Frathe
2013-02-04, 12:54 PM
Alfar
{table=head] | Alfar, 1st-Level Warrior |
Size/Type: | Medium Humanoid (Dwarf, Elf) |
Hit Dice: | 1d8+1 (5 hp) |
Initiative: | +1 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
Base Attack/Grapple: | +1/+2 |
Attack: | Warhammer +2 melee (1d8+1/×3) or longbow +3 ranged (1d8/×3) |
Full Attack: | Warhammer +2 melee(1d8+1/×3) or longbow +3 ranged (1d8/×3) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | None |
Special Qualities: | Alfar traits |
Saves: | Fort +2, Ref +1, Will -1* |
Abilities: | Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 6 |
Skills: | Hide+1 (+0 with shield), Listen+1, Search+2, Spot+1 |
Feats: | Weapon Focus (longbow) |
Environment: | Temperate forest or temperate mountains |
Organization: | Squad (2-4), band (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge Rating: | ½ |
Treasure: | Standard |
Alignment: | Usually neutral good |
Advancement: | By character class |
Level Adjustment: | +0 |
[/table]
Alfar inherit a curious mixture of the attributes of their elven and dwarven parents. As both parents can be, they are often standoffish and reclusive, some considering themselves inferior beings who should avoid contact with their betters, and some considering themselves a new third race superior to the races of either parent. Alfar often have a subtly off-putting appearance, though they are generally physically well-formed. They are nimble in both hand and body, inheriting to a degree both the agility of elves and the crafting skill of dwarves.
Alfar speak Elven and Dwarven, and most who travel also know Common.
Most alfar encountered outside their homes are warriors. The statistic block given here is for a first level warrior.
Combat
Alfar Traits (Ex)
Alfar possess the following racial traits.
+2 Dexterity, -2 Charisma.
Medium size.
An alfar’s base land speed is 30 feet.
Darkvision out to 60 feet.
Stonecunning: This ability grants an alfar a +1 racial bonus on Search checks to notice unusual stonework. An alfar who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. An alfar can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
+1 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. *Not reflected in the saving throw modifiers given here.
+1 racial bonus on Listen, Search, and Spot checks. An alfar does not have the elf’s ability to notice secret doors simply by passing near them, unless the doors are made of stone (see stonecunning above).
Dwarven Blood: For all effects related to race, an alfar is considered a dwarf. Alfar, for example, are just as vulnerable to special effects that affect dwarves as their dwarf ancestors are, and they can use magic items that are only usable by dwarves.
Elven Blood: For all effects related to race, an alfar is considered an elf.
Automatic Languages: Dwarven, Elven, Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass alfar takes an experience point penalty for multiclassing, her highest-level class does not count.
The alfar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
{table=head] | Alfar, 1st-Level Warrior |
Size/Type: | Medium Humanoid (Dwarf, Elf) |
Hit Dice: | 1d8+1 (5 hp) |
Initiative: | +1 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
Base Attack/Grapple: | +1/+2 |
Attack: | Warhammer +2 melee (1d8+1/×3) or longbow +3 ranged (1d8/×3) |
Full Attack: | Warhammer +2 melee(1d8+1/×3) or longbow +3 ranged (1d8/×3) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | None |
Special Qualities: | Alfar traits |
Saves: | Fort +2, Ref +1, Will -1* |
Abilities: | Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 6 |
Skills: | Hide+1 (+0 with shield), Listen+1, Search+2, Spot+1 |
Feats: | Weapon Focus (longbow) |
Environment: | Temperate forest or temperate mountains |
Organization: | Squad (2-4), band (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge Rating: | ½ |
Treasure: | Standard |
Alignment: | Usually neutral good |
Advancement: | By character class |
Level Adjustment: | +0 |
[/table]
Alfar inherit a curious mixture of the attributes of their elven and dwarven parents. As both parents can be, they are often standoffish and reclusive, some considering themselves inferior beings who should avoid contact with their betters, and some considering themselves a new third race superior to the races of either parent. Alfar often have a subtly off-putting appearance, though they are generally physically well-formed. They are nimble in both hand and body, inheriting to a degree both the agility of elves and the crafting skill of dwarves.
Alfar speak Elven and Dwarven, and most who travel also know Common.
Most alfar encountered outside their homes are warriors. The statistic block given here is for a first level warrior.
Combat
Alfar Traits (Ex)
Alfar possess the following racial traits.
+2 Dexterity, -2 Charisma.
Medium size.
An alfar’s base land speed is 30 feet.
Darkvision out to 60 feet.
Stonecunning: This ability grants an alfar a +1 racial bonus on Search checks to notice unusual stonework. An alfar who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. An alfar can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
+1 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. *Not reflected in the saving throw modifiers given here.
+1 racial bonus on Listen, Search, and Spot checks. An alfar does not have the elf’s ability to notice secret doors simply by passing near them, unless the doors are made of stone (see stonecunning above).
Dwarven Blood: For all effects related to race, an alfar is considered a dwarf. Alfar, for example, are just as vulnerable to special effects that affect dwarves as their dwarf ancestors are, and they can use magic items that are only usable by dwarves.
Elven Blood: For all effects related to race, an alfar is considered an elf.
Automatic Languages: Dwarven, Elven, Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass alfar takes an experience point penalty for multiclassing, her highest-level class does not count.
The alfar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.