User:ThunderGod Cid/Hivemaster

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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
5th +3 +4 +2 +4
6th +4 +5 +2 +5 Swarm Armor
7th +5 +5 +2 +5 Aspect of the Vermin
8th +6/+1 +6 +3 +6
9th +6/+1 +6 +3 +6 Spew Vermin
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7 Aspect of the Vermin
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9 Aspect of the Vermin
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
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).

Summon Swarm/Insect Plague/Giant Vermin


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): deal 1d6 damage per level and distraction, takes up five-foot square. Range = 30 feet + 5 feet per level, then comes back to hivemaster and settles in square around him (does not deal damage except when sent to attack. Sending the swarm is a standard action. The swarm strikes as a magical weapon for the purposes of overcoming damage reduction and is invulnerable to attack.

Verminfriend: gains BoVD feat as a bonus feat

Vermin Companion: Like druid's animal companion, but must be a vermin

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

Swarm Form (Distraction, Plague/Scourge/Swollen Swarm/Super Swarm = increased swarm damage, size and DC)

Swarm Armor (Ex): The hivemaster is constantly covered by a swarm of creeping, crawling critters that shield him 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.

Spew Vermin: Swarm attack in cone

Hive Mind

Lord of the Flies (Ex): level 20 capstone, increases bonuses offered by hive mind

Aspect of the Vermin (Ex): Hivemaster takes on traits of bugs by taking a Hivemaster feat, which grants him additional benefits according to his base attack bonus.

Multiattack chain, other natural attack Feats

Hivemaster Feats

  • Scorpion (tail with stinger and poison, pincers)
+2:
+5:
+8:
+11:
  • Cockroach: Cockroaches are persistent little bastards, extremely resilient and hard to kill (they can even survive for days after their head is cut off).
+2: You gain an additional +4 bonus to natural armor as his exoskeleton strengthens dramatically.
+5: Your body resists elemental damage, granting him resistance 10 to all sources of elemental damage.
+8: You gain immunity to death effects and death from massive damage.
+11: You are now immune to critical hits.
  • Mantis: The mantis is the ultimate predator, a master of remaining perfectly still and blending in with its surroundings.
+2: You gain a competence bonus to Hide checks equal to your hivemaster level.
+5: You can now mimic the colors of your natural surroundings and use the Hide skill in any sort of natural terrain.
+8: 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.
+11: 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.
+2: 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.
+5: 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.
+8: 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.
+11: The sensitivity of your antennae is heightened, giving you blindsight out to a distance of 5 feet per hivemaster level.
  • Spider (web, spider climb, unlimited jumping distance)
+2:
+5:
+8:
+11:
  • Queen Bee: The queen is the mother of all bees in her hive, and her flock will defend her with suicidal fervor.
+2: 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.
+5: 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.
+8: The larvae become even more efficient at healing you as your fast healing improves to 10.
+11: 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.
+2: Your carrying capacity is equal to a creature one size category larger than you, and you are immune to fear effects.
+5: You gain a +2 inherent bonus to your Strength score.
+8: You gain immunity to all mind-affecting effects.
+11: 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.
+2: 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, your opponent is automatically considered grappled, 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 manner.
+5: You gain gossamer, transparent wings that allow you to fly at your base speed, with good manueverability.
+8: 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.
+11: The range of your proboscis attack is greatly lengthened to 30 feet and deals 1d6 points of Constitution damage.
  • Tarantula Wasp:
+2: 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.
+5: 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.
+8: 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.
+11: 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.
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 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