Pact of the Vermin Lords was one of the first third-party warlock pacts to appear after the publication of D&D 4e, and deserves props for that alone. The idea behind the pact is a bit “icky”: you’ve bound your soul to whatever mystical forces control vermin. Yuck. The power structure follows the typical template for a warlock: one at-will power that distinctively exhibits the pact, a special effect when an enemy under your Warlock’s Curse is reduced to 0 hp, and a bunch of thematic powers. Unlike the pacts in the original PH, the pact of the vermin lords provides an extra encounter power as a boon; however, author Stefen Styrsky has tried to balance this by turning off the character’s Warlock’s Curse while the bonus encounter power, Recognize the Master, is in effect. The optional powers at each level do a good job of distinguishing the vermin lords pact from other pacts. The supplement also includes a paragon path and one new feat designed to improve the basic pact boon. As a reader, I cringed repeatedly at grammatical mistakes and proofreading oversights, as well as departures from established D&D 4e stylistic standards. As a player, the very idea of the pact makes my skin crawl, and I want nothing to do with it. As a DM, I wouldn’t object if a player wanted to run a vermin lords pact warlock in my campaign, though I’d probably apply some social stigma in NPC encounters. Overall, my feeling about this product is basically, “Take it or leave it.”
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