Difference between revisions of "User:ThunderGod Cid/Hivemaster"

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:'''11:''' You gain immunity to death effects and death from massive damage.
 
:'''11:''' You gain immunity to death effects and death from massive damage.
  
:'''15:''' You are now immune to critical hits.
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*'''Mantis:''' The mantis is the ultimate predator, a master of remaining perfectly still and blending in with its surroundings.
 
*'''Mantis:''' The mantis is the ultimate predator, a master of remaining perfectly still and blending in with its surroundings.
  
:'''3:''' You gain a competence bonus to Hide checks equal to your hivemaster level.
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:'''3:''' You gain a competence bonus to Hide checks equal to one half your hivemaster level.
  
 
:'''7:''' You can now mimic the colors of your natural surroundings and use the Hide skill in any sort of natural terrain.
 
:'''7:''' You can now mimic the colors of your natural surroundings and use the Hide skill in any sort of natural terrain.

Revision as of 22:21, 20 October 2009

Hivemaster

Sounds like...bugs.

Table: The Hivemaster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Swarm, Vermin Companion, Verminfriend
2nd +1 +3 +1 +3 Exoskeleton
3rd +2 +3 +1 +3 Aspect of the Vermin
4th +3 +4 +1 +4 Plague
5th +3 +4 +2 +4 Multiattack
6th +4 +5 +2 +5 Swarm Armor
7th +5 +5 +2 +5 Aspect of the Vermin
8th +6/+1 +6 +3 +6 Swollen Swarm
9th +6/+1 +6 +3 +6 Improved Multiattack
10th +7/+2 +7 +3 +7 Spew Vermin
11th +8/+3 +7 +3 +7 Aspect of the Vermin
12th +9/+4 +8 +4 +8 Hivemind
13th +9/+4 +8 +4 +8 Appendage Control
14th +10/+5 +9 +4 +9 Scourge
15th +11/+6/+1 +9 +5 +9 Aspect of the Vermin
16th +12/+7/+2 +10 +5 +10 Super Swarm
17th +12/+7/+2 +10 +5 +10 Monstrosity
18th +13/+8/+3 +11 +6 +11 Swarming Shield
19th +14/+9/+4 +11 +6 +11 Aspect of the Vermin
20th +15/+10/+5 +12 +6 +12 Lord of the Flies

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex).


Class Features

Weapon & Armor Proficiency: A hivemaster is proficient with all simple weapons and light armor, but will usually neglect both as he gains levels.

Swarm (Ex): The insect colonies growing on the hivemaster's body create trillons of bugs, and the hivemaster can create a swarm from these little parasites. As a standard action, the hivemaster can unleash a cloud of vermin that deals 1d6 damage per level to anyone in a five-foot square that she designates. The swarm may move up to a distance of 30 feet + 5 feet per hivemaster level, and once they have attacked they disperse and come immediately back to the hivemaster. The swarm strikes as a magical weapon for the purposes of overcoming damage reduction and is invulnerable to attack.

Verminfriend: A hivemaster gains Verminfriend as a bonus feat even if she does not meet the prerequisites.

Vermin Companion: Follows similar rules to druid's animal companion, but must be a vermin

Exoskeleton (Ex): Like most of the bugs that grow on and around her body, the hivemaster develops a layer of extraordinarily tough chitin. Starting at second level, she gains a natural armor bonus to AC equal to one half her class level (round down). This bonus stacks with any other source of natural armor.

Aspect of the Vermin (Ex): The hivemaster takes on traits of bugs by taking a Hivemaster feat, which grants him additional benefits according to his hivemaster level. She gains her first Hivemaster feat at third level and another one overy four levels thereafter.

Plague (Ex): The hivemaster's swarm now delivers a distraction effect at 4th level. Any living creature caught in the swarm must succeed at a Fortitude save (DC 10 + 1/2 hivemaster level + Constitution modifier) or be nauseated for 1 round.

Multiattack: As she gains an arsenal of natural weapons, the hivemaster improves her ability to use them in together. She gains Multiattack as a bonus feat at 5th level, and Improved Multiattack at 9th level.

Swarm Armor (Ex): The hivemaster is constantly covered by a swarm of creeping, crawling critters that shield her from harm. These bugs die off as they take hits, but are replenished daily by the colonies growing on the hivemaster's body. The hivemaster's swarm armor negates up to 10 points of damage from any source, but can only nullify a maximum amount of damage per day equal to five points per hivemaster level. Swarm armor in ineffective if the hivemaster is wearing armor.

Spew Vermin (Ex): The hivemaster can now release her swarm attack in a cone as she releases them from her mouth. The cone has a distance of 5 feet per two hivemaster levels.

