MADHUMAKKHEE "Die in whatever way seems best for you." Madhumakkhee are priestesses of the Queen Mum, and ferocious slayers of Fiends. They were created to fight Beelzebub and his ilk. They are very aggressive for clergy.
BECOMING A MADHUMAKKHEE How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS Spellcasting: Must be able to cast spells from the Cleric list of Level 2 or higher.
Patron: The Queen Mum
Gender: Female
Class Abilities: Hivemind
Skills: Diplomacy 4 ranks, Knowledge (Religion) 4 ranks
Feats: Initiate of the Queen Mum
Class Skills The Madhumakkhee's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level : 4 + int
Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Queen's Bow, +1 Level of Divine Casting Class
2. +1 +0 +0 +3 Demon Killer, +1 Level of Divine Casting Class
3. +2 +1 +1 +3 Nesting Body, +1 Level of Divine Casting Class
4. +3 +1 +1 +4 Queen's Bow, +1 Level of Divine Casting Class
5. +3 +1 +1 +4 Demon Killer, +1 Level of Divine Casting Class
6. +4 +2 +2 +5 Nesting Body, +1 Level of Divine Casting Class
7. +5 +2 +2 +5 Queen's Bow, +1 Level of Divine Casting Class
8. +6 +2 +2 +6 Demon Killer, +1 Level of Divine Casting Class
9. +6 +3 +3 +6 Nesting Body, +1 Level of Divine Casting Class
10.+7 +3 +3 +7 Apotheosis, +1 Level of Divine Casting Class
Weapon Proficiencies: A Madhumakkhee gains proficiency with all bows.
Queen's Bow (Su): At first Level any Bow held by you gains a +1 Enhancement Bonus.
At 4th Level it also gains the Bane property against Evil Outsiders.
At 7th Level it gains the Swarm Critical property.
Demon Killer (Ex): At Level 2 the Save DC of your spells increases by +1 against Outsiders with the Evil and Extraplanar Subtypes.
At 5th Level the Save DC of any class abilities you have also increase by +1 against Evil Outsiders.
At 7th Level you gain a Deflection Bonus to AC equal to your Wisdom Modifier against Evil Outsiders.
Nesting Body (Su): At 3rd Level your entire body turns jet black and you can unleash a devastating swarm of black bees once per day (you gain an additional daily use at Levels 6 and 9). This works like Summon Swarm, but you can only summon a Black Bee Swarm, and can control it. Duration is 1 round per Character Level. At 3rd Level you can summon a CR 4 Swarm. At 6th Level you can summon a CR 6 swarm. At 9th Level you can summon a CR 7 swarm.
Apotheosis (Ex): At 10th Level you leave humanity behind, and become an Outsider with the Good, Lawful and Native Subtypes. You also gain DR 10/Magic.
PLAYING A MADHUMAKKHEE Your purpose for existence is the destruction of Evil, specifically Outsiders. For this reason you can be a little jumpy and quick to accuse.
Combat: Given your powers, you're best suited to ranged combat.
Advancement: You generally focus on methods for making yourself better at slaying Fiends.
Resources: Being the defenders of all bee-kind and slayers of Evil has it's perks. Your church has no shortage of benefactors.
MADHUMAKKHEE IN THE WORLD "Sometimes I wonder who will protect us from her." In general you're quite well liked despite having a temper. You epitomize the phrase 'wartime hero, peace time screw-up'. You can go all inquisition on people.
Daily Life: If you aren't out killing Devils and Demons, you're refining your methods for doing so.
Notables:
Organizations: Madhumakkhee generally only belong to the church, though they are loaned out for slaying Fiends.
NPC Reaction NPC's love or hate you based on who or what they worship. Past experiences watching you rage in battle make them slightly nervous.
MADHUMAKKHEE IN THE GAME This class is made for killing Evil Outsiders, and will need some adaptation in campaigns not featuring such.
Adaptation: This can easily be switched to focus on combating a different creature if Fiends don't feature prominently in your campaign.
Encounters: Madhumakkhee are found anywhere Evil Outsiders are suspected of being.
Sample Encounter EL 12: The PC's are wandering why they're being asked to guard beehives when there's suddenly an aerial dogfight between weird archer women and Demons. Fortunately, they're largely being ignored.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC MADHUMAKKHEE Hit Die: d6
Skills Points at Each Level : 4 + int
Spells Your caster Level continues to improve, but you do not gain additional spells per day.
Nesting Body At Level 23 you can summon a CR 12 Swarm.
