Author Topic: The Bee-Guiler  (Read 24045 times)

Offline bhu

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Re: The Bee-Guiler
« Reply #40 on: November 19, 2018, 06:32:06 PM »
BEE-NIGHTED


   
"Witchcraft is not Evil.  I am."

 The Bee-Nighted are witches specializing in curses, usually involving fears of or allergies to bees and bee-like creatures.  The fill the role of the wise hedge-witch who can be paid for help in times of trouble.  Usually with your first-born or something equally nasty.  After all it wouldn't do for people to pester you too often.

BECOMING A BEE-NIGHTED
Any Bee-Guiler who meets the prerequisites will do.

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


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

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Bee-Witchery, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    The Fear, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Witches Curse, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Bee-Witchery, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    The Fear, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Witches Curse, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Bee-Witchery, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    The Fear, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Witches Curse, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7   Death Curse, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Bee-Nighted gains no new weapon or armor proficiencies.
 
Bee-Witchery: At Levels 1,4 and 7 you gain  Bee-Witchery as a Bonus Feat.

The Fear (Su): At 2nd Level, spells you cast with the Fear descriptor have their Save DC increased by +1 (this stacks with spell focus).

At 5th Level you may take 20 on Intimidate Checks.

At 8th Level you begin to radiate fear.  Creatures of less than 5 HD in a 60-foot radius that look at you must succeed on a Will save or be affected as though by a Fear spell from a sorcerer whose Level is equal to your Hit Dice. A creature that successfully saves cannot be affected again by the your aura for 24 hours.

Witches Curse: At Level 3 you may cast 1 spell that allows a Saving Throw, and your opponent automatically fails his Saving Throw.  You may do this once per day, and gain an additional use per day at Levels 6 and 9.

Death Curse (Su): At 10th Level, if you die you get a final strike.  As a Full Round Action your corpse casts every spell that has a target and a damaging or negative effect on any Opponent within range.

PLAYING A BEE-NIGHTED
 You are perceived as Evil, or at least incurably mad, and it is assumed your madness is what gives you your powers.  You scare the hell out of people, and you use this to your advantage.  A wise witch can influence events to her liking, even without being part of society.
 Combat: Combat is not your strong suit.  You rely on the fear of you that people have to keep them at bay.
 Advancement: You're free to advance how you want, so long as you can avoid being pitchforked by the mob.
Resources: People are willing to pay for your help in cursing their enemies, so you can be quite well off if you want to be.

BEE-NIGHTED IN THE WORLD
"Father, why do you vacate your bowel every time Mrs. Gotha smiles?"
 You usually don't interact with the world much, other than to buy supplies, or provide 'aid'.  You're pretty much the stereotype of the mad hermit.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables:
 Organizations: You tend to be loners, though an offense against one Bee-Nighted is considered an offense against all.

NPC Reaction
 While being Evil is not required, most Bee-Nighted are.  Between that and their shenanigans most NPC's are terrified of them.

BEE-NIGHTED IN THE GAME
 This is a class widely perceived as evil, and may thus be troublesome for a PC to take.
 Adaptation: Bee-Nighted are meant to be at least semi-evil critters for goofier campaigns, but can easily be adapted for horror.
 Encounters: PC's generally encounter a Bee-Nighted because she has been hired to curse them.  Occasionally they blunder into one by accident.

Sample Encounter
EL 12: The PC's have been sent to the local wise woman for advice.  They find her naked, sitting in the mud wearing a bee mask and humming quietly to herself.  While holding a severed babies head.  Nothing weird there...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEE-NIGHTED

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spellcasting Your caster Level continues to improve, but you do not gain additional spells per day.
Bonus Feats: The Epic Bee-nighted gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 17, 2018, 09:49:17 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #41 on: December 03, 2018, 12:00:28 AM »
BEEGENERATE


   
“As my father always used to tell me, 'You see, son, there's always someone in the world worse off than you.' And I always used to think, 'So?” 

 With great power comes absolutely no responsibility.  Some achieve greatness with their power.  You have squandered your opportunity, and lived a life of debauchery and madness.  You found a way to gain more power by forgetting your ethics, and you've been on a downward spiral since.

BECOMING A BEEGENERATE
Any morally bankrupt Bee-Guiler can become a Beegenerate.

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hivemind
   Spellcasting:  Must be able to cast 3rd Level spells from the Bee-Guiler spell list
   Skills:  Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
   Feats:    Corrupt Spell, Spell Focus (Evil)
   Alignment: Must be Evil.


Class Skills
 The Beegenerate's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), 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 Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Spreading Evil, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    Power of Corruption, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Corrupt Magic, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Spreading Evil, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    Power of Corruption, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Corrupt Magic, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Spreading Evil, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    Power of Corruption, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Corrupt Magic, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Bastard, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Beegenerate gains no new weapon or armor proficiencies.
 
Spreading Evil (Su): Any time you cast a spell on someone, whether an Ally or an Opponent, you stand a chance of corrupting them.  The target must make a Willpower Save if your spell is successful (Save DC is 10 plus 1/2 HD plus Cha Modifier) or their Alignment shifts one step towards Evil.  If they are already Evil their Alignment shifts one step towards Chaotic.  Break Enchantment, Limited Wish or Wish will reverse this effect.  At Level 1 you may only use this ability if the spell has the Evil descriptor.  At Level 4 you may use it with any Enchantment or Necromancy spell.  At Level 7 you may use it with any spell you know.

Power of Corruption (Su): Beginning at Level 2 you temporarily gain some benefits if you change someone's Alignment to Evil via your Spreading Evil ability (or Chaotic Evil if they were Evil already).  At 2nd level each negative energy level you are allowed one of the following options:
1) You gain 5 temporary hit points for 1 hour.
2) You spell Save DC's increase by +1 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +2 Profane Bonus on any 1 Saving Throw for 1 hour.
These effects stack (i.e. if you manage to impose 3 negative energy levels on someone you may gain up to 15 temporary hit points).

At 5th level your options increase:
1) You gain 10 temporary hit points for 1 hour.
2) You spell Save DC's increase by +2 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +4 Profane Bonus on any 1 Saving Throw for 1 hour.
4) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).
5) Remove any of the following conditions: Regain 1 permanently lost Ability score point, remove 1 permanently gained negative level, cure blindness/deafness/disease/poison, or cast Remove Curse upon yourself as a Supernatural ability.

At 8th level your options increase again.  If you succeed, you may reduce your physical age by up to 30 years or regain all lost Ability scores or remove all permanently gained negative levels. You may do this once per day.  Your minimum age is your races starting age minus 10%.  If it would reduce you below this age, you may "pool" the remaining years.  Whenever you would normally age a year (i.e. become 1 for example), you remove a year from the Age Pool instead.  If you take another victim before the Age Pool is empty, the years are simply added to the pool.

Corrupt Magic (Su): Beginning at Level 3 you gain additional benefits when you cast a spell with the Evil Descriptor.  If you successfully overcome a Good creatures Spell Resistance or Saving Throw you gain a +2 Deflection Bonus against good creatures for a number of rounds equal to the level of the spell you cast.  At 6th Level you also gain a +2 Resistance Bonus on Saving Throws against Good creatures.  At 9th Level this ability blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the you, but it suppresses the effect for the duration of this ability. If the ability ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature.

Bastard: At 10th Level your Type changes to Outsider with the Evil and Native Subtypes.  If you are Lawful or Chaotic you gain that Subtype as well.  Additionally you gain DR 10/Good.

PLAYING A BEEGENERATE
 The entire world is filth, you're just the only one with balls to admit it.   People who accuse you of being some sort of degenerate scum are just hiding their own transgressions.
 Combat: Beegenerates vary wildly.  Some enjoy combat, some don't.
 Advancement: How you advance rather depends on circumstance (and your ability to control your urge to get into trouble).
Resources: You might have a Guild or Patron, assuming you haven't offended them.

BEEGENERATES IN THE WORLD
"Hangings too good fer 'im."
 You have just about the worst reputation imaginable, and people avoid you for it.  Even thieves are considered higher on the social ladder than you.
 Daily Life: Much of your day is spent running and hiding from enemies, of which you seem to have an endless supply.
 Notables:
 Organizations: It's difficult for you, as only the most vile and reprehensible people will hire you.

NPC Reaction
 NPC's react to you in much the way they would a cannibal or leper.  In fact, Lepers may get more slack than you.

BEEGENERATES IN THE GAME
 This class may be best left to all Evil campaigns.
 Adaptation: This is a fairly weird class, and is probably meant for campaigns that are just as odd.
 Encounters: Beegenerates are usually found committing crimes, or fleeing the aftermath of one.

Sample Encounter
EL 12: The PC's are hunting a wanted man in the towns red light district Standing across the way is a drunken man urinating himself, which normally wouldn't be an issue but for his wielding some sort of magical rod. 


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEEGENERATE

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spellcasting Your caster Level continues to improve, but you do not gain additional spells per day.
Bonus Feats: The Epic Beegenerate gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 21, 2018, 01:04:36 AM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #42 on: December 21, 2018, 01:09:23 AM »
BEE-LLIGERENT


   
(incoherent profanity)

 You took training as a Bee-Guiler just long enough to learn the basics, before switching to rage induced brawling.

BECOMING A BEE-LLIGERENT
Any Bee-Guiler/Fighter hybrid will do

 ENTRY REQUIREMENTS
   Class Abilities:  Hivemind
   BAB:  +5
   Skills:  Climb 4 ranks, Jump 4 ranks
   Feats:    Weapon Focus (Sting) any Bee Rage Feat


Class Skills
 The Bee-lligerent's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Bee Rage
2. +2    +3     +0     +3    Bee Form
3. +3    +3     +1     +3    Military Training
4. +4    +4     +1     +4    Bee Rage
5. +5    +4     +1     +4    Bee Form
6. +6    +5     +2     +5    Military Training
7. +7    +5     +2     +5    Bee Rage
8. +8    +6     +2     +6    Bee Form
9. +9    +6     +3     +6    Military Training
10.+10   +7     +3     +7   Angry Mob

Weapon Proficiencies: A Bee-lligerent is proficient with all Simple and Martial Weapons, and with all Armor and Shields.
 
Bee Rage: At 1st Level the Bee-lligerent may enter Bee Rage 1/day, gaining an additional daily use at Levels 4 and 7.  The duration and limitations are identical to Barbarian Rage, but the benefits are as follows:  You gain a +2 Morale Bonus to Attack and Initiative rolls, and opponents who are adjacent to you take a -2 Circumstance Penalty to these same rolls.

Bee Form (Su): You may choose a new Bee Form at Levels 2, 5 and 8.  This is identical to the Bee-Guiler ability of the same name, and your Bee-Guiler and Bee-lligerent Levels stack for purposes of determining what Bee Forms you can take.

Military Training (Ex): At 3rd Level choose any piercing weapon.  Any weapon specific Feats (such as Weapon Focus) that apply to your Sting Attack apply to this weapon as well.

At 6th Level any weapon enhancements on your piercing weapon also apply to your Sting Attack.

At 9th Level your Bee Rage Bonuses double if you are within 30 ft. of another creature with Bee Rage.

Angry Mob: At 10th Level, any time you go into Bee Rage, any Ally within 30' feet also goes into Rage for free without using one of their Daily Uses of that ability.  This includes Rage and it's variants, Frenzy, Bee Rage etc.

PLAYING A BEE-LLIGERENT
 THE RAGE IS ALL!  ALL WILL SEE YOU AND KNOW DESPAIR!!  Well maybe anyway...
 Combat: You tend to charge right into the fray.  Human or Bee Form means no difference to you, though many of you prefer to fight as bees.
 Advancement: Learning tends to be combat based for you.  Members of your profession don't get much time for anything else.
Resources: You generally have a patron of some kind, though their wealth level tends to vary.

