ABEIL SURVIVOR "Life is surprisingly difficult away from the Queen. If I'd known how difficult I might have hesitated to do this." Abeil's who are too different and stand out too much inevitably get singled out by their fellows for persecution until they conform to their societies standards. If this ends up in the unfortunate social outcast breaking the law (usually because he/she has lashed out in self defense), they risk exile (assuming the Soldiers haven't simply killed them). They will have to quickly learn to survive on their own, or die. Most will end up dying as they have no applicable survival skills, and rarely do they find allies willing to help them in time.
BECOMING AN ABEIL SURVIVOR All you really need to do is be exiled from the hive, and meet a few skill requirements. Pretty much most nature themed classes can become a Survivor. Most will either be Druids, Rangers, Rogues, or Scouts.
ENTRY REQUIREMENTS Race: Abeil
Skills: Hide 4 ranks, Knowledge (Nature) 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks, and Survival 6 ranks
Feats: Eyes in the Back of Your Head (CW), Quick Reconnoiter (CA)
BAB: +4
Special: Must have been permanently exiled from your hive.
Class Skills The Abeil Survivor's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each Level : 4+ int
Hit Dice: d6
BAB Fort Ref Will Abilities
1. +0 +2 +2 +0 A Stab in the Dark +2
2. +1 +3 +3 +0 Tenacious Grappler +2
3. +2 +3 +3 +1 Elusive +2
4. +3 +4 +4 +1 A Stab in the Dark +4
5. +3 +4 +4 +1 Tenacious Grappler +4
6. +4 +5 +5 +2 Elusive +4
7. +5 +5 +5 +2 A Stab in the Dark +6
8. +6 +6 +6 +2 Tenacious Grappler +6
9. +6 +6 +6 +3 Elusive +6
10.+7 +7 +7 +3 Death Sting
Weapon Proficiencies: Abeil Survivors become proficient with all Simple Weapons. They gain no proficiency with Armor or Shields.
A Stab in the Dark (Ex): At 1st level if the Survivor manages to successfully Sting an opponent when he is Flat-footed or denied his Dexterity Bonus to AC the Save DC of the stings poison is increased by +2.
This bonus increases to +4 at level 4, and +6 at level 7.
Tenacious Grappler (Ex): The Survivor has learned to be a ferocious Grappler, and at level 2 it gains a +2 Competence Bonus to Grapple Checks.
This Bonus increases to +4 at level 5, and +6 at level 8.
Elusive (Ex): Due to the Abeil's dislike for Armor they have learned to become adept at dodging blows in combat. At 3rd level they get a +2 Dodge Bonus to AC. This stacks with other Dodge Bonuses, and is lost if the Survivor is denied his AC Bonus to AC or Flat-footed, or if he wears armor or carries more than a Light Load.
This Bonus increases to +4 at level 6, and +6 at level 9.
Death Sting (Ex): The Abeil's diet and body take a pounding once they are expelled from the hive. With their newfound need to expel accumulated toxins from their diet the Abeil's venom become much more toxic. Initial and Secondary damage becomes 1d6 Constitution. If the victim is Flat-footed, and rolls a natural 1 on his Saving Throw, he dies instead.
PLAYING AN ABEIL SURVIVOR While initially you seem frightening due to your appearance, smart people will be frightened of you when they realize your drive to survive at all costs. It's a good thing to have you on their side, because as an enemy you have few if any limits to what you will do when it comes to your own survival. While this extends to your comrades somewhat, you still don't trust them after the bitter betrayal by your own people.
Combat: Survivors prefer ambushes to straightforward fighting. They'll set traps, attack opponents in their sleep, etc. Whatever it takes to get the drop on them and make sure they come out on top. There are no rules, or such foolishness ad "fair fights". They will stay at range as long as possible, grappling and stinging if an opponent gets close.
Advancement: Few Abeil Survivors get the chance to choose another path once they are sent out to exile. They will most likely never see their home or familiar friends again in their lives, and if they do most likely their former comrades will try to kill them. This leads many to become bitter and twisted, but others reject their old life and try to make do as best they can with their new one. If they are accepted by another community and treated well thy may even shake off their depression and become productive members of the community again.
