Engineering Drow - Steampunkish

Game Master BloodWolven

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

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

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


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Male Human

Ok, here's a settlement, though my character would likely not be welcome given his fleshwarped upgrades…

I've also left out any slavery stuff, though to be honest, these guys would peddle slaves like ice cream in the desert...

Settlement: Temenos-Tessera, The Silken Dive:

Population: 1270 driders, 500 ettercaps, 250 miscellaneous fleshwarped creatures. Itinerant population of mixed race (mostly drow) bounty hunters, adventurers, performing troupes/circus types and merchant caravans can swell the population by 500 during festivals or important trading moots. Many thousands of arachnids from Fine/Tiny Swarm sized to Large.

Inhabitants: Feral traders, bounty hunters, outcasts and information brokers. Cross section of itinerant guests.

Imports: Driders, information, lo-tech weapons and armor, bounties

Exports: Spidersilk - raw and processed (products, including lo-tech silk weapons and armor), arachnids, general lo-tech weapons and armor, information, outlaw bounties, assassins and mercenaries.

Industry: Temenos-Tessera thrives on information, bounties and a bustling trade in silken weapons, armor and equipment. Direputable assassin clans and mercenary companies hawk their services openly.

Army: None to speak of. The denizens of Temenos-Tessera are just as likely to abandon a current location and remove to a more secure and less conspicuous locale at a moment's notice. The settlement has never been invaded or overthrown, but has been abandoned, burnt and destroyed a number of times.

Variously known as "The Ephemeral Nexus", "Woventown" and "Bastard's Repulse", Temenos-Tessera, The Silken Dive is less a physical settlement as it is an itinerant site with no fixed location, managed and inhabited by outcast driders and their arachnid kith and kin who wish to remain outside the strict drow social strata, politics, machinations, and most importantly, if not ironically given the driver genesis, stay away from the clutches of the fleshwarpers.

Composed almost entirely of both hardened and diaphanous spider silk webbing the settlement keeps to a similar makeup regardless of where it might be located - a large dome-like arena for gladiatorial bouts and public executions surrounded by a multitude of interconnected tunnels, hallways, avenues and causeways linking various chambers, a forum, marketplaces, private quarters and cells.

"Governed" by a loosely affiliated set of male and female driders known as the Wild Weavers, there are apparently few rules in Temenos-Tessera and no laws except those imposed by the ruling set.

The Wild Weavers, while not anti-technologists, are adamant in their desire for maintaining a safe haven, a "natural state" for drider and ettercaps who wish to maintain their (current) physical purity.
Fleshwarpers are viewed with grim and dark suspicion, and are only allowed entry on extremely rare occasions usually benefitting the Wild Weavers.

The Five Tenets maintain the peace within Temenos-Tessera - a select group of heavily armed and armored drider and ettercap heavies roam the settlement in squads known as Eyes.

The Five Tenets are:

- No death in Temenos-Tessera is free - someone must pay or be paid for each death.
- No spidersilk (whether processed or not) is bought or sold except through the Wild Weavers' agents.
- No cause, philosophy or belief is to be publically espoused and prosetylisation is punishable by public execution.
- Fleshwarpers are anathema, and are to be treated with extreme prejudice.
- Freedom is held with strength. Weakness shall be expunged.

It is rumored that a giant drider "mother" exists somewhere in the dark folds of the settlement's heart, and that the Wild Weavers have perfected a method of siring live drivers. Needless to say, such information is highly sensitive, has never borne the burden of proof and its dissemination within the settlement is likely to land any unfortunates unwise enough to spread the theory in the gladiatorial arena sans arms and legs.

It is important to reiterate that given the fact that the settlement has moved many times, no reports of this being have ever been verified.


