
Paxx1717 |

Here's a first cut at a concept (thanks for the format from above!). Overall this is building around an idea, not a min-max thing.
Reza
Male Drow rogue 1/cavalier 2 (Emmissary Archtype/Order of the Lion).
(Ancestral Grudge alternate racial)
LN medium humanoid (elf)
Init +5; Senses Darkvision (120 ft.), Perception +7,
Traits Reactionary, Birthmark
Languages Common, Elven,
AC 19 (MW Agile Breastplate), touch 13, flat-footed 17. hp 25 (3HD)
Fort +4, Ref +5, Will +1
Defensive Abilities Immunities Sleep, Spell Resistance 9
Speed 30 ft. (normal speed in Med armor)
Masterwork Composite (+2) Longbow +6 1d8+2
Masterwork Lance +5 1d8+2
Masterwork Greataxe +5 +1d12+2
Sneak Attack +1d6
Innate Spell-Like Abilities: dancing lights ( at will) darkness ( 1/day) faerie fire ( 1/day)
Abilities Str 15, Dex 16, Con 12, Int 10, Wis 12, Cha 13
Feats Mounted Combat, Mounted Archery, Point Blank shot
Skills
Acrobatics +4
Diplomacy +6
Handle animal +6
Intimidate +6
Knowledge (Local) +4
Linguistics +4 (1)
Perception +7
Ride +5
Sense Motive +7
Survival +5
For the mount, my idea is essentially to use horse stats, but make it a giant lizard, and replace the hoof attacks with some level of climb speed.
Normal tactics are generally to hit with the bow at range, then charge in, hop off the lizard, flank the enemy and deliver vengeance.
Rough backstory: Abandoned at a much younger age by his own house presumably due to his "defect" (birthmark, although something else may be at work...), Reza survived at the lowest levels of Drow society, until one late evening he rescued a prominent member of House Kewadin from being accosted/abducted/killed. In a rare instance of Drow gratitude, he was recruited into House Kewadin, and now acts as an agent for matters of vengeance/justice as required.

Grugla |

How about a Hobgoblin? Too scrawny and cowardly to thrive among his own people, perhaps he can find a place among the Drow thanks to a combination of scheming and explosions.
Hobgoblin alchemist (grenadier) 3
CE Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 27 (3d8+9)
Fort +6, Ref +6, Will +3
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Offense
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Speed 30 ft.
Ranged bomb +7 (2d6+4 Fire) or
. . darkwood light crossbow +6 (1d8/19-20) or
. . smoke bomb +7 () or
. . stink bomb +7 ()
Special Attacks bomb 7/day (2d6+3 fire, DC 14)
Alchemist (Grenadier) Extracts Prepared (CL 3rd; concentration +6)
. . 1st—adhesive spittle[ACG] (DC 14), cure light wounds, heightened awareness[ACG], monkey fish[ACG]
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Statistics
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Str 7, Dex 16, Con 16, Int 17, Wis 14, Cha 7
Base Atk +2; CMB +0; CMD 13
Feats Extra Discovery[APG], Improved Initiative, Martial Weapon Proficiency (poisoned sand tube), Throw Anything
Traits bruising intellect, firebug, focused burn
Skills Appraise +8, Craft (alchemy) +11 (+14 to create alchemical items), Disable Device +11, Heal +6, Intimidate +9, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +8, Sleight of Hand +7, Spellcraft +9, Stealth +8, Survival +6, Use Magic Device +2; Racial Modifiers +2 Craft (alchemy)
Languages Common, Dwarven, Goblin, Infernal, Orc
SQ alchemical weapon, alchemy (alchemy crafting +3), discoveries (smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 30 minutes), nervous, precise bombs, swift alchemy
Combat Gear cold iron crossbow bolts (50), weapon blanch (adamantine)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +1 mithral chain shirt, blunted bolts (10), darkwood light crossbow, alchemist starting formula book, masterwork backpack[APG], masterwork thieves' tools, 59 gp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+3 (7/day, DC 14) (Su) Thrown Splash Weapon deals 2d6+3 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes.
Nervous When you take 10 on a skill or ability check with a penalty besides wasted time, treat it as an 8.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Smoke Bomb (3 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (3 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
In his very first battle, Grugla fired a devastating volley of explosives that blew apart several enemies... together with a large chunk of his own defensive line. Even worse, when the enemy came charging through the gap, Grugla ran away. Knowing that the punishment for cowardice is death, he kept on running into self-exile.
For a while Grugla was able to scratch out an existence underground. Things changed when a Drow raiding party marched through a nearby cavern and was set upon by some of the local fauna. Grugla intervened with a barrage of explosives, hoping to kill them all and loot the bodies. By a strange quirk of fate none of the drow were struck by his bombs. He ended up saving the lives of the entire party. They showed their gratitude by "escorting" back to Menzoberranzan and "offering" a position serving house Kewadin.
All in all, life in Menzoberranzan isn't so bad. The drow appreciate alchemical items as much as anybody else does, and Grugla gets ample opportunities to blow things up. As a hobgoblin, Grugla's prospects are limited, but he hopes to rise to become a valued advisor to house Kewadin. A secure budget to perform his alchemical experiments, a free hand with his test subjects, and a little bit of behind the scenes influence... that's what Grugla thinks when he thinks of the good life.

