Post by Gaiyamato on Feb 1, 2015 5:34:56 GMT
BEE-R RAGER
Often those who tread the path of the Druid or Ranger do not quite make it, instead falling away to become humble farmers or woodsmen, or in especially rare cases they find highly specialised attunements to the natural world around them. The Bee-r Rager is common in communities with large numbers of apiarists and excell at both making and consuming the best quality mead. They draw powers from the alcohol itself and these powers manifest as control over the bees, and eventually they can even become one with the bees.
HD: D10
Alignment: Any non-Evil. If you ever become Evil you lose Living Hive, Imbue Mead, Swarm Shape, Direct Bees, Swarm Leap and Bee Mind class features, until you Atone and are a non-Evil alignment.
Skill Points: 4+Int, x4 on first level.
Class skills: Balance (Dex), Concentration (Con), Craft (Brewing & Woodworking only) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex) Profession (Beekeeper/Apiarist) (Wis), Spot (Wis), Survival (Wis), Tumble (Dex)
Weapon and Armor Proficiency: All simple and Martial Weapons plus Bastard Sword. No Armor. Light Shields only.
Brew Mead
A Bee-r Rager may brew a special kind of drink - Mead!
you are an expert brewer and make only the finest quality Mead, often well sought after on the markets.
These require a honey and glass jars and barrels to brew (including in crafting costs). DC is 20 and uses the Craft(Bewing) skill.
If you fail the DC check you make ordinary mead as a weak alcoholic drink. If you pass it becomes a bottle of quality mead and counts as an Antitoxin that also cures 1hp and stabilizes wounded characters once per day as well as having an extreme intoxicating effect (that the antitoxin negates). This produces 1 Bottle of Mead.
Bee Friend
Bees, or any creature resembling a Bee will never attack or harm you in any way unless you seek to harm them first. When dealing with any Bee or Bee-like creatures with intelligence greater than 3 you receive a +4 bonus to diplomacy rolls. In addition you gain a +2 bonus to Knowledge(Nature) rolls relating to Bees.
Living Hive
You don't so much wear clothing as you wear platforms for hives. They crawl through your hair, your clothes. Everywhere. As such you always count as having 1 swarm of Bees about your body (see below). They will never attack you and you are immune to the Distracting effect of all swarms. You cannot control or direct the swarm but they will swarm around anyone who damages you in melee for 1D4 rounds and distract them. If destroyed (such as a fireball etc.) You can spend a week transplanting a new hive into you which will grow into the number of hives you carry within 3 days.
Drink like a Demon
You can hold your alcohol like almost no other. You may drink an entire Flagon or bottle of Alcohol as a move action. Each drink reduces your Wisdom and Intelligence by 2 each (min 1), but increases your Strength or Constitution by 2 points (you may chose with each drink). You may benefit only from a number of drinks equal to half your Bee-r Rager class levels. The duration for these effects is half your Bee-r Rager class levels +3.
This ability stacks with the Drunken Master ability of the same name. Add the daily uses together and increase the duration by levels in Drunken Master.
Drunken Frenzy
While under the effects of drink (see Drink like a Demon) you may induce a Frenzied state. You may only do this a number of times a day as indicated on the table above as a Free action during your turn. when you enter into the Frenzy you gain +6 bonus to Strength and gains an additional attack per round if using the full attack action using your highest attack bonus (not cumulative with haste etc.). However you take a -4 Penalty to Dexterity and a -4 Penalty to Wisdom (min 1). These Penalties are cumulative with penalties from being drunk. A frenzy lasts for a number of rounds equal to 3 + your Constitution modifier. You may attempt to end the Frenzy by making a DC 22 Fort save once per round as a free action, failure means the Frenzy continues. The effects of frenzy stack with those from any rage ability the character may have.
In addition, if you take damage from an attack, spell, trap, or any other source, you automatically enter a frenzy at the start of your next action, as long as you still have at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, you must make a successful Fort save (DC 10 + points of damage taken since your last action) at the start of your next turn. While frenzied, you cannot use any Charisma, Dexterity, or Intelligence based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells, drink potions, activate magic items, or read scrolls. You may drink bottles of Mead via the Drink like a Demon skill still.
you can use any feat you have except Combat Expertise, item creation feats, or metamagic feats. During a frenzy, you must attack those you perceive as foes to the best of your ability. Should you run out of enemies before your frenzy expires, your rampage continues. You must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or your own).
