I need An Opinion Part 6: Return of Drow

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Leema Har'gachi
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I need An Opinion Part 6: Return of Drow

Post by Leema Har'gachi »

I've been feeling like reworking Drow race for my Game system, it really has been a while since I did anything with it. It mostly updated for the older version with a few minor changes and twinks. I've also too the time to work on a darkness spell, one that actually matches the darkness 5' spell-like ability drow had in unearth arcane (and no, they didn't just get the darkness magic-user spell back then, it was speificly a 5' varient which never actual got a spell write up in AD&D. Though I do believe the complete minatures handbook for 3.5 did reference this by creating lesser darkness, A five foot radius darkness spell). SO here it is.

Drow
Racial Traits
Type: Humanoid (Elf)
Ability Score Adjustment: +1 to Dexterity, Intelligence, Comeliness, and -1 to Constitution, Charisma.
Size: Medium, 4’4” to 5’7” with a 5’ average.
Movement Speed: Males 30 Feet, Female 35 feet.
Darkvision: You can see in areas of dim light as if it were bright light. You can see in darkness as if it were dim light up to 60 feet away from you. While you are using your darkvision you can’t discern color, only in shades of grey. While in darkness, you can switch between darkvision and infravision as a swift action.
Daylight Sensitivity: You are sensitive to any source of light with brightness equal to sunlight. While you are in sunlight or light of similar brightness, you take a -1 penalty on attack roll and a -2 penalty on any General Skill check to Search or Spot.
You may attempt to adapt to sunlight by spending 6 hour every day for one week in sunlight at the end of the week make a save vs. petrification with a DC 10 + each day you did not spend at least 6 hours - the number of weeks attempted (on your first try this is 0), on a fail you still suffer from sunlight sensitivity and must attempt it again after another week. Any time after you succeeded, if a month has gone by where you stayed in a place of complete darkness without being exposed to lights of sunlight levels of brightness you will lose your resistance to sunlight and must retrain again, though you get a +5 bonus on the check.
Drow Spell Resistance: You are resistant to the effects of spells or spell-like effect that directly target you (like charm person, enlarge, destruction, etc. But not those that have effects that create a physical force to deal damage or impede movement like magic missiles, darkness, fireball, lightning bolt, force cage, wall of force, chromatic sphere, etc.). When a spell or spell-like effect targets you, there is a 30% chance that the spell simply cannot get pass your resistance and fails (unless it deals damage in which case you take ¼ of the total damage it would do), this resistance increases by 1% per level past 1st that you possess (using your highest class level and only to a maximum of 50% resistance to spells and spell effects. If you roll higher than your spell resistance than the spell affects you normal (roll any save throws you would be normally allowed and resolve any other protective effect if necessary, like resistance to charm spells and effects). Spells of 2nd level or higher reduces your chance to resist them by a percent equal to their spell level, therefore a 5th level drow fighter with a base spell resistance of 34% having polymorph casted on them (a 5th level spell) would have their spell resistance reduced to 29% against that spell and only that spell.
Drow Tactical Training: You have proficiency with short swords, rapiers, hand crossbows, and one of the fallowing General skills Hide, Move Silently, Search, or Spot. You also gain a +4 bonus on spot check when determining surprise and when using Hide or Move Silently to surprise a creature, you do not gain the bonus on Hide and Move Silently if moving in a group to surprise a creature if the other members are not also drow or have proficiency in Hide and Move Silently.
Elven Constitution: You are immune to magical effects that causes you to go to sleep and to the paralyzing bite of a ghoul. You have a strong 90% resistance to charm spells and other charm-like effects, when a charm effect tries to take effect on you before rolling any save vs. charms or save vs. compulsions roll a percentage dice (d100), on a result of 90% or less you are unaffected by the charm effect otherwise roll any save throws you would be allowed. This resistance to charm applies to effects like charm person, charm monster, suggestion, dominate person, dominate monster, fascinate, any mass version of these spells, thrall, and any other spell or ability that replicates the effect of any of these spells or creates an effect of similar function.
Elven Dragon’s Breath Dodge: When you make a save vs. breath weapon against a creature’s breath weapon that deals damage, you take half damage on a failed save and one quarter damage on a successful save. This only applies to creatures that have an actual breath weapon and not any spell or other special attack that allows for a save vs. breath weapon.
Elven Initiative: When you roll for initiative you use a dice one size larger. From a d6 to a d8, a d8 to a d10, a d10 to a d12, a d12 to a d20 maximum. If you have a class feature or feat that also increase the size of your initiative dice, they stack with this ability.
Elven Senses: When you make a general skill check with the listen, search, or spot skills you gain a +2 bonus and when you make a core skill check with the Find/ Disarm Traps skill to search for a trap you gain a +10% bonus as long as you are not under intense stress. You are allowed a general skill search check whenever you are within 10 feet of a secret or concealed door as if you were actively looking for it, the DM may choose to roll this in secret if they wish.
Elven Trance: You can spend 4 hours in a deep trance like state, instead of sleeping. For every4 hours spent in this trance, you gain the benefits of 8 hours of sleep and if you want you may still sleep normally. While in trance you do not actually dream, though you do engage in a dream-like mental exercise. If you have recently had your hit points reduced to -3 or less, you must spend at least 24 hours (they do not have to be consecutive) resting (including sleep) before you can use trance to rest. Elven mages need only 4 hours of trance to be properly rested to prepare their spells of 1st - 4th level.
Infravision: While in dim light or darkness you can see heat in the infra-red spectrum even from creatures within 120 feet of you. You can make out make out shapes, but only sharply if there is a distinguishing difference in temperature between the environment and the creature/object in question. You cannot make out the color of the objects themselves, but you can make out general differences in an objects structure.
L'Jallil D’Vhid-Cursed Magic: You can cast dancing light as a spell-like ability at-will as a swift action and once per day each, you can cast darkness and faeries fire as spell-like abilities as a swift action. Drow of 4th level or higher can also cast each of these spell-like abilities once per day, detect magic, know alignment both as a swift action, and levitate as a reaction. Female drow of 4th level or higher can also cast the fallowing spell-like abilities each once per day, discern lies (including its reverse), dispel magic as swift action, and clairvoyance, and suggestion as standard actions. You use your highest class level to determine what spell-like abilities you have access to as well as your caster level for these abilities. You use Intelligence as your spellcasting ability for these spell-like abilities.
Low-light Vision: You can see in areas of dim light as if it were bright light for up to 120 feet. You can see colors perfectly fine, but you still need a source of light to see.
Gestalt Multiclass Options: Bard/Fighter, Bard/Cleric (Females only), Bard/Thief, Bard/ Magic-User, Bard/Psionicist, Cleric/Thief (Females only), Cleric/Paladin (Females only), Cleric/Magic-user (Females only), Fighter/Magic-user, Fighter/Magic-user/Thief, Fighter/Thief, Fighter/Clerics (Females only), Fighter/Cleric/Thief (Females only), Fighter/Assassin, Magic-user/Thief, Magic-user/Assassin, Magic-user/Psionicist, Magic-User/Dark Masks, Magic-user/Ranger, Ranger/Thief, Ranger/Dark Mask, Thief/Assassin, Thief/Dark Mask.

