Drow Elves are a branch of Elvenkind that lives underground. Drow Elves are dominated
by a matriarchal society and typically worship the goddess known as Lolth, the Spider
Queen. Drow are renowned for their cruelty and are widely perceived as an "evil"
race.
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GM Permission is typically required to play a Drow.
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Cost
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Ability
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3
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Graceful: +1 DEX
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9
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Graceful: +1 SPD
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1
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Quick-witted: +1 INT
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2
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Attractive: +4 COM
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3
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Alert: Lightsleep
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3
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Elven Senses: +1 PER All Senses
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5
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Elven Eyes: Nightvision
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10
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Elven Mind: +30 Mental Defense vs. Sleep & "Charm" Effects Only (-2)
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4
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Longevity: LS: 1600 Years
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1
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Reputation: Dangerous And Evil Elves Of The Underdark (A medium-sized group) 11-,
+1/+1d6
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10
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Spell Resistance: +3 DCV Only vs Magic (-1/2)
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19
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Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance
0 END (+1/2) (34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth
Skill Roll vs. PER (No Active Point penalty to Skill Roll, RSR Skill is subject
to Skill vs. Skill contests -1/4)
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18
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Darkness 10' Radius: Darkness to Sight Group 3" radius, Personal Immunity (+1/4)
(37 Active Points); 1 Continuing Charges lasting 1 Minute each (-1)
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5
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Faerie Fire: Sight Group Images, Usable As Attack (+1) (20 Active Points); Only
To Create Light (-1), Rings Target in Glowing Light (-1), 1 Continuing Charges lasting
1 Minute each (-1)
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5
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Dancing Lights: Sight Group Images, Usable As Attack (+1) (20 Active Points); Only
To Create Light (-1), Makes small floating globes of light Only (-1), 1 Continuing
Charges lasting 1 Minute each (-1)
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Value
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Disadvantages
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-20
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Normal Characteristic Maxima
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-15
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Distinctive Feature: Drow (Concealable w/ Magic, Extreme Reaction, Not Distinctive
in Some Cultures)
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-15
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Reputation: Cruel Slavers, Evil Humanoids 11-, Extreme
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-15
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Physical Limitation: Light Sensitive (-3 to all rolls in Intense Light)
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-1
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Slight of Limb: -1 STR
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-2
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Frail: -1 CON
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-2
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Frail: -1 BODY
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+25
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Total Cost of Package
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With the GM's permission you may upgrade any of the Package Deals listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
may buy them separately. The GM must approve all additional Disadvantages take for
a given package; simply loading up on extra Racial Enmities and similar should only
be allowed if valid for the character's background.
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Cost
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Ability
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3*
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Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
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3*
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Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
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3*
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Elven Archery: +1 OCV w/ all Bows
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2*
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Elven Longsword Training: +1 OCV w/ Long Swords
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5*
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Elven Cool: +10 PRE; Defensive Use Only
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6
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Elven Graces: 1 level of Combat Luck
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20
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Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
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25
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Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 14-
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8
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Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2))
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10
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Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make
"Stop And Listen To Me" Presense Attacks)
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6
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Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
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10
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Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
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10
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Elven Fighting: Two Weapon Fighting: HtH
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2
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Elven Weapons Group: WF: Blades, Spears, Bows
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* May take Multiple Times
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Value
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Disadvantages
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-2
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Frail: -2 STR
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-4
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Fragile: -2 CON
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-10
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Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
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-10
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Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
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-10
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Psychological Limitation: Arrogant & Haughty (Common, Moderate)
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-10
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Psychological Limitation: Ethnocentricity (Common, Moderate)
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