Engineering Drow - Steampunkish

Game Master BloodWolven

What if when the Drow splintered off from the rest of the elves, magic could not be gathered in the underdark? What if they had to rely on alchemy and technology.

They would be years ahead of the dwarves in gunsmithing, steamtech, and alchemy.

Come join us create this new setting involving Drow and Steampunk. A campaign will follow!


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Drow Redefined:

In the beginning the elves were one race, one people. Then the great migration came, the elves split apart and were called to explore the world and in doing so they "adapted" to their new environments. Those who took to the water became the Water Elves (which have several different subspecies based on Salt Water and non Salt water), those who took to the mountains became the sky elves and so on. One group of elves however went into the Deeps of the worlds and was forevermore changed.
The Deeps are permeated by a strange radiation that cancels out magic and infects those in the Deeps. Eventually those Elves who became the Drow forgot everything about where they came from, they forgot even that the surface world existed. They were too busy surviving the horrors of the Deeps and exploring the ruins of the Precursors...

What are the Drow?:

The Drow are the "crazy" scientists of the elven races, without magic they have turned to the mastery of technology to set them apart. They are masters of alchemy (which in this proposed setting is the only form of magic that works in the Deeps) and blackpowder. In terms of technological advancement and achievement the Drow are spread out through several areas.
Medicine, Drow medicine is impressive. Alchemical study combined with the plethora of strange plants/fungi in the Deeps has given the Drow Medicine which is equivalent to WW2 levels in the US. Drow are expert surgeons, doctors and pharmacists.

Firearms and blackpowder, Drow already have access to double barreled shotguns, pepperbox rifles and revolvers. They even have gatling guns in the Maw (more on that later). The Drow also have an extensive lineup of grenades, explosives and other "fun" stuff (including dynamite).

Armor, Drow tend to use lighter armors. You will never see a Drow in plate except perhaps in the Maw (and then only for flamethrower troops). Despite this Drow armor is exceptionally well made and comes in several "alchemical" varieties (The Drow use alchemy in place of magic to give armors and weapon enhancement bonuses like flaming for instance).

Metallurgy, Drow metallurgy if the dwarves of the surface knew of it would make them green with envy. Thanks to the wonders of alchemy Drow are capable of making alloys such as "Alchemical" adamantine which is even tougher then normal adamantine (something like DR 5).

Other, the drow possess a myriad of other things. Like flamethrowers that spew Greek Fire and the like. They also possess (in some city states) photography of roughly a 1860s-80s level.

Family, Cabal, City State:

Drow society is made of three principle units, first and most important is family. Your family is of extreme importance but not in the (poor or wealthy" way but rather in the "we will stand together" way. Even when they quarrel a family will still present a unified face to outsiders, family defines the Drow and their core virtues of loyalty, tenacity and endurance.
Cabals are the next units in Drow society and are basically series of organized family who have banded together for defense, prosperity and marital reasons. The Drow have a keen understanding of inbreeding and as a result make a point of ensuring that their cabals are genetically diverse. While most unions (the Drow have no concept of formal marriages and great celebrations) tend to be inter cabal a sizable minority however (30%) comes from without. This is both to introduce new blood into the gene pool and to keep relations between cabals stable.

Cabals have no "official" leaders but they do have "unofficial" ones called "Vorns" (respected speaker in Drow Elven) who serve as a cabal's mouthpiece and spokesperson.

The next unit is the city-state, the Drow have no concept of massive sprawling empires. The geography of the Deeps makes that a difficult if not impossible accomplishment. City-state government is like a republican oligarchy and while it can be haphazard the Drow aren't stupid and will not neglect their own defense...

The Precursors:

The Precursors were an ancient race of master scientists (think Technology guide science) who once ruled the Deeps but fell into ruin for unknown reasons. They were strongest in the "core" which is the Deepest known layer of the Deeps where the Drow (except for a brave or foolhardy few) refuse to tread. The Precursor language is an enigma, one that the Drow even with the aid of alchemy cannot understand...
The Precursors left behind a few ruins in the "bands" that surround the "core" but nothing beyond the occasional lasgun or monowhip. Their true wonders must be hidden in the "core"...

The Maw:

The Maw is a true nightmare, a vast cavern that leads straight from the core to the the innermost band. Form the core streams a continual horde of abominations (beholders, shoggoths the whole shebang) that are held in check by the dedicated "city-state" known as the Maw which is a mutual effort between virtually all city-states to ensure that the horde does break into the bands.
The Maw itself is a massive miles long fortification composed of trenches, pillboxes, walls and so forth that is defended by as many as ten thousand Drow at a time. To defend this location requires the best the Drow can supply which means that every soldier is equipped with pepperbox rifle, double barreled shotgun and the like. From the great walls of the Maw at any given time 50 gatling guns are firing down on the encroaching horde of aberrations...

The Maw is the Drow version of Hell...

Campaign idea:

The minor city-state of outcasts known as Phelthos (in the upper band) had a change of fortune recently... They discovered a great Precursor ruin that they thought would bring them riches and resources... They were wrong, from the depths of the ruin came a strange, black oil which steadily rose through the city-state engulfing all in it's path.
Those who died were the lucky ones... The others became horrible mutants. Out of a population of 3000 five hundred died in the Tide, the rest escaped into the outer caverns with whatever they could carry. With no where to go below the Drow must endeavorer to climb upwards in hopes of survival, what will they find in their search for a new homeland I wonder?

Brave Drow must know rise from the ranks of the battered survivors and ensure that those who still live survive to make the climb to both a new home and to something they couldn't imagine...the surface.

The idea is to begin working out the specifics and redesigning the Drow (since they will be the PCs we need to do some things to the basic Drow racial template).

Possible classes to discuss:
http://mcarchetype.wikispaces.com/Cunning+Gadgeteer
http://mcarchetype.wikispaces.com/Iron+Bombardier
http://mcarchetype.wikispaces.com/Master+Arsonist
http://mcarchetype.wikispaces.com/Venom+Blade
http://mcarchetype.wikispaces.com/Focused+Sniper
http://mcarchetype.wikispaces.com/Cavalry+Gunman
http://mcarchetype.wikispaces.com/Demolitionist
http://mcarchetype.wikispaces.com/Alchemical+Blade
http://mcarchetype.wikispaces.com/Unseen+Marksman
http://mcarchetype.wikispaces.com/Frontier+Huntsman
http://mcarchetype.wikispaces.com/Steel+Buccaneer


male human level 4 rogue

here, I believe that we need to figure out what happens with Phelthos first... Here are several ideas.

Resources:

While Phelthos itself has been the outer regions have not been, before the great journey upward can commence the PCs along with others are sent to gather resources from the outlying grub farms, mushroom/fungi plantations and from Phelthos's copper and tine mines...

Grub Farms:

Grubs are the primary meat "animal" in the Deeps they grow thick, long and mature in just three months to slaughter size. The Drow use every single part of the grub, the inedible skin becomes leather, the stinger is drained of it's poison and so forth.

Phelthos has about twenty grub farms, each one having anywhere from 50-100 grubs a farm. The grub farmers aren't aware yet of what has occurred and the PCs may well be their first news on what has happened in Phelthos...

Mushroom and Fungi plantations:

Mushroom and fungi are not only a food source for the Drow but are a a building material as well, giant mushrooms take the place of trees in the Deeps and they are used in place of wood for almost everything...

Phelthos has about 15 of these plantations, which are roughly 10 acres a piece. Just like the farmers they are likely unaware of what has occurred...

The Mines:

Phelthos is poor in ores excepting for copper and tin, as a result the city-state uses alchemical bronze (just as strong as iron) in almost everything, from firearms to smithing tools. The PCs have been sent to tell the miners of what has happened and to gather as much raw copper and tin as possible: The Drow know that they will need numerous replacement pieces for theirs weapons and tools on the journey ahead...

Now we need to turn our gaze towards redesigning the Drow... Here is my suggestion...

Drow race template:

Type Humanoid (0 RP)
Ability Score Special (see in the next set of spoiler tabs)
Language Quality Xenophobic (0 RP)

Defense Racial Traits
Elven Immunities (2 RP)
Bond to the Land (2 RP): Underground

Feat and Skill Traits
Stonecunning (1 RP)
Focused Study (4 RP)
Skill Training (1 RP): Perception and Stealth

Movement Racial Traits
Darklands Stalker (4 RP)

Offense Racial Traits
Hatred (1 RP): Derro and Duergar
Poison Use (1 RP)
Weapon Familiarity (1 RP): The Hand Crossbow and any 1 firearm

Senses Racial Traits
Darkvision 120 Feet (3 RP)

Weakness Racial Traits
Light Blindness (–2 RP)

Character Creation part 1:

Reason I didn't stat up their ability scores was that we are in a one race game, so I suggest we do what Fire Mountains game did with their own foray into the Depths of the earth in Throne of Night...

Instead of traditional Campaign traits they gave special race traits which determined their ability scores, for instance if you desired to make a Drow warrior who was strong and hardy you could: Just select the Cruel Slaver Trait which gives you 2+ str, 2+ con and 2- wis instead of normal Drow scores...

Read on...

Part 2, Civilian Gestalt:

I know wolf that you love gestalts and this can satisfy that need, instead of taking 2 classes the PCs take 1 heroic class and one npc class: This represents that they pretty much began as "civilians" (or military trainees) and helps further an important point. The PCs aren't the heroes who have been trained from birth for this moment, rather greatness (even if they don't know it yet) has been thrust upon their previously light shoulders.

Here is a sample race trait

Racial Trait, Dirtwright:

You have worked long and laborious hours as a maker of cannons, guns, armor and weapons. Your body is strong, your lungs are like the bellows of a forge and your eye for detail is without peer... Yet years upon years of this work have limited your social opportunities, you lack many social graces as a result.

You gain +2 con, +2 int and -2 cha.


Male Human

Hey GM Wolf and Viluki.

@GM - how do you feel about this MCA - the only thing really to be worked out is a list of spiders summonable by level. This admittedly is more a fleshwarpy rather than steampunk drow concept, but it might be the result of some little-understood Precursor technique/ritual and could be related to the "accident" that befell Phelthos...

Symbiote Gunner: Created in the dark depths of the drow fleshforges, melding arachnid protoplasm and bio-arcana with a willing supplicant, the symbiote-gunner is a combat-heavy, battlefield operator – there is little here to offer subterfuge or diplomacy. In combination with his exo-carapace and chrysalis projector, the symbiote-gunner shoots first and asks no questions….