When a frenzy ends, you are fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If you are still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point you are exhausted, not merely fatigued.
If you have levels of the Frenzied Berserker Prestige class pool the daily uses of Frenzy and Drunken Frenzy together. You may chose which you use when entering a Frenzy. You may not enter both types of Frenzy at the same time. You may still stack Frenzy with other frenzy or rage/rage-like abilities however.
AC Bonus
You gain a deflection bonus equal to your Constitution bonus plus +1 ( that increases as you level) to AC. This bonus only applies while you have at least 1 living hive present on you (hives harassing opponents do not count) and are carrying a medium or less load and wearing no armor.
Imbue Mead
You can create a potion out of a single bottle of quality mead that replicates one of the spells in the list below. This takes one day to complete. The Caster level for the spells is 3 for minor, 5 for moderate and 10 for major level Imbuer. The costs associate with making an Imbued bottle of Mead are noted in the table below. Imbued bottles of mead function as a potion. Costs are listed minor/moderate/major. Where only 1 cost is listed the cost does not change. A - means it cannot be made at that level. Up to 3 effects can be combined into the same Mead by paying all of the costs together at the time of creation. All effects in a bottle must be of the same caster level.
Fast Movement
You gain a bonus to your base movement as noted while carrying a medium or less load and are wearing no armor.
Swarm Shape
A number of times per day you may change shape into a swarm of Bees as a standard action. While in Bee Swarm form your movement, Strength and Constitution are the same as the Bee Swarm. All other ability scores remain the same. You have the same number of hit points as the swarm (but may apply your constitution bonus) and gain access to all of the abilities and qualities of the Swarm. If the swarm is dispersed (gust of wind spell etc.) you must return to your original shape. You cannot cast spells while in Bee swarm (unless you have a feat that allows it), but may use other class features (including being drunk!). This lasts until you chose to end it.
Note: This counts as an Alter Form or Wild Shape ability for the purpose of feats.
Greater Frenzy
Frenzy Stength bonus increases by +2.
Direct Bees
Once per round you may make a Concentration check DC is 10 + any damage you took in the following round to command one swarm of Bees in your living hive to move to a particular location for a given number of rounds. Once departed from you, you cannot issue any further commands until they return.
Swarm Leap
Once per day as a standard action, you can enter any Bee swarm whose size equals or exceeds your own and travel to another such swarm in a single round, regardless of distance. You merely designate a distance and direction ("a swarm 50 miles south of here"), and the swarm leap ability transports her to a destination swarm as close as possible to the desired location. You can attempt to name a specific swarm ("a beehive in an apiary just outside the city of Greyhawk"), but if no such target exists, the ability fails and you are ejected from the entry swarm. Both the entry swarm and the destination swarm must be alive, but they can be either naturally occurring or summoned. While in swarm shape you cannot use yourself as the entry point. You could even use another Bee-r Rager in swarm shape as the entry or destination swarm. When exiting a swarm, you must choose an adjacent 5-foot-by-5-foot space in which to appear (or a correspondingly larger space if it larger than Medium-size).
Tireless Frenzy
When your Frenzy completes you do not suffer from the effects of Fatigue.
Mighty Frenzy
While in a Frenzy your Dexterity penalty is lessened by 2 and you increase your Strength Bonus by another +2.
Bee Mind
You form your Bee Swarms and yourself into a single conscious hive mind. You lose all individuality and become the hive mind itself. You gain +2 Intelligence and +2 Wisdom, but suffer a -4 Charisma penalty for becoming an alien entity, slightly detached from reality. Your original self is lost, consumed into the hive mind. You can communicate with all Bees freely and have a permanent Telepathic link with all your personal Bee Swarms. You may direct and move them however you wish as a free action. At any point in time you may switch control over to any Bee Swarm within the hive mind as if you have used Bee Shape to change into that Bee Swarm. Your body falls to the ground asleep and cannot be woken through any means while using this ability. You are aware of your body being moved or harmed in any way and can sense any threat to yourself. You can return to control of your body, releasing the Bee Swarm as a free instant action at any time. If you lose swarms replaced swarms are added back into the hive mind as soon as they regrow.
You gain the ability to spontaneously cast a number of Arcane spells per day from the list below, the level is based on your Living Hive number, only count current swarms, if a swarm is destroyed you count as 1 less until that swarm is regrown and added back into the hive mind. Casting score for DCs and Bonus spells per day is Wisdom. You may cast this spell from any Bee Swarm that is part of the hive mind as if casting from yourself.