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

Note on slaves... Another option for a workforce exists, and it's flavorful as well. Why bother with slaves when you can grow your own loyal servants in test tubes? http://screenshots.filesnetwork.com/106/files2/86522_2.jpg

Servitors, the multi tool fleshwarp:

The Drow to meet the demands of there industrial needs required an ideal laborer, employing slaves was out of the question... Derro were too insane and Duergar committed suicide, as such the fleshwarpers were turned to.

Servitor's were what they came up with, grown in test tubes and based off of Duergar these servitors were grown with limited intelligence and little capacity for free will.

Then the servitor's were outfitted with scores of mechanical implants based upon their designated role...

Servitor's come in many varieties but the following are the most commonplace.

Lexicon: Lexicon servitor's are living libraries, while not anymore intelligent then other servitors they have vast reams of data installed within their brains. Lexicon's can provide detailed, accurate information about any topic "installed" within their cortex. However they cannot make independent analysis of this knowledge nor can they expand upon it without the aid of a fleshwarper.

Constructor: The constructor servitor specializes in performing the tedious, brutal work that is often entailed in construction. Armed with an array of tools ranging from shovels, drills and even a blowtorch the constructor is the best worker an engineer could ask for.

Medical: Medical servitors are exceptionally capable if limited medics, while no replacement for a doctor they do perform the role of emergency medic exceptionally well. Loaded with alchemical tanks on it's back and dozens of injectors, needles and so forth this servitor is found throughout the deeps.

Combat: Combat servitor is not so much a type as a category, combat servitors are optimized for a specific combat role based upon the "model"...

Servitor stats, basic:

N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (2d10)
Fort +0, Ref +2, Will +0
Defensive Abilities construct traits
OFFENSE
Speed 20 ft.
Melee
ranged
STATISTICS
Str 14, Dex 14, Con —, Int 8, Wis 10, Cha 7
Base Atk +2; CMB +2; CMD 11
Skills four chosen at the time of creation.
Languages Elven

Servitor, Lexicon:

N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (2d10)
Fort +0, Ref +2, Will +0
Defensive Abilities construct traits
OFFENSE
Speed 20 ft.
Melee
ranged
STATISTICS
Str 14, Dex 14, Con —, Int 8, Wis 10, Cha 7
Base Atk +2; CMB +2; CMD 11
Skills four knowledge skills chosen at the time of creation, the servitor is always considered to have 1 skill point per level per skill in each of these knowledge skills. The servitor gains a +3 bonus on all (trained) knowledge checks and cannot make untrained knowledge checks.
Languages Elven

Note that servitor's are intended to be a familiar/companion like asset to PC's and NPCs.

Quote:

* Even among their own, are there NO outcasts, no bondsman or serfs? No indebted and no personal slaves? Even of other races?

* Being "slaves of the duergar for 500 years" does not feel like a valid reason to indulge in slavery. If anything, even in a Neutral, "enlightened" social construct the Drow could easily give as good as they got.

* Are you saying that all drow we know are descended from drow who were once slaves of the duergar? Akin to how the githyanki and githzerai are descended from former human slaves of the illithid?

1: outcasts exist in the form of those without "cabal" (clan), bondsmen and serfs don't exist. Now penal legions do exist, armies made up from the criminals and convicts of Drow society. They serve half their sentence in the army rather then the full sentence in jail.

2: Drow aren't fond of slaves for reasons mentioned previously but also because what they have to enslave isn't exactly worth it... The derro are criminally insane, the duergar would rather commit suicide then be enslaved and ettercaps are one of the few "allies" that the Drow have...

3: Indeed, note that the Drow are your normal, run of the mill elves before they escaped a magical cataclysm above. Then they ran into the deeps and promptly got enslaved even as they mutated from the radiation that permeates the deeps... Then they rebelled violently (the blackpowder helped), so yes they are like the Gith and Yanks in a way.

