Heart of the Swarm (3.5e Class)

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Zerg Swarm Leader[edit]

SwarmKerriganSmol.png
By [img src link]
Our Hive Mind exists only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!
The Swarm Leader

The Swarm leader is to command a brood evolve & adapt to the problems at hand. Leader Change keep evolving & destroy anything in your path but remember a leader has to use everything at hand to as a tool for your brood to survive in the hostel world. Plan carefully Build your brood.

"Oblivion awaits within the void."

Making a Zerg Swarm Leader[edit]

.

Alignment: Any Chaotic Class.

Starting Gold: 3d4x10 gp (75 gold pieces).

Starting Age: .

Table: The Swarm Leader

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Biomass Brood Control
Con Dex Wis
1st +0 +0 +0 +2 Biomass, Biomass Hardening, Swarm Creation, Brood Control, Brood Hives, Hive Mind, Seed of the Swarm 1000 20
2nd +1 +0 +0 +3 Essence Enchantment 1000 30
3rd +1 +1 +1 +3 Kinetic Blast 1000 40
4th +2 +1 +1 +4 Evasion 1000 50
5th +2 +1 +1 +4 Swarm Evolution 1250 60
6th +3 +2 +2 +5 Psionic Backlash 1250 70
7th +3 +2 +2 +5 Mend 1250 80
8th +4 +2 +2 +6 Mental Backlash 1250 90
9th +4 +3 +3 +6 Improved Evasion, Psionic Storm 1250 100
10th +5 +3 +3 +7 Assimilation 1500 110
11th +5 +3 +3 +7 Leader Chrysalis Transformation 1500 120
12th +6/+1 +4 +4 +8 Brood Hives, Improved 1500 130
13th +6/+1 +4 +4 +8 Biomass Hardening 1500 140
14th +7/+2 +4 +4 +9 Infestation Spores 1500 150
15th +7/+2 +5 +5 +9 Razor Storm 1750 160
16th +8/+3 +5 +5 +10 Wild Mutation 1750 170
17th +8/+3 +5 +5 +10 Mending Aura 1750 180
18th +9/+4 +6 +6 +11 Fury, Ability Efficiency, Brood Hives, Mastery 1750 190
19th +9/+4 +6 +6 +11 I Am The Swarm 1750 200
20th +10/+5 +6 +6 +12 Hive Dimension, Apocalypse, Brood Hives, Prodigy, I Am The Swarm 2000 Unlimited

Class Skills (2 + Int modifier per level, ×4 at 1st level)

Class Features[edit]

Weapon and Armor Proficiency:

The Swarm Leader is Classified as Living, Psionic, Hivemind

The Swarm leader is proficient with simple weapons but is prohibited to wear medium & heavy armor or shields.

A Swarm Leader who wears prohibited armor or carries a prohibited shield is unable to control the swarm or use any of her supernatural or Extraordinary class abilities while doing so and for 24 hours thereafter.

Biomass: is given by 2 biomass per hitpoint from the enemies hit dice. Cap is on the chart above per level. Biomass does generate 20 per 8 hours of rest.

Biomass Hardening: The Swarm Leader may allocate a portion of accumulated biomass to increase her carapace. You designate the amount of biomass to allocate for the day, up to the amount of biomass accumulated. For every 200 points stowed into the carapace, she gains +1 extra natural armor. This biomass cannot be used until long rest after a Short rest meditation period to harden the biomass in the first place to gain the benefits. At level 13, the Swarm Leader no longer needs to allocate the biomass and instead gets a +1 natural armor bonus for every 200 biomass in her storage. When spending biomass to spawn swarms or gaining biomass when killing creatures, the natural armor is recalculated.

Hivemind: All broodlings are part of a neural network. As long as two broodlings are within a 1000 feet of each other, the link is not separated. Connected broodlings can see through each other's eyes at will and use other senses as if it were their own. If within 30 feet of another broodling, gain a +2 Investigation and Insight from the empathic link between the two. This stacks if more broodlings are within this 30-foot radius. Within this radius, if one broodling is not flatfooted, none are. If one is not Surprised, then none are given the penalties associated with being Surprised. Care thou some invention have been made to counter the swarm hivemind connection by cutting it, harming you from the inside, countering your control, contacting you, etc.

