The Drow [Custom Race + Classes - Shadows of Numilvara]

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witness
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The Drow [Custom Race + Classes - Shadows of Numilvara]

THE DROW

A colony of dark elves transplanted from across the world now make their home in the warmer forests of New Cyre. While the leaders of their race publicly credit the goddess Numilvara with their survival of the Separation, many of them still pay private homage and reverence to their ancestral scorpion-god.

Female drow are strongly encouraged to pursue divine magic, while male drow are driven to arcane pursuits. As such, spellcasting classes among the drow are sometimes restricted to characters of the appropriate gender.

Requirements

All drow classes must have minimum Dexterity score of 9, in addition to any other requirements.

Class Category Values

Fighting: Drow classes with narrow or broad weapon selections must select both the crossbow and short sword among their selections.

Divine: For classes restricted to drow females, any build points allocated to the Divine value stack with build points allocated to the Drow value (to a maximum of 4) for purposes of determining the class’s divine spellcasting ability. For such classes, reduce the XP cost for the Divine value by 125 XP

Arcane: For classes not restricted to a particular gender, any build points allocated to the Drow value stack with those allocated to the Arcane value for purposes of determining the class’s spellcasting ability. For these classes, reduce the XP cost for the Arcane value by 125 XP.

Drow Value

Value

Drow

XP Cost

4

Drow + Arcane or Divine 4

2625 or 2125

3

Drow + Arcane or Divine 3

2125 or 1250

2

Drow + Arcane or Divine 2

1500 or 750

1

Drow + Arcane or Divine 1

875 or 500

0

Drow

250

 

When building a Drow custom class, assign between 0 and 4 build points to the class’s Drow Value. At Drow 0, all Drow gain the following Drow custom powers:

  • Infravision: Drow are endowed with infravision to a range of 30’.
  • Drow Resistances: Drow resist magical effects better than most, and their experience taming giant spiders and scorpions has inured them to the effects of poison. All drow receive a +2 bonus to saving throws versus spells, poisons, and death magic.
  • Bonus Languages: Drow are conversant the Drow, Goblin, Orc, and their own sign language, in addition to common and any languages selected at character creation.
  • Keen Senses: All elves detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection.
  • Light Sensitivity: Drow are sensitive to bright light, suffering a -2 penalty on attack and saving throws while in the area of a light or continual light spell or in full daylight. They also suffer a -2 penalty to saving throws against attempts to blind them with such spells. Smoked goggles may be employed to counter this weakness, but they also interfere with the keen senses and infravision of the drow.
  • Spell-like Abilities: Drow are able to cast faerie fire and darkness each once per hour.

Additional points allocated to the Drow Value stack with points assigned to the Divine category (for classes restricted to female characters) or the Arcane category (for all other drow classes).

Experience Point Progression after 8th Level

Drow classes restricted to female characters increase the amount of experience required to advance each level after 8th by 40,000 XP. Other drow classes increase this amount by 50,000 XP.

witness
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DROW SPELLSWORD

Prime Requisite:

STR and INT

Requirements:

DEX 9

Hit Dice:

1d6

Maximum Level:

10

 

Drow, like most elves, have a natural affinity for both magic and swordplay. The drow spellsword class reflects their natural leanings. Most spellswords are male, as the females of their race have an inclination toward divine magic rather than arcane.

At first level, spellswords hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. They increase their base damage roll from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, and 9th level. Drow spellswords are trained to fight with any weapon and may wear any armor. They may fight wielding a weapon and shield, wielding a two-handed weapon, and wielding a weapon in each hand.

In addition to their fighting prowess, spellswords learn and cast arcane spells as a mage of their level, and may cast these spells while wearing armor. Spellswords may use any magical items available to fighters or mages.

As drow, spellswords are resistant to magic and poison. The target number for any saving throw against spells, poisons, and death magic is reduced by 2 (these bonuses are already factored into the table below). Drow speak their own language, as well as that of Goblins and Orcs, plus a Drow sign language. Their keen senses enable them to detect secret doors on a proficiency throw of 14+ on casual inspection, or on a throw of 8+ when actively searching. Drow also have the ability to create darkness and faerie fire each once per hour. Treat these abilities as the spells of the same name, as if cast by a mage of the character’s level.

