Author Topic: The Bee-Guiler  (Read 21319 times)


Offline bhu

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Re: The Bee-Guiler
« Reply #1 on: April 25, 2015, 07:43:26 PM »
BEE-GUILER


   
"Don't you tell me not to be upset! Everything that makes me what I am is based on a bad pun!"

 Once upon a time there was an illegal school designed to train Beguiler's for the Thieve's Guilds.  Unfortunately the schools students were a rambunctious lot, and eventually brought the wrath of the local clergy and law upon both the school and the Guilds.  Fleeing for their lives, they happened upon a rural village with a Cat Burglars Guild who quickly became boon companions.  Effectively barred from the larger cities for a time, the students were at a loss as to how to continue their work, especially living out in the boonies.  Purrfection, the local Guild leader offered to teach them some of the secrets of Cat Burglar magic in exchange for aid against the tyrannical local magistrate. 

Quickly accepting, the students excelled, but were forbidden from becoming cats as that niche was already claimed (and quite jealously).  After a nights drunken argument they awoke with hangovers, and a choice based on an astonishingly bad pun.

MAKING A BEE-GUILER
 Your size as a Bee makes you great at casting spells from hiding, so concentrate on that.  Concentrate on Feats that enhance and shape that role.
 Abilities: Dexterity and Intelligence are top priorities.  A decent Constitution and Charisma are nice too.
 Races: Any race the DM determines are avid Beekeepers usually have at least some Bee-Guilers.  Likely humans, halflings and elves.  Maybe Gnomes.
 Alignment: Can be any, but they have an odd disposition towards being Lawful despite their many illegal activities.  Cognitive dissonance is a sad reality for Bee-Guilers.
 Starting Gold: As Beguiler.
 Starting Age: As Beguiler

Class Skills
 The Bee-Guiler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (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 Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Bee Form, Buzz
2. +1    +0     +0     +3    Cloaked casting (+1 DC), Hivemind
3. +1    +1     +1     +3    Hive Magic
4. +2    +1     +1     +4   
5. +2    +1     +1     +4    Bee Form
6. +3    +2     +2     +5    Advanced Hivemind
7. +3    +2     +2     +5    Hive Magic
8. +4    +2     +2     +6    Cloaked casting (+2 to overcome SR
9. +4    +3     +3     +6   
10.+5    +3     +3     +7    Bee Form
11.+5    +3     +3     +7    Hive Magic
12.+6    +4     +4     +8   
13.+6    +4     +4     +8    Bee Form
14.+7    +4     +4     +9    Cloaked casting (+2 DC)
15.+7    +5     +5     +9    Hive Magic
16.+8    +5     +5     +10   
17.+8    +5     +5     +10    Bee Form
18.+9    +6     +6     +11   
19.+9    +6     +6     +11    Hive Magic
20.+10   +6     +6     +12   Cloaked casting (overcomes SR)



                              Spells per day
Level 0  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1       5   3
2       6   4
3       6   5
4       6   6   3
5       6   6   4
6       6   6   5   3
7       6   6   6   4
8       6   6   6   5   3
9       6   6   6   6   4
10      6   6   6   6   5   3 
11      6   6   6   6   6   4
12      6   6   6   6   6   5   3
13      6   6   6   6   6   6   4
14      6   6   6   6   6   6   5   3
15      6   6   6   6   6   6   6   4
16      6   6   6   6   6   6   6   5   3
17      6   6   6   6   6   6   6   6   4
18      6   6   6   6   6   6   6   6   5   3
19      6   6   6   6   6   6   6   6   6   4
20      6   6   6   6   6   6   6   6   6   5



Weapon Proficiencies: Bee-Guilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Bee-Guilers are proficient with light armor, but not with shields.

Spells: A Bee-guiler casts arcane spells, which are drawn from the Beguiler spell list on page 11 of the PHB2. When you gain access to a new level of spells, you automatically know all the spells for that level on the Beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

To cast a Beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a Beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1—1. In addition, you receive bonus spells for a high Intelligence score (PH 8).

A Beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Buzz (Ex): Over time you have been taught a secret language you can only use in Bee form.  It is composed of the sounds bees naturally make, and their body language.   Using it, two Bee-Guilers can have a conversation in front of people without their knowledge.  Other Bee-Guilers can understand you regardless of form, so you can even point out a target by, say, flying around him in a certain manner while buzzing in a specific tone. You also may communicate with other bees as though you had permanent use of the spell Speak With Animals (bees only) at will.  Using Buzz to speak to bees is a Supernatural Ability.   Buzz has no written form, and requires your target to be able to either see and/or hear you.  Buzz may also be used for Scent Marking,  Effectively this works as being able to cast Arcane Mark at will as an Exceptional Ability, with a few differences.  Only creatures with Scent can perceive the Mark, and obviously it is undetectable by Detect Magic, True Seeing, etc. Only beings with an Int of 3 or greater can perceive any message you leave with the 6 characters available to you, animals will assume it's a territorial marking and will be able to identify you.  Scent Marks last a number of days equal to 1 plus your Bee-Guiler Level divided by 4.

Bee Form (Su):  At will as a standard action you may transform into a bee (or from a bee back to your normal form) for as long as you want.  In addition, you may transform between bee forms without returning to your normal form first.  You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of the specifics of your new form.  You also retains your normal ability scores, although you may gain bonuses from the bee form or other class features.  You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part the bee form does not have.

When transforming into a bee form, you can choose to have any equipment you wear other than armor and held objects shift with you, altering its form to accommodate the new shape.  Objects that do not or cannot resize themselves meld into your new body, but retain their properties.  Any melded items (including weapons and armor; see below) can still be targeted and affected by spells and effects as though they were worn normally.

At your discretion, you can meld a suit of armor, and/or a magic weapon that you are wearing or wielding while transforming into your new form.  You must be proficient with the object in question to meld it and gain its benefits while transformed.  If you meld a suit of armor, you are still considered to be wearing it, as though it was armor appropriate to your new shape and size.  Magic armor with the Glamered special quality can appear as bee clothing or something equally silly.  Shields can be melded, but become completely inert and do not provide any bonuses or magical properties when melded.

If you meld a magical melee weapon, you can apply its magical weapon properties to your bee form natural weapons.  The properties are shared between the weapon and a single natural weapon of your choice (usually sting); daily uses of weapon special abilities are still counted against the magic weapon.  If you use this option, the affected natural weapon is treated as a manufactured weapon when determining what weapon special abilities it gains and the effects of them (though not for any other purposes, such as iterative attacks), even for the purpose of interacting with other magic items (such as a Necklace of Natural Attacks).  If you are wearing or wielding two weapons when transforming, you can meld them with separate natural attacks (example: meld primary magic weapon with claws and off-hand magic weapon with sting).

Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible.  You can only speak as a bee in Bee Form.  You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so.  If you are killed or knocked unconscious in Bee Form you revert to humanoid form next round.

At first level you gain the ability to transform into the Base Bee Form.

Base Bee Form:  You can assume the form of a Tiny bee, this allows you to pretend to be any species of bee (which is probably only significant to Apiarists).  You gain the following abilities: Darkvision 60 feet, Scent, a +4 Racial Bonus to Spot Checks as well as a +4 Racial Bonus to Survival Checks made to orient themselves, and a Primary Sting attack doing (1d2 plus 1.5 times your Str Modifier) damage (but see below).  Your stats are modified as follows: you gain -2 Str and +2 Dex.  Your base land speed becomes 5 feet, you gain a Fly speed of 15 feet (Good), and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is Sickened for 1 Minute).  You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are 1/2 those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.

At levels 5, 10, 13, and 17 you gain an additional Bee Forms from the following list if you meet the prerequisites (all of these forms count as Bee Form for purposes of Feats, effects, etc.).  Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Bee-Guiler class:

Fine Bee Form (Prerequisite: Level 10+):  You may now become a Fine sized Bee in Bee Form.  You gain the following abilities: Darkvision 60 feet, Scent, a +4 Racial Bonus to Spot Checks as well as a +4 Racial Bonus to Survival Checks made to orient yourself, and a Primary Sting attack doing (1 plus 1.5 times your Str Modifier) damage (but see below).  Your stats are modified as follows: you gain -4 Str, +4 Dex.  Your base land speed becomes 20 feet, you gain a Fly speed of 50 feet (Good), and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d2 Con).  You become Size Class Fine, giving you a +8 Size Modifier to AC and Attack rolls, a +16 Size Modifier to Hide Checks, and a -16 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are 1/8 those of a Medium Size PC, you occupy a 1/2' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.
 
Diminutive Bee Form:  You may now become a Diminutive sized Bee in Bee Form.  You gain the following abilities: Darkvision 60 feet, Scent, a +4 Racial Bonus to Spot Checks as well as a +4 Racial Bonus to Survival Checks made to orient yourself, and a Primary Sting attack doing (1 point of damage plus 1.5 times your Str Modifier) (but see below).  Your stats are modified as follows: you gain -2 Str and +4 Dex.  Your base land speed becomes 5 feet, you gain a Fly speed of 20 feet (Good), and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1 Con).  You become Size Class Diminutive, giving you a +4 Size Modifier to AC and Attack rolls, a +12 Size Modifier to Hide Checks, and a -12 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are 1/4 those of a Medium Size PC, you occupy a 1' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.

Small Bee Form (Prerequisite: Level 4+):  You may now become a Small sized Bee in Bee Form.  You gain the following abilities: Darkvision 60 feet, Scent, a +4 Racial Bonus to Spot Checks as well as a +4 Racial Bonus to Survival Checks made to orient yourself, and a Primary Sting attack doing (1d3 plus 1.5 times your Str Modifier) damage (but see below). Your stats are modified as follows: you gain +2 Dex.  Your base land speed becomes 10 feet, you gain a Fly speed of 30 feet (Good), and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d3 Con).  You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are 3/4 those of a Medium Size PC, you occupy a 5' Space, and your effective Reach is 5'.

Medium Bee Form (Prerequisite: Level 7+):  You may now become a Medium sized Bee in Bee Form.  You gain the following abilities: Darkvision 60 feet, Scent, a +4 Racial Bonus to Spot Checks as well as a +4 Racial Bonus to Survival Checks made to orient yourself, and a Primary Sting attack doing (1d4 plus 1.5 times your Str Modifier) damage (but see below).   Your stats are modified as follows: you gain +4 Str.  Your base land speed becomes 20 feet, you gain a Fly speed of 40 feet (Good), a +1 Natural Armor Bonus, and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d4 Con).  You become Size Class Medium, you occupy a 5' Space, and your effective Reach is 5'.
 
Large Bee Form (Prerequisite: Level 10+):  You may now become a Large sized Bee in Bee Form.  You gain the following abilities: Darkvision 60 feet, Scent, a +4 Racial Bonus to Spot Checks as well as a +4 Racial Bonus to Survival Checks made to orient yourself, and a Primary Sting attack doing (1d6 point of damage plus 1.5 times your Str Modifier) (but see below).  Your stats are modified as follows: you gain +6 Str and +4 Con.  Your base land speed becomes 20 feet, you gain a Fly speed of 50 feet (Good), a +4 Natural AC Bonus, and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d6 Con).  You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 5'.

Huge Bee Form (Prerequisite: Level 16+):  You may now become a Huge sized Bee in Bee Form.  You gain the following abilities: Darkvision 60 feet, Scent, a +4 Racial Bonus to Spot Checks as well as a +4 Racial Bonus to Survival Checks made to orient yourself, and a Primary Sting attack doing (1d8 point of damage plus 1.5 times your Str Modifier) (but see below).  Your stats are modified as follows: +8 Str, +6 Con.  Your base land speed becomes 30 feet, you gain a Fly speed of 60 feet (Good), a +6 Natural AC Bonus, and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d8 Con).  You become Size Class Huge, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 10'.  You may remain in Huge Bee Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

Abeil Vassal (Prerequisite: Level 7+):  You can now become a Medium sized bee-like humanoid while in Bee Form.  You gain the following abilities: Darkvision 60 feet, and a Primary Claw attack (1d4 plus Str Modifier) and a Secondary Sting (1d6 plus 1/2 Str Modifier plus see below).  You get 2 Claws and 1 Sting with a Full attack. Your stats are modified as follows: +2 Dex, +2 Wis.  You gain a Fly speed of 40 feet (Average), you gain a +2 Natural AC Bonus, and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d4 Str).  You become Size Class Medium, you occupy a 10' Space, and your effective Reach is 5'.

Abeil Soldier (Prerequisite: Level 10+):  You can now become a Large sized bee-like humanoid while in Bee Form.  You gain the following abilities: Darkvision 60 feet, and a Primary Claw attack (1d6 plus Str Modifier) and a Secondary Sting (1d8 plus 1/2 Str Modifier plus see below).  You get 2 Claws and 1 Sting with a Full attack. Your stats are modified as follows: Your stats are modified as follows: you gain +4 Str, +2 Dex, and +4 Con.  You gain a Fly speed of 50 feet (Good), a +3 Natural AC Bonus, and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d8 Str). You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.

Abeil Queen (Prerequisite: Level 16+):  You can now become a Medium sized bee-like humanoid while in Bee Form.  You gain the following abilities: Darkvision 60 feet, and a Primary Claw attack (1d6 plus Str Modifier) and a Secondary Sting (2d4 plus Str Modifier plus see below).  You get 2 Claws and 1 Sting with a Full attack. Your stats are modified as follows: +4 Str, +4 Con, +4 Int. You gain a Fly speed of 60 feet (Good), a +6 Natural AC Bonus, and your stinger is poisonous (Injury, Fortitude Save, Save DC is 10 plus 1/2 Bee-Guiler Level plus Con Modifier, Initial and Secondary damage is 1d4 Str).  You may remain in Abeil Queen Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.


Cloaked Casting (Ex): Starting at 2nd level, a bee-guiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).

At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.

At 14th level, the bonus to your spell's save DC increases to +2.

At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Hivemind (Su): Beginning at 2nd Level you are the center of a small Hivemind formed by yourself and a number of consenting Allies equal to your Int Modifier. All members within 50 feet of you are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member in a group is considered flanked unless all of them are.

At 6th Level this improves to becoming an Advanced Hivemind.  Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor must be within 100 feet, but does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Hive Magic (Ex): At Levels 3, 7, 11, 15 and 19, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be from the Bee Magic list and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
 
PLAYING A BEE-GUILER
 Much like the Cat Burglars, you specialize in appearing to be something you're not.  Likely you have a deal with a local apiarist, whose farm you can hide out on after performing illicit activities.  Who suspects a beekeeper of being the host of a guild of local criminal magicians after all?  Also: you're all bees.  No one fucks with bees.  People give them a wide berth, to the point that even if one of the hives has some unusual activity, no one will take the risk of checking it out.
 Religion: Bee-Guilers are partial to the Bee Gawds, though some also worship deities who watch over criminals.
 Other Classes: Despite having a proclivity for being Lawful, Bee-Guilers do not usually get along well with other Lawful classes, as their version of order is fairly egocentric and focused on the hive.  Not that they get along with Chaos too well either, as they're fastidious about planning and micro-management.  Being criminals they do tend to accept other criminals regardless of Alignment, so long as they have common sense.
 Combat: Unless you have one of the more potent bee forms, you have the goal of never participating directly in combat in any role other than a manipulator.  Your spells work best when cast from hiding, though you eventually get to boost Allies.  Stick to that role.
 Advancement: The Hive (Guild) leader usually assigns you your place based on the needs of teh group, and your own potential.  Usually you need her permission to train in a specialty.

BEE-GUILERS IN THE WORLD
"Why's it always gotta be bees?"
 You are greatly feared.  You seemingly strike at will, disappearing after.  The law can't find you, and sometimes even hired adventurers are no help.  It doesn't hurt that no one thinks to check the local bee farmer for goods stolen from the nearby city.  You keep the farmer in bribe money, and he gives you free room and board (usually in your own personal beehive). 
 Daily Life: The Hive Queen hands out assignments at the beginning of each day, and you hop to with gusto.  At least you'd better if you want to work your way up the hierarchy.  Generally the younger members study new spells or go on errands no one important wants to do, while older members scout for opportunities.
 Notables:
 Organizations: Rural Thieve's Guilds and Cat Burglars usually have a non-aggression pact with you, and sometimes even contracts for mutual benefit.  But the Hives themselves are strictly for Bee-Guilers only.

NPC Reaction
 People are not generally happy to see bees, or those that keep company with them (unless you're delivering fresh honey).  You'll need to develop some alternate identities seeing as you're a criminal though.  Something that also falls in line with your talents ("I'm a beekeeper."  "I'm a wax salesman."  "I'm a mindless, petty functionary.").

BEE-GUILERS IN THE GAME
 Rogues are likely to be better than you at combat, but with any luck if you're in a small enough bee form no one will notice you in combat at all.  You're there to buff the party or mind control it's enemies. 
 Adaptation: This is meant purely for silly campaigns.  It could be adapted to a campaign which is fairly bee-centric, or in which bees figure prominently in religion.
 Encounters: PC's usually steer clear of beehives, so the only time they are likely to encounter a Bee-Guiler is during one of their capers.  They may encounter you in your secret identity, but said identity shouldn't be something they'd be interested in all that much.



EPIC BEE-GUILER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bee Form At Level 21 and every 4 Levels therafter you gain a new Bee Form.
Spellcasting The Bee-Guiler's Caster Level is equal to her Class Level, she does not gain additional Spells per Day.
Hive Magic You learn a new Spell from the Bee Magic list at Level 23 and every 4 Levels thereafter.
Bonus Feats: The Epic Bee-Guiler gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 24, 2021, 05:53:52 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #2 on: April 25, 2015, 07:43:55 PM »
BEE MAGIC

0: Beenie*, The Bee's Knees*, Bees Wax*, Dawn, Detect Poison, Know Direction,
1st:Alarm, Bee Sting*, Buzzing Bee, Clear Mind, Combat Readiness, Combined Talent, Conviction, Darkvision, Eyes of the Avoral, Hawkeye, Lionheart, Magic Fang, Moment of Clarity, Nerveskitter, Nybor's Gentle Reminder, Remove Fear, Resistance, Resurgence, Sticky Floor, Summon Bee I*, Wings of Swift Flying
2nd: Aerial Alarm, Aid, Aiming at the Target, Align Fang, Animate Sting*, Attentive Alarm, Bear's Endurance, Bee-Foul*, Beehive*, Big Bee's Distracting Sting*, Big Bee's Warding Sting*, Bumble Dance*, Cacophonous Alarm, Cat's Grace, Clarity of Mind, Delay Poison, Eagle's Splendor, Fox's Cunning, Greater Alarm, Healing Honey*, Honeyed Bomb*, Honeyed Words*, Hover*, Jagged Tooth, Linked Perception, Major Resistance, Mechanus Mind, Opportune Dodge, Owl's Wisdom, Protection from Charm, Scent, Status, Sting Ray, Summon Bee II*, Swift Fly, Swift Haste, Wax On Wax Off*, Wings of Cover, Zeal
3rd: Allergic to Bees*, A Thousand Stings*, Beelow*, Beep!*, Bee Safe*, Beeside*, Beeskin*, Big Bee's Disrupting Sting*, Blood Honey*, Cloak of Bravery, Fly, Greater Magic Fang, Heroism, Lesser Telepathic Bond, Mass Align Fang, Mass Resurgence, Mental Strength, Mind Poison, Neutralize Poison, Nybor's Mild Admonishment, Otto's Informative Dance*, Pollen Coat*, Speechlink, Stinger*, Sting Operation*, Summon Bee III*, Teeth To Bees*, Toxic Tongue
4th: Armored Vermin, Battle Hymn, Beeatrice's Angry Hive*, Beedim*, Bee-m*, Beenumb*, Beerd*, Break Enchantment, Detect Scrying, Enduring Flight, Freedom of Movement, Greater Resistance, Greater Status, Implacable Pursuer, Land Womb, Lay  of the Land, Mass Aid, Mass Resurgence, Pain, Poison, Psychic Poison, Repel Vermin, Sequester, Steelsting, Summon Bee IV*, Telepathic Aura, To Bee Or Not To Bee*, Vitamin Bee*, Wall of Law
5th: Aiming at the Target, Bad Beehavior*, Bee Be Gun*, Bee Fog*, Beehave!*, Beet It!*, Big Bee's Interposing Sting*, Buzzkill*, Dispel Chaos, Field of Resistance, Find the Path, Float Like a Butterfly Sting Like a Bee*, Forbiddance, I Can't Bee-lieve it's not Bees*, I'll Bee Back*, Indomitability, Investiture of the Hive*, Mass Fly, Overland Flight, Projectile Immunity*, Rary's Telepathic Bond, Spell Resistance, Summon Bee V*, Superior Magic Fang, Toxic Weapon, Viscid Glob, Wall of Honeycomb*, Wax Floor*
6th: Beeatrice's Greater Angry Hive*, Bee-f Up*, Beegone!*, Big Bee's Forceful Sting*, Bug Eyed Monster*, Greater Heroism, Hive Mind*, Hive Mine*, Honey Trap*, Interplanar Telepathic Bond, Mass Bears Endurance, Mass Cat's Grace, Mass Eagles Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, NOT THE BEES!*, Probe Thoughts, Summon Bee VI*, Superior Resistance, You are Beeyewteeful*
7th: Big Bee's Grasping Sting*, C-Bee*, Drone Strike*, For Queen and Country*, Mass Spell Resistance, Nybor's Stern Reproof, Spelling Bee, Summon Bee VII*, True Bee-liever*, Vomit Bees*
8th: Bee Mine*, Brain Spider, Dimensional Lock, Finding the Center, Mass Beerd*, Mind Blank, Nybor's Wrathful Castigation, Shield of Law, Summon Bee VIII*, Unbeetable*
9th: Beedhisattva*, Bee=MC2*, Bee-listic Missile, Beelzebub's Curse *, Big Bee's Piercing Sting*, Freedom, Summon Bee IX*




« Last Edit: March 24, 2021, 10:34:15 PM by bhu »

Offline SolEiji

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Re: The Bee-Guiler
« Reply #3 on: April 25, 2015, 08:26:42 PM »
Now what you do is you get a beeforged (with warforged grafts to count as one) beeholder bee-guiler, and have them cast Skin to Bees.
Mudada.

