Hummingbird Mitress

Smirthy, Kendall, and Nordo walked over to the clearing, knowing it to be the druid’s grove. She had been harassing their logging operation all month, charming men away and tying them up, somehow moving lots of equipment from camp to high up in the mountains, and finally, calling horrid weather to come upon them, ranging from howling gales to lightning. They had shot at her this morning as she attempted to summon lightning on them again, and a bolt had grazed her arm. The Operation boss said she had to go, and had selected them three to hunt her down and bring her in. She just didn’t understand that this was the best lumber in the country, and she was unfortunately right in the middle of it all. They were prepared to deal with her magic, and were expecting a large dire animal of some sort to pop out of the woods to deal with them.

Smirthy walked in the lead, Fingering his axe, while Kendall readied his heavy crossbow and Nordo raised his shield just a little, solidifying his grip on it. They walked into the clearing, and saw… nothing.

Tyrissa had prepared for their arrival, having been notified by one of her small hummingbirds that three burly men were walking down through the forest with large weapons. She sighed and reached over for the flower another hummingbird was bringing her, kissing it. The flower gave her a slight warm feeling, and the cut on her arm was healed.

Smirthy spotted Tyrissa first as she walked into the clearing. No wonder she had lured off so many men. She was pleasantly proportioned, and she was sweetly kissing a flower as she walked in. She smiled pleasantly and asked the men if they needed anything. They Said they wanted her to clear out of the forest, but she then began to frown, saying that she loved the woods. “Well, if you don’t feel like clearing out, lady, the problem is that the Boss wants us to take you away to him. We’re offering an easy way out, here now.” Tyrissa frowned, refusing the offer. The three men then began their attempt at taking her prisoner. Kendall was about to release a bolt, and she began to pout a bit letting her lips and legs show, the light playing off of them seductively. Now the three men were quite scared of hurting the lady, but they tried to nonetheless. Smirthy ran forward drawing his axe. “If that’s the way you want it, fine!” Tyrissa didn’t allow for Smirthy to close in upon her. Suddenly, some hummingbirds pecked him from behind, causing him to momentarily pause. She drew her scimitar, and more hummingbirds came out from behind it, shooting forward and catching Smirthy in the stomach. He fell over, winded, and Kendall saw his opportunity. He screwed up some courage, squinted, and tried to hit the lady, but couldn’t. His shot was wide to the right. She looked at the remaining two men and sighed, shaking her head at their weakness.

The next day, the Boss found his three hardiest men tied to the tree outside his office, with a note saying, “And don’t come back.”


Hummingbird Mistress (HbM)

Prerequisites:
Gender: Female
Alignment: any Nonevil
Skills: Animal Empathy: 7 ranks, Handle Animal: 7 ranks.
Feats: Weapons Focus (scimitar), Lightning Reflexes, Quick Draw.
Spells: Must be able to cast Animal Friendship.
Special: Must have at least 8 Dire Hummingbird animal companions.

Hit Die: d6

Class Skills: the Hummingbird Mistress’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).

Class Features:

BAB: Med (as per Druid)
Saves: Good Ref and Will
Skill Points per level: 4+int
Weapons and Armor Proficiency: They gain no new weapons or armor proficiency
Spellcasting progression: 1/2 (beginning at level 2), as if they had gained a level of druid (these stack with druid levels).

Level Feature
1 Animal Companions, Feathered Strike +1d6
2 Cute, Kiss the Flower
3 Int +2, Feathered Strike +2d6
4 Charming Defense, Animal Hands
5 Feathered Strike +3d6
6 Int+4, Birdlike Grace
7 Feathered Strike +4d6
8 Animal Telepathy, Quickened Animal Hands
9 Int+6, Feathered Strike +5d6
10 Mistress of the Birds

Animal Companions: For the purposes of acquiring animal companions, the Hummingbird Mistress stacks all levels of druid or ranger with all levels Hummingbird Mistress. Her animal companions must always be dire hummingbirds. If one is killed, the flock will send out it’s summons and within 1d4 days, another dire hummingbird will arrive.

However, the hummingbirds are to be treated nicely, and not abused. They are small animals, and they flock to the Mistress for protection. Therefore, she is to protect them and care for them. Food, they are almost always able to provide for themselves, but their wounds should be tended to, and the mistress should try to keep them out of danger, and in return, they will attempt to protect her by getting rid of danger. Abusal of one's hummingbirds results in the inability to use any class features and the departure of her companions until the mistress atones as per the atonement spell.

Creatures that accompany the Mistress due to features of another class are fine, and need not be dismissed (for example, a wizard could keep his familiar, and still summon a new one when the old one dies). However, all her new animal companions (as per the druid class feature or ranger spell) must be dire hummingbirds. Old ones may remain, but their hit die may not increase (therefore, a druid who has a wolf companion and 8 dire hummingbirds may have a wolf at all times, and is allowed to summon another wofl companion if the old one dies, but all new companions due to the increased count are now required to be dire hummingbirds. In short, the number of dire hummingbirds a mistress posesses may never decrease).

