Friday, November 9, 2012

Fantasy Core RPG--The Drow Outcast

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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