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DCC #8 Mysteries of the Drow (CLOSED)
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<blockquote data-quote="Voadam" data-source="post: 4933988" data-attributes="member: 2209"><p><strong>Work in Progress</strong></p><p></p><p>Small CE Monstrous Humanoid</p><p>Derro 3/Unholy Warrior 4</p><p>Str 16</p><p>Dex 13</p><p>Con 16</p><p>Int 10</p><p>Wis 2</p><p>Cha 22</p><p></p><p>F +9, R +5, W +10 (-2 on fear)</p><p></p><p>AC 23 (+1 size, +1 dex, +11 armor) FF 22, T 12 (+1 dodge)</p><p></p><p>Initiative +5</p><p>BAB +7</p><p>Grapple +6</p><p>Move 25'</p><p></p><p>Small Great Axe +2 +12/+7 melee, d10+6 x3 Slashing (+1d6+7 sneak attack)</p><p>Masterwork Repeating Light Crossbow +8/+2 ranged d6 x3 Piercing (+1d6+7 sneak attack) RI 80' </p><p></p><p>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),</p><p></p><p>Skills: </p><p>Bluff: 6 ranks +6 = +12</p><p>Knowledge Planar 5 ranks (6 cross class) +5</p><p>Knowledge Religion 5 ranks +5</p><p></p><p>Madness (Ex)</p><p>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></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></p><p>Poison Use (Ex)</p><p>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></p><p>Sneak Attack (Ex)</p><p>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></p><p>Spell-Like Abilities</p><p>At will—darkness, ghost sound; 1/day— daze (DC 16), sound burst (DC 18). Caster level 3rd. The save DCs are Charisma-based. </p><p></p><p>Vulnerability to Sunlight (Ex)</p><p>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></p><p>Skills</p><p>Derro have a +4 racial bonus on Hide and Move Silently checks. </p><p></p><p>Air Domain: </p><p>Rebuke air subtype creatures 9/day, level 4, +6 check, 2d6+13 </p><p>speak Auran</p><p>Bonus dodge and improved initiative</p><p>Cold resistance 24/day</p><p></p><p>Wrath Domain:</p><p>Rage</p><p>+5 move</p><p>Continue fighting at negative hp</p><p></p><p>Rebuke Undead: 9/day Level 1, check +8, 2d6+7</p><p></p><p>Demonic Patron: Pazuzu</p><p></p><p>Equipment 27,000 gp</p><p>Full Plate +3 (10,500)</p><p>Small Great Axe +2 (8,320)</p><p>Boots of Levitation (7,500)</p><p>Masterwork Repeating Light Crossbow (550)</p><p>50 bolts (5 gp)</p><p>Drow poison (75)</p><p>Sundries (~20)</p><p>30 gp</p></blockquote><p></p>
[QUOTE="Voadam, post: 4933988, member: 2209"] [b]Work in Progress[/b] 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 [/QUOTE]
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DCC #8 Mysteries of the Drow (CLOSED)
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