Offline bhu

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Re: The Bee-Guiler
« Reply #4 on: July 11, 2015, 05:13:32 PM »
Beewere Inspired by Eldan and Rater202
                      Fine Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Fly 20 ft. (Average)
Armor Class:          23 (+8  Size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple:  +1/-20
Attack:               Sting +11 melee (1 point plus poison)
Full Attack:          Sting +11 melee (1 point plus poison)
Space/Reach:          0 ft./0 ft.
Special Attacks:      Poison, Beewere's Curse
Special Qualities:    Darkvision 60 ft., Low Light Vision, Alternate Form, Human Empathy, Scent, DR 10/Silver, Hivemind
Saves:                Fort +3, Ref +4, Will +1
Abilities:            Str 1, Dex 14, Con 12, Int 8, Wis 12, Cha 9
Skills:               Knowledge (Geography, Nature)+1, Spot +5, Survival +5
Feats:                Weapon Finesse
Environment:          Temperate Plains
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     1
Treasure:             No coins; ¼ goods (honey only); no items
Alignment:            Usually Neutral
Advancement:          2 HD (Diminutive)
Level Adjustment:     ---

Beeweres are bees who can assume human form, and who wish to free their brethren from the yoke of human tyranny. They expect to accomplish this by converting humans to were-bees and submitting them to bee tyranny. 

Poison (Su): Injury, DC 11 Fort Save, Initial damage is 1d6 Dex, Secondary damage is Paralyzed for 1 Minute.

Beewere's Curse (Su): Any Humanoid hit by a Beewere’s sting attack in bee form must succeed on a DC 15 Fortitude save or contract beecanthropy.

Alternate Form (Su): A Beewere can assume the form of any Small or Medium Humanoid.

Human Empathy (Ex): Beewere's gain a +4 Racial Bonus to all Charisma based Checks against Humanoids (and can speak Common in Bee Form).

Hivemind (Ex): All Beeweres within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Beewere in a group is considered flanked unless all of them are.  Beecanthrope victims are a part of the Werebee Hivemind.

Skills: +4 Racial Bonus to Spot and Survival Checks.

Combat: Beeweres generally try to sting opponents in the hopes of paralyzing them so the rest of the hive can sting them till their immune system submits to the rightful rule of beecanthropy.



Beewere
"Why is there a swarm of bees at one seat at the table?"

Bees What Become Humans

"Perhaps they're a Hivemind."

"WE ARE THE BEEWERES! WE FIGHT FOR THE BETTERMENT OF ALL BEEKIND!."

"That sounds reasonable.  Nature depends on their pollination."

"DEATH TO THE HUMANS!"

"There it is..."


Hellbent On Converting The Humanoids

"This will make for an interesting conversation."

"WOULD YOU LIKE TO BECOME ONE WITH US?"

"We're being chased by a cult for unknown cult you know."

"It might make you more of a target if we joined."

"PERHAPS OUR RECENT CONVERT CAN PERSUADE YOU."


Beecanthrope

Beecanthrope is an Acquired Template that can be added to any humanoid (referred to as the base creature). Beecanthropy as an affliction works exactly as the lycanthropy affliction does. Beecanthropy can be cured in the same way as lycanthropy.  Yesterday you were a poor farmer wondering how to avoid taxes.  Now your a quivering, nervous man who moves in quick, spasmodic jerks while running up to people and buzzing at them. 

Size and Type: Type is unchanged, but the base creature gains a Shapechanger Subtype.  Size in Bee Form is Fine, Size in Hybrid Form is Small.

Hit Dice: Unchanged.

Speed: Gains a Fly Speed equal to 20 feet (Good) in Hybrid Form, and in Bee Form.  Land speed drops to 5 ft. in Bee Form.

Armor Class: The base creature's natural armor bonus increases by +2 in all forms

Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Kitten forms).  In Bee and Hybrid Forms the Beecanthrope gains a Primary Sting attack.

Damage: Stinger does 1 point plus Str Modifier in Bee Form, and 1d3 plus Str Modifier in Hybrid Form.  Opponents successfully damaged by the sting also risk poison (see below).

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

Curse of Beecanthropy (Su): Any Humanoid hit by a Beecanthrope’s sting attack in Bee or Hybrid form must succeed on a DC 15 Fortitude save or contract beecanthropy.

Poison (Ex): Injury, Fort Save (Save DC is Con based), Initial damage is 1d6 Dex, Secondary damage is Paralyzed for 1 Minute.

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

Alternate Form (Su): A beecanthrope can assume the form of a bee.  Changing to or from animal or hybrid form is a standard action.  A slain beecanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.  Afflicted beecanthropes find this ability difficult to control, but natural beecanthropes have full control over this power.

Damage Reduction (Ex): Gains DR 10/Silver in Bee and Hybrid forms.

Darkvision (Ex): Gains Darkvision 60 ft.

Hive Mind (Ex):  All Beecanthropes within 50 miles of their creatorare in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Beecanthropes in a group is considered flanked unless all of them are.  Beewere's are also a part of the Werebee Hivemind.

Drone (Ex): Beecanthropes automatically obey the commands of any Beewere as though they were under the effect of a Dominate Monster spell.

Saves: Gains +2 Racial Bonus to Fort and Ref Saves.

Abilities: +2 Wis, -2 Int.  In Bee Form it also has -10 Str (3 minimum), +4 Dex, +2 Con.  In Hybrid Form it has -4 Str, +4 Dex, +2 Con.

Skills: Gains a +4 Racial Bonus to Spot and Survival Checks in Bee and Hybrid forms.

Feats: Gains Weapon Finesse as a Bonus Feat unless it already has it.

Environment: Temperate Plains

Organization: Solitary if scouting, but has usually joined a Beewere hive

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Neutral.

Advancement: Unchanged.

Level Adjustment: +2

Jimmy Joe (Humanoid Form) (Commoner 3/Beecanthrope)
                      Medium Humanoid (Shapechanger)
Hit Dice:             3d4+9 (16 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +1/+3
Attack:               Club +4 melee (1d6+2)
Full Attack:          Club +4 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      --
Special Qualities:    Alternate Form, Darkvision 60 ft., Hivemind, Drone
Saves:                Fort +5, Ref +3, Will +3
Abilities:            Str 15, Dex 10, Con 14, Int 6, Wis 15, Cha 12
Skills:               Climb +3, Craft (Woodworking) +1, Handle Animal +2, Profession (Beekeeper, Farmer) +5, Search +2, Spot +6, Use Rope +2
Feats:                Hover, Toughness, Weapon Focus (Club), Weapon Finesse (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Jimmy Joe (Hybrid Form) (Commoner 3/Beecanthrope)
                      Small Humanoid (Shapechanger)
Hit Dice:             3d4+12 (19 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Fly 20 ft. (Good)
Armor Class:          15 (+1 Size, +2 Dex, +2 Natural), touch 13, flat-footed 13
Base Attack/Grapple:  +1/-3
Attack:               Club +4 melee (1d6) or Sting +4 melee (1d3 plus Poison)
Full Attack:          Club +4 melee (1d6) or Sting +4 melee (1d3 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse of Beecanthropy, Poison
Special Qualities:    Alternate Form, Darkvision 60 ft., Hivemind, Drone, DR 10/Silver
Saves:                Fort +6, Ref +5, Will +3
Abilities:            Str 11, Dex 14, Con 16, Int 6, Wis 15, Cha 12
Skills:               Climb +1, Craft (Woodworking) +1, Handle Animal +2, Profession (Beekeeper, Farmer) +5, Search +2, Spot +6, Use Rope +4
Feats:                Hover, Toughness, Weapon Focus (Club), Weapon Finesse (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2

Jimmy Joe (Bee Form) (Commoner 3/Beecanthrope)
                      Fine Humanoid (Shapechanger)
Hit Dice:             3d4+12 (19 hp)
Initiative:           +2
Speed:                5 ft. (1 square), Fly 20 ft. (Good)
Armor Class:          22 (+8 Size, +2 Dex, +2 Natural), touch 20, flat-footed 20
Base Attack/Grapple:  +1/-18
Attack:               Sting +11 melee (1 point plus Poison)
Full Attack:          Sting +11 melee (1 point plus Poison)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Curse of Beecanthropy, Poison
Special Qualities:    Alternate Form, Darkvision 60 ft., Hivemind, Drone, DR 10/Silver
Saves:                Fort +6, Ref +5, Will +3
Abilities:            Str 5, Dex 14, Con 16, Int 6, Wis 15, Cha 12
Skills:               Climb +0, Craft (Woodworking) +1, Handle Animal +2, Profession (Beekeeper, Farmer) +5, Search +2, Spot +6, Use Rope +4
Feats:                Hover, Toughness, Weapon Focus (Club), Weapon Finesse (B)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2







Beecanthrope
"It's not a matter of persuasion.."

Humans What Become Bees

"It's more about not getting ..."

"I'M A BEE! AHAHAHA!!"

"That bodes well..."

"BUZZZZZZ!"

"Sir, you aren't the greatest salesman for your organization."


Highly Confused Individuals

"Sir, are you well?"

"I SUCK POLLEN OUT OF FLOWERS!"

"Are you sure you don't mean nectar?"

"Well, we have other cults to meet..."

"TAKE ME WITH YOU!"



Beerly Bee-Loved inspired by Debihuman

Beerly Bee-Loved is an Acquired Template that can be applied to any Bee or bee-like creature that has become addicted to Bee-r, and that has an Int of 3 or higher.  As such they become sloppy drunks who constantly bemoan their lack of romantic possibilities.  They also get 'huggy'.

Size and Type: Becomes Magical Beast if Base Creature is Vermin, otherwise unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base Creature gains a Luck Bonus to AC equal to it's Con Modifier (minimum +1).  The Gawds watch out for drunks.

Attacks: Unchanged.

Damage: Unchanged.

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

Affectionate Nature (Ex): Beerly Bee-Loved often lose their cool when jonesing for some Bee-r, and as a result they become a little weepy and apologetic when drunk.  They also become overly affectionate, and melancholy about their lonely lives as brewers.  When intoxicated Beerly Bee-Loved can begin a Grapple Check without provoking an Attack of Opportunity.  They also gain a +2 Bonus to Initiative rolls.

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

Bee-r Brewing (Su): Beerly Bee-Loved can brew Bee-r, a magical mead-like liquor whose rules will be forthcoming.  Despite it being a magical item, the Beerly Bee-Loved do not need Craft Feats to make it, nor do they need to be spellcasters.  They still pay the cost in GP as per usual (but not the XP cost).

Bee-r Addiction (Ex): Beerly Bee-Loved are quite addicted to Bee-r, and their addiction rating is High (see page 41 of the Book of Vile Darkness).  Fortunately this also renders them immune to being addicted to any other substance.

Saves: Gains a Luck Bonus to Saving Throws equal to it's Con Modifier (minimum +1).

Abilities: -2 Wis.  If you changed Type, roll 3d6 for Int.

Skills: Gains Craft (Brewing) and Profession (Alemaker, Beekeeper) as Class Skills (along with a +4 Racial Bonus to each).  If Base Creature was Vermin, Class Skills are Craft (Brewing), Listen, Profession (Alemaker, Beekeeper), Spot, Survival.

Feats: Unchanged.  Remember to add Feats if you changed Type.

Environment: Unchanged, but often found in taverns.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Usually consists of honey and alcohol.

Alignment: Usually Chaotic, with the secondary part of their alignment split fairly evenly.

Advancement: Unchanged.

Level Adjustment:
---



Busy Bees also inspired by Debihuman

Busy Bee is an Acquired Template that can be applied to any Bee or bee-like creature. Busy Bees become pretty darn hyper, but very mono-maniacally single-minded. They are usually converts of The Hive, and used as it's servants.

Size and Type: Becomes Magical Beast if Base Creature is Vermin, otherwise unchanged.

Hit Dice: Unchanged, unless Type changes (then increase Hit Dice to d10's).

Speed: Unchanged (but see Special attacks).

Armor Class: Unchanged.

Attacks: Unchanged, unless Type changes (then BAB becomes equal to Hit Dice).

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Fast Worker (Su): Busy Bees permanently have the benefits of the Haste spell.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following (if it doesn't have it already):

Hivemind (Ex): All Busy Bees within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Busy Bee in a group is considered flanked unless all of them are.

Saves: Unchanged.

Abilities: +4 Con, -4 Cha.  If Base Creature was Vermin, gain +4 Int.

Skills: Gains a +4 Racial Bonus to Craft and Profession Checks, and both skills are now considered Class Skills.  If you changed Type, Class Skills are Craft, Listen, Profession, Spot, Survival.

Feats: Gains Endurance and Diehard as Bonus Feats.  Remember to add Feats if you changed Type.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Double Standard.

Alignment: Unchanged.

Advancement:  Unchanged.

Level Adjustment: ---



Busy Bees
"Good evening...sir?"

Acolytes of The Hive

"Jim, why are you talking to a Giant Bee?"

"DO YOU HAVE A MOMENT TO TALK ABOUT YOUR SAVIORS, THE HIVE?"

"Do none of you use an inside voice?"

"WHEN ONE IS AMONG THOUSANDS, YOU LEARN TO MAKE YOURSELF HEARD!"

"What is the Hive?"


Obsessed With Being Cogs In The Machine

"Jim, don't..."

*40 minutes of expository dialogue*

"Thank you for being so...exacting."

"Well, nice to have met you."

"REMEMBER OUR OFFER!"




Bee-Headed inspired by Nrdman

Bee-Headed is an Acquired Template that can be applied to any Animal, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Undead or Vermin.  Base Creature must be Small or Medium.  Most people don't see the point in going to the trouble to sew giant, severed bee's heads to corpses, but Bee-Headed crafters swear by the superior quality of their work.

Size and Type: Size is unchanged, Type becomes Undead if it isn't already. 

Hit Dice: All current and future Hit Dice become D12's.

Speed: All movement speeds decrease by 5 ft (to a minimum of 5 ft).

Armor Class: Natural Armor Bonus increases by +2.

Attacks: Gains a Primary Bite Attack and 2 Secondary Slam attacks if it has no natural attacks.  Loses any natural attacks based on the previous non-bee head.

Damage: Bite does 1d6 plus Str Modifier for Medium (1d4 for Small), and Slams do 1d3 plus half Str Modifier (still 1d3 for small).

Special Attacks: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:

Defender of the Hive (Ex): Bee-Heads can be directed to defend a specific property, which they think of as their beehive.  They are quite rabid in it's defense, and gain a +2 Insight Bonus to attack and damage rolls and Armor Class while defending it.

Special Qualities: Base Creature loses all abilities from class levels, but retains any Extraordinary Racial Abilities (unless they are somehow tied to the original head), plus gains the following:

Damage Reduction (Ex): Dr 5/Slashing

Hive Mind (Ex): While normally immune to Mind-Affecting effects, Bee-Heads can be the beneficiaries of spells from the Bee Magic list, and they can join Advanced Hive Minds.  All Bee-Heads within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Head in a group is considered flanked unless all of them are.

Saves: Unchanged.

Abilities: +2 Str, +2 Wis, -2 Dex, -2 Cha.  Int and Con become - (if they aren't already).

Skills: +4 Racial Bonus to Spot Checks.

Feats: Unchanged.

Environment: Unchanged.

Organization: Usually part of some sort of necromantic hivemind.  Can be anywhere from a few to hundreds depending on their success.

Challenge Rating:
+1

Treasure: None.

Alignment: Always Lawful Evil.

Advancement: Unchanged.

Level Adjustment: ---



Bee-Headed
"What are these things?"

Necromancers Are A Weird Bunch

"They look like regular zombies whose heads have been replaced with the heads of giant bees.."

"Lets hope that doesn't give them any powers.  Why else would you go to the expense?"

"The Tholoi are crazy, but in this instance the heads serve a purpose in giving the Bee-Headed a Hive mind of sorts."

"So what one knows the others know too?"

"Yes."

"Well that makes running pointless until we take them all out."

"No worries.  We're all Lichlords here."


Dedicated Guards

"Well Jim, we aren't Lichlords or Abominations.  Might be best we make our way out the back."

"Feels like old times."

"Been a while since I used the old lightning wand to spray and pray."



Cam-Bee-On also inspired by Nrdman

Cam-Bee-On is an Acquired Template that can be applied to any Outsider of Evil Alignment, usually Demons.  Geneally one becomes a Cam-Bee-On by being cursed by Beelzebub or one of his disciples in his lazy, but eternal, quest for domination of the fiendish planes.  They appear as normal fiends with bee-like attributes, and stingers in their abdomens.

Size and Type: Unchanged for the most part.  If the Outsider has the Chaotic Subtype it loses it, and if it does not have the Lawful Subtype it gains it.

Hit Dice: Unchanged.

Speed: The Cam-Bee-On gains retractable bee wings if it does not have them already.  If it has no Flight speed it gains a Fly speed equal to it's Land speed with Good Maneuverability.

Armor Class: Natural Armor Bonus to AC increases by +2.

Attacks: Unchanged.

Damage: Your attacks are now considered Lawful and Evil for purposes of overcoming Damage Reduction.

Special Attacks: Retains all Special Attacks of the Base Creature, except as follows:

Any spells, spell like abilities, or supernatural abilities that have a Chaotic alignment descriptor are replaced with a similar Lawful spell from the same school, same level, same spell list if possible.  Optionally they may select a spell of the same Level from the Bee Magic List.

Summoning abilities still summon the same Fiend as normal, but they summon one with the Cam-Bee-On Template.

They also gain the following:

Stinger (Su): The Cam-Bee-On has a retractable Stinger in it's Abdomen.  It rarely uses this as an attack as it looks like they're trying to dry hump their opponent with their belly.  The Stinger allows them to do 2d6+Str modifier untyped damage with a successful Grapple Checks.  The stinger is also poisoned: Injury, Fort Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con.  If the opponent is an Outsider that the Cam-Bee-On Template can be applied to they must make a Save or gain the Cam-Bee-On Template (this effect is not a Poison, and Immunity to poison does not affect it).

Improved Grapple (Ex):  Cam-Bee-On's can make initiate a Grapple without provoking an Attack of Opportunity, and gain a +4 Racial Bonus on Grapple Checks.

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

Hivemind (Ex): All Cam-Bee-On's within 50 miles of their designated leader (or on the same Plane as Beelzebub) are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Cam-Bee-On in a group is considered flanked unless all of them are. 

Advanced Hivemind (Su):  Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Disguise (Su): Cam-Bee-On's gain a +8 Competence Bonus on Disguise Checks to appear as a normal member of it's former race.  In addition, spells that would reveal it's Alignment or whether or not it is telling the truth require an opposed Level Check (both sides roll 1d20 +1/2 HD plus Cha Modifier).  If the opponent fails the Check, the Cam-Bee-On appears to be it's former Alignment, and to be truthful.

Saves: Unchanged.

Abilities: +2 Dex, +2 Wis, -2 Int, -2 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Gehenna.

Organization: Solitary, Scouting Party (2-4), Hive (10-30), or Colony (100+)

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Lawful Evil

Advancement: Unchanged.

Level Adjustment: ---

        Skelos  (Babau/Cam-Bee-On)
                      Medium Outsider(Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice:             7d8+35 (66 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Fly 30 ft. (Good)
Armor Class:          22 (+2 Dex, +10 Natural), touch 12, flat-footed 20
Base Attack/Grapple:  +7/+12
Attack:               Claw +12 melee (1d6+5)
Full Attack:          2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak attack +2d6, spell-like abilities, summon Tanar'ri, Stinger, Improved Grapple
Special Qualities:    DR 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft., Hivemind, Advanced Hivemind, Disguise
Saves:                Fort +10, Ref +7, Will +7
Abilities:            Str 21, Dex 14, Con 20, Int 12, Wis 15, Cha 14
Skills:               Climb +13, Disable Device +12, Disguise +13 (+21 to appear as a Babau), Escape Artist +11, Hide +17, Listen +18, Move Silently +17, Open Lock +10, Search +19, Sleight of Hand +10, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats:                Cleave, Multiattack, Power Attack
Environment:          Gehenna
Organization:         Solitary, Scouting Party (2-4), Hive (10-30), or Colony (100+)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment:     ---



5E CAM-BEE-ON

Any Fiend that is a Demon can become a Cam-Bee-On

Challenge. Recalculate the Challenge Rating after you apply the template.

Alignment. Changes to Lawful Evil.

Armor Class. The Base Creatures gains +1 to AC.

Speed. If the base creature doesn't have a Fly speed, it gains one equal to it's land speed.

Attributes. Base Creature gains +2 to Dexterity and Intelligence, and -2 to Wisdom and Charisma.

Innate Spellcasting. If the base creature has Innate Spellcasting, it can change a spell out for a spell from the Bee Magic list of the same level (which II have yet to translate to 5e).

Advanced Hivemind. All members of the Cam-Bee-On's Hivemind within 50 miles of him are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not surprised, none of them are.  As a Bonus Action, any member of the Hivemind can choose to gain the benefits of a Feat possessed by any member of the Hivemind, or choose to gain Advantage on any Skill Check that a member of the Hivemind has Proficiency in for 1 Round. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles).

