Vermin Champion [ver 1.0 , please critique] [Archive] - Wizards Community

Post/Author/DateTimePost
MystErikEry

08-23-07, 02:22 AM
The Vermin Champion

Vermin champions feel that the power of vermin, namely insects, is severely underobserved. They see that these carapaced creatures are at the bottom and the top of the food chains of many eco-systems, and their importance has long been dismissed. They seek to show the true power of vermin by utilizing their natural connection with the creatures. Many become adventurers in order to campaign the insect cause, while others simply strive to prove through their actions that vermin certainly have a prominent place of respect in people's hearts.

Hit Die
d8.

Requirements
To qualify to become a vermin champion, a character must fulfill all of the following criteria:
Skills: Handle Animal 8 ranks.
Spells: Ability to cast Summon Swarm.

Class Skills
The vermin champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (dungeoneering and nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis).

Skill Points at Each Level
4 + Int modifier.

TABLE: THE VERMIN CHAMPION Hit Die: d8
Base Fort Ref Will Special Spells per Day
Lvl Atk. save save save
1. +0 +2 +0 +2 Vermintraining, Vermin Empathy,
Verminfriend, Venom's Gift (+4)
2. +1 +3 +0 +3 Vermin Companion, Director of Swarms +1 level of existing class
3. +2 +3 +1 +3 Verminbond, Vermin's Voice +1 level of existing class
4. +3 +4 +1 +4 Venom's Gift (Immunity), Dancer of Swarms +1 level of existing class
5. +3 +4 +1 +4 Vermin Telepathy +1 level of existing class
6. +4 +5 +2 +5 Conductor of Swarms +1 level of existing class
7. +5 +5 +2 +5 Hivemind



Class Features
All the following are Class Features of the vermin champion prestige class.

Weapon and Armor Proficiency
Vermin champions gain no profiency with any weapons or armor.

Spells per Day/Spells Known
When a new vermin champion level is gained, except the first and seventh levels, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast Summon Swarm before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could Summon Swarm before he became a vermin champion, he must decide to which class he adds each level of vermin champion for the purpose of determining spells per day.

Vermintraining (Ex)
Vermin may be trained, handled, or pushed by a vermin champion as if they were animals at no penalty, and are considered to have at least one point of intelligence for the purposes of learning tricks. They are still considered mindless if they were already.

Vermin Empathy (Ex)
A vermin champion can improve the attitude of a vermin. This ability functions just like a Diplomacy check made to improve the attitude of a person. The vermin champion rolls 1d20 and adds his vermin champion level and his Charisma modifier to determine the vermin empathy check result.
The typical vermin has a starting attitude of indifferent or unfriendly, depending on the circumstances.
To use vermin empathy, the vermin champion and the vermin must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a vermin in this way takes 1 minute but, as with influencing people, it might take more or less time.

Verminfriend (Su)
Due to a nearly supernatural connection with vermin, the vermin champion causes reluctance in any vermin attempting to attack him. Vermin naturally know they champion similar causes.
If a vermin is about to attack a vermin champion, he may make a Charisma check (DC 15 + vermin champion level). If the check succeeds, that vermin refuses to attack him for 24 hours.

Venom's Gift (Ex)
A vermin champion has worked with many vermin that have dangerous venom and poisons, and has become resiliant to this danger.
A vermin champion receives a +4 bonus to all saves against vermin-derived poisons. At 4th level, the vermin champion is so adapted to vermin-based poisons that he becomes immune to them completely.

Director of Swarms (Ex)
A vermin champion can direct the masses of vermin effectively. Even swarms of non-vermins can be swayed by the vermin champion in this way, since such swarms all behave in similar ways.
As a move-equivalent action, a second-level vermin champion can direct a swarm to move where he wishes. If this ability is used against a swarm summoned or controlled by another, make an opposed Charisma check against the summoner or controller to succeed. If successful, the swarm's next movement is determined by the wishes of the vermin champion. The swarm must be within line-of-sight and 100 feet of the vermin champion.

