A squad lands before you and demands to know what your business is, and if they should kill you where you stand.
Velutina (Vel-loo-teen-uh) are hornet-like humanoids with hives hidden deep in the desert and in rocky crevices. They are extremely violent and get a good portion of their food and goods by raiding the other races of the Sectan lands. The velutina are similar to the apix, save that the workers are far more likely to become adventurers and cannot become gynes(breeding females). Also they are extremely violent. As in, stepping on a toe could end with a cracked thorax or worse. Few towns will allow them to enter without excessive show of peace and almost none will allow one to walk around without a squad of guards keeping their eyes on the possible raider.
They tend towards the more evil alignments, but this can tend to vary between hives. Velutina hives are commonly lawful evil but can be any lawful or neutral alignment, though the good and neutral ones are very often either raided or thought to be liars.
Velut characters possess the following racial traits:
- +2 Str, -4 Cha(+0 App)
- Humanoid (Velutina)
- Special Qualities: Darkvision 60 ft., Ferocity, Low Light Vision, Multiple Limbs, Poison, Scent, Caste
- Automatic Languages: Common and Velut Bonus Languages: Aranea, Formic, Lepid, Velut, Auran, Undercommon
- Favored Class: Ranger
- Level adjustment: +0
Ferocity: If the hit points of a velutina fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
Multiple Limbs: Velutina have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.
Natural Weapons: Velutina have a primary sting natural attack that deals 1d8 damage as well as injects poison.
Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d4 Dex damage.
Caste: Velutina are very similar to the hornets they are physically similar to. All Velutina belong to one of the castes below. The caste dictates your natural armour, size, speed, and may grant additional qualities or ability adjustments.
These velutina make up the majority in a hive. They are biologically female, but have typically male secondary sex characteristics. They are less violent than the other castes, but not by very much.
Worker characters possess the base traits of other velutina in addition to the traits noted here.
- +2 Dex, +2 Wis (+0 App)
- Size: Medium
- Speed: 30 feet, Fly 40 (Average)
- Special Qualities: Hover, Raiding, Track
Hover: Workers gain Hover as a bonus feat.
Natural Armour: Workers have a +2 natural armour bonus.
Raiding: Workers are very adept at raiding and striking fear into others. They always treat intimidation as a class skill and gain a morale bonus to AC, attack, and damage equal to a third of their HD when attacking enemies that they believe are weaker than them.
Track: Workers gain Track as a bonus feat.
The queen Velutina is the despotic ruler of her hive, creating the workers and drones of her hive. Early in their life they help to found new hives with drones and rule them until death. Queens have been known to live for hundreds of years, possibly over a thousand years if she is lucky.
Queen characters possess the base traits of other formicids in addition to the traits noted here.
- +4 Str, +4 Con, +6 Wis, +6 Cha (+4 App)
- Size: Large
- Speed: 35 feet, Fly 70 (Perfect)
- Special Qualities: Founding, Latent Poison, Poison, Queen, Quell
- LA: +4
Founding: A single time in her life, a queen can use this ability. Using her strength and the knowledge granted to her by her mother, she begins to create a new hive. Once the first few layers and combs are complete she begins to lay the eggs fertilized by the drones and starts her rule over the new hive.
Latent Poison: Two days after being stung by a queen the afflicted must make a fortitude save (DC 10+2/3 HD+Con) or die immediately.
Natural Armour: Queens have a +6 natural armour bonus.
Poison: Injury. DC (10+1/2 HD+Con). Initial damage of unconsciousness for 1d6 rounds. Secondary damage of paralysis for 3d6 hours.
Queen: Queens have insane diplomatic and societal power. Whenever a queen gives an order to a member of her hive, the velutina doing the task gains an untyped bonus to all skill checks required to do said task equal to 1/3 of the queens HD-5.
Queens have a +5 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all velutina she created. This bonus decreases to +4 when dealing with non-queen velutina that are of other colonies. This bonus decreases to +2 when dealing with non-velutina. This bonus does not come into effect when dealing with other queens, whether they are velutina or not.
The queen also takes a -60 penalty to disguise when dealing with other queens. This penalty decreases to -30 when dealing with all velutina she created. This penalty decreases to -20 when dealing with non-queen velutina of other colonies. This penalty decreases to -10 when dealing with non-velutina.
Quell: Queens have a terrifying power to them. When she joins her children and allies in a fight, her enemies take a morale penalty to attack, damage, and saves equal to half the queen's HD+5.
The only male velutina, drones are unsurprisingly rare. They are commonly chosen as generals, sheriffs, etc. due to their ability to stir the hearts of their kin, but can also just as easily end up as the queen's concubines. They are rarely found alone, often surrounded by soldiers, and when on the road are typically because they've been offered to another queen as a gift.
Drone characters possess the base traits of other formicids in addition to the traits noted here.
- +2 Con, +4 Int, +2 Cha (+2 App)
- Size: Medium
- Speed: 30 feet, Fly 60 feet (Perfect)
- Special Qualities: Buzz, Drone, Poison, Quell
- LA: +3
Buzz: As a full-round action, a drone can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 10+HD+Cha) or fall asleep as the sleep spell. There is no Hit Dice limit for this effect. Velutina are immune to velutina buzz attacks.
Drone: Drones, while not as influential as queens, do have some measure of diplomatic and societal power. Drones have a +4 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all velutina of the colony he was born in. This bonus decreases to +2 when dealing with non-queen velutina that are of other colonies. This bonus decreases to +1 when dealing with non-velutina. This bonus does not come into effect when dealing with queens, whether they are velutina or not.
The drone also takes a -30 penalty to disguise when dealing with velutina queens. This penalty decreases to -25 when dealing with all velutina of the colony he was born in. This penalty decreases to -20 when dealing with non-queen velutina of other colonies. This penalty decreases to -15 when dealing with non-velutina.
Natural Armour: Drones have a +3 natural armour bonus.
Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d8 Dex damage.
Quell: Drones have a terrifying power to them, but less so than queens. When he joins his children and allies in a fight, his enemies take a morale penalties to attack, damage, and saves equal to 1/2 the drone's HD-5.