About Daphne the BeekeeperIn her elven form, Daphnis has shoulder-length blonde hair in a messy bouffant, pale eyebrows giving her large solid rosy-dawn eyes a perpetual anxious quality. Long pointed ears rise upward like antennae, decorated with an asymmetric collection of earrings and piercings. If she hasn't been able to find time to shave for a few weeks, wispy blonde sideburns begin to grow in. She's lithe and muscular, her grace belied by a tendency towards frantic, reckless movement. Daphnis dresses to match the seasons, but favors loose, flattering clothing and muted colors. She is exceptionally pretty, but she isn't used to people noticing that. In her hybrid honeybee form, Daphne's pretty much the same, but her eyes become literally insectile (with a tiny secondary pair for sensing light), antennae sprout from her head, and a set of delicate stained-glass bee wings, entirely ornamental, flutter free from her back. She also gets a tiny bit shorter and rounder. If most peoples' nerves are coiled springs, Daphnis's are a coiled rattlesnake. She has severe anxiety, and she's frequently stimming--usually by chewing on her hair or drumming on available surfaces. It would be foolish, however, to mistake her nerves for cowardice. When push comes to shove, Daphnis doesn't back down. She knows what's right. Outside of conflict, Daphnis has a sweet, nurturing manner, and is very thoughtful about the world. The bee-elf is chiefly motivated by reducing harm--justice might be important, but she doesn't think it's worth people's lives most of the time. She's jaded about what she can do to make a difference, and truly, she just wants to stay home and tend to her garden. She hates adventure and peril, but she'll do what she has to do to protect that which she loves--and she loves this world more than anything. REACTIONS
AURA
Statblock:
DAPHNIS THE BEEKEEPER | | | THAUMATURGE 10[/bigger]
[NG] [Medium] [Elf] [Beastkin] [Humanoid] Perception +19; Low-Light Vision Languages Celestial, Common, Elven, Sylvan Skills Acrobatics +4, Arcana +14, Athletics +2, Deception +16, Diplomacy +22*, Intimidation +18, Lore: Alcohol +14*, Lore: Beekeeping +14*, Lore: Gardening +16*, Lore: Esoteric +20*, Medicine +19*, Nature +15, Occultism +14, Performance +16, Religion +15, Stealth +4, Survival +15 Expert in Gardening Lore and Intimidation, Master in Diplomacy and Medicine. Diplomacy: +2 item bonus to Diplomacy (Ring) Lore: +1 item bonus to Recall Knowledge (Brooch) Medicine: +1 item bonus to Treat Wounds, Administer First Aid, Treat Disease, or Treat Poison (Tools). Assurance 26 Str +2, Dex +4, Con +0, Int +2, Wis +3, Cha +4 Items +1 Glamered Leather, +1 Striking Merciful Sling, Bravery Baldric (Restoration), Brooch of Inspiration, Lover's Gloves, Messenger's Ring, Candle (5), Healer's Tools (Expanded), tindertwigs (6), +1 staff, sling stones (9), beehive, 7 sp, 5 cp Purchases 350 gp - 2 +1 weapon potency runes (35+35 gp), striking rune (65 gp), +1 armor potency rune (160 gp), leather armor (2 gp, Bulk 1), Expanded Healer's Tools (50 gp, Bulk 1), 5 candles (.05 gp), 6 tindertwigs (1.2 gp), Weapon Implement [Sling] (0 gp, Bulk L), staff (0 gp, Bulk 1), 10-1 stones (0.01 gp, Bulk L), Chalice Implement [Beehive] (1 gp, Bulk 4), 0 pp, 0 gp, 7 sp, 4 cp 9th Level: 1 - Messenger's Ring; 8th Level: 2 - Lover's Gloves (8th), Brooch of Inspiration (8th); 7th Level: 1 - Bravery Baldric (7th, Bulk L); 6th Level: 2 - Glamered Armor Rune (5th), Merciful Weapon Rune (4th) Total Weight 7.4/7.9, Unencumbered - - - - - - - - - - AC 28; Fort +14, Ref +18, Will +19; +1 circumstance bonus vs. emotion effects; Resolve (crit success on success) HP 86 - - - - - - - - - - Speed 30 feet Ancestry Feats Elven Lore (Intimidation and Lore [gardening]), Martial Experience (treat your level as proficiency bonus for non-proficient weapons), Brightness Seeker - - - - - - - - - - Class Feats Ammunition Thaumaturgy (can use hand holding implement when