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Mammoth

DM X's page

619 posts. Alias of Xaaon of Xen'Drik.

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Gamemaster

About DM X

Current Battlemap:

Local Coinage:
"Pinch" copper
"Silver Shield" Silver
"Gold Sail" Gold
"Crown" Platinum

Harrow Point Uses
In “Edge of Anarchy,” the PCs are faced with numerous situations
where they need to be quick on their feet. During this adventure, a
character can spend his Harrow Points in the following ways.

Dexterity Rerolls: Spend a Harrow Point to reroll any one
Initiative check, Reflex save, attack roll modified by Dexterity, or
Dexterity-based skill check. You must abide by the new result
(although if you have additional Harrow Points remaining, you
can use them to attempt additional rerolls).

Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge
bonus to your Armor Class for one encounter. You can spend
up to 3 Harrow Points per encounter to increase your Armor
Class in this manner.

Speed Increase: Spend a Harrow Point to increase your
base speed by 10 feet for one encounter—you cannot spend
multiple Harrow Points to increase your speed multiple times
in one encounter.

Marra: The Forge
Pavo: The Unicorn
Sorin: The Rabbit Prince
Tamarie: The Big Sky
Sollus: The Winged Serpent

House Rules: Skills: all 2+int classes have 4+int

DERRO:

CE Small humanoid (derro)

Init +6; Senses darkvision 60 ft.; Perception +0

Defense

AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)

hp 25 (3d8+12)

Fort +5, Ref +3, Will +6

SR 14

Weaknesses vulnerability to sunlight

Offense

Speed 20 ft.

Melee short sword +5 (1d4) or aklys +5 (1d6)

Ranged repeating light crossbow +5 (1d6/19–20 plus poison) or aklys +5 (1d6)

Special Attacks sneak attack +1d6

Spell-Like Abilities (CL 3rd)

At will—darkness, ghost sound (DC 13)

1/day—daze (DC 13), sound burst (DC 15)

Statistics

Str 11, Dex 15, Con 18, Int 10,Wis 5, Cha 16

Base Atk +2; CMB +1; CMD 13

Feats Improved Initiative, Weapon Finesse

Skills Perception +0, Stealth +9

Languages Aklo, Undercommon

SQ madness, poison use

Ecology

Environment any underground

Organization solitary, team (2–4), squad (5–8 plus 1 sorcerer of 3rd–5th level), or band (11–20 plus 30% noncombatants plus 3 sorcerers of 3rd–8th level)

Treasure NPC Gear (leather armor, short sword or aklys, repeating light crossbow with 10 poisoned bolts, other treasure)

Special Abilities

Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.

Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.

Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Though derros dwell deep under most of the surface world's cities, very few know of the sadistic creatures' existence. Descended from mysterious fey that once dwelt deep underground, the derros lust for the comforts of the surface, yet the light of the sun causes them to blister, burn, and die. Derros often abduct surface dwellers to perform hideous experiments on them in their never-ending quest to divine what protects those who dwell above from the burning death, yet the intrinsic madness that plagues all derros dooms these experiments to failure every time. In the end, traumatized victims are returned to their homes, memories not quite completely wiped of their ordeal, to live the rest of their lives in vague fear of a nightmare they can't quite recall.

A typical derro fights with a short sword or a repeating light crossbow with plenty of poison bolts. Some derros also carry an aklys—a hooked throwing club attached to a 20-foot- long cord. This cord limits the club's range, but allows the derro to retrieve it as a move-equivalent action after it has been thrown.

Derro leaders are typically sorcerers of at least 3rd level, although they also make excellent rogues. Many derros wield strange and unusual weapons like hooked polearms, eerie whistling aklyses, long hollow spears that can be filled with toxins, or crystalline throwing wedges that shatter on impact to create horrific bleeding wounds.

A derro stands 3 feet tall and weighs 70 pounds.



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