Amazing Races Drow PDF

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The document introduces several new feats and character traits for drow characters in the Pathfinder roleplaying game.

New racial feats introduced for drow characters include Darklands Elite, Demonic Consular, Demonic Ministerion, Poisonous Spell, Spider-Speaker, and Vicious Vitality.

New racial character traits presented for drow include Demoncaller, Tempter, Traitorous Instincts, and Wicked Pleasures.

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Drow!
new racial options for use with the Pathfinder® Roleplaying Game

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Racial Feats and Racial Character Traits
Several new feats are featured below for members of the drow race. These feats list the race
in their prerequisites, prohibiting other races from taking them. Also presented below are a
number of racial character traits, first introduced in the Pathfinder® Roleplaying Game:
Advanced Player’s GuideTM

each target beyond the first, the DC of the poison


Drow Feats is reduced by 1.
A poisonous spell takes up a spell slot two levels
DARKLANDS ELITE higher than the spell’s actual level.
[COMBAT, TEAMWORK]
SPIDER-SPEAKER
You are part of a highly-trained drow strike force.
Prerequisites: base attack bonus +1, drow You can empathically influence arachnids.
Benefit: Whenever you successfully use the aid Prerequisites: wild empathy, drow
another action to improve the attack rolls or Ar- Benefit: You can influence arachnids and arach-
mor Class of an allied drow who also possesses nid monsters (such as phase spiders) with your
this feat, you gain a bonus on attack and dam- wild empathy ability.
age rolls with attacks of opportunity equal to the
number of allied drow within your reach that also VICIOUS VITALITY
possess this feat. A ferocious sense of sadism sustains you.
Prerequisites: character level 5th, drow
DEMONIC CONSULAR Benefit: Whenever you recover hit points after
resting, you gain a number of temporary hit points
You depend on the profane counsel of your de- equal to your Charisma score. These temporary hit
monic familiar. points last for only 24 hours.
Prerequisites: Improved Familiar (quasit), drow
Benefit: Whenever your quasit familiar uses its *:See the Pathfinder® Roleplaying Game: Advanced Race Guide
commune spell-like ability on your behalf, you
gain a +2 profane bonus on all Intelligence-based
skill checks and on initiative checks for 1 hour. Af- Drow Character Traits
ter the first hour, your will is wearied by the influx
of power, and you take a -1 penalty on Will saving DEMONCALLER
throws for 1 additional hour. You are a demoniac well-practiced in the arts of
summoning.
DEMONIC MINISTERION Benefit: Creatures with the demon subtype that
You can endure mental stresses that would mad- you call with a conjuration (summoning) spell
den others. gain a number of additional hit points equal to the
Prerequisites: Demonic Consular, Improved Fa- level of the spell used to conjure them.
miliar (quasit), drow
Benefit: You suffer no penalty after gaining the TEMPTER
benefits of your Demonic Consular feat. You have a knack for divining the secret desires
of others.
POISONOUS SPELL [METAMAGIC] Benefit: You gain a +2 trait bonus on checks
You can suffuse a spell with a dose of venom. made to convince a charmed creature to do some-
Prerequisites: drow thing it normally wouldn’t.
Benefit: You may alter a spell that you cast so
that the spell is infused with a single dose of poi- TRAITOROUS INSTINCTS
son (which is consumed as a material component Like so many of your kind, treachery comes natu-
during the casting). The spell must target one or rally to you.
more creatures, and must include a saving throw Benefit: You gain a +1 trait bonus on attack rolls
to negate or reduce the effects. Targets that fail against drow.
their saving throws are exposed to the poison. For

2
WICKED PLEASURES
You take profane pleasure in torturing the help-
less or dying.
Benefit: You can deliver a special coup de
grace that takes 1 minute to perform. Whenever
you kill a conscious and living creature in this
way, you gain a +1 trait bonus on all attack rolls
made against living creatures for 1 hour.

Alternate Racial Traits


As described in the Pathfinder® Roleplaying
Game: Advanced Race Guide TM, alternate racial
rules allow you to exchange standard racial traits
for new ones, such as those presented below.

Betrayer: Drow with this racial trait gain Betrayer


and Quick Draw as bonus feats (see the Pathfind-
er® Roleplaying Game: Advanced Player’s Guide™
for a description of the Betrayer feat), even if they
do not meet the usual prerequisites.
This racial trait replaces the spell-like abilities
trait.

