Drow are a deeply competitive and stratified people. They resemble elves, except for their skin, which tends toward gray or purple, their eyes, which are a solid color, and their hair, which is often white or silver. Social hierarchy is determined by family and birth order. They prefer to live in vast cave systems which they decorate lavishly with elaborate silkwork. They were cast out of the realm of Hesh-Helleth for the sin of mercy, being too lenient on the weak and unprivileged. The Drow did not immediately notice their placement in this new world, as their city was transposed to a massive cave similar enough to where they were before. When they realized that they had not received orders from their goddess for a while the heads of household held a meeting and decided to make the best of the situation. The head of the most powerful house is Matron Zaer’kel.
The drow use paper currency issued by the families and only family run businesses accept it. It comes in 1, 8, and 64 denominations and each unit entitles the possessor to one five hundred millionth of the family’s holdings.
15 drow certs = 1 standard gold
Drow do not offer hospitality to outsiders. All houses maintain their own services. If you don’t know who to see and have the correct house Certs you will not be able to access services.
Female Drow Witch 10/Assassin 10
LE Medium Humanoid
Init +4, Senses Perception +27; Darkvision 120ft
DEFENSE
AC 27, touch 27, Flat-footed 27
HP 98
Fort +7, Ref +12, Will +12; +2 vs enchantment, +5 vs poison
Defensive Abilities Immune to magic sleep, Spell Resistance 26, Uncanny Dodge, Improved Uncanny Dodge
OFFENSE
Speed 30
Melee Dagger +5, +18/+13 (1d4+5+1) +poison
Ranged Speed Dart +2, +18/+18/+13 (1d4+5+4) +poison
Special Attacks
Sneak Attack +5d6
Death Attack DC 20
True Death: resurrection magic DC +25 Remove curse to negate DC 20
Quiet Death
Swift Death
Angel of Death
Hex DC 19 (Dark Apothecary, Distraction, Evil Eye, Poison Steep, Seduction, Poison Touch)
Spell-like abilities: dancing lights, darkness, faerie fire 1/day
Witch Spells Prepared (CL 10; concentration +17)
5th DC 22 - Passwall, Dominate Person
4th DC 21 - Confusion, Black Spot, Lesser Geas, Poison
3rd DC 20 - Blink, Bestow Curse, Inflict Pain, Mindlocked Messenger
2nd DC 19 - Invisibility, Adoration, Augury, Burning Gaze, Greater Detect Magic
1st DC 18 - Ventriloquism, Charm Person, Command, Ear Piercing Scream, Obscure Poison
0th DC 17 - Daze, Detect Magic, Detect Poison, Read Magic
Patron Deception
STATISTICS
Str 12, Dex 18, Con 12, Int 24, Wis 14, Cha 18
Base Atk +12, CMB +13, CMD 27
Skills Craft(Potionmaking) +24, Diplomacy +27, Intimidate +27, Perception +27, Profession(matriarch) +25, Sense Motive +25, Sleight of Hand +17, Stealth +27
Languages Drow
SQ
Hidden Weapons: +10 to sleight of hand checks for hiding weapons
Hide in Plain Sight
Poison Use
Witch’s Familiar (viper)
Light Blindness: Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Gear Speed Darts +2, Dagger +5, Eyes of Charming (DC 16), Headband of Mental Superiority +6, Cloak of Etherealness, Ring of Protection +5, Bracers of Armor +5, whatever poison is applicable
Viper - Neer
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
DEFENSE
AC 21, touch 15, flat-footed 17 (+3 Dex, +6 natural, +2 size)
HP 48 (10d8–1)
Fort +7, Ref +13, Will +11
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +12 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 17, Con 8, Int 10, Wis 13, Cha 2
Base Atk +12; CMB +13; CMD 20 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex) - Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).
Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Drow Ninja 5
LE medium humanoid
Init +4, Senses Perception +9; Darkvision 120ft
DEFENSE
AC 18, touch 14, flat-footed 18
HP 32
Fort +2, Ref +8, Will +0, +2 bonus to save vs enchantment
Defensive Abilities Spell Resistance 11, Uncanny Dodge
OFFENSE
Speed 30
Melee Shortsword +1, +5 (1d6+1+1/19-20/x2)
Ranged Kunai +1, +8 (1d4+1+4/x2)
Special Attacks
Sneak Attack +3d6
Ninja Tricks: Deadly Range, Fast Stealth
Spell-like abilities: dancing lights, darkness, faerie fire 1/day
Ki pool 3 points, By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.
STATISTICS
Str 12, Dex 18, Con 12, Int 18, Wis 8, Cha 12
Base Atk +3, CMB +4, CMD +18
Skills Acrobatics +10, Appraise +9, Bluff +7, Climb +7, Craft (weaving) +9, Diplomacy +6, Disable Device +9, Disguise +8, Escape Artist +12, Intimidate +6, Knowledge (local) +8, Knowledge (nobility) +8, Perception +9, Perform (dinner service) +6, Profession(spy) +7,Sense Motive +7, Sleight of Hand +12, Stealth 13, Swim +6, Use Magic Device +6
Languages Drow
SQ
poison use.
Light Blindness: Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
No Trace.
Gear Kunai +1 x4, Shortsword +1, Spider-silk Bodysuit +1, bag of holding I, antitoxin x5, bloodblock x2, smelling salts x2, smoke pellet x2, pepper smoke pellet x2, tanglefoot bag x2, angel's trumpet x2, blood sap, Harlot sweetx x2, wyrm keif, magesight x3, Silvertongue x2, zerk x5, cypher book, paper x50, catburglar's kit, if outside town blanket, hanging tent, spidersilk rope, drow trail rations x10, scentbane incense, invisible ink (superior), spider sac x5, 6742 Drow Certs