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[Arcanum of the Stars] "Dragonstarfinder"
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<blockquote data-quote="Knightfall" data-source="post: 7336648" data-attributes="member: 2012"><p><strong>DERRO GHOST [CR 3]</strong></p><p><strong>XP</strong> 800</p><p>Derro operative</p><p>CE Small humanoid (derro, umbral)</p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 120 ft., sense through (vision); Perception +1</p><p><strong>DEFENSE</strong></p><p><strong>-----------------------------------------------------------------------------</strong></p><p><strong>HP</strong> 31</p><p><strong>EAC</strong> 18, <strong>KAC</strong> 20</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +7, <strong>Will</strong> +6</p><p><strong>Defensive Abilities</strong> cloaking field (as per p. 96 in the SFCR), create darkness (see p. 153 in SFAA), evasion</p><p><strong>SR</strong> 14</p><p><strong>Weaknesses</strong> vulnerability to sunlight</p><p><strong>OFFENSE</strong></p><p><strong>-----------------------------------------------------------------------------</strong></p><p><strong>Speed</strong> 30 ft. (quick movement)</p><p><strong>Melee</strong> tactical dueling sword +7 (1d6+3 S) or tactical baton +7 (1d4+3 B)</p><p><strong>Ranged</strong> azimuth laser pistol +6 (1d4+6 F [80 ft, critical burn 1d4])</p><p><strong>Offensive Abilities</strong> trick attack +1d8</p><p><strong>Spell-like Abilities</strong> (CL 3rd)</p><p style="margin-left: 20px">At will—ghost sound (DC 13)</p> <p style="margin-left: 20px">1/day—daze (DC 13), mind thrust (4d10, DC 15)</p><p><strong>STATISTICS</strong></p><p><strong>-----------------------------------------------------------------------------</strong></p><p><strong>Str</strong> +0, <strong>Dex</strong> +3, <strong>Con</strong> +4, <strong>Int</strong> +0, <strong>Wis</strong> -3, <strong>Cha</strong> +3</p><p><strong>Feats</strong> Improved Initiative, Weapon Focus (basic melee weapons)</p><p><strong>Skills</strong> Acrobatics +4, Perception +1, Stealth +11 (+15 to trip)</p><p><strong>Languages</strong> Common, Undercommon</p><p><strong>Other Abilities</strong> madness, poison use</p><p><strong>ECOLOGY</strong></p><p><strong>-----------------------------------------------------------------------------</strong></p><p><strong>Environment</strong> any underground</p><p><strong>Organization</strong> solitary, team (2–4), squad (5–8 plus 1 mystic of 3rd–5th level), or band (11–20 plus 30% noncombatants plus 3 mystics of 3rd–8th level)</p><p><strong>Treasure</strong> NPC Gear (freebooter armor II, tactical dueling sword or tactical baton, azimuth laser pistol, other treasure)</p><p><strong>SPECIAL ABILITIES</strong></p><p><strong>-----------------------------------------------------------------------------</strong></p><p><strong>Madness (Ex)</strong> Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to the fascinated and confused conditions. Only a miracle or wish can remove a derro's madness. If this occurs, the derro adds +3 to their Wis modifier and subtracts -3 from Cha modifier.</p><p><strong>Poison Use (Ex)</strong> Derros are not at risk of poisoning themselves when handling poison.</p><p><strong>Sense Through (Su)</strong> See p. 156 in the Starfinder Alien Archive.</p><p><strong>Vulnerability to Sunlight (Ex)</strong> A derro subtracts 2 hit points after every hour it is exposed to sunlight.</p><p>[HR][/HR]</p><p><strong><u><span style="font-size: 15px">Derros as a PC Race</span></u></strong></p><p><strong>Physical Description:</strong> Derro appear to be some degenerate hybrid (possibly of dwarves and humans but their are so many variations, no one knows for sure). Their rough skin is often white with blue undertones, and derro have sporadic tufts of coarse tan or pale blond hair. The violet eyes of the derro lack any visible pupils, which makes them eerie looking to many races.</p><p></p><p><strong>Homeworld:</strong> n/a</p><p><strong>Starting Languages:</strong> Common and either Terran or Undercommon.</p><p></p><p><strong>Average Height:</strong> <em>Male:</em> 2.5 - 3.25 feet; <em>Female:</em> 2.25 - 3 feet.</p><p><strong>Average Weight:</strong> <em>Male:</em> 60 - 80 lbs; <em>Female:</em> 55 - 75 lbs.</p><p><strong>Age of Maturity:</strong> 16</p><p><strong>Maximum Age:</strong> 60 + 2d20</p><p></p><p><strong><u>Derro Racial Traits</u></strong></p><p><strong>Ability Adjustments:</strong> +4 Con, +2 Dex or +2 Cha, -4 Wis</p><p><strong>Hit Points:</strong> 4</p><p>-----------------------------------------------------------------------------</p><p><strong>Size and Type:</strong> Derros are Small humanoids with the derro subtype.</p><p><strong>Create Darkness:</strong> As per the special ability on p. 153 of the <em>Starfinder Alien Archive</em>. The darkness lasts for a number of minutes equal to the derro's level.</p><p><strong>Darkvision:</strong> Derros have darkvision with a range of 60 feet.