Convoluted: A drow with this trait gains Addi-


tional Traits as a bonus feat, owing to a complex
personal history. Additionally, the drow may se-
lect that feat multiple times. Each time beyond
the first, the drow selects only one additional
trait (not two). Chosen traits must belong to
different lists, as usual.
This racial trait replaces the poison use trait.

Deadly Grace: Whenever a drow with this trait


makes a CMB check to attempt a combat maneu-
ver that would normally provoke an attack of op-
portunity, that maneuver provokes an attack only
if his CMB check fails.
This racial trait replaces the poison use trait.

Poisoned Mind: A drow with this trait is immune


to ability damage or drain to his mental ability
scores.
This racial trait replaces both the keen senses and
spell-like abilities traits.

Stealthy: Drow with this racial trait gains Stealthy


as a bonus feat, and may re-roll a single Stealth
skill check once per day. The drow must take the
result of the re-roll, even if it is worse.
This racial trait replaces both the keen senses
trait and the dancing lights and faerie fire spell-
like abilities.

3
Racial Archetypes
As described in the Pathfinder® Roleplaying Game: Advanced Player’s GuideTM, archetypes are vari-
ant sets of class abilities which modify their corresponding base classes via the use of alternate class
features. When a character selects a class, he must normally choose to use the standard class features
found in the class’s original source – the exception is if he chooses to adopt an archetype. Each al-
ternate class feature presented in an archetype replaces a specific class feature from its parent class.
When an archetype includes multiple alternate class features, a character must take them all – often
blocking the character from ever gaining certain standard class features, but replacing them with other
options. All other class features of the base class that aren’t mentioned among the alternate class fea-
tures remain unchanged and are acquired normally when the character reaches the appropriate level,
unless noted otherwise. A character who takes an alternate class feature does not count as having the
class feature that was replaced for the purposes of meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but
none of the alternate class features can replace or alter the same class feature from the base class as
another alternate class feature. Racial archetypes are typically available only to members of the indi-
cated race, though such options rarely interact with the racial traits of that race.

THE MALUS he knows. The save DCs for a malus’ cruelties


(Drow Magus Archetype) are equal to 10 + half the malus’ class level + his
Intelligence modifier. His malus levels count as
The malus consorts with darker powers than do tra-
antipaladin levels for the purposes of determining
ditional magi. Some muse that it was demonic
the effects of the malus’ cruelties.
conference which brought the tradition to the
drow, but whatever their origin, there can be no
Malicious Abjurations (Su): At 5th level, a malus
doubt that the malus is truly a paragon of wicked-
adds protection from good to his spell list as a
ness.
2nd-level spell. At 11th level, a malus adds magic
circle against good to his spell list as a 4th-level
A malus has the following class features:
spell. At 17th level, a malus adds dispel good to
his spell list as a 6th-level spell.
Alignment: any evil
This ability replaces all bonus feats.
Armor Proficiency: A malus gains no ability to cast
Hex Pool (Su): At 7th level, when a malus prepares
magus spells in medium or heavy armor.
spells, he may decide to spend 1 or more points
from his arcane pool, up to his Intelligence bonus.
Malus Arcana (Su): A malus adds the following
For each point that he expends the magus gains
abilities to the list of magus arcana that he may
the ability to use a single hex, chosen from the list
choose from.
of basic hexes available to members of the witch
class, usable once only. If the magus does not use
Bloodthirsty Blade (Su): The malus can spend 1
these abilities before he next prepares spells, he
point from his arcane pool as a swift action to im-
loses access to those hexes. The magus may only
bue his weapon with the power to inflict bleeding
gain access to hexes with activated abilities. Hex-
wounds. If the weapon strikes a creature within 1
es which do not require an action to use may not
minute, that creature takes 1 point of bleed dam-
be accessed in this way.
age each round until the effect is stopped. The
This ability replaces medium armor and knowledge
bleeding wound resists healing spells as if the tar-
pool.
get possessed spell resistance equal to 10 + the
malus’ class level. The bleeding can be stopped
Major Hex Pool (Su): At 13th level, when a malus
by normally nonmagical means.
prepares spells, he may spend 2 points from his
arcane pool to gain access to a single major hex,
Cruelty (Su): The malus can select one cruelty from
gaining access to the one-time use of that hex in
the list of cruelties available to members of the
a fashion identical to that granted by the hex pool
antipaladin alternate class. The malus must have a
ability. Major hexes which do not require an ac-
class level equal to the antipaladin level required
tion to use may not be accessed in this way.
to gain access to that cruelty. By spending 1 point
This ability replaces heavy armor.
from his arcane pool, the malus may imbue his
weapon with the ability to afflict any cruelty that

4
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