BEE-LLIGERENTS IN THE WORLD
"If you hear them yellow coats buzzin', you run boy.  You hear me?"
 Your groups tendencies to go berserk lead to you having kind of a bad rap.  The annoying humming sound you make doesn't help either.
 Daily Life: Much of your time is spent preparing for war or actually fighting one.
 Notables:
 Organizations: Most Bee-lligerent belong to armies or merc guilds.

NPC Reaction
 As long as you don't go full bee or lose it people treat you like any testy warrior.

BEE-LLIGERENTS IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is meant for some fairly odd campaigns.
 Encounters: The Bee-lligerent are often mercenaries, and can be found wherever there is conflict.

Sample Encounter
EL 12: The PC's are in a town that seems obsessed with bees, when they accidentally bump into some guy.  Who proceeds to lose his cool to the point he actually seems to be vibrating.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEE-LLIGERENT

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bee Rage At Level 21 and every three Levels thereafter you gain an additional daily use of Bee Rage.
Bee Form At Level 22 and every three Levels thereafter you gain a new Bee Form.
Bonus Feats: The Epic Bee-lligerent gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: April 19, 2021, 10:33:33 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #43 on: March 04, 2019, 08:25:55 PM »
BEE-YONDER


   
"Let me get this straight.  You want me to sacrifice a 'Dwarf woman of easy virtue' by drowning her in a tub filled with Healing Potions at the crossroads at Midnight with the Bee Star clearly visible in the sky.  Is this really a magic ritual, or just a weird fetish?"

 You deal with terrifying entities from beyond Space and Time.  But only specifically bee-like entities.  Bee-like entities will to bargain away knowledge in exchange for weird shenanigans performed on their behalf.  Seriously, the stuff they ask you to do makes sense only to them.  That or they believe strongly in the trope of the crazed master who puts his apprentice through an increasingly bizarre Hell, only for it to turn out to be for the students benefit the entire time.

BECOMING A BEE-YONDER
Any Bee-Guiler interested in the Far Realms will do.

 ENTRY REQUIREMENTS
   Alignment:  Any non-Lawful
   Skills:  Knowledge (Arcana, The Planes) 4 ranks
   Feats:  Improved Bee Form (Shaggai Form)
   Spellcasting:  Must be able to cast 1 spell from the Bee Magic list or 5rd Level or higher.
   Special:  Must have made peaceful contact with the Far Realm


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

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Familiar, Alien Summoning, +1 to Level of existing Arcane casting class
2. +1    +0     +0     +3    Alien Blessing, +1 to Level of existing Arcane casting class
3. +1    +1     +1     +3    Bonus Feat, +1 to Level of existing Arcane casting class
4. +2    +1     +1     +4    Alien Mind, +1 to Level of existing Arcane casting class
5. +2    +1     +1     +4    Alien Familiar, +1 to Level of existing Arcane casting class
6. +3    +2     +2     +5    Improved Summoning, +1 to Level of existing Arcane casting class
7. +3    +2     +2     +5    Bonus Feat, +1 to Level of existing Arcane casting class
8. +4    +2     +2     +6    Alien Hivemind, +1 to Level of existing Arcane casting class
9. +4    +3     +3     +6    Alien Magic, +1 to Level of existing Arcane casting class
10.+5    +3     +3     +7   Alien Transcendence, +1 to Level of existing Arcane casting class

Weapon Proficiencies: A Bee-Yonder gains no new weapon or armor proficiencies.

Familiar: You gain a Familiar.  Your Bee-Guiler and Bee-Yonder Levels stack for the purpose of determining it's abilities.  This Familiar is a Big Bee ( http://minmaxforum.com/index.php?topic=994.msg6620#msg6620 ).

Alien Summoning: The Summon Bee I through IX spells are added to your spell list.

Alien Blessing (Ex): At 2nd Level you gain a +1 Insight Bonus on all Saving Throws.

Bonus Feat: At Levels 3 and 7 you can choose a Bonus Feat you qualify for.  This must be a Feat that requires a Caster Level as a prerequisite, or a metamagic Feat.

Alien Mind (Ex): At 4th Level you gain a -2 Penalty on all Charisma related Skill checks (except Intimidate) against creatures that aren't Pseudonatural or native to the Far Realm, and a +2 Bonus against creatures that are.

Alien Familiar: Beginning at 5th level, a Bee-Yondert's familiar, if any, gains the pseudonatural template (see Complete Arcane page 160) in addition to the powers and abilities normal for a familiar of the appropriate level. This effect does not replace an existing familiar—the familiar has been slowly taking on pseudonatural aspects as the Bee-Yonder rises in level, and those characteristics become fully functional at this point. From now on, the Bee-Yonder's newly summoned familiars already possess the pseudonatural template. If a Bee-Yonder has no familiar, this ability has no effect.

Improved Summoning: Creatures you summon with the Summon Bee Feat are now strange and alien.  They count as creatures of the Far Realm for all Feats, abilities, spells etc.  Your summoned creatures also gain +1 hit point per hit die.

Alien Hivemind (Ex):
At 8th Level you gain the Advanced Hivemind class feature (see the Bee-Guiler core class).  Unlike usual your Advanced Hivemind is only usable with creatures of the Far Realm (including ones you summon) or other Bee-Yonders.

Alien Magic: At 9th Level spells you cast on creatures of the Far Realm (or to Summon creatures of the Far Realm) are cast at +1 caster level).

Alien Transcendence (Ex):
At 10th Level your Type changes to Outsider with the Extraplanar Subtype.  Additionally, she gains damage reduction 10/magic and resistance to acid 10 and electricity 10.  The Bee-Yonders physical form alters in disturbing ways that give her a +2 Bonus on Charisma Skill Checks (except Intimidate) against creatures of the Far Realm and their Allies (and a -2 Penalty against everyone else, with the exception of Intimidate and Use Magic Device).
 
PLAYING A BEE-YONDER
 Man, the stuff you go through for some decent power.  Sell your soul to the Aliens your mother said.  What could possibly go wrong she said.
 Combat: You summon critters to defend yourself.  You're too important in the mad schemes of your master to risk personally.
 Advancement: Your advancement depends on your masters wishes as you need to be of value to him.
Resources: Depending on the legality and personal whimsies of the local nobility you might have decent resources being funneled into your court.

BEE-YONDERS IN THE WORLD
"He's a bit odd that one.  Eats strictly dry white toast and mead.  Obvious madman."
 Life is weird.  One day you're a social outcast everyone spits on.  The next you're a social outcast everyone runs screaming from.  Granted, you did start hanging out with alien monsters...
 Daily Life: Generally you're either furthering your schemes, the schemes of your master, fleeing mobs, etc.
 Notables:
 Organizations: You belong to a cult.  How much power and influence that cult holds varies greatly.

NPC Reaction
 PC's regard you as a freak when they're charitable.  They call you worse when they aren't charitable.

BEE-YONDERS IN THE GAME
 This PrC assumes the PC is the member of a cult.  This could be troublesome for the group.
 Adaptation: This is for silly campaigns that have access to the Far Realm, but it can be adapted.
 Encounters: Bee-Yonder's can be found virtually anywhere conducting their crazy rituals.

Sample Encounter
EL 12: The PC's are having brunch on the patio of the local cafe, when a weirdo carrying an axe and wearing a bee mask walks up and asks them "Do you read Sutter Kane?"  Things escalate swiftly.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEE-YONDER

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spellcasting The Epic Bee-Yonders Caster level is equal to her class level.  Her number of spells per day does not increase after 20th level, but each new level she gains she can learn 2 new spells of any level she can cast
Familiar The Epic Alienists Familiar continues to increase in power.  Every 2 levels higher than 20th the Familiar's Natural Armor Bonus and Intelligence increase by +1.  The Familiar's Spell Resistance is equal to the Master's Level+5.  At 21st level and every 10 levels higher the Familiar gains the benefits of the Familiar Spell Epic Feat for a spell of it's Master's choice.
Bonus Feats: The Epic Bee-Yonder gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 20, 2019, 07:44:27 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #44 on: May 13, 2019, 10:30:56 PM »
BIG BEE


   
"I am the head bee in charge.  You deal with me."

 Big Bees specialize in using their Bee Form ability.  Specifically to change into bee monsters.  Why?  Well hell, why not?

BECOMING A BIG BEE
Most Bee-Guiler's with the right stuff will easily qualify.

 ENTRY REQUIREMENTS
   Class Abilities:  At least 2 different Bee Forms
   Skills:  Knowledge (Arcana) 4 ranks
   Feats:   Improved Bee Form (twice)


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Jibba Jabba, Advanced Bee Form 1/day
2. +1    +0     +3     +3    +1 to Level of existing Arcane casting class
3. +2    +1     +3     +3    Fast Bee Form, +1 to Level of existing Arcane casting class
4. +3    +1     +4     +4    Advanced Bee Form 2/day, +1 to Level of existing Arcane casting class
5. +3    +1     +4     +4    +1 to Level of existing Arcane casting class
6. +4    +2     +5     +5    +1 to Level of existing Arcane casting class
7. +5    +2     +5     +5    Advanced Bee Form 3/day, Extraordinary Bee Form, +1 to Level of existing Arcane casting class
8. +6    +2     +6     +6    +1 to Level of existing Arcane casting class
9. +6    +3     +6     +6    +1 to Level of existing Arcane casting class
10.+7    +3     +7     +7   Advanced Bee Form 4/day, Evershifting Form

Weapon Proficiencies: A Big Bee gains no new weapon or armor proficiencies.
 
Jibba Jabba: At first Level you gain Jibba Jabba as a Bonus Feat.  If you already have this Feat, you gain any other Feat you qualify for as a Bonus Feat.

Advanced Bee Form (Su): At 1st Level you gain Advanced Bee Form.  Initially you can use it once day.  You gain an additional daily use at Levels 4, 7 and 10.  This ability is identical to Wild Shape, except that you can only use it to turn into Bees or Bee-like creatures (i.e. anything on the Summon Bee spell list) whose Hit Dice don't exceed your own. 

Fast Bee Form (Ex): Starting at 3rd level, a Big Bee can use her Advanced Bee Form ability as a move action, rather than as a standard action.

Extraordinary Bee Form (Ex): Starting at 7th level, a Big Bee gains the extraordinary special qualities of any form she assumes with Advanced Bee Form.

Evershifting Form: A 10th-level Big Bee has reached the pinnacle of her shapechanging abilities. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it.

In addition, she no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a Big Bee still dies of old age when her time is up.

PLAYING A BIG BEE
 You decided at some point that subtly  influencing people was crap and you'd be better off using not so subtle intimidation.  So you invest a lot of time and effort into being a better bee.
 Combat: Most Big Bees use their Bee Forms for combat.
 Advancement: Advancement for Big Bees kind of depends on their goals.  Mostly it turns towards achieving ever more deadly bee forms.
Resources: Unless you have a patron of some sort, you're an old man who turns into bees and just robe people.

BIG BEES IN THE WORLD
"Man, that guy needs to relax..."
 You feel wronged by the world at some level.  Maybe you think you deserve respect, but have never been given any.  Maybe you have goals, but others have frustrated you in achieving them.
 Daily Life: You spend much of your time confronting whatever it is that pisses you off.
 Notables:
 Organizations: Many organizations tend to like Bib Bees due to your mix of physical prowess and spellcastiing.

NPC Reaction
 You turn into giant bee critters.  That tends to freak people out.

