Drow Martial Arts
Drow: Masters of Death, Deception and Torture
Drow traditions and culture survived though savage wars, periods of great chaos, and eras of ruling power. Renowned for their intelligence, grace, and vile ways, the Drow have not survived without developing strong defenses. Countless battles against the Surface Elves in the early years of the Crown Wars and then the Sundering, then later the Dwarves and other dwellers of the Underdark, all contributed to the refinement of these arts. The ongoing raids and attacks on their surface cousins and human settlements offer rare glimpses of the martial arts of the Drow. Drow have long memories, fueling their vigilance against the day that they must bring those skills to bear. Because of this history, the fearsome and ancient martial tradition stands on a solid foundation of centuries of confrontation.
As with the Elves of the surface, Drow culture is subtle in its bearing. Their war arts are synonymous with the Hand Crossbow and Swords. The simplicity of these two weapons forms the basis of their greatest martial traditions. Most foes of the Drow fear them for these two ubiquitous weapons alone. Few foes that have met the Drow masters of their martial arts traditions have lived to speak of the encounter.
The Discipline of the Shadow Guard
With the birth of the first order of Assasin/monks dedicated to Lolth, there arose a subtle yet powerful force among the Drow. The Shadow Guard. The Brutal and vile order is comprised entirely of Assasins. Constant experimentation and brutal practice allowed them to learn the weakest points of humanoid anatomy. The Shadow Guard style harnesses Drow cruelty, focusing it into a Martial Art. The open handed combat is fast yet deceptive, with the use of subtle poison tipped needle gloves and blows that appear to be no more then pushes or gentle slaps and taps that render foes blinded, paralyzed or deeply wounded and screaming in crippling pain or simply dead.
Style Restrictions:
Race: Drow, Drider
Required Weapons: W.P. Unarmed
Required Armour: Light or none.
Equipment: Needle Gloves
Skills: Hand to Hand Drow: Assasin (6th level proficiency), Acrobatics (6th level proficiency), Poison Lore (6th level proficiency), Brewing (6th level proficiency), Dance (6th level proficiency).
Special Abilities:
Heightened Perception: Sharp ears, a keen sence of smell and keen eyes are important features for these practitioners to have. These killers operate in total silence and doing so gives them an incredibly heightened sence of hearing and smell as well as heightened awareness. This skill allows them to hear and sence things that others might miss. The Heightened Perception skill adds 2 to the Assassins Perception attribute at every 3rd level starting at 1st level.(Note this skill replaces the Heightened Perception of the Assasin class if the character is a Drow Assasin.)
Vital Points: By studing his opponent for at least 30 minutes and with the knowledge of the vital points of the body, the practioner of this disipline can maim, cripple or even kill his opponent with a single strike. The skill gives the Assassin a +5 bonus to called shots. The base skill percentage for the Assassin's Vital Points skill is 25% +5% per level.(Note this skill replaces the Vital Points Skill of the Assasin class if the character is a Drow Assasin.)
Poison Lore: Gives the character the knowledge to use natural plants and herbs as well as alchemical compounds and other various compounds to produce a variety of toxins and poisons. The assassin’s knowledge of poisons allows him a 10% chance per level to identify toxic substances as well as a chance of knowing how to counteract it's effects. If the assassin has the herbalism proficiency, a +15% bonus is added to this skill. The means of identifying poisons include sight, smell, taste, or by a victim’s symptoms. The base skill percentage for this Poison Lore skill is 30% +5% per level.(Note this skill replaces the Poison Lore Skill of the Assasin class if the character is a Drow Assasin.)
Stone Form Defense (Level 1): The student learns be as hard as rocks.
Benefit: The character can forgo a later attack action in the melee, and apply as much as 5 on his P.P. modifier and gain the same number (up to 5) as a damage reduction rating.
Stone Strike (Level 3): The student by training to take a hit, now learns to attack using the same forces applied to defense
Benefit: Each attack made by the student does an additional dice damage.
Shadow Form Defense (Level 5): The student flows like a shadow around the battlefield.
