Zardnaar
Legend
This is a Drow from my homebrew game which is kind of an OSR based game but with some 3rd ed isms such as feats and ascending ACs and a basic skill system. I ported the advantage mechanic from D&DN into the game, rewrote feats and buffed saves to AD&D levels for fort/ref/will.
Drow
Medium Humanoid Level 2 Fighter
Initiative+2 (roll twice take best result) Senses Perception +6 darkvision120'
HD 2d10+2hp17
AC 18
Saves Fortitude +7 Reflex +7 Will +6
Speed 30'
Attack:2
+6 short sword damage 1d6+3,
and
Dagger +6 1d4+3 or
+6 hand crossbow, dmg 1d6+ poison (DC 15 fort save or fall unconscious)
SQ: Cleave1/round, spell like abilities, MR
MR:12 (12 or better on a d20)
Spell Like Abilities: faerie fire, dancing lights, darkness 1/day
Str 14 Dex 14 Con 12 Int 12 Wis 10 Cha 12
Alignment: CE Languages Goblin,Elven,Under common
Feats:Improved Initiative, Skill focus: Stealth, Weapon focus,
Skills: Acrobatics+6(advantage), Perception +6 Stealth +11 (advantage)
Equipment: Drow Chainmail +1, Drow Cloak (advantage stealth), Drow Boots (+5 stealth), Drow +1 short sword, Drow +1 dagger, masterwork hand crossbow, 4 doses of poison
Advanatge= roll twice take the best result
If exposed to sunlight drow boots, cloaks, armor and weapons becomes useless in 2d6 days. If protected from sunlight they will retain their properties for 31-50 days. If exposed to the radiation of the underdark for 1 week out of 4 drow items can retain their special properties indefinitely. Drow poison is rendered inert on exposure to sunlight or after 1 week of being exposed to air. Unopened packets remain useable for up to a year.
And of course the Drow equipment disintegrates in sun light or fades if removed from the underdark
. Based on the 1st ed Drow with the dual wielding thing. In my games weapon focus is +1 to hit with proficient weapons and fighters resemble the 3.5 one with boosted saves and scaling weapon specialization and cleave abilities as well.
Drow
Medium Humanoid Level 2 Fighter
Initiative+2 (roll twice take best result) Senses Perception +6 darkvision120'
HD 2d10+2hp17
AC 18
Saves Fortitude +7 Reflex +7 Will +6
Speed 30'
Attack:2
+6 short sword damage 1d6+3,
and
Dagger +6 1d4+3 or
+6 hand crossbow, dmg 1d6+ poison (DC 15 fort save or fall unconscious)
SQ: Cleave1/round, spell like abilities, MR
MR:12 (12 or better on a d20)
Spell Like Abilities: faerie fire, dancing lights, darkness 1/day
Str 14 Dex 14 Con 12 Int 12 Wis 10 Cha 12
Alignment: CE Languages Goblin,Elven,Under common
Feats:Improved Initiative, Skill focus: Stealth, Weapon focus,
Skills: Acrobatics+6(advantage), Perception +6 Stealth +11 (advantage)
Equipment: Drow Chainmail +1, Drow Cloak (advantage stealth), Drow Boots (+5 stealth), Drow +1 short sword, Drow +1 dagger, masterwork hand crossbow, 4 doses of poison
Advanatge= roll twice take the best result
If exposed to sunlight drow boots, cloaks, armor and weapons becomes useless in 2d6 days. If protected from sunlight they will retain their properties for 31-50 days. If exposed to the radiation of the underdark for 1 week out of 4 drow items can retain their special properties indefinitely. Drow poison is rendered inert on exposure to sunlight or after 1 week of being exposed to air. Unopened packets remain useable for up to a year.
And of course the Drow equipment disintegrates in sun light or fades if removed from the underdark

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