So in addition to playing Freelancer, I also DM a DnD 3.5 game every Friday/Saturday at my house. The setting is essentially Forgotten Realms-esque magic and my own setting. (Technological level of the Roman/Greeks. I had to include Spartans in there somewhere)
Now, I had someone want to play a Drow in this world, but the problem was that I didn't want Dark Elves as they are normally portrayed in my world. (Although Drizzt was cool, no do-gooding drow for me) Long story short I pulled in some different sources and made a completely new race of drow called Hallowed. (hallowed because they were once "high elves" that fell from grace and enslaved to the god of hatred.)
Hallowed:
Hallowed have the following traits:
+2 Intelligence, -2 Strength: Hallowed have a long history dating back to before their creation of unparalleled cunning and exploitative behavior, however, because of the large rate of infant death (seeming to favor the runt) they are weaker than other species of equal size.
Spell-like abilities 1/day: darkness, faerie fire
Darkvision out to 60 ft.
Proficient with either rapier or shortsword and the hand crossbow and light crossbow.
Light Blindness: Abrupt exposure to bright light (such as a sunlight or daylight spell) blinds hallowed for 1 round. In addition, hallowed suffer a -1 circumstance penalty on all attack rolls, saves and checks while operating in bright light.
Poisoned Blood: A hallowed's blood is naturally poisoned and can substitute for poison for weapons. The poisoning deals one point of damage to the hallowed, but because he's using his own blood he can not poison himself accidentally. The person hit by the poisoned weapon must succeed at a Fort save (DC: 13) or be poisoned for 1d6 damage. Poison lasts on the weapon until it hits something.
Immunity from all hallowed produced mundane poison effects.
Favored Enemy: A hallowed may choose a favored enemy like the ranger ability of the same name. All hallowed are taught to study their foes and hate the very ground they walk on, giving them a surprising zeal for combat.
+2 racial bonus on Will saves against spells and spell-like abilities.
As the title suggests, I want to know if this is balanced for a level adjusted +0. The Duskblade favored class was added because they were the ones to invent the class in the world. Also, the favored classes are somewhat powerful, but their environment compensates because their Underdark is more or less a fractured magic zone, so spells go awry and more often than not casters are reduced to melee.
The Duskblade favored class is a bit iffy and the +2 to Int is very iffy, but I want to know what you all think. I also want to know who in the house plays DnD. (Or Warhammer equivalent)
"The thirteen saloons that had lined the one street of Seney had not left a trace. The foundations of the Mansion House hotel stuck up above the ground. The stone was chipped and split by the fire. It was all that was left of the town of Seney. Even the surface had been burned off the ground.
Nick looked at the burned-over stretch of hillside, where he had expected to find the scattered houses of the town and then walked down the railroad track to the bridge over the river. The river was there."