Difference between revisions of "Drow Weapon Master (D&D class)"

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Unofficial rules compendium

Drow House Weapon Masters are the elite warriors of dark elf society, chosen by the matron mothers to train the houses warriors and lead them in combat. Weapon Masters are quick and deadly, being the personification of every thing that drow fighters desire to be. Many drow warriors aspire to the position of House Weapon Master because it offers a chance for a male drow that lacks magical talent to earn some measure of respect in dark elf society.

House Weapon Masters are usually fighters or rangers before taking this prestige class, although multiclassed fighter/rangers or fighter/rogues are also common.

Hit Die: d8

Requirements

To qualify to become a Drow House Weapon Master a character must fulfill the following criteria.

Race: Drow (most often male)
Base Attack Bonus: +8
Skills: Balance 5 ranks, Intimidate 5 ranks, and Tumble 5 ranks
Feats: Two Weapon Fighting
Special: Must be named Weapon Master by the Matron Mother of a Drow noble house.


Class Skills

The Drow House Weapon Master class skills (And the key ability for each skill) are Balance (Dex) Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Ride (Dex), Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier


Level BAB Fort Save Ref Save Will Save Special
1 +1 +2 +2 +0 Greater Station
2 +2 +3 +3 +0 Bonus Feat
3 +3 +3 +3 +1 Perfect Balance
4 +4 +4 +4 +1 Bonus Feat
5 +5 +4 +4 +1 Two Hands

Class Features

All the following are class features of the Drow house Weapon Master prestige class.

Weapon and Armor Proficiency

Drow House Weapon Masters are proficient in all simple and martial weapons, and with light armor.

Greater Station

When a matron mother promotes a Drow warrior to Weapon Master, he joins her household and is considered a noble from that point on, even if he was not of noble birth. In addition to the more obvious benefits of becoming a noble the new weapon master undergoes training to unlock more of the hidden magical potential inside of him, allowing him to use detect good, detect magic, and levitate each once per day as spell-like abilities with a caster level equal to his character level.

Bonus Feat

At 2nd and 4th level a Drow House Weapon Master gains a bonus feat, which must be selected from the fighter class’s list of bonus feats.

Perfect Balance

Starting at 3rd level when wearing light or no armor the Drow House Weapon Master is always in total control of his form and motion. He gains a +4 bonus to avoid bull rush, trip, and overrun attempts, and can take 10 on any Balance or Tumble check, even under adverse or distracting conditions.

Two Hands

At 5th level the Drow House Weapon Master masters the art of using both hands independently, this reduces the penalties of fighting with two weapons by 2 for each hand. Thus a 5th level Drow House Weapon Master fighting with a light weapon in his off hand would suffer no penalties on attack rolls for fighting with two weapons. A weapon master also masters the use of the buckler. He now gains the shield bonus and ignores the penalties for wearing a buckler when fighting with a two-handed weapon (but not two weapons), and get the shield bonus of the buckler when using a bow or crossbow.