reloading), X, Root to Life (stabilize a creature or staunch the bleeding), Paired Link (use touch effects from thirty feet on a certain ally, and them on you), Breached Defenses (on a successful Exploit Vulnerability, learn their highest resistance, and your attacks bypass it), Share Weakness (give a token to let an ally use the mortal weakness you've discovered) - - - - - - - - - - Free Archetype Feats Medic Dedication (expert in Medicine, increased healing from TW/BM, and once per hour, use Battle Medicine on a creature that's immune), Doctor's Visitation (Stride as a free action when followed by a Medicine check), Marshal Dedication (Expert in Intimidate and 10-ft Marshal's Aura grants +1 status bonus against fear), Snap Out Of It! (grant ally within 10 feet new save with +1 circumstance bonus against a mental effect), To Battle! (grant an ally a Reaction to Stride, or Stride with 2A) - - - - - - - - - - General Feats Bon Mot (roll Diplomacy to penalize an enemy's Will/Perception), Seasoned (+1 bonus to Craft food and drink) - - - - - - - - - - Skill Feats Battle Medicine (Treat Wounds as an action), Treat Condition (Administer First Aid to reduce clumsy, enfeebled or sickened by 1, or 2 on a crit), Holistic Care (add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition), Assurance (Medicine) ("Take Ten" on checks), Forage (always get at least a Success to Subsist with Survival, support self +4 creatures), Shameless Request (reduce DC for outrageous requests by 2, and never critically fail a Request) - - - - - - - - - - Bonus Feats Hobnobber [background] (gather information faster and safer), Dubious Knowledge (gain a truth and a lie on failed Recall Knowledge) - - - - - - - - - - Additional Specials Chalice Adept Benefit, Chalice Initiate Benefit, Chalice Intensify Vulnerability, Esoteric Lore, First Implement And Esoterica (Chalice), Implement Adept (Not Selected), Implement's Empowerment, Second Implement (Weapon), Weapon Initiate Benefit, Weapon Intensify Vulnerability Conditions/Effects/Resources:
Conditions none; Effects Active none
Resources
Major Actions:
Ranged Strike +1 Striking Merciful Sling +19 (Propulsive, Uncommon, Magical, Necromancy, Nonlethal), Damage 2d6+7 B On a critical hit, target is fascinated with you for 1 minute and Stunned 1. -4 to damage if holding another item that isn't the staff, implements or esoterica.
Melee Strike +1 Staff +17 (Two-Hand d8), Damage 1d4+6 B; Mandibles +18 (agile, finesse, unarmed), Damage 1d4+6 P; -2 to damage if holding another item that isn't the staff, implements or esoterica. Personal Antithesis grants Weakness 7, and Intensify Vulnerability grants either a +2 status bonus to attacks or causes your chalice to grant +5 (sip)/+10 (drain) temporary hit points. Battle Medicine +20 [1A] (General, Healing, Manipulate, Skill) Requirements You are holding or wearing healer's tools.
Once per day, reuse Battle Medicine on someone. You can only be rendered immune for 1 hour instead of 1 day. Exploit Vulnerability +20 [1A] (Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement.
• Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type.
Treat a Condition +20 [2A] (Archetype, Healing, Manipulate, Skill) Requirements You are holding healer's tools, or you are wearing them and have a hand free.
Root to Life [1A-2A] (Esoterica, Manipulate, Necromancy, Primal, Thaumaturge)
Bon Mot +22 [1A] (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill)
Share Weakness [1A] (Esoterica, Manipulate, Thaumaturge) Requirements You are Exploiting a creature's Vulnerability using mortal weakness.
Change Shape [1A] (Beastkin) (Concentrate, Polymorph, Primal, Transmutation)
Drink From The Chalice [1A] (Magical, Manipulate, Necromancy, Thaumaturge) Frequency once per round Requirements You are holding your chalice implement.
Intensify Vulnerability [1A] (Concentrate, Divination, Esoterica, Magic) Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round.
