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<blockquote data-quote="Khisanth the Ancient" data-source="post: 924399" data-attributes="member: 11368"><p>Dwow (Half-Dwarf/Half-Drow Elf)</p><p>edium Humanoid</p><p>Hit Dice: 1d8+1 (5hp)</p><p>Initiative: +0 (+0 Dex, +0 Improved Initiative)</p><p>Speed: 20ft.</p><p>AC: 12 (+2 leather), touch 10, flat-footed 12</p><p>Attacks: Longsword +0 (+0 Base, +0 Dex, +0 size)</p><p>Damage: Longsword 1d8+0</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Qualities: Dwow traits</p><p>Saves: Fort +3, Ref +0, Will +1</p><p>Abilities: Str 11, Dex 11, Con 12, Int 8, Wis 12, Cha 8</p><p>Skills: Spot +5*</p><p>Feats: Weapon Finesse (longsword)</p><p>Climate/Terrain: Any underground</p><p>Organization: Solitary, family (2 plus 50% chance of 1d2 noncombatant children), troupe (2 plus 1 dire rat and 50% chance of 1d2 noncombatant children), gang (4-9 plus 75% chance of 1d4 noncombatant children and 50% chance of 1 2nd-level sergeant), or tribe (20 - 200 plus 10 - 100 noncombatant children, 1d6 dire rats, 1d4+1 2nd-level sergeants, and 1 3rd-5th level leader)</p><p>Challenge Rating: 0.5</p><p>Treasure: Standard</p><p>Alignment: Often chaotic evil or neutral</p><p>Advancement: By character class</p><p>Height/Weight : 5' (+1d6")/ 120 lbs. (+2d20 lbs.)</p><p>Age Categories : 25 (+1d6/+2d6/+3d6)/150/250/350 (+1d%)</p><p>Favored Class : Warrior</p><p></p><p>Dwow are half-elves of drow and dwarf stock. They resemble burly, short humans. Leaders who lead tribes of 150 or more are called "chiefs".</p><p></p><p>COMBAT</p><p>Dwow are fierce fighters.</p><p></p><p>Skills : Dwow gain a +8 racial bonus to spot checks at night or underground.</p><p></p><p>Dwow Traits : </p><p>-Dwow gain a +8 racial bonus to Spot checks at night or underground</p><p>- Dwow gain a +2 bonus to Con and Wis, but suffer a -2 penalty to Int and Cha</p><p>- +1 dodge bonus to AC vs. giants</p><p>- +4 racial bonus to hit vs. goblinoids and orcs</p><p>- Spell resistance 5 + Con modifier</p><p></p><p></p><p>ECL: +1</p><p></p><p></p><p>Dwow Characters : Most dwow sergeants, leaders, and chiefs are warriors (their favored class).</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 924399, member: 11368"] Dwow (Half-Dwarf/Half-Drow Elf) edium Humanoid Hit Dice: 1d8+1 (5hp) Initiative: +0 (+0 Dex, +0 Improved Initiative) Speed: 20ft. AC: 12 (+2 leather), touch 10, flat-footed 12 Attacks: Longsword +0 (+0 Base, +0 Dex, +0 size) Damage: Longsword 1d8+0 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Dwow traits Saves: Fort +3, Ref +0, Will +1 Abilities: Str 11, Dex 11, Con 12, Int 8, Wis 12, Cha 8 Skills: Spot +5* Feats: Weapon Finesse (longsword) Climate/Terrain: Any underground Organization: Solitary, family (2 plus 50% chance of 1d2 noncombatant children), troupe (2 plus 1 dire rat and 50% chance of 1d2 noncombatant children), gang (4-9 plus 75% chance of 1d4 noncombatant children and 50% chance of 1 2nd-level sergeant), or tribe (20 - 200 plus 10 - 100 noncombatant children, 1d6 dire rats, 1d4+1 2nd-level sergeants, and 1 3rd-5th level leader) Challenge Rating: 0.5 Treasure: Standard Alignment: Often chaotic evil or neutral Advancement: By character class Height/Weight : 5' (+1d6")/ 120 lbs. (+2d20 lbs.) Age Categories : 25 (+1d6/+2d6/+3d6)/150/250/350 (+1d%) Favored Class : Warrior Dwow are half-elves of drow and dwarf stock. They resemble burly, short humans. Leaders who lead tribes of 150 or more are called "chiefs". COMBAT Dwow are fierce fighters. Skills : Dwow gain a +8 racial bonus to spot checks at night or underground. Dwow Traits : -Dwow gain a +8 racial bonus to Spot checks at night or underground - Dwow gain a +2 bonus to Con and Wis, but suffer a -2 penalty to Int and Cha - +1 dodge bonus to AC vs. giants - +4 racial bonus to hit vs. goblinoids and orcs - Spell resistance 5 + Con modifier ECL: +1 Dwow Characters : Most dwow sergeants, leaders, and chiefs are warriors (their favored class). [/QUOTE]
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