Deep within the tunnels under the earth, the dromite hives work as a collective entity for the betterment of their society. Among this society, the dromite paragons are those who are most able to serve the society. Dromite paragons act as intermediaries among larger groups of other dromites, as well as protectors and scouts.
Dromite paragons tend to adventure to find ways to expand their hive or their own fortunes.
Dromite paragons are tougher than the average dromite. Their enhanced senses and stronger carapace make them more able to venture beyond the safety of the hive. Because of these qualities, dromite psychic warriors are likely to become paragons, although society minds and psions are more likely to take levels in dromite paragon. In Rajrin, the hive leaders are chosen exclusively from dromite paragons.
Dromites tend toward no specific alignment. The best and worst can be found among them. Because of their rigorous caste society, lawful dromite paragons are more frequent than other alignments, but any alignment can be found, if in smaller numbers.
Dromite paragons rely on Charisma for several important skills and Constitution for more hit points. Additionally, Wisdom and Charisma are both important for dromite society minds, who gain additional manifesting prowess from levels in dromite paragon.
The dromites of Rajrin revere their hive leaders as near deities. Since these hive leaders are all dromite paragons themselves, several paragons also serve as religious intermediaries as well as the dromite equivalent of court nobles and law enforcement.
Dromite paragons typically come to their abilities while still in their hive. Their abilities to help protect the hive from invaders, and their latent telepathic abilities allow them to effectively coordinate with large groups. Some have been known to progress in their abilities outside of their society, although this is less common.
The races that reside above ground tend to be of little concern for dromite paragons, unless they have a need to depart from their hive. If they do so, dromite paragons tend to get along with other races, although they do not take kindly to the humans who refer to them as ‘bug-men’. The concept of non-hive societies tends to give dromite paragons either a curious attitude toward other races, or a haughty attitude at the inefficient manner in which other societies operate.
Dromite paragons tend to view clerics and other deity-worshipping classes with skepticism. However, they respect the power these classes possess, and understand it can be necessary to help them with whatever needs the dromite paragon currently possesses. As such, dromites tend to get along well with most other classes. If nothing else, dromites are cooperative beings.
GAME RULE INFORMATION
Hit Die: d6
The dromite paragon’s class skills are Autohypnosis, Bluff, Diplomacy, Climb, Concentration, Craft (any), Listen, Knowledge (psionics), Profession (any), Spot. Skill points at each level: 4 + Int modifier. Skill points at 1st level: (4 + Int modifier) x 4
All of the following are class features of the dromite paragon.
Bonus Class Skills: A dromite paragon considers an additional skill a class skill depending on their caste (much as a psion considers extra skills class skills depending on their devotion):
Weapon and Armor proficiency: A dromite paragon is proficient with simple weapons, light armor, and shields (but not tower shields).
Manifesting: At 2nd and 3rd level, a dromite paragon gains additional power points per day and access to new powers as if it had also gained a level in society mind (described in chapter 3). It does not, however, gain any other benefit a character of that class would have gained (improved network range, larger worldthought network, and so on). This essentially means that it adds the level of dromite paragon to the level of society mind, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in society mind before taking this paragon class, it does not gain manifesting levels.
Note: If you are not using the variant dromite here, you should replace this with wilder manifesting progression.
Heightened Senses (Ex): The dromite paragon’s racial bonus on Spot checks improves to +3, and the more sensitive antennae grant them protection from flanking. Opponents do not get the usual +2 bonus on attack rolls from flanking the dromite paragon unless it is also denied his Dexterity bonus to AC against their attack.
Improved Chitin (Ex): At 2nd level, the dromite paragon’s natural chitin improves in resiliency. The natural armor bonus granted improves to +5 at level 2. At 3rd level, the base resistance granted to an energy type improves to 8.
Tremorsense (Ex): Also at 2nd level, the dromite paragon’s subterranean heritage becomes even more apparent. It gains the tremorsense special quality with a radius of 10 feet as long as it is not currently moving at more than its normal speed. Running, hustling, charging and moving faster than normal speed interfere with the sensations needed to locate something by vibration.
Lesser Hive Mind (Su): At 3rd level, the psionic neural pathways and insectoid ancestry of the dromite paragon combine, granting a weaker form of the hive mind special quality (see the Monster Manual), supported by any other dromites or beings with which the paragon has a mental bond (for instance, a psicrystal, mindlink or a worldthought network) within 30 feet. If any of these supporters are aware of a given danger, the paragon is as well. The paragon is not treated as flat-footed or flanked unless all of the supporters are. While a paragon cannot use this ability to read minds or communicate telepathically, but it can use it to impart subtle, minor messages to those it is in contact with as a move-equivalent action (as a rule of thumb, consider only emotions or single words).
If the dromite pragon links antennae with another willing dromite paragon with this ability, the two of them are treated as supporters of each other’s hive minds until either one of them wishes to end the link. At the GM’s discretion, characters with the Hive Mind quality may also “interface” with this ability. Dromite hive leaders are always considered supporters if the paragon is within range (and vice versa), regardless of whether or not the paragon has directly linked with them. Damage to the antennae can disrupt this ability, just as damage to the throat can disrupt speech.