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The Tome Of Drow Lore.pdf - RoseRed

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Evasion (Ex): At 4 th level, an explorer has learnt evasive<br />

techniques, avoiding even magical and unusual attacks with<br />

his tremendous agility. If he makes a successful Reflex<br />

saving throw against an attack that normally deals half<br />

damage on a successful save (such as a fireball spell), he<br />

instead takes no damage from that attack, though a failed<br />

save still results in full damage. This ability can only be<br />

used when the explorer is wearing light or no armour.<br />

Certain Stride (Ex): <strong>The</strong> Underdeep is not a place of level<br />

floors and wide passages, but rather is one of shifting slopes,<br />

crumbled rubble and narrow crevices. <strong>The</strong> explorer is able<br />

to move easily through terrain that would be difficult for<br />

others. So long as the terrain is at all passable, the explorer<br />

retains his normal movement speed while passing through<br />

it.<br />

Elusive (Ex): Catching an explorer who does not wish to<br />

be caught is all but impossible. At 6 th level, the explorer<br />

gains the elusive ability, granting him two major benefits.<br />

<strong>The</strong> first is the ability to pass without trace while travelling<br />

in the Underdeep. This extraordinary ability works in the<br />

same manner as the spell and is always active, but only<br />

works within the environment of the Underdeep. This<br />

ability also allows the explorer to lose pursuers who are<br />

hot on his heels through his superior knowledge of the<br />

ways of the Underdeep. By taking a penalty of –5 on<br />

his skill checks, the explorer may use both his Hide and<br />

Move Silently skills while he is moving at a run through<br />

Underdeep terrain.<br />

Unerring Direction (Ex): <strong>The</strong> Underdeep is a maze of<br />

shafts, tunnels and caverns, but it is the place the explorer<br />

calls home. By the time the explorer reaches 7 th level,<br />

he never becomes lost; he is always certain of<br />

his location within the Underdeep and always<br />

knows which paths to choose to find his way<br />

back to where he started. This ability also<br />

makes the explorer immune to the effects of<br />

maze spells.<br />

Improved Evasion (Ex): At 8 th level, an<br />

explorer has become a master of avoiding even<br />

magical and unusual attacks with his tremendous<br />

agility. If he makes a successful Reflex saving<br />

throw against an attack that normally deals halfdamage<br />

on a successful save (such as a fireball<br />

spell), he instead takes no damage from that attack,<br />

and a failed save results in only half damage.<br />

This ability can only be used when the explorer<br />

is wearing light or no armour. Obviously, an<br />

explorer who has somehow been rendered helpless<br />

cannot use improved evasion. If the explorer already<br />

has improved evasion as a class ability, he instead gains a<br />

bonus feat.<br />

Hide in Plain Sight (Ex): While in the Underdeep, an<br />

Explorer of 10 th level may use his Hide skill even while he<br />

is being observed.<br />

Fist of Nazrakoth<br />

<strong>The</strong> Fist of Nazrakoth is not devoted to justice, but to<br />

punishment and vengeance.<br />

This class is populated by drow who feel they have been<br />

the victims of some terrible wrong. For some, this may<br />

mean a lust for revenge against the Noble House that<br />

destroyed everything they held dear. For others, it may<br />

mean vengeance upon some past enemy for wounds and<br />

humiliation inflicted. <strong>The</strong>re are many<br />

drow among the Fists of Nazrakoth<br />

who have taken up this prestige<br />

class out of<br />

the still-bright<br />

149

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