Monster Revisions

dante58701

Banned
Banned
Variation of a megasaur? Advice? Fixes? Suggestions?

Leviathan
Macro-Fine Magical Beast
Hit Dice: 160d10+2560+3,840+3 (8,003 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 240 ft. (48 squares), climb 240 ft., swim 240 ft.
Armor Class: 115 (-32 size, +147 natural), touch -22, flat-footed 115
Base Attack/Grapple: +160/+218
Attack: Bite +162 melee (10d10+51) or coil whip +162 melee (10d10+51)
Full Attack: Bite +162 melee (10d10+51), coil whip +162 melee (10d10+51), and tail sweep +162 melee (8d6+51)
Space/Reach: 320 ft./240 ft. or 160 ft./120 ft. (Coiled)
Special Attacks: Atomic breath, constrict 10d10+51, energy pulse, frightful presence, improved grab, swallow whole, tail sweep.
Special Qualities: Coiled form, damage reduction 80/ - , immunities, regeneration 80, resistances, slender form.
Saves: Fort +102, Ref +82, Will +57
Abilities: Str 79, Dex 11, Con 42, Int 4, Wis 18, Cha 18
Skills: Jump +55, Listen +31, Search +24, Spot +31, Survival +31, Swim +55.
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Clinging Breath, Combat Reflexes, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Multi-attack, Improved Natural Attack (bite, coil whip, constrict, and tail sweep), Improved Overrun, Improved Sunder, Multi-attack, Power Attack, Recover Breath (x4), Shockwave, Tail Sweep Knockdown, Toughness
Epic Feats: Dire Charge, Epic Fortitude, Improved Toughness (x24), Supreme Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 90
Treasure: None
Alignment: Neutral
Advancement: 161-255 HD (Macro-Fine), 256-480 HD (Macro-Diminutive).
Effective Class Level: 160

A leviathan is 640 feet long, 80 ft. thick, and weighs 30 kilotons (60,000,000 pounds).

A leviathan never speaks, although it is capable of learning.

Combat

Atomic Breath (Su): A leviathan has one breath weapon a 1,920-ft. line of atomic energy. This breath weapon deals:

- Blast Wave (Force Damage): 320d4 force damage (avg. 960); Fortitude save for half damage (DC 106).

- Disintegration: 320d6 damage (avg. 960); Fortitude save (DC 106) negates.

- Heat (Fire Damage): 160d6 fire damage (avg. 640); Fortitude save for half damage (DC 106).

- Radiation (Poison Damage): 2d12 (avg. 13) points of ability damage to strength, dexterity and constitution.

- Wind: Target knocked back 1,600 ft.. Standing targets will take 160d6 damage the total damage is doubled if they strike a solid object, such as a wall or building. For every size category above
medium reduce the knock back and damage by half (so a Huge creature would only be knocked back 400 ft. and only take 40d6 damage). For every size category smaller than Medium double the
damage. Creatures in flight only take one quarter damage if blown backwards unless they strike something solid in which case they take normal damage.

There is a 1d4-4 round delay between each use of this breath weapon. The save DCs are Constitution based.

Coiled Form (Ex): A leviathan can make itself smaller by coiling itself into a smaller space. This reduces it's effective size in combat by one size category. This does not change it's ability scores or reduce it's beneficial size modifiers. This only reduces it's detrimental size modifiers. Although it's space and reach while coiled are included in the statistics above, the other variables of this maneuver are not included in the statistics above.

Constrict (Ex): A leviathan, on a successful grapple check, deals 10d10+51 points of damage.

Energy Pulse (Su): A leviathan can generate a 480-ft. radius wave of atomic energy, dealing 40d20 force damage (Average 420). Fortitude save for half damage: DC 106.

Frightful Presence (Su): A leviathan can inspire terror by charging or attacking. Affected creatures must succeed on a DC 94 Will save or become shaken, remaining in that condition as long as they remain within sight of the leviathan. The save DC is Charisma-based.

Improved Grab (Ex): A leviathan must hit an opponent up to one size smaller with it's bite attack or coil whip attack to use this ability. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to constrict or swallow the foe whole in the following round.

Immunities (Ex): A leviathan is immune to ability damage, disease, energy drain, and poison.

Resistance (Ex): A leviathan has resistance to acid 80, cold 80, electricity 80, and fire 80.

Swallow Whole (Ex): A leviathan can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 4d8+17 points of crushing damage plus 4d8+7 points of acid damage per round from the leviathan's digestive juices. A swallowed creature can cut its way out by dealing 100 points of damage to the leviathan's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A leviathan's gullet can hold 1 Gargantuan, 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Tail Sweep (Ex): A leviathan’s tail sweep affects all targets within a semi-circular area.
 
