What to do with a drow

I took the advice of nixing the straight caster. I came up with a few ideas of a more roguish like character. Before I post the class progression, I wanted to highlight some interesting group dynamics that would occur between the drow and the party.

First the drow will be either LN, CN, LE, or NE. His goal is to assassinate the 2 renegade drow. To do this, he is going to need to get close to them. However, considering one was a high priestess of Lloth and the other was a house wizard, these are not easy foes to defeat.

Also, with the realization that the drow is CL+2, that seriously weakens the spell casting potential of the character. If I want to have any scrolls whatsoever, which he had numerous before, he will have to be a second level wizard - meaning only first level spells and 2d4 hit points.

I can tell you that he would DEFINITELY not survive. Even as a third level barbarian with a maxed 16 con he still would have a very low chance of surviving. Alone he is yochol food.

So my idea is that he will have to join with the PC's no matter what. However, he does not have to do this by directly joining the party. Drow are notorious for their surprise tactics and manipulation. I want to try and roleplay him such that his abilities and personality reflect that he is here because he has to be and that he wants to put himself in harm's way as little as possible.

Therefore, I was thinking the rogue class fits the bill for the type of charater. Even better is that this would enable him to shadow the party very easily, letting them kill everything in the way and stacking odds in their favor.

For example, the drow can scout ahead while the party is resting and leave notes in common for them to know what lies ahead. He can create diversions, make traps, etc.

Basically, he can be the hidden ally. I don't want the main group even knowing WHAT is helping them nevermind why. This seems as much in line with the chartacter as is possible.

As an aside, I toyed with the idea of having him be more of a spy type character - possibly shooting for the spymaster PrC, but after discussing things with my DM, I probably would accomplish less and more slowly if I went this route. Further, so long as I am never seen I always have that as a back up option.

So with that, here are the different class ideas:

Rogue 1-3 (total 3)
Wizard 4-8 (total 5)
Assassin 9 (total 1)
Arcane Trickster 10-19 (total 10)

Benefits:

8th level casting potential
8d6 SA dmg potential

Con:

only +9 total BAB
low hit points

Special: with craft woundrous item feat the drow could make items that boost his Int, not only increasing DC of spells but also increasing DC of assassin's attack. Don't forget his goals - assassination of a high level wizard who most likely has Fortitude as his lowest save.


Next idea is going for the psionic variant:

Rogue 1 (total 1)
Ranger 2 (total 1)
Psychic Warrior 3-8 (total 6)
Soul Knife 9-18 (total 10)

Benefits:

higher BAB
psionic abilities
more feats
more hit points

Cons:

only 6d6 SA potential
less casting ability in psionic abilities as compared to the arcane trickster
much less skill points

Special:

The Soul knife can gain psionic feats like deep impact.
More importantly, the soul knife has access to psionic attacks like mind blast. if successful, these attacks can stun his opponents making all attacks sneaks. Moreover, he can use psionics through his mindblade even in the psionic equivalent of an antimagic field.


The last idea I have is a sort of poetic justice format where the drow would shoot for the Fang of Lloth PrC

In this scenario:

Some combination of classes that all have the UMD class exclusive skill.

Most likely Rogue 1-7 (total 7)

or

some combination of Rogue and assassin

then

Fang of Lloth 8-17 (total 10)

Benefits:

up to 8d6 SA potential
loads of skills
potential of +12 BAB
FoL abilities (increased armor, spider like abilities, etc.)

Con:

no magic or psionics what so ever
medium HP
fairly low BAB for combat oriented rogue
not many feats

Special:

Taking the multidexterity, and multiweapon feats which would be available with the Fol PrC would effectively grant 6 extra attacks when performing the full attack option all only at a -2 penalty. (the 5 extra limbs and the bite)
Also, it would just be cool to assassinate the renegade drow as a spider like creature.

No matter what class combo I choose I will get a pwafwawi (think that is spelled right) - basically a drow cloak of elvenkind, and drow boots of elven kind. This means I have a +10 to hide and MS on top of all other abilities.

I will have an additional 300 gps to work with.

Any constructive comments any one has would be much appreciated, especially for: feats and skill ideas with any of the above class projections.

Thanks for reading this long post.
 
Last edited:

log in or register to remove this ad

From your past posts about the high death rate I would construct the character based around what level he comes in at, not at what he will be at 20th.

Will he come in with 4 class levels?

If you go with rogue I would go with a level of ranger at 1st level for the 4 extra hp and then go rogue and then either more rogue or extra wizard. The two weapon and sneak attacks are a good combo. For long term playing with the group just let them know you need their help slaying two horribly evil powerful drow, do-gooder surface types are usually willing to fight evil and this will give you an excuse to be part of the party in character (you recognize that you are too weak to do it on your own and surface fodder is what the situation calls for).

Since the level discrepancy will make you weak hp wise regardless of your progression feel free to take classes that normally are protected (wizard, psion) by the rest of the party. I think the straight enchanter would have worked well but good luck.
 

Voadam said:
If you go with rogue I would go with a level of ranger at 1st level for the 4 extra hp and then go rogue and then either more rogue or extra wizard.

This would open him up to an XP penalty. Neither Rogue nor Ranger are the favored class for a Drow, so he could, at most, take 2 levels of Rogue with his 1 level of Ranger.
 

Voadam - the point about what level he will come in at is an excellent point. Because of the recent knowledge that drow are +2 and not +1 for effective CL he will only have 3 levels.

