Viluki |
I know, figured that is was time for mounted types to finally have the ability to go wild... I will also have the current campaign traits up with some revisions, in addition to determining your stats each trait also gives a "kit", for instance Trainees would get the Gas Mask and so forth. Also I recommend that we get cracking on the alchemical item crunch I posted earlier and get to the creation of new saddles for our crazy Drow Cavaliers...
Viluki |
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. You start the game with a Kit, Gunslinger's and masterwork thieves tools (for bomb disposal and priming).
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. You start the game with a Kit, Alchemist's. You also start with 200 gp worth of alchemical goods you crafted yourself.
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 or Str, +2 con, -2 cha. You start the game with a Gas Mask and Kit, Survival (masterwork)
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. You start the game with a Kit, Mapmaker's, Kit, Fighter's and a Gas mask.
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. You start the game with a Kit, Dungeoneering (common), a Seaxe and Kit, Climber's.
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. You start with a Kit, Spelunking and either a Masterwork Rifle or Pack Ant your choice.
You are the pride of your Cabal you got the best training, equipment and seem set to become a Vorn in a century or two. Yet expectations are high for you, this drove you to recklessness on more then one occasion.
+2 int, +2 cha, -2 wis. You start off with a 1000 extra gp which must be spent on equipment, weapons, a mount etc...
You were once a slave of the Duergar or Derro, you escaped them but the scars are still there for all to see. You strong and durable but you did not gain the benefits of a mother's education, you are also driven by your personal, relentless hatred of the Duergar and Derro...
2 Str, +2 Con, -2 Int or Wis. You gain endurance as a bonus feat.
Drow have always used vermin and lizards as mounts and beasts of burden, you exemplify the great Drow traditions of Wrangling. You are both quick in the saddle and know how to get them moving, yet your reliance on your pets has made you weak of arm.
2+ Dex, 2+ Cha, -2 str. You start the game with a Kit, Riding (exotic mount) and if your class does not give you an animal companion you may select either the Pack Ant or Riding Gecko as your mount, however this animal companion progresses only at 1/2 of a Cavalier's animal companion. Nor may you select another mount besides these two as an animal companion. If you do belong to a class with an animal companion you gain a 5+ bonus to handle animal checks and ride checks with your animal companion (this is a trait bonus).
Thinking on what to do with the healer campaign trait, also I renamed Pitborn "Escaped Slave". Still has the flavor and has more campaign hooks...
Thoughts guys?
GM Wolf |
Sorry everyone I have been given an extra workload right now and my insomnia has been kicking my butt. So I have been trying to catch up on sleep and can now understand why sometimes you can't get posts up. Please forgive me and I will have us caught up soon!
I like the kit idea, gives them even more to connect to their background. Are we going to add a bit more to the racial traits?
I like it so far. :)
Viluki |
Racial traits I think are truly done, Campaign traits need further development. Here is my take on the Healer.
You studied the secrets of fleshwarping and know how to accomplish the seemingly impossible with your medicine, needles and surgeon kit...
2+ Int. You start with the Infusion discovery and the Fleshwarper Feat, you also use your int modifier instead of your wis modifier for healing checks. You start the game with Surgeon's tools and a Healer's kit.
You have learned the art of Fleshwarping, with the right materials and enough time you can grow organs and limbs... Alongside the ability to "enhance" your fellows...
You gain access to the ability to create new limbs, organs and fleshwarp grafts. New limbs require an operation with a heal DC X to successfully attach, the same for organs as well. Grafts are special, take the following as an example...
Muscular Implant: You gain 2+ strength.
Cost X (thinking 25% more then the equivalent magical item, a belt of strength 2+, DC to Implant X, time to create X.
Thoughts?
Oceanshieldwolf |
@Viluki - also remember that spider web = plasma.
So a Plasma tube would be a belt-wearable general issue canister for instant wound closure. ;)
Oceanshieldwolf |
@GM Wolf - sorry to be so slow. Is this gestalt? Are we gestated with an NPC class, or any two classes?
As for my final roll:
Plz Plz Plz: 4d6 ⇒ (6, 5, 2, 3) = 16 = 14
So 15, 14, 14, 10, 10, 9, 8.
Aaaaerghkay. Still going to go Trainee or Officer Cadet Racial Trait. One class at least will be Symbiote Gunner.
GM Wolf |
Wow! I love the Plasma Tube!
4d6 - 1 ⇒ (5, 1, 2, 2) - 1 = 9
4d6 - 1 ⇒ (3, 1, 2, 6) - 1 = 11
4d6 - 2 ⇒ (6, 6, 2, 4) - 2 = 16
4d6 - 2 ⇒ (4, 6, 2, 4) - 2 = 14
4d6 - 1 ⇒ (1, 2, 4, 2) - 1 = 8 X
4d6 - 1 ⇒ (5, 1, 5, 2) - 1 = 12
4d6 - 4 ⇒ (6, 4, 4, 4) - 4 = 14
So... 9, 11, 16, 14, 12, 14
@Oceanshieldwolf, Yes this will be a Gestalt game. Any two classes.
I will be putting in the racial adjustments and campaign traits in the campaign info now.
Viluki |
GM a suggestion, since we are now all apart of the army everyone should be issued with two Plasma tubes... We also need to come up with price and craft dc, also I am going to get to work on modifying the chirurgeon archetype. It's not bad but as our main source of healing it needs to be "beefed" up (Bombs will be dropped in favor of some new class features and some pretty damn potent discoveries centered on healing).
Also at level three everyone should get a scaling Profession (Soldier) skill for free, reason is that even if they didn't plan on it the PCs are now apart of the Drow military and they may well wind up commanding it (I call first dibs on the artillery regiment).
