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==Drow== ===Curseborn=== Restricted to [[drow]] that find themselves in [[Lolth]]'s service. ''Clinging Shadows'' amplifies Cloud of Darkness by making anyone in the area count as in difficult terrain and ''Darkfire Conflagration'' boosts Darkfire by making it hit multiple people, while ''Curseborn Action'' is the basic AP to recharge a racial power. Accursed Flames is also an amped-up Darkfire that dazes a target, denies them concealment, and makes them grant Combat Advantage. Drow Shadow Stride gives a shift and concealment. Alluring Lights is a trap-sort of power that makes anyone nearby immobilized so they can be dragged about. Controllers would probably benefit the most from these abilities, with Wizards, Sorcerers, and Devoted Clerics benefiting heavily from it. ===Dread Fang=== Restricted to [[drow]] rogues, it's pretty recommended that the rogue specialize in light blades and crossbows (Proficiencies granted to all drow). ''Dread Sneak Action'' makes spending an AP for an attack against an enemy granting Combat Advantage also inflict Sneak Attack damage with no regard to prior usage, while ''Spider Assassin'' gives another Sneak die to use on a Sneak Attack made against an enemy that couldn't see the attacker. ''Sinister Presence'' is for keeping the momentum, as it grants Combat Advantage against a second enemy once the first dies. Fang and Web Strike is a double attack that can be used with either crossbow or light blade (and it requires wielding both) that can split the attacks. What makes this more special is how it doesn't provoke, meaning you can point-blank unload a bolt through the head on someone. Spider Feint is meant for any point-blank fire or escape ploys by giving +5 AC against opportunity attacks from a single enemy. Venomous Sting is rather handy between being Reliable, usable with either blade or crossbow, and inflicting 2[W] damage while also giving a second attack that can deal ongoing poisonous damage. ===Drow Wanderer=== Restricted to [[drow]] (DUH) who are trained in Dungeoneering. This path focuses more on survival and gaining advantages over the opposition, though without any real ties to any class. ''Ambusher Action'' makes spending an AP to attack an enemy while invisible gain a +2 to hit while ''Stone Sense'' only grants +2 to Initiative, Perception, and Dungeoneering when underground. ''Firemotes'' gives +5 against enemies hit by Darkfire, meaning anyone taking Cloud of Darkness are SOL. From Out of Nowhere is a decent starting power, being not only dependent on either Str, Dex, or Con, but also stunning the target if they're granting Combat Advantage. Strength in Darkness is mega-situational (like most of this Path), granting a bonus to a Healing Surge equal to Con Mod. Darkblade as a power not only inflicts an absurd 5[W] damage, but also puts a Cloud of Darkness on the enemy, slowing them down. It's tough to really pin an ideal class to enter from, since no one class would benefit any more from this than any other. Rangers might benefit the best from this, as might Druids or Barbarians. However, there are features that require both racial powers, and it requires that the campaign spend lots of time underground to be useful. Honestly, don't pick this unless you're really dedicated to it.
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