Author Topic: The Bee-Guiler  (Read 21268 times)

Offline bhu

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Re: The Bee-Guiler
« Reply #20 on: December 08, 2016, 02:09:45 AM »
EPIC MAGIC ITEMS

Bee-lial's Sting   (inspired by tsj)
Price (Item Level): 2000309 GP (xth)
Body Slot: Carried
Caster Level: 13th
Aura: Moderate; (DC:22) Evocation
Activation: -
Weight: 16 lbs.

Bee-lial's Sting is a +4 Keen, Weakening, Venomous, Vorpal, Wounding Glaive.

Prerequisites: Craft Magic Arms and Armor, Keen Edge, Mordenkainen's Sword, Poison, Ray of Enfeeblement, Circle of Death
Cost to Create: 1000154 GP, 40007 XP, 1000 days


Beenoghu's Flail inspired by Corvus
Price: 6480420 GP (xth)
Body Slot: - (Carried)
Caster Level: 21st
Aura: Overwhelming; (DC:22) Evocation
Activation: -
Weight: 12 lbs.

This is a +6 Swarm, Swarm Critical, Hive, Allergy, Axiomatic Power Dire Flail. 

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Allergic to Bees, Combined Talent, Summon Swarm, Dictum
Cost to Create: 3240210 GP, 129610 XP, 3240 days


Beenoghu's Portable Hive   inspired by Corvus
Price: 372,600 GP (34th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (command)
Weight: 3 lbs.

This appears to be a normal bee hive, the kind you see hanging from walls or trees. Or at least that's what you're supposed to think. On the inside it actually is a full size Mordenkainen's Magnificent Mansion along with the effects of a Mordenkainen's Private Sanctum spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Mordenkainen's Magnificent Mansion, Mordenkainen's Private Sanctum, Must be able to cast 9th level Conjuration spells
Cost to Create: 680,000 GP, 27,200 XP, 680 days


Boosting Ring   (inspired by tsj)
Price (Item Level): 300000 GP (xth)
Body Slot: Ring
Caster Level: 20th
Aura: Strong; (DC:18) Transmutation
Activation: -
Weight: -
All bees or bee-like Allies within 30 feet of you gain a +2 Morale Bonus on attack rolls, damage rolls, saves, skill checks and Initiative rolls as long as you wear this ring.  If they have a Poison attack, it's Save DC increases by +2 for the duration as well

Prerequisites: Forge Ring, Forge Epic Ring, For Queen and Country
Cost to Create: 150000 GP, 6000 XP, 150 days


Hive of Scum and Villainy   (inspired by Debihuman and Bohandas)
Price (Item Level): 1360000 GP (xth)
Body Slot: -
Caster Level: 20
Aura: Overwhelming; (DC:24) Enchantment/Transmutation
Activation: Continuous
Weight:   10 lbs.

This looks like a beehive if it were crafted by an artisan who happened to be a demon obsessed madman.  Whenever a living creature approaches within 60 ft. of it, the Hive forces it to make two Willpower Saves.  If the first is failed, the victims Alignment changes to Lawful Evil.  If the second is failed, the victim gains whichever of the following templates is appropriate: Cam-Bee-On, Bee-Blooded, Bee-Damned, Bee Creature, Ray-Bee, or Hee-Bee-Jee-Bee.  The Hive itself is intelligent and forms the leadership role in the resulting Hivemind of it's enthralled Victims.  The process involved in making Hives almost always gifts them with intelligence and purpose.  Hives of Scum and Villainy are Lawful Evil, Int 13, Wis 10, Cha 13, 60 foot vision and hearing, can Bless Allies 3/day, can cast Hold Person on Enemies 3/day, is dedicated to stamping out non-bee creatures, can use Song of Discord as a Dedicated Power (See Intelligent Items in DMG), and has an Ego of 8.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Dominate Monster, Beelzebub's Curse
Cost to Create: 680,000 GP, 27,200 XP, 680 days


Hive Pack  (inspired by Divath Fyr)
Price (Item Level): 100000 GP (xth)
Body Slot: Torso
Caster Level: 24th
Aura: Overwhelming; (DC:19) Transmutation
Activation: - (Continuous)
Weight: 4 lbs.

The wearer of this back pack gains a +6 Resistance Bonus to all Saving Throws, and a +8 Enhancement Bonus to Dexterity.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Cat's Grace, creator’s caster level must be three times the pack’s bonus
Cost to Create: 50000 GP, 50 days, 2000 XP


Hive Ring   (inspired by tsj)
Price (Item Level): 240000 GP (xth)
Body Slot: Ring
Caster Level: 20th
Aura: Strong; (DC:18) Conjuration
Activation: -
Weight: -

The wearer of this ring gains the benefits of a Bee Safe spell.

Prerequisites: Forge Ring, Forge Epic Ring, Bee Safe
Cost to Create: 120000GP, 4800 XP, 120 days


Nasty Hive 
Price: 553500 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Enchantment
Activation: Swift (Command)
Weight: -

This appears to be an enormous hive, rife with horrific looking bees. Initially appearing as an item of jewelry, when dropped upon the ground and the command word is spoken (or buzzed) it covers a 5' area in a great bees nest. There is a Bee Safe spell centered on the Nasty Hive to protect it, and anyone wishing to approach within 10 feet of the Hive must make a DC 27 Willpower Save to do so. The owner of the item is immune to these effects. By speaking the command word again it returns to jewelry form.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Bee Safe, Antipathy, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Cost to Create: 276750 GP, 554 days, 22140 XP


Nectar of the Gods  (inspired by Bohandas)
Price: 6000 GP (xth)
Body Slot: - (Carried)
Caster Level: 24
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (manipulation)
Weight: 1 lb.

This is a one use pot of magically infused honey.  Whatever creature it is given to gains the effects of a True Resurrection spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, True Resurrection
Cost to Create: 3000 GP, 120 XP, 3 days


Rod of Perpetual Anger
Price: 284,000 GP (19th)
Body Slot: -
Caster Level: 21st
Aura: Overwhelming; (DC:24) Enchantment
Activation: Swift (command)

Up to 7 bee or bee-like Allies gain the benefits of the Bad Beehavior spell so long as they remain within 30 feet of you.  3 Times per day you can utter a Command Word and cast For Queen and Country on up to 7 Allies within 30 feet.

Prerequisites: Craft Rod, Craft Epic Rod, Bad Beehavior, Permanency, For Queen and Country Heightened to Level 9
Cost to Create: 142,000 GP, 142 days, 5,680 XP


Shrine of Enlightenment
Price: 372,600 GP (34th)
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Transmutation
Activation: Standard (manipulation)
Weight: -

Once again, this appears to be an ordinary religious icon in the form of a stylized queen bee. Any bee or bee-like creature that prays to the shrine as a Standard action receives the benefits of a Beedhisatva spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Beedhisatva
Cost to Create: 186,300 GP, 11,863 XP, 186 days


Spelling Ring   (inspired by tsj)
Price (Item Level): 250000 GP (xth)
Body Slot: Ring
Caster Level: 23rd
Aura: Overwhelming; (DC:22) Transmutation
Activation: Swift (Mental)
Weight: -

The wearer of this ring can cast Spelling Bee 3/day, granting an Ally any one spell they know of 5th Level or less.

Prerequisites: Forge Ring, Forge Epic Ring, Spelling Bee, Heighten Spell
Cost to Create: 125000 GP, 6000 XP, 125 days


Staff of the Crow Bee   (inspired by tsj)
Price (Item Level): 265,000 GP (xth)
Body Slot: Carried
Caster Level: 21st
Aura: Overwhelming; (DC:24) Enchantment
Activation: -
Weight: 6 lbs.

You may expend 1 charge to cast the following spells: Power Word Kill, Power Word Blind, Friend to Foe.

Prerequisites: Craft Staff, Craft Epic Staff, Power Word Kill, Power Word Blind, Friend to Foe.
Cost to Create: 132,500 GP, 5,300 XP, 133 days


Staff of Nezrebee
Price: 64,687 GP (19th)
Body Slot: -
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)

This appears to be a short staff made from some sort of lacquered material. It allows you to make use of the following spells: Bee-m (1 charge), Big Bee's Piercing Sting (2 charges). Both spells may be used 3 times per day as though cast with the Maximize Spell Feat.

Prerequisites: Craft Staff, Craft Epic Staff, Craft Staff, Bee-m, Big Bee's Piercing Sting, Sudden Maximize
Cost to Create: 32,343 GP, 33 days, 10,324 XP


Staff of the Thriae   (inspired by tsj)
Price (Item Level): 275,625 GP (xth)
Body Slot: Carried
Caster Level: 30th
Aura: Overwhelming; (DC:21) Conjuration
Activation: -
Weight: 6 lbs.

You may expend 1 charge to cast the following spells: Beehave, Beegone, Summon Bee V.

Prerequisites: Craft Staff, Craft Epic Staff, Beehave, Beegone, Summon Bee V.
Cost to Create: 137,813 GP, 5,513 XP, 137 days


Sting Ring   (inspired by tsj)
Price (Item Level): 240000 GP (xth)
Body Slot: Ring
Caster Level: 20th
Aura: Strong; (DC:18) Transmutation
Activation: -
Weight: -

If the wearer of this ring has a stinger attack, they receive the benefit of an Animate Sting spell for as long as they wear it.  The sting does not require concentration, and you may direct it to a target once per round as a Free Action.  It attacks using your BAB still.

Prerequisites: Forge Ring, Forge Epic Ring, Animate Sting
Cost to Create: 120000GP, 4800 XP, 120 days
« Last Edit: March 23, 2017, 07:11:53 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #21 on: April 11, 2017, 11:40:03 PM »
ANTI-BEE MAGIC ITEMS

Bee Fogger
Price (Item Level): 300 GP (2nd)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift, Command
Weight:  1 lb.

This item is a metal, grenade-like weapon.  When activated and thrown it creates a Cloud of Bewilderment in the square it lands in. 

Prerequisites: Craft Wondrous Item, Cloud of Bewilderment
Cost to Create: 150 GP, 6 XP, 1 day


Bug Repellent
Price (Item Level): 2100 (6th)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Enchantment
Activation: Swift (command)
Weight: -

This appears to be a small packet of dried herbs.  When the command word is given (whether in normal speech or buzz), it explodes duplicating the effects of a Repel Vermin spell within a 10' Radius.  This is a one use item.

Prerequisites: Craft Wondrous Item, Repel Vermin
Cost to Create: 1050 GP, 84 XP, 2 days


Contaminated Honeycomb
Price (Item Level): 10000 GP (12th)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary bit of honeycomb, but is contaminated by fungus. 3 times per day when munched on by a bee or bee-like creature (or someone in Bee Form) it gives the muncher a possible disease from the list under the Contagion spell.

Prerequisites: Craft Wondrous Item, Contagion
Cost to Create: 200 GP, 670 XP, 5 days


Hive Breaker
Price (Item Level): 612000 GP (xth)
Body Slot: -
Caster Level: 17th
Aura: Strong; (DC:24) Enchantment
Activation: - (Use-activated)
Weight: 5 lbs or less

This appears as any form of small bee themed magic item.  When any being with the Hivemind ability touches this item, they must make a DC 23 Willpower Save or lose that ability until they receive a Miracle or Wish spell.

Prerequisites: Craft Wondrous Item, Anathema
Cost to Create: 306000 GP, 24480 XP, 612 days


Mantis Ward
Price (Item Level): 112000 GP (xth)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: - (Use-Activated)
Weight: -

This appears as a normal No Trespassing sign that can be put on any fence or door.  If anything walks through the entry marked by the sign (or crosses over the fence/wall it is hanging upon) a Fiendish Giant Giant Praying Mantis appears and immediately attacks the perpetrator.

Prerequisites: Craft Wondrous Item, Summon Monster IV
Cost to Create: 56000 GP, 4480 XP, 112 days


Pesticide Trap
Price (Item Level): 24000 GP (xth)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Necromancy
Activation: - (Use-Activated)
Weight: 1 lb

This looks like the standard small bee-themed magic item, however anything touching it is stuck fast unless it makes a DC 13 Fortitude Save or take 1d6 temporary Con damage, plus an additional 1d6 Con 1 Minute later.

Prerequisites: Craft Wondrous Item, Kiss of the Toad
Cost to Create: 12000 GP, 960 XP, 24 days


« Last Edit: April 12, 2017, 12:28:50 AM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #22 on: April 12, 2017, 12:36:02 AM »
BEE FEATS

Abundant Luck
You can choose an additional Bee Form.
 Prerequisites: Any Luck Feat
 Benefits: Choose any Luck Feat you can use once per day.  You may now use it up to three times per day. This Feat may be taken multiple times, and you must choose a different Luck Feat for it to apply to each time.

Additional Bee Form
You can choose an additional Bee Form.
 Prerequisites: Bee Form, 6th Level
 Benefits: You may choose one additional Bee Form.

Advanced Bee Magic
You are well versed in the arts of the bee.
 Prerequisites: Hive Magic Class Ability, Level 6
 Benefits: You may add any one spell from the Bee Magic list to your spell list.  It must be a spell of a level you can cast. This may be taken multiple times. 

Advanced Fey Magic
You are well versed in the arts of the Fey.
 Prerequisites: Fey Magic Class Ability, Level 8
 Benefits: You may add any one spell from the Druid spell list to your spell list.  It must be a spell of a level you can cast. This may be taken multiple times.

Aggressive Poison [Reserve]
Poison becomes more potent near you.
 Prerequisites: Ability to cast 3rd Level Spells
 Benefits: As long as you have a necromancy spell of 3rd level or higher available to cast, the Save DC of Poison attacks made by you or your Allies within 20 ft. increases by +2. You also gain a +1 Competence Bonus to your Caster Level with Necromancy spells.

