Mark Chance
Boingy! Boingy!
Vermin-Kin
Here's a template I worked up for a new campaign I'm working on.
[sblock=Vermin-Kin Template]
A vermin-kin is a magical beast that appears to be nothing more than a common monstrous vermin. As is often the case, appearances are deceiving. Vermin-kin are intelligent, and they have spell-like abilities. "Vermin-kin" is an inherited template that can be applied to any Medium, Large, or Huge vermin, hereafter called the "base creature". Areas not addressed below are not changed from the base creature.
Type: The base creature's type changes to magical beast.
Hit Dice: The vermin-kin has the same number of Hit Dice as the base creature, but it's Hit Dice are d10s instead of d8s.
Base Attack: The vermin-kin's Base Attack Bonus is equal to its Hit Dice.
Special Attacks: The vermin-kin retains the special attacks of the base creature. It also gains the following special attack.
Control Vermin (Ex): Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.
Spell-Like Abilities: Vermin-kin can use a limited number of cleric spells. A vermin-kin's base creature determines what cleric domains its spells come from. The highest level spell a vermin-kin can use is equal to its Charisma modifier. Each spell-like ability can be used once per day. Caster level equals the vermin-kin's Hit Dice. Save DCs are equal to 10 + spell level + the vermin-kin's Charisma modifier. For example, a Large vermin-kin scorpion has a +2 Charisma modifier. It uses the 1st- and 2nd-level spells from the Evil and Death domains. Thus, a Large vermin-kin scorpion can use cause fear, death knell, desecrate, and protection from good once per day each.
Table: Vermin-Kin Spell-Like Abilities
Base Creature : Domains
Ant : Earth, Law
Bee : Good, Sun
Beetle : Plant, Strength
Centipede : Evil, Death
Praying mantis : Luck, Protection
Scorpion: Destruction, Evil
Spider : Evil, Knowledge
Wasp : Air, Evil
Special Qualities: The vermin-kin is not mindless like the base creature. It otherwise retains the special qualities of the base creature.
Saves: A vermin-kin's good saves are Fortitude and Reflex, not just Fortitude like the base creature.
Abilities: A vermin-kin has an Intelligence score. To determine a vermin-kin's Intelligence, average the base creature's Wisdom and Charisma, and then add the base creature's Hit Dice. After this, change Charisma to 10 + the base creature's Hit Dice.
Skills: A vermin-kin receives skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Its racial skills are Climb, Intimidate, Notice, Search, Stealth, and Survival. All vermin-kin speak Sylvan. Vermin-kin with an Intelligence higher than 11 often know humanoid, monstrous humanoid, or giant languages.
Feats: A vermin-kin retains the base creature's feats (if any) as bonus feats. It also receives feats as normal for a creature of its Hit Dice. All vermin-kin have Iron Will as a bonus feat.
Challenge Rating: As base creature +1.
Alignment: A vermin-kin's alignment depends on the base creature.
Table: Vermin-Kin Alignment
Base Creature : Alignment
Ant : Any lawful
Bee : Always lawful good
Beetle : Any neutral
Centipede, scorpion, spider, wasp : Any evil
Praying mantis : Any good
Treasure: Standard
Advancement: Vermin-kin advance to up three times the Hit Dice of the base creature. The first third involves no increase in size. The second third increase size by one category.[/sblock]
[sblock=Sample Vermin-Kin
Vermin-Kin Huge Hunting Spider; CR 6]
Always E Large magical beast
Init +3; Senses darkvision 60 ft., tremorsense 60 ft., Listen +4, Spot +12
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AC 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13; Combat Expertise
hp 60 (8 HD)
Fort +8, Ref +9, Will +4
-----
Speed 40 ft. (8 squares), climb 20 ft.
Melee bite +10 (2d6+6 plus poison)
Space 15 ft.; Reach 10 ft.
Base Atk +8; Grp +20
Atk Options Combat Reflexes (4 AoO/round), control vermin, poison
Spell-Like Abilities (CL 8th):
1/day - confusion (Will 18), clairaudience/clairvoyance, desecrate, detect secret doors, detect thoughts, divination, magic circle against good, protection from good, unholy blight (Will partial 18)
-----
Abilities Str 19, Dex 17, Con 14, Int 14, Wis 10, Cha 18
SQ web
Feats Alertness, Combat Expertise, Combat Reflexes, Iron Will (B)
Skills Climb +12, Disguise +9, Hide +7, Intimidate +15 (does not include modifier for size difference), Jump +15 (+19 with running start), Move Silently +14, Spot +12
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Control Vermin (Ex): Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.
Poison (Ex): A vermin-kin hunting spider has a poisonous bite, Fortitude save DC 16, inflicts 1d8 Strength initial and secondary damage. The save DC is Constitution-based.
Tremorsense [60’] (Ex): Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.
Web (Ex): Vermin-kin hunting spiders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. A vermin-kin hunting spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Skills: Vermin-kin hunting spiders have a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Vermin-kin hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.
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Environment temperate forests
Organization solitary or colony (2-5)
Treasure standard
Advancement 9-16 HD (Huge); 17-24 HD (Gargantuan)[/sblock]
Here's a template I worked up for a new campaign I'm working on.
