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LordErebus12
2013-03-17, 01:17 PM
Role:
The Living Hive functions as a master of minions, being able to call the insects from within their bodies. With these techniques they can be skilled ranged combatants, though they themselves require protection.

Abilities:
A Living Hive typically favors Constitution, for its abilities run off it. Dexterity is typically useful in ranged combat and for its defensive bonuses to armor class and reflex saves. Intelligence grants more skill points, which is useful in some situations. Wisdom also has some usefulness. Strength and Charisma are less important than the rest of the abilities.

Alignment: A Living Hive can be of any alignment, but the insanity makes many favor chaos.
Hit Die: d8.
Starting Gold: As Druid.

Class Skills
The Living Hive's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis).

Skill Points at First Level: (4 + Int modifier)

Living Hive
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Crawling Armor

1st|
+0|
+2|
+0|
+0|Crawling Within, Swarm|---
2nd|
+1|
+3|
+0|
+0|Crawling Armor|+1
3rd|
+1|
+3|
+1|
+1|Improved Swarm|+1
4th|
+2|
+4|
+1|
+1|Handled Release|+2
5th|
+2|
+4|
+1|
+1|Improved Swarm|+2

6th|
+3|
+5|
+2|
+2|Upon A Swarm, Venomous Blood|+3
7th|
+3|
+5|
+2|
+2|Improved Swarm|+3
8th|
+4|
+6|
+2|
+2|Expedious Release|+4
9th|
+4|
+6|
+3|
+3|Improved Swarm|+4
10th|
+5|
+7|
+3|
+3|Hunger of Thousands|+5

11th|
+5|
+7|
+3|
+3|Hollow Body, Improved Swarm|+5
12th|
+6/+1|
+8|
+4|
+4|Swift Release|+6
13th|
+6/+1|
+8|
+4|
+4|Improved Swarm|+6
14th|
+7/+2|
+9|
+4|
+4|Plague of the Swarm|+7
15th|
+7/+2|
+9|
+5|
+5|Improved Swarm|+7

16th|
+8/+3|
+10|
+5|
+5|One is Thousands, We Are The Swarm|+8
17th|
+8/+3|
+10|
+5|
+5|Improved Swarm|+8
18th|
+9/+4|
+11|
+6|
+6|Improved Hunger of Thousands|+9
19th|
+9/+4|
+11|
+6|
+6|Improved Swarm|+9
20th|
+10/+5|
+12|
+6|
+6|Infestation of the Hive|+10
[/table]

Class Features
All of the following are class features of the Living Hive.

Weapon and Armor Proficiencies:
Living Hives are proficient with simple weapons, and light armor but not shields.

1st - Crawling Within (Ex):
The strange and disturbing trait which is unique to the Living Hives is that within his flesh holds a swarm of insects, and he can release them through his mouth. As a full-round action, the Living Hive can release 1 or more of the swarms within his body. The swarms appear in his square or adjacent to it. In addition, as another Full-Round Action Hive can also draw in any member of his swarm that is in his square, or adjacent to it.

1st - Swarm (Ex):
A Living Hive possesses a swarm of insects within himself. Each swarm is a "One of Many". As the Hive advances in level, his swarm increases in power and number. All of the "One of Many"s in your Swarm acts during your turn, and will attack your opponents to the best of their abilities. As long as each One of Many in your swarm is adjacent to another of your swarms or to you, all members of your swarm count as adjacent to you and within touch distance.

If a member of the swarm remains out of his body for 24 hours or over, loses 1 hit point per round until it either returns to the Living Hive's body or dies. If a One of Many in his swarm dies, the Living Hive must attempt a DC 15 Will saving throw. Failure means he and all members of his swarm are paralyzed for 1d4 rounds; success negates the paralysis. After 8 hours of uninterrupted rest, the Living Hive regains any One of Many which have died. A One of Many cannot be revived until at least 12 hours after it died.

2nd - Crawling Armour (Ex):
During combat, part of the swarm always covers the living hide, protecting him from harm. While covered by his swarm, the living hive gains a bonus to natural armor equal to half his living hive's level.

3rd - Evolving Swarm:
Over time, a Living Hive's swarm grows in power and talents. At 3rd level, and every level after that, he may select a single trait or ability from the Evolving Swarm section (see below).

4th - Handled Release (Ex):
The insects within the Living Hive have burrowed holes through his arms and legs, allowing him to release his swarm as a standard action.

6th - Upon the Swarm (Ex):
While a Living Hive shares a square with a member of his swarm, he can use all the movement modes the One of Many possesses.

6th - Venomous Blood (Ex):
The insects within his flesh taint the Living Hive's body, making him toxic to ingest. Any creature which uses a bite attack on a Living Hive of 5th level counts as ingesting the poison.

This poison has the following statistics: save Fort DC 10 + 1/2 Living Hive level + Constitution Bonus; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 saves.

8th - Expeditious Release (Ex):
The insects within the Living Hive have burrowed holes much more branching tunnels throughout his body, allowing him to release his swarm as a move action.