He'sDeadJim |

Not that it probably matters now, but Draegloth were stated with "Monster Class Levels" so people could play one from 1st level if they wanted back in 3.5 edition. Should be compatible with Pathfinder.
See Here for details.
I would be SO down with playing a young Draegloth if I could!

GM Choon |

Large w/reach
natural attacks
+12 Str, +4 Dex, +2 Con
Natural Armor +5
Resistance acid 10, cold 10, electricity 10, fire 10 and Immune to poison
Spell like abilitys: dancing lights 1/day, faerie fire 1/day, darkness 4/day, desecrate 1/day,
(Un)Holy Crap. That's obscene. Even with a +2 level adjustment that's bonkers.

Lessah |

That link wrote:(Un)Holy Crap. That's obscene. Even with a +2 level adjustment that's bonkers.Large w/reach
natural attacks
+12 Str, +4 Dex, +2 Con
Natural Armor +5
Resistance acid 10, cold 10, electricity 10, fire 10 and Immune to poison
Spell like abilitys: dancing lights 1/day, faerie fire 1/day, darkness 4/day, desecrate 1/day,
I think that is if you use the Level adjustment crap. The very next section has a chart of what you get for playing it as a monster class.
Namely, unless I missed something, at level 3 that would be:
3d10 hp
+3 BaB
+3 fort/will, +1 ref
Resistance 5 to acid, fire, electricity, cold
+1 Natural Armour
2x 1d4 damage claws, 1x 1d6 bite
+2 Str/Dex
Dancing Lights 1/day, Darkness 2/day
1x Bonus Feat

GM Choon |

How much may one customize appearance of the magical items (cost and effects remaining unchanged)? Any item that occupies the same slot (and can be physically used in the same fashion where it's relevant), or something more restricted?
I'm totally fine with youall changing up the fluff of things as long as the mechanical bits remain unchanged

GM Choon |

GM Choon wrote:That link wrote:(Un)Holy Crap. That's obscene. Even with a +2 level adjustment that's bonkers.Large w/reach
natural attacks
+12 Str, +4 Dex, +2 Con
Natural Armor +5
Resistance acid 10, cold 10, electricity 10, fire 10 and Immune to poison
Spell like abilitys: dancing lights 1/day, faerie fire 1/day, darkness 4/day, desecrate 1/day,
I think that is if you use the Level adjustment crap. The very next section has a chart of what you get for playing it as a monster class.
Namely, unless I missed something, at level 3 that would be:
3d10 hp
+3 BaB
+3 fort/will, +1 ref
Resistance 5 to acid, fire, electricity, cold
+1 Natural Armour
2x 1d4 damage claws, 1x 1d6 bite
+2 Str/Dex
Dancing Lights 1/day, Darkness 2/day
1x Bonus Feat
That's not so bad. The sticking point for me, beyond the stats, is that they are created specifically by high priestesses in a specialized ritual. The chances of house #15 having one are slim at best.

GM Choon |

I was going to mention that in discussion post-selection, but you will be getting Undercommon, Drow, and, if you are actually a drow, Drow hand-sign (Which is actually a fully signed language in my world. It is not localized to the hands only. Because I'm a real-world sign language interpreter and I know that there is no way to put a full language on the hands and make it useful for conversation.)

Lessah |

Look on the ogc... there are a lot of alternate drow traits listed there
I assume you mean this? (what you get for googling pathfinder + ogc and coincidentally the same as pfsrd d20 :P)?
The things I was looking for was Race Traits - as in Traits in the Race category rather then the effects listed under each race as 'race traits' if that makes sense : )

Lessah |

you only get one from each category.
Aye, which is why I looked into diversifying into "race traits" in the first place (Social % Magic have so many gems already!) :P
But I rediscovered this beauty while browsing so now I have a hard time picking again ...

