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Drow - good for anything?
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<blockquote data-quote="WarlockLord" data-source="post: 3293274" data-attributes="member: 40098"><p><strong>Hey, check out what I found...</strong></p><p></p><p>...all these racial drow feats!</p><p></p><p>Disease Shield</p><p></p><p>Type: Racial</p><p>Source: Dragon #327</p><p></p><p>You can radiate an aura of sickening necromantic energy. Cha 17, any three racial feats.</p><p></p><p>Prerequisite: Drow</p><p>Benefit: As a standard action, you can activate an aura of foul magic that surrounds you in a five-foot-radius. All creatures that come into contact with this aura must make a Fortitude save (DC 10 + your Charisma bonus + your total number of racial feats) or become sickened for a number of rounds equal to your total number of racial feats. You can have a disease shield active for a number of rounds per day equal to your total number of racial feats, but these rounds need not be consecutive. You may lower your aura as a free action at any point after the disease shield has been active for 1 round.</p><p>Special: This is a supernatural effect.</p><p></p><p>Life Tap</p><p></p><p>Type: Racial</p><p>Source: Dragon #327</p><p></p><p>You can absorb life energy from living creatures you slay, healing damage with each kill.</p><p></p><p>Prerequisite: Wis 13, any one racial feat, Drow</p><p>Benefit: When you kill a living creature with a melee weapon you may immediately heal a number of hit points equal to 1 hp for every 2 RD possessed by the fallen creature (minimum 1). You may use this ability a number of times per day equal to the number of racial feats you possess. You may decide to use this ability upon dealing the death blow as a free action.</p><p>Special: This is a supernatural effect.</p><p></p><p>Undead Command</p><p></p><p>Type: Racial</p><p>Source: Dragon #327</p><p></p><p>You can command undead creatures to follow your verbal orders.</p><p></p><p>Prerequisite: Cha 19, any two racial feats, Drow</p><p>Benefit: As a standard action, you can vocally order a single undead creature within 30 feet to undertake a specific action, as per the spell command. The undead creature can attempt to resist your order with a successful Will save (DC 10 + your Charisma modifier + your total number of racial feats), but otherwise it must follow your command to the best of its ability. You can issue a total number of commands per day equal to your total number of racial feats.</p><p>Special: This is a supernatural and language-dependent effect.</p><p></p><p>Disease Bolt</p><p></p><p>Type: Racial</p><p>Source: Dragon #327</p><p></p><p>You can channel tiny motes of negative energy and hurl them at enemies.</p><p></p><p>Prerequisite: Cha 13, any two racial feats, Drow.</p><p>Benefit: As a standard action, you can hurl a bolt of negative energy as a ranged touch attack. On a successful hit, you deal 1d6 points of damage per racial feat you possess. You can hurl a disease bolt a number of times per day equal to the total number of racial feats you possess. Damage dealt by a disease bolt heals undead creatures rather than damaging them.</p><p>Special: This is a supernatural effect.</p><p></p><p>Damage Mastery</p><p></p><p>Type: Racial</p><p>Source: Dragon #327</p><p></p><p>You are efficient at dealing damage with a particular type of weapon.</p><p></p><p>Prerequisite: Drow</p><p>Benefit: Select one damage type from the following: bludgeoning, piercing, or slashing. You gain a competence bonus on weapon damage rolls made with weapons that deal this type of damage. The bonus gained to damage equals 1 plus 1 for every three other racial feats you possess. Thus, a character with Damage Mastery (bludgeoning) and three other racial feats would gain a +2 competence on all damage dealt with a bludgeoning weapon.</p><p>Special: You may gain this feat multiple times. Its effects do not stack. Each time you take this feat it applies to a new type of weapon.</p><p></p><p>Increased Carrying Capacity</p><p></p><p>Type: Racial</p><p>Source: Dragon #327</p><p></p><p>You can carry far more than someone of your strength should be able to.</p><p></p><p>Prerequisite: Drow</p><p>Benefit: For the purposes of determining your carrying capacity (see page 162 of the Players Handbook) your effective Strength increases by a number equal to your total number of racial feats. The virtual Strength bestowed by this feat offers no benefit to combat rolls, skill checks, or other activities such as lifting a gate, grappling, or moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except when determining carrying capacity</p></blockquote><p></p>
[QUOTE="WarlockLord, post: 3293274, member: 40098"] [b]Hey, check out what I found...[/b] ...all these racial drow feats! Disease Shield Type: Racial Source: Dragon #327 You can radiate an aura of sickening necromantic energy. Cha 17, any three racial feats. Prerequisite: Drow Benefit: As a standard action, you can activate an aura of foul magic that surrounds you in a five-foot-radius. All creatures that come into contact with this aura must make a Fortitude save (DC 10 + your Charisma bonus + your total number of racial feats) or become sickened for a number of rounds equal to your total number of racial feats. You can have a disease shield active for a number of rounds per day equal to your total number of racial feats, but these rounds need not be consecutive. You may lower your aura as a free action at any point after the disease shield has been active for 1 round. Special: This is a supernatural effect. Life Tap Type: Racial Source: Dragon #327 You can absorb life energy from living creatures you slay, healing damage with each kill. Prerequisite: Wis 13, any one racial feat, Drow Benefit: When you kill a living creature with a melee weapon you may immediately heal a number of hit points equal to 1 hp for every 2 RD possessed by the fallen creature (minimum 1). You may use this ability a number of times per day equal to the number of racial feats you possess. You may decide to use this ability upon dealing the death blow as a free action. Special: This is a supernatural effect. Undead Command Type: Racial Source: Dragon #327 You can command undead creatures to follow your verbal orders. Prerequisite: Cha 19, any two racial feats, Drow Benefit: As a standard action, you can vocally order a single undead creature within 30 feet to undertake a specific action, as per the spell command. The undead creature can attempt to resist your order with a successful Will save (DC 10 + your Charisma modifier + your total number of racial feats), but otherwise it must follow your command to the best of its ability. You can issue a total number of commands per day equal to your total number of racial feats. Special: This is a supernatural and language-dependent effect. Disease Bolt Type: Racial Source: Dragon #327 You can channel tiny motes of negative energy and hurl them at enemies. Prerequisite: Cha 13, any two racial feats, Drow. Benefit: As a standard action, you can hurl a bolt of negative energy as a ranged touch attack. On a successful hit, you deal 1d6 points of damage per racial feat you possess. You can hurl a disease bolt a number of times per day equal to the total number of racial feats you possess. Damage dealt by a disease bolt heals undead creatures rather than damaging them. Special: This is a supernatural effect. Damage Mastery Type: Racial Source: Dragon #327 You are efficient at dealing damage with a particular type of weapon. Prerequisite: Drow Benefit: Select one damage type from the following: bludgeoning, piercing, or slashing. You gain a competence bonus on weapon damage rolls made with weapons that deal this type of damage. The bonus gained to damage equals 1 plus 1 for every three other racial feats you possess. Thus, a character with Damage Mastery (bludgeoning) and three other racial feats would gain a +2 competence on all damage dealt with a bludgeoning weapon. Special: You may gain this feat multiple times. Its effects do not stack. Each time you take this feat it applies to a new type of weapon. Increased Carrying Capacity Type: Racial Source: Dragon #327 You can carry far more than someone of your strength should be able to. Prerequisite: Drow Benefit: For the purposes of determining your carrying capacity (see page 162 of the Players Handbook) your effective Strength increases by a number equal to your total number of racial feats. The virtual Strength bestowed by this feat offers no benefit to combat rolls, skill checks, or other activities such as lifting a gate, grappling, or moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except when determining carrying capacity [/QUOTE]
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