Change Shape. The fiend can use its action to appear as a normal member of it's former species (stats are unchanged).

Altered Action: any one attack. Choose one attack of the base creature.  If it hit hits successfully, the target is considered to be Grappled (Escape DC is 8 + Proficiency Bonus + Strength modifier).

New Action: Sting. The Base Creature gains a Strength based melee attack whose range and Piercing/Poison damage is based on Size: Small (5 ft., 1d6+1d6), Medium (5 ft., 2d6+2d6), Large (5 ft., 4d6+4d6), Huge (10 ft., 7d6+7d6), or Gargantuan (10 ft., 4d12+4d12).  This attack successfully hit's a Fiend (Demon), that target must make a Constitution Save (Save DC is 8 + Proficiency Bonus + Constitution modifier) or gain the Cam-Be-On Template.  This can only be used on a Grappled Target.

Cam-Bee-On
"Okay now that we have them gone, let's get back to business.  You are NOT ALLOWED to be carrying a blackball in a dimensional thingie, and you know this!"

Transformed Demons

"And yet, here I am."

"Lo! It is I! Security!"

"I'm calling (beep)."

"You aren't Ralph...is that you Ritchie?"

"Who is this then?"


Impostors and Spies

"Ritchie is a Cam-Bee-On: a demon transformed into a Devil.  Little shapeshifting buggers keep spying on the rest of us, trying to get us to convert."

"Standards have certainly fallen a lot here lately..."

"Where is security then?"

"Get lost Ritchie.  Before the real guard gets here."



Zombee

Zombee is an Acquired Template that can be applied to any Bee or bee-like creature.  They're a decent improvement over regular necromantic zombie minions, presuming you have lots of access to dead monster bees.

Size and Type: Size is unchanged, Type becomes Undead. 

Hit Dice: All current and future Hit Dice become D12's.

Speed: Flight maneuverability drops to Clumsy.

Armor Class: Natural Armor Bonus increases by an amount that depends on the Base Creatures Size Category: Tiny or smaller +0, Small +1, Medium +2, Large +3, Huge +4, Gargantuan +7, and Colossal +11.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: The Base creature loses all Special Attacks that do not somehow enhance it's natural attacks, plus gains the following:

Poison (Su): If the base creature has a poison attack it is replaced with the following:  Injury, Fortitude Save (DC is Con based with a Racial Bonus equal to +1, with an additional +1 for every Size Category over Diminutive), Initial and Secondary damage is 1d6 Con.  If the victim dies, and qualifies for the Zombie or Zombee template, it rises as the applicable Undead in 1d4 hours.

Special Qualities: The Base creature loses all Special Qualities that do not somehow enhance it's natural attacks, plus gains the following:

Damage Reduction (Ex): Dr 5/-.

Saves: Unchanged

Abilities: +2 Str, -2 Dex, -4 Cha.  Con and Int become -.

Skills: All skills are lost (but Racial skill Bonuses are not).

Feats: Unchanged.

Environment: Any, except Aquatic.

Organization: Unchanged.

Challenge Rating: +0

Treasure: None

Alignment: Always Lawful Neutral

Advancement: Unchanged.

Level Adjustment: ---



Zombee
"Who raids a facility housing giant monsters?"

Necromancers Like Bad Puns

"They did send zombies.  Those are fairly cheap minions."

"Lets hope they don't have enough to take down that thing over there."

"WORRY NOT!  OUR PATENTED THESSALMONSTERS ARE IMMUNE TO ALL VENOMS!"

"So about this cult..."

"Oh, these would be from the Tholoi across the valley.  Weird critters they are."

"What do they do?"

"They're a subcult of the Bee Gurls.  They make undead bees as enforcers."


Their Sting is Special

"Well Jim, we aren't Lichlords or Abominations.  Might be best we make our way out the back."

"The back appears to be getting invaded by zombies of a different sort."

"Good thing I stocked up on Teleport before we came here."



Wanna-Bees Created by everyone's favorite Debihuman.

Wannabee is an Acquired Template that can be applied to any Fey, Giant, Humanoid, and Monstrous Humanoid that has an intelligence less than 10.  Wannabes are unusual in that they desperately want to be bees and live a quiet, orderly life in a hive.  Which they assume will be stress free.  Do not suppose the Powers that Bee are not willing to take advantage of this.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: If they do not have a flight speed, wannabees gain a set of undersized translucent wings and can fly at double their land speed (minimum 10 feet) with a maneuverability of Clumsy.

Armor Class: Base Creatures Natural Armor Bonus increases by +1.

Attacks: See Special attacks

Damage: Unchanged.

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

If I Bee Waspish (with apologies to William Shakespeare) (Ex): Wannabees gain a secondary stinger attack that deals 1d4 points of damage plus ½ Strength modifier (minimum 1). Once the stinger has been used, it takes 1 week to grow back. A stingerless wannabee takes a -2 morale penalty to attack rolls until its stinger grows back. The 1d4 damage is for Medium Wanna-Bees, it's 1d6 for large, 1d3 for Small, etc.

Best Beeware My Sting (with further apologies to William Shakespeare) (Su): Wannabees can deliver barbs so sharp, they can cut an opponent to the quick. By merely humming, a wannabee can cause all opponents within 30 feet that can hear it to take a -4 penalty to all rolls. A successful Fortitude save (DC 10 + ½ the wannabee’s HD + wannabee’s charisma modifier) reduces the penalty to -2.

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

Honey Dependent (Ex): Each wannabee is mystically bound to a single pot of honey and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A Wannabee’s pot of honey does not radiate magic. A pot of honey has 3 hit points and hardness 2. A broken honey pot is easily repaired with a mending spell or with sovereign glue.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Wannabees gain Profession (beekeeper) as a class skill.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: +1



Wanna-Bees
"Don't look now, but here comes another one."

We're bees.  Buxxity Buzz.

"Good afternoon."

"We are, like, totally bees man."

"Thank you for talking in a normal volume."

"You should be bees too man."

"You know we're being hunted by a cult of bee monsters, right?"


Bound To The Honey

"Jim and I have somehow made enemies of your enemies."

"We'll get you you're own honeypot man.

"I need better weapons, not honey."

"I'm a Wizard,  I can literally spell honey into existence."

"All good.  May the Queen Mum bee with you!"
« Last Edit: May 28, 2023, 09:21:20 PM by bhu »

Offline Amechra

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Re: The Bee-Guiler
« Reply #5 on: July 11, 2015, 07:21:00 PM »
Bee Form says that it counts as Kitteh Form. You might want to fix that copypasta.

Beeserker Strength!
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline bhu

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Re: The Bee-Guiler
« Reply #6 on: July 14, 2015, 03:00:59 AM »
Thanks Amechra!

 Bee-T
                      Small Plant
Hit Dice:             2d8 (9 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), Fly 40 ft (Average), Burrow 10 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-4
Attack:               Spores +5 ranged (1d3 plus poison)
Full Attack:          Spores +5 ranged (1d3 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft., Scent, Low-light Vision, Plant traits
Saves:                Fort +3, Ref +3, Will +1
Abilities:            Str 8, Dex 16, Con 11, Int 2, Wis 12, Cha 9
Skills:               Spot +3, Survival +4
Feats:                Dodge
Environment:          Any Temperate Land
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:  1   
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment:     --

Bee-ts are unholy combinations of bees and the fungi that preys on them, possibly a newly evolved species.  It's almost like the fungus that normally prey on bees decided "hey these bugs are on to something" and decided to merge with them in some sort of unholy symbiosis.

Poison (Su): Injury, DC 13 Fort Save (Save DC is Con based with a +2 Racial Bonus), Initial damage is 1d6 Con, Secondary damage Slows victim as per the spell for 2d4 rounds (Secondary damage for non-magical bees is death).  Range is 20 ft.

Combat: Bee-ts are pretty much like any other bee when it comes to fighting.  Alas they no longer have stingers so they blast opponents with poisonous spores.



Bee-ts

"Are those bees infested with fungus?"

"Isn't having them here dangerous?"

"They're more a symbiosis.  To the extent they are now bees composed of fungus.  We aren't certain what created them, but they don't appear to be infectious.  We study 'em fer a cure for fungi that do harm bees.."

"Fascinating."

"Don't get too close though.  They're spitters.."

"Poison?"

Toxic Spores

"Yup.  Contact venom as well.  Stay 30 feet away at all times.  Preferably farther.."

"And what do they eat?"

"Pollution and other toxic materials mostly."

"I'll bet they were created to dispose of alchemical wastes."

"They're quite helpful in detoxing the environment."

"Have you considered loaning them out?"


Dangerous Around Toxins

"No sir.  They get riled up after eating."

"But think of the help they could be!"

"Not if they take out the clients who hired their services."



 Bee-falo
                      Large Magical Beast
Hit Dice:             6d10+24 (57 hp)
Initiative:           +1
Speed:                50 ft. (10 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +6/+17
Attack:               Bite +12 melee (1d8+10) or Sting +12 melee (1d8+10 plus poison)
Full Attack:          Bite +12 melee (1d8+10) or Sting +12 melee (1d8+10 plus poison)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Poison, Improved Grapple
Special Qualities:    Darkvision 60 ft. Low-light Vision, Scent
Saves:                Fort +9, Ref +6, Will +3
Abilities:            Str 24, Dex 12, Con 18, Int 2, Wis 12, Cha 9
Skills:               Listen +6, Spot +6, Survival +4
Feats:                Alertness, Endurance, Power Attack
Environment:          Temperate Plains
Organization:         Solitary or herd (6-30)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment:     ---

Beefalo are a terrifying merging of Bison and Bee.  It's not known what lunatic is responsible for this.  It's presumed he thought it would have the best traits of both species as opposed to the worst.

Poison (Ex): Injury, DC 17 Fort Save, Initial and Secondary Damage is 1d6 Con.

Improved Grapple (Ex): Beefalo do not provoke Attacks of Opportunity when initiating a Grapple.

Skills: Gains a +4 Racial Bonus to Spot Checks.

Combat:  Beefalo pretend to be harmless, but big.  Like ordinary cows.  Until they get close enough to grab and sting you.  Tricksy little bastards they are.



Bee-falo

"Okay, now those are definitely Prak's work"

"Jebus..."

"There aren't many of them here.  We're giving the last of them a forever home."

"Are they...edible?"

"Good luck finding out."

"Are they safe?"

Do Not Approach The Fluffy Bees

"Not even remotely."

"And what do they eat?"

"Grass mostly.  That's the buffalo side of them.  Unfortunately the get their temper from them too."

"What do they take from the bees?"

"Really nasty stings."

"Do they have hives"


Herd Mind

"Nope, they live in herds.  That big'un is the Queen there."

"That is one huge bee."

"And it's looking at us..."


Beevur
                      Small Magical Beast (Aquatic)
Hit Dice:             2d19+2 (13 hp)
Initiative:           +1
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/-2
Attack:               Slap +4 melee (1d3 plus stun)
Full Attack:          Slap +4 melee (1d3 plus stun)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Stunning Slap, Woodcutter
Special Qualities:    Darkvision 60 ft., Scent, Low-light Vision, Amphibious
Saves:                Fort +4, Ref +4, Will +1
Abilities:            Str 10, Dex 13, Con 13, Int 10, Wis 12, Cha 9
Skills:               Craft +5, Jump +6, Knowledge (Architecture, Nature) +3, Spot +5, Survival +7, Swim +8
Feats:                Weapon Finesse, Improved Sunder (B)
Environment:          Any Temperate Aquatic
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment:     --

Flightless aquatic bees with beaver tails?  Sure why not.  God knows it's not like D&D hasn't had weirder.

Stunning Slap (Ex): Opponents hit by the Beevur's Slap Attack must make a DC 12 Fortitude Save (Save DC is Con Based) or be Stunned for 1 round.

Woodcutter (Ex): When Beevurs make Sunder attacks against wood or wooden items, they ignore Hardness.

Skills: +4 Racial Bonus to Craft, Jump, Spot, and Survival Checks.  They also have a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat: Beevurs generally leap from the water, slapping their opponents (advanced Beevurs often get Feats improving jump attacks).  Once said opponent falls over stunned, the rest swarm him, slapping him into oblivion.



Beevurs

"Are those bees in the pond?"

"Looks like Prak has been at it again."

"Not sure if'n those are his, but they been a great help to us no matter who made 'em."

"You use them to dam up and redirect rivers don't you?"

"No sir, we use them to revitalize the river habitats and to clear jams."

"Do they get along well with the other animals?"

Infamous For Making Soft Cooing Noises

"As well as can be expected.  The kids love 'em."

"Do they make honey?"

"Out of bark, yes.  But it's inedible to us."

"They are an unusual creation.  They don't seem to be devastating attack guards, like Wizards usually create."

"They've never given you a smack then."

"Smack?  They don't sting?"


Tail Slappers

"Nope.  They lost their sting fer a wide, flat tail  They like to jump up and slap ya in the face with 'em.."

"Duly noted."



Bee-Blooded

Bee-Blooded is an Acquired Template that can be gained by being cursed.  Despite not changing physical appearance, their mind and body become polluted with the essence of all that is Bee.  Bee-Blooded may be applied to any living, corporeal creature.

Size and Type: Size is unchanged, Type becomes Aberration.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Base creatures Natural Armor Bonus to AC increases by +2.

Attacks: Unchanged.

Damage: Unchanged.

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

Poison Handling (Ex): Bee-Blooded are never at risk for accidentally poisoning themselves.

Acid Puke (Ex): Bee-Blooded can vomit acid as a Standard Action.  Range and damage depends on the Base Creatures Size: Fine (5 ft., 1 point), Diminutive (5 ft., 1d4), Tiny (5 ft., 1d6), Small (10 ft. 2d4), Medium (10 ft., 2d6), Large (15 ft., 2d8), Huge (20 ft., 2d10), Gargantuan (25 ft., 4d6), Colossal (35 ft., 4d8).  If the attack is successful the Acid continues to burn for 1d6 rounds, doing an additional amount of damage depending on the Base Creatures Size: Fine to Diminutive (1 point), Tiny to Medium (2 points), Large to Huge (3 points), Gargantuan and up (4 points).

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

Pheromones (Ex): Bee-Blooded have among the most complicated sets of pheromones as befits their hivelike society.  Marking a creature or object with a Pheromone is a Swift Action, and they can be detected by any creature with Scent (though only Bee-Blooded and other Bee creatures can understand them).  Bee-Blooded can detect them at a range of 1 mile via Scent.  They come in several varieties:

Communication: The Bee-Blooded can leave any message up to 10 words.  This is a race specific language, so only other Bees or Bee-like creatures can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive.  The Hives Bees will become maddened, and gain a +2 on attack and damage rolls against the marked subject for 24 hours.

Darkvision 60 ft.

Hive Mind (Ex): All Bee-Blooded within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Blooded in a group is considered flanked unless all of them are. 

Advanced Hive Mind (Su): Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Not Quite Mindless (Ex): The Minds of the Bee-Blooded are quite alien, and they gain a +4 Bonus on Willpower Saves vs Mind-Affecting effects (except for those of their creator), and opponents Charisma Related skill checks made against them have a -4 Penalty (this also applies to Sense Motive checks).

Scent (Ex)

Saves: Unchanged.

Abilities: +4 Dex, +2 Wis, -2 Int, -2 Cha

Skills: Gains a +4 Racial Bonus on Spot and Survival Checks,  and these two skills are always considered Class Skills.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged, but usually Solitary unless adopted by a hive.

Challenge Rating: +1

Treasure: None.

Alignment: Always Neutral.

Advancement: Unchanged.

Level Adjustment: ---



5E BEE-BLOODED

Any creature that fails a Saving Throw against the Beelzebub's Curse spell may acquire the Bee-Blooded Template.  The Base Creature can be any Aberration, Beast, Giant, Humanoid, Monstrosity or Plant.

Challenge. Recalculate the Challenge Rating after you apply the template.

Type. Type changes to Aberration.

Armor Class. The Base Creatures gains a +1 to AC.

Attributes. +2 Dex, +2 Wis, -2 Int, -2 Cha

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.  It also gains Advantage 0n Wisdom (Perception) Checks based on Sight or Smell.

Hivemind. All Bee-Blooded within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

Advanced Hivemind. As a Bonus Action, any member of the Hivemind can choose to use any Feat possessed by a member of the Hivemind , or choose to gain Advantage on any Skill Check that a member of the Hivemind is proficient in for 1 round.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Alien Mind. The Bee-Blooded has Advantage on Wisdom Saving Throws (except against it's creator).  Charisma based Skill Checks and Wisdom (Insight) Skill Checks made against them have Disadvantage.

Pheromones. Bee-Blooded have among the most complicated sets of pheromones as befits their hivelike society.  Marking a creature or object with a Pheromone is a Bonus Action, and they can be detected by any creature with a Perception (Smell) (though only Bee-Blooded and other Bee creatures can understand them).  Bee-Blooded can detect them at a range of 1 mile via Smell.  They come in several varieties:

Communication: The Bee-Blooded can leave any message up to 10 words.  This is a race specific language, so only other Bees or Bee-like creatures can understand.  It can be used to identify hive members, orient their return to the hive, mark food sources that have already been exhausted, or mark meeting places for the hives bees to swarm to.

Alarm: The Bee marks an object (or more likely a creature) as a danger to the hive.  The Hives Bees will become maddened, and gain Advantage on attack and damage rolls against the marked subject for 24 hours.

New Action: Acid Spit. The Base Creature gains a Dexterity based ranged attack whose range and Acid damage and range are based on Size: Tiny 5/15 ft., 1d6), Small (10/30 ft., 2d4), Medium (10/30 ft., 2d6), Large (15/45 ft., 2d8), Huge (20/60 ft., 2d10), or Gargantuan (30/90 ft., 4d6).  If the attack is successful the Acid continues to burn for 1d6 rounds, doing an additional amount of damage depending on the Base Creatures Size: Tiny to Medium (2 points), Large to Huge (3 points), Gargantuan (4 points).

Bee-Blooded
"What's your story anyway?"

Weird Guys

"Is that nervous tic a result of your time in the cult?"

"Picked up a curse when they decided to part ways with me.  I've almost learned to be a human again.."

"Again?"

"I sort of quit for a while."

"Jebus.  Why haven't you had the curse removed?"


They Don't Look Like People On The Inside

"We could recommend someone."

"It  would take someone not afraid of the cult to do it, and I'd have to be willing to get rid of it's upsides."

"Such as?"

"The power of barfing!"




Bee-Shadowed

Bee-Shadowed is a Template that can be Acquired through the appropriate curse.  You have become an unwitting and non-consenting member of the hivemind.  All that you know, the Bees know.  Bee-Shadowed may be applied to any living, corporeal creature.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Hive Mind (Ex): All Bee-Shadowed within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Shadowed in a group is considered flanked unless all of them are.

Advanced Hivemind (Su): Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Involuntary Mental Access (Ex): Other (voluntary) members of the Hivemind can read your mind at will as per the Probe Thoughts spell as long as you are within 50 miles of your creator.  Your creator can give you orders as per the Dominate Monster spell so long as you are within 500 ft.  As long as you are within the 50 mile range of the Hivemind he can still give orders, but you gain a +2 Racial Bonus on the Save. 

Saves: Unchanged, but see above.

Abilities: +2 Wis, -2 Cha

Skills: Unchanged, but see Special Qualities.

Feats: Unchanged, but see Special Qualities.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Unchanged (but see above).

Advancement: Unchanged.

Level Adjustment:
---



5E BEE-SHADOWED

Any creature that fails a Saving Throw against the Beelzebub's Curse spell may acquire the Bee-Shadowed Template.  The Base Creature can be any Aberration, Beast, Giant, Humanoid, Monstrosity or Plant.

Challenge. Do not recalculate the Challenge Rating.

Attributes. +2 Wis, -2 Cha

Hivemind. All Bee-Shadowed within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

Advanced Hivemind. As a Bonus Action, any member of the Hivemind can choose to use any Feat possessed by a member of the Hivemind , or choose to gain Advantage on any Skill Check that a member of the Hivemind is proficient in for 1 round.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Bonus Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Involuntary Mental Access. Other (voluntary) members of the Hivemind can read your mind at will as per the Detect Thoughts spell as long as you are within 50 miles of your creator.  Your creator can give you orders as per the Dominate Monster spell so long as you are within 500 ft.  As long as you are within 500 feet to the 50 mile range of the Hivemind he can still give orders, but you gain Advantages on the Save. 

Bee-Shadowed
"Who are those people running from Clucky?"

Unwilling Participants

"Well he is a Chicken Golem..."

"They're involuntary members of the Hivemind.  The cult uses them to see through."

"I wonder if Clucky can sense this somehow, and is chasing them away."

"Let's not get close to them."

"So what is the cults purpose?"


Depression Is Common Among Them

"And why are they after us?  We just host a nature show on the palantir."

"It's a side gig for a minor Demon Prince that mushroomed out of control, and turned into a bid for world domination."

"And us?"

"Not sure.  Could be some random prophecy that they think mentions you.  A member could have a grudge.  Etc"



Bee-Damned

Bee-Damned is a Template that can be Acquired via the appropriate curse, and can be applied to any living, corporeal creature.  You become a living hive for the Bees.

Size and Type: Size is unchanged, Type becomes Aberration.

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus to AC increases by an amount equal to the Base Creature's Con Modifier (minimum +1).

Attacks: Unchanged.

Damage: Unchanged.