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Tarven Harr
Male Drow Fighter 3
LE Medium humanoid (elf)
Init: +6; Senses: Perception +9; darkvision 120’
Speed: 30, Languages: Elven, Undercommon
Defense
AC 21 (+5 Armor, +4 Dex, +2 Shield) Touch 14 FF 17
HP 28 (3d10+6)
Fort +4 Ref +5 Will +3 [+2 vs enchantment; +1 vs fear]
Spell Resistance: 9; Immune: Magical Sleep
Offense
Melee: masterwork rapier +9 (1d6+2 18-20/x2)
Ranged: javelin +7 (1d6+2 20/x2)
BAB 3 CMB +5 CMD 19
Statistics
Abilities: Str 14 Dex 18 Con 12 Int 10 Wis 10 Cha 12
SQ: Keen Senses, Light Blindness, Favored Class (Fighter; HP), Poison Use, Armor Training (Medium, +1), Bravery (+1)
SLA: 1/day, CL 3, DC 12 dancing lights, darkness, faerie fire
Feats: Weapon Finesse, Power Attack, Weapon Focus (rapier), Iron Will
Traits: reactionary, seeker
Skills: Climb +8, Intimidate +5, Knowledge (engineering) +5, Perception +9, Stealth +5 (ACP -3)
Combat Gear: alchemist’s fire (5), acid (5), CLW potion (2), drow poison (6), potion of shield of faith +2 (2), oil flask (5),
Equipment: masterwork rapier, dagger (2), javelin (4), masterwork composite longbow (+2 str), 20 arrows, masterwork agile breastplate, masterwork heavy steel shield, climber’s kit, 100 silk rope, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, grappling hook, crowbar, shovel
Coin 580gp
Description: Tarven stands a bit under 6’ tall, and weighs in around 170lbs. His wiry and lanky frame belies his actual strength, but his true natural abilities lie in his agility. He moves with grace, even wearing his armor and carrying his shield, and remains vigilant for the ever-present threats in the Darklands. He wears his light gray hair cropped closely and shaves every morning. His skin is a light purple, with faintly amber eyes.
Background: Tarven Harr is the 3rd son of his family, which has worked as footmen, aides, and servants of House Kewadin for several generations now. While not rich, his parents, like their parents before them, have accumulated enough to live comfortably within the confines of the House. His mother is a talented weaver and sculptor, while his father works as an architect and engineer. Together, they have designed and helped to fabricate numerous buildings in the Holding. Tarven does not possess the talents of his parents, but long hours of carrying, moving, and assisting with the construction left his body strong, agile, with a mind ready to follow directions. A perfect soldier, in other words.
Only recently, Tarven took the oaths and made the pledges necessary to grant him access to the standing guardsmen of House Kewadin. He has progressed through his basic training well, taking to swordsmanship quite readily and truly relishing the opportunity to release some of his pent up aggression. He follows orders and remains calm, even in stressful situations, two traits which have thus far proven quite valuable in his new career.

He'sDeadJim |

@Choon, is Perform (Sexual) a thing? Going by the lore and what little I remember of the books, there are decent odds the party will run into something of the sort, but I'm unsure how you are going to handle that, beyond keeping it within the board rules.
I would go with Profession (Courtesan) really. It just makes more sense to me.

He'sDeadJim |

That's not so bad. The sticking point for me, beyond the stats, is that they are created specifically by high priestesses in a specialized ritual. The chances of house #15 having one are slim at best.
Ok in the effort full disclosure...and I want to play a Draegloth really badly...
The ritual is described, in detail, in one of the FR novels. Forgive me if I miss any detail that matters:
The priestesses in the Temple have an orgy (basically this is the best word to use here, I'm not trying to be crude) for the graduating class of Melee-Magthere every year in Menzoberanzan with the priestesses of Lolth. This is a also a ritual that involves a high level summoning of a Demon. If Loth and the demon are pleased, the demon joins in, and the priestess involved (whoever is chosen by the demon I think) is supposed supposed to favored. SOMETIMES this results in a Draegloth. It can be with any priestess that was involved with the ritual I beileve, and ANY house that has a Draegloth is considered to be in the current favor of Lolth at the time of its birth...or something like that. Having been said...they are often the over-privileged over-indulged favored son of a house, and most of the house's other noble children hate them with...a lot really.