Derro

Derro Racial Characteristics
Derro player characters are defined by class levels—they do not possess racial Hit Dice. As a derro, you possess the following racial characteristics.

  • +2 Dexterity, +2 Charisma, -2 Wisdom: You are agile and are gripped with a powerful mania. You miss subtle details and are sometimes lost in the world.
  • Humanoid: You are a humanoid with the underkin subtype.
  • Small: You are a Small creature and gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a –1 penalty to your Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Speed: You have a basic speed of 20 ft.
  • Darkvision: You can see in areas of low-light and darkness without penalty.
  • Feat: You gain Craft Alchemical Item as a bonus feat.
  • Light Blindness: Abrupt exposure to bright light blinds you for 1 round; on subsequent rounds, you are dazzled as long as you remain in the affected area.
  • Mania: You are immune to confusion and insanity effects and use your Charisma modifier on Will saves instead of your Wisdom modifier.
  • Poison Use: You do not risk poisoning yourself when applying poison to a weapon.
  • Sneak Attack: You deal an additional +1d6 points of damage to opponents that you flank or who are denied their Dexterity modifier.
  • Spell-Like Abilities (Cha): You may use ghost sound and darkness once per day.
  • Standard Languages: You begin play speaking Aklo and Undercommon. With a high intelligence score you may choose from Common, Dwarven, Elven, Gnome, Orc, Ignan, and Terran.

Derro (Local)
DC 10 – Derro are dwarf-like creatures afflicted with delusions of grandeur
DC 15 – Derro are vulnerable to sunlight and weaken and die if exposed to it too long
DC 20 – All Derro are insane and are immune to effects that cause insanity or madness
DC 25 – Derro are proficient at sneak attacks and poison use

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.