Primary Class: Summoner
Secondary Class: Gunslinger
Skill Ranks 2 + int modifier. Adds three gunslinger class skills to Summoner list.
Weapon and Armor Proficiency: All simple weapons and light armor.

Bio-Energy {Grit}:

Bio-energy (Ex): A symbiote-gunner draws upon the combined energy of his symbiosis - this is his bio-energy – a fluctuating measure of the symbiote gunner’s endurance, patience, morale, enthusisasm, mental alacrity and physical fluidity. At the start of each day, a symbiote gunner gains a number of bio-energy points equal to his Constitution modifier (minimum 1). His bio-energy rises and falls throughout the day, but usually cannot go higher than his Constitution modifier (minimum 1), though some feats and magic items may affect this maximum. A symbiote-gunner spends bio-energy to enact manoeuvres (see below) and can regain bio-energy in the following ways:
Critical Hit with Chrysalis Projector: (...as gunslinger)
Chrysalis kill: If the symbiote gunner’s chitin round or chrysalis beast reduces a creature to… (...as gunslinger)
This ability replaces life link and lost spellcasting and cantrip capabilities.

Bio-Enhancements {Spells}:

Bio-enhancements (Su): At 1st level, as long as he has at least one point remaining in his bio energy pool, the symbiote-gunner can draw on his bio-energy to enhance himself or create physical effects. These enhancements are similar in effect to spells but are of a supernatural nature. Beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
A symbiote-gunner performs bio-enhancements drawn from the symbiote-gunner’s bio-enhancement list. He can perform any bio-enhancement he knows without preparing it ahead of time, assuming he has not yet used up his allotment of bio-enhancements per day for the bio-enhancement’s level, or expended all the points in his bio-energy pool.
To learn or create a bio-enhancement, the symbiote-gunner must have a Constitution score equal to at least 10 + the bio-enhancement level. The Difficulty Class for a saving throw against a symbiote-gunner’s bio-enhancement is 10 + the bio-enhancement level + the symbiote-gunner’s Constitution modifier.
A symbiote-gunner can cast only a certain number of enhancements of each enhancement level each day. His base daily enhancement allotment is given on Table: Symbiote-gunner. In addition, he receives bonus enhancements per day if he has a high Constitution score (see Table: Ability Modifiers and Bonus Enhancements).
A symbiote-gunner’s selection of enhancements is extremely limited. A symbiote-gunner begins play knowing four 0-level bio enhancements (motes) and two 1st-level bio-enhancements of the symbiote-gunner’s choice. At each new symbiote-gunner level, he gains one or more new bio-enhancements as indicated on Table: Symbiote-gunner Bio-enhancements Known (as Summoner)
(Unlike bio-enhancements per day, the number of bio-enhancements a symbiote-gunner knows is not affected by his Constitution score. The numbers on Table: Symbiote-gunner Bio-enhancements Known are fixed.)

Upon reaching 5th level, and at every third symbiote-gunner level thereafter (8th, 11th, and so on), a symbiote-gunner can choose to learn a new bio-enhancement in place of one he already knows. In effect, the symbiote-gunner “loses” the old bio-enhancement in exchange for the new one. The new enhancement’s level must be the same as that of the bio-enhancement being exchanged, and it must be at least one level lower than the highest-level symbiote-gunner bio-enhancement he can cast. A symbiote-gunner may swap out only a single bio-enhancement at any given level and must choose whether or not to swap the bio-enhancement at the same time that he gains new bio-enhancements known for the level. This ability replaces the Summoner’s spell use.

Chrysalis Projector {Gun}:

Chrysalis Projector (Ex) : At 1st level, the symbiote-gunner gains the ability to manifest the bio-plasma within his exo-carapace as a chrysalis projector as a full-round action. The chrysalis projector is a two-handed ranged weapon that resembles a large plasmic mass, replete with organic cords and cables, arachnid amndibles, chitinous blisters, pods, vents and nodules. The chrysalis projector completely covers and encapsulates one of the symbiote-gunner’s arms, preventing it from being disarmed. His other hand is free to steady the weapon or hold other items – however two hands are needed to fire the weapon.

Firing the chrysalis projector is a standard action, firing the chrysalis projector on all iterative attacks due to BAB is a full round action as normal. The chrysalis projector fires small, cocoon shaped projectiles called chitin rounds that deal 1d8+1 points of bludgeoning damage +1 for every two levels the symbiote-gunner possesses, and have a critical range of 20/x2. The chrysalis projector has a range of 20 feet, plus an additional 5 feet at 2nd level and every two levels thereafter.

A symbiote-gunner can create a number of chitin rounds per day equal to 4 plus his Constitution modifier. At each level after 1st, he can create 2 additional chitin rounds per day. (Temporary increases to Constitution such as those gained from bear’s endurance do not increase the total number of chitin rounds that a symbiote-gunner can create per day.)

Alternatively the symbiote-gunner may elect to use his chrysalis projector as a melee weapon (either one- or two-handed) that deals 1d8 points of bludgeoning or piercing damage, and has a critical range of 20/x2.

The chrysalis projector can be enchanted and enhanced with weapon qualities as a masterwork double weapon at the cost of the symbiote-gunner. While manifested, the chrysalis projector takes up one of the symbiote-gunner’s hand and wrist item slots. All abilities of any magical items occupying these slots at the time of the chrysalis projector’s manifestation are temporarily suppressed until it is retracted.

Retracting the chrysalis projector requires a standard action. While the chrysalis projector is retracted, and thus subsumed within the exo-carapace the symbiote-gunner receives an extra +1 to his exo-carapace’s natural armor bonus due to the redistribution of bio-matter.

At 7th level, the symbiote-gunner can manifest the chrysalis projector as a standard action, and retract it as a swift action.
At 14th level, the symbiote-gunner can manifest the chrysalis projector as a swift action, and retract it as a free action.
This ability and maneuvers replaces eidolon and the diminished summoning cabability of spawn larvae.

Maneouvres {Deeds}:

Maneouvres: Symbiote-gunners spend bio-energy points to enact maneouvres… (as gunslinger deeds)
Any maneouvres that require a saving throw has a DC equal to 10 + 1/2 the symbiote-gunner’s level + the symbiote-gunner’s Constitution modifier.

Augmentation: By expending one point from his bio-energy pool the symbiote gunner can add the effect of one mote that he knows to his chitin rounds for 1 round.

Close-shot: As long as the symbiote-gunner has at least one point in his bio-energy pool he is considered to have the Point Blank shot feat.

Damage Modifications: The symbiote-gunner can add either the slashing or piercing damage type to his chitin rounds for 1 round.

Enlarged Chrysalis: At 4th level the symbiote-gunner can spend one point from his bio-energy pool to increase his chitin rounds base dice damage to 1d10 for 1 round.

Ballistic Larvae: At 4th level, the symbiote-gunner can meld his larva-chrysalis and chitin rounds for one round. Any larvae chrysalis fired that make a successful attack roll strike the target before unfurling causing damage as a chitin round (1d6 damage +1 for every three symbiote-gunner levels). After striking the target, the unfurled chrysalis beast lands in the nearest adjacent square (or in the same square as the target if tiny) and is staggered for 2 rounds. This maneouvre costs one bio-energy point.

Retriever: At 8th level the symbiote-gunner can modify one chitin round so that it trails a fine filament that connects it directly to the chrysalis projector. On a successful hit, the symbiote-gunner may attempt to grapple the target as if he had the Improved Grapple feat. If the attempt is successful, the retriever chrysalis attaches itself to the target who gains the grappled condition. As a standard action, the symbiote-gunner can draw the target towards himself at the rate of 10 feet per round. As a standard action, a grappled creature can rip the retriever chrysalis free with a DC 20 Strength check. A retriever chrysalis filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. A symbiote-gunner can have only one retriever chrysalis active at a time. This maneouvre costs one bio-energy point.

Spatterbug: At 8th level the symbiote-gunner modifies one larva chrysalis so that it explodes on impact. All creatures occupying or that are adjacent to the impact square receive 1d4 points of piercing damage +1 point of damage for every two levels the symbiote-gunner possesses. Each creature that takes damage can make a Fortitude save for half the damage. If the saving throw fails, the creature takes an additional 1d4 points of acid damage and becomes shaken for 1 round per level of the symbiote-gunner. This maneouvre costs one bio-energy point.

Burrower: At 8th level the symbiote-gunner modifies one chitin round or larva chrysalis so that it can tunnel into the ground. As a standard action, the symbiote-gunner can fire a burrower at a single target within 60 feet. Once fired or ejected, the burrower immediately burrows into the ground, either waiting by the symbiote-gunner’s position or tunneling towards the target with a burrow speed of 20 feet.
If directed to wait, the burrower may be directed to attack any incoming targets, be redirected to a new target within distance or directed to attack when a certain condition is met.
When it emerges from the ground, the chitin round makes an attack on the target directly or the larva chrysalis unfurls and unleashes the chrysalis beast that immediately attacks the target (this may be as a regular attack or as a trip, bull rush or charge action). In either case, the target is flat-footed on the round that the burrower emerges from the ground. The burrower can tunnel through dirt, but not through rock, and does not leave behind tunnels other creatures can use. At 12th level, a burrower can tunnel through rock. This maneouvre costs one bio-energy point.

Leapmine: At 12th level the symbiote-gunner can modify his larva chrysalis transforming them into proximity mines. As a standard action, a symbiote-gunner can fire leapmine chrysalis into an empty square(s) within range or eject them into a square(s) adjacent to him as a move action. Once placed, leapmine chrysalis become camouflaged and blend into the surrounding environment for 10 minutes per level of the symbiote-gunner, and appears as a rough hewn stone, discarded piece of chitin, or some other random piece of environment-appropriate debris. Creatures must make a successful DC 25 Perception check to identify a leapmine chrysalis. Any creature that enters or moves through its square or a square that is adjacent to it while the leapmine is in effect triggers the leapmine chrysalis.
Once the leapmine is triggered, the chrysalis beast is unfurled and gains an attack of opportunity against the triggering creature with a +2 bonus to its attack roll. The triggering creature is considered flat-footed for this attack. If the attack hits, the chrysalis beast deals +1d6 precision damage against the creature, in addition to its normal attack damage. It then functions normally during each subsequent round, attacking the creature until it or the creature is slain. A symbiote-gunner can encode the leapmine chrysalis prior to it being fired so that allies do not trigger it when they come within its proximity.
For every chrysalis beast so transformed (via spawn larvae II or greater) the symbiote-gunner must expend one bio-energy point. A symbiote-gunner can have only one leapmine chrysalis (or squad) active at a time – any subsequent use of spawn larvae renders any extant leapmines inert and lifeless.