Spells
Light (Reversible)
Evocation
Level: 1st level Bard, Cleric, Magic-User
Components: V, S
Casting Time: 1 action
Range: 120 feet
Target: One point within range that you can see.
Area of Effect: A 5-foot radius globe.
Duration: 60 minutes + 10 minutes per caster level.
Save Throw: None
Reversible: Yes, Darkness.
This spell cause molecules in a 5-foot radius you can see to become excited as to make them brightly luminous being as bright as a torch (illuminating only 10 feet though), it lasts until its duration expires or the caster dismisses it, and it can be dispelled by a darkness spell of same or higher spell level. The target area can be a creature or object if desired, but then the creature is allowed a save vs. spell and applies any spell or magic resistance to the effect with a successful save meaning the globe is formed in the area immediately behind the creature or object rather than the creature or object itself. This spell in all other cases remains in effect where the caster directs as long as they have line of sight or unobstructed path for the spell (meaning they can have the globe move to any point they can see after conjuring it but doing so require at least a free action) light can spring from air, rock, metal, wood, or almost any similar substance.
The reversive of this spell, darkness creates a 5-foot globe of blackness. This globe of darkness is so dark that not even Infravision or darkvision can pierce through its blackness. Unlike light however, darkness last for only 30 minutes plus an additional 10 minutes per caster level. In an area of bright light, the globe will actually shed a illumination of darkness up to 10 feet of which only the center 5-foot radius being actually pure blackness. It is possible to use darkvision and Infravision in the outer radius of darkness when casted in a area of bright light, however if casted in an area of dim light or darkness then even that is impenetrable by darkvision or Infravision. Except for everything mention here, darkness function identically to the light spell.
CODENAME:Leema
Real Name:Leema Apollyon Har'gachi
Class:Variant Illusionist Favored Soul {gestalt}
Race:Shadow Drow
Height:5'8"
Weight:158 Ib.
Hair:Yellowish
Eyes:Purple(pinwheel)
Skin:Pitch-black(surrounded by Shadowy Purple Aura)
Deity:Eilistraee
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Leema Har'gachi
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Posts: 235
Joined: Sun Feb 10, 2013 2:19 am
Location: Currently Off Realms
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Re: I need An Opinion Part 6: Return of Drow

