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Wasp Swarm as an animal companion
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<blockquote data-quote="Weenog" data-source="post: 4713459" data-attributes="member: 82904"><p>Cool, my character has one to, One of his hands is practically useless though seeing as it serves as a nest for the insects. (can't hold any items in that hand, The Dm may chose to give penalty's on tasks that require two hands, also...swimming might not be a good idea (anyone seen Ninja Scroll <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p></p><p>But it does allows him to make a touch attack at close range that deals the 1d6 plus Poison damage the wasps deal)</p><p></p><p>Also...being telepathicly bond into some sort of hive mind with the wasps</p><p>The druid choses where they go, so they don't attack other players and the like, this would simply be well... annoying.</p><p></p><p>These are the stats i use, they are similar, only slight differences.</p><p></p><p>WASP SWARM</p><p>Diminutive Vermin (Swarm)</p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: +4</p><p><u>Speed: 5 ft. (1 Squares) fly 40 ft. </u><----(Should be similar to that of hellwasps. They should definatly be faster then Locust while in the air. and be be realy slow on the ground)</p><p>Armor Class: 18 (+4 size, +4 Dex), touch 17, flat-footed 14</p><p>Base Attack/Grapple: +1/—</p><p>Attack: Swarm (1d6 plus poison)</p><p>Full Attack: Swarm (1d6 plus poison)</p><p>Space/Reach: 10 ft./0 ft.</p><p>Special Attacks: Distraction, poison</p><p>Special Qualities<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />arkvision 60ft. Immune to weapon damage, swarm traits, vermin traits</p><p>Saves: Fort +3, Ref +4, Will +0</p><p>Abilities: Str 1, Dex 18, Con 10, Int —, Wis 10, Cha 2</p><p>Skills: Climb +12, Listen +4, Spot+4, Hide+16, Move Silently+4</p><p>Challenge Rating: 2</p><p>Alignment: Neutral</p><p></p><p>Combat</p><p>A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.</p><p></p><p>Distraction (Ex): Any living creature that begins its turn with a wasp swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.</p><p></p><p>Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 <u>Dex</u>. The save DC is Constitution-based. (Should damage dexterity, similar to the poison of a giant wasp in the monster manual)</p><p></p><p>Skills: A wasp swarm has a +12 size bonus on Hide checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Weenog, post: 4713459, member: 82904"] Cool, my character has one to, One of his hands is practically useless though seeing as it serves as a nest for the insects. (can't hold any items in that hand, The Dm may chose to give penalty's on tasks that require two hands, also...swimming might not be a good idea (anyone seen Ninja Scroll :p). But it does allows him to make a touch attack at close range that deals the 1d6 plus Poison damage the wasps deal) Also...being telepathicly bond into some sort of hive mind with the wasps The druid choses where they go, so they don't attack other players and the like, this would simply be well... annoying. These are the stats i use, they are similar, only slight differences. WASP SWARM Diminutive Vermin (Swarm) Hit Dice: 2d8 (9 hp) Initiative: +4 [U]Speed: 5 ft. (1 Squares) fly 40 ft. [/U]<----(Should be similar to that of hellwasps. They should definatly be faster then Locust while in the air. and be be realy slow on the ground) Armor Class: 18 (+4 size, +4 Dex), touch 17, flat-footed 14 Base Attack/Grapple: +1/— Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison Special Qualities:Darkvision 60ft. Immune to weapon damage, swarm traits, vermin traits Saves: Fort +3, Ref +4, Will +0 Abilities: Str 1, Dex 18, Con 10, Int —, Wis 10, Cha 2 Skills: Climb +12, Listen +4, Spot+4, Hide+16, Move Silently+4 Challenge Rating: 2 Alignment: Neutral Combat A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex): Any living creature that begins its turn with a wasp swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 [U]Dex[/U]. The save DC is Constitution-based. (Should damage dexterity, similar to the poison of a giant wasp in the monster manual) Skills: A wasp swarm has a +12 size bonus on Hide checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.[/QUOTE] [/QUOTE]
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