Seed of the Swarm: Seeds of the Swarm: A Swarmlord of first level has but a single companion-a small creature, an echo of the future she seeks to forge.

  • Swarmling
  • Size/Type: Small Magical Beast
  • Hit Dice: 1d10 (10hp)
  • Initiative: +2
  • Speed: 30ft land
  • Armor Class: 14 (10+2 dex+1 size+1 natural)
  • Base Attack/Grapple: +1/-3
  • Attack: +4 Natural (1d4)
  • Full Attack: +4/+4 Natural (1d4)
  • Space/Reach: 5ft/5ft
  • Special Attacks: None
  • Special Qualities: Hive Mind
  • Saves: Fort +2, Ref +4, Will +1
  • Abilities: Str 10, Dex 14, Con 10, Int 2, Wis 8, Cha 12
  • Skills: Hide +2, Move Silently +2
  • Feats: Weapon Finesse, Iron Will B
  • Alignment: True Neutral, or As Controller
  • Advancement: By Swarmlord
  • A Swarmling has two primary natural weapons. These may be of any type, but generally match those of the Swarmlord.
  • The Swarmling’s Iron Will feat applies only when it has an influence controlling it, whether a swarmlord or a creature evolved for the purpose.

Hive Mind: A Swarmling is controlled by its Swarmlord. As long as it remains within 10ft/class level of the Swarmlord, it may use the Swarmlord’s mental ability scores and skills, where they’re better. A Swarmling is, by default, subsumed into the hive mind, and its animal intelligence grants no real value. Swarmlings with higher Intelligence can have distinct personalities, and strong swarmlings can give the hive Mind a Self of its own.

The Swarmling improves in two main ways. It gains flat bonuses as the Swarmlord increases in levels-bonuses to physical ability scores, HD and armor. The Swarmlord also gains a pool of evolution points, shown in the class table, which it may spend on abilities from the lists below for its Swarmlings. Whenever it gains new evolution points, they are applied and chosen when the Swarmling next takes a period of rest of at least eight hours.

A Swarmling has two primary natural weapons. These may be of any type, but generally match those of the Swarmlord.

The Swarmling’s Iron Will feat applies only when it has an influence controlling it, whether a swarmlord or a creature evolved for the purpose.

Hive Mind: A Swarmling is controlled by its Swarmlord. As long as it remains within 10ft/class level of the Swarmlord, it may use the Swarmlord’s mental ability scores and skills, where they’re better. A Swarmling is, by default, subsumed into the hive mind, and its animal intelligence grants no real value. Swarmlings with higher Intelligence can have distinct personalities, and strong swarmlings can give the hive Mind a Self of its own.

The Swarmling improves in two main ways. It gains flat bonuses as the Swarmlord increases in levels-bonuses to physical ability scores, HD and armor. The Swarmlord also gains a pool of evolution points, shown in the class table, which it may spend on abilities from the lists below for its Swarmlings. Whenever it gains new evolution points, they are applied and chosen when the Swarmling next takes a period of rest of at least eight hours.

At first level, her minion is a basic Swarmling. It increases in power as her level rises, as shown in the later section. A slain Swarmling can be replaced, by various processes, generally taking a week. What's more, the loss of such a closely linked being is intensely painful, causing two points of charisma damage. This damage heals normally. Swarnlings and evolution points are further described below.

In addition, the first seeds of her Hive Mind grant her a vastly powerful mental resistance. She gains the Iron Will and Force of Personality feats as bonus feats.

Swarmling Progression
Swarmlord Level Benefits Bonus Evolution Points at Cha 18
1 - 2
2 +1HD, +1 NA, +1 Ability 4
3 +1HD, +2 NA 6
4 +2HD, +2 NA 8
5 +2HD, +3 NA, +2 Ability 10
6 +3HD, +4 NA 12
7 +3HD, +5 NA 14
8 +4HD, +5 NA, +3 Ability 16
9 +4HD, +6 NA 18
10 +5HD, +7 NA 20
11 +5HD, +8NA, +4 Ability 22
12 +6HD, +8 NA 24
13 +6HD, +9 NA 26
14 +7HD, +10 NA, +5 Ability 28
15 +7HD, +11 NA 30
16 +8HD, +11 NA 32
17 +8HD, +12 NA, +6 Ability 34
18 +9HD, +13 NA 36
19 +9HD, +14 NA 38
20 +10HD, +14 NA, +7 Ability 40