I would note that while some politicing and the like goes on it's only about 10% of what you would find in say ol' Menzo from faerun. The Drow are in an athas like environment (in terms of lethality) and survival is a major concern... Hence the reason for the big "N" in alignment, their are few options too extreme for survival but their are many options that are simply impractical.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Why do Duergar commit suicide rather than be enslaved? Glossing over the fact that most sentient races hold out hope for rescue, make plans for escape, and whatnot, I assume these races are as-Golarion except where otherwise stated. As such, there is one sentence of their cultural description that sums up the whole race's view towards slavery pretty well.

"Duergar view life as ceaseless toil ended only by death."


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

The reason is simple, the Drow don't enslave the Duergar... Five hundred years of slavery led to this trope (http://tvtropes.org/pmwiki/pmwiki.php/Main/BestServedCold)...on steroids.


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

Character in progress, keeping to thunderscout. Adjusting stats later, backstory and contacts is up. Will get Shokehold up later on as well.

How is Pharnox's backstory everyone?


Pharnox's backstory seems developed and detailed.

So careers? We have one for Pharnox and Rynjin now, OSW what career would you likely go down?

Pharnox would you not have like a mentor contact considering your a genius with mechanics?

Should I create an NPC to go with your group? Possibly a Sootfiner. ;P

Are we going with the mural campaign idea then?

*Weighing in on the slave discussion: It would make sense that they used slaves, 'the weak' but now with fleshwarping growing so well they don't need to take slaves any more and most are no longer used. It has been 500 years since they were enslaved correct?


Male Human

Ehrm, I'm a little confused. I was going to use the initial careers - are they still relevant?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

No, apparently homebrewing a bunch of "class templates" is easier to understand than Gestalt, so we're doing that.


Male Human

dribbles slightly in confusion...

Okay, I see the discussion on the previous page HERE - am I supposed to create a career/"class template"?

I'm thinking some kind of officer/sergeant using stuff from the Dreadnaught I was going to Gestalt with or similar...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Yeah, basially just make one based around a career.

In your case "Army Non-Com" I guess?

I still think Gestalt is a LOT simpler, and easier to stop yourself from abusing (since this is like "Build a class" basically") but they're fun to make.


Male Human

Ok. So how about the Inspiring Commander's first level ability?

@ Are Driders second class citizens? Or to put it more clearly, if Drider are second class citizens, then perhaps I shouldn't be trying to go all "commander" on a bunch of true drow and perhaps I go with an auxiliary grunt Drider specialty career similar to the soldier career Pharnox posted HERE

Essentially my character is a drow special gunner. I'm fine with either having some officer training or being more a grunt.


Male Human
Oceanshieldwolf wrote:

Ok. So how about the Inspiring Commander's first level ability?

@ Are Driders second class citizens? Or to put it more clearly, if Drider are second class citizens, then perhaps I shouldn't be trying to go all "commander" on a bunch of true drow and perhaps I go with an auxiliary grunt Drider specialty career similar to the soldier career Pharnox posted HERE

Essentially my character is a drider special gunner. I'm fine with either having some officer training or being more a grunt.

Fixed that...


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

Wouldn't call driders second class citizens, more like special class citizens. Driders after all control the textile (or is it "webtile") industry, basically they are akin to a "caste" of Drow society although by no means a disadvantaged one.

Alright here is Pharnox's career...

Rogue Trader:

"You are or aspire to be a Rogue trader, one who forgoes the normal route to advancement in Drow society in favor of a different path. Your true goal is of course to found your own trading house.

1st -Renegade's ambition-
"Rogue traders are true renegades in Drow society, taking a dangerous but highly rewarding shortcut to power. The first step upon this paths requires building a power base. As a result Rogue traders must be charismatic and skilled to begin building a trading house."

You gain diplomacy, bluff and sense motive as class skills. In addition you gain a +2 bonus on these checks when haggling over goods, services, bribes and so forth.

5th -Friends in every town-
"To have survived this long a rogue trader must have made allies or know how to make them."

In every settlement you've visited you gain a "friend", your friend can do such things as let you onto local rumors, assist you in inquiries within the settlement and the like. Your "friend" however will not accompany you into dangerous situations like combat.