To Battle! [1A or 2A] (Auditory, Flourish)
Snap Out Of It! [1A] (Auditory, Emotion, Mental)
Implement Swap [F] You can swap implements to use different implement actions as a free action. Magic Item Actions:
Bravery Baldric (Restoration - Greater) [2A] (Invested, Magical, Healing, Necromancy) Activate command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain the benefit of a 2nd-level restoration.
Brooch of Inspiration [2A] (Uncommon, Divination, Invested, Magical) Activate envision (fortune); Frequency once per day; Effect You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result.
Lover's Gloves [1A] (Emotion, Enchantment, Invested, Magical, Mental) Activate Interact; Frequency once per day; Effect You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead.
Messenger's Ring [1 minute or 2A] (Enchantment, Invested, Magical) Activate 1 minute (envision) or 2 actions for message; Frequency once per day or at-will for message; Effect The ring casts animal messenger to your specification. The animal is a magical honeybee that buzzes out from the ring. Alternatively, you can cast message at-will. Misc Flavor:
MAJOR ITEMS
Sling and Stones There's nothing special about this sling, sewn from the torn fabric of old dresses. Daphne uses it to drive away predators and other problems that harass her cottage or the neighboring village. She loads small dark stones into it, nearly black and perfectly smooth, and the are somewhat more notable. They're gathered from the dried-up creek that runs next to her home, and there's a power in them. Staff This staff was hewn from the trunk of a dense hawthorn tree that had to be pulled up to make room for Daphne's garden several years ago. A small heart is carved into the smoothed handhold. Bravery Baldric Daphne received this tough hemp belt as a gift several years ago. It's embroidered with little images of paper wasps hard at work at their nests, and used to store Daphne's tools. She sleeps with it on. Leather Armor This well-worn leather armor is from Daphne's younger days, and it doesn't fit quite as well as it used to, but she still cuts a striking figure wearing it. Before she joined the party, Daphne was letting it gather dust in the attic. Lover's Gloves These white silk gloves are adorned in bright rosy-pink hearts. They were a gift to Marsya, too valuable to be buried with her. Daphne can't bear to part with them, but wearing them is almost as bad. Messenger's Ring A plain silver engagement band. Candles Made from the wax of her own bees. Beehive This abnormally small hive dwells in a box painted white with blue morning glory vines. The hive seems strangely attuned to Daphne and calms at her touch, and the honey it produces seems to contain special healing properties. When forced to travel, Daphne affixes it to her back with special straps. Background:
Not much need to gild lilies. The story's simple.
Take a girl, a bee-elf with a knack for making friends and losing enemies. Call her Daphne. Daphne works for the government. She's a housekeeper of sorts; she cleans up messes. Indiscretions. Problem people. Sometimes she has to get her hands dirty. She's young. At first it feels normal. But it adds up. One day on a job she meets a target. Call her Marsya. Marsya's gotten on a god's bad side in a bad way. She's become a problem person, the kind who needs to be maneuvered away from things. Only instead of guiding the woman toward a safe silence, Daphne falls in love with her, of course. Marsya loves bees, and Daphne loves flowers, and those kinds of loves catch and merge and multiply into a sickness, and soon they love each other dearer than both. Daphne retires. Leaves work quietly. They court, and they wed, and they have some happy years together--more than some get, but a blink of an eye to an elf. It's a bad accident. A little tumble into a creek that was several miles away from their house. These things happen, and there's no need for an investigation. Maybe Daphne asks for one, but she's suddenly not being listened to so much. Maybe one of her sisters in the agency takes her aside, tells her she's on her way to becoming a problem person herself. So Daphne leaves town. Finds a village where nobody remembers Marsya or knows who Daphne is. Nice cottage, a nice garden to tend Marsya's bees. No more shapeshifting in public. A quiet life for a widow. She helps people in the village. Makes healing potions, solves problems for folk. Maybe she helps when a man gets caught hunting where he oughtn't, keeps the temple folk nice and nervous so they don't get too bossy with people. She's happy. She's sad, but she's happy. Sometimes you can be both. Maybe a little lonely, too, but if she has to spend the rest of her life tending her wife's bees and helping with small, safe problems, that's a good life to lead. Only... that's not what's going to happen, is it? |