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C&C Drow Elves

  • Enhanced Senses
Elvish physiology is blessed with enhanced vision and hearing. Drow can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
  • Deepvision
Ages spent beneath the earth in the dark and quiet places of the world have imbued drow with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and drow can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A drow requires one minute to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
  • Arcane Training
All drow have the following spell like abilities: dancing lights (1/day), darkness (1/day), detect magic (1/day), faerie fire (1/day), and at 3rd level they also gain levitate (1/day).
  • Spell Resistance (Wisdom)
Drow are particularly resistant to spells and spelllike abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a drow receives a +10 bonus. Drow spell resistance allows a saving throw against sleep, even though sleep normally does not have a saving throw.
  • Spot Hidden Doors (Wisdom)
Drow vision and keen senses allow them to spot secret, hidden and concealed doorways. A drow merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the drow were actively looking for it. When an drow actively searches for such doorways, the bonus to the wisdom check is +2.
  • Weapon Training
Drow are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Drow begin play with a +1 bonus to hit with one of the following weapons: hand crossbow, rapier, longsword or shortsword.
  • Light Blindness
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1d6 round. While in the affected area, drow suffer a -2 to dexterity AC, and attack rolls.
  • Languages
Drow Elvish, Drow Sign Language, and Undercommon, plus one per point of Intelligence modifier. Choose from: Dwarvish, Goblin, Terran.
  • Movement
30 feet
  • Typical Classes
Fighter, Ranger, Rogue, Wizard, Druid, Illusionist, Cleric, Bard
  • Attribute Modifiers
+1 Dexterity, +1 Intelligence, -1 Constitution
  • Ability Modifiers
+2 to find traps, +2 listen, +2 move silent

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