In settlements you have not been in you can gain a "friend" by beating a diplomacy dc set by the GM (assuming you can communicate with the locals).

10 -House Minor-
Your renegade path to power has finally paid off, you have become the head of a minor trading house. With this position comes your first taste of real genuine power, this only increases your craving for more...

You are now head of a minor trading house, in the city you are based in you can call in favors, bribe officials and gain access to the highest layers of society. You also gain a monthly stipend of income from your trading house, this sum is left up to GM digression but should reflect the value of the house, supply and demand of services provided by the house etc...

15 -House-
Your trading house is no longer accounted amongst the ranks of minor "upstarts" by city states other then your own. Your power is recognized by most city states and you now have the authority to maintain your own (admittedly small) army.

Your house's power is sufficient enough for you to claim the benefits of a house minor in any city state that is at least indifferent or better to your own city state. In addition to this you now have the permission of your own city state to raise an official army to safeguard your house's interests.

This army differs from normal mercenaries by virtue of being "permanent" (in other words akin to a nation's army) and by being regulated by the city state your house is based in. Depending on the city-state, your relation with it's leaders and how much the populace trusts you your army can vary from 100 to 500 individuals.

In addition to this your monthly stipend triples thanks to your house's influence and power.

20 -House major-
You have reached the pinnacle of power that a Rogue trader aspires to, your trading house is now on a level of power rivaling a minor city state. You yourself are accounted the equal of any individual Vorn and you perhaps sit upon the council of Vorns in your own city-sate.

To Drow you symbolize success, your methods may be unorthodox but you have proved their veracity. You serve as a shining example that other aspiring rogue traders will surely follow for millenia to come.

Within your city state you gain the ability to enact legislation, laws and so forth as if you were a Vorn yourself. In addition by the council's will your trading house has been deemed vital to the city-state's continued prosperity and well being. As a result your army can now field upwards of a thousand men and with special dispensation from the council of Vorns you may expand your army as they deem necessary for the security of the state.

Finally your monthly stipend in tripled once again.

Smokehome:

City-state
Population: 250,000

Inhabitants: Driders, industrialists, merchants, factory workers, mechanics and engineers.

Imports: Raw materials, immigrants.

Exports: Vehicles, weapons, armor, cannons.

Industry: Smokehome thanks to it's unique source of power is capable of powering dozens of factories given it at least in the upper layer an unrivaled capacity for industry. Smokehome is responsible for manufacturing 50% of all finished goods in the upper layer and 15% of all finished goods in the entire Deeps.

Army: 400 thunderscouts (level 6), 100 thunderscouts (level 11), 25 thunderscouts (level 17), 1200 thousand riflemen (level 5 warriors), 800 grenadiers (level 6 warriors), 200 cannons (and 400 cannoners), 150 gunners (level 5 warriors), 150 miscellaneousness vehicle crew (level 7 experts), 100 golemoids (level 7), 250 steamwrights (level 6), 100 alchemist medics (level 4) and 100 commandos (level 7 slayers).

Gazetteer: Smokehome was established in a cavern with a series of tubes which lead from the molten core of the planet. While these tubes do not spew lava they do emit massive amounts of heat, thanks to special generators the Drow have been able to harness this power and turn it into a massive source of electricity.

With this cheap energy source available Smokehome became an industrial center in short order, it has been merely a century since the city-state was founded but it already throngs with over 250,000 citizens... And it needs more!

However the city state is filled with the ranks of the working poor, although it is expected as the city-state becomes more established that the impoverished shall decrease from 50% of the population to 25%.

Smokehome also fields the most powerful army in the upper layer, her entire army is mechanized and she even boasts a small detachment of golemoids and Lightbringer battle tanks.

Smokehome's military is deployed the across the upper layer, mostly in combat against the last remaining duergar and the derro hordes.

