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DCC #8 Mysteries of the Drow (CLOSED)

I think we can get you in SVZ, (is that ok to call you that??) I think five bodies will make it a lot better to pervent four body bags anyway

so lets do this...

@ bedford: since your character is done just drop him down to lvl 8 please (as I am nice you may keep your starting gold the same no need to do everything over)

@ Voadam, Voda Vosa, and Theroc please make your characers lvl 7 but use lvl 8 character starting wealth (me being nice again and just say you all killed a dragon your last quest the treasure coming from it's hoard)

Will do. Anybody know off hand what lvl 8 starting gold is?
 

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Finished my character exept for backround. Like I said it will be a natural lycanthrope. Since Holyman is ok with the +2 la I will go ahead and use it. About the armor Unfortunatly I can not afford a beastskin armor so I will do my adventuring in large form only.
 
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NP Rhun, on the character building... still going over characters (which remeinds me SVZ, where is your pixie template from?? so someone may check it if I don't have the book)

Looks like I may have a group #2 before #1 just like I like things WEIRD lol

HM
 


Thank you, Guess that means I can look over the numbers for Zap then. But someone still needs to help me with the dire were-wolverine plz.

HM
 


Work in Progress

Small CE Monstrous Humanoid
Derro 3/Unholy Warrior 4
Str 16
Dex 13
Con 16
Int 10
Wis 2
Cha 22

F +9, R +5, W +10 (-2 on fear)

AC 23 (+1 size, +1 dex, +11 armor) FF 22, T 12 (+1 dodge)

Initiative +5
BAB +7
Grapple +6
Move 25'

Small Great Axe +2 +12/+7 melee, d10+6 x3 Slashing (+1d6+7 sneak attack)
Masterwork Repeating Light Crossbow +8/+2 ranged d6 x3 Piercing (+1d6+7 sneak attack) RI 80'

Feats: Armor Heavy (C), Craven, Cloak of the Obyrith, Dodge (B), Exotic Weapon Proficiency Repeating Light Crossbow (R), Extra Rage, Improved Initiative (B), Shield (C), Weapons Martial (C),

Skills:
Bluff: 6 ranks +6 = +12
Knowledge Planar 5 ranks (6 cross class) +5
Knowledge Religion 5 ranks +5

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 16), sound burst (DC 18). 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.

Skills
Derro have a +4 racial bonus on Hide and Move Silently checks.

Air Domain:
Rebuke air subtype creatures 9/day, level 4, +6 check, 2d6+13
speak Auran
Bonus dodge and improved initiative
Cold resistance 24/day

Wrath Domain:
Rage
+5 move
Continue fighting at negative hp

Rebuke Undead: 9/day Level 1, check +8, 2d6+7

Demonic Patron: Pazuzu

Equipment 27,000 gp
Full Plate +3 (10,500)
Small Great Axe +2 (8,320)
Boots of Levitation (7,500)
Masterwork Repeating Light Crossbow (550)
50 bolts (5 gp)
Drow poison (75)
Sundries (~20)
30 gp
 
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