|Ramses: Derro Sorcerer|
In the world of Pangea Ultima, the Derro are merchants, slavers and the cruelest sort of moneylender and businessmen. They are widely feared and hated, but they are also greatly respected. Most Derro live in underground citadels which are always richly adorned. They are known far and wide as great buyers of luxury and are always interested in decadent drugs, spices and bed slaves.
Derro average 32″ in height. They have a movement rate of 20′ per round. Derro live to be 450 years old. They start the game speaking Common and Derro plus bonus languages for high intelligence. Derro can see in the dark to a range of 120 feet.
At character creation, derro add +1 to constitution (max. of 18) and subtract 1 from strength (min. of 3).
When underground, derro note sloping passages, unsafe construction, approximate depth underground and direction of travel on a roll of 1-2 on 1d6.
Derro despise light, suffering a -2 to penalty to hit and save when exposed to light and suffering 1d6 points of damage for every hour they are exposed to sunlight. They are immune to confusion and madness (beyond their innate madness). They cannot be restored to sanity.
Derro have a natural affinity for magic. A derro with a charisma score of 10 or higher can cast the following spells, each once per day: Audible glamer, darkness, daze, and sound burst. Derro with these abilities are always higher in status than those without.Derro sorcerers (called savants) can multi-class as clerics, fighters or thieves. Derro thieves can multi-class as fighters.
Pangea Ultima uses the Blood and Treasure 2E rules by John Stater. And excellent gaming system melding of Old-School and the D20 SRD.