The Telus Chronicles
Callin's dromite rogue... unchained!
Dromite rogue (unchained) 1 (Pathfinder Unchained 20)
LE Small humanoid (insectoid)
Init + 4; Senses scent; Perception + 10
AC 19, touch 15, flat-footed 15 (+ 3 armor, + 4 Dex, + 1 natural, + 1 size)
hp 10 (1d8 + 2)
Fort + 2, Ref + 6, Will + 2
Resist fire 5
Speed 20 ft.
Melee rapier + 5 (1d4/18-20)
Ranged shortbow + 5 (1d4/×3)
Special Attacks sneak attack (unchained) + 1d6
Psi-Like Abilities (CL 1st; concentration + 1)
1/day— energy ray
Str 10, Dex 18, Con 14, Int 16, Wis 14, Cha 11
Base Atk + 0; CMB -1; CMD 13
Feats Skill Focus (Stealth), Weapon Finesse, Wild Talent
Traits militia veteran (any town or village), pragmatic activator
Skills Acrobatics + 7 (+ 3 to jump), Autohypnosis + 3, Climb + 3, Diplomacy + 0 (+ 2 vs. people from Tyre), Disable Device + 8, Escape Artist + 7, Intimidate + 0 (+ 2 vs. people from chosen country), Knowledge (dungeoneering) + 7 ( + 9 to navigate underground), Knowledge (local) + 7, Perception + 10, Sleight of Hand + 7, Stealth + 14, Survival + 7 ( + 9 to avoid becoming lost when using this), Use Magic Device + 7; Racial Modifiers + 2 Perception
Languages Dwarven, Goblin, Terran, Tyresian
SQ trapfinding + 1
Combat Gear caltrops, durable arrow (20); Other Gear parade armor[UE], rapier, shortbow, backpack, bandolier[UE], bedroll, belt pouch, chalk (10), compass[APG], flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves’ tools, torch (10), trail rations (5), waterskin, 140 gp
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Scent (Ex) Detect opponents within 15 + feet by sense of smell.
Sneak Attack (Unchained) + 1d6 Attacks deal extra damage if flanking foe or if foe is flat-footed.
Trapfinding + 1 Gain a bonus to find or disable traps, including magical ones.
Wild Talent You are a psionic character and gain 2 power points.
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.