Benefit: By taking a-3 penalty to his attack rolls during a round, the character has a chance to avoid damage. When he takes damage from a melee attack, he can roll against his Reflex at +3 and, if successful, takes no damage. If unsuccessful he takes only half damage and takes a 5-foot step in any direction away from his attacker, effectively moving out of attack range. This roll is made only if the character is to take damage (ie: he has failed to dodge or parry a successful attack) and he must declare at the beginning of the round that he is taking the penalty to his strike for that round.
Mirror Force Attack (Level 7): The student learns to use the momentum of the opponent's strength against him, reflecting back that which was used to attack him.
Benefit: Once per round, the character can choose not to do a normal attack and instead use his opponent's strength against him. The character must be attacked first, meaning that he has to delay his action in the initiative order if he rolled high. He then rolls against his Reflex and, if successful, he trips his attacker, projecting him past the student and off balance, taking full damage that would normally have been done to the student.
Shadow Blend Defense (Level 9): The best way to defend from an attack is not to be there.
Benefit: Once per day per three levels, the character can Shadow Meld for one round, thereby all attacks missing him completely.
The Discipline of Spider's Wrath
At one with their crossbows, practitioners of the Spider's Wrath tradition are said to be able to strike an enemy leaf at more than 200 paces in total darkness. The culmination of thousands of years of intermittent warfare against invaders, the Spider's Wrath style cultivates speed, precision, and accuracy through heightened awareness. Every aspect of learning this art is governed by a master who instructs his student in all aspects of archery including the delicate and painstaking crafting of the crossbow and bolts themselves, as well as the crafting of the various poisons used on the bolt heads. Practitioners of Winterlight must swear to Destroy all enemies of the Drow nations. The taking of life with their deadly and mysterious art is considered the most serious of responsibilities and is carried out with great relish, joy and determination.
Style Restrictions:
Race: Drow, Drider
Required Weapons: WP Archery (crossbow)
Required Armour: Light or none.
Equipment: Superior Quality Drow hand crossbow.
Skills: W.P. Targeting (6th level proficiency), Sniper (6th level proficiency), Brewing (6th level proficiency), and Acrobatics (6th level proficiency).
Special Abilities:
Rate of Fire with a crossbow: Three shots at level one, + 1 at levels two, four, six, eight, ten, twelve and fourteen. Use these in place of the W.P. Archery numbers when using a bow; don 't combine them. (Special note: At 5th level a practitioner of this discipline can reload at the cost of on attack in the melee, otherwise it takes a 3 attacks to reload)
Superior Range with a crossbow (special): 50 feet further then the ranges given in W.P. Archery +5 feet per level of experience!
Trick Shooting: All bonuses are in addition to W.P. Archery and applicable to Aimed shots only. Half bonus for shooting wild.
The Trick Shooting Aimed Shot: +4 to strike with a P.P. 16 and +1 every additional five (5) P.P. points above 16,
The Trick Shooting Called Shot: The aimed shot bonuses are NOT applicable when using this special "Trick Shooting called shot." Instead, the Archer uses the following bonuses: +4 to strike with a P.P. 18 and +1 for every additional three (3) P.P. points above 18, but the bonuses are only applicable when a Bow type weapon is used. Half bonus for shooting wild.
Quick Draw: +2 to initiative with a P.P. 18 and every additional four (4) P.P. points above 18, but the bonuses are only applicable when the crossbow is used.
Trick Shots: The practitioner may select one trick shoot at each new level.
- Can locate and shoot a target in total darkness using only sound and smell to aim by as if shooting in normal light.
- Can shoot over his shoulder by looking at a reflective surface and aiming at the reflection seen.
- Accurately shoot while riding or moving rapidly, but strike bonuses are half
- Shoot accurately from awkward attack positions, such as standing on head or hanging upside down, rolling from a somersault, sliding from a slope, or dropping from a height. All bonuses are applicable.
- Can shoot from a hiding place and remain hidden, enjoying the benefits of surprise (+4 to strike). Opponents must make a Perception check at -2 to see the direction of the attack.
- Can make a Curving Shot, by altering the fletching of a bolt and aiming carefully so that the bolt curves around to ignore a target's cover. Apply a penalty of -2 to strike.
