The Leader of the Swarm
The Swarm Leader[edit]
"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 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."
The Swarm Leader
Alignment: Any
Starting Gold: 3d4x10 gp (75 gold pieces).
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | Biomass | Brood Control | Power Point/Day | ||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Biomass, Biomass Hardening, Swarm Creation, Brood Control, Brood Hives, Hive Mind, Psionic Disciplines | 50 | 20 | 2 | |||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Essence Enchantment | 100 | 30 | 6 | |||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Kinetic Blast | 150 | 40 | 11 | |||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Evasion | 200 | 50 | 17 | |||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | 250 | 60 | 25 | ||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Swarm Evolution | 300 | 70 | 35 | |||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Mend | 350 | 80 | 46 | |||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Mental Backlash | 400 | 90 | 58 | |||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | Improved Evasion, Psionic Storm | 450 | 100 | 72 | |||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Assimilation | 500 | 110 | 88 | |||||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Leader Chrysalis Transformation | 550 | 120 | 106 | |||||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | Brood Hives, Improved | 600 | 130 | 126 | |||||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | Biomass Hardening | 650 | 140 | 147 | |||||||||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | Parasitic Infestation | 700 | 150 | 170 | |||||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | Razor Storm | 750 | 160 | 195 | |||||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | Wild Mutation | 800 | 170 | 221 | |||||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | 850 | 180 | 250 | ||||||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | Fury, Brood Hives, Mastery | 900 | 190 | 280 | |||||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | 950 | 200 | 311 | ||||||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Apocalypse, Brood Hives, Prodigy, I Am The Swarm | 1000 | Unlimited | 343 | |||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
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 5 biomass per hitpoint from the enemies hit dice killed and assimilated by drones. Cap is on the chart above per level. Biomass does fully generate after 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 20 points stowed into the carapace, she gains +1 extra natural armor. This biomass cannot be used for the next 24 hours after a 2 hour 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 100 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 50 mile 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 listen and spot check 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 flanked, then none are given the penalties associated with being flanked as if they have the all-round vision. 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.
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.
Power Points/Day A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion.
Psionic Disciplines: A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.
-Clairsentience A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
-Metacreativity A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
-Psychokinesis Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
-Psychometabolism A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
-Psychoportation A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
-Telepathy A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Brood Hives(Huge): Broodlings may sacrifice themselves along with a drone for the survival of the Hive. As long as one drone is involved, and at least 15HD worth of drones are awaiting sacrifice, they may all explode into a rich genetic sludge. After three days of incubation of the sludge, 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 5 and a hardness 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 30HD worth of 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 hitpoints each day until reaching 300 hit points in total. Sustaining damage will delay the hatchery process as it continues to gain hitpoints 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, 20 hardness, 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 100 HD worth of 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 a hardness of 60, even enchanted 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 Reflective Carapace special quality. The Hive's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance. The Hive gains spell resistance 29. The armored carapace makes breaching the shell to damage the hive a nightmare. Gaining a +25 natural armor, the AC of this behemoth is 23 AC. 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 Haste for as long as they are on creep connected to the hive. Spread creep with up to 1 mile 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 50 miles as it nourishes the Overhive.
Kinetic Blast(Ps): At 3rd level, focusing on her psionic energy, the Swarm Leader unleashes an bolt of psionic energy dealing 1d8 per 2 Class Level damage to a single foe.
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, Natural Armor & Damage Reduction. Side effect they gain Fire & Electricity vulnerability, increasing damage received from Fire & Electricity 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 NA, DR 5/magic
Improved Essence Enhancement unlock at level 8 Enhances Zerg unit stats by +4 Str & Dex, +3 HP per hit dice, +4 NA, DR 10/magic
Empower Essence Enhancement unlock at level 12 Enhances Zerg unit stats by +6 Str & Dex, +4 HP per hit dice, + 6 NA, DR 15/magic
Ulta Essence Enhancement unlock at level 16 Enhances Zerg unit stats by +8 Str & Dex, +5 HP per hit dice, +8 NA, DR 20/magic
Mega Essence Enhancement unlock at level 20 Enhances Zerg unit stats by +10 Str & Dex, +6 HP per hit dice, +10 NA, DR 25/magic
Evasion: Swarm leader gain Evasion at level 4. Gain Improved Evasion at level 9. Broodlings gain evasion and improved evasion at 8th and 13th level respectively.
