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Trueborn Xelusine have lithe, delicate bodies and their skin tones typically range from black to dark gray, although many also bear tinges of red or other colors. They are known for distinctive and vibrant hair colors such as red, purple, green, and blue, and they tend to keep their hair long and interwoven with jewelry while at home. A few have unusual eye colors, such as gold, or bear other features like slit pupils. Ear sizes also vary. Many Xelusine carry birthmarks and hermaphroditic births are not unheard of (and tend to be celebrated). Their initial diversity has been expanded through interspecies breeding, which is broadly encouraged.

Unlike other races, Xelusine blood remains dominant and requires more than one generation of removal before dilution begins. That means that “half-drow” do not result until a half-blooded Trueborn breeds with another race. Xelusine half-drow tend to have one or two of the distinctive physical marks listed above to point to their drow lineage. Created drow do not have the darkest hues of skin or the wildest tinges in their hair; if they bear unusual hair colors, they are muted or in streaks. They do not always manifest much longer or pointed ears when the rite is complete but they make up for it with jewelry or disguises.

Those reared amongst the Xelusine learn a mellifluous variant of the elven language and sprinkle it regularly with expressions and curses from the sunlit lands. Xelusine who express an interest are also taught Drow Sign Language, which they learned centuries ago from Nalbrezu allies. The hand code is never passed on to cultists.

  • +2 Dexterity, +2 Charisma, –2 Strength: Xelusine are agile and charming.
  • Elf: Drow are humanoids with the elf subtype.
  • Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Drow have a base speed of 30 feet.
  • Darkvision: Drow can see in the dark up to 120 feet.
  • Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
  • Silver Tongued: Xelusine gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
  • Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
  • Spell-Like Abilities: A Xelusine can cast guidance, beguiling gift, and unnatural lust, once each per day, using her total character level as her caster level.
  • Disease Vulnerability: Xelusine suffer from a permanent -2 to all Fortitude checks to resist diseases and cannot possess any racial trait which gives them resistance or immunity to disease.
  • Languages: Drow begin play speaking Elven and Undercommon. Xelusine with high Intelligence scores can choose any language from a race they have infiltrated before (with GM approval) but favor the following: Abyssal, Aklo, Common, Drow Sign Language, Ignan, Infernal, or Sylvan.

Instead of being Silver Tongued, Xelusine can benefit from one of the following:

  • Covetous: Many Xelusine gain a +2 bonus on Appraise and Sleight of Hand checks, and it is more difficult to catch them at work. Anyone searching them for stolen goods only gains a +2 on their roll instead of the usual +4 bonus.
  • Cruel: A number of Xelusine gain a +2 bonus on Bluff and Intimidate checks and are already versed in the finer arts of torture.
  • Famished: Some Xelusine do not draw attacks of opportunity due to drinking a potion or eating a substance, applying an oil, or retrieving a stored item (this includes attacks targeted against a potion or small item they are trying to use during combat, so long as it does not do damage or provide AC). They also gain a +2 to their CMD versus sunder attempts.
  • Gregarious: When some Xelusine successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours. They also gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
  • Slippery: A few Xelusine gain a +2 bonus on Disguise and Escape Artist checks. They also have an easier time escaping static, nonmagical bonds, so their DCs versus bindings like rope are reduced by 5.

Rather than Drow Immunities, Xelusine can manifest:

  • Fey Damage Resistance: Several Xelusine gain DR 3/cold iron.
  • Fiendish Resistance: Some Xelusine have demonic or devil blood and gain two of the following: cold resistance 5, electricity resistance 5, or fire resistance 5.
  • Intoxicating Aroma (Sp): A few Xelusine naturally emit an arousing scent that grants them +2 on saving throws made to avoid being affected by foul stenches of any kind. They can also activate sanctuary on themselves through their aroma as a spell-like ability as a sorcerer of their class level once per day. Creatures that successfully save cannot be affected by the same creature’s intoxicating aroma for 24 hours. Creatures that cannot smell are unaffected. Creatures with the intoxicating aroma ability are immune to its effects.

In place of Spell-Like Abilities, Xelusine can enjoy one of the following traits:

  • Alternate Spell-Like Abilities: Instead of guidance, Xelusine can manifest purify food and drink or daze. Rather than beguiling gift, Xelusine can use cultural adaptation or dream feast. And in place of unnatural lust, Xelusine can choose seducer’s eyes or silk to steel. One choice can be made per spell level but once decided upon, the results are permanent. Regardless, each ability can only be used once each per day, using total character level as the caster level.
  • Fae Fascination (Su): A few Xelusine have ties to the fae. Twice per day, these lucky few can create a 30-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier). Creatures that are attracted to the Xelusine’s gender suffer a –2 penalty on their saving throws.
  • Pyromaniac: Some Xelusine descend from interbreeding with fire elementals or efreeti. These Xelusine are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Xelusine early access to level-based powers; it only affects powers that they could already use without this trait. If a Xelusine has a Charisma score of 11 or higher, they also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level.

See Also