* note, it is only possible to reach these numbers through multiple instances of the Extra Hive feat (see below).
Spells:
1st
Twilight Luck, Beget Bogun, Summon Nature's Ally I, Ancient Knowledge, Comprehend Languages, Faerie Fire, Silent Image, Unseen Servant, Magecraft
2nd
Ayailla's Radiant Burst, Dissonant Chant, Summon Monster II (Giant Bee only), Summon Swarm, Summon Nature's Ally II, Hydrate, Animal Messenger, Silence, Grace
3rd
Celestial Aspect, Dispel Magic, Summon Monster III(Celestial Black Bear or Elemental only), Summon Nature's Ally III, Good Hope, Daylight, Displacement, Greenfire, Plant Growth
4th
Sunmantle, Landwomb, Summon Monster IV(Lantern Archon, Celestial Lion or Mephits only), Summon Nature's Ally IV, Summon Elementite Swarm, Nature's Wrath, Spark of Life, Rainbow Pattern, Command Plants
5th
Curtain of Light, Ice Shield, Greater Dispel Magic, Summon Monster V(any non-evil), Summon Nature's Ally V, Tree Stride, Dawn Shroud, Dream, Awaken
6th
Cry of Ysgard, Fey Ring, Mephit Mob, Summon Monster VI(any non-evil), Summon Nature's Ally VI, Summon Greater Elemental, Geas/Quest, Calm Earth, Live Oak
7th
Channel Celestial, Call Kolyarut, Summon Monster VII(any non-evil), Summon Nature's Ally VII, Sunbeam, Animate Plants, Master Earth, Righteous Glare, Elemental Body
8th
Dragon Cloud, Storm of Elemental Fury, Sunburst, Control Plants, Mass Awaken, Earth Glide, Summon Monster VIII(any non-evil), Summon Nature's Ally VII, Last Judgement
Bee Swarm
Same as Locust swarm but moves +10' faster, 2 less HD, and deals 1D4 damage but damages itself by the same ammount when it does. Has a class skill Craft(Honey) and can cast Know Direct (Flower) once per day.
Feats
Extra Hive
Requires: Living Hive
Benefit: Gain 1 additional Bee Swarm living on you.
Special: This feat may be taken multiple times, each time giving +1 Bee Swarm.
Extra Swarm Shape
Requires: Swarm Shape
Benefit: Gain 1 additional use of Swarm Shape per day
Swarm Stature
Requires: Swarm Shape, Living Hive, Small Size
Benefit: You can expend a daily use of Swarm Shape to increase your size category by 1 while in your original form for 1 minute per number of uses of Swarm Shape you have available per day. This does not stack with other methods of increasing your size such as Enlarge spell etc.
Giant Swarm Stature
Requires: Swarm Stature
Benefit: You can expend another daily use of Swarm Shape to increase your size (to Large) by 1 additional category after using Swarm Stature. Restrictions on the use still apply.
Master Mead-a-holic
Requires: Drink like a Demon, Drunken Frenzy, Endurance, Toughness
Benefit: While in a Frenzy any Mead (normal or otherwise) you consume via Drink like a Demon, improves your Strength by an additional +2 on top of it's other bonuses. This only applies to Mead, and does not apply to Mead drunk before you entered the Frenzy.
Extra Frenzy
Requires: Drunken Frenzy
Benefit: Gain 1 additional Frenzy per day.
Special: This may be taken multiple times, each time it increases your daily limit for Frenzy by 1.
Swarm Frenzy
Requires: Drunken Frenzy, Swarm Shape
Benefit: If you Frenzy while in Swarm Shape you suffer -2 Dexterity, instead of -4. If you also possess the Mighty Frenzy ability then you suffer no Dexterity penalty.
In addition you gain a melee bite attack while in Bee Swarm shape that deals 1D6 + 1.5 times your Strength damage. You do not take damage for using this attack.
Superior Swarm Frenzy
Requires: Swarm Frenzy, Greater Rage
Benefit: While Frenzying in Swarm Shape you gain +4 Constition bonus and your bite attack gains a poison, DC is 10 + 1/2 your class levels + CON bonus upon a successful hit. Initial damage is 1D4 Strength, Secondary is 1D4 Strength and suffer Fatigue effects.