Also some more fluff, this time on the Drow military.
The Drow military arose in great turmoil, secrecy and pain. From the very beginning the odds were against them, yet this did not stop them from rebelling and eventually crushing the Duergar. The Drow military valued three things in it's early development first is endurance both mental and physical, a soldier must be able to endure the horrors of war.
Second the Drow valued cunning, success on the battlefield in the early days of Drow freedom was decided by the cunning of the Drow involved. Before gunpowder the Drow as a rule had to always be more cunning then their adversaries to defeat them. Third (but not least) is courage (but not stupidity), a soldier must be able to look the enemy in the eye and say f&$* you.
The Drow military's structure tends to very depending on the city-state but they do have some things in common, primarily the qualities they value in troops and officers alike.
Drow military doctrine is based clearly on the precepts of survival first and victory second. As a result Drow almost always avoid "set piece" battles (like the British musket lines in the revolutionary war) in favor of guerrilla style warfare with a hefty side order of explosives and artillery.
Drow strategy and tactics dictate both cunning and patience, the Drow have little to no problem with "retreating" in order to draw an enemy out. Once the enemy has overextended his supply lines however do the Drow reveal their "retreat" for what it is, a trap. Special squads that were painstakingly hidden in the tunnels the Drow military "left" reveal themselves, by then it's already too late.
These squads mercilessly slaughter supply lines, stealing what they can and either burning or in the case of food/water poisoning what they cannot. Then they disappear back into the tunnels, turning what was formerly thought of as a safe path of retreat into a death trap. Then the next part of their devious strategy comes into play, the Drow have herded their enemies into specially prepared "kill zones".
These kill zones favor firearms, artillery and the Drow while making even the best and hardiest Duergar warriors little more then pincushions.
On the defense Drow favor elaborate fortifications when possible (surface castles got nothing on these fortresses), but even without these fortifications they can still "setup" in a way that no surface army could.
Using explosives a Drow army can create trenches in hours and with web bolts they can turn the entire trench into a deathtrap. For without the gloves Drow possess web bolt is remarkably sticky, easily holding even the strongest Duergar in check. Then and only then does the enemy see what lurks just behind the webbing (took inspiration from barbed wire in the trenches of WW1), nests of Drow armed with double barreled shotguns and seemingly endless ammunition...
Drow also make massive use of grenades and rockets and virtually every Drow soldier is issued with a couple of grenades (particular city-states with different resources supply different grenades).
The Drow military's central unit is the squad, a band of soldiers who have been trained together since birth. These squads are immensely resilient, well trained and loyal to one another. Also since they have been fighting together since childhood they can predict each other's movements, plans and instincts almost like telepathy.
A Drow squad works like a well oiled machine and is highly flexible, they adapt to new conditions on the battlefield with ease.
The next unit of the Drow military is the Regiment, a Regiment is defined as any unit that has vastly more soldiers then a squad. Regiments are formed typically when a mass draft (such as in this campaign) has been announced. The other major use of Regiments is to organize the vast resources and manpower needed to create an artillery regiment, a single squad cannot load a 100 cannons.
Another notable feature of the Drow military is the General Staff, the General Staff is composed of a city-state's generals and is responsible for both planning Drow campaigns and military strategy as well as training the Drow military. While military families do exist for the most part rank is decided by merit and experience.
Also one does not have to start off as an officer to become one, more then a few soldiers have risen from the ranks to become even generals (often for "specialty" posts, Pharnox for example would most likely be given command of an artillery regiment).
Also more weapon ideas.
Inferno:A popular choice amongst many Drow the Inferno grenade is capable of inflicting horrendous injuries, this is especially popular against Duergar who lack the agility to dodge the flames...
damage 1d4 against primary target, splash damage is 1. All who are hit by the grenade must make a dc 15 reflex save or catch on fire.
Price 150 gp, craft (alchemy) dc 30
Scrap:Scrap grenades are compiled from whatever the Drow can find at a particular moment in time, while not the most damaging form of grenade they can deal significant damage to armor and weapons...
damage 1d4 against primary target, splash damage is 1. When this grenade hits make a Sunder check with your CMB+dex modifier against the primary target's armor. Make checks against all other targets hit by splash damage with your normal CMB modifer (minus strength modifier).
Price 100 gp, craft (alchemy) dc 25.
Rockets are a special weapon, invented to give soldiers a long range edge when terrain made deployment of cannons impossible. Rockets are one use weapons that one fires from the shoulder, they use all the rules for alchemist bombs except that they have no primary target unless noted otherwise.
Basic Rocket:A simple rocket that gives a soldier the power of a light cannon, this is the most commonly issued rocket in most Drow armies.
Price 200 gp, damage 6, range 100 ft, craft (alchemy) dc 25.
Blackpowder Rocket:This rocket is the same design as the basic rocket, the only difference is that the rocket head has an additional blackpowder payload, effectively doubling the explosive radius.
price 300 gp, damage 6, range 100 ft, craft (alchemy) dc 25.
Fire Rocket:The ultimate in anti-personnel weaponry the fire rocket decimates the ranks of armies with fire. This weapon is also an excellent weapon to employ against fungi buildings and fortifications.Price 500 gp, damage (fire) 6, save dc 16 or catch fire, range 100 ft, craft alchemy dc 30.
Seeker Rocket:Through painstakingly precise blackpowder measurements and streamlining of the rocket stock the Seeker rocket is far more precise then other rockets.
Price 600 gp, damage to primary target 6d6, splash damage 6, craft (alchemy) dc 35.
Drow rockets look like four feet long tubes, three feet of these tubes is made resilient, well built scrap metal. At the end of this metal tube is the "stock" a thin sheet of metal which keeps the contents of the rocket from spilling out but not provide any resistance to the firing of the rocket.