Thoughts on the career and city-state guys? (@Ocean think of a career as filler, like making your mage sneaky or your fighter a good commander)


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

@GM on contacts I will retain sootfingers cabal as a whole, reason for Pharnox already being the equal of any other mechanic in the cabal (at least, this is to explain the amazing stat rolls). Although you could have an elder sootfingers (say a Grandfather or grandmother) as the general cabal head.

On NPCs I think we should all have one squad mate (mass effect style) that starts out as an NPC class but that at level 10 trade their levels for a suitable (and thematic) PC class. Let me think on mine...

Slavery: about 800-100 years.

Mural: I think so (it's pretty intriguing to the Drow mind and in some engages curiosity). I would note however that any encounters you had planned previously GM can still be included, we do after all have to get to the mural first...


I see your point Rynjin. Creating these careers might be more of a headache than you first thought Pharnox. I know I don't have time to come up with one.

Pharnox maybe you should put down a list of things that each player should have to simplify the process. I know I am a bit confused. Then again with this head cold and developing the campaigns again is taking a lot out of me.


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

GM I think before we go into the game proper you should allow any ailments to clear themselves... As it stand perhaps we should scrap gestalt/careers in favor of companions switching over to PC classes at level 7 (effectively leadership as a free feat, minus the followers).

Thoughts?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

What companions? Unless you're talking like Animal Companions and such, which not everyone has.


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

I was thinking that everyone could get a companion NPC, in lieu of gestalt. As our GM does have a liking of GMPCs.


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Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Ah. I would prefer any alternative to that. I'm not a fan of GMPCs, especially when it doubles the size of the party. I'd rather not have any special thing at all than that myself.

I like Gestalt, personally. I'm not sure what's so complicated about "Take everything these two classes have and smush them together. Take the better of Saves/HP/BaB".

It also helps alleviate a problem with not having any magic. If everyone has either full BaB or an expanded bag of tricks (Twice the number of Extracts from Investigator/Alchemist, frex) it mitigates the potential crushing difficulty of a world that is both "Athas-like" in difficulty and without many of the protections magic can provide.


The highest level I am willing to work with is 4th level right now which is where you have built your characters.

I like gestalt especially for the ability to make characters with the mix of two classes! I think it would be best to start off as your core class and possibly build into another class, now it may take a special event or location to give you that extra power. Though if I don't see skills or development to another class, which you should put in a spoiler in your alias' profile, then it might not happen.

Though as we have said, there is no magic but many creations with technology does provide a technology tree of magic. You know the development of alchemy has its uses in all aspects.

So we will start off as 4th level, steampunkish 'specialists', going to inspect this mural.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Interesting. I like the idea of "developing" a Gestalt. Would that be at full level, or several levels behind?

Also need to add an extra level to my sheet.

I think an Alchemist is a good base for me, maybe developing into Slayer or Ninja. Hm.

You know, this could work out in an interesting way. If we go to the surface, magic works up there, yes? So perhaps latent magical (or Psionic?) talent could finally have a chance to develop there.

Of course, upon returning home many of those abilities would be negated, but it would be quite interesting seeing the normally magic bereft Drow developing these strange alien abilities when they invade the surface.

In that case I think many Drow would make natural Arcanists (magic "tinkerers" applying the scientific mindset to magical powers, pulling them apart, analyzing them, studying them, and augmenting them).


Male Human

Okay, I'll stat up my 4th lvl Drider Symbiote Gunner, and think about what Gestalt I might like to develop...

Only took us 270+ posts to work out chargen... ;P

I think I'll PM Orthos and see if interest lingers there...


The idea of developing gestalt would likely be several levels behind, but it all depends the circumstances. Rynjin, I agree with all your statements from your last post.

Thanks OSW, I will contact her too.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'd say if that's the case, then it should catch up quickly and then keep pace with the other levels. Much of Gestalt's simplicity is lost if you're juggling a sort of "half-multiclass" system. Especially when you get into Saves and BaB and the "take the better" rule.

