Drow
In ages now forgotten the Drow fell from grace and succumbed to dark infernal forces. Properly pronounced ‘Dtrow’, the Drow are separated into three distinct races, the Dark Elves which are a depraved and evil subterranean offshoot, and the Night elves which are virtuous and good nocturnal offshoot, plus a third aquatic derivation. This word however is a dubious term to use as it translates not into ‘elf’ but ‘man’ in night elvish and ‘person’ dark elvish and would in their tongues be used to describe any intelligent being. While the Dark and Night elves have different language they stem from the same language and the word ‘Dtrow’ is found in both with approximately the same meaning.
Dark Elves
In the tongue of the Meirdyyn’s dark elves, they call themselves the Daoi-Sith and the night elves are the Du-Sith, while collectively they are the svartálfar. White is the most common hair color among dark elves, but almost any pale shade is possible. Dark elves tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red. Their skin is black occasionally it is light enough to distinguish shades of blue or purple.
Dark Elves look at all other Drow as having lost their true path and thus should be destroyed.
Dark elves usually coat their arrows with a potent venom.
Poison (Ex): An opponent hit by a dark elves’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical dark elves carries 1d4–1 doses of dark elves knockout poison. Dark elves typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that dark elves have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, dark elves and other elves are susceptible to it.
Dark elves Traits (Ex):
• +2 Dexterity, +2 Intelligence, +2 Charisma, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
• Spell resistance equal to 11 + class levels.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• +2 racial bonus on Will saves against spells and spell-like abilities.
•Spell-Like Abilities: Dark elves can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the dark elves’s class levels.
•Weapon Proficiency: A dark elves is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
• Stereotypical Alignment: Chaotic evil
•Automatic Languages: Common, Umbrian (pronounced ‘Oomnbhryaun), Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dark elves Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
•Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
•Favored Class: Wizard (male) or cleric (female).
•Level adjustment +1.
Night
Elves
In their own speech they are the Nóttálfar,
children of the teachings of Zjor’rack. They betrayed the teachings of Xanaktu and Lloth for their
beloved god Zjor’rack. They made war on the Dökkálfar,
their word for the dark elves, to seize their freedom, and they cherish that
freedom as all people who have been killed for their beliefs do. It is said there is a little of the Lyósálfar in them, just as little as there is
light stars in the night sky. Silvery
white is the most common hair color among night elves, but almost any pale
glistening shade is possible. Their eyes range from gold to green to sea
blue. Night elves tend to be taller and
more robust than other sorts of elves, and their eyes are often a shimmering
blue or gold. Their skin is black occasionally it is light enough to distinguish
shades of blue or green. Night Elves are
highly dimorphic when it comes to gender.
The males are strong powerful and cunning warriors and almost match
humans for size. The females are small dexterous and absolutely beautiful,
setting one to mind of nymph with skin the color of the
Nóttálfar abandon the practices of matriarchy when they left the underdark of the dark elf halls. The then went settle in the Infernal Wastelands. The Night elves are ruled by the Patriarch, but the Patriarch must take a wife from each house, although it is his discretion whom, it is customary for each house to offer up its eldest daughter of the ruling family. If the Patriarch denies this offering it is a great insult and may cause civil war, is does happen nevertheless. When the Patriarch dies, the eldest living sons of each wife meet in a duel to the death. The survivor becomes the next Patriarch.
The Night Elves are strict practitioners of eugenics. Careful breeding is planned at times for two
or three unborn generations. Children
deemed weak are slain, this is known as “the Father’s Burden.” The child is killed in the
The Night Elves await their prophesied leader “The Scorpion King.”
They all know three signs by which they shall know him.
First, he shall be marked on his flesh with a scorpion, “the Kiss of Zjor’rack”.
Second, he shall take the eyes of the Devil.
Finally, He shall slay the patriarch with a sword that is not a sword, a flame that is not a flame.
Night elves Traits (Ex):
• Males receive a +2 to Strength, +2 to Dexterity, +4 Wisdom, +4 Charisma.
• Females receive a +4 to Dexterity, +2 Wisdom, +4 Charisma, –2 Strength, –2 Constitution.
•Darkvision out to 60 feet.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 on saves to magic sleep effects.
• Zjor’rack’s Blessings: Lethal poisons, such as those that deal constitution damage or have death affects are useless against Night elves. Poisons with effects which kills on a failed fortitude save instead renders the night elf unconscious for 1d3 days. Poisons which deal constitution damage in stead deal the amount of damage to both strength and dexterity. Night elves gain a +2 racial bonus on fortitude saves against poisons. A Heal check, DC 20+the night elf’s HD reveals that lethal poisons have been ineffective. Night elves are well aware of this fact.
• Spell-Like Abilities: Night elves can use the following spell-like abilities once per day: obscuring mist, Invisible. Caster level equals the night elves’s class levels.
• Spell-Like Abilities: Male night elves can use any one (and only one) the following spell-like abilities once per day: Flame blade, Divine favor, or Shield of Faith. Caster level equals the night elves’s class levels.