Aggressive Transformation [Reserve]
Recipients of your Transmutation spells get angry.
 Prerequisites: Ability to cast 4th Level Spells
 Benefits: As long as you have a transmutation spell of 4th level or higher available to cast, any Ally you cast a Transmutation spell on receives a +2 to attack and damage rolls for the duration of that spell.  You also gain a +1 Competence Bonus to your Caster Level with Necromancy spells.

Alien Bee Magic
You learn new spells from your masters.
 Prerequisites: Hive Magic Class Ability, Level 6, must have made peaceful contact with the Far Realm
 Benefits: You may add any one spell from the Wizard spell list to your spell list.  It must be a spell of a level you can cast, and must be from either the Conjuration or Transmutation schools. This may be taken multiple times.

Beenigma
You can control how others perceive you.
 Prerequisites: Spell Focus (Illusion)
 Benefits: You do not take a Penalty for making a Diplomacy Check as a Full Round Action, and may retry on a failed Check.

Bees Luck
You bring good luck to those who are friendly.
 Prerequisites: Hivemind Class Ability
 Benefits: You gain a +2 Luck Bonus you can use for various purposes.  Once per day for an entire encounter you can apply this Bonus to one of the following: Checks with a Skill Check, or one Saving Throw.  Optionally you may grant this Bonus for the round to an Ally within 30 ft. as a Free Action.

Bee-Witchery
You know how to curse people.
 Prerequisites: Ability to cast 4th Level Spells
 Benefits: You may add any one spell from the Bee Magic or Wizard spell list to your spell list.  It must be a spell of a level you can cast, and it must be a Necromancy spell.  This may be taken multiple times.

Bitty Bee Magic
You have learned the many petty aspects of bee-related spellcasting.
 Prerequisites: Forever Bee
 Benefits: You may add all the 0 Levels spells on the Bee Magic list to your spell list.

Boom Defense
You're lucky when it comes to avoiding explosions.
 Prerequisites: Must be able to cast spells with an Area of Effect, such as a Cone, Burst, etc.
 Benefits: You gain a +2 Bonus on Reflex Saves to avoid damage from spells or attacks with an Area of Effect.

Buzzing Distraction [Reserve]
Your opponents always seem to hear a loud droning sound.
 Prerequisites: Ability to cast 3rd Level Spells
 Benefits: As long as you have an Enchantment spell of 3rd level or higher available to cast, you may curse an opponent within 30 ft. as a Standard Action.  The target takes a -2 Penalty to it's next Concentration Check or Willpower Save.  This effect lasts for 1 Minute, and ends after the target has made a Concentration Check or Willpower Save, and multiple uses aren't cumulative.  You also gain a +1 Competence Bonus to your Caster Level with Enchantment spells.

Cultist
You are a member of a Bee-Gurl cult.
 Prerequisites: Must have been accepted by the cult.
 Benefits: You gain a +2 Bonus on Diplomacy Checks against other Cult members.  You also gain a +2 Bonus on Bluff Checks against anything that isn't a Cult member.  You can also ask minor favors of the Cult with a successful DC 15 Diplomacy Check (such as a nights lodging).

Dromite Flash
You gain new uses with your racial Psilike ability.
 Prerequisites: Dromite
 Benefits:  When manifesting your Racial Energy Ray ability, you may instead issue a 60 foot Cone of blinding light.  All creatures within the area must make a Fortitude Save or be Dazzled for 1 Minute.  Sightless creatures are immune to this effect.

Drone
You can record via your Divination spells.
 Prerequisites: Must be able to cast via Clairvoyance/Clairaudience.
 Benefits: When casting spells that allow you to see and hear at a distance (Clairaudience/Clairvoyance, Scrying, Greater Scrying, etc.) you may record up to 1 Round per Caster Level.  You can 'store' this picture for up to 24 hours, and play it back during this time, opening your mouth to use as a motion picture camera.  You may store a maximum number of pictures equal to your Int Modifier.  This Feat may be taken multiple times.  The second time it is taken, the recording time increases to 1 Minute per caster Level.  The third time it increases to 1 hour per Caster Level.

Eloquent
You can sweet talk a Devil.
 Prerequisites: Bardic Music,
 Benefits: Your Bard and Bee-Guiler Levels stack for purposes of determining the number of daily uses of Bardic Music you have, as well as what you ca use it for (Inspire Competence, Suggestion, etc.).

Extend Bee Form
You can be a bee longer than usual.
 Prerequisites: Any Bee Form with a limited duration.
 Benefits: You double the number of rounds you may spend in these Bee Forms.  In addition you now only have to wait 1 Minute before using these forms again as opposed to one hour.

Extend Bee Rage
You can Rage longer than usual.
 Prerequisites: Bee Rage
 Benefits: Your Bee Rage lasts an additional 5 rounds.  You may take this Feat multiple times, and the additional duration stacks.

Extra Bee Rage
You can Rage more often than usual.
 Prerequisites: Bee Rage
 Benefits: You may use Bee Rage an additional 2 times per day.  This Feat may be taken multiple times.

Greater Bee Rage
Your Rage is more powerful.
 Prerequisites: Bee Rage, 11th Level
 Benefits: The Bonuses you get from Bee Rage rise to +3, and your Opponents Penalty increases to -3.

Improved Bee Form
You gain a new benefit in Bee Form.
 Prerequisites: Bee Form, 3rd Level
 Benefits: Every time the Bee-Guiler takes this Feat, he gains a new ability while in Bee Form from the list below.  These abilities can be used in any version of Bee Form unless otherwise noted, and their benefits stack with the abilities gained from your various Bee Forms (You may use more than one Improved Bee Form at a time, but see restrictions below.):

Gawd Bee Form: (Prerequisite: Celestial Heritage Feat): You gain a lil' halo in Bee Form.  3 times per day any spell you cast in Gawd Bee Form that has the Good Descriptor is considered to have been cast with the Empowered Spell Feat.  This does not increase the spell level or it's casting time.  You may not use Gawd Bee Form along with Spooky Bee Form, Devil Bee Form, or Shaggai Bee Form.

Tall Bee Form: If you are Large or Bigger in Bee Form you become tall instead of long (i.e. you gain increased Reach).  There are also benefits for combining this with Worker Bee Form (see below).  You also gain a +2 Circumstance on Perform (Dance) Checks.

Spooky Bee Form: (Prerequisite: Spell Focus: Necromancy): All spells you cast with the word 'Curse' in the title are cast at +2 caster level. You may not use Spooky Bee Form with Gawd Bee Form.

Bee Radar (Prerequisite: Level 6): You effectively have Blindsight in a 30' radius as long as you aren't deafened.

Invisibee Form (Prerequisite: Level 6): You may cast Invisibility 3/day as a Supernatural ability.  Unlike normal this is cast as an Immediate Action and can only be used on yourself.

Cuddly Bee Form (Prerequisite: Either Diplomacy 6 ranks or Spell Focus: Enchantment): All spells you cast with the Charm or Compulsion descriptor are at +1 caster level.  If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Bee-Guiler level (this is a supernatural ability). You may not use Cuddly Bee Form in combination with Ghost Bee, Besert Bee, Scary Bee, or Shaggai Bee Forms.

Devil Bee Form (Prerequisite: Fiendish Heritage Feat): You gain teensy horns in Bee Form.  3 times per day any spell you cast in Devil Bee Form that has the Evil Descriptor is considered to have been cast with the Empowered Spell Feat.  This does not increase the spell level or it's casting time.  You may not use Devil Bee Form with Gawd Bee Form.

Dead Bee (Prerequisite: Tomb-Tainted Soul): You are immune to Fear and Morale effects while in Bee Form.

Exotic Bee Form (Prerequisite: Level 9+): You turn into rare and exotic (possibly extinct) bees.  While in a Bee Form you permanently have the benefits of a Sanctuary spell unless you attack someone.  They're more intent on capturing you as a rare animal to show off in their zoo than killing you.  You can still be attacked by non lethal attacks such as Nets that are meant to capture you.  This Ability does not work against opponents who are Mindless or with an Int of less than 3.

Fluffy Bee Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to cold though, not heat.  You may not use Fluffy Bee and Desert Bee at the same time.  You also gain Cold Resistance 5.

Ghost Bee Form (Prerequisite: Necromantic Presence, Level 6): You appear as a ghostly bee wreathed in illusionary flames.  Any opponent you successfully strike in Bee Form (even if it's just a touch attack) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.  Opponents who Save successfully are immune to your Ghost Cat Form for 24 hours.  You may not combine Ghost Bee and Cuddly Bee Forms.

Desert Bee Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to heat though, not cold.  You may not use Fluffy Bee and Desert Bee at the same time.  You also gain Fire Resistance 5.

Scary Bee Form (Prerequisite: Spell Focus:Necromancy or Intimidate 6 ranks): All spells you cast with the Fear descriptor are at +1 Caster level.  If you cannot cast spells, you gain a Competence Bonus on Intimidate Checks equal to half your Bee-Guiler level (this is a supernatural ability).  You may not combine Scary Bee and Cuddly Bee Forms.

Shaggai Bee Form (Prerequisite: Aberration Blood Feat, Level 6): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Bee Form.  You may not use Shaggai Bee Form with Gawd Bee or Cuddly Bee Forms.  Ranged Attacks also suffer a 20% miss chance against you.

Buzzing Bee Form (Prerequisite: Medium Bee Form): While in a Bee Form that is Medium Size Class or Bigger you are constantly followed by a horrible buzzing sounk.  Hide and Move Silently checks become impossible for you, but any spells with the Sonic descriptor or cast by a Bard within 30' of you require an Opposed Level Check to function.  If they fail they dissipate harmlessly.

Worker Bee Form: You now has thumbs in Bee Form.  Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope Checks only take a -4 Penalty instead of being impossible.  If you also have Tall Bee Form you take no Penalty at all.  You may hold weapons, but take a -2 Penalty on Attack rolls with them unless you also have Tall Bee Form.  If you also have Tall Bee Form you may cast spells with Somatic components (but still can't cast ones with Verbal components).

Soldier Bee Form (Prerequisite: Medium Bee Form, Improved Natural Attack: Sting): While in a Bee Form that is Medium Size Class or Bigger, your Sting threatens a critical on a 19-20, and does x3 damage on a successful critical.

Seabee Form: While in Bee Form you may instead become a Seabee, with the back half of your body being a fishes tail.  You gain a Swim speed equal to your Land speed.  You gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  You may use the Run Action while swimming in a straight line.  You gain the Aquatic Subtype, and are Amphibious as well.

Strong Bee Form (Prerequisite: Level 6): While in Bee Form you get a +x Bonus to Damage rolls, where x is equal to the number of Size Classes larger OR smaller than you your opponent is.  In other words if you are Medium and your opponent is Small or Large you get a +1 Bonus to Damage rolls.  If he's Tiny or Huge you get a +2 etc.

Swift Bee Form: You gain a +5 ft. increase per 5 Levels to all Movement modes in Bee Form.

Solar Bee Form (Prerequisite: Level 6+): All your attacks in Bee Form do +1d6 fire damage, and you gain Energy Resistance 15 (Fire).  You may also do 1d6 fire damage with a touch attack.

Improved Beest Form
You gain a new benefit in Beest Form.
 Prerequisites: Beest Form, Improved Bee Form
 Benefits: While in Beestmode you also gain any benefits you would normally gain in Bee Form from the Improved Bee Form Feat.  For example if you have Swift Bee Form you also gain it's benefits in Beestmode.

Improved Fey Magic (Initiate)
 Prerequisites: Fey Magic
 Benefits: The Save DC of the Druid spells you learn via Fey Magic increases by +2 (this stacks with Spell Focus).

Initiate of Aristeus (Initiate)
 Prerequisites: Patron Deity is Aristeus, 3rd Level Cleric
 Benefits: Add Knowledge (Nature) to your list of Cleric Class Skills.  You gain a +2 Insight Bonus on Craft Checks.  You may add the following spells to your Cleric spell list: 1st (Summon Bee I), 3rd (Bee Safe), 5th (Beehave!), 7th (For Queen and Country), and 8th (Unbeetable).

Initiate of Beelzebub (Initiate)
 Prerequisites: Patron Deity is Beelzebub, 3rd Level Cleric
 Benefits: Creatures you summon via Summon Bee spells have +2 hit points per Hit Die.  In addition you may add the following spells to your spell list: 2nd (Summon Bee II), 4th (Beedim), 5th (Summon Bee V), 8th (Summon Bee VIII).

Initiate of the Hive (Initiate)
 Prerequisites: Patron Deity is the Hive, 5th Level Cleric
 Benefits: You gain double the usual Bonus from Aid Another.  In addition you may add the following spells to your spell list: 2nd (Big Bees Warding Sting), 3rd (Bee Safe), and 5th (Beehave).

Initiate of the Queen Mum (Initiate)
 Prerequisites: Patron Deity is the Queen Mum, 5th Level Cleric
 Benefits: All bees or bee-like creatures gain a +1 Bonus on Saving Throws against Fear effects while within 60 ft of you.  In addition, you add the following spells to your spell list:  2nd (Healing Honey), 3rd (Summon Bee III), 5th (Wall of Honeycomb)

Initiate of the Thriae (Initiate)
 Prerequisites: Patron Deity is Thriae, 4th Level Cleric
 Benefits: You may now spontaneously cast spells of the Divination school.  You also add the following spells to your list: 1st (Ancient Knowledge), 2nd (Insidious Insight), 3rd (Otto's Informative Dance), 4th (Unluck), 8th (Finding the Center) or 9th (Beedhisattva).

Instantaneous Bee Rage
You can Rage at will.
 Prerequisites: Bee Rage
 Benefits: Your Bee Rage begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your rage as a free action in response to another's action. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the results of the attack. You must be aware of the attack, but you may be flat-footed.

Intimidating Bee Rage
Your Rage can be spooky.
 Prerequisites: Bee Rage
 Benefits: When you are in Bee Rage, the Penalty your opponent suffers also applies to his Willpower Saving throws.  This is a Mind-Affecting Effect.