Evolution Points Evolution points are spent on enhancing the Swarm. The Swarmlord may spend no more points on a single scaling value than her level, and shares her pool of points among all Swarmlings. She may spend points from this pool to enhance herself, or infested/assimilated/enhanced under her command. When Infested/Assimilated/Embraced templates refer to the number of evolution points gained at a certain point, they refer to this primary pool. For example; Burning Touch deals 1d4 damage for each third point. A Swarmlord may spend no more points on this damage than her level. However, a sixth level swarmlord could spend six points on the damage, and then two more points on making it dismissable.

Evolution points can be used to purchase the following evolutions.

  • Additional/Enhanced Natural Weapon

A single point in this ability grants one additional natural weapon. Each additional weapon costs one point more than the previous. (Therefore, two additional weapons cost 1+2=3 points.) These weapons are secondary natural weapons. For an additional two points spent on a single weapon, it may be considered primary.

Points can also be spent to enhance the weapons in one of many ways. Firstly, weapon abilities or enhancements may be added. An effective enhancement bonus costs one point for a +1 bonus, two points for a +2, and each increase of one beyond that costs one more point than the previous. (1 for +1, 2 for +2, 4 for +3, 7 for +4). These points may be exchanged for special weapon abilities. The flat bonus may not surpass five until the Swarmlord reaches twenty-first level.

One point put to the purpose increases the damage of one natural weapon as if by a size increase. Each additional increase costs one more point than the previous. (One point for one increase, three for two, six for three...) This is calculated and limited per weapon.

Each third point can increase the weapon’s range. Three points give it a 30ft range, and each third extra point doubles its range.

One point allows a weapon to function as nonlethal without penalty. Two convert a weapon’s damage to one of the four basic energy types. (Acid, Cold, Electricity, Fire). Four can convert a weapon to a more esoteric energy type such as Sonic or Desiccation, and eight allow a damage type such as Force with innate abilities.

Two points increase a weapon’s base critical threat range OR critical damage range by one. (to 19-20 or x3). Seven points increase both.

  • Armoured Hide

Each point in this ability adds one to the Swarmling’s Natural Armour. Each third points instead grants a point of Resist. Resist is described under the Ironscales Swarmlord Evolution. It resists all damage except that which explicitly penetrates resistances of all kind.

  • Bonus Hit Die

Each second point put in this ability grants an additional HD. These HD never count towards granting additional evolution points. A being may not have more HD from this ability than he has otherwise. Infested, Assimilated, and Embraced may only take this evolution if their HD is less than their ECL, and HD gained from it do not count towards their ECL. (Note that humanoid beings of the swarm gain levels of Warrior rather than hit dice and may take a level in any class of their choice every third time this evolution grants them a level. If they access a manifesting/casting class this way, they may not also take Spirit Force. These levels still do not count towards their ECL.)

  • Burning Touch

The Swarmling is painful to the touch. It deals bonus damage on a successful physical attack, as well as on contact or being struck. Contact or bonus attack damage is equal to their con modifier, plus 1d4 for each third point in this ability, while damage on being struck is 1 per third point. For two seperate points, this damage can be suppressed. This damage is acid damage. Other common energy types can be substituted for 1 point, rare ones for three points, or physical damage types for free. For two points, the Burning Touch may also be projected at range. This is a secondary natural weapon with 20ft range, and may be enhanced with the enhanced natural weapon evolution. (Each third range point doubles it.) Acid is strictly better than slashing or bashing or piercing.

  • Entangling Blast

The Swarmling has an ability that traps a target in place. This costs at least four points, and grants an ability usable once per encounter to make a ranged attack. The target must pass a reflex save or become entangled for one round, and be trapped on the ground. The square they stand on causes anyone who stands on it at the beginning of their round to pass a reflex save or become Entangled for 1 round. The Save DC is equal to 10+1/2HD+Con mod. For three more points, the ability may be used a number of times per encounter equal to half the Swarmling's Charisma modifier. Two points can be spent to apply the entangling effects of this ability to the Swarmling's Final Ending, if they have it. In this case, the entangling remains on the ground for the entire area of his explosion.