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dante58701

Banned
Banned
Crocodiles...Id give them hyperstosis myself. Their hides are excruciatingly thick and able to deflect bullets. Id also give them damage reduction equal to their hit dice/-.

Though their bite, size, and tail damage seem about right. I wouldnt include their tails in their size, due to the sheer fact that appendages really shouldnt count when determining size, unless you are that appendage.

The crocodile is like nature's tank. Also...though they are considered (falsely) to be slow, they are actually very fast, reaching speeds of up to 40 mph on land. They might be lazy, but they are definitely not slow.

People at Wizards really need to buff up on their science facts.

Crocodile
Medium Animal
Hit Dice: 3d8+9 (24 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 60 ft.
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (2d6+6)
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death roll, improved grab
Special Qualities: Damage reduction 3/-, hold breath, low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +7*, Listen +4, Spot +4, Swim +12
Feats: Alertness, Skill Focus (Hide)
Environment:Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 2
Advancement: 4–7 HD (Large)
Level Adjustment:—


Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.


Combat

Death Roll (Ex): A crocodile that has successfully grappled it's prey can spin their body in the water, weakening and rending the flesh and bones of their prey. This allow the crocodile to inflict maximum damage on all subsequent bite damage rolls, while grappling their prey, in addition their prey must check for drowning every round, incurring double the normal penalty for subsequent rounds.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.


Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, to use it's death roll ability.


Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.



Heres an example.
 
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dante58701

Banned
Banned
Of course those authors of THE BESTIARY have excellent work.

I have to say I am impressed by their work. Aside from a minor tweak or two, they come very close to my ideal for Crocs and the like. This is how I would tweak their Alligator using THE EPIC BESTIARY. It makes for a nice dealio. Of course this is just another example of how two different authors can have coinciding materials that mesh very well. Both using science as a basis for gaming. I love science.



American Alligator
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 feet (6 squares), swim 45 feet
Armor Class: 17 (+1 Dex, +6 Nat, +0 Size), touch 11, flat-footed 16
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (2d6+12)
Full Attack: Bite +6 melee (2d6+12) & Tail Slap +1 melee (2d6+6)
Space/Reach: 5 feet/5 feet
Special Attacks: Improved Grab, Thrash (2d6 +12)
Special Qualities: Damage Reduction 3/ - , Hold Breath (30x), Low-light Vision, Sprint (9)
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +71, Listen +5, Move Silently +5, Spot +5, Survival +112, Swim +12
Feats: Alertness, Awesome Bite (+6), Improved Natural Attack (Bite)
Challenge Rating: 3
Advancement: 4–7 HD (Large)


Latin Name: Alligator mississippiensis.
Subspecies: None.
Climates: Subtropical.
Habitats: Wetland, Lakes & Rivers, Mangrove.
Location: The American alligator resides in swamps and rivers in the southeast USA.
Frequency: Common (M), Common (F).
Organization: Solitary, Group 2–10 (1).
Description: A large, powerful reptile with a lizard-shaped body and a broad head with a rounded snout. Its back is plated with thick scales called “scutes” that provide natural armor. It has a distinctively large lower fourth tooth that fits into a socket on the upper jaw. The American alligator’s skin is black. They have a long, flat tail that is extremely muscular and acts as a keel or even a weapon. The American alligator’s nostrils are located at the tip of its long, rounded snout, allowing the alligator to remain almost entirely submerged. Alligators sometimes make sounds like rumbling thunder.
Length: 9¼–16 feet.
Weight: 270–1,000 pounds.
Lifespan: 30–60 years.
Behavior: American alligators hunt both night and day. They are usually solitary (except for young staying with their mother) and are territorial. Males maintain a territory of about 2 square miles. Females maintain a smaller territory. American alligators are often found floating, partially submerged in freshwater, swamp, and marsh locations. They often dig burrows in the banks of rivers or lakes, and these burrows can be as long as 65 feet. They do not hibernate, but may retreat to their burrow and become dormant during colder weather. As water levels fall during summer, they often retreat to “alligator holes” where they keep a small body of water open by digging out the sand or mud. If their hole dries out, they will go in search of water. This search sometimes leads them into areas of human habitation, and it is not uncommon for an alligator to settle in an ornamental pond or swimming pool.
Females lay eggs in a large nest made of vegetation and mud. She will dig her young out when she hears them calling and may stay with them for up to 3 years, carrying them in her mouth when they are small. If an American alligator catches large prey that it cannot eat immediately, it may store it in an underwater larder made below a sunken log or an overhanging bank.
Reproduction: Courtship occurs in the early spring, and American alligators lay 25–50 eggs that hatch after about 65 days. They reach maturity at 4–7 years.
Diet: American alligators feed in or near freshwater, consuming an opportunistic diet of aquatic and terrestrial prey and also carrion. They will even snatch birds from lowlying branches. They may attack humans.