[sblock=Vermin-Kin Template]
A vermin-kin is a magical beast that appears to be nothing more than a common monstrous vermin. As is often the case, appearances are deceiving. Vermin-kin are intelligent, and they have spell-like abilities. "Vermin-kin" is an inherited template that can be applied to any Medium, Large, or Huge vermin, hereafter called the "base creature". Areas not addressed below are not changed from the base creature.
Type: The base creature's type changes to magical beast.
Hit Dice: The vermin-kin has the same number of Hit Dice as the base creature, but it's Hit Dice are d10s instead of d8s.
Base Attack: The vermin-kin's Base Attack Bonus is equal to its Hit Dice.
Special Attacks: The vermin-kin retains the special attacks of the base creature. It also gains the following special attack.
Control Vermin (Ex): Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.
Spell-Like Abilities: Vermin-kin can use a limited number of cleric spells. A vermin-kin's base creature determines what cleric domains its spells come from. The highest level spell a vermin-kin can use is equal to its Charisma modifier. Each spell-like ability can be used once per day. Caster level equals the vermin-kin's Hit Dice. Save DCs are equal to 10 + spell level + the vermin-kin's Charisma modifier. For example, a Large vermin-kin scorpion has a +2 Charisma modifier. It uses the 1st- and 2nd-level spells from the Evil and Death domains. Thus, a Large vermin-kin scorpion can use cause fear, death knell, desecrate, and protection from good once per day each.
Table: Vermin-Kin Spell-Like Abilities
Base Creature : Domains
Ant : Earth, Law
Bee : Good, Sun
Beetle : Plant, Strength
Centipede : Evil, Death
Praying mantis : Luck, Protection
Scorpion: Destruction, Evil
Spider : Evil, Knowledge
Wasp : Air, Evil
Special Qualities: The vermin-kin is not mindless like the base creature. It otherwise retains the special qualities of the base creature.
Saves: A vermin-kin's good saves are Fortitude and Reflex, not just Fortitude like the base creature.
Abilities: A vermin-kin has an Intelligence score. To determine a vermin-kin's Intelligence, average the base creature's Wisdom and Charisma, and then add the base creature's Hit Dice. After this, change Charisma to 10 + the base creature's Hit Dice.
Skills: A vermin-kin receives skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Its racial skills are Climb, Intimidate, Notice, Search, Stealth, and Survival. All vermin-kin speak Sylvan. Vermin-kin with an Intelligence higher than 11 often know humanoid, monstrous humanoid, or giant languages.
Feats: A vermin-kin retains the base creature's feats (if any) as bonus feats. It also receives feats as normal for a creature of its Hit Dice. All vermin-kin have Iron Will as a bonus feat.
Challenge Rating: As base creature +1.
Alignment: A vermin-kin's alignment depends on the base creature.
Table: Vermin-Kin Alignment
Base Creature : Alignment
Ant : Any lawful
Bee : Always lawful good
Beetle : Any neutral
Centipede, scorpion, spider, wasp : Any evil
Praying mantis : Any good
Treasure: Standard
Advancement: Vermin-kin advance to up three times the Hit Dice of the base creature. The first third involves no increase in size. The second third increase size by one category.[/sblock]
[sblock=Sample Vermin-Kin
Vermin-Kin Huge Hunting Spider; CR 6]
Always E Large magical beast
Init +3; Senses darkvision 60 ft., tremorsense 60 ft., Listen +4, Spot +12
-----
AC 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13; Combat Expertise
hp 60 (8 HD)
Fort +8, Ref +9, Will +4
-----
Speed 40 ft. (8 squares), climb 20 ft.
Melee bite +10 (2d6+6 plus poison)
Space 15 ft.; Reach 10 ft.
Base Atk +8; Grp +20
Atk Options Combat Reflexes (4 AoO/round), control vermin, poison
Spell-Like Abilities (CL 8th):
1/day - confusion (Will 18), clairaudience/clairvoyance, desecrate, detect secret doors, detect thoughts, divination, magic circle against good, protection from good, unholy blight (Will partial 18)
-----
Abilities Str 19, Dex 17, Con 14, Int 14, Wis 10, Cha 18
SQ web
Feats Alertness, Combat Expertise, Combat Reflexes, Iron Will (B)
Skills Climb +12, Disguise +9, Hide +7, Intimidate +15 (does not include modifier for size difference), Jump +15 (+19 with running start), Move Silently +14, Spot +12
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Control Vermin (Ex): Vermin-kin continually exude a pheromone detectable to vermin of the base creature's species. This species of vermin within a 30-foot radius will not attack the vermin-kin unless controlled by an outside force or the vermin-kin itself attacks the creature. As a standard action, a vermin-kin can compel the proper species of vermin within range to move or attack as directed. Vermin receive no saving throw against this effect.
Poison (Ex): A vermin-kin hunting spider has a poisonous bite, Fortitude save DC 16, inflicts 1d8 Strength initial and secondary damage. The save DC is Constitution-based.
Tremorsense [60’] (Ex): Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.
Web (Ex): Vermin-kin hunting spiders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. A vermin-kin hunting spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Skills: Vermin-kin hunting spiders have a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Vermin-kin hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.
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Environment temperate forests
Organization solitary or colony (2-5)
Treasure standard
Advancement 9-16 HD (Huge); 17-24 HD (Gargantuan)[/sblock]