E is for Entobian

Entobian were created by Alluria Publishing and are described thusly:

Entobian: These tenacious caterpillar people thrive in human societies. They hunger for adventure, individuality, and diversity. Driven by many of the same desires as other adventurers, they freely and willingly relate well with other races. They also have all the great aspects that make insects so interesting: six appendages, the ability to spin silk, and a truly different physiology than the other PC races. As an added bonus, at higher levels they have the option to metamorphosize into a completely different insect; gaining not only a new form, but new powers and abilities as well.

Larvite Racial Characteristics 
(0 RP) +2 Dexterity, +2 Charisma, -2 Wisdom: Larvites have uncanny reflexes and can charm even the
most callous of souls. Unfortunately, they often lack common sense, and are prone to foolishness and addiction. These traits change after metamorphosis.
(0 RP) Small: Entobians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
(0 RP) Fast Speed: Because of their extra limbs and insectoid muscles, entobians are fast for their size, and have a base speed of 30 feet.
(1 RP) Familiar Foe: Entobians receive a +1 bonus on attack rolls against creatures of the vermin type due to an intimate understanding of the anatomy of such creatures.
(1 RP) Insect Mind: Entobians gain a +2 racial saving throw bonus against enchantment (charm) spells and effects.
(2 RP) Natural Weapons: Entobians possess two slashing natural weapon attacks with their mid-legs that inflict 1d4 points of damage ( x2 critical) on a hit. These are primary attacks, or secondary attacks if the entobian wields a manufactured weapon. 
(4 RP) Skilled: Larvites have a +2 racial bonus to Acrobatics and Climb skill checks. These skill bonuses are lost after metamorphosis.
(1 RP) Spin Silk: A larvite can use silk glands on its abdomen to create a 30-foot length of silk rope. The larvite may do this a number of times per day equal to one half its character level, minimum 1. The rope decomposes and is destroyed after 24 hours. Entobians lose this ability after metamorphosis.
(0 RP) Languages: Entobians begin play speaking Common. Entobians with high intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Giant, Elven, Halfling, Gnome, Orc or Sylvan.

Overall the larvite form of the Entobian has RP value of 9. So he is not too bad. I think I would change the insect mind to simply be a +2 bonus on Will saves and tack on a darkvision 60 ft. for the Porphyran version.

Tiibay, Cautious Channeler by Ryan Rhodes
Tiibay, Cautious Delver
Larvite sorcerer 1
N Medium humanoid (entobian)
Init +3; Senses darkvision 60 ft.; Perception -1
AC 13, touch 13, flat-footed 10
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
Speed 30 ft.
Melee trident -3 (1d6), 2 claws -5 (1d4)
Ranged trident +4 (1d6)
Special Attacks familiar foe, fists (6/day)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day) - alarm, crafter's fortune
0th (at-will) - daze (DC 13), detect magic, detect poison, finger flame
Bloodline doppelganger
Str 10, Dex 16, Con 13, Int 14, Wis 8, Cha 17 
Base Atk +0; CMB -1; CMD 12
Feats Cautious, Eschew Materials (B)
Skills Acrobatics + 5, Climb +2, Craft (traps) +8, Disable Device +8, Disguise +7, Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Climb; Disguise is a class skill
SQ bloodline arcana (Use Magic Device +1 to emulate race, alignment, class or ability score) insect mind, spin silk 
Languages Common, Gnome
Combat Gear potion of cure light woundspotion of shield; Gear book (secrets and trap designs), mwk thieves tools, mwk trapmaking tools, medium chest, spell component pouch plus 90 gp worth of trap-making supplies
Deity Shade 
Homeland Tuthon Barony

Every life has a value on the streets of Shadowlight, at least where the assassins known as the Evening Shades are concerned. Adherents to the demonic wiles of the Dark Mistress, the Evening Shades court death at every turn. Tiibay has no interest in murder or demonic worship, but he does have a fascination with deadly machines and with the magic that comes naturally to him. It was his natural magic that drew the attention of the Evening Shades as he spoiled one of their youngest adherents first job be detecting the poison in the target's food. 
    Tiibay was captured, interrogated and studied. Unexpectly, his talents were appreciated and he was brought into the employ of the Evening Shades as a trap-maker and dungeon guard.

The character understands that delicate devices require a patient touch.
Benefit: You gain a +2 bonus on Craft (traps) and Disable Device. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


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