Leksa doesn’t seem to age or die. It’s not clear how this came to be. Born and raised in Droma, Leksa has strong ties to their people and their ways, and it was discovered when Leksa was quite young that they didn’t need the normal food and water that their hivemates did. When Leksa reached maturity, aging simply seemed to stop. Leksas wounds seem to heal on their own, and in at least one instance they can remember they seem to have recovered from what would have been a fatal fall for anyone else. For some this would have been viewed with great suspicion, but among the Dromites of Droma it was simply celebrated as something amazing if inexplicable.
Beyond apparent immortality Leksa is fairly clever and good at directing others, but far from exceptional in most ways. In an effort to help them learn more and thus be able to contribute more to the Droma, Leksa has been sent to Arbil, not with any particular mission, but simply to observe the state of another society and then come back and share what is useful with the rest of Droma.
Leksa hasn’t been in Abril long, but strange things are afoot and it seems that Leksa is destined to be a part of them.
Leksa Glimmer
Dromite Tactician (Battle Medic) 1
LN Small humanoid (insectoid)
Init +3; Senses Scent 30 feet; Perception +8
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Defense
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AC 19, touch 18, flat-footed 16 (+4 Defense Bonus Type B, +3 Dex, +1 Natural Armor, +1 Size)
Wounds 32
Wound Threshold 16
Vigor 24 (16 level +6 Con +2 Psionic Body)
Fort +4; Ref +4; Will +5 (+1 on will saves vs mind-affecting effects)
Special Defense Fire Resistance 5, Fast Healing 1
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Offense
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Speed 20 feet
Melee Quarterstaff -1 (1d4 -1 B) or Dagger +3 (1d3 -1 P or S/19-20)
Ranged Dagger +3 (1d3 -1 P or S/19-20, 10 foot range)
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Statistics
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Str 8 (-2 R), Dex 16 (+2 R), Con 16, Int18, Wis 14, Cha 18 (+2 R)
Base Attack +0; CMB -2; CMD 12
Feats Psionic Body (1), Psionic Talent (Race), Signature Skill (Free), Technologist (Class), Weapon Finesse (EitR)
Skills
Battle Surgeon (Religion), Free People (Regional), Helpful (Combat), Keen Ear (Social), Precise Treatment (Magic), Psychoenergetic Talent (Race)
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Oaths
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Oath of Offerings (7): You have sworn to dedicate your wealth to a specific individual, organization, or cause, such as your god, a charity, or a thieves’ guild. You must donate your wealth such that the total value of your belongings does not exceed half of the expected wealth for a character of your level (if your game does not follow character wealth by level, you should donate wealth such that the value of your belongings stays around half the value of other PCs’ wealth). If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features (such as an armorist’s summoned equipment) does not count towards the value of your belongings.
Accelerated Recovery (3 Oath points) You gain fast healing equal to half your character level (minimum 1).
Immortality (Ex) (2 Oath points) Your body has transcended physical weakness. You do not need to eat, drink, or sleep, and do not age so long as you do not break your oath (this prevents you from gaining bonuses or penalties from aging). At 5th level, you become immune to disease and aging effects. At 10th level, you become immune to poison and do not need to breathe.
Renewal (Su) (2 Oath points) Even death cannot impede you. Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level. You may choose to improve this to raise dead starting at 9th level, resurrection at 13th level, and true resurrection at 17th level. In addition, if you die, you can choose to return as a prana ghost (see Bestiary 6) after one minute (note that becoming a prana ghost stops you from being resurrected). If you become a prana ghost, you die after 24 hours and cannot be resurrected by this ability. You do not gain the rejuvenation ability as a normal prana ghost would.
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Skills
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Ranks: 9 (4 Class +3 Int +2 Background)
Acrobatics +3 (5 Dex)
Appraise +4 (4 Int)
Autohypnosis +6 (1 Rank +2 Wis +3 Class)
Bluff +4 (4 Cha)
Climb -1 (-1 Str)
Craft +4 (4 Int)
Diplomacy + 8 (1 Rank +4 Cha +3 Class)
Disable Device NA (3 Dex)
Disguise +4 (4 Cha)
Escape Artist +3 (5 Dex)
Fly +3 (3 Dex)
Handle Animal NA (4 Cha)
Heal +9 (1 Rank +4 Int +3 Class +1 Trait)
Intimidate +4 (4 Cha)
Knowledge (Arcana) NA (4 Int)
Knowledge (Dungeoneering) NA (4 Int)
Knowledge (Engineering) +8 (1 Rank +4 Int +3 Class)
Knowledge (Geography) NA (4 Int)
Knowledge (History) +8 (1 Rank +4 Int +3 Class)
Knowledge (Local) NA (4 Int)
Knowledge (Nature) NA (4 Int)
Knowledge (Nobility) NA (4 Int)
Knowledge (Planes) NA (4 Int)
Knowledge (Psionics) +8 (1 Rank +4 Int +3 Class)
Knowledge (Religion) NA (4 Int)
Linguistics NA (4 Int)
Perception +8 (can always take 10) (1 Rank +2 Wis +3 Class +2 Race)
Perform +4 (4 Cha)
Profession NA (2 Wis)
Ride +3 (3 Dex)
Sense Motive +7 (1 Rank +2 Wis +3 Class +1 Trait)
Sleight of Hand +3 (3 Dex)
Spellcraft +8 (1 Rank +4 Int +3 Class)
Stealth +7 (3 Class +4 Size)
Survival +2 (2 Wis)
Swim -1 (-1 Str)
Use Magic Device NA (4 Cha)
Languages Alyrian, Chemish, Dromite, Ophiduan, Somnese
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Psionics
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Daily Power Points: 6 (2 Tactician + 2 Int + 2 Feat +1 FCB)
Level 0 Powers (DC 14): Conceal Thoughts, Detect Psionics, Missive, Sense Poison, Sicken Body, Unearthly Terror
Level 1 Powers (DC 15): Entangling Debris
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Powers
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Collective: Standard action to add up to 4 members to Collective. Range 110 feet.