The rocket proper is three feet long, although only the head can be seen, the rocket body is contained within the metal tube. When fired via a fuse at the tail end of the tube the rocket fires out, the "stock" acts as a channel to the explosive force. Both increasing the range and force of the rocket and preventing the rocket tube from exploding upon firing (for a visual when the rocket fires a small explosion of harmless smoke erupts from the "stock").
I'll have my character updated soon enough, I am also going to compile some "new" firearms (like this beauty, http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/fi redrake-pistol) as my character will be taking master craftsman at level 5 and Craft Magic Arms and Armor at level 7 which means he is going to be making the "fun stuff".
These special firearms are also a nice way of emphasizing an npc's importance (a Drow general for instance might carry a firedrake pistol on his hip) and could make good rewards for PCs (they might be entrusted with rare firearms like the firedrake for specific missions).
Your thoughts guys?
GM Wolf |
Since the process of making Plasma Tubes and the cultivation of the spiders has been in the making for at least 50 years. That would mean that they are practically mass produced. Thus making the cost of them now 15 gp and not for sure exactly what skill would be needed to craft them. Craft Fleshwarping might be the easiest way to go and make it a DC 12 or 17 considering they have the materials.
GM Wolf |
This trait can only be given once the prerequiste is accomplished. Prerequisite 5 ranks in profession (soldier).
You are likely an officer or will be seen as one soon. Your leadership in the military is beginning to shine and many are noticing.
Your leadership rank increases by 2, you gain a +2 trait bonus on profession (soldier).
What do you think? I don't want to give out free ranks, but make it worth it to take extra ranks in the skill. Any suggestions on how to make it better?
GM Wolf |
Sounds good Viluki.
craft (alchemy) be fleshwarping (but you need the proper, specific equipment). Sounds good.
'Trait should be more geared towards the mass combat rules (want to experiment with those eventually).' I am not so sure what you meant by this.
Any suggestions on word changes or edits to the campaign info please let me know.
Oceanshieldwolf |
@GM Wolf -
I'm going to choose the Officer Cadet trait and I'd like to take Gestalt classes in Symbiote-Gunner/Dreadnaught. (The Dreadnaught is a non-mounted sergeant/leader type.) Thoughts?
Unless you are going to allow Driders as a PC race option. ;)
Pharnox |
Driders might be an option... Although I think we would need to put our heads together to prevent it from being OP (the spell likes for story reasons alone have to go) but perhaps Driders have a "racial" class somewhere (or we invent it).
GM Wolf |
Driders, scorpion men, half drow half ... crabs! LOL
Anyways I am sure you get where I am going. Deity level magic would still work in the underdark so Driders could still be created... or we could make them. Just saying.
Speaking of gods... so what do you want to do with them? Lilith should likely still be in the picture, but I was wondering if we could incorporate some others... ;) suggestions?
Pharnox |
I'm kind of interested to see an essentially "godless" society (they don't have words for religion, gods etc in their tongue). The Drow just don't have a concept of deities or an afterlife.
Also for driders I was thinking of them as being one of the first fleshwarps, an ancient experiment to create a super soldier to combat the Duergar in the days before blackpowder... It worked too well, creating a new race that the Drow live alongside in a peaceful if strange coexistence (i'll have more up on them later).
Viluki |
alright more info on Driders...
When the Drow freed themselves from the shackles of slavery they truly began to expand their mastery of fleshwarping to new heights. They knew that to destroy the duergar they would need an enormous edge, fleshwarping could provide this edge.
Yet fleshwarping in this phase of Drow existence was not the "precise" science that it is today, even with the knowledge of this however many Drow volunteered for these experiments. This is perhaps a testament to the Drow need to succeed and thrive even in the most hostile environments.
From these experiments the Drider's were born, although they looked little like the Driders of today...
Drider's have the lower bodies of spiders and the upper bodies of Drow, yet appearances vary sharply among the different "breeds" of Drider. Drider's thanks to their fleshwarped biology evolve with each succeeding generation far faster then Drow do, this evolution is partly decided by the environment and by the Queens themselves.
Drider females are the most "drow like" of their kind, having upper bodies that if one only saw the drider from the torso up one would swear that she was a Drow female. Males can also have this "normalcy" or not as the case may be...
working on more...
Viluki |
More Drider info.
Driders while for the most part as intelligent as their Drow cousins, yet the spider side of their ancestry clearly influences them in a few ways... This largely depends on the "breed" of Drider, Driders who come from the Black Widow genus for instance tend to be loners. While those who come from the jungle spider genus are largely communal, complete with a hierarchy with a Queen Drider at it's head.
Drider social structures come in three variants colony, family group and loners. Loners are just that, loners. Colonies are massive groupings of hundreds of Drider's who answer to a Queen (basically colonies are benevolent matriarchies). Queens since their inception determine their colonies by their own personalities which fleshwarpers have categorized into the following...
Expansionist: These Drider Queens desire to expand their territories, trade routes, resources and numbers. Closely related to the war like personality but less "focused".
Warlike: These Drider Queens come from the most aggressive spider genus(s), these aggressive instincts have only been honed by years upon years of warfare with Duergar, Derro and abominations.
Cunning: These Queens exist in virtually all Drider breeds that adhere to a "colony" mentality. Cunning Queens are innately predisposed to stealth and have keen foresight and a knack for finding unconventional solutions to problems.
Protective: These Queens even more so then other Queens desire to protect their colonies, they are more defensive then most Queens and desire to ensure the safety and wellbeing on the colony at all costs.
