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!
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...
Drow/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.
Driders:
Drider Male:
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
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.
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").
The fertility issue:
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.
A fleshwarped mind:
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.
Social structure:
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.
Driders: A concise history:
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...
Appearance:
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...
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).
Roll 4d6 seven times, you get to roll 7 sets and drop the lowest.
Roll 4d6 and take the three highest rolls and add them together.
Max health at first two levels. Roll onwards.
All Paizo material is acceptable. I may however require links from the Archives or the pfsrd if I'm not familiar with something and don't have the book. Check out all the suggested classes.
Starting at 2nd level, though Gestalt allowing you to take two classes.
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. No spell casting classes including psionics.
For favored classes yes you can take 1/6 a discovery or 1/2 bomb damage as the favored class bonus.
Wealth, roll for first level then add 500 gp with which to purchase any other gear you might need.
Race: Drow.
Two traits and one campaign trait. One drawback can be taken to gain another trait.
Alignment. Let's see what the players suggest, though Lawful seems to be the direction we are going.
What I need from you:
• A complete character sheet,
• Short physical description of character,
• Short personality,
• Quirks and flaws,
• Background story at least 3 paragraphs,
• At least one 'plot hook' for me to use for a side quest involving your character
Free story Feats, an extra Favored Class Bonus, an extra trait, a simple or complex magical item are possible depending on your creativity and helpfulness. There is a high chance to gain a normal feat once you accomplish something unique and of importance.
We will need at least one leader type for every four PCs. There is a high chance of having a rotating leadership system unless the group can decide on a leader and second.
Daily posts are expected, Sunday thru Thursday, please post at least once during the weekend.
Because this is a PbP, encounters will be limited and there will be more story and RP rewards.
The group will level as a whole, please remind me if I don't hand out XP.
Please provide your timezone. I am in Pacific Time Zome. I am in Washington, USA.
____________
In your profile make a link to the information and have the information available for your feats and traits. Use spoiling for feats as a group and spoil traits as another group.
____________
I want your basic info readily available:
How I would like your vital info to be displayed:
(Make sure to put it in your race profile line, spoiling is optional)
How I would like your skills to be displayed:
(Make sure to put it in your class profile line, also include any skills that you are trained in or do not need to be trained in to use. Spoiling is optional.)
This helps me find the key information as opposed to looking through everyone's different format.
[spoiler=Drow Template, Revised]
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)
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)
Starting out:
You are apart of the army you are issued with two Plasma tubes.
Also at first and third level, everyone gets a rank in Profession (Soldier) skill for free, the reason is that even if you didn't plan on it you are now apart of the Drow military and may well wind up commanding it. You may put more ranks in the skill if you choose, once you have five ranks you gain a trait called Prepared For War.
story feats uniquely Drow:
Exterminatus Follower:
When the Drow broke free from slavery and formed governments it was decreed universally that the Duergar, Derro and abominations were only fit for extermination. No Drow (on penalty of exile) or Drider is to trade with them or support them in any manner and whenever possible it is racial duty to exterminate these foul enemies.
While all Drow believe in this to an extent for you it is a consuming hatred, your fellows say that you seem to burn with hate and fury at the mere mention of the hated enemies. For you Exterminatus is not just expected it is a racial duty that no Drow can ignore... Spare none of them, genocide is the only answer.
Prerequisite(s): Drow
Benefit(s): You gain a 1+ bonus on all attack, damage, knowledge, stealth, perception and sense motive rolls against and concerning Duergar, Derro and Abominations.
Goal: Participate in at least one cleansing (genocide of a Duergar or Derro settlement, as abominations do not congregate in societies a hundred of their number slain by your hands counts).
Completion Benefit(s): In the eyes of your fellow Drow you have participated in the racial duty of Exterminatus, none can deny that you truly are Drow and indeed a hero of your race.
Drow instinctively know of you and your deeds and as a result start off 1 attitude step up then they would normally (indifferent becomes friendly etc).
Vorn Ascendant:
Amongst the highest of Drow are the Vorns, masters of great Cabals who wield staggering influence and indeed govern the city-states in great councils. You have looked up upon the highest of the high at a young age and desire to join the illustrious ranks of the Vorns.
To do this is not a simple nor easy task, you must not only be the head of a cabal to become a Vorn... Your Cabal must be strong and powerful, bulging with members and rampant progeny. The task before you promises great difficulty but you truly desire to become great, to become Vorn. In doing so you will uplift your Cabal to new heights of glory and power in your eternal, undying quest.