Swollen Swarm (Ex): At 8th level, the hivemaster gains greater command over the swarm of vermin she controls. Her swarm attack now covers up to a 10-foot square and can be unleashed as a move-equivalent action instead of a standard action. The hivemaster takes no damage or negative effects from being in her own swarm.

Hive Mind (Ex): At 12th level, the hivemaster is able to create a hivemind. He may put his vermin companion and all other vermin around him into the hivemind and recieves all benefits and bonuses, but his Intelligence and Charisma scores are unaffected.

Appendage Control (Ex): At 13th level, the hivemaster is perfectly in synch with her vermin limbs. She gains an extra attack for each pair of natural weapons (claws or pincers) that she possesses.

Scourge (Ex): The hivemaster's swarm is now even harder to resist. A foe subject to the distraction effect of the swarm is now nauseated for 1d4+1 rounds on a failed save, and increase the save DC for the effect by +2.

Super Swarm (Ex): By 16th level, the hivemaster has attained complete control over the swarms of insects around her. Her swarm attack now covers up to a 20-foot square, and can be released as a swift action.

Monstrosity (Ex): At 17th level, the hivemaster's claws and jaws are all sharpened to a razor's edge. All of her natural attacks gained as a result of Hivemaster feats deal damage as if they were one size category larger than normal.

Swarming Shield (Ex): At 18th level, the hivemaster's swarm armor is dramatically strengthened. He can now block up to 20 points of damage from an individual attack, and an amount of damage per day equal to 10 points per hivemaster level. The constantly moving creatures also make it difficult to target her; there is a 50% chance that any ray fired at the hivemaster will be deflected.

Lord of the Flies (Ex): By level 20, the hivemaster is more vermin than anything else, and this has led to increased empathy and recognition from other vermin. It is now impossible for a vermin of any kind to attack the hivemaster; if directed to do so, it simply will not act. The hivemaster's swarm damage dice increases to d8's, and all insight bonuses offered by hive mind are increased by +4.