- Can make a Knock Shot, by targeting a weapon or object being held by the opponent. The archer used his bonuses from the special called shot. If he hits the weapon or object the opponent is effectively disarmed. Apply a -4 penalty if the weapon or object is being held with two hands.
- Can make a Pin Shot, by targeting the opponent's clothing instead of body. An opponent pinned is such way must either remove the clothing or spend one action ripping it away.
- Can make a Spinning Shot, by altering the fletching of a bolt so that it spins as it travels to the target. The spinning action causes an extra 1d4 of damage but applies a penalty of -4 to strike.
- Can make a Subduing Shot, by removing the bolt head in such a way as to maintain the bolts balance, the archer can deal subduel damage with the altered bolt if he does not have blunted arrows already. Altered arrows at -2 to strike.
- Can make a Ricochet shot, by bouncing bolts off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/ second target (inflicts only one point of damage to the first surface and full damage to the second).
The Dance of Twin Swords
While there are varieties of this style particular to each drow city and house, twin swords represents the culmination of millennia of Drow martial tradition. Aggressive, graceful, and ferocious, the style is a physical manifestation of Drow Culture. While it might seem like the style is ubiquitous to the drow warrior caste, few ever truly master it. Emphasizing wits as much as strength, twin sword fighters study for years to achieve mastery. The secrets of the technique are considered rare treasures for the use of the matrons against their house enimies. Longswords or scimitars are the typical weapon used in this style, however it is not unheard of to see the use of axes, maces, batons and other such weapons.
Style Restrictions:
Race: Drow or Drider
Required Weapons: WP Sword (Scimitar or Longsword).
Required Armour: Light or none.
Equipment: Superior Quality Scimitar or Longsword.
Skills: Hand to Hand: Martial Arts (6th level proficiency), Paired Weapons (6th level proficiency), W.P. Sword (6th level proficiency),Acrobatics (6th level proficiency), Dance (6th level proficiency).
Special Abilities:
- Initiate (Whirlwind) (Level 1):
Twin Sword student initiates learn how to keep enemies away by virtue of their dancing weapons. They rotate on their own axis as they hold their two blades at the ready, twisting and spinning around in a wide arc.
Benefit: By taking a -5 penalty to strike rolls, the Twin Sword student gains the +7 to parry/dodge bonus to create a dangerous, nearly impenetrable arc of twirling blades around her. Any opponent who misses an attack that round must roll a dodge of 18 or better or suffer 2d6 points of automatic damage from one of the twirling blades.
- Outer Spiral (Flash attack) (Level 3):
The practitioner who dances the Outer Spiral gains an increased control of her weapons, making them come alive in her hands as if they were arcs of energy.
Benefit: The Twin Sword student rolls her normal attacks for that melee and, if at least two attacks hit, she gains a free attack that can be used to disarm, trip or feint the opponent. A roll of 17-20 indicates a successful attempt.
- Middle Spiral (Storm of Death) (Level 5):
As initiates, Twin Sword students learned to move like a whirlwind. When they reach the Middle Spiral, they learn to move like a storm, cutting through their enemies as they pass near them.
Benefit: When performing the storm of death, the practitioner doubles her attacks she can use in that melee, although she is at a -2 to strike.
- Center Spiral (Focus of Destruction) (Level 7):
The Twin Sword student that reaches the Center Spiral becomes truly a fucus of Destruction as she spins, weaves and dodges in place, untouchable and deadly. She seems to use her blades with deadly accuracy, combining the knowledge of all the previous levels of ability into one deadly attack form.
Benefit: In addition to her own attacks, the Twin Sword student can turn each parry she makes into an additional attack.