  • Final Ending

For at least five points, this ability grants the Swarmling an explosive end. When killed, they explode, dealing either fire or acid* damage to each creature within 5ft/HD. This damage is equal to 1d6 for each second point put into this ability, plus the Swarmling's con mod. A successful reflex save halves this damage. Points can also be spent to make this a persistent damage effect. For each two points spent on this effect, the area remains dangerous, dealing the same number of dice, as d4s, plus his con mod to each creature that begins his turn on the area. A reflex save halves that damage. Infested with this ability can be manually destroyed by the Swarmlord, using a standard action. They are immediately reduced to -10hp, and explode. Obviously, only Hive Mind infested can be destroyed this way. Other damage types could also work. Maybe physical damage types are 1d8, rare types 1d4.

  • Form of Blades

For three points, the Swarmling is considered to possess Armor Spikes. The Swarmling is considered proficient. For two more points, she may suppress the spikes at will. This is one of many evolutions I added in to allow a specific creature to be recreated; a Sharp gloople from Amorphous, to be precise. I encourage making stuff up too! And showing me so I can steal it!

  • Hive Node

Three points in this ability allow the Swarmling to function as if within Hive Mind range at all times. More points than this allow the Swarmling to control other members of the swarm as if it were a Swarmlord of class level equal to the number of points in this ability minus three.

  • Mind Over Matter

For five points, the Swarmling suffers -2 Str, -2 Dex, -2 Con, but gains +8 Int, +2 Wis. Only creatures with Int 2 or less may take this evolution.

  • Movement

For every two evolution points invested in this ability, a swarmling may increase an existing movement speed by 10ft. For three points a swarmling may gain a climb, burrow or swim speed of 30ft. These may be enhanced as normal through this ability. Climb or burrow speeds give the normal benefits to the relevant checks - a +8 racial bonus, the ability to 'run' in a straight line, and the ability to take 10 even when rushed or threatened. A Burrowing swarmling leaves a tunnel behind that lasts for several hours, and can be used by any creature of its size or smaller. For five points a swarmling may gain a fly speed of 30ft, maneuverability of Average. For every four points invested in increasing the fly movement speed, the maneuverability of the fly speed is increased by one category, up to a maximum of perfect A Swarmling with a climb speed has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. The same applies to a Swarmling with a swim speed in relation to Swim checks.

  • Size Change

Two points placed into this ability causes the Swamling to increase or decrease in size. An increase grants +2 Str, +2 Con, -2 Dex, and an additional point of natural armour. A decrease grants -2 Con, and +4 Dex. These replace the usual ability score changes from changing size, but other size bonuses change to fit the new size. Each additional increase costs one more than the previous. (Two for one increase, five for two increases, nine for three...)

  • Special Attacks/Qualities

A Swarmling can spend points to gain special abilities. Each one is considered a separate ability for purpose of the (level) cap of evolution points.

  • Blindsight-4 points, but only 2 if the swarmling possesses Darkvision. This ability has range equal to 20ft+5ft/HD.
  • Breath Weapon-5 points grant a breath weapon dealing 3d6 damage, of a single basic energy or physical damage type. Each two additional points increases this damage by one dice. The reflex save DC is constitution based, and the weapon may be used once every 1d4 rounds. The weapon is either a 30ft+5ft/HD line, or a 15ft+5ft/2HD cone. Three additional points may instead grant an alternate damage type, with the same damage, or the other shape.
  • Constrict-4 points grant a constrict attack for 1d6+1.5Str. This damage can be enhanced as if a natural attack.
  • Darkvision-One point grants the Low Light Vision ability. Two points instead grant Darkvision, with a range of 30ft+5ft/HD.
  • Energy Drain-Eight points grant the ability to, once per encounter, deal 1d4 negative levels with a melee touch attack. Each additional three points allow it to be used an additional time per encounter. For a full twenty points, it is applied on every successful melee attack. The save DC is charisma based.
  • Evasion-Two points grant the Evasion ability. For five points, this is increased to Improved Evasion.
  • Fast Healing-Each three points put into this ability grant Fast Healing 1. An additional two points grant the limb-regenerative ability of Regeneration.
  • Frightful Presence-Six points grant the Frightful Presence ability. The save DC is Charisma based.
  • Improved Grab-This ability grants the Swarmling the Improved Grab ability in conjunction with one attack they possess. It costs three points per attack.
  • Lightning Charge-For two points, the Swarmling triples their speed when making charges.
  • Mettle-Two points grant the Mettle ability. For five points, this is increased to Improved Mettle.
  • Paralysis-Nine points grants the Swarmling a paralytic ability. This requires a successful melee touch attack, and grants the victim a fortitude save vs the effect. The save DC is Wisdom based. If failed, they are paralysed for a round.