Diplomatic: These are the only Queens who routinely settle into Drow city-states, having the diplomatic skill to solve the unique problems that Drow/Drider city states face. They are also insightful (especially in the social milieu) and tend to prevent problems before they begin if at all possible.
Colonies are primarily "independent" of Drow City-States, this not because of (intentional) animosity on either sides part. Rather this is because of the "space" issue, Drow city-states are built with Drow in mind. As such they tend to have long, narrow streets and alleyways which are easy to barricade in case of invasion.
Drider's however can often not use these alleyways and streets, furthermore Driders prefer large open spaces because of their size and energy. Driders are exceptionally energetic, especially as children. This should come as no surprise considering their spider heritage and their original purpose: War.
Yet despite there original purpose Driders have found that they are now a vital piece of the Drow economy, weaving. Driders by far make the best weavers and clothing makers in the underdark. They don't just make clothing and garments either web bolt, bandages and even temporary tents and bridges amongst other things.
The one case of Drow/Drider coexisting in the "same city state" successfully (in large numbers) without a diplomatic Queen are "two city-states". While almost all caverns large enough to host a city-state have stalactites they rarely have them in large formations hanging directly over the city-state itself.
When they do however a "two city-state" is born, the Drow colonize the lower part of the cavern while Driders take over the upper regions: Hollowing out great stalactites and interconnecting them with web bridges, elevators and so forth. In this unique situation even the most undiplomatic Queens and Vorns (along with their populations) can get along famously.
Family groups are simply Cabals for the most part.
Will get more information later on guys, what do you think so far?
Oceanshieldwolf |
Seems good Viluki. I'm interested in/intrigued by the drider societies and I do like the different queen motivation - I think I prefer a more mixed approach personally (integrated drider/drow civic population with driders given equal rites and representation/suffrage with drow - so one race with socially recognised, full status genetic variants), but if you want them to be more separate that's fine...
Viluki |
Hence the reason I created the "genus" approach, Driders came about at roughly the same time in different city-states. Each city-state used a different spider genus (breed) for their driders, as a result some "breeds" have the "Queen" instinct while others such as the black widow genus are primarily solitary. Other "breeds" can be anywhere in between colonial and solitary, as such their is plenty of room for a small drider population in Phelthos (say in the ballpark of 50-80, 10-30 in the "countryside").
now onto the quirks of Drider biology and why they aren't that numerous...
The fact of the matter is despite their extraordinary power Drider's have one weakness, reproduction. Drider females are simply not that fertile (excepting for Queens who lay a clutch of twenty eggs every decade), whereas a Drow female can have as many as twenty children in her life time (assuming conditions permit it) a Drider female would be lucky to have three at best.
As a result even more so then Drow Driders prize their young and will go to great lengths to defend them from predation. An attempt to separate a Drider mother from her children will result in the offender's head being chopped of...if the mother is feeling merciful.
alright on something I have been meaning to tackle, Drow and Drider lifespans.
Drow live for about 350 years on average (although some particularly venerable Vorns can make it to the 400 year mark). Compared to "some" other elven races this might be a tad low (some elven species manage the 700 year mark just fine).
While not extraordinarily long lived (by elven standards) Drow also don't take a hundred or more years to mature both mentally and physically. Indeed Drow reach physical adulthood by 23 years of age and fully mature by 30.
Driders only live at best to reach 200-250 years of age (depending on the breed), a fleshwarped, unnatural biology while hardy will eventually fail catastrophically. As a result many Driders choose "mercy" (e.g be killed painlessly) at the end of their lives rather then suffer a slow, painful death (which may last for a year before death).
While "quick" to die by Drow standards Drider children also mature with remarkable speed. While a Drow child might not walk until age two-three a Drider child is fully mobile and capable of following mom just about anywhere by age 1.
Drider children are fully mature (in both senses) by age 20.
Next the revised stats of the Drider (which shall be balanced)...
Viluki |
Drider
TYPE
Aberration (3 rp)
SIZE
Medium (0 rp)
BASE SPEED
Normal (0 rp)
ABILITY SCORE MODIFIERS
Paragon (1 RP) (+4 Str, -2 int, -2 wis -2 cha)
LANGUAGES
Xenophobic (0 RP)
RACIAL TRAITS
Ability Score Racial Traits
Defense Racial Traits
Powerful Build (3 RP)
Spell Resistance, Lesser (2 RP)
Feat and Skill Racial Traits
Skill Bonus (2 RP) (perception)
Movement Racial Traits
Climb (2 RP)
Sprinter (1 RP)
Offense Racial Traits
Drider Ferocity (2 RP) (same as orc ferocity)
Senses Racial Traits
Darkvision 60 ft.— rp
Other Racial Traits
Quadruped (8 legs) (4 rp)
Weakness Racial Traits
Light Blindness (–2 RP)
Alright here is the Drider male, planning on Drider female having different stats (with a focus on web weaving and poison). Also if you wouldn't Oceanshieldwolf I have an idea for a racial Drider class called the "Web Weaver". Any ideas for how to go about making it?
Oceanshieldwolf |
*** I like the male driver stats, though most Driders I have seen are Large. I'm happy with Medium and Powerful build. I really like the Ogre Spider's compression ability, so maybe these drivers are compact and tightly built. I could see Alternate racial traits for some of these - like Drider Ferocity and Skill Bonus…
Would like to see female stats…
*** As for the Webweaver, I would like to help, but I'm pretty busy right now - you could always check out the Drow web weaver archetype I linked upthread… and HERE - the Mistress of the Web is the one I think…
*** Again linking to the Arachnid Charger Drider Cavalier racial archetype I created a few years back...
Viluki |
Driders actually vary in sizes from small to large, reason is that different spider breeds have influenced Drider biology in differing ways...
