View Full Version : Pathfinder The Hivefolk: a race of living insect colonys

2014-04-23, 04:19 PM
Okay so here is my first posted race, please review and feel free to roll one up one if you want.

The hivefolk are a race that stands significantly apart (or below should that be) from most of the worlds races, radically different in terms of biology and 'society'. They are (rightly) considered vermin by those who know them but few are seen, sticking to earthy open plains but wander widely.

The hivefolk take the form of large insects, they posses an unusually large and bulky body and three pairs of limbs, a pair of legs, a pair of main arms and another pair of secondary arms. they posses a thick rigid shell, and a significant hunchback. The limbs are thick, and end in three stubby claws, designed for burrowing, the secondary arms somewhat longer and leaner. The legs are short for their size are jointed like a hoofed animal, the feet have two talons, with a further one facing backward, like a dewclaw. The 'face' is long, ending in short mandibles. their eyes are large, with several smaller ones scattered around the head, with a small pair of antenna curling around the head. Across their back is a series of projections resembling termite mounds with several openings, around which small creatures can often be seen scurrying

The hivefolk are an unusual creature in that they self-generate a symbiotic colony of insects who primarily inhabit their chest cavity, somehow preforming simple healthcare. Protecting their home from poison and disease. Sometimes they even emerge in a swarm should the host be attacked, and can be seen fleeing from the corpse should they die.

The numbers of these creatures expand considerably with the hivefolks' age, making gasses that slow and toughen the creatures form. Eventually these gasses prove too much for the hivefolk, who eventually bursts apart in a shower of countless numbers of the creatures that make up their swarms (10D20 swarms each of 10,000 fine sized flying creatures). Who immediately seek out food before burrowing underground to pupate. 2D6 days later a new, fully-grown, hivefolk emerges from the ground, already with a swarm of its own, (each insect becomes an independent hivefolk) the creatures that make up the swarm resemble small spiders or crabs, with wide, many-eyed heads, a light muddy-brown or tan shell and a short pair of wings that expand and become functional just before their hive burst apart.

Alignment and religion
Due to minimal mental activity and no real society most hivefolk are neutral in alignment and for the same reason rarely worship a deity. Those in more civilized areas occasionally worship a local deity that they see their 'friends' worship. Several who have a spark of initiative become druids or clerics of earth Deity

Hivefolk for the most part lack a culture in the civilized sense, living simply like a notably intelligent animal. When they take up residence in a town it is mainly for the large amount of food available in household rubbish. The few do actively become a member of a community often act as a general purpose 'handyman' working in construction or smiting, often they wind up working as dumb muscle for the criminal element in a community due to their consistently dim nature. Common problems others encounter when dealing with them is that they often have difficulty in communicating, and -should they take up residence for an extended period- what happens when they die of old age can cause famine and considerable property damage as the swarms chew through buildings, crops, and the occasional villager.

Hivefolk adventurers take up the lifestyle for mainly the same reasons as they inhabit towns namely to obtain a large volume of food, and for the presence of helpful traveling companions. Some actually form an emotional attachment to their 'friends' and try to help them in whatever -often blunt and damaging- way they feel like.


type: vermin

Constitution +4, Strength +2, Charisma -4, Intelligence -4
The hivefolk exist to defend a the hive that inhabits their body, but can barely count as an intelligent race and their nature horrify most other races

base speed: 20FT

size: medium

produce swarm
As a standard action the hivefolk may call a number of the creatures that permeate the hivefolks body. The swarm uses the stats for a spider swarm with a number of HD equal to half your own and has a swarm attack that only deals 1d6 damage, +1d6 per five HD you posess. Additionally every +1d6 you add to the swarms damage you increase the poison by a die step. The swarm lasts for a number of rounds equal to twice your HD. You may use this ability a number of times per day equal to your CON modifier and you may only have one at a time.

tough hide
the crusty shell of the hivefolk result in a +4 NAT armor bonus

barely intelligent
the hivefolk lack the mindless quality of most vermin, but still have some resistance due to their simple mind. This grants a +2 bonus on saves against mind effecting effects

darkvision 60ft

hivefolk posses a secondary pair of limbs that are as functional as their primary arms, but due to their proximity to their other arms would interfere too much to wield weapons with them, but can be used to hold, carry, or manipulate objects as normal, but may not use these limbs to preform actions in tandem with their main arms

unusual biology
hivefolk's insides are considerably different than that of other humanoid races. This grants them a + 2 bonus bonus on saves against poison and disease. Another effect of this anatomy is that as they age diferently to other humanoids, changing the ageing penalty per age category to +2 CON and -2 DEX. This is due to that as they age internal pressure builds causing a stiffer, tougher body, but they do not live long enough for physical degradation or to acquire a degree of wisdom in their old age

the hivefolk posses a 10ft burrow speed. They may not burrow through stone

languages: none, those with high intelligence can choose: common, aklo, giant, orc, sylvan
terran or undercommon

Alternative Racial Trait
larval throwback
You did not fully mature during pupation, retaining some traits of your immature form. you reduce your racial bonus to CON to +2 and gain a 20ft fly speed (poor). This replaces tough hide. Hivefolk with this trait are generally thinner and weigh 150lbs less than normal