</p><p><strong>Dark Warrior:</strong> Derros gain the Blind-Fight feat as a bonus feat at 1st level and receive a +2 racial bonus on Stealth checks.</p><p><strong>Derro Magic:</strong> Derros gain the following spell-like abilities. The caster level for these effects is equal to the derro's level. At will—<em>ghost sound</em>. 1/day—<em>daze</em>.</p><p><strong>Mad as a Hatter:</strong> Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to the the Fascinated and Confused conditions.</p><p><strong>Poison Use:</strong> Derros are not at risk of poisoning themselves when handling poison.</p><p><strong>Vulnerability to Sunlight:</strong> A derro exposed to 24 hours of direct sunlight must make a Fortitude save (DC 15 - 1/2 the derro's level) for each hour of exposure. For each failed save, the derro take 1 point of temporary Constitution damage. If the derro's Constitution score drops to 0, the character gains the Dying condition. Lost Constitution points are recovered at the rate of 1 per 24 hour period out of direct sunlight.</p><p></p><p><strong><u>Derros in Arcanum of the Stars</u></strong></p><p>Derros were once a race that lived on the fringes of the Dragon Empire. They hid themselves on dark worlds with little or no light or in underground complexes on barren worlds. During the rule of the metallics, the word derro became a whisper in the dark to be feared. Now, with the beginning of the Red Age and rise of Emperor Mezzenbone, that whisper has become a manic laugh in the dark. Derros have ascended to places of power in the empire alongside the drow (but with less prestige). They have always been valued by the chromatics for their insane ability to be cruel and unfeeling, which makes them excellent interrogators. Some of the most reviled Imperial Inquisitors are derros.</p><p></p><p>A derro with a good heart is as rare as mercy from Emperor Mezzenbone. There are few known derro colonies where neutrality is more common than evil but not good. Derros can rarely leave the madness of their people behind, although many have tried. Rumors abound that if a derro can have its madness removed through the casting of a miracle or wish spell but that the derro must comply with it for the change to truly become permanent. (Such unique derros have the following ability adjustments: +2 Con, +2 Dex, -2 Wis.)</p><p></p><p>In the Aegis Region, derros were only known to live deep underground on half-a-dozen Outlands worlds. These primitive derros knew nothing of the Dragon Empire. Now with the rise of the Red Emperor, hundreds of derros working for the ISPD have begun to infiltrate these worlds and spread the message of Mezzenbone and the opportunies that come with conversion. There a few sectors of the region where derros don't go, however. They avoid the Aegis System due to political pressures and avoid the sectors with star clusters like the Thunder Cluster and the Zefferan Colonies. They are most 'at home' in the blackness of The Claw Rift and The Darkshift and they seem to prefer systems with red stars, which seem to have less effect on them (48 hours instead of 24 hours for their vulnerability).</p></blockquote><p></p>
[QUOTE="Knightfall, post: 7336648, member: 2012"] [B]DERRO GHOST [CR 3][/B] [B]XP[/B] 800 Derro operative CE Small humanoid (derro, umbral) [B]Init[/B] +8; [B]Senses[/B] darkvision 120 ft., sense through (vision); Perception +1 [B]DEFENSE -----------------------------------------------------------------------------[/B] [B]HP[/B] 31 [B]EAC[/B] 18, [B]KAC[/B] 20 [B]Fort[/B] +5, [B]Ref[/B] +7, [B]Will[/B] +6 [B]Defensive Abilities[/B] cloaking field (as per p. 96 in the SFCR), create darkness (see p. 153 in SFAA), evasion [B]SR[/B] 14 [B]Weaknesses[/B] vulnerability to sunlight [B]OFFENSE -----------------------------------------------------------------------------[/B] [B]Speed[/B] 30 ft. (quick movement) [B]Melee[/B] tactical dueling sword +7 (1d6+3 S) or tactical baton +7 (1d4+3 B) [B]Ranged[/B] azimuth laser pistol +6 (1d4+6 F [80 ft, critical burn 1d4]) [B]Offensive Abilities[/B] trick attack +1d8 [B]Spell-like Abilities[/B] (CL 3rd) [INDENT]At will—ghost sound (DC 13) 1/day—daze (DC 13), mind thrust (4d10, DC 15)[/INDENT] [B]STATISTICS -----------------------------------------------------------------------------[/B] [B]Str[/B] +0, [B]Dex[/B] +3, [B]Con[/B] +4, [B]Int[/B] +0, [B]Wis[/B] -3, [B]Cha[/B] +3 [B]Feats[/B] Improved Initiative, Weapon Focus (basic melee weapons) [B]Skills[/B] Acrobatics +4, Perception +1, Stealth +11 (+15 to trip) [B]Languages[/B] Common, Undercommon [B]Other Abilities[/B] madness, poison use [B]ECOLOGY -----------------------------------------------------------------------------[/B] [B]Environment[/B] any underground [B]Organization[/B] solitary, team (2–4), squad (5–8 plus 1 mystic of 3rd–5th level), or band (11–20 plus 30% noncombatants plus 3 mystics of 3rd–8th level) [B]Treasure[/B] NPC Gear (freebooter armor II, tactical dueling sword or tactical baton, azimuth