Drow Tactics w/ Innate Abilities

Hmmm...

You're right. I guess I'll have to abandon my previous assertion, then, that Faerie Fire + Darkness would work. It wouldn't.

I suppose the two abilities are meant to work independently, then. Faerie Fire used to counter invisibility and provide a small attack bonus, and Darkness to confuse the foe, and perhaps as an escape tactic as well.
 

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Lord Pendragon said:


I suppose the two abilities are meant to work independently, then.


...or that they are vestigial powers that used to be stackable, but now are included on the drow SLA list just to have some measure of backwards compatibility with the earlier books concerning a certain dual-scimitar-wielding drow ranger. Cheers to progress! ;)
 

A good thing to remember about drow is their darkvision which if I recall correctly is twice what standard races have so between that and faerie fire you can do some nasty stuff before the PC's can even see them. Also use darkness on a stone etc on an entrance way then cover the floor with something crunchy (Crackers etc) so it is difficult to sneak through the entrance, then ready bow shots for when they exit the darkness also pit traps in darkness are nasty.

lots of drow like tactics work around these ideas in my game.

Later
 

Shallown said:
Lots of drow like tactics work around these ideas in my game.
The tactics tend to focus more on subterfuge than in-combat abilities.

It is a bit annoying though that drow have faerie fire which only seems to be useful at distances greater than 120-ft. That is a catch-22. Drow have difficulties beyond that distance just as normal creatures; they won't be able to aim their spell.

BTW, to a previous poster, faerie fire does not grant a bonus to hit as per previous versions of the spell, IIRC. It only negates certain conditions.

Cheers,
/ds
 

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