Mend: At 7th level, the Swarm leader erupts constantly in microscopic clouds of creep, empowering allies. Enemies must make a fortitude save based on the Swarm Leader's casting mod or take 1 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 goes on a cool-down for 1d4 rounds.
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 Charisma, 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(Ps): At 9th level, the Swarm Leader may create a 20 by 20 foot cube storm of psionic energy. It deals 2d6 Psionic 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
Assimilation: At 10th level, when a powerful enemy is slain, the Swarm leader gains the ability to Assimilate enemies. This is when the Swarm Leader consumes the freshly-killed corpse, killed within 1 round/class level. She gains 2 ability points if the enemies have a higher ability score in that category if she assimilates the corpse in time. Zerg units that assimilate with the corpse gain the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. This effect lasts for 1 hour per hit dice of the corpse consumed but may gain one permanent inherent bonus to Str Dex & Con for each corpse (with higher attributes) assimilated. This can only increase by a maximum of the Swarm leader's Class level. Assimilation allows the brood to adapt and mimic up to four special qualities, abilities, and attacks that the zerg have consumed. For example, a leopard killed by a zergling then consumed with intent to assimilate would allow said zergling to not only take the pounce, rake and improved grab special attacks, but also gain the physical ability scores of the leopard (Str 16, Dex 19, Con 15) for 3 hours (as it has 3 HD) and after reverting back to the base zergling form, the leopard's special qualities are kept and the zergling may gain a +1 to his Strength, Dexterity, and Constitution as an inherent bonus if the inherent bonus is lower than the Swarm Leader's Class level. The assimilation process is imperfect. Only four special qualities may be mimicked at one point and it takes 24 hours of metamorphosis to replace traits. Also they can sacrifice themself to evolve the traits into the swarm once more then 5 have the same trait.
Leader Chrysalis Transformation At 11th, Also Swarm leader goes into a Chrysalis cocoon transforming them more of insectoid carapace forming on there body giving them +5 Natural Armor, fast healing 5 out of combat. Cant wear any armor or use any weapons, Gain Natural attck Claws 1d8, Talons Wings 1d6. this take 1d12 hours, while swarm does protect and will become hostiles when non- swarm come close
Zerg Reconstitution: At 12th level, Destroyed broodlings respawn at the hatchery designated by the Swarm leader. When this ability is activated, up to 10 freshly-killed broodlings (within 1 round per class level) may reappear at the hatchery. Broodlings killed beyond the 10th death count toward next usage(s) of the ability. If designated hatchery is destroyed, the timer continues from another available hatchery. Broodlings will not respawn if maximum brood control has been reached. Banelings will not respawn. This ability may be used once per hour.
Parasitic Infestation: at 14th Level, The Swarm leader can create a parasite that infest the target. The target make a Fort save (10 + 1/2 Hit Dice + Cha). If the target fails they they become infested at a rapid pace. 1d4 turns. As the target fall under the swarm leader control as they gain the infested template.
Razor Storm(Ps): At 15th level, creates a 40 by 40 foot circle of psionic energy that bypass spell resistance as it deals 1d8 per (30d8) level to every creature in the area and last 4d4 rounds and can be cast once per day. Its a will save DC Charisma base.
Wild Mutation(Ps): At level 16, the Swarm Leader may bestow the swarm with a wild frenzy. At the expenditure of 200 biomass, bestow the swarm with haste and greater resistance for one round per class level.