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

UNLEASH THE SWARM! (Ex): The Bee-Damned are a living hive for a Bee Swarm.  If the base creature is Huge or bigger it is instead home to a Big Bee swarm.  If the Bee-Damned is Grapple by an opponent (or tries to grapple one itself) or is attacked in melee, that opponent automatically takes the damage listed for the Bee Swarms attack.  Creatures adjacent to the Bee-Damned are also subject to the Bee Swarms distraction ability.  The Save DC for the Bee Swarms poison and Distraction attacks use the Constitution modifier of the Swarm or the Base Creature, whichever is higher.  If the Bee-Damned is killed it releases one or more swarms of bees (one swarm if the base creature is Medium or smaller, with one additional swarm for every Size Category above Medium).

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

Immunity to Poison

Swarm Defense (Ex): If the Bee-Damned is attacked by a Swam, it's own Swarm automatically deals it's own Swarm damage to the opposing swarm each round.  Additionally the Bee-Damned are immune to the Distraction ability of Swarms.

Hive-Mind (Ex): All Bee-Damned within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee-Damned in a group is considered flanked unless all of them are.

Saves: Unchanged.

Abilities: +2 Con, +2 Wis, -2 Int, -2 Cha.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any Warm or Temperate Land.

Organization: Usually Solitary.

Challenge Rating: +1 (plus the Swarm)

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: ---


5E BEE-DAMNED

Any creature that fails a Saving Throw against the Beelzebub's Curse spell may acquire the Bee-Damned Template.  The Base Creature can be any Aberration, Beast, Giant, Humanoid, Monstrosity or Plant.

Challenge. Recalculate the Challenge Rating after you apply the template.

Type. Type changes to Aberration.

Armor Class. The Base Creatures gains +1 to AC.

Attributes. +2 Con, +2 Wis, -2 Int, -2 Cha.

Damage Immunities. The base creature becomes immune to the following damage types: Poison.

Condition Immunities. The base creature becomes immune to the following conditions:  Poisoned.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.

Hivemind. All Bee-Damned within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. If one in a group is not surprised, none of them are.

New Bonus Action: Unleash Swarm. As a Bonus Action you may release a Bee Swarm (a Big Bee Swarm if you are Huge or larger).  You can return them inside your body without using an Action (though they may still have to travel to you).  The Swarm uses your Ability Scores and Proficiency Bonus to make attacks.

New Reaction: Swarm Defense. If you become Grappled, you can release the Swarm as a Reaction.

Bee-Damned
"Sorry we asked."

Gives Off A Pervading Sense of Ick

"Why does that poor man have holes in his skin?"

"Where else would the bees live?"

"Bees?"

"Phil was cursed o be a living beehive."

"Why hasn't he had the curse removed?"


Never Quiet, Never Alone

"We could still recommend someone."

"He likes it.  He says it's like a forever hug."

"Are there more like him?"

"They provide a lot of the food and security for the village."




Bee Goddess

Bee Goddess is an Inherited Template that can be applied to any Nymph 0f 12 Hit Dice or more.

Size and Type: Size is Unchanged, Type becomes Outsider with the Native, Chaos, and Good Subtypes.

Hit Dice: Current and future Hit Dice become D8's.

Speed: Gains a Fly speed of 80 ft.  (Good)

Armor Class: See Special Qualities.

Attacks: BAB is now equal to Hit Dice.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks (except spells, see below) of the Base Creature plus gains the following:

Spells: Instead of casting as a Druid, the Bee Goddess now casts spells as a 13th Level Cleric.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains 60 ft. Darkvision and the following:

Damage Reduction (Ex): The Bee Goddesses Damage Reduction changes from DR 10/Cold Iron, to Dr 10/-.

Foresight (Su): The Bee Goddess gains an Insight Bonus equal to her Wisdom Modifier to her AC and Reflex Saves.

Immunities (Ex): Bee Goddesses are immune to disease, poison, sleep effects, petrification, polymorph, paralysis, and Mind-Affecting effects.

Spell Resistance (Ex): The Bee Goddess gains SR equal to (15+CR).

Saves: Recalculate Saves due to Type change.

Abilities: +4 Dex, +2 Wis, +4 Cha

Skills: When advancing the Base Creature, add the following as Class Skills: Knowledge (Arcane, Religion), Perform (Dance) and Spellcraft.  Skill points must be recalculated due to Type change.

Feats: Unchanged.

Environment: Temperate Mountains.

Organization: Solitary or Troupe (3-5)

Challenge Rating: +4

Treasure: Double Standard

Alignment: Usually Chaotic Good.

Advancement: May advance to 20 or more Hit Dice.

Level Adjustment: ---







Bee Godesses
"Those Fur-Bees are remarkably resistant to interrogation."

Divine Fortune Tellers

"Not that the Dragons aren't trying hard..."

"Without it the attacks seem to be slacking"

"That might be more the Dragons fire bombing runs."

"Now if only the mountain weren't on fire."


Harbingers of Bad Times

BAMF!

"What the...?"

"HARLAN JURGENS  YOU AND JIM ARE TO ACCOMPANY ME!"

"Harlan?"

"I have no idea who she is."

"THE FATE OF THE WORLD DEPENDS ON IT!!"


Bee Creature

Bee Creature is an inherited template that can be added to any living creature (hereafter referred to as the base creature).  It gains a stinger, bee-like wings, and other bee-like features.  This magical curse allows the Bee-Gurl cult to convert non-Bees.

Size and Type: Size is unchanged, Type becomes Aberration. 

Hit Dice: Unchanged.

Speed: Gains Flight Speed equal to twice Base land speed with Clumsy Maneuverability.

Armor Class: Natural Armor Bonus increases by +2.

Attacks: Gains a Secondary Stinger attack if it doesn't already have one. 

Damage: Damage of Stinger depends on Size: 1 point for Fine, 1d2 for Diminutive, 1d3 for Tiny, 1d4 for Small, ad6 for Medium, 1d8 for Large, 2d6 for Huge, 2d8 for Gargantuan, and 3d6 for Colossal (plus half Str Modifier).

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

Poison (Ex): Injury, Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d6 Con.

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

Darkvision 60 ft.

Scent

Hivemind (Ex): All Bee Creatures within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee Creature in a group is considered flanked unless all of them are.

Saves: Unchanged, other than due to ability increases.

Abilities: +4 Dex, +2 Wis

Skills: Gains +4 Racial Bonus to Spot and Survival Checks.

Feats: Unchanged.

Environment: Any Temperate or Warm land.

Organization: Unchanged, but usually created by a hive of some sort.

Challenge Rating: +2

Treasure: None.

Alignment: Always Neutral.

Advancement: Unchanged.

Level Adjustment: ---


5E BEE CREATURE

Any Aberration, Beast, Fey, Giant, Humanoid, or Monstrosity can become a Bee Creature.

Challenge. Recalculate the Challenge Rating after you apply the template.

Type. Type changes to Aberration.

Armor Class. Increase AC by +2.

Speed. Gains a Flight speed equal to double base land speed if it doesn't already fly.

Attributes. Base Creature gains +2 Dexterity, +2 Wisdom.

Skills. The Base Creature gains Expertise with Wisdom (Perception) Checks.

Senses. If the base creature has no Darkvision (or it's range is less than 60 feet), it gains Darkvision with a range of 60 feet.  It also gains Keen Scent if it doesn't have it (Advantage on all Perception Checks based on smell).

Hivemind. All Bee Creatures within 50 miles of their creator are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not surprised, none of them are. 

New Action: Multiattack. The base creature gets it's regular attacks, plus a Sting attack..

New Action: Sting. The Base Creature gains a Strength or Dexterity based melee attack (whichever is highest) whose range and Piercing/Poison damage is based on Size: Tiny (5 ft., 1 point), Small (5 ft., 1d3), Medium (5 ft., 1d4), Large (5 ft., 1d6), Huge (10 ft., 2d6), or Gargantuan (10 ft., 4d6).  If the sting is successful, the target must make a Constitution Save, or take a certain amount of Poison damage if it fails (or half as much on a successful Save) based on the base creatures size: Tiny (2d4), Small (3d6), Medium (3d6), Large (4d8), Huge (6d6), Gargantua (6d8).



Bee Creatures
"That's a motley collection of bee related monstrosities if I've ever seen one"

Forcibly Converted Cultists

"The variety is astounding."

"For what look like mutated beasts they seem to be doing very well."

"A little too well."

"Something must be directing them."


Not Friendly

"They're probably the victims of some sort of curse.  It's possible something is compelling them."

"There are no moles here.  We've had everyone checked."

"Checked how?"

"Zone of Truth.  We have a lot of Clerics."
« Last Edit: May 07, 2023, 07:38:16 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #7 on: July 14, 2015, 03:11:20 AM »
BEE GAWDS

[table=head]Deity|Alignment|Domains|
Beelzebub|Lawful Evil|Evil, Tyrant, Stinging Curse|
Aristaeus|Chaotic Good|Artifice, Commerce, Knowledge|
The Queen Mum|Lawful Good|Community, Bee, Hive|
The Hive|Lawful Neutral|Craft, Endurance, Law, Mind|
The Thriae|Chaotic Good|Celerity, Destiny, Oracle|

Domains may be found in the following books:

Players Handbook: Evil, Knowledge, Law
Eberron Campaign Setting: Artifice, Commerce
Complete Divine: Celerity, Mind, Oracle
Book of Exalted Deeds: Community, Endurance
Forgotten Realms Campaign Setting/Players Guide to Faerun: Craft
Races of Destiny: Destiny
Complete Warrior: Tyrant



Bee Domain
Granted Power: 1/day you may Smite any creature who is not a Bee or Bee-like creature.  You gain a +4 Bonus on the attack roll and a bonus on the damage roll equal to your Cleric Level.
1: Buzzing Bee
2: Beehive*
3: Bee Safe*
4: Beerd*
5: Bee Fog*
6: Beegone!*
7: Spelling Bee*
8: Mass Beerd*
9: Beedhisattva*


Hive Domain
Granted Power: You may always Take 10 on Diplomacy Checks.
1: Summon Bee I*
2: Mechanus Mind
3: Bee Safe*
4: Beeatrice's Angry Hive*
5: I Can't Bee-lieve it's not Bees*
6: Hive Mind*
7: For Queen and Country*
8: Unbeetable*
9: Summon Bee IX*


Stinging Curse Domain
Granted Power: Domain spells are cast at +1 Caster Level.
1: Nybor's Gentle Reminder
2: Sting Ray
3: Teeth to Bees*
4: Poison
5: Beehave!*
6: Bug Eyed Monster*
7: Big Bee's Grasping Sting*
8: Nybor's Wrathful Castigation
9: Beelzebub's Curse*


All Domain spells not in the PHB may be found here or in the Spell Compendium.  Spells marked with * are new spells listed under Bee Magic.
« Last Edit: February 17, 2017, 02:12:14 AM by bhu »

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Re: The Bee-Guiler
« Reply #8 on: July 14, 2015, 03:11:54 AM »
BEELZEBUB
Lesser God
Symbol: Evil Bee
Home Plane: Somewhere within Gehenna
Alignment: Lawful Evil
Portfolio: War, sloth, evil, bees, tyranny, lust, jealousy
Worshipers: Fiends, bees or bee-like entities, tyrants and would be conquerors
Cleric Alignments: LE, LN, N
Domains: Evil, Tyrant, Stinging Curse
Favored Weapon: Beelzebub's nonhuman worshipers use their natural attack (usually a Stinger), humanoids use a poisoned short sword.

Description

Dogma


Clergy and Temples
 

Name
Class or outsider levels
Large Outsider (Evil, Lawful)
Divine Rank: 10
Hit Dice:             
Initiative:           
Speed:               
Armor Class:         
Base Attack/Grapple:   
Attack:               
Full Attack:         
Space/Reach:         
Special Attacks:      x
Special Qualities:   x
Saves:                Fort +x, Ref +x, Will +x
Abilities:            Str x, Dex x, Con x, Int x, Wis x, Cha x
Skills:          x
Feats:                x
Divine Immunities: x
Salient Divine Abilities: x
Domain Powers: x
Spell-Like Abilities: x can cast the following spells at will as Spell-Like abilities:  x  Caster Level is x.  Save DC is x plus the spell level.
Spells/Other Per Day: if applicable
Spells/Other Known: if applicable
Possessions:
Create Magic Items:


Other Divine Powers
x
Senses: x
Portfolio Powers: x
Automatic Actions: x
« Last Edit: February 05, 2018, 12:33:36 AM by bhu »

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Re: The Bee-Guiler
« Reply #9 on: July 14, 2015, 03:15:35 AM »
ARISTAEUS
Lesser God
Symbol: Sheep
Home Plane: Olympus
Alignment: Chaotic Good
Portfolio: Cattle, fruit trees, beekeeping, hunting, husbandry, craftsmanship, competency
Worshipers: Shepherds, beekeepers, farmers, hunters, craftsmen, brewers, bees
Cleric Alignments: CG, CN, NG
Domains: Artifice, Commerce, Knowledge
Favored Weapon: Quarterstaff

Aristaeus is generally depicted as a winged youth, or a bearded male human who is perfect of form.  He is generally credited with the invention of many useful arts, such as cheese-making, beekeeping, the use of nets and traps in hunting, animal husbandry, and medicinal herbs.  He is also the inventor of honey, honey-mead, olive growing and oil milling.  He is the Greek God of the Etesian winds, hunting, cattle, fruit trees, husbandry, and the useful arts.  He may originally have been a cultural hero who became the son of Apollo over time.  The bees know him as a friend and patron who established trade between their species and the humanoids.

Dogma


Clergy and Temples
 

Aristaeus
Factotum 10/Ranger 10
Large Outsider (Chaotic, Good)
Divine Rank: 10
Hit Dice:             
Initiative:           
Speed:               
Armor Class:         
Base Attack/Grapple:   
Attack:               
Full Attack:         
Space/Reach:         
Special Attacks:      x
Special Qualities:   x
Saves:                Fort +x, Ref +x, Will +x
Abilities:            Str x, Dex x, Con x, Int x, Wis x, Cha x
Skills:          x
Feats:                x
Divine Immunities: x
Salient Divine Abilities: x
Domain Powers: x
Spell-Like Abilities: x can cast the following spells at will as Spell-Like abilities:  x  Caster Level is x.  Save DC is x plus the spell level.
Spells/Other Per Day: if applicable
Spells/Other Known: if applicable
Possessions:
Create Magic Items:


Other Divine Powers
x
Senses: x
Portfolio Powers: x
Automatic Actions: x
« Last Edit: February 05, 2018, 12:38:05 AM by bhu »

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Re: The Bee-Guiler
« Reply #10 on: July 14, 2015, 03:16:54 AM »
THE QUEEN MUM
Intermediate God
Symbol: Venus Figurine painted to resemble a bee
Home Plane: Demiplane of Bees
Alignment: Lawful Good
Portfolio: Bees, community, royalty, honey, life, birth, the sun
Worshipers: Bees and bee-like entities, Bee-Guilers
Cleric Alignments: LG, LN, NG
Domains: Community, Bee, Hive
Favored Weapon: Her Bee worshipers use their sting.  Her human worshipers prefer the Javelin.

Description

Dogma


Clergy and Temples
 

Name
Bee-Guiler 20/Cleric 20
Large Outsider (Good, Law)
Divine Rank:
Hit Dice:             
Initiative:           
Speed:               
Armor Class:         
Base Attack/Grapple:   
Attack:               
Full Attack:         
Space/Reach:         
Special Attacks:      x
Special Qualities:   x
Saves:                Fort +x, Ref +x, Will +x
Abilities:            Str x, Dex x, Con x, Int x, Wis x, Cha x
Skills:          x
Feats:                x
Divine Immunities: x
Salient Divine Abilities: x
Domain Powers: x
Spell-Like Abilities: x can cast the following spells at will as Spell-Like abilities:  x  Caster Level is x.  Save DC is x plus the spell level.
Spells/Other Per Day: if applicable
Spells/Other Known: if applicable
Possessions:
Create Magic Items:


Other Divine Powers
x
Senses: x
Portfolio Powers: x
Automatic Actions: x


DEMIPLANE OF BEES
Physical Traits Normal Gravity, Normal Time, Self-Contained, Divinely Morphic
Elemental and Energy Traits None
Alignment Traits Mildly Law-Aligned
Magic Traits Enhanced Magic (spells from the Bee Magic list).
« Last Edit: February 05, 2018, 12:43:21 AM by bhu »

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Re: The Bee-Guiler
« Reply #11 on: July 14, 2015, 03:19:14 AM »
The Hive
Intermediate God
Symbol: Honeycomb
Home Plane: Mechanus
Alignment: Lawful Neutral
Portfolio: Conformity, hierarchy, hiveminds, endurance, production
Worshipers: Bees, some inhabitants of Mechanus
Cleric Alignments: LN, N
Domains: Craft, Endurance, Law, Mind.
Favored Weapon: Spear

Description

Dogma


Clergy and Temples
 

Name
Bee-Guiler 20/Factotum 20
Large Outsider (Law)
Divine Rank: 15
Hit Dice:             
Initiative:           
Speed:               
Armor Class:         
Base Attack/Grapple:   
Attack:               
Full Attack:         
Space/Reach:         
Special Attacks:      x
Special Qualities:   x
Saves:                Fort +x, Ref +x, Will +x
Abilities:            Str x, Dex x, Con x, Int x, Wis x, Cha x
Skills:          x
Feats:                x
Divine Immunities: x
Salient Divine Abilities: x
Domain Powers: x
Spell-Like Abilities: x can cast the following spells at will as Spell-Like abilities:  x  Caster Level is x.  Save DC is x plus the spell level.
Spells/Other Per Day: if applicable
Spells/Other Known: if applicable
Possessions:
Create Magic Items:


Other Divine Powers
x
Senses: x
Portfolio Powers: x
Automatic Actions: x
« Last Edit: February 05, 2018, 12:44:27 AM by bhu »

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Re: The Bee-Guiler
« Reply #12 on: July 14, 2015, 03:20:39 AM »
THE THRIAE
Lesser Gods
Symbol: Golden winged female
Home Plane: Olympus
Alignment: CN
Portfolio: Omens, prophecy, divination
Worshipers: Bees, prophets, anyone interested in the future
Cleric Alignments: CN, CG, NG
Domains: Celerity, Destiny, Oracle
Favored Weapon: Short bow

Description

Dogma


Clergy and Temples
 

Name
Cleric 10/Wizard 10
Large Outsider (Chaos)
Divine Rank: 8
Hit Dice:             
Initiative:           
Speed:               
Armor Class:         
Base Attack/Grapple:   
Attack:               
Full Attack:         
Space/Reach:         
Special Attacks:      x
Special Qualities:   x
Saves:                Fort +x, Ref +x, Will +x
Abilities:            Str x, Dex x, Con x, Int x, Wis x, Cha x
Skills:          x
Feats:                x
Divine Immunities: x
Salient Divine Abilities: x
Domain Powers: x
Spell-Like Abilities: x can cast the following spells at will as Spell-Like abilities:  x  Caster Level is x.  Save DC is x plus the spell level.
Spells/Other Per Day: if applicable
Spells/Other Known: if applicable
Possessions:
Create Magic Items:


Other Divine Powers
x
Senses: x
Portfolio Powers: x
Automatic Actions: x
« Last Edit: February 05, 2018, 12:37:31 AM by bhu »

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Re: The Bee-Guiler
« Reply #13 on: July 15, 2015, 03:48:49 AM »
BEE MAGIC SPELLS


Allergic to Bees   original concept by Dragonjek
Necromancy
Level: Bee 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration:  Instantaneous
Saving Throw: Fortitude Negates (but see text)
Spell Resistance: Yes

This little curse will make you avoid certain areas.  Specifically Bees of Bee-like creatures.  Until this spell is removed (it can be removed by any spell that can remove Bestow Curse), your victim is horribly allergic to Bees.  If touched or attacked by the natural weapons of a Bee or Bee-like creature, your victim must make a Fortitude Save whose DC is 10 plus half the creatures Hit Dice plus it's Con Modifier.   If your victim succeeds, he is Sickened for 24 hours.  If he fails he is both Blinded and Sickened for that frame of time instead.  A Greater Restoration spell will dispel the current allergic reaction but will not cure the allergy.  Material component is a dead bee or a bit of bee venom.


Animate Sting
Transmutation
Level: Bee 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration:  Concentration plus 1 round
Saving Throw: No
Spell Resistance: No

The casters own stinger (you must have a stinger attack to cast this spell, and be at least Tiny size) detaches from his body, and can move and attack as an Animated Object (see Monster Manual) two size categories smaller than him.  However the stinger does it's normal damage (including poison), and gains a Bonus on it's attack rolls equal to the modifier of the ability used to decide your spell save DC's.  The stinger attacks the nearest enemy, but you can redirect it to attack someone else as a Move Action.  The spell ends if it is ever more than 30 feet from you, and you lose your Stinger attack for the duration of the spell.  Anything that enhances your natural weapons, such as other spells, powers or abilities still function for the duration of this spell.

Bad Beehavior   original concept by Dragonjek
Transmutation
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration:  1 Round/Level
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)

You cause an allied bee creature to go spastic with rage.  A number of Allies who are Bees or Bee-like creatures enter into a state similar to Barbarian Rage, and they have all the penalties of Rage listed in the PHB.  Instead of the usual benefits though, they gain the following:  They gain a +2 Bonus to attack and damage rolls, as well as Initiative rolls.  Their Humming Fury causes adjacent opponents a -2 Penalty to Concentration Checks and attack rolls.  Material component is a bit of bee pheromones.


