Drow Nightblade

Drow class — see Classes for the full list.

Prime Requisite:INT and DEX
Requirements:None
Hit Dice:1d6
Maximum Level:11

Drow are a subtle race, and their gift for stealth and guile are exemplified in the practice of death-dealing. The drow nightblades are cunning and deadly; murder is their art. While most nightblades are employed by matriarchs within a drow fastness, those who strike out into the wider world find their skills in high demand.

Drow Nightblade Level Progression / Spell Progression

ExperienceTitleLevelHit DiceCaster Level12345
0Arcanist-Avenger11d6+1------
2,925Seer-Enforcer22d611----
5,850Thaumaturgist-Torturer33d622----
11,700Magician-Slayer44d622----
23,400Thaumaturge-Destroyer55d6321---
46,800Enchanter-Executioner66d6422---
95,000Sorcerer-Blackguard77d65221--
190,000Mage-Assassin88d672221-
340,000Nightblade99d673221-
490,000Nightblade, 10th Level109d6+283222-
640,000Nightblade, 11th Level119d6+4932221

Nightblade Attack Bonus and Saving Throws

LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-213+12+13+14+14++0
3-412+11+12+13+13++1
5-611+10+11+12+12++2
7-810+9+10+11+11++3
9-109+8+9+10+10++4
118+7+8+9+9++5

Combat Characteristics

Combat Proficiencies: Nightblades have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with light and very light armor. They have fighting style proficiency with the dual weapon and two-handed weapon styles, but not with the weapon and shield style.

Combat Progression: Nightblades advance in attack throws and saving throws as thieves, 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

Drow Nightblade Skill Progression

LevelAcrobaticsClimbingHidingSneaking
118+6+19+17+
217+5+18+16+
316+4+17+15+
415+3+16+14+
514+2+15+13+
613+1+14+12+
712+0+12+10+
811+-1+10+8+
910+-2+8+6+
109+-3+6+4+
118+-4+4+2+

As with thieves, many of the nightblade’s skills improve as the nightblade gains levels according to the progression on the Drow Nightblade Skills table.

Acrobatics: Nightblades are trained to jump, tumble, somersault, and free-run around obstacles. They gain a +2 bonus to saving throws where agility would help avoid the danger, such as tilting floors and pit traps. They can add their class level to their DEX for purposes of the distance and height they can jump (see Dungeon Delves). As his movement action, a nightblade can attempt a proficiency throw to tumble past an opponent he has engaged. If the throw fails, the character remains stationary. If it succeeds, he tumbles directly past his enemy into the space on the enemy’s opposite side, ending up either facing towards or away from the opponent (player’s choice). If the space on the enemy’s opposite side is occupied, the nightblade cannot tumble.

If he ends up facing away from the opponent, he can make a combat movement in lieu of attacking if desired. If he ends up facing towards the opponent, he can attack (and possibly backstab) him. The nightblade cannot tumble if he has an encumbrance of more than 5 stone and cannot tumble past the same enemy on two consecutive rounds. (This class power is the equivalent of Acrobatics proficiency.)

Backstabbing: Nightblades are skilled at treacherously attacking unprepared enemies. A nightblade can backstab any vulnerable opponent. Backstabs can be made in melee or with missile weapons at short range but cannot be made with missile weapons at medium or longer range. When backstabbing, a nightblade gains a +4 bonus to hit and if the attack succeeds, the nightblade deals an additional die of damage for every four levels he has attained.

Climbing: Nightblades are adept at scaling sheer surfaces, including smooth walls or steep cliffs. The nightblade must make a Climbing proficiency throw for each 100’ climbed (with a minimum of one check required). If the throw succeeds, the nightblade can safely ascend or descend the distance. If the throw fails, the nightblade falls a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 bludgeoning damage per 10 feet. A nightblade can climb at his exploration speed or one-third his combat speed without penalty. If he moves at one-half combat speed, he takes a -5 penalty to the proficiency throw, and if he moves at full combat speed, he takes a -10 penalty.

