Drow overpowered?

For many of the monsters I have seen and use, the poison is automatic.

But there are lots of automatic damage foes out there. Poison is something that can be easily defeated with cheap alchemists items. Any ongoing damage can be assisted with a healing check from an ally.

Right, that's the way we've played - automatic on hit.

Cheap alchemists items.... :( Unfortunately, if you've read some of my other threads, you'd know our DMs won't let us routinely get near a town with Magic items, and the Adventureres vault is strictly offlimits.
 

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@DarkLord Of DForce

What level is your party and how many do you usually fight?


We just leveled up to level 10. We have a:

Paladin
Sword Mage
Ranger
Avenger (me)
Fighter
Wizard

Typically, we'll be in a dungeon, open a door and the entire room will be black. (some kind of Drow dark zone, right?) No light works there. We take a -5 or 6 to hit, and there are usually 3-4 Drow. Sometimes they'll have a few lessers/minions with them.

They have darkvision apparently so they can see and take no penalty. Lots of times they will have phase spiders with them. Things like that.
 

My biggest issue with them is the darkvision. It's just an annoyance, since I like the idea of darkvision being rare in heroic tier. I think if I allowed one in my game I'd just give them low-light and make it a paragon feat.

... oh, you meant as opponents?


Yep, its versus - not on our side. :)
 

Hmm, the way we've been playing, the poison takes effect on the "hit".

How do you wake one? According to our DM, the last failed saving throw (its 3 total I think) renders the victim unconscious until the end of the encounter (no save ends was mentioned).

The only instance I found by scanning the Adventure Tools monster list is a drow from Revenge of the Giants. For him the poison is a secondary attack vs. fort after a successful hit with a weapon.
 

They have darkvision apparently so they can see and take no penalty.

In this case, your DM is running them wrong. When a Drow uses it's cloud of darkness power (if it has it, not all do) only that particular Drow can see through it. All the other Drow are just as blind as you are. Having Darkvision doesn't make any difference at all.
 

In this case, your DM is running them wrong. When a Drow uses it's cloud of darkness power (if it has it, not all do) only that particular Drow can see through it. All the other Drow are just as blind as you are. Having Darkvision doesn't make any difference at all.

No, Darkvision means you can see in the dark. If they are using the Cloud of Darkness ability, it only lasts for 1 round.

Also, under the Drow in the MM they are supposed to roll to hit with the poison. Sadly, the poison makes you unconscious, not asleep. My error. Pretty much the poison "takes its course" through the end of the encounter.
 

Well as for PC drow, I'm glad they are in FR, a source I automatically do not allow. Dex/Cha is a strong caster combo of ability bonuses and the darkvision really puts them over the top. PCs should not have it.

As for NPC drow, they are a tough opponent, tu be sure, if they use their darkness well. However, if the DM enforces the "only that drow" restriction their darkness is a lot less devestating. Otherwise I like htem as enemies, but have to be careful with them. They can cause trouble for their allies as easily as their enemies.

As for the DM putting the "special darkness" in rooms, that is just abusive, particularly if it is used a lot. In a special drow temple, sure, but not in every room.
 

If it's the Drow I'm looking at in the MM, there was errata to it's main attack according to the Compendium. This brings the poison in line with other similar effects; the poison is a secondary attack when hit.

That said, even with the errata, I'm not thrilled with the idea of a player possibly being removed from combat simply due to poor rolls (by this or any creature). I think making it "save ends" and perhaps upping the strength a little would bring it in line.
 

No, Darkvision means you can see in the dark. If they are using the Cloud of Darkness ability, it only lasts for 1 round.

Also, under the Drow in the MM they are supposed to roll to hit with the poison. Sadly, the poison makes you unconscious, not asleep. My error. Pretty much the poison "takes its course" through the end of the encounter.

No, Could of Darkness is not normal darkness.

"Close burst 1; this power creates a cloud of darkness that remains in place until the end of the shadow walker’s next turn. The cloud blocks line of sight for all creatures except the shadow walker. Any creature entirely within the cloud (except the shadow walker) is blinded until it exits."

The poison (Drow Warrior, not Shadow Walker, so they cannot see in the Cloud of Darkness):

"A creature hit by a weapon coated in drow poison takes a -2 penalty to attack rolls (save ends). First Failed Save: The target is also weakened (save ends). Second Failed Save: The target falls unconscious until the end of the encounter."

Round one - get hit by the blade. Take -2 to attacks, make save at the end of your turn. Fail that, and you are weakened.

Round two, -2 to attacks PLUS weakened. Fail the save at the end of your turn and you are unconscious.

Yes, they are very tough. Fighting them would be a great time to use leader powers that grant extra saves since only the fail at the end of your turn results in bad effects.
 

They are pretty tough, but hopefully, at the level where you are facing them, your party has a leader or other character who can throw out some extra saves, or some bonuses to saves. Assuming you do the poison attack as a secondary vs. Fortitude, the drow has to hit with the primary, hit with the secondary, and then you have to fail two saves to be forced into unconsciousness.

A series of bad rolls can mean that your party all gets knocked out, of course, but I would hope that a party of that level had some magic items or abilities to help with saves, and I would hope that any party facing drow would take some precautions (anything that helped resist poison, etc).

Of course, my group, knowing that they were facing the drow, and having fought the drow before, blithely ignored the opportunity to purchase, decant, or enchant anything that helped vs. poison. I think they are just going to count on the Dwarf Barbarian to deal with them. "You get +5 on your poison saves and you have the best Fort defense anyway. Go rush those snipers, Mr. Pincushion!".
 

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