Fury(Ps): At 18th level, the Swarm Leader is bestowed with the rage of the Swarm. Once the Swarm Leader reaches level 18, she may activate an ability to temporarily bolster her forces' power and for an hour be bestowed with the bonuses of the spell haste. She may activate this ability once every two hours.
I Am The Swarm: At 20th level, the Swarm leader now can control an unlimited amount of broods
Apocalypse(Ps): At 20th level, the Swarm Leader may focus a Ball of Psionic energy in a 5-foot radius ball as it takes a full round action as it blows up next turn dealing 2d12 untyped damage Per level (Cap 40d12). The radius of the attack spreading from the middle point is 40 feet. Range of this psionic attack is 25 + 5 range per level. 2/ a day. Reflex for half damage DC Charisma base.
Variant Rules The DM may rightfully deem this class as overly underbalanced. As having the opportunity of holding the 5HD worth of zerglings may seem overpowered to some at level 1, a variant rule may be that the Hive would be in the background as the Queen of Blades takes two brave champions with her to assist in adventures. These will be her Battle Thralls, a necessity in protection and execution of quick commands. Treat these broodlings as animal companions for purposes of feats, spells, and effects. She may switch any of her Thralls at any time as long as a replacement is nearby.
Swarm Creation: The Swarm Leader may utilize a Hive that is at least Juvenile to spawn
1st level Swarm Creation
Allow you create Larva (cost 0 control), Drones, Zergling, Baneling and Queens Each one Counts as 4 to your Brood Control. They take 5 biomass per HD & 1d6 mins of Incubation.
1d8(5 HD)Larva have no attack and can only live on creep unless they are broodmother Larva which can be off creep. DR 20/-, All energy resistance 20 but dies off creep. Note: Larvae are required to spawn every creature form zergling to Leviathon. This is the will of the Swarm so don't worry how a tiny maggot can turn into a massive Colossal creature. Once the larva morph into egg it keep same stats as the larva while morphing.
Attacks: it wiggles intimidatingly
(Tiny) str 10, dex 26, con 10, int 8, Wis 10, Cha 4 / NA +0 (AC:20), (Movement 0ft) Note: Any damage over DR it is reduced to 2.
1d8(5 HD)Drones have a weak attack as it only a 1d4 at a +1 to-hit, drones are made to collect needed resources for the brood to survive. Their claws are known to shred though Adamantine as they can dig into a mountain to make more room for the hive. Note: On top of being the harvesters for the Swarm, they are also the only builders. Each structure that can be constructed for the Swarm may use at least one drone.
Attacks: 2x Claw: +1 (1d4)
(Small) str 10, dex 10, con 10, int 8, Wis 10, Cha 4 / NA +1 (AC:12) (BAB: +0) (TAB: +1) (Movement 25ft)
1d8(5 HD)Zergling Are one of the Base Zerg that is warriors. Two zerglings come from one egg, zerglings are fast as there base land speed 50, Zerglings have two claw attacks, each dealing 1d3 slashing damage at a +2 to-hit,
Attacks: 2x Claw: +2 (1d3)
(Small) str 13, dex 12, con 10, int 8, Wis 10, Cha 4 / NA +2 (AC: 14) (BAB: +0) (TAB: +2) (Movement 50ft)
1d8(6 HD)Baneling Are morph from zergling as they are suicide units that roll at great speed to blow up at enemies or they can do a simple bite attack. Baneling suicide damage depend on its hit dice as it deal 1d4 acid per Hit dice it has. Banelings have a bite for 1d4 at a +1 to-hit. Note: Must be morphed from Zergling.
