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| The_Sentin3l01-21-08, 08:09 AM | A first attempt at a PrC, I pretty much adapted the Halfling Outrider class for Drow use. Probably overpowered, but that's why PEACH is in the title. Drow Outrider Even the underground drow settlements need some form of above-ground protection to ward off would-be aggressors before they discover the drow settlement and come back in greater numbers. Normally this would fall to mercenaries or allied creatures that make their homes in the area, but when neither is available, the matriarchs call upon members of their clan who do not fear the daylight to take up the task. Hit Die: D8 Requirements Race: Drow or Half-Drow BAB: +6 Skills: Ride: 6 ranks, Spot: 4 ranks, Listen: 4 ranks, Move Silently: 3 ranks, Handle Animal: 4 ranks, Hide: 3 ranks. Feats: Mounted Combat, Drow Skirmisher, Daylight Adaptation Special: Must have animal companion or pet that is large enough to be used as a mount. Class Skills Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis) and Survival (Wis). Skill Points at Each Level: 4 + Int modifier. Table 1-1: Drow Outrider Level BAB Fort Ref Will Special 1st +1 +0 +2 +0 Alertness, Ride Bonus, Skirmish +1d6 2nd +2 +0 +3 +0 Camouflage 3rd +3 +1 +3 +1 Mounted Stalker, Unbroken Charge, Skirmish +1d6/+1AC 4th +4 +1 +4 +1 Hit and Run 5th +5 +1 +4 +1 Leap from the Saddle, Skirmish +2d6/+1AC 6th +6 +2 +5 +2 7th +7 +2 +5 +2 Spirited Charge, Skirmish +2d6/+2AC 8th +8 +2 +6 +2 Full Mounted Attack 9th +9 +3 +6 +3 Skirmish +3d6/+2AC 10th +10 +3 +7 +3 Quick Turn Class Features All of the following are class features of the Drow Outrider prestige class. Weapon and Armour Proficiency: Drow Outriders gain proficiency in the Valash, a weapon used exclusively by members of this Prestige Class. Drow Outriders gain no proficiency in any armour or shields. Alertness: A Drow Outrider gains Alertness as a bonus feat. Ride Bonus: A Drow Outrider gains a competence bonus equal to his class level on all ride checks. Skirmish: Beginning at 1st level, a Drow Outrider gains bonus to his damage and AC if he moves at least 10’ under his own power in his round. See the Scout class feature, page 12 of Complete Adventurer. Camouflage: Beginning at 2nd level, a Drow Outrider can use the Hide skill in any sort of natural terrain. See the Ranger class feature, page 48 of the Player’s Handbook. He loses this benefit when wearing medium or heavy armour or when carrying a medium or heavy load. At 3rd level, the ability extends to his mount as well. Mounted Stalker: A Drow Outrider knows how to move his mount stealthily through nearly any terrain. His mount uses the Outrider’s skill ranks – rather than its own – to make Hide or Move Silently checks. The mount still uses its own size, Dexterity, armour check penalty and other applicable modifiers when making such checks. Unbroken Charge: At 3rd level and higher, a mounted Drow Outrider can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check. Hit and Run: At 4th level, a Drow Outrider gains Ride by Attack as a bonus feat. In addition, when one of these attacks is made using either a Valash or Drow Scorpion Chain, the Drow Outrider gets +1 to the attack roll. Leap from the Saddle: A Drow Outrider of 5th level or higher can dismount and land adjacent to his mount as a free action by making a DC 20 Ride check. If an opponent is in a square he threatens (after dismounting), he can make a melee attack against that opponent, taking a -2 to amour class and gaining a +2 bonus on the attack roll (just as if he was charging). This ability is usable only if the mount is moving no faster than twice its speed. Spirited Charge: At 7th level, a Drow Outrider gains Spirited Charge as a bonus feat. Full Mounted Attack: At 8th level and higher, a Drow Outrider may make a full attack when her mount moves more than 5’ but no more than a single move action. The Outrider cannot combine the full attack with a charge. Quick Turn: A 10th level Drow Outrider can make a DC 25 Ride check as a free action to force her mount to execute one change of direction while running or charging (though the mount must still move at least 10’ in a straight line after the turn to execute a charge). The turn may be up to 90°, and the mount may make only up to one such turn per round. If the Ride check fails, the mount moves an extra 10’ in a straight line and then loses the rest of its actions on this turn. For use in the next campaign that I'm in. PEACH Thanks, The_Sentin3l |
| Aerodyth01-22-08, 07:39 PM | I'm not even going to try to read the main part. Edit the class abilities to space them out. |
| The_Sentin3l01-22-08, 08:38 PM | Point noted and acted upon. |
| DonThelonious01-24-08, 10:05 AM | Look in my sig. There you will find a link to a fill in the blank PrC cheat sheet, it should help to clear the whole thing up and give us some further details. After you use it I will give you a full in-depth PEACH. Thel |