Hiding: Nightblades are trained to skulk unseen in the cover of darkness. A nightblade can begin hiding as a combat action anytime he is in cover, dim light, or darkness. When the nightblade begins hiding, the Judge must make a Hiding proficiency throw on behalf of the nightblade. A nightblade will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the nightblade suffer a -2 penalty to surprise rolls as long as he remains stationary in cover, dim light, or darkness.

If the throw succeeds, the nightblade is hidden. If the throw fails, the nightblade is not hidden. No creature can claim line of sight on a nightblade that is hidden from it. If a hidden nightblade engages an unengaged opponent, the opponent cannot make a free facing change (see Combat). If an opponent knows the hidden nightblade’s general location, the opponent can attack him in melee at a -4 penalty, but it cannot even blindly attack the nightblade if it doesn’t knows his general location. The hidden condition expires at the end of the nightblade’s initiative if he moves or attacks. It also terminates if the cover, dim light, or darkness no longer conceals the nightblade from his opponents.

Shadowy Senses: Since the bright light of torches will reveal their positions, nightblades learn to rely on superior night-vision, keen hearing and smell, and echolocation to slowly scout through dark alleys, lightless dungeons, and star-lit rooftops. When moving at combat speed or exploration speed, a nightblade can “see” as if he were carrying a light source that sheds dim light in a 30’ radius. Shadowy senses can be used to fight, probe for traps, and so on. However, shadowy senses cannot be used to discern colors, faces, markings, or flat images (such as frescoes and murals) or to read books, maps, or scrolls. Shadowy senses does not function if the nightblade is charging or running, if deafened, or if in an area of bright light, magical darkness, or magical silence. Because it counts as dim light, an opponent can hide from shadowy senses.

Sneaking: Nightblades learn to prowl with great stealth. A nightblade can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -5 penalty to the Sneaking proficiency throw. If he runs, he takes a -10 penalty.

When the nightblade begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the nightblade. A nightblade will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the nightblade suffer a -2 penalty to surprise rolls if the nightblade is outside their line of sight.

If the throw succeeds, the nightblade is also sneaking. If the throw fails, the nightblade is not sneaking. When sneaking, the nightblade makes no noise when he moves — none whatsoever. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking nightblade engages an unengaged opponent from the rear, the opponent cannot make a free facing change.

Streetwise: The nightblade has learned the hard lessons taught by life as a criminal. He might begin play as a member of an assassin’s guild or other criminal syndicate (Judge’s discretion). He can engage in hijinks if he has the necessary proficiencies or thief skills. He can automatically identify gestures, signs, slang, and territory of criminal organizations in his home settlement. He can identify those of other urban settlements with a proficiency throw of 11+. Secret organizations or organizations in far-off cities might be harder to recognize. (This class power is equivalent to one rank of Streetwise proficiency.)

Additional Class Powers

Arcane Magic (2nd): As magical assassins, drow nightblades learn and cast arcane spells. However, they are not as devoted to the arcane arts as mages, so their caster level and progression are at a slower rate. The nightblade’s caster level, and the number and levels of spells the nightblade can cast in a single day, are listed on the Nightblade Spell Progression table. Like a mage, a nightblade’s spell selection is limited to the spells in his repertoire. A nightblade’s repertoire can include up to the number and level of spells listed for his level, increased by his Intellect bonus. A drow nightblade can cast spells while wearing armor he is proficient with.

Quiet Magic (2nd): Nightblades can cast their spells with minimal words and gestures. A successful proficiency throw to hear noise is required to hear the nightblade cast spells. Full binding and gagging is necessary to prevent the nightblade from working magic. (This class power is the equivalent of Quiet Magic proficiency.)

Minor Magical Research (7th): The drow nightblade can research spells, scribe magical scrolls, and brew potions as if he were a 5th level mage.