Resources: Abeil Survivors generally have whatever resources they can personally take by force or steal. Unless they can convince someone to trust them. Then they have their friends. But that's still probably pretty small compared to what some more wealthy and accepted classes can come up with.
ABEIL SURVIVORS IN THE WORLD "Do you think we can trust the bug-man?" Initially people are somewhat divided over you being a possible spy, an evil monster, or a cringing lapdog. Your attempts to curry favor with the locals in order to find a safe have may be misinterpreted as base flattery to get them to lower their guard or cowardice on your part. Assuming you survive these initial misunderstandings and are given chances to prove yourself things will get better. But there will always be some paranoia on your part, never letting you fully trust others. Which means by default they may never really fully trust you.
Daily Life: Your life is about living to see tomorrow. The world is a hostile place, and you aren't very well liked. There are many enemies out to get you, and you need to be ready for them. If you aren't doing chores, hunting for food, or trying to convince others you mean them no harm, you're getting ready for the day someone inevitably comes for you.
Notables: Aust (LG Male Abeil Vassal Monk 9/Abeil Survivor 3) was always a sickly child. A local Healer said he could put Aust through strength training to develop him into a fit worker. In reality the Healer was a fairly high level Monk who had trained secretly in his youth when separated from his people in a battle. Upon finding them again decades later he was accepted, but hid his abilities so as not to cause trouble. Aust was not so wise. Openly beating a Soldier in public he was exiled. Drusilia (LE Female Abeil Vassal Rogue 9/Abeil Survivor 3) always wanted to be a Queen. Since she had no way to vent her jealousy and frustration she took to stealing to see if she could get away with it. Obviously she didn't.
Organizations: Abeil Survivors are rare enough, and usually far enough apart that they can't really form any sort of organization. That doesn't prevent them from joining any that they come across that will accept them, but there aren't really any dedicated to, or formed by, them.
NPC Reaction NPC's tend to fear and mistrust you. If the city is near Abeil territory, the odds are that citizens will have been slain fighting Abeil Soldiers. So you may need to flee there as well. If the city is far away, people will only know of you through rumor (usually bad) if they know about you at all. You're in for a hard life.
ABEIL SURVIVORS IN THE GAME Because Abeil Survivors are on the run from the Hive, if you have Abeil in the game adding them will be easy enough as the hives can be in a wide range of territory. They can encounter a party just aout anywhere.
Adaptation: This is best for campaigns where the Abeil are a potential menace to other civilizations. It may also serve as a way to introduce the Abeil to your campaign as the Abeil Survivor may have spoken out against plans to invade into the city the PC's operate from, and is now fleeing for his life because of it.
Encounters: PC's will almost always encounter Survivors on the run. Either from tehir own people, from angry mobs, the Law, organized crime, etc. They tend to get into trouble a lot.
Sample Encounter EL 12: The PC's are traveling in the forest when they come across a scene of devastation. The village that was their destination lies burning, and many dead men and insectlike monsters lay dead. A heavily injured bee man manages to croak out "help me" before losing consciousness. If the PC's want to know what happened they will have to revive him. And if they do he seems scared to talk...
NameLG Male Abeil Vassal Monk 9/Abel Survivor 3
Init +3,
Senses: Listen +11, Spot +11,
Languages Common, Elven, Sylvan
------------------------------------------------
AC , touch , flat-footed (+3 Dex, +6 Wis, +2 Dodge, )
hp 75 (12 HD)
Fort +11,
Ref +12,
Will +12
Evasion, Improved Evasion, Still Mind
------------------------------------------------
Speed 60 ft. (6 squares), Fly 60 ft. (Average)
Melee 2 Claws +11 (1d4+1) and 1 Sting +6 (1d6 plus poison)
Melee Unarmed Strike +11/+6 (2d6+1)
Melee Flurry +8/+8/+3 (2d6+1)
Base Atk +8,
Grp +11
Atk Options A Stab in the Dark +2, Tenacious Grappler +2
Combat Gear-----------------------------------------------
Abilities Str 12, Dex 16, Con 14, Int 10, Wis 20, Cha 8
SQ Poison (DC 18), Drone (DC 15), Hive Mind, Improved Grab, Purity of Body, Wholeness of Body, Slow Fall 40 ft, Ki Strike (Magic), Unarmored Speed Bonus, Elusive +2
Feats Eyes in the Back of Your Head, Flyby Attack, Quick Reconnoiter, Superior Unarmed Strike, Weapon Finesse, Combat Reflexes (B), Improved Trip (B), Stunning Fist (B)
Skills Concentration +6, Diplomacy +5, Hide +7, Knowledge (Local, Nature) +6, Listen +11, Move Silently +9, Sense Motive +11, Spot +11, Survival +11, Tumble +7
PossessionsEPIC ABEIL SURVIVOR Hit Die: d6
Skills Points at Each Level : 4 + int
A Stab in the Dark The Save DC of the Abeil's poison when his opponent is flat-footed or denied his Dex bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Tenacious Grappler The Survivors Competence Bonus to Grapple checks increases by +2 at level 22 and every 3 levels thereafter.