Bonus Feats: The Epic Madhumakkhee gains a Bonus Feat every 3 levels higher than 20th
Black Bee Swarm Fine Outsider (Swarm)
Hit Dice: 8d8 (13 hp)
Initiative: +9
Speed: 5 ft. (1 square), Fly 15 ft. (Good)
Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +8/-
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Swarm Traits, Immune to weapon damage
Saves: Fort +6, Ref +11, Will +7
Abilities: Str 1, Dex 20, Con 11, Int 6, Wis 13, Cha 9
Skills: Intimidate +9, Knowledge (Nature, The Planes, Religion) +8, Listen +13, Spot +13, Survival +7
Feats: Ability Focus (Poison, Distraction), Alertness, Improved Initiative
Environment: Warm Jungle
Organization: Solitary or Swarm (3-6)
Challenge Rating: 4
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Lawful Good
Advancement: ---
Level Adjustment: ---
Poison (Ex): Injury, Fortitude Save DC 16, Initial and Secondary damage is 1d4 Constitution. Whenever the swarm attacks, it loses 1d8 hp as parts of it die.
Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 16 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.
Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.
Bee Swarm Fine Outsider (Swarm)
Hit Dice: 10d8+10 (13 hp)
Initiative: +9
Speed: 5 ft. (1 square), Fly 25 ft. (Good)
Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +10/-
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Swarm Traits, Immune to weapon damage, DR 5/Magic
Saves: Fort +8, Ref +11, Will +8
Abilities: Str 1, Dex 20, Con 12, Int 6, Wis 13, Cha 9
Skills: Intimidate +11, Knowledge (Nature, The Planes, Religion) +10, Listen +15, Spot +15, Survival +7
Feats: Ability Focus (Poison, Distraction), Alertness, Improved Initiative
Environment: Warm Jungle
Organization: Solitary or Swarm (3-6)
Challenge Rating: 6
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Lawful Good
Advancement: ---
Level Adjustment: ---
Poison (Ex): Injury, Fortitude Save DC 18, Initial and Secondary damage is 1d4 Constitution. Whenever the swarm attacks, it loses 1d8 hp as parts of it die.
Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 18 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.
Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.
Bee Swarm Fine Outsider (Swarm)
Hit Dice: 12d8+24 (13 hp)
Initiative: +10
Speed: 5 ft. (1 square), Fly 40 ft. (Good)
Armor Class: 24 (+8 Size, +6 Dex), touch 24, flat-footed 18
Base Attack/Grapple: +12/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Swarm Traits, Immune to weapon damage, DR 10/Magic
Saves: Fort +10, Ref +14, Will +11
Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills: Intimidate +13, Knowledge (Nature, The Planes, Religion) +12, Listen +16, Spot +16, Survival +9
Feats: Ability Focus (Poison, Distraction), Alertness, Improved Initiative, Iron Will
Environment: Warm Jungle
Organization: Solitary or Swarm (3-6)
Challenge Rating: 7
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Lawful Good
Advancement: ---
Level Adjustment: ---
Poison (Ex): Injury, Fortitude Save DC 20, Initial and Secondary damage is 1d4 Constitution. Whenever the swarm attacks, it loses 1d8 hp as parts of it die.
Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 20 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.
Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.
Black Bees are holy Bees raised by the Queen Mum for combating hellish forces. Beyond that they're fairly normal bees.
Bee Swarm Fine Outsider (Swarm)
Hit Dice: 13d8+24 (13 hp)
Initiative: +11
Speed: 5 ft. (1 square), Fly 90 ft. (Perfect)
Armor Class: 29 (+8 Size, +7 Dex, +4 Natural), touch 25, flat-footed 22
Base Attack/Grapple: +13/-
Attack: Swarm (3d6 plus poison)
Full Attack: Swarm (3d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Poison, Distraction
Special Qualities: Dark Vision 60', Swarm Traits, Immune to weapon damage, DR 10/Magic, SR 25. Protection from Evil; Fast Healing 3
Saves: Fort +10, Ref +16, Will +13
Abilities: Str 1, Dex 24, Con 14, Int 8, Wis 15, Cha 13
Skills: Intimidate +15, Knowledge (Arcana, Nature, The Planes, Religion) +14, Listen +17, Spot +17, Survival +10
Feats: Ability Focus (Poison, Distraction), Alertness, Improved Initiative, Iron Will
Environment: Warm Jungle
Organization: Solitary or Swarm (3-6)
Challenge Rating: 12
Treasure: No coins or items, 1/8 goods (honey only)
Alignment: Always Lawful Good
Advancement: ---
Level Adjustment: ---
Poison (Ex): Injury, Fortitude Save DC 20, Initial and Secondary damage is 1d4 Constitution. Whenever the swarm attacks, it loses 1d8 hp as parts of it die.
Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 20 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.
Skills: Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.