Jibba Jabba
You can speak normally in Bee Form, and can speak Buzz in humanoid form.
 Prerequisites: Bee Form
 Benefits: You can speak any language you know while in Bee Form or Humanoid Form, and cast spells with Verbal components. You also gain a +2 Circumstance Bonus on Intimidate checks the first time you meet someone and use this ability.  The Bonus only applies to the initial roll against them, and you must speak to get it.

The Look
Man that bee really makes me nervous...
 Prerequisites: Cha 15+, Intimidate 9 ranks
 Benefits: You gain a Gaze Attack with a 30' range.  You may make an Opposed Intimidate Check to Demoralize all Opponents within range.

Meister Brau
You are a master brewer.
 Prerequisites: Brew Potion, Caster Level 6th
 Benefits:  Potionos you create have their Caster Level increased by +2.

Mighty Bee Rage
Your Rage is more powerful.
 Prerequisites: Bee Rage, 20th Level
 Benefits: Your Bonuses from Bee Rage increase to +4, and your opponents Penalty increases to -4.

Potent Conjuration [Reserve]
You are well versed in conjuring magic.
 Prerequisites: Ability to cast 4th Level Spells
 Benefits: As long as you have a conjuration spell of 4th level or higher available to cast, your Conjuration spells Save DC if any increases by +2.  You also gain a +1 Competence Bonus to your Caster Level with Conjuration spells.

Power of Evil
You are a monster.
 Prerequisites: Spreading Evil Class Ability
 Benefits: The Save DC of your Spreading Evil ability increases by +1 (this stacks with the Ability Focus feat).

Reputation By Association
Those in your presence benefit from your Reputation.
 Prerequisites: Gentleman's Reputation +1
 Benefits: Allies within 30 ft. of you share the benefit of your Gentleman's Reputation so long as both they and you maintain iy by not committing infractions.

Retain Spell-Like Ability
You can assume certain abilities when you use Advanced Bee Form.
 Prerequisites: Advanced Bee Form, 16th Level
 Benefits: When using Advanced Bee Form to become a Bee or Bee-Like Creature you can choose one Spell-Like Ability to use that the form possesses.  For example if you become a Bee-Gurl Soldier you could use one of the Spell-Like Abilities it possesses.  This Feat may be chosen multiple times, and you may use it to get an additional Spell-Like Ability each time.

Retain Supernatural Ability
You can assume certain abilities when you use Advanced Bee Form.
 Prerequisites: Advanced Bee Form, 16th Level
 Benefits: When using Advanced Bee Form to become a Bee or Bee-Like Creature you can choose one Supernatural Ability to use that the form possesses.  For example if you become a Beewere you could use one of the Supernatural Abilities it possesses.  This Feat may be chosen multiple times, and you may use it to get an additional Supernatural Ability each time.

Royalty
Your magic comes from your inherent genetic superiority.  At least you tell yourself this.
 Prerequisites: Ability to cast spells from the Bee-Guiler spell list, must be taken at 1st Level
 Benefits: Instead of Intelligence your Bee-Guiler spells and Hivemind key off of Charisma.

Summon Hive
You can summon the Bee-Gurls.
 Prerequisites: Must be able to cast Summon Monster III or better
 Benefits:  You can use Summon Monster spells to summon Bee-Gurls.  Summon Monster III allows you to Summon Scouts.  Summon Monster V allows you to summon Soldiers.  Summon Monster VII allows you to summon Princesses.

Tholoi
You have chosen to study the Tholoi, an ancient species of bee creature who only exist now as corpses in tombs.
 Prerequisites: Must be a spellcaster, Knowledge (Arcana) 4 ranks
 Benefits: You gain a +2 on all Knowledge Checks related to Necromancy, the Tholoi, or the Undead.

Tireless Bee Rage
Your Rage no longer exhausts you.
 Prerequisites: Bee Rage, 17th Level
 Benefits: You no longer become Fatigued at the end of Bee Rage.

You Are A Pirate!
Many are the days you have spent on the sea in a drunken stupor.
 Prerequisites: Improved Form (Seabee)
 Benefits: You gain the benefits of Seabee Form permanently, even when not in Bee Form.

x
x
 Prerequisites: x
 Benefits:
« Last Edit: May 09, 2021, 09:27:49 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #23 on: April 12, 2017, 12:37:04 AM »
HIVEMIND FEATS

A-Bee-C  (inspired by tsj)
You are a Polyglot.
 Prerequisites: Advanced Hivemind
 Benefits: As a Swift action, you can 'learn' any language spoken by any member of your Hivemind.  This lasts for 1 Minute, and you are limited to a number of languages equal to your Int modifier.  The original contributor must be within 100 feet, but does not lose the use of the language, and the receiver retains it's use for the full Minute regardless of range.

All That Buzz (inspired by jintoya)
You can act as a go between amongst Hives.
 Prerequisites: Contact Other Hive
 Benefits: When using your Contact Other Hive Feat, you can allow a number of members of either Hivemind equal to your Int modifier to also simultaneously be a member of both Hiveminds.

Bee-Header
You have disturbing hobbies.
 Prerequisites: Corpsecrafter
 Benefits: Creatures with the Bee-Headed Template can be part of your Hivemind or Advanced Hivemind.  So long as one is part of your Hivemind (and within 100 feet), you get a +1 Resistance Bonus on Saving Throws agains Ability Drain, Energy Drain or Death effects.

Beelonging (inspired by The Mentalist)
Your community can share it's skills.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must have 4 or more ranks in a Skill that you wish to enhance
 Benefits: As a Move Action, you can gain a +2 Competence Bonus to a single skill for 1 Minute.  This must be a skill someone in the Hivemind has 4 or more ranks in, and they must be within 100 feet.  The receiver retains it's use for the full Minute regardless of range.

Bee Prepared  (inspired by Bohandas)
You share the benefits of your spells with the Hive.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must be able to cast a spell with a range of Personal
 Benefits: When casting a spell with a range of Personal, you can choose one Hivemind member within 30 feet to share it's effects.

Bee Safe (inspired by tsj)
You enjoy the protection of the Hive.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must be able to cast an Abjuration spell
 Benefits: While within 100 feet of any Hivemind member, you have a +2 Deflection Bonus to AC.

Contact Other Hive (ispired by Namuh)
You can communicate with other Hiveminds
 Prerequisites: Advanced Hivemind, 12th Level
 Benefits: As a Standard Action, you may tap into a willing Advanced Hivemind other than your own.  A member of that Hivemind must be within 100 feet, and your access lasts one minute.  You are considered a part of both Hiveminds for this time.

Detect Hivemind 
You can perceive other Hives.
 Prerequisites: Advanced Hivemind
 Benefits: As a Standard Action you can study a creature you are able to see.  After 1 round you an determine if it is a member of a Hivemind or Advanced Hivemind.  On the second round, you can tell how many other Hivemind members are within 60 feet.  On the 3rd round you know whether or not any of the members have more or less Hit Dice than you.

Expand Hivemind
You have a larger hive.
 Prerequisites: Advanced Hivemind
 Benefits: Your Advanced Hivemind can include three more members.  This Feat can be taken multiple times.

Expedient Casting
It's easier to cast spells on Hive members.
 Prerequisites: Bee Safe
 Benefits: Spells you cast can be used as Supernatural Abilities instead, but only when cast on Hivemnd members within 100 feet

Expeditious Beetreat (inspired by Namuh)
You can flee to an Allies side.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must be able to cast a Conjuration (Teleportation) spell
 Benefits: As a Standard Action, you may Teleport to any unoccupied square adjacent to a Hivemind member that is within 100 feet.

Exploit Connection
You can exploit mental bridges.
 Prerequisites: Advanced Hivemind, 12th Level
 Benefits: When targeting an enemy who is part of a Hivemind or Advanced Hivemind with a spell, you may instead choose to target any other member of that Hivemind within 100 feet of them, even if that would normally place them outside the spells range.

Fast Aid
You're very helpful.
 Prerequisites: Advanced Hivemind
 Benefits: When using Aid Another to assist a member of your Hivemind, you may do so as a Swift Action.

Hive Access
You may access spells the Hivemind knows.
 Prerequisites:Advanced Hivemind, 12th Level, Knowledge (Arcana) and Spellcraft 6 ranks
 Benefits: When casting a spell as a Full Round Action, you may cast any spell on the spell list of a Hivemind member.  It must be a spell of a level you can cast, and must be a spell whose casting time is less than a Full Round.  The Hivemind mwmber who knows it must be within 100 feet.  You cannot modify this spell via Metamagic Feats.

Hive Defense
Your spells have reach.
 Prerequisites: Hive Access
 Benefits: When casting a spell you can make it's origin point any Hivemind member within 30 feet.  For  example, you are a 6th Level Bee-Guiler casting Charm Person (which has a range of 40 feet at that Level).  You can cast it 'through' any Hivemind Member within 30 feet, thereby extending it's range or casting it from a different origin point where it might not be blacked in some way.

Hive of Scum and Villainy (inspired by Debihuman and Bohandas)
Your hive is mean.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must be able to cast a spell with the Evil descriptor or have the Corrupt Spell Feat
 Benefits: As a Full Round Action, you may cast a spell as though it had been cast with the Corrupt Spell Feat (this does not increase the spell level).

Improved Exploit Connection
You can extend your reach quite far.
 Prerequisites: Exploit Connection
 Benefits: When targeting an enemy with your Exploit Connection Feat, you may now target further away.  You may also target any member of the Hivemind within 100 feet of the target that is in your spells range, or any member of the Hivemind within a 100 feet from them.

Killer Queen  (inspired by Bohandas)
You're a fighter.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must have a BAB of at least +6
 Benefits: While within 100 feet of a Hivemind member, you gain a +2 Insight Bonus on Attack rolls.

Lend Health
You can pool hit points with the Hive.
 Prerequisites: Advanced Hivemind
 Benefits: As a Swift Action you may give a number of hit points up to your Hit Dice to any other Hivemind member within 100 feet.  You may also receive a like amount from a willing Hivemind member within 100 feet as a Standard Action.  For example, if you are a 6th Level Bee-Guiler you may send or receive up to 6 hit points to or from any Hivemind member within 100 feet.

Pollen Tracks (inspire by Mith)
Your Hivemind allows you to track individuals.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must be able to cast a Divination Spell of at least 3rd Level
 Benefits: As long as one member of your Advanced Hivemind knows the location of a creature or object all of them do (regardless of range).  Learning this location is a Move Action if you are not within eyesight of the object or creature.

Right In The Beehind  (inspired by Nrdman)
You can learn to be stabbity.
 Prerequisites: Advanced Hivemind, someone in the Hivemind must be able to use Sneak Attack
 Benefits: As a Move Action, you can 'learn' to use Sneak Attack for 1 Minute.  A member of your Hivemind must be able to use Sneak Attack via Class Levels, they must be within 100 feet, and the maximum dice can be no higher than half the dice of the Hivemind  member with the most dice divided by 2, rounded down.  For example if there are three members with Sneak Attack, one with +1d6, one with +2d6, and one with +4d6, the maximum dice is (4 divided by 2) +2d6.  You are also limited by Class Levels, and cannot have Sneak Attack higher than a Rogue of the same Level.  For example, if a Hivemind member has +8d6 Sneak Attack, and you are 6th Level, you cannot have more than +3d6.

Status Check
You can keep tabs on the health of your Hive members.
 Prerequisites: Advanced Hivemind
 Benefits:  As a Standard Action, you can determine if each Hive member is dead, dying (0 or less hp), fragile (less than 4 hp) or Hampered (below 50% of max hp or suffering a negative status condition such as Sickened, Paralyzed etc.).  You don't need line of sight, and range is effectively infinite so long as all Hive members are on the same Plane.

Target Hive
You may aid the Hive members.
 Prerequisites: Advanced Hivemind, Bee Prepared
 Benefits: You may cast any beneficial spell, spell-like ability or supernatural ability on any Hivemind member within a 100 foot range, whether they are within range of that ability or not.  In short, spells or abilities that benefit members of your Hivemind that have a range of less than 100 feet, now have a range of 100 feet.

Workers Compensation  (inspired by Bohandas)
You are resistant to assaults on your will.
 Prerequisites: Advanced Hivemind
 Benefits: You gain a +2 Insight Bonus on Willpower Saves when within 100 feet of another Hive Member.

x
x
 Prerequisites: x
 Benefits:
« Last Edit: March 24, 2021, 07:33:13 PM by bhu »

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Re: The Bee-Guiler
« Reply #24 on: April 12, 2017, 12:47:58 AM »
EPIC BEE FEATS


Admiral
You now have the heavy guns.
 Prerequisites: Cap'n, Knowledge (Arcana) 16 ranks
 Benefits: Damage of your Bee Be Gun increases to 1d6 per Caster Level (maxes out at 20 Hit Dice), and it may now be used every 1d4 rounds with no daily limit.

Allergic Bee Rage
Your Rage is debilitating.
 Prerequisites: Greater Bee Rage, Str 25
 Benefits:  Any weapon you wield while in a Bee Rage is treated as an Allergy weapon. This ability does not stack with similar abilities.

Asset
You have come out as a spokeswoman for the Cult.
 Prerequisites: Coming Out, Diplomacy 20 ranks
 Benefits: You may now Take 20 on Diplomacy Checks.

Brew Epic Potion
You can make some powerful stuff.
 Prerequisites: Bee-r Lord, Knowledge (arcana) 16 ranks, Spellcraft 16 ranks.
 Benefits: You can make Potions of spells of up to 6th Level.

Call Down the Sun
You can unleash a massive blast of heat and light.
 Prerequisites: Solar Powered,
 Benefits: 1/day as a Supernatural Ability you can unleash a massive blast of heat and light.  Using this is a Standard Action, and is identical to the spell Anger of the Noonday Sun with the following exceptions: All creatures in the area of effect besides you take 20d6 Fire damage in addition to the other effects. 

