Drow Matriarch
Advanced Drow class — see Classes for the full list.
| Prime Requisite: | WIL |
|---|---|
| Requirements: | INT 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |
While time and external pressure have driven them to become more egalitarian, drow society was historically matriarchal. Today, drow matriarchs still rule over the largest glens, controlling the majority of political power. While these matriarchs publicly proclaim worship of Numilvara, the Tiger Prince, or sometimes the Flame-Which-Binds itself, rumors abound that some or all of them secretly revere ancient spider-demons and scorpion-gods.
Drow Matriarch Level Progression / Spell Progression
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Novice | 1 | 1d8+1 | 1 | - | - | - | - | - |
| 2,750 | Daughter | 2 | 2d8 | 3 | - | - | - | - | - |
| 5,500 | Sister-Initiate | 3 | 3d8 | 3 | 1 | - | - | - | - |
| 11,000 | Sister | 4 | 4d8 | 3 | 3 | - | - | - | - |
| 22,000 | Sister-Disciple | 5 | 5d8 | 3 | 3 | 1 | - | - | - |
| 44,000 | Priestess | 6 | 6d8 | 3 | 3 | 3 | - | - | - |
| 90,000 | Mother | 7 | 7d8 | 4 | 3 | 3 | 1 | - | - |
| 180,000 | Revered Mother | 8 | 8d8 | 4 | 4 | 3 | 3 | - | - |
| 330,000 | Matriarch | 9 | 9d8 | 4 | 4 | 4 | 3 | 1 | - |
| 470,000 | Matriarch, 10th level | 10 | 9d8+1 | 4 | 4 | 4 | 4 | 3 | - |
| 620,000 | Matriarch, 11th level | 11 | 9d8+2 | 5 | 4 | 4 | 4 | 3 | 1 |
| 770,000 | Matriarch, 12th level | 12 | 9d8+3 | 5 | 5 | 4 | 4 | 4 | 3 |
| 920,000 | Matriarch, 13th level | 13 | 9d8+4 | 5 | 5 | 5 | 4 | 4 | 3 |
MATRIARCH Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1-2 | 13+ | 9+ | 16+ | 13+ | 14+ | +0 |
| 3-4 | 12+ | 8+ | 15+ | 12+ | 13+ | +1 |
| 5-6 | 11+ | 7+ | 14+ | 11+ | 12+ | +2 |
| 7-8 | 10+ | 6+ | 13+ | 10+ | 11+ | +3 |
| 9-10 | 9+ | 5+ | 12+ | 9+ | 10+ | +4 |
| 11-12 | 8+ | 4+ | 11+ | 8+ | 9+ | +5 |
| 13 | 7+ | 3+ | 10+ | 7+ | 8+ | +6 |
Combat Characteristics
Matriarchs are skilled combatants, comparable to human clerics in their capabilities.
Combat Proficiencies: Matriarchs are proficient with swords, daggers, crossbows, whips, and maces. They have armor proficiency with all armor. They have fighting style proficiency with the weapon and shield and two-handed weapon styles, but not with the dual weapon style.
Combat Progression: Matriarchs advance in attack throws and saving throws by two points every four levels. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).
Starting Class Powers
Arachnid Servant: Every drow matriarch manifests a spirit guardian, a physical guardian manifested from her own spirit in the form of a giant spider or scorpion. The spirit guardian has 1 HD less than the matriarch (½ HD when the matriarch is 1st level) and 4 hp per HD. It can understand her speech, and she can understand its sounds and gestures, though others will need to resort to proficiencies or magic to do the same. So long as the matriarch faithfully upholds her tradition, the spirit guard will be utterly loyal, obeying her every whim. While the spirit guard is alive and within 30’ of her, she gains the benefit of the Alertness proficiency. The creature’s baseline characteristics are adjusted based on its HD relative to baseline:
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Attack throws are as a monster of its HD, saving throws are as a fighter of half its HD.
-
AC increases or decreases by 1 per 2 HD of difference, to a minimum of 0 and a maximum of its own ordinary HD.
-
Average damage for its entire attack routine increases or decreases by 2 per HD of difference. The judge will determine specifics.
Spirit Guardian
| Giant Scorpion | Move 50’, AC 7, HD 4, at 3 (1d10/1d10/1d4 + poison) |
|---|---|
| Giant Black Widow Spider | Move 20’ / 40’ climb, AC 3, HD 3, at 1 (2d6 + poison) |
If the spirit guardian is ever killed, the matriarch must save vs. Death or instantly take damage equal to its maximum HP. The guardian cannot be restored to life or resurrected, but a creature of the same type will appear the next time the matriarch gains a level of experience.