Say we're level 4, and get our first Gestalt at 5th.

By 6th, we probably want our main class to be at 6th, and our Gestalt to be at 3rd.

7th, and 5th.

8th, and 7th.

9th and 9th.

And then even from there on.

Or even 4/2 (instead of leveling once, we get two Gestalt levels?), 5/4, 6/6 and even from there. That makes the levels where the complexity is multiplied fewer in number.


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

*checks flamethrower, cocks safety off on bolter pistol, breathes noisily through gas mask*

Went steamwright... I am a sucker for flamethrowers and grenade pistols, plus I get to where this outfit http://fc00.deviantart.net/fs71/i/2011/039/e/d/death_korps_of_krieg_by_ghos tchem-d392jo6.png.

Also contact has been changed... Do not anger the patriarch of Cabal Sootfingers...

Thoughts everyone?


Male Human

Trying to LINK your picture...


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

I would note that the Drow wouldn't really want to "invade" the surface, they've got plenty of space in the Deeps to colonize (although some of the "tenants" need to be evicted). The Drow attitude towards the surface would be bregan d'aerthe style (profitable, fun but not worth conquering).

Edit: thank you Ocean!


Thanks Rynjin I got it planned already and your system is pretty close to it, if the second level is staggered.

True the drow have plenty to explore and why go to the surface where their darkvision does not always work? Let alone, invading would mean likley slaves and that is not their goal. Right Pharnox.

So we got Pharnox done... OSW, Rynjin, Orthos?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

My character sheet got wiped because apparently Myth-weaver's moved over to the new stuff overnight. -.-'

I'll get it done tomorrow.


Male Human

Ehrm. Gimme another day or so...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So, I couldn't find if this had been discussed anywhere, what changes have we made to the Drow racial traits besides the ability scores?

I.E. what are we replacing the SLAs and Spell resistance with? And perhaps even the Drow Immunities.

SLAs are out for obvious reasons, and it would make sense that a completely nonmagical race would have evolved away from "Resistance to magical effects" traits.

And additionally, I think we should make some different Racial Feats as well, since all of the Drow Feats either enhance existing SLAs or grant new ones.


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

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)

This the Drow racial template as it stands, considering changing the racial weapons to all World of Aden firearms save the sniper rifle though.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'd consider replacing SR and Elven Immunities with something a bit more appropriate for an underground magic-less race.

That would be an especially good place to add something different to each
sub-race". Everybody loses it, every "race" gets something different.

As-is the sub-races don't do anything except ability scores, besides Fleshwarper which gets a Bonus Feat.

EX: The Chemist can get Poison Resistant, Plagueborn, and +2 to Craft: Alchemy checks. Cabal Brats get Silver Tongued and Skill Training (Diplomacy and Bluff), and so on.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Also I can't seem to find what our "Campaign Traits" options are, unless that just means I can pick a Campaign Trait from any extant AP.


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

SR is basically a reflection of the radiation which permeates the Deeps, this radiation is basically anti magic and mutates all who remain in the deeps for more then a generation.

Elven Immunities is the Drow "link" to the other species of elvenkind.

The subraces are the campaign traits, I think the bonuses can be worked in to replace the starting gear each "subrace" receives since we are starting at level four.


Female Drider Warlord 4

Alright, I'm here, though I'll need to re-read the past few pages to catch up and see if anything's changed that's relevant to my character/concept (primarily any changes to Drider stats, a quick search of the thread didn't turn up anything new but I might have missed it). Thanks Wolf for the heads-up PM and sorry it took me a few days to actually get over here, work's been busy.

Since the Widow class is still not quite developed I'll go ahead and start with Warlord and pick the Widow up when/if Gestalt comes in, and hopefully work things out with the class as we go. Since that's the plan, should I have her Advisor be around from the start but not actually providing any bonuses/effects or anything, or wait to introduce her until the Gestalt is added?


