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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Here we are, working out the creation of this campaign. Any suggestions are welcome and if you think this is up your ally go ahead and volunteer.

Check out the campaign info for lots of information that could answer your questions!

I hope to see many of you around. No starting date yet, but we have much done.


Have you looked at the Pure Steam Campain book theres some options in there that I was looking at.


I have not, nor do I have the book. I am sure they would be helpful, thanks Ellina.


I am very interested in this setting (Especially the Maw, I love fortresses constantly under attack).

Give me some time to work out a character. I will get back to you on that.


Also, I see racial modifiers are written there,but are we using the drow base stats from the book? Or something completely new?

Also, gunslingers ok? I assume so due to this settings use of guns.


I will have one of my partners answer the question about gunslingers...

We are doing Drow a bit differently. You take the Drow template that is provided and then use a racial background which determines your adjustments.


Ok, good to know.


ALso if you need stats for gas masks and gas grenades, pathfinder SRD has that stuff under there firearms page (the modern firearm one that is) they have stats for flamethrowers as well.


on gunslinging anything that isn't a spellcaster (besides the alchemist) is okay from the MCarchtype site. As for others use logic (the poison blade for instance is appropriate) The holy gun is not.


If I took the Sniper archtype for a Rogue, could I make its benefits apply to a firearm? Or Bows only?

Also, would gunslingers be able to take a rifle instead of a musket due to rifles being common? Or are they still limited to muskets.


Try focused sniper here (http://mcarchetype.wikispaces.com/Focused+Sniper)
Firearms are Everywhere (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html).


Thank you for the clarification.


Count me in, soon as I settle on a concept I'll get back to you. It's overtime this week so it might be weekend or so before I can devote a lot of time to this. =)


No worries Orthos, we likely won't start the campaign in 3 weeks or more. Then again I might get a dry spell. Also it is determined by how much help we have getting things figured out.


I might be too committed for this, but if not could I adapt the Gulch Gunner normally for Rattlings?


Interesting. I'll consider making up a character.

By the by though, there are rules already for many of the inventions you propose, from Gas Masks, to Grenades, and even more high tech gear like rocket launchers. I'd suggest using those instead, as yours seem to be a bit on the weak side (EX your "Fire grenade" is both weaker than the already provided Alchemist's Fire, and costs more to create).

Quick question: Are Supernatural abilities unaffected? Or are we going truly non-magical?

One limits class choice much more than others (EX Monks would be unusable bar the Martial Artist archetype). If they are allowed, the Qinggong Monk may be your highest level spellcaster (bar Alchemist), which could be interesting.

I'm EST, Maryland by the by.


I'm on PST as well. California.


I'm not sure monks exactly "fit" the Drow, at least without major reflavoring. Supernatural abilities is an "unknown" (e.g to be hammered out in design) at this point.


Supernatural abilities should be fine. Though we might need to make a few adjustments for some classes. As Pharnox said, that will be down the line.


If I do join, can I play a Gulch Gunner?


Nothing thematically wrong with gulch gunners (indeed it is very thematically appropriate), I imagine you plan t load up with a shotgun Nohwear? Also the Bushwacker would be another archetype to add to the list (http://www.d20pfsrd.com/races/other-races/featured-races/arg-kobold/bushwa cker-gunslinger-kobold).


Interested players to get things rolling propose your own ideas in either recruitment or discussion. This campaign calls for a lot of homebrew and I can't design every grenade or rocket. As such submit your ideas.


Well, there are plenty of exsisting rules for advanced explosives and firearms (flamethrowers, bolt action rifles, there even rules for tanks.) So a lot of the equipment stuff won't be as hard as you think.

The rough one will be redesigning classes to fit in, since this is a no magic setting. So there are gonna be a lot of martial classes with no access to healing (I assume that's were the plasma tubes come in?).

It sounds like Drow society is no longer the massive slavery and BDSM society it once was. So, characters are gonna be much different from standard drow character types.

Any other areas that need help being fleshed out.


I would be up for it, I would use the "machinesmith" class


@The Patriot we'll co-opt the Gasmask from those rules you mentioned although the flamethrower won't be a "back pack" version but more like this... http://www.youtube.com/watch?v=L7ZfLCobKwM Although in the maw they might well have "prototypes" of both the back pack flamethrower and of bolt action weapons.

@Lord Inventor check with the GM on the machinesmith.

Alright here is a Drow Primer to help you with the "fluff".