Clan Leadership: The matriarch is naturally regarded as a leader in drow society. This enables her to hire one more henchman than her charisma would otherwise allow, provided at least one henchman is related to her by blood or marriage. All of her hirelings that are related to her by blood or marriage gain a +1 to their morale score while she is present.
Commanding Voice: A drow matriarch can project her magical powers in a way that inspires awe in those graced with her presence. She gains a +1 bonus to reaction rolls to impress and intimidate people she encounters. If this bonus results in a total of 12 or more, the subjects act as if bewitched while in her presence. Once a subject leaves her presence, the bewitchment ends. If she interacted with the subject with finesse and tact, limiting any requests to the bounds of reason, the subject might be unaware that he was even bewitched. However, if she makes dangerous or unusual demands of the subject to which he would not ordinarily agree, the subject will deduce he was bewitched once the effect ends. This power is equivalent to the Mystic Aura proficiency.
Studious Divine Spellcasting: By studying holy texts, matriarchs can cast divine spells. Unlike clerics, who receive their spells from prayer, matriarchs receive their spells from study. Matriarchs follow the same rules for learning and casting spells as mages (i.e., they have a base number of spells in their repertoire equal to the number shown on the Matriarch Spell Progression table plus their INT bonus). They record their repertoires of spells in spell books and can learn new spells from scribing scrolls, intense observation of the truly faithful, or studying other divine spell books. They select their spells from the divine spell list, rather than the arcane spell list, however, and cannot learn or cast spells found in arcane spell books. See Spells for more information.
Theology: The matriarch has received religious instruction at a seminary, monastery, or temple. He can begin play as a member of a religious hierarchy (Judge’s discretion). She can acquire congregants through proselytizing. She can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.)
Code of Behavior
In order to use spells and class abilities, a matriarch must uphold the strictures of his faith. A follower of the Queen Mother has the following code:
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The matriarch must always display a holy symbol of the Queen Mother somewhere on her person when in public.
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The matriarch must offer prayers to the Queen Mother at dawn, asking for strength to face the day. Offering prayers requires one hour (6 turns).
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The matriarch must restrict herself to these weapons of dominance:swords, daggers, crossbows, whips, and maces
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The matriarch must multiply her brood, that the Queen Mother’s blessings may flourish in posterity.
A follower of the Fire In Darkness has the following code:
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The matriarch must always display the holy symbol of this order somewhere on his person when in public.
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The matriarch must offer daily prayers in utter darkness. Offering prayers requires one hour (6 turns).
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The matriarch must restrict herself to these weapons of dominance:swords, daggers, crossbows, whips, and maces
-
The matriarch must remain aware of the dark – her eyes must never be exposed to direct sunlight.
A follower of the Fanged God has the following code:
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The matriarch must always display a holy symbol of this order somewhere on her person when in public.
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The matriarch must offer prayers to the Fanged god at dusk, proclaiming her gratitude for his favor during that day.
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The matriarch must restrict herself to these weapons of dominance:swords, daggers, crossbows, whips, and maces
-
The matriarch must be resolute in her command, swiftly meeting any challenges to her rightful authority.
If a matriarch violates the strictures of her faith, the deity might impose penalties upon her (Judge’s discretion). The usual penalty is disfavor (see Conditions), but might include a reduction in spells available, or even a loss of all class powers altogether. To remove the penalties, she will have to atone for her violation by, e.g., sacrificing treasure, undertaking quests, or receiving an atonement spell from a powerful member of her order (Judge’s discretion).
Sometimes a matriarch might grossly violate her strictures and yet seemingly suffer no punishment at all. In this case, what has actually occurred is that she has unknowingly become aligned with a new deity that is better suited to her actions. After 1d4 weeks, she will learn (through dreams and omens) the identity of her new deity and their new strictures. It is up to the matriarch to decide at that time whether to seek atonement with her prior god, or to accept her new faith (which might require, among other things, an alignment change). Because it is impossible to tell the source of a matriarch’s divine power, a religious order must pay close attention to the actual behavior of its followers to be certain that they are not apostates, heretics, or false prophets. Some religious orders might have special clergy (inquisitors) to root out such characters.
Additional Class Powers
Minor Magical Research (5th): At 5th level, the matriarch can scribe scrolls and brew potions and may research her own ceremonies.
Major Magical Research (9th): At 9th level the matriarch may create permanent magic items such as weapons, rings, or staffs.
Murkwood Glen: At 9th level, a matriarch who establishes a murkwood glen in a forested or jungle setting can attract followers. See Campaigns and/or ask your Judge for more details.
Supreme Magical Research (11th): The matriarch can learn and cast ritual spells of great power (7th, 8th, and 9th level spells) craft magical constructs and create magical crossbreeds. If Chaotic, the character may perform necromantic research to create unliving servants or transform himself into an undead creature.
