Drow
Cruel and cunning, drow are a dark reflection of the elven race. Also called dark elves, they dwell deep underground in elaborate cities shaped from the rock of cyclopean caverns. Drow seldom make themselves known to surface folk, preferring to remain legends while advancing their sinister agendas through proxies and agents. Drow have no love for anyone but themselves, and are adept at manipulating other creatures. While they are not born evil, malignancy is deep-rooted in their culture and society, and nonconformists rarely survive for long. Some stories tell that given the right circumstances, a particularly hateful elf might turn into a drow, though such a transformation would require a truly heinous individual.
Elf
Darkvision
Drow Immunities
Keen Senses
Poison Use
Prerequisites: None; Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Spell Resistance
Spell
Light Blindness
Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Familiarity
Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
Ambitious Schemer
Ancestral Grudge
Blasphemous Covenant
Darklands Stalker
Prerequisite: Native to the Darklands; Benefit: Members of this race can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.
Seducer
Prerequisite: The race has at least a +2 racial bonus to Charisma; Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user's character level).
Surface Infiltrator
- Size
- Medium
- Speed
- 30 ft.
- Languages
- Elven, Undercommon, languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin
- Universe
- core
- Source
- Advanced Race Guide
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