Hideout (9th): By acquiring a hideout worth at least 5,000gp, the nightblade can attract followers to his service. 2d6 1st level nightblades will arrive to serve him as followers within 1d4 weeks of him acquiring the hideout. If the nightblade already has a hideout, the followers arrive to serve him within 1d4 weeks of him reaching 9th level. If hired, the followers must be paid standard rates for henchmen. These followers will serve the character with some loyalty, though at least one will be an infiltrator working for the nightblade’s local rivals, sent to keep an eye on the character. A cunning and resourceful nightblade can use these followers to start a criminal syndicate. Additional rules for hideouts and syndicates are detailed in Campaigns.

Racial Traits

Arachnid Affinity: Drow characters can take Vermin Husbandry as a general proficiency.

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 once per hour. The character’s caster level is equal to her class level.

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.

Class Proficiencies

Proficiency Progression: At 1st level, nightblades gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 4th and 8th level. They select an additional general proficiency at 5th and 9th level.

Drow Nightblade Proficiency List: Battle Magic, Black Lore of Mabar, Blind Fighting, Combat Reflexes, Contortionism, Counterspelling, Eavesdropping, Elementalism, Expanded Repertoire, Familiar, Fighting Style Specialization, Kin-Slaying, Magical Engineering, Mastery of Enchantments & Illusions, Mystic Aura, Passing Without Trace, Poisoning, Precise Shooting, Prestidigitation, Running, Sensing Power, Skirmishing, Skulking, Sniping, Swashbuckling, Unflappable Casting, Unarmed Fighting, Vermin Friendship, Wakefulness, Weapon Focus, Weapon Finesse

Drow Nightblade Templates

3d6TemplateProficienciesStarting Equipment
3 – 4RoguePrestidigitation Survival NavigationHandmade short bow, quiver with 20 arrows, short sword, leather armor, patched cloak, stained tunic and pants, embossed belt, scuffed low boots, backpack, 50’ rope, waterskin, 1 week’s iron rations, 1gp (enc. 4 5/6 st)
5 – 6PursuerSniping Tracking EnduranceLong bow, quiver with 20 arrows, bola, menacingly curved sword, dagger in boot-sheath, supple leather armor, grey-green cloak, dark tunic and pants, embossed belt, low boots, backpack, 50’ rope, manacles, waterskin, 1 week’s iron rations, 4gp (6 1/6 st)
7 – 8Antagonist[[Blind FightingBlind-Fighting]] Intimidation Tracking
9 – 10Duelist-for-hire[[Fighting Style SpecializationFighting Style Spec.]] (dual weapon) Manual of Arms Bargaining
11 – 12Silent SlayerSkulking Alchemy TrappingComposite bow, quiver with 20 arrows, menacingly curved short sword and dagger, supple leather armor, black cloak with hood and bandana, black tunic and pants, padded sandals, backpack, crowbar, 50’ rope, grappling hook, small hammer, 12 iron spikes, waterskin, 1 week’s iron rations, 3gp (enc. 6 4/6 st)
13 – 14Umbragen AvengerBattle Magic Collegiate Wizardry AlchemyComposite bow, quiver with 20 arrows, short sword, wavy-bladed silver dagger, leather armor under midnight blue mage’s cassock, leather belt, low boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 25gp (enc 5 st)
15 – 16DeceiverPoisoning Romance DisguiseComposite bow, quiver with 20 arrows, slender short sword, dagger, coiled leather whip, light arena armor, leather cloak, elegant linen tunic and pants, silk sash, high boots, backpack, manacles, waterskin, 1 week’s iron rations, 38gp (enc. 5 1/6 st)
17 – 18Clan EnforcerKin-Slaying Riding IntimidationComposite bow, quiver with 20 arrows, pair of menacingly curved short swords, leather armor, traveler’s tunic and pants, riding boots, light riding horse, riding saddle and tack, leather saddlebag, waterskin, 1 week’s iron rations, 3gp (enc. 3 4/6 st with rations on horse)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency. The bonus proficiency that each template begins with is noted last. For characters with INT of less than 13, delete the third proficiency. For characters with INT higher than 15, select the appropriate number of additional general proficiencies.

Spells

Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.