Derro

DrDew's page

Organized Play Member. 652 posts (653 including aliases). No reviews. No lists. 2 wishlists. 1 Organized Play character. 1 alias.



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Combat Monster wrote:

ALright, It's confirmed my Barb (or fighter) will be throwing lightning bolts.

Hopefully to finish off that aberration he just tossed into orbit.

BEHOLD! Thor, God of Thunder!


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I never noticed (hehe) it before so would not miss it.


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IMO the best to go about this from the beginning would have been to create a cat that was the product of the Awaken druid spell. Then you'd have an intelligent cat that you could add class levels to.

As far as fixing it now; if it bothers you do what the others here have suggested and see if the DM will allow you to get a girdle of opposite gender and a hat of disguise.


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It's a really strong, retarded orc with autism. I think the people protesting just have no concept of how to step outside of their "normal" box.

Role playing a 5 in a mental stat is going to be just as difficult as really role playing an 18 in a mental stat. Most of us are not geniuses or social savants and as such cannot actually think like one despite trying to play characters who are. The same applies to a 5. If you allow people to play characters with really high stats then there's no good reason to disallow or scoff at low stats.


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I don't think names are very important. It's always possible for a character's parents to make up their own unique name or for a character to make up his own name later in life because he didn't like his given name.

In my games, we rarely actually use the character names. We usually just refer to everyone by the player name because nobody can remember the character names or a player can't pronounce a character name.

I think ultimately a character's name is only important to the player of that character because it helps the player define who the character is.


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If you do a lot of talking in character in your game, then make up some jargon for it. +1 could be a "level one enchantment". A +5 vorpal sword could be a "level five enchantment with the vorpal quality". The smith would understand that this actually makes the weapon have a "level ten enchantment" overall since +5 is the equivalent of vorpal in that way.


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Benchak the Nightstalker wrote:

I'm of the opinion that a lost eye should penalize melee attacks and AC, rather than ranged attacks (maybe ranged attacks in close range).

I know, it seems a little counter-intuitive, but think about it. What do archers or gunmen do when lining up a distant shot? They close one eye.

And it's backed up by science too. You only use binocular vision to determine distance out to about 20 ft. After that, your brain relies on visual cues, which means losing an eye would have no effect. What a monocular person would find difficult is dealing with objects very close, moving very fast (like an axe swinging at your head, for instance).

There's a great article by a guy who actually lost an eye on depth perception and what he found difficult to do Here

EDIT: Okay, semi-ninja'd, but I have a nice link :D

Reading that article, I would say give them a -4 to perception (because of the blind spot) and a penalty on actions out to a distance of 20ft that rely on sight (attacks, acrobatics, disable device, craft). -1 to actions at a range of 20ft, -2 at 15ft, -3 at 10ft, and -4 at 5ft or closer. Also apply this penalty to dexterity bonus to AC. Give the character a +2 to intimidate because someone with an eye patch could be a little intimidating.

After 3 months of living with it, halve the penalties. After 6 months of living with it, eliminate all penalties except a -2 to perception.
So after 6 months of living with one eye, the character now has +2 to intimidate and -2 to perception. He/she would have gotten used to only having one eye and adapted to it.


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Where's the topic? Did the OP get eaten?


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This has been posted in several low-magic threads.

Cerealkiller wrote:

