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Drow

Drow

Favored class: Wizard

Drow elves are similar to other elves but on average have greater intelligence and charisma. They also have an innate spell resistance that makes them harder to hit by many enemy spells.

Drow are the dark cousins of the elves, and like their cousins they have a long and storied history. While many live underground in the wilds away from civilization and pursue their own agendas, some drow have emerged to join the society of adventurers and mingle with the other races.

Stat Notes:

Drow start with higher dexterity, intelligence, and charisma, and lower constitution.

Strengths: Spell resistance that shields them from many enemy spells, bonus to will saves against magic.

Weaknesses: Slightly lower hit points due to lower constitution.

Str 0
Dex +2
Con -2
Int +2
Wis 0
Cha +2

Automatic Feats 9

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Proficiency: Rapier
    You do not suffer a -4 penalty on attack rolls when using a rapier.
  • Proficiency: Short Sword
    You do not suffer a -4 penalty on attack rolls when using a short sword.
  • Proficiency: Shuriken
    Requires BAB +1
    You do not suffer a -4 penalty on attack rolls when using a shuriken.
  • Elves and Half-Elves are naturally immune to magical sleep effects.
  • Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
  • Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
  • You are naturally resistant to spells and magical effects. You have 6 Spell Resistance, protecting you from many nondamaging spells and effects. This stacks with other sources of Spell Resistance.
  • Requires Dexterity 13, Shuriken Proficiency
    You are skilled with the use of the Shuriken, and gain Doubleshot equal to your Dexterity score while wielding one, up to a maximum of 100%.
  • Elf
    You are considered an Elf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.

Selectable Feats 7

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Requires Child of Vulkoor
    You follow Vulkoor. You gain +2 to attack and damage rolls with shortswords.
  • Requires Favored by Vulkoor
    You follow Vulkoor. You gain +2 to attack and damage rolls with shortswords.
  • Cleric of Vulkoor the Hunter
    You are a cleric of Vulkoor the Hunter. You have +1 to hit with shortswords.
  • Follower of Vulkoor
    Drow Elf only. You are one of Vulkoor's chosen, a worshiper of the scorpion god of Xen'drik. Followers of Vulkoor the Hunter pay homage by their actions, as well as through lengthy recitations of the deeds of the god and the heroes who follow him. Grants a +1 bonus to hit with shortswords.
  • Paladin of Vulkoor the Hunter
    You are a paladin of Vulkoor the Hunter. You have +1 to hit with shortswords.
  • Vulkoor's Avatar
    You are a devoted follower of Vulkoor the Hunter, and your faith has been rewarded. Activate this ability to ask Vulkoor to send one of his servants to destroy your enemies.
  • Vulkoor's Champion
    Activate this ability to grant weapon proficiency in shortswords to a friend until the target next rests. Consumes a use of turn undead.

Enhancements Full tree →

The Drow Elf tree. Hover a cell for what it does; the full page has every rank and description.

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.

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Drow Elf in a past life. You gain +1 to the Search skill. This is the first of three Past Life: Drow Elf feats, each of which grants a different bonus.
  • You were a Drow Elf in a past life. You gain +1 to Intelligence. This is the second of three Past Life: Drow Elf feats, each of which grants a different bonus.
  • You were a Drow Elf in a past life. You gain +1 Racial Action Point. This is the final Past Life: Drow Elf feat.