Attacks: Volatile Burst 10ft radius circle centered on baneling (1d4 (Ref: 11(half)) (Kills Baneling)), Bite +1 (1d4)
(Small) str 10, dex 12, con 12, int 8, wis 10, cha 4 / NA +2 (AC:14) (BAB: +0) (TAB: +1) (Movement 40ft)
3d8(24 HD)Queens Are able to produce more larva as they are able to heal unit that is injured, DR 5/piercing. Queen has 2 attacks, one ranged poison spines that deal 2d6 damage & poison up to 60 ft away and has a save for 1d3 con damage (DC11). Talons dealing Slashing and Piercing Damage 1d6. Queen transfusion heals units of a 2d8 as it also has a 2d4 rounds cooldown, can make creep tumors that spread creep 30 feet once per day.
Attacks: Poison Spines +3 (2d6+Poison(1d3 Con( Fort: 11))), Talons +2 (1d6)
(Medium) str 12, dex 14, con 14, int 12, Wis 10, Cha 10 / NA +3 (AC:15) (BAB: +1) (TAB: +2) (Movement 30ft)
4th level Swarm Creation
Allow you to create Roaches, Hydralisk, Lurkers they Count as 6 to your Brood Control. They take 10 biomass per HD & 4d4 hours of incubation.
6d8(47 HD)Roaches Roaches have 2 attacks, Acid Spit at a range of 30ft dealing 1d8 acid damage and two Talons that Deal 2d8 Slashing to-hit for both attacks, Roaches have a burrow speed of half it's movement of 30 and gains fast healing 10 while burrowed, but is unable to attack when benefiting from fast-healing that round. DR 5/piercing,
Attacks: Acid Spit: +6 (1d8), 2x Talons +4 (2d8)
(Medium) str 12, dex 16, con 18, int 8, wis 10, cha 2 / NA +4 (AC: 17) (BAB: +3) (TAB: +6) (Movement 60ft)
9d8(49 HP)Hydralisk Are called the Zerg's Perfect killer as they have a range of 60 shooting poison spines that deal 2d8 damage & poison has save for 1d4 con damage (DC15). DR5/piercing, They are the only one with Hide in plain sight with the surround. Hydralisk can hardly be heard as their movement is silence, base movement 30 feet, Talon only do 1d6 Piercing & Slashing
Feats: Darkstalker, Point-Blank Shot, Precise Shot, Weapon Finesse, Martial Study, Martial Stance, Shadow Blade
Attacks: Poison Spines +9 (2d8 + Dex + Str + Poison(1d4 Con(Fort: 15))) + 4d6(Sneak Attack) Talons +6 (1d6 + Dex + Str) + 4d6(Sneak Attack)
(Medium) str 16, dex 20, con 16, int 10, Wis 10, Cha 2 / NA +4 (AC: 18) (BAB: +4) (TAB: +8) (Movement 60ft)
10d8(63 HD)Lurkers Can only attack while burrowed as it shoots a row of Subterranean Spines 60 feet in a straight line 5 feet wide. Requiring a 'feeler tendril' to be exposed for detecting enemies, a spot DC of 20 must be successfully made to attack the hiding Lurker, otherwise, the Lurker gains total concealment. Extraordinary or magical means of improved detection such as tremorsense and blindsight allows one to ignore this spot check. Subterranean Spines deal 2d8 piercing/slashing damage and deal an extra 3d6 sneak attack for those who cannot see the feeler or for those who do not prepare an action to 'brace', Spines that shoot up from the ground sink back into the ground. the Lurker is an evolution from the Hydralisk. Lurker life is increased, movement 30ft (burrow 5ft) DR10/piercing Note: Must have morphed from hydralisks.
Attacks: Subterranian Spines: 2d8(+3d6 sneak attack if unseen)(Ref 17(half)
(Medium) str 18, dex 24, con 18, int 12, Wis 10, Cha 2 / NA +5 (AC: 22) (BAB: +5) (TAB: +9) (Movement 30ft)
8th level Swarm Creation
Allows you to create Mutalisk, Corruptor, Infesters, Overseer Count as 8 to Brood Control. They take 15 biomass per HD & 2d6 hours of incubation.
