Author Topic: Derro  (Read 2561 times)

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4514
    • View Profile
Derro
« on: March 23, 2013, 04:05:47 AM »
This is based on the Derro monster class I previously made for Oslecamo's monster classes. Still tweaking a few things, and I haven't updated the convenient HD-based abilities table yet. Should some of the things that are HD-based be altered? Any ideas on the bonus languages? Any comments otherwise?



Derro Racial Traits
  • Conflicted Mind: A Derro's mind is one of madness. Some Derro can break free of its hold upon them, but most succumb to it entirely. The madness is so pervasive that insane Derro are considered the norm. A Derro must choose whether to be sane or insane. A sane Derro gains a +2 racial bonus to his Wisdom score, but suffers a -2 racial penalty to his Charisma score. An insane Derro gains a +2 racial bonus to his Charisma score, but suffers a -2 racial penalty to his Wisdom score. Once chosen, a Derro cannot choose to become sane or insane again without help. A sane Derro who willingly subjects himself to an insanity spell or another effect that causes insanity permanently becomes an insane derro. An insane Derro who willingly subjects himself to a greater restoration spell, a wish or miracle used to remove the insanity, or another effect that removes insanity permanently becomes a sane Derro.
  • Small Monstrous Humanoid: As Small creatures, Derro have a +1 bonus to AC and attack rolls, and a +4 bonus on Hide checks, but are restricted to smaller weapons than humans.
  • Base Speed 20 feet
  • Broken Mindscape (Ex): An insane Derro's mind is shattered almost beyond repair. An insane Derro may use his Charisma modifier in place of his Wisdom modifier to determine his bonus on Will saves. Sane Derro do not gain this ability.
  • Darkvision: Derro have darkvision out to a range of 60 feet.
  • Derro Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.
  • Focused Mindscape (Ex): A sane Derro's mind is frayed and tattered, but incredibly resilient. A sane Derro may use his Wisdom modifier in place of his Charisma modifier to determine his bonus on Bluff, Diplomacy, Intimidate, and Use Magic Device checks (these are still considered Charisma-based skills). Insane Derro do not gain this ability.
  • Spell-Like Abilities: 1/day—daze. An insane Derro with a Charisma score of at least 10 or a sane Derro with a Wisdom score of at least 10 also has the following spell-like abilities: 1/day—darkness, ghost sound. Caster level equal to the Derro's character level; save DC 10 + the insane Derro's Cha modifier + spell level. Sane Derro use Wisdom instead of Charisma to determine the save DC.
  • Sunlight Vulnerability (Ex): Direct exposure to sunlight is harmful to Derro. Any Derro exposed to sunlight for at least 1 minute is fatigued. If he remains exposed for 1 hour, he is instead exhausted. The Derro automatically recovers from this after he spends at least as long underground or otherwise sheltered from the sun as he did exposed to the sun. A thick cloak and a face concealing hood (or similar protection from direct exposure) can protect a Derro from the sun while worn.
  • Favored Class: Rogue.
  • Automatic Languages: Common, Undercommon.
  • Bonus Languages: ...
Derro Racial Class
(click to show/hide)

Comments:
(click to show/hide)

For convenience, here's a table with the Derro's HD-based features.
For effects that are different for sane and insane Derro, the insane feature is listed before the double slash ("//") and the sane feature is listed afterwards.
(click to show/hide)
« Last Edit: March 23, 2013, 06:18:40 PM by Garryl »