It’s Vermin Week this week, and that means that we’re about to get creepy and crawly with a brand new druid archetype devoted to vermin of all sorts.
New Druid Archetype
Although loathed and feared by the majority of humanoids, and sometimes even scorned by other druids, insects, arachnids, and other vermin remain an important part of nature, and there are many druids, often referred to as verminlords, who devote themselves specifically to these vital links in every ecosystem.
Verminbond: At 1st level, when a verminlord forms her bond with nature, she must choose to do so by gaining an animal companion, and must select a vermin companion (for a selection of existing vermin companions, see Pathfinder Roleplaying Game: Ultimate Magic).
This ability modifies the nature bond class feature.
Vermin Empathy (Ex): A verminlord’s empathy lies not with creatures of fur and feathers, but with those that have gleaming carapaces and glittering, multi-faceted eyes. The verminlord’s wild empathy class feature functions on vermin, rather than on animals. This functions identically to using the ability on an animal, even if the vermin is mindless. The verminlord is still able to influence magical beasts in the normal fashion.
This ability modifies the wild empathy class feature.
Spider Climb (Sp): At 4th level, a verminlord can climb sheer surfaces with little difficulty. She can affect herself as though with the spell spider climb for a number of minutes per day equal to 10 times her druid level. These minutes need not be spent consecutively, but must be spent in 10-minute increments.
This ability replaces the resist nature’s lure class feature.
Wild Shape: At 4th level, when the verminlord gains the wild shape class feature, she does not gain the ability to turn into an animal. Instead, she can transform into a Small vermin, as though with the spell vermin shape I.
At 6th level, she can transform into a Small or Medium vermin (as though with vermin shape I), or she can transform into a Small or Medium animal (as though with beast shape I).
At 8th level, she can transform into a Tiny or Large vermin (as with vermin shape II), a Large or Tiny animal (as with beast shape II), or a Small or Medium plant creature (as with plant shape I).
At 10th level, she can transform into a Small or Medium magical beast (as with beast shape III), or a Large plant creature (as with plant shape II).
At 12th level, she can transform into a Tiny or Large magical beast (as with beast shape IV), or a Huge plant creature (as with plant shape III).
This ability modifies the wild shape class feature. Other than adjusting what types of creatures she can change into, her wild shape ability functions as normal.
Web: At 13th level, the verminlord gains the ability to create webs, which can support her own weight, plus up to one additional creature of the same size. Additionally, she can throw webs a number of times per day equal to 1/2 her druid level. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the vermin lord. An entangled creature can escape with a successful Escape Artist check, or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the verminlord’s druid level + the verminlord’s Constitution modifier. Attempts to burst a web by those caught in it take a –4 penalty.
The verminlord can also create sheets of sticky webbing up to three times her size. Approaching creatures must succeed on a DC 20 Perception check to notice a web, otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the verminlord’s druid level, and DR 5/—. The verminlord can move across her own web without hindrance, and can pinpoint the location of any creature touching her web, as long as she is also touching it.
This ability replaces the a thousand faces class feature.
Mindless Trance (Ex): At 15th level, a verminlord can surrender her higher thoughts, allowing herself to fall into a mindless state similar to that of vermin. Doing so is a move action that does not provoke attacks of opportunity. While in this mindless state, the verminlord loses her Intelligence score and becomes mindless, rendering her immune to all mind-affecting effects. However, her decision-making capabilities are highly limited, and she temporarily becomes an NPC under the GM’s control. Each round, at the beginning of her turn, the verminlord can attempt to end the effect with a successful DC 28 Will saving throw. If she fails (or chooses not to), then the verminlord’s player can choose either “fight” or “flight” for that round, and the GM determines the exact actions that the verminlord takes. The verminlord retains the ability to tell friend from foe, but does not employ complex tactics, cannot cast spells, and generally does not use any class features that require activation or making choices.
This ability replaces the timeless body class feature.