Epic Bastard
You are the absolute master of Evil.
 Prerequisites: Bastard, Cha 24, Knowledge (Arcane) 24 ranks
 Benefits: You gain Spell Resistance equal to (10 plus CR) against spells with the Good or Evil descriptors.

Epic Bee Magic
You are the absolute master of Bee Magic.
 Prerequisites: Big Bee Magic, Cha 24, Knowledge (Arcane) 24 ranks
 Benefits: Choose a number of spells you know equal to your Charisma Modifier.  When casting one of these spells you may choose to spend +4 spell points, and you may use it as a Supernatural Ability instead.

Epic Beenigma
You can control how others perceive you.
 Prerequisites: Beereak Reality, Cha 20
 Benefits: You may cast Shapechange 1/day as a Spell-Like Ability.

Epic Beest Form
You gain a new benefit in Beest Form.
 Prerequisites: Greater Beestmode, Improved Beest Form
 Benefits: While in Beestmode you also gain any benefits you would normally gain in Bee Form from the Epic Improved Bee Form Feat.  For example if you have Angry Bee Form you also gain it's benefits in Beestmode.

Epic Bee-Witchery
You can curse a lot.
 Prerequisites: Death Curse,  Knowledge (Arcana) 24 ranks
 Benefits: You may cast Bestow Curse at will as a Spell-Like Ability, Caster Level is equal to your Bee-Nighted Level.

Epic Boom Defense
You're reeeally lucky when it comes to avoiding explosions.
 Prerequisites: Boom Defense, Dex 15+
 Benefits: You may take 20 on any Reflex Save against an attack, spell or power with an Area of Effect that allows a Reflex Save for Partial effect.

Epic Drone
You have improved your spellcasting ability.
 Prerequisites: Drone, Bee-listic Missile
 Benefits: You may cast any spell with the Force descriptor through Divination spells such as Clairvoyance/Clairaudience, Scrying,Greater Scrying, etc.

Epic Fey Magic
You can move unseen.
 Prerequisites: Fey Apotheosis, Knowledge (Arcane or Nature) 24 ranks
 Benefits: You may cast Dimension Door at will as a Spell-Like Ability, Caster Level is equal to your Melissae Level.

Epic Improved Bee Form
You gain a new benefit in Bee Form.
 Prerequisites: Bee Form, 3rd Level
 Benefits: Every time the Bee-Guiler takes this Feat, he gains a new ability while in Bee Form from the list below.  These abilities can be used in any version of Bee Form unless otherwise noted, and their benefits stack with the abilities gained from your various Bee Forms (You may use more than one Improved Bee Form at a time, but see restrictions below.):

Hugabee: (Prerequisites: Cuddly Bee Form) While in Bee Form you may Fascinate all Opponents within 30 ft. as a Move Equivalent Action at will unless they make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier).  If they fail the Save they are Fascinated so long as you continue to make a Move Equivalent Action each round to maintain the effect.  Basically as long as the bitty kitty plays with the dingle ball they will watch.  You may not use Hugabee Form in combination with Ghost Bee, Angry Bee, Desert Bee, Scary Bee, Shaggai Bee, or Badlands Bee Forms.

Epic Bee Form: (Prerequisites: 21st Level Bee-Guiler) You gain +6 Intelligence while in Bee Form.

Epic Soldier Bee: (Prerequisites: Soldier Bee Form) If you successfully critical with a Sting attack while in Bee Form, your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Str Modifier) or die.

Lich Bee: (Prerequisites: Dead Bee Form) You are now immune to Stunning, Paralysis and Sleep effects in Bee Form

Angry Bee: (Prerequisites: Scary Bee Form) While in Bee Form you gain Frightful Presence.  Whenever you make an Attack while in Bee Form any Opponent within 30' who has less Hit Dice than you must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 2d4 rounds.  You may not combine Angry Beet with Cuddly Bee Form or Hugabee Form.

Winter Bee: (Prerequisites: Fluffy Bee Form) You gain the Cold Subtype.  In addition you take no penalties while in falling snow or blizzards (See DMG or Frostburn) and are immune to non lethal damage cause by them.  You may not use Winter Bee with Desert Bee Form or Badlands Bee Form.

Badlands Bee: (Prerequisites: Desert Bee Form) You gain the Fire Subtype.  In addition you take no penalties while in Sandstorms (See DMG or Sandstorm) and are immune to non lethal damage cause by them.  You may not use Badlands Bee Form with Fluffy Bee Form or Winter Bee Form.

Epic Devil Bee: (Prerequisites: Devil Bee Form) Twice per day a while in Bee Form you can automatically summon 2 Lemures, Bone Devils, or Bearded Devils, or 1 Erinyes, Horned Devil, or Ice Devil. This ability is the equivalent of an 8th-level spell. You may not use Epic Devil Bee Form with Gawd Bee Form or Epic Gawd Bee Form.

Epic Gawd Bee: (Prerequisites: Gawd Form) While in Bee Form you gain a +4 Sacred Bonus to all Saving Throws.  You may not use Epic Gawd Bee Form along with Spooky Bee Form, Devil Bee Form, Shaggai Bee Form, Epic Devil Bee Form, or Terror Bee Form.

Terror Bee: (Prerequisites: Spook Bee Form) While in Bee Form you may cast any spell with the word 'Curse' in the title, and your opponent receives no Saving Throw.  You must announce you are using this ability as you cast the spell, and may use it 3/day.  Terror Bee Form cannot be used with Gawd Bee Form or Epic Gawd Bee Form.

Epic Luck
You have powerful luck that affects those around you.
 Prerequisites: A Friend To All, Knowledge (Arcane) 24 ranks, Cha 24
 Benefits:  Non-Evil Allies within 30 ft. of you share any Luck Bonuses you might have.

Forced Conversion
You will worship my Gawd.  Or else.
 Prerequisites: The Pettiest Bureaucrat, Cha 24, Knowledge (Religion) 24 ranks
 Benefits: Once per day you can cast any spell that has the Mind-Affecting descriptor, and your opponent gains no Saving Throw.

G-String
Your Beekini is almost non-existent.
 Prerequisites: Righteous Fury, Cha 20, Perform (Dance) 24 ranks
 Benefits: Any opponent within 30 feet of you who looks directly at you must make a Willpower Save (10 plus 1/2 HD plus Cha Modififer) or be Stunned until you are no longer visible or a maximum number of rounds equal to your Beekini Model Level, whichever comes first.  You may suppress or resume this ability as a Free Action.

Incite Bee Rage
Your Rage is infectious.
 Prerequisites: Angry Mob, Greater Bee Rage, Cha 25+
 Benefits: When you enter a Bee Rage, you can incite a Bee Rage in any or all allies within 60 feet. (Any ally who doesn’t wish to become enraged is unaffected.) The Bee Rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of you. This is otherwise identical with normal Bee Rage (including the fatigue at its end).  This is a mind-affecting effect.

Lore of Tholos
You are well versed in the ways of the Tholoi.
 Prerequisites: Tholoi Apotheosis, Cha 24, Knowledge (Arcane) 24 ranks
 Benefits: Every time you gain a new Level, choose a non-Epic necromancy spell of any Level you can cast and add it to your spell list.

Mind Sting
Your Far Realm masters have given you a new gift.
 Prerequisites: Alien Transcendence, Cha 25+
 Benefits: Your mind sting is a telepathic ranged touch attack with a range of 60 feet.  If it successfully hits your Opponent must make a Willpower Save (Save DC is Cha based) or take 1d3 temporary Int, Wis, and Cha damage.  You may use this a number of times per day equal to your Charisma Modifier, and it is considered a Supernatural Ability.

Oracle
The Gods speak through you.
 Prerequisites: You Will Bring Us A Shrubbery, Wis 24, Knowledge (Religion) 24 ranks
 Benefits: A roll of 1 on a Reflex or Willpower Saving Throw is not an automatic failure..

Philosopher
You are renowned for your Wisdom.
 Prerequisites: Master, Int 24, any Int-based skill 24+ ranks
 Benefits: You may choose to take 20 on any skill you have 24 or more ranks in.

The Skies Were Dark With Bees
Your anti-demon bees are deadly.
 Prerequisites: Apotheosis, Knowledge (Religion) 24 ranks
 Benefits: The Save DC's of the Distraction and Poison abilities of the bee swarms you summon via Nesting Body increase by +2 against Chaotic Evil Outsiders.  Their swarm damage is also doubled.

Song of Summer
x
 Prerequisites: Honeytrap, Perform (singing) 25 ranka
 Benefits:

Spawn of Buzzuzu
You are well corrupted by the Demon Lord of Bees.
 Prerequisites: Minor Demon, Knowledge (Religion) 24 ranks
 Benefits: Once per day you may "lose" a 9th Level spell to gain the Cam-Bee-On Template for 1 Minute per caster level.

Tenure
You are now a well to do professor.
 Prerequisites: Int 25+, Master of Beeology
 Benefits: You add a number of spells from the Bee Magic list to your spell list equal to your Int Modifier.

Terrifying Bee Rage
Your Rage is even scarier.
 Prerequisites: Greater Bee Rage, Intimidate 25 ranks
 Benefits: While you are in Bee Rage, the Penalty your opponent suffers now applies to all skill checks, ability checks and saving throws.

x
x
 Prerequisites: x
 Benefits:

x
x
 Prerequisites: x
 Benefits:
« Last Edit: May 16, 2021, 09:55:40 PM by bhu »

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Re: The Bee-Guiler
« Reply #25 on: April 12, 2017, 12:48:24 AM »
EPIC HIVEMIND FEATS

Beejeezus  inspired by D&D_Fan
You can heal the other Hive members by accepting their pain.
 Prerequisites: Lend Health, Knowledge (Arcana) 24 ranks, Status Check
 Benefits:

Bee Right There (inspired by freeWeemsy)
You have a much less limited range when going to a comrades side.
 Prerequisites: Expeditious Beetreat, Knowledge (Arcana) 24 ranks
 Benefits:

Epic Bee-Header
You have disturbing hobbies, that have grown wildly out of control.
 Prerequisites: Bee-Header, Bee Commander, Knowledge (Arcana) 24 ranks
 Benefits: You are immune to Ability Drain, Energy Drain and Death Effects so long as a Creature with the Bee-Headed Template is part of your Hivemind.

Eye of the Bee-Holder  inspired by jintoya
You can use the senses of another Hivemind member.
 Prerequisites: Knowledge (Arcana) 24 ranks, Target Hive
 Benefits:

None of Your Beeswax (inspired by Bohandas)
You can hide information from your Hivemind.
 Prerequisites: Contact Other Hive, Knowledge (Arcana) 24 ranks
 Benefits:

x
x
 Prerequisites: x
 Benefits:

x
x
 Prerequisites: x
 Benefits:
« Last Edit: October 10, 2021, 08:12:28 PM by bhu »

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Re: The Bee-Guiler
« Reply #26 on: April 12, 2017, 12:59:08 AM »
BUMBLES


   
"I'm not drunk!! I just have a Dexterity impediment."

 Bumbles are a fluffy, adorable people that resemble anthopomorphic Bumble Bees. 

BUMBLE RACIAL TRAITS
·   +2 Wis, +2 Cha, -2 Str
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
·   Type: Monstrous Humanoid
·   Base land speed 20 ft.
·   Base fly speed 40 ft. (Poor)
·   Darkvision 60 ft.
·   Scent (Ex)
·   Sting (Ex): If a Bumble makes a successful Grapple Check, it may Sting it's opponent.  The Sting does 1d3 plus Str modifier piercing damage, and if the opponent takes damage he must make a Fortitude Save vs Poison.  Injury, Save DC is Con based, Initial and Secondary damage is 1d3 Str.
·   Bumbles have a +4 Racial Bonus to Spot Checks.
·   Automatic Languages: Buzz, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Cleric or Spirit Shaman

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d6"
 Base Weight: Male: 50 lbs.   Female: 45 lbs.
 Weight Modifier: x1 lb.

BUMBLE CHARACTERS
 But for the +1 LA, Bumbles make pretty decent casters. 
 Adventuring Race: Bumbles go on adventure out of necessity, or curiosity about the wider world.  As they aren't particularly violent, most adventuring parties do not care for them much (they make poor murderhobos).
 Character Development: Work on a way to offset you LA penalty to caster levels if you can find one.
 Character Names:

ROLEPLAYING A BUMBLE
 Other races tend to think of you as a harmless goober with little self control.  Run with that.  That way when you need to get something done no one will stand in your way, because they'll never see you coming.
 Personality: Life is too short to not make the most of it.  So fie on those negative poo-poo heads who refer to themselves as Evil Overlords and such.  They will not ruin you breakfast of homey muffins.
 Behaviors: You like dancing, and drinking (and incidentally anything that promises to be light-hearted fun).  You also enjoy moving randomly to reinforce the Bumble stereotype of having poor motion control.  Damn racists deserve being blundered into without notice.
 Language: Bumbles mostly speak Buzz, though many learn Common in order to facilitate trade with other species.

BUMBLE SOCIETY
 Bumbles are a festive, happy people.  Always finding reasons for celebration or feasting.  They are world renowned for their desserts and Bee-r.  They also do a brisk trade in crops and flowers with the outside world, and are the creators of a Bee-r inspired martial art called the Way of Inebriation..
 Alignment : Bumbles are generally Neutral Good.  They may vary from Neutrality, but rarely from Good.
 Lands : Bumbles prefer temperate hills or mountains.
 Settlements : If they cannot find the lands of their preference, Bumbles will also settle in war or temperate lands of any kind.
 Beliefs :  Bumbles generally worship The Queen Mum.
 Relations: Bumbles are pretty live and let live, I don't harm anyone no one harms me, etc.  Evil races sometimes take advantage of this, but it's not a good idea to piss off the Bumbles.