Family:

The first "unit" of Drow society is the immediate family your mother, father, siblings and grand parents. Drow families are close knit relationships with your family are likely good even if you are a "grub head" (e.g stubborn).

Drow value family highly, chances are that if your dying anywhere but on the battlefield that your family is surrounding you. If you gave Drow the choice between going to Burning Man or Thanksgiving with their families they will choose the latter every time.

All Drow families have "secret" name which is like a surname but only used among family.

Cabal:

The next unit in Drow society is the Cabal, Cabals are closely linked groups of families that operate like a guild crossed with a noble house. Cabal's are typically focused on specific tasks and professions such as fleshwarping, smithing, mining, medicine and so forth.

Cabals are not quite as close as families are, the relationships in Cabals can be described as fondly remembered cousins, aunts and uncles.

City State:

The third and final unit of Drow society is the City State, city states are formed for mutual protection mostly. They are governed by a council of Vorns (Vorns are the heads of their respective Cabals) and city states oversee the maintenance, armament and supplying of the Military.

Those without Cabal:

Those without Cabals are outcasts mostly, those who lost their Cabals instead of never having them however in the first place are "respected". This "respected" status also applies to escaped slaves.

Those without Cabal almost always join the Drow military.

Drow military:

The Drow military is the both the defender of the city state and a refuge for both career soldier and outcast alike. Those who join the Drow military serve for terms of a 100 years, once this term of service is completed a Drow veteran can choose to leave or stay on (in ten year "stints").

The Drow military never has to worry about recruits or drafting (all Drow called up by the draft answer, this is not a society of draft dodgers or pacifists). A Drow soldier can count on food, water, shelter and the best medical care the city state can provide.

The Drow military is also a refuge for outcasts, if a Drow soldier does not have a Cabal by the end of his 100 years of service then the military will "step in". In effect the military will arrange the veteran's marriage into a Cabal, most Cabals are quite happy to add a veteran to their ranks.

The Drow military is run by a "general staff" who is responsible for the training, provisioning and so forth of the Drow military.

Drow come into the military as either outcasts (all ages) or as "careerists" (children who select by age 15 to join the Drow military and become trained soldiers and officers). Most Drow officers are "careerists" or "lifers", although a few do rise from the ranks as "officer specialists" (for instance my character, Pharnox might well become an artillery officer or quartermaster).

Drow soldiers operate in "squads" (anywhere from 4-12 troops led by a single officer). Thanks to the tunnels and maze like nature of the underdark fielding large, organized armies is difficult except in large caverns.

As a result tactics, superior armament and surprise matter much more then raw numbers most of the time. A small Drow force can easily hold a tunnel against a numerically superior enemy (like 100 vs 10 odds) so long as they don't run out of ammunition and ordinance.

We are Patriots:

Drow don't really subscribe to "traditional" alignments, a Drow soldier will perform great acts of heroism to save a squad member. At the same time though he will without hesitation throw a grenade into a Duergar nursery.

Drow don't give a damn about good, evil, law or chaos. They do give a damn about their families, cabals and city-states. Drow will fight for these with unmatched fury and determination, ask a Drow to fight for something as whimsical and intangible as an "ideal" however and they will look at you with that looks that says "are you crazy"?

Alright here are some questions to ask during character creation and notes on campaign flavor.

A Military Campaign:

Whether you were part of the military before the tide came or drafted into it as Phelthos was evacuated you are now soldiers.

By soldiers think Warhammer 40k "Only War" in that the situation is desperate, equipment isn't always available and that you are facing tremendous odds. Yet you must fight the good fight, your cabals and families may not live to see another day if you fail.

There is no surrender, no quarter will be given and none asked for. Death or survival are the only options.

Survive!:

This is very much a survivalist campaign you will face Duergar, Derro and perhaps even abominations as you venture into the uncharted regions to find a new home for your people.

Expect Dark Sun like encounters, you are not at the top of the food-chain here...

Exploration:

You are going into the uncharted regions of the Underdark, you are going where no Drow has gone before. Your only option is to go up and up you will go indeed to the greatest cavern of all...

A new city-state:

Your task is ultimately to find a new cavern for a new city-state and you will indeed find a new "cavern", the greatest of them all...

Questions:

Who is your Cabal or do you have none?
Do you have family?
What is your profession?
Your age?
And so forth..

We ain't special:

You are not special, you are not the chosen of destiny or the blessed of gods... Destiny has been thrust upon you, you are (by Drow standards) the everyman. The trainee, the officer cadet, the smith, apothecary and the like.

