Elves, Half-Blood Drow (3.5e Template)
From D&D Wiki
 Half-Blood Drow
|This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.|
To a Drow, when it comes to partnership, anything goes. Thus, over the years, many strange Half-Blood beings have been created.
 Creating a Half-Blood Drow
Half-Blood Drow is an inherited template that can be applied to any humanoid creature with an intelligence of 3 or more (most commonly a half elf). This template cannot be applied to a Drow or humans (Half-Blood Drow Humans use the Half-Elf race with this template), but it can be applied to any other subtype of elf. Use the creature's base statistics and abilities except as noted here.
 Size and Type
The creature's size remains the same, but it gains the elf subtype.
 Hit Dice
The creature's Hit Die type remains the same, but the creature looses any racial levels it may have.
 Special Qualities
The creature gains the following abilities;
- Darkvision out to 60 feet. If the base creature already has Darkvision, then it's Darkvision increases by 60ft.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Half-blood Drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
The creature gains the following Racial Ability Adjustments, as noted below, in addition to its base Racial Ability Adjustments;
- If the creature doesn't have a positive Dexterity modifier, and doesn't have a negative Constitution modifier, it gains a +2 Dexterity and a -2 Constitution modifier.
- If the creature has a positive Dexterity Modifier, but doesn't have a Positive Intelligence or Charisma, it gains either a +2 Intelligence or a +2 Charisma modifier (your choice), and a negative Constitution modifier
- If the creature has a positive Dexterity and Charisma Modifier, but not a positive Intelligence modifier, it gains +2 Intelligence and a -2 Constitution modifier.
- If the creature has positive Dexterity and Intelligence Modifier, but not a positive Charisma modifier, the creature gains a +2 Charisma modifier and a -2 Constitution modifier.
- If the creature has a positive Dexterity modifier and a negative Constitution modifier, but doesn't have a positive Intelligence or Charisma modifier, and a negative wisdom modifier, the creature gains either a +2 Intelligence or a +2 Charisma modifier, and a -2 Wisdom modifier.
- If the creature has a positive Dexterity modifier and a negative Constitution modifier, but not a positive Intelligence or Charisma modifier, and a negative Strength modifier, the creature gains either a +2 Intelligence or a +2 Charisma modifier, and a -2 Strength modifier.
- If the character does not fulfil any of the above requirements, it may have any one of the following modifier; +2 Dexterity, +2 Intelligence, +2 Charisma. If it has chosen one of the above, it must also have one of the following; -2 Constitution, -2 Wisdom, -2 Strength. These modifiers cannot increase an existing modifier higher than +2 or lower than -2.
Half-Blood Drow usually look more like their Drow parents than their Non-Drow parents. Odd features from their Non-Drow parents often affect their apperance: a Half-Blood Drow Goblin probably has rather ugly (to put it bluntly) facial features, etc.
Half-Blood Drow usually live in the underdark in the great Drow cities. They are usually spat upon by Pure-Blood Drow, and cast out onto the streets, where they make a desperate living.
Like Pure-Blood Drow, Half-Blood Drow are usually Neutral Evil. Half-Blood Drow are more likely to turn away from the ways of the Drow than normal Drow.
Add Elven and Undercommon to the base creatures list bonus languages if not already present.