Derp (3.5e NPC Class)

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Author: Leziad (talk)
Date Created: 1st April 2016
Status: Finished
Editing: Clarity edits only please
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A derp is an idiot, sometime very lucky. Usually not.

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Derp[edit]

Wait? how could I lose a grapple against him. He is so small!
—Tamit, Coastal Sphinx Cleric, about a Human Derp

A derp is a random idiots who somehow manage to trip a legendary Fighter by rolling a nat 20 against CMD (grumble grumble Pathfinder). They are characterized by their great luck or extreme bad luck, but somehow they usually pull through, with no merit of their own however.

Making a Derp[edit]

Abilities: No ability score is particularly important for a derp, fitting since the derp is himself not particularly important.

Races: All races have their share of lucky idiots.

Alignment: Any.

Starting Gold: 1d4+1 gp.

Starting Age: Simple, yeah.

Table: The Derp

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +0 Lucky, Unlucky
2nd +1 +0 +0 +0 Idiotic Cleave
3rd +1 +1 +1 +1 Flies Right Off His Hands
4th +2 +1 +1 +1 Very Lucky, Very Unlucky
5th +2 +1 +1 +1 Immortal Goofball

Class Skills (2 + Int modifier per level, ×4 at 1st level)

Class Features[edit]

All of the following are class features of the Derp.

Weapon and Armor Proficiency: A derp is proficient with a single weapon (even an exotic weapon) and light armor and all shields (except tower shields).

Lucky (Ex): A derp succeed any checks or roll on a natural 20, even skills checks or combat maneuvers. If there are multiple degree of success he always gain the least or the one she would normally get from his roll.

Unlucky (Ex): A derp count as having rolled a natural 1 on a roll of 1 to 5, he also suffer from the Hampered Decision Maker flaw with no bonus feat.

Idiotic Cleave (Ex): If a 2nd level derp miss an attack he immediately make an attack roll against an adjacent opponent from it intended target. This is never intentional.

Flies Right Out of His Hand (Ex): If a 3rd level derp miss with a melee attack he immediately throw the weapon as if he had the Throw AnythingCW feat against the closest non-adjacent creature.

Very Lucky (Ex): A 4th level derp count as having rolled a natural 20 on a roll from 15 to 20. This does not affect effects which trigger on a natural 20 or critical hit, such as the Vorpal enhancement.

Very Unlucky (Ex): A 4 level derp count as having rolled a natural 1 on a roll from 1 to 8.

Immortal Goofball (Ex): A 5th level derp is strangely hard to kill, almost always saved by sheer stray luck. He gain Why Won't You Die as a bonus feat even if he does not meet the prerequisites. The chance of surviving raise to 100% if his 'death' is unobserved, surviving through the most improbable of circumstances.



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