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Aasimar
Dhampir
Dragonborn
Drow Elf
Duergar
Dwarf
Eladrin
Arcane Archer
Elf
Gnome
Half-Elf
Half-Orc
Halfling
Human
Shifter
Tabaxi
Tiefling
Warforged
Wood Elf
Drow Elf
Racial Enhancement Tree

Drow Elf

Faerie Fire 0/1
Faerie Fire
Ranks: 1 Cost: 2 AP Requires: 1 AP
Spell Like Ability: Faerie Fire. (Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets are also illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.) This spell-like ability can utilize the following Metamagics: Enlarge, Quicken.
Vermin Lore 0/3
Vermin Lore
Ranks: 3 Cost: 1 AP Requires: 1 AP
You gain a +3 bonus to hit, damage, and to saving throws when fighting Vermin and vermin-like creatures, including Arachnids, Driders, Scorpions, Scorrow, and Spiders.
Keen Senses 0/3
Keen Senses
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, and Spot
Xen'drik Weapon Training 0/1
Xen'drik Weapon Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
Elven Arcane Fluidity 0/3
Elven Arcane Fluidity
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your arcane spell failure chance while wearing armor is decreased by 5%. (This has no effect on arcane spell failure from shields.)
Enchantment Lore 0/3
Enchantment Lore
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 to saves vs. Enchantments.
Venom Lore 0/3
Venom Lore
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Heal skill and Saves against Poison. +2 Poison Resistance against poisons that deal hit point damage.
Nothing is Hidden 0/3
Nothing is Hidden
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12 penalty.
Xen'drik Weapon Training 0/1
Xen'drik Weapon Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
Ambidexterity 0/3
Ambidexterity
Ranks: 3 Cost: 1 AP Requires: 5 AP
You gain +1 to hit when dual-wielding or fighting unarmed.
Darkfire 0/1
Darkfire
Ranks: 1 Cost: 2 AP Requires: 10 AP
Spell-like Ability: Fires a bolt of darkness that deals 1d8 Evil damage per character level, Reflex DC (10 + Level + Charisma Modifier + Evocation Bonuses) saves for half damage. This Evocation spell-like ability can utilize the following Metamagics: Enlarge, Maximize, Empower, Intensify, Quicken.
Improved Dodge 0/3
Improved Dodge
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1% Dodge when wearing light or no armor.
Xen'drik Weapon Training 0/1
Xen'drik Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
Venomous Imbue 0/1
Venomous Imbue
Ranks: 1 Cost: 1 AP Requires: 10 AP
+1 bonus Imbue Dice
Venomed Blades 0/3
Venomed Blades
Ranks: 3 Cost: 1 AP Requires: 15 AP
Imbue Toggle: On Hit: 1d4 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
Xen'drik Weapon Training 0/1
Xen'drik Weapon Training
Ranks: 1 Cost: 2 AP Requires: 15 AP
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
Venomous Imbue 0/1
Venomous Imbue
Ranks: 1 Cost: 1 AP Requires: 15 AP
+1 bonus Imbue Dice
Core Enhancements
Spell Resistance 0/1
Spell Resistance
Ranks: 1 Cost: 1 AP
Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance.
Drow Dexterity / Intelligence / Charisma 0/1
Drow Dexterity / Intelligence / Charisma
Ranks: 1 Cost: 2 AP
Select Dexterity, Intelligence, or Charisma
Spell Resistance 0/1
Spell Resistance
Ranks: 1 Cost: 1 AP
Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance.
Drow Dexterity / Intelligence / Charisma 0/1
Drow Dexterity / Intelligence / Charisma
Ranks: 1 Cost: 2 AP
Select Dexterity, Intelligence, or Charisma
Spell Resistance 0/1
Spell Resistance
Ranks: 1 Cost: 1 AP
Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance.
Core Enhancements
Enhancement Description
Spell Resistance Spell Resistance
Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance.
AP Cost
1
Ranks
1
Progression
0
Drow Dexterity / Intelligence / Charisma Drow Dexterity / Intelligence / Charisma
Select Dexterity, Intelligence, or Charisma
Drow Charisma+1 Charisma
Drow Dexterity+1 Dexterity
Drow Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
0
Prereqs
Spell Resistance
Spell Resistance Spell Resistance
Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Drow Dexterity / Intelligence / Charisma
Drow Dexterity / Intelligence / Charisma Drow Dexterity / Intelligence / Charisma
Select Dexterity, Intelligence, or Charisma
Drow Charisma+1 Charisma
Drow Dexterity+1 Dexterity
Drow Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
0
Prereqs
Spell Resistance
Spell Resistance Spell Resistance
Your Racial Spell Resistance increases by +2. This stacks with other sources of Spell Resistance.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Drow Dexterity / Intelligence / Charisma
Tier 1
Enhancement Description
Faerie Fire Faerie Fire
Spell Like Ability: Faerie Fire. (Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets are also illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.) This spell-like ability can utilize the following Metamagics: Enlarge, Quicken.
