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.
~~~~~~~
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.