Living Hive

By Milo v3
"Do not worry, your body shall not die. No. No. It is needed for a new nest."
-Terribilis, a Living Hive


In a world with colossal centipedes and acid spraying beetles, it isn't bewildering for some to be afraid of insects. But as if a cruel joke, sometimes this fear births a monster known as a Living Hive. These poor souls awaken one day to feel insects crawling within their bodies. This horrifying event often shatters the mind of the entomophobic, sending most to madness to rid themselves of the swarm. But some go past their fear, and join with the insects.

Role: The Living Hive functions as a master of minions, being able to call the insects from within their bodies. With these techniques they can be skilled ranged combatants, though they themselves require protection.

Alignment: A Living Hive can be of any alignment, but the insanity makes many act chaotically.

Hit Die: d8.

Starting Gold: As Druid.

Class Skills
The Living Hive's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis), Survival (Wis).

Skill Ranks per Level: (4 + Int modifier) 

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+0
+2
+0
+0
Crawling Within, Swarm
2nd
+1
+3
+0
+0
One is Thousands
3rd
+1
+3
+1
+1
Crawling Armour +1
4th
+2
+4
+1
+1
Improved Swarm
5th
+2
+4
+1
+1
Venomous Blood
6th
+3
+5
+2
+2
Crawling Armour +2, Thousand Eyes
7th
+3
+5
+2
+2
Handled Release
8th
+4
+6
+2
+2
Improved Swarm
9th
+4
+6
+3
+3
Crawling Armour +3
10th
+5
+7
+3
+3
Upon the Swarm
11th
+5
+7
+3
+3
Hunger of Thousands
12th
+6/+1
+8
+4
+4
Crawling Armour +4, Improved Swarm
13th
+6/+1
+8
+4
+4
Plague of the Swarm
14th
+7/+2
+9
+4
+4
Swift Release
15th
+7/+2
+9
+5
+5
Birth the Nest, Crawling Armour +5
16th
+8/+3
+10
+5
+5
Improved Swarm
17th
+8/+3
+10
+5
+5
Walking Nests
18th
+9/+4
+11
+6
+6
Crawling Armour +6
19th
+9/+4
+11
+6
+6
Improved Hunger of Thousands
20th
+10/+5
+12
+6
+6
Improved Swarm, Till all are one

Class Features
All of the following are class features of the Living Hive.

Weapon and Armor Proficiencies: Living Hives are proficient with simple weapons, and light armour but not shields.

Crawling Within (Ex): The strange and disturbing trait which is unique to the Living Hives is that within his flesh holds a swarm of insects, and he can release them through his mouth. As a full-round action the Living Hive can release 1 or more of the swarms within his body. The swarms appear in his square or adjacent to it.

In addition, as another Full-Round Action Hive can also draw in any member of his swarm that is in his square, or adjacent to it.

Swarm (Ex): A Living Hive possesses a swarm of insects within himself. Each swarm is a "One of Many". As the Hive advances in level, his swarm increases in power and number. 

All of the "One of Many"s in your Swarm acts during your turn, and will attack your opponents to the best of their abilities. As long as each One of Many in your swarm is adjacent to another of your swarm or to you, they all members of your swarm count as adjacent to you and within touch distance.

If a member of the swarm remains out of his body for 24 hours or over, loses 1 hitpoint per round until it either returns to the Living Hive's body or dies.

If a One of Many in his swarm dies, the Living Hive must attempt a DC 15 Will saving throw. Failure means he and all members of his swarm are paralyzed for 8 rounds; success reduces the loss to one-half that amount. 

After 8 hours of uninterupted rest, the Living Hive regains any One of Many which have died. A One of Many cannot be revived until at least 24 hours after it died.

One is Thousands (Su): What originally seemed as a parasitic relationship, is actually symbiotic. At second level, the Living Hive's bond to his Swarm grows into a hive mind. If the Living Hive or a member of his swarm is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. 

In addition, the Living Hive gains full control over the actions of each member of his swarm.

Crawling Armour (Ex): Upon reaching 3rd level, if the Living Hive shares a square with a member of his swarm, he gains a +1 bonus to natural armour. 

At 6th level, and every three levels thereafter, this bonus increases by +1. 

Improved Swarm: Over time a Living Hive's swarm grows in power and talents. Every four levels, he may select a single trait from the following list:
 

Aquatic Terrors: Each One of Many in your swarm gains a 20 ft. swim speed. This trait can be gained multiple times, each time increasing the swim speed by 10 ft.

