D&D 3E/3.5 BoVD 3.5e: Hellbound!


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Nifft

Penguin Herder
It's like an Entropomancer, but cool!

Vile Entropist

Role: Cleric of Unbeing

Prerequisites:
Alignment: Any Evil
Skill Ranks: Concentration 8 ranks, Knowlege (Planes) 8 ranks
Spells: Ability to cast Entropic Shield as a Cleric
Feats: Evil Brand, Weapon Focus (Ray)
Special: Ability to Rebuke Undead

Benefits:
HD: d8
BAB: 3/4 (as Cleric)
Good Saves: Will, Fort
Skill Points: 2 + Int bonus
Class Skills: Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowlege (arcana, local, planes, religion) (Int), Profession (Wis) and Spellcraft (Int).


Code:
[u]Level   BAB	Fort	Ref	Will	Special Abilities[/u]
1	+0	+2	+0	+2	Entropic Shield Focus, Entropic Ray
2	+1	+3	+0	+3	Entropic Shard
3	+2	+3	+1	+3	Enhanced Entropic Shield
4	+3	+4	+1	+4	Enhanced Shard
5	+3	+4	+1	+4	Entropic Immunity

Special Abilities:
  • Entropic Shield Focus (Su): When you cast entropic shield on yourself, missile attacks suffer a 50% miss chance (instead of 20%).
    Furthermore, you can spontaneously convert any prepared Cleric spell of 1st leve or higher into entropic shield.
  • Entropic Ray (Su): You may spontaneously convert any prepared Cleric spell into a negative energy ray attack, which deals 1d4/spell level +1d4/Entropomancer level, to a range of 30 ft.
  • Entropic Shard (Su): By expending a Rebuke Undead attempt, you make an Entropic Shard, just like in the book, except it deals 1d6/Entropomancer level.
  • Enhanced Entropic Shield (Su): When you cast entropic shield, it gains the effects of the Entropic Field ability in the book -- no healing magic, etc.
  • Enhanced Shard (Su): Your Entropic Shards suck people in, as described in the book.
  • Entropic Immunity (Ex): You become immune to certain physically degenerative effects which would cause disintegration or loss of physical ability, including: fatigue, exhaustion, negative effects of aging, physical ability damage/drain (Str, Dex, Con), disintegration, the effect of a sphere of annihilation, and the specific spells enervation, energy drain, disintegrate, destruction, implosion, and ray of enfeeblement.

-- N
 



Nifft

Penguin Herder
Vermin Druid -- name?

I'm almost done with a Vile Vermin Druid PrC (w/ Swarm Companion), but I need a name for it. All I've got now is Verminator, which is simply bad.

I'll post it soon, but in the mean time, gimmie name ideas, o ye faithful!

Thanks, -- N
 

Nifft

Penguin Herder
Vermonger

Role: Vermin Druid

Prerequisites:
Alignment: Any Evil *(note: IMC, Druids are not alignment-restricted)
Skill Ranks: Knowlege (Nature) 8+ ranks, Survival 8+ ranks
Feats: Evil Brand, Verminfriend
Spellcasting: Must be able to cast Giant Vermin as a Druid
Special: Animal companion and wild shape class ability
Special: Must feed previous animal companion to vermin in a vile ceremony


Benefits:
HD: d8
BAB: 3/4 (as Druid)
Good Saves: Fort, Will
Skill Points: 4 + Int bonus
Class Skills: Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowlege (Arcana, Dungeoneering, Nature, Planes) (Int), Move Silently (Dex), Spellcraft (Int) and Survival (Wis).


Code:
[u]Level   BAB	Fort	Ref	Will	Spellcasting	Special Abilities[/u]
1	+0	+2	+0	+2	--		Vermin Shape, Swarm Companion, 
							Swarm Focus, Vermin Empathy
2	+1	+3	+0	+3	+1 Level	Swarm Immunity
3	+2	+3	+1	+3	+1 Level	Vermin Aspect
4	+3	+4	+1	+4	+1 Level	Swarm Sight
5	+3	+4	+1	+4	+1 Level	Vermin Aspect
6	+4	+5	+2	+5	--		Swarm Armor, Swarm Healing
7	+5	+5	+2	+5	+1 Level	Vermin Aspect
8	+6	+6	+2	+6	+1 Level	Swarm Wild Shape
9	+6	+6	+3	+6	+1 Level	Vermin Aspect
10      +7	+7	+3	+7	+1 Level	Discorporation

