Note: A Canadian long weekend holiday in august brings us the beginning of bug month.
Background:
In many areas there are the hives of the Bee People. Hive dwelling anthropods with communities that
stretch on for miles. They are always
going out and collecting new material to bring back to the hive, which brings
them into conflict with their neighbors. One of the most legendary ones is the 100
foot hive which is fairly close to Brandon Manitoba. Other prominent locations include the former
states of Arizona, Texas and Florida.
It is believed it is an invasive species that came from the
insect infested continent of Africa.
Society:
While not a true hive species, the Bee People have close
family connections based on clutches. Bee
People start as eggs and then hatch as larva.
These clutches are raised as a community, until they are spun into
cocoons and molt into adults. This stage
of life is harsh and disciplined for they want only the strong to survive.
However, once they reach the adult stage, the social pressure
lets up significantly. Most young adults
usually enter an age of exploration to discover the world and themselves. There is a great degree of individuality and
use personality and actions to attract mates.
Testing is a regular occurrence
and they strive for a meritocracy whenever possible. However, they also have
their own holidays, which can best be described as “spring break.”
Once
this period is completed, they return to the hive to ensure the next generation
survives and can prosper.
While
they usually make their own mounds, they are notorious for repurposing old
buildings. In fact one of the larger
urban hives is located in the hundred islands region in northern Ontario.
Relations:
Most Races find the Bee People alien, and that includes the
desecrators and undead races. They usually
do seem to make a conscious effort to try to get along within a party.
What is particularly noteworthy is they are one of the few
races that don’t get along with Little Bears.
They have a tendency to raid their hives for “honey”.
They seem to have the most solid relationships with the
plant races: Harvesters and Stumpies. They seem to have the least amount of
issues with Snake People and Ungo.
However, there are two races that Bee people get into
friendly rivalries with: Dwarves and
Trolls. In fact there is this weird
ritual that often happens in the ruins of Winnipeg once a year where the three
races intermingle to do “building challenges.”
Adventuring:
When Bee People go adventuring, it’s for prestige and an
attempt to be considered awesome by the community. Even Exiled Bee People
usually work under the delusion that if they do something awesome enough, they
will return as a conquering hero. This
is usually followed by a manic laugh that is both disturbing and annoying to
most other races.
Recommended Class/Path:
The most common classes for adventuring Bee People are
adventurers/prowler and combatant/soldiers.
There are quite a few Ritualist/Rainmaker as well, as weather is very
important to the community.
Personality:
While most are dedicated to work, there is a great degree of
leeway in how they respond to each other.
Some would argue that they never grow up and come off as slightly
immature, although usually well meaning.
Female Bee People are usually more
colorful then the males, but there is no sexual dimorphism and otherwise appear
identical to outsiders, other than often being referred affectionately by the
term “ladybug.” In fact, the ruler of
most hives is a queen.
Description:
In their adult stage, Bee People are of both genders and are
multi-armed beings with slight wings. The
2nd set of arms can be used as either arms or legs. The have an
exaggerated upper body that looks like they are wearing football gear and and
have fuzzy shoulders. The Bee People
abdomen and thorax are segmented. While
they come in a range of yellow and blacks, body painting is common for style.
Height: 3’2” Height mod: +2d6 inches
Weight: 30 lbs. + Height mod x 4 in lbs.
Age: Starting: 5 +2d4 years (+1d4 years for
spellcasters).
Middle Age: 20 years; Old: 40 years; Venerable: 60
years; Max
Age: 60 years +3d10 years
Note: this is for the adult cycle.
Bee People
Creature
Type: Humanoid
Template: None to
start. The character can take templates as a humanoid creature.
Racial talent tree access: Arms/Hands (See below), Flight, Venom,
Vision
Ability Score Adjustments: No
Attribute changes. They are surprisingly
strong for their size.
Size: Small:
+1 to attack and AC,
-1 to CMB/CMD, +4 to Stealth skill, carry capacity is ¾ (x 0.75) that of normal
medium creature. Weapons must be sized for a small creature (treat tiny weapons
as light, small weapons as one-handed, medium weapons as two handed, cannot use
large weapons).