Beeatrice's Angry Hive   original spell by Prince Zahn (long may he reign!)
Conjuration (Calling)
Level: Bee 4, Cle 4, Ran 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One container, hole or portal, up to 10 sq. ft./level
Duration:  1 Round/Level
Saving Throw: None
Spell Resistance: No 

You ward an container (such as a chest) or a pit, or door, window, gate or other such portal by creating an extra-dimensional pathway to the Demiplane of Bees, and sealing it with a thin layer of bee wax and honey. The wax has 2 hp and has hardness 1, and it breaks if stepped on, or if the portal is opened. Once the wax breaks, it opens an extra-dimensional space that contains 1d4 +1 per 3 caster levels of Bee Swarms who fly in the direction of the creature who broke the seal.  The swarms spread out to pursue and attack the creature who broke the seal, as well as the nearest creatures to it. The extra-dimensional space seals itself shut when all the swarms of bees have left from it. A swarm of bees magically teleports back to it's extra-dimensional nest when it reaches 0 hit points or the spell ends.  Material component is a bit of beeswax.


Beeatrice's Greater Angry Hive   original spell by Prince Zahn (long may he reign!)
Conjuration (Calling)
Level: Bee 6, Cle 6, Ran 4, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One container, hole or portal, up to 10 sq. ft./level
Duration:  1 Round/Level
Saving Throw: None
Spell Resistance: No 

Same as Beeatrice's Angry Hive, except you summon 3d4 +1 per 3 caster levels of Bee Swarms.


Bee Be Gun   original concept by Dragonjek
Transmutation
Level: Bee 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Bee or Bee-like Creature Size Category Small or smaller
Duration: 1 Round/Level
Saving Throw: Fortitude negates (Harmless), see text
Spell Resistance: Yes (Harmless)

You temporarily turn a Bee Ally into a projectile weapon.  This weapon shoot bee stingers at a 60 ft. range, and you are proficient with it.  Damage is 1d6 per three caster levels (max 6d6).  Additionally, if the Ally transformed by this spell had a poison attack, so does this weapon.  Opponents successfully damaged by it must make an appropriate Save vs that poison (Save DC and damage are identical to the base creature used to create the weapon.  If someone makes a Sunder attack, your weaponized ally has a Hardness equal to half your Caster Level.  At the end of the spell your Ally changes back to normal, healing damage in a fashion identical to the Polymorph spell.


Beedhisattva   inspired by dragonjek
Transmutation
Level: Bee 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration:  1 Round/Level

Your Type changes to Outsider for the duration of this spell, as you're newly acquired bee-like countenance and comforting glow boost those near you. You also gain the following benefits:

You may fly at twice your base land speed with Good Maneuverability
You gain an Insight Bonus to Initiative, AC and Saving Throws equal to your Wisdom Modifier
Your Alignment cannot be changed
You radiate Daylight, as per the spell.  Any being within it's area of effect that harms (or causes harm to come to) any bee     or  bee-like entity is Dazzled for 1 Round.
DR 10/Magic
SR 25
+4 Int, +4 Wis, +4 Cha  Focus is a small Beedhisattva statuette


Beedim   original concept by Dragonjek
Necromancy
Level: Bee 4, Sor/Wiz 4
Components: V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration:  Permanent (D)
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your target is Blinded similar to the Blindness/Deafness spell, and is also poisoned if the Save fails (Initial and Secondary damage is 1d6 Con).


Bee Fog   original concept by The Mentalist
Necromancy
Level: Bee 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration:  10 Minutes/Level (see text)
Saving Throw: Fortitude Negates
Spell Resistance: Yes

This is identical to the Fog Cloud spell with one exception.  Anything in it's area of effect feels thousands of tiny stings all over their body.  Those inside who fail a Save take a -10 Penalty on all Concentration Checks and Fortitude Saves as long as the remain in the fog, and for 2d6 rounds thereafter.


Bee-Foul   original concept by The Mentalist
Necromancy
Level: Bee 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: 1 container of liquid or honey no greater than 1 gallon per caster level
Duration:  Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns honey or liquid into a mild poison.  Imbibers must make a Fortitude Save (DC is 10 plus 1/2 caster level plus Int modifier) or take 1d4 Constitution Damage (plus another 1d4 temporary Con a Minute later).


Bee-f Up   original concept by tsj
Transmutation
Level: Bee 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Effect: You
Duration:  1 Hour/Level

You gain a +12 Enhancement Bonus to Str.  Material component is a pinch of bee pollen.


Beegone!   original concept by Nrdman
Conjuration (Summoning)
Level: Bee 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: Massive bee swarm
Duration:  1 Round/Level
Saving Throw: None
Spell Resistance: No

A huge swarm of bees carries off your opponent.  The Swarm is a Bee Swarm whose Hit Dice and hit points equal yours.  It's Saving Throws are also identical to yours.  Instead of making swarm attacks, the surprisingly strong bugs attempt to Grapple and carry off one opponent you designate (switching targets is a Move Action).  Their BAB is equal to your casting level plus your (primary casting stat ability modifier) +10 due to Strength.  It does not take a Size Modifier to Grapple Checks.  Once it successfully Grapples an opponent, it will use future Grapple Checks to move him as far away from the caster as possible each round as per the Grapple rules.  Material component is a bit of bee pheromone.


Beehave!   original concept by Nrdman
Enchantment  (Compulsion) (Mind-Affecting)
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targett: 1 Creature
Duration:  10 Minutes/Level
Saving Throw: Willpower Negates, see text
Spell Resistance: Yes

Your opponent now finds it difficult to harm bees or beelike entities.  The initial spell has no Save, but or the duration of the spell any Bee or Bee-Like creature he sees effectively has a Sanctuary spell upon it, and your opponent must make a Willpower Save for each one separately if he wishes to attack them.


Beehive   original concept by tsj
Transmutation
Level: Bee 2, Dru 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Hour/Level

This spell is effectively identical to the Druid spell Tree Shape, except that you appear to be a Small bee hive instead.  Which is kind of better, cause while plenty of people cut down trees, few are willing to mess with bee hives.  Material component is a bit of honeycomb.


Bee-listic Missile inspired by D&D Fan
Evocation (Force)
Level: Bee 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: 20 foot Radius spread
Duration:  Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

You conjure up a massive rain of force missiles, doing 1d6 Force damage per Caster Level to everything in the area of effect (Reflex Save for half damage).  Additionally on a failed Reflex save, the spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area off the spell that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's 20-foot-radius spread.  Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.


Beelzebub's Curse
Transmutation (Evil)
Level: Bee 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration:  Instantaneous

You permanently apply one of the following Templates to an applicable creature with this spell: Bee-Headed, Cam-Bee-On, Be-Blooded, Bee-Shadowed, or Bee-Damned.  This Template can be removed by a Wish spell.  Focus is an amulet depicting a bee within a pentagram.


The Bee's Knees   original concept by Flickerdart
Enchantment (Charm)
Level: Bee 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower negates
Spell Resistance: Yes

You somehow seem nicer than your opponent first thought.  If he fails a Willpower Save his attitude towards you improves one step (see  Diplomacy).


Beelow   original concept by tsj
Transmutation
Level: Bee 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: 1 Minute/Level
Saving Throw: Willpower negates (Harmless)
Spell Resistance: Yes (Harmless)

The creature touched gains a Burrow speed of 60 ft for the duration of the spell.  Focus is a tiny hive miniature.


Bee-m   original concept by tsj
Necromany
Level: Bee 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effectt: Ray of Poison
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You shoot a bright, buzzing ray at an opponent.  If you succeed with a ranged touch attack, the target takes 2d4 temporary Constitution damage.


Bee=MC2   original concepts by Dragonjek and Amechra
Transmutation
Level: Bee 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Bee or Bee-like Creature
Duration: 1 Minute/Level
Saving Throw: Willpower negates (Harmless)
Spell Resistance: Yes (Harmless)

"Lets make a bee out of Power!"

For the duration of the spell the target creature gains the Bee of Power! template.


Bee Mine Spell by Temotei, long may he reign!
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Trickery 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 minute
Range: 0 ft.; see text
Target: One creature; see text
Duration: See text
Saving Throw: Will partial; see text
Spell Resistance: No

You stab the bee stinger material component into a willing subject before placing it somewhere in your space (a bee stinger is subject to gravity, though other spells may be cast on it to levitate it, for example). You then speak aloud the conditions to trigger the bee mine.

Conditions for triggering the bee mine include: come within a predetermined radius of no more than 400 feet without speaking a password; come within a predetermined radius of no more than 400 feet; a verbal command (set by the caster and triggered by whoever speaks it); a mental command (again, set by the caster and triggered by whoever forcefully gives the command); enter the bee mine's space; speak to the willing subject of the spell while within a predetermined radius of no more than 400 feet; look at the willing subject of the spell while they are within a predetermined radius of no more than 400 feet; touch the willing subject of the spell while they are within a predetermined radius of no more than 400 feet; attack the willing subject of the spell while they are within a predetermined radius of no more than 400 feet. You may specify multiple trigger conditions as long as they do not conflict with each other.

A number of creatures equal to your caster level may be specified to never trigger the bee mine even if they meet its trigger conditions. The specified creatures need not be present upon casting the spell, but they must be identified aloud (though not necessarily by name).

A bee mine remains in place indefinitely or until triggered, at which point the stinger will embed itself into the first creature other than the willing subject of the spell to trigger it. If multiple creatures trigger the bee mine at the same time, the bee mine attempts to stab the closest target. If all creatures triggering the mine are equidistant to the bee mine, it randomly determines which to target (for five equidistant creatures triggering the bee mine at the same time, for example, use a d6, where a result of 6 means roll again).

Upon embedding itself into a creature, the bee mine injects pheromones from the willing subject of the spell, immediately changing the creature's attitude toward the willing subject to fanatic on a failed save, regardless of the creature's previous attitude. While the willing subject technically gains no direct control over the target's mind, the target can be easily and readily directed as those of fanatic status can be. Unlike the fanatic attitude's normal duration, this spell's effect is permanent. Even on a successful Will save, the target's attitude toward the willing subject still becomes fanatic for 1 round, after which point its attitude returns to normal and it acts normally. While it may be difficult to lower the target's attitude toward the willing subject, it is possible. Continuous maltreatment or neglect may lower the target's attitude eventually, though it should take quite some time.

Immunity to mind-affecting spells and effects will prevent the bee mine from working, but until the stinger is removed (via dispel magic, break enchantment, or a DC 30 Heal check that takes 10 minutes to complete), the target is still subject to the bee mine's effects should its mind-affecting immunity falter (it makes its Will save as soon as its immunity drops). Once a bee mine has worked its magic, there is no way to reverse its effects except through the wish or miracle spells or divine intervention.

Upon the target's death, its default attitude toward the willing subject becomes indifferent. Even if the target is brought back from death, its attitude remains indifferent until otherwise influenced again.

Material Component
A bee stinger.


Beenie   original concept by tsj
Conjuration (Creation)
Level: Bee 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration:  Instantaneous

This spell allows you to summon a hat of any quality.  Note this cannot be a magical or armored hat.


Beenumb  
Transmutation
Level: Bee 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Willing Ally
Duration:  1 Round/Level or until expended
Saving Throw: None
Spell Resistance: No

When cast upon an ally with a poisonous attack, this empowers their venom.  If they successfully poison a target during the duration of this spell (i.e. the target fails it's initial saving throw), the target is also Paralyzed 1d8 rounds.  The spell then dissipates.  Material component is a bit if bee venom


Beep!   original concept by tsj
Evocation
Level: Bee 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: 20 ft.
Target: 20 ft. burst centered on the caster
Duration:  1 Round/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

As you cast this spell you scream "beep" in a loud and magically annoying manner.  All opponents within range must make a Willpower Save or take a -1 Penalty to all rolls for the spells duration.  If this spell is cast again, penalties are cumulative if your opponents continue to fail their Save.


Beerd  
Conjuration (Summoning)
Level: Bee 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration:  1 Round/Level
Saving Throw: None
Spell Resistance: No

You summon a beard of bees, which you can wield to devastating effect in melee or grapples. For the duration of this spell, if you successfully hit an opponent in melee, or successfully grapple them, you automatically do an additional 1d8 damage and your opponent must make a Fortitude Save (Save DC is 10 plus 1/2 your Hit Dice plus your Con Modifier) or be poisoned.  Injury, Fort Save, Initial and Secondary damage is 1d4 Constitution.  Material component is a bit of bee pheromones.


Bee Safe   original concept by tsj
Conjuration (Summoning)
Level: Bee 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration:  1 round/level (D)
Saving Throw: None
Spell Resistance: No

Upon casting this spell you become covered in bees who defend you.  Anything attacking you in melee takes 1d6 swarm damage, and must make a Fortitude Saving Throw (DC is 10 plus spell level plus casting modifier) or be poisoned (initial and secondary damage is 1d4 temporary Constitution damage).  The swarm itself cannot be the target of attacks, spells or effects.  Material component is a bit of royal jelly.


Beeskin  
Transmutation
Level: Bee 3, Dru 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: One Neutral creature
Duration:  1 Round/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

The creature touched gains DR 10/Good and Magic.  Focus is a venust statuette stylized as a bee.


Beeside   original concept by Dragonjek
Illusion (Glamer)
Level: Bee 3, Sor/Wiz 3
Components: V
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration:  1 round/level (D)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

This is similar to the Displacement spell with a few exceptions.  The spell is Personal only, and you gain a +2 Deflection Bonus to AC.


Bee Sting   original concept by Mith
Necromancy
Level: Bee 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Your target feels a painful bee sting.  If he is performing any action that requires concentration (such as concentrating on the spell), that concentration ends, thus ending a spell or ruining whatever action the victim was attempting.  Additionally he takes 1 point of damage.


Bees Wax original concept by tsj
Transmutation
Level: Bee 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature (including self)
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: No

The target of this spell instantly has all their body hair removed (you can optionally choose to leave some hair behind).  Material component is a small piece of beeswax.


Beet It!   original concept by umbrapolaris
Illusion (Glamer)
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Living Creature
Duration: 1 Minute/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

Victims of this spell who fail their saving throw see all other living creatures as hideous zombies, who dance ever closer to their person thrusting their hips aggressively.  Some wizards are messed up people.


Big Bee's Disrupting Sting   inspired by Freelance GM
Evocation (Force)
Level: Bee 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: one stinger of force
Duration: 1 Minute (D)
Saving Throw: None
Spell Resistance: Yes

A small, spectral stinger springs into existence before your target.  It hovers in the air, ready to strike.  Like Big Bees Interposing Sting, this spell creates a magical construct in the form of a stinger.  The sting targets a single opponent of your choice within range.  You choose this opponent as you cast the spell.  You can target a different opponent with this spell by taking a move action to do so. When the subject of Big Bees Disrupting Sting attempts anything but a Free, Swift or Immediate Action the stinger strikes.  This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC.  If the subject fails the check, his turn ends. The sting is about 1 foot long.  It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural).  It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.  Focus is a small venus statuette painted like a bee.


Big Bee's Distracting Sting   inspired by Freelance GM
Evocation (Force)
Level: Bee 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: one Tiny stinger
Duration: Instantaneous
Saving Throw: None, see text
Spell Resistance: Yes

This spell distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its space. The spell allows no saving throw, but a stung creature can negate the effect with a DC 20 Concentration check.  Focus is a small venus statuette painted like a bee.


Big Bee's Forceful Sting   inspired by Freelance GM
Evocation (Force)
Level: Bee 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10 ft. Stinger
Duration: 1 Round/Level (D)
Saving Throw: None
Spell Resistance: Yes 

This spell functions like Big Bees interposing Sting, except that the forceful sting pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.  A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.  Focus is a small venus statuette painted like a bee.


Big Bee's Grasping Sting   inspired by Freelance GM
Evocation (Force)
Level: Bee 7, Sor/Wiz 7
Components: V, S, F, DF
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10 ft. Stinger
Duration: 1 Round/Level (D)
Saving Throw: None
Spell Resistance: Yes

This spell functions like Big Bees Interposing Sting, except the sting lodges itself in one opponent that you select. The grasping sting gets one grapple attack per round. Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The Sting does 1d6+10 Force damage with a successful Grapple Check. Directing the spell to a new target is a move action.  Focus is a small venus statuette painted like a bee.


Big Bee's Interposing Sting   inspired by Freelance GM
Evocation (Force)
Level: Bee 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10 ft. Stinger
Duration: 1 Round/Level (D)
Saving Throw: None
Spell Resistance: Yes

This spell creates a large bee sting of pure force that appears between you and one opponent.  This floating, disembodied sting then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the sting—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The sting does not pursue an opponent, however.  An interposing sting is 10 feet long and about that wide. It has as many hit points as you do when you’re undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.   The sting never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The song makes saving throws as its caster.  Disintegrate or a successful dispel magic destroys it.  If the designated opponeny tries to push past the sting he automatically gets stung, taking 2d6 force damage, and becomes immobilized (cannot move) for the rest of the spells duration.  Switching the stings target is a Move Action.  The target cannot be switched once the stinger has stung an opponent.  Focus is a small venus statuette painted like a bee.


Big Bee's Piercing Sting   inspired by Freelance GM
Evocation (Force)
Level: Bee 9, Sor/Wiz 9
Components: V, S, M, F, DF
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10 ft. Stinger
Duration: 1 Round/Level (D)
Saving Throw: None
Spell Resistance: Yes

This functions like Big Bee's Interposing hand with a few exceptions, the biggest being that it will pursue an opponent if you direct it to do so (doing this is a Swift Action).  Opponents stung by the Piercing Sting take 1d6 temporary Constitution damage.


Big Bee's Warding Sting   inspired by Freelance GM
Evocation (Force)
Level: Bee 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: one stinger of force
Duration: 1 Round/Level (D)
Saving Throw: Reflex Partial
Spell Resistance: Yes

A large glowing stinger, the size of a human fist, appears in between you and an opponent, and stings said opponent if it moves towards you.  The attack bonus of this stinger equals your caster level + your key ability modifier. The fist deals 1d4 points of force damage, plus another 1d4 damage each round on your turn for the spells duration.  A subject that succeeds on its Reflex save takes half damage and is not subject to the additional damage each round.  Focus is a small venus statuette painted like a bee.


Blood Honey inspired by Rater202
Necromancy
Level: Bee 3, Cle 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 pound container of honey
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

To perform this incredibly pain in the ass ritual, one must first kill a sentient being, macerate him into blood and bone fertilizer, and then use bees to turn the result into honey eventually by feeding on the plants flowers.  After performing a quick ritual over the honey, it becomes tainted with negative energy.  Living beings touching it take 1d6 negative energy damage, plus 1 additional point for a number of rounds equal to your caster level (maximum +10 rounds).  If one is stupid enough to consume said honey it also bestows one negative level.  For Undead however, it heals it the same amount of damage.  If consumed by Undead it grants plus one on attack rolls and grants 1d8 plus caster level (maximum +10) temporary hit points for 1 round per caster level.  Optionally it may be cast as a 1 hour ritual to enchant up to 1 ton of honey.  Assuming anyone is crazy enough to accumulate that much of it.


Bug Eyed Monster   inspired by Lvl 2 Expert
Transmutation
Level: Bee 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You curse your opponent with giant, compound insect eyes, which confuse him.  Until this spell is removed, victims that fail a Fortitude Save cannot be Flanked or lose their Dexterity to Armor Class because of their all-around vision, but they are also Confused as per the spell.  Additionally they may not use Charisma based Skill Checks for the spells duration.  Any spell that removes Bestow Curse will remove this spell.


Bumble Dance   original concept by Dragonjek
Transmutation
Level: Bee 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration:  1 Round/Level
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)

Your movements become unpredictable under the influence of the spell.  You can make move 10 ft. when making a 5 ft. step, and you gain a +4 Luck Bonus to Armor Class.


Buzzkill   original concept by ben-zayb
Enchantment (Compulsion, Mind-Affecting)
Level: Bee 5, Sor/Wiz 5
Components: V
Casting Time: 1 Immediate Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

You cast this spell at any time during an opponents turn, and can interrupt 1 Action he takes.  That action ends, though his turn continues if there are any additional Actions he can take.


C-Bee   original concept by tsj
Evocation
Level: Bee 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: see Text
Target: 1 Ally per Caster Level
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

This spell is identical to Sending, except that it includes multiple creatures and lasts longer.


Drone Strike   original concept by Bohandas
Transmutation
Level: Bee 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: One Ally
Duration: 1 Round/Level
Saving Throw: None (see text)
Spell Resistance: No

This spell may only be cast upon a willing bee or bee-like creature.  It alters that creature so that if it falls to 0 hit points, it causes a massive explosion.  The explosion is a spread equal to twice the size of the creatures Area (minimum of 5 ft).  Damage is 1d6 fire damage per Caster Level (maximum 20d6).


Float Like a Butterfly, Sting Like a Bee   original concept by JDL and Dragonjek
Transmutation
Level: Bee 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Yourself or one Ally
Duration: 1 Round/Level
Saving Throw: None (see text)
Spell Resistance: No

Your spell temporarily gives you or an Ally flight and a natural attack.  You temporarily gain bees wings that allow you to Fly as per the Fly spell.  In addition you gain a Primary Stinger attack doing 1d6 plus Str Modifier damage (for Medium creatures, adjust appropriately for size).  Said sting is also venomous: Injury, Fort Save (DC is 10 plus 1/2 HD plus Con modifier), Initial and Secondary damage is 1d6 Str.


For Queen and Country   original concept by Dragonjek
Enchantment (Compulsion)(Mind-Affecting)
Level: Bee 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 Round/Level
Saving Throw: Willpower negates (Harmless)
Spell Resistance: Yes (Harmless)

You temporarily boost the morale of your bee Allies.  Bees or Bee-like creatures friendly to you that are within range gain a +2 Morale Bonus on attack rolls, damage rolls, saves, skill checks and Initiative rolls for the duration of the spell.  If they have a Poison attack, it's Save DC increases by +2 for the duration as well.  Material component is a bit of bee pheromones.