Combat

American alligators typically hunt by stealth, lying almost completely submerged and waiting for prey to come into range. They will also drift slowly towards prey to get into range. Once prey is in range, they lunge forward and grab it with their bite. They are unlikely to pursue prey that escapes the initial lunge. The alligator has one of the most powerful bites ever measured in the animal kingdom. A 12½ foot alligator can bite with a force of 2,125 pounds per square inch. A 13½ foot alligator bites with a force of 2,960 pounds per square inch. This compares with the human’s bite force of only 170 pounds per square inch. The alligator’s Awesome Bite feat adds an additional +6 damage to its Bite attack.


Alligators cannot chew, so they eat by tearing chunks off of their prey and then swallowing these whole. They dismember large prey by biting and then spinning about on their own axis, or thrashing to tear the prey apart.


Alligators may attack humans. Those that have been regularly hand-fed are the most dangerous since they come to associate humans with food. Poking the alligator in the eyes with a stick or other sharp object has been known to deter an attacking alligator.


Improved Grab (Ex): To use this ability, an alligator must hit with its Bite attack. It can then attempt to start a Grapple as a free action without provoking an Attack of Opportunity. If it wins the Grapple check, the alligator establishes a hold on the prey with its mouth. It may then start a Thrash attack (see below) or drag its prey into deeper water and attempt to Pin it to the bottom. American alligators can use this ability against opponents that are of Medium Size or smaller.


Thrash (Ex): During each round that the American alligator maintains its Grapple (see Improved Grab), it can cause 2d6 +12 damage to its prey by spinning on its own axis and thereby tearing limbs and chunks of flesh from its prey. If the prey is of Medium Size or smaller, its whole body may be thrashed around by this spinning action, and will eventually break up.


Skills & Abilities: Though American alligators generally walk with a slow, clumsy pace, they are capable of reaching 30 miles per hour for short bursts across land. An American alligator has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and a +8 racial bonus on Survival checks. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

1An American alligator gains a +4 racial bonus on Hide checks when in the water. Also, an American alligator can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

2 The American alligator gains a +2 bonus to Survival from its Alertness feat. It may only use its Survival skill in its native habitats.


Treasure: Adult Untrained: 50 gold pieces, Young: 5 gold pieces, Leather: 25 gold pieces. American alligator hides are used for leather to make belts and handbags. Live alligators are also of interest to collectors.


Food Value: Alligator meat is excellent. The choicest cut is tail meat, which is white and veal-like in texture. The body meat is somewhat darker, with a stronger taste and a slightly tougher texture. Alligator tastes somewhere between chicken and rabbit. The average carcass weighs 192½ pounds and is worth 19 gold pieces and 25 copper pieces.


Hunting Tips: In modern times, alligators are hunted with rifles or shotguns. Historically, they were hunted with a harpoon or spear.


Comments: Alligators have been responsible for many attacks on humans. They also frequently attack pets such as cats and dogs. They are still hunted in some states, but in others they are now protected since they are too easily mistaken for another species, the endangered American crocodile.
 
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dante58701

Banned
Banned
Gorgons

Gorgon
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (18 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Shortbow +5 ranged (1d6/x3) or dagger +5 melee (1d4/19–20) or snakes +5 melee (1d4 plus poison)
Full Attack: Shortbow +5 ranged (1d6/x3); or dagger +5 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying gaze, poison
Special Qualities: All-around vision, darkvision 60 ft., scent
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Skills: Bluff +5, Diplomacy +5, Disguise +5, Intimidate +5, Move Silently +5, Search +5, Spot +8
Feats: Point Blank Shot, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary or covey (2–4)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment:—

Though at first glance this creature appeared to be a well-proportioned human, a closer look reveals a hideous face crowned with a mass of writhing, hissing snakes instead of hair, eyes glowing a deep, feral red, and scaly, earth-colored skin.

The gorgon is a hateful, repulsive creature that petrifies living beings with its gaze. It prizes art objects, fine jewelry, and wealth. Its activities often revolve around obtaining these items.

A gorgon is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil.

Gorgons are found in nearly every climate. Some dwell in large cities, becoming active in the criminal underworld to gain their desires. A few gorgons have formed robbery rings or organized smuggling cabals.

A typical gorgon is 5 to 6 feet tall and about the same weight as a human.