Feathered Strike (ex): When she quick draws her scimitar (and not any other weapon), she may have her companions fly out behind the blade and act as an extension of the blade, allowing her to strike once at an opponent as she draws, dealing more damage to the target and extending her reach (the scimitar remains in her hand). She adds the listed damage to her damage, and the reach of a a feathered strike is 10 feet. This may only be done when drawing the blade, and takes the place of any other attack she might have been able to perform that round. This attack must be performed upon a foe with a discrenable anatomy that can be affected by a critical strike, as the hummingbirds are trained to find weak points on the enemy to strike and cause more damage. (This damage is not multiplied on a critical) This may only be done with a scimitar in hand in light or no armor, and the mistress must have at least 10 hummingbirds within five feet of her to use this strike, and she must be flanking the opponent or must somehow deny them their dexterity bonus to AC.

At 9th level, a feathered strike takes only a move-equivalent action instead of a full action. If she attacks more than once in a round, the extra damage is only applied to the first attack.

This is basically in most way similar to sneak attack, except that it reqiures that she draw her scimitar and sacrifice other attacks (until level 9) and that some of her companions be near her so that they may do damage, and some method of flanking an opponent. This damage stacks with sneak attack.

Cute (ex): She begins to resemble the minute little animals she so loves and cares for. Her lips redden, her hair gains a lustrious shine, and she grows some iridescent feathers in her hair. The HbM gains a permanent +2 to Charisma (this stacks with all other bonuses)

Kiss the Flower (sp): The hummingbird mistress takes a lesson from her little friends and draws energy from plants. A number of times per day equal to half her class level, she may kiss a flower and draw upon it’s energies, healing herself. This heals her as if she had received the benefits of a cure light wounds spell as cast by a caster of her level. This ability does not harm the flower. The flower must have been plucked within the last day, and must be a natural flower. This action is equivalent to drinking a potion.

Intelligence: The hummingbird mistress’ presence enhances the mental capacities of her companions. They gain the listed amount of bonus to their Intelligence scores, and receive all associated benefits from their heightened intelligence. After they reach 5 intelligence, they are also able to intelligibly communicate with their mistress in a language only they are able to understand.

Charming Defense (ex): The mistress may throw kisses, twist about, whimper, or any of a variety of actions to throw her opponents off and not hit her. When only wielding a one handed weapon and wearing light or no armor, the HbM adds her charisma bonus to her AC. This bonus is denied to her any time she is flat-footed, or when not fighting men.

Animal Hands (su): At fourth level, the Mistress teaches her birds to perform a new trick (this does not count towards the number of tricks they can learn). Her animal companions gather together and collect their strength to lift an object. Each bird adds the ability to move an additional 3 pounds. They are able to move the object at half speed and still fly at perfect maneuverability. Instructing the birds and keeping them coordinated takes a full round action for each round she wishes for them to maintain the hold.

In addition, she may add her Charisma modifier to their attack rolls, but not damage (They need not be working together as animal hands to receive this bonus, but the mistress must spend a move-equivalent action to coordinate them).

At eighth level, directing her animal hands becomes a standard action.

Birdlike Grace (ex): The Mistress is now as graceful as her small companions. She gains a +2 to her dexterity score.

Animal Telepathy (su): Now, her companions are able to communicate with her telepathically to a distance of one mile (similar to how a wizard and his familiar communicate).

Mistress of the Birds (ex): At tenth level, the mistress has become so attuned to the hummingbirds that she is very similar to one of them. She gains small wings and they enable her to fly at a rate of double her base speed at perfect maneuverability (speed caps at 90 feet). She no longer ages, but will still die when her time is up, and her type changes to Fey.

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Dire Hummingbird
Diminutive Animal

1/2D8 (2HP)
Initiative: +10 (dex)
Speed: Fly 90 (perfect)
AC: 24 (+4size, +10DEX)
Attacks: Bite +14 (size bonus, weapons finesse)
Damage: 1d2-4(1)
Face/Reach: ???
Special Qualities: Improved Evasion, Wing Blur
Saves: FORT:+0; REF:+10; WILL +2
Abilities: STR 2; DEX 30; CON 10; INT 2; WIS 15; CHA 10
Skills:
Feats: Weapons Finesse (Bite)
Climate/Terrain: Forest
Organization: solitary, nest (2-4), flight (4-14), or Cloud (15-30)
Challenge rating: 1/2
Treasure: none
Alignment: TN
Advancement: None

Dire hummingbirds, being slightly larger than their ordinary cousins, are quite beautiful, but by the same token, they are also quite painful to deal with. They will peck and swarm aggressors in huge numbers, although, if approached kindly with a sweet smile and a flower to match, they can be quite good friends.

Special Qualities:

Improved Evasion (ex): When a Dire hummingbird would be allowed a reflex save for half damage, it takes no damage on a successful save and only half damage on a failed save.

Wing Blur (ex): due to their quick and blinding wing beating, Dire hummingbirds create turbulence in the air around them, causing other objects to become deflected. This gives them a +2 to AC against missile projectiles.

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