Drow are also bred to operate in total darkness. They have infravision out to a distance of 30’. However, they are sensitive to light, receiving a -2 penalty to all attacks and saving throws in the area of light, continual light, and similar magic, or in areas of full daylight. When an opponent attempts to blind them with a light spell or similar, drow save at -2 against the effect. Drow sometimes procure goggles of smoked glass to negate these penalties; however these goggles also negate their infravision ability and keen senses.

At 5th level (Thaumaturge-Exemplar), the drow spellsword may research spells, scribe scrolls, and research new spells, just as mages do. At 9th level, they may create more powerful items such as rings and staffs.

At 9th level (Wizard-Lord), the spellsword may establish a murkwood glen in a forested or jungle setting. The drow who follow him there will construct a nightweave in the canopies, maintaining a constant darkness under its protection. A total of 3d6x10 1st level drow NPCs will move in to help with construction and defend the glen at no cost to the character. For additional rules, ask your Judge!

Drow Spellsword Proficiency List: Acrobatics, Alertness, Battle Magic, Beast Friendship, Black Lore, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, knock down), Command, Elementalism, Familiar, Fighting Style, Leadership, Loremastery, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Quiet Magic, Precise Shooting, Prestidigitation, Running, Sensing Power, Skirmishing, Soothsaying, Swashbuckler, Unflappable Casting, Wakefulness, Weapon Focus, Weapon Finesse

 

 

 

Drow Spellsword Level Progression

Drow Spellsword Spell Progression

Experience

Title

Level

Hit Dice

Damage Bonus

1

2

3

4

5

0

Arcanist-Guardian

1

1d6

+1

1

-

-

-

-

4,125

Warrior-Seer

2

2d6

+1

2

-

-

-

-

8,250

Thaumaturgist-Swordmaster

3

3d6

+2

2

1

-

-

-

16,500

Magician-Hero

4

4d6

+2

2

2

-

-

-

33,000

Thaumaturge-Exemplar

5

5d6

+2

2

2

1

-

-

66,000

Myrmidon-Enchanter

6

6d6

+3

2

2

2

-

-

130,000

Sorcerer-Champion

7

7d6

+3

3

2

2

1

-

260,000

Epic Hero-Mage

8

8d6

+3

3

3

2

2

-

430,000

Wizard-Lord

9

9d6

+4

3

3

3

2

1

600,000

Wizard-Lord, 10th level

10

9d6+2

+4

3

3

3

3

2

 

 

Drow Spellsword (Fighter) Attack and Saving Throws

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staffs & Wands

Spells

Attack Throw

1

15+

12+

16+

16+

15+

10+

2-3

14+

11+

15+

15+

14+

9+

4

13+

10+

14+

14+

13+

8+

5-6

12+

9+

13+

13+

12+

7+

7

11+

8+

12+

12+

11+

6+

8-9

10+

7+

11+

11+

10+

5+

10

9+

6+

10+

10+

9+

4+

11-12

8+

5+

9+

9+

8+

3+

13*

7+

4+

8+

8+

7+

2+

witness
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Joined: 2012-02-28 16:06

DROW NIGHTBLADE

Prime Requisite:

DEX and INT

Requirements:

None

Hit Dice:

1d6

Maximum Level:

11

 

Drow are a subtle race, and their gift for stealth and guile are exemplified in the practice of death-dealing. The drow nightblades are cunning and deadly; murder is their art. While most nightblades are employed by matriarchs within a drow fastness, those who strike out into the wider world find their skills in high demand.

At first level, drow nightblades hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as thieves, by two points every four levels of experience. Nightblades can wield any one-handed melee weapon and may use all missile weapons. They may wear only leather armor or lighter, but may not use shields. They are trained to fight wielding a weapon in each hand or a one-handed weapon with both hands, but may not use exclusively two-handed weapons. Nightblades may use any magical items available to mages or thieves.

As drow, nightblades are resistant to magic and poison. The target number for any saving throw against spells, poisons, and death magic is reduced by 2 (these bonuses are already factored into the table below). Drow speak their own language, as well as that of Goblins and Orcs, plus a Drow sign language. Their keen senses enable them to detect secret doors on a proficiency throw of 14+ on casual inspection, or on a throw of 8+ when actively searching. Drow also have the ability to create darkness and faerie fire each once per hour. Treat these abilities as the spells of the same name, as if cast by a mage of the character’s level.