Healing Honey   original concept by Mith
Transmutation
Level: Bee 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 container of honey
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to enchant honey to act as a healing restorative, giving a Bonus to Heal Checks.  A single casting of the spell enchants a pound of honey, and a pound of honey gives you 12 applications.  Each applications gives a +4 Bonus to Heal Checks made on the recipient of the healing honey, and also gives him a +4 Bonus on Fortitude Saves made against Disease for 24 hours.


Hive Mind   original concept by JDL
Divination
Level: Bee 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

You can form a Hivemind with a group of willing individuals.  All members within 50 miles of you are in constant communication. If one of you is aware of a particular danger, all of you are. If one in your group is not flat-footed, none of you are. No members in your group are considered flanked unless all of you are. Material component is a bit of bee pheromones.


Hive Mine   original concept by Dragonjek
Conjuration (Summoning)
Level: Bee 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any unnattended object or 5 ft. square
Duration:  Permanent until discharged (D), see text
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)

You create an invisible door to the Demiplane of Bees, which opens upon conditions laid down by you when you cast the spell.  This can be anything from anyone entering the square, or passing adjacent to it, or as specific as "If Bob Johnson, the worst tailor in all of London pees here."  Once activated bees begin swarming through for 1 round per Caster Level.  If the caster of the spell is in the area at the time of it's discharge these bees will not attack him, but he does not control them.  They attack everything else in sight.  Each round roll 1d6 to see what appears: 1: Giant Bee, 2: Pattern Bee Swarm, 3: Bee Swarm, 4: Big Bee Swarm, 5: Sauna Bee Swarm, 6: Giant Bee with the Busy Bee Template.  Material component is a bit of bee pheromones.


Honeyed Bomb   original concept by Nrdman/Lvl 2 Expert
Conjuration (Creation)
Level: Bee 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft. Burst
Duration: 1 min./level (D)
Saving Throw: Reflex for Partial effect; see text
Spell Resistance: No

You summon an explosion of sticky honey, gumming up the area.  Beings within the area of effect are Entangled if they fail a Saving Throw, and move at half speed if they succeed.  The Entanglement/speed penalty lasts for the duration of the spell.  Additionally, due to the honey's sticky nature, all corporeal beings in the area of effect have a +2 Bonus on Grapple Checks (and opponents have a +2 Bonus to Grapple them as well).  Material component is a bit of honey.


Honey Trap   original concept by Bohandas
Illusion (Figment)/Enchantment (Compulsion, Mind-Affecting)
Level: Bee 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: figment occupying a 5 foot square
Duration: 1 Round/level (D)
Saving Throw: Willpower negates
Spell Resistance: Yes

This spell creates an illusion similar to Major Image.  The difference is anyone seeing it sees something they passionately desire waiting for them, and are compelled, if they fail the saving throw, to reach it first.  Whoever reaches it first triggers the trap portion of the spell, and becomes Paralyzed for 1 Minute.


Honeyed Words   original concept by JDL
Transmutation
Level: Bee 2, Sor/Wiz 2
Components: V
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

Your spell gives you a +4 Bonus to Charisma based Skill Checks for the duration of the spell.


Hover   original concept by Mith
Transmutation
Level: Bee 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: 1 Round/Level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Your target temporarily gains the Hover Feat whether it meets the prerequisites or not.  If it does not have Flight it also gains a Fly Speed of 20 ft. (clumsy) for the spells duration. Focus is a venus figurine, painted like a bee.


I Can't Bee-lieve it's not Bees   original concept by Oneris
Illusion (Glamer)
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Living Creature
Duration: 1 Minute/Level
Saving Throw: Willpower Negates (see text)
Spell Resistance: Yes

If he fails his Willpower Save, the target increasingly begins to hallucinate that objects and people are made from Bees.  Anytime he grabs an object, or encounters another being he makes another save (same DC) or he sees it as a vicious bee ready to attack him.  Material component is a bit of royal jelly.


I'll Bee Back   original concept by Nrdman
Conjuration (Summoning/Teleportation)
Level: Bee 5, Sor/Wiz 5
Components: V, F
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Effect: See text
Duration: Instantaneous, see text
Saving Throw: None
Spell Resistance: No

You teleport away, leaving a swarm of angry bees in your place.  This works like Dimension Door, but you may only teleport yourself.  Left in the space you formerly occupied is a Bee Swarm that hangs around for 1 round per Caster Level.  It attacks whatever is closest to it during that time, with the exception of yourself.  Focus is a venus figurine, painted like a bee.


Investiture of the Hive
Transmutation
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

For the duration of this spell you gain a +4 Bonus to Wisdom, a +4 Insight Bonus to AC and Reflex Saves, and a +5 Competence Bonus on Concentration, Sense Motive, Spot and Survival Checks.  You also gain the Flyby Attack, Hover, and Improved Flyby Attack Feats (see Savage Species for the last one).  For the duration of this spell you may Fly as per the spell of the same name, but with Perfect maneuverability.  You lose your spellcasting ability for the duration of the spell, including your ability to use spell trigger or spell completion magic items.  Material component is a bit of honeycomb.


Mass Beerd  
Conjuration (Summoning)
Level: Bee 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration:  1 Round/Level
Saving Throw: Willpower Negates (Harmless)
Spell Resistance: No

You summon a beard of bees, which you can wield to devastating effect in melee or grapples.  This is identical to the Beerd spell, with the exception that you can give your allies Beerds as well.


NOT THE BEES!   original concept by Dragonjek
Transmutation
Level: Bee 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration:  1 Round/Level
Saving Throw: See text
Spell Resistance: Yes

You temporarily make your bee allies absolutely terrifying.  For the duration of the spell a number of bees or bee-like creatures (including swarms) temporarily gain Frightful Presence.  When they attack their opponent must make a Willpower Save (Save DC is 10 plus 1/2 the bees Hit Dice plus it's Charisma Modifier) or be Frightened for 1d6 rounds.  In the case of swarms, anything within their area must make the Saving Throw.  Material component is a bee sting.



« Last Edit: March 24, 2021, 10:35:29 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #14 on: October 10, 2015, 09:58:40 PM »
Otto's Informative Dance   original concept by Bohandas
Transmutation
Level: Bee 3, Bard 3
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Minute/Level

For the duration of the spell you may communicate via dance.  Choose anyone within line of sight who can see you, and make a Perform (Dance) check.  The number of words you can communicate via this manner is equal to the check result.  Everyone else is clueless, and just thinks you're some weird, goofy bastard.


Pollen Coat   original concept by Mith
Conjuration (Creation)
Level: Bee 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: 10 Minutes/Level
Saving Throw: Reflex negates
Spell Resistance: Yes

You coat your opponent in sticky pollen, making him easy to track.  Until the spell ends, he sheds pollen as he goes, giving opponents a +8 Bonus on Survival Checks meant to track him.   If the victim rolls a Natural '1' on his Saving Throw, he turns out to be allergic to pollen as well, and it works like a Poison.  Contact, Fortitude Save (Save DC equal to spell), Initial and Secondary damage is 1d6 Strength.  Any spell that would remove Bestow Curse also removes this spell.  Material component is a bit of pollen.


Projectile Immunity   original concept by Master of Aeons
Abjuration
Level: Bee 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Hour/Level or until discharged

You take 10 points less damage from all ranged attacks until this spell ends.  Once the spell has prevented a total of 20 points of damage per caster level (maximum 200 points), it is discharged.

Spelling Bee   original concept by Flickerdart
Transmutation
Level: Bee 7, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature or Swarm (see below)
Duration: Instantaneous (see text)
Saving Throw: Willpower negates (harmless)
Spell Resistance: Yes

This spell allows you to imbue one bee or bee-like entity (or even a bee swarm) with temporary spellcasting power.  Choose any one spell you have prepared (or spell you know if your caster type doesnt require memorization) of 4th Level or less.  The chosen creature can now cast it as a Spell-Like Ability 3 times per day, but you lose the ability to cast that spell for 24 hours.  Focus is a venus figurine painted like a bee.


Stinger   inspired by Lvl 2 Expert
Necromancy
Level: Bee 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: 0 ft.
Effect: Creates 1 Stinger
Duration:  1 Round/Level (see text)
Saving Throw: None (see text)
Spell Resistance: No

You create a stinger you can use to attack foes.  It is considered to be a +1 dagger, but the first time it successfully damages someone it lodges in their flesh, doing 1 point of Constitution Drain per round until the spell ends.  To remove the stinger requires a Str Check (DC is 13 plus caster key casting stat modifier).  For each 2 Constitution the stinger drains successfully, the Str Check DC increases by +1 to a maximum of DC 20.  Material component is a bee's stinger.


Sting Operation   original concept by Bohandas
Enchantment (Compulsion, Mind-Affecting)/Evocation
Level: Bee 3, Cle 3
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft. Radius Emanation
Duration: 1 Minute/level (D)
Saving Throw: Will negates (but see text)
Spell Resistance: Yes

This is identical to the Zone of Truth spell with one exception: beings within it's area of effect can speak lies or evade the truth, but if they fail a Save they take 1d8 damage +1 point/caster level (maximum +10).  They must make a save each round they fib, or try to avoid telling the truth.


Summon Bee I
Conjuration (Summoning, see text)
Level: Bee 1, Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range:Close (25 ft + 5 ft/2 levels)
Effect: 1 Summoned Creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a Bee or beelike creature.  It appears where you designate and acts immediately on your turn.  It attacks your opponents to the best of it's ability.  If you can communicate with the creature, you can direct it to attack a specific enemy, not attack, or perform some other action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.  Creatures cannot be summoned into an environment that cannot support them.  For instance the Sea Cat can only be summoned in an Aquatic environment.

This spell summons 1 creature form the 1st level list on the Summon Bee table.  You choose which kind of creature to summon, and can change it each time you cast the spell.

When you use the spell to summon spell to summon any creature with any alignment or elemental descriptors the spell is also of that type (for example summoning an Anarchic Lion the spell gains the Chaos descriptor.

Unlike Summon Monster which only summons extraplanar beings, and Summon Nature's Ally which only summons natural beings, this spell can do both (assuming they are bee-ish).

Focus is a venus figurine painted to resemble a royal bee.


Summon Bee II
Conjuration (Summoning, see text)
Level: Bee 2, Drd 2, Rgr 2, Sor/Wiz 2
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 2nd level list, or 1d3 bees of the same kind from the 1st level list.


Summon Bee III
Conjuration (Summoning, see text)
Level: Bee 3, Drd 3, Rgr 3, Sor/Wiz 3
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 3rd level list, or 1d3 bees of the same kind from a lower level list.


Summon Bee IV
Conjuration (Summoning, see text)
Level: Bee 4, Drd 4, Rgr 4, Sor/Wiz 4
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 4th level list, or 1d3 bees of the same kind from a lower level list.


Summon Bee V
Conjuration (Summoning, see text)
Level: Bee 5, Drd 5, Sor/Wiz 5
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 5th level list, or 1d3 bees of the same kind from a lower level list.


Summon Bee VI
Conjuration (Summoning, see text)
Level: Bee 6, Drd 6, Sor/Wiz 6
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 6th level list, or 1d3 bees of the same kind from a lower level list.


Summon Bee VII
Conjuration (Summoning, see text)
Level: Bee 7, Drd 7, Sor/Wiz 7
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 7th level list, or 1d3 bees of the same kind from a lower level list.


Summon Bee VIII
Conjuration (Summoning, see text)
Level: Bee 8, Drd 8, Sor/Wiz 8
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 8th level list, or 1d3 bees of the same kind from a lower level list.


Summon Bee IX
Conjuration (Summoning, see text)
Level: Bee 9, Drd 9, Sor/Wiz 9
Effect: 1 or more Summoned Creatures, no two of which can be more than 30' apart

This spell works the same as Summon Bee I, except you may summon one bees from the 9th level list, or 1d3 bees of the same kind from a lower level list.


Summon Bee I (Big Bee) 1/4-1/2 cr
Summon Bee II (Bee-t, Beevur, Beewere, CR1 +1 Template*,Fur-Bee, Giant Bee, Honey Bee, Mason Bee, Sun Bee, Sweat Bee, Vulture Bee) 1-2
Summon Bee III (Abeil Vassal, Bee-Gurl Scout, Bee Swarm, Bumblebear, CR3 +0 Template, CR2 +1 Template*, CR 1 +2 Template, Killer Bee) 2-3
Summon Bee IV (Beefalo, Big Bee Swarm, CR4 +0 Template, CR3 +1 Template*, CR2 +2 Template, Crow Bee, Cuckoo Bee, Honey Ooze, Pattern Bee Swarm) 3-4
Summon Bee V (Bee-Gurl Soldier, Bee-Holder, Beest, Carpenter Bee, CR5 +0 Template, CR4 +1 Template*, CR 3 +2 Template, CR 5 Bee-Damned) 4-5
Summon Bee VI (Abeil Soldier, Bee-Gurl Princess, Beeserker, Blood Honey Ooze, Bumblebee, CR7 +0 Template, CR6 +1 Template* CR 5 +2 Template, CR 7 Bee-Damned) 4-8 wtf
Summon Bee VII (CR8 +0 Template, CR7 +1 Template*, CR 6 +2 Template, CR 9 Bee-Damned, Heyve) 8-9
Summon Bee VIII (Bee Golem, Beeswax Golem, CR9 +0 Template, CR8 +1 Template*, CR 10 Bee-Damned, Dire Honey Badger) 9-10
Summon Bee IX (Abeil Queen, CR 11 +0 Template, CR10 +1 Template*, CR9 +2 Template, CR 12 Bee-Damned, Beelemnoid, Digger Bee, Hornfaced Bee) 11-13

* CR refers to the CR of the Base Creature, +x refers to the Template (i.e. if it says +1 then this means any applicable Template that raises the Base Creatures CR by 1.  Applicable Templates are listed below:

+0: Bay-Bee, Bee-Gurl (Male Drone), Bee-Headed, Hiveless, Zombee
+1: Adopted Bee-Gurl, Beerly Beloved, Bee-Shadowed, Beewere, Busy Bee, Serf, Wanna-Bee
+2: Ally of the Hive, Bar-Bee, Bee-Blooded, Bee Creature, Boo-Bee, Cam-Bee-On

Teeth To Bees   original concept by Greaserfish
Transmutation
Level: Bee 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration:  1 Round/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

Something is very wrong with you.  If your victim fails his saving throw, his teeth turn into bees.  He loses any Bite attack he may have until Remove Curse or a similar spell is cast upon him, and is attacked by the newly made Bee Swarm for the duration of the spell (see http://www.minmaxboards.com/index.php?topic=994.msg6620#msg6620 for swarm stats.  Sadly this spell only works on opponents with teeth.  Material component is a dead bee.


A Thousand Stings   original concept by Lvl 2 Expert
Necromancy
Level: Bee 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: 2 lbs. of Caltrops
Duration:  1 Minute/Level, or until discharged
Saving Throw: None (see text)
Spell Resistance: No

This spell allows you to turn caltrops into bee stings.  Any creature damaged by the caltrops must make a Fortitude Save (Check DC is 13 plus casters key casting stat modifier) or be poisoned.  Initial damage is 1d6 Dexterity, secondary damage is Paralysis for 1 hour.  Material component is a bit of bee venom.


To Bee, Or Not To Bee   original concept by Dragonjek
Transmutation
Level: Bee 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration:  1 Round/Level
Saving Throw: Willpower Negates (Harmless)
Spell Resistance: Yes (Harmless)

You and potentially several Allies simultaneously count as either Humanoids, Magical Beast, or Vermin; whichever is most beneficial for whatever ability or spell is targeting you.  Material component is a bit of beeswax.


True Bee-liever   inspired by Nrdman
Enchantment (Compulsion) (Mind-Affecting)
Level: Bee 7, Cle 7
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration:  1 round/level
Saving Throw: Willpower Negates
Spell Resistance: Yes

This spell allows you to convert others to the cause of bee-kind!  This is identical to Greater Command, but victims do not gain additional Saving Throws each round past the first.


Unbeetable   original concept by Nrdman
Transmutation
Level: Bee 8, Sor/Wiz 8
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration:  1 Round/Level
Saving Throw: Willpower Negates (Harmless)
Spell Resistance: Yes (Harmless)

Your bee Allies get swole.  This spells is identical to Divine Power, except it affects a number of bee or bee-like creatures who are your allies.  Focus is a venus figurine painted like a bee.


Vitamin Bee   original concept by Dragonjek
Transmutation
Level: Bee 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration:  1 Round/Level
Saving Throw: See text
Spell Resistance: Yes

You now find Bee venom to be a soothing restorative.  Bees or beelike creatures that have poison attacks can still damage you with their sting, but their venom now acts as a Cure spell, the exact Type of which depends on the size of the creature: Tiny or smaller is the equivalent of Cure Minor Wounds.  A Small creature can effectively Cure Light Wounds, Medium is Cure Moderate Wounds, Large is Cure Serious Wounds, and Huge or bigger is Cure Critical Wounds.  You can also drink a cup of processed bee venom to Cure Moderate Wounds.  Material component is a bit of honey.


Vomit Bees
Evocation/Conjuration (Summoning)
Level: Bee 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: 60 ft.
Area: 60 ft. Cone
Duration: Instantaneous (but see text)
Saving Throw: Reflex Partial
Spell Resistance: Yes

You vomit a huge swarm of bees into your foes.  Creatures within the Cone take 1d6 damage per Caster Level (Max 10d6, Reflex Save for half damage), and opponents who are successfully damaged must make a Fortitude Save (DC is 10 plus half Hit Dice plus key casting ability modifier) or be poisoned.  Initial and Secondary damage is 1d10 Constitution.  Material component is a dead bee.


Wall of Honeycomb   original concept by Mith
Conjuration (Creation)
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of wax, up to one 10-ft. cube/level (S)
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

You temporarily create a wall of honeycomb, complete with archers holes if you like.  Effectively this is identical to Wall of Stone, but it only provides Concealment for those standing behind it, not those standing in front.  Unlike normal it only has Hardness 4, and 10 hit points per 5 foot square.  The Check DC to Climb the wall is +10.  Material component is a bit of honeycomb.


Wax Floor   original concept by Lvl 2 Expert
Conjuration (Creation)
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 10 ft. square or object per Level
Duration: 1 round/level (D)
Saving Throw: None (see text)
Spell Resistance: No

You can ensure no one dares walk on your floors.  This is functionally identical to Grease with the exception of the Area, and the DC of the Balance Check is increased to 15 plus the casters key casting stat modifier.  If wearing waxed clothes or armor the Circumstance Bonus to resist Grapple Checks is also 15 plus the casters key casting stat modifier.  Material component is a bit of beeswax.


Wax on, Wax Off   inspired by Lvl 2 Expert, Bohandas
Conjuration (Creation)
Level: Bee 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Effect: You
Duration: 1 min./level (D), or until discharged
Saving Throw: None (see text)
Spell Resistance: No

You cover yourself in sticky wax for defense (and to gum up opponents).  For the duration of the spell you gain a +8 Circumstance to Escape Artist Checks, or Grapple Checks meant to escape a Grapple.  The first time an opponent Grapples you, the wax moves onto his body and hardens, leaving him Entangled until he makes a Str Check (Check DC is ).  Material component is a bit of beeswax.


You are Beeyewteeful   original concept by Raenel
Enchantment (Charm)(Mind-Affecting Effects)
Level: Bee 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 Day/Level
Saving Throw: Willpower negates
Spell Resistance: Yes

This works like Mass Charm Monster, with two major exceptions:  It will work on creatures who are normally immune to Mind-Affecting Effects, but it also only works on bees or bee-like creatures.  Focus is a venus figurine painted to look like a bee.

« Last Edit: March 23, 2017, 06:53:19 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #15 on: August 24, 2016, 07:08:35 PM »
MAGIC ITEMS

Allergy  (initial concept by Dragonjek)
Price (Item Level): +1 Bonus
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC:18) Necromancy
Activation: Swift, Command

If you successfully confirm a critical hit with this weapon, your opponent becomes Allergic to Bees, as per the spell.

Prerequisites: Craft Magic Arms and Armor, Allergic to Bees
Cost to Create: 2000 GP, 80 XP, 2 days


A Perfectly Ordinary Beehive
Price (Item Level): 140000 GP (22nd)
Body Slot: - (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Conjuration
Activation: Swift (command)
Weight: 1 lb.

This is a small bit of beeswax that, when the command word is given, expands into a makeshift beehive.  It is in most ways identical to the Instant Fortress magic item with a few exceptions: it has no means of entry to anything larger than Size Class Fine, it appears to only be 5 ft. square on the outside (but is full size on the inside).  In addition the owner of the Hive can communicate with anyone who is wearing the Hive Membership Badge as per the Sending spell at will.  Badges are generally crafted along with the Hive, and it can accommodate up to 40 at a time (Badges only work with the Hive they were made for).  New one's may be constructed if one is destroyed, but must be done so in the Hive's presence.

Prerequisites: Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Sending
Cost to Create: 70000 GP, 5600 XP, 140 days


Bag of Bee Holding   (By Zaydos)
Price (Item Level): 4300 GP (9th)
Body Slot: -
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Standard, Manipulation and Command Word
Weight:  2 lbs.

This yellow and black checkered bag is surprisingly heavy for being seemingly empty. Twice per day, when the command word is spoken and the bag is opened, it summons a Bee Swarm. This swarm immediately moves at full speed in the direction you specify. After that the swarm attacks the nearest living creature, even if it is you. After 1 minute a swarm released from this bag vanishes into the aether.

