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eternalargus
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Hello!

Post by eternalargus »

Just thought I'd peek in and show you all this and see what you thought. This version of Lolths Caress came before the one in the Drow Of The Underdark book.

I got so sick of the current drow that I went back and got the old books. Then I converted all the information from them into the following drow racial traits. This is strictly old school, BEFORE 2nd Edition AD&D and BEFORE WOTC. Enjoy :)

Drow Racial Traits
- +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma if female.
- -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma if male.
- Medium size. Drow have no bonuses or penalties due to their size.
- A drow’s base land speed is 30 feet (40 feet if female).
- Immunities (Ex): A drow is immune to magic sleep spells and effects.
- Racial Bonuses: A drow has a +2 racial bonus on saves against enchantment spells and effects, a +2 racial bonus on Will saves against spells and spell-like abilities, a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal),Listen, Search, and Spot checks, and a +8 racial bonus on Hide and Move Silently checks (they may also take a 10 on Hide and Move Silently checks even when rushed or threatened). A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for the door.
- Darkvision: A drow has darkvision out to 180 feet. A drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually perceive faezress and other magical radiances, although it does not decipher these radiances for them.
- Detect Faerzress (Ex): A drow is intimately familiar with faerzress-ridden sections of the Underdark. It can immediately tell if it is in an area affected by faerzress.
- Stonecunning (Ex): This ability grants a drow a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A drow who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a drow can use the Search skill to find stonework traps as a rogue can. A drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Drow have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
- Spell Resistance (Su): A drow has spell resistance equal to 10 + class level.
- Spell-Like Abilities: A drow with an Intelligence score of 13 or higher can use the following spell-like abilities. 1/day—dancing lights, darkness, faerie fire. Caster level equals drow’s class level.
- Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In subsequent rounds, the drow are dazzled as long as they remain in the affected area.
- Weapon Proficiency: A drow receives Alertness, Martial Weapon Proficiency (rapier), Martial Weapon Proficiency (short sword), and Exotic Weapon Proficiency (hand crossbow) as bonus feats. A drow noble with a Dexterity of 13 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 13 (Improved Two-Weapon Fighting for 15 Dexterity, Greater Two-Weapon Fighting and Two-Weapon Defense for 17 Dexterity, Perfect Two-Weapon Fighting and Two-Weapon Rend for 19 Dexterity, Uncanny Two-Weapon Fighting for 21 Dexterity, Two-Weapon Mastery for 23 Dexterity). A drow noble with an Intelligence of 15 or Higher receives Highborn Drow as a bonus feat. A female drow cleric of Lolth with a Wisdom of 15 or higher receives Lolth's Caress (detailed below) as a bonus feat. All other prerequisites for these bonus feats must be met, save for those reliant upon ability scores as these bonus feats stem from thousands of years of genetic conditioning and selective breeding.
- Automatic Languages: Elven (drow dialect). Bonus Languages: Abyssal, Aquan, Common, Draconic, Drow Sign Language (drow silent tongue), Gehennic, Gnome, Goblin,Kuo-Toan, Undercommon.
- Favored Class: Cleric (female) or wizard (male).
- Level Adjustment: +4 (+6 for male drow nobles/+7 for female drow nobles).

Lolth's Caress [General]
You have received Lolth's blessing and can tap into advanced magical abilities available to you through your drow noble heritage.
Prerequisites: Female Drow Cleric 4th (Patron Deity: Lolth), base Will save +4.
Benefit: You may use clairvoyance, discern lies, dispel magic, and suggestion once per day as spell-like abilities, with a caster level equal to your character level.
Unen_Stealthfoot
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Post by Unen_Stealthfoot »

:eek: [color=darkred:1y71ukrg]I wanna play one of those![/color:1y71ukrg]
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Post by Bhaern Quel »

Welcome to the Chosen, your sins can be eaten *wink*

As for 1st Edition Drow converted to 3.X you would have to include male Clerics of Lolth if youare only acepting the d20 but not the changed canon.
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Post by Tyrmer »

OMG I'M MAKING ONE OF THOSE AS A PARAGON!!!!!!!!!
Titles:

Master of the Lady's Dances
Recoverer of the Tome of Moonlight
Scribe of the Dark Maiden's Temple

High Priest of the Church of Rooky :D
Unen_Stealthfoot
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Post by Unen_Stealthfoot »

[color=darkred:12e889cu]A paragon is what, again? In d&d I mean.[/color:12e889cu]
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Tyrmer
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Post by Tyrmer »

:D Find the Epic Book and look it up in the monster section. Its a template that basically makes you more powerful than some gods.
Titles:

Master of the Lady's Dances
Recoverer of the Tome of Moonlight
Scribe of the Dark Maiden's Temple

High Priest of the Church of Rooky :D
Unen_Stealthfoot
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Post by Unen_Stealthfoot »

:eek: [color=darkred:1dcfwae4]OMG, WTF?![/color:1dcfwae4]
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Post by Argoth »

OMFG!!!! What the ... ?? That's like a deity that's not a deity...
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Post by Rooky »

Wow, Argoth...You're so smart... I bet you thought up that one all by yourself...
:3
Unen_Stealthfoot
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Post by Unen_Stealthfoot »

[color=darkred:t6d51jke]But it's very descriptive.[/color:t6d51jke]
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Post by Argoth »

:D
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Sancha
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Post by Sancha »

Ah, the old school drow. Those were the days.

Every new addition they make the drow less than they were in the past. I'm a fan of the old ways myself.

Where though, are the bonuses for always expecting attack? And the built up resistances to poisons, giving a small bonus to save? Or did those only come in with the first 2nd edtition drow sourcebook?

I notice you still went with the current 3rd edition spell resistance too. Shouldn't it be higher though? That was one of the first things WotC nerfed about the Drow, was their spell resistance.
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Post by Unen_Stealthfoot »

[color=darkred:2m2ybfjy]I believe spell resistance is higher, though not much. 11+class lvl.[/color:2m2ybfjy] :/
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Post by Bhaern Quel »

Magic Resistanance was better then Spell Resitance.

Spell Resistance come be defeated based on caster level, unlikr MR which granted (in effect a save from any spell caster) at least 50 percent chance magic would not effect them, where as now a high level caster can defeat a low level Drow as if they have no protection at all.

[quote:pa8mszuu] To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance.[/quote:pa8mszuu]

As compared to

[quote:pa8mszuu]Magic resistance is given as a percentile number. For a magical effect to have any chance of success, the magic resistance must be overcome. The target (the one with the magic resistance) rolls percentile dice. If the roll is higher than the creature's magic resistance, the spell has a normal effect. If the roll is equal to or less than the creature's magic resistance, the spell has no effect on the creature.

[/quote:pa8mszuu]

Thus what was assured at least 50 percent of the time has become an oposed roll. SR is an Armor Class against magic, MR was a shield against magic that reacted to any level spell casted.
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Post by Sancha »

Aye.

A mid to high level drow had some pretty serious magic resistance. 75% to 85% chance to not be affected by a spell was a definite advantage.

The new style Spell Resist, as noted, is not an advantage at all against a high level wizard.

The old style was. What I had originally meant was, to be really 'old school' the drow would need a bonus to their spell resist, as they nerfed that with 3rd edition rules, and the standard 11+ char level spell resist doesn't make drow hard to kill with magic at all. Like they used to be.
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