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| IV08-09-06, 01:28 AM | Dromkin This humanoid stands about half as high as a human. It has hardened, chitin-encrusted black skin, pure red eyes of a almost glowing nature, and two small antenna protruding from it's brow. The creature also has two horns, similar to that of a goats, protruding from it's forehead. Dromkin CR3 Always Chaotic Evil Small Outsider (Chaos, Evil, Psionic) Int +0; Senses Darkvision 60ft, Scent, Listen -2, Spot -2 Languages Common, Abyssal -------------------------------------------------------- AC 18, Touch 11, Flat-Footed 17, Armor Modifiers (+1 Size, +6 Natural Armor, +1 Light Shield) HP 22 (3 HD), Fire Resistance 5 Immune Outsider Traits Fort +5, Ref +3, Will +2 Weakness - -------------------------------------------------------- Speed 20ft (4 squares) Melee +7 Shortsword (1d6+2) Space 5ft; Reach 5ft Base Attack +3; Grapple +1 Atk Options Psi-Like Abilities, Spell-Like Abilities, Waves of Madness Combat Gear Shortsword -------------------------------------------------------- Abilities Str 14, Dex 11, Con 15, Int 10, Wis 7, Cha 10 Feats Toughness, Weapon Focus (Shortsword) Skills Bluff +6, Climb +8, Concentration +8, Hide +6, Intimidate +6, Knowledge (The Planes) +6, Move Silently +6, Sense Motive +4 Possessions - Advancement By Character Level; Favored Class Barbarian -------------------------------------------------------- Psi-Like Ability (Sp): 1/day: energy ray (fire, 1d6+3). Manifester level 3rd. The save DC is Charisma-based. Spell-Like Ability (Sp): 1/day: Cause Fear, Protection From Good, Summon Monster I (limited to only fiendish creatures). Caster level 3rd. The save DC is Charisma-based. Waves of Madness (Su): Once per day, as a standard action, a dromkin can tap into his inner madness and unleash a wave of madness powered energy. Any creatures within 10ft of the Dromkin must make a save (DC11, charisma based) or take 1 wisdom damage. Many years ago, in a time of civil war within the dromites, a tribe of dromites wishing to escape from the war found a portal to the abyss. Little did they know the guide who brought them to their supposed "escape" was a succubus in disguise. With little choice the dromite tribe went through the portal. Their guide turned his backs on them and jumped back through the portal, shutting them in a plane of madness and despair. Traveling for one hundred years, foraging and living off the bare scrapings of food and shelter they could manage to find, they ran from demons and attempted to hide. Through this long solitude from the material plane, in a place of such despair and inherent madness, the dromite grew twisted and insane. The very layer of the abyss itself seemed to mold them into the shambling wreck of creatures that is what is seen now. Though not all of the affects of the plane were negative, they were given natural spell-like abilities of nefarious design, through such long exposure in a high-magic region layer of evil. Strategies and Tactics Driven into madness, the dromkin have adopted to savage techniques. Attacking people in an almost frenzy, the dromkin have little tact, other then hoping to catch their opponents unaware. Ecology The dromkin have managed to survive of the essentials of the plane. They commonly dwell in the forested and underground regions of the layer, fighting off individual demons if they can, retreating into the forest if confronted with more then a singular encounter. Dromkin mainly feed on the odd fiendish offshoots of various material plane animals that dwell through the forests. Sometimes if there own kind fall in battle they will feed on the corpses, as they feel that no meat should be wated. Environment: The Abyss Typical Physical Characteristics: As dromite except goat horns out of forehead, and a black ting to their skin of almost nefarious gleam. Alignment: Always chaotic evil Society The dromkin have little organized society. They are usually found in small bands, known collectively as hunting families, though they are not necessarily related. They consider all of their kin equal in value, and will mourn the death of a fallen kin, even if they directly opposed them in combat and killed them. Though they have some morals remaining, most were lost into the madness of the realm. They have no qualms with killing, raping, or other acts deemed inappropriate by normal material plane civilized society. The dromkin see nothing wrong in it themselves, as the current generation have grown up with it their whole lives and see it as the norm. Typical Treasure Dromkin have standard treasure. They commonly pick up gold, gems, and sometimes-small equipment from adventurers who dare brave the abyss. They also will loot the bodies of demons that they manage to kill, using the loot as bartering tools within their own society. with Class Levels The dromkin's favored class is barbarian. |
| IV08-13-06, 08:33 PM | Giving this a little bump as it's been a while and there has been no replies. |
| Ixmof08-14-06, 01:49 AM | Just a few things I noticed: I think it gets an additional +1 to attack (+7 total): +1 small, +1 weapon focus, +2 strength, +3 HD. Outsiders don't by default have immunities. You don't list an action type for Waves of Madness. |
| Golem01108-14-06, 07:42 AM | He's right. But I repeat what I said on your other thread: Put it in the old format, and we'll comment. :) |
| thasis08-15-06, 03:23 AM | I think I'm going to create like dual formats, one with the new format, one with the old format. One for my eyes, and one for yours ;) Side Note: IV is a personal friend and he was posting these for me during my absence. |