Wherever possible, each deepygmy settlement is designed and sometimes altered to preserve and utilize the natural leylines of its host planet. Typically permeated by powerful wards and enclosed within faraday cages, those settlements include a multitude of secret doors and various nonlethal traps designed to help neutralize nosy intruders. Their underground chambers and corridors usually contain a few dozen keyed portals, many of which lead to modest demiplanes, created with steady environments suitable for cultivating a great variety of plants and livestock.
Depending on available resources, each deepygmy settlement typically sustains any technological demands with electricity produced by means including geothermal generators, fusion reactors and even graviton reactors. Each settlement almost always builds and employs a variety of space-faring vessels and scouting probes equipped with cloaking technology to help them discreetly monitor and study its host planet and anything else within the astrological vicinity.
Several deepygmy settlements share their host planets with other sapient intelligent species on terms that are mostly respectful and mutually beneficial. Those settlements are less adverse than others of their kind to receiving diverse company of various origins.
Deepygmy Racial Traits (10 RP)
+2 Constitution, +2 to One Mental Ability Score: Deepygmy characters are sturdy and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (2 RP)
Humanoid (Human): Deepygmy are humanoids with the human subtype.
Small: Deepygmy 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.
Normal Speed: Deepygmy have a base speed of 30 feet.
Low-Light Vision: Deepygmy can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision: Deepygmy can see in the dark out to 60 feet. (2 RP)
Tech Intuitive: Deepygmy gain Technologist as a bonus feat at 1st level. (2 RP)
Diverse: Upon creation, deepygmy characters become one kind they select from the following list. (2 RP)
- Inherently Hidden: Those of this kind gain a +2 racial bonus on Stealth checks, as well as the benefit of nondetection as a constant supernatural ability one can suspend or resume as a free or immediate action.
- Naturally Psionic: Those of this kind gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
- Oddly Resistant: Those of this kind gain a +1 racial bonus on all saving throws.
Languages: Deepygmy begin play speaking Common and Deepygmy. Deepygmy with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Random Deepygmy Height and Weight:
Male Height: 3 ft. 0 in. + 2d6 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 10 in. + 2d6 in.
Female Weight: 35 lbs. + 2d8 lbs.
Reconfigured Manifesting (Race or Psionic)
You have adapted one of your manifesting paradigms to the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one mental ability score and one manifesting class. The chosen ability score becomes your key ability score for any manifesting ability you gain from the chosen class.
Tech Savvy (Race or Regional)
You have acquired additional expertise regarding the advancements of your culture.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.