Thanx for the ideas they really helped

. well heres the class let me know what you think and if anything should change alittle. Thanx again.
Vermin Friend
The vermin friends are men and women that never really fit in, always being the outcast in school and being pushed aside by parents either because the parents were busy or because they cared for their first born more. Well these poor neglected souls soon found new companions. The insects and arachnids of the world, these souls develop a close bond with these vermin by spending time with them huddled in a forgotten corner while life goes on around them. As these people grow older most forget their childhood companions and move into the world to make a name for them. Some however remember the bugs that helped them. From the spiders that world spend time with them while they sat ignored and alone at home. To the ants that bit the bully; before he could harm them. These people become friends to all vermin and the vermin in return treat them as one of their own.
Hd: D6
Class skills: Hide, move silently, spot, listen, handle animal, knowledge, survival, open lock, pick pocket.
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier.
Level Base attack bonus Fort Ref Will Special abilities
1 +0 +2 +2 +0 Handle vermin, vermin empathy
2 +1 +3 +3 +0
3 +2 +3 +3 +1 Swarm companion
4 +3 +4 +4 +1
5 +3 +4 +4 +1 Gather swarms
6 +4 +5 +5 +2 Sneak attack +1d6
7 +5 +5 +5 +2 Calming Aura
8 +6/+1 +6 +6 +2
9 +6/+1 +6 +6 +3 Vermin spies, Sneak attack +2d6
10 +7/+2 +7 +7 +3 Vermin’s gift
11 +8/+3 +7 +7 +3
12 +9/+4 +8 +8 +4 Vermin’s gift, Sneak attack +3d6
13 +9/+4 +8 +8 +4
14 +10/+5 +9 +9 +4 Charming Aura
15 +11/+6/+1 +9 +9 +5 Vermin’s gift, Sneak attack +4d6
16 +12/+7/+2 +10 +10 +5
17 +12/+7/+2 +10 +10 +5
18 +13/+8/+3 +11 +11 +6 Army of vermin, Sneak attack +5d6
19 +14/+9/+4 +11 +11 +6
20 +15/+10/+5 +12 +12 +6
Class Abilities:
Armor And Weapon Proficiencies:
The vermin friend is proficient with all simple weapons and with light and medium armor, but not with shields.
Handle vermin: This ability allows a vermin friend to use the handle animal skill on vermin without penalty.
Vermin empathy: This ability functions exactly like wild empathy, except it is only useable on vermin
Swarm companion: the vermin Friend attracts a loyal swarm to protect, and help him. The swarm can be chosen from the following, Locust swarm, beetle swarm, or wasp swarm. This swarm grows in power with the vermin friend. See progression chart below
Level Extra HD Special abilities
1-5 1 Swarm damage +1d6
5-9 2
9-13 3 Swarm damage +2d6
13-17 4
17-20 5 Swarm damage +3d6
Gather swarms: the vermin friend can gather swarms around him. The vermin friend must spend 50gp per Hit die of the swarm he wishes to gather, this is spent on various reagents and lures. The vermin friend must make one vermin empathy check Dc 20 every 20 min, for every Hit Die of the swarm. If the vermin friend succeeds on all checks he successfully summons the swarm. This swarms not under the vermin friends control initially. The vermin friend must use other methods to control it.
Sneak Attack: A vermin friend deals an extra 1d6 points of damage when flanking and opponent or at anytime an opponent would be denied its dexterity bonus.
Calming Aura: the vermin friend radiates a strange scent, though undetectable by most creatures vermin find it soothing, all vermin within 15ft must make a will save DC 10+1/2 the vermin friends class level+ the vermin friends Con mod. Or be affected by a calm emotions effect. This is an extraordinary ability creatures with scent Gain a +5 bonus when attempting to track a vermin friend by scent
Vermin Spies: the vermin friend develops supernatural connection with the vermin of the world. By spending 20 minutes in meditation the vermin friend can see though the eyes of all vermin friendly to him. The vermin friends cannot hear only see. When the vermin friends senses are divided this way. He is considered flat-footed. It takes 3 rounds to pull back his senses, Should the vermin he is currently Spying though be killed has his senses automatically thrown back and is stunned for 1d4 rounds.
Vermin’s gift: the first time this ability is gained the vermin friend gains immunity to a swarms damage and distraction abilities. The second time the vermin friend gains immunity to poison, and the final time immunity to disease.
Charming aura: The soothing Aroma that the vermin friend exudes grows stronger, the new scent is similar to that exuded by a queen bee, all vermin within 30 ft. Must make a will save DC 10+1/2 the vermin friend’s class level+ the vermin friends Con mod. Or be affected by a Charm monster effect. This is an extraordinary ability creatures with scent Gain a +10 bonus when attempting to track a vermin friend by scent
Army of vermin: the strongest vermin friends can call upon the might of the creatures underfoot. Twice a day the vermin friend can summon either 3d6 large monstrous vermin of his choice or 6 swarms of his choice. These vermin remain for 1 hour or until slain