After talking with the DM though, we both decided that the smartest way to play this drow would be for him to not join the party but trail them. Working off the idea that he is completely concerned with his own rear end, he wants to put himself at as little risk as possible. He has to worry about poor reactions if he intially poses them with his problem. Further, when their is a fight, if anything survives, it can get word to the drow that their is another drow around fighting the temple. Chances are those drow will figure out why this guy is here and try to take care of him. Hence, I am going on the idea that it is best for him to go in cognito unless he is forced to expose himself.

I actually really liked the enchanter idea as well. Unfortunately a 3rd level wizard with no scrolls really would just not cut it in terms of surviving the temple. In that scenario he would definitely have to actually join and travel with the party - when there are already all the reasons I suggested not to. Not to mention he would have extremely few spells.

If I went the route for him to have some scrolls - he would be limited to 1st level spells - a 2nd level wizard. Again, this simply won't cut it. If the character was any other race I would have gone straight wizard to begin with.

This guy just has to be able to hide though.

Sorry - have to go - rescue squad call
 

Back now, sorry for the interrupted post.

Anyway, point is that the drow will try and avoid everyone if at all possible. So hiding is going to be his focus.
 

I respectfully disagree with the comments about not being a wizard. It is true that the ECL+2 penalty would tend to make you a weaker spellcaster. However, given that there is no plain wizard/sorceror to show you up, being a wizard is not a bad choice. But it all depends on the way the game is played for your group...are those fireballs/web used 4 or 5 times every night? Or is it more a game of conversation and interaction? Being a wizard two levels lower than the others is not a problem, as long as you don't feel shown up.
 

Since you're going to be about 16 skill points behind a normal Rogue of your level, you'll probably want to invest one of your two feats into one of the "+2 to two skills" feats, like Stealthy from the FRCS. It gives you +2 to Hide and Move Silently, so at least those two skills won't be too far behind. Other good choices are Alertness (Spot/Listen), Blooded (Spot/Initiative), Acrobatic (Jump/Tumble), and Charlatan (Bluff/Disguise).

Another way to close the gap is to put your highest or second-highest score into Intelligence. After that, make your Dexterity as high as possible.

For your other feat, take Point Blank Shot (if you want to stay in the shadows and snipe) or Weapon Finesse (if you want to melee, which I don't recommend, since you'll probably have low HPs). At 6th level, take either Improved Initiative or Far Shot.

With your starting gold, try to buy a Cloak and Boots of Elvenkind. They are 2000 gp each, and the Cloak gives +10 to Hide, while the Boots give +10 to Move Silently. Also, see if your DM will allow you to convert some of the Drow-specific items from 2e. They ought to be cheaper than normal items, since only Drow can use them and they tended to crumble to dust when exposed to sunlight.

Lords of Darkness has two Drow items: the Drow House Insignia and the Greater Piwafwi.
The Drow House Insignia is a token worn by Drow from noble houses, which holds a single spell of up to third level that is usable 1/day. Typical choices are Blur, Cloak of Dark Power, Cat's Grace, Comprehend Languages, Feather Fall, Jump, Read Magic, Scatterspray, Shield, Spider Climb, Unseen Servant, and Water Breathing. They range from 360 gp for a 1st level spell, to 2,160 gp for a 2nd level spell, and 5,400 for a 3rd level spell.

A Greater Piwafwi is a Drow cloak which has all the benefits of a Cloak of Elvenkind, and also provides the benefit of Endure Elements (Fire). It costs 6,100 gp. Lesser Piwafwi are simply Cloaks of Elvenkind.

Do you know your ability scores or starting gold yet? Keep us posted.
 

3rd level with 6th level characters in the temple is pretty rough, that is a pretty big combat area.

Well then my suggestion for implementing your concept is to go straight rogue, max out hide, move silent, tumble (to avoid attacks of opportunity) and use magic device. You will only have 6 ranks in it but when you can master a wand that can give you some significant attack at range (to stay hidden but helpful perhaps hold person . . . why did the half demon just freeze? Don't care hit it now). Search and listen are important for not getting surprised which can kill you quick with your 3d6 hp.
 

He will start with a cloak and boots of elven kind with an additional 300 gp worth of items.

Thanks Voadam and RogueJK. You both make really good points.

The idea of the stealth feat makes a lot of sense.

My abilities will be

Str - 13
Dex 18
Con - 14
Int - 20
Wis - 14
Chr - 9

(yes these were rolled - they include racial bonuses and penalties)

So is the general thoughts to go straight rogue - at least for the first three levels?
 

How's this?

Character, male drow Rog3: CR 3; ECL 5; Medium-size Humanoid (elf); HD 3d6+6; hp 19; Init +4; Spd 30 ft; AC 16 (+2 leather, +4 Dex); Melee rapier +3 (1d6+1/crit 18-20); Ranged shortbow +6 (1d6+1/crit x3), or shortbow +4/+4 (1d6+1/crit x3); SA sneak attack, spell-like abilities; SQ +2 Will save vs. spells or spell-like abilities, darkvision 120 ft, evasion, light blindness, SR 14, uncanny dodge; AL N; SV Fort +3, Ref +7, Will +3; Str 13, Dex 18, Con 14, Int 20, Wis 14, Cha 9.
Skills and Feats: Balance +6, Bluff +5, Diplomacy +9, Disable Device +11, Hide +20, Intimidate +1, Jump +9, Listen +8, Move Silently +20, Open Lock +10, Pick Pocket +12, Sense Motive +8, Spot +8, Tumble +12, Use Magic Device +5; Point Blank Shot, Rapid Shot.
SA–Sneak Attack (Ex): Character deals +2d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
SQ–Uncanny Dodge: Dex bonus to AC.
Equipment: rapier, mighty composite shortbow [+1], leather armor, arrows (100), mw arrows (5), thieves' tools, cloak of elvenkind, boots of elvenkind, 50 gp.
 

Remove ads

Top