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

Rioghan there is a class from Thunderscape that could suit your needs... The Entomancer is an insect style druid but with a few alterations could easily become a "Queen" complete with pheromones.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

What is this "Thunderscape"?


Male Human

Try hitting Kyoudai Game's website:

THUNDERSCAPE - you can find basic information on each Base Class under the classes tab.

You can find the actual product here on Paizo:

LINK

I'm not a huge fan of the Setting, I'm very picky about setting stuff generally, but the classes are fantastic conceptually. To be honest, I think there are more than a few errors sprinkled about the book, but most are easy enough to fix...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Interesting. I'm kind of interested in the Steamwright and Golemoid, but I'm not sure if it's worth buying the book for something I may or may not like.


Half-Elf

I'm having a world of trouble figuring out my 1st level Feat, but I'm done for the most part, by the by.


Male Human

Will try to get to it tonight...


Male Drider Symbiote-Gunner 4; HP xx/xx; AC xx/ T xx/ FF xx; Fort +xx, Ref +xx, Will +xx; Init +xx; Per +xx; CMB +xx, CMD xx (2xx vs disarming); Spd xx

This is OSW's Drider forming…

So HERE were my initial rolls.

Then I rolled a seventh because I missed that on the first go:HERE

leaving me with:

15, 14, 14, 10, 10, 9, 8.

Going by Pharnox' concept to reroll rolls under 10 outlined in this post

I'll reroll those two here:

4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (2, 3, 5, 3) = 13

Leaving me to choose from 15, 14, 14, 10, 10, 13, 12.

So I have finally:

15, 14, 14, 13, 12, 10.

Right?


N/A Entropic Axiomite Doodler 1/Author 5/Talespinner 7/Ad-Lib Artist 2/Worldbuilder 5
Pharnox wrote:

Rioghan there is a class from Thunderscape that could suit your needs... The Entomancer is an insect style druid but with a few alterations could easily become a "Queen" complete with pheromones.

Oceanshieldwolf wrote:

Try hitting Kyoudai Game's website:

THUNDERSCAPE - you can find basic information on each Base Class under the classes tab.

You can find the actual product here on Paizo:

LINK

I'm not a huge fan of the Setting, I'm very picky about setting stuff generally, but the classes are fantastic conceptually. To be honest, I think there are more than a few errors sprinkled about the book, but most are easy enough to fix...

Coolness, I'll have a look at it when I get home and post up any requested tweaks.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Do we get normal WBL for 4th?

Just wondering if I had enough to work up a procedure to graft poison glands or claws or something onto myself.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Hello?


Sorry for some odd reason this page disappeared for a while. Just found it.

Yes Rynjin WBL for 4th level.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So, was the tablet thing discovered BEFORE the campaign starts, or is it the start?

I.E. would my character know he's going to be exploring the surface, or no?

Is there an alchemical or mechanical equivalent to an Amulet of Mighty Fists ("Sharpclaw Essence" or some such)? Same price, I'd assume.

Does the Fleshwarping Feat that you mention function as the Brew Fleshcrafting Poison Feat? Which I just found a few minutes ago.

What city is the campaign planned to start in or near?


Rynjin to answer your questions:

The tablet/mural was discovered but merely that. Your group will be either the experts being sent to investigate it (let me know if you think you would be good for this role) or escorting a sage with a couple experts.

Exploring the surface? No this mural/tablet is just in a cavern off in a new location.

Yes almost all the magical items have a mechanical or alchemical equivalent and would cost the same.

Ummm... "Does the Fleshwarping Feat that you mention function as the Brew Fleshcrafting Poison Feat? Which I just found a few minutes ago." is for Pharnox to answer.

The city soon to be hit by the Tide... I can't remember the name of it but it consists of outcasts and such.


OSW your stats for Dubhraidh look good. Now it is time to make the actual crunch/character sheet, let alone the other character creation aspects.

How is everyone doing? That is in life and on their character creation?

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