The one I presented above is basically the "mongrel" breed, Drider mongrels are the result of interbreeding between different Drider breeds and they are the most common Drider "breed" in the Underdark.
I'll have female stats up eventually...
Webweaver I think between me and a few interested players we can design, we will look to you Ocean as the "balance referee" if you don't mind...
Arachnid charger will need some reflavoring (to the order) but otherwise looks good.
Viluki |
Drider
TYPE
Aberration 3 rp
SIZE
Medium 0 rp
BASE SPEED
Normal 0 rp
ABILITY SCORE MODIFIERS
Standard (+2 Con, +2 cha, -2 int) (0 rp)
LANGUAGES
Xenophobic 0 rp
RACIAL TRAITS
Defense Racial Traits
Spell resistance (2 rp)
Magic Racial Traits
Spell-Like Ability, Lesser (Web Bolt 2/day) (2 rp)
Spell-Like Ability, Lesser (Web 1/day) (2 rp)
Movement Racial Traits
Climb (2 rp)
Senses Racial Traits
Darkvision 60 ft.— rp
Skill Bonus (2 RP) perception
Other Racial Traits
Quadruped (8 legs) (4 rp)
Alright here is the Drider female, note that her spell like abilities will be changed to exceptional ones. I decided that Drider females are both durable and charismatic (which explains why they tend to rule the roost so to speak) but like most Driders they suffer from the fact they are incredibly energetic, as a result they aren't great intellectuals. They are by no means however stupid, they can be incredibly cunning individuals.
Also instead of a web weaver class I plan on making a line of feats similar to the Drow nobility ones, they will expand her web making abilities as she takes them.
Pharnox |
Well with the current Drider female I am thinking of using a series instead of a class for web abilities...
However if you want to go ahead with the class here is my proposal (done in Mcarchtype format). I've decided to expand her from just doing webs to having some quasi druidic abilities (primarily vermin empathy), she can be a "spider queen" if she wants to be.
This class represents an "immature" Queen, an immature Queen is just beginning to achieve her true potential: She becomes a Mature Queen at level 20 as her capstone.
Primary Class: Druid
Secondary Class: Arcanist
Drider queens are those who have mastered the use of their pheromones, allowing them to command vermins, sway fellow driders and so forth. In addition she also possesses potent web making abilities and is an expert ambusher...
What we are doing.
The only reason were using Arcanist for our secondary is to take that nifty arcane pool which we will turn into a "Web Pool". We are taking druid
Pheromones Pool
You gain a "pheromone pool" with points equal to your level plus con modifier, you pheromone pool allows you to use certain spells as exceptional abilities.
Abilites
Web Bolt (1 point)
Web (2 points)
Web Shelter (2 points)
Web Cloud (4 points)
Charm Vermin (1 point)
Speak with Vermin (1 point)
Hold Vermin (2 points)
Spider Climb (2 points)
and so forth...
A Drider Queen instead of taking a animal companion or domain as per nature bond at 1st level instead selects a path...
Path of the Queen
These Drider Queens become masters of their pheromones allowing them to sway and indeed overpower the minds of vermin with ease. In addition she only becomes more socially adept amongst Driders and to a lesser extent Drow.
Path of the Weaver
These Queens focus upon webweaving and truly master it, gaining the ability to create bridges, complex buildings and even walls out of webbing.
Path of the Black Widow
These were the first and most warlike Queens, they are cunning and feral. Ambushing their prey ruthlessly they use poison to subdue and kill...
Wildshape is replaced by Personality.
Personality
At level 4 a Queen's personality begins to become set.
Trackless Step, Woodland Stride, A Thousand Faces, Timeless Body and Venom Immunity should be replaced by abilities related to a Queen's path.
Your thoughts GM?
GM Wolf |
Interesting I like the idea it just needs to be developed more.
Limit the amount of 'spells' that the Drider Queen can use, so 4 at 1st level and add 1 or 2 each level.
___
For each of the Paths we need minor abilities that can tie to each other to help develop that kind of Queen.
Such as for the Path of the Queen they can use wild empathy as a move or standard action. They gain a +2 bonus on empathy checks and diplomacy checks.
Path of the Weaver: Gain a +2 bonus on craft web, double the points in your Pheromones Pool but you can only choose abilities that have web in the name.
Path of the Black Widow: Gain poison to either your bite attack or you have developed a poisonous stinger. Gain alertness as a feat.
___
What do you suggest for Personality?
Yes we will need to come up with other replacement specials, though the Path of the Black Widow might want to stay closest to those abilities.
Oceanshieldwolf |
I like the female drow muchly, and the Drider Queen is promising - as GM Wolf says it needs a little more conceptual development. If you can work on the Paths and Personalities (I am intrigued by Personality as well!) a little more you would have something to take to the MCA crew - they tend to slot new posters in at the head of the design queue as well...
Viluki |
With her "spells" the Idea is that she knows a very small amount of them but knows all of the "generic" ones for her level.
Her choice of Path also gives her new abilities to spend her points on as she levels up. For instance the Path of the Queen gives abilities like dominate vermin and allows the Drider Queen to use Vermin empathy on Drow, although it's not as effective (if the Queen succeeds on the diplomacy check improve the attitude of the targeted Drow by one step).
Ok here are the fourth level personalities and what they do.
At fourth level you gain the ability to project your pheromones in a 15 feet aura, each time you gain an additional personality ability increase the aura's radius by 5 five feet. This aura only effects Driders, Drow and Spiders, if you have taken the Path of the Queen however it may apply to all Vermin as well.
Expansionist: All within your aura increase their base speed by ten.
Warlike: All within your aura gain a 1+ bonus to attack rolls and damage rolls.
