Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

Drow Magic. Sorcery Of Endless Night.pdf - RoseRed Drow Magic. Sorcery Of Endless Night.pdf - RoseRed

15.01.2013 Views

The Path Master Level Hit Die: d4. Base Attack Bonus Fort Save Ref Save Requirements In order to become a path master, the character must meet all the following requirements. Race: Drow only. Skills: Knowledge (religion) 13 ranks, Spellcraft 13 ranks. Feats: Iron Will, Unshakeable Devotion (the Dark Mother) (see Drow Magic Feats, pg. 25). Spellcasting: Must be able to cast favoured path spells of at least 3 rd level, one of which must be the path of darkness, the spider, the death rite or the matron. Special: The character must willingly submit himself to a quest assigned by a senior bishop of the Dark Mother of Spiders. As a requirement of that quest, he must seek out and slay a powerful opponent (equal to him in level or challenge rating, at least) of the Dark Mother using nothing but the spells of his favoured paths. Class Skills The path master’s class skills (and the relevant abilities for each) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Sense Motive (Wis), Speak Language (Int) and Spellcraft (Int). Skill Points At Each Level: 2 + Int modifier. Class Features All the following are class features of the path master. 21 PRESTIGE CLASSES Will Save Special Spells 1 +0 +2 +0 +2 Path Focus +1 spell level 2 +1 +3 +0 +3 Awaken Path +1 spell level 3 +1 +3 +1 +3 Hone Path - 4 +2 +4 +1 +4 Path Focus +1 spell level 5 +2 +4 +1 +4 - +1 spell level 6 +3 +5 +2 +5 Awaken Path - 7 +3 +5 +2 +5 Hone Path +1 spell level 8 +4 +6 +2 +6 Path Focus +1 spell level 9 +4 +6 +3 +6 - - 10 +5 +7 +3 +7 Awaken Path +1 spell level Weapon and Armour Proficiencies: The path master gains no new weapon proficiencies, nor is he proficient with armour or shields. Spells: A path master continues to gain prowess as a spellcaster, even as he gains a greater versatility with his favoured paths. At every level except 3 rd , 5 th and 9 th , the path master gains a new level of spells, exactly as though he had gained a level in the dark weaver class. He does not, however, gain any other benefit a character of that class would have gained (web scribe, spider friendship and the like). This means that the path master adds his class levels to his levels of the base caster class, for the purposes of caster level checks, spell levels which may be studied and so on. Path Focus: The path master does not simply widen his access to favoured paths by becoming a member of this prestige class, he also strengthens his ability to focus his will through those paths he already travels. At 1 st level and then again at 4 th and 8 th level, the path master gains the path focus ability. The path focus ability adds +2 to the DC of all saving throws to resist spells from one of the path master’s favoured paths. The bonus gained from Path Focus stacks with that gained from the Spell Focus feat, so the saving throw DCs of spells on a path master’s favoured path which are of schools to which he has applied that feat are increased by a total of +3. Path Focus can only be applied to a favoured path once, so each time the path master gains this ability he must apply it to a new favoured path.

PRESTIGE CLASSES Awaken Path: The focus of the path master’s journey is the awakening of new favoured paths. As the path master gains power and experience, he gains the opportunity to add new favoured paths several times. At 2 nd level and again at 6 th and 10 th level, the path master can select a new favoured path from the list of available favoured paths (see The Drow Dark Weaver, pg. 13). Once a favoured path is selected, the path master instantly gains knowledge of all the spells on that path, so long as they are of a spell level he can cast. The path master does not, however, gain access to the path’s granted power. In all respects, these favoured paths function exactly as those the path master already possesses. This means that the path master may burn a prepared spell slot to spontaneously cast a spell from his new favoured paths exactly as he would with his original favoured paths. Hone Path: As the path master gains proficiency with his favoured paths, he learns how to weave his spells so that they are not so easily thwarted, even by those beings who are naturally resistant to spell energy. At 3 rd level and again at 6 th , he selects a favoured path to benefit from a +2 bonus to all caster level checks to penetrate spell resistance. This bonus applies to all spells of the favoured path, but does not apply to non-path spells which are of the same school. The bonuses gained from this ability stack with those granted by the feat Spell Penetration, meaning he gains a total of a +4 bonus to pierce spell resistance when casting spells which are both of a school to which Spell Penetration has been applied and of a path to which the Hone Path ability has been applied. Hone Path can only be applied to a favoured path once, meaning the path master must select a new favoured path each time he receives this ability. The Mind Spider For all that it is infested with ancient hatred, modern jealousy and bitter infighting, drow society is very dependant on close knit bonds of family and obligation. Loyalty is a currency in the drow nation, bought and sold with money, promises of lust and ambition fulfilled 22 or simply for the chance to live another day. The most successful drow are those who learn to navigate the tides of shifting loyalties, to look beyond the veneer of polite society and see through to the truth beneath. The mind spider is an arcane spellcaster who has transcended the simple cut and thrust of political gamesmanship practised by drow slaves and great matrons alike, to practice his craft at a higher level. Thanks to his innate understanding of both magic and, more importantly, the minds of his fellow drow, he has learned to dominate them without effort and without the use of spells. The mind spider is the ultimate slave master, one who needs no whip to control those who serve him. The majority of mind spiders are focussed dark weavers who have chosen the favoured paths of the matron or the whip, as the powers of the mind spider well suit their temperaments. Multi-facetted dark weaver wizards and dark weaver clerics are also fairly common among the ranks of the mind spiders, as the idea of commanding fellow drow as one might command a familiar is an appealing one. Hit Die: d4. Requirements In order to become a member of the mind spider prestige class, the character must meet all the following requirements. Race: Drow only. Alignment: Neutral only. Skills: Bluff 10 ranks, Intimidate 5 ranks, Spellcraft 10 ranks. Feats: Leadership, Persuasive. Spells: Must be able to cast 3 rd level arcane spells. Class Skills The mind spider’s class skills (and the relevant ability modifier for each score) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility

The Path Master<br />

Level<br />

Hit Die: d4.<br />

Base Attack<br />

Bonus<br />

Fort<br />

Save<br />

Ref<br />

Save<br />

Requirements<br />

In order to become a path master, the character must<br />

meet all the following requirements.<br />

Race: <strong>Drow</strong> only.<br />

Skills: Knowledge (religion) 13 ranks, Spellcraft 13<br />

ranks.<br />

Feats: Iron Will, Unshakeable Devotion (the Dark<br />

Mother) (see <strong>Drow</strong> <strong>Magic</strong> Feats, pg. 25).<br />

Spellcasting: Must be able to cast favoured path spells<br />

of at least 3 rd level, one of which must be the path of<br />

darkness, the spider, the death rite or the matron.<br />

Special: The character must willingly submit himself to<br />

a quest assigned by a senior bishop of the Dark Mother<br />

of Spiders. As a requirement of that quest, he must seek<br />

out and slay a powerful opponent (equal to him in level<br />

or challenge rating, at least) of the Dark Mother using<br />

nothing but the spells of his favoured paths.<br />

Class Skills<br />

The path master’s class skills (and the relevant abilities<br />

for each) are Bluff (Cha), Concentration (Con), Craft<br />

(Int), Diplomacy (Cha), Intimidate (Cha), Knowledge<br />

(arcana) (Int), Knowledge (religion) (Int), Sense Motive<br />

(Wis), Speak Language (Int) and Spellcraft (Int).<br />

Skill Points At Each Level: 2 + Int modifier.<br />

Class Features<br />

All the following are class features of the path<br />

master.<br />

21<br />

PRESTIGE CLASSES<br />

Will<br />

Save Special Spells<br />

1 +0 +2 +0 +2 Path Focus +1 spell level<br />

2 +1 +3 +0 +3 Awaken Path +1 spell level<br />

3 +1 +3 +1 +3 Hone Path -<br />

4 +2 +4 +1 +4 Path Focus +1 spell level<br />

5 +2 +4 +1 +4 - +1 spell level<br />

6 +3 +5 +2 +5 Awaken Path -<br />

7 +3 +5 +2 +5 Hone Path +1 spell level<br />

8 +4 +6 +2 +6 Path Focus +1 spell level<br />

9 +4 +6 +3 +6 - -<br />

10 +5 +7 +3 +7 Awaken Path +1 spell level<br />

Weapon and Armour Proficiencies: The path master<br />

gains no new weapon proficiencies, nor is he proficient<br />

with armour or shields.<br />

Spells: A path master continues to gain prowess as a<br />

spellcaster, even as he gains a greater versatility with<br />

his favoured paths. At every level except 3 rd , 5 th and<br />

9 th , the path master gains a new level of spells, exactly<br />

as though he had gained a level in the dark weaver<br />

class. He does not, however, gain any other benefit a<br />

character of that class would have gained (web scribe,<br />

spider friendship and the like). This means that the<br />

path master adds his class levels to his levels of the<br />

base caster class, for the purposes of caster level checks,<br />

spell levels which may be studied and so on.<br />

Path Focus: The path master does not simply widen<br />

his access to favoured paths by becoming a member<br />

of this prestige class, he also strengthens his ability to<br />

focus his will through those paths he already travels.<br />

At 1 st level and then again at 4 th and 8 th level, the path<br />

master gains the path focus ability. The path focus<br />

ability adds +2 to the DC of all saving throws to resist<br />

spells from one of the path master’s favoured paths. The<br />

bonus gained from Path Focus stacks with that gained<br />

from the Spell Focus feat, so the saving throw DCs of<br />

spells on a path master’s favoured path which are of<br />

schools to which he has applied that feat are increased<br />

by a total of +3.<br />

Path Focus can only be applied to a favoured path once,<br />

so each time the path master gains this ability he must<br />

apply it to a new favoured path.

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