Racial Traits
Drow Resistances: Drow have a certain level of innate resistances based on their Xen’drik heritage. The target numbers for their saving throws versus death and spells are reduced by 1 each. (These adjustments are already factored into the table above). Additionally, they gain +1 to their HD rolls at 1st level and are immune to diseases caused by undead.
Languages of the Dark: Drow are conversant in the Drow, Goblin, Orc, and Giant, in addition to Common and any languages selected at character creation. Drow with bonus languages from high intellect or from proficiency choices may learn a secret Drow sign language as one of their choices.
Attuned Senses: Drow get +1 to avoid surprise in darkness or dim light. Additionally, they can search or listen on an Adventuring proficiency throw 14+. If separately proficient in searching, they instead gain a +2 bonus to searching. If separately proficient in listening, they instead get a +4 bonus on that skill.
Drow Magic: Drow are able to cast tenebrosity (the reverse of illumination) once per hour. The character’s caster level is equal to her class level.
Class Proficiencies
Proficiency Progression: At 1st level, matriarchs select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.
Drow Matriarch Proficiency List: Battle Magic, Black Lore of Mabar, Blind-Fighting, Combat Trickery (disarm, knock down), Command, Divine Blessing, Divine Health, Expanded Repertoire, Fighting Style Specialization, Healing, Leadership, Loremastery, Magical Engineering, Mastery of Enchantments and Illusions, Naturalism, Passing Without Trace, Performance, Prophecy, Quiet Magic, Sensing Evil, Sensing Good, Sensing Power, Theology, Transmogrification, Unflappable Casting, Vermin Friendship, Wakefulness, Weapon Focus
Matriarch Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Disfavored | [[Blind Fighting | Blind-Fighting]] Survival |
| 5 – 6 | Umbragen | Black Lore of Mabar Intimidation | Deep black dress, violet leather sash, high boots, long black gloves, black linen veil, whip, prayer book with unliving puppet, holy symbol(pendant of the goddess), large sack, 1 week’s iron rations, waterskin, tinderbox, 2 wax candles, 1gp (enc. 2 4/6 stone) |
| 7 – 8 | Vulkoori Priestess | Vermin Friendship Naturalism | Simple brown dress, thick wool cloak, simple leather sash, high boots, long leather gloves, gray silk veil, mace, prayer book with magic fang, holy symbol (god-fang), padded armor, large sack, 1 week’s iron rations, waterskin, tinderbox, 18 torches, 7gp (enc. 6 2/6 stone) |
| 9 – 10 | Ambassador | Bright Lore of Irian Diplomacy | Blue ambassador’s dress, violet silk sash, high boots, long leather gloves, violet silk veil, sword, prayer book with counterspell, holy symbol (ring of the goddess), leather armor, steel shield, backpack, 1 week’s iron rations, waterskin, tinderbox, 12 torches, 1gp (enc. 6 2/6 stone) |
| 11 – 12 | Farseer | Prophecy Performance (oratory) | White prophet’s dress, white wool cloak, black silk sash, high boots, white wool gloves, white silk veil, dagger, prayer book with word of command, holy symbol (fire in the dark), scale armor, steel shield, backpack, 2 weeks’ iron rations, waterskin, tinderbox, 4 tallow candles, 9gp (enc. 8 stone) |
| 13 – 14 | War Priestess | Battle Magic Leadership | Violet silk breastwrap, black hooded cloak, embossed leather sash, low boots, long leather gloves, violet silk veil, sword, prayer book with bane-rune, holy symbol (god-fang), scorpion breastplate, backpack, 2 weeks’ iron rations, waterskin, 2gp (enc. 8 1/6 stone) |
| 15 – 16 | Strategist | Command Military Strategy | Red silk breastwrap, red cloak, embossed leather sash, low boots, long red gloves, red silk veil, sword, prayer book with cause fear, holy symbol (god-fang), war chitin, steel shield, backpack, 1 weeks’ iron rations, waterskin, 3gp (enc. 9 1/6 stone) |
| 17 – 18 | Matron | Weapon Focus (whips) Riding | Black silk breastwrap, violet cloak, embossed leather sash, low boots, long leather gloves, black silk veil, whip, prayer book with allure, holy symbol (circlet of the goddess), scale armor, steel shield, backpack, 1 week’s iron rations, waterskin, manacles, 6 iron spikes, small hammer, medium riding horse, riding saddle and tack, saddlebag, 3gp (enc. 6 4/6 stone or 5 4/6 stone with rations on horse) |
Notes: The strategist’s war chitin is a type of plate armor. The war-priestess’s scorpion breastplate is a type of banded plate armor.
Spells
Studious divine caster: choose the repertoire from the whole divine spell list. See Magic and Spellcasting for how repertoires work.