Shock Blast: At 12th level the symbiote-gunner can modify one chitin round to deal damage in a burst of bio-electricity. As a standard action, the symbiote-gunner can fire a single chitin round charged with electricity at a single target or into an unoccupied square. If the attack hits a creature or an unoccupied square, the chitin round explodes in a 10 foot burst centered on the target or the square. All creatures caught within the blast (including the target) receive an amount of electricity damage equal to 3d6 + ½ the symbiote-gunner’s level, in addition to its normal damage. Each creature caught in the blast area is pushed away in a straight line up to 5 feet per three symbiote-gunner levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement and halves extra blast damage, but not normal chitin round damage. Shock blast requires the expenditure of two points of the symbiote-gunner’s bio-energy.

Mortar: At 12th level, by expending two points of bio-energy the symbiote-gunner modifies one chitin round, creating a mortar round with the following characteristics:

Firing a mortar round is a standard action. The range increases to (x2) - the symbiote-gunner selects a square within that range to be the drop-zone. The mortar round takes one full round to reach its target – it will not strike the ground until the symbiote-gunner’s next turn. The symbiote-gunner makes a chrysalis projector attack as normal – he receives a -4 penalty to actually strike any creature in the designated drop-zone square – a miss still lands in the drop zone, though if the shot misses by 10 or more or the mortar chrysalis hits a random square adjacent to the drop zone.
Wherever the mortar chrysalis falls, it strikes with a fearsome impact, causing the ground to shudder and sending out a wave of concussive force that inflicts 3d8+1 hp of damage/level of the symbiote-gunner to any creature in the square it landed in – a Reflex save halves this damage. - A direct hit inflicts an extra 1 hit point of damage/ level of the bio munitioneer, and the victim must make a Fortitude save or be stunned for 1d4 rounds.
- All creatures adjacent to the explosion fall prone, are staggered for 1d4 rounds and take 3d6 points of non-lethal damage - a Fortitude save with a -4 penalty halves the damage and staggered duration and negates the prone condition.

Juddernaught Pulse: At 16th level, the symbiote-gunner can modify one chitin round to emit a pulse that sickens and staggers his enemies. As a standard action, a symbiote-gunner can fire a single chitin round into the ground within range, creating sonic vibration in a 20-ft. burst. Each creature within the burst must make a Fortitude save or become sickened for 1 round per symbiote-gunner level and staggered for 1 round per two symbiote-gunner levels. If the save is successful, the sickened condition is negated and the duration of the staggered is reduced to 2 rounds. The juddernaught pulse can be also be created by striking the ground at the symbiote-gunner’s feet as a swift action – the vibration then center’s on the symbiote-gunner’s position – he is immune to its effects, but his allies still remain subject as normal.
Alternatively, the symbiote-gunner can place his chrysalis projector against an inanimate object or make a melee attack against a construct and create a destructive pulse that causes 3d6 force damage +1 per symbiote-gunner level that ignores hardness and 5 points of Damage Reduction. Juddernaught pulse requires the expenditure of two points of the symbiote-gunner’s bio-energy - the bio-energy point is still expended in the case of a missed melee attack.

Chitin Shrapnel Burst: At 16th level, the symbiote-gunner modifies one chitin round so that it creates tremendous concussive explosion on impact. A chitin shrapnel burst functions like a spatterbug chrysalis, except that the damage is 3d6 points of piercing damage +1 point of damage for every level the symbiote-gunner possesses, plus an additional 1d6 points of acid damage, and the target is nauseated for 1 round per three levels of the symbiote-gunner (Fortitude save at -2 halves the damage and negates the condition). In addition, each creature within 10 feet of the impact square (including the impact square) must make a Reflex save or fall prone. Chitin-shrapnel burst requires the expenditure of two points of the symbiote-gunner’s bio-energy.

This ability replaces shield ally, transposition, greater shield ally and merge forms.

Motes {Cantrips}:
Motes (Su): Symbiote-gunners learn a number of motes, or 0-level bio-enhancements, as noted on Table: Bio-Enhancements Known. These motes are manifested like any other bio-enhancement, but they are not expended when used and may be used again. This ability alters but is otherwise the same as cantrips.

Spawn Larvae {Summon SLA}:

Spawn Larvae (Su): Starting at 1st level, a symbiote-gunner can create larvae-infused chrysalises (as described in the spawn larvae lists, below) and unleash them using his chrysalis projector. He can create a number of larvae chrysalises per day equal to 3 + his Constitution modifier. The process of creating and firing a larvae chrysalis is a standard action.
Firing a larvae chrysalis requires a ranged touch attack. If the attack hits, the larvae chrysalis unfurls in a square adjacent to the target (or if tiny, in the target’s square) immediately unleashing the chosen chrysalis beast which attacks the target at the end of the symbiote-gunner’s turn.
If the attack misses, the larvae chrysalis lands in a randomly determined square within 10 feet of the target and unfurls. The chrysalis beast then moves and attacks the nearest enemy at beginning of the symbiote-gunner’s next turn.
A spawned chrysalis beast attacks the symbiote-gunner’s opponents to the best of its ability. Although nominally under the symbiote-gunner’s command, chrysalis beasts generally merely attack the nearest foe – however if the symbiote-gunner can communicate with the chrysalis beast, he can direct it to not attack, to attack particular enemies, or to perform other actions.
The larvae chrysalis unleashes one of the creatures from the 1st Level list on Table: Spawn Larvae. The symbiote-gunner chooses which kind of creature to generate, and he can choose a different one each time he creates a new larvae chrysalis.

At 3rd level, and every 2 levels thereafter, the power of this ability increases by one level, allowing the symbiote-gunner to spawn more powerful creatures (to a maximum of spawn larvae IX at 17th level).
Alternatively,the symbiote-gunner may elect to create multiple weaker creatures (a squad) as in summon monster II et al. The generation and firing of a squad requires a full-round action. The squad is fired as one shot, requiring one attack roll – regardless of a hit or miss, the squad unfurls and arrays themselves as possible in the spaces permitted and attacks as normal – at the end of the symbiote-gunner’s round if a hit, on the next round if a miss.
Spawned larvae remain for a number of rounds equal to the symbiote-gunner’s Constitution modifier + 3.
A symbiote-gunner cannot have more than one use of spawned larvae active in this way at one time. If this ability is used again, any existing chrysalis beasts immediately drop to the ground, lifeless and inert.
A chrysalis beast cannot spawn or otherwise create another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be spawned into an environment that cannot support them. Creatures spawned using this ability cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
This ability alters but otherwise functions as summon monster I-IX.

Exo-Carapace:

Exo-Carapace (Ex): Starting at 2nd level, a symbiote-gunner’s symbiotic relationship to his associated organism provides him with a +1 natural armor bonus to armor class. This bonus increases by +1 for every four levels beyond 2nd level. The extra physiognomic mass and knobbly dermal distribution of the exo-carapace hampers the symbiote-gunner’s use of worn armor – unless specially constructed (as per a large creature – 200% cost) regular armor has its armor bonus reduced by one and armor check penalty increased by 2, and armored spell failure for spells cast from a spellcasting class increased by 15%. This ability replaces bond senses, maker’s call and life bond.

Imago:

Imago (Su): At 10th level, a symbiote-gunner gains a greater connection to his bio-energies, prompting a metamorphic change to take place. The symbiote-gunner gains tremorsense out to 30 feet. If he already has tremorsense, the range increases by 30 feet. The symbiote-gunner also gains resist acid 5 and can enter a special hibernation state that allows him to double the rate of his natural healing when he rests.

As his exo-carapace enlarges, the symbiote-gunner’s exo-carapace grows spiky protrusions – these deal 1d4 points of slashing damage on any successful grapple check against another creature. Any creature that grapples the symbiote-gunner or attempts an opposed grapple check to pin, constrict, swallow, or damage the symbiote-gunner takes 1d4 points of slashing and piercing damage.

In addition, the symbiote-gunner can choose one of the following insect forms – by expending one bio-energy point he may make the following attack with his chrysalis projector once per day:

Poison sting: Spider – poison – B1 p.258

The symbiote-gunner can make an additional use of this attack per day at 14th and 18th levels.
This ability replaces aspect and greater aspect.

Exo-Apotheosis:

Exo-Apotheosis (Su): At 20th level, a symbiote-gunner can cause the latent insectoid genetic material within him to become dominate, triggering a complete metamorphic change. A symbiote-gunner must expend his maximum allowable bio-energy to encase himself in a metamorphic chrysalis. This encasement requires 1 minute to complete and leaves the symbiote-gunner vulnerable to attacks. While within the chrysalis, the symbiote-gunner begins a metamorphic transformation into a humanoid insect-like creature that requires 1 full day to complete, leaving the symbiote-gunner vulnerable to attack. The metamorphic chrysalis, has the following statistics: HD 20 (110 hit points); AC 30 (+30 natural armor); Special DR 10/magic and adamantine, immunity to acid, and resist cold 10, electricity 10 and fire 10, SR 25. Allies may stand guard during this time to protect their comrade from harm.
Upon completing this transformation, the chrysalis unfurls and the newly transformed symbiote-gunner emerges. Through this metamorphosis, the symbiote-gunner permanently bonds with both his exo-carapace and chrysalis projector, his acid resistance increases to 20, he gains a burrow speed of 20 feet, and his creature type changes to Monstrous Humanoid. In addition, the symbiote-gunner can spit a corrosive stomach acid (either out of his chrysalis projector or head) at an opponent within 30 feet (no range increment) once per day. With a successful ranged touch attack, the target takes 10d6 points of acid damage (Reflex save for half).
This ability replaces twin eidolon.

SYMBIOTE-GUNNER BIO-ENHANCEMENT LIST:

Symbiote-gunners gain access to the following bio-enhancements. Remember that beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
0-Level Symbiote-gunner Bio-enhancements—acid splash, bleed, daze, detect poison, flare, light, resistance, stabilize, touch of fatigue, virtue.
1st-Level Symbiote-gunner Bio-enhancements – ant haul, daze monster, cure light wounds, ear-piercing scream, endure elements, expeditious retreat, feather step, grease, jump, longstrider, remove sickness, spider climb.
2nd-Level Symbiote-gunner Bio-enhancements— acute senses, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, delay poison, distressing tone, eagle’s splendor, glide, piercing shriek, protection from arrows, resist energy, shatter, tireless pursuit.
3rd-Level Symbiote-gunner Bio-enhancements— continual flame, burrow, burst of speed, contagion, darkvision, displacement, fire shield, fungal infestation, haste, heroism, protection from energy, rage, remove disease, repel vermin, resinous skin, see invisibility, sound burst, spit venom, water breathing.
4th-Level Symbiote-gunner Bio-enhancements— absorb toxicity, age resistance (lesser), cape of wasps, cure serious wounds, darkvision (greater), echolocation, fly, insect plague**, neutralize poison, poison, thorny body.
5th-Level Symbiote-gunner Bio-enhancements—blessing of the salamander, contagion (greater), euphoric tranquility, heroism (greater), planar adaptation, plane shift, repulsion, sonic thrust, stoneskin, touch of slime.
6th-Level Symbiote-gunner Bio-enhancements—age resistance, antipathy, creeping doom, cure critical wounds, discordant blast, epidemic, plague storm, swarm skin, sympathy.

