Racial Abilities Drow; Infravision - 120' infravision range. Drow infravision is so intense that their eyes actually radiate heat; someone viewing a Drow through infravision sees two burning eyes atop a normally glowing torso.
Drow; Magic Resistance 82% - At the start, Drow are 50% magic resistant, and every level they raise by 2% (to a maximum of 80% at 16th level). Multi-classes use their highest level for this bonus.
Additionally, Drow recieve a bonus of +2 on all saves involving magic. This includes devides that emit magical effects or are powered by magic. This magic resistance does not hamper their ability to use magic themselves, however.
Drow; Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Drow; Secret Doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Drow; Spell Abilities - Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add levitate, detect magic, and know alignment.
In addition, a Drow priest can cast clairaudience, detect lie, suggestion, and dispel magic once per day.
Drow; Stealth Bonus - When the Drow is alone and is not wearing metal armor (unless it's Drow Chain Mail or he is with a group of other Drow), he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Drow; Weapon Bonus - +1 bonus to attack rolls with long or short bows; in addition +1 to attack rolls with Scimitars, Short Swords and Long Swords.
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