• Spell-Like Abilities: Female night elves can use any one (and only one) of the following spell-like abilities once per day: Sleep, Shield, or Mage armor. Caster level equals the night elves’s class levels.
•Male Weapon Proficiency: A night elves is automatically proficient with the whip, the rapier, and the bastard sword two handed (those with a str 13+ at level 1 gain bastard sword one handed instead). This trait replaces the high elf’s weapon proficiency.
•Female Weapon Proficiency: A night elves is automatically proficient with the whip, the short sword, and the estoc two handed (those with a str 13+ at level 1 gain bastard sword one handed instead). This trait replaces the high elf’s weapon proficiency.
• +2 racial bonus on Listen, Search, and Spot checks. A night elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Females gain a +2 racial bonus on Bluff, Diplomacy, Handle Animal, Heal, Perform, and Sense Motive checks.
• Females gain the feat Scent, when using scent to track a creature she gains a +2 racial bonus to survival checks.
• Males gain a +2 racial bonus on Diplomacy and Intimidate checks.
• Male Night elves gain chosen of the gods as a bonus feat.
• Stereotypical Alignment: Lawful Evil
•Automatic Languages: Common, Noctian (Nohk’tee-an), Undercommon. Bonus Languages: Tartarean, Aquan, Draconic, Night elves Sign Language, Gnome, Goblin.
•Male Favored Class: Crusader, Paladin, and Priest. A Male Night elf may freely gain level paladin again after gaining levels in another class.
•Female Favored Class: Bard, Sorceress, and Swordsage.
•Level adjustment +1.
Dark
Water Elves
These Dtrow were lost to the seas ages ago; they call themselves the Uisce-sith. Here they adapted and became the bane of the deep. They call the dark elves the Daoi-Sith and the night elves are the Du-Sith, while collectively they are the svartálfar while collectively they are the Scath-sith. The Uisce-sith do not worship Lolth, that is for the land walkers. In her stead they worship Xanaktu, the octopus of the dark warters. The hermaphrodite White is the most common hair color among dark elves, but almost any pale shade is possible. Dark elves tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red. Their skin is black occasionally it is light enough to distinguish shades of blue or purple. Dark Water Elves eat their own when they are slain or die of old age, to keep their strength in their race.
Dark elves usually coat their arrows with a potent venom.
Poison (Ex): An opponent hit by a dark elves’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical dark elves carries 1d4–1 doses of dark elves knockout poison. Dark elves typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that dark elves have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, dark elves and other elves are susceptible to it.
Dark elves Traits (Ex): These traits are in addition to the high elf traits, except where noted.
• +2 Dexterity, +2 Intelligence, +2 Wisdom, –2 Constitution.
•Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
•Spell resistance equal to 11 + class levels.
• +2 racial bonus on Will saves against spells and spell-like abilities.
•Spell-Like Abilities: Dark elves can use the following spell-like abilities once per day: prestidigitation, darkness, hold person. Caster level equals the dark elves’s class levels.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
•Weapon Proficiency: A dark elves is automatically proficient with the hand short bow, the Saber, and the short sword. This trait replaces the high elf ’s weapon proficiency.
• Stereotypical Alignment: Neutral Evil
•Automatic Languages: Common, Umbrian (pronounced ‘Oomnbhryaun), Undercommon. Bonus Languages: Infernal, Aquan, Draconic, Dark elves Sign Language, Gnome, Goblin.
•Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
•Favored Class: Villain
•Level adjustment +1.
|
Random Starting Ages |
||||
|
Race |
Adulthood |
Psuchiovor Martialist Priest Barbarian Cyborg |
Pyth Ninja Red Mage Villain Slayer |
Arogas Witch Doctor Wizard Alchemist Ki Bushi |
|
Drow, Dark |
60 |
4d6 |
7d6 |
11d6 |
|
Drow, Darkwater |
50 |
4d6 |
7d6 |
11d6 |
|
Drow, Night |
150 |
6d10 |
6d20 |
12d20 |
|
Aging Effects |
||||
|
Race |
Middle Age |
Old |
Venerable |
Maximum Age |
|
Drow, Dark |
225 years |
338 years |
450 years |
+5d% years |
|
Drow, Darkwater |
200 years |
300 years |
400 years |
+3d% years |
|
Drow, Night |
450 years |
675 years |
900 years |
+7d% years |
|
Height and Weight |
|||||
|
Race |
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
|
Drow, Darkwater |
(Male) |
4´ 5˝ |
+2d6 |
80 lb. |
× (1d6) lb. |
|
|
(Female) |
4´ 5˝ |
+2d6 |
80 lb. |
× (1d6) lb. |
|
Drow, Dark |
(Male) |
3´ 11˝ |
+2d8 |
70 lb. |
× (1d6) lb. |
|
|
(Female) |
4´ 1˝ |
+2d8 |
75 lb. |
× (1d6) lb. |
|
Drow, Night |
(Male) |
4´ 10˝ |
+1d20 |
120 lb. |
× (1d8) lb. |
|
|
(Female) |
4´ 5˝ |
+2d8 |
80 lb. |
× (1d6) lb. |