Drow (14 RP)
- +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.
Random Starting Age
Random Starting Height & Weight
|Gender ||Base Height ||Height Modifier ||Base Weight ||Weight Modifier|
||5 ft. 4 in.
||5 ft. 4 in.
Cruel and cunning, drow are a dark reflection of the elven race. Also called
dark elves, they dwell deep underground in elaborate cities shaped from the
rock of cyclopean caverns. Drow seldom make themselves known to surface folk,
preferring to remain legends while advancing their sinister agendas through
proxies and agents. Drow have no love for anyone but themselves, and are adept
at manipulating other creatures. While they are not born evil, malignancy is
deep-rooted in their culture and society, and nonconformists rarely survive
for long. Some stories tell that given the right circumstances, a particularly
hateful elf might turn into a drow, though such a transformation would require
a truly heinous individual.
Physical Description: Drow are similar in stature to humans, but share
the slender build and features of elves, including the distinctive long, pointed
ears. Their eyes lack pupils and are usually solid white or red. Drow skin
ranges from coal black to a dusky purple. Their hair is typically white or
silver, though some variation is not unknown.
Society: Drow society is traditionally class-oriented and matriarchal.
Male drow usually fulfill martial roles, defending the species from external
threats, while female drow assume positions of leadership and authority. Reinforcing
these gender roles, one in 20 drow are born with exceptional abilities and
thus considered to be nobility, and the majority of these special drow are
female. Noble houses define drow politics, with each house governed by a noble
matriarch and composed of lesser families, business enterprises, and military
companies. Each house is also associated with a demon lord patron. Drow are
strongly driven by individual self-interest and advancement, which shapes their
culture with seething intrigue and politics, as common drow jockey for favor
of the nobility, and the nobility rise in power through a combination of assassination,
seduction, and treachery.
Relations: Drow have a strong sense of racial superiority and divide
non-drow into two groups: slaves, and those that are not yet slaves. In practice,
however, races that may share similar inclinations (such as hobgoblins and
orcs) and those who serve willingly may be treated as servitor races and granted
a measure of trust and modest rank in drow society. Others, such as dwarves,
gnomes, and halflings, are deemed fit only for the lash. Manipulative drow
delight in exploiting the weak character of humans. While they claim no kinship
with fetchlings, the drow harbor a curiosity toward the shadow race, as both
are adaptations of races exposed to extreme and dangerous conditions. Finally,
the drow's hatred of elves sets these beings apart from all other races, and
the dark elves desire nothing more than to ruin everything about their surface
Alignment and Religion: Drow place a premium on power and survival,
and are unapologetic about any vile choices they might make to ensure their
survival. After all, they do not just survive adversity—they conquer
it. They have no use for compassion, and are unforgiving of their enemies,
both ancient and contemporary. Drow retain the elven traits of strong emotion
and passion, but channel it through negative outlets, such as hatred, vengeance,
lust for power, and raw carnal sensation. Consequently, most drow are chaotic
evil. Demon lords are their chosen patrons, sharing their inclination toward
power and destruction, and they also favor the goddess Lamashtu.
Adventurers: Conquerors and slavers, drow are driven to expand their
territory, and many seek to settle ancient grudges upon elven and dwarven nations
in ruinous and dreary sites of contested power on the surface. Male drow favor
martial or stealth classes that put them close to their enemies and their homes,
as either soldiers or spies. Female drow typically assume classes that lend
themselves to leadership, such as bards and especially clerics. Both genders
have an innate talent for the arcane arts, and may be wizards or summoners.
Drow make natural antipaladins, but males are often discouraged from this path,
as the feminine nobility feel discomforted by the idea of strong-willed males
with autonomous instincts and a direct relationship with a demon lord.
Male Names: Arcavato, Drovic, Firyin, Kaelmourn, Mirrendier, Pharnox,
Female Names: Belmarniss, Cylellinth, Ilvaria, Johysis, Loscivia, Tyvorhan,
ALTERNATE RACIAL TRAITS
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.
- Champion of Dark PowersAgents of Evil: Some drow offer themselves to dark patrons, particularly demon lords. Drow with this racial trait apply their spell resistance only against spells with the good or healing descriptor or against spells cast by a divine spellcaster who worships a good-aligned deity. Anytime a drow with this racial trait casts a spell with the evil descriptor, the DC to resist the spell's effects increases by 2. This modifies the spell resistance racial trait.
- Darklands Guide (2 RP)Blood of Shadows: Those who brave the lightless tunnels below Golarion's surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +1 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses.
- 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.
- Daylight AdaptationBlood of the Shadows: Some drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance.
- Defensive TrainingInner Sea Races: Many drow cities are frequently beset by attacks from aberrations, prompting the residents train themselves to defend against them. Drow gain a +4 dodge bonus to AC against aberrations. This racial trait replaces drow immunities, keen senses, and poison use.