BUMBLE ADVENTURES
·   Damn fool Rust Monsters been eatin' yer still again.  Gonna have ta put 'em down if'n you wanna keep distilling the hard stuff.
·   A local Master of the Way of Inebriation has chosen you as a disciple to inherit his art.  Or you're being accosted by a random drunk.  Kind of hard to tell, but somehow he's handed you a mug of Bee-r and told an Orc you're going to kick his ass before you could run away...
·   The town has become unusually depressed and you suspect magic is at work.  Now you just need to figure out where it's coming from.  Or you may be drunk and annoying the sober people, kind of hard to tell.

« Last Edit: June 08, 2017, 01:17:40 AM by bhu »

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Re: The Bee-Guiler
« Reply #27 on: April 12, 2017, 12:59:33 AM »
BUZZEES


   
"Can't die.  Too busy."

 Buzzees are humanoid bees of an indeterminate species.

BUZZEE RACIAL TRAITS
·   +2 Dex, -2 Cha
·   Size Class: Medium
·   Type: Monstrous Humanoid
·   Base land speed 30 ft.
·   +2 Natural AC Bonus
·   Darkvision 60 ft.
·   Scent (Ex)
·   Sting (Ex): If a Buzzee makes a successful Grapple Check, it may Sting it's opponent.  The Sting does 1d4 plus Str modifier piercing damage, and if the opponent takes damage he must make a Fortitude Save vs Poison.  Injury, Save DC is Con based, Initial and Secondary damage is 1d3 Con.
·   Bumbles have a +4 Racial Bonus to Spot Checks.
·   Automatic Languages: Buzz, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: 4' 5"
 Height Modifier: +2d6"
 Base Weight: 85 lbs.
 Weight Modifier: x (1d6) lbs.

BUZZEE CHARACTERS
 Any dexterity build not relying on charisma as well will do.  Buzzees make decent Rogues, Scouts and (sometimes) Factotums.
 Adventuring Race: Buzzees generally go on adventures because they're talents lie in that direction.  Many form adventurer or mercenary guilds.
 Character Development: Find some way of making yourself better at Grappling to make use of your sting.
 Character Names:

ROLEPLAYING A BUZZEE
 You can be a bit of an odd fit in parties.  If you have to save one guy too often you'll be voicing concerns about him not being up to par.  Buzzees are great worker bees, but not so great at socializing outside of their own species strict conformity.
 Personality: Buzzees are hard working, down to earth sort of folk.  You have no time for nonsense or tomfoolery.  You definitely have no time for lazy folk who don't pull their own weight.
 Behaviors: Buzzees are generally found hard at work or making plans, even when they aren't officially at work.
 Language: Buzzees speak Buzz and Common. 

BUZZEE SOCIETY
 Buzzees are quite industrious workers, and are widely favored as employees.  They like to blend in with the local populace and adopt their ways, so long as they don't find those ways to be disagreeable.
 Alignment : Most Buzzees are Neutral of some sort.  They care only for business.
 Lands : Most Buzzees are strictly urban.
 Settlements : Rural Buzzees live virtually anywhere with resources, or that time and development can create resources within.
 Beliefs : Buzzees generally worship Aristeus if rural, or the Hive if urban.
 Relations: Buzzees tend to judge individuals not races, though they abhor laziness.  Races that tend to be frivolous or prone to celebration are looked down upon by them.

BUZZEE ADVENTURES
·   The factory workers have been drifting away to a new church, and the work is going undone.  If you don't get them back soon orders will go unfilled.
·   The trading caravans are late, and local orc raiders are suspect.  The local elves want to ride out, hell-bent for leather like always.  You're being sent to investigate before a war occurs.
·   The guild has sent you to train some local indigents to defend themselves.  You want to do your best, but the locals are ... misfits to say the least.

« Last Edit: June 08, 2017, 09:41:57 PM by bhu »

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Re: The Bee-Guiler
« Reply #28 on: June 08, 2017, 10:08:22 PM »
PROFESSOR OF BEEOLOGY   inspired by Diego Havoc


   
"If guile fails, a sting in the right place will do."

 Beeologists are specialists in Bee Magic, eschewing their former enchantment/illusion knowledge over time for more direct spells.  While they still think deception and mind control are good tools, the physical backup of a magic sting is always helpful.

BECOMING A BEEOLOGIST
Just about any Bee-Guiler with the right Feats will do.

 ENTRY REQUIREMENTS
   Spellcasting:  Must be able to cast 4th Level spells from the Beguiler list, and know at least one spell from the Bee Magic list.
   Feats:  Advanced Bee Magic, Jibba Jabba
   Skills:  Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks


Class Skills
 The Beeologist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (Arcana, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Improved Bee Magic, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    Metabee Magic, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Sting, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Improved Bee Magic, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    Metabee Magic, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Sting, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Improved Bee Magic, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    Metabee Magic, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Sting, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Master of Beeology, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Beeologist gains no new weapon or armor proficiencies.
 
Improved Bee Magic Beginning at 1st Level and every Level thereafter the Beeologist can switch out any spell they know for a spell of the same Level from the Bee Magic list.  At Levels 1, 4, and 7 they may also add 3 Spells from the Bee Magic list to their Spell List.  This must be of a Level the Beeologist can cast.

Metabee Magic At 2nd Level you may choose to memorize a spell of any Level you can cast.  You may apply Metamagic Feats to this spell without increasing casting time.  For example you have three 4th Level spells per day.  You decide to Memorize Vitamin Bee, and must use one of those spells per day to cast that spell, but can use Metamagic Feats with it normally.  You can memorize and additional spell at Levels 5 and 8.

Sting At Levels 3, 6, and 9 you may choose one Reserve Feat as a Bonus Feat (the Feat must be listed above in the Bee Feats or on the following list): Invisible Needle, Touch of Distraction.

Master of Beeology At 10th Level you can use one Reserve Feat you know without having an appropriate spell available to cast.

PLAYING A BEEOLOGIST
 You are the self determined archivist and entrepreneur of bee related arcana.  You have dedicated your life to it's development and refining. 
 Combat: Your Sting gives you a little more combat utility.  You're a little more combat capable than most Bee-Guilers, just make sure you don't sacrifice too much utility for it.
 Advancement: Due to their obsession with Bee Magic, most Beeologists evolve among remarkably similar lines.
Resources: Being an academic you probably have the universities resources to draw upon.

BEEOLOGISTS IN THE WORLD
"He'll kill us all someday..."
 Like most full time professors, you mostly interact with other students or professionals.  Occasionally you get to make speeches if you somehow who get famous.
 Daily Life: Much of your daily schedule is involved in your research.
 Notables:
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 In addition to the usual nervousness people show towards mages, but your bee-centric nature makes people a tad more wary of you.

BEEOLOGISTS IN THE GAME
 This is a primarily academic class, which means the PC will likely have professional rivals.  Rivals that could make trouble for the party...
 Adaptation: This is definitely meant for a not quite serious campaign.
 Encounters: Beeologists are generally encountered in academic settings, or when they are field testing theories. 

Sample Encounter
EL 12: The PC's are protecting a local magical university, which is holding some sort of symposium.  There's some old fool lecturing at the podium when the crowd turns on him.  And then there are bees.  Bees every where.  Your fee is probably gonna take a hit from this one.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEEOLOGISTS

Hit Die: d6
Skills Points at Each  Level : 4 + int
Class Ability You continue to add a spell of any Level you can cast from the Bee Magic list to your Spell list.
Bonus Feats: The Epic Beeologist gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 16, 2017, 10:45:17 PM by bhu »

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Re: The Bee-Guiler
« Reply #29 on: June 08, 2017, 10:10:31 PM »
BEECOMER   inspired by Dondasch


   
“To be successful, one has to be one of three bees – the queen bee, the hardest working bee, or the bee that does not fit in. One success is inherited, and the the next one is earned. While the last one is self-sought, self-served, and happens on its own terms.”

 Beecomers specialize in shapeshifting into bees or bee-like creatures.  Why is unknown given as most of them give other races the screaming heebies.  It's possible they just think it's really 'kewl'.

BECOMING A BEECOMER
Any Bee-Guiler with the appropriate obsessions will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Bee Form
   Feats:  Additional Bee Form, Extend Bee Form
   Skills:  Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks


Class Skills
 The Beecomer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Bee Shape 1/Day, +1 Level of Arcane Casting Class
2. +1    +0     +3     +3    Improved Bee Shape, +1 Level of Arcane Casting Class
3. +2    +1     +3     +3    Expanded Bee Shape (Large, Tiny), +1 Level of Arcane Casting Class
4. +3    +1     +4     +4    Bee Shape 2/Day, +1 Level of Arcane Casting Class
5. +3    +1     +4     +4    Improved Bee Shape, +1 Level of Arcane Casting Class
6. +4    +2     +5     +5    Expanded Bee Shape (Diminutive, Huge), +1 Level of Arcane Casting Class
7. +5    +2     +5     +5    Bee Shape 3/Day, +1 Level of Arcane Casting Class
8. +6    +2     +6     +6    Improved Bee Shape, +1 Level of Arcane Casting Class
9. +6    +3     +6     +6    Expanded Bee Shape (Fine, Gargantuan), +1 Level of Arcane Casting Class
10.+7    +3     +7     +7   Master Bee Form

Weapon Proficiencies: A Beecomer gains no new weapon or armor proficiencies.

Bee Shape (Su):  This is identical to the Druid Wild Shape ability, with a few exceptions (your Druid Level is equal to your Bee-Guiler plus Beecomer Levels combined).  It can only be used to assume the forms of bees or bee-like creatures.  You gain an additional daily use of Bee Shape per day at Levels 4 and 7.  The following is a handy list of Bee Shapes:

7 or less HD: Abeil Soldier, Abeil Vassal, Bee-falo, Bee-Gurl Scout, Bee-Gurl Soldier, Beest, Bee-T, Beevur, Beewere, Big Bee, Bumblebear, Bumblebee, Carpenter Bee,  Crow Bee, Cuckoo Bee, Fur-Bee, Giant Bee, Honey Bee, Killer Bee, Mason Bee, Sauna Bee, Sun Bee, Sweat Bee, Vulture Bee
8 HD: Beeserker
9 HD: Bee-Gurl Princess
12 HD: Heyve
14 HD: Abeil Queen
15 HD: Digger Bee, Hornfaced Bee
20 HD: Beelemnoid
22 HD: Bee-Gurl Queen

Improved Bee Shape: At Levels 2, 5, and 8 you gain Improved Bee Shape as a Bonus Feat.

Expanded Bee Shape At 3rd Level you may also use Bee Shape to become Large or Tiny bees.

At 6th Level you may also use Bee Shape to become Diminutive or Huge bees.

At 9th Level you may also use Bee Shape to become Fine or Gargantuan bees.
 
Master Bee Form (Su): You now gain the extraordinary, supernatural and spell-like abilities when using Bee Shape.

PLAYING A BEECOMER
 You're obsessed with shapeshifting into horrific giant bee monsters.  Because of this some of your well-earned gold may be going to a public relations firm of some sort. 
 Combat: Given your Bee Shape ability, you have a little more combat utility than most of your kind.  And you don't hesitate to use it.
 Advancement: Much of your training goes towards perfecting your little obsession.
Resources: You don't save much gold, so you tend to gets 'thefty' when emergencies pop up.

BEECOMERS IN THE WORLD
"He's damn weird that boy is.  Damn weird.  He's like that donkey the Johnsons have whose butt tells prophecies."
 Not many others can see the advantages in being a huge bee.  Not that most of your kind can either, you just think it's pretty damn sweet.
 Daily Life: You spend a lot of time as a Bee, sunning your self or flying whilst exclaiming the joys of beehood.  Yer a bit goofy.
 Notables:
 Organizations: Beecomers rarely join organizations beyond being drinking buddies with other Beecomers.  Not that they aren't sought after.

NPC Reaction
 Reaction to you kind of depend on how viewers react to bees.  Which means you're usually not so well off.

BEECOMERS IN THE GAME
 This can get a little weird.  The party explaining why they travel with a huge bee may get tiresome.
 Adaptation: This is obviously meant for fairly goofy campaigns.
 Encounters: You can be encountered anywhere owing to your whimsical nature.

Sample Encounter
EL 12: The PC's are having a nice patio brunch when a gigantic bee does a flyby screaming "wheeeeeeeeeeeeeeeeeeeeeeeeeee".  So it's Tuesday...


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEECOMER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bee Shape At Level 21 and every 3 Levels thereafter you get an additional daily use of Bee Shape.
Bonus Feats: The Epic Beecomer gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 31, 2017, 11:42:15 PM by bhu »

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Re: The Bee-Guiler
« Reply #30 on: August 08, 2017, 07:34:45 PM »
BEEKINI MODEL inspired by Tonberrian


   
"Watch where you put them hands bub!"

 The Bee-Guiler set are generally frowned upon as a bunch of shifty ne'er-do-well's.  And to be honest that can be true.  To be equally honest the Beekini Models don't do anything to dispel that reputation.  They are burlesque performers and exotic dancers who generally perform nude with an ever shifting swarm of bees covering their naughty bits.  Unsurprisingly, audience members who are drunk are far less handsy with them than the other performers.

BECOMING A BEEKINI MODEL
You have to be willing to share your personal space with bees almost 24/7.

 ENTRY REQUIREMENTS
   Spellcasting:  Must be able to cast at least one 4th Level spell from the Beguiler list, and 1 spell from the Bee Magic List.
   Skills:  Bluff 8 ranks, Perform (Model) 8 ranks
   Feats:  Jibba Jabba and Sweet Talker (see Complete Scoundrel)
   Special:  Must be sponsored and accepted by a Beekini Model, and they're picky.  You gotta be hawt to join.


Class Skills
 The Beekini Model's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Beekini
2. +1    +0     +0     +3    Stunning Nuditay
3. +1    +1     +1     +3    Fascinating Dance
4. +2    +1     +1     +4    Beekini
5. +2    +1     +1     +4    Stunning Nuditay
6. +3    +2     +2     +5    Fascinating Dance
7. +3    +2     +2     +5    Beekini
8. +4    +2     +2     +6    Stunning Nuditay
9. +4    +3     +3     +6    Fascinating Dance
10.+5    +3     +3     +7    Righteous Fury

Weapon Proficiencies: A Beekini Model gains no new weapon or armor proficiencies.
 
