Doom, Insect Swarm, Giant vermin spells and other spells that could aid you bug army. Just some thoughts and if you get offended I apologize

P.S. Sorry if my English is off.
Hellsbells

03-31-08, 07:41 PM
except see I think hes going for a specific theme here so if this is all it can do, this is all it can do. I would how ever sudgest atleast some form of swarm shifting but other then that looks good.
Leaflitter

03-31-08, 08:09 PM
ShadowGaurd i like your ideas and im not offended. from what you have said i think i could do that with feats. i never thought about feats but they could fix some of those things. and maybe a d6 would be better or at least a way to heal faster. i shall think on this and add some new stuff by the weekend.

thanks everyone :ayyyy!:
ShadowGuard

03-31-08, 08:12 PM
Well I’m glad that your okay with what I said and I look forward to improvements that you make.
Leaflitter

04-04-08, 06:05 PM
well ive been thinking all week on what everyone has said and i have added some feats and new swarms. also changed up the hit dice from a d4 to a d6 and added more skills. the swarms max size has increases too. i still have some things to add but i figured i should put up what i have so far.


what im still working on;

1. weather or not to have spell casting. so far my thoughts are that the spells will start at about 4th or 5th level and there will be a very limited list. and in addition to that there will be new ways that the spells work (nothing really mechanically, mostly flavor).

2. feats are still in progress

3. improved swarms and some of the new swarms special abilities.

4. finally swarm shifting is the last thing i am working on adding. not really sure how i want it to work yet but im coming close to figuring it out.

hope you enjoy the additions.