Verminbond (Ex)
Closely relating with vermin improves the vermin champion's interactions with them. At second level, he receives a +4 bonus on all vermin empathy checks, and all Diplomacy, Handle Animal, Ride, and Sense Motive checks involving a vermin. Vermin are considered to have an intelligence score equal to the vermin champion's level while communicating with him. In addition, he or she cannot be nauseated by swarms.

Vermin's Voice (Su)
After interacting with vermin so closely, a vermin champion eventually becomes able to speak with them as with other creatures that speak a common language.
At third level, a vermin champion can understand and speak with vermin.

Dancer of Swarms (Ex)
Eventually, a vermin champion is able to fight effectively even while in the midst of a swarm, and can even benefit from such creatures crawling about him.
At fourth level the vermin champion no longer takes any damage from swarms. In addition, while fighting in a space occupied by a swarm, he receives a +4 bonus to AC.

Vermin Telepathy (Su)
Vermin champions work so closely with insects and become so bonded with them that they become able to communicate as if by telepathy, although it is often a combination of psionic, magical, and pheromonic power.
At fifth level, the vermin champion can telepathically communicate with all vermin within 10 feet, and can detect the presence of any vermin at this range.

Conductor of Swarms (Ex)
Vermin champions are the masters of swarms, and while inexperienced ones may lose control of powerful swarms, or be unable to direct many swarms at once, the most talented vermin champions can control a great deal of swarms at any one time, almost without any effort.
At sixth level, the vermin champion may now use Director of Swarms as a free action that automatically succeeds, except when attempting to use it against other vermin champions with Conductor of Swarms (then resolve the opposed Charisma check as normal, once per vermin champion's turn; success means control is granted to that vermin champion until the swarm's action).

Hivemind (Su)
Forming powerful bonds with vermin, the most advanced vermin champions are almost always followed by insectoid thralls, workers, and soldiers.
A vermin champion may proposition any vermin telepathically within 10 feet. If willing and not already part of a hive mind, that vermin can be added to the vermin champion's hive mind. All creatures in the hive mind are aware of what every individual is experiencing and knows the actions of every other creature in the hive mind. Vermin are considered to have an intelligence and charisma score equal to the vermin champion's level while part of the hive mind (unless their natural ability scores are better). All members can communicate telepathically. While part of a hive mind, all members, including the vermin champion, receive a +1 insight bonus to attack and Armor Class, and cannot be flanked or flatfooted unless all members of the hive mind are flanked or flatfooted. Creatures more than 50 feet away from another member of the hive mind are no longer part of the hive mind (if the hive's telepathic link is broken, the part of the hive with the vermin champion remains the hive mind, while the other creatures are removed).


Vermin Companion
At second level, a vermin champion may recruit a friendly vermin as a companion. This vermin is a loyal companion that accompanies the vermin champion on her adventures as appropriate for its kind. It is considered a magical beast (enhanced vermin) for the purposes of effects that depend on its type (though it retains its vermin type and traits, vermin Hit Dice, base attack bonus, saves, skill points, and feats). Vermin companions are superior to normal vermin, and they have special abilities that depend on vermin champion level, as shown in the table below.
If a vermin champion releases his companion from service, he may gain a new one by spending 24 uninterrupted hours to replace it. This can also replace a vermin companion that has perished.

Vermin Companion Rank Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Bonus Feats Special
1-2 +0 +0 +0 1 0 Link, share spells
3-4 +2 +2 +1 2 1 Evasion
5-6 +4 +4 +2 3 2
7-8 +6 +6 +3 4 3
9-10 +8 +8 +4 5 4
11-12 +10 +10 +5 6 5 Improved Evasion
13-14 +12 +12 +6 7 6

Vermin Companion Rank
The vermin companion rank is equal to half the vermin champion's hit dice from other classes, plus his vermin champion level.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the vermin companion’s base attack and base save bonuses. A vermin companion’s base attack bonus is the same as that of a druid of a level equal to the vermin’s HD. A vermin companion has good Fortitude saves (treat it as a character whose level equals the animal’s HD).