Arcane Abominations: Select one spell that you know or have prepared that is level one or below. Each One of Many in your swarm can cast this spell as a spell-like ability, once per day, with the caster level equal to your Living Hive level. You must be a spellcaster to select this trait.

Burrowing Beetles: Each One of Many in your swarm gains a 20 ft. burrow speed. This trait can be gained multiple times, each time increasing the burrowing speed by 10 ft.

Crawling Chaos: Each One of Many in your swarm gains a 20 ft. climb speed. This trait can be gained multiple times, each time increasing the climb speed by 10 ft.

Swift Scampering: Each One of Many in your swarm gains +10 ft. bonus to its base land speed. This trait can be gained multiple times.

Resist the Elements: Select one of the following damage types: acid, cold, electricity, or fire. Each One of Many in your swarm gains 5 energy resistance to that form of damage. This can be gained multiple times, but a different form of damage must be selected each time.

Resist the Elements, Improved: Select one form of energy resistance you have for Resist the Elements. That energy resistance increases to 10. This can be gained multiple times, but a different form of damage must be selected each time.

Thousand Fangs: The damage dealt by the Swarm attack for each of the One of Many in your swarm increases one die (d4 to d6, d6 to d8, etc.). This trait can be gained multiple times.

Tough Exoskeleton: Each One of Many in your swarm gain an additional +2 natural armour. This trait can be gained multiple times, each time the natural armour bonus increases by an additional +1.

Venomous Fangs: Each One of Many in your swarm gain the Poison ability. The poison can affect a target via injury or being ingested. This poison has the following statistics: save Fort DC 10 + 1/2 Living Hive level + Constitution Bonus; frequency 1/round for 4 rounds; effect 1d4 Dexterity damage; cure 1 save. This trait can be gained multiple times, each time increasing the DC by +2.



Venomous Blood (Ex): The insects within his flesh taint the Living Hive's body, making him toxic to ingest. Any creature which uses a bite attack on a Living Hive of 5th level counts as ingesting the poison.

This poison has the following statistics: save Fort DC 10 + 1/2 Living Hive level + Constitution Bonus; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 saves.

Thousand Eyes (Su): Upon reaching 6th level, the Living Hive can sense everything each member of his swarm can simultaneously. This ability requires no concentration.

Handled Release (Ex): After reaching 7th level, the insects within the Living Hive have burrowed holes into his arms, allowing him to release his swarm as a standard action.

Upon the Swarm (Ex): While a Living Hive of 10th level shares a square with a member of his swarm he can use all the movement modes the One of Many possesses. 

Hunger of Thousands (Ex): At 11th level, the Living Hive can send his swarm to feast upon the corpses of foes. Whenever a One of Many in his swarm shares a square with a corpse the Living Hive may spend a free action to make his One of Many devourer it. This restores 1d8 points of health for his One of Many, and the corpse counts as destroyed for the purpose of resurrection magic.

At 19th level, this ability restores 2d8 points of health.

Plague of the Swarm (Ex): A Living Hive of 13th level is infused with thousands of toxic chemicals within his flesh, which he can release with a touch. This functions as theContagionspell, and can be used a number of times per day equal to 3 + Constitution modifier. 

Swift Release (Ex): After reaching 14th level, the insects within the Living Hive have burrowed a network of tunnels throughout his flesh, allowing him to release your swarm as a swift action.

Birth the Nest (Ex): Upon attaining 15th level, the Living Hive learns to create new nests for his swarms to live within. To do this he must remain in contact with a helpless living creature for 10 minutes without interruption. 

After this action, select a One of Many in his swarm. This member of the swarm forcefully enters the targets body and infests them. The target can make a Fortitude save to resist this (DC 10 + 1/2 Living Hive level + Constitution Bonus), if they succeed they do not become a Living Nest and the One of Many dies.

If they fail the save, they gain the Living Nest template.

Walking Nests (Ex): When the Living Hive reaches 17th level, whenever at least one member of his Swarm is infesting a Living Nest, he gains full control over that Living Nests movement and physical actions as if it was a member of the swarm.

The Living Nest can resist this with at Fortitude Save once per day (DC 10 + 1/2 Living Hive level + Constitution Bonus), a success stops any Living Hives from attempting to control them with the Walking Nest ability for one week.

Till all are one (Ex): Upon reaching 20th level, the Living Hive has become one with his swarm, and they are no longer seperate identities. If the Living Hive dies, he retains control over his swarm and the Living Nests his swarm infests. Though he cannot store his swarm within his body, or release any more One of Many until his body is resurrected.


The Swarm

Living nest template