Progression Table:

Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Bio-energy, Bio-enhancements, Chrysalis Projector (full-round/standard) 1d8/1d6, Manoeuvres, Motes, Spawn Larvae I 3 1 — — — — —
2nd +1 +3 +0 +3 Exo-Carapace +1 4 2 — — — — —
3rd +2 +3 +1 +3 Spawn Larvae II 4 3 — — — — —
4th +3 +4 +1 +4 Manoeuvres 4 3 1 — — — —
5th +3 +4 +1 +4 Spawn Larvae III 4 4 2 — — — —
6th +4 +5 +2 +5 Exo-Carapace +2 5 4 3 — — — —
7th +5 +5 +2 +5 Spawn Larvae IV 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Manoeuvres 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Spawn Larvae V 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Exo-Carapace +3, Imago 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Spawn Larvae VI 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Manoeuvres 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Spawn Larvae VII 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Exo-Carapace +4, Imago 2/day 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Spawn Larvae VIII 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Manoeuvres 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Spawn Larvae IX 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Exo-Carapace +5, Imago 3/day 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 (placeholder) 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Exo-Apotheosis 5 5 5 5 5 5 5


male human level 4 rogue

Not a bad concept my friend, while the Drow are Steam Punk they can easily have some Bio Punk thrown in as well. Who says that in this iteration of the Drow that fleshwarping has to be the completely sadistic practice that defined the Drow of Golorian?

Although I suggest that the Golemoid from World of Aden might be a worthy inclusion into this game (or lore). If the Gunner represents Drow bio punk then the Golemoid represents the steam punk side (with a little fleshwarping thrown in).


Interesting concept. I will have to look it over when I have more time. The information looks fine for now. I think we will still need to to some twinking.


Male Human

@GM Wolf - thanks for the interest. As I said - as is it still needs a summon list - the MCA it came from was more of a crustacean-insect base, but I figured a straight arachnidian summons would be a more thematic fit. If you want things like scorpions, solifugids, crabs etc I'm game - Drow=Spider is after all a DnD heritage that may not necessarily pertain in your campaign.

Mechanically I'm fine with you tweaking it how you see fit - there was a lot of discussion in the MCA threads toward giving the SG an alchemist style bomb damage and shots/day, but I wanted this to emulate a bow or gun rather than explosive bomber. Also, this isn't an Alchemist MCA, though that was a possible design path, using the mutagen theme... *

The Maneuvers were also initially at very different levels, and there was more interaction between chrysalis beasts and chitin rounds - shoe-horning the concept into a part-Gunslinger with Grit MCA made a lot off that more interesting interaction disappear.

*I also posted a variation called the Swarm Gunner that was a Summoner/Alchemist that fired swarms but I withdrew that from discussion to rework it in my own time and as a variant of the Symbiont Base Class I'm working on for my 3PP Forest Guardian Press...

This is merely a much simpler version of the concept that uses the MCA chassis...


I like the different feels of the Drow with the other campaign settings. I really liked the cult of the scorpion. So I would like to have different groups of Drow follow different creatures. So spiders, scorpions, solifugids, crabs etc. I am game to play with.


Male Human

Sounds good GM Wolf.

So do we have other players apart from myself and Viluki?


male human level 4 rogue

Crabs are unlikely but any sort of insectoid vermin the Drow would use, indeed Drow cavaliers most likely ride giant spiders, scorpions and lizards in the Deeps.

alright here is a piece of fluff.

Drow alchemy:

Drow alchemy is divided into two "schools" fleshwarping and blackpowder.

Fleshwarping alchemy is what Drow call anything that alters the body, an invisibility potion for instance would be considered "fleshwarping". Fleshwarping also covers much of Drow medicine and is responsible for many things, the Golemoids of the Maw and the fleshwarped soldiers that many city states employ are among them. Fleshwarping can also be used to grow limbs for those who have lost them, the process though requires a skilled fleshwarper and surgeon.

Blackpowder alchemy is relatively "new" (by Drow standards), it came about five hundred years ago when Drow first invented blackpowder. Blackpowder alchemy focuses upon explosives, engineering expertise and firearms. Blackpowder alchemists tend to be engineers, canon makers, gunsmiths and the like.

Role of the Golemoids:

The first Golemoids were the desperate attempts to save the live of soldiers in the Maw who would have otherwise perished. These experiments of fleshwarping and metallurgy took all of the accumulated knowledge of the greatest drow minds: The Golemoids were "born".

Golemoids soon proved to be more then just mere soldiers, they proved to be the weapon that could bring down even the mightiest abominations. Where lines of normal or even fleshwarped soldiers failed the Golemoids succeeded, finally the Drow had found the super-soldier that could accomplish the impossible. Soon the leaders of the Maw had many, many injured and crippled soldiers remade as Golemoids...

The Wasting:

Like in the World of Aden the Golemoids suffer from the "wasting', a condition where they die young thanks to the enhancements they have received. The Drow after seeing the first Golemoids fall victim to the Wasting were loath to let the condition continue and devised a solution, the Drow created a special alchemical mixture that when drunk acts to "stabilize" the organs and implants within a Golemoid's form.

This mixture has to be drunk daily but is fairly cheap (5 gp per dose) to make (although is wasn't always so cheap in it's early incarnations).

I also plan on composing a history for the Drow from when they first arrived to the present era, I will also explain why they hate the Derro and Duergar so much...

Also in the Drow racial template replace Bond of the Land with spell resistance, the radiation of the Deeps is so powerful that the Drow have an innate resistance to magic (and difficulty using it), they don' tknow about this peculiar aspect of their biology though because they have never encountered spells before... First contact is going to be interesting...


Male Human

Wot, no cavepool crabs? ;P

Spell-less drow? Now that I can get behind...


male human level 4 rogue

Or worse, the teenage mutant ninja crabs!

In the Deeps yeah the Drow don't have spells although once they hit the surface (perhaps among the first surface born) they might well experiment with the arcane. Although Drow experimenting with the arcane would be far more akin to magi then wizards, e.g they picked up a few tricks in their spare time. The following classes would be what happens when Drow experiment with magic...

http://mcarchetype.wikispaces.com/Eldritch+Gun
http://mcarchetype.wikispaces.com/Gun+Sage
http://mcarchetype.wikispaces.com/Haunted+Gun
http://mcarchetype.wikispaces.com/Spellbond+Slinger
http://mcarchetype.wikispaces.com/Spellgun+Magus


Male Human

I await the day you link any of the many MCAs I created, but then again, I don't really do gunslinger or arcanists...


Spell resistance sounds great, it makes great sense.

Nice classes for advancement.

It is just us for now, I guess I will open the recruitment, though we need to come up with creation rules first.


male human level 4 rogue

That and we need to flesh out world history, I'll have a timeline up soon. This timeline will give a basic overview of history and is designed to be very easy to "color in". I am naming various continents, places and things after real world equivalents for now. This is to evoke the environment and so forth, once we have things settled down we can come up with suitable names.

While it might sound fun to completely wing it from personal experience homebrews need to have a "center" if you will. Doesn't have to be as fleshed out as say Golorian or the Forgotten Realms but you do need a "world template"...


Male Human

Yeah, I totally agree we need to nut out Character Creation before opening up Recruitment….


male human level 4 rogue

Found it! http://mcarchetype.wikispaces.com/Pactgifted+Champion

First step in world creation, create a timeline.

Timeline:

10,000 MP The elven migration begins in all it's wonder and horror.
9,000 MP The first elves to adapt to a new environment are the Sea Elves.
8,700 MP The first sand elves appear in the desert continent of Australia.
8,500 MP A group of elven refugees travels to a distant (mini)continent far north called "Scandinavia".
8,000 MP The first winged elves rise high over their new homeland, a great mountain chain on a continent which is 500 miles distant from Scandinavia by sea.
7,000 MP After thousands of years of wondering a group of elves settled in the jungles of distant Africa.
6,500 MP The ancestors of the Drow begin their fateful journey into the depths of the world.
6,000 MP The dwarves pour out from the deeps, driven out by their insane kin the Duergar. Meanwhile the Atlans, ancestors of modern humanity arise in the Phoenician Islands, centered in the great city of Atlantis.
5,500 MP The Drow encounter the Duergar and are soon enslaved, a five centuries long period of enslavement begins...
5,000 MP The dwarves have settled into their mountain fortress or in the case of the Hill dwarves have gone to settle in the hilly lowlands of Northern Europe. Meanwhile in the Deeps the Drow have not been "broken" as their Duergar masters learn, the Drow have in secret learned alchemy and trained a guerrilla army right under the noses of their "masters".
4,500 MP Sea Elves begin to explore the light-less depths of the Ocean and just like their ancestors these explorers adapt to the crushing depths and eternal darkness of the Deep Ocean.
4,200 MP the final group of elves completes it's long trek across the oceans and arrives in the unsettled land of China, home of many wonders and perils unimagined. They eventually become the Jade Elves.
4,000 MP The Drow Guerrilla war took the traditional and uncreative Duergar completely off-guard, the Drow have by this time freed themselves and established the first true city-states of Kaloran, Heginost and Vorth.
3,500 MP The first dynasty of the Jade Elves emerges in coastal China, the Drow continue their war against the Duergar and establish five new city-states in areas where the Duergar had been driven out.
3,000 MP The Drow explores the lowest bands of the Deep and awaken an ancient horror, the Derro a race of insane and cruel beings that no sane being can understand or want to.
2,000 MP The Drow campaign against the Duergar continues unabated, in this round of the ages old struggle the Drow unleash the first Venomblades, dreaded soldiers altered via fleshwarping. These soldiers soon prove to be a lethal weapon against the Duergar.
1,500 MP By this time the campaign against the Duergar is truly succeeding and this process is only accelerated by the introduction of alchemical beats of war, vermin and lizards that the Drow have made obedient through years of alchemical tinkering with genetics...
1,000 MP The Drow have invented blackpowder, while they have not invented guns and cannons at this time blackpowder still proves to be a potent weapon: By 997 MP ever Drow soldier has been issued blackpowder grenades, a brutal and devastating weapon against the massed formations the Duergar favored.
800 MP The Drow invent the first primitive firearms, while these weapons are wildly inaccurate, prone to malfunction and expensive to make the Drow use them anyway recognizing that soon these "firearms" would become much more powerful.
700 MP The Drow switch from primitive wheel-lock firearms to the much more reliable and effective flintlocks, they also roll out the first cannons which prove to be the death blow of the Duergar. Their walls and fortifications soon became naught but rubble and dust.
500 MP Phelthos the city-state of outcasts and criminals is founded in the upper band of the Deeps. The Duergar by this time have been decimated, 80% of their population is dead and their cities have fallen into ruin. The Drow by this time have took over the Duergar fortifications at the Maw.
250 MP Flintlock firearms have been abandoned in favor of new rifles, revolvers and shotguns. The first Golemoids are deployed in the Maw.
2-1 MP Present day in Phelthos, the Tide has come and now once the Drow reach the surface the Migration Period will truly be over: The Post Migration Period will begin.