Poison-Four points grants a poison. This is either a contact poison doing 1d6 ability damage, or an injury poison dealing 2d4. Contact poisons are delivered as touch attacks, and do no other damage. (These are usually melee, but can be ranged for 1 point (10ft), +2 points doubles range each time). Injury poisons are delivered in addition to another attack, and take effect if it deals at least one point of damage. The attack to be used with the poison must be chosen when this evolution is chosen. Five points increases the damage by 1d6/2d4. Each additional increase costs one more than the last.

  • Pounce-Six points grants the Pounce special ability.
  • Scent-Three points grants the Scent special ability.
  • Swallow Whole-Six points, required Improved Grab applied to a bite attack. A swallowed foe takes 2d4 acid and bludgeoning damage per three points spend on this ability. For 1 additional point, it can be applied to a different type of attack.
  • Trample-Costs three points, and works on any size creature, dealing damage equal to 1d4 for a small creature, increasing by size. This damage can also be increased as if a natural weapon. Save DC is Str based.

If it’s covered in spikes, it can be half your size, you still don’t want it running over you.

Brood Control: Allow you to control the amount of brood. Only communication to the brood is the hive mind only you can talk to them and give them order unless you allow Brood mother and Cerebrate as all communication can be heard by you. Also Brood Mother & Cerebrate can go rogue and leave your swarm or try to take control from you creating a brood war.

Brood Hives(Huge): The Swarm Leader can sacrifice 800 biomass tin order to place a hatchery After three days of incubation a juvenile hive, hereby called the "Hatchery" would have been erected, gaining 50 hit points every day until reaching 150 hit points on the third day. This structure is immobile, non-hostile, and defenseless. The structure has an AC of 10. The Hatchery has enough space to hold 8 medium creatures, 4 large creatures, or 2 huge creatures. Small creatures and below count as half a medium creature. Every 6 minutes, a single larva may be ejected from the Hive. This may happen indefinitely without the use of biomass until there are at most 3 larvae. Spread creep with up to 60 feet as it nourishes the Hatchling.

Lairs(Gargantuan): Upon Reaching level 12, the Hatchery may sacrifice another 15 drones to be upgraded to an adolescent hive, hereby called the "Lair". A thin membranous film will cover the Hatchery during this metamorphosis. This stage lasts for another three days, again gaining 50 hit points each day until reaching 300 hit points in total. Sustaining damage will delay the hatchery process as it continues to gain hit points until the stage is completed or the hatchery is exterminated. Once this stage is complete, the newly-emerged Lair will have a total of 300 HP, 15 armor Class, and increase to the maximum number of free larvae to 6. Additionally, the Lair imbues the ground with an adhesive substance that is ignored by a zerg's carapace. Any creature touching creep that is in some way connected to the Lair is considered to be in difficult terrain. Spread creep with up to 600 feet as it nourishes the Lair.

Hives(Colossal): Gaining 18th level allows the Swarm Leader to unleash a torrent of biomass at the Lair. Sacrificing 30 drones in a bloodbath frenzy would result in the final transformation, the coveted "Hive." Taking the longest incubation duration of one full week, the membrane once again covers the Lair and begins the metamorphosis into a matured hive, otherwise known as the "Hive." The Hive gains 100 hit points every day until reaching 1000 hit points on the seventh day. Gaining an Armor Class 25, even adamantine would have difficulty scratching the protective covering. Instead of the membrane dissolving into the newly-formed structure, it hardens into a protective shield. Gaining the Disadvantage to Attack . Roll 1D100 on a 90-100 the spell reflects on casters; otherwise, it is merely negated. The Hive gains spell resistance. Able to hold up to 12 larvae, a simple visit to the Hive every hour would assist in raising an army. The creep is augmented to better serve the hive. No longer merely a nutrient layer of growth, creep now bestows broodlings with the effects of double Movment for as long as they are on creep connected to the hive. Spread creep with up to 1000 feet as it nourishes the Hive.