10th - Hunger of Thousands (Ex):
The Living Hive can send his swarm to feast upon the corpses of foes. Whenever a One of Many in his swarm shares a square with a corpse the Living Hive may spend a free action to make his One of Many devourer it. This restores 1d8 points of health for his One of Many, and the corpse counts as destroyed for the purpose of resurrection magic.

At 18th level, this ability improves; restoring 2d8 + the Living Hive’s constitution modifier in hit points with each body consumed.

11th - Hollow Body:
The Living Hive has become so thoroughly altered by the swarms that it is no longer a living creature in the usual way, effectively becoming a hollow husk filled with gelatinous bloody jelly, off which the hive feeds. The living hive’s type remains unchanged, it gains +4 hit points per living hive level (as if it had a d12 hit dice), and He gains traits similar to that of undead.

Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed, collapsing into a brittle shell, a cloud of insects scampering away.
Undead do not breathe, eat, or sleep; the hive providing all the nutrients needed for survival.

12th - Swift Release (Ex):
The insects within the Living Hive have burrowed a network of tunnels throughout his flesh, allowing him to release your swarm as a swift action.

14th - Plague of the Swarm (Ex):
A Living Hive is infused with thousands of toxic chemicals within his flesh, which he can release with a touch. This functions as the Contagion spell, and can be used a number of times per day equal to 3 + Constitution modifier. Any disease inflicted by this ability, lacks the ability to pass onto others and isn't contagious.

16th - One is Thousands (Su):
What originally seemed as a parasitic relationship is actually symbiotic. The Living Hive's bond to his Swarm grows into a hive mind. If the Living Hive or a member of his swarm is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. In addition, the Living Hive gains full control over the actions of each member of his swarm.

In addition, the Living Hive can sense everything each member of his swarm can simultaneously. This ability requires no concentration.

16th - We Are The Hive (Ex):
The Living Hive has become one with his swarm, and they are no longer seperate identities. If the Living Hive dies, he retains control over his swarm, though he cannot store his swarm within his body, or release any more One of Many until his body is resurrected.

20th - Infestation of the Hive (Ex):
A living hive that has lost its body to death can use its swarm to “re-create” his body from a dead body of similar size and shape. Doing so requires the swarm to inhabit the target for a few moments. After completed, the corpse inhabited by the swarm regains life, its appearance shifting to more resemble the Living Hive's first body.

A swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be the same size as the Living Hive’s old body. The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If a swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a new body of the appropriate size for the Living Hive. If a swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The swarm quickly consumes a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A swarm-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host.

A remove disease or heal spell cast on an inhabited victim forces the swarm to abandon its host.



Evolving Swarm:
Aquatic Terrors:
Each One of Many in your swarm gains a 20 ft. swim speed. This trait can be gained multiple times, each time increasing the swim speed by 20 ft.

Burrowing Beetles:
Each One of Many in your swarm gains a 20 ft. burrow speed. This trait can be gained multiple times, each time increasing the burrowing speed by 20 ft.

Crawling Chaos:
Each One of Many in your swarm gains a 20 ft. climb speed. This trait can be gained multiple times, each time increasing the climb speed by 20 ft.

Swift Scampering:
Each One of Many in your swarm gains +20 ft. bonus to its base land speed. This trait can be gained multiple times.

Resist the Elements:
Select one of the following damage types: acid, cold, electricity, or fire. Each One of Many in your swarm gains 10 energy resistance to that form of damage. This can be gained multiple times, but a different form of damage must be selected each time.

Resist the Elements, Improved:
Select one form of energy resistance you have for Resist the Elements. That energy resistance becomes an immunity. This can be gained multiple times, but a different form of damage must be selected each time.

Thousand Fangs:
The damage dealt by the Swarm attack for each of the One of Many in your swarm increases the type of dice by one step (d6 to d10). This trait can be gained multiple times.

Tough Exoskeleton:
Each One of Many in your swarm gains an additional +2 natural armor. This trait can be gained multiple times, each time the natural armour bonus increases by an additional +2.

Venomous Fangs:
Each One of Many in your swarm gain the Poison ability. The poison can affect a target via injury or being ingested. This poison has the following statistics: save Fort DC 10 + 1/2 Living Hive level + constitution modifier; frequency 1/round for 4 rounds; effect 1d4 Dexterity damage; cure 1 save. This trait can be gained multiple times, each time increasing the DC by +4 or the Dexterity damage by 1d4.