10d8(90 HD)Mutalisk Only against the ground when sleeping, these tireless guardians of the Hive protect the skies from the Protoss threat. There attack is bouncing Glaive wurm (Range 30ft) it deals *(2d6) full damage to the first enemies then bounces to 2 more targets that are not farther than 30 feet apart for half damage, rolling separately for each attack. Feats - Rapid shot, point blank shot,
Attacks: Glaive Wurm: +11 (2d6 Special*)
(Medium) str 10, dex 18, con 18, int 10, Wis 10, Cha 2 / NA +4 (AC: 18) (BAB: +7/+2) (TAB: +11/+6) Fly 90ft (good)
14d8(126 HD)Corruptor Can only attack flying enemies as it shoots Parasite Spores at the target allowing the corruptor to deal more damage to it over time. *Attacking at a ranged touch attack deals 1d8 damage with every subsequent attack increasing in damage by 1d8 every time it fails a Fort save of 21.
Attacks: Parasite Embodiment: +15 (1d6 Special*)
(Medium) str 10, dex 20, con 18, int 8, Wis 10, Cha 2 / NA +5 (AC: 20) (BAB: +10/+5) (TAB: +15) Fly 50ft (good)
16d8(96 HD)Infester can only cast fungal growth. It reduces movement in a 10 ft circle to 5 as it deals 4d8 bludgeoning damage (Halved if saved against Ref DC: 19) as it lasts for 16 rounds. May cast every 1d4 rounds. Only line of effect, movement 30 ft
Attacks: Fungal Growth (4d8(Ref: 19(half)))
Special Attack:
- Neural Parasite: Shoot a needle that penetrate that releases a parasite into the host body. Target must make a Fort & Will save or Target is permanently controlled by the Swarm. DC [10+1/2HD+Int]
- Infest: The Infester wraps up a target into a cocoon of bile & silk as it pumps catalytic fluid which releases virus into the host body transforming them into infested. Fort Save [10+1/2HD+Int] as for every minute you stay inside the cocoon the DC Rises by +2. Cocoon can be broken by any slashing object as a full round action.
(Medium) str 10, dex 16, con 12, int 18, Wis 14, Cha 2 / NA +5 (AC: 18) (Movement 60ft, Burrow 30ft)
12d8(84 HD)Swarm Host are siege units that Spawn Creepers & Locusts. The host may throw an egg sack that either develops 1d8 locusts or 1d6 creepers. Swarm Hosts can spit a 10ft x 10ft pool of acid that lasts for 3 rounds dealing 2d6 and keeps doubling damage the longer you stay in it. All Zerg from the same Brood is not affected by it. Locust deals the same damage as Zergling but attack at the BAB of the Swarm host. Creeper Deal the same damage as Banelings. Swarm host can Burrow and move underground.
Attacks: Acid Pool (2d6 (Ref: 18 (Half)))
(Medium) str 10, dex 20, con 14, int 16, Wis 14, Cha 2 / NA +5 (AC: 20) (BAB: +9/+4) (TAB: +14/+9) Movement 30ft, Burrow 10 ft
3d8(21 HD)Overseer These harmless flying creatures are harmless alone but alert the hive with their sight. They have 120 ft blindsight that allows them to note any hiding creatures unseen by the naked eye.
Attacks: They peep into your windows to reveal your browser history.
(Large) str 10, dex 18, con 14, int 16, Wis 10, Cha 2 / NA +3 (AC: 17) Fly 30ft (good)
12th level Swarm Creation
Allows you to create Ultralisk, BroodLords, Guardian, Devours count as 15 to your brood Control. They take 20 biomass per HD & 2d8 hours of incubation.