Beekini (Su): Beginning at 1st Level you permanently gain the benefits of the Bee Safe spell.

At 4th Level the swarm expands to cover squares you occupy, and any adjacent squares, and it attacks all enemies within this area.  The Saving Throw for their poison is now (10 plus 1/2 your Hit Dice plus your Cha Modifier. 

At 7th Level you may separate the swarm from yourself and it moves up to 30 ft. per round on your initiative (it will not travel further than 60 feet from you.

Stunning Nuditay (Su): At 2nd Level the Save DC of your Enchantment/Charm spells increases by +1 if you are naked or only wearing your Beekini.  This stacks with Feats like Spell Focus.

This increases to +2 at Level 5.

At 8th Level, if you are nude or clad only in a Beekini, and your opponent makes a succcessful Saving Throw versus your Fascinating Dance ability, he is Dazed for 1 round.

Fascinating Dance (Su):You may use Fascinating Dance once per day per Beekini Model level. It is a Standard action, and requires a Standard action each round to maintain, and the Beekini Model cannot cast spells or use spell activation magic items.  Each power requires a certain number of ranks in Perform (Dance). At second level she gains the power to Fascinate opponents by dancing if she has at least 6 ranks in Perform (Dance). The Beekini Model makes a Perform (Dance) check, and any living being within 30' must make a Willpower Save or be Fascinated for as long as the Beekini Model performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons).  This is an enchantment (compulsion) mind-affecting ability.  Opponents who make their Saving throw are immune to this Beekini Models Fascinate ability for 24 hours. Potential victims must be able to see the Beekini Model.

At 6th Level if the Beekini Model has at least 12 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above).  The opponent must be within range, and able to see the Beekini Model, and this does not break her concentration on her Fascinate ability.  A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect.  This is an enchantment (compulsion) mind-affecting ability.

At 9th Level if the Beekini Model has at least 15 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times.  This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier).  If the Save is successful this ability cannot be used again on that victim for 24 hours.

Righteous Fury (Su): A number of times per day equal to your Charisma Modifier you may unleash your swarm in a righteous fury.  Every enemy in a 120 foot radius takes 10d6 swarm damage plus makes a Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or take 2d4 Con damage.

PLAYING A BEEKINI MODEL
 You are hawt, and you know it, and fame and fortune will be yours because of this.  And anyone who disagrees is bee food. 
 Combat: Unleashing the swarm is your main offense after spells.  At least the spells don't leave you nekkid tho.
 Advancement: Beekini Models are fairly individualistic surprisingly.  Being loners they don't have the peer pressure to conform like the other Bee-Guilers do.
Resources: You have friends in odd places, and an occasional sugar daddy too.

BEEKINI MODELS IN THE WORLD
"What they do is as Sin!" 
 
 Daily Life: Much of your time is spent in negotiating and setting up performances, like any other artist.  lus you study magic on the side, and do the odd job for the Guild.
 Notables:
 Organizations: Beekini Models are a loosely affiliated group, and one will always help out a sister in trouble.  They also have ties to the more mainstream Bee-Guiler Guilds.

NPC Reaction
 NPC's generally react to Models the same way they do strippers: with lots of catcalls or disapproving stares.

BEEKINI MODELS IN THE GAME
 This class assumes the PC makes a living off her sexuality, which some players may find uncomfortable.
 Adaptation: This is meant for some truly goofy and unusual play, but it could be adapted easily to other styles with brief changes.
 Encounters: Beekini Models are generally found in places of entertainment.  Burlesque theaters, artist troupes, traveling actors, etc.

Sample Encounter
EL 12: The PC's are slumming it in between real jobs as guards at a low rent theater.  All is well until a local moralist attempts to cover up a woman wearing a costume made of bees, and then all hell breaks loose.

Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEEKINI MODEL

Hit Die: d6
Skills Points at Each  Level : 6 + int
Sellcasting The Beekini Models Caster Level is equal to her Class Level, she does not gain additional Spells per Day.
Bonus Feats: The Epic Beekini Model gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 04, 2017, 09:46:02 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #31 on: August 08, 2017, 07:35:15 PM »
QUEEN


   
"zzzzzzzz"

 You have decided to permanently live the life of a bee.  The head bee of course.  Wouldn't do to be a common worker bee. 

BECOMING A QUEEN
Most Queens started as Bee-Guilers, and kept that class all the way until adopting this one.

 ENTRY REQUIREMENTS
   Class Abilities:  Bee Form, Hive Magic
   Skills:  Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 ranks
   Feats:   At least 2 Bee Feats, one of which must be Royalty


Class Skills
 The Queen's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities      BM Level  BM Known  Spell Points
1. +0    +0     +2     +2    Forever Bee, Segue    1          3        3
2. +1    +0     +3     +3    Bee Magic             1          4        5
3. +2    +1     +3     +3                          2          5        8
4. +3    +1     +4     +4                          2          9       14
5. +3    +1     +4     +4                          3         10       19
6. +4    +2     +5     +5                          3         14       29
7. +5    +2     +5     +5                          4         16       37
8. +6    +2     +6     +6                          4         20       51
9. +6    +3     +6     +6                          5         22       63
10.+7    +3     +7     +7                          5         26       81
11.+8    +3     +7     +7                          6         28       97
12.+9    +4     +8     +8                          6         32       115
13.+9    +4     +8     +8                          7         34       131
14.+10   +4     +9     +9                          7         38       149
15.+11   +5     +9     +9                          8         40       165
16.+12   +5    +10    +10                          8         44       183
17.+12   +5    +10    +10                          9         46       199
18.+13   +6    +11    +11                          9         50       217
19.+14   +6    +11    +11                          9         52       233
20.+15   +6    +12    +12                          9         54       249




Weapon Proficiencies: Queens gain no new weapon or armor proficiencies.
 
Forever Bee (Su): Choose any 1 Bee Form.  You are now permanently stuck in that Bee Form, and can no longer become Humanoid.  You can only speak now if you have the Jibba Jabba Feat. You are immune to spells or abilities that would detect your alignment or somehow reveal you are more than just a bee.  Your Queen Levels count as Bee-Guiler levels for purposes of qualifying for Bee Feats, and Forever Bee allows you to take Feats that normally require Bee Form.  Equipment and Magic Items must now be sized for your Bee Form.  You may cast spells if you have access to the right material components since you have learned to use the necessary Verbal and Somatic components as a Bee.  You now qualify as a Bee for purposes of any spell/power/effect that would be beneficial to Bees temporarily (this includes spells specific to vermin such as Armored Vermin, because Bees are Vermin).  For purposes of effects that would be detrimental to Bees/Vermin, you are a Magical Beast.  If knocked unconscious you no longer revert to human form, because Bee Form is your natural state.

Segue: When you become a Queen, as many Bee-Guiler Levels as you wish convert to Queen Levels (it's possible you will need to recalculate skills).

Bee Magic (Sp): Queens study what they call "the secret magic of bees", which basically means they get a few more Spell-Like abilities than the usual Bee-Guiler (along with being a full caster).  The BM Level table tells you the highest level of spell you can choose for your Spells.  The BM Known table tells you how many Spells abilities you have per level.  You may choose a new spell of any level you are allowed to access when you get new ones.  Bonus spell points are based on Charisma (see Unearthed Arcana page 154 for the Bonus spell point table, and the spell point cost for spells).  The Spell Save DC's are based on Charisma, and the Queen must have a Charisma score equal to 10 plus the spells level to cast it. Bee Magic is cast spontaneously like a Sorcerers spells would be.  Spells must be chosen from the Bee Magic List.  Beginning at 2nd Level, when casting a spell you may choose to spend +4 spell points, and you may use it as a Spell-Like Ability instead.

PLAYING A QUEEN
 Queens have given up life as a humanoid to permanently become a bee.  Despite the fact that bees tend to, well, freak people out.  Or that bees aren't exactly known for their sparkling conversational abilities.  And it's not generally great as a disguise, as people who see you tend to scream and freak out.
 Combat: You fight pretty much like any other bee, albeit one who can back up stinging with spells.
 Advancement: Survival and stealth will be important to you.  As a giant bee finding allies will be tough.
Resources: You generally have no resources, you're effectively a bug.  Bugs generally don't have wealthy patrons. 

QUEENS IN THE WORLD
"Sweet Jebus, look at the size of that bee!"
 As far as the world knows you're some sort of monstrous awakened bee, and possibly a threat to civilization.  Obviously you haven't thought this through very well.
 Daily Life: "Dear diary.  The local peasants have formed a torch bearing mob to march upon my nest today.  Fortunately a peasant devouring demon of some sort appears to have inexplicably taken up residence in the village well."
 Notables:
 Organizations: Some Queens form hives if they can learn to tolerate one another.  Madmen hire you occasionally, but you really don't form groups much.

NPC Reaction
 Reaction to you depends on just how bee-phobic the witness is.  It's generally summed up as incoherent screaming.

QUEENS IN THE GAME
 This is a fairly weird choice.  Not many parties are open enough to include giant talking bees.  Most towns are not willing to welcome a party containing giant bees.
 Adaptation: This is pretty much solely for some darn weird campaigns.
 Encounters: If in normal form, people will just assume you're a bee.  If you choose one of the more exotic forms you probably live far from civilization.

Sample Encounter
EL 12: The PC's are investigating the disappearance of a local village and stop by a well to quench their thirst.  As they hear the words "I wouldn'y do that shit if I was you." they look up to see an enormous bee.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC QUEEN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spellcasting Your Caster Level continues to increase with your Epic Levels.  You do not gain additional spell points per level. but you can learn 1 additional spell of any level you know with each level. 
Bonus Feats: The Epic Queens gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 18, 2018, 08:58:43 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #32 on: December 17, 2017, 08:50:59 PM »
BEEKEEPER


   
"You guys kind of suck at traditional hunting.  Have you considered the use of nets and traps?  I mean, seriously, you couldn't do any worse."

  Beekeepers are the priests of Aristaeus.  Besides serving the Greek Pantheon in other worlds they serve the Bee Gawds in the Jester's Realm.  Beekeepers are also local problem solvers' and inventors.  They're one of the few clergy that gets pestered less for healing than "Hey, how do I get deer to accept me as their leader."  The Beekeepers are quite divided in their opinion over whether this is a good thing.

BECOMING A BEEKEEPER
Pretty much all you need is to be a priest of Aristaeus.

 ENTRY REQUIREMENTS
   Spellcasting:  Must be able to cast spells from the Cleric list of Level 2 or higher.
   Patron:  Aristaeus
   Class Abilities:  Hivemind
   Skills:  Knowledge (Religion) 4 ranks, Craft or Profession 4 ranks
   Feats: Initiate of Aristaeus 


Class Skills
 The Beekeeper's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha),  Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Useful Arts, +1 Level of Divine Casting Class
2. +1    +0     +0     +3   Continuing Education, +1 Level of Divine Casting Class
3. +2    +1     +1     +3    Bonus Feat, +1 Level of Divine Casting Class
4. +3    +1     +1     +4    Useful Arts, +1 Level of Divine Casting Class
5. +3    +1     +1     +4    Continuing Education, +1 Level of Divine Casting Class
6. +4    +2     +2     +5    Bonus Feat, +1 Level of Divine Casting Class
7. +5    +2     +2     +5    Useful Arts, +1 Level of Divine Casting Class
8. +6    +2     +2     +6    Continuing Education, +1 Level of Divine Casting Class
9. +6    +3     +3     +6    Bonus Feat, +1 Level of Divine Casting Class
10.+7    +3     +3     +7   Master, +1 Level of Divine Casting Class

Weapon Proficiencies: A Beekeeper gains proficiency with Nets.
 
Useful Arts (Ex): At Levels 1, 4, and 7 you may choose to gain 2 free ranks in any one of the following skills from D20 Modern (it is also considered a class skill for you): Craft (chemical), Craft (pharmaceutical), Craft (structural), Investigate, Repair or Research. 

Continuing Education (Ex): At Levels 2, 5, and 8 you gain 2 free ranks in any skill you do not currently have skills in, as well as now gaining that skill as a class skill.

Bonus Feat (Ex): At Levels 3, 6 and 9 you gain any Feat as a Bonus Feat, including Feats from d20 Modern you may qualify for.

Master (Ex):  You may now Take 10 on Opposed Caster Level lChecks and Spellcraft Checks.  You may choose a number of spells from any spell list of a level you can cast, and add them to your spell list.

PLAYING A BEEKEEPER
 Keep your wits about you, they'll do you better than a sword arm.  You're meant to solve problems that can't be taken down via hitting them with a weapon.  Also, your patron is a Greek God, and lets be honest most of them are candidates for the Jerry Springer show.  You will see some shit in your time.
 Combat: You aren't focused much on combat.  You're more of a renaissance man.
 Advancement: Beekeepers vary greatly.  You try to remain as widely read and capable as possible.
Resources: You likely have more than a few patrons.  Your inventive nature has gotten you fame and reward.

BEEKEEPERS IN THE WORLD
"Psh.  Thinks he's so hot because he found a cure for ringworm.  I could've found that too if I'd been looking."
 The world is at your door, sometimes literally.  People come for hundreds of miles to marvel at your inventions.  It can sometimes be a pain in the ass.Every time you try to get stuff done, someone wants you to invent printing or cloning or some shit.
 Daily Life: You're quite busy.  So busy in fact that many of you take the Leadership Feat because you need staff.
 Notables:
 Organizations: Everyone competes for your attention.  Just about everyone.  Who knows, you might turn lead to gold someday.  Or cure syphilis.

NPC Reaction
 NPC's generally love or hate you.  Your inventions have equal chances of enriching thieir lives or messing up their schemes.

