Drow

With certain events, the drow of one underground city has joined the Horde. With a recovery of an Artifact that was found in the elves' possession, the drow have made an alliance with the Horde. This makes the Drow a player character race for the Orcs of Kara'kar campaign. They are dark elves, and the rules below makes them playable.

By any account, Drow are cruel and malicious. They are seen as a dark reflection of the elves, but in truth they are a separate subrace. In this world, evil elves don't become drow automatically. In fact, evil elves don't transition at all. In the case of the drow of Lemurias, they are a separate race bent on bringing twilight to the whole world.

This aim was circumvented by a group of adventurers from the surface world. Although inducted into the Horde, this one city had it's aim for twilight stopped. An artifact known as the Orb of the Night was recovered, but cracked by orc adventurers. When the drow tried to use the artifact, it broke into a million pieces. Now unusable, the Orb of Night was destroyed. Lamenting their loss, the drow had eventually joined the Orcish Horde.

* Drow gods and goddesses: including Nott, the Goddess of Night.
* Drow feats

### Drow Racial Traits

* **+2 Dexterity, +2 Charisma, –2 Constitution:** Drow are nimble and manipulative.
* **Elf:** Drow are humanoids with the elf subtype.
* **Medium:** Drow are Medium creatures and receive no bonuses or penalties due to their size.
* **Normal Speed:** Drow have a base speed of 30 feet.
* **Darkvision:** Drow can see in the dark up to 120 feet.
* **Drow Immunities:** Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
* **Keen Senses:** Drow gain a +2 racial bonus on Perception checks.
* **Poison Use:** Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
* **Spell Resistance:** Drow possess spell resistance equal to 6 plus their class levels.
* **Spell-Like Abilities:** A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level.
* **Light Blindness:** Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
* **Weapon Familiarity:** Drow are proficient with the hand crossbow, rapier, and short sword.
* **Languages:** Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.

### Drow Race Options

The following racial traits may be selected instead of existing drow racial traits. Consult your GM before selecting any of these new options.

**Ambitious Schemer:** Seduction and treachery are tools for advancement in drow society, even for the martially inclined. Drow with this racial trait may choose either Bluff or Diplomacy as a class skill, and gain a +2 bonus on such skill checks. This racial trait replaces keen sight.

**Ancestral Grudge:** The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.

**Blasphemous Covenant:** Since their twisted beginnings, the drow have consorted with demons. Some drow have strong ties with these creatures and may call upon ancient and obscene associations to sway demonic cooperation. Drow with this racial trait gain a +2 bonus on Diplomacy checks made against unbound creatures with the demon subtype. Furthermore, demons conjured with any summon spell gain +2 hit points per Hit Die. Lastly, the cost of bribes or offerings for any planar ally spell cast by these drow to summon a demon is reduced by 20%. This racial trait replaces keen senses and poison use.

**Darklands Stalker:** The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait.

**Seducer:** Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow’s character level). This racial trait replaces drow immunities.

**Surface Infiltrator:** Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.

#### Favored Class Options

The following options are available to all drow who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

**Alchemist:** Add +10 minutes to the duration of the alchemist’s mutagens.

**Antipaladin:** The antipaladin adds +1/4 to the number of cruelties he can inflict.

**Cleric:** Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.

**Fighter:** Choose the disarm or reposition combat maneuver. Add +1/3 to the fighter’s CMB when attempting this maneuver (maximum bonus of +4).

**Rogue:** Add a +1/2 bonus on Bluff checks to feint and pass secret messages.

**Sorcerer:** Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.

**Wizard:** Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

## OGL Section 15 -- Copyright Notice

**Pathfinder Roleplaying Game Advanced Race Guide.** © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.