BIG BEES IN THE GAME
 This PrC usually has a chip on it's shoulder.  There are members whoo aren't emotionally damaged, but they generally aren't the adventuring type.
 Adaptation: This is meant for silly campaigns, but can be adapted to serious ones.
 Encounters: Big Bees are usually cult leaders, thugs and mercenaries (and found in the usual places they frequent).

Sample Encounter
EL 12: The PC's notice an argument between an old man and a street vendor.  It keeps getting more heated, until the old man screams "It's stingin' time!", and polymorphs into a huge bee.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BIG BEE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Advanced Bee Form Beginning at Level 21 and every 4 Levels thereafter the Big Bee gains an additional daily use of this ability. 
Spellcasting The Epic Big Bees Caster level continues to increase with her class level.  Her number of spells per day does not increase after 20th level, but each new level she gains she can learn 2 new spells of any level she can cast
Bonus Feats: The Epic Big Bee gains a Bonus Feat every x levels higher than 20th
« Last Edit: July 09, 2019, 08:34:01 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #45 on: July 09, 2019, 09:02:00 PM »
VISITOR


   
"I have arrived, let the party begin."

 Like the myth of the 'happy visitor' (the bee that brings good fortune), the Visitors are Bumbles who bring joy to those around them (or at least party buffs).  They are excellent at manipulating luck to the benefit of themselves and their allies.

BECOMING A VISITOR
Any Bumble with sufficient Luck will do.

 ENTRY REQUIREMENTS
   Race:  Bumble
   Class Ability:  Advanced Hivemind
   Feats:  Any two Luck Feats
   Skills:    Diplomacy 4 ranks, Knowledge (Arcana) 4 ranks
   Alignment: Cannot be Evil


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

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Easy Luck, Extra Fortune, Shared Fortune
2. +1    +0     +0     +3    Bonus Luck Feat, +1 Level of Existing Arcane Casting Class
3. +1    +1     +1     +3    Extra Fortune, Good Fortune
4. +2    +1     +1     +4    Bonus Luck Feat, +1 Level of Existing Arcane Casting Class
5. +2    +1     +1     +4     Extra Fortune, A Friend To All

Weapon Proficiencies: A Visitor gains no new Weapon or Armor proficiencies.

Easy Luck (Ex):  Luck comes to you naturally.  The swift or immediate action to use a luck feat (see Complete Scoundrel page72) does not count against your limit of one swift action per turn . However, you still can’t expend a luck reroll more than once per turn to influence the same result .

Extra Fortune (Ex): At each odd-numbered level, you gain one extra luck reroll per day . This reroll is in addition to those granted by luck feats .

Shared Fortune (Ex): Any non-Evil Ally within 30 ft. of you gains the use of any Luck Feat on any round you use one.  For example if you use Lucky Start to re-roll your Initiative Check, so can all Allies within range.

Bonus Luck Feat:
At 2nd and 4th level, you gain a bonus luck feat for which you meet the prerequisite .

Good Fortune (Ex): The Treasure amounts for Encounters you are a part of increase by 10%.  Profession Checks made withing 30 feet of you earn their recipient double the usual GP amount (with a minimum of 1).

A Friend To All (Ex): Every non-Evil being within 30 ft. of you (yourself included) gain a +2 Luck Bonus to Armor Class and Reflex Saving Throws.  Any beings that attack you or your Allies lose this Bonus.

PLAYING A VISITOR
 You like making people happy, and turning their bad luck around.  You also like to see bad men get what they deserve, and though you can't worsen their luck, you can bless their enemies.
 Combat: Combat isn't really your think, you're a lover not a fighter.  Not that people don't want you around when the fur starts to fly.
 Advancement: Most Visitors concentrate on options they believe will make the world a better place.
Resources: People are always glad to see you, so you may have many patrons.

VISITORS IN THE WORLD
"Hi Mr. Timkins!  Isn't it a beautiful morning?"
 Visitors are much beloved by all but the most awful people.  Despots particularly hate them, as the inspiration they provide often leads to rebellion.  Peasants practically consider you a folk hero.
 Daily Life: You tend to follow your whims.  They always seem to lead you where you are needed the most.
 Notables:
 Organizations: Visitors tend to be happy go lucky loners.  They may give aid to a well meaning organization, but they aren't joiners.

NPC Reaction
 NPC's look forward to seeing you much like kids look forward to seeing the ice cream man.

VISITORS IN THE GAME
 This makes one of the PC's wildly popular, and potentially famous.  It may make traveling incognito difficult for the party.
 Adaptation: This is meant for silly campaigns, but can be adapted to bee-centric ones as well.  Particularly if bees are central to religion.
 Encounters: Visitors can be found almost anywhere.

Sample Encounter
EL 12: A humanoid Bumblebee hugs the PC's leader, and suddenly they fall into a financial windfall.  Surely this can't be coincidence.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC VISITOR

Hit Die: d6
Skills Points at Each  Level : 6 + int
Extra Fortune You continue to gain an additional Luck reroll at every even numbered Level.
Bonus Feats: The Epic Visitor gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 27, 2019, 10:31:01 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #46 on: August 12, 2019, 11:42:33 PM »
BUZZEE GENTLEMAN


   
“A gentleman would be ashamed should his deeds not match his words.”

 A Gentleman is usually well to do, and a paragon of manners and virtue.  One is held in higher esteem by  virtue of being in their company. 

BECOMING A BUZZEE GENTLEMAN
Buzzees who have the appropriate skills, alignment and dedication can become Gentlemen.

 ENTRY REQUIREMENTS
   Race:  Buzzee
   Class Abilities:  Advanced Hivemind
   Skills:  Diplomacy 4 ranks, Knowledge (Local) 4 ranks
   Feats:  Master Manipulator, Royalty
   Alignment:  Must be Lawful Good, Lawful Evil or Neutral Good


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

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Gentleman's Reputation +1, +1 Level of Existing Arcane Casting Class
2. +1    +0     +0     +3    Gentleman's Education, +1 Level of Existing Arcane Casting Class
3. +1    +1     +1     +3    A Gentleman's Word, +1 Level of Existing Arcane Casting Class
4. +2    +1     +1     +4    Gentleman's Reputation +2, +1 Level of Existing Arcane Casting Class
5. +2    +1     +1     +4    Gentleman's Education, +1 Level of Existing Arcane Casting Class
6. +3    +2     +2     +5    A Gentleman's Word, +1 Level of Existing Arcane Casting Class
7. +3    +2     +2     +5    Gentleman's Reputation +3, +1 Level of Existing Arcane Casting Class
8. +4    +2     +2     +6    Gentleman's Education, +1 Level of Existing Arcane Casting Class
9. +4    +3     +3     +6    A Gentleman's Word, +1 Level of Existing Arcane Casting Class
10.+5    +3     +3     +7   A Most Honorable Gentleman, +1 Level of Existing Arcane Casting Class

Weapon Proficiencies: A Gentleman gains no new Weapon or Armor Proficiencies.

Gentleman's Reputation (Ex): The stories that arise from your deeds are just as important to you as the deeds them- selves. A good Gemtleman hopes that her example encourages others to lead righteous lives.  So long as you maintain your reputation, you gain certain bonuses.  At 1st Level you get a +1 Sacred Bonus to Armor Class and Saving Throws.  This increases to +2 at Level 4, and +3 at Level 7.  To maintain this Bonus (and your reputation) you must obey the following:

A Gentleman knows his manners, and is never rude, crass or vulgar.  Be courteous in all things, and observe proper etiquette no matter how undeserving others may be.  Standards of etiquette are based entirely on the culture the Gentleman was raised in, but she is allowed to make concessions when in foreign cultures that are alien to her (this still does not mean she can violate the standards set forth below).  Knowingly violating this is a minor infraction.  It does not need to be witnessed, as the Gentlemen themselves know they broke the rules.

A Gentleman does not lie, except under the most dire circumstances.  Lying to prevent an innocent being executed when you are unable to prevent that execution is acceptable.  Lying to powerful monsters like Fiends is acceptable.  Lying to protect a party member who has broken the law in a just society is not.  Knowingly violating this is a minor infraction.  Note the Gentleman is not necessarily obligated to speak, she can simply keep her mouth shut.

A Gentleman always keeps his word.  Knowingly violating this is a major infraction.  Additionally, a Gentleman must be actively attempting too fulfill his word.  Honor does not allow for slacking, but it does allow for shenanigans.  For example if a Gentleman swears she will "see to it the tyrannous King is toppled", she does not need to topple the King personally.  She can do it by participating in resistance, setting a coup in motion, etc., so long as she does not use dishonorable means

A Gentleman does not provoke fights, save for challenging an equal who has insulted or assaulted him.  Nor can he attack an unprepared or helpless opponent (dangerous monsters, such as those who spread disease like Undead are exempt from this).  Equals are intelligent beings who also ascribe to some code of honor.  The Gentleman also agrees to the rules of the challenge made and does not escalate.  For example, if challenged to fisticuffs the Gentleman doesn't use any weapon but his fists.  Honorless and unintelligent beings can be defended against, but the Gentleman does not normally instigate attacks against these unless their mere presence is somehow dangerous.  He is, however, obligated to defend those who cannot defend themselves.   A Gentleman does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so is a major infraction.  A Gentleman only assists this way when someone is fighting monsters, or a powerful and dishonorable being that a single person cannot be expected to face alone.  A Gentleman never strikes a flat-footed or helpless /paralyzed opponent. Instead, you allow your foe to ready himself before attacking.  Knowingly violating this is a major infraction.

A Gentleman obeys legitimate authority.  Legitimate is generally described in this case as being honorable and lacking in wickedness.  There is some leeway in foreign places alien to the Gentleman, wherein obeying the law would compromise her honor, or require her to commit an act she considers immoral.  Knowingly violating this is a major infraction.

A Gentleman cannot knowingly associate with Evil beings such as Undead or Fiends, or anything similar that poses a threat to the world.  Knowingly violating this is a major infraction.

A Gentleman cannot let insults to her honor pass unchallenged.  If the offending party does not apologize, the Gentleman must challenge them to a duel no later than the following day (assuming circumstances allow for this, otherwise it must be done as soon as possible).  If the offending party is not an honorable peer, it's a fight.  Unlike duels, fights generally don't have rules such as what weapons can be used, etc.  A Gentleman must also defend the honor of the weak, the innocent, and honorable parties who are absent when they are being besmirched.  The Gentleman accepts a public apology and admission of guilt if it is given, and does not pursue further in such cases unless the insult was truly grievous, such as accusations of truly despicable crimes.  Knowingly violating this is a major infraction. 

A Gentleman does not shirk necessary danger, nor does she place others unnecessarily in danger unless they are capable of confronting it.  Honorable beings must not display cowardice, and knowingly doing do id a major infraction.

If a Gentleman discerns that her behavior has been in error or dishonorable, she must publicly apologize and withdraw without carrying a grudge.  Knowingly violating this is a major infraction.

Committing a minor infraction loses her Reputation Bonus for 24 hours.  Committing more than 1 minor infraction in 24 hours is a major infraction.  A Gentleman who commits a major infraction loses her Reputation Bonus until she atones (see the Atonement sell description) in an appropriate manner.

A Gentleman whose Alignment changes to an inappropriate one loses their Reputation Bonus until their Alignment changes back.


Gentleman's Education (Ex): At Levels 3, 5 and 8 you may choose any three skills, even if you do not have ranks in them.  You gain a Competence Bonus equal to your Gentleman's Reputation Bonus.

