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Complete Details

All information about this race

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Overview

Name fingerprint

Drow

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Looks

Physical variance

Males are smaller than females, and those of noble birth are stronger due to purposeful breeding and better resources.

Body shape

Humanoid/Elven

Skin colors

Coal black to dusty purple

General height

Male:
5'4" (5'6"-6'4") [2d6"]

Female:
5'4" (5'6"-6'8") [2d8"]

General weight

Male:
90lbs (100-150lbs) [2d6x5lbs]

Female:
110lbs (120-190lbs) [2d8x5lbs]

Notable features

Hair ranges from white to silver. There may be some variance, but a true-bred drow will always have pale hair.

fingerprint

Traits

Strengths

Standard:
Elven Immunities
Lesser Spell Resist
Poison Use
Weapon Familiarity
Dark Vision

Noble:
Elven Immunities
Greater Spell Resist
Poison Use
Weapon Familiarity
Dark Vision

Weaknesses

All Drow:
Light Blindness

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Racial Traits

Favored Class

Alchemist: +10m duration to mutagens
Antipaladin: +1/4 to cruelties a day
Cleric: One normal domain, +1/2 to per day use
Fighter: Disarm or reposition. +1/3 CMB when attempting, max 4.
Rogue: +1/2 bluff checks to feint and pass secret messages
Sorcerer: Add additional sorcerer spell. Must be evil/curse/pain related, and -1 highest spell level
Wizard: 1st level arcane school, add +1/2 per day uses.

General Features

Alignment: Chaotic Neutral - ___ Evil
Speed: Base 30 ft
Weapon familiarity: Hand crossbow, rapier, shortsword
Language:
Standard - Elven, undercommon
High Int - Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Dwarvian, Goblin
Immunities: Sleep magic, +2 bonus saving throw against enchantment spells/effects
Keen Sense: +2 Perception checks
Spell-like abilities: Dancing lights, Darkness, Faerie Fire (cast level = character level)

Drow Noble

Type: Humanoid/Elf
Size: Medium
Base Speed: Normal
Ability Score Mod: +4 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha (RP Cost: 4)
Languages: Standard
Immunities: Elven (RP Cost: 2)
Resistances: Greater Spell Resist (RP Cost: 3)
Skill Bonus: Perception (RP Cost: 2)
Spell-like Ability: Lesser (RP Cost: 1); Greater (RP Cost: 6); Constant (RP Cost: 3); At will (RP Cost: 16)
Skills: Poison Use (RP Cost: 1)
Offense: Weapon familiarity (RP Cost: 2)
Senses: Dark Vision, 120 ft (RP Cost: 3)
Weaknesses: Light Blindess (RP Cost: -2)

Alternative traits

Ambitious Schemer
Ancestral Grudge
Blasphemous Covenant
Champion of Dark Powers
Defensive Training
Poison Minion
Seducer
Stalker
Sure Step
Surface Infiltrator
Underworld Guide
Voice in the Darkness

Standard Drow

Type: Humanoid/Elf
Size: Medium
Base Speed: Normal
Ability Score Mod: +2 Dex, -2 Con, +2 Cha
Languages: Standard
Immunities: Elven (RP Cost: 2)
Resistances: Lesser Spell Resist (RP Cost: 2)
Skill Bonus: Perception (RP Cost: 2)
Spell-like Ability: Lesser (RP Cost: 4)
Skills: Poison Use (RP Cost: 1)
Offense: Weapon familiarity (RP Cost: 2)
Senses: Dark Vision, 120 ft (RP Cost: 3)
Weaknesses: Light Blindess (RP Cost: -2)

Racial Features

Drow Nobility
Shadow Caster
Spider Step/Summoner
Umbral Scion

Racial Archetypes

Cavern Sniper
Demonic Apostle

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Age

Training

Intuitive:
114-134 years (4d6)

Self-Taught:
116-146 years (6d6)

Trained:
120-170 years (10d6)

Adulthood

110 years

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Noble Drow

Society

Drow nobility prides itself on manipulating from the shadows, to such extent that it affects the hierarchy of nobility. Those with family members found lucking in subtly and grace will quickly find themselves pushed out of their own nobility. To protect themselves, families will often disown children who do not display the necessary aptitude of a noble, striking their name from family records and leaving them with those of non-nobility. If a family member has the misfortune of making a misstep in the game and bringing undue attention to the family, the family will often volunteer to exile said member as to save face. The matriarchs of the family make the necessary arrangements to the family member kidnapped and abandoned in the desert to the North, left to fend for themselves or die. They are also branded somewhere on their face, so as to never hide their shame or be able to return home.

info

Overview

Details about this race's overview

Name fingerprint

Drow

face

Looks

Details about this race's looks

Physical variance

Males are smaller than females, and those of noble birth are stronger due to purposeful breeding and better resources.

