Small and insectoid in appearance, dromites stand out in most crowds of humanoids. Their antennae, faceted eyes, carapace, and small stature make them visibly different from most. Hailing from a hivemindlike history, dromites have come to love and appreciate individuality while still continuing to live in a hive and collective environment. This individuality, together with a strong liberal view on life, means that while different, dromites rarely have a problem making friends or finding a place to live or work.
Let's again examine their racial characteristics with an eye toward the new ARG and again try to bring all the Porphyra races into the range of 10-12 RP.
Dromite Racial Characteristics
+2 Charisma, +2 Dexterity, –2 Strength: Dromites are self-willed go-getters and naturally agile, but are weaker due to their small size.
Insectoid Blood: Dromites are of the humanoid (insectoid) subtype.
Small: Dromites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Dromites have a base speed of 20 feet.
Chitin: Dromites receive a +1 natural armor bonus and one of the following kinds of energy resistance of their choice at creation: cold 5, electricity 5, fire 5, or sonic 5. This choice is permanent and stacks with any future energy resistance gained through other effects.
Naturally Psionic: Dromites gain the Wild Talent feat as a bonus feat at 1st level. If a dromite takes levels in a psionic class, he instead gains the Psionic Talent feat.
Dromite Psionics: Dromites gain the following psilike ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). The manifester level for this effect is equal to 1/2 the dromite’s level (minimum 1st).
Scent (Ex): This special quality allows a dromite to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Dromites with the scent ability can identify familiar odors just as humans do familiar
Dromites can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. When the dromite is within 5 feet of the source, it pinpoints the source’s location. A dromite with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Dromites tracking by scent ignore the effects of surface conditions and poor visibility.
Compound Eyes: Dromites receive a +2 racial bonus on Perception checks.
Psionic Aptitude: When a dromite takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.
Languages: Dromites begin play speaking Common. Dromites with high Intelligence scores can choose from the following: Dwarven, Gnome, Goblin, and Terran.
+0 Standard Ability Array
+0 Size Small
+0 Humanoid with no benefit subtype
-1 Slow Speed
+0 Languages (standard with 4 instead of 7 options)
+3 Chitin: Acts as natural armor bonus and energy resistance. According to the ARG energy resistance is only open to native outsiders tied to an elemental plane. To bypass this rule for Aasimar they just added celestial resistance which is 3 RP. So you could just as easily say Insectoid resistance (3 RP) and award +1 natural bonus and one energy type.
+2 Natural Psionic: provides a bonus static feat.
+2 Compound Eyes: skill bonus
+1 Psionic Aptitude: as discussed on the Blue entry
+4 Scent: I really dislike that Scent is targeted at 4 RP in the advanced race guide. I'd much rather a character take see in darkness for 4 RP.
This leads use to 12 RP without the inclusion of the Psi-Like Ability. The psi-like ability would normally be would a single RP if it did not attack a creature or deal damage. According to the ARG you can't seem to have an attack spell or damage dealing power.
So for Porphyra, what I'm going to do is decided consciously that Scent is actually worth 3 RP and change up the dromite's psi-like ability to this:
Dromite Psionics: Dromites gain the following psilike ability: 1/day—sense link. The manifester level for this effect is equal to 1/2 the dromite’s level (minimum 1st).
It should go without saying that this sample npc makes use of material from Dreamscarred Press's Psionics Unleashed and
|Dromite Marksman by Matt Morrow|
Dromite marksman 3rd
LN Small humanoid (insectoid, psionic)
Init +3; Senses scent; Perception +13
AC 16, touch 13, flat-footed 13; +1 dodge vs. arrows
(+2 armor, +3 Dex, +1 natural)
hp 24 (3d10+3)
Fort +2, Ref +6, Will +5
Resist cold 5
Speed 20 ft.
Melee mwk dagger +3 (1d3-2/19-20)
Ranged mwk hand crossbow +8 (1d3/19-20)
Special Attacks favored weapon (crossbows), style mantra +1, style technique (CMB +5), wind reader (5/day)
Dromite Psi-Like Abilities (ML 1st; concentration +2)
1/day - sense link
Marksman Powers Known (ML 3rd; concentration +5; 8 PP)
2nd - wind strike
1st - bolt, sense minds
Str 6, Dex 17, Con 12, Int 13, Wis 14, Cha 12
Base Atk +3; CMB +0; CMD 13
Feats Exotic Weapon Proficiency (hand crossbow), Point Blank Shot (B), Psionic Talent (B), Skill Focus (Perception)
Skills Intimidate +8, Knowledge (history) +4, Perception +13, Sense Motive +8, Survival +8; Racial Modifier +2 Perception
SQ combat style (finesse style), style skill (Intimidate) +1
Languages Common, Terran
Combat Gear dorje of deaden attack, gladiator's gauze, Gear area map, hooded lantern, leather armor, oil (2 pints), scroll case plus 150 gp of additional gear.
Homeland The Pygmy Nations
Rask serves the hive as as member of the watchguard that protects the ruins of the fallen world in Brik. From one of the many towers that surround their jungle home, Rask watches and smell the everchanging currents of the air to detect intruders whether they by goblin, kobold, grippli or otherworldly force.