The
Drow Outcast
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Spell
Level
|
1st
|
+1
|
+0
|
+2
|
+2
|
1
|
2nd
|
+2
|
+0
|
+3
|
+3
|
1
|
3rd
|
+3
|
+1
|
+3
|
+3
|
1
|
4th
|
+4
|
+1
|
+4
|
+4
|
2
|
5th
|
+5
|
+1
|
+4
|
+4
|
2
|
6th
|
+6
|
+2
|
+5
|
+5
|
2
|
7th
|
+7
|
+2
|
+5
|
+5
|
3
|
8th
|
+8
|
+2
|
+6
|
+6
|
3
|
9th
|
+9
|
+3
|
+6
|
+6
|
3
|
10th
|
+10
|
+3
|
+7
|
+7
|
4
|
Description: The Drow are ebony-skinned Elves
that live in an Underworld nation and are born without souls. However, a
precious few in their society are still somehow born with souls. Instead of
being treasured when discovered, these Drow are immediately exiled when discovered.
● The Drow adventurer is assumed to
have somehow made it to the surface. Not as magical as a full Elf (or even a
Half-Elf), they are able to survive in the mundane mortal world. (They have the Arcane magical ability.) Within a few years they are able to conquer
their heliophobism. Drow Outcasts may be male or female. They are able to
reproduce with humans, but only produce human offspring. (Technically, Drow
could also reproduce with Half-Elves and full Elves but there's too much racial
animosity between the groups for that to ever happen.)
Hit
Die: d6
Prime
Abilities:
Dex, Int
Sub-Prime
Abilities:
Con, Wis, Cha
Weapon
and Armor Proficiency: A Drow Outcast is proficient with light one-handed melee weapons
(short sword, rapier, mace, etc), any one exotic weapon type, and any ranged
weapon (except longbow). The Outcast must choose one weapon (exotic, ranged or
melee) type as their Preferred weapon type. They may use light armor, but not
shields.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items
Preferred
melee weapon, hand crossbow, 10 bolts, leather armor
Preferred
Weapon: Drow
Outcasts add ½ their level to damage
caused by their Preferred weapon
type.
Parry: If a Drow Outcast is wielding two
melee weapons (example: sword and dagger), the first missed melee attack by an opponent allows them an immediate
counterstrike attack. The counterstrike is done with the offhand weapon at 0 BAB (Str and magic bonuses still
apply). The offhand weapon may be no more powerful than a short sword
(essentially a 1d6 weapon). They may not parry surprise attacks, sneak attacks,
or rear attacks.
Immunities: Sleep, fear, and paralysis
effects.
Infravision: Has the ability to see the in
dark.
Underground
Orienteering:
A Drow cannot become lost or misdirected by construction when underground, even
when effected by a spell. If teleported underground, they will still have
general sense of depth and direction.
Stealth: A Drow Outcast may sneak and hide
adding (Dex + Int bonuses)/2 + ½ level
to attempts.
Poison: Drow are skilled in the safe use
of poison. They can brew 4 doses of Drow
Sleep Poison (DC 12) in one hr with an Int
Bonus + ½ level check and proper materials (50 gp at least). (Roll for the actual effectiveness when
used.) DC 18 Con Sv or Knocked Out 1
turn when used. (Drow are immune to this
poison.) Drow can also identify poison
(DC 12) and treat poisoning (DC 18).
This skill is fairly broadly described.
You’ll have to fill in the details.
Spells
A Drow
Outcast begins play with a spellbook containing all 0-level Wizard spells plus one
1st-level spell of the player's choice. For each point of Int bonus they have, the spellbook
holds one additional 1st-level spell
of their choice. With each new level, they gain one new spell of their choice, up to the highest level they can
cast, from their mentor or the Wizard Council (or some similar
organization). New spells (including
ones bought, bartered, found, and stolen) must be copied into their spellbook
and practiced before being used in the field. Assume a day per spell.
Spellcasting
Drow
Outcasts may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.) With 2
cumulative failures in a turn/encounter, all magic use is suspended pending
1 turn of rest. The Spell Level Limit
is the highest spell level that they can cast.
A spellcaster must roll to activate a spell, even if their Spell Check
is greater than the spell’s DC. A Natural 1 is a Botch, meaning all
spellcasting is immediately suspended until the caster has had 1 turn of rest.
A Saving Throw against a spell has a DC
of 12 + ½ caster level.
Spellcasting
Restrictions (Optional Rule)
Drow are
trained by the Wizard Council, but their inherent magical ability is limited.
As such, Drow never reach their full potential as Wizards. (With a Drow
teacher, they could, but no Drow will ever teach an Outcast.) Alternately,
their weapons training (bordering on fetish) prevents the Outcast from
attaining their full Wizard potential.
Either way, at 10th level, they are not able to covert XP to
improving their Spell Check and are unable to cast higher than 4th
level spells.
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