HD:d8Level | Bab | Fort | Ref | Will | Feature | Ability Boost |
1 | +0 | +0 | +2 | +2 | Improved Spell-like Abilities (ghost sound), Poisonmaking +2, Sneak Attack +1d6 | Dex +2 |
2 | +1 | +0 | +3 | +3 | Broken Mindscape (resistance), Efficient Poison Use, Focused Mindscape (resistance), Improved Spell-like Abilities (darkness), Poisonmaking +4 | Con +2 |
3 | +2 | +1 | +3 | +3 | Broken Mindscape (feedback), Focused Mindscape (rebuff), Improved Spell-like Abilities (lesser restoration or sound burst), Poisonmaking +6, Sneak Attack +2d6, Spell Resistance (11 + HD) | Wis or Cha +2 |
Skills: 4+int modifier per level, quadruple at 1st level. The Derro's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
Proficiencies: A Derro is proficient with simple weapons, light martial weapons, and all martial and exotic crossbows (which they treat as martial weapons). They are also proficient with light armor and with shields (but not tower shields).
Ability Boost: At 1st level, a Derro gains a +2 bonus to Dexterity. At 2nd level, a Derro gains a +2 bonus to Constitution. At 3rd level, a sane Derro gains a +2 bonus to Wisdom, while an insane Derro instead gains a +2 racial bonus to Charisma.
Improved Spell-like Abilities (Sp): Derro have a natural affinity for magic. Starting at 1st level, a Derro may use his racial
ghost sound spell-like ability one additional time per day per HD he possess. Starting at 2nd level, he may also use
darkness once more per day per HD he possess. Starting at 3rd level, a sane Derro may use
lesser restoration once per day per point of Wisdom bonus (minimum 1/day), while an insane Derro may instead use
sound burst (Will DC 12 + Cha) once per day per point of Charisma bonus (minimum 1/day). The caster level for these spell-like abilities is equal to the Derro's total HD. The save DCs are equal to 10 + the spell's level + the Derro's Charisma modifier. A sane Derro may instead use his Wisdom modifier to determine the save DCs of these spell-like abilities.
Poisonmaking: Derro gain a bonus on all Craft (poisonmaking) checks equal to twice their Derro level.
Sneak Attack (Ex): At 1st level, a Derro gains the ability to make sneak attacks, as per the Rogue ability of the same name. Initially, this allows them to add +1d6 damage to any attacks that qualify. This improves by +1d6 at every odd Derro level thereafter.
Broken Mindscape (Ex): An insane Derro's mind is shattered almost beyond repair. Any attempts to contact or influence it are more difficult than normal and are fraught with peril. Sane Derro do not gain this ability.
At 2nd level, an insane Derro gains immunity to some of the effects that would alter his mind. Initially, this manifests as immunity to the confused condition. As he gains additional hit dice or levels, the Derro's resistance improves. A Derro with 6 HD or more is immune to charm and compulsion effects. A Derro with 12 HD or more is immune to fear. A Derro of 18 HD or more is immune to all mind-affecting effects.
Starting at 3rd level, any attempts to contact an insane Derro's mind come with great risk. Any creature attempting to communicate telepathically with the insane Derro or to read his thoughts must make a Will save (DC 10 + 1/2 the Derro's HD + the Derro's Charisma modifier) or suffer 1d6 points of Wisdom damage and be rendered confused for a like number of rounds. If the Derro has 8 or more HD, this improves to 1d12 points of Wisdom damage and rounds of confusion. If the Derro has 16 or more HD, half of the Wisdom damage is instead Wisdom drain, and if the creature attempting to contact the Derro's mind fails the initial Will save, it must make a second Will save or be rendered permanently confused. This confusion can be fixed in the same manner as an insane Derro's racial insanity. This aspect of this ability is a mind-affecting effect.
Any insane Derro may suppress or resume one or more aspects of this ability as a free action, even when it is not his turn. He may also simply choose not to apply some aspects of this ability towards specific creatures, effects, or events.
Focused Mindscape (Ex): A sane Derro's mind is frayed and tattered, but incredibly resilient. Any attempts to contact or influence it are prone to failure. Insane Derro do not gain this ability.
At 2nd level, a sane Derro gains resistance to some of the effects that would alter his mind. Initially, this manifests as immunity to the confused condition. As he gains additional hit dice or levels, the Derro's resistance improves. A Derro with 6 HD or more can ignore invisibility, glamers, and figments, automatically detecting those illusions for what they are and negating their effects on his senses. A Derro with 12 HD or more is automatically aware of any attempts to scry on him, and automatically notices all scrying sensors within line of sight. A Derro of 18 HD or more can see everything as it truly is, as per a
true seeing effect.
Starting at 3rd level, any attempts to contact a sane Derro's mind will be rebuffed. A sane Derro is automatically aware of any attempts to communicate telepathically with him or read his mind, and can pinpoint the exact location of any creature that attempts to do so. If the Derro has 8 or more HD, the communicating creature must make a Will save (DC 10 + 1/2 the Derro's HD + the Derro's Wisdom modifier) or be dazed for 1 round and suffer 1d6 points of nonlethal damage per three HD of the Derro. If the Derro has 16 or more HD, the creature attempting to contact the Derro's mind is instead dazed for 1d4 rounds on a failed saving throw and if it fails the initial Will save, it must make a second Will save or be rendered comatose by the focused sanity of the Derro's mind. This comatose state can be fixed in the same manner as granting a sane Derro its racial insanity. This aspect of this ability is a mind-affecting effect.
Any sane Derro may suppress or resume one or more aspects of this ability as a free action, even when it is not his turn. He may also simply choose not to apply some aspects of this ability towards specific creatures, effects, or events.
Efficient Poison Use (Ex): Starting at 2nd level, a Derro never risks poisoning himself when applying poison to a weapon. This ability functions as per the Assassin's Poison Use ability.
In addition, Derro have special techniques to improve the longevity of a poison upon a weapon. A Derro who poisons a weapon can choose to increase the poisons longevity at the cost of its potency. Such a poison has a save DC equal to one half its normal save DC plus the Derro's HD, or its normal save DC, whichever is less. However, that poison applies to the first attack each round made with the poisoned weapon within the next 24 hours, or until it is wiped clean or replaced with a new poison. Projectile weapons can be poisoned this way, in which case they bestow the poison to the first projectile that they launch each round.
Finally, the Derro techniques used to efficiently use poison also extend to efficiently making it. Once per day, a trained Derro can make a single dose of a special blend of Greenblood Oil at no cost with 1 hour's work, a DC 20 Craft (alchemy or poisonmaking) check, and a variety of inexpensive and readily available materials. Such a poison has a Fortitude save DC equal to 10 + one half the Derro's HD + the Derro's Constitution modifier, but only lasts for 24 hours before losing its potency. A 4 HD Derro also learns how to make a similar poison equivalent to a medium monstrous spider's venom, a 10 HD Derro can make a poison equivalent to giant wasp venom, a 14 HD Derro can make a poison equivalent to wyvern poison, and a 20 HD Derro can make a poison equivalent to black lotus extract.
Spell Resistance (Ex): A 3rd level Derro gains spell resistance equal to 11 + his total HD. He can raise or lower his spell resistance without an action, even when it is not his turn, and even when he is unconscious or unaware.