Homebrew Race of Bee People


Homebrew and House Rules

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Hiya folks, just looking for some input. Friend is doing a homebrew campaign and some of the party members are He-man/She-Ra-esque. (We have a lion riding cavalier and a strix sorceress). And I decided to try creating a buzz-off paladin character.

This requires a race of bee people; so set about attempting to design one using the Advanced Race Guide using Standard amount of points. Here's my attempt, so please let me know what you think. And before anyone says anything, I know Flight is really a Monstrous trait, but the GM is allowing it.

Beefolk (name is a work in progress, might use Apinae or Andreenid instead)

Beefolk are a race of humanoids who resemble a fusion of humans and bees. Industrious and hardworking, they take pride in their feats of architecture and craftsmanship. They are blunt and forthright, and occasionally insular in regards to new ideas from outside their colonies. Others always know where they stand with beefolk (even other beefolk).

Beefolk form their vertical colony cities within hills or the bases of mountain, but only if there are also forests within the area. Unlike dwarves, their colonies are typically close to the surface and make use of elaborate systems with which to fill their homes with daylight.

Physical Description: Beefolk stand roughly between dwarves and humans in height. They resemble humans, possessing two arms and legs, but with two pairs of bee-like wings attached to their shoulders. They have broad torsos banded in wide horizontal stripes. These stripes are most often in shades of yellow, brown or black, but white has also been seen. These colours are also reflected in their limbs, which appear slender by comparison, their hands ending with two spindly fingers and a thumb. Their brows are prominent with two curving back projections reminiscent of antenna. Beefolk have large multifaceted eyes, which may be almost any colour.

Their bodies are chitinous and mostly covered with fine short hairs, which provide their colouration. Males have thicker bristly hairs on their faces which function like human facial hair and they may be worn long or short. Females have silken hair which grows from a high hairline; these same hairs grow to form a thick furred “collar” around their neck and down their chest in a V-pattern. Clothing tends toward the ornamental, with no clothing often being the norm. Unlike true bees, all female beefolk are capable of reproduction and couples form relationships much as humans do.

Society: Each colony is governed matrilineally by a queen and her council of advisors. Beefolk society praises hard work, self sufficiency and (deserved) pride in one's work. Any job worth doing is worth doing well. Perfecting a skill, especially one which benefits beefolk society, is looked upon with favour. Trying and failing is not looked down upon, only a refusal to try. Mining is primarily for expansion, less so about precious metals or gems. Artisans focus on functional crafts such as textiles, pottery, woodworking, and stonemasonry. Writing is primarily for archiving history, but even then it is kept in illuminated manuscripts. Beefolk music is very structured and allows for elaborately detailed dances both on the ground and in the air.

Colonies are fiercely guarded by both living warriors and strong defences. Upon reaching adulthood, beefolk are required to join either the militia or engineers for a period of two years. Afterwards they may apply to join any guild they choose. Criminas and those who refuse to pull their weight face sanctions and possible exile. Capital punishment is infrequent as loss of one's colony is considered worse.

Relations: Beefolk have a strong respect for craftsmanship and feel no shame in paying for something they cannot make themselves. As a result, they will frequently trade with dwarves, elves, half-elves and humans for goods and raw materials they have difficulty acquiring. Gnomes are regarded with respectful curiousity and caution. Halflings are exasperating or considered liars and thieves. Half-orcs are placed under suspicion and barred from entering colonies unless vouched for. But any who can prove themselves a hardworking and capable individual is eventually welcomed within the colony.

Alignment and Religion: Beefolk society has strict laws and social mores which focus on the good of the group rather than the individual. Most beefolk tend to be lawful neutral, with some colonies having a more lawful good bent. Lawful evil beefolk tend to be militaristic expansionists who take other races as slaves.

Most beefolk worship deities, such as Abadar, Torag or occasionally Shelyn. In recent years there has been an increase in the worship of a lawful neutral being known as Zzatazz. Zzatazz often appears a glowing beefolk of either gender, with perfectly symmetrical features. It's domains are Artifice, Community, Law, Nobility and Protection.

Adventurers: Beefolk adventurers are most often scouts for future colony sites, merchants looking to establish trade alliances, or exiles forced from their colonies for breaking the law.

