Drouin Archer (3.5e Prestige Class)
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|“||Heritage is important. Our ancestors were chased into the darkness, but not all of us remember that. Not all of us remember the ways of the Drouin. It is an honor to be taught their techniques.||”|
|—Unknown Drow, Drouin Archer|
Drouin was the name given to the elves of the mountain in the old times, during the Kindred Wars. The elves of the plains and forest named the elves of the mountain "Drouin", or "dark elf" in common speak. The Drouin waged war against the other elves, and for awhile they were winning, but eventually the Drouin were forced out of their mountain citadels, and the few that remained survived in the darkness of their mountains, and took on the name "Drow". The Drow have changed since the old times, their ways have changed and religion dominates their culture, but that doesnt mean the ways of the Drouin are forgotten. The Drouin Archer is an honored, drow soldier or hero, that is allowed to be taught the ways of their ancestors. Drouin Archers use a combination of divine magic, stealth, and trickery in order to complete their goals. Drouin Archers take on a form of nobility in Drow culture. Full fledged Drouin Archers are almost heroes to drow. Valiant warriors of great skill and mystery, even male drow are respected by the matriarchs.
Becoming a Drouin Archer
Drouin Archers specialize in stealth and divine magic, so their key abilities are Dexterity and Wisdom. Many Drouin also have levels in Warlock. Drouin Archers rely heavily on the knowledge and wisdom given to them by their fell guide, a small creature similar to a familiar which is used to find hidden enemies and cause distractions.
|Race:||Drow or Half-Drow.|
|Spellcasting:||Arcane Spell-casting of level 4 or higher.|
|Patron:||Any Drow deity. Many Drouin Archers study the ways of the "Dark Ones", old, malicious, deities that were worshiped by the Drouin.|
|Feats:||Weapon Focus with a short bow, comp. short bow, long bow, or comp. long bow.|
|Special:||Drow cannot enter this class without some form of assistance. This is normally done by learning from another Drouin Archer, but this can also be learned from a book or scripture about the Drouin ways.|
|Saving Throws||Special||Existing Features||Spells per Day|
|1st||+||+||+||+||Echo Location, Drow Sign Language, Drouin Fell Guide||+1 to existing class features||—||—||—||—||—||—||—||—||—||—|
|2nd||+||+||+||+||Sneak Attack +1d6||—||—||—||—||—||—||—||—||—||—|
|3rd||+||+||+||+||Terrain Mastery (Underground)||+1 to existing class features||—||—||—||—||—||—||—||—||—||—|
|4th||+||+||+||+||Sneak Attack +2d6||—||—||—||—||—||—||—||—||—||—|
|5th||+||+||+||+||+1 of existing class features||—||—||—||—||—||—||—||—||—||—|
|6th||+||+||+||+||Sneak Attack +3d6, Terrain Mastery||—||—||—||—||—||—||—||—||—||—|
|7th||+||+||+||+||+1 to existing class features||—||—||—||—||—||—||—||—||—||—|
|8th||+||+||+||+||Sneak Attack +4d6||—||—||—||—||—||—||—||—||—||—|
|9th||+||+||+||+||Terrain Mastery||+1 to existing class features||—||—||—||—||—||—||—||—||—||—|
|10th||+||+||+||+||Sneak Attack +5d6||—||—||—||—||—||—||—||—||—||—|
Class Skills (<-skill points-> + Int modifier per level)
+1 to Existing Class Features: Drouin Archers gain additional class features in a class of their choosing, as if they had leveled in that class at 1st, 3rd, 5th, 7th, and 9th level. They do not however gain spellcasting or manifesting abilities, or saves, BAB's, or hit dice.
Echo Location: Drouin Archers learn to use echo location, a skill used by the original Drouin. The Drouin Archer can roll a listen check as a free action, and gains a blindsense equal to 5ft x the check result. The distance is doubled if the Drouin Archer is inside a closed space. This is especially useful inside tunnels, as the echo location bends down the hallways and paths of the underdark.
Drow Sign Language: Drouin Archers are capable of using Drow Sign Language, regardless of them being a full drow or not.
Drouin Fell Guide: Drouin Archers all have a creature similar to a familiar which serves as their mentor and companion. A drouin fell guide is a normal animal or vermin that gains new powers and becomes a magical beast when summoned to service by a drouin archer. A Drouin Archer may select his fell guide from the following list: Bat, Cat, Condor, Humble Crab, Lizard, Hawk, or a Small Monstrous Spider. A 1st-level drouin archer’s fell guide is completely typical for its kind except as noted below. As a drouin archer advances in level, the guide’s power increases as shown on the table. If a drouin archer releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation. This ceremony can also replace a fell guide that has perished. A creature can not have concealment against a Drouin Archer if it doesn't also have concealment against the Drouin Archer's Drouin Fell Guide, and vise versa.
Sneak Attack: If a Drouin Archer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Drouin Archer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Drouin Archer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Drouin Archer levels thereafter. Should the Drouin Archer score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet (Drouin Archers have a unique connection with their Drouin Fell Guide. If a creature is over 30 ft. away from the Drouin Archer, but within 30 ft. of the Drouin Fell Guide, then the Drouin Archer may still attempt a sneak attack against that target, as if it was within 30 ft.).
With a sap (blackjack) or an unarmed strike, a Drouin Archer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Drouin Archer can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Drouin Archer must be able to see the vital spot, and must be able to reach such a spot. If the Drouin Archer cannot see such a spot, but her Drouin Fell Guide can, then she retains a line of sight as if she could see the spot herself. A Drouin Archer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Terrain Mastery: At 3rd, 6th, and 9th level a Drouin Archer gains a terrain mastery. The first Terrain Mastery is almost always (Underground), the second and third are their choice (Aquatic, Desert, Forest, Hills, Marsh, Mountain, Plains, Urban, or "Other"). A Drouin Archer in a terrain she has mastery in gains a bonus to skill checks and to attack equal to the Drouin Archer's wisdom modifier.
Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, 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. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).
You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:
0—<-this spell->, <-that spell->, <-and the other spell->.
1st—<-this spell->, <-that spell->, <-and the other spell->.
2nd—<-this spell->, <-that spell->, <-and the other spell->.
3rd—<-this spell->, <-that spell->, <-and the other spell->.
4th—<-this spell->, <-that spell->, <-and the other spell->.
5th—<-this spell->, <-that spell->, <-and the other spell->.
6th—<-this spell->, <-that spell->, <-and the other spell->.
7th—<-this spell->, <-that spell->, <-and the other spell->.
8th—<-this spell->, <-that spell->, <-and the other spell->.
9th—<-this spell->, <-that spell->, <-and the other spell->.
Drouin Fell Guide
Ex-<-pluralized class name->
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->
Playing a <-class name->
Combat: <-Typical role in combat->
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->
Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
<-Where characters of this class fit in a d20 world->
NPC Reactions: <-How NPCs react to characters of this class->
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||<-not so common knowledge->.|
|21||<-very rare information->.|
|26||<-information so obscure that members of this class might not even know it->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->