Drumblack (3.5e Prestige Class)

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Drumblack
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[edit] Drumblack

My rhythms shall breathe life into the cold hearts of the undead!
—Dwayne Goldgrim, dwarven Drumblack

Drumblacks are an elite group of bards within the Church of Modroben, known for using their powerful drums to beat rhythms that can be heard - and that can have magical effects - for miles.

[edit] Becoming a Drumblack

Drumblacks are chosen exclusively from among the ranks of the Songclaine, the Bard class of Claine. Charisma is the most important Ability Score.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +3.
Race: Any.
Skills: Performance (Any percussion) 10.
Spellcasting: Songclaine 7.
Patron: Modroben.

Table: The Drumblack

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Blackbeat 1 +1 of existing Songclaine spellcasting
2nd +2 +3 +0 +3 [#Blackbeat|Blackbeat 2]] +1 of existing Songclaine spellcasting
3rd +3 +3 +1 +3 [#Blackbeat|Blackbeat 3]] +1 of existing Songclaine spellcasting
4th +4 +4 +1 +4 [#Blackbeat|Blackbeat 4]] +1 of existing Songclaine spellcasting
5th +5 +4 +1 +4 Blackbeat 5 +1 of existing Songclaine spellcasting
6th +6 +5 +2 +5 [#Blackbeat|Blackbeat 6]] +1 of existing Songclaine spellcasting
7th +7 +5 +2 +5 [#Blackbeat|Blackbeat 7]] +1 of existing Songclaine spellcasting
8th +8 +6 +2 +6 [#Blackbeat|Blackbeat 8]] +1 of existing Songclaine spellcasting
9th +9 +6 +3 +6 [#Blackbeat|Blackbeat 9]] +1 of existing Songclaine spellcasting
10th +10 +7 +3 +7 [#Blackbeat|Blackbeat 10]] +1 of existing Songclaine spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

[edit] Class Features

Like all members of the Church of Modroben, Drumblacks are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Drumblack powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Drumblack:

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Spells: To cast a particular spell, you must have a Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).

Blackbeat: At first level, a Drumblack must go on a week-long Spirit Quest in which he hunts a vulture, coming home with its skin to tan. He must use the resultant skin to make a drum, of whatever kind he likes. This sacred drum is called a Blackbeat. The drum can be heard for one mile per level. The Drumblack can cast non-touch-based spells through the drum's sound and can target its magical effect on certain people, allowing him to cast spells beyond their stated range. The sound of a Blackbeat can be drowned out by loud noises, rendering any magic cast through it ineffective. The Drumblack must make a to-hit roll (using his Charisma modifier) if targeting a special person or object that he can not see.

At second level, any allies listening to the Drumblack's rhythms gain the effect of a Protection From Undead' spell.
At third level, the Drumblack's spells, when cast through his Blackbeat, become Cleave on Kill powers.
At fourth level, the Drumblack can use his Blackbeat in combat. Its sound, when used in melee, does 2d4 damage (2d8 to undead). It is a +1 magical weapon.
At fifth level, the Drumblack can target touch-based spells through his Blackbeat.
At sixth level, the Drumblack's Blackbeat counts as a +3 magical weapon when used in combat.
At seventh level, the Drumblack's rhythms do one point of damage per turn to any undead within range (seven miles at seventh level). Sounds produced by a Blackbeat are still Cleave-on-Kill powers.
At eighth level, the Drumblack's Blackbeat counts as a +5 magical weapon when used in combat.
At ninth level, the Drumblack's rhythms become Impact Cleave powers, meaning that mindless undead die within range and mindful undead get a saving throw. The Drumblack must play for one hour continuously before it has an effect, and undead who can save do so once every hour.
At tenth level, the Drumblack's rhythms can communicate with any living soul within range (ten miles). It is not possible for the Drumblack to target the sound, so anyone (living) within range can hear. Undead can not hear the communication.


Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes:
  • Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
  • Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
  • Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
  • Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
  • The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
  • Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
  • Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
  • Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
  • Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
  • Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
  • Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
  • Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
  • Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
  • The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
  • Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
  • The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
  • The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
  • The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
  • Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
  • The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
  • Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
  • Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
  • Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
  • Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
  • Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
  • The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
  • Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
  • Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
  • Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
  • The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
  • Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
  • Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
  • Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.

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