Conceal Thoughts: 1 PP or Psionic Focus to gain +10 bonus to Bluff Checks opposed by Sense Motive and +4 to saves vs. spells/power to read mind for 1 hour.
Coordinated Strike: 7 times per day swift action to give members of the collective +1 insight bonus to hit a designated enemy
Detect Psionics: 1 PP or Psionic Focus to Detect Psionics for up to 1 minute (Concentration)
Energy Ray (Fire): Psi-like ability 1/day, or 1d3 fire damage as standard attack whenever Psionically Focused
Entangling Debris: 1 PP to make a 40 ft radius area within 440 feet entangle all in or entering for up to 1 minute (concentration.) DC 15 Reflex save to avoid being entangled, creatures that save can move at half speed
Helpful:[[b/] Aid Another grants +3 instead of +2
[b]Keen Ear: Can always take 10 on perception checks
Missive: 1 PP or Psionic Focus to send a psionic message to a creature within 25 feet
Sense Poison: 1 PP or Psionic Focus to detect poison in one creature, object or 5 foot cube
Sicken Body: 1 PP or Psionic Focus to cause one living creature within 30 feet to become sickend for 1 round, DC 14 Will save negates
Transfer Wounds: 7 times per day standard action to heal another creature 1d6 damage and take the amount healed in non-lethal damage
Unearthly Terror: 1 PP to cause one creature within 25 feet to be shaken, DC 14 Will save negates
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Racial Traits
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Size: 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.
Type: Dromites are of the humanoid (insectoid) subtype.
Speed: Dromites have a base speed of 20 feet.
Chitin (Fire): 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 psi-like 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).
Psionic Aptitude: When a dromite takes a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
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 sights. 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.
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Battle Medic, Tactician Traits
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Weapon and Armor Proficiency: Tacticians are proficient with all simple and martial weapons, with all types of light and medium armor, and with shields (except tower shields).
Collective (Su) A tactician learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a tactician can join any number of willing targets into his collective (up to his limit, see below). The tactician must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The collective can contain up to his key ability modifier or half his tactician level, whichever is higher. The tactician is always considered a member of his own collective, and does not count against this limit.
The tactician can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A tactician is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).
A tactician can manifest certain powers through his collective. If a tactician power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass tactician), any compatible spell or power with a range greater than touch can also be used through the collective.
If a member of the collective dies, the member is removed from the collective and the tactician must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.
At 15th level, a tactician’s collective range is limitless on the same plane as the tactician
At 19th level, a tactician’s range reaches even across other planes and dimensions.
Coordinated Strike (Su) The tactician is able to direct his allies to coordinating their attacks upon a single target to devastating effect. As a swift action, the tactician can declare one target within his line of sight as the primary foe. All members of the tactician’s collective, including the tactician himself gain a +1 insight bonus to attacks against the primary foe until the beginning of the tactician’s next turn. At 5th level and every four levels thereafter, this bonus increases by 1.
This ability may be used a number of times per day equal to 3 + the tacticians Intelligence modifier.
Powers Known The combat medic selects his powers from the Tactician power list, but may also select powers from the Vitalist power list if they are of the Healing subdiscipline.
Medic Tricks (Ps) Battle medics of all forms learn to manipulate the energy of body and mind in minor ways. A battle medic selects three 0th level powers from the Vitalist power list.
Transfer Wounds (Su) Battle medics learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a battle medic may touch a target and heal it for 1d6 points of damage. The battle medic suffers the same number of points of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the battle medic increases by 1d6. A battle medic may use this ability a number of times per day equal to 3 + his Intelligence modifier. A battle medic may not use this ability upon himself.
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Equipment
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Weapons: Dagger, Quarterstaff
Other Gear: Dungeoneering Kit (two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs), Healer’s Kit