Racial Feats

mighty burrower
tougher claws and more forceful strokes mean you may tunnel faster.
The character extend their burrow speed by 10ft. This feat may be taken multiple times. Its effects stack.

rock hard claws
your claws are able to rend your foes as they rend the earth.
The character gains 2 size appropriate claw attacks as primary natural attacks. You may take this feat more than once, granting an identical pair of attacks on your secondary pair of limbs.

iron hard claws
you can now rip up any rocks that block your path.
prerequisites: iron hard claws, mighty burrower, character LV 5
the character may now burrow through stone at their normal speed

multi-limbed combatant.
with practice, you have learned to make use of your secondary limbs, despite the difficulty
prerequisites: dexterity 14+
you may now use your secondary pair of limbs at the same time as your primary ones. This means what you may use them in combat and in any other use that your primary arms can do. your secondary arms are always considered off-hand when used to attack with.

vigorous swarm
your swarm is notably energetic in its actions outside of you.
your swarm gain +4 dexterity.

vast horde
the horde you can produce is a true sight to see.
presquites: 5HD, vigourus swarm
the limit of only having a single swarm in play at a time is removed. In adition you gain +2 uses of produce swarm per day.

Favored class options:

Barbarian: Gain +1 round of rage per day

Monk: Gain +1/3 to CMD. (+1 to CMD for every three times you select this option.)

Ranger: Gain +1/4 an additional favored terrain selection. (+1 favored terrain for every 4 times you select this option.)


middle aged
maximum age

50 + 3d10 days

Age modifiers:

d3 weeks

self taught
2d6 months

4d6 years






5ft 5in.
2d12 in.

Well there it is, I will soon update with a racial archetype or two. if noting else It can certainly make an old folks home an adventure hook :smallamused: (see the biology section )

2014-04-29, 02:27 PM
Racial Archetype:

class: ranger

those swarmfolk who tread the most wild places of the world occasionaly have their body
react, growing into a more primal form even as they seathe with an all devouring horde.

class features
swarm combat style
this functions as the natural weapon combat style with the following alterations:
you add vigourus swarm, multi-limbed cobatant, mighty burrower and rock hard claws to the list of bonus feats you can select, and remove aspect of the beast and weapon focus from the list

At level 6, you add iron hard claws and improved natural armour to the list of feats you may select, and remove vital strike from the list

At level 10 you add vast horde to the list of feats you may select, and remove improved vital
strike from the list
this alters and otherwise functions as the combat style feat class feature.

vermin speech
at level three you gain vermin heart as a bonus feat, even if you do not meet the prerequisites. this replaces the endurance bonus feat

swarm companion
at level four you gain an animal companion. As your companion you gain a swarm, as per your produce swarm class feature, except that it levels as an animal companion instead of having RHD based on yours and despite being a vermin it gains skills and feats as if it had an intelligence score. should this companion be destroyed you may immediately create an identical one by expending a use of produce swarm. The duration of this swarm is permanent. additionally you gain an additional number of uses of produce swarm per day equal to 1/4th of your total HD. this replaces hunters bond.

altered swarm
as your swarm reacts to your environment it begins to take on unusual traits. This grants any swarms you produce an amount of evolution points, as per a summoners eidolon, equal to what the eidolon would be allowed to spend -3 for your swarm companion, and half that (rounding down) for swarms created by your produce swarm ability (minimum zero). All swarms ust have as similar evolutions as possible.
the swarms may select from the following evolution:
1 point
improved damage (affecting swarm attack)
improved natural armor
low light vision
magic attacks
pull (affecting swarm attack)
push (affecting swarm attack)
2 point
ability increase
energy attacks (affecting swarm attack)
keen scent
poison (on swarm attack)
trip (affecting swarm attack
3 point
damage reduction
see in darkness
4 point
breath weapon
fast healing

this is gained at level 4 and replaces spellcasting

verminous alterations
at 12th level the hivefolk's body begins becoming noticeable more vermin like, granting the following benefits:
first your form begins to expand, granting you the powerful build ability. second you gain any racial feat you are eligible for as a bonus feat.

this process progresses at 16 granting +1 natural amour and a size appropriate bite attack from your enlarged mandibles, but you also suffer -2 to intelligence (which cannot take it below 1)

at level 19 you grow a size category, gain +2 natural armour, and +2 uses of produce swarm per day. but your mind degrades again, causing you to take an additional -2 intelligence, which again cannot reduce it to less than 1
this replaces camouflage, improved evasion, and improved quarry.

swarm synergy
you have achieved such a connection with your swarm that should you die and have a surviving swarm it is able to burrow underground and an individual from it becomes an identical copy of you within d3 weeks, without your items and equipment. if you died of old age your new body is a zero year version of yourself adjusting ageing modifiers as appropriate. Additionally you may benefit of some of your swarms evoluitions if they are on the following list:
low light vision
keen scent
see in darkness

if you die of old age your new body is a 0 year old version of yourself, adjusting ageing modifiers as appropriate.
this replaces hide in plain sight

vermin mind
you gain the mindless ability of the vermin subtype. You retain your skills and feats
this replaces master hunter.