Swarm Harvesting
Requires: Swarm Shape, Expert Apiarist, Operating an Apiary Business.
Benefit: You can harvest honey yourself in Bee form and can better understand the lives of Bees. You can +6 to your profit roll on any month you expended at least 1 Swarm shape use per week on gathering honey and assisting your Bee hives.
Improved Direct Bees
Requires: Direct Bees, Extra Swarm Shape
Benefit: You may Direct Bees as a Move Action.
Improved Imbuing
Requires: Imbue Mead
Benefit: When you Imbue Mead you increase the caster level by 1. This does not affect the price.
Rapid Imbuing
Requires: Imbue Mead
Benefit: Imbuing one Bottle of Mead only takes 12 hours.
Special: You may take this more than once, each subsequent time reduces the time by 2 hours to a minimum of 4 hours.
Specialist Imbuer
Requires: Improved Imbuing
Special: When Imbuing a bottle of Mead you may add a single additional minor power at no cost. This power only applies when you drink the mead and not anyone else.
Soul Imbuer [Incarnum]
Requires: An Essentia capacity, Improved Imbuing
Benefit: You may invest Essentia into this feat. Each point of Essentia invested reduces the gp cost of Imbuing a bottle of Mead by 10%
Expert Apiarist
Requires: Brew Mead
Benefit: Gain +2 to Craft(Brewing) and Profession(Apiarist) checks.
Often those who tread the path of the Druid or Ranger do not quite make it, instead falling away to become humble farmers or woodsmen, or in especially rare cases they find highly specialised attunements to the natural world around them. The Bee-r Rager is common in communities with large numbers of apiarists and excell at both making and consuming the best quality mead. They draw powers from the alcohol itself and these powers manifest as control over the bees, and eventually they can even become one with the bees.
HD: D10
Alignment: Any non-Evil. If you ever become Evil you lose Living Hive, Imbue Mead, Swarm Shape, Direct Bees, Swarm Leap and Bee Mind class features, until you Atone and are a non-Evil alignment.
Skill Points: 4+Int, x4 on first level.
Class skills: Balance (Dex), Concentration (Con), Craft (Brewing & Woodworking only) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex) Profession (Beekeeper/Apiarist) (Wis), Spot (Wis), Survival (Wis), Tumble (Dex)
Weapon and Armor Proficiency: All simple and Martial Weapons plus Bastard Sword. No Armor. Light Shields only.
Level | BAB | FORT | REF | WILL | Special | AC Bonus | Frenzy/day | Hives | Swarm Shape/day |
1 | +0.75 | +2 | +0 | +0 | Brew Mead, Bee Friend, Living Hive (1) | -- | -- | 1 | -- |
2 | +3 | +0 | +0 | Drunken Frenzy 1/day, Drink like a Demon | -- | 1 | 1 | -- | |
3 | +3 | +1 | +1 | AC Bonus +1, Imbue Mead (Minor) | +1 | 1 | 1 | -- | |
4 | +4 | +1 | +1 | Fast Movement +10', Living Hive (2) | +1 | 1 | 2 | -- | |
5 | +4 | +1 | +1 | Drunken Frenzy 2/day | +1 | 2 | 2 | -- | |
6 | +5 | +2 | +2 | Swarm Shape 1/day, Living Hive (3) | +1 | 2 | 3 | 1 | |
7 | +5 | +2 | +2 | AC Bonus +2, Swarm Shape 2/day | +2 | 2 | 3 | 2 | |
8 | +6 | +2 | +2 | Drunken Frenzy 3/day, Living Hive (4) | +2 | 3 | 4 | 2 | |
9 | +6 | +3 | +3 | Swarm Shape 3/day, Fast Movement +20' | +2 | 3 | 4 | 3 | |
10 | +7 | +3 | +3 | Imbue Mead (Moderate), Living Hive (5) | +2 | 3 | 5 | 3 | |
11 | +7 | +3 | +3 | AC Bonus +3, Drunken Frenzy 4/day | +3 | 4 | 5 | 3 | |
12 | +8 | +4 | +4 | Direct Bees, Living Hive (6) | +3 | 4 | 6 | 3 | |
13 | +8 | +4 | +4 | Swarm Shape 4/day, Greater Frenzy | +3 | 4 | 6 | 4 | |
14 | +9 | +4 | +4 | Fast Movement +30', Living Hive (7) | +3 | 4 | 7 | 4 | |
15 | +9 | +5 | +5 | AC Bonus +4, Drunken Frenzy 5/day | +4 | 5 | 7 | 4 | |
16 | +10 | +5 | +5 | Swarm Leap, Living Hive (8) | +4 | 5 | 8 | 4 | |
17 | +10 | +5 | +5 | Tireless Frenzy, Swarm Shape 5/day | +4 | 5 | 8 | 5 | |
18 | +11 | +6 | +6 | Imbue Mead (Major), Living Hive (9) | +4 | 5 | 9 | 5 | |
19 | +11 | +6 | +6 | Fast Movement +40', Drunken Frenzy 6/day | +4 | 6 | 9 | 5 | |
20 | +12 | +6 | +6 | Bee Mind, Living Hive (10), Mighty Frenzy | +4 | 6 | 10 | 5 |
Brew Mead
A Bee-r Rager may brew a special kind of drink - Mead!