Drow are also bred to operate in total darkness. They have infravision out to a distance of 30’. However, they are sensitive to light, receiving a -2 penalty to all attacks and saving throws in the area of light, continual light, and similar magic, or in areas of full daylight. When an opponent attempts to blind them with a light spell or similar, drow save at -2 against the effect. Drow nightblades sometimes procure goggles of smoked glass to negate these penalties; however these goggles also negate their infravision ability and keen senses.

Drow nightblades may move silently, hide in shadows, climb walls, and backstab as a thief of the same level. In addition they may perform feats of acrobatics as the proficiency of the same name.

Nightblades cast arcane spells as mages of half their level, using the same spell list and same rules for learning and casting spells. They may cast spells in any armor with which they are proficient.

When they reach 9th level (Nightblade), drow nightblades can establish a hideout, attracting 2d6 1st level nightblades to learn under him. If hired, they must be paid standard rates for ruffians; they will serve the character with some loyalty. At least one, however, will be an infiltrator working for his local rivals, sent to keep an eye on him. See Hideouts and Hijinks in Chapter 7 of ACKS for more information.

At 10th level, drow nightblades may research spells, scribe magical scrolls, and brew potions as if they were 5th level mages.

[Class] Proficiency List: Alchemy, Alertness, Battle Magic, Beast Friendship, Black Lore of Zahar, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Elementalism, Familiar, Fighting Style, Intimidation, Magical Engineering, Mystic Aura, Passing Without Trace, Precise Shooting, Prestidigitation, Quiet Magic, Running, Sensing Power, Skirmishing, Skulking, Sniping, Swashbuckling, Unflappable Casting, Trap Finding, Wakefulness, Weapon Focus, Weapon Finesse

 

 

 

Drow Nightblade Level Progression

Drow Nightblade Spell Progression

Experience

Title

Level

Hit Dice

1

2

3

0

Arcanist-Avenger

1

1d6

-

-

-

2,900

Seer-Enforcer

2

2d6

1

-

-

5,800

Thaumaturgist-Torturer

3

3d6

2

-

-

11,600

Magician-Slayer

4

4d6

2

-

-

23,200

Thaumaturge-Destroyer

5

5d6

2

1

-

46,400

Enchanter-Executioner

6

6d6

2

1

-

95,000

Sorcerer-Blackguard

7

7d6

2

2

-

190,000

Mage-Assassin

8

8d6

2

2

 

340,000

Nightblade

9

9d6

2

2

1

490,000

Nightblade, 10th level

10

9d6+2

2

2

1

640,000

Nightblade, 11th level

11

9d6+4

2

2

2

 

 

Drow Nightblade (Thief) Attack and Saving Throws

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staffs & Wands

Spells

Attack Throw

1-2

13+

11+

16+

14+

13+

10+

3-4

12+

10+

15+

13+

12+

9+

5-6

11+

9+

14+

12+

11+

8+

7-8

10+

8+

13+

11+

10+

7+

9-10

9+

7+

12+

10+

9+

6+

11

8+

6+

11+

9+

8+

5+

witness
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Joined: 2012-02-28 16:06

DROW MATRIARCH

Prime Requisite:

WIS

Requirements:

DEX 9

Hit Dice:

1d8

Maximum Level:

13

 

While modern times have driven them to become more egalitarian, drow society was historically matriarchal. Today, drow priestesses (known as Matriarchs) still rule over the largest glens, controlling the majority of political power. While these matriarchs publicly proclaim worship of Numilvara, the Tiger Prince, or sometimes Eberron itself, rumors abound that some or all of them secretly worship a dark god of old.

At first level, drow matriarchs hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as clerics, by two points every four levels of experience. Matriarchs can wield bows, crossbows, swords, and daggers. They may wear any armor, and they are trained to fight wielding a weapon and shield and wielding a weapon in each hand. Drow matriarchs may use any magical items available to clerics.

As drow, matriarchs are resistant to magic and poison. The target number for any saving throw against spells, poisons, and death magic is reduced by 2 (these bonuses are already factored into the table below). Drow speak their own language, as well as that of Goblins and Orcs, plus a Drow sign language. Their keen senses enable them to detect secret doors on a proficiency throw of 14+ on casual inspection, or on a throw of 8+ when actively searching. Drow also have the ability to create darkness and faerie fire each once per hour. Treat these abilities as the spells of the same name, as if cast by a mage of the character’s level.