A Gentleman's Word (Su): At Level 3 if someone of 7 HD or less gives you their word, they are effectively under a Lesser Geas spell forcing them to abide by that promise.  This ability does not work against Good or honorable beings.  In other words if the opponent has not committed anything that would be considered an infraction under the Gentleman's Reputation ability above, they are immune to this ability.

At Level 6 this is upgraded to a Geas/Quest spell.

At Level 9 Limited Wish, Wish and Miracle will only end the Geas effect if the opponent succeeds in an Opposed Caster Level Check.

A Most Honorable Gentleman (Ex): At 10th Level you can add the Bonus from your Reputation to the Save DC of a spell you cast 3/day.
 
PLAYING A BUZZEE GENTLEMEN
 You serve to remind people that all disputes can be decided in a just and honorable manner.  You eschew vulgarity and decadence, and conduct yourself in what is regarded as a 'proper' manner.
 Combat: You will perform as a participant or second in honorable duels, but otherwise you prefer more courteous and humane ways to settle differences.  Diplomacy is preferable to violence.
 Advancement: Gentlemen can be varied as they care more about keeping their word and honor than their powers.
Resources: Many Gentlemen are the sons or daughters of minor nobility, or have connections to the landed gentry.

BUZZEE GENTLEMEN IN THE WORLD
“The final test of a gentleman is his respect for those who can be of no possible service to him.”
 Gentlemen live an honest and moral life, which mean they frustrate some people to no end.  Even Evil Gentlemen have a sense of honor and fair play.
 Daily Life: You live a life of adventure, sticking up for those who cannot stick up for themselves.  Unlike most adventurers you aren't a violent murderer though.  Nor are you generally in it for the money, unless you intend to donate that money to a worthy cause.
 Notables:
 Organizations: Most Gentlemen are fairly well connected.

NPC Reaction
 So long as you maintain your reputation, people generally assume you're honest and trustworthy.

BUZZEE GENTLEMEN IN THE GAME
 This class requires a Gentleman to retain his reputation to be effective.  Something that won't jibe well with certain party types.  Be sure you want to play one.
 Adaptation: This is meant for light hearted campaigns, but Gentlemen lend themselves to tragedy as well.
 Encounters: When interacting with any 'polite society', one invariably finds Gentlemen.

Sample Encounter
EL 12: The PC's leader has been challenged to a duel, and when they ask around for a second (because he is apparently required to have one and none of the PC's qualify), their request is granted by a giant hyper-intelligent bee with an upper crust British accent.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BUZZEE GENTLEMAN

Hit Die: d6
Skills Points at Each  Level : 6 + int
Gentleman's Reputation At Level 21 the Bonus from this ability increases to +4.
Spellcasting The Epic Buzzee Gentleman Caster level continues to increase with her class level.  Her number of spells per day does not increase after 20th level, but each new level she gains she can learn 2 new spells of any level she can cast
Bonus Feats: The Epic Buzzee Gentleman gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: November 19, 2019, 09:58:57 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #47 on: September 17, 2019, 11:07:00 PM »
SEA BEE


   
"Yar?"

 Sea Bees are Bee-Guilers who have somehow drifted into a life of privateering.  Some because they want the thrill, and others because they assume no one will look for a bee shape shifter at sea.  And the potential for tons of money doesn't hurt either.  On the downside you don't have the traditional parrot cause giant bees scare the crap outta birds.

BECOMING A SEA BEE
Bee-Guilers with the appropriate abilities will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hivemind
   Feats:  Improved Bee Form (Seabee),
   Skills:  Climb (4 ranks), Swim (4 ranks)


Class Skills
 The Sea Bee'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), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Geography, Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Battle Fortitude, +1 Level of Existing Arcane Casting Class
2. +1    +0     +0     +3    Bee Gun, +1 Level of Existing Arcane Casting Class
3. +2    +1     +1     +3    Seebee Magic, +1 Level of Existing Arcane Casting Class
4. +3    +1     +1     +4    Battle Fortitude, +1 Level of Existing Arcane Casting Class
5. +3    +1     +1     +4    Bee Gun, +1 Level of Existing Arcane Casting Class
6. +4    +2     +2     +5    Seebee Magic, +1 Level of Existing Arcane Casting Class
7. +5    +2     +2     +5    Battle Fortitude, +1 Level of Existing Arcane Casting Class
8. +6    +2     +2     +6    Bee Gun, +1 Level of Existing Arcane Casting Class
9. +6    +3     +3     +6    Seebee Magic, +1 Level of Existing Arcane Casting Class
10.+7    +3     +3     +7    Cap'n

Weapon Proficiencies: The Seabee gains  proficiency with the Handaxe, Sap, Short Sword and Longsword.

Battle Fortitude (Ex): At 1st level, a Seabee gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 4th level and +3 at 7th level. A Seabee loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Bee Gun (Sp): At 2nd Level you gain a magical Flintlock Pistol that duplicates the effects of the Bee Be Gun spell.  It does 1d6 damage per three caster Levels  (max 6d6), and does not require an Ally as it produces it's own ammunition.  The gun may be used 6/day.  If subjected to an attack it has Hit Points and Hardness equal to half your Caster Level.  This is a weapon for Feat purposes.

At 5th Level if it damages an opponent it also Poisons him (Injury, Fortitude Save, Initial and Secondary damage is 1d4 Str.

At 8th Level it may be used 9/day, and damage increases to 1d6 per 2 caster levels (max 9d6).
 
Seebee Magic: At Levels 3, 6 and 9 you may add one additional spell to your spell list.  You may choose from the following spells:

3rd: Airy Water, Blackwater Tentacle, Control Winds, Flowsight, Thalassemia and Transformation of the Deeps.

6th: Cloak of the Sea, Rapture of the Deep, Stormwalk, Tidal Surge

9th: Control Weather, Waterspout

Cap'n: At Level 10 you may add one spell to your Spell List from the following: Doom of the Seas, Mass Drown, Tsunami

PLAYING A SEA BEE
 Forbidden to come ashore under penalty of law, you have made a new life at sea.  Which you thought would be pretty sweet, until you learned about sea monsters...
 Combat: Generally you assist Allies with spells, saving your gun for your personal defense.
 Advancement: You follow the money.  Whatever skill nets you more loot takes precedence.
Resources: As a privateer you pretty much have what you can steal.

SEA BEES IN THE WORLD
"Trash, all of them."
 You're a pirate.  Not much else to say but don't get caught.
 Daily Life: Your life is a general mix of boredom, hard labor and sheer, abject terror.
 Notables:
 Organizations: You rarely associate with anyone but other pirates.

NPC Reaction
 NPC's are generally unhappy to see you, regardless of the distance.

SEA BEES IN THE GAME
 This PrC explicitly assumes you are a wanted criminal, so make sure the group is okay with that.
 Adaptation: This is generally meant for goofy, sea based campaigns.
 Encounters: Seabees are found at sea, or in their island hideouts.  In some rare cases they serve in wartime.

Sample Encounter
EL 12: The PC's wake up to discover they've been press ganged, and their captain is...unusual to say the least.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SEA BEE

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Sea Bee gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 29, 2020, 12:54:10 AM by bhu »

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Re: The Bee-Guiler
« Reply #48 on: November 19, 2019, 10:05:51 PM »
BUMBLE DRUNKARD


   
"He was a wise man who invented beer."

 Drunkards are some of the pre-eminent brewers of Bee-r, assuming you can get them to part with it.

BECOMING A BUMBLE DRUNKARD
Bumble Bee-Guilers with a talent for making (or consuming) alcohol are the best candidates.

 ENTRY REQUIREMENTS
   Race:  Bumble
   Class Abilities:  Advanced Hivemind
   Skills:  Craft (Brewing)(4 ranks), Knowledge (Arcana) 4 ranks
   Feats:   Brew Potion, Meister Brau


Class Skills
 The Bumble Drunkard's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (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 Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Enhanced Potion Brewing
2. +1    +3     +0     +3    Feeling No Pain, +1 Level of Existing Arcane Casting Class
3. +1    +3     +1     +3    Feisty Drunk, +1 Level of Existing Arcane Casting Class
4. +2    +4     +1     +4    Enhanced Potion Brewing
5. +2    +4     +1     +4    Feeling No Pain, +1 Level of Existing Arcane Casting Class
6. +3    +5     +2     +5    Feisty Drunk, +1 Level of Existing Arcane Casting Class
7. +3    +5     +2     +5    Enhanced Potion Brewing
8. +4    +6     +2     +6    Feeling No Pain, +1 Level of Existing Arcane Casting Class
9. +4    +6     +3     +6    Feisty Drunk, +1 Level of Existing Arcane Casting Class
10.+5    +7     +3     +7   Bee-r Lord

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

Enhanced Potion Brewing (Su): At 1st level the Drunkard learns to make Potions from 4th level spells, and gains Exceptional Artisan as a Bonus Feat.

At 4th level he can make Potions from 5th level spells, and gains Extraordinary Artisan (Eberron Campaign Setting) as a Bonus Feat.

At 7th level he can make Potions from 6th level spells, and gains Legendary Artisan (Eberron Campaign Setting) as a Bonus Feat.

Feeling No Pain (Su): At 2nd Level you are used to alcohol, and gain a +1 Bonus on Saving Throws to avoid the negative effects of Bee-r or alcohol, or to avoid becoming addicted (see Arms and Equipment Guide and Book of Vile Darkness for alcohol and addiction).  Note this Save is to avoid the negative effects of being drunk.  You get the unmodified roll to see if you're drunk for purposes of the boosts Bee-r gives you.

At 5th Level the bonus increases to +2.

At 8th Level the bonus increases to +3.

Feisty Drunk (Ex): At 3rd Level you gain a +1 Bonus to Initiative and Damage rolls for 1 Minute after drinking Bee-r or alcohol (this is not cumulative).

At 6th Level the bonus increases to +2.

At 9th Level the bonus increases to +3.

Bee-r Lord (Ex): You make exceptionally potent potions.  All potions crafted by you have their duration increased as if they had been cast with the Extend Spell Feat.  If they have a harmful effect, their Save DC is increased +2. Your potions may be made colorless and tasteless now if you wish.
 
PLAYING A BUMBLE DRUNKARD
 You like Bee-r.  You like people.  You especially like people who share your love for Bee-r.  Fortunately you make a good one..
 Combat: You're a hugger, not a fighter.  You'd prefer to charm your way out of troubles.
 Advancement: Generally you concentrate on making better Bee-r.
Resources: People are willing to shill out plenty of money for decent Bee-r.  If you have a craft brewery you're likely flush with cash.

BUMBLE DRUNKARDS IN THE WORLD
"That bee makes the best mead in the 12 counties."
 Except for various temperance activists most people like you.  You do occasionally need help with them as they usually won't listen to reason.
 Daily Life: You try to spend your time making and partaking of Bee-r, but there's always these damn heavily armed drifters keep trying to get you to go on shenanigans with them.
 Notables:
 Organizations: There are usually merchants willing to exploit, er, finance your abilities.

NPC Reaction
 Assuming you aren't a belligerent drunk people are generally happy to see you, especially if you're making deliveries.

BUMBLE DRUNKARDS IN THE GAME
 This class involves alcohol and it's consumption, so make sure it's not offensive to your players.
 Adaptation: This is meant for funny campaigns, but can be adapted as an enhanced potion maker.
 Encounters: Drunkards are most often found at celebrations, breweries, bars or making deliveries.