Prerequisite(s): Must be a member of a Cabal
Benefit(s): Your desire to become Vorn drives you onwards, the will to power is evident in you. You may reroll 1 saving throw each day.
Goal: Uplift your Cabal to glory, wealth and power and in doing so become Vorn.
Completion Benefit(s): Your have arisen to the rank of Vorn, ordinary Drow are awed by your magnificence and accomplishments. You are the pinnacle of what Drow can achieve, your name shall be remembered forever more in the annals of Drow history.
All Drow are more favorable to you and their attitude towards you improves by 1 step, Drow of your Cabal look upon you as a mighty patriarch and are apt to follow your commands and are considered helpful to you so long as you do not ask them to go against the Cabal.
War Master:
In Drow history stand out many great individuals but none greater then the War Masters of old. A War Master is the highest rank in the Drow military and those who bear this rank are truly warlords incarnate, destined to crush the enemies of the Drow underfoot and lead their armies to victory on the battlefield.
You joined the military with this lofty ambition, this greater purpose. Your ambition has driven you past the limits of endurance and forces you on even when all else is lost, you will become War Master or die trying.
Prerequisite(s): Drow Officer
Benefit(s): You gain Endurance and Diehard as bonus feats.
Goal: Become War Master.
Completion Benefit(s): Your are now the master of a great military machine and your destiny is seen by all. You bear one of the greatest burdens of all, the defense of not just the Drow but their way of life. Yet you carry this burden proudly, you are the ultimate paragon of duty, valor and cunning and your men look upon you as their undisputed leader. They will follow you into the Maw itself if you ask them to.
Any Drow/Drider army you command gains 1 additional tactic, 1 additional boon and a +10 bonus to morale.
Cabal Founder:
You are without Cabal and are except to you family (if you have one) an outcast. The loneliness bites into you and you dream of what you once had (or never had in the first place). You desire to rectify this issue and found your own Cabal, while it is doubtable that you or your cabal will achieve the greatness enjoyed by older, more established cabals you will go to your grave knowing that your children and their children shall have a cabal.
Few Drow could ask for more then that.
Prerequisite(s): You are not a member of a Cabal.
Benefit(s): You gain a 5+ bonus to diplomacy checks to convince other outcast Drow to join you in the foundation of a new Cabal (or the restoration of an old one).
Goal: Found a Cabal (must have at least a 100 individual Drow or Driders).
Completion Benefit(s): Your efforts have born born fruit and you are now the head of a Cabal, while you may not be a Vorn this likely does not matter to you. What you have achieved will last throughout the ages and within your eye the twinkle of grandchildren can be seen...
You are head of a Cabal and gain control over a series of businesses, buildings and streets which effectively make up your Cabal's "home".
Refer to http://paizo.com/pathfinderRPG/prd/ultimateCampaign/downtime.html for more information on buildings, streets, businesses and so forth.
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).
Endurance as a Bonus Feat, +2 Racial bonus on all Craft and Profession checks to craft materials from metal or stone, and Knowledge: Engineering and Perception are always class skills (I.E. Static Bonus Feat, Craftsman, and Skill Training, 4 RP)
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. You start the game with a Kit, Alchemist's. You also start with 200 gp worth of alchemical goods you crafted yourself.
Poison Resistance plus...Weapon Familiarity (Syringe Spear and Injector)
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 or Str, +2 con, -2 cha. You start the game with a Gas Mask and Kit, Survival (masterwork)
Gains a bonus Feat at first level.
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. You start the game with a Kit, Mapmaker's, Kit, Fighter's and a Gas mask.
Silver Tongued (+2 Diplomacy and Bluff, can shift a creature's attitude 3 steps instead of two with Diplomacy or Intimidate), and Skill Training (Diplomacy and Intimidate)
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. You start the game with a Kit, Dungeoneering (common), a Seaxe and Kit, Climber's.
Hardy (+2 bonus against poison, spells, and spell-likes) and Stability (+4 to CMD against Bull Rush and Trip)
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. You start with a Kit, Spelunking and either a Masterwork Rifle or Pack Ant your choice.
Skill Training (Knowledge: Dungeoneering and Perception), Uncanny Alertness (+2 Perception to find traps and hidden doors, and automatically receive a check to find them when within 10 feet) [Set this one to cost 3 RP...it's essentially Stonecunning, but better, or alternately a lesser version of Trapfinding and Trap Spotter]
Cabal Brat:
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...