Prerequisites: Craft Wondrous Item, Summon Swarm
Cost to Create: 2150 GP, 172 XP, 2 days


Bee Bee Cannon   (initial concept by Dragonjek)
Price (Item Level): 93600 GP (20th)
Body Slot: - (Carried)
Caster Level: 9th
Aura: Faint; (DC:20) Transmutation
Activation: Swift, Manipulation
Weight:  25 lbs.

This item is a metal, gun-like weapon.  You may load any Tiny or smaller bee or bee-like Ally as a Move Action, and fire it doing 3d6 damage plus any poison attack that ally may have (this works in a manner similar to the Bee Be Gun spell).  The Cannon may be pre-loaded with up to 6 shots.

Prerequisites: Craft Wondrous Item, Bee Be Gun
Cost to Create: 46800 GP, 2872 XP, 47 days


Bee Costume
Price (Item Level): 22000 (15th)
Body Slot: Body
Caster Level: 7th
Aura: Moderate; (DC:19) Conjuration
Activation: - (Use-Activated)
Weight: 5 lbs.

While wearing this Costume you may cast Summon Bee IV 2/day as a 7th Level Caster.  Which will come in handy given the mocking you are quite likely to endure.

Prerequisites: Craft Wondrous Item plus the spell it allows you to cast.
Cost to Create: 11000 GP, 880 XP, 2 days


Bee Goggles
Price (Item Level): 128000 GP (13th)
Body Slot: Face
Caster Level: 15th
Aura: Strong; (DC:23) Abjuration
Activation: -(use activated)
Weight: -

The wearer of these multi-faceted glasses enjoys the benefits of a Shield of Law spell.

Prerequisites: Craft Wondrous Item, Shield of Law
Cost to Create: 64000 GP, 64 days, 2560 XP


Beekeeper  (initial concept by Divath Fyr)
Price (Item Level): 32308 GP (16th)
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:18) Transmutation
Activation: -
Weight: 1 lb.

This exotic curved dagger is effectively a +1 Keen, Swarm, Swarm Critical Kukri, though anyone proficient with Daggers can use it.  In addition as a Free Action once per round you may change it's size so that it is effectively a Rapier (you still only need to be proficient with a Dagger to use it).

Prerequisites: Craft Magic Arms and Armor, Keen Edge, Summon Swarm
Cost to Create: 16154 GP, 646 XP, 16 days


Beekeepers Hat
Price (Item Level): 16000 GP (14th)
Body Slot: Head
Caster Level: 3rd
Aura: Faint; (DC:18)
Activation: - (Use -Activated) Abjuration
Weight: -

This professional apiarists headgear gives you a +4 Resistance Bonus to Saving Throws while worn.

Prerequisites: Craft Wondrous Item, Major Resistance


Beekeepers Suit
Price (Item Level): 70000 GP (19th)
Body Slot: Body
Manifester Level: 11th
Aura: Moderate; (DC:21) Transmutation
Activation: Swift (Mental)
Weight: -

The wearer of Beekeeper can cast the Not the Bees! spell 3/day.

Prerequisites: Craft Wondrous Item, Not the Bees!
Cost to Create: 35000 GP, 1400 XP, 35 days


Bee Mask
Price (Item Level): 65000 GP (19th)
Body Slot: Face
Caster Level: 9th
Aura: Moderate; (DC:20) Transmutation
Activation: Swift (Mental)
Weight: -

This is a leathery mask made to resemble a bees face.  The wearer may cast Investiture of the Hive 3/day.

Prerequisites: Craft Wondrous Item, Investiture of the Hive
Cost to Create: 32500 GP, 1300 XP, 33 days


Bee Mine   (initial concept by dragonjek)
Price (Item Level): 2100 GP (6th)
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: Swift, Command
Weight:  1 lb.

This spell creates a 1 foot radius plaque that can be hung from the wall or ceiling, or set upon/buried in the ground.  Once activated, the next being that passes through the 5 foot cube it covers sets off a Beeatrice's Angry Hive spell.  Effectively passing on or near the plaque creates a sudden explosion of bees.

Prerequisites: Craft Wondrous Item, Beeatrice's Angry Hive
Cost to Create: 1050 GP, 84 XP, 2 days
 

Beenade   (initial concept by Divath Fyr)
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 Bee Swarm in the square it lands in.  The swarm lasts 3 rounds, and attacks whatever is closest.

Prerequisites: Craft Wondrous Item, Summon Swarm
Cost to Create: 150 GP, 6 XP, 1 day


Beeper
Price (Item Level): 16000 GP (14th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Evocation
Activation: Swift (manipulation)
Weight: -

This appears to be a small horn connected to a rubber ball.  By squeezing the ball the horn makes a beeping sound.  3 times per day this horn has the effect of a Beep! spell when honked.  The rest of the time it's an ordinary horn.

Prerequisites: Craft Wondrous Item, Beep!
Cost to Create: 8000 GP, 320 XP, 8 days


Bee-r   (inspired by potatogolem)
Price (Item Level): 3900 GP (8th)
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC:21) Transmutation
Activation: Standard, Manipulation
Weight: 1 lb.

Brewed in large batches, this fizzy mead has unusual effects on it's drinkers.  First it's DC 15 , Low addiction (see Book of Vile Darkness).  Second, once intoxicated the drinker gains the effects of the Bee-f Up and Bumble Dance spells for an hour. 

Prerequisites: Brew Potion, Beef-Up, Bumble Dance
Cost to Create: 1950 GP, 78 XP, 1 days


Beestiary   (inspired by potatogolem)
Price (Item Level): 22000 GP (15th)
Body Slot: - (Carried)
Caster Level: 17th
Aura: Strong; (DC:24) Conjuration
Activation: Standard (Spell Completion)
Weight:  5 lbs.

This weighty book is sort of like a reusable Scroll that can be activated 1/Day.  It can be used to summon any creature from the Summon Bee IX list, or 1d3 creatures from the Summon Bee I-VIII lists.

Prerequisites: Craft Wondrous Item, Summon Bee IX
Cost to Create: 11000 GP, 440 XP, 11 days


Bumble Helm  original concept by JDL and Dragonjek
Price (Item Level): 90000 GP (20th)
Body Slot: Head
Caster Level: 9th
Aura: Moderate; (DC:20) Transmutation
Activation: - (Use -Activated)
Weight: -

This stylized armored helm looks like the head of a Bumblebee.  While wearing it, the owner gains the Benefits of the Float Like a Butterfly Sting Like a Bee.

Prerequisites: Craft Wondrous Item, Float Like a Butterfly Sting Like a Bee
Cost to Create: 45000 GP, 90 days, 3600 XP


Bumble Vest
Price (Item Level): 500 GP (3rd)
Body Slot: Torso
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration/Necromancy
Activation: Swift (Command Word)
Weight: -

While wearing the Vest you may cast the following spells 1/day: Bee Sting, Buzzing Bee (see Spell Compendium).

Prerequisites: Craft Wondrous Item, Bee Sting, Buzzing Bee
Cost to Create: 250 GP, 10 XP, 1 day


Buzzing Weapon 
Price (Item Level): +1 Bonus
Property: Weapon
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration

1/day you may activate this property.  For 1 Minute you may take a Penalty of up to -10 on your Move Silently Checks, and all opponents within 30 feet of you take the same penalty to their Concentration Checks.

Prerequisites: Craft Magic Arms and Armor, Buzzing Bee, Widen Spell
Cost to Create: 2000 GP, 80 XP, 2 days


Deely Boppers of Dodging
Price (Item Level): 24,000 GP (15th)
Body Slot: Head
Caster Level: 9th
Aura: Faint; (DC:24) Abjuration
Activation: Swift (Command)
Weight: -

This appears to be a set of wire Deely-boppers. While wearing it you can cast Projectile Immunity 3 times per day.

Prerequisites: Craft Wondrous Item, Projectile Immunity
Cost to Create: 12,000 GP, 12 days, 480 XP


Deely Boppers of Mouth Foaming Rage
Price (Item Level): 65000 GP (19th)
Body Slot: Head
Caster Level: 9th
Aura: Moderate; (DC:20) Transmutation
Activation: Swift (Mental)
Weight: -

The wearer of these Deely Boppers may cast Bad Behavior 3/day.

Prerequisites: Craft Wondrous Item, Bad Beehavior
Cost to Create: 32500 GP, 1300 XP, 33 days


Deely Boppers of Power  inspired by Dragonjek
Price (Item Level): 22000 GP (15th)
Body Slot: Head
Caster Level: 17th
Aura: Strong; (DC:24) Transmutation
Activation: Standard (Mental)
Weight: -

The wearer of the Gem of Enlightenment can cast Bee=MC2 on themselves once per day. 

Prerequisites: Craft Wondrous Item, Bee=MC2
Cost to Create: 11000 GP, 440 XP, 11 days


Digger Bee Icon
Price (Item Level): 16000 GP (14th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: Swidt (Command)
Weight: -

This appears to be a small pewter bee statuette. 3 times per day when activated on by the holder, it gives him the benefits of a Beelow spell.

Prerequisites: Craft Wondrous Item, Beelow
Cost to Create: 8000 GP, 320 XP, 8 days



Eyestinger Bomb
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 Beedim spell within a 10' Radius.  This is a one use item.

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


Fake Beerd   (inspired by potatogolem)
Price (Item Level): 10000 GP (12th)
Body Slot: Throat
Caster Level: 7th
Aura: Faint; (DC:19) Conjuration
Activation: Swift, Command
Weight: -

When worn, this fake beard converts to a Beerd 1/day (see Beerd spell).

Prerequisites: Craft Wondrous Item, Beerd
Cost to Create: 5000 GP, 200 XP, 5 days


Fogger  
Price (Item Level): 1000 GP (4th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC: 18) Conjuration
Activation: Swift, Command
Weight: 1 lb.

This item is a metal, grenade-like weapon.  When activated and thrown it creates the effects of a Bee Fog spell.

Prerequisites: Craft Wondrous Item, Bee Fog
Cost to Create: 500 GP, 20 XP, 1 day


Foofy Deely Boppers
Price (Item Level): 2000 GP (6th)
Body Slot: Face
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: Swift (Command)
Weight: -

These appear t o be especially fluffy Deely Boppers. While wearing it you can cast Bumble Dance 3 times per day.

Prerequisites: Craft Wondrous Item, Message, Bumble Dance
Cost to Create: 1000 GP, 1 days, 40 XP


Gem of Enlightenment  inspired by Dragonjek
Price (Item Level): 22000 GP (15th)
Body Slot: Choose Face, Head or Throat
Caster Level: 17th
Aura: Strong; (DC:24) Transmutation
Activation: Standard (Mental)
Weight: -

The wearer of the Gem of Enlightenment can cast Beedhisatva once per day.  It can be made into one of various forms of jewelry.

Prerequisites: Craft Wondrous Item, Beedhisattva
Cost to Create: 11000 GP, 440 XP, 11 days


Hive Armor
Price: +1 Bonus (6th)
Property: Armor
Caster Level: 13th
Aura: Strong; (DC:21) Divination
Activation: -

Anyone wearing this Armor can form a Hivemind (as per the spell) with anyone else within 200 feet who is also wearing Hivemind Armor.

Prerequisites: Craft Magic Arms and Armor, Hivemind
Cost to Create: Varies


Hive Locket
Price (Item Level): 4000 GP (8th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use -Activated)
Weight: -

This appears to be an ordinary necklace with amber jewels. While wearing this collar you are considered to have the two Hive Mind Feats that were used as prerequisites for this spell.  If you are not a member of a Hive Mind, this necklace has no effect on you.

Prerequisites: Craft Wondrous Item, 2 Hive Mind Feats
Cost to Create: 2000 GP, 80 XP, 2 days


Hive Helm
Price (Item Level): 100000 GP (20th)
Body Slot: Head
Caster Level: 11th
Aura: Moderate; (DC:21) Divination
Activation: - (Continuous)
Weight: -

You appear to be wearing a bee hive on your head.  While it remains there, you and three Allies of your choice form a Hive Mind, as per the spell.

Prerequisites: Craft Wondrous Item, Hive Mind
Cost to Create: 50000 GP, 2000 XP, 50 days


Hive Membership Badge
Price (Item Level): 112500 GP (21st)
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC:20) Evocation/Transmutation
Activation: - (Use Activated)
Weight: -

Assuming one of your Allies possesses the Hive magic item this allows you to communicate with anyone inside it at will as per the Sending spell cast by a 9th Level Wizard.  It also allows you to pass through the walls of the Hive as if they were immaterial.  All Badges work with one specific Hive, which is created at the same time they are (a maximum of 40 Badges can be made per Hive).  If a Badge is destroyed a new one can be made, but must be done so in the Hive's presence.  Badges only work for the Hive they were made to function for.

Prerequisites: Craft Wondrous Item, Passwall, Sending
Cost to Create: 56250 GP, 113 days, 4500 XP


Hive Weapon 
Price (Item Level): +1 Bonus
Property: Weapon
Caster Level: 8th
Aura: Faint; (DC:18) Divination
Activation: Swift, Command

If any other weapons with the Hive property is within 60 feet, all of them have their Enhancement Bonus increased by +2.

Prerequisites: Craft Magic Arms and Armor, Combined Talent
Cost to Create: 2000 GP, 80 XP, 2 days


Honey Mine   (initial concept by Nrdman/Level 2 Expert)
Price (Item Level): 1000 GP (4th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Conjuration
Activation: Swift, Command
Weight:  1 lb.

This spell creates a 1 foot radius plaque that can be hung from the wall or ceiling, or set upon/buried in the ground.  Once activated, the next being that passes through the 5 foot cube it covers sets off a Honeyed Bomb spell.  Effectively passing on or near the plaque creates a sudden explosion of goo.

Prerequisites: Craft Wondrous Item, Honeyed Bomb
Cost to Create: 1050 GP, 84 XP, 2 days


Killer Bee Helm 
Price (Item Level): 90000 GP (20th)
Body Slot: Head
Caster Level: 9th
Aura: Moderate; (DC:20) Transmutation
Activation: - (Use -Activated)
Weight: -

This stylized armored helm looks like the head of a Killer Bee.  While wearing it, the owner gains the Benefits of the Superior Magic Fang spell.

Prerequisites: Craft Wondrous Item, Superior Magic Fang
Cost to Create: 45000 GP, 90 days, 3600 XP


Martian Deely Boppers
Price (Item Level): 65000 GP (19th)
Body Slot: Head
Caster Level: 9th
Aura: Moderate; (DC:20) Necromancy
Activation: Swift (Mental)
Weight: -

The wearer of these Deely Boppers may cast Bee-m 3/day.

Prerequisites: Craft Wondrous Item, Bee-m
Cost to Create: 32500 GP, 1300 XP, 33 days


Pollen Bomb  
Price (Item Level): 1000 GP (4th)
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC: 18) Conjuration
Activation: Swift, Command
Weight: 1 lb.

This item is a metal, grenade-like weapon.  When activated and thrown it creates the effects of a Pollen Coat spell within the target square and all adjacent squares.

Prerequisites: Craft Wondrous Item, Pollen Coat, Widen Spell
Cost to Create: 500 GP, 20 XP, 1 day


Queen Bees Magical Honeypot   (By Debihuman)
Price (Item Level): 250 GP (2nd)
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC:15) Abjuration
Activation: Swift, Manipulation
Weight:  2 lbs.

This magical honey jar holds one pint of honey. Not only is honey sweet and delicious, it is also antibacterial. This can help make life a little more bearable when the party is forced to survive on the bland food from a create food and water spell. Honey smeared over a wound, provides a +1 circumstance bonus to saves against natural diseases. The honeypot contains 32 servings of honey if eaten or 16 uses as antibacterial ointment. Nonmagical honey placed in the jar takes 24 hours to become imbued with the jar's magical property.

Prerequisites: Craft Wondrous Item, Resistance
Cost to Create: 125 GP, 10 XP, 1 day


Queens Crown
Price (Item Level): 16000 GP (14th)
Body Slot: Head
Caster Level: 3rd
Aura: Faint; (DC:18)
Activation: - (Use -Activated)
Weight: -

This is a bejeweled, golden crown. It sticks to your head when worn, never gets dirty, and mends itself if dented. While wearing it you gain +4 Enhancement Bonus to Cha as long as the crown is worn. While the crown does stick to your head and will not fall off, the force is not strong enough to prevent it from being removed by an opponent who grabs it and pulls.

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Prestidigitation
Cost to Create: 8000 GP, 320 XP, 8 days


Smoking Censer
Price (Item Level): 90000 GP (20th)
Body Slot: - (Carried)
Caster Level: 9th
Aura: Moderate; (DC:20) Transmutation
Activation: Standard (Manipulation)
Weight: 1 lb.

When lit, this censer begins to smoke heavily, providing 3 Allies that are bees or bee-like creatures the benefits of the Bad Beehavior spell.

Prerequisites: Craft Wondrous Item, Bad Beehavior
Cost to Create: 45000 GP, 3600 XP, 90 days


Sting 
Price (Item Level): 3000 GP (7th)
Body Slot: -
Caster Level: 3rd
Aura: Faint; (DC:15) Necromancy
Activation: Swift, Command
Weight: 1/2 lb.

Normally this acts as a +1 dagger, but it has 3 charges which are renewed every day at dawn.  Spending one or more charges enhances it's power for 1 round. 
1 charge: The dagger gains the Weakening property.
2 charges: The dagger gains the Impaling and Weakening properties.
3 charges: The dagger gains the Impaling, Venomous and Weakening properties.

Prerequisites: Craft Magic Arms and Armor, Find the Gap (see Spell Compendium), Poison, Ray of Enfeeblement
Cost to Create: 1500 GP, 60 XP, 2 days


Sting Booster
Price (Item Level): 116000 (21st)
Body Slot: Body
Caster Level: 12th
Aura: Strong; (DC:20) Evocation/Transmutation
Activation: Swift (Mental or Verbal)
Weight: 75 lbs.

This clockwork backpack allows the wearer with the ability to cast the following spells 3/day: Animate Sting, Big Bee's Interposing Sting, and Investiture of the Hive.

Prerequisites: Craft Wondrous Item, Craft Wondrous Item, Craft Wands, Craft Guns, Animate Sting, Big Bee's Interposing Sting, Investiture of the Hive
Cost to Create: 58000 GP, 2320 XP, 58 days


Swarm  (initial concept by Divath Fyr)
Price (Item Level): +1 Bonus
Property: Weapon
Caster Level: 3rd
Aura: Faint; (DC:18) Conjuration
Activation: Swift, Command

Once per day as a Swift Action, you can unleash a Bee Swarm from this weapon for 3 rounds as a Swift Action.  It immediately attacks whatever this weapon hit, and moves on to the next closest opponent once he is dead.

Prerequisites: Craft Magic Arms and Armor, Summon Swarm
Cost to Create: 2000 GP, 80 XP, 2 days


Swarm Critical  (initial concept by Divath Fyr)
Price (Item Level): +1 Bonus
Property: Weapon
Caster Level: 3rd
Aura: Faint; (DC:18) Conjuration
Activation: Swift, Command
Synergy Prerequisite: Swarm

In addition to the Swarm property, this weapon also releases a Swarm with any successful Critical hit.

Prerequisites: Craft Magic Arms and Armor, Summon Swarm
Cost to Create: 2000 GP, 80 XP, 2 days


Swole Deely Boppers
Price (Item Level): 100000 GP (20th)
Body Slot: Head
Caster Level: 11th
Aura: Moderate; (DC:21) Transmutation
Activation: - (Continuous)
Weight: -

As long as you wear these Deely Boppers, you gain the benefits of a Bee-f Up spell.

Prerequisites: Craft Wondrous Item, Bee-f Up
Cost to Create: 50000 GP, 2000 XP, 50 days


Warrior's Collar
Price (Item Level): 17,000 GP (14th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Abjuration
Activation: Swift (command) and Continuous (see description)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and gain the benefit of a Cloak of Bravery spell. He also gains the benefit of a Combat Readiness spell for as long as he wears the collar.

Prerequisites: Craft Wondrous Item, Cloak of Bravery, Combat Readiness
Cost to Create: 8500 GP, 340 XP, 9 days


Workers Tools 
Price (Item Level): 4000 GP (8th)
Body Slot: - (Carried)
Caster Level: 6th
Aura: Moderate; (DC:18) Conjuration
Activation: Use-Activated
Weight:  5 lbs.

This is an Enchanted Set of Masterwork Artisan's tools.  In addition to the normal benefits they halve the time required to Craft an item with them.

Prerequisites: Craft Wondrous Item, Resistance
Cost to Create: 2000 GP, 80 XP, 2 days
« Last Edit: February 17, 2017, 03:35:05 AM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #16 on: August 24, 2016, 07:09:26 PM »
EPIC BEE MAGIC SPELLS

Armored Beehemoth
Transmutation (Ritual)
Spellcraft DC: 31
Components: V, S
Casting Time: 1 Week
Range: 300 ft.
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop:   Seed: Transform.  Factors: Colossal Size (+24 DC), Type Change (+5 DC), +15 Hit Dice (+30 DC), gains abilities (+50 DC), Increased casting time (-14), Ritual (5 casters casting 9th level spells, -85 DC)

You permanently give the Lesser Kaiju Template to one bee or bee-like creature.

Bee-Clowned
Transmutation
Spellcraft DC: 103
Components: V, S
Casting Time: 1 Minute
Range: 300 ft.
Area: 40 ft. Radius
Duration: Permanent
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
To Develop:  Seed: Transform.  Factors: Increased Area (+16), Type change (+5), new abilities (+60)

All creatures in the area of effect who fail their Saving Throw permanently gain the Evil Clown Template.