laser pistol, other treasure) [B]SPECIAL ABILITIES -----------------------------------------------------------------------------[/B] [B]Madness (Ex)[/B] Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to the fascinated and confused conditions. Only a miracle or wish can remove a derro's madness. If this occurs, the derro adds +3 to their Wis modifier and subtracts -3 from Cha modifier. [B]Poison Use (Ex)[/B] Derros are not at risk of poisoning themselves when handling poison. [B]Sense Through (Su)[/B] See p. 156 in the Starfinder Alien Archive. [B]Vulnerability to Sunlight (Ex)[/B] A derro subtracts 2 hit points after every hour it is exposed to sunlight. [HR][/HR] [B][U][SIZE=4]Derros as a PC Race[/SIZE][/U][/B] [B]Physical Description:[/B] Derro appear to be some degenerate hybrid (possibly of dwarves and humans but their are so many variations, no one knows for sure). Their rough skin is often white with blue undertones, and derro have sporadic tufts of coarse tan or pale blond hair. The violet eyes of the derro lack any visible pupils, which makes them eerie looking to many races. [B]Homeworld:[/B] n/a [B]Starting Languages:[/B] Common and either Terran or Undercommon. [B]Average Height:[/B] [I]Male:[/I] 2.5 - 3.25 feet; [I]Female:[/I] 2.25 - 3 feet. [B]Average Weight:[/B] [I]Male:[/I] 60 - 80 lbs; [I]Female:[/I] 55 - 75 lbs. [B]Age of Maturity:[/B] 16 [B]Maximum Age:[/B] 60 + 2d20 [B][U]Derro Racial Traits[/U][/B] [B]Ability Adjustments:[/B] +4 Con, +2 Dex or +2 Cha, -4 Wis [B]Hit Points:[/B] 4 ----------------------------------------------------------------------------- [B]Size and Type:[/B] Derros are Small humanoids with the derro subtype. [B]Create Darkness:[/B] As per the special ability on p. 153 of the [I]Starfinder Alien Archive[/I]. The darkness lasts for a number of minutes equal to the derro's level. [B]Darkvision:[/B] Derros have darkvision with a range of 60 feet. [B]Dark Warrior:[/B] Derros gain the Blind-Fight feat as a bonus feat at 1st level and receive a +2 racial bonus on Stealth checks. [B]Derro Magic:[/B] Derros gain the following spell-like abilities. The caster level for these effects is equal to the derro's level. At will—[I]ghost sound[/I]. 1/day—[I]daze[/I]. [B]Mad as a Hatter:[/B] Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to the the Fascinated and Confused conditions. [B]Poison Use:[/B] Derros are not at risk of poisoning themselves when handling poison. [B]Vulnerability to Sunlight:[/B] A derro exposed to 24 hours of direct sunlight must make a Fortitude save (DC 15 - 1/2 the derro's level) for each hour of exposure. For each failed save, the derro take 1 point of temporary Constitution damage. If the derro's Constitution score drops to 0, the character gains the Dying condition. Lost Constitution points are recovered at the rate of 1 per 24 hour period out of direct sunlight. [B][U]Derros in Arcanum of the Stars[/U][/B] Derros were once a race that lived on the fringes of the Dragon Empire. They hid themselves on dark worlds with little or no light or in underground complexes on barren worlds. During the rule of the metallics, the word derro became a whisper in the dark to be feared. Now, with the beginning of the Red Age and rise of Emperor Mezzenbone, that whisper has become a manic laugh in the dark. Derros have ascended to places of power in the empire alongside the drow (but with less prestige). They have always been valued by the chromatics for their insane ability to be cruel and unfeeling, which makes them excellent interrogators. Some of the most reviled Imperial Inquisitors are derros. A derro with a good heart is as rare as mercy from Emperor Mezzenbone. There are few known derro colonies where neutrality is more common than evil but not good. Derros can rarely leave the madness of their people behind, although many have tried. Rumors abound that if a derro can have its madness removed through the casting of a miracle or wish spell but that the derro must comply with it for the change to truly become permanent. (Such unique derros have the following ability adjustments: +2 Con, +2 Dex, -2 Wis.) In the Aegis Region, derros were only known to live deep underground on half-a-dozen Outlands worlds. These primitive derros knew nothing of the Dragon Empire. Now with the rise of the Red Emperor, hundreds of derros working for the ISPD have begun to infiltrate these worlds and spread the message of Mezzenbone and the opportunies that come with conversion. There a few sectors of the region where derros don't go, however. They avoid the Aegis System due to political pressures and avoid the sectors with star clusters like the Thunder Cluster and the Zefferan Colonies. They are most 'at home' in the blackness of The Claw Rift and The Darkshift and they seem to prefer systems with red stars, which seem to have less effect on them (48 hours instead of 24 hours for their vulnerability). [/QUOTE]
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