Luck, Lesser (+1 racial to all saves), Sociable (Can re-try Diplomacy after a failure of 5 or more, even if 24 hours haven't passed), Urbanite (+2 Diplomacy to Gather Info, and Sense Motive to get a hunch about a social situation)
Escaped Slave:
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.
Healthy (+4 Fort saves against Disease and Poison) OR Hatred (+1 attack rolls against Duergar and Derro) and Defensive Training (Duergar and Derro)
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 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).
Fleshwarper:
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.
Poison Resistance (Bonus to saves against poison equal to total Hit Dice).
Fleshwarper feat:
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.
You also gain your choice of Claws (2 RP), Natural Attack (1 RP), Toxic (1 RP), Fast (1 RP), Climb (2 RP), or Breath Weapon (1-3 RP) in any combination adding up to 3 RP.
Prepared For War:
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).
Character Creation...
____________________________________________________________________
The Drow military, a brief history:
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 be able to hold one's own and not flee.
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.
Military Doctrine:
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).
Military Organization:
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).
Statistics:
The Drow population of Phelthos was about 3500 pre-tide, it is now 3000.
Phelthos also has a large population outside it's walls, many cabals and families call the tunnels and caverns surrounding Phelthos home. They number nearly a 1000 but are scattered into ranches, farms and plantations. Much of the PC's time initially will likely be spent as both messengers and defenders of these outlanders as ancient enemies such as the Duergar seek to take advantage of Drow weakness...
Military would be roughly 400 trained individuals and the working population as conscripts (those excluded would be children, the very old, the severely sick and those who are pregnant or recent mothers) who are being trained into a coherent if unskilled (by Drow standards) force.
The Drow have forty cannons available under the direction of the Quartermaster General. Virtually every Drow owns a gun and guns are rapidly turned out alongside vast crates of ammunition. The citizens knowing of the encroaching tide are recycled everything from the un-flooded parts of the city that can be recycled.
Useful notes on troops:
Your "average" Drow soldier is a level 5 fighter or gunslinger, the Drow knowing that numbers can more often then not be as much of a hindrance as a help in the cramped tunnels have taken the "protoss" style of war to heart (e.g we may not have swarms but what we do have is damn powerful and can beat quite a few enemies on a one on one encounter with ease).
Your average (male) Drider in the military is a level 5 fighter trained in the use of lances, polearms and big shotguns.
Tactics, resources and so forth:
New army resource: Firearms, this counts as the ranged weapon resource and in addition grants a 2+ bonus to OV in the ranged phase. In addition to this they ignore any DV bonuses derived from natural armor or the Improved Armor resource. Increase army consumption by 2.
New tactics:
Suppressive Fire
Your army forsakes accurate fire to blast the field with a constant barrage of lead that makes advancing difficult for the enemy.
Suppressive fire is taken during the ranged phase, instead of attacking the enemy you force him to move at a sluggish pace lest he endure great causalities. The opposing army's speed is slowed by two thirds as they have to take cover and so forth to avoid the flying sea of lead. If they choose to advance at normal speed suppressive fire becomes a ranged attack with a +4 bonus to OV.
Hit and Run
This tactic works by exploiting the special Ambush battlefield condition.
In addition to the opposing army being unable to take a tactics phase they can also not take a ranged phase. Your army makes a ranged attack with a +1 OV and then withdraws as per withdraw tactic with a +4 bonus to morale.
Shotgun specialists
Your army has greatly supplemented it's close range capabilities with the addition of shotguns and training in their use.
Your army so long as it has the firearms resource gains a +2 bonus to OV and DV in the melee phase.
Experienced Artillery Crews
Your experienced artillery crews greatly increase the effect of your already impressive artillery.
Your army gains a +2 bonus to OV in the ranged combat phase, this increases to +4 against fortifications and armies larger then medium. This tactic only works with an army composed of artillery.
Noise Makers:
Noise Makers are special Drow squads armed with Screech guns as Drow call them, their primary purpose is to cause complete, abject chaos in the ranks of an enemy... They are very effective at this task.
They also have another purpose though, they make excellent abomination hunters...
Officers of the army:
General Szordrin:
General Szordrin is the 260 years old General of the entire Drow army, he has had years of brutal experience in warfare especially against the Duergar.
