Khisanth the Ancient
Explorer
Dwow (Half-Dwarf/Half-Drow Elf)
edium Humanoid
Hit Dice: 1d8+1 (5hp)
Initiative: +0 (+0 Dex, +0 Improved Initiative)
Speed: 20ft.
AC: 12 (+2 leather), touch 10, flat-footed 12
Attacks: Longsword +0 (+0 Base, +0 Dex, +0 size)
Damage: Longsword 1d8+0
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Dwow traits
Saves: Fort +3, Ref +0, Will +1
Abilities: Str 11, Dex 11, Con 12, Int 8, Wis 12, Cha 8
Skills: Spot +5*
Feats: Weapon Finesse (longsword)
Climate/Terrain: Any underground
Organization: Solitary, family (2 plus 50% chance of 1d2 noncombatant children), troupe (2 plus 1 dire rat and 50% chance of 1d2 noncombatant children), gang (4-9 plus 75% chance of 1d4 noncombatant children and 50% chance of 1 2nd-level sergeant), or tribe (20 - 200 plus 10 - 100 noncombatant children, 1d6 dire rats, 1d4+1 2nd-level sergeants, and 1 3rd-5th level leader)
Challenge Rating: 0.5
Treasure: Standard
Alignment: Often chaotic evil or neutral
Advancement: By character class
Height/Weight : 5' (+1d6")/ 120 lbs. (+2d20 lbs.)
Age Categories : 25 (+1d6/+2d6/+3d6)/150/250/350 (+1d%)
Favored Class : Warrior
Dwow are half-elves of drow and dwarf stock. They resemble burly, short humans. Leaders who lead tribes of 150 or more are called "chiefs".
COMBAT
Dwow are fierce fighters.
Skills : Dwow gain a +8 racial bonus to spot checks at night or underground.
Dwow Traits :
-Dwow gain a +8 racial bonus to Spot checks at night or underground
- Dwow gain a +2 bonus to Con and Wis, but suffer a -2 penalty to Int and Cha
- +1 dodge bonus to AC vs. giants
- +4 racial bonus to hit vs. goblinoids and orcs
- Spell resistance 5 + Con modifier
ECL: +1
Dwow Characters : Most dwow sergeants, leaders, and chiefs are warriors (their favored class).
edium Humanoid
Hit Dice: 1d8+1 (5hp)
Initiative: +0 (+0 Dex, +0 Improved Initiative)
Speed: 20ft.
AC: 12 (+2 leather), touch 10, flat-footed 12
Attacks: Longsword +0 (+0 Base, +0 Dex, +0 size)
Damage: Longsword 1d8+0
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Dwow traits
Saves: Fort +3, Ref +0, Will +1
Abilities: Str 11, Dex 11, Con 12, Int 8, Wis 12, Cha 8
Skills: Spot +5*
Feats: Weapon Finesse (longsword)
Climate/Terrain: Any underground
Organization: Solitary, family (2 plus 50% chance of 1d2 noncombatant children), troupe (2 plus 1 dire rat and 50% chance of 1d2 noncombatant children), gang (4-9 plus 75% chance of 1d4 noncombatant children and 50% chance of 1 2nd-level sergeant), or tribe (20 - 200 plus 10 - 100 noncombatant children, 1d6 dire rats, 1d4+1 2nd-level sergeants, and 1 3rd-5th level leader)
Challenge Rating: 0.5
Treasure: Standard
Alignment: Often chaotic evil or neutral
Advancement: By character class
Height/Weight : 5' (+1d6")/ 120 lbs. (+2d20 lbs.)
Age Categories : 25 (+1d6/+2d6/+3d6)/150/250/350 (+1d%)
Favored Class : Warrior
Dwow are half-elves of drow and dwarf stock. They resemble burly, short humans. Leaders who lead tribes of 150 or more are called "chiefs".
COMBAT
Dwow are fierce fighters.
Skills : Dwow gain a +8 racial bonus to spot checks at night or underground.
Dwow Traits :
-Dwow gain a +8 racial bonus to Spot checks at night or underground
- Dwow gain a +2 bonus to Con and Wis, but suffer a -2 penalty to Int and Cha
- +1 dodge bonus to AC vs. giants
- +4 racial bonus to hit vs. goblinoids and orcs
- Spell resistance 5 + Con modifier
ECL: +1
Dwow Characters : Most dwow sergeants, leaders, and chiefs are warriors (their favored class).