Sample Encounter
EL 12: The PC's are at a bar when a giant, anthropomorphic bumblebee staggers in yelling "ALE FER SALE!"  Certainly not the worst experience of their lives.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BUMBLE DRUNKARD

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spells Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Bumble Drunkard gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 04, 2021, 08:11:35 PM by bhu »

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Re: The Bee-Guiler
« Reply #49 on: February 26, 2020, 07:19:22 PM »
BEESTROYER (inspired by Fire Tarrasque)


   
"Don't make me angry.  Stuff blows up when I'm angry."

 Most Bee-Guiler's prefer to manipulate victims via the carrot.  You prefer the stick.  A magically enhanced stick with a nail in it.

BECOMING A BEESTROYER
Any Bee-Guiler who has chosen destruction over guile usually qualifies.

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hivemind
   Spellcasting:  Must be able to cast at least one 2nd Level spell that does damage
   Skills:  Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
   Feats:   Arcane Thesis, Boom Defense


Class Skills
 The Beestroyer's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Enhanced Learning, +1 Level of Existing Arcane Casting Class
2. +1    +0     +0     +3    Beestruction Feat, +1 Level of Existing Arcane Casting Class
3. +1    +1     +1     +3    Potent Spells, +1 Level of Existing Arcane Casting Class
4. +2    +1     +1     +4    Enhanced Learning, +1 Level of Existing Arcane Casting Class
5. +2    +1     +1     +4    Beestruction Feat, +1 Level of Existing Arcane Casting Class
6. +3    +2     +2     +5    Potent Spells, +1 Level of Existing Arcane Casting Class
7. +3    +2     +2     +5    Enhanced Learning, +1 Level of Existing Arcane Casting Class
8. +4    +2     +2     +6    Beestruction Feat, +1 Level of Existing Arcane Casting Class
9. +4    +3     +3     +6    Potent Spells, +1 Level of Existing Arcane Casting Class
10.+5    +3     +3     +7    Here Comes the Boom, +1 Level of Existing Arcane Casting Class

Weapon Proficiencies: A Beestroyer gains no new weapon or armor proficiencies.
 
Enhanced Learning: At Levels 1, 4 and 7 you may add a spell to your spell list.   You may choose from the following list:

   1st: Animate Sting, Call Lightning, Chain Missile, Fireball, Shout
   4th: Blade Barrier, Cacophonic Shield, Thunder Field
   7th: Drone Strike, Vomit Bees

Beestruction Feat: At Levels 2, 5 and 8 you can cast a spell that does damage as though it were cast with a Metamagic Feat without a level adjustment.  You may choose from the following Feats:

   2nd: Enlarge Spell, Extend Spell, Sculpt Spell
   5th: Empower Spell, Explosive Spell
   8th: Delay Spell, Maximize Spell, Widen Spell

Potent Spells: At Level 3 the Saving throw DC of spells you cast that deal damage increase by +1.  This does not stack with Spell Focus or similar Feats.  The DC increases to +2 at Level 6.  At Level 9 your Bonus is also added to Caster Checks to overcome Spell Resistance (this does not stack with Spell Penetration).

Here Comes the Boom: Once per day you may recast any spell you have already cast as long as it does damage, even if you have exhausted your daily allotment of spells.

PLAYING A BEESTROYER
 You used to be subtle until you learned the world no longer really understood subtle.  Now you use vulgar displays of collateral damage to get you're way.
 Combat: Combat near you is dangerous.  You tend to be indiscriminate in your spellcasting.
 Advancement: Generally you focus on laying waste to stuff around you.
Resources: There's always someone who needs your services, so unless you're a total jerk you should be flush with cash.

BEESTROYERS IN THE WORLD
"Don't piss off the bee mage.  Last time someone did that he wiped out a city block."
 Society has a love/hate relationship with you.  For one, society always has a need for blowing stuff up.  Unfortunately you tend to blow stuff up without being asked (or even provoked).  Secondly, society has a need for strong willed people who get things done.  However, your method of getting things done is ... troublesome.
 Daily Life: You spend much time in study and semi-coherent rage.  While devoted to your craft, you aren't a patient man.
 Notables:
 Organizations: Mercenary Guilds and other military organizations often have a use for you.

NPC Reaction
 People tend to run when they see you coming.

BEESTROYERS IN THE GAME
 Beestroyers have a significantly violent reputation.  This may affect a party containing one.
 Adaptation: Enchantment and Evocation are an odd pairing.  Playing a Beestroyer will require some aid if the player isn't well versed in making builds.
 Encounters: Beestroyers are encountered just about anywhere they feel like being.

Sample Encounter
EL 12: The PC's are watching two women argue in a bar, when all of a sudden the bar is gone and everyone is dusting themselves off in the street while wondering what happened and why their ears are ringing.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEESTROYER

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spellcasting Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Beestroyer gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 18, 2020, 08:23:26 PM by bhu »

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Re: The Bee-Guiler
« Reply #50 on: March 18, 2020, 08:16:46 PM »
BUMBLEBEEST   {inspired by Maat Mons)


   
"Look buddy, I'm trying to let you walk away."

 Bumblebeests have eschewed the subtleties of Enchantment magic for hulking out into monsters.  You cant say they don't have more fun that way. 

BECOMING A BUMBLEBEEST
Bumbles who actually like fighting are partial to this class.

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hivemind
   Race:  Bumble
   Skills:  Concentration (4 ranks), any Str or Dex based skill (4 ranks)
   Feats:  Improved Bee Form, Improved Beest Form


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Beestmode 1/day, +1 Level of Existing Arcane Casting Class
2. +2    +3     +0     +0    Beestskin
3. +3    +3     +1     +1    Beeststing, +1 Level of Existing Arcane Casting Class
4. +4    +4     +1     +1    Beestmode 2/day, +1 Level of Existing Arcane Casting Class
5. +5    +4     +1     +1    Beestskin
6. +6    +5     +2     +2    Beeststing, +1 Level of Existing Arcane Casting Class
7. +7    +5     +2     +2    Beestmode 3/day, +1 Level of Existing Arcane Casting Class
8. +8    +6     +2     +2    Beestskin
9. +9    +6     +3     +3    Beeststing, +1 Level of Existing Arcane Casting Class
10.+10   +7     +3     +3   Greater Beestmode, +1 Level of Existing Arcane Casting Class

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

Beestmode (Ex): Beestmode is identical to Barbarian Rage with the exception of the bonuses it grants.  Instead of the usual Bonuses the Bumblebeest gets a +4 Bonus to Strength, and a +2 Bonus to Fortitude Saves and Initiative Checks.  They also increase 1 Size Category for the duration of Beestmode, nor do they become Fatigues when Beestmode ends.  This can be used 1/day at 1st Level, 2/day at 4th Level, and 3/day at 7th Level.
 
Beestskin (Ex): Beginning at Level 2 the Bumblebeests Natural Armor Bonus to AC increases by +2.

At Level 5 it gains Cold Resistance 5.

At Level 8 it gains DR 5/-.

Beeststing (Ex): At 3rd Level the Bumblebeest gains a Slam Attack doing 1d3 plus Strength damage.  It can make 2 Slams with a Full Attack.

At 6th Level the Bumblebeest takes no Size Penalty to Grapple Checks.  It's Sting damage increases to 1d4 plus Str Modifier.

At 9th Level the damage from your Stinger poison does Constitution damage instead of Strength.

Greater Beestmode (Ex): At 10th Level your bonuses from Beestmode increase to +8 Str, and +4 to Fortitude Saves and Initiative Checks. 

PLAYING A BUMBLEBEEST
 Other Bee-Guilers don't 'get' you.  They don't understand why you would fight physically when you can mentally compel someone to do whatever you want.
 Combat: You like it up close and personal.  That lets you make the best use of your natural weapons.
 Advancement: Since you like melee you will tend to specialize in it (with just a few surprise spells just in case).
Resources: Usually there's always someone in need of your eclectic mix of abilities.

BUMBLEBEESTS IN THE WORLD
"Sure they look all cute and fluffy now.  But wait till the liquor kicks in."
 You're a spellcaster who likes to rumble.  People don't know what to make of that.  It actually intimidates a few of them, because obviously you must be crazy...
 Daily Life: You enjoy the finer things in life.  Bee-r.  Women.  Good food.  Headbutting Orcs...
 Notables:
 Organizations: You're pretty individualist.  Most Bumble beests do not play well with others..

NPC Reaction
 Your unusual nature tends to make you stick out (well that and your tendency to dress flamboyantly).  People generally leave you alone unless they want a good bar fight tho.

BUMBLEBEEST IN THE GAME
 This class is decent for a rough and tumble head cracker.  Stealth campaigns, or ones requiring social finesse are rarely meant for the Bumblebeest.
 Adaptation: This is generally meant for a not very serious campaign.
 Encounters: Bumblebeests are generally found in bars having fun, or punching bad guys.  Especially the latter.

Sample Encounter
EL 23: The PC's are celebrating recent success with some good old fashioned mead when a drunk patron insults the bartender.  Who hulks out into some sort of monster and begins beating him like a rag doll.  That explains the lack of a bouncer.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BUMBLEBEEST

Hit Die: d8
Skills Points at Each  Level :4 + int
Beestmode Beginning at Level 21 and every 4 Levels thereafter you gain one extra daily use of Beestmode.
Bonus Feats: The Epic Bumblebeest gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 12, 2020, 06:57:33 PM by bhu »

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Re: The Bee-Guiler
« Reply #51 on: June 03, 2020, 06:50:28 PM »
SUN


   
"I wear these dark glasses for a reason."

 The Suns are a Dromite cult.  Perhaps cult is a strong word.  They're more a secret society pretending to be a religious cult so no one pays attention to their real shenanigans.  Said shenanigans vary from one temple to the next.

BECOMING A SUN
Dromites who are weirdly non-interested in psionics and who have studied Bee-guilement qualify.

 ENTRY REQUIREMENTS
   Race:  Dromite with Fire Resistance
   Class Abilities:  Advanced Hivemind
   Skills:  Concentration 4 Ranks, Spellcraft 4 Ranks
   Feats:   Dromite Ray, Dromite Flash


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

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Sun Magic, +1 Level of Existing Arcane Casting Class
2. +1    +0     +3     +3    Solar Powered, +1 Level of Existing Arcane Casting Class
3. +2    +1     +3     +3    Blinded By The Light, +1 Level of Existing Arcane Casting Class
4. +3    +1     +4     +4    Sun Magic, +1 Level of Existing Arcane Casting Class
5. +3    +1     +4     +4    Solar Powered, +1 Level of Existing Arcane Casting Class
6. +4    +2     +5     +5    Blinded By The Light, +1 Level of Existing Arcane Casting Class
7. +5    +2     +5     +5    Sun Magic, +1 Level of Existing Arcane Casting Class
8. +6    +2     +6     +6    Solar Powered, +1 Level of Existing Arcane Casting Class
9. +6    +3     +6     +6    Blinded By The Light, +1 Level of Existing Arcane Casting Class
10.+7    +3     +7     +7   Solar Powered

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

Sun Magic:  At Levels 1, 4 and 7 you add a spell to your spell list: At 1st Level you gain Daylight. at 4th Level you gain Blistering Radiance and at 7th Level you gain Anger of the Noonday Sun.

Solar Powered (Su): Beginning at 2nd Level, the Save DC of the Suns racial Energy Ray ability is +1 Manifester Level when she is standing in natural daylight.

Beginning at 5th Level the spells the Sun gains from his Sun Magic ability are cast at +1 Caster Level when she is standing in natural daylight.

At 8th Level the spells the Sun gains from his Sun Magic ability have their Save DC increased by +1 when she is standing in natural daylight.  This stacks with Feats like spell Focus.
 