Alignment: LN
Cabal: The Bloodhands (a Cabal noted for both it's exceptional melee weapons and the sheer number of it's members who are in or were in the military).
Personality: Szordrin is in many ways a father to his army, while he may be harsh he will never blame his mistakes upon another nor will he ever criticize a subordinate who failed because of circumstances outside their control (if the circumstances were in their control however...).
Doctrine: Szordrin is perhaps a paragon of Drow military virtue, he never fails to scout out areas beforehand or to utilize the terrain to his advantage. He also understands when and where to deploy men for the best effect and will not hesitate to exploit an advantage his enemies give him.
Quartermaster General Talabrina:
The head of the military's supplies is Quartermaster General Talabrina, she is responsible for the provisioning of the army. In addition to this though she is also the head artillerist and is reputed to be an expert gunner.
Alignment: LN
Personality: Talabrina is caustic and noted for her pathological need to organize, she is not kind to the incompetent. Despite this however she does act to her subordinates like a watchful Drider mother, quick to shield her "children" and even quicker to lash out against those who would harm them.
Cabal: The Shellriders (a Cabal of traveling miners and harvesters who are experts in the harvesting of resources).
Doctrine: Talabrina is a true believer in the merciless use of artillery, if she is commanding an army or detachment she won't hesitate to pound enemy fortifications and troops into dust with big, big guns. As she puts it "powerful and plentiful firearms win wars, the age of swords and crossbows has past us."
Major Durdyn:
Major Durdyn is the leader of Phelthos's special forces units, which consist of Lightbringers, Noise Makers and Driders.
Alignment: LN
Personality: Major Durdyn is noted for being unconventional and relentless in his aims. He is also arguably one of the most brilliant men in the Drow military yet he is not a father to his men, as one put it "perhaps the crazy uncle everyone loves but General Szordrin he ain't.""
Cabal: The Ironmongers (masters of smelting and processing all kinds of metal, capable of manufacturing alchemical mithral and adamantine in addition to most of Phelthos's alchemical bronze).
Doctrine: As the leader of Phelthos's special forces units (about 120 total Drow, 30 Driders) Major Durdyn favors unconventional tactics and stealth operations. He is also well acquainted with his unit's capabilities and knows where and when to use them for maximum, brutal effect.
Captain Chadzina:
The resident and brutal Captain of the Lightbringers (50 Drow) Captain Chadzina is known for both her stalwart loyalty to the Drow and for having directed several cleansings.
Alignment: LE
Cabal: None (escaped slave)
Personality: Chadzina is a true believer in the extermination of all enemies of the Drow, especially the Duergar. While absolutely loyal to her men she is a ruthless leader who drives her men forward in the eternal war against the enemies of the Drow. While she may not be the beloved General Szordrin she is respected, none can question that her hands are stained with the proof of rightful duty.
Doctrine: Where others might believe in stealth Chadzina believes in overwhelming power, aggressively using her Lightbringers to blind the enemy before proceeding to unleash volley after volley of brutal gunfire.
Captain Duagloth:
The leader of the Drider shocktroopers.
Alignment: LN
Cabal: none (does have a family though with 1 child).
Personality: Captain Duagloth is a Drider of decent intelligence and great charisma, yet he is not the wisest of his kind. Duagloth's attitude towards life and war can be best expressed as the following.
"We were born for war, our fathers were born for war and so were there fathers born for war. This is our cause, our purpose. Our progenitors knew that sacrifices had to be made for victory against the Duergar to be achieved. To war we march, for our civilization, for our children we must fight. Brethren to arms! We shall not falter, we shall not fail in our charge!"
Doctrine: Duagloth and his drider warriors charge into battle with massive lances, devastating entire lines of the enemies in one fell charge. Then he and his men use giant, double barreled shotguns to tear apart the alright battered enemy.
Then they switch to pole arms and get to their bloody, merciless work...
Surgeon General Phaere:
The Surgeon General and master fleshwarper of the army.
Alignment: NG
Personality: Phaere is seen as the mother of the army, her medical expertise have saved countless lives and her fleshwarping skills have allowed her to ensure that none remain crippled for long (she can even replace spines). While not as "dutiful" in the extermination of the enemies of the Drow as most she is content to allow the army to finish them... Phaere's duty is to ensure that all in her care alive alive and well, she will not fail in this charge.