Thoughts my fellows?


Male Human

Cool beans Viluki.

My only problem is the real world names - if you reskin all the Earth stuff to be something else I'll gladly back those analogs and locations - I like that the Great SOuth Land (Australia) is the home to the sand elves.

Love the Jade Elves - I have a couple elf/drow/drider archetypes HERE - one of which is the Gallowjade Samurai Racial archetype - is currently elf but I think I have a drow version somewhere…I can't believe I didn't think of them earlier…

Modern firearms? I was more thinking emerging, but I don't really care either way...


Male Human

Ok - here is the Drow version:

Gallowblade (Drow Samurai Racial archetype):

Gallowblade
Holding true to the archaic ancestral weapon styles of their hated surface-world antecedents, these Drow blademasters train in secret schools in Giratayn and more openly in Far Parathra. Tolerated in Zirnakaynin by drow nobles for their usefulness, gallowblades are generally derided for their unorthodox open-space fighting style.

The following are the class abilities of the gallowblade:

Altered Skillset: The gallowblade’s class skills are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), and Sense Motive (Wis).

Weapons and Armor Proficiencies: The gallowblade is proficient with all simple weapons, plus the elven curved blade, glaive and naginata. She is also proficient with all types of armor (heavy, light, and medium), and bucklers.

Gallowblade Style (Ex): A gallowblade trains relentlessly in movement and footwork in all types of armor. Beginning at 1st level, when calculating an armor’s maximum dexterity bonus and armor check penalty (but not arcane spell failure) a gallowblade treats any heavy armor as a breastplate, any medium armor as a chain shirt and any light armor as padded armor (unless wearing an armored kilt).

Additionally the gallowblade gains either Deflect Arrows or Buckler Mastery as a free feat without needing to meet the usual prerequisites. Whether chosen at 1st level or as a bonus feat, the gallowblade must be wielding an elven curved blade, glaive or naginata to take advantage of these feats.

At 10th level the gallowblade is treated as having DR 1/cold iron in light armor, DR 2/cold iron in medium armor and DR 3/iron in heavy armor. This ability replaces mount.

Perfect Union (Ex): This ability is exactly like the samurai’s weapon expertise except that the gallowblade must select the elven curved blade, glaive or naginata.

Gallowblade Maneuvers (Ex): At 2nd level, the gallowblade gains a +1 bonus to CMB and CMD checks when making or defending against combat maneuvers epmploying an elven curved blade, glaive or naginata. This replaces lost martial weapon proficiencies and shield proficiency.

Gallowglaive (Ex): At 4th level the gallowblade gains the Improved Critical feat, even if she does not meet the prerequisites. This ability replaces mounted archer.

Gallowblade's Reach (Ex): At 5th level, whenever the gallowblade is wielding a glaive or naginata against an opponent, any foe that enters or leaves a square adjacent to that opponent provokes an attack of opportunity from the gallowblade. At 10th level, the gallowblade can attack any foe that is adjacent to her with her glaive or naginata, even though she normally can't make attacks against such foes with a reach weapon. This ability replaces banner.

Heroic Flourish (Ex): The gallowblade gains the hero's display feat at 14th level. This ability replaces greater banner.

The following orders complement the gallowblade: Warrior, Cockatrice, Dragon, Lion, Shield and Star. Ronin gallowblades prefer light armor. Alternatively the gallowblade may choose the Order of the Ebon Fang.

Order of the Ebon Fang
Dedicated heavy armor skirmishers, the order of the ebon fang teaches gallowblade adherents to transcend the strictures of mortal needs and desires, and to achieve perfect union with one’s blade and fellow order members.

Edicts: The gallowblade must remain loyal to her order and must always seek to promote their aims and ideals. She must protect the order from harm and preserve their honour at all costs.

Challenge: Whenever an order of the ebon fang gallowblade issues a challenge, she gains a +1 circumstance bonus on melee attacks against the target if the target is wearing light, medium or no armour or wields a bludgeoning, piercing or natural weapon. This bonus increase by +1 for every four levels the gallowblade possesses.

Skills: An order of the ebon fang gallowblade adds Acrobatics (Dex) and Perform (Cha) to her list of class skills. Additionally the gallowblade receives a +1 morale bonus to Performance Combat checks for every 5 levels she possesses.

Order Abilities:
Disarming Grace (Ex): At 2nd level the gallowblade gains the Improved Disarm feat regardless of whether or not she meets the prerequisites.

Tarantula Defense (Ex): At 8th level the gallowblade can enter a defensive stance as a full-round action. The gallowblade can make no attacks for that round, but she gains a +4 circumstance bonus to AC and can make a single attack of opportunity against any opponent within her weapon’s reach for the same round.

Arachnid Strike (Ex): At 15th level, 1/day the gallowblade can move her full speed and still make a full-attack action for 1 round. This increases to 2/day at 19th level.


male human level 4 rogue

Not Modern Firearms, which are found here http://www.d20pfsrd.com/equipment---final/weapons/firearms/modern-firearms. The Firearms the Drow are using are more late Civil War era, although the one modern "firearm" they might have would be the Flamethrower especially in the Maw where you need all the firepower you can get.

Not sure Gallowblade would really fit, at least not with those particular weapons. Drow would be more likely to use weapons such as the Falchion, Cutlass (reskinned). Basically weapons which are designed for close quarters, chances are a Drow won't be running around with a longsword. The sheer length of the blade can be a major issue in a tunnel, a cutlass like blade by contrast is shorter and thicker, the perfect weapon to chop your enemies up with.

Now one melee combat specialty the Drow would use would be a "shotgun brawler" (that would be a good MCA archtype) who basically rushes in, fires his double barreled shotgun point blank and then uses the bayonet to eviscerate anyone who survived...

I can just see the name for the class now, "Shocktrooper". Primary class Gunslinger, secondary class Brawler. All badass.


Male Human

** Firearms: Gotcha. Makes a bit more sense, and YES to flamethrowers…

** Gallowblade:
You are assuming that tight tunnels are the only place for Drow. In the original and seminal Drow modules (ADnD's D1-3), the drow had exceedingly wide transport tunnels throughout the underground - I typically think of the smaller races (dwarves, gnomes, svirfneblin, goblins) for small, tight, narrow tunnels. The gallowjade specifically states that they pursue an unorthodox open-space fighting style. Though without magic, wide tunnels would either take a *lot* of engineering, slavepower, black powder or pets that like eating rocks…

** As for your Gunslinger/Brawler, one of our posters just yesterday was talking about the exact same thing...


male human level 4 rogue

That's pretty much the problem is making those wide open spaces, if you use too much blackpowder the entire cavern collapses... Although for certain important areas the Drow do have wide open caverns to accommodate railroads (for instance between several city-states and the Maw).

As for the Shocktrooper I might just take a crack at making that class myself...

Proposed Mechanics:

Flak Jacket: All Shocktroopers receive proficiency with "flak jackets", special suits of medium armor that function as chainmail but gives the shocktrooper a DR/- equal to one half his class level.

Steel Helmet: All shocktroopers receive steel helmets (think WW2 style) which protect them from even the most devastating blows... So long as a shocktrooper is wearing one of these helmets he gains light fortification, at level 6 this improves to moderate fortification and at level 12 this improved to heavy fortification.

Shotgun Brawler: Shocktroopers are horrifically adept at exploiting the power of the shotgun in close quarters, whenever a shocktrooper strikes a target he damaged with a shotgun attack the damage dice for all bayonet, knife and unarmed strikes is increased by 1 step. In addition the critical threat range on all of these attacks is increased by 1 (this stacks with keen/improved critical) and he gains an X bonus to confirm critical hits.

Thoughts?

@GM as for character creation if you want go the campaign trait route we need to come up with some more traits.


Male Human

Flak jacket needs to cost a lot, or be provided by the powers that be. I think the DR should be typed to something (not sure if your dash is a placeholder or "nothing").

Steel Helmet - same as flak jacket above, and while I like both abilities they are very reliant on equipment, rather than being in and of the Shocktrooper himself.

Shotgun Brawler - that is more like it!!!! I could see the idea extended to gaining extra stabs on a successful stab, or giving the foe the bleed condition…

I think we are getting a fair bunch of drow-specific character options here….


Male Human

There is also Masters of the Web two archetypes for Drow from AAW who released the Rise of the Drow book… I don't have it myself, but it looks interesting…ish...


male human level 4 rogue

Flak Jacket and Steel Helmet: Did the equipment thing deliberately, this is to empathize just how important your equipment is. One way to modify it though is that while using these items you can use your grit to gain special equipment related benefits, for example you can expend 1 grit point while wearing a flak jacket to gain dr/- equal to half your class level until the beginning of your next term.


Male Human

That approach works. Even the old "as long as you have 1 point of grit remaining…"


male human level 4 rogue

The abilities though will need to be fairly powerful to compensate for the MADness of the class, you need str, dex, con and wis to be effective... As for Shotgun Brawler I am wondering whether or not that should be an "optional" class feature which can be exchanged for "shotgun specialist" which gives you access to a rare shotgun prototype called a "bolt action shotgun"...


