Vermin Domain

Vermin Domain
Faith: Eshsalqua, Karzerothine, Kurofu, Naehemoth, Najim, Vortain
Code of Conduct: You must use the withdraw action twice per day, or throw a coin into a (symbolically) bottomless pit.
Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.

  • Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all effects with the mind descriptor.
  • Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity. The victim can attempt a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.

Domain Spells: 1st—ant haul, 2nd—summon swarm, 3rd—vermin shape I, 4th—vermin shape II, 5th—insect plague, 6th—swarm skin, 7th—destruction, 8th—verminous transformation, 9th—summon nature’s ally IX (1d3 purple worms only).

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.