Cabal: The Fleshmakers (a cabal of doctors and surgeons with extensive expertise in Fleshwarping.
Doctrine: Save as many Drow lives as possible.
The Codex de Guerra:
alright it is time to compose something of special import to the Drow military, the Big Book of War (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigBookOfWar).
(Codex de Guerra is Spanish for Codex of War, I am imaging the Drow language as a corruption of elven using spanish and latin instead of french)
When the Drow rebelled against the Duergar and became a true civilization the first book they ever ordered to be made en mass was the Codex de Guerra, a book of war written by (and added to later on) by some of the greatest War Masters and Generals who ever lived.
This great volume is divided into four (original) chapters and many supplementary (added later on, no two city-state's Codexs are quite the same, this reflects different dangers and circumstances each city state faces) chapters. The first four chapters are written by 4 (unnamed) Drow from the past the Sergeant, the Quartermaster, the Infiltrator and the War Master.
The Sergeant covers the recruitment, training and discipline of an army. This and the second chapter are the only chapters ever modified from their original versions (at the express order of the writers), this is to account for new weapons of war which Drow soldiers will inevitably employ as the future marches on.
The Quartermaster covers the provisioning of Drow armies, the maintenance and building of roads, fortifications, weapons and armors. This chapter has been modified extensively as time and technology have marched on.
The Infiltrator covers scouting, the importance of information, guerrilla warfare, squad tactics and operations behind enemy lines.
The War Master covers the running and organization of armies large and small, the management of entire theaters of war, overall strategy, army tactics and how to account for the unsuspected surprises which inevitably arise in times of war.
Common Supplementary Chapters:
Special Forces Chapters: This chapter tells one of how to train, equipt and ultimately utilize the various special and exotic forces that the Drow have created throughout the years.
Common forces include Lightbringers, Noise Makers, Driders, Fleshwarps and so forth.
The drow discovery of the plasmic makeup of spider's web led to advances in wound treatment and closure. By inserting a specially bred dormant spider into one end of a specially prepared tube, the user can literally squeeze out doses of plasma to spread over and reseal punctures, scrapes, cuts and abrasions - at a pinch even staunching the flow of severed members or other large wounds. A Plasma tube generally contains six doses of plasma - each healing the recipient of 1d6 points of damage, or stopping bleed damage.
A plasma tube would be a belt-wearable general issue canister for instant wound closure.
Grenades:
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.
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.
Flash Fire Grenade
Cost 150 gp, damage 1d6 fire, effect: Targets must make fortitude save X or be blinded, if the targets suffer from light sensitivity or light blindness they are instead blinded or on a successful saving throw dazzled.
Acid Grenade
cost 100 gp, damage 2d6 acid, effect: Targets must make a reflex save X. If they fail this save they take 1d6 acid damage for X rounds.
Ooze Grenade
cost 200 gp, damage 1d8 acid, effect: Targets must make a reflex save X. If they fail this save they are entangled for X rounds.
Sonic Grenade:
cost 100 gp, damage 2d6 sonic, effect: Targets must make a fortitude save X. If they fail this save they are deafened for X rounds.
Smoke Grenade
cost 100 gp, damage 0, effect: The area the grenade strikes is covered with a thick smog (treat as the fog cloud spell) that lasts for X rounds.
Glitter Grenade
cost 150 gp, damage 0, effect: The area this grenade strikes is covered in sticky, alchemical glitter. Treat those within the area as being afflicted by "Faerie Fire" for X rounds.
Smoke goggles
cost X, effect: The wearer of smoke goggles can see through smoke and fog for up to thirty feet.
Grenade launcher
cost X, damage see*. Range 100 feet, exotic weapon, capacity four, weight thirty pounds.
*Grenade launchers fire grenades and damage is calculated according to the grenade fired, this weapon takes a full round to reload with grenades.
Rockets:
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.
Rocket appearance:
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").
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.
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.
Smoke goggles :
cost X, effect: The wearer of smoke goggles can see through smoke and fog for up to thirty feet.
A mortar sounds excellent, though 1000 gp seems excessive but if it comes with say 10 mortars or even 5 it would be worth that. Mortars should do 1d6 additional piercing shrapnel damage besides one of the other types.
Arsenal of the Apocalypse:
First up we have the flamethrower which is in effect the new "gun" (e.g it's new, unwieldy and often dangerous just like old firearms).
Flamethrowers come in several varieties, detailed below.