Beefolk tactics involve swarming one's enemies, shoring up defenses and controlling the battlefield. They tend to be fighters and wizards.

Male Names: Stingras, Buzzos, Tazzit, Zzarr,

Female Names: Vzza, Savva, Apina, Nizza

+2 Constitution, +2 Intelligence, -2 Charisma: Beefolk are hardy and quick thinking, but can blunt and intractable. (0 RP)

Medium: Beefolk are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Slow: Beefolk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 RP) Beefolk have a fly speed of 40 feet with poor maneuverability. (6 RP)

Carapace: Beefolk have a +1 natural armor bonus from their chitinous bodies. (2 RP)

Builder's Eye Beefolk receive a +1 racial bonus on Knowledge (engineering) and Perception checks. (2 RP)

Weapon Familiarity Beefolk are proficient with halberds and rapiers. (1 RP)

Languages: Beefolk begin play speaking Common and Beefolk. Beefolk with high intelligence scores can choose from the following: Dwarven, Elven, Sylvan and Undercommon.

Strongly considering ditching the weapon familiarity and skill bonuses for Swarmfighting and low-light vision instead. Thanks for any input folks!


You could dump it if you want, though the bonus for builders eye seems kinda low... I would probably make them an rp 14 race. as it stands there not all that different (minus the fly speed). Looks cool though and i like the fluff.


1 person marked this as a favorite.

Why not just make a PC adaptation of a Thriae? They're basically humanoid bees.


1 person marked this as a favorite.

"Highly spiritual creatures and keepers of the world's greatest secrets, the thriae are a race of female, beelike seers coveted for their powers of divination and prophecy. Roughly humanoid in size and appearance, thriae keep to the outskirts of civilization, tending to their mysterious rituals and maintaining a watchful—if passive—eye over the machinations of nearby societies. While possessing an eerie air of mysticism, thriae are nonetheless startlingly beautiful, their slender bodies giving an unexpected grace to the otherwise unsightly mannerisms of giant bees."

Thriae (15 RP)
Type
Monstrous Humanoid (+3)
Size
Medium (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Standard (+2 Dex, -2 Int, +2 Cha) (0)
Languages
Standard (0)
Racial Traits
Magical Racial Traits
Blood of Seers (+2) Homebrew
Movement Racial Traits
Flight (+9)
Offense Racial Traits
Natural Attack (+1)
Toxic (+1)
Senses Racial Traits
Darkvision (-)
Low-Light Vision (+1)
Other Racial Traits
Merope Consumption (-) Homebrew
Weakness Racial Traits
Hive Mentality (-2) Homebrew
Alternate Racial Traits
Mind Sting (+1) Homebrew

Thriae Racial Traits
+2 Dexterity, -2 Intelligence, +2 Charisma: Thriae are graceful and agile, but lack quick-thinking, independent mindsets.
Medium: Thriae are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Thriae have a base speed of 30 feet.
Flight: Thriae have a fly speed of 60 feet with average maneuverability.
Darkvision: Thriae can see in the dark up to 60 feet.
Low-Light Vision: In dim light, thriae can see twice as far as humans.
Blood of Seers: Thriae with a Wisdom score of 11 or higher gain the following spell-like abilities: constant—detect secret doors;1/day -- calm emotions, detect thoughts, sound burst. The DC for the spells is equal to 10 + the spell's level + the caster's Wisdom modifier.
Hive Mentality: Thriae are communal creatures, drawing strength and purpose from their sisters. A thriae deprived of the company of her own kind suffers a -2 penalty on all Will Saves
Merope Consumption (Su): As a standard action, a thriae may consume a dose of merope, a magical honey produced by their queens, to gain a +2 insight bonus to attack rolls, saving throws, and caster level checks made to overcome spell resistance, for 1d6 + 3 rounds. Merope may be consumed a number of times per day equal to 1 + Wis Modifier. At the GM's discretion, you may not have access to Merope if you are away from the community.
Stinger: Thriae can sting their opponent as a natural attack, dealing 1d4 damage. If the attack hits, the thriae's attack may also deliver poison a number of times per day equal to Constitution modifier (minimum 1/day). Poison: Injury; save Fort DC 10 + 1/2 the Hit Dice + the Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Str; cure 1 save. A thriae can milk this poison from her stinger to envenom a weapon that it wields. Applying the poison is a swift action.
Languages: Thriae begin play speaking Common and Thriae. Thriae with high Intelligence scores can choose from the following languages: Auran, Azlant, Celestial, Draconic, Elven, and Sylvan.