Drow are also bred to operate in total darkness. They have infravision out to a distance of 30’. However, they are sensitive to light, receiving a -2 penalty to all attacks and saving throws in the area of light, continual light, and similar magic, or in areas of full daylight. When an opponent attempts to blind them with a light spell or similar, drow save at -2 against the effect. Drow sometimes procure goggles of smoked glass to negate these penalties; however these goggles also negate their infravision ability and keen senses.

Beginning at 2nd level, drow matriarchs may cast divine spells as shown on the tables below.

At 5th level (Sister-Disciple), a drow matriarch’s commanding voice ensures her orders are followed without question. She gains a +2 bonus to reaction rolls with creatures she speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in her presence. Creatures with a Wisdom score greater than the matriarch’s charisma score are immune to this effect (and she will know of this immunity).

A 5th level drow matriarch may also perform magical research, inventing new spells, brewing potions, or scribing scrolls. At 9th level, she may create more powerful magic items (rings, rods, staffs, etc). At 11th level she may learn and cast ritual divine spells of 6th and 7th level, craft magical constructs, and perform necromancy (if chaotic).

At 9th level, a drow matriarch acquires a scorpion guard, a physical guardian manifested from her own spirit. The scorpion guard has an Intelligence score equal to ½ the matriarch’s Intelligence. It can understand her speech, and she can understand its sounds and gestures, though others will need to resort to proficiencies or magic to do the same. So long as the matriarch faithfully defends her people, the scorpion guard will be utterly loyal, obeying her every whim. While the scorpion guard is alive and within 30’ of her, she gains the benefits of the Alertness proficiency.

The scorpion guard always has Hit Dice and maximum hp equal to ½ the matriarch’s, and makes saving throws as a cleric of ½ her level. If the scorpion guard is ever killed, she must make a saving throw versus death or instantly take damage equal to its maximum hit points. Slain scorpion guards may be brought back to life with a restore life and limb spell or similar magic, but may not be reincarnated.

When the drow matriarch reaches 9th level, she may establish a murkwood glen in a forested or jungle setting. The drow who follow her there will construct a nightweave in the canopies, maintaining a constant darkness under its protection. A total of 3d6x10 1st level drow NPCs will move in to help with construction and defend the glen at no cost to the character. For additional rules, ask your Judge!

Drow Matriarch Proficiency List: Apostasy, Arcane Dabbling, Battle Magic, Black Lore, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Illusion Resistance, Knowledge(history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Naturalism, Passing Without Trace, Performance, Profession(judge), Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Vermin Friendship*, Wakefulness

 

 

 

Drow Matriarch Level Progression

Drow Matriarch Spell Progression

Experience

Title

Level

Hit Dice

1

2

3

4

5

0

Novice

1

1d8

-

-

-

-

-

2,125

Daughter

2

2d8

1

-

-

-

-

4,250

Sister-Initiate

3

3d8

2

-

-

-

-

8,500

Sister

4

4d8

2

1

-

-

-

17,000

Sister-Disciple

5

5d8

2

2

-

-

-

34,000

Priestess

6

6d8

2

2

1

1

-

70,000

Mother

7

7d8

2

2

2

1

1

140,000

Revered Mother

8

8d8

3

3

2

2

1

280,000

Matriarch

9

9d8

3

3

3

2

2

420,000

Matriarch, 10th level

10

9d8+1

4

4

3

3

2

560,000

Matriarch, 11th level

11

9d8+2

4

4

4

3

3

700,000

Matriarch, 12th level

12

9d8+3

5

5

4

4

3

840,000

Matriarch, 13th level

13

9d8+4

5

5

5

4

3

 

 

Drow Matriarch (Cleric) Attack and Saving Throws

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staffs & Wands

Spells

Attack Throw

1-2

13+

8+

16+

13+

13+

10+

3-4

12+

7+

15+

12+

12+

9+

5-6

11+

6+

14+

11+

11+

8+

7-8

10+

5+

13+

10+

10+

7+

9-10

9+

4+

12+

9+

9+

6+

11-12

8+

3+

11+

8+

8+

5+

13

7+

2+

10+

7+

7+

4+

 