I will come up with more info later on but this is the basic primer.


Remember to link everything! It helps understand and see what you are talking about. Please link Machinesmith and a quick blurb of the character.


Here's the link to the Machinesmith


Viluki recommended I check this out. What stage are you guys at right now? The discussion page is a little too stream of consciousness for someone just starting to look at things.

As of right now for my PC I am thinking Ninja/Fighter as a Spec Ops drow who happened to be in the city state when it was cut off/ destroyed. More to follow.

dice rolls

4d6 ⇒ (3, 2, 5, 2) = 12 so 10
4d6 ⇒ (5, 3, 2, 6) = 16 so 14
4d6 ⇒ (6, 1, 1, 1) = 9 so 8
4d6 ⇒ (5, 3, 5, 3) = 16 so 13
4d6 ⇒ (6, 4, 2, 5) = 17 so 15
4d6 ⇒ (2, 3, 3, 5) = 13 so 11
4d6 ⇒ (5, 3, 3, 3) = 14 so 11

Giving me a stat line of
15
14
13
11
11
10

I can probably work with that.


Alright here a few things, first I looked through MCA for a class that might suit your needs. This guy came up (http://mcarchetype.wikispaces.com/Blackpowder+Assassin) a ninja/gunslinger hybrid.

alright where were going to start with is the Drow themselves and the game premise.

Our Drow are different:

In place of the psychopaths of faerun we have this breed of elf, Drow are a bit different here. First Drow society is relatively equal (females are still revered but more as mothers and the future not as demon blessed tyrants) and males can climb the ranks of power just as easily as females.

Drow have three social groupings (all three are important to Drow but one may have more importance then the other to an individual) family, cabal (clan basically) and city state.

Family is your immediate family plus grand parents, chances are even a "grub head" (e.g stubborn) is still loved by his/her family. Your mother likely taught you how to hold a gun (or barring that your grandmother) and other important life skills.

Cabals are basically families who have joined together for defense, resources and to ensure their continuance of generations. Cabals tend to focus on a few areas, my character for instance belongs to Sootfingers who manufacture guns, cannons, metal armor and the like.

City state is also important, city states are your one defense from the encroaching darkness and horrors of the Underdark. They are also key to Drow prosperity, civilization in the underdark cannot flourish without protection.

Drow on an alignment chart tend to the neutral alignments (LN, N and CN) reason is that the sheer crushing toll of life in the underdark makes good hearted people rare. At the same time evil does not flourish because Drow (even the CN ones) simply can't afford the cost of it (wasted resources, corruption and so forth).

Good drow are likely NG (this mentality would pervade amongst medics, doctors and alchemists) and about 2 percent of all Drow would be this alignment.

Evil drow are likely LE and their evil is largely the result of a life of constant war, they aren't evil to their comrades and other Drow but their hatred of Duergar, Derro and abominations has been taken to a fever pitch (they enjoy torturing these foes, most Drow would shoot them and be done with it).

If your looking for some examples of Drow alignment I can write up some first person shorts if you need it.

Drow don't have magic (the radiation in the Underdark is stifling to magic) but they do have alchemy and your medic is likely going to be a very well trained alchemist rather then a cleric.

To compensate Drow have become masters of technology and guns abound in their deadly arsenals and every Drow child is taught by his mother to use them (one of the most important responsibilities of a Drow mother is to train the next generation to defend themselves). The hand crossbow is still kept as a weapon of silence and poison delivery however.

Guns:

Guns follow the guns are everywhere rules.

Premise:

The tide (a black liquid that either kills or worse mutates Drow into abominations) is engulfing Phelthos and now the Drow have no choice but to go up in search of a new home cavern... They will find this and much more.

No other city state will take the refugees in and now the Drow must march into darkness young and old, sick and frail, veteran and conscript you are in this to the end. This is a tale of survival and war, the remnants of the hateful Duergar (these guys enslaved the Drow race, Drow hate) will no doubt attempt to take advantage of the situation. The Derro meanwhile are always a menace and abominations stalk the corridors and tunnels of the Underdark...

Against these threats stands the Drow military, you have grit, alchemy, guns and precious little else. You are either in the military or a conscript and you know that now this is a war of survival and desperation...

Yet the Drow military is the only hope, the elderly and young alike depend on you to ensure their safety and survival as you all journey to the greatest cavern of them all (unwittingly no less)...

If you have more questions do ask and I will do my best to answer them.


I may take blackpowder assassin I might not. With guns everywhere in effect, fighter would take care of proficiency for guns either way, we will see how my character idea develops.

Currently his difficulties adjusting will be more from having to deal with all these untrained people and having to watch out for the sick/ old rather than combat.

The plan is still gestalt?


Gestalt is a go.

Need something like a city state primer on Phelthos?


Pharnox wrote:

Gestalt is a go.

Need something like a city state primer on Phelthos?

That would be helpful.

The plan is definitely fighter/ ninja something. Perhaps focusing on the dragon pistol... Focusing on a devastating initial volley of gunfire followed by a charge into melee. On the other hand a poison use is incredibly cool. So many decisions.

Regardless it will take me until sometime this weekend too get the character together. Both Wednesday and Thursday of this week are taken up with gaming related stuff.


It's going to take us a while to get this game up to speed so don't feel rushed and if what your looking for is to start the game with a bang a double barreled shotgun would be the way to go. Grenades are also another option (have plans for a "flash fire" one in particular that blinds light sensitive targets).


I couldn't afford a double barrelled shotgun. But a dragon pistol would allow me to clear out some chaff before charging in. On the other hand poison would allow me to use throwing stars to deal some poison at the start of combat. Decisions, decisions.


Just as a note my character will be taking the master craftsman feat at level five and craft magic arms and armor at level 7 so by then any "weapon issues" you have should be remedied.


I should have the first draft of my character done tonight.

One question, can I put a rank in pro (soldier) at the ranks I get a free level in?


There's been some debate on that (seek clarity from the GM).


Gold 5d6 ⇒ (1, 1, 3, 1, 4) = 10 100 gold that is a terrible set of rolls for gold

What Campaign traits are we using? The character creation guidelines mention them.


Oh, oops should have explained when I heard you couldn't afford a double barreled shotgun... We are starting at level two with normal wealth for that level (and every Drow owns at least 1 gun or an entire arsenal if they can afford it). Reason for this is the "Athas rule" (e.g this setting at least thematically is designed to compete with Athas in terms of sheer difficulty and danger).

Also the campaign traits basically "replace" your stats (http://paizo.com/campaigns/EngineeringDrowSteampunkish under racial adjustments:) and represent who you are.

For example my character is a Dirt Wright, a skilled smith who gets +2 con for being used to the searing heat and hard work of a forge and a +2 bonus to intelligence to represent an excellent craftsman. I do receive a -2 to cha because I'm a soot stained smith used to working with other soot stained smiths, we ain't high society in the forges.

Judging from your character ideas Officer Cadet or Trainee is the way to go, also with each campaign trait you receive some equipment.

Any more questions?


Pharnox wrote:

Oh, oops should have explained when I heard you couldn't afford a double barreled shotgun... We are starting at level two with normal wealth for that level (and every Drow owns at least 1 gun or an entire arsenal if they can afford it). Reason for this is the "Athas rule" (e.g this setting at least thematically is designed to compete with Athas in terms of sheer difficulty and danger).

Also the campaign traits basically "replace" your stats (http://paizo.com/campaigns/EngineeringDrowSteampunkish under racial adjustments:) and represent who you are.

For example my character is a Dirt Wright, a skilled smith who gets +2 con for being used to the searing heat and hard work of a forge and a +2 bonus to intelligence to represent an excellent craftsman. I do receive a -2 to cha because I'm a soot stained smith used to working with other soot stained smiths, we ain't high society in the forges.

Judging from your character ideas Officer Cadet or Trainee is the way to go, also with each campaign trait you receive some equipment.

Any more questions?

I kind of guessed the racial stat mods were the campaign trait. My guy is an escaped Duergar slave.

Yes I saw the starting money. It said roll for starting then add 500. Has that changed?

My Primary weapon is going to be a Katana held in two hands. But given that I can wield it in one hand it gives me the flexibility to draw a pistol or shuriken, or anything else I might need to do while maneuvering like a ninja should.


Where is the starting money thing located? (it gets hectic in discussion with all those Drow hustling and bustling)

Note would you like to focus on dual wielding sword and pistol? As they have a class on MCa for that...


Pharnox wrote:

Where is the starting money thing located? (it gets hectic in discussion with all those Drow hustling and bustling)

Note would you like to focus on dual wielding sword and pistol? As they have a class on MCa for that...

Line 8 of the character creation spoiler in the campaign info tab.

Not really, I just like the idea of a katana, and being able to take one hand off and still fight seems like it could be useful to a ninja. And if you are willing to take the time to look you can find a MCA for almost any idea. except the full animal companion ninja I was hoping to find. I may have to submit that as an idea once they move away from only MCAs that involve hybrid classes. I was quite involved with the MCA threads for a while, then there was a string of ideas that didn't interest me and I haven't found time to get re-involved

Mechanically on paper Drozak is done, I just have to transfer everything to this profile and start working on background.


Thanks for pointing that out Browman shall update profile, gold roll...

(assuming rogue), 4d6 ⇒ (6, 6, 5, 2) = 19=190 gp


Hello, Pharnox introduced me to this recruitment and I think it looks amazing. I just thought I'd join in on the conversation here. I'm currently putting together an Alchemist/Rogue that will be focusing on creating and throwing his alchemical creations, be they bombs or alchemical fires. I did end up rolling my own stats with my dice here at home just so I could get the character started, but I'll gladly roll them again if necessary.

Stat Rolls
18, 16, 16, 14, 13, 11, 10

Gold Rolls
1, 3, 6, 2


Drozak wrote:

...And if you are willing to take the time to look you can find a MCA for almost any idea. except the full animal companion ninja I was hoping to find. I may have to submit that as an idea once they move away from only MCAs that involve hybrid classes. I was quite involved with the MCA threads for a while, then there was a string of ideas that didn't interest me and I haven't found time to get re-involved

Heh. Sorry about those zany concepts Browman... ;P

As for the current thread, it's not only Hybrids, but at least one class must be a Hybrid. At least I thought that was the case...Why not a Hunter/Ninja or Ninja/Hunter? You'd likely get slotted in pretty quick too...

[EDIT] - Actually that is the case - the current MCA is a Slayer/Inquisitor...[/EDIT]


Alistus wrote:

Hello, Pharnox introduced me to this recruitment and I think it looks amazing. I just thought I'd join in on the conversation here. I'm currently putting together an Alchemist/Rogue that will be focusing on creating and throwing his alchemical creations, be they bombs or alchemical fires. I did end up rolling my own stats with my dice here at home just so I could get the character started, but I'll gladly roll them again if necessary.

Stat Rolls
18, 16, 16, 14, 13, 11, 10

Gold Rolls
1, 3, 6, 2

Hey Alistus/Lucian. Umm, I'm afraid even as a player I'd need you to roll your stats on the thread... You might roll even better!!! Though admittedly that might be difficult...

Question - I note you have a Hunter PFS character - does Animal Aspect allow you to impart the aspect to yourself AND your animal or only to you OR the animal companion? The wording of the ability is way too vague...


Been keeping an eye on this but haven't posted in a bit.

Looks like you're allowing some 3rd party stuff, so would a Stalker/Slayer be acceptable? And if so, would the Feats from the same book be fair game?

In particular this and this.


Oceanshieldwolf wrote:
Drozak wrote:

...And if you are willing to take the time to look you can find a MCA for almost any idea. except the full animal companion ninja I was hoping to find. I may have to submit that as an idea once they move away from only MCAs that involve hybrid classes. I was quite involved with the MCA threads for a while, then there was a string of ideas that didn't interest me and I haven't found time to get re-involved

Heh. Sorry about those zany concepts Browman... ;P

As for the current thread, it's not only Hybrids, but at least one class must be a Hybrid. At least I thought that was the case...Why not a Hunter/Ninja or Ninja/Hunter? You'd likely get slotted in pretty quick too...

[EDIT] - Actually that is the case - the current MCA is a Slayer/Inquisitor...[/EDIT]

No worries, I was getting burned out on rules writing anyway.


Stalker would likely be acceptable (check with GM though) but I would if I were GM ban the veiled moon discipline (that is a magical assassin if there ever was on) but other then that the Stalker is pretty non magical.


Sounds good here are my rolls

4d6 ⇒ (3, 1, 1, 1) = 65
4d6 ⇒ (6, 3, 3, 1) = 1312
4d6 ⇒ (3, 1, 4, 4) = 1211
4d6 ⇒ (4, 4, 6, 2) = 1614
4d6 ⇒ (1, 1, 2, 5) = 98
4d6 ⇒ (4, 4, 1, 3) = 1211
4d6 ⇒ (3, 6, 1, 5) = 1514

So...many...ones... But that's okay, at least its over 10 point buy. As for the Hunter question you are in fact allowed to have one running on your companion at all times, while yours lies dormant until you use the ability. As far as I know it is considered permanent, though I don't think it is active while they are, or you are, sleeping/unconscious.

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