Blinded By The Light (Su): At Levels 3, 6 and 9 you gain an additional daily use of your Racial Energy Ray ability.  At 3rd Level instead of using the ability from your Dromite Flash Feat as a Cone you can Manifest as a 30 ft. radius globe centered on yourself (you are immune to it's effects).  At 6th Level opponents who fail their Fortitude Save are Blinded for 1 Minute instead of being Dazzled.  At 9th Level they are Blinded permanently until they receive a Remove Blindness spell.

Solar Powered (Su): Beginning at 10th Level all spells you cast while the Sun is in the sky have their Save DC increased by +1, and their Caster Level increased by +1.  This stacks with Feats that increase Save DC or Caster Level.

PLAYING A SUN
 You are a con man at heart.  You may also be an adventurer, an activist or a revolutionary, but you fund your misadventures through fraud.
 Combat: Generally you try to blind people and run, but your silly partners insist on finishing fights.  For that reason you try to have a spell always ready.
 Advancement: So long as you invest in abilities of use to your fellows, you're fine.  Otherwise you may find your share of the profits lacking.
Resources: Resources rather depend on how successful your temple is at scamming the public.

SUNS IN THE WORLD
"Never trust a bug who wears dark glasses at night.
 Sometimes the money that funds good deeds comes from shady laces.  Can't have light without darkness.
 Daily Life: Your daily life varies, but it generally includes a con of some sort.
 Notables:
 Organizations: You generally don't belong to organizations other than your temple.

NPC Reaction
 NPC reaction to you kind o depends on whether you've taken their money previously.

SUNS IN THE GAME
 I'd say having a scoundrel as a PC could be bad for the party, but come on now.  We all know our players.
 Adaptation: This is meant for campaigns where the Dromites are known (and not discriminated against, obviously).
 Encounters: Suns can be encountered wherever there are shenanigans to be found..

Sample Encounter
EL 12: The PC's have been hired to guard a bug temple.  They awaken next day with the temple (and their pockets) empty. There will be hell to pay.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SUN

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spellcasting Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Sun gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 12, 2020, 06:57:48 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #52 on: July 21, 2020, 09:36:55 PM »
BEE-GURL CULTIST


   
"Bee one of us!

 You somehow became enamored of the Bee-Gurl cult.  Perhaps you believe in theiir cult, but it's also just as likely you like having them as cheap, voluntary muscle.

BECOMING A BEE-GURL CULTIST
You must have become a Cult member, either by force or by acceptance.

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hivemind
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks
   Feats:  Cultist, Persuasive
   Special:  Must have made peaceful contact with the Bee-Gurls or be blackmailed into being one of their agents


Class Skills
 The Bee-Gurl Cultist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, Local, The Planes) (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 Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Cult Magic, +1 Level of Existing Arcane Casting Class
2. +1    +0     +0     +3    Share Power, +1 Level of Existing Arcane Casting Class
3. +1    +1     +1     +3    Minions, +1 Level of Existing Arcane Casting Class
4. +2    +1     +1     +4    Cult Magic, +1 Level of Existing Arcane Casting Class
5. +2    +1     +1     +4    Share Power, +1 Level of Existing Arcane Casting Class
6. +3    +2     +2     +5    Minions, +1 Level of Existing Arcane Casting Class
7. +3    +2     +2     +5    Cult Magic, +1 Level of Existing Arcane Casting Class
8. +4    +2     +2     +6    Share Power, +1 Level of Existing Arcane Casting Class
9. +4    +3     +3     +6    Minions, +1 Level of Existing Arcane Casting Class
10.+5    +3     +3     +7    Coming Out, +1 Level of Existing Arcane Casting Class

Weapon Proficiencies: A Bee-Gurl Cultist gains no new weapon or armor proficiencies.

Cult Magic: At Levels 1, 4 and 7 you add a spell to your spell lost from the Bee Magic spell list.  This spell must be of a Level you can normally cast.

Share Power (Su): Beginning at Level 2, you can designate one Ally within 30 feet, and if it has to make a Willpower Save it may use your Save Bonus instead if it is higher.  At Level 5 this Ally also gains a +2 Bonus to Initiative Rolls (this stacks with Feats such as Improved Initiative).  At Level 8 all Allies within 30 feet gain these bonuses.

Minions: At Level 3 you gain Leadership as a Bonus Feat, with a cumulative +3 Bonus to your Leadership score at Levels 6 and 9.  Your Cohort must have one of the following Templates: Ally of the Hive, Adopted Bee-Gurl or Male Drone Bee-Gurl.
 
Coming Out (Ex): At Level 10 your Type changes to Monstrous Humanoid, giving you 60 ft. Darkkvision.  Your spells are cast at +1 Caster Level when cast on Allies.

PLAYING A BEE-GURL CULTISTS
 You've grown tired of the patriarchy, and have found some like minds.  Okay so they're extradimensional beings led by a monstrous abomination, but they still have their good points.
 Combat: You prefer backing up your minions with spells rather than fight yourself.
 Advancement: You have to give a little to the cults whims to keep their favor, but as long as your studies make you useful they won't make too many demands of you.
Resources: You have the full power of the cult behind you as long as you're on cult business.  They'll also defend you if you seem like a good asset.

BEE-GURL CULTISTS IN THE WORLD
"I don't like her.  She's uppity."
 You generally present a pleasant face to the world.  Why let them know what you really think of them?  That would only complicate your life.
 Daily Life: Unlike many casters, you're a bit of a socialite.  You need to keep up appearances as being beneficial to society if you're going to benefit the cult.
 Notables:
 Organizations: The cult is actually okay with you joining other organizations, with the understanding that if they order you to subvert them you will do so.

NPC Reaction
 NPC's generally like you.  Being likeable is your job after all.

BEE-GURL CULTISTS IN THE GAME
 This assumes one of your PC's belongs to an alien cult, and their membership will probably not be seen well if it is found out.
 Adaptation: This class generally assumes the Bee-Gurl Cult is present in your campaign, but it could be adapted with enough effort.
 Encounters: Cultists can be found in the oddest places on whatever weird quest their mistresses send them on.

Sample Encounter
EL 12: The PC's are asked to guard a young Sorceress against a rival politician who wants her dead.  Kind of odd, seeing as herdevoted followers seem more than capable of doing so.  And by followers we mean "blind zealots".


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEE-GURL CULTIST

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spellcasting Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Bee-Gurl Cultist gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: August 12, 2020, 06:57:03 PM by bhu »

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Re: The Bee-Guiler
« Reply #53 on: August 12, 2020, 06:35:16 PM »
BEE-HEADER


   
"LIVE!!! LIVE, MY CREATION!!!"

 You prefer your minions dead, cause zombies are so much easier to control than living beings who have 'feelings' and 'urges'.  Plus, with your ripping their heads off and replacing them with bee heads, other people think you're a lot more messed up than the average Necromancer.   And consequently, they leave you alone.

BECOMING A BEE-HEADER
It helps to be a Bee-Guiler who's ind of messed up...

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hivemind
   Skills:  Knowledge (Arcana) 4 ranks, Craft (Taxidermy) 4 ranks
   Feats:  Corpsecrafter, Bee-Header


Class Skills
 The Bee-Header's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana, 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 Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Hivemind Feat, +1 Level of Existing Arcane Casting Class
2. +1    +0     +0     +3    Animate Dead, +1 Level of Existing Arcane Casting Class
3. +1    +1     +1     +3    Corpsecrafter Feat, +1 Level of Existing Arcane Casting Class
4. +2    +1     +1     +4    Hivemind Feat, +1 Level of Existing Arcane Casting Class
5. +2    +1     +1     +4    Animate Dead, +1 Level of Existing Arcane Casting Class
6. +3    +2     +2     +5    Corpsecrafter Feat, +1 Level of Existing Arcane Casting Class
7. +3    +2     +2     +5    Hivemind Feat, +1 Level of Existing Arcane Casting Class
8. +4    +2     +2     +6    Animate Dead, +1 Level of Existing Arcane Casting Class
9. +4    +3     +3     +6    Undead Cohort, +1 Level of Existing Arcane Casting Class
10.+5    +3     +3     +7    Bee Commander, +1 Level of Existing Arcane Casting Class

Weapon Proficiencies: A Bee-Header gains no new weapon or armor proficiencies.

Hivemind Feat: At Levels 1, 4 and 7 you gain any Hivemind Feat you qualify for as a Bonus Feat.

Animate Dead (Sp):  Starting at 2nd level, a Bee-Header begins to exercise control over the undead. Once per day, he can use animate dead, as the spell, without need of a material component. Use the Bee-Headers highest arcane caster level as the caster level for this effect. All other level restrictions of animate dead still apply. For example, a 6th-level Bee-Guiler/3rd-level Bee-Header can animate up to 16 HD of undead with a single use of this ability. Likewise, he can control up to 32 HD of undead created using this ability, the animate dead spell, or both.

Starting at 5th Level, you may create Bee-Headed instead of Zombies or Skeletons.

At 8th Level any Bee-Headed you create gain the benefits of any Hivemind Feat you possess despite being Mindless.

Corpsecrafter Feat: At Levels 3 and 6, you gain any 1 Feat that requires Corpsecrafter as a Bonus Feat.

Undead Cohort: A 9th-level Bee-Header gains the service of a loyal undead cohort. The cohort follows the rules for undead cohorts described under the Undead Leadership feat (see page 31 of Libris Mortis). The Bee-Header does not gain any followers from this ability, only a single cohort. The cohort's effective character level is determined by the Bee-Header's Leadership score and character level exactly as if the cohort had been gained by means of the Undead Leadership feat.

Bee Commander (Ex:) At 10th Level you undergo a hideous magic ritual in which your head is severed and replaced with that of a Giant Bee.  You gain a Primary Bite attack doing 1d6 plus Str modifier in damage.  Your Natural Armor Bonus to AC improves by +2.  You may now use your Animate Dead Spell-Like Ability 3/day.  You may gain control over any uncontrolled Bee-Header within 60 feet as a Move Action (this does not allow you to exceed the Hit Die limit of Undead you can control).
 
PLAYING A BEE-HEADER
 To hell with the Evil Minions Guild and their 'contractual obligations.'  You're gonna get minions the old fashioned way, by making 'em from dead people.  Dead people ain't got no lawyers.
 Combat: You generally buff your minions, who do combat for you.
 Advancement: Most Bee-Headers prefer to  concentrate on making their minions more effective.
Resources: There's always some rich weirdo with a need for your services, usually as guards.

BEE-HEADERS IN THE WORLD
"Bob and the Guild have 'issues'.  Best to avoid all that."
 People generally describe you as abrasive and delusional.  Well you'll show 'em.  You'll show 'em all.
 Daily Life: Your days are spent doing a little research, acquiring a few dead people, and a lot of ranting against enemies (real or imaginary).
 Notables:
 Organizations: You often hire out as security services for would be Overlords who don't mind dead things.  Or Guild lawsuits.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

BEE-HEADERS IN THE GAME
 This PrC assumes one of you is a Necromancer.  Necromancers generally aren't well liked...
 Adaptation: This is meant for some pretty weird styles of campaign, but it could be adapted to horror easily enough.
 Encounters: Bee-Headers are generally found guarding sites, or looking for parts in hives and cemetaries.

Sample Encounter
EL 12: The local BBEG is apparently guarded by zombies with bee heads.  Gonna be one of those assignments you remember. 


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEE-HEADER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spellcasting Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Bee-Header gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: November 25, 2020, 09:42:59 PM by bhu »

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Re: The Bee-Guiler
« Reply #54 on: October 14, 2020, 07:54:04 PM »
BEENIGMA inspired by D&D_Fan


   
"What has legs, but doesn’t walk?"