 

Drow Matriarch Spell List (Divine)

 

1st  Level

2nd Level

3rd Level

4th Level

5th Level

1

Command Word

Augury

Continual Light

Create Water

Charm Monster

2

Cure Light Wounds

Bless

Cure Blindness

Command Vermin

Command Person

3

Detect Evil

Chameleon

Cure Disease

Cure Serious Wounds

Commune

4

Detect Magic

Charm Vermin

Glyph of Warding

Dispel Magic

Create Food

5

Light

Delay Poison

Locate Object

Divination

Dispel Evilt

6

Protection From Evil

Hold Person

Prayer

Neutralize Poison

Flame Strike

7

Purify Food and Water

Resist Fire

Protection from Normal Missiles

Nondetection

Insect Plague

8

Remove Fear

Righteous Wrath

Remove Curse

Protection from Evil, Sustained

Quest

9

Resist Cold

Silent Step

Speak With Dead

Speak with Plants

Restore Light and Limb

10

Sanctuary

Speak with Vermin

Striking

Tongues

True Seeing

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Joined: 2012-02-28 16:06

DROW RANGER

Prime Requisite:

STR

Requirements:

DEX 9, INT 9, and WIS 9

Hit Dice:

1d6

Maximum Level:

12

 

Drow rangers are experts in archery and woodcraft, who patrol the borders of drow lands and secure new territory for their people.

At first level, drow rangers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. Rangers can wield any one-handed melee weapon and may use all missile weapons. They may wear chain mail or lighter armor. They are trained to fight wielding a weapon and shield, wielding a two-handed weapon, and wielding a weapon in each hand. Rangers may use any magical items available to fighters.

Rangers are expert archers, increasing their base damage roll from successful missile attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th. Their accuracy gives them a +1 bonus to attack throws with missile weapons, and they may draw or stow missile weapons without sacrificing skipping an attack or move action.

As drow, rangers are resistant to magic and poison. The target number for any saving throw against spells, poisons, and death magic is reduced by 2 (these bonuses are already factored into the table below). Drow speak their own language, as well as that of Goblins and Orcs, plus a Drow sign language. Their keen senses enable them to detect secret doors on a proficiency throw of 14+ on casual inspection, or on a throw of 8+ when actively searching. Drow also have the ability to create darkness and faerie fire each once per hour. Treat these abilities as the spells of the same name, as if cast by a mage of the character’s level.

Drow are also bred to operate in total darkness. They have infravision out to a distance of 30’. However, they are sensitive to light, receiving a -2 penalty to all attacks and saving throws in the area of light, continual light, and similar magic, or in areas of full daylight. When an opponent attempts to blind them with a light spell or similar, drow save at -2 against the effect. Drow sometimes procure goggles of smoked glass to negate these penalties; however these goggles also negate their infravision ability and keen senses.

Like explorers, rangers are difficult to spot in the wilderness, and may disappear into woods and underbrush with a proficiency throw of 3+. Within a dungeon environment, he may escape detection on a throw of 14+, provided he is motionless behind cover.

Rangers are also expert trackers, able to follow tracks with a base proficiency throw of 11+ (modified as per the Tracking proficiency). A ranger may reduce this target throw by 4 each time he takes the Tracking proficiency.

Drow rangers also have animal reflexes, giving them a +1 bonus to surprise and initiative rolls.

At 7th level, a drow ranger learns to cast divine spells, as a caster of five levels lower. The drow ranger’s divine spell list is listed below. At 10th level, the character can make divine potions and scrolls, and engage in divine spell research as a 5th level spellcaster.

Beginning at 8th level, the drow ranger learns to cast arcane spells as a mage of seven levels lower than his own. He must add them to his repertoire as normal for a mage. At 12th level, he may create potions and scrolls based on his arcane repertoire and engage in arcane spell research as a 5th level mage.

When the drow ranger reaches 9th level, he may establish a murkwood glen in a forested or jungle setting. The drow who follow him there will construct a nightweave in the canopies, maintaining a constant darkness under its protection. A total of 3d6x10 1st level drow NPCs will move in to help with construction and defend the glen at no cost to the character. For additional rules, ask your Judge!