Cunning: All with your aura gain a 2+ bonus to perception and stealth checks.
Protective: All within your aura gain a 1+ bonus to AC and a 2+ bonus against attacks of opportunity.
Diplomatic: All within your aura may use the aid another action with a 4+ bonus.
At ninth level a Queen augments her aura according to the personality chosen at level 4. This replaces Venom Immunity.
Expansionist: All within your aura increase their base speed by 15 feet and gain a 2+ bonus on attacks of opportunity.
Warlike: All within your aura gain a 2+ bonus to attack rolls and damage rolls, they also gain a 4+ bonus to confirm critical hits.
Cunning: All within your aura gain a 4+ bonus to perception and steal checks. They also gain a 1+ bonus to attack and damage rolls from flanking (this is in addition to bonuses from flanking).
Protective: All within your aura gain a 2+ bonus to AC, 4+ bonus against attacks of opportunity and 2+ bonus to AC against critical confirmation attempts.
Diplomatic: All within your aura may use the aid another action with a 6+ bonus and you increase the bonus to 4+.
At thirteenth level the Drider Queen gains two bonus teamwork feats based on her aura, all in her aura gain the benefits of these teamwork feats even if they don't meet the prerequisites. This replaces A Thousand Faces.
Expansionist: Swap Places, Escape Route
Warlike: Pack Attack, Seize the Moment
Cunning: Stealth Synergy, Outflank
Protective: Lookout, Back to Back
Diplomatic: Shake It Off, Paired Opportunists
At fifteenth level a Drider Queen's aura becomes even stronger, gaining the following bonuses based on her personality.
Expansionist: All within your aura increase their base speed by 20 feet, gain a 4+ bonus on attacks of opportunity and may make the withdraw action as a move action instead of a full round action.
Warlike: All within your aura gain a 3+ bonus to attack rolls and damage rolls, they also gain a 4+ bonus to confirm critical hits and whenever an ally confirms a critical hit everyone within the aura may make an attack of opportunity against the target as a swift action.
Cunning: All within your aura gain a 6+ bonus to perception and stealth checks. They also gain a 2+ bonus to attack and damage rolls from flanking (this is in addition to bonuses from flanking). Also whenever flanking a target an ally increases the critical threat chance of his weapon by 1 (this stacks with Keen and so forth).
Protective: All within your aura gain a 3+ bonus to AC, 6+ bonus against attacks of opportunity and 4+ bonus to AC against critical confirmation attempts.
Diplomatic: All within your aura may use the aid another action with a 8+ bonus and you increase the bonus to 6+. In addition all within your aura may use the aid another action to give a bonus to an adjacent ally who is making a saving throw (but with only a 2+ bonus) this can only be applied to an ally once per round.
Tell me guys what you think, I am still thinking of what to replace all the Wildshape things with (except for the Black Widow who I think should gain sneak attack in place of wildshape).
GM Wolf |
Look great so far, just a few changes I would suggest:
For the expansionist, giving the speed enhancement for rounds equal to the Drider Queen's level. The other thing you could do is double the expansionist's aura.
If the Black Widow is solitary why would she need an aura? Then again the Black widow would likely not take this class.
Instead of giving more diversity we should come up with a replacement ability that works for any drider that would take the class. I thought the Arcane pool was replacing the wild shape.
Viluki |
Aura is kind of meant to be an all day ability like a paladin's aura, although lowering the speed bonus to 5 could be a better idea.
Black Widow Queens do exist but in this case the title isn't referring to a breed of spider... It's referring to war widow who volunteered to become a drider to avenge her mate's death... She became so much more then that...
Arcane/Pheromone pool is replacing spellcasting here.
I'm thinking of an eidolon like entity to replace the remaining abilities although the entity's abilities are fixed and it has no evolutions...
Here are the entities.
Just as Royalty have advisors so do Drider Queens, theirs roles vary but these special driders have the ear of their Queens
The Advisor will be a skill monkey/assistant like support character rather then a direct combat one...
Generals will basically be warriors with shared teamworks feats instead of evolutions. Thoughts?
GM Wolf |
Well what is the point of gaining a speed bonus when only in the aura you gain that bonus? Or is it built more for the group to be exploring faster with?
So if you are having the pheromone pool replace spellcasting to leave the system in place rather than a pool. Do it like a sorcerer, known spells and such.
The eidolon idea seems awfully a far stretch. The creation of another being? Perhaps tossing in fleshwarping? Then it might make more sense. Perhaps go with the pheromones some more giving them the ability to 'command' and 'charm' and make a progressive tree of those spells.
Viluki |
General/Advisor is built on a eidolon chassis but has not evolutions but instead in built abilities. What has happened is basically your pheromones have "attracted" an advisor/general, this basically represents the Drider Queen's first step to building a colony and marks her clearly as a Queen.
In other words it's like an eidolon/cohort combo. Now that I am looking at things though perhaps this class is not a druid/arcanist combo but a hunter/arcanist combo.
Also with the pheremone pool replacing spellcasting the idea is based on all abilities being "exceptional" rather then spells or spell likes. It's basically webs, vermin control and poison abilities. The idea is that at first level the Drider Queen when she selects her path selected her future "list" (she can use every ability on that list for her current level). I am also rather fond of "mana" pools over traditional spellcasting, my loves of psionics may be creeping in...
For instance Path of the Queen gives you abilities like influence vermin, dominate vermin and so forth to spend your pool points on.
Web Weaver gives you abilities like web, web bolt, web cloud, web shelter and so forth.
While Black Widow Queens gain the ability to secrete powerful poisons unique to them exclusively.
Thoughts?