Here I a suggestion to non-magic enhancements

Acid wash (+4 save vs acid, rust, disintegration)
Alchemical chamber (Add Alchemical flask to dam)
Armor razors (Deals 1d6 Slashing)
Armor spikes (Deals 1d6 Piercing)
Barbed (2 pts Dam 1d4 rnds addition hit extend duration)
Bashing (Bash deal dam as if two sizes larger (1d3=1d6 and 1d4=1d8)
Basket hilt (+4 vs Disarm, +1 AC with Combat Expertise)
Bayonet (Deals 1d6 x2 Ranged -8 to hit and 1/2 incerment)
Bladeshatter (When any non axe, hammer or mace fails a attack roll by 10 or more the weapon tke 1d8 dam by passes hardness)
Blood groove (Casues 1 bleed dam every round)
Bow stablizers (+1 To hit)
Bowstring silencer (Make bow totally silent but reducing its range increment by 10ft/2in)
Buoyancy (-1 Check pen when swimming)
Camouflage (+4 to Stealth)
Caster armor (-5% Spell fail)
Crossbow shield (A small shield is attached to the crossbow +1 AC)
Crossbow/Musket scope (Reduce range penality by 1)
Deceptive (+4 Sleight of hand)
Dwarven forged armor (+2 AC -1 Check pen +10% spell fail)
Dwarvencraft weapon (Increase dam by 1 level +2 Hardness, saves, +10 HP )
Elven craft bow (Functions like a club when use as a melee weapon)
Elven forged armor (+1 Max dex -1 Check pen -10% spell fail)
Embossed (+2 to Gather info if stolen)
Enhanced bracing (+2 Dam set againt a charge)
Extended chain (+4 to Trip flails,chain, and whips and +5ft/1in to spiked chain and whips)
Extended Haft (+5ft/1in Reach)
Fast-Donning/Quick release Straps (No increased check penalty, -1 AC, Standard action to remove armor)
Fire retardant I (Fire resistance 5)
Fire retardant II (Fire resistance 10)
Folded weapon (+4 to Hardness)
Forestwarden Shroud (Negating the effect that undergrowth has on the wearer's Acrobatics and Stealth)
Grounded (Electical restance 5)
Heavy (+2 HP +1 Dam -2 to hit)
Heavy pommel (+2 to Parry)
Interlocking Plate (+2 to AC when moving no more the 5ft/1in)
Iron Sight crossbow/musket (+1 To hit)
Light (+2 To hit -1 Dam -1 HP/Hardness)
Lightweight (Lower category of armor type by 1, +5ft/1in movement, and reduce AC, check pen by 1)
Lined (Cold resistance 5)
Mercurial (+1 Dam)
Muffling (+4 to Stealth -2 to other dex skills)
Ornate/Savage (+1 to +5 either /or Diplomacy, Intimidate)
Penetrating (+4 to Sunder)
Percise fitting (-1 to check pen +1 max dex +1 Bluff and Diplomacy)
Perfect balance (+1 AC when taking total defence)
Perfect weighted (+5ft/1in thrown range incerment)
Pistol (Add a pistol to the weapon 2d4 x3 Range 5ft/1in)
Quick quiver (+1 to Initive when using a bow)
Razor sharp/Honed (+1 to critacal threat range)
Reinforced (25% chance of negating any precision damage)
Resilient (+5 HP)
Riding Straps (+1 to Ride)
Rifiled Barrel (+1 To hit +10ft/2in range incerment)
Rusted (-1 Dam, -1 HP, -2 Hardness, -2 save vs rust plus rust disease)
Segmented (+1 Max dex)
Serrated (2 pts Dam 1d4 rnds addition hit extend duration)
Shield blade/axe (Deals +1d4 slashing dam )
Shield sheath (Holds one light weapon drawing the weapon in the shield sheath is a free action and Free feint attempt)
Shield spikes (Deals +1d4 piercing dam)
Spidersilk (Make armor usable by monks, rouge, and ninjas)
Spring-loaded dagger (1d4/19-20x2 can launch Range 5ft/1in +5 to Sleight of hand)
Stability (+4 vs Bull rush +10% spell fail -1 max dex)
Teather (+4 vs disarm and if disarmed you do not drop weapon)
Tempered armor I (DR 1/-)
Tempered armor II (DR 2/-)
Tempered armor III (DR 3/-)
Tempered armor IV (DR 4/-)
Tempered armor V (DR 5/-)
Thin blade (+2 to diarm and bluff -2 dam)
Thunderhead (Add a blackpower charge to weapon +2d4 Dam)
Weapon pair (Reduce two weapon penality by 1 a matched pair of a normal and light weapon)
Vital coverage I (+2 AC vs crit effects)
Vital coverage II (+4 AC vs crit effects)


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I had some old crit/fumble tables that I've had around forever (probably since AD&D1) and I decided to convert them to be more 3.5/PF friendly and share them.

Feel free to use them. Might need some tweaking. I've only made a couple of passes over it but I've changed a lot.
Let me know what you think.


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Have the DM introduce some kind of magical pool of dirt that transforms you permanently after you fall into while in earth elemental form. The pool then loses its properties after the transformation is complete.


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57. Earl Taylor
Str 9, Dex 12, Con 10, Int 14, Wis 7, Cha 12; Male Human; Age 42; Expert 5; Earl is a friendly middle-aged man. A tailor by profession, he lives on the upper floor of his shop with his daughter Tina. He is oblivious of his daughter’s activities and doesn’t believe she can do any wrong.