you are an expert brewer and make only the finest quality Mead, often well sought after on the markets.
These require a honey and glass jars and barrels to brew (including in crafting costs). DC is 20 and uses the Craft(Bewing) skill.
If you fail the DC check you make ordinary mead as a weak alcoholic drink. If you pass it becomes a bottle of quality mead and counts as an Antitoxin that also cures 1hp and stabilizes wounded characters once per day as well as having an extreme intoxicating effect (that the antitoxin negates). This produces 1 Bottle of Mead.
Bee Friend
Bees, or any creature resembling a Bee will never attack or harm you in any way unless you seek to harm them first. When dealing with any Bee or Bee-like creatures with intelligence greater than 3 you receive a +4 bonus to diplomacy rolls. In addition you gain a +2 bonus to Knowledge(Nature) rolls relating to Bees.
Living Hive
You don't so much wear clothing as you wear platforms for hives. They crawl through your hair, your clothes. Everywhere. As such you always count as having 1 swarm of Bees about your body (see below). They will never attack you and you are immune to the Distracting effect of all swarms. You cannot control or direct the swarm but they will swarm around anyone who damages you in melee for 1D4 rounds and distract them. If destroyed (such as a fireball etc.) You can spend a week transplanting a new hive into you which will grow into the number of hives you carry within 3 days.
Drink like a Demon
You can hold your alcohol like almost no other. You may drink an entire Flagon or bottle of Alcohol as a move action. Each drink reduces your Wisdom and Intelligence by 2 each (min 1), but increases your Strength or Constitution by 2 points (you may chose with each drink). You may benefit only from a number of drinks equal to half your Bee-r Rager class levels. The duration for these effects is half your Bee-r Rager class levels +3.
This ability stacks with the Drunken Master ability of the same name. Add the daily uses together and increase the duration by levels in Drunken Master.
Drunken Frenzy
While under the effects of drink (see Drink like a Demon) you may induce a Frenzied state. You may only do this a number of times a day as indicated on the table above as a Free action during your turn. when you enter into the Frenzy you gain +6 bonus to Strength and gains an additional attack per round if using the full attack action using your highest attack bonus (not cumulative with haste etc.). However you take a -4 Penalty to Dexterity and a -4 Penalty to Wisdom (min 1). These Penalties are cumulative with penalties from being drunk. A frenzy lasts for a number of rounds equal to 3 + your Constitution modifier. You may attempt to end the Frenzy by making a DC 22 Fort save once per round as a free action, failure means the Frenzy continues. The effects of frenzy stack with those from any rage ability the character may have.
In addition, if you take damage from an attack, spell, trap, or any other source, you automatically enter a frenzy at the start of your next action, as long as you still have at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, you must make a successful Fort save (DC 10 + points of damage taken since your last action) at the start of your next turn. While frenzied, you cannot use any Charisma, Dexterity, or Intelligence based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells, drink potions, activate magic items, or read scrolls. You may drink bottles of Mead via the Drink like a Demon skill still.
you can use any feat you have except Combat Expertise, item creation feats, or metamagic feats. During a frenzy, you must attack those you perceive as foes to the best of your ability. Should you run out of enemies before your frenzy expires, your rampage continues. You must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or your own).
When a frenzy ends, you are fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If you are still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point you are exhausted, not merely fatigued.
If you have levels of the Frenzied Berserker Prestige class pool the daily uses of Frenzy and Drunken Frenzy together. You may chose which you use when entering a Frenzy. You may not enter both types of Frenzy at the same time. You may still stack Frenzy with other frenzy or rage/rage-like abilities however.