Drow Ranger Proficiency List: Alertness, Ambushing, Animal Husbandry, Beast Friendship, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down), Eavesdropping, Endurance, Fighting Style, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Sniping, Survival, Swashbuckling, Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus

 

Drow Ranger Level Progression

Arcane Spell Progression

Divine Spell Progression

Experience

Title

Level

Hit Dice

Missile Damage Bonus

1

2

3

1

2

3

4

5

0

Archer

1

1d6

+1

-

-

-

-

-

-

-

-

3,075

Rover

2

2d6

+1

-

-

-

-

-

-

-

-

6,150

Forester

3

3d6

+2

-

-

-

-

-

-

-

-

12,300

Courser

4

4d6

+2

-

-

-

-

-

-

-

-

24,600

Patroller

5

5d6

+2

-

-

-

-

-

-

-

-

49,200

Keeper

6

6d6

+3

-

-

-

-

-

-

-

-

100,000

Protector

7

7d6

+3

-

-

-

1

-

-

-

-

200,000

Steward

8

8d6

+3

1

-

-

2

-

-

-

-

350,000

Ranger

9

9d6

+4

2

-

-

2

1

-

-

-

500,000

Ranger, 10th level

10

9d6+2

+4

2

1

-

2

2

-

-

-

650,000

Ranger, 11th level

11

9d6+4

+4

2

2

-

2

2

1

1

-

800,000

Ranger, 12th level

12

9d6+6

+5

2

2

1

2

2

2

1

1

 

 

Drow Ranger (Fighter) Attack and Saving Throws

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staffs & Wands

Spells

Attack Throw

1

15+

12+

16+

16+

15+

10+

2-3

14+

11+

15+

15+

14+

9+

4

13+

10+

14+

14+

13+

8+

5-6

12+

9+

13+

13+

12+

7+

7

11+

8+

12+

12+

11+

6+

8-9

10+

7+

11+

11+

10+

5+

10

9+

6+

10+

10+

9+

4+

11-12

8+

5+

9+

9+

8+

3+

 

 

Drow Ranger Spell List (Divine)

 

1st  Level

2nd Level

3rd Level

4th Level

5th Level

1

Detect Danger

Chameleon

Chimerical Force

Command Animals

Commune

2

Faerie Fire

Charm Animal

Cure Major Wounds

Create Water

Control Animals

3

Locate Animal or Plant

Delay Poison

Eyes of the Eagle

Neutralize Poison

Insect Plague

4

Predict Weather

Silent Step

Feign Death

Speak With Plants

Growth of Plants

5

Purify Food and Water

Speak With Animals

Growth of Animals

Summon Animals

Scry

witness
Domains At War BackerSinister Stone of Sakkara BackerLairs And Encounters Backer
Joined: 2012-02-28 16:06

Some design notes: This race (and the classes below) were designed for a post-apocalyptic game set in Eberron, after a long-running 3.5E campaign broke the world. This campaign is set in New Cyre, where the humans hold a long-running grudge against the elves of Valenar (who slaughtered Cyran refugees fleeing the Day of Mourning). Meanwhile, the PCs in that game had established peaceful trade relations with a colony of surface-dwelling drow and were able to spirit that colony to relative safety in New Cyre during the Separation.

Infravision is something I wanted to limit in the ACKS game, but just stripping it off the class felt wrong. Tying it to the light sensitivity and adding the smoked goggles that can negate both the penalty and the infravision seemed like a reasonable step towards moderating the ability's use.

So, we have no normal elves, but as a campaign designer I still want some of the things they bring to the table, such as Spellswords and Nightblades. As drow, they want to feel different from normal elves, but not too different (hence the nightblade and spellsword being essentially by-the-book, but with drow abilities instead of the normal elf abilities).

I also thought it was important too keep them feeling like drow, which meant priestesses and a matriarchial feel. It's definitely by design that Matriarchs have the highest level cap AND the easiest XP chart, making them the natural rulers of the largest domains. I took the opportunity to trade off turn undead for some more drow-themed abilities.

The drow ranger I build on a lark, getting a laugh at the idea of running a game where an army of drow rangers might guard civilization (I assume that the pair of curved swords come standard-issue). Because I had already built the Matriarch and knew that both divine and arcane spells were important to the race, I decided to throw back to the old-school ranger classes that got both divine and arcane spells at higher levels. I was surprised at just how many divine spell slots this opened up, and that it reaches 5th level spells. I tried to be careful when crafting their spell list to avoid putting all the combat buffs, or all the healing spells, or restore life and limb, or other things that could easily get out of hand.