Alternate Racial Traits
Mind Sting: Some thriae possess the stinger of a seer that delivers another type of poison a number of times per day equal to Constitution modifier (minimum 1/day). Poison: Injury; save Will DC 10 + 1/2 the Hit Dice + the Constitution modifier; frequency 1/ round for 4 rounds; effect confusion; cure 1 save. A thriae can milk the venom from her stinger to envenom a weapon that it wields. Applying the poison is a swift action. This racial trait replaces the thriae's standard stinger venom and also requires you to have the Blood of Seers racial trait.

RPG Superstar Season 9 Top 16

JadedDemiGod wrote:

You could dump it if you want, though the bonus for builders eye seems kinda low... I would probably make them an rp 14 race. as it stands there not all that different (minus the fly speed). Looks cool though and i like the fluff.

That is also a potential option, will have to discuss with my GM. Thanks! (I like the fluff too, haha)

RPG Superstar Season 9 Top 16

CommandoDude wrote:
Why not just make a PC adaptation of a Thriae? They're basically humanoid bees.

True, but they're monstrous humanoids, and I was looking for something that was more humanoid than bee-like. And I was going for stingless bees. Mostly it was more an anatomy thing than anything. But thanks for the suggestion!


GM Facepalm wrote:

"Highly spiritual creatures and keepers of the world's greatest secrets, the thriae are a race of female, beelike seers coveted for their powers of divination and prophecy. Roughly humanoid in size and appearance, thriae keep to the outskirts of civilization, tending to their mysterious rituals and maintaining a watchful—if passive—eye over the machinations of nearby societies. While possessing an eerie air of mysticism, thriae are nonetheless startlingly beautiful, their slender bodies giving an unexpected grace to the otherwise unsightly mannerisms of giant bees."

Thriae (15 RP)

Awesome, I've been meaning to do this, thanks for saving me the time =)

RPG Superstar Season 9 Top 16

GM Facepalm wrote:

"Highly spiritual creatures and keepers of the world's greatest secrets, the thriae are a race of female, beelike seers coveted for their powers of divination and prophecy. Roughly humanoid in size and appearance, thriae keep to the outskirts of civilization, tending to their mysterious rituals and maintaining a watchful—if passive—eye over the machinations of nearby societies. While possessing an eerie air of mysticism, thriae are nonetheless startlingly beautiful, their slender bodies giving an unexpected grace to the otherwise unsightly mannerisms of giant bees."

Quote:

Thriae (15 RP)
Type
Monstrous Humanoid (+3)
Size
Medium (0)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Standard (+2 Dex, -2 Int, +2 Cha) (0)
Languages
Standard (0)
Racial Traits
Magical Racial Traits
Blood of Seers (+2) Homebrew
Movement Racial Traits
Flight (+9)
Offense Racial Traits
Natural Attack (+1)
Toxic (+1)
Senses Racial Traits
Darkvision (-)
Low-Light Vision (+1)
Other Racial Traits
Merope Consumption (-) Homebrew
Weakness Racial Traits
Hive Mentality (-2) Homebrew
Alternate Racial Traits
Mind Sting (+1) Homebrew

Thriae Racial Traits
+2 Dexterity, -2 Intelligence, +2 Charisma: Thriae are graceful and agile, but lack quick-thinking, independent mindsets.
Medium: Thriae are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Thriae have a base speed of 30 feet.
Flight: Thriae have a fly speed of 60 feet with average maneuverability.
Darkvision: Thriae can see in the dark up to 60 feet.
Low-Light Vision: In dim light, thriae can see twice as far as humans.
Blood of Seers: Thriae with a Wisdom score of 11 or higher gain the following spell-like abilities: constant—detect secret doors;1/day -- calm emotions, detect thoughts, sound burst. The DC for the spells is equal to 10 + the spell's level + the caster's Wisdom modifier.
Hive Mentality: Thriae are communal creatures, drawing strength and purpose from their sisters. A thriae deprived of the company of her...

