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Night Below - The Heroes and Villains
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<blockquote data-quote="Seravin" data-source="post: 1241217" data-attributes="member: 6783"><p><strong>Darlakanand - Mad Crazy</strong></p><p></p><p>And here's the derro who's instigating the epic magic. As near as I can figure, a 3HD creature with 18 caster levels qualifies for the Epic Spellcasting feat - which seems to only require 21+ HD and the ability to cast 9th level spells.</p><p>Again, comments?</p><p></p><p>Darlakanand; Male Derro Wizard18; CR 21; Small Monstrous Humanoid; HD 3d8 plus 18d4; hp 82; Init +6; Spd 20ft.; AC 26 (+1 size, +2 natural, +8 bracers, +5 ring of protection; Touch 16, flat-footed 26); Bab/Grpl +12/+9; Atk +13 melee (1d4+5, +4 quarterstaff); Full Atk +13/+8 (1d4+5, quarterstaff); Face/Reach 5ft./5ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ Darkvision 60ft., madness, SR 15, permanent spells, vulnerability to sunlight; AL CE; SV Fort +6(+8); Ref +11(+13); Will +17(+19); Str 12, Dex 17, Con 10, Int 24, Wis 9*, Cha 18*.</p><p>Skills: Bluff +6, Concentration +18, Hide +2, Knowledge (Arcana) +25, Listen +1, Move Silently +6, Spellcraft +31</p><p>Feats: Blind-Fight, Brew Potion, Craft Arms and Armor, Craft Wondrous Item, Empower Spell, Extend Spell, Greater Spell Penetration, Improved Initiative, Maximize Spell, Quicken Spell, Scribe ScrollB, Spell Penetration</p><p>Spells per Day: (4/6/6/6/5/5/5/4/3/2) Save DC = 17 plus spell level</p><p>Spells Prepared: 0) Daze, detect magic (x2), flare; 1) charm person (x2), comprehend languages, magic missile (x2), shield; 2) blindness/deafness, blur, darkness, glitterdust, minor image, tasha’s hideous laughter; 3) dispel magic, haste, lightning bolt, stinking cloud, slow, major image; 4) black tentacles, confusion, enervation, fear, stoneskin 5) baneful polymorph, cone of cold, hold person, feeblemind, persistent image, 6) globe of invulnerability, mislead, summon monster VI (x2), symbol of persuasion, 7) forcecage, power word blind, prismatic spray, summon monster VII, 8) maze, otto’s irresistible dance, power word stun 9) energy drain, time stop</p><p>Permanent Spells: Darlakanand has the following permanent ongoing effects (Caster Level 18th). Fly, Protection from Good, Protection from Normal Missiles, See Invisibility.</p><p>Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.</p><p>*The racial madness of the derro provides a +6 bonus to their Charisma scores and a –6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.</p><p>Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.</p><p>Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.</p><p>Spell-Like Abilities: At will—darkness, ghost sound; 1/day— daze (DC 14), sound burst (DC 16). Caster level 3rd. The save DCs are Charisma-based.</p><p>Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.</p><p>Possessions: +4 Small Quarterstaff, +8 Bracers of Armor, Ring of Protection +5, Rope of Entanglement (x2), Figurine of Wondrous Power (3 Ivory Goats), Efreeti Bottle, Potion of Cure Serious Wounds (x4), arcane scroll (dimension door, polymorph, shapechange, time stop – CL 18th).</p><p>Conversion Notes: </p><p>Swapped Darlakanand’s Wisdom and Charisma scores to keep in line with the Derro Madness ability. </p><p>Replace Craft Arms and Armor with Epic Spellcasting from the Epic Level Handbook</p><p>Note that tactics say he’ll use dimension door or teleport to get away, but he only has the scroll with dimension door.</p></blockquote><p></p>
[QUOTE="Seravin, post: 1241217, member: 6783"] [b]Darlakanand - Mad Crazy[/b] And here's the derro who's instigating the epic magic. As near as I can figure, a 3HD creature with 18 caster levels qualifies for the Epic Spellcasting feat - which seems to only require 21+ HD and the ability to cast 9th level spells. Again, comments? Darlakanand; Male Derro Wizard18; CR 21; Small Monstrous Humanoid; HD 3d8 plus 18d4; hp 82; Init +6; Spd 20ft.; AC 26 (+1 size, +2 natural, +8 bracers, +5 ring of protection; Touch 16, flat-footed 26); Bab/Grpl +12/+9; Atk +13 melee (1d4+5, +4 quarterstaff); Full Atk +13/+8 (1d4+5, quarterstaff); Face/Reach 5ft./5ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ Darkvision 60ft., madness, SR 15, permanent spells, vulnerability to sunlight; AL CE; SV Fort +6(+8); Ref +11(+13); Will +17(+19); Str 12, Dex 17, Con 10, Int 24, Wis 9*, Cha 18*. Skills: Bluff +6, Concentration +18, Hide +2, Knowledge (Arcana) +25, Listen +1, Move Silently +6, Spellcraft +31 Feats: Blind-Fight, Brew Potion, Craft Arms and Armor, Craft Wondrous Item, Empower Spell, Extend Spell, Greater Spell Penetration, Improved Initiative, Maximize Spell, Quicken Spell, Scribe ScrollB, Spell Penetration Spells per Day: (4/6/6/6/5/5/5/4/3/2) Save DC = 17 plus spell level Spells Prepared: 0) Daze, detect magic (x2), flare; 1) charm person (x2), comprehend languages, magic missile (x2), shield; 2) blindness/deafness, blur, darkness, glitterdust, minor image, tasha’s hideous laughter; 3) dispel magic, haste, lightning bolt, stinking cloud, slow, major image; 4) black tentacles, confusion, enervation, fear, stoneskin 5) baneful polymorph, cone of cold, hold person, feeblemind, persistent image, 6) globe of invulnerability, mislead, summon monster VI (x2), symbol of persuasion, 7) forcecage, power word blind, prismatic spray, summon monster VII, 8) maze, otto’s irresistible dance, power word stun 9) energy drain, time stop Permanent Spells: Darlakanand has the following permanent ongoing effects (Caster Level 18th). Fly, Protection from Good, Protection from Normal Missiles, See Invisibility. Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. *The racial madness of the derro provides a +6 bonus to their Charisma scores and a –6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma. Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison. Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. Spell-Like Abilities: At will—darkness, ghost sound; 1/day— daze (DC 14), sound burst (DC 16). Caster level 3rd. The save DCs are Charisma-based. Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. Possessions: +4 Small Quarterstaff, +8 Bracers of Armor, Ring of Protection +5, Rope of Entanglement (x2), Figurine of Wondrous Power (3 Ivory Goats), Efreeti Bottle, Potion of Cure Serious Wounds (x4), arcane scroll (dimension door, polymorph, shapechange, time stop – CL 18th). Conversion Notes: Swapped Darlakanand’s Wisdom and Charisma scores to keep in line with the Derro Madness ability. Replace Craft Arms and Armor with Epic Spellcasting from the Epic Level Handbook Note that tactics say he’ll use dimension door or teleport to get away, but he only has the scroll with dimension door. [/QUOTE]
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