Queen Telandia Edasseril

Daphne the Beekeeper's page

85 posts. Alias of Kobold Catgirl.


Full Name

Daphnis "Daphne" the Beekeeper

Race

Beekin Elf

Classes/Levels

Thaumaturge 10 (HP 52+7/86, AC 28, Perc +19 [low-light], F +14/R +18/W +19, 0/1 Hero Points, hybrid form)

Gender

Female

Size

Medium

Age

57

Alignment

Chaotic Good

Deity

No Gods, No Queens

Languages

Common, Elven, Sylvan, Celestial

Occupation

You're never gonna believe this.

Strength 14
Dexterity 19
Constitution 10
Intelligence 14
Wisdom 16
Charisma 19

About Daphne the Beekeeper

Character sheet.

In 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
Implement's Interruption Trigger the target of Exploit Vulnerability uses a concentrate, manipulate, or move action within 10 feet Effect Strike with sling, Attack +19, Damage 2d6+7 B (plus weakness if applicable), or Damage 1 B on a non-crit miss
Aid (if set up)

AURA
Marshal's Aura (10 feet) All allies gain a +1 status bonus on saves against fear effects.

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

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AC 28; Fort +14, Ref +18, Will +19; +1 circumstance bonus vs. emotion effects; Resolve (crit success on success)
HP 86
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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
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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)
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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)
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General Feats Bon Mot (roll Diplomacy to penalize an enemy's Will/Perception), Seasoned (+1 bonus to Craft food and drink)
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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)
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Bonus Feats Hobnobber [background] (gather information faster and safer), Dubious Knowledge (gain a truth and a lie on failed Recall Knowledge)
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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
Bravery Baldric: 0/3 charges, 1/1 use per hour
Brooch of Inspiration: 1/1 use per day
Lover's Gloves: 1/1 use per day
Messenger's Ring: 1/1 use per day

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.
Attempt a Medicine check with the same DC as for Treat Wounds. The target is then temporarily immune to your Battle Medicine for 1 day.
DC 20: 2d8+15, or 4d8+15 on a crit. Assurance 26.
DC 30: 2d8+40, or 4d8+40 on a crit.

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.
Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You learn the values of all of the creature's resistances, weaknesses, special vulnerabilities, and immunities. You can exploit either the mortal weakness or personal antithesis (see below). Your Strikes against the creature also become magical if they weren't already. You gain a +2 status bonus to your AC against the creature's next attack and a +2 status bonus to your next saving throw against the creature.
Success You learn its highest weakness, but not its other weaknesses, resistances, or immunities. You can exploit either the mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature become magical if they weren't already. You gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature.
Failure You can exploit the creature's personal antithesis. Your unarmed and weapon Strikes against the creature become magical if they weren't already.
Critical Failure You become flat-footed until the beginning of your next turn.

• 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.
• Personal Antithesis The target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. This weakness can also be exploited by the target of Share Weakness.

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.
You treat an adjacent creature in an attempt to reduce their clumsy, enfeebled, frightened, stupefied, stunned, or sickened condition. Attempt a counteract check against the condition, using the condition's source to determine the DC.
Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.
[smaller]Holistic Care adds frightened/stupefied/stunned.

Root to Life [1A-2A] (Esoterica, Manipulate, Necromancy, Primal, Thaumaturge)
1A: You place a small flower on an adjacent dying creature, immediately stabilizing them; the creature is no longer dying and is instead unconscious at 0 Hit Points.
2A: After placing the flower, you mutter a quick folk blessing to chase away ongoing pain, adding the auditory trait to the action. Attempt flat checks to remove each source of persistent damage affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15.

Bon Mot +22 [1A] (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill)
Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is -2.
Critical Failure You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

Share Weakness [1A] (Esoterica, Manipulate, Thaumaturge) Requirements You are Exploiting a creature's Vulnerability using mortal weakness.
You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.

Change Shape [1A] (Beastkin) (Concentrate, Polymorph, Primal, Transmutation)
You change into your humanoid or hybrid shape. While in hybrid shape, you gain a jaws unarmed Strike resembling sharp mandibles. Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group.

Drink From The Chalice [1A] (Magical, Manipulate, Necromancy, Thaumaturge) Frequency once per round Requirements You are holding your chalice implement.
You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents.
Sip: A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. Add your Charisma modifier if the ally took piercing/slashing/bleed damage within 30 feet of you last round. Add half your level if Intensify Vulnerability was successful.
Drain: (healing, positive) Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it can't be drained again for ten minutes. 5 Hit Points per level if the ally took piercing/slashing/bleed damage within 30 feet of you last round. Add your level if Intensify Vulnerability was successful.

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.
You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.
Chalice Vulnerability: On a hit, drinking from the chalice is bolstered as above.
Weapon Vulnerability: You gain a +2 status bonus to-hit the target.

To Battle! [1A or 2A] (Auditory, Flourish)
If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.

Snap Out Of It! [1A] (Auditory, Emotion, Mental)
Grant one ally within your marshal's aura affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.

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.
Also grants a +1 item bonus to Lore checks to Recall Knowledge.

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.
Also grants a +1 item bonus to Diplomacy checks.

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?