Male Human

Hmmm. Remember though that gun-vs-touch is already very powerful.Why do you think it needs to be any more powerful than a regular gunslinger - is the Shocktrooper any more MAD than the vanilla 'slinger?


male human level 4 rogue

Good point, although it may need to be more powerful for the simple reason that it doesn't operate at range. The shocktrooper is actually more MAD then the gunslinger (at least with the Shotgun Brawler feature) needing str, con, dex and wis to function. As for Shotgun Specialist perhaps instead of the special shotgun he gains the ability to inflict conditions with shotgun blasts, stagger for instance would be very appropriate.

Shotgun Brawler is more of a close quarter specialist while Shotgun Specialist is more a riot trooper, using his shotgun to suppress large numbers of enemies...


male human level 4 rogue

@GM here a few more campaign traits.

Chemist:

You are a student of the ancient Drow traditions of alchemy, whether you focused on generic alchemy or on the science of fleshwarping you are both quick of mind and body. Years in a laboratory however have made your limbs weak.

+2 dex, +2 int, -2 str

Trainee:

Like most Drow soldiers you joined the military at a young age, you joined because either you have no where to else to go or because you actively desire to defend the Drow people (or take revenge upon the Derro and Duergar for their atrocities). Years of military training have made your body both hardy and nimble but you are innately distrustful of those who are not members of your squad.

+2 dex, +2 con, -2 cha

Officer cadet:

Like your fellow trainees you joined because you had no where else to go, to defend the Drow people or to take revenge upon the many enemies of the Drow. Yet the instructors saw potential in you beyond your peers and you were put through the rigors of officer training alongside those who would eventually become your squad... You are quick to react and charismatic but overconfident in your abilities.

2+ dex, 2+ cha, -2 wis

Farmer:

You were raised in the outlying ranches and plantations you learned to raise grubs, butcher them, fell giant mushrooms and so forth. You are both strong and hardy but you lacked the opportunities of city drow children when it came to socialization...

2+ str, 2+ con, -2 cha

Prospector:

You were either an orphan or were born into a family of prospectors and miners. Due to your lack of muscle strength and hardiness you became a prospector, searching for new mines and scouting out various fungi fields alongside your trusty rifle...

+2 dex, +2 wis, -2 str

Your thoughts on these traits guys?


Its sounding great guys, keep it up!

One question though do you really want to migrate the Drow to the topside or have a campaign to rescue what you can and make a new city state? In a nutshell Kingmakeresque after the rescue mission?

I like the campaign traits (basically Racial modifiers). So do you want to use a base of 12 and then apply a campaign trait or a base of 8 with a campaign trait after adding a d6 to the abilities:

str: 8 + 1d6 ⇒ 8 + (2) = 10
dex: 8 + 1d6 ⇒ 8 + (3) = 11
con: 8 + 1d6 ⇒ 8 + (3) = 11
int: 8 + 1d6 ⇒ 8 + (3) = 11
wis: 8 + 1d6 ⇒ 8 + (2) = 10
cha: 8 + 1d6 ⇒ 8 + (2) = 10

Then they can apply one campaign trait? How does that sound?

With Trainee I would say the +2 to Dex, could instead be +2 to Dex or Str, depending which squad you were placed within.

Another suggestion:

Healer:

You have spent your years collecting herbs and traveling with your mentor. You have helped many and learned much in the way to help and hinder others. Though you never spent much time strengthening yourself.

+2 Wis, +2 Int, -2 Str


male human level 4 rogue

In a nutshell the Drow pretty much have no choice but to go up, Phelthos is kind of like New Zealand (e.g if they can't control you in Ithor (basically Drow Australia) they send you to Phelthos...). As such no city state would throw open it's gates to these renegades en mass.

As such the Drow have to hunt for a new "cavern" to house a city-state, caverns that are large enough to accommodate even a small city-state are rare. As such the Drow are (unwittingly) going to the greatest cavern of all, the surface. This game would still very much be Kingmakeresque but with some heavy first contact elements, what if the Drow discovered the "New World" instead of the "Europeans"?

This is also though a way for you the GM to go mad, it will take at least a year to navigate the tunnels up to the surface and who knows what the Drow might find?

On the healer I think the Chemist can do well in that role, perhaps with a specific archetype for the Alchemist class which forsakes bombs for extremely potent healing abilities. I also don't really imagine Drow as using wisdom for heal checks instead they use this trait (http://www.d20pfsrd.com/traits/magic-traits/precise-treatment).

Also on how we determine abilities scores the traits pretty much replace your standard scores and are applied after your rolls. Knowing your fondness for dice I recommend either the 4d6 method or the use of the focus/foible system.

Focus/foible:

Select one stat as your focus which you receive an eighteen in automatically. Then choose another stat as your foible, you receive an eight in this stat.
For the rest of your stats roll 10+7 in order (although for my own eberron S&S game I allowed my players to shift their 10+7 rolls how ever they wished).

Your thoughts?


Male Human

Traits are awesome Viluki - I know as a Symbiote-gunner I'd want to go Prospector or Trainee for the Dex, but I'm drawn to Trainee or Officer Cadet. Military led to being "promoted" for super-soldier symbiont serum selection. SSSSS-spiders-!

As for stats, I'd prefer 4d6. Even with 18 in Focus and Foible I've been bitten by d10 + 7 (Kree in Viluki's Xen'drik Pirates: 18 10 10 13 8 8 . I'd rather the 4d6. ;p)

But I don't really care either way. As for Kingmaker or not - its not my cup of tea as I know it is Viluki's, but then even Viluki says it should take us a while to even get to that stage…

Noble Scion:

Raised in the lap of decadent luxury with tutors and enters you are self assured and knowledgable. Your overweening assumption that you are the pride of darkness leaves you with a distinct lack of common sense.

+2 Int, +2 Cha, -2 Wis

Pitborn:

Whether the seed of outcasts or born into the gladiatorial pits you grew up with the sound of combat in your ears and bloodstained warcries in your soul. You are strong and courageous, but rude and uneducated.

+2 Str, +2 Con, -2 Int or Wis to emulate either stupidity or slowness

Orphan (Ascetic):

You were orphaned at an early age and given over to the care of meditant monks. Your social graces are nonexistent, but your mind and body are sharp.

+2 Wis, +2 Con or Dex (to emulate inner ki techniques or outer kata training), -2 Charisma

You could also give all of these an extra trait each - some sort of ability to gain favor or funds for the Noble Scion, a bonus to fear or Fort Saves for the Pitborn, and a bonus to Reflex saves for the Orphan (Ascetic)


male human level 4 rogue

trait notes

@Noble Scion, Drow don't have any real "nobility". However you can change this and still keep the flavor, how does "Cabal Brat" sound Ocean?

@Pitborn Drow aren't really gladiators either, but bloodshed they do know like the back of their hand. Let's just put it this way Drow aren't really "glory hounds", if there at war it is either to defend themselves or it is to wipe out the Duergar, Derro and abominations. They do however know hatred, and against extremely hated enemies they will consider genocide... Not of the Concentration camp variety though (Drow would just round up every Duergar down to the children and infants for execution).

@Orphan Drow just don't strike me as monks, brawlers who exploit the devastating synergy between shotguns and melee combat yes, ascetic monks no.

As for extra benefits lets get all our Campaign traits through the first draft and then begin the nitpicking.

also a note on Drow currency

Currency:

Drow do not value gold, it's just not that useful to them. Instead they use the following types of coin. Mithral, Adamantine, cold iron and other rare, useful metals.


Focus/foible, sounds interesting but I think going with the 4d6 system what I would still prefer.

Are we getting rid of the House system that the Drow used to use as a caste system?

Viluki: As for extra benefits lets get all our Campaign traits through the first draft and then begin the nitpicking.

So the plan is to still have the racial bonuses of an elf, then apply the campaign ability traits?

Currency:

I doubt they would ever make an adamantine coin, that would be wasteful, especially since they have even less of the rock metal from the sky. Then again why use a useful metal for currency at all.

Gold and silver, with copper makes more sense to use as currency because they are solfter metals. Since the Drow are always at war, as it seems they would want to use the useful precious metals for combat.

We could have them use a stone rune system for currency or something like it. Think about taking a stone and putting a royal or house symbol on it.


male human level 4 rogue

Cabals replaces Houses in this setup, if your looking for a reference point think of "families" (with a mafia like structure) as what cabals basically are. Vorns basically are the "bosses" and under them are many ranks of Drow, Cabals tend to be focused on a few specific areas. For instance Cabal 1 might be focused on fleshwarping while cabal 2 on gunsmithing. Although it's not unheard of for cabals to dabble in things related to their main specialty, for instance cabal 1 may well have an alchemical spider breeding program.

The campaign traits are basically the "stats", a base Drow has no ability score modifers without one of these traits. I know it's kind of unusual but as a one race game you have to think outside the box. Otherwise your just adding the ability score mods from the trait to the base drow template.

Should I roll my stats now?

Currency:

Stone coins would be good, although here is a suggestion on treasure. Drow don't value gemstones except for Diamond (for the cutting edge) and precious metals such as adamantine and mithral are basically their equivalent of gemstones.


Yes you can roll your stats now. Also you can start creating your character. ;)

My main NPC will be based off both of your suggestions. What do you want him to be class wise?

OK so the campaign ability stats will be replacing the racial ability score bonuses. Also giving them some more background. Perhaps a few other bonuses as well.

Ok, Cabals make sense. So yes, Cabal brat would make much more sense than noble Scion.

Currency:

The stone coins will work with Drow soceity but almost everyone else uses gold coins. We also are working with the renegade portion of the Drow society so it will be interesting.


male human level 4 rogue

ok here we go...

4d6 ⇒ (1, 6, 5, 3) = 15=14
4d6 ⇒ (6, 6, 2, 4) = 18=16
4d6 ⇒ (6, 2, 4, 3) = 15=13
4d6 ⇒ (6, 6, 6, 3) = 21=18
4d6 ⇒ (5, 2, 2, 4) = 13=11 X
4d6 ⇒ (6, 6, 3, 5) = 20=17
4d6 ⇒ (6, 6, 4, 2) = 18=16

also I suggest GM that we adopt the "Athas" rule (in Athas all characters start out at level 2, the setting is that deadly) as the setting is lethal. Also even in Phelthos Guns are Everywhere (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html)

I think I will role up an Iron Bombardier, A dirt wright. Class wise your NPC should be the "filler" (e.g the role that the players don't have covered).


Sounds good, when I have time I will check out "Athas". Yes you should all start at 2nd level, a scouting group that has been organized to let outposts know of the creeping doom and start organizing the movement.


lvl 4, F 5+, R 5+, W 5+, AC 23_ T 14_ FF 19, Per 11+, HP 48/48

The Artillery has arrived, he makes weapons and armor to:)

Question on Gestalt GM do I get feats from both classes? Also can I take 1/6 a discovery or 1/2 bomb damage as my favored class?