17d8(187 HP)Ultralisk Deal 4d6 Slashing & Bludgeoning at a glaive attack. Special attack gain burrow charge: charge through the ground and erupts from the ground knocking down all enemies in a 40-foot radius centered on the ultralisk's point of breach. Dealing damage DR 20/piercing
Attacks: Kaiser Blade: +19 (4d6 in 20 foot spread, each target rolled seperately)
(Gargantuan) str 32, dex 18, con 22, int 4, Wis 18, Cha 6 / NA +20 (AC: 30) (BAB: +12/+7/+2) (TAB: +19) Movement 50ft
15d8(165 HP)BroodLords Flying air unit that throws two broodlings at this target. Once the broodling leaves the Broodlord they will only last only 3 rounds before dying. Brooding toss range 80 ft, Impact damage is 6d8 force damage. Every time the BroodLord is dealt damage, 2 broodlings are spawned. DR 15/piercing Note Must be morphed from a Corruptor
Attacks: Broodling Toss (The Yeetmaster): +16 (6d8 + Str)
(Gargantuan) str 18, dex 28, con 22, int 18, Wis 14, Cha 8 / NA +12 (AC: 27) (BAB: +11/+6/+1) (TAB: +16) Fly 40ft (good)
15d8(120 HP)Guardian Siege Flyer that attacks from long range, attack range is 100 feet, Acid Spores deal 6d8 acid damage. Fly speed 60 (good), if lowered to 25% health, speed is reduced to 5 ft. Note: Must be morphed from Mutalisks.
Attacks:Acid Spores: +17 (6d8 + Dex)
(Huge) str 18, dex 26, con 16, int 18, Wis 10, Cha 6 / NA +5 (AC: 26) (BAB: +11/+6/+1) (TAB: +17)
18d8(216 HP)Devourers Flying anti-air units that attack from a close range of 25 feet as it shoots out a Corrosive Acid that deals 2d6 acid damage. The spit hardens to give the target a slow effect for one round, (DC 25 reflex) Note: Must be morphed from mutalisks.
Attacks:Acid Spit: +18 (2d6 + slow + Dex (Ref: 25))
(Huge) str 16, dex 24, con 24, int 18, Wis 10, Cha 6 / NA +8 (AC: 28) (BAB: +13/+8/+3) (TAB: +18) Fly 70ft (Average)
16th level Swarm Creation
Allows you to Create Leviathans, Brutalisk, Brood Mothers, Cerebrate - They have a set biomass cost & Takes 2d10 hours of incubation time. Cost 20-50 to your brood control cap.
20d8(440 HP)Leviathans Take 750 Biomass. Also can be the home for many broods as it flies in the coldest climates. It can attack flying enemies with Bile Swarm it shoot out 6 at a time that does 5d8+str flat for each one, also attack at the same time as the four Tentacles it has has a reach of 40 feet as the damage they do is 3d6+str piercing and slashing. (Cost 50 cap)
Attacks:6x Bile Swarm: +22 (7d8 + Str), 4x Tentacle: +27 (3d6 + Str)
(Colossal)str 50, dex 40, con 44, int 46, Wis 40, Cha 12 / NA +20 (AC: 45) (BAB: +15/+10/+5) (TAB: +22) Movement 120ft Fly (Perfect)
19d8(361 HP)Brutalisk take 500 Biomass. it has 2 attacks, Brutalize is a melee ground only attack as it does 3d8 slashing and piercing damage reach range is 20 feet, Ferocious Spew is a ranged attack that deals 4d10 half bludgeoning & half acid damage. Feat - Rend (Cost 20 cap)
Attacks: Brutalize: +23 (3d8 + Str), Ferocious Spew: +15 (4d10)
(Gargantuan) str 40, dex 20, con 32, int 14, Wis 18, Cha 12 / NA +10 (BAB: +14/+9/+4) (TAB: +23) (Movement 90ft)
Unlocks at level 18
Broodmother & Cerebrate 25 brood control as they can control some of your brood for you doing what best for Brood and You as the Queen of Blade. Broodmothers have a brood Control of 100, while cerebrate have 200 but can not attack or be moved unless they are picked up by Brutalisks or Leviathans. They have a set cost of 500 Biomass to Create (Cost 1 Intelligence point per creature created) (If killed you gain that one point back after total rest of 24 hours.)
