+2 Dexterity, +2 Charisma, -2 Constitution: Drow are minble and manipulative.

Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Drow have a base speed of 30 feet.

Darkvison: Drow cas see in the dark up to 120 feet.

Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Keen Senses: Drwo recieve a +2 racial bonus on Perception checks.

Spell-Like Abilities: A Drow can cast dancing lights, darkness and faerie fire each once per day, using his total character level as his caster level.

Light Blindness: Abrupt exposure to bright light blinds Drow for 1 round on subsequent rounds they are dazzled as long as they remain in the affected area.

Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness, this poison allows Drow to capture slaves with great ease. Drow Poison, injury; save Fort DC 13, frequency 1/minute for 2 minutes, initial effect unconsciousness for 1 minute, secondary effect unconsciousness for 2d4 hours cure 1 save.

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier and short sword.

Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.


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