AC Bonus
You gain a deflection bonus equal to your Constitution bonus plus +1 ( that increases as you level) to AC. This bonus only applies while you have at least 1 living hive present on you (hives harassing opponents do not count) and are carrying a medium or less load and wearing no armor.
Imbue Mead
You can create a potion out of a single bottle of quality mead that replicates one of the spells in the list below. This takes one day to complete. The Caster level for the spells is 3 for minor, 5 for moderate and 10 for major level Imbuer. The costs associate with making an Imbued bottle of Mead are noted in the table below. Imbued bottles of mead function as a potion. Costs are listed minor/moderate/major. Where only 1 cost is listed the cost does not change. A - means it cannot be made at that level. Up to 3 effects can be combined into the same Mead by paying all of the costs together at the time of creation. All effects in a bottle must be of the same caster level.
Spell | xp cost | gp cost |
Know Direction | 0 | 38 |
Naturewatch | 0 | 38 |
Pass Without Trace | 6 | 75 |
Suspend Disease | 6/10/20 | 75/125/250 |
Cure Light Wounds | 6/10/20 | 75/125/250 |
Detect Animals and Plants | 6/10/20 | 75/125/250 |
Speak With Animals | 6/10/20 | 75/125/250 |
Claws of the Bear | 6/10/20 | 75/125/250 |
Horrible Taste | 6/10/20 | 75/125/250 |
Body Ward | -/20/40 | -/250/500 |
Resist Energy (specify when made) | -/20/40 | -/250/500 |
Remove Addition | -/20/40 | -/250/500 |
Wild Instincts | -/20/40 | -/250/500 |
Frost Breath | -/20/40 | -/250/500 |
Woodland Veil | -/20/40 | -/250/500 |
One with the Land | -/20/40 | -/250/500 |
Tree Shape | -/20/40 | -/250/500 |
Cure Moderate Wounds | -/30/60 | -/375/750 |
Neutralize Poison | -/30/60 | -/375/750 |
Vigor | -/30/60 | -/375/750 |
Speak with Plants | -/30/60 | -/375/750 |
Weather Eye | -/30/60 | -/375/750 |
Lion's Charge | -/30/60 | -/375/750 |
Sheltered Vitality | -/-/80 | -/-/1000 |
Skin of the Cactus | -/-/80 | -/-/1000 |
Cure Serious Wounds | -/-/80 | -/-/1000 |
Sandform | -/-/80 | -/-/1000 |
Stoneskin | -/-/100 | -/-/1250 |
Cure Critical Wounds | -/-/100 | -/-/1250 |
Monstrous Regeneration | -/-/100 | -/-/1250 |
Plant Body | -/-/100 | -/-/1250 |
Energy Immunity (specify when made) | -/-/120 | -/-/1500 |
Stone Tell | -/-/120 | -/-/1500 |
Heal | -/-/140 | -/-/1750 |
True Seeing | -/-/140 | -/-/1750 |
Fast Movement
You gain a bonus to your base movement as noted while carrying a medium or less load and are wearing no armor.
Swarm Shape
A number of times per day you may change shape into a swarm of Bees as a standard action. While in Bee Swarm form your movement, Strength and Constitution are the same as the Bee Swarm. All other ability scores remain the same. You have the same number of hit points as the swarm (but may apply your constitution bonus) and gain access to all of the abilities and qualities of the Swarm. If the swarm is dispersed (gust of wind spell etc.) you must return to your original shape. You cannot cast spells while in Bee swarm (unless you have a feat that allows it), but may use other class features (including being drunk!). This lasts until you chose to end it.
Note: This counts as an Alter Form or Wild Shape ability for the purpose of feats.
Greater Frenzy
Frenzy Stength bonus increases by +2.
Direct Bees
Once per round you may make a Concentration check DC is 10 + any damage you took in the following round to command one swarm of Bees in your living hive to move to a particular location for a given number of rounds. Once departed from you, you cannot issue any further commands until they return.