Post by Leema Har'gachi »

https://www.scribd.com/document/4886142 ... hanic-Test
Here is link where I work out a idea of how I want movement outside of combat to work, surprise and Initiative, and how weapons and spellcasting works in the flow of combat. These are just a few non-final ideas, so give me any thing you feel like throwing. I am using segment in the document simple for convenious until I can come up with a name for the 6 second period of a round.
CODENAME:Leema
Real Name:Leema Apollyon Har'gachi
Class:Variant Illusionist Favored Soul {gestalt}
Race:Shadow Drow
Height:5'8"
Weight:158 Ib.
Hair:Yellowish
Eyes:Purple(pinwheel)
Skin:Pitch-black(surrounded by Shadowy Purple Aura)
Deity:Eilistraee
Bhaern Quel
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Posts: 2103
Joined: Tue Feb 14, 2006 10:32 pm

Re: I need An Opinion Part 6: Return of Drow

Post by Bhaern Quel »

If I read your plan correctly, a character can move 10 times faster indoor then outdoors. As it appears you have 35 feet movement per segment indoor, and 35 feet outdoor per minute for movement rate.
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Leema Har'gachi
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Posts: 235
Joined: Sun Feb 10, 2013 2:19 am
Location: Currently Off Realms
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Re: I need An Opinion Part 6: Return of Drow

Post by Leema Har'gachi »

Bhaern Quel wrote: Fri Dec 18, 2020 7:18 pm If I read your plan correctly, a character can move 10 times faster indoor then outdoors. As it appears you have 35 feet movement per segment indoor, and 35 feet outdoor per minute for movement rate.
Well the it should be at a normal passe you can traverse a distance equal to to times your base movement within a minute of travel Outdoors, or up to 2 room (provided the total distance doesn't exceed your base movement speed times 10) indoors. So a character with a movement speed of 35 feet should be able to to walk 350 feet within 1 minute of walking or if they run 525 feet. Sorry if the table made it a bit difficult to read, the first column is the Base movement speed. Total distance you can travel should be the same within 1 minute of travel wither indoors or outdoors.
CODENAME:Leema
Real Name:Leema Apollyon Har'gachi
Class:Variant Illusionist Favored Soul {gestalt}
Race:Shadow Drow
Height:5'8"
Weight:158 Ib.
Hair:Yellowish
Eyes:Purple(pinwheel)
Skin:Pitch-black(surrounded by Shadowy Purple Aura)
Deity:Eilistraee
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