Evil / Undead Class : Vermin Lord
The skittering of multiple legs across the floor, the droning of wings-these phenomena mark the passing of a vermin lord. This unthinkable entity prefers the caress of the crawling legs of an insect or the fluttering wings of a fly more than the touch of another person. The vermin lord offers itself as a host for all manner of parasitic organisms and insects that feed on its body. It not only allows the infestation, it revels in it.
Clerics and druids comprise the majority of the vermin lord ranks; some cleric/rogues are present as well. Many monstrous vermin lords, such as drider clerics, exist.
Humanoid vermin lords work with monsters such as driders, phase spiders, and other creatures associated with vermin. Otherwise, they operate alone, for most other humanoids will have nothing to do with them.
Requirements
To qualify to become a Vermin Lord, a character must fulfill all the following criteria:
- Alignment: Any evil
- Skills: Hide 3 ranks, Knowledge (nature) 2 ranks, Move Silently 3 ranks
- Feats: Verminfriend,
- Special: Must be able to cast the giant vermin spell.
- Special: The vermin lord must be ordained by an intelligent evil creature with a physical resemblance to vermin - a drider, chasme, gelugon, aranea, bebilith, phase spider, evil formian, or similar creature. The ordaining creature must be intelligent enough to communicate with the vermin lord-to-be. Of course, such a creature will demand service or payment in return.
Class Skills
The vermin lord's class skills are Bluff, Climb, Concentration, Hide, Knowledge (nature), Listen, Move Silently, Perform, Search, Sleight of Hand, Spellcraft, and Spot.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are Class Features of the vermin lord prestige class.
Weapon and Armor Proficiency: A vermin lord is proficient with no weapons, armor, or shields.
Spells: When a vermin lord attains 1st level and every two levels after that (plus 10th level), the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of vermin lord to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if Silican, an 8th-level wizard, gains a level in vermin lord, he gains new spells as if he had risen to 9th level in wizard, but uses the other vermin lord aspects of level progression such as attack bonus and save bonus. If he next gains a level of wizard, making him a 9th-level wizard/1st-level vermin lord, he gains spells as if he had risen to 10th-level wizard.
If a character had more than one spellcasting class before he became a vermin lord, he must decide to which class he adds the level of vermin lord.
Chitin (Ex): A vermin lord gains a +1 natural armor bonus to Armor Class from the chitinous plates that begin to grow on his flesh. Every three levels beyond 1st, the bonus increases by +1.
Vermin Servant: A vermin lord gains a servant in the form of a vermin of up to 1 HD. This servant is treated as a familiar; its intelligence increases, and it is considered a magical beast (see Familiars). The vermin servant is in addition to any familiar the character may already have. A vermin lord gains additional vermin servants at higher levels. At 5th level, the vermin servants gained can be of up to 4 HD. At 9th level, the vermin servant maybe of up to 16 HD.
Blood Drain (Su): A 2nd-level vermin lord can grow insectoid mandibles at will. He can use these mandibles to make a bite attack that deals 1 point of damage. Furthermore, the vermin lord can attempt to start a grapple, provoking no attack of opportunity. If successful, the mandibles automatically deal 2d6 points of damage each round as they suck blood from the victim. The blood drain ability only works on living creatures.
Spider Hand (Sp): Once per day, a 3rd-level vermin lord can produce an effect identical to that of a spider hand spell cast at his effective caster level.
Swarm Armor (Su): Each day, a 4th-level vermin lord automatically summons a swarm of insects, spiders, or scorpions that cover his flesh when he regains his spells. These insects absorb up to 10 points of damage from any damaging attack (weapons or spells). The insects die off when they absorb such attacks, and a total of up to 5 points per vermin lord level can be absorbed per day. Thus, a 7th-level vermin lord's swarm armor can absorb up to 35 points of damage, although no more than 10 points from any one attack. If a vermin lord is already wearing armor, the swarm armor has no effect.
Wings of the Vermin (Su): A vermin lord of 5th level or higher can sprout massive, buzzing insectoid wings from his back once per day. With these wings, he can fly at his normal land speed with average maneuverability for 1 hour. The vermin lord can carry his normal carrying capacity, and greater burdens affect his speed as they would affect his land speed. It is impossible to move silently with these wings.
Spider Legs (Sp): Once per day, a 6th-level vermin lord can produce an effect identical to that of a spider legs spell cast at his effective caster level.
Spew Vermin (Sp): Once per day, a 7th-level vermin lord is able to spray out a swarm of vermin from his mouth, as a breath weapon in a 30-foot cone. Anyone in this area takes 1d6 points of damage per vermin lord level, with a successful Reflex save reducing the damage by half (DC 10 + vermin lord's class level + vermin lord's Con bonus). The vermin then remain as if a summon swarm spell had been cast at the vermin lord's class level. The vermin are under the command of the vermin lord.
Poison (Ex): In a vermin lord of 8th level or higher, the mandibles gained from the blood drain ability now carry a natural venom that deals 1 point of Strength damage with each successful bite attack and 1 point of Strength damage 1 minute later. The Fortitude save DC to resist the poison is 10 + vermin lord's class level + vermin lord's Con modifier.
Hivemind (Su): A 10th-level vermin lord can form the impetus to create a hivemind (see Hivemind in Chapter 2 Book of Vile Darkness). The hivemind must include the vermin lord, although he counts as only a single individual and his Intelligence and Charisma scores are unaffected. However, he controls the hivemind, gains the insight bonuses, and can take advantage of the spellcasting abilities of the hivemind if enough individuals are present. The vermin lord's vermin servant can also join the hivemind if the vermin lord wishes.
Vermin Lord | Hit Die: d6 | |||||
---|---|---|---|---|---|---|
CL | BAB | Fort | Ref | Will | Special | Spells per Day |
1st | +0 | +0 | +0 | +2 | Chitin +1, vermin servant 1 HD | +1 level of existing class |
2nd | +1 | +0 | +0 | +3 | Blood drain | - |
3rd | +1 | +1 | +1 | +3 | Spider hand | +1 level of existing class |
4th | +2 | +1 | +1 | +4 | Chitin +2, swarm armor | - |
5th | +2 | +1 | +1 | +4 | Wings of the vermin, vermin servant 4 HD | +1 level of existing class |
6th | +3 | +2 | +2 | +5 | Spider legs | - |
7th | +3 | +2 | +2 | +5 | Chitin +3, spew vermin | +1 level of existing class |
8th | +4 | +2 | +2 | +6 | Poison, pincer claws | - |
9th | +4 | +3 | +3 | +6 | Vermin servant 16 HD | +1 level of existing class |
10th | +5 | +3 | +3 | +7 | Chitin +4, hivemind | +1 level of existing class |
Source: Book of Vile Darkness
Older Prestige class adapted to 3.5