GM Wolf |
Ok I can see the direction you are heading and it sounds fine. I have never liked psionics for the fact that they are overpowered and I didn't have a DM to help me understand them.
Go ahead and write it up as is, is this class more for NPCs or PCs? That is something to ask yourself and how much time do we need to spend on it.
I am here to support and critique so if you want go ahead and keep working on it. Though until it is more finished I don't know what to add.
;)
Oceanshieldwolf |
I like the Hunter/Arcanist analogy better than Druid. It is shaping up quite well Viluki! I'm quite a fan of pool-point mechanics as well…I haven't played a Psionic character, but they do seem to destroy "regular" characters - look at the difference between our Rogue and Soulbolt in the Dark Sun game we are in - though perhaps Rogue isn't really the best example…
Your Advisor reminds me of the Guarded Emissary MCA…
Viluki |
Psionics is a system that requires it's own "setting" basically, despite valiant attempts to make it easier to integrate into arcane/divine magic settings it just isn't meant for that (except in eberron but that is a setting where psionic/magic integration was thought of from the get go).
If you want to have psionics explained should you ever roll up such a PC I can try to explain it to you.
Yeah they seriously need to redo the rogue, hopefully like the factotum in 3.5 which preserves th flavor but gives us better mechanics...
It's a "campaign" class the Drider Queen, in most campaign settings she will be an npc (by virtue of being a Drider) although she is an easy pc in underdark/drow campaigns.
I'll get stats up sometime, hopefully this weekend.
Also I suggest making this thread like an interest check. When everything is setup we start the "proper" (e.g) everything is laid out) recruitment.
Question Ocean is MCA every planning to add a section to their site for racial classes and so forth? Or is there a sister website for that?
Viluki |
1st Advisor, Path, Pheromone Pool, Queen's Synergy, Vermin Empathy
2nd Precise Companion*, noblesse oblige
3rd Colony Tactics, Path features
4th Personality
5th Path Feat
6th Path Features
7th Court Advisor
8th Queen's Connections
9th Personality
10th Undying Advisor
11th We are one
12th Path Features
13th Path Feat
14th
15th Personality
16th Path Features
17th Path Feats
18th
19th
20th True Queen
Your emergence as a Queen was a time of many things, for some Queens it was intensely traumatic and painful. For others it was wondrous and strange and for many exhilarating and fulfilling.
Yet every Queen's emergence is a great event, her pheromones briefly become far more powerful and during this time of power a Queen gains her Advisor. An advisor is a font of knowledge and is a companion whose loyalty to the Queen is without question.
[ooc]Envisioning the advisor to be a "rogueolon" using an eidolon chassis whose abilities are influenced by path and later personality. This replaces animal companion.
All Queens when they emerge are set clearly apart from their drider kin and this shows in their form. This replaces Animal Focus.
Path of the Queen
You are immensely charismatic and seem to be a born leader. Your abilities allow you to influence and in some cases dominate the minds of vermin, driders and even Drow.
Your Vermin Empathy ability now affects Drow in addition to vermin and driders. You also gain a 2+ bonus when using Vermin Empathy on Drow and Vermin targets, this bonus increases to 4+ when used on Driders. You also gain several abilities related to the Path of the Queen, found under the Pheromone Pool entry.
Path of the Web Weaver
All Drider females can use webs but in your case the ability is far more pronounced. You can do things with your spinneret that awe your fellow driders and impress many Drow as well.
You gain the following ability
Webcraft (Ex)
You are adept at using your spinneret and can use the following abilities by taking the time to "craft" rather then rush it. You must be the appropriate level to use these abilities as normal
Web Shelter (2 minutes)
Web Trap, crude (1 minute)
Web Trap (2 minutes)
Web Trap, Improved (3 minutes)
Web Trap, Fine (4 minutes)
Web Trap, Exceptional (5 minutes)
Web Trap, Perfect (6 minutes)
Web Bridge (4 minutes)
Web Cocoon (3 minutes)
Web Wall (4 minutes)
Web Drop Shelter (3 minutes)
Web House (4 minutes)
Web Drop House (5 minutes)
Web Bunker (5 minutes)
Web Drop Bunker (6 minutes)
Web Lair (special)
You also gain abilities as noted under Pheromone Pool
Path of the Black Widow
You are an especially feral example of Drider Queens, your predatory instincts have been sharpened to a stinger's edge. You gain mastery over poison and are adept at ambush tactics.
You gain a Stinger (primary natural attack 1d8) and poisonous.
Poisonous
You are a brutal mistress of poison and gain the ability to expend your pheromone pool points to create potent poisons with which to coat your stinger and inflict upon your victims. Furthermore any poison you use through this ability is changed to an injury type poison and it's onset becomes 1 round. You calculate the save dc of any poison gained from this ability as equal to 10+1/2 your level+con modifier.
Poisons created through this ability coat your stinger for a number of minutes equal to your con modifier. You must be at the correct level or higher to use these abilities.
Arsenic (1 point) 1st level
Belladonna (1 point) 1st level
Black adder venom (1 point) 3rd level
Bloodroot (1 point) 1st level
Blue whinnis (1 point) 1st level
Drow poison (1 point) 1st level
Greenblood oil (1 point) 1st level
Id moss (1 point) 3rd level
Oil of taggit (1 point) 1st level
Medium spider venom (1 point) 3rd level
Small centipede poison (1 point) 1st level
Large scorpion venom (2 points) 5th level
Giant wasp poison (2 points) 5th level
Malyass root paste (2 points) 6th level
Shadow essence (2 points) 6th level
Striped toadstool (1 point) 4th level
Terinav root (3 points) 5th level
Sassone leaf residue (3 points) 6th level
Wolfsbane (3 points) 8th level
Nitharit (3 points) 6th level
Lich dust (3 points) 6th level
Dark reaver powder (4 points) 9th level
Purple worm poison (3 points) 8th level
Violet venom (4 points) 11th level
Ungol dust (3 points) 10th level
Dragon bile (4 points) 12th level
Deathblade (5 points) 13 level
Burnt othur fumes (5 points) 15th level
Insanity mist (4 points) 12th level
Wyvern poison (6 points) 16th level
Black lotus extract (6 points) 17th level
King's sleep (4 points) 14th level
Tears of death (6 points) 18th level
You also gain abilities listed under Pheromone Pool.