Do you like him GM?


Male Human

@Viluki - Interesting - I was going to make a Army Brat style Trait, so I'm happy you both like Cabal "Brat".

As for the Pit-born, it could be reskined for any outcast type.

Orphan (Ascetic) I don't know enough about "your" drow to know, so I can only agree with you. :) So are you saying there are no ascetics? No thoughtful, contemplative warriors who hone their martial arts and cultivate inner strength? Fair enough. Could always reskin it as a secret society, mercenary perhaps, that breed dedicated bodyguards for the Cabals...

@GM Wolf: As for the NPC, I'm easy on what class he/she is. I'm from the school of thought that favors characters being what they are, not what they need to be to fulfill "roles". Though Viluki has a point I guess. ;)

Is this Drow society matriarchal? Or do the Cabals favor females at all, or are they equal opportunity? Just triyng to work out character concept.

Going to make a Trainee trait Symbiote Gunner. Let me know what tweaks you wish to make to the class GM Wolf.


Male Human
Pharnox wrote:

The Artillery has arrived, he makes weapons and armor to:)

Question on Gestalt GM do I get feats from both classes? Also can I take 1/6 a discovery or 1/2 bomb damage as my favored class?

Do you like him GM?

Oh noes! Nox again! Has he learnt any manners yet? [kidding...manners are the expression of weak and pathetic mewling dullards who endanger their allies with misguided primitive concepts of compassion and empathy that have no place in a logical and ordered approach to genocide and ultimate drow survival in a world of dire enemies and potential foodstuffs and bone weapons (read: corpses)] ;P

Should I play Tehanna's sister? ;)


Male Human

@GM Wolf - hang on, is this Gestalt? I thought we were merely 2nd level...

@Viluki - nice rolls by the way!!!! How come you rolled 7 sets? I noticed you marked the lowest set with an X - do we roll 7 and drop the lowest?

I'll roll 6 and if I get another I'll roll it later...

Stats: 4d6 ⇒ (1, 2, 6, 2) = 11
Stats: 4d6 ⇒ (3, 2, 3, 4) = 12
Stats: 4d6 ⇒ (1, 1, 2, 6) = 10
Stats: 4d6 ⇒ (3, 6, 2, 5) = 16
Stats: 4d6 ⇒ (4, 6, 5, 3) = 18
Stats: 4d6 ⇒ (4, 3, 1, 1) = 9


Male Human

SO bad. The RNG hates me... 10, 10, 9, 14, 15, 8. Possibly more crap than Kree. Yup. Epically overpowered.


male human level 4 rogue

Thats how I remember doing 4d6 in the forums, Pharnox has indeed learned a few manners (he doesn't believe in "universal" compassion basically, which means if your Drow he will actually show up at your funeral and comfort the widow and children. If your Duergar or Derro however he will string you up and torture you without hesitation if he believes you have vital information, otherwise it's a bullet to the head). Suffice it to say he tends to be quiet except when running a forge or when battle is in the offing (in which case he advises the party to use stealth, bullets and copious amounts of blackpowder) although he isn't above telling you what your about to do is suicidal.

Drow society isn't exactly matriarchal, at least not in the classical Drow sense. It's more of a our women are our future and this attitude basically kicks in when Drow women are pregnant, Drow view the raising of children as extremely important. As such a Drow mother is ideally skilled, protective and patient, they are after all the Drow equivalent of school for many years (your mother teaches you to read, write and how to hold a gun, the last one is especially important).

Never was overly fond of Tehanna personally, then again Pharnox is more of a "brute". He honors his word, slaughters (no mercy) his foes and protects his allies and he expects likewise. Tehanna was more lets be friends with everyone, even the people who are going to shank us...

As for Ascetics the Drow wouldn't have them in the classical sense, if you were wanting a "monk" like character however I do have one suggestion. The Mentats from Dune, that is something the Drow would actually have as the idea of a hyper intelligent, focused individual training for years upon years to achieve mental mastery is something Drow could understand (they spend years upon years at mastering crafts).

The Drow basically would view such training as "what do you get out of it?" Doing it purely for the sake of it is anathema to Drow thinking, doing it so that you were the absolute master of of a craft or gun (http://mcarchetype.wikispaces.com/Grammaton+Gunman) is however something they would respect.


male human level 4 rogue

Also here are some proposed Drow military uniforms and armor (taking inspiration from both Warhammer 40k and from world wars 1 and 2). The Krieg one in particular would be a good Drow infantryman uniform.

http://wh40k.lexicanum.com/wiki/File:Krieg_Guardsman.jpg
http://wh40k.lexicanum.com/wiki/File:Art-01.jpg

Here are some suggested Drow items.

Gas Mask:

Since time immemorial Drow have used poison, however using poison gas while your own forces are engaged in melee is frowned upon to say the least... As such Drow invented the gas mask, a feat of advanced alchemy.

So long as you wear a Gas Mask you receive a 10+ bonus to fortitude saves against inhaled poison. Proposed cost, 150 gp. Crafting dc, alchemy 30.

Gas Grenade:

Drow have ever been inventive and this time released grenade canister is a favorite method of delivering poison quickly and efficiently to the enemies ranks...

A gas grenade by itself is nothing, to have any effect one must take an inhaled poison and proceed to fill the grenade canister with it.

proposed cost 5 gp, dc 20 alchemy to make.

Web Bolt:

The Drow use spider silk to make every single article of clothing, rope and so forth. The Drow have achieved this impressive industry through years of alchemical tinkering and breeding of spiders. This breeding also resulted in an unsuspected but beloved new spider, the Web Weaver.

It's a telling sign that the Drow named this spider above all others "Web Weaver", this spider breed makes webbing far stronger then any other breed and produces vast quantities of it. The Drow then take this webbing and use it to make "Web Bolt".

Web Bolt is sticky, thick and resilient. The Drow have used it for all sorts of things, from making temporary repairs to weapons to trenches and fortifications. Every city-state has a ranch or two devoted to the breeding of Web Weavers and the harvesting of their valuable webs. This is Drow Duct-tape

Proposed cost, uses, craft dc to be designed.

Mining tools:

Necessity is the mother of invention and the Drow have over the millenia manufactured many different tools to assist them in mining and tunneling.

Mining Explosives come in grades 1-5, with grade 1 being the lowest in power and grade 5 the highest. The Drow have these different explosives to assist them with mining and tunneling, sometimes using a grade 5 explosive can cause a tunnel to collapse. Others time you need a grade 5 explosive to take out a major obstacle, other times you need something weaker to avoid a cave in. Proposed cost, craft dc etc is to be designed.

Softening Paste. Softening paste is a special alchemical paste that Drow use to soften rock and dirt, this is often used either when explosives would be to dangerous to employ or to soften up the rock to increase explosive effectiveness. Proposed cost, craft dc etc to be designed.

Rock Solvent. Rock Solvent is used to harden rock and dirt, typically to stabilize a tunnel while Drow masons make more permanent arrangements. Although it can be used exclusively to stabilize some tunnels...
Proposed cost, craft dc etc to be designed.

Skill modifications/suggestions:

Knowledge Arcana and Spellcraft both exist in the deeps however they are used exclusively to identify alchemy (besides the Drow the insane Derro use alchemy as well, although theirs is a monstrous perversion of true "science" by Drow standards).

Knowledge Dungeoneering and Engineering both can be used to gauge the stability of a tunnel, Engineering can also be used to figure out the creation, maintenance and expansion of tunnels (e.g how many explosives should I use or is Softening Paste more advisable).

Use Magic Device doesn't exist in the Deeps.

Drow Template, Revised:

ype Humanoid (0 RP)
Ability Score Special (see in the next set of spoiler tabs)
Language Quality Xenophobic (0 RP)
Defense Racial Traits
Elven Immunities (2 RP)
Spell Resistance, Lesser (2 RP)

Feat and Skill Traits
Stonecunning (1 RP)
Focused Study (4 RP)
Skill bonus (Perception) 2 RP

Movement Racial Traits
Darklands Stalker (4 RP)

Offense Racial Traits
Hatred (1 RP): Derro and Duergar
Poison Use (1 RP)
Weapon Familiarity (1 RP): The Hand Crossbow, Cutlass and Seaxe

Senses Racial Traits
Darkvision 120 Feet (3 RP)

Weakness Racial Traits
Light Blindness (–2 RP)

Made three modifications, first like all other elves Drow have heightened senses (reflected in the Skill bonus perception). Second Spell Resistance and third Drow are proficient with the Cutlass and Seaxe (both reflavored, will do that later). The cutlass is going to be more of a calvary saber (basically it's fast becoming a relic like civil war officer swords) and the Seaxe is going to be the Drow version of a multitool...

Thoughts guys?


Pharnox, you only gain level feats at 1, 3, 5, 7, etc. as normal.

If your class gives you a bonus feat you gain it. You take which ever class has the best BAB, fort saves, refex saves, and will saves progressions.

For favored classes yes you can take 1/6 a discovery or 1/2 bomb damage as the favored class bonus.

Oceanshieldwolf, yes you get to roll 7 sets and drop the lowest.

Looking good!


male human level 4 rogue

ok here are a few more things, this time on the Ecology of the Deeps.

Water:

Perhaps one of the greatest signs of the Precursor civilization is the massive (and not completed mapped) waterways that run throughout the Deeps. These massive (in scope) waterways are deep but not wide (envision a tunnel that was twenty feet deep but only 5 to ten feet wide) and are not the result of erosion or time.

These were deliberately engineered and they supply the Deeps with the water all need to survive. No one knows the exact source of the water but it certainly lies in the uncharted regions...

Phelthos is near a network of these water tunnels (indeed all most all city-states are established near these important waters). The Drow have cut off the city's plumping for fear of Tide contamination reaching the river...

Fungi Forests:

The tunnels are not lifeless and on occasion in certain caverns one may find Fungi Forests. These massive forests of fungi (which can grow to be forty feet tall with some specimens) are home to thriving, deadly ecologies of giant spiders, ants, scorpions and so forth. Fungi Forests are valuable resources and many try to claim them (Duergar and Drow have warred for these precious forests in the past).

Fungi Forests are designed to give you, the GM a way to add "spice" to the tunnels of the Deeps. Basically a change of scenery and a nice way to emphasize that is may be beautiful, wondrous and abundant but it still is deadly.

Fungi Jungles:

Even the wonder of a Fungi Forest pales in comparison to the Fungi Jungles, life in a forest is deadly but in a Jungle it is an evolutionary Crucible: Life feasts upon life in a never-ending cycle, if the dangers of the Fungi Jungles are deadly so is the reward great... For those who can survive to claim it.