 The Beenigmas are a group of Bee-Guilers specializing in illusions.  They are a secret society, and as such very little is known about them or what their purpose is.

BECOMING A BEENIGMA
Any Bee-Guiler specializing in Illusion usually qualifies.

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hiveminf
   Spellcasting:  Must be able to cast at least one spell from the Illusion school
   Skills:  Bluff 4 ranks, Hide 4 ranks
   Feats:  Beenigma, Spell Focus (Illusion)


Class Skills
 The Beenigma's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), 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 Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Beedazzle, +1 Level of Arcane Casting Class
2. +1    +0     +0     +3    Illusory Education, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Unbee, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    Beedazzle, +1 Level of Arcane Casting Class
5. +2    +1     +1     +4    Illusory Education, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Unbee, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    Beedazzle, +1 Level of Arcane Casting Class
8. +4    +2     +2     +6    Illusory Education, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Unbee, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7   Beereak Reality

Weapon Proficiencies: A Beenigma gains no new weapon or armor proficiencies.
 
Beedazzle (Su): At 1st Level you may adopt an illusory disguise at will.  You may activate or suppress this ability as a Swift Action.  Every observer sees you as someone or something different.  Some bizarre figment of the imagination pulled from their subconscious.  Usually with some sort of bee-like flavor or theme.  This disguise fails if you die or fall unconscious.

At 4th Level your disguise doesn't fall even if you are dead or unconscious.

At 7th Level you can maintain this disguise even in effects that suppress magic, such as an Antimagic Field.

Illusory Education: At Levels 2, 5 and 8 you may swap out any 3 spells from your spell list for any 3 spells of the Illusion school of the same Level from any classes spell list.

Unbee (Su): At Level three you have no Alignment for purposes of spells or effects that would affect you in a negative manner or limit you, nor may your Alignment be detected in any way.

At 6th Level you are immune to spells, powers or abilities that let others read your thoughts such as Detect Thoughts.

At 9th Level you have no Type or Subtype for purposes of spells or effects that would affect you in a negative manner or limit you, nor may your Type/Subtype be detected in any way.

Beereak Reality  (Sp): At 10th Level you may cast Wish once per day as a Spell-Like Ability, but not until your Caster Level would allow you to cast 9th Level spells.  This has a few limitations.  You may not create magic items or grant inherent bonuses to ability scores. 

PLAYING A BEENIGMA
 Say nothing that is not confusing or contradictory.  Let no one know who you are or what you stand for.
 Combat: You prefer to avoid combat, but if it's necessary you try to wipe them out with your spells.
 Advancement: Beenigmas are fairly individualistic, and each has it's own approach to doing things.
Resources: You have access to whatever the Beenigmas do.  Whatever the hell that is.

BEENIGMAS IN THE WORLD
"A ham asked me the price of pork bellies today.  A black and yellow striped ham."
 Beenigmas only interact with the world for their own un-guessable purposes.
 Daily Life: No one really knows.
 Notables:
 Organizations: It's assumed the Beenigmas have infiltrated many organizations, but there's no proof of it.

NPC Reaction
 NPC's tend to vary on whether the Beenigmas are heroes or villains.

BEENIGMAS IN THE GAME
 This class assumes the player is the member of a secret society that isn't particularly well known.  Remind your PC that this could have repercussions.
 Adaptation: This can be adapted for any illusion casting class.
 Encounters: Beenigmas can be encountered anywhere, usually for the God's know what reasons.

Sample Encounter
EL 12: The PC's are eating dinner when a cloaked and masked vigilante busts in through the window, slaps the bartender, and steals the roast all while screaming "I AM THE BEE GOD!"  Friggin' weirdos.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BEENIGMA

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spellcasting Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Beenigma gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 23, 2020, 06:50:34 PM by bhu »

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Re: The Bee-Guiler
« Reply #55 on: November 25, 2020, 09:54:09 PM »
DRONE CAMERA  inspired by Bohandas and D&D_Fan


   
"I see everything you know.  Especially what you did last Tuesday.  Bad Paladin."

 Drones are spies and blackmailers.  They have managed to find away to record what they can see and hear, which makes them a thorn in the side of, well, everyone.

BECOMING A DRONE
Any Bee-Guiler with the appropriate skills will do.

 ENTRY REQUIREMENTS
   Class Abilities:  Advanced Hivemind
   Spellcasting:  Must be able to cast Clairvoyance/Clairaudience
   Skills:  Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
   Feats:    Drone, any Metamagic Feat


Class Skills
 The Drone Camera's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), 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 Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Drone Camera
2. +1    +0     +0     +3    Flight
3. +1    +1     +1     +3    Drone Strike
4. +2    +1     +1     +4    Drone Camera
5. +2    +1     +1     +4    Flight
6. +3    +2     +2     +5    Drone Strike
7. +3    +2     +2     +5    Drone Camera
8. +4    +2     +2     +6    Flight
9. +4    +3     +3     +6    Drone Strike
10.+5    +3     +3     +7    Bee-listic Missile

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

Drone Camera (Su): At 1st Level the duration of your Clairvoyance/Clairaudience spells increases to 10 Minutes/Level (D).  At 4th Level the casting time is reduced to 1 minute.  At 7th Level you can see in non-magical Darkness with your Clairvoyance/Clairaudience spells.

Flight (Su): At 2nd Level you may extend or retract magical wings as a Swift Action at Will.  They give you a Flight speed of 30 ft. with Clumsy Maneuverability.  At 5th Level this becomes 40 ft. with Average Maneuverability.  At 8th Level this increases to 6o ft. with Perfect Maneuverability.

Drone Strike (Su):  At 3rd Level you add Magic Missile to your spell list.  At 5th Level the range of your Magic Missile spell extends to anything you can see via Divination spells, such as Clairvoyance/Clairaudience.  At 9th Level you add Force Missiles to your spell list, and you can also use it to target opponents via Divination spells.

Bee-listic Missile (Su):At 10th Level you may add Bee-listic Missile to your spell list.
 
PLAYING A DRONE CAMERA
 Information is power.  And you intend to collect as much of the right information as possible.
 Combat: You have some long range combat options, but warfare isn't exactly your forte.
 Advancement: You tend to zealously study your area of specialty.
Resources: Your ability to blackmail others often nets you some pretty interesting favors as long as you're very careful.

DRONE CAMERAS IN THE WORLD
"I hate that guy."
 You are rarely seen, but always watching. 
 Daily Life: Most of your life is spent in hiding.  It's kind of necessary given how many enemies you make.
 Notables:
 Organizations: There are plenty of organizations willing to hire you.  And almost as many willing to consider you a loose end.

NPC Reaction
 You are loathed by pretty much everyone.  Said loathing is only made worse by the fact they need you so much.

DRONE CAMERAS IN THE GAME
 This class assumes you know valuable information.  The kind that can get you and your party killed.  Something to think about.
 Adaptation: This is adaptable to other playstyles than comedy.  Gritty noir for example..
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: Someone keeps blackmailing the local government, not that you care.  At least until they start blackmailing you too.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC DRONE CAMERA

Hit Die: d6
Skills Points at Each  Level : 6 + int
Spellcasting Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Drone Camera gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 23, 2020, 08:27:19 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #56 on: January 23, 2021, 09:25:37 PM »
VIKING BEE


   
"Naw, I'm just drunk."

 A Viking Bee is a Bee-r making professional, renowned through the lands for his brew.  And his drunken behavior after he's had a few dozen.

BECOMING A VIKING BEE
Bee-guiler's must have an epic love of drinking.  And probably fighting as well.

 ENTRY REQUIREMENTS
   Skills:  Knowledge (Arcana) 15 ranks, Craft (Brewing) 15 ranks
   Spellcasting:  Must be able to cast Bee-f Up, and Bumble Dance
   Feats:  Brew Potion, Meister Brau
   Epic Feats:  Brew Epic Potion
   Class Abilities: Bee-r Lord


Class Skills
 The Viking Bee's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   Abilities[/b]
1.     Drunken Weaving
2.     Evasion
3.     Unpredictable Flailing
4.     Drunken Weaving
5.     Uncanny Dodge
6.     Unpredictable Flailing
7.     Drunken Weaving
8.     Improved Uncanny Dodge
9.     Unpredictable Flailing
10.   Thunder Bee

Weapon Proficiencies: Viking Bees gain proficiency in Martial Weapons, Medium Armor, and all Shields except Tower Shields.

Drunken Weaving (Ex): At 1st Level you gain a +2 Luck Bonus to AC for 1 Minute after drinking Bee-r or alcohol (this is not cumulative).  At 4th Level this Bonus increases to +4.  At 7th Level this increases to +6.

Evasion (Ex): This is identical to the Rogue's ability listed in the PHB.

Unpredictable Flailing (Ex): At 3rd Level your opponent doesn't get any Dodge Bonuses to AC against your attacks.  At 6th Level your opponent doesn't get any Insight Bonuses to AC against your attacks.  At 9th Level you may re-roll any Natural '1' on attack rolls.

Uncanny Dodge (Ex): This is identical to the Rogue's ability listed in the PHB.

Improved Uncanny Dodge (Ex): This is identical to the Rogue's ability listed in the PHB.
 
Thunder Bee (Sp): At 10th Level you can cast Bee=MC2 3/day as a Spell-Like Ability.

PLAYING A VIKING BEE
 You're a fairly ordinary craftsman until you get a few Bee-rs in you.  Then you wanna wrassle Giants.
 Combat: You aren't the most optimal at combat, despite being hard to hit,
 Advancement: You concentrate on the important things in life: Bee-r and fighting.
Resources: You may be independently wealthy if you're a good brewer.

VIKING BEES IN THE WORLD
"He gets a little too snookered to take seriously sometimes.  That's why that Marilith he's trying to pick up hasn't kneecapped him yet."
 You are both loved for your Bee-r, and hated for what it does to you when you indulge.
 Daily Life: Your daily routine consists of checking on the brewery, retiring to the Bee-r Hall, arguing various pointless subjects after getting hammered, and then brawling.
 Notables:
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 NPC's are generally on one side or another of the fracas you end up causing in the local Bee-r Hall.

VIKING BEES IN THE GAME
 This PrC kind of implies the character has an alcohol problem, so make sure it doesn't bother the group before okaying it.
 Adaptation: This is meant for very silly campaigns.
 Encounters: Viking Bees are found in bars, breweries, Bee-r Halls, and occasionally even battlefields.

Sample Encounter
EL 25: The PC's are getting in some hard drinking, when one of them hears a  commotion.  And then a chair is hurled into your table...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
« Last Edit: March 24, 2021, 10:12:13 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #57 on: March 24, 2021, 10:17:09 PM »
MAENAD


   
"Bitterness is like cancer. It eats upon the host. But anger is like fire. It burns it all clean."

 Maenads are cultists who have embraced the idea that their Rage is divinely inspired.  They often tear opponents apart with their bare hands.

BECOMING A MAENAD
Maenad's are Bee-lligerents who continue on their path of anger.

 ENTRY REQUIREMENTS
   Skills:  Intimidate 15 ranks, Tumble 15 ranks
   BAB:  +15
   Feats:  Greater Bee Rage, Additional Bee Form (Abeil Queen)
   Epic Feats:  Incite Bee Rage
   Class Abilities:  Angry Mob


Class Skills
 The Maenad's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]  Abilities[/b]
1.     Sparagmos
2.     Divine Bee Rage 1/day
3.    +2 Strength
4.    Sparagmos
5.    Divine Bee Rage 1/day
6.    +2 Strength
7.    Sparagmos
8.    Divine Bee Rage 1/day
9.    +2 Strength
10.  Venom Intoxication

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

Sparagmos (Ex): At 1st Level your claw damage increases to 2d5 plus Str modifier.  At 4th Level you can Rend if you hit with both Claw attacks, doing an additional 4d6 plus one and a half times Str modifier damage.  At 7th Level your claw attacks ignore damage reduction.

