The Tome Of Drow Lore.pdf - RoseRed
The Tome Of Drow Lore.pdf - RoseRed The Tome Of Drow Lore.pdf - RoseRed
180 Normal: When you climb any surface, your movement is reduced to one-quarter normal speed and you lose all Dexterity modifiers to your AC. Allure (General) Though a combination of physical attractiveness, personal magnetism and careful innuendo, you are especially appealing to the opposite sex. Prerequisite: Cha 15 Benefit: Whenever you speak to an individual of the opposite sex and similar race who is not already hostile to you, you receive a bonus of +2 on all Charisma-based skill checks. Special: At the Games Masters’ option, this feat may be expanded to add bonuses when using the Perform skill on individuals of suitable race and sex as well. Alternate Innate Magic (Drow) Rather than the standard spell abilities of your race, you can choose alternate spells as innate abilities. Prerequisite: Must have innate spell abilities as a racial feature. Benefit: Rather than the standard drow spell abilities of dancing lights, darkness and faerie fire, you may chose three alternate spells of equal levels to possess as innate spell abilities. This feat is open to all the drow sub-races save the Lorgreln, as they no longer have innate spell abilities. Normal: Normal drow are restricted to dancing lights, darkness and faerie fire as their innate spell abilities. Special: This feat may only be taken at 1 st level. Arise (Drow) You know that to be prone in combat may mean to be dead a moment later, and have mastered the art of rising instantly to your feet. Prerequisites: Improved Initiative, Dex 13 Benefit: If at any point in a battle you are prone on the ground, you may rise up from prone as a free action. You may only do this on your turn. Normal: Standing up from prone is a move action. Ascending Blow (Drow) You may make a sudden and unexpected attack against an enemy as you rise up from a prone position. Prerequisites: Arise, Dex 15, base attack bonus +4 Benefit: You may deliver an unexpected attack against your opponents as you stand up from prone, catching them off-guard as your weapon rises with you. If you make a melee attack against an opponent in the same round as you stand up from prone using the Arise feat, your first melee attack that round is made with a +2 bonus to the attack roll and your opponent is considered flat-footed against the attack, allowing you to use any additional attack options you possess (such as sneak attack). This feat may also be used in conjunction with Drawn Strike (see below) Normal: You must wait until you have risen from prone before attacking your enemies, and do not enjoy any particular bonuses or advantages. Boneforging (Item Creation) This feat allows you to use the Craft (bone) skill to create boneforged items. Prerequisites: Int 13, Craft (alchemy) 5 ranks, Craft (bone) 5 ranks, must be member of Kanahraun ruling class Benefit: Through the knowledge imparted to the feral drow by Azzanoth the Glutton, you may create boneforged items ranging from weapons and armour to entire buildings. Appropriate ranks in other Craft skills are required to create a quality product (weaponsmithing for swords, architecture and engineering for buildings).
Close Combat (Drow) The Underdeep is filled with cramped tunnels and narrow crevices, and all too often these are the place where combat occurs. Long practice has taught you to be able to fight normally in small spaces that would otherwise be too restrictive. Prerequisites: Dodge Benefit: When you are in combat in area that is too narrow for you to move normally, but is still at least half as wide as the space you require for normal movement (which is 5 ft. for medium humanoids), you may fight normally while squeezing through the area. If the area is less than half as wide as the space you require for normal movement, you suffer all applicable penalties to combat while squeezing through the space (see The Player’s Handbook, Chapter 8, Combat, Terrain and Obstacles). Normal: When moving through a space that is at least half as wide as the space you require for normal movement, you suffer a –4 penalty to attack rolls and AC. Craft Lifebinding Item (Item Creation) By sacrificing sentient creatures, you may use their experience points to offset the experience point cost of creating magic items. Prerequisite: You must have the base item creation feat for the kind of item you are trying to create through lifebinding. Benefit: By using lifebinding to create a magic item, you are able to use the experience points of your sacrifice to partially obviate your own cost in experience points. Lifebinding is described in detail on page 188. Drawn Strike (Drow) You have mastered the art of attacking as you draw your sword from its sheath, inflicting additional damage to your enemy with the powerful and unexpected blow. Prerequisite: Quick Draw, Weapon Focus, base attack bonus +5, must be a member of House Draz’Kuri Benefit: If your opponent is flat-footed and you have not yet drawn your weapon, you may attempt a Drawn Strike against him as a standard melee attack. By drawing and attacking in a single, fluid motion, you may strike your enemy with a devastatingly powerful blow. If your attack roll against your foe is successful, you may double your weapon’s base damage die to calculate damage from the attack. For example, a drow striking his foe with a longsword would roll 2d8 for damage, rather than 1d8. A successful attack using this feat only doubles the weapon’s base damage; other modifiers to damage such as Strength modifiers, magical enhancements and other feats such as Weapon Specialisation are not doubled. In the event of a critical hit, Drawn Strike still only allows one additional die of damage. Normal: You must draw your weapon as either a move action or (with Quick Draw) as a free action. Regardless, you cannot strike in the same motion as drawing the weapon. Special: Though this feat is traditionally only taught among the warriors of House Draz’Kuri, it is possible, with the permission of the Games Master, for a drow from another House to learn it. Enhanced Spell Resistance (Drow) You are able to shrug off the effects of incoming spells even more effectively than other drow. Prerequisite: Must have spell resistance as an innate ability. Benefit: Choosing this feat increases your spell resistance by two points. In the case of a normal drow, this equates to spell resistance of 13 + character level. 181