58. Tina Taylor
Str 8, Dex 12, Con 12, Int 8, Wis 7, Cha 14; Female Human; Age 16; Commoner 1; Tina is the Daughter of Earl Taylor. This young woman is a little bit of a trouble maker and has a reputation for her loose virtue. She sometimes works for Bill Johnson at the bar when she needs a little money.
Tina is currently pregnant. She claims it is Morris' (although it might be Wersch's…or Daelan’s).

59. Mavis Jones
Str 10, Dex 8, Con 10, Int 14, Wis 14, Cha 14, hp 90; Female Human; Age 90; Commoner 20; Skills: Appraise +7, Climb +8, Craft (Sewing) ++23, Craft (Carpentry) +10, Craft (Cooking) +13, Diplomacy +10, Handle Animal +13, Knowledge (nature) +7, Knowledge (local) +10, Perception +14, Profession (Farmer) +31, Ride +6, Sense Motive +14; Feats: Alertness, Skill Focus (Sewing), Skill Focus (Profession Farmer), Skill Focus (Cooking), Toughness, Endurance, Die Hard, Great Fortitude, Iron Will, Leadership, Master Craftsman. Mavis recently had her 90th birthday. She owns and runs a farm but no longer works in the field. Mavis has had three husbands (a human named Tom, a half-elf named Tilandil, and a half-orc named Krusk. All are dead), has had six children (2 from each husband but only Lisandriel; Female Half-Elf; Age 70 is still alive), 14 grand children (2 moved away, 3 are deceased, and 3 are adventuring, 6 are still living in the village), 34 great-grand children (4 are deceased, 9 moved away, 5 are adventuring, 16 are still living in the village), 46 great-great-grand children (17 have moved away, 3 are deceased, 26 are still living in the village), and 22 great-great-great-grand children (8 moved away, 14 are still living in the village).

60. Tayna Smith
Str 7, Dex 7, Con 7, Int 13, Wis 13, Cha 13, hp 18; Female Human; Age 60; Commoner 12; Skills: Appraise +5, Craft (Cooking) +12, Profession (Farmer) +4, Profession (Baker) +8, Handle Animal +9, Diplomacy +5, Knowledge (local) +9, Perception +5, Sense Motive +8; Feats: Skill Focus(Cooking), Skill Focus(Baker), Skill Focus (Knowledge local), Skill Focus (Sense Motive), Endurance, Iron Will, Great Fortitude
Tayna is married to Dawson Smith. She is a grandaughter of Mavis Jones. Her mother, Marla (deceased), was one of Mavis & Toms’ daughters. Tayna has five children (two of those are deceased), 14 grand children (one moved out of the village), and 4 great-grand children (2 moved out of the village).

61. Dawson Smith
Str 11, Dex 7, Con 7, Int 15, Wis 10, Cha 10; Male Human; Age 60; Commoner 12;
Skills: Appraise 7, Craft (Blacksmith) +18, Craft (Weaponsmith) +18, Craft (Armorsmith) +18, Craft (Leatherworking) +10, Knowledge (Engineering) +5; Feats: Skill Focus (Blacksmith), Skill Focus (Weaponsmith), Skill Focus (Armorsmith), Skill Focus (Leatherworking), Endurance, Great Fortitude, Run
Husband of Tayna, he runs a smithy from their home while she sells baked goods on the side.


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53. At the largest booth in the bar, a richly dressed human man sits next to an elf woman in practical garb. On the table, in front of them are several rolls of parchment and a pen with an ink well.

54. A group of four feline humanoids enters the bar. They notice the richly dressed human man and an elf woman in practical garb at a large booth and walk to the table to join them. They all speak in hushed tones as they look at the papers on the table.
Perception: The Human appears to be trying to get everyone to sign something.


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Yucale wrote:

15. A well-dressed youth with an eyepatch sits at a secluded table, his exceptioanlly tall butler standing behind him politely.

[perception/adventure hook] The young lord is at the tavern, looking for clues to a recent crime's perpatrator.

[perception] You notice him move the eypatch to the other eye and rub the one that it was over.


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A heavily cloaked figure stands, unmoving, in a dark corner with its back to the wall. [perception] It's actually a coat rack.


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A striking woman in a fine green gown leans against the bar sipping from a mug. She is watching the minstrel intently while she spins a fantastic love story.

You see a half-orc woman performing what appears to be a drunken table dance while the men at the table leer at her. [perception] to see her use slight of hand to steal a gold ring from one of the patrons at the table.