Most of the surface drow worship Vhaeraun. Some strike a balance between their faith and their skills at stealth, becoming a specialized sort of cleric/rogue called a Darkmask. The darkmask’s are the elite of Vhaeraun’s clergy, and they are called upon to handle very special missions of the Masked Lord.
A darkmask is a divine spellcaster skilled in the arts of hiding, sneaking, and stealing. Mysterious and secretive, darkmasks are the enigmatic special agents of Vhaeraun, flitting from place to place under the shadow of night to enact the will of Vhaeraun. They usually wear black masks and favor shades of black and gray in their clothing.
Most darkmasks have levels of rogue and cleric, but a few rangers and ranger/clerics have heeded the call of Vhaeraun. Very few arcane spellcasters become darkmasks, choosing to develop their powers along different lines.
Darkmasks rarely work together, although a rumor is circulating about one group of drow in Cormanthor that is led by four darkmasks of equal power. This group has no permanent camp and spends most of its time hunting Lloth raiders who come to the surface.
©2006 commissoned art by Corey Miller
DO NOT TAKE, permission NOT granted!
Level
1
2
3
4
5
6
7
8
9
10
|
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
|
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
|
Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
|
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
|
Special
Trickery Domain, Darkfire, Poison Use
Pass Without Trace, Light Immunities
Sneak Attack +1d6
Dark Embrace
Cloak of Shadows
Sneak Attack +2d6
--
Shadowy Transformation
Sneak Attack +3d6
Bladebend
|
Hit Die: d6
Requirements:
- Race: Drow or Half-drow
- Patron Deity: Vhaeraun
- Skills: Hide 8 ranks, Move Silently 8 ranks, Sleight of Hand 4 ranks, Survival 2 ranks
- Spellcasting: Must be able to cast 2nd level Divine spells.
- Sneak Attack +1d6
- Special: Must have survived a combat encounter against one or more clerics of Lolth.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Heal, Hide, Jump, Knowledge (Religion), Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Survival, Tumble, Use Magic Device, Use Rope
Skill Points/Level: 6 + INT Modifier
Class Features
- Spellcasting
A darkmask continues training in divine magic while practicing his secret skills. As such, each time a darkmask level is gained, a character increases his spellcasting ability as if he had gained a level in a divine spellcasting class.
- Trickery Domain
Upon adopting the darkmask prestige class, the character gains access to the Trickery domain. The character gains the granted power associated with the domain, and can choose the spells in that domain as his daily domain spells.
If you already have the Trickery Domain, then you gain no additional benefit (so plan accordingly to avoid this).
- Darkfire [Sp]
A darkmask can use Darkfire once per day as a spell-like ability.
- Poison Use
Darkmasks are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
- Pass without Trace [Sp]
A darkmask of 2nd level or higher can use the Pass Without Trace spell once per day as a spell-like ability.
- Light Immunities [Su]
Darkmasks of 2nd level or higher gain immunity to the penalties associated with light effects of any sort, such as from the Daylight, Searing Light, or Sunburst spells, and from the more natural effects of normal sunlight on a drow's vision. Note that this does not impart protection from sunlight on any Drowcraft items that a darkmask may use or wield.
- Sneak Attack [Ex]
Beginning at 3rd level, a darkmask deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. Sneak attack damage from other sources stacks with the damage granted by this class.
- Dark Embrace [Su]
A darkmask of 4th level or higher has the ability to invoke dark embrace once per day, which manifests as a mask of shadow that girds the darkmask's face. The darkmask then casts a divine spell, which is absorbed by the mask of shadow; the spell must be a touch spell or a target spell. As a free action, the darkmask may command the mask to fly at a single creature within 100 feet, at which point the creature is affected by the absorbed spell (saving throws and spell resistance apply normally to the spell) and the dark embrace ends. The dark embrace can remain for ten minutes. If it vanishes before its stored spell is unleashed, the spell is lost.
- Cloak of Shadows [Su]
A darkmask of 5th level or higher can create a cloak that is seemingly woven out of mundane shadows. The cloak provides a resistance bonus on saving throws and a profane bonus on Hide checks equal to +1 per class level of the darkmask. The cloak lasts 1 round per class level of the darkmask and can be created once per day.
- Shadowy Transformation [Sp]
A darkmask of 8th level or higher can, as a spell-like ability usable once per day, cast either Gaseous Form or Phase Door. Note that you can only cast either one or the other on any given day, not both one time each.
- Bladebend [Su]
This defensive ability causes the weapon of a single creature attacking the darkmask to turn back and strike its wielder. The darkmask selects the target creature as a free action. If the target creature attacks the darkmask, it makes an attack roll as normal, but the attack is made against its own AC, and if the attack succeeds, the target creature suffers the damage instead of the darkmask. This ability can be activated once per day and lasts 5 rounds. It only affects slashing and piercing weapons, and does not affect natural weapons of any kind.
Page Last Updated February 12th, 2006
EXCHANGE & AFFILIATE PROGRAM
Role Playing Games by RolePlayGateway
©2001-2022 All rights reserved Descent Into Darkness {Drow Campaign set in the Forgotten Realms}.
Everything within the domain name http://drowcampaign.roleplaynexus.com is protected by federal laws. Any duplication in part or in full, without written consent is a violation of these laws. The material such as graphics, backgrounds and music have their own Copyrights and were free to use with permission.
The material gathered and contained within is property and copyrighted to Wizards of the Coast, which is a Hasbro® owned company with its own Terms & Conditions to follow. If you wish to use any information on this site please contact the webmasters and all respective creditors mentioned in this statement. Thank you.
This site is for non-profit and commercial use is prohibited.
|