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===First Edition=== There never were Drow in the BXCMI line. This line did spin up some underworld elves incompatible with surface elves - the Shadow Elves, the Schattenalfen - but those were Aztec or post-Aztec. Shadow Elves farm spiders in, like, one city only. LEAVE THEM ALONE!! Where Drow did exist, starting at Greyhawk, Gygax (at first) restricted them to the role of monsters, due to their in-game lore. Both [[Drizzt Do'Urden]] (in Icewind Vale, not Greyhawk ... and arguably not Forgotten Realms at first, either) and [[Viconia de'Vir]] were exceptions, with backstories to explain why they're on the surface instead of down in the Underdark. That said, Gygax wasn't entirely ignorant to his audience. PC stats for drow elves appeared, alongside the other [[Underdark]] [[Demihuman]]s ([[duergar]] and [[svirfneblin]]) in the original [[Unearthed Arcana]] for AD&D 1e. They were still quite strong, but nerfed from their appearance in the Drow Trilogy for instance knocking out that spell-resistance. They were also less powerful than their 2e incarnations: ::No ability score penalties or modifiers. ::Sunlight Sensitivity: -2 penalty to Dexterity and "to hit" rolls and enemies gain a +2 bonus to saves vs. drow attacks when both the drow and their opponent are in bright light. If the dark elf is in shadow and the opponent is brightly lit, this changes to a -1 to hit penalty/+1 save bonus instead. ::Unlike drow NPCs, drow PCs do ''not'' have 50% magic resistance. They cannot regain this trait without a Wish spell. ::Drow do not gain the weapon bonuses of normal elves, but instead are ambidextrous. ::Drow have Infravision 12'. ::Drow females have movement rate 15', whilst males have movement rate 12'. ::Drow have the Stealth and Detect Secret Doors abilities of [[elves]], and the Stonecunning ability of [[dwarves]]. ::Drow have access to the spell-like abilities of Dancing Lights, Faerie Fire and Darkness 5' Radius. They gain access to Detect Magic, Know Alignment and Levitate at 4th level, with female drow also gaining Clairvoyance, Detect Lie, Dispel Magic and Suggestion at that level. All spell-like abilities are usable 1/day. ::Available classes: [[Cleric]], Warrior ([[Fighter]], [[Ranger]], [[Cavalier]]), [[Rogue]] (Thief, [[Acrobat]], [[Assassin]]), [[Wizard|Magic-User]]. ::Class levels for Drow Males: [[Cleric]] 7, [[Fighter]] 10, Magic-User 18, [[Thief]]/[[Acrobat]] Unlimited, [[Assassin]] 12, [[Ranger]] 14 ::Class levels for Drow Females: [[Cleric]] Unlimited, [[Fighter]] 12, Magic-User 11, [[Thief]]/[[Acrobat]] Unlimited, [[Assassin]] 12, [[Ranger]] 14 Naturally, when 2e rolled along, [[The Complete Book of]] [[Elves]] [[splatbook]] also provided new rules for playable Drow and holy ''fuck'' were they powerful... IF you were playing in the Underdark. +2 Dex, +1 Int, -1 Constitution, -2 Charisma for initial ability score modifiers, and with racial maximums of 18, 20, 17, 19, 18 and 16 for Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma respectively. They have a bunch of spell-like abilities, all usable once per day; Dancing Lights, Faerie Fire, and Darkness by default, with Levitate, Know Alignment and Detect Magic gained at level 4. Drow [[Cleric]]s get even more, in the form of Clairvoyance, Detect Lie, Suggestion and Dispel Magic. Also, they ''start'' with Magic Resistance 50% and increase it by +2% per level, to a max of 80%, and get a +2 bonus on all saves involving magic. So, what's the drawback? Aside from the sensitivity to light (-2 penalty to Dexterity and Attack Rolls, enemies are +2 bonus to saves vs. drow spells), they also lose their powers if they spend more than two weeks outside of the Underdark, losing 10% Magic Resistance and one spell-like ability each day. If they go back to the Underdark, they get their powers back if they spend 1 day for each week they spent on the surface. Also, they get a -4 penalty to Reaction rolls against other elves, and increase their experience costs by +20%.
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