Broodmother & Cerebrate also have an Int & Wis of 20 can be increased and only a Cha of 20. Telepathy up to 100 feet.
18d8(216 HP)Broodmother as 3 ways of attacking, Talon that deal the same damage as a Queen and Poison Spine damage as a Queen but gains Razor swarm and Psionic Storm. Transfusion now heals for 150 hp cost 50 energy still. DR 15/-
Attacks: Razor Swarm (20' circle, 18d8 for 4d4 rounds(ref: 24(half))), Psionic Storm (20d6+50for 1 full round(Ref: 24(half)), Talon: +19 (2d6+poison(1d8 con(Fort: 23)))
(Medium)str 18, dex 22, con 18, int 20, Wis 20, Cha 20 / NA +5 (AC: 21) (BAB: +13/+8/+3) (TAB: +19) (Movement 60ft)
20d8(280 HP)Cerebrate Large size and has damage reduction 25/+5, and has true seeing.
Attacks: It's a pulsating worm sticking out of the ground.
(Large) str 18, dex 18, con 22, int 20, Wis 20, Cha 20 / NA +7 (AC: 20) (BAB: +0) - (BAB: +0) (Movement 0ft)
1 out of 4 (4th level unlock)
(Maybe spend biomass for structures for these unlocks?)
Drones evolve into Twin Drones 2 hatch out of one egg.
Zergling evolve into Raptorling which can climb up cliffs and can twice it damage & also auto jump at enemies of movement range without provoking.
Baneling evolve into Hunter Bane which allows them to jump at enemies up to 30 feet & Auto jumps to high places that are within the movement speed of height.
Queen evolve into Swarm Queen which allow it to heal 4d8 Hp now cost 1d3 rounds.
Roach evolve into Vile Roach which allow them to deal extra 2d8 damage.
Hydralisk evolve into Hunter Killers which allow them to automatically ambush for 4d6 slashing/Piercing damage & hit dice is doubled.
Lurker evolve into Impalers which allow them to attack from twice as far and shred Natural Armor by 2 from every hit and Armor breaks completely on a failed reflex save.
2 out of 4 (8th level unlock)
Mutalisk evolve into Viperlisk which it wing become like pixie wing as it able to gain fast heal 10 out of combat and attack bounce up to 6 more targets. The final three targets take 25% original damage.
Corruptor evolve into Corpser Corruptor allow it to attack ground & air unit while flying 30 feet away
Infesters evolve into PrimalFester which allow it to burrow and use it abilities while underground as it also gains tremorsense while underground and blindsight up to 30 ft for both.
Swarm Host evolve into Carrion Host allowing them to gain rapid incubation which cuts incubation time by half. Swarm host egg sac force wing evolution on Creepers & locusts, evolving wing give them fly 40 feet. But this evolution cuts the Creeper & Locusts half hp.
Locusts strain also gain pressurized glands that allow them to to shoot 3 spines like the hydralisk damage. Bypass Damage reduction.
Creeper strain gain the Aerial Impact that allows them to automatically hit their target. Doing this does not do splash damage but also starts melting armor and natural armor by 4 each round for 6 rounds.
Overseer evolve into Allseerer as it vision can see through everything and can't be blinded.(Ture Seeing constant Ex)
3 out of 4 (12th level unlock)
Ultralisk evolve into Torrasque, Keep raging 3 rounds + con mod, near death door can needs to be healed before rage ends to keep it alive. Torrasque Ultralisk upon its death it body form a cocoon which can be killed its main hp half for the cocoon life as it takes 2 rounds for it to rebirth. Rebirth can only be using once every 4 Hours.
Broodlord evolve and produce 4 broodlings that still lasts the same 2 rounds.
Guardian evolve gain range 40 feet and extra 2d8 it attacks, bypasses hardness on building.