Body shape

Humanoid/Elven

Skin colors

Coal black to dusty purple

General height

Male:
5'4" (5'6"-6'4") [2d6"]

Female:
5'4" (5'6"-6'8") [2d8"]

General weight

Male:
90lbs (100-150lbs) [2d6x5lbs]

Female:
110lbs (120-190lbs) [2d8x5lbs]

Notable features

Hair ranges from white to silver. There may be some variance, but a true-bred drow will always have pale hair.

fingerprint

Traits

Details about this race's traits

Strengths

Standard:
Elven Immunities
Lesser Spell Resist
Poison Use
Weapon Familiarity
Dark Vision

Noble:
Elven Immunities
Greater Spell Resist
Poison Use
Weapon Familiarity
Dark Vision

Weaknesses

All Drow:
Light Blindness

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Culture

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History

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Notes

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Racial Traits

Details about this race's racial traits

Favored Class

Alchemist: +10m duration to mutagens
Antipaladin: +1/4 to cruelties a day
Cleric: One normal domain, +1/2 to per day use
Fighter: Disarm or reposition. +1/3 CMB when attempting, max 4.
Rogue: +1/2 bluff checks to feint and pass secret messages
Sorcerer: Add additional sorcerer spell. Must be evil/curse/pain related, and -1 highest spell level
Wizard: 1st level arcane school, add +1/2 per day uses.

General Features

Alignment: Chaotic Neutral - ___ Evil
Speed: Base 30 ft
Weapon familiarity: Hand crossbow, rapier, shortsword
Language:
Standard - Elven, undercommon
High Int - Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Dwarvian, Goblin
Immunities: Sleep magic, +2 bonus saving throw against enchantment spells/effects
Keen Sense: +2 Perception checks
Spell-like abilities: Dancing lights, Darkness, Faerie Fire (cast level = character level)

Drow Noble

Type: Humanoid/Elf
Size: Medium
Base Speed: Normal
Ability Score Mod: +4 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha (RP Cost: 4)
Languages: Standard
Immunities: Elven (RP Cost: 2)
Resistances: Greater Spell Resist (RP Cost: 3)
Skill Bonus: Perception (RP Cost: 2)
Spell-like Ability: Lesser (RP Cost: 1); Greater (RP Cost: 6); Constant (RP Cost: 3); At will (RP Cost: 16)
Skills: Poison Use (RP Cost: 1)
Offense: Weapon familiarity (RP Cost: 2)
Senses: Dark Vision, 120 ft (RP Cost: 3)
Weaknesses: Light Blindess (RP Cost: -2)

Alternative traits

Ambitious Schemer
Ancestral Grudge
Blasphemous Covenant
Champion of Dark Powers
Defensive Training
Poison Minion
Seducer
Stalker
Sure Step
Surface Infiltrator
Underworld Guide
Voice in the Darkness

Standard Drow

Type: Humanoid/Elf
Size: Medium
Base Speed: Normal
Ability Score Mod: +2 Dex, -2 Con, +2 Cha
Languages: Standard
Immunities: Elven (RP Cost: 2)
Resistances: Lesser Spell Resist (RP Cost: 2)
Skill Bonus: Perception (RP Cost: 2)
Spell-like Ability: Lesser (RP Cost: 4)
Skills: Poison Use (RP Cost: 1)
Offense: Weapon familiarity (RP Cost: 2)
Senses: Dark Vision, 120 ft (RP Cost: 3)
Weaknesses: Light Blindess (RP Cost: -2)

Racial Features

Drow Nobility
Shadow Caster
Spider Step/Summoner
Umbral Scion

Racial Archetypes

Cavern Sniper
Demonic Apostle

folder_open

Age

Details about this race's age

Training

Intuitive:
114-134 years (4d6)

Self-Taught:
116-146 years (6d6)

Trained:
120-170 years (10d6)

Adulthood

110 years

folder_open

Noble Drow

Details about this race's noble drow

Society

Drow nobility prides itself on manipulating from the shadows, to such extent that it affects the hierarchy of nobility. Those with family members found lucking in subtly and grace will quickly find themselves pushed out of their own nobility. To protect themselves, families will often disown children who do not display the necessary aptitude of a noble, striking their name from family records and leaving them with those of non-nobility. If a family member has the misfortune of making a misstep in the game and bringing undue attention to the family, the family will often volunteer to exile said member as to save face. The matriarchs of the family make the necessary arrangements to the family member kidnapped and abandoned in the desert to the North, left to fend for themselves or die. They are also branded somewhere on their face, so as to never hide their shame or be able to return home.

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