Swarm Leap
Once per day as a standard action, you can enter any Bee swarm whose size equals or exceeds your own and travel to another such swarm in a single round, regardless of distance. You merely designate a distance and direction ("a swarm 50 miles south of here"), and the swarm leap ability transports her to a destination swarm as close as possible to the desired location. You can attempt to name a specific swarm ("a beehive in an apiary just outside the city of Greyhawk"), but if no such target exists, the ability fails and you are ejected from the entry swarm. Both the entry swarm and the destination swarm must be alive, but they can be either naturally occurring or summoned. While in swarm shape you cannot use yourself as the entry point. You could even use another Bee-r Rager in swarm shape as the entry or destination swarm. When exiting a swarm, you must choose an adjacent 5-foot-by-5-foot space in which to appear (or a correspondingly larger space if it larger than Medium-size).
Tireless Frenzy
When your Frenzy completes you do not suffer from the effects of Fatigue.
Mighty Frenzy
While in a Frenzy your Dexterity penalty is lessened by 2 and you increase your Strength Bonus by another +2.
Bee Mind
You form your Bee Swarms and yourself into a single conscious hive mind. You lose all individuality and become the hive mind itself. You gain +2 Intelligence and +2 Wisdom, but suffer a -4 Charisma penalty for becoming an alien entity, slightly detached from reality. Your original self is lost, consumed into the hive mind. You can communicate with all Bees freely and have a permanent Telepathic link with all your personal Bee Swarms. You may direct and move them however you wish as a free action. At any point in time you may switch control over to any Bee Swarm within the hive mind as if you have used Bee Shape to change into that Bee Swarm. Your body falls to the ground asleep and cannot be woken through any means while using this ability. You are aware of your body being moved or harmed in any way and can sense any threat to yourself. You can return to control of your body, releasing the Bee Swarm as a free instant action at any time. If you lose swarms replaced swarms are added back into the hive mind as soon as they regrow.
You gain the ability to spontaneously cast a number of Arcane spells per day from the list below, the level is based on your Living Hive number, only count current swarms, if a swarm is destroyed you count as 1 less until that swarm is regrown and added back into the hive mind. Casting score for DCs and Bonus spells per day is Wisdom. You may cast this spell from any Bee Swarm that is part of the hive mind as if casting from yourself.
Current Number of Swarms | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
1 | 2 | -- | -- | -- | -- | -- | -- | -- |
2 | 3 | -- | -- | -- | -- | -- | -- | -- |
3 | 4 | -- | -- | -- | -- | -- | -- | -- |
4 | 4 | 2 | -- | -- | -- | -- | -- | -- |
5 | 4 | 3 | -- | -- | -- | -- | -- | -- |
6 | 4 | 4 | 2 | -- | -- | -- | -- | -- |
7 | 4 | 4 | 3 | -- | -- | -- | -- | -- |
8 | 4 | 4 | 4 | 2 | -- | -- | -- | -- |
9 | 4 | 4 | 4 | 3 | -- | -- | -- | -- |
10 | 4 | 4 | 4 | 4 | 2 | -- | -- | -- |
11* | 4 | 4 | 4 | 4 | 3 | -- | -- | -- |
12* | 4 | 4 | 4 | 4 | 4 | 2 | -- | -- |
13* | 4 | 4 | 4 | 4 | 4 | 3 | -- | -- |
14* | 4 | 4 | 4 | 4 | 4 | 4 | 2 | -- |
15* | 4 | 4 | 4 | 4 | 4 | 4 | 3 | -- |
16* | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 |
* note, it is only possible to reach these numbers through multiple instances of the Extra Hive feat (see below).
Spells:
1st
Twilight Luck, Beget Bogun, Summon Nature's Ally I, Ancient Knowledge, Comprehend Languages, Faerie Fire, Silent Image, Unseen Servant, Magecraft
2nd
Ayailla's Radiant Burst, Dissonant Chant, Summon Monster II (Giant Bee only), Summon Swarm, Summon Nature's Ally II, Hydrate, Animal Messenger, Silence, Grace
3rd
Celestial Aspect, Dispel Magic, Summon Monster III(Celestial Black Bear or Elemental only), Summon Nature's Ally III, Good Hope, Daylight, Displacement, Greenfire, Plant Growth
4th
Sunmantle, Landwomb, Summon Monster IV(Lantern Archon, Celestial Lion or Mephits only), Summon Nature's Ally IV, Summon Elementite Swarm, Nature's Wrath, Spark of Life, Rainbow Pattern, Command Plants
5th
Curtain of Light, Ice Shield, Greater Dispel Magic, Summon Monster V(any non-evil), Summon Nature's Ally V, Tree Stride, Dawn Shroud, Dream, Awaken
6th
Cry of Ysgard, Fey Ring, Mephit Mob, Summon Monster VI(any non-evil), Summon Nature's Ally VI, Summon Greater Elemental, Geas/Quest, Calm Earth, Live Oak
7th
Channel Celestial, Call Kolyarut, Summon Monster VII(any non-evil), Summon Nature's Ally VII, Sunbeam, Animate Plants, Master Earth, Righteous Glare, Elemental Body
8th
Dragon Cloud, Storm of Elemental Fury, Sunburst, Control Plants, Mass Awaken, Earth Glide, Summon Monster VIII(any non-evil), Summon Nature's Ally VII, Last Judgement
Bee Swarm
Same as Locust swarm but moves +10' faster, 2 less HD, and deals 1D4 damage but damages itself by the same ammount when it does. Has a class skill Craft(Honey) and can cast Know Direct (Flower) once per day.
