Friday 2 October 2009

The Drow

The Drow have always been a big part of my original Lemurian campaign, so it would be wrong of me not to include them in my C&C Lemurian games.

Where there are Drow, there are Players who want Drow characters. So here are the rules converted from those in Unearthed Arcana.

The Drow

These dark elves, also known as Drow, are the most divergent of the elven sub-races. Their form similar to that of other elves, but their skin colour is the inky black of a moonless night and their hair is normally pure white or silver. Classes open to Drow player characters are cleric, fighter, ranger, knight, wizard, rogue and assassin. Males and females of this sub-race differ in the maximum level attainable in the cleric, fighter, and wizard classes.
Drow are generally evil and chaotic in nature, though player characters are not required to be so.

A dark elf player character is considered an outcast from his or her homeland deep within the underdark, whether by matter of choice, alignment, or merely being on the losing side of some family-wide power struggle. As such, Drow characters do not have immediate access to the weaponry, armour, cloaks, and poisons that are normally found in the possession of non-player characters of this sub-race.

The magic resistance possessed by NPC dark elves is likewise not a property of player characters, who have abandoned their homeland; it is likely that this power is the result of extended dabbling in the dark arts as well as the effects of their environment. Once having made the decision to embark upon an adventuring career, a Drow player character can never regain this magic resistance short of the use of wish spells or similar magics, but can still rise in power and dominate fellow dark elves.

Enhanced Senses

Drow physiology is blessed with enhanced vision and hearing like their surface dwelling cousins. Drow can see farther than human in just about every circumstance, including seemingly total darkness, and can see clearly enough to read a road sign or spot a shield device up to two miles distant under such conditions. However, when in bright sunlight their vision becomes no better than a human; their eyes simply can't cope with sunlight after countless eons of adaption underground. They can also hear very well, and receive a +2 bonus to all checks involving listening.

Deepvision

Underground in the underdark, Drow have exceedingly good deepvision. They can distinguish colour and detail under these conditions for up to one mile when underground.

Move Silently (Dexterity)

This ability allows a Drow to move silently in underground areas. The Drow can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20 penalty) to move silently while running or charging.

Spell Resistance

Drow are particularly resistant to spells and spell like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a Drow receives a +10 bonus.

Spot Hidden Doors (Wisdom)

Drow vision and keen senses allows 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 a Drow actively searches for such doorways, the bonus to the wisdom check is +2.

Drow do not gain the combat bonuses of the surface elves with regard to sword and bow, but may fight with two weapons without penalty, provided each weapon may be easily wielded in one hand. They cannot use a shield when performing this type of combat, but may use a spiked buckler as one of their two weapons.

Drow can speak the common tongue, the language of “undercommon” (a trade language of those who dwell beneath the earth), plus the elvish and gnomish languages, as well as other languages up to the limit prescribed by intelligence score.

In addition, all dark elves “speak” the silent tongue of subterranean dwellers, a language of complex hand signals and gestures, combined with facial expressions and body language. The range of communication in this silent tongue is only 30’, but it is as informative as any other language within that range. Only the Drow may fully master this tongue, though other races may be taught its basic signs and symbols.

All Drow have the innate ability to use the following magic spells each once per day: dancing lights, faerie fire, and darkness (but only to a 5 ft radius). Upon attaining 4th level in any class, Drow gain the ability to cast detect magic, detect chaos evil good or law, and levitate, also once per day. Female Drow of 4th level or higher can also use clairaudience/clairvoyance, discern lies, suggestion, and dispel magic, each once per day. Please Note - a Draw’s spell like abilities do not need components as spells do.

Base Movement

Male Drow - 30 ft, Female Drow - 35 ft.

Attribute Bonuses

Male Drow

STR

DEX

+1

CON

–1

INT

+1

WIS

–1

CHA


Female Drow

STR

–1

DEX

+1

CON

–1

INT

+1

WIS

CHA

+1


Male Drow Level Limits

Cleric – 10th
Knight – 10th
Fighter – 10th
Wizard – 15th
Rogue – U
Assassin – 15th
Ranger – 10th

Female Drow Level Limits

Cleric – U
Knight – 10th
Fighter – 15th
Wizard – 10th
Rogue – U
Assassin – 15th
Ranger – 10th

Keep Rollin' - Drew

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