Gorgons speak the most commonly spoken regional language.

Combat

A gorgon tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents.

All-Around Vision (Ex): The gorgon’s many snakes give it a +4 racial bonus on Spot and Search checks.


Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 12, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
 
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dante58701

Banned
Banned
Old School Drow (Pure Drow)

Pure 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, 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.
 
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dante58701

Banned
Banned
I took material from every old book and game book I've ever read on the drow. Then I compared for similarities and then I cross referenced all the old game material. Then I double checked for errors, triple checked, and quadruple checked. This is really what drow are according to all the old sources.

I used the Trilogy, Legacy, the Menzoberanzen boxed set, Fiend Folio, Unearthed Arcana, and other source material. I should cite references to each ability but that would be a project unto itself.

Note...free feats aren't exactly free. They have high prerequisites and the drow race comes with a staggering level adjustment.

I had to fix them since they were relegated to the position of a pointy eared elf with darker than normal skin. Drow are so much more than that. While I am tired of hearing about drow myself, Im more sick of seeing them misrepresented.

For example...they are born and raised underground in a stony environment, yet they know nothing of stone. This is especially lame since Hill Dwarves receive stonecunning and are born on the surface. To say it is an inborn genetic trait is only partly correct.

As a person who has gone spelunking, I can tell you first hand, it is also learned. Maybe I cant smith the way a dwarf does, but I can sure as :):):):) tell if something is out of the norm merely by passing by it. It becomes instinct after a while. The unevenness of the passage, the resetting of equilibrium as you shift down a crevasse or tunnel. The scent of rivulets of water as they pass over the rock and the feel of the air flow as it courses over those little hairs on the back of your neck.

I think a drow who's lived in the deep is going to have these skills far more refined than a mere human who has lived only a couple decades, compared to their centuries of experience.

This applies to all of their other abilities as well. We as humans often forget that a drow is a product of breeding programs, demonic blood, environment, genetics, magic, and thousands of years of tradition. The staggering culmination of which is the drow I detailed above. They have to survive in the harshest of conditions.

There is no room for weakness amongst drow, it gets you killed. :p

Also...drow were never originally intended as a PC race. They were intended to be the nightmarish bedtime story surface elves told their children. Chaos, death, evil, and power incarnate wrapped in beauty and grace. Not...just another elven PC race for players to play.
Drow were never intended to be good. Demonic blood courses through their veins.
 
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Hey dante mate! :)

That does seem like a heck of a lot of free bonus feats you are shilling out.

Also what the heck is up with their ability score mods? Drow women stronger than the men? Dexterity +6!

Personally I would probably give (D&D) Elves: -2 Str, -2 Con, +4 Dex. The current Elf Ability Score modifiers seem to be more akin to Lord of the Ring elves (6 ft. tall), not D&D elves (5 ft. tall).

Dare I beg the question why change the Drow from the Monster Manual at all?

If you just want a 'Super-elf' then just make up something new. Perhaps some halfway house between Elves and the Leshay.

But it just seems to me a mechanical mistake to have such a high level adjustment on such a low hit dice. Its just all lopsided. Added to which you are handing out feats like they were skittles!
 

paradox42

First Post
Actually, by the official literature Drow women are in fact supposed to be taller and stronger than the men. It's the whole matriarchy/ruled by a demonic goddess who thinks males are only good for breeding/black widow thing. Whatever else you think of dante's take on the Drow, he did get that part correct. I might dispute the mental ability score differences, but not the women being stronger.
 

All those "free" feats seem excessive, and reek of Drizzt fandom. (Though Drizzt does rock)

I think it would be "better" to design drow to be a LA +0 race. 2 reasons: To allow a player playing a drow of any class to be on equal level with other characters, and because classic "D&D" mythology casts drow as villains; the RP penalties they are likely (though not necessarily) going to face hurt enough.

I would suggest the following as a simpler model:
+2 Dex, -2 Con = Same as Elf
SR 10+HD = Potent, trying to keep with the old 50% magic resistance. Alternatively, 5+HD could work to keep the LA down. At a certain point, SR becomes mandatory, so I don't see this as much of a focal point.
Spell Like abilities: Darkness, Dancing Lights, Faerie Fire each 1/day. Only 2 of those grant a real combat bonus, and it is a minor one. (Unless used tactically)
Darkvision 60'(Maybe even 120') = Crazy drow infravision.
LA +1? It looks to me like a weak LA +1, or a strong +0. +0 would be preferable.

As for drow women being taller/stronger: Just make it an RP thing. Or, when assigning stat arrays/point buy, throw a few more into strength than necessary. Not everything needs a mechanical basis.
 

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