Overhive(Colossal++): Upon gaining 20th level, the Swarm Leader has the decision of Prodigy. As the mental limitations of a hive mind are behind her, she may now set up autonomy in large regions of her conquered lands. Sacrificing 10 Leviathons allows for a Hive to be designated the Overhive. A structure that through intensive tunneling of drones and usage of the cavernous interiors of the Leviathons themselves allows for the Overhive to hold as many creatures as it wishes. Any creature sheltered inside the Overhive may transport one's self into another brood hive as long as it is in the same plane of existence. This ability may be used at will. The creep itself becomes gnarled and alive. Acting as effective haste for all allies, difficult terrain for enemies, and gaining barbed terrain qualifier, every five feet of movement deals 3d6+10 piercing damage. Spread creep with up to 5000 feet as it nourishes the Overhive.

Kinetic Blast: At 3rd level, focusing on her chi, the Swarm Leader unleashes an orb of energy dealing 1d8/Class Level damage in a 10-foot radius. Failing a fortitude save (for half) of (10+1/2Class Level+Int Modifier) results in the creatures dropping prone. She may use this power again after 1d4+1 rounds.

Essence Enchantment: As you gain in power, so does your swarm. This effects only her own brood as it will not apply to cerebrate & Brood Mothers. They gain a bonus to Strength, Dexterity, Hit-points, Armor Class. Side effect they gain fire vulnerability, increasing damage received from fire by 50%.

Enchant Essence Unlock at level 2 by +1 Str & Dex, +1 HP per hit dice

Enhanced Essence Unlock at level 4 by +2 Str & Dex, +2 HP per hit dice, +2 AC

Improved Essence Enhancement unlock at level 8 Enhances Zerg unit stats by +4 Str & Dex, +3 HP per hit dice, +4 AC

Empower Essence Enhancement unlock at level 12 Enhances Zerg unit stats by +6 Str & Dex, +4 HP per hit dice, + 6 AC

Ulta Essence Enhancement unlock at level 16 Enhances Zerg unit stats by +8 Str & Dex, +5 HP per hit dice, +8 AC

Mega Essence Enhancement unlock at level 20 Enhances Zerg unit stats by +10 Str & Dex, +6 HP per hit dice, +10 AC

Evasion: Swarm leader gain Evasion at level 4. Broodlings gain evasion and improved evasion at 8th,

Mend: At 7th level, the Swarm leader erupts constantly in microscopic clouds of creep, empowering allies. Enemies must make a Con save based on the Swarm Leader's casting mod or take 1d4 acid damage for 3 turns if there within 20 feet of the Swarm Leader. All Allies heal. She gives 4d8 points of healing to herself and 2d8 points of healing to her allies within 20 feet and regain at short rest.

Swarm Evolution: Allows all Zerg to evolve into deadly forms. At level 6 the Swarm Leader gain Improved Rapid Incubation brood incubation decreased by 100% when eggs are growing on Queen body. Let's all zerg unit to burrow into the ground not letting them move. Allow you to add HD per 25 biomass only at level 8. Plus 2 Ability point per HD Added at level 16.

Mental BackLash: At 8th level, focusing on the mental powers of the swarm, deal 1d6/Class level damage to a single target as a ray through a ranged touch attack. Failing a reflex save(for half), based on intelligence, stuns the target for one round. Casting this dazes the Swarm Leader for one round and she may cast this ability again in 1d6+2 rounds.

Psionic Storm: At 9th level, the Swar Leader may create a 20 by 20 foot cube storm of psionic energy. It deals 2d6 force damage plus her intelligence modifier per class level (cap 20d6) to every creature in the area. This lasts for 1 full round. Cool down for 2d12+1 Rounds. Ref save based on intelligence for half. Range 60 ft

Ex-Zerg Swarm Leaders[edit]

.

Epic Zerg Swarm Leader[edit]

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Zerg Swarm Leader Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Zerg Swarm Leader[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Zerg Swarm Leaders in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Zerg Swarm Leader Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Zerg Swarm Leaders in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .



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