- Page 132 and 133: 130 The only reason anyone would go
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- Page 148 and 149: 146 caravan guards, and rangers are
- Page 150 and 151: 148 The Explorer Class Levels Base
- Page 152 and 153: 150 The Fist of Nazrakoth Class Lev
- Page 154 and 155: 152 The Lord (Lady) of the Veil Cla
- Page 156 and 157: 154 The Pitiless Blade Class Levels
- Page 158 and 159: 156 raiders, drow who are charged w
- Page 160 and 161: 158 creature of sexual orientation
- Page 162 and 163: 160 Shadow of Mu’Ushket Class Lev
- Page 164 and 165: 162 The Talon of the Dark Mother Cl
- Page 166 and 167: 164 The Taskmaster of Olyet’Naru
- Page 168 and 169: 166 Tormentor of Polshoath The wors
- Page 170 and 171: 168 Grip of Torment (Su): By the ti
- Page 172 and 173: 170 widely known varies with the lo
- Page 174 and 175: 172 effect is identical to the inse
- Page 176 and 177: 174 Worm Friendship (Ex): The Wormr
- Page 178 and 179: 176 The Elven Avenger Class Levels
- Page 180 and 181: 178 The Elven Infiltrator Class Lev
- Page 184 and 185: 182 Normal: Normally drow have spel
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- Page 190 and 191: 188 A Final Word on Boneforging Bon
- Page 192 and 193: 190 Scrolls Roll Effect 1-16 Scroll
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- Page 198 and 199: 196 If the victim makes his initial
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- Page 202 and 203: 200 effect, is considered normal in
- Page 204 and 205: 202 Vile Infestation (Lesser) Conju
- Page 206 and 207: 204 is 20 for the Fortitude save to
- Page 208 and 209: 206 A soulburner dagger has a +4 en
- Page 210 and 211: 208 tool and resource at their disp
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- Page 214 and 215: 212 of drow warriors that the dark
- Page 216 and 217: 214 Price List for Slaves Race Base
- Page 218 and 219: 216 for a skilled slave and the cos
- Page 220 and 221: 218 Special Qualities: Camouflage,
- Page 222 and 223: 220 Combat The druuge prefers to at
- Page 224 and 225: 222 Hulurn Medium Animal Hit Dice:
- Page 226 and 227: 224 Kanahraun (The Feral Drow) (Rul
- Page 228 and 229: 226 The males of the Lorgreln tend
- Page 230 and 231: 228 Skills: A morgoshe has a +8 rac
Close Combat (<strong>Drow</strong>)<br />
<strong>The</strong> Underdeep is filled with cramped tunnels and narrow<br />
crevices, and all too often these are the place where<br />
combat occurs. Long practice has taught you to be able<br />
to fight normally in small spaces that would otherwise be<br />
too restrictive.<br />
Prerequisites: Dodge<br />
Benefit: When you are in combat in area that is too narrow<br />
for you to move normally, but is still at least half as wide<br />
as the space you require for normal movement (which is 5<br />
ft. for medium humanoids), you may fight normally while<br />
squeezing through the area. If the area is less than half as<br />
wide as the space you require for normal movement, you<br />
suffer all applicable penalties to combat while squeezing<br />
through the space (see <strong>The</strong> Player’s Handbook, Chapter<br />
8, Combat, Terrain and Obstacles).<br />
Normal: When moving through a space that is at least half<br />
as wide as the space you require for normal movement,<br />
you suffer a –4 penalty to attack rolls and AC.<br />
Craft Lifebinding Item (Item<br />
Creation)<br />
By sacrificing sentient creatures, you may use their<br />
experience points to offset the experience point cost of<br />
creating magic items.<br />
Prerequisite: You must have the base item creation feat<br />
for the kind of item you are trying to create through<br />
lifebinding.<br />
Benefit: By using lifebinding to create a magic item,<br />
you are able to use the experience points of your sacrifice<br />
to partially obviate your own cost in experience points.<br />
Lifebinding is described in detail on page 188.<br />
Drawn Strike (<strong>Drow</strong>)<br />
You have mastered the art of attacking as you draw your<br />
sword from its sheath, inflicting additional damage to your<br />
enemy with the powerful and unexpected blow.<br />
Prerequisite: Quick Draw, Weapon Focus, base attack<br />
bonus +5, must be a member of House Draz’Kuri<br />
Benefit: If your opponent is flat-footed and you have not<br />
yet drawn your weapon, you may attempt a Drawn Strike<br />
against him as a standard melee attack. By drawing and<br />
attacking in a single, fluid motion, you may strike your<br />
enemy with a devastatingly powerful blow. If your attack<br />
roll against your foe is successful, you may double your<br />
weapon’s base damage die to calculate damage from<br />
the attack. For example, a drow striking his foe with a<br />
longsword would roll 2d8 for damage, rather than 1d8. A<br />
successful attack using this feat only doubles the weapon’s<br />
base damage; other modifiers to damage such as Strength<br />
modifiers, magical enhancements and other feats such as<br />
Weapon Specialisation are not doubled. In the event of a<br />
critical hit, Drawn Strike still only allows one additional<br />
die of damage.<br />
Normal: You must draw your weapon as either a move<br />
action or (with Quick Draw) as a free action. Regardless,<br />
you cannot strike in the same motion as drawing the<br />
weapon.<br />
Special: Though this feat is traditionally only taught among<br />
the warriors of House Draz’Kuri, it is possible, with the<br />
permission of the Games Master, for a drow from another<br />
House to learn it.<br />
Enhanced Spell Resistance (<strong>Drow</strong>)<br />
You are able to shrug off the effects of incoming spells even<br />
more effectively than other drow.<br />
Prerequisite: Must have spell resistance as an innate<br />
ability.<br />
Benefit: Choosing this feat increases your spell resistance<br />
by two points. In the case of a normal drow, this equates to<br />
spell resistance of 13 + character level.<br />
181