Divine Bee Rage (Su): Beginning at Level 2 you gain one daily use of Divine Bee Rage, with an additional daily use at Levels 5 and 8.  This is identical to the Bee Rage Ability, but you gain some additional benefits.  At 2nd Level you are immune to Mind-Affecting Fear Effects while Raging.  At 5th Level you are also immune to being Nauseated, Sickened or Staggered.  At 8th Level you cannot be Dazed or Stunned.

Strength: At Levels 3, 6 and 9 the Maenad's Strength Score improves by +2.

Venom Intoxication (Su): At 10th Level you are not only immune to poison, but actually find it invigorating.  Despite your immunity, make a Saving Throw anyway.  If it fails, you gain +4 Str and Dex for 1 Minute.
 
PLAYING A MAENAD
 The Gods have given you the perfect tool for solving life's issues: Rage.  Rage is your go to solution for everything.
 Combat: You haven't changed much, as  you still tend to just charge into the fray.
 Advancement: At this stage in your life you tend to become obsessed with getting stronger.
Resources: Maenads tend to travel in small cults, taking what they want as they go.

MAENADS IN THE WORLD
“Do not mistake the rule of force for true power. Men are not shaped by force.”
 The world is your chew toy, and you will do with it as you please.
 Daily Life: You spend your days in cultist rituals and revelry..
 Notables:
 Organizations: You generally only travel with other Maenads.

NPC Reaction
 Most people find you terrifying, and deservedly so.

MAENADS IN THE GAME
 This class assumes the PC is a violent religious fanatic, which may cause friction within the party.
 Adaptation: This is meant for not entirely serious campaigns,  but can easily be reworked into horror.
 Encounters: Maenads are found randomly, usually at the most inopportune moments.

Sample Encounter
EL 25: The PC's are hired as security for a local celebration, which is promptly descended upon by crazy bee women.  Women who don't like to be told what to do.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
« Last Edit: April 19, 2021, 11:46:43 PM by bhu »

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Re: The Bee-Guiler
« Reply #58 on: April 20, 2021, 06:23:52 PM »
HONEY LIPPED   inspired by Saintheart, Nrdman, Namuh, tsj and Bohandas


   
“To talk well and eloquently is a very great art, but an equally great one is to know the right moment to stop.”

 A bard with a honeyed voice and a sting in his tales, the Honey Lipped has flown to the heights of mastery of his art. Clothing themselves in raiment of yellow and black, the Honey Lippped is frequently, but not always, of the humanoid type. Their songs are the drone of summer, the buzz of life, and the hum of nature.

BECOMING A HONEY LIPPED
A Bee-Guiler must be musically talented for this class.

 ENTRY REQUIREMENTS
   Class Abilities:  Hive Magic, Inspire Competence
   Skills:  Perform 4 ranks, Spellcraft 4 ranks
   Feats:  Master Manipulator (see PHB2), Eloquent


Class Skills
 The Honey Lipped's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6+ int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Honeyed Words, +1 Level of existing casting Class
2. +1    +0     +3     +3    Sweet Songs, +1 Level of existing casting Class
3. +1    +1     +3     +3    Hive Magic, +1 Level of existing casting Class
4. +2    +1     +4     +4    Honeyed Words, +1 Level of existing casting Class
5. +2    +1     +4     +4    Sweet Songs, +1 Level of existing casting Class
6. +3    +2     +5     +5    Hive Magic, +1 Level of existing casting Class
7. +3    +2     +5     +5    Honeyed Words, +1 Level of existing casting Class
8. +4    +2     +6     +6    Sweet Songs, +1 Level of existing casting Class
9. +4    +3     +7     +6    Hive Magic, +1 Level of existing casting Class
10.+5    +3     +7     +7   Honey Trap, +1 Level of existing casting Class

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

Spellcasting: Each Level of this Class increases your Caster Level by +1.  Since you will have Levels in two casting Classes, you may choose which one of them gets the boost.

Honeyed Words (Su): At 1st Level you get a +2 Enhancement Bonus to Bluff, Diplomacy and Gather Information Checks.

At 4th Level you may always Take 10 on Bluff, Diplomacy and Gather Information Checks.

At 7th Level you may retry a failed Bluff, Diplomacy or Gather Information Check 1 Minute later with no penalty.

Sweet Songs (Sp): You gain new abilities with your Bardic Music.  At 2nd Level you get Bee-have.  At 5th Level you get Lullabee.  At 8th Level you get Bee-Nice.

Bee-have : A Honey Lipped with 9 or more ranks in Perform can expend 1 use of their Bardic music to cast Calm Emotions.

Bee-Nice: A Honey Lipped with 21+ ranks in Perform may cast Mass Charm Person (this otherwise works like the Bardic Mass Suggestion ability).

Lullabee : A Honey Lipped with 9 or more ranks in Perform can expend 1 use of their Bardic music to cast Deeper Slumber.  Unlike normal, this effect requires all living beings within range to make a Save regardless of their Hit Dice.
 
Hive Magic:  At Levels 3, 6, and 9, 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 Bee-Guiler 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.

Honey Trap (Sp:) At 10th Level you can expend a daily use of your Bardic Music to cast Charm Person.

PLAYING A HONEY LIPPED
 You are the charismatic wanderer, never staying in one place for long.  It keeps the air of mystery you cultivate intact.
 Combat: You prefer to avoid combat by ducking out before it happens, or talking your way out of it once it starts.
 Advancement: You are a free agent, and no one has any say over your future course but you.
Resources: There is no shortage of people willing to hire you to fix 'problems'.

HONEY LIPPED IN THE WORLD
"That man could sell water to a Mermaid."
 You keep people at bay.  It's different to seem cool and unknowable when people know you.  Plus, some of your activities may seem suspicious to the uninitiated.
 Daily Life: Life is a hustle.  You spend much time trying to get anther gig.
 Notables:
 Organizations: You may occasionally partner with a group, but you prefer to rely on yourself.

NPC Reaction
 NPC's treat you like a superstar (because you frequently are one).

HONEY LIPPED IN THE GAME
 This is a class wherein the PC will be a bit of a prima donna, which the other players may find annoying.
 Adaptation: This is meant for more light-hearted campaigns but there's no difficulty adapting it to a more dramatic story.
 Encounters: The Honey Lipped are encountered wherever their whims (or employer) takes them.

Sample Encounter
EL 12: The PC's are ordering brunch when a woman wearing black and yellow walks up to their table and says "Come with me.  We're on a mission from the Gawds."


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC HONEY LIPPED

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Honey Lipped gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: May 16, 2021, 09:50:04 PM by bhu »

Offline bhu

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Re: The Bee-Guiler
« Reply #59 on: June 05, 2021, 11:00:56 PM »
And now for a few things others are letting me use.  First up is by Debihuman!

Bumblebear
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 15 ft. (clumsy)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +5/+14
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 claws +10 melee (1d4+5) and bite +5 melee (1d6+2) and stinger+ 5 melee (1d4+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 20, Dex 13, Con 12, Int 2, Wis 12, Cha 6
Skills: Move Silently +4 (-4 in flight), Spot +9, Survival +2*
Feats: Endurance, Flyby Attack
Environment: Temperate forests and plains
Organization: Solitary, pair, or colony (3–8 with swarm of honeybees)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 6–10 HD (Large); 11–15 HD (Huge)
Level Adjustment:

This creature blends the features of a black bear and a giant bumblebee.
 
Bumblebears are rumored to have first arisen as the result of magical crossbreeding between giant bumblebees and black bears. They are not generally aggressive except during the mating season or when they or their beehives are threatened. 

Bumblebears prefer to forage in open fields near forests where they make their dens. Their flying capabilities allow them to claim large areas as their territory—usually ten square miles. Bumblebears are mostly herbivores but will eat bees, fish, and other game to supplement their diet and to gain weight before hibernation. They hibernate during the winter months and emerge in the spring along with their cubs. The pollen that clings to their fur is used by normal honeybees to make the honey that bumblebears love. Bumblebears often claim normal beehives to raid for honey but will also protect those hives against intruders. Bumblebears will even raid the honeycombs of giant honeybees regardless of the stings.   

A full-grown bumblebear can stand as tall as 5 feet and weigh up to 130 pounds. A bumblebear’s lifespan is around 20 years.

Combat   

Bumblebears fly into combat and strike with their stingers. If confronted, they attack with claws and bite.

Improved Grab (Ex): To use this ability, a bumblebear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bumblebear that successfully stings another creature does not lose its stinger and may sting more than once.  The poison affects are cumulative. Bumblebears are immune to their own poison, the poison of other bumblebears and the poison of bees and giant bees. 

Skills: Bumblebears have +4 racial bonus on Spot checks and a +4 racial bonus on Survival checks to orient themselves. When in flight, bumblebears take a -8 penalty on Move Silently checks due to the buzzing sounds their wings make.

I based it off the picture here: https://s-media-cache-ak0.pinimg.com/564x/1a/f7/df/1af7df89a5242c77be1165e4b3cc6e9a.jpg.



one by Kyutaru

Kyutaru's Brilliant Buzz
Conjuration (Summoning)
Level: Bee 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area or Effect: 60 ft. radius spread
Duration: Concentration, up to 1 Minute
Saving Throw: No
Spell Resistance: Yes

The hum and form of thousands of bees is summoned forth to blanket the area in a drowning din that prevents anyone within 40 feet of the origin from hearing or seeing anything more than the buzzing cloud. All creatures in the area are automatically Blinded and Deafened for the spells duration. Those relying on Blindsight are overwhelmed by the presence of thousands of creatures moving in rhythmic fashion and cannot discern between the bees and other opponents. Their Blindsight doesn't function into the spells Area of Effect.  Those that successfully resist via Spell Resistance still treat everything in the Area as having Total Concealment. The bees cannot survive in any sort of inclement conditions, such as temperatures below 30 degrees Fahrenheit, winds above 30 mph, dust storms, blizzards etc. Anything that might harm Tiny creatures or Swarms is capable of dispersing the bee cloud including area of effect spells and abilities, temporarily dispelling the spell for 1 round. Spellcasters are incapable of performing vocal components in the area of effect as the pandemonium stifles and shatters any sounds they utter. Concentration-based effects within the area automatically fail unless the caster succeeds at a Concentration check to maintain the spell every round spent within the bee cloud. The bee cloud is harmless and, while possibly frightening and distracting, it cannot harm anyone or anything and the bees disappear when the spell ends.


one by Jintaro

All The Buzz
Divination
Level: Bee 1/Bard 1
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: Concentration

For the duration of this spell your mind expands to include all whispered conversations, close at hand or otherwise.  Effectively you can make a Gather Information Check each round as a Standard Action without drawing attention to yourself.



one by Edea

Oprah's Surprise Giveaway
Conjuration (Summoning)/Enchantment (Compulsion, Mind-Affecting)
Level: Bee9, Sor/Wiz 9
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Effect: 30 foot radius spread
Duration: 1d4+1 rounds
Saving Throw: No
Spell Resistance: Yes

Any corporeal being other than the caster within the spells area of effect feels an undeniable urge to laugh and weep with joy as they are inundated with bees. The spell effect makes it impossible for the subjects to do anything other than freak out in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the targets hold. The subjects provoke attacks of opportunity each round on their turn.
« Last Edit: August 21, 2021, 09:59:46 PM by bhu »