Natural Armor Adj.
The number noted here is an improvement to the vermin companion’s existing natural armor bonus.

Str/Dex Adj.
Add this value to the vermin companion’s Strength and Dexterity scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the vermin knows in addition to any that the vermin champion might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the vermin. The vermin champion selects these bonus tricks, and once selected, they can’t be changed.

Bonus Feats
A vermin companion gains additional feats, even though it normally cannot learn feats due to being mindless. Chose feats as if choosing feats for Hit Dice (that is, all prerequisites must be met). A vermin companion may have a maximum of only one feat for every three hit dice it has.

Link (Ex)
A vermin champion can handle his vermin companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The vermin champion gains a +4 circumstance bonus on all vermin empathy checks and Handle Animal checks made regarding a vermin companion.

Share Spells (Ex)
At the vermin champion’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his vermin companion. The vermin companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the vermin companion if the companion moves farther than 5 feet away and will not affect the vermin again, even if it returns to the vermin champion before the duration expires.

Evasion (Ex)
If a vermin companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a vermin companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Selecting a Vermin Companion
A vermin champion may select any of the following as his vermin companion. The rank reduction shown lowers the vermin companion rank for the purposes of determining special abilities, appropirately. A vermin champion cannot choose a companion that would lower his vermin companion rank below 0.
(Rank -0)
* Giant Ant, Worker
* Giant Bee
* Giant Fire Beetle
* Monstrous Centipede, Large
* Monstrous Scorpion, Medium
* Monstrous Spider, Medium
(Rank -2)
* Giant Ant, Soldier
* Giant Bombardier Beetle
* Monstrous Centipede, Huge
* Monstrous Spider, Large
(Rank -4)
* Giant Praying Mantis
* Giant Stag Beetle
* Giant Wasp
* Monstrous Scorpion, Large
(Rank -6)
* Monstrous Centipede, Gargantuan
* Monstrous Spider, Huge
(Rank -8)
* Monstrous Scorpion, Huge
* Monstrous Spider, Gargantuan
(Rank -10)
* Monstrous Centipede, Colossal
* Monstrous Scorpion, Gargantuan



Let me know what you think! Is it balanced? I always worry I might make things too powerful (and get overzealous about how cool these things are), but from what I understand, I often worry too much about that, and things actually aren't all that broken compared to other classes...
Shamgi

08-23-07, 03:00 AM
The Vermin Keeper class from Underdark is basically what you've got here. This is practically identical to it.
MystErikEry

08-23-07, 03:16 AM
I've never seen it, but I've heard a little of it. As far as I know, that's a druid-only class.

There've been vermin druid variants all over the place - this isn't meant to be for druids...

Do these druids get hive mind? *shrugs* I wanted something more generic than "druid who gets vermin companion, vermin wildshape, and other verminy things" since that's been done, and can be done with feats, if I recall.

On the plus side, if it's practically identical to that class, it must mean this one is mechanically sound, too, eh? I've never heard anyone complaining about the overpoweredness of the Vermin Keeper class, after all.
imakuni67

08-23-07, 11:14 PM
you seem to be cramming a lot of stuff into a short amount of levels, I'd say spread it out to 10 levels and maybe incorporate some things from the Master of Beasts from masters of the wild
MystErikEry

08-24-07, 12:57 AM
Fair enough, but it's more that he gains a lot of abilities all at the beginning. In order to keep the vermin companion at par with the druid's one, I wanted to give it to the vermin champion early, and already have the requisite vermin-training abilities. I'll look into these other two Prestige Classes, though, and see what I can do to tweak the class.

Thanks for the suggestion.