Same thing as with Fungi Forests but even more amazing, rewarding and deadly.

I'll think up some more terrains later on. Also Ocean I recommend that if the dice continue to give you hell that you check this guy out. http://mcarchetype.wikispaces.com/Cavalry+Gunman. With a good Pepperbox Rifle and a few of the mounts below you should be able to alleviate your stat issues. There is also this guy (http://mcarchetype.wikispaces.com/Resolute+Wrangler).

Spider, Riding:

Special A cavalier can choose this as a mount.

Starting Statistics

Size Large; Speed 40 ft., climb 40 ft.; AC +2 natural armor; Attack bite (1d6 plus poison); Ability Scores Str 10, Dex 15, Con 13, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 30 feet; CMD overrun, trip +12.

4th-Level Advancement

Ability Scores Str +2, Int +2; Special Qualities combat trained.

Ant, Riding:

Special A cavalier can choose this as a mount.

Starting Statistics

Size Medium; Speed 40 ft., climb 30 ft.; AC +2 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 14, Dex 10, Con 17, Int —, Wis 10, Cha 6; Special Qualities low-light vision, scent; CMD trip +8.

4th-Level Advancement

Ability Scores Str +2, Int +2; Special Qualities combat trained.

Found these here, http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-An t-Giant
http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Sp ider-Giant
(You will see each of the mounts under there giant cousins, you will understand when you see)

GM I would recommend these mounts as the Drow replacement for the Horse and Pony respectively. Also with the ant I would recommend allowing medium+ players to use it (an ant can carry at least 10x it's body weight). The ant mount would probably be for those Drow who correspond to horse archers and Hussars (basically light cavalry, hard to hit from range). Spiders by contrast are more heavy duty cavalry, not medieval warhorses but still nasty up close.

Also a new Campaign Trait

Wrangler:

Drow have always used vermin and lizards as mounts and beasts of burden, you exemplify the great Drow traditions of Wrangling. You are both wise to the ways of beasts and know how to get them moving, yet your reliance on your pets has made you weak of arm.

2+ Wis, 2+ Cha, -2 str


Sounds good. I would suggest creating several lizards that could be used as primary mounts as well. Some focused on spriting and quick movement, others for long trips, etc.


male human level 4 rogue

Found another one on d20pfsrd, go beetles!
http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Cr ocodile

Darkling Beetle, Giant:

special A cavalier can choose this as a mount.

Starting Statistics

Size Large; Speed 30 ft., burrow 30 ft.; AC +5 natural armor; Attack bite (1d4); Ability Scores Str 14, Dex 13, Con 17, Int —, Wis 12, Cha 2; Special Qualities darkvision 60 ft., scent; CMD overrun, trip +12.

4th-Level Advancement

Ability Scores Int +2; Special Qualities combat trained.

Besides lizards Drow have several other options, these have been homebrewed so give a power critique for these "drafts"...

Pack Tortoise:

Special A cavalier can choose this as a mount.

Starting Statistics

Size Large; Speed 10 ft.; AC +6 natural; Attack bite (1d4); Ability Scores Str 16, Dex 8, Con 16, Int 2, Wis 10, Cha 9; SQ darkvison 60 feet, Bonus Feat Endurance

4th-Level Advancement

Size Large; Speed 10 ft.; AC +8 natural; Attack bite (1d6); Ability Scores Str +2, Con +2 Special: Stability

Fluff:

While the Drow armies have an impressive array of mounts available to them mounts are by no means the sole purview of the military. Pack Ants carry the goods of merchants to and fro while small web weaver spiders are used to create encampments, traps and so forth.

However Drow saw a need for a massive, reliable and sturdy beast of burden that could transverse the dangerous routes of the Deeps... Thus the Pack Tortoise was born, using fleshwarping and selective breeding the Drow created a massive variant of small tortoises that wonder the tunnels of the Deeps.

These great pack tortoises were everything the merchant ordered and more, while slow these great beasts of burden could carry 1.5 tons of weight upon their mighty shells without slowing down. They are also immensely tough, a favorite quality of any caravan beast.

Besides this they are also exceptionally easy to ride and rarely jostle their cargo or passengers...

Stability:

Your mount is immensely stable, easy to ride and does not jostle you with unexpected movements.

All riding checks you make with your mount are made with a 5+ bonus, in addition you may attack from the back of your mount with only a 2- penalty instead of a 4- penalty. Passengers can also use skills like heal and even (minor) surgery and the like while on this mount.

Role(s) of the Tortoise:

The Pack Tortoise while starting out as a civilian creation rapidly spread into the Drow military as well, where it is prized for it's "support" role.

The Pack Tortoise is capable of carrying up to six soldiers (excluding the driver) with all their gear and armor. As a result one of it's role is that of troop carrier and often battle platform. Many Drow armies create special barding for Pack Tortoises, in effect giving soldiers the benefits of partial cover (http://www.d20pfsrd.com/gamemastering/combat#TOC-Cover).

This turns a Pack Tortoise into a mobile (if slow) ranged battle platform, another role that the Tortoise can fulfill thanks to special barding is ambulance...

The Pack Tortoise's shell, combined with the exceptional stability it provides to riders make it a superb ambulance even on the battlefield, especially on the battlefield. One Drow rider, medic and soldier leaves plenty of room for injured Drow who can be given first aid and brought back behind the frontlines to receive proper medical attention.

Another role that the Tortoise can fill is that of mobile artillery, using a special system of straps, webbing and so forth a Pack Tortoise can be outfitted with a light bombard (http://www.d20pfsrd.com/gamemastering/other-rules/siege-engines). Due to the sheer recoil of a bombard the Tortoise cannot move while the bombard is being fired, this restriction does not apply however while the bombard is being reloaded.

One rarer variant of barding exists for the Pack Tortoise, Bunker Barding. Bunker barding so called for the impressive protection it offers to everyone except the rider. Bunker Barding resembles a "hut" which is mounted upon the tortoise's shell, this "bunker" offers complete cover against attacks and allows those inside to strike with relative impunity.

Bunker Barding is most often seen in the Maw and on more dangerous trade routes.

Next up the Riding Gecko...

Riding Gecko:

Special A cavalier can choose this as a mount.

Starting Statistics

Size large; Speed 30 ft.; Attack bite (1d6); Ability Scores Str 14, Dex 11, Con 12, Int 2, Wis 14, Cha 7; Special Qualities expert climber, darkvision 60 feet.

Expert Climber (Ex)

A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

4th-Level Advancement

Size Large; Speed 30 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +2, Con +2.

Fluff:

The riding Gecko was truly one of the first great achievements of Drow fleshwarping, now the original "stock" Gecko that riding geckos are derived from is a rare sight in the Deeps. The riding gecko is by far the most common mount available to your average Drow and it is also a popular military mount as well.

Despite it's excellent speed, mobility and ease of handling however the riding gecko has little else to offer. As a a result it tends to be relegated to scouts, light skirmishers and civilians.

Next up two new spiders.

War Tarantula:

Special A cavalier can choose this as a mount.

Starting Statistics

Size Large; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d6 plus poison); Ability Scores Str 16, Dex 10, Con 14, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Dex damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 15 feet; CMD overrun, trip +12.

4th-Level Advancement

Size Large; Speed 30 ft., climb 20 feet; AC +4 natural armor; Attack bite (1d8); powerful charge (bite, 3d8+4)
Ability Scores Str +2, Int +2; Special Qualities combat trained.

Fluff:

The initial riding spiders were powerful weapons in the Drow arsenal and soldiers appreciated them greatly, yet some looked for a more heavy duty variant of their beloved riding spider. Drow fleshwarpers once again answered the call, this time by modifying tarantulas for war.

The result is one of the favorites mount amongst Drow armies, while not nearly as fast nor as aware of the battlefield as it's lighter brethren the War Tarantula pulls it's own weight as a brutal form of heavy calvary. War Tarantulas secrete a paralyzing poison and are capable of performing extraordinarily deadly charges.

Gliding Spider:

Special A cavalier can choose this as a mount.

Starting Statistics

Size Large; Speed 40 ft., climb 40 ft., fly 15 ft. (clumsy); AC +0 natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 16, Con 13, Int —, Wis 10, Cha 2; Special Qualities darkvision, tremorsense 30 feet; CMD overrun, trip +12. SQ Glide

Glide (Ex)

A Gliding Spider cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.

4th-Level Advancement

Fly Speed 30 ft. (clumsy)
Ability Scores Dex +2, Int +2; Special Qualities combat trained.

Fluff:

Drow scouts are always on the lookout for the next best thing to aid them in their missions and when they found small spiders that leaped from web to web with wondrous "wings" they were quick to capture them. Bringing these rare spiders before the fleshwarpers a breeding program began that would produce the mount that all Drow scouts adore: The Glider.

By far the most mobile and quickest spider breed the Glider lacks poison and in not particularly adept at close quarters combat. Drow scouts however are perfectly willing to forgive these weaknesses, the mobility is simple that good.

Next we have the Poison Drake (couldn't think up a better descriptor then "drake", despite the fact that Drow don't have them or any dragons for that matter in the Deeps).

Poison Drake:

Starting Statistics

Size Large; Speed 30 ft.; AC +3 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 16, Dex 10, Con 16, Int 2, Wis 12, Cha 6; Special Qualities darkvision, Poison Spit

Spit (Ex)

A Poison Drake may Spit at a target with thirty feet (touch attack 5+ bonus to hit), the target must make a DC 15 Reflex save or be blinded. The save DC for this ability is Constitution-based.

4th-Level Advancement

Size Medium, AC +4 natural armor; Attack bite (1d6 plus grab and poison [frequency 1 round (6), effect 1 Dex damage, cure 1 save, Con-based DC]); Ability Scores Str +2, Con +2 Special: Breath Weapon.

breath weapon (15-ft. cone, all within the cone must make a Fort DC 17 or be sickened for 1d3 rounds, usable every 1d4 rounds)

Fluff:

Poison Drakes are a testament to the power of fleshwarping and the patience of Drow breeders, Poison Drakes are an amalgam of lizards and snakes that took over three hundred years of fleshwarping and selective breeding to produce.

Poison Drakes while temperamental are prized by Drow soldiers and are a popular (if sadly limited) mount. Their ability to breath deadly poison gas, grab hold of enemies and take a fare amount of punishment make them ideal for combat...

Your thoughts guys on these mounts?


Male Human

Sorry, RL stuff came up. Will post again tonight...

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