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| Leaflitter12-18-07, 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. |
| Leaflitter12-18-07, 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/- |
| Leaflitter12-18-07, 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 |
| vorpo12-18-07, 09:19 PM | Any possibility of mixed air/ground swarm? |
| Leaflitter12-18-07, 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: |
| Leaflitter12-19-07, 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 |
| Vadin12-19-07, 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. |
| Leaflitter12-19-07, 01:56 PM | done and done thanks |
| Satyrus12-19-07, 10:35 PM | Quick question what happens if the swarm is killed? |
| Leaflitter12-19-07, 11:06 PM | thats what I forgot!!!! right now its too late to think but tomorrow I will add that. |
| Pillow_Pants12-20-07, 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. |
| Leaflitter12-20-07, 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. |
| Satyrus12-20-07, 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: |
| zacnn12-21-07, 04:43 PM | Sounds somewhat like the Aracnomancer(DotU). |
| Leaflitter01-02-08, 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 |
| vorpo01-02-08, 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. |
| pigknight01-03-08, 03:29 AM | Might I just add, well done table and nice idea, this would make an interesting villian/PC. |
| Leaflitter01-03-08, 09:51 AM | Might I just add, well done table and nice idea, this would make an interesting villian/PC. thanks |
| pigknight01-04-08, 01:04 AM | Also I'm pretty sure its balanaced (I use the, it's weaker then the druid so it's balanced route). |
| Leaflitter01-04-08, 01:54 PM | sweet i was wondering if it was balanced. |
| Leaflitter03-30-08, 03:38 PM | some new stuff added and some spelling errors fixed. |
| Satyrus03-31-08, 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 |
| ciaran03-31-08, 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. |
| ShadowGuard03-31-08, 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. |
| Hellsbells03-31-08, 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. |
| Leaflitter03-31-08, 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!: |
| ShadowGuard03-31-08, 08:12 PM | Well I’m glad that your okay with what I said and I look forward to improvements that you make. |
| Leaflitter04-04-08, 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. |