AP Cost
2
Ranks
1
Progression
1
Vermin Lore Vermin Lore
Rank 1
You gain a +3 bonus to hit, damage, and to saving throws when fighting Vermin and vermin-like creatures, including Arachnids, Driders, Scorpions, Scorrow, and Spiders.
Rank 2
You gain a +6 bonus to hit, damage, and to saving throws when fighting Vermin and vermin-like creatures, including Arachnids, Driders, Scorpions, Scorrow, and Spiders.
Rank 3
You gain a +9 bonus to hit, damage, and to saving throws when fighting Vermin and vermin-like creatures, including Arachnids, Driders, Scorpions, Scorrow, and Spiders.
AP Cost
1
Ranks
3
Progression
1
Keen Senses Keen Senses
Rank 1
+1 Listen, Search, and Spot
Rank 2
+2 Listen, Search, and Spot
Rank 3
+3 Listen, Search, and Spot
AP Cost
1
Ranks
3
Progression
1
Xen'drik Weapon Training Xen'drik Weapon Training
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost
2
Ranks
1
Progression
1
Elven Arcane Fluidity Elven Arcane Fluidity
Rank 1
Your arcane spell failure chance while wearing armor is decreased by 5%. (This has no effect on arcane spell failure from shields.)
Rank 2
Your arcane spell failure chance while wearing armor is decreased by 10%. (This has no effect on arcane spell failure from shields.)
Rank 3
Your arcane spell failure chance while wearing armor is decreased by 15%. (This has no effect on arcane spell failure from shields.)
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Enchantment Lore Enchantment Lore
Rank 1
+2 to saves vs. Enchantments.
Rank 2
+4 to saves vs. Enchantments.
Rank 3
+6 to saves vs. Enchantments. You also gain +1 Enchantment spell DC.
AP Cost
1
Ranks
3
Progression
5
Venom Lore Venom Lore
Rank 1
+1 Heal skill and Saves against Poison. +2 Poison Resistance against poisons that deal hit point damage.
Rank 2
+2 Heal skill and Saves against Poison. +4 Poison Resistance against poisons that deal hit point damage.
Rank 3
+3 Heal skill and Saves against Poison. +6 Poison Resistance against poisons that deal hit point damage.
AP Cost
1
Ranks
3
Progression
5
Nothing is Hidden Nothing is Hidden
Rank 1
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12 penalty.
Rank 2
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -8 penalty.
Rank 3
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -4 penalty.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Keen Senses
Xen'drik Weapon Training Xen'drik Weapon Training
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Xen'drik Weapon Training
Ambidexterity Ambidexterity
Rank 1
You gain +1 to hit when dual-wielding or fighting unarmed.
Rank 2
You gain +1 to hit and +1% dodge when dual-wielding or fighting unarmed.
Rank 3
You gain +1 to hit and damage and +1% dodge when dual-wielding or fighting unarmed.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Darkfire Darkfire
Spell-like Ability: Fires a bolt of darkness that deals 1d8 Evil damage per character level, Reflex DC (10 + Level + Charisma Modifier + Evocation Bonuses) saves for half damage. This Evocation spell-like ability can utilize the following Metamagics: Enlarge, Maximize, Empower, Intensify, Quicken.
AP Cost
2
Ranks
1
Progression
10
Improved Dodge Improved Dodge
Rank 1
+1% Dodge when wearing light or no armor.
Rank 2
+2% Dodge when wearing light or no armor.
Rank 3
+3% Dodge when wearing light or no armor.
AP Cost
1
Ranks
3
Progression
10
Xen'drik Weapon Training Xen'drik Weapon Training
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Xen'drik Weapon Training
Venomous Imbue Venomous Imbue
+1 bonus Imbue Dice
AP Cost
1
Ranks
1
Progression
10
Tier 4
Enhancement Description
Venomed Blades Venomed Blades
Rank 1
Imbue Toggle: On Hit: 1d4 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
Rank 2
Imbue Toggle: On Hit: 1d6 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
Rank 3
Imbue Toggle: On Hit: 1d8 Poison damage with weapon attacks, scaling with 200% of the higher of Melee or Ranged Power.
AP Cost
1
Ranks
3
Progression
15
Prereqs
Venom Lore
Xen'drik Weapon Training Xen'drik Weapon Training
+1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost
2
Ranks
1
Progression
15
Prereqs
Xen'drik Weapon Training
Venomous Imbue Venomous Imbue
+1 bonus Imbue Dice
AP Cost
1
Ranks
1
Progression
15
Prereqs
Venomous Imbue