Beeincarnate Inspired by Namuh
Conjuration (Healing)/Transmutation
Spellcraft DC: 73
Components: V, S, DF
Casting Time: 1 Minute
Range: Touch
Target: Dead Creature Touched
Duration: Permanent
Saving Throw: Yes (see text)
Spell Resistance: Yes (Harmless)
To Develop:  Seed: Life/Transform.  Factors: Type change (+5), new abilities (+20)

You can return any creature to life as per the Life Seed.  If it is not a bee or bee-like creature it gains the Bee Creature template.

Beeverse Gravity (Inspired by Namuh)
Transmutation
Spellcraft DC: 41
Components: V, S
Casting Time: 1 Minute
Range: 300 ft.
Area: 40 ft. Radius
Duration: 1 Hour
Saving Throw: Fortitude Negates
Spell Resistance: Yes
To Develop:   Seed: Transform.  Factors: Area (+16), any creature (+5), Reduced Duration (-2)

 This spell alters gravity in an area, causing all unattached objects and creatures within that area to fall towards the nearest bee or be-like creature, reaching them in 1 round. If some solid object is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the creature without striking anything, it remains in an adjacent square, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Beewig
Transmutation
Spellcraft DC: 93
Components: V, S
Casting Time: 1 Minute
Range: 300 ft.
Area: 40 ft. Radius
Duration: Permanent
Saving Throw: Fortitude Negates
Spell Resistance: Yes
To Develop:  Seed: Transform.  Factors: Areas (+16), any creature (+5), new abilities (+50)

All creatures in the area of effect who fail their Saving Throw permanently gain the Beewiged Template.

Diva
Enchantment (Compulsion, Mind-Affecting)
Spellcraft DC: 61
Components: V, M
Casting Time: 1 Action
Range: 300 ft.
Target: One living creature
Duration: 80 Hours (see text)
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop:   Seed: Compel.  Factors: 1 Action casting time (+20), Increased Range (+6), Increased duration (+6), can ask for unreasonable actions (+10)

This is identical to Dominate Monster other than the changes above, and that the caster can ask the victim to do anything, even take it's own life.  Material component is a pound of royal jelly.

Drone Camera (Inspired by Bohandas)
Enchantment (Compulsion, Mind-Affecting)/Divination
Spellcraft DC: 68
Components: V, S
Casting Time: 1 Action
Range: 300 ft., see text
Target: One living creature, see text
Duration: 60 minutes (D)
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop:  Seed: Reveal/Transform.  Factors: Can hear and see (+2), mobile sensor (+2), works with magical senses (+4), can cast spells through sensor (+6), 1 hour duration (+4)

You may target any bee or bee-like creature within 300 feet, and if it fails it's save you may see and hear anything it does for the spells duration, gaining the use of both it's sensory abilities and your own.  You may also cast spells through it as though you were in it's location.

From Bee-yond (Inspired by Corvus and Nrdman)
Conjuration (Summoning)
Spellcraft DC: 70
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Target: One summoned creature
Duration: 20 Rounds (D)
Saving Throw: Will Negates (see text)
Spell Resistance: Yes (see text)
To Develop:  Seed: Summon.  Factors: CR 30 (+56)

You summon one of the Bees From Outside to fight for you.

Hyperbobee (Inspired by the Mentalist)
Universal
Spellcraft DC: 500
Components: V, XP
Casting Time: see text
Range: see text
Target: see text
Duration: see text
Saving Throw: see text
Spell Resistance: Yes
To Develop:  Seed: Universal.  Factors: None

You can do nearly anything.  If you brag hard enough the universe will rearrange itself to mold truth to your lies.  See the Universal Seed for the limits of your power.

Tsunambee
Conjuration (Summoning)
Spellcraft DC: 83
Components: V, S
Casting Time: 1 Minute
Range: 300 ft.
Effect: 320 ft. Area
Duration: Instantaneous
Saving Throw: Fortitude Half (see text)
Spell Resistance: Yes
To Develop:  Seed: Afflict/Destroy.  Factors: Area (+28) Ability damage (+12)

As you cast this spell, a huge area is swarmed with bees taking 20d6 untyped damage (Fortitude Save for half), as well as another 4 points of temporary Con damage (no save for the Con damage).

We're the Bee-stie Boys! (inspired by Umbrapolaris)
Enchantment (Compulsion, Mind-Affecting, Sonic)
Spellcraft DC: 44
Components: V, S
Casting Time: 1 Standard Action
Range: 300 ft.
Area: 40 ft. Radius
Duration: 20 minutes (see text)
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop:  Seed: Afflict.  Factors: Area (+16), no somatic component (+2), deafens (+2), add Stun (+2), no Fear descriptor (+2), improved penalty (+4)

Your mad rhymes Stun any opponents within the area of effect for 1 Round.  Additionally they are Deafened and take a -4 Morale Penalty to attack tolls, checks and saving throws for the duration of the spell.

Workers Uprising (inspired by Bohandas)
Enchantment (Compulsion, Mind-Affecting)
Spellcraft DC: 57
Components: V, M
Casting Time: 1 Action
Range: 300 ft.
Area: 40 ft. radius
Duration: 80 hours or until completed
Saving Throw: Will Negates
Spell Resistance: Yes
To Develop:  Seed: Compel.  Factors: Increased range (+6), increased duration (+6), area (+16), unreasonable actions (+10)

When you cast this spell, everyone must make a Save DC or riot until the spell is over.  Material component is a piece of political protest regalia.

New Spell Seed

Universal
Universal
Spellcraft DC: 500
Components: V, XP
Casting Time: see text
Range: see text
Target: see text
Duration: see text
Saving Throw: see text
Spell Resistance: Yes (Harmless)

The Universal seed can be cast to duplicate the effects of a Wish spell, except that it is more powerful.  In addition to duplicating any spell of 9th Level or lower, it can duplicate the effect of any Epic spell whose Spellcraft DC is 6o or lower.  Casting this spell costs the same XP cost as Wish.


Evil Clown

Evil Clown is an Acquired Template that can be applied to any creature who fails a Save against the Bee-Clowned spell.  Evil Clowns are used to wipe out cities.  They're fast, they're tough, and utterly without mercy.

Size and Type: Size is Unchanged, Type becomes Outsider (Extraplanar, Chaos, Evil).  Do not recalculate base attack bonus, saves, or skill points.

Hit Dice: Base creature now has maximum hit points per die.

Speed: You may now teleport at will to any distance equal to your land speed (this is a Supernatural effect).  For example if your land speed is 30 feet, you can teleport to any location in 30 feet you can see.

Armor Class: Base Creature gains a +15 Insight Bonus and a +20 Dodge Bonus to Armor Class.

Attacks:
If the base creature has natural weapons, it uses them.  If not it gains a Slam attack.  The number of Slams it can make depends on the base creatures HD: 1-3 (3), 4-7 (4), 8-11 (5), 12-15 (6), 16-19 (7), 20-23 (8), every four more HD (+1).

Damage: The base creatures Primary Natural attack increases to 2d8 plus Str Modifier, unless it's already higher.  If it gains Slams, they do 2d8+Str Modifier.

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Spell-like Abilities (Sp): At will: Expeditious Retreat (invisible bike), Melf's Acid Arrow (pie to the face), Shadow Conjuration (shadow puppets), Summon Nature's Ally IV (balloon animals).  3/Day: Dominate Monster (ventriloquist dummy), Otto's Irresistible Dance), Phantasmal Killer.

Coulrophobia (Su): Any living creature within 60 feet who can see an Evil Clown must make a Willpower Save (Save DC is equal to 10 plus 1/2 HD plus Cha modifier) or be Shaken for the duration of the encounter.  This is a Mind-affecting Effect.

Fear is the Mind Killer (Su): You gain a +15 Insight Bonus to damage rolls against opponents who are suffering from any Fear effect.

Natural attacks are considered Epic and Chaotic and Evil for purposes of overcoming Damage Reduction.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Spell Resistance equal to (Hit Dice times 5), unless it's already higher.

Damage Reduction (Epic): Amount depends on base creatures Hit Dice: 1-7 HD (DR 5), 8-15 (DR 10), 16+ (DR 15).  If the creature already has DR/Magic it becomes DR/Epic.  If it had DR/Magic and Cold Iron it is now DR/Epic and Cold Iron.  If it had no DR, it gains DR/Epic in the listed amount.

Fast Healing 20

Telepathy 60 feet

Saves: Unchanged.

Abilities: +10 Str, +12 Dex, +10 Con, +10 Wis, +10 Cha

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---

Carrionette (Lunar Ravager/Evil Clown)
                      Large Outsider (Extraplanar, Chaos, Evil)
Hit Dice:             14d8+126 (238 hp)
Initiative:           +13
Speed:                Teleport 40 ft. (8 squares)
Armor Class:          58 (-1 Size, +9 Dex, +5 Natural, +15 Insight, +20 Dodge), touch 53, flat-footed 29
Base Attack/Grapple:  +7/+22
Attack:               Masterwork Battleaxe +19 (2d6+11/x3) or Slam +18 melee (2d8+11)
Full Attack:          Masterwork Battleaxe +19/+14 (2d6+11/x3) or 6 Slams +18 melee (2d8+11)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Coulrophobia, Fear is the Mind Killer, Enhanced Natural Attacks
Special Qualities:    Superior Low-light Vision, DR 10/Epic and Cold Iron, Clairaudience/Clairvoyance, Moon Rider, SR 90, Fast Healing 20, Telepathy 60 feet
Saves:                Fort +13, Ref +18, Will +16
Abilities:            Str 33, Dex 28, Con 28, Int 11, Wis 24, Cha 18
Skills:               Hide +21, Jump +14, Knowledge (Nature) +19, Listen +26, Move Silently +25, Spot +26, Survival +26
Feats:                Cleave, Improved Initiative, Power Attack, Track, Weapon Focus (Battleaxe)
Challenge Rating:     20
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     ---
The Carrionette used to be just an average, every day madman killing and eating people, before becoming victim of a spell.  Now he's a flesheating maniac in clown makeup.



"Behold our magnificent Clowns!"

"Clowns?"

"Why Clowns?  Aren't you all bee themed?"

"There's this spell called Bee-Clowned...look it's a very tortured joke, just work with me here."


Beewiged

Beewiged is an Acquired template that can be applied to any creature who fails it's Saving throw against a Beewiged spell.  They gain a huge head of hair (think 60's or 80's hair styles) swarming with bees.  Why does someone do this?  The puzzling answer is usually "Why not?"  They make for willful minions, and are prone to assassinating their 'masters'.

Size and Type: Type becomes Outsider (Native).  Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Base creature gets maximum hit points per die.

Speed: Gains a Fly speed of 50 feet (Good), unless it already has better.

Armor Class: The base creatures Natural Armor Bonus to AC increases by +12.

Attacks: Gains a Headbutt attack.

Damage: Headbutt does 2d4 Swarm damage for a Medium creature (adjust as necessary for hit dice).

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Poison (Ex): Due to your bee hair, your Headbutt attack is poisonous. Injury, Fortitude Save (Save DC is 10 plus 1/2 HD plus Con Modifier), Initial and Secondary damage is 1d8 Con.

Apiarist (Su): 1/day you may summon 1d4+1 Bee Swarms, or 3d6 Big Bees.  They arrive in 2d6 rounds, and serve until released.  You may sense with their senses, and communicate with them telepathically out to a range of 10 miles.

Bee's Curse (Su): Opponents you Pin in a Grapple take 2d4 Swarm damage, plus poison as your swarm hair attacks them.

Spell-like Abilities (Sp): At will: Bee Safe, Fear, Honeyed Words, I'll Bee Back, Vomit Bees.  Caster Level 12th.

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Alternate Form (Su): You may Wild Shape as a 12th Level Druid as a Move Action.  You may only change your form from Tiny to Large Bees or Bee-like creatures.  You do not need to revert to your true form to shift between bee shapes.

Damage Reduction 10/Cold Iron and Magic

Fast Healing 8

Energy Resistance 10 (Acid, Fire, Sonic)

Spider Climb (Ex): Permanently has the benefits of the Spider Climb spell.

Telepathy 100 ft.

Hivemind (Ex): All Beewiged within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee in a group is considered flanked unless all of them are.   

Saves: Base creature adds it's Charisma Modifier to all Saving Throws.

Abilities: +8 Str, +8 Dex, +8 Con, +4 Int, +4 Wis, +8 Cha.

Skills: Base creature gains a +8 Racial Bonus to Bluff, Concentration, Diplomacy, Intimidate, Listen, Search, Sense Motive, Spot, and Use Magic Device checks.

Feats: Base creature gains Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Leadership and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +5

Treasure: Double Standard

Alignment: Cannot be Chaotic, if Chaotic will shift to Neutral.

Advancement: Unchanged.

Level Adjustment: ---

Sybil (Janni/Beewiged)
                      Medium Outsider (Native)
Hit Dice:             6d8+30 (78 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Fly 50 ft. (Perfect)
Armor Class:          29 (+6 Dex, +13 Natural Armor), touch 16, flat-footed 23
Base Attack/Grapple:  +6/+13
Attack:               Scimitar +13 melee (1d6+7/18-20) or Longbow +12 ranged (1d8/x3) or Headbutt +13 melee (2d4 swarm damage plus poison)
Full Attack:          Scimitar +13/+8 melee (1d6+7/18-20) or Longbow +12/+7 ranged (1d8/x3) or Headbutt +13 melee (2d4 swarm damage plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Change Size, Spell-Like Abilities, Poison, Apiarist, Bee's Curse
Special Qualities:    Darkvision 60 ft., Elemental Endurance, Plane Shift, Alternate Form, DR 10/Cold Iron and Magic, Fast Healing 8, Energy Resistance 10 (Acid, Fire, Sonic), Telepathy 100 ft., Hivemind, Spicerclmb
Saves:                Fort +10, Ref +13, Will +11
Abilities:            Str 24, Dex 23, Con 20, Int 18, Wis 19, Cha 21
Skills:               Appraise +13, Bluff +13, Concentration +22, Craft (any two) +13, Diplomacy +16, Escape Artist +10, Intimidate +13, Listen +21, Move Silently +10, Ride +15, Search +12, Sense Motive +21, Spot +21, Use Magic Device +13, Use Rope +7 (+11 with bindings)
Feats:                Combat Reflexes, Dodge, Mobility, Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Iron Will (B), Leadership (B), Lightning Reflexes (B)
Challenge Rating:     9
Treasure:             Double Standard
Alignment:            Usually Neutral
Advancement:          7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment:     ---



"We also have a plethora of Beewiged!"

"Is that another spell?"

"Er...yes."

"That's a more tortured pun than the last one."

"Jim, I'm opening the bag.  Get ready for bad times."

BEE SAFE  original concept by tsj
3rd Level Conjuration 
Casting Time: 1 Action
Range: Self
Components: V. S, M (bit of royal jelly)
Duration: Concentration, up to 1 Minute
Angry Bees wreathe your body for the duration. You can end the spell early by using an action to dismiss it. Whenever a creature within 5 feet of you hits you with a melee attack, the bees attack them.  The attacker takes 1d6 piercing damage, and must make a Constitution Save or acquire the Poisoned Condition.

HONEYED WORDS  original concept by JDL
2nd Level Enchantment 
Casting Time: 1 Action
Range: Self
Components: V
Duration: Concentration, up to 1 Hour
For the duration of the spell you have Proficiency in Charisma (Deception and Persuasion) Checks.

I'LL BEE BACK  original concept by Nrdman
5th Level Conjuration 
Casting Time: 1 Action
Range: 500 feet
Components: V, M (venus figurine painted like a bee)
Duration: Instantaneous (but see below)
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

You can bring along objects as long as their weight doesn’t exceed what you can carry.  If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.  A Bee Swarm is left in the square you formerly occupied, and it attacks the nearest creature.  If it kills it, it selects the next nearest creature.  The Swarm lasts for 1 Minute, and is not under your control.

VOMIT BEES
7th Level Conjuration 
Casting Time: 1 Action
Range: Self (60 foot Cone)
Components: V, S. M (dead bee)
Duration: Instantaneous (but see text)
You vomit a huge spray of bees.  Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 12d6 Piercing damage on a failed save, or half as much damage on a successful one.  Creatures must then make another Constitution saving throw.  A creature takes 8d6 Piercing damage on a failed save, or be Poisoned for 1 Minute.

  At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.



                      Bee from Outside
                      Large Outsider (Chaotic, Extraplanar, Psionic)
Hit Dice:             66d8+990 (1518 hp)
Initiative:           +10
Speed:                5 ft. (1 square), Fly 240 ft. (Perfect)
Armor Class:          51 (-1 Size, +2 Dex, +40 Natural), touch 11, flat-footed 49
Base Attack/Grapple:  +66/+75
Attack:               Mind Sting +81 ranged touch (Psychic Poison)
Full Attack:          Mind Sting +81 ranged touch (Psychic Poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Psi-Like abilities, Summon Spirrax, Psychic Bomb, Psychic Poison
Special Qualities:    Abomination traits, Regeneration 20, SR 41, DR 15/ lawful and epic and cold iron, Hive Mind, Advanced Hive Mind, Hive Aura, Darkvision 120 feet
Saves:                Fort +50, Ref +43, Will +47
Abilities:            Str 20, Dex 15, Con 40, Int 28, Wis 22, Cha 42
Skills:               Autohypnosis +75, Bluff +85, Concentration +84, Decipher Script +78, Diplomacy +89, Hide +67, Intimidate +87, Knowledge (Arcana, the Planes0 +78, Knowledge (Psionics) +80, Listen +77, Move Silently +71, Psicraft +80, Search +78, Sense Motive +75, Spot +77, Use Psionic Device +85
Feats:                Alertness, Dodge, Combat Expertise, Combat Manifestation, Flyby Attack, Greater Power Penetration, Improved Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Overwhelming Assault (PHB2), Point Blank Shot, Power Penetration, Psionic Meditation, Run, Spring Attack, Weapon Focus (Mind Sting), Wingover   Epic Feats: Epic Psionic Focus, Epic Reflexes, Epic Will, Superior Initiative
Environment:          The Far Realms
Organization:         Solitary
Challenge Rating:     30
Treasure:             Standard
Alignment:            Always Chaotic Neutral
Advancement:          67-80 HD (Large), 81-100 HD (Huge)
Level Adjustment:     ---

No two Bees from Outside are the same.  The only commonality is that they all have some bee-like features.  Hailing from the Far Realms, their purposes are unknown and un-guessable.  All that is truly known of them is their potent psychic power, and some sort of connection to the monstrous Spirrax. 

Psi-Like abilities (Ps): At will: Astral Seed, Cloud Mind, Crisis of Life, Detect Remote Viewing, False Sensory Input, Fission, Fusion, Null Psionics Field, Psionic Ethereal Jaunt, Psionic Plane Shift, Psychic Crush, Remote Viewing, Ultrablast. 5/Day: Psionic Sequester, Reality Revision, Time Hop.

Summon Spirrax (Sp): A Bee from Outside can summon a Spirrax 5/day, as per the Summon Monster spell (see MM5 for stats).

Psychic Bomb (Su): Psychic Bomb is a ranged attack with a maximum range of 240 feet.  It is a 40 foot area radius, and anything within the area must make a DC 59 Willpower Save (Save DC is Cha based) or be Stunned 1d4 rounds.  The Bee can use this every 1d4 rounds.

Psychic Poison (Su): Your mind sting is a telepathic ranged touch attack with a range of 240 feet using your Cha modifier to hit.  If it successfully hits your Opponent must make a DC 59 Willpower Save (Save DC is Cha based) or take 1d6 temporary Int, Wis, and Cha damage.

Regeneration: Fire and cold iron deal normal damage to a Bee From Outside. If a Bee loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Hive Mind (Ex):  All Bees from Outside within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee in a group is considered flanked unless all of them are.   

Advanced Hive Mind (Su):  Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Hive Aura (Su): A 30-foot-radius pyschic Aura spreads from each Bee from Outside.  Members from that Bees Hive Mind within that area share the Bees Regeneration.  Anything within that Area that isn't a member of the Hive Mind is Slowed as per the spell.

Combat: Bees from Outside are pretty good strategists.  Usually they open with Psychic Bomb to disperse opponents before hitting their Summon power.





The Bees From Outside
"What are they doing now?"

So Rare As To Almost Be Unknown

"They appear to be chanting."

"Uh oh.  That's a Gate."

"Gates are always bad news."

"Particularly since I recognize this one."

"Where does it go to?"


Immense Psionic Power

"What is that?"

"That, gentlepersons, is a Bee From Outside."

"It makes my teeth itch."

"We may need backup."

"Let me get my friend Marcus on the Palantir."

"Best hurry, it appears to be chanting too."
« Last Edit: July 07, 2023, 10:33:52 PM by bhu »

Offline Solo

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Re: The Bee-Guiler
« Reply #17 on: August 26, 2016, 01:44:22 AM »
I saw the title and dropped in to tell you that you are a horrible person.

That is all.
"I am the Black Mage! I cast the spells that makes the peoples fall down."

Offline bhu

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Re: The Bee-Guiler
« Reply #18 on: August 26, 2016, 06:47:15 PM »
I saw the title and dropped in to tell you that you are a horrible person.

That is all.

*protests innocence*  :o

Offline Solo

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Re: The Bee-Guiler
« Reply #19 on: August 26, 2016, 08:35:31 PM »
Methinks the kitten doth protest too much!
"I am the Black Mage! I cast the spells that makes the peoples fall down."