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    Default Bee-r Rager (Base Class, Prestige Classes, New Feats) [D&D 3.5]

    Note: This was copied from another forum and I do not want to lose it. I will update the formating at some point.
    The original is here.


    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.


    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

    [hr]
    Bee Swarm
    Same as Locust swarm but moves +10' faster, 2 less HD, and deals 1D4 damage but damages itself by the same amount when it does. Has a class skill Craft(Honey) and can cast Know Direct (Flower) once per day.

    [hr]
    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 from 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.

    [hr]

    Robe of the Living Hive [Body]
    This robe appears to be a dirty mess, covered in mud, sticks and wax. When worn by any non-Evil character it fills with Bees granting the Living Hive(1) ability (as Bee-r Ranger), if worn by a Bee-R Rager it grants +1 Living Hive. In addition all living hives are protected with Energy Resistance Fire 10 and Electricity 10 while sharing the same space as a Bee-r Rager wearing the Robe of the Living Hive.
    Cost: 40000gp
    Creation: Craft Wondrous Item, Caster level 8, Summon Swarm, Protection From Energy, 1600xp, 20000gp

    Drunken Sword
    This +1 Bastard Sword appears to be largely worthless, and the leather handle stinks of mead. When wielded by a Bee-r Rager it becomes a +1 Berserker Bastard sword and drinks mead for the wielder while being used as a 2-handed weapon. This allows the Bee-r Rager to use his Drink like a Demon ability as normal while fighting 2-handed.
    Cost: 13000gp
    Creation: Craft Magic Arms and Armor, Caster Level 5, Rage, Create Food and Water, Magic Mouth, 520xp, 6500gp

    Helm of the Bear [Head]
    This appears to be a simple iron helm made to look like a bear pelt. When worn by a Bee-r Rager it allows them 1/day the ability to shift into the form of a Brown Bear using Alter Form. You can remain in bear form for 1 hour. All equipment transforms with you if you are carrying a medium load or less. Excess equipment will simply drop to the ground.
    Cost: 6400gp
    Creation: Craft Wondrous Item, Caster Level 8, Alter Self, Bear's Heart ,256xp, 3200gp

    Collection Bonus
    2 Items: +1 daily Drunken Rage use. If does not possess the ability gains 1 daily use.
    3 Items: +1 Swarm Shape use. If does not possess the ability gains 1 daily use.

    [hr]
    Alternative Class Features:

    Undead Bee-r Rager:
    Requires: Any non-evil Undead.
    Changes: Any Bee-r Rager class ability, or Bee-r Rager specific prestige class ability, that uses CON bonus, instead uses CHA bonus with a -1 penalty. It is harder to match the force of a living spirit with force of will and personality alone.
    Last edited by Gaiyamato; 2015-08-23 at 09:03 PM.
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