BEEKEEPERS IN THE GAME
 This class is for those who love being inventors or puzzling out solutions.  In short, it's not for murderhobos.
 Adaptation: This is fairly adaptable.  Despite it being for one of my whackier classes, Aristaeus is an actual Greek God..
 Encounters: PC's will usually be sent to meet Beekeepers to obtain their aid. 

Sample Encounter
EL 12: The PC's find themselves guarding a farm.  A farm with hundreds of bee hives.  Hundreds.  There isn't a day they look at themselves and think "What the fuck are we doing?"


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEEKEEPER

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.
Bonus Feats: The Epic Beekeeper gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: May 27, 2018, 10:15:00 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #33 on: February 18, 2018, 09:44:42 PM »
DELPHIC BEE


   
"The best way to predict the future is by giving me what I want.  You there!  We'll start the ass kissing with you."

 The Thriae are 'virginal' naiads with the gift of prophecy, and you are their chosen priestess/hostage.  Despite the PR, they have several children by Apollo (and probably a few by Dionysus as well).  The local villagers sacrifice small animals and their children's hair to you.  On the other side are your Goddesses, who like most Greek Gods are capricious and prone to random acts of drama.  It's a good thing you have a tendency to see future events coming.

BECOMING A DELPHIC BEE
Generally you're a priestess of The Thriae, or more accurately a hostage to a cult of weirdos who worship you for your 'gift'.

 ENTRY REQUIREMENTS
   Spellcasting:  Must be able to cast spells from the Cleric list of Level 2 or higher.
   Patron:  The Thriae
   Class Abilities:   Hivemind
   Skills:  Knowledge: Religion (4 ranks), Perform (4 ranks)
   Feats:  Initiate of The Thriae
   Gender: Female


Class Skills
 The Delphic Bee's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Divine Fibber, +1 Level of Divine Casting Class
2. +1    +0     +0     +3    Divine Prophet, +1 Level of Divine Casting Class
3. +2    +1     +1     +3    Always Know When to Run, +1 Level of Divine Casting Class
4. +3    +1     +1     +4    Divine Fibber, +1 Level of Divine Casting Class
5. +3    +1     +1     +4    Divine Prophet, +1 Level of Divine Casting Class
6. +4    +2     +2     +5    Always Know When to Run, +1 Level of Divine Casting Class
7. +5    +2     +2     +5    Divine Fibber, +1 Level of Divine Casting Class
8. +6    +2     +2     +6    Divine Prophet, +1 Level of Divine Casting Class
9. +6    +3     +3     +6    Always Know When to Run, +1 Level of Divine Casting Class
10.+7    +3     +3     +7    You Will Bring Us a Shrubbery, +1 Level of Divine Casting Class

Weapon Proficiencies: A Delphic Bee gains no new weapon or armor proficiencies.
 
Divine Fibber (Su): At 1st Level you can always Take 10 on a Bluff Check.

At 4th Level you gain a +2 Insight Bonus on Bluff Checks.

At 7th Level you can take 20 with a Bluff Check as a Standard Action.

Divine Prophet (Su): At 2nd Level when you cast any spell that grants a Luck Bonus, that Bonus increases by +1.

At 5th Level when you cast any spell that grants an Insight Bonus, that Bonus increases by +1.

At 8th Level when you cast any spell that grants a Sacred Bonus, that Bonus increases by +1.

Always Know When to Run (Su): At 3rd Level you gain a +1 Insight Bonus  to Reflex Saves.  At 6th Level you gain a +1 Luck Bonus  to AC.  At 9th Level both of these Bonuses increase to +2.

You Will Bring Us a Shrubbery (Su): At 10th Level, if you successfully cast Geas/Quest on someone, and order them on some heroic quest (find the Golden Fleece, slay a dragon, etc), and they return to you having succeeded, you may cast Wish on them once.

PLAYING A DELPHIC BEE
 Your life is an uneasy one.  You are surrounded by beings of vast power and cruelty on one side, and desperate lunatics who see you as a portal to the divine on the other.  The cult you can escape, the Gods are a little more difficult.
 Combat: Prophets are generally madwomen, not fighters.  You're under a lot of stress after all, and you see a lot of visions that don't exactly make life comfortable.  On the other hand you have to bullshit random Gods, so you can lie your butt off if necessary.
 Advancement: The cult generally 'prods' you in certain directions, but within certain limits you can make your own choices as long as it doesn't piss off your Goddesses.
Resources: The cult will give you anything in return for your blessings.  Except letting you live your own life or go free.

DELPHIC BEES IN THE WORLD
"Don't go near them Oracles boy.  Crazy as a shithouse rat, all of 'em."
 You are generally considered to be quite mad, or at least otherworldly.  It's probably the fact that you rely on wine and self-medication to deal with the stress.  Well that and you randomly lightning bolt people as a way of getting them to back off.
 Daily Life: You have long moments of boredom, punctuated by abject terror as your divine patrons make petty demands of you.  Then there are the working days when you put up with long lines of people making offerings in exchange for visions of the future you know they will be too ignorant to understand, let alone listen to.
 Notables:
 Organizations: The mystery cult you belong to does't like you to moonlight.

NPC Reaction
 As a potentially half divine, mad servant of equally unstable deities, you scare the hell out of people.  After all, at any given moment you might curse them or give them a frogs dinkie.

DELPHIC BEES IN THE GAME
 This kind of assumes the PC is not only famous, but a local figure, which may make travel difficult if she eschews her Gods demands to go on adventures.
 Adaptation: This is meant for goofy campaigns, but is moderately adaptable to greek flavored settings.
 Encounters: PC's will generally come to you for their future, advice on divine or mystic matters, or even be hired to guard you.

Sample Encounter
EL 12: The PC's have been hired to guard a young girl who is said to be able to see the future.  She seems okay, except for the drinking.  And the gambling.  And Apollo threatening to burn you to a cinder if anyone touches her before he does.  He's a real dick that Apollo.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC DELPHIC BEE

Hit Die: d6
Skills Points at Each  Level : 4 + int
Divine Fibber At Level 21 you may always Take 20 on a Bluff Check, and do not modify the Check DC by how unbelievable the lie is.
Spells Your caster Level continues to improve, but you do not gain additional spells per day.
Bonus Feats: The Epic Delphic Bee gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: April 03, 2018, 12:43:25 AM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #34 on: April 03, 2018, 12:41:41 AM »
DRONE


   
"Conform and be dull."

 Drones are Clerics of the Hive.  They exist to make the world and society a dull, grey sameness.  To this end they create busy work so everyone has no time to think of anything else (much less rebellion), and champion laws and social causes which quell dissent and champion conformity.  They do not like outward expression of emotion, or dissent.

BECOMING A DRONE
Mostly, you just need to be a priest of the Hive.

 ENTRY REQUIREMENTS
   Spellcasting:  Must be able to cast spells from the Cleric list of Level 2 or higher.
   Patron:  The Hive
   Class Abilities:   Hivemind
   Skills:  Knowledge: Religion (4 ranks), Craft (4 ranks)
   Feats:  Initiate of The Hive


Class Skills
 The Drone's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).  You may also choose any one other skill to be a class skill.
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Improved Aid Another, +1 Level of Divine Casting Class
2. +1    +0     +0     +3    Enforced Evangelicism, +1 Level of Divine Casting Class
3. +2    +1     +1     +3    Icon of Stability, +1 Level of Divine Casting Class
4. +3    +1     +1     +4    Improved Aid Another, +1 Level of Divine Casting Class
5. +3    +1     +1     +4    Enforced Evangelicism, +1 Level of Divine Casting Class
6. +4    +2     +2     +5    Icon of Stability, +1 Level of Divine Casting Class
7. +5    +2     +2     +5    Improved Aid Another, +1 Level of Divine Casting Class
8. +6    +2     +2     +6    Enforced Evangelicism, +1 Level of Divine Casting Class
9. +6    +3     +3     +6    Icon of Stability, +1 Level of Divine Casting Class
10.+7    +3     +3     +7    The Pettiest Bureaucrat, +1 Level of Divine Casting Class

Weapon Proficiencies: A Drone gains no new weapon or armor proficiencies.

Improved Aid Another (Su): At 1st Level you may now Aid Another as a Move Action.  At 4th Level you may now Aid Another as a Swift Action.  At 7th Level you may choose to Aid Another as a Full Action to provide a +2 Bonus to either attack rolls or AC to every adjacent ally.

Enforced Evangelicism (Su): At 2nd Level you provide a +1 Sacred Bonus to attack and damage rolls to all worshipers of the Hive within 30 ft.

At 5th Level they also gain a +1 Bonus to Saving Throws.

At 8th Level anyone within this area of effect that doesn't worship the Hive takes a -1 Sacred Penalty on attack rolls, saves, ability checks, and skill checks.

Icon of Stability (Su): Beginning at 3rd Level you radiate conformity in a 10 ft. radius.  Spells that produce a Mind-Affecting effect in that area of effect are cast at -1 Caster Level.  At 6th Level the radius increases to 30 ft.  At 9th Level spells you cast with a Mind-Affecting effect are cast at +1 Caster Level.

The Pettiest Bureaucrat (Ex): At 10th Level you can make a DC 20 Diplomacy Check to make life hell for someone.  If you are in a town or city where the Hive's church has wormed it's way into the government or powerful Guilds and succeed in this check, you can theoretically have someone denied permits, Guild entry, or a host of other services (you may even be able to have them arrested).  At the DM's discretion you may have to cough up some bribes as well.
 
PLAYING A DRONE
 Fun is not to be allowed.  Shirking work or resting with the exception of necessity is not allowed.  Do not allow your thoughts to wander from your work citizen, or society will fall.   
 Combat: You prefer combat with the advantage of numbers in order to take advantage of teamwork.  Solo combat is your worst fear.
 Advancement: You do as you're told, no exceptions.  If the church tells you to become a miner you do it.  If they tell you to kill miners you do that too.
Resources: So long as you're on an official mission you have all the aid the Church can provide.

DRONES IN THE WORLD
"Can't trust a man who don't like liquor.  Nossir."
 You don't quite understand why people don't like knowing what is expected of them.  You cannot conceive of a world where this is not the norm despite paradoxically living in one.
 Daily Life: Work is all.  If you aren't working, you're eating or resting so that you may rejuvenate yourself to continue working.
 Notables:
 Organizations: You generally only belong to the church and whatever guild represents your non religious profession.  You may join or infiltrate others if ordered too.

NPC Reaction
 You have the popularity of a dead frog.  Even good and evil will sometimes put aside their differences to squish your church, as they view you as an abomination.  Good doesn't like the tyrannical aspects of your cause.  Evil doesn't like that you don't use your tyranny for exploitation, and that you frown on vice.

DRONES IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: You can be encountered wherever there is bureaucracy, particularly commerce and politics.

Sample Encounter
EL 12: The PC's are almost ready to open their spiffy new Adventurer's Guild!  standing in their way is one minor, petty bureaucratic functionary gone mad with power.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC DRONE

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
Bonus Feats: The Epic Drone gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 27, 2018, 10:16:11 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #35 on: April 23, 2018, 11:35:16 PM »
PASICHNYK


   
Honey is dear bought if licked off thorns.

 The Pasichnyk began as shamans and beekeepers.  The systematic destruction of their hives by alternative agricultural methods and raiding neighbors has left them twisted and bitter.  They still protect their villages and beehives and offer them counsel, but they have given their souls to Beelzebub.

BECOMING A PASICHNYK
Must be a Cleric of Beelzebub.

 ENTRY REQUIREMENTS
   Spellcasting:  Must be able to cast spells from the Cleric list of Level 2 or higher.
   Patron:  Beelzebub
   Class Abilities:  Hivemind
   Skills:  Knowledge (Arcana, Religion) 4 ranks
   Feats:  Initiate of Beelzebub


Class Skills
 The Pasichnyk's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Protector of Bees, +1 Level of Divine Casting Class
2. +1    +0     +0     +3    Protection of the Hive, +1 Level of Divine Casting Class
3. +2    +1     +1     +3    Curse of the Hive, +1 Level of Divine Casting Class
4. +3    +1     +1     +4    Protector of Bees, +1 Level of Divine Casting Class
5. +3    +1     +1     +4    Protection of the Hive, +1 Level of Divine Casting Class
6. +4    +2     +2     +5    Curse of the Hive, +1 Level of Divine Casting Class
7. +5    +2     +2     +5    Protector of Bees, +1 Level of Divine Casting Class
8. +6    +2     +2     +6    Protection of the Hive, +1 Level of Divine Casting Class
9. +6    +3     +3     +6    Curse of the Hive, +1 Level of Divine Casting Class
10.+7    +3     +3     +7    Minor Demon, +1 Level of Divine Casting Class

Weapon Proficiencies: A Pasichnyk gains no new weapon or armor proficiencies.

Protector of Bees (Su): At 1st Level all Allies that are bees or bee-like creatures gain a +1 Morale Bonus on all Saving Throws.

At 4th Level they also gain a +1 Luck Bonus to AC.

At 7th Level these Bonuses increase to +2.
 
Protection of the Hive (Su): At 2nd Level you may cast Bee Safe as a Supernatural Ability.  Unlike normal it now does 1d4 swarm damage, and the Constitution damage is 1 point on a failed Save.

At 5th Level the swarm damage raises to 2d4.

At 8th Level the swarm damage rises to 3d4, and the Constitution damage raises to 1d4.

Curse of the Hive (Su): At 3rd Level the Save DC of spells you cast from the Stinging Curse Domain increase by +1.

At 6th Level these spells are cast at +1 Caster Level.

At 9th Level you get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance with these spells..

Minor Demon: At 10th Level you leave humanity behind, and become an Outsider with the Evil, Lawful and Native Subtypes.  You also gain DR 10/Good.

