Phineas Crow
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Alfar
Medium Outsider (Native)
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 20 ft. in chainmail (4 squares); base speed 20 ft.
Armor Class: 19 (+2 Dex, +5 chainmail, +2 heavy shield) touch 12, flat-footed 17
Base Attack/Grapple: +5/+7
Attack: Longsword +8 melee (1d8+2/19-20) or slam +7 melee (1d6+2 plus disease)
Full Attack: Longsword +8 melee (1d8+2/19-20) or 2 slams +7 melee (1d6+2 plus disease)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Disease, Nightmarish Gaze
Special Qualities: Darkvision 60 ft., dwarven blood, immunity to disease and poison, spell resistance 15
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 15, Dex 14, Con 18, Int 12, Wis 11, Cha 16
Skills: Appraise +8, Bluff +13, Craft (blacksmithing) +6, Hide +12, Listen +9, Move Silently +11, Sense Motive +8, Spot +14
Feats: Power Attack, Weapon Focus (Longsword)
Environment: Temperate land and underground
Organization: Solitary, pair, team (3-5), or squad (6–10)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: --
Distantly related to dwarves, alfar are creatures of nightmare and disease, delighting in spreading both throughout the world.
An alfar greatly resembles its dwarven cousins, with a stout and hardy figure. Their skin is darker than a normal dwarf’s ranging from dark gray to charcoal black. Hair color can be black, gray, or brown and male alfar usually have long beards which they decorate with jewelry carved from the bones of their enemies. They also have several distinctive features such as two small horns adorning their foreheads, red glowing eyes, and large orc-like tusks.
The origins of the alfar is clouded in mystery, while it is known they were once dwarves it is unclear what caused their drastic changes, though some scholars believe that the first alfar made a pact with a powerful, yet unknown, entity giving them their powers.
The intentions of the alfar are also obscure. Some alfar travel solitarily across the land using their powers to spread fear and disease. Others form rigid warbands, build defensive fortifications, and try to take control over stretches of land. Some turn their backs on openly destructive goals and settle with running a profitable business, becoming merchants or blacksmiths, though they usually run such businesses unscrupulously.
Alfar speak Common and Dwarven.
Combat
Alfar typically fight with longswords, only using their natural attacks when they wish to spread disease or are unarmed.
Disease (Ex): Shakes—slam, Fortitude DC 16, incubation period 1 day; damage 1d8 Dex. The save DC is Constitution-based.
Nightmarish Gaze (Su): Range 30 feet. A creature that meets the alfar’s gaze must succeed on a DC 15 Will save or become fatigued and unable to get any restful sleep for the next 24 hours, creatures cannot regain arcane spells while under this effect. Whether or not the save is successful, that creature cannot be affected again by the same alfar’s gaze for 24 hours. A remove curse spell will remove the effect from the inflicted creature. This is a mind-affecting fear effect, creatures that don‘t sleep or dream are unaffected. The save DC is Charisma-based.
Dwarven Blood (Ex): Alfar have the following traits which they inherited from their dwarven cousins:
—An alfar can move at its base speed even when wearing medium or heavy armor.
—Stability: Alfar, like dwarves, are exceptionally stable on their feet. An alfar has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Medium Outsider (Native)
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 20 ft. in chainmail (4 squares); base speed 20 ft.
Armor Class: 19 (+2 Dex, +5 chainmail, +2 heavy shield) touch 12, flat-footed 17
Base Attack/Grapple: +5/+7
Attack: Longsword +8 melee (1d8+2/19-20) or slam +7 melee (1d6+2 plus disease)
Full Attack: Longsword +8 melee (1d8+2/19-20) or 2 slams +7 melee (1d6+2 plus disease)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Disease, Nightmarish Gaze
Special Qualities: Darkvision 60 ft., dwarven blood, immunity to disease and poison, spell resistance 15
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 15, Dex 14, Con 18, Int 12, Wis 11, Cha 16
Skills: Appraise +8, Bluff +13, Craft (blacksmithing) +6, Hide +12, Listen +9, Move Silently +11, Sense Motive +8, Spot +14
Feats: Power Attack, Weapon Focus (Longsword)
Environment: Temperate land and underground
Organization: Solitary, pair, team (3-5), or squad (6–10)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: --
Distantly related to dwarves, alfar are creatures of nightmare and disease, delighting in spreading both throughout the world.
An alfar greatly resembles its dwarven cousins, with a stout and hardy figure. Their skin is darker than a normal dwarf’s ranging from dark gray to charcoal black. Hair color can be black, gray, or brown and male alfar usually have long beards which they decorate with jewelry carved from the bones of their enemies. They also have several distinctive features such as two small horns adorning their foreheads, red glowing eyes, and large orc-like tusks.
The origins of the alfar is clouded in mystery, while it is known they were once dwarves it is unclear what caused their drastic changes, though some scholars believe that the first alfar made a pact with a powerful, yet unknown, entity giving them their powers.
The intentions of the alfar are also obscure. Some alfar travel solitarily across the land using their powers to spread fear and disease. Others form rigid warbands, build defensive fortifications, and try to take control over stretches of land. Some turn their backs on openly destructive goals and settle with running a profitable business, becoming merchants or blacksmiths, though they usually run such businesses unscrupulously.
Alfar speak Common and Dwarven.
Combat
Alfar typically fight with longswords, only using their natural attacks when they wish to spread disease or are unarmed.
Disease (Ex): Shakes—slam, Fortitude DC 16, incubation period 1 day; damage 1d8 Dex. The save DC is Constitution-based.
Nightmarish Gaze (Su): Range 30 feet. A creature that meets the alfar’s gaze must succeed on a DC 15 Will save or become fatigued and unable to get any restful sleep for the next 24 hours, creatures cannot regain arcane spells while under this effect. Whether or not the save is successful, that creature cannot be affected again by the same alfar’s gaze for 24 hours. A remove curse spell will remove the effect from the inflicted creature. This is a mind-affecting fear effect, creatures that don‘t sleep or dream are unaffected. The save DC is Charisma-based.
Dwarven Blood (Ex): Alfar have the following traits which they inherited from their dwarven cousins:
—An alfar can move at its base speed even when wearing medium or heavy armor.
—Stability: Alfar, like dwarves, are exceptionally stable on their feet. An alfar has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
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