Feats
Extra Hive
Requires: Living Hive
Benefit: Gain 1 additional Bee Swarm living on you.
Special: This feat may be taken multiple times, each time giving +1 Bee Swarm.
Extra Swarm Shape
Requires: Swarm Shape
Benefit: Gain 1 additional use of Swarm Shape per day
Swarm Stature
Requires: Swarm Shape, Living Hive, Small Size
Benefit: You can expend a daily use of Swarm Shape to increase your size category by 1 while in your original form for 1 minute per number of uses of Swarm Shape you have available per day. This does not stack with other methods of increasing your size such as Enlarge spell etc.
Giant Swarm Stature
Requires: Swarm Stature
Benefit: You can expend another daily use of Swarm Shape to increase your size (to Large) by 1 additional category after using Swarm Stature. Restrictions on the use still apply.
Master Mead-a-holic
Requires: Drink like a Demon, Drunken Frenzy, Endurance, Toughness
Benefit: While in a Frenzy any Mead (normal or otherwise) you consume via Drink like a Demon, improves your Strength by an additional +2 on top of it's other bonuses. This only applies to Mead, and does not apply to Mead drunk before you entered the Frenzy.
Extra Frenzy
Requires: Drunken Frenzy
Benefit: Gain 1 additional Frenzy per day.
Special: This may be taken multiple times, each time it increases your daily limit for Frenzy by 1.
Swarm Frenzy
Requires: Drunken Frenzy, Swarm Shape
Benefit: If you Frenzy while in Swarm Shape you suffer -2 Dexterity, instead of -4. If you also possess the Mighty Frenzy ability then you suffer no Dexterity penalty.
In addition you gain a melee bite attack while in Bee Swarm shape that deals 1D6 + 1.5 times your Strength damage. You do not take damage for using this attack.
Superior Swarm Frenzy
Requires: Swarm Frenzy, Greater Rage
Benefit: While Frenzying in Swarm Shape you gain +4 Constition bonus and your bite attack gains a poison, DC is 10 + 1/2 your class levels + CON bonus upon a successful hit. Initial damage is 1D4 Strength, Secondary is 1D4 Strength and suffer Fatigue effects.
Swarm Harvesting
Requires: Swarm Shape, Expert Apiarist, Operating an Apiary Business.
Benefit: You can harvest honey yourself in Bee form and can better understand the lives of Bees. You can +6 to your profit roll on any month you expended at least 1 Swarm shape use per week on gathering honey and assisting your Bee hives.
Improved Direct Bees
Requires: Direct Bees, Extra Swarm Shape
Benefit: You may Direct Bees as a Move Action.
Improved Imbuing
Requires: Imbue Mead
Benefit: When you Imbue Mead you increase the caster level by 1. This does not affect the price.
Rapid Imbuing
Requires: Imbue Mead
Benefit: Imbuing one Bottle of Mead only takes 12 hours.
Special: You may take this more than once, each subsequent time reduces the time by 2 hours to a minimum of 4 hours.
Specialist Imbuer
Requires: Improved Imbuing
Special: When Imbuing a bottle of Mead you may add a single additional minor power at no cost. This power only applies when you drink the mead and not anyone else.
Soul Imbuer [Incarnum]
Requires: An Essentia capacity, Improved Imbuing
Benefit: You may invest Essentia into this feat. Each point of Essentia invested reduces the gp cost of Imbuing a bottle of Mead by 10%
Expert Apiarist
Requires: Brew Mead
Benefit: Gain +2 to Craft(Brewing) and Profession(Apiarist) checks.