The Swarm

One Of Many Base Stats
An awful, scuttling mass of legs and mandibles scrambles forward out of the dripping maw of the sickly woman.
One of Many
Size and Type: Neutral Tiny Vermin (Swarm)
Hit Dice: 2d8+2, (14 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 17 (+3 Dex, +2 natural, +2 size), Touch 15, flat-footed 13
BAB/Grapple: +1/---
Attack: Swarm (1d6 plus distraction)
Space/Reach: 10 ft. / 0 ft.
Special Attacks: Distraction (DC 11)
Special Qualities: Swarm Traits, darkvision 60 ft., tremorsense 30 ft.
Saves: Fort + 3, Ref +3, Will +0
Abilities: Str 1, Dex 17, Con 10, Int 1, Wis 10, Cha 2
Skills: Skills Climb +11, Listen +4, Spot +4; Racial Modifiers +4 Listen and Spot; uses Dexterity for Climb checks
Feats: Improved Toughness
Environment: Any
Organization: solitary, pair, nest (3–4 swarms) or hive (5–10 swarms)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement:Depends on Living Hive’s class features and its own advancement.
Level Adjustment: ---

The sight of a carpet of swarming Insectoid abominations is unsettling indeed—particularly when the swarm is made up of creatures each the size of a cat and possessing scissor-like mandibles capable of eviscerate flesh with sickening ease. The One of Many are hatched from eggs stored with the body of a living host, who also functions as a hive for the swarm. These insects have a symbiotic attachment to its hive, which slowly transcends the physical realm.

Combat

Distraction (Ex):
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.



The Swarm is a horde of insects which have formed a symbiotic bond with its living host. Each member of the swarm retains the statistics of a One of Many, except for were mentioned in this class.

Swarm Basics: Use the basic statistics for a One of Many, but make the following changes:

Hit Dice: The HD of a One of Many is the master’s character level or the One of Many’s normal HD total, whichever is higher.

Hit Points: Each One of Many has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Saving Throws: For each saving throw, use either the One of Many’s base save bonus (Fortitude +2, Reflex +0, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the One of Many has ranks, use either the normal skill ranks for a Vermin of that type or the master’s skill ranks, whichever are better. In either case, the One of Many uses its own ability modifiers. Regardless of a One of Many’s total skill modifiers, some skills may remain beyond the One of Many’s ability to use.

One of Many Ability Descriptions: All members of the Swarm have special abilities (or impart abilities to their masters) depending on the master’s level in classes that grant a Swarm, as shown on the table below. The abilities given on the table are cumulative.

Master Class Level|Ability Adj.|Members|Natural Armor Adj.|Special
1st-2nd|+1|1|+1|Alertness, Evasion
3rd-4th|+2|1|+2|Resist the Blade
5th-6th|+2|2|+3|Arcane Swarm
7th-8th|+3|2|+4|Share Spells
9th-10th|+3|2|+5|Untouchable Swarm
11th-12th|+4|3|+6|Spell Resistance
13th-14th|+4|3|+7|Metallic Swarm
15th-16th|+5|3|+8|Deliver Touch Spells
17th-18th|+5|4|+9|Improved Evasion
19th-20th|+6|4|+10|Piercing Swarm

Ability Adj.: The number noted here is an improvement your Swarms existing ability scores. When a level is gained which increases this number (1-2, 3-4, 7-8, etc.), you may select three ability scores. Those scores increases by one for each One of Many in your swarm.

Members: The number noted here indicates the number of One of Many you can have in your swarm.

Natural Armor Adj.: The number noted here is an improvement to the One of Many’s existing natural armor bonus.

Alertness (Ex): Whenever at least one member of his swarm is adjacent, the master gains the benefits of the Alertness feat.

Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, a member of your Swarm takes no damage on a successful save.

Resist the Blade: If the master is 3rd level or higher, the One of Many in his swarm are immune to slashing and piercing damage.

Arcane Swarm: If the master is 5th level or higher, the attacks of the One of Many in his swarm count as magical for the purpose of damage reduction.

Share Spells: If the master is 7th level or higher, he may have any spell (but not any spell-like ability) he casts on himself also affect one or more of his Swarm. The One of Many must be within adjacent at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting a One of Many stops being adjacent and will not affect the One of Many again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on a member of your Swarm (as a touch range spell) instead of on himself.

A master and his swarm can share spells even if the spells normally do not affect creatures of the vermin type.

Untouchable Swarm: If the master is 9th level or higher, the One of Many in his swarm are immune to all forms of weapon damage.

Spell Resistance (Ex): If the master is 11th level or higher, each One of Many in your swarm gains spell resistance equal to the master’s level + 5.

Metallic Swarm: If the master is 13th level or higher, the attacks of the One of Many in his swarm count as cold iron and silver for the purpose of damage reduction.

Deliver Touch Spells (Su): If the master is 15th level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Improved Evasion (Ex): If the master is 17th level or higher, when subjected to an attack that normally allows a Reflex saving throw for half damage, a member of your swarm takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Piercing Swarm: If the master is 19th level or higher, the attacks of the One of Many in his swarm bypass all forms of damage reduction.

Note:
The damage dealt by a One of Many's swarm attack is determined by its HD as it possess the Swarm Subtype. If the damage is modified through the Thousand Fangs Improved Swarm then the only the type of dice is changed, not the number of dice.

Example
HD|Default Damage|Thousand Fangs*
1-5|1d6|1d8
6-10|2d6|2d8
11-15|3d6|3d8
16-20|4d6|4d8
21 or more|5d6|5d8
* Taken once

LordErebus12
2013-03-17, 01:19 PM
im revamping the Milo's Living Hive class (http://www.giantitp.com/forums/showthread.php?p=14268131#post14268131) for my campaign, removing the zombie like minions in exchange for other abilities. work in progress but im really happy with the class overall.