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Normal: Normally drow have spell resistance of 11 +<br />
character level.<br />
Special: This feat may be taken multiple times, each<br />
time increasing your base spell resistance by two points.<br />
Lorgreln may take this feat as well.<br />
Fearsome Reputation (<strong>Drow</strong>)<br />
Everyone knows the drow are pure evil, with the ability<br />
to curdle the blood in your veins or stop your heart with<br />
one glance from their burning red eyes. This reputation<br />
has stood the drow in good stead, and allows you to cow<br />
others who might actually be in a stronger position than<br />
they believe.<br />
Prerequisite: Intimidate 3 ranks<br />
Benefit: When dealing with any non-drow, you gain a +4<br />
circumstance bonus to all Intimidation skill checks. This<br />
bonus increases to +6 when dealing with anyone whose<br />
culture has been brutalised by the drow in the past, but<br />
is reduced to +2 when dealing with other denizens of the<br />
Underdeep.<br />
Hold the Charge (Metamagic)<br />
You can cast a spell in advance and hold it in reserve to<br />
release later.<br />
Benefit: With Hold the Charge, you can cast a spell but<br />
hold the power in reserve to release later as a free action.<br />
Holding a spell back, once cast, is a difficult and exhausting<br />
ordeal, and you can only restrain the spell’s power for<br />
a number of rounds equal to twice your Constitution<br />
modifier. You may cast other spells during this time, but<br />
doing so incurs a Concentration skill check<br />
(DC 10 + the combined levels of both spells).<br />
Failure results in the immediate loss of both<br />
spells. As releasing a held spell counts as a<br />
free action, it is possible to release the spell<br />
then use your standard action to cast another,<br />
effectively granting you two spell attacks in a<br />
single round. A spell cast with Hold the Charge<br />
uses up a spell slot two levels higher than the<br />
actual level of the spell.<br />
Improved Blindsight<br />
(Pol’Tah)<br />
Your blindsight has a significantly extended<br />
range, allowing you to operate even more<br />
effectively in areas where sight is impossible.<br />
Prerequisite: You must have blindsight as a<br />
racial ability.<br />
Benefit: <strong>The</strong> range of your blindsight is<br />
doubled to 60 feet.<br />
Normal: Pol’Tah normally have blindsight only to 30<br />
feet.<br />
Improved Tremorsense (Pol’Tah)<br />
Your tremorsense has a significantly extended range,<br />
allowing you to operate even more effectively in areas<br />
where sight is impossible.<br />
Prerequisite: You must have tremorsense as a racial<br />
ability.<br />
Benefit: <strong>The</strong> range of your tremorsense is doubled to 240<br />
feet.<br />
Normal: Pol’Tah normally have tremorsense only to 120<br />
feet.<br />
Light Tolerance (<strong>Drow</strong>)<br />
Through extensive and painful practice, you have fortified<br />
yourself against the worst effects sudden exposure to bright<br />
light (as by a daylight spell) or sunlight visits upon other<br />
drow. You still suffer from such exposure, and find it<br />
terribly uncomfortable, but it does not debilitate you as it<br />
does other drow.<br />
Prerequisite: Must be drow, but cannot be Pol’Tah<br />
Benefit: When exposed to bright light, as by sunlight or a<br />
daylight spell, you are dazzled but not blinded.<br />
Normal: Normally, when a drow is exposed to bright light,<br />
he is blinded for one round and dazzled afterward, for as<br />
long as he remains in the area of the bright light.<br />
Politically Active (<strong>Drow</strong>)