Layander
Patreon Supporter
Joined: 2016-08-18 18:17

I may be crazy or an outsider here, but I always wondered why drow were considered that much different than regular elves, I understand they wanted to suprise players with something they didn't know all the abilities of, but its not 1979 any more, so to me what is more surprising to players, is dark elves that are elves, but maybe minor differences based on culture. Instead of Longswords and Magic, why not Stealth, daggers, and magic? Just cultural differences. I never liked the "evil races are stronger" thing, it just makes everyone want to play those monsters to get power. To me intelligent races aren't powerful because neat powers, they are powerful because they learn. They level up. Monsters get free powers because they are monsters?

am I alone here?

witness
Domains At War BackerSinister Stone of Sakkara BackerLairs And Encounters Backer
Joined: 2012-02-28 16:06

I may be crazy or an outsider here, but I always wondered why drow were considered that much different than regular elves, I understand they wanted to suprise players with something they didn't know all the abilities of, but its not 1979 any more, so to me what is more surprising to players, is dark elves that are elves, but maybe minor differences based on culture. Instead of Longswords and Magic, why not Stealth, daggers, and magic? Just cultural differences. I never liked the "evil races are stronger" thing, it just makes everyone want to play those monsters to get power. To me intelligent races aren't powerful because neat powers, they are powerful because they learn. They level up. Monsters get free powers because they are monsters?

am I alone here?


-Layander

 

I don't think the drow I have here are all that much more powerful than standard ACKS elves. In my specific case, they are actually sort of intended to be "the same" as normal elves in a lot of ways, because of my campaign's specific needs, with some relatively minor changes to "grandfather in" some quirks and traits from the Eberron 3.5 game that my ACKS game is born from.

During that game, the PCs befriended a tribe of drow off the coast of Xend'rik. They also cleansed the Mournland, created the goddess Numilvara to watch over New Cyre, and (with her aid) secured the territory against a prophesied global catastrophe. Later on, the PCs prevented one global catastrophe only to hand the powerful epic-spell-energy over to a different NPC who used it to save Eberron - by separating it from Khyber entirely, causing a major global catastrophe.

The PCs rushed around the world trying to save as many people as possible, with preferential treatment given to allies made during the campaign including those drow. But some people didn't really count - for example, the elves of Valenar, which borders Cyre, who had slaughtered Cyran refugees fleeing Day of Mourning. Those guys were dicks, so nobody made any effort to save them.

So now, in the aftermath of all that, Drow are the "good" race of elves living peaceably alongside humans in New Cyre, and the savage remnants of the Valenar elves who roam in the wilderness beyond are the enemies of civilization.

Bleddyn
Patreon SupporterSinister Stone of Sakkara BackerLairs And Encounters ContributorBarbarian Conquerors of Kanahu BackerACKS Heroic Fantasy Handbook Backer
Joined: 2015-04-28 08:43

A few years ago I did my own builds for the drow based on the gygax orignals, gleaning details form the Gs,Ds,Qs and A2,A3 Modules. Maybe one day I will post them.

Twilight Jack
Twilight Jack's picture
Lairs And Encounters Backer
Joined: 2013-05-14 02:57

Please do!

Tywyll
Patreon SupporterPlayer's Companion BackerDwimmermount BackerDomains At War ContributorLairs And Encounters BackerBarbarian Conquerors of Kanahu BackerACKS Heroic Fantasy Handbook Backer
Joined: 2012-02-06 14:12

These are really cool. 

I'm having trouble figuring out how the Drow Matriarch has 13 levels when it seems she has Drow 2, HD 2, Combat 1 which should be capped at 12. Did I miss something?

Bleddyn
Patreon SupporterSinister Stone of Sakkara BackerLairs And Encounters ContributorBarbarian Conquerors of Kanahu BackerACKS Heroic Fantasy Handbook Backer
Joined: 2015-04-28 08:43

IT could be the use of the Norbian Heroic Spirit: Because of the character’s courageous spirit, the maximum class level for the character’s class is increased by 1. This custom power may only be selected by classes with a maximum class level of 13 or lower. 

I use it frequently to give a build heroric potential