Hand Flamer (one handed weapon)
Cost 750 gp
Dmg (S) 1d4 (either a 10 foot cone or 15 foot line)
Dmg (M) 1d6 (either a 10 foot cone or 15 foot line)
Critical Range Flamers cannot critically hit
Misfire 1-2
Capacity 1
Weight 10 pounds
Type fire
Special Explosive misfire*, Burning*, Spray*, Scatter*
Flamer (two handed weapon)
Cost 1250 gp
Dmg (S) 1d8 (either a 15 foot cone or 20 foot line)
Dmg (M) 1d10 (either a 15 foot cone or 20 foot line)
Critical Range Flamers cannot critically hit
Misfire 1-2
Capacity 2
Weight 20 pounds
Type fire
Special Explosive misfire*, Burning*, Spray*, Scatter*
Explosive misfire, whenever you misfire with a flamethrower roll a 1d20 if your result is 10 or above then your flamer simply doesn't work for that round. If you roll below 10 your flamer explodes and deals 2d6 fire damage to you and you suffer the burning condition.
Burning, when you strike enemies with this weapon they must make a reflex save (dc 10+dex modifier+weapon enhancement) or suffer the burning condition.
Spray and Scatter, flamers have two modes of fire. The first is spray which fires the flamethrower in a line, anything within that line takes damage as specified in the flamer's description. Scatter fires the flamer in a cone and anything within the cone takes damage as specified in the flame'rs description.
Flamers use fuel tanks to hold "ammunition" called "fire oil" a special alchemical substance similar to a more liquid form of tar. This liquid is not cheap to make and costs 20 gp per ounce (1 ounce=1 ammunition) to purchase.
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.
_____________
Gun properties:
Screeching
This weapon deals an extra 1d6 sonic damage to those it strikes (this only applies if they are within 30 feet). +1 bonus
Dazzling
Targets who are struck by this weapon are dazzled for 1 round, if they have light blindness they are blinded instead (fort dc 15). +2 bonus
This ranged weapon quality allows its wielder to perform a bull rush against opponents stuck by the weapon as an attack action. Unless the wielder is within reach of the target it does not provoke an attack of opportunity.
Pump Action
Aura minor alchemical; CL 7th; Craft Magic Arms and Armor; gunsmithing; Price +1 bonus.
DESCRIPTION
This ranged weapon quality makes the gun count as a 1 handed firearm instead of a two handed firearm for the purposes of reloading it.
This Firearm fires silently, as a result targets you are flanking or striking flatfooted have a -4 to AC, in addition whenever you gain the benefit of a surprise round you can make a full attack with your silenced firearm.
Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6.
New Inventions...
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More information:
Bio-tech:
Drow technology is not just firearms and advanced alchemy, it also includes fleshwarping. Fleshwarping is not just for creating new limbs, it is a science at the very heart of Drow industry. When you see a Drow walking around with a mechanical arm sticking out of his back it is because of fleshwarping, for fleshwarped "circuits" are entwined throughout the arm and into that Drow's back, allowing his body to control and in a sense "power" the arm.
Fleshwarping even allows Drow to create golems and other constructs, although even an iron golem will have a set of organs provided by a fleshwarper.
Servitor:
Servitors are a reflavored Homunculus for anyone who wants a familiar.
Servitors are true masterpieces of Drow fleshwarping, first a torso and head containing the necessary organs are made. Then the torso is augmented with cybernetics, the end result is a three foot tall creature that looks like a cross between a miniature duergar and whatever could be found in the scrap yard.
Instead of feet the Servitor has a set of "treads" (like a tank but much smaller) that serve to propel it around. Servitors are not truly "intelligent", they cannot think for themselves. They can however be "programmed" to perform various tasks.
Servitor's can also "vary" from one another greatly, servitors (with proper "maintenance") can live for quite a long time (general estimate is a 1000 years) and are often upgraded heavily as time goes on.
Well to do individuals and cabals tend to have a few servitors running around and great cabals (a 1000 members+) which can have entire city districts to themselves often have hordes of servitors running around.
Fleshwarped weapons :
Fleshwarped weapons are rare in all but the greatest of Drow cities and the Maw, they range from completely "organic" weapons to weapons you would have to take apart to realize what it is. Here is a sample.
The Hotshot
A unique mix of metal and flesh the Hotshot looks like a normal pistol, except for a strange lack of a bullet cylinder. If you look closely at it you see a strange leather