Elusive The Survivors Dodge Bonus to AC while unarmored increases by +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Abeil Survivor gains a Bonus Feat every 5 levels higher than 20th
ABEIL FEATSVermin SummonerYou may use your Summoning spells to call up Vermin.
Prerequisites: Abeil, Augment Summoning, must be able to cast any of the Summon Nature's Ally spells.
Benefits: You add the following beings you can summon to the list of creatures available in the Summon nature's Ally spells:
I: Axiomatic Giant Fire Beetle, Medium Centipede, Small Scorpion (LN)
II: Phase Wasp (MM2), Axiomatic Giant Bee, Giant Bombardier Beetle, Large Centipede, Medium Scorpion, Giant Ant Soldier
III: Axiomatic Huge Centipede
IV: Axiomatic Giant Wasp, Giant Praying Mantis
V: Axiomatic Giant Stag Beetle, Large Scorpion
VI: Axiomatic Gargantuan Centipede
VII: Axiomatic Huge Scorpion
VIII: Axiomatic Colossal Centipede
IX: Axiomatic Gargantuan Scorpion
Hornet's FavorThe attacks of your summoned vermin are more potent.
Prerequisites: Abeil, Augment Summoning, Vermin Summoner
Benefits: The poison attacks of vermin you summon (if any) have a +4 bonus to the Save DC.
Droning MasterYour drone attacks are more potent.
Prerequisites: Abeil, Constitution 13+
Benefits: The Save DC of your Drone Attacks is based on Constitution instead of Charisma.
Mind-numbing DroneYou may achieve a different effect with your Drone attack.
Prerequisites: Abeil, Droning Master
Benefits: Your Drone attack can either mimic the Sleep or Hypnotism spells.
Distracting BuzzYou may achieve a different effect with your Drone attack.
Prerequisites: Abeil, Droning Master
Benefits: Your Drone attack can mimic either the Sleep or the Buzzing Bee spells (in the case of the second spell there is no bee that follows the victim, the buzzing keeps echoing in his head).
Swarm MasteryWhen you cast the Summon Swarm spell you can direct the Swarm.
Prerequisites: Abeil, must be able to cast the Summon Swarm spell
Benefits: When you cast Summon Swarm you summon a Wasp Swarm (see Fiend Folio), and it is under your control.
Improved Swarm MasteryYou may now summon more powerful Swarms.
Prerequisites: Abeil, Swarm Mastery, must be able to cast Summon Swarm, and Summon Nature's Ally VII
Benefits: When you cast the Summon Swarm spell you may summon a Hellwasp Swarm instead of the regular Swarm types. When you cast the spell it uses up a 7th level spell slot.
Shielded MindYou may hide your thoughts from the Hive Mind
Prerequisites: Abeil, Base Will Save +4 or Iron Will
Benefits: You may hide thoughts from the Hive Mind, which will be necessary if you wish to perform activities the Abeil society disapproves of (you lose your Hive Mind Racial Ability while this Feat is in use). Activating or de-activating this Feat is a Free Action. Other Abeil assume you were born with some sort of defect. You also gain a +2 Bonus on Saving throws against any spell, power, or effect that would read your thoughts.