That is...wow. Not sure it's what I'm going for with this character, but I'm still marking this one down for later. Thanks so much!


thornnm wrote:
CommandoDude wrote:
Why not just make a PC adaptation of a Thriae? They're basically humanoid bees.
True, but they're monstrous humanoids, and I was looking for something that was more humanoid than bee-like. And I was going for stingless bees. Mostly it was more an anatomy thing than anything. But thanks for the suggestion!

Every humanoid has to have a specific subtype tied to its race. I don't think you can make a Humanoid beefolk since there's no associated subtype (Thriae for instance don't have a subtype) - so you might just have to make them Monsterous Humanoids.

If you do stick with Beefolk though, you should probably change their racial language to Thraie - since beefolk isn't an official language no one will speak it, but there's at least a small chance you'll run into Thraie language. You could also substitute Sylvan instead.


1 person marked this as a favorite.

Eh you can always just make up a new humanoid subtype. I don't think it requires you to add it to one that already exists.


1 person marked this as a favorite.

Beefolk could be highly prized engineers/artisans for human nobles. Perhaps having one in charge of palace renovations would be a badge of honor and so human nobles are willing to pay extravagent gold prices for one. "Every noble should have his own bee-designed sun-room."


Orthos wrote:
Eh you can always just make up a new humanoid subtype. I don't think it requires you to add it to one that already exists.

That seems a little gamey. Since it's sort of making you immune to certain class abilities like Favored Enemy or Bane. Nothing's ever going to target a custom subtype.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.
CommandoDude wrote:

That seems a little gamey. Since it's sort of making you immune to certain class abilities like Favored Enemy or Bane. Nothing's ever going to target a custom subtype.

But the same could be said for things like adlets, catfolk, kamis, oni and other humanoids and outsiders that come out in the newer Bestiaries. There's a small chance of your party having anything that could affect adlets specifically (in most cases, if it's an adlet heavy campaign then it's more likely of course)

Not trying to be combative here, you do raise a valid point. Just raising the counterpoint that new subtypes for humanoids and outsiders are already all over the place.

End of the day my GM says she's ok with it.


Just as long as the players are aware in advance that the other subtypes exist, or given the opportunity to adjust their class features or equipment if one is added later, I don't see a problem with it. I've done it with pretty much all of the custom races I've added for my group's homebrew setting.

It requires a GM adapting a thing or two in APs as necessary, but that's kind of a given since I don't play in Golarion.

RPG Superstar Season 9 Top 16

ShallowHammer wrote:
Beefolk could be highly prized engineers/artisans for human nobles. Perhaps having one in charge of palace renovations would be a badge of honor and so human nobles are willing to pay extravagent gold prices for one. "Every noble should have his own bee-designed sun-room."

Ohhhh, I like this, thanks!

RPG Superstar Season 9 Top 16

So, some minor tweaking:

Dropping the skill bonuses, instead granting them Knowledge (engineering) and Perception as class skills. (So that's now 1 RP instead of two, and makes more sense fluff wise)

Changing weapon familiarity to Rapiers and Shortbows instead of Rapiers and Halberds. (RP stays the same)

And I'm giving them Low-light vision (1 RP) and Swarming (2 RP and man does it just kind of make sense)

So that brings them up to 12 RP total.

Here's the actual re-adjusted stat block:

Beefolk

+2 Constitution, +2 Intelligence, -2 Charisma: Beefolk are hardy and industrious, but can be blunt and intractable. (0 RP)

Medium: Beefolk are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Slow: Beefolk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 RP) Beefolk have a fly speed of 40 feet with poor maneuverability. (6 RP)

Low-Light Vision: Beefolk can see twice as far as humans in conditions of dim light. (1 RP)

Carapace: Beefolk have a +1 natural armor bonus from their chitinous bodies. (2 RP)

Builder's Eye: Beefolk always treat Knowledge (engineering) and Perception as class skills. (1 RP)

Swarming: Beefolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two beefolk can share the same square at the same time. If two beefolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. (2 RP)

Weapon Familiarity Beefolk are always proficient with rapiers and shortbows. (1 RP)

Languages: Beefolk begin play speaking Common and Beefolk. Beefolk with high intelligence scores can choose from the following: Dwarven, Elven, Sylvan and Undercommon. (0 RP)

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Homebrew Race of Bee People All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules