| GM Scary Ceiling Voice |
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Alright, here is what I have for the Drow so far. I'm still working on the firearm based Archetype
Eventually the Deeping Elves (what Drow translates to in Elven) could no longer use magic either of arcane or divine nature... Yet all was not lost for while the "radiation" (as the drow refer to it) deprived them of magic it changed them also beneficially as well. Whereas their forbearers were wise and agile the drow became intelligent and hardy, a response to the high death rate and radiation respectively (in other words only the toughest and smartest survived). The salvation of the drow came in the form of alchemy and ruins from a race known only as the "precursors". Alchemy was completely unaffected by the "radiation" of the drow's underground home and the ruins of the "precursors" were filled with all varieties of strange wonders and super science...
The Drow eventually built a series of cities states in both the middle and high "bands" of the Deeps which are traditionally the safest areas for settlement; the lower reaches contain horrors unimagined...and ruins filled with wonder.
Centuries later the city-state of Phethlon, a poor small city established by outcasts and failures of other city-states, discovered of a major Precursor ruin, which normally would have been a sight for the citizen's poor eyes. Originally it brought great hope to the inhabitants, and then the Tide came. The ruin had been discovered below the city deep in a twisting maze of warrens and caves, investigators somehow activated something... They were the Tide's first victims, most of them drowned in the ebony fluid but others..."changed". They came before the slowly encroaching Tide, they cast spells of unknown origin and unleashed panic in the city warrens. Many died thanks to what some drow started to call "Umdraith" (literally drowned of sanity, these guys were the oracles I was talking about...oracles with the black blood archetype to be precise). Eventually with no hope of stopping the Tide the drow citizens all 2000 of them (down from 2500) scavenged everything they could and made ready to depart...
They knew that no place would accept them in either the upper or middle bands of the Deeps, every other place worthy of settlement was either occupied or was too dangerous. The Drow had only one option, up. With only 1300 survivors left the drow have made the perilous journey to the "overworld", a nigh mythical place among the drow. They have come up from a lonely peak deep within a forest and have set to work making a new city within its confines... They are unaware of any (relatively) nearby settlements or inhabitants... The long, slow process of colonization begins...
Statistics
+2 Intelligence, +2 Constitution, –2 Charisma: Drow are hardy and sharp of mind.
Elf: Drow are humanoids with the elf subtype.
Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Alchemical Adept: Drow gain a +2 racial bonus on Craft (Alchemy) checks.
Cave Crawler: Drow have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Familiarity: Drow are proficient with the hand crossbow, dragon pistol and gladius.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
@ Viluki - I couldn't find stats for a Cutlass, so I went with Gladius. It's slightly more versatile Shortsword.
| Viluki |
Drow have always been skilled in metalwork in particular the more prosperous city-states of Raern and Kallig (founded on a mithral and adamantine mine respectively). Where this skill and quality of metalwork comes from however is different then say the dwarves of the surface or the duergar of the Deeps. Where as either of these races would take metal then melt it, pound it and so forth to forge out impurities the Drow take a different approach. Drow use alchemy in all walks of life including Metallurgy, instead of doing what the dwarves to improve the quality of ore and metal the Drow use powerful alchemy to modify it.
This has resulted in many wonders of Metallurgy, including alchemical bronze, purified adamantine (the stuff that gives you DR 5, rare very rare)and much more. Drow Metallurgy is lacking in no area excepting the crafting of steel in most cases (the city state of Harim being the exception, it sits on massive iron and coal deposits). This has also led the Drow to be able to make some of the most advanced golems above or below the world...
Phethlon did have two resources in abundance, copper and tin. While unable to successfully market these resources do to their position in the Deeps the Drow of Phethlon did become some of the Deep's best bronze smiths. Phethlonese Drow made every weapon and every piece out of alchemical bronze at least partially. The Drow of Phethlon found that alchemical bronze was excellent for intricate parts, what distinguishes the firearms of Phethlon from others is that every metal part is alchemical bronze...
Alchemical Bronze can be termed quite accurately as a "poor man's mithral". Weapons and armor made using alchemical bronze do not possess the fragile property, alchemical bronze can also be used to create all varieties of armor and weapons. In addition to this it's weight (depending on quality) is about 20% to 35% lighter then normal bronze.
It's cost is up to you but it shouldn't be too expensive, certainly not par with mithral.
Drow firearms are advanced in many ways although firearms like rifles and revolvers are still the domain of secretive cabals who are making experimental weapons for the more powerful city-states. One of the drivers behind this is that Drow society is still quite preoccupied with making alchemical ammo and so forth.
The Drow have pioneered lethal ammo types such as the "scrambler shot" and "pierce shot". "Scrambler shot" utilizes the sound of a firearm to lethal effect, the sound of a firearm firing "scrambler shot" is deafening to any nearby (including the wielder who often wears protective ear plugs). The sound is quite capable of confusing creatures that rely on blind sense and hearing to locate their targets...
"Pierce shot" is the Drow answer to creatures with exceptionally thick hides, "pierce shot" is normal ammo encapsulated in a special gel which hardens it greatly. This allows it to pierce a creature's thick hide as the bullet burrows into the creature's hide for quite a ways before being stopped (this would in effect "pierce" a certain amount of a foe's natural armor and/or DR).
The Drow are no slouches in the design of big guns, from small Culverins and lethal anti infantry Double hackbut to bombards and cannons the Drow have any lover of explosive violence covered. Drow siege weapons tend to fall into two camps, the portable and the non portable (also these can be moved just with great difficulty). Portable siege weapons are mainly Double hackbuts and Culverins (these are still considered siege weapons by the Drow even though they are not in the siege weapons section, reason being they have to be setup before use). These weapons are used to defend the outer reaches of a Drow city or to fortify a position outside of one in a hurry. Bigger weapons like cannons and bombards (excluding light bombards and some alchemical bronze or mithral cannons) are mainly used to defend the city state proper from assault.
The Drow make these weapons out of a variety of metals, as such cannons can very wildly between states. Phethlon for example made exceptionally light alchemical bronze cannons that tended to be more accurate and easier to move then normal cannons but sacrificed some damage potential. Kallig by contrast makes adamantine cannons which are nearly immovable and capable of killing most targets with a single shot...
Drow are the natural pioneers of alchemy and have made such progress that items like Thunderstones, alchemist's fire and fuse grenades are commonplace on the belts of Drow warriors. Drow warriors will often start the battle off with alchemical weapons, fuse grenades, thunderstones and tanglefoot bags are constant favorites. The Drow also have created a far more potent variant of the smoke stick which is often used against creatures and enemies in enclosed caves and spaces... Common drow practice in such instances is to barricade the only entrance to said space or cave, then they will throw ten to twenty smoke sticks into the area... Either the enemy will come out to escape the smoke and have five blunderbuss's unloaded into it or it will die of smoke inhalation...
The Drow are not just masters of offensive alchemy either, they have invented many wonders of alchemical medicine. With Bloodblock they can treat almost any injury no matter hoe severe the blood loss. Thanks to Bodybalm Drow can treat almost any disease effectively. The Drow also have an developed a near universal plague cure and possess some of the best antitoxins in the world. In addition to this the Drow have even learned the secrets of Troll regeneration and can distill a similar effect into powerful alchemical elixirs.
The Drow have also created many potent chemicals that can drive the body and mind to new heights, Allnight is one of their creations that best exemplifies this. They also have learned the secrets of using the Underdark plants known to the Drow as "Flayleaf" to make a powerful pain inhibiter. In addition to this the Drow have created a potent chemical called "Clear Ear" which is poured directly into the ear so that it might reach the brain eventually. The increased irritability it causes is a side effect that the Drow don't even notice...
finally here are some links to help you find the alchemical items I mentioned.
http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-oth er-substances#TOC-Antiplague
http://www.d20pfsrd.com/gamemastering/other-rules/siege-engines
http://www.d20pfsrd.com/equipment---final/weapons/alchemical-weapons
your thoughts GM?
| Tikkle |
Two full weeks until we even know whether we are accepted? Forgive my impatience (perhaps I'm channeling Tikkle a bit too much myself) but maybe, just maybe the almighty Voice has enough interest in some of the current applicants to shorten the deadline and have some story begin to develop? O_O
Seems like it's just five or six of us still posting anyway :P
| Tikkle |
Updated list:Hector Le Grange – Aasamir Aristocrat 3
Flynt – Human Expert 3
Vallterra – Human Aristocrat 3
Gashka – Half-Orc Warrior 3
Asho Gohara – Human Warrior 2 / Expert 1
Anyka – Aristocrat 1 / Warrior 2
Tikkle Ashcoat – Catfolk Warrior 3
Pharnox Sootfingers - Drow Expert 3
Jin – Sylph Expert 3
That was two days ago, and, unless I missed someone, no new applicants since.
| GM Scary Ceiling Voice |
For those who have character profile created, feel free to go the now active discussion board. If you wish, RP some interactions to setup intercharacter connections. You know, little scenes of how some of you might have met each other. Don't worry about the town geography at this point, I'll be sure piece it together as you go.
| Viluki |
N Medium humanoid
Init +3; Senses Perception +6
DEFENSE
AC 13, touch 13, flat-footed 10 (dex +3)
hp 22 (3d8+6)
Fort +2, Ref +3, Will +1 (+3 against enchantment effects)
Spell resistance 9
OFFENSE
Speed 30 ft. Climb 20 ft.
Melee
Ranged
STATISTICS
Str 8, Dex 16 (14+2), Con 14, Int 18 (16+2), Wis 8, Cha 8
Base Atk +2; CMB -2; CMD 13
Feats to be decided
Trait Alchemical Adept
Skills Perception 6+, craft (alchemy) 12+, Stealth 9+, Disable Device 9+, Sleight of Hand 9+, Knowledge (arcana, nature, dungeoneering) 10+, Heal 4+, Survival 4+
Languages Elven, Undercommon, Aklo, Dwarven, Drow Sign Language
GM they have something from the Alchemy manual you might want to see, Spontaneous Alchemy. It's in a sidebar on the following page, any concerns about the statblock?
http://www.d20pfsrd.com/classes/base-classes/alchemist
| Lo'Laan Jin |
It doesn't look pretty but here you go, just have to pick his trait.
Str 10
Dex 20
Con 10
Int 16
Wis 8
Cha 8
Bab +2
HP 19, AC 15
Saves:
Fort +1
Ref +6
Will +2
Feats:
Weapon Finess
Two Weapon Fighting
Skills: Choose 10, 9/ Level = 27
[3]Acrobatics +11
[3]Climb +6
[3]Swim +6
[3]Stealth +15
[3]Disable Device +11
[3]Escape Artist +11
[1]K. Local +7
[3]Diplomacy +5
[2]Slight of Hand +10
[3]Sense Motive +5
Racial Abilities
Darkvision, Whispering Wind (+4 Stealth), Like the Wind (+5ft speed), Breeze-Kissed (+2AC v. Non Magical Ranged Attacks)
| Gashka |
So, I'm trying to understand something. Gashka and the others wouldn't have known Pharnox from town right? I thought he said something about only coming around at night to pick herbs or something, but I didn't know if any of us "rebel" types might have ever noticed him or not. I was just asking out of curiosity.
| GM Scary Ceiling Voice |
Alright, I think I'll go ahead and end the recruitment early.
And the winners are:
Flynt – Human Expert 3
Vallterra – Human Aristocrat 3
Gashka – Half-Orc Warrior 3
Anyka – Aristocrat 1 / Warrior 2
Tikkle Ashcoat – Catfolk Warrior 3
Pharnox Sootfingers - Drow Expert 3
Jin – Sylph Expert 3
I was having a very difficult time trying to narrow it down to six, so I expanded to seven. I will give the weekend for those to put the finishing touches on their characters and finish the intro scenes.
| Viluki |
The reason is this, if Phelthon hadn't been flooded Pharnox would already be an alchemist... Now that he is in the surface world he needs a year or two to get use to the new "reagents" so that he can make things go "boom". I've also left a language slot deliberately unused so that he can learn common... Should be interesting to see how well Pharnox does pantomiming things...