The Death Song
The Death Song is a legendary style taught only to elite Drow warriors, and is a Drow variant of the Surface Elven Bladesong. The style relies on speed and agility, with a special emphasis on slashing attacks dealt with dizzying accuracy. The style receives its name because of the particular sound the fighter makes when whirling the sword in wide arcs, each meant to inflict a most painful and slow death, and because of his disquieting tendency to sing to the rhythm of his thrusts and parries. Seen as an art as well as a means of dealing death, the Death Song Style descended from what was once purely a warrior tradition in the days when the elven people first picked up arms to defend themselves. Nothing in Drow culture remains untouched by the need for creulty and death, and this is most evident their war arts. The natural grace and internal vileness of the Drow turned this technique into an art unto itself. The original form of the Death Song was created when elven warriors combined their love of dance and song with their beautiful fighting and preternatural grace. Their dancing attacks and the fluid motions of their slim long swords, coupled with their haunting war songs, provided economy of motion and confused enemies in combat. The Drow version of this is not different for it's innate beauty, but as with all things Drow it is a mockery of the Surface Elven origins.
Traditionally, the Death Song is practiced only by Drow Weapons Master and in specific those known as the Death Singers. Ordinary practitioners of the Death Song Style do not receive the name of 'Deathsinger', as this title is reserved for the arcane practitioners who combine steel and magic to deadly effect. Death Song warriors are elite shock troops or bodyguards for Drow nobility, but also function as wandering Deathbringers and Trouble to those not of Drow decent.
Style Restrictions:
Race: Drow or Drider.
Required Weapons: W.P. Sword (Bastard Sword, Long sword or short sword)
Required Armour: Light or none.
Equipment: Superior Quality Bastard Sword, Long sword or short sword.
Skills: Hand to Hand: Martial Arts (6th level proficiency), Acrobatics (6th level proficiency), Dance (6th level proficiency), Sing (6th level proficiency).
Special Abilities:
- Initiate (Singing Sword) (Level 1):
The first ability a Deathsong warrior learns is to trust in the movements of his sword. He lets it go its way at the end of his arm, letting its own weight trace arcs as he spins and moves in the first intricate steps of the Deathsong dance.
Benefit: As long as the warrior fights with only a sword in one hand, he gains a competence bonus to his parry equal to his pp bonus.
- Note (Discordant Note) (Level 3):
The practitioner has learned to sing to the rhythm of his fighting, not fight to the rhythm of his singing. The constant humming can lull an enemy into complacency, leading him to expect a thrust when singing a certain note. The Deathsong practitioner can then sing an attack when one does not come and vice versa.
Benefit: While singing and fighting with a sword in one hand, the Deathsong warrior can make a Singing skill roll to perform a feint as a move-equivalent action, instead of as a standard action. A successful feint negates the opponent's PP bonus to parry/dodge for the next attack.
- Chord (Sustained Tempo) (Level 5):
The rhythm of the warrior's blade as it flashes around is a dizzying spectacle that, once it strikes, enemies find it hard to avoid again. The warrior flicks his wrist in a way that the sword appears to move away, but instead just wins momentum for another strike.
Benefit: On a critical hit, the warrior adds an extra dice of damage equal to his weapons die (1d8 for long swords, ld6 for short swords) in addition to the critical hit's double damage.
- Bar (Metal Rhythm) (Level 7):
The Deathsong warrior that reaches Bar status is a true beauty to behold in combat. Not only does the whistling of his sword complement his own singing, but also his movements synchronize perfectly with his attacks, and even the blocking of an enemy's attacks is part of the song. The warrior can then mark the rhythm of the battle, striking at his enemy's weapon on purpose in order to maintain the song and counterattack with greater effect,
Benefit: By taking a full melee round attack action, the warrior can sacrifice all of his attacks for the round to automatically parry any enemy attack in that round, Then in the next melee round the Deathsong warrior gains a +4 strike bonus to all attacks for that melee, The Deathsong warrior can sacrifice the attacks for the second round in the same way to gain a +8 to strikes in the third melee but can not do so for a third melee.
- Chorus (Requiem) (Level 9):
The Deathsong practitioner is a deadly melody on the field of battle, striking fast and true in his lethal dance as he steps closer to his opponent in order to devastate them with a song of a hundred swords,
Benefit: At the end of the melee round opponent is denied his PP bonus to Parry/Dodge, and his AR is counted at 4 lower, the Deathsong warrior gains a free extra attack.
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