- Fleshwarp ExposureInner Sea Races: Your body responds strongly to transmutations because you were exposed to fleshwarping magic. You gain a +1 trait bonus on saving throws against transmutation spells and effects. Transmutations you willingly accept affect you as though they were cast at 1 caster level higher for the purpose of determining duration.
- Poison Minion (4 RP)Blood of Shadows: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character's Hit Dice + the character's Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity.
- Psychic SensitivityBlood of the Shadows: The Darklands is full of strange energies, and the drow or half-drow who live there practice bloody rituals in exchange for favor and power. Drow or half-elves with this trait gain the Psychic Sensitivity feat, gaining access to occult skill unlocks normally only available to psychic spellcasters. This racial trait replaces keen senses for drow and half-elves and drow immunities for drow or elven immunities for half-elves.
- Scheming SurvivorInner Sea Races: You survived a close relative's betrayal only through quick wits and a strong stomach. You gain a +1 trait bonus on Sense Motive checks and on saving throws against poison.
- 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.
- Shade MagicBlood of the Shadows: Drow with this trait can cast cloak of shade, dust of twilight, and ghost sound as spell-like abilities each once per day. This racial trait replaces a drow's normal spell-like abilities.
- Shadow SorceryBlood of the Shadows: Drow with this trait have a supernatural affinity for shadow. A drow sorcerer with the shadow bloodline treats her Charisma score as 2 points higher for all sorcerer class abilities and for spells with the shadow descriptor she casts. This racial trait replaces poison use.
- Sure Step (2 RP)Blood of Shadows: Adventurers can spend their whole careers in the alleys and sewers of large cities or the tunnels of the Darklands. Characters with this trait suffer no movement penalties when blinded or moving in darkness. Drow can take this trait in place of keen senses.
- 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.
- Voice in the Darkness (2 RP)Blood of Shadows: Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +1 bonus on Intimidate and Stealth checks.
Drow can take this trait in place of weapon familiarity.
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
- 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.
- Bard: Add +1/2 to Bluff and Disguise checks to appear as an elf or half-elf.
- Bloodrager: Add a +1/2 bonus to concentration checks to cast or maintain spells when taking damage.
- 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.
- Druid: Add a +1 bonus to wild empathy checks to influence animals and magical beasts that live underground.
- Fighter: Choose the disarm or reposition combat maneuver. Add +1/3 to the fighter's CMB when attempting this maneuver (maximum bonus of +4).
- Inquisitor: Gain 1/4 of a teamwork feat.
- Paladin: Add a +1/2 sacred bonus to saving throws against spells of the shadow subschool or that have the darkness or shadow descriptor.
- Psychic: Gain 1/6 of a phrenic amplification (or a major amplification if the psychic is at least 11th level).
- Ranger: Add +1/3 to initiative checks in one of the ranger's favored terrains.
- 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.
- Summoner: Add 1 hit point or 1 skill rank to the summoner's eidolon.
- Warpriest: Add 1/2 point to the amount of damage dealt or healed by the warpriest's fervor ability.
- 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.
The following racial archetypes are available to drow.
Drow have access to the following equipment.
Considered to be the fastest nonmagical transport in the Darklands,
dire bats are domesticated in captivity to serve as riding animals.
Stables that accommodate these massive creatures are only commonly found in
drow cities built in larger underground caverns, owing to the greater space
required for training and exercise, though some drow outriders fly them almost
to the surface. These creatures require exotic saddles to ride.
Larger than even what is commonly referred to as a giant gecko,
these mammoth lizards have been specifically bred to be used as mounts for
the drow. Prized for their ability to run along cave ceilings and sheer walls,
these creatures require exotic saddles to ride. Use the statistics for a giant
gecko with the giant template.
Despite their name, spider sacs have nothing to do with spiders
but rather are alchemical devices with a unique delivery system. Used for climbing
as well as combat, these grayish, gourdlike pouches are made of a specially
grown fungus with a tough but rubbery exterior. The fungoid is carefully harvested,
pierced at one end, hollowed out, and then injected with a strong alchemical
adhesive that hardens to a fibrous material almost instantly when exposed to
air. When squeezed, a spider sac's adhesive shoots out to a maximum range of
10 feet and sticks to whatever it strikes, whereupon the strand dries instantly
into a durable fibrous rope. For the purposes of climbing, treat a spider sac
as a grappling hook except that all surfaces are AC 5. A spider sac can also
be used as a lasso except with AC 10, 4 hit points, and a DC 24 Strength check
to burst. A spider sac is a single-use item.
Spider sac 30 gp 1 lb. 20 Drow Mounts Mount Cost
Bat, dire, riding 300 gp —
Bat, dire, riding (combat trained) 450 gp —
Gecko, riding 300 gp —
Gecko, riding (combat trained) 400 gp —
Drow have access to the following feats.
Drow Magic Items
Drow have access to the following magic items.
Drow have access to the following spells.