Devourer evolve it attack splash damage everything in 5 feet & able to attack ground.
4 out of 4 (16th level unlock)
Leviathans gain the ability to plane shift at will & allow it to fly in any environment.
Brutalisk gain the ability to ignore terrain as it walks, swim & climb without penalties, also gains rends and improve crit on claws.
BroodMothers gain the ability to spawn units twice as fast for a time as their own control cap is double.
Cerebrate gain the ability to become greater invisible at will. Acting as a phylactery for the Swarm Leader. The aforementioned Queen of Blades is no longer a mortal. Every cerebrate is psionically linked to her, allowing for death to be a setback than a permanent cataclysm. If the Swarm Leader is slain, her essence will be yanked out of the useless carapace and brought to a random cerebrate (Roll d%, flip a coin, whatever). The Queen of Blades will be incubated until she arises anew after 2d4 weeks. During this period, the Swarm Leader may communicate telepathically to any broodmother or cerberate within 50 miles. The Swarm Leader is extremely vulnerable in this chrysalis stage, with an AC of 10, her class hit dice changed to a d4 for this duration, and losing bonuses to a high constitution score, she usually keeps her cerebrates either extremely secluded, well-defended, or both. The cerebrate that houses the new Swarm Leader cannot benefit from the effects of Greater Invisibility.
Infested Template
Infested (Suicidal): The suicidal infested terran is a nonsentient beast driven by a simple desire to serve the swarm. Upon death, or when triggered, the suicidal explodes with enough force to break down a concrete wall. Calling them living missiles is an understatement to the psionic and biological forces that are formed from their destruction. Size: Unmodified Speed: +20ft Str: +6 Dex: +2 Con: -2 Zerg Traits: The body acquires all normal Zerg traits. Hivemind: Mental connection to Swarm Leader. Carapace: Acquires DR 5/Piercing and natural Armor +3. Melee Attacks: Basic melee attacks improve by one dice type with the acquisition of claws/bladed teeth. Suicide: Deals 10d10 Sonic/Acid, and 3d10 Psi damage in a 15ft. radius, ref save halves Sonic/Acid. Ignores hardness of structures/vehicles and damage reduction of creatures. Size Modifiers: +2d10 Sonic/Acid damage per size category above Small. 3d10 for Tiny or smaller. Mental Modifiers: +1d10 Psi damage per Cha mod pre-Infestation. +1 dmg per Psionic feat possessed.
Infested Terran (Sentient): +1 LA The sentient infested is a lieutenant of the Swarm's armies. Bringing her unique human traits and knowledge with her, she is an asset to the swarm, while still compelled to obey its directives. Size: Unmodified Speed: +10ft Str: +4 Dex: +4 Con: +4 Cha: +2 Zerg Traits: The body acquires all Zerg traits bar Mental immunity. Hivemind: Mental connection to Swarm Leader. Awakened: The body acquires its HD in Power and a single Psionic feat that she meets the pre-requisites for. Combat Limbs: The body acquires one of the following: A heavy claw/claws, with 2d8 melee damage (Replaces normal melee) An extra limb/tail, with 2d6 melee damage (-2 to-hit used in conjunction with melee) 4 additional limbs, with 1d6 melee damage (All deal 1/2 str damage, -4 to-hit) Carapace: Acquires DR 5/Piercing and natural armor +3.
Adding Zerg to your race.
Infested or Primal you hatch from your chrysalis forever change. Base Race can be anything as you don't gain your your previous trait or modifier. Your body has been improved for the worst & best but your mind isnt alone anymore. Zerg Player can chose any of the zerg creature but must roll stats or point buy.
Natural Armor +2 Str: +2 Con: +2 Int: +2 Wis: -2
Vulnerability to Fire Vulnerability to Electricity Movement 30ft Hivemind: This creature can continuously gain information from other connected to this hive main. As they cant be flank when they are within 10ft from each other.
Race Type Changes to Vermin/Psionic