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The Tome Of Drow Lore.pdf - RoseRed

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182<br />

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>)

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