Hivemaster Feats

  • Scorpion: Scorpions are carriers of some of the most potent venoms in the world, delievered through a long tail ending in a cruel-looking stinger.
3: You now have a stinger that deals damage according to the table below. If you already have a stinger attack, increase the damage of you current stinger by one size category.
7: Your stinger is now venomous, dealing 1d6 Strength damage on a failed Fortitude save.
11: You gain two more arms that end in wicked-looking pincers, which function in the same manner as claw attacks.
15: Your stinger lengthens into a tremendously long tail that arches over your head and can be use to attack opponents at a distance. You now have 5 extra feet of reach for your stinger attack. Your poison is also more virulent, dealing 1d10 points of Strength damage.
  • Cockroach: Cockroaches are persistent little bastards, extremely resilient and hard to kill (they can even survive for days after their head is cut off).
3: You gain an additional +4 bonus to natural armor as his exoskeleton strengthens dramatically.
7: Your body resists elemental damage, granting him resistance 10 to all sources of elemental damage.
11: You gain immunity to death effects and death from massive damage.
15: You are now immune to critical hits and nonlethal damage.
  • Mantis: The mantis is the ultimate predator, a master of remaining perfectly still and blending in with its surroundings.
3: You gain a competence bonus to Hide checks equal to one half your hivemaster level.
7: You can now mimic the colors of your natural surroundings and use the Hide skill in any sort of natural terrain.
11: You acquire the uncanny ability to rotate your head up to 300 degrees, allowing you to literally watch your own back. You can no longer be flanked or surprised.
15: You can now use the Hide skill even while observed.
  • Beetle: Burrowers by nature, the massive beetle can still prove a dangerous opponent with its powerful horn and acidic defense mechanism.
3: Your nose warps into a large, chitinous horn. You now have a gore attack that deals damage appropriate for your size (see Table: Hivemaster Natural Attacks) as a natural weapon. You also gain Improved Bull Rush as a bonus feat even if you do not meet the prerequisites.
7: You sprout antennae from just above your eyes, granting you the effects of the Blind-Fight feat. You also gain a burrow speed equal to your base speed.
11: Like a bombardier beetle, you have the ability to release a spray of acid to damage foes. You may now unleash a 30-foot cone of acid that deals 1d6 points of acid damage per level. When you use this ability, you must wait 1d4+1 rounds before you may use it again.
15: The sensitivity of your antennae is heightened, giving you blindsight out to a distance of 5 feet per hivemaster level.
  • Spider: With their deadly combination of webs and poisons, spiders are deadly and patient hunters.
3: You gain a bonus on Jump checks equal to your hivemaster level. Your mouth also twists into an insectoid mandible, granting you a bite attack which deals damage according to the table below.
7: Your bite is venomous, dealing 1d8 Dexterity damage on a failed Fortitude save. You are also treated as if permanently under the effect of a spider climb spell, which cannot be dispelled.
11: Your jumping distance is now longer limited by your height. You also now have the ability to create a web a number of times per day equal to your Constitution modifier. This web is similar to attacking with a net, but has a range increment of 10 feet and a maximum range of 10 feet per hivemaster level.
An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. The check DCs are both equal to 10 + 1/2 your level + your Constitution modifier. The web has a number hit points equal to your HD and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).
15: Spiders are always the hunter, never the hunted. You are now under a permanent freedom of movement effect.
  • Queen Bee: The queen is the mother of all bees in her hive, and her flock will defend her with suicidal fervor.
3: Colonies of bee larvae infest every open cavity of your body, using their own tissue to seal your wounds at amazing speed. You gain fast healing 5.
7: In order to better defend their host (in this case, you), the larvae have adapted themselves so that you may use them to attack your foes. You may now spit a larva at an opponent up to 30 feet away as a ranged touch attack.
11: The larvae become even more efficient at healing you as your fast healing improves to 10.
15: You now have the ability to spit fully grown bees instead of larvae, which willingly give their lives just as the maggots do. Unlike the larva, however, a bee is spat with tremendous speed, striking with deadly force. The bee deals 1d8 piercing damage per hivemaster level as a ranged touch attack and can be used as a standard action.
  • Ant: Ants are tremendously strong for their size, and their single-minded determination is almost machine-like.
3: Your carrying capacity is equal to a creature one size category larger than you, and you are immune to fear effects.
7: You gain a +2 inherent bonus to your Strength score.
11: You gain immunity to all mind-affecting effects.
15: You gain an additional +6 bonus to Strength.
  • Mosquito: Mosquitoes are well-known carriers of disease and death, not to mention the fact that they're annoying as hell when they bite.
3: You gain a sickening proboscis that emerges from your mouth. You may make a melee touch attack up to a distance of 10 feet. If you hit with this attack, you may start a grapple as a free action, and in addition to the damage dealt by the proboscis they also take 1d4 points on Constitution damage per round that they are grappled in this manner. A grappled creature may escape normally with a successful Strength check. The proboscis can also be used when you successfully attack with a bite, but deals no damage other than the Constitution damage when used in this way.
7: You gain gossamer, transparent wings that allow you to fly at your base speed, with good manueverability.
11: Your proboscis attack carries a particularly virulent strain of red ache that has a save DC equal to 10 + one half your hivemaster level. You suffer no ill effects from this disease.
15: The range of your proboscis attack is greatly lengthened to 30 feet and deals 1d6 points of Constitution damage.
  • Tarantula Wasp: Renowned by researchers for its unique methodology, the tarantula wasp implants its eggs into the corpses of its prey.
3: You now have a stinger that deals damage according to the table below. If you already have a stinger attack, increase the damage of you current stinger by one size category.
7: An enemy struck by your stinger must now make a Fortitude save (DC 10 + 1/2 hivemaster level + Constitution modifier) or be implanted with an egg pellet that incubates inside their body for a day, after which the egg bursts forth as a giant wasp with HD equal to one half your hivemaster level, killing the subject instantly. A remove disease or heal spell neutralizes the pellet, as will a DC 25 Heal check.
11: Your stinger is now filled with swift-acting, paralytic venom that paralyzes an ememy for 2d4 rounds on a failed Fortitude save. A target that fails this save and becomes paralyzed gets no save to resist implantation.
15: Your implant ability now spawns spider eaters instead of giant wasps, with HD equal to one half your hivemaster level (rounded down). It is also much more difficult to remove an implanted pellet; only a heal spell will now suffice.
  • Centipede: A hundred legs and potentially massive size make the centipede a force to be reckoned with.
3: The dozens of legs that develop on your body grant you a bonus to Balance checks equal to one half your hivemaster level.
7: Two of the legs around your torso twist into sharply clawed appendages, granting your two claw attacks.
11: You are strengthened by the power of a hundred limbs, which interlock together around you to increase your power. For all intents and purposes, you are treated as one size larger than normal, with the following exceptions: natural attack damage (except for claw attacks gained through this feat) is not increased, and your space and reach remain the same as before.
15: The credo of the insect is (or should be), "If it works, make more of it." You gain two more claw attacks.
Table: Hivemaster Natural Attacks
Type Size
Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Proboscis 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6
Pincers/Claw 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
Gore 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
Stinger 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6