Something that you should keep on mind if you're playing a drow (pasted from Book of Elves):
At the start, drow are 50% magic resistant, and every level they rise increases the resistance by 2% (to a maximum of 80%). Multiclassed drow use the higher level to determine this bonus.
In addition to their high magic resistance, drow also receive a +2 bonus on all saves involving magic. This includes those devices that emit magical effects or are powered by magic. This magic resistance does not hamper their ability to use magic themselves, however.
Once per day, all drow can use the spells dancing lights, faerie fire, and darkness. They achieve this through force of will, rather than spell components. A 4th-level drow can cast levitate, know alignment, and detect magic once per day. In addition, drow priests can cast clairvoyance, detect lie, suggestion, and dispel magic once a day.
If the drow spends more than two weeks away from the subterranean caverns of the Underdark, the special advantages fade. Magic resistance is lost at a rate of 10% per day. This process can be halted and the powers regained if the drow returns to the Underdark and spends one day there for each week spent aboveground.
DROW ABILITY SCORES
Ability...........Minimum.......Maximum
Strength........3...............18
Dexterity........8...............20
Constitution....7...............17
Intelligence.....9...............19
Wisdom..........3...............18
Charisma........6...............16
[ 03-23-2003, 06:43 AM: Message edited by: Vedran ]
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Horatio
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