Special Abilities:
  • Vermin Shape: When using your wild shape class ability, you may no longer take the form of animals. Instead, you take the form of monstrous vermin. All other previous limits apply -- if you could only wild shape into a small or medium animal before, you can now only wild shape into a small or medium monstrous vermin.
    Your Druid and Vermonger levels stack for the purpose of determining how often, how long, and for how large a creature your wild shape works.
    You forever lose any ability to wild shape into a plant or elemental.
  • Swarm Companion: Your previous animal companion's corpse bulges and writhes with maggots, and you realize that you may never summon another animal companion ever again. Within one week of your previous companion's death, its body errupts, as the magically-enhanced larvae feasting on it mature into a swarm.
    Your Druid and Vermonger levels stack for the purpose of determining how powerful your swarm companion is.
    You choose the type of swarm that you have nurtured. Each gains powers as an animal companion of a Druid six levels below your combined Druid/Vermonger level:
    • Centepede Swarm
    • Locust Swarm
    If your swarm is destroyed, it re-forms one week later, so long as you live.
  • Swarm Focus: Whenever you summon a swarm of vermin (using summon swarm, insect plague, or the like), your caster level is treated as being one level higher. At 6th level, it is treated as being two levels higher instead.
    From now on, your Divine Focus is a biting or stinging insect (living or dead). When using wild shape, you effectively are your own Divine Focus.
  • Vermin Empathy: You may no longer use Wild Empathy on animals. Should you come across a vermin with an intelligence score, you may use Wild Empathy on it.
  • Swarm Immunity (Ex): You may safely step into any swarm of vermin without fear of attack. You are immune to damage and distraction by vermin swarms.
    Furthermore, when surrounded by a vermin swarm (sharing a square), you gain conealment.
  • Swarm Sight (Su): By carefully watching the dance of vermin, you gain insight into the world. You may substitute your swarm companion for a scrying device (or still pool of water) when casting scrying.
  • Swarm Armor (Ex): You can wear your swarm companion as a second skin. It occupies only your space, and if you wear robes (or other loose-fitting clothing), you may be able to hide its presence. A worn swarm does not provide you with concealment. Wearing your companion grants you several benefits.
    First, you gain DR 4/--, as your swarm companion absorbs damage. When your companion absorbs damage, it loses 1/2 the HP that it saves you. (Thus, if you would take 3 points of damage, instead you take none and your swarm companion takes 1. If you would take 10 points of damage, instead you take 6 and your swarm companion takes 2.) At 10th level, you instead gain DR 10/--.
    Secondly, you gain a natural armor bonus equal to 1/2 your Vermonger level.
    Finally, you gain 10 points of resistance to all energy damage, as your swarm companion shields you from the damage. However, your companion takes full damage equal to what it absorbed. At 10th level, you instead gain 20 points of resistance to all energy damage, and your swarm companion takes 1/2 absorbed energy damage instead of full.
  • Swarm Healing: When you cast a cure spell, you may target a vermin swarm within range.
  • Vermin Aspect (Ex): You gain one of the following (applies when in your natural form or when using wild shape). You may only take each Aspect once unless otherwise noted:
    • All-Around Vision: you gain a +2 racial bonus to spot and search checks, and you are immune to flanking.
    • Antanae: You gain the Scent special ability.
    • Camoflage Coloration: You gain a +10 racial bonus to Hide checks.
    • Chitin: You gain a +3 racial bonus to natural armor.
    • Climbing Hairs: You gain a Climb speed equal to 1/2 your base speed, and a +8 racial bonus to Balance and Climb checks. You can always take 10 on Climb checks.
    • Darkvision: You gain Darkvision out to 60 ft.
    • Fast Flight: Your fly speed, should you have one, increases by +30 ft., and your maneuverability class improves by one rank.
    • Feelers: You gain Tremorsense 30 ft. when touching the ground.
    • Mandibles: Your lower jaw extends, and drips poison. You may make bite attacks, dealing 1d6 damage (if Medium) + Poison (1d6/1d6 Con, Fort DC 10 + 1/2 HD + Con bonus).
    • Poison Focus: Your poison is more virulent. Any poison you generate (e.g. when wild shaped into a poisonous spider) gains a +2 enhancement bonus to its save DC.
    • Poison Immunity: Your body processes poison efficently. You become immune to all poisons, natural or magical, organic or inorganic.
    • Skittering Legs: You grow extra legs, like a Drider. You gain a +10 ft. racial bonus to your base speed, one size category (though you gain no increase in ability scores or reach), and a +4 bonus to avoid being tripped, bull rushed or overrun.
    • Vermin Anatomy: You gain +25% fortification. You may take this Aspect more than once, and its effects stack.
    • Web Immunity: You do not get stuck in webs, be they natural or magical in origin.
  • Swarm Wild Shape (Su): You may expend a use of your wild shape ability to transform yourself into a swarm of locusts or centepedes.
  • Discorporation (Ex): If you are reduced to 0 HP, your body dissolves into a swarm of vermin identical to your swarm companion. Should even one escape, your body will re-form within one week somewhere nearby.
 
Last edited:

Enkhidu

Explorer
Nifft said:
[*]Discorporation (Ex): If you are reduced to 0 HP, your body dissolves into a swarm of vermin identical to your swarm companion. Should even one escape, your body will re-form within one week somewhere nearby.

Someone's been watching Prince of Darkness again!
 



Ferrix

Explorer
why do they require 8 ranks in survival and then don't get survival as a class skill?

And why only locusts or centipedes? What about all the other great creepy crawlies? Ants, spiders, scorpions, flies, on and on.
 
Last edited:

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