Base land speed: 20
feet (4 squares)
Basic Features
·
Alignment: Any, but usually Lawful
·
Vision: Normal
·
Languages: Bug Talk
·
Partial
Quadruped: If the Bee People decides to forgo any multitasking
advantages, they gain +10 feet to their base ground speed as they move. They may not move and draw weapons or
equipment in the same turn they use this feature, even with quick draw. Hand slot items, such as knuckledusters and
buckler shields do not have to be sheathed or dropped to use this feature. This will not add to flight speed, but may
add to swimming and climbing speeds within the normal restrictions of those
rules.
·
Hemophilia: They take an additional point of damage for
every die of bleeding damage.
·
Bonus Talents:
They start with the Budding Wings, Four Arms and Scent talent
·
Chemical
signals: The Bee People generates
chemical markers to relay messages that are one word long. They can be interpreted with scent and if you
understand the language bug talk.
Arms/Hands Talent Tree
Four Arms (Ex)
You now have four
arms, instead of the standard two.
Benefit: You
have two extra arms that allow you to have additional weapons drawn and perform
actions while your normal hands are currently armed (i.e you could attempt a
grapple as long as your one set of hands are free, though can still only
grapple one target at a time). These do
not give you additional extra actions; they just give the option of performing
different actions while other limbs are currently busy. These also do not add to your carrying
capacity, ability score and do not add additional item slots (other than being
able to hold weapons). You may attempt
normal unarmed combat with your hands using the normal rules to do so. You may hold and use a pair of two-handed
weapons in each set of arms, though all other normal combat rules apply with
them.
Special: If
you already have extra arm-like limbs from other talents, this benefit is not
cumulative with those effects. You still may gain benefit from a tail or other
natural attacks that are not clearly extra arms.
Limit: You
must wear non-humanoid armor for your size.
Six Arms (Ex)
You now have six arms,
which can very unsettling to both your enemies and friends.
Prerequisites:
Arms v.4.0
Benefit 1: You
now have 6 arms total. This works in the
same way as Arms v.4.0, giving you two extra hand/weapon slots to do actions
with. You could potentially wield three
two-handed weapons at once.
Benefit 2: You
may now wield weapons or items that are 1 size larger for you than what your
normal size would allow, though this requires you to do so with three of your
arms/hands.
Hedge Hog (Ex)
You can effectively
wield two shields at once.
Prerequisite: Arms v.4.0
Benefit 1: You may apply two shields you are wielding
at time, their AC shield bonuses stack.
You must wield two completely different shields to apply this benefit,
and each one must be in a different hand.
Benefit 2: If
you have Arms v.6.0, you gain additional +1 AC shield bonus as long as you are
wielding at least one shield.
Normal: You
may only apply the bonuses of one equipped shield at a time.
Limit: If you
are denied your AC shield bonus, it is denied for both of your shields and
benefit 2 of this talent. You must be proficient with the shields you are
wielding for all of these benefits to apply.
Any armor penalties from the shields are cumulative.
Multi-Load (Ex)
You extra hands give
you the ability to draw and load weapons quickly.
Prerequisites: Arms v.4.0
Benefit 1: You
gain both the Quick Draw and Quick Reload feat (DRev Player’s Guide).
Benefit 2: If
you have Arms v.6.0, you gain a+3 bonus to your initiative rolls.
Multi-Grapple (Ex)
You can either attempt
to grapple a number of targets at time, or focusing on pinning a single target
with your arms.
Prerequisites: Arms v.4.0
Benefit 1: You may grapple up to two
targets at once (one with each pair of arms), without additional penalties for
grappling multiple targets, all other grapple rules apply. While you are arms are occupied in grappling
you may not use them for other actions.
Benefit 2: If
you have Arms v.6.0, you may grapple up to three targets at once using the same
rules.
Benefit 3:
Instead grappling multiple targets, you may gain a +2 bonus to your CMB
checks to grapple if you use 4 arms to target a single creature. You gain a +4 bonus to CMB if you use all 6
arms to target a single creature for grappling.
Multi-Tasking (Ex)
Your training and physiology has been completely optimized for multiple arms.
Prerequisites:
Arms v.4.0, Arms v.6.0, Hedge Hog, Multi-Load, Multi-Grapple
Benefit 1:
Whenever you declare a full attack option to make multiple attacks based
on your BAB, you gain one additional attack equal to your best BAB. This additional attack will not suffer two
weapon fighting penalties.
Benefit 2: You
gain 2 additional attacks of opportunity that you may use normally.
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