At first level you gain a Pheromone Pool with points equal to your level+con modifier. You also gain the following abilities based on your path and level. This replaces spellcasting.
Path of the Queen
Call Animal* (1 point) 1st level
Calm Animals* (1 point) 1st level
Charm Animals* (1 point) 1st level
Commune with Birds* (1 point) 1st level
Speak with Animals* (1 point) 1st level
Animal Trance* (2 points) 4th level
Animal Purpose Training (2 points) 4th level
Animal Messenger* (2 points) 4th level
Hold Animal* (2 points) 4th level
Summon Swarm** (2 points) 4th level
Dominate Animal* (3 points) 7th level
Stench of Prey* (3 points) 7th level
Repel Vermin (4 points) 10th
Awaken* (5 points) 13th level
*=Functions only on vermin
**=You may only summon spiders.
Path of the Web Weaver
To be continued
Path of the Black Widow
To be continued.
Alright I've started with her and will try to finish her over the weekend. Feedback? Also feel free to help especially with the web stuff and helping me figure out how to make the Black Widow's flavor into reality.
The Black Widow will gain abilities related to mobility, stealth and obfuscation (using pheromones to remove herself from the target(s) senses, sort of like a pseudo invisibility ability that only affects target(s).
Oceanshieldwolf |
@Viluki - great work so far. As a non-caster player it's kinda beyond my scope3 of balance or experiential advice. It looks like a lot of fun!!!
As for your question on racial classes, I'm guessing you mean racial archetypes. Basically if an ability is in a racial archetype it pretty much falls under the main class and as such is fodder for inclusion in any MCA. I don't really hold with strict adherence to the racial requirement of (almost) any archetype, even though I have created a bunch myself. ;P Having said that, I can see a real reason why this class-concept should be restricted to driders.
Oh, had a new brainstorm. Are ettercaps as PCs part of this milieu? I know they are more often arboreal, but perhaps cavern ettercaps might be auxiliary troops? If we added both ettercaps and driders to this army it would be awesome…
I know we are still working out character options, and seemingly not getting {much] closer to Recruitment, but I'm happy with the pace as it is. You guys?
Viluki |
Ok GM the web traps ares being delegated to you, let me explain what I envision. Do note that any advise is welcome here, I simply don't have that much experience with traps in the first place as such I need someone who does (GMs just leap to mind).
Web Traps are basically the ability to manufacture traps made out of webbing, as you go up and up the web trap chain the traps become progressively more subtle and deadly.
This is an area where we need a GM (a true mastermind of horrible ways to kill players) to devise the "abilities". Go hogwild on this one, envision and put into practice all of the traps you've ever wanted to spring on those poor, unsuspecting PCs who had the gall to invade your dungeon!
"Drop" abilities are basically the same as their regular versions, except you can put them anywhere where you have stable surface to put them on. UP down, sideways, ceiling, trees etc... You can put them anywhere!
Web Wall is the same as Wall of Stone except that the "Wall" is built of webbing and is vulnerable to fire. It also gains a sticky quality which makes any attempt to ascend it impossible unless one is a drider, spider or has special gear (or spider climb).
Web Bridge allows you to create a "bridge" made of solid webbing, you create 2 5 five feet squares of "bridge" per level and may arrange them in anyway you like so long as every square is connected to one another.
Web House is what it says it is, a house made of webbing. You can produce four five feet squares of webbing per level using this ability, the webbing itself is slightly sticky but not to the point where it can ensnare you.
Web Bunker allows you to create a small, well built fortification (basically a ww2 pillbox). You can create a bunker which is 20 feet by ten feet, while you are within this bunker (or anyone else for that matter) you gain cover against ranged attacks.
Web Cocoon basically allows you to create a "cocoon" of sticky, thick webbing with which you can imprison someone in. It can also be used to create an effective storage unit for fragile items that can with the right jury rigging be used as a medical transport (just slip the wounded into the cocoon and "stick" them to the tortoise's back, instant ambulance!).
Web Lair is special in that it allows you to create a "lair", to build a layer you must have an appropriate environment (ideally a series of tunnels but a heavily urban area or any crowded, twisted area will do). You can create a number of five foot squares of "lair" equal to your level, each use of this ability takes twelve hours to complete.
Each square of "lair" effectively acts as the Web Spell for anyone other then a drider or spider who steps on it (this is an Ex not magical or spell like effect). In addition to that thanks to the Queen's mastery of webbing she gains tremorsense throughout all lair squares that are connected (up to X something, trying to be reasonable here). Any drider or spider gains a 10+ bonus to speed on "lair" squares and also gains tremorsense 30 feet.
A Queen can keep using this ability to expand her lair but she must spend 4 hours per week per use of web lair to maintain it. Alternatively (e.g by level twenty and your freaking awesome capstone) a Queen can employ specially trained drider "web matrons" or web weaver spiders to maintain the layer for her.
As for ettercaps I am not sure, ettercaps probably aren't a PC race (at least for this game) but they could be the "wild" faction in the Deeps that has sided with everyone at some point. It might be possible to recruit them as NPC allies though.
Thoughts?