PLAYING A PASICHNYK
 You came into existence as a protector of the bees, and now the same civilization that owes it's existence to your hives is poisoning your hives with new agricultural methods.   You have taken extreme methods to now perform your job, and your new Master is all too willing to help crush your enemies.
 Combat: You generally allow the swarms to do your fighting for you.
 Advancement: You're allowed a lot of flexibility, but if your new Master wants something, he gets it.
Resources: Your supporters will give you just about anything you need that they have.  Which would be awesome if most of them weren't dirt poor farmers.

PASICHNYK'S IN THE WORLD
"Don't touch the bees.  They have friends."
 Farmers and merchants love you, particularly if they require bees for their pursuits.  Everyone else is beginning to cotton to the idea that you may not be all you appear to be.
 Daily Life: Much of your day is consumed with caring for your charges.  You now also add to that Beelzebub's demands now that he's in charge.
 Notables:
 Organizations: Pasichnyk's are well on their way to being a cult, and they belong to no other groups.

NPC Reaction
 NPC reaction to you tends to depend on whether or not they know the truth about you.

PASICHNYK'S IN THE GAME
 This PrC assumes the PC is a worshiper of Beelzebub, which could be troublesome.
 Adaptation: This is meant for rural campaigns, but Beelzebub could always expand the cult.
 Encounters: Pasichnyk's generally belong only to farming communities using bees (which is most of them honestly).

Sample Encounter
EL 12: The PC's have been hired to kill a diabolical witch who is hellbent on destroying the local farming villages.  Upon arrival you find an old man on a run down bee farm.  You really don't think he's such a bad guy.  Makes his own mead.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC PASICHNYK

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
Protector of Bees At Level 21 and every 6 Levels thereafter your Allies AC and Saving Throw Bonuses increase by an additional +1.
Bonus Feats: The Epic Pasichnyk gains a Bonus Feat every x levels higher than 20th
« Last Edit: July 21, 2018, 09:42:28 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #36 on: May 27, 2018, 10:24:54 PM »
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

Code: [Select]
[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.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC 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.
« Last Edit: August 26, 2018, 11:41:10 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #37 on: July 21, 2018, 09:43:55 PM »
THE MELISSAE


   
"Staring at me is ill advised."

 The Melissae are Bee-Guilers with a strong affinity for the Fey.  To the point that the become ever more like them, eventually looking quite like Nymphs.

BECOMING A MELISSAE
Being a Bee-Guiler with Fey blood is necessary.

 ENTRY REQUIREMENTS
   Class Feature: Advanced Hivemind
   Spellcasting:  Must be able to cast 3rd Level spells from the Bee-Guiler spell list
   Feats:  Fey Heritage, Fey Skin
   Skills:  Knowledge (Arcana, Nature) 4 ranks 
   Gender: Female


Class Skills
 The Melissae's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana, Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Enhanced Fey Heritage, +1 Level of Arcane Casting Class
2. +1    +0     +3     +3    Fey Magic, +1 Level of Arcane Casting Class
3. +1    +1     +3     +3    Nymph Ability, +1 Level of Arcane Casting Class
4. +2    +1     +4     +4    Enhanced Fey Heritage, +1 Level of Arcane Casting Class
5. +2    +1     +4     +4    Fey Magic, +1 Level of Arcane Casting Class
6. +3    +2     +5     +5    Nymph Ability, +1 Level of Arcane Casting Class
7. +3    +2     +5     +5    Enhanced Fey Heritage, +1 Level of Arcane Casting Class
8. +4    +2     +6     +6    Fey Magic, +1 Level of Arcane Casting Class
9. +4    +3     +6     +6    Nymph Ability, +1 Level of Arcane Casting Class
10.+5    +3     +7     +7    Fey Apotheosis, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Melissae gains no new weapon or armor proficiencies.
 
Enhanced Fey Heritage (Ex): At Levels 1, 4 and 7 you may choose to enhance the power of one Fey Heritage Feat:

Fey Legacy: You may now cast Commune with Nature 1/day as a spell-like ability.

Fey Power: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance when casting Enchantment spells.

Fey Presence: You may now cast Invisibility 1/day as a spell-like ability.

Fey Skin: The DR gained from this feat becomes DR/Cold Iron and Magic.

Fey Magic: At Levels 2, 5 and 8 you may add one Druid spell to your spell list.  It must be of a Level a Druid of your Level could cast.  For example a Bee-Guiler 6/Melissae 2 could learn any spell available to an 8th Level Druid.  If you are capable of casting 4th Level spells you may also opt to choose Dimension Door.

Nymph Ability (Su): At Levels 3, 6 and 9 you may choose one of the following abilities:

Stunning Glance (Su): As a standard action, the Melissae can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save or be stunned for 1d4 rounds. The save DC is Charisma-based.  This can be taken twice and if it is, the stun duration is increased to 2d4 rounds.

Unearthly Grace (Su): The Melissae adds her Charisma modifier as a bonus on all her saving throws.  If taken again she also adds her Charisma modifier as a deflection bonus to her Armor Class.

Blinding Beauty (Su): (Prerequisite 9th level) This ability affects all humanoids within 30 feet of the Melissae. Those who look directly at the Melissae must succeed on a Fortitude save or be blinded permanently as though by the blindness spell. the Melissae can suppress or resume this ability as a free action. The save DC is Charisma-based.

Fey Apotheosis (Ex): At 10th Level your Type changes to Fey and you gain DR 10/Cold Iron.

PLAYING A MELISSAE
 People always want to destroy or exploit whatever natural resource you have decided to protect.  You can't kill all of them so you set up a mytic business the locals need and provide them services in exchange for money and their leaving you be.
 Combat: Much like actual Nymphs you rely on magical power and summoned help.
 Advancement: Most Melissae try to increase their magical abilities in some way that makes them too useful to kill (divination is popular)..
Resources: The Churches of the various Bee Gawds and nature deities are willing to lend you a hand, as are some Fey and Druids.

MELISSAE IN THE WORLD
"She looks small and dainty but don't let that fool you."
 You mostly stand guard over a single natural location, in addition to telling fortunes or selling potions or other feats of magic.
 Daily Life: During the day there are long lines of people to see you depending on the remoteness of your location.
 Notables:
 Organizations: You often have a large web of social contacts in surprising places.

NPC Reaction
 NPC's generally think of you as "that terrifying witch who lives back in the holler" or the "hot girl who leads men to their doom."  Darn small minded them NPC's.

MELISSAE IN THE GAME
 This assumes the PC is a guardian of some sort, so adventures taking them far from home would need to ensure that home is somehow threatened..
 Adaptation: This is obviously meant for some darn goofy campaigns.
 Encounters: PC's will usually be sent to a Melissae for help or advice.

Sample Encounter
EL 12: The PC's have been waiting in line all day to see the local seer who turns out to be a fabulously beautiful woman.  The Barbarian immediately puts the moves on her and she spits in his face before saying "You are cursed..." in an overly dramatic tone of voice.  So you're off to a good start.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MELISSAE

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spells Your caster Level continues to improve, but you do not gain additional spells per day.
Bonus Feats: The Epic Melissae gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 26, 2018, 06:07:56 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #38 on: October 03, 2018, 11:07:03 PM »
THOLOI


   
"Tomb raiding is a career fraught with peril."

 The Tholoi are Bee-Guilers turned Necromancers.  They are named after the strange tombs shaped like beehives that they live near.  The tombs are all that is left of an ancient bee-like civilization.

BECOMING A THOLOI
Any Bee-Guiler who decides to join the Tholoi and gets accepted may take Levels in this class..

 ENTRY REQUIREMENTS
   Class Features: Advanced Hivemind
   Spellcasting:  Must be able to cast 3rd Level spells from the Bee-Guiler spell list, must know 1 Necromancy spell
   Feats:  Tholoi, Ghost-Touch Spell
   Skills:  Knowledge (Arcane) 4 ranks, Knowledge (History) 4 ranks
   

Class Skills
 The Tholoi's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Dungeoneering, History, Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Tholoi Magic, +1 Level of Arcane Casting Class
2. +1    +3     +0     +3    Tholoi Metamagic, +1 Level of Arcane Casting Class
3. +2    +3     +1     +3    Tholoi Ritual, +1 Level of Arcane Casting Class
4. +3    +4     +1     +4    Tholoi Magic, +1 Level of Arcane Casting Class
5. +3    +4     +1     +4    Tholoi Metamagic, +1 Level of Arcane Casting Class
6. +4    +5     +2     +5    Tholoi Ritual, +1 Level of Arcane Casting Class
7. +5    +5     +2     +5    Tholoi Magic, +1 Level of Arcane Casting Class
8. +6    +6     +2     +6    Tholoi Metamagic, +1 Level of Arcane Casting Class
9. +6    +6     +3     +6    Tholoi Ritual, +1 Level of Arcane Casting Class
10.+7    +7     +3     +7    Tholoi Apotheosis, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Tholoi gains no new weapon or armor proficiencies.
 
Tholoi Magic: At Levels 1, 4 and 7 you may add one Dread Necromancer spell to your spell list.  It must be of a Level a Dread Necromancer of your Level could cast.  For example a Bee-Guiler 6/Tholoi 2 could learn any spell available to an 8th Level Dread Necromancer.

Tholoi Metamagic: At Levels 2, 5 and 8 you may choose one of the following asa Bonus Feat: Black Lore of Moil, Bolster Resistance, Corpsecrafter, Destructive Retribution, Enervate Spell, Fell Animate, Fell Drain, Fell Energy Spell, Fell Frighten, Fell Weaken, Graft Flesh-Undead, Greater Spell Focus (Necromancy), Hardened Flesh, Mother Cyst, Necromantic Might, Necromantic Presence, Nimble Bones, Song of the Dead, Spell Focus (Necromancy).

Tholoi Ritual (Su):  At 3rd Level when you caste Animate Dead (assuming you know the spell) instead of creating skeletons and zombies, you may create Bee-Headed and Zombees.

At 6th Level you may choose a number of spells equal to your Charisma Modifier at the beginning of the day.  For the next 24 hours, those spells are considered to be of the Necromancy school when cast.

At 9th Level you may include Undead under your control in your Hivemind or Advanced Hivemind.

Tholoi Apotheosis (Su): At 10th Level the Tholoi can undergo a magic ritual designed to protect it from death.  This ritual requires 120,000 GP and 4,800 xp.  It takes 4 hours.  Once complete, if the Tholoi dies it gains the Tholos template, rising from death after 24 hours.

PLAYING A THOLOI
 The Dead contain many secrets, and those secrets are obviously buried with them.  Well it's obvious to you.  The pitchfork mobs have different ideas.  Somehow digging for hidden books is "vile" and "unholy".  It's dirty, granted, but you wouldn't call it vile.
 Combat: You're a scholar, not a fighter.  Thankfully you have many skeleton friends.  The Skellies never let you down.
 Advancement: Tholoi's advancement rather depends on what they dig up out of the ground.  Some find nifty stuff, but most just find texts titled "Undead for Dummies."
Resources: Tholoi sometimes have patrons.  They're usually crazy as hell, but they have plenty of cash.

THOLOI IN THE WORLD
"I sense we're going to burn him some day.  I just know it."
 You interact with the world pretty much like any other academic: infrequently.  Which is good, given your chosen vocation.
 Daily Life: Much of your day is devoted to archaeological and magical study.
 Notables:
 Organizations: The Tholoi themselves began as an organization made for studying the tombs they are named after.  They continue to have close ties.

NPC Reaction
 NPC's regard you pretty much the way they do anyone who fools around with tombs.

THOLOI IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's are hired to provide security for an archaeologist team.  When they meet the team, the PC's are immediately skeptical of this job.  It doesn't help that their employers keep touching them and remarking on their 'incredible bone structure'.


Name
alignment/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 Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC THOLOI

Hit Die: d6
Skills Points at Each  Level : 4 + int
Spellcasting Your caster Level continues to improve, but you do not gain additional spells per day.
Bonus Feats: The Epic Tholoi gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: November 27, 2018, 09:26:12 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #39 on: October 22, 2018, 11:19:40 PM »
Tholos

Tholos is an Acquired Template that can be applied to any living creature that undergoes a magic ritual designed to protect it from death.  This ritual requires 120,000 GP and 4,800 xp.  It takes 4 hours.  Once complete he Base Creature revives as a Tholos an hour after death.  Often referred to as 'Bee Liches', because for the Humanoids that take it thy find their skin forms an exoskeleton of a sort after death.

Size and Type: The creature’s type changes to undead. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12's, and hp are recalculated.

Speed: Gains a Burrow speed equal to half base land speed.

Armor Class: The Base Creatures Natural Armor Bonus to AC increases by +3.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Sting (Su):  If the Base Creature has a Sting attack with poison, it retains that attack.  Save DC is now 10 plus 1/2 Hit Dice plus Charisma Modifier.  Poison becomes Injury, Fortitude, initial damage 1d6 Con, secondary damage death.

Fear Aura (Su):  Tholos are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the Tholos must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the Tholos' level. A creature that successfully saves cannot be affected again by the same Tholos' aura for 24 hours.

Spells: A Tholos can cast any spells it could cast while alive.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Turn Resistance (Ex): The Base Creature gains +4 Turn Resistance.

DR 15/Bludgeoning and Magic

Immunities (Ex): The Base Creature becomes immune to Acid and Cold damage.  It is also immune to Mind-Affecting effects.

Spell Resistance (Ex): Gains SR equal to 11 + CR.

Saves: Unchanged.

Abilities: +2 Str, +2 Wis, +2 Cha. Constitution score becomes -.

Skills: Tholos have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Unchanged.

Environment: Underground.

Organization: Solitary or group (2-6).

Challenge Rating: +2

Treasure: Standard coins; double goods; double items.

Alignment: Any evil.

Advancement: Unchanged.

Level Adjustment: +4



"What did they say?"

"A torrent of vulgar profanities.  But they have the bird."

"So Clucky rears her head  at last.  Very well.  Begin the incantation."
« Last Edit: May 21, 2023, 06:51:49 PM by bhu »