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<blockquote data-quote="dante58701" data-source="post: 2956481" data-attributes="member: 40336"><p>Svartálfar</p><p>Medium Fey</p><p>Hit Dice: 50d6+650 (825 hp)</p><p>Initiative: +21 (+17 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft.</p><p>Armor Class: 52 (+17 Dex, +20 insight, +5 natural armor)</p><p>Base Attack/Grapple: +25/+30</p><p>Attack: +10 keen brilliant energy bastard sword +53 melee (1d10+15/17-20)</p><p>Full Attack: 2 +10 keen brilliant energy bastard swords +53/+48/+43/+38 melee (1d10+15/17-20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Gaze, spell-like abilities, svartálfar weapons</p><p>Special Qualities: Superior two-weapon fighting, DR 15/epic and cold iron, svartálfar traits, immune to poison and disease, low-light vision, SR 61, fast healing 10</p><p>Saves: Fort +29, Ref +44, Will +35</p><p>Abilities: Str 21, Dex 45, Con 37, Int 35, Wis 23, Cha 49</p><p>Skills: Bluff +71, Concentration +33, Craft (any three) +23, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language, Spot +59</p><p>Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (svartálfar weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (svartálfar weapon), Whirlwind Attack</p><p>Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal)</p><p>Environment: Any</p><p>Organization: Solitary</p><p>Challenge Rating: 28</p><p>Treasure: Standard</p><p>Alignment: Any</p><p>Advancement: None</p><p></p><p>A svartálfar’s natural weapons are treated as epic for the purpose of overcoming damage reduction.</p><p></p><p>Combat</p><p></p><p>Svartálfar Dungeon Crawler (Ex): Svartálfar are entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus on Listen, Spot, and Search checks.</p><p></p><p></p><p>Svartálfar Combat Techniques (Ex): A svartálfar fights with a svartálfar weapon in each hand. Because these weapons are extensions of its own body, the svartálfar does not take an attack or damage penalty for attacking with two weapons.</p><p></p><p>Svartálfar Craft (Ex): Svartálfar receive a +2 racial bonus on Appraise checks that are related to stone or metal items, and on Craft checks that are related to stone or metal. </p><p></p><p>Svartálfar Eyes (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A svartálfar can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. svartálfar are immune to their own gaze. The DC is Charisma-based.</p><p></p><p>Svartálfar Magicks (Sp): At will - dancing lights, darkness, detect thoughts, disguise self, displacement, faerie fire, freedom, greater dispel magic, greater invisibility, greater teleport, harm, knock, spell turning, stone shape, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based.</p><p></p><p>Svartálfar Resilience (Ex): Immune to magic sleep spells and effects, +2 racial bonus on Will saves against spells and spell-like abilities, this increases to +4 on Will saves against enchantment spells or effects.</p><p></p><p>Svartálfar Underdweller (Ex): Darkvision out to 120 feet; Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds svartálfar for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Stonecunning (Ex): This ability grants a svartálfar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A svartálfar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a drow can use the Search skill to find stonework traps as a rogue can. A svartálfar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Svartálfar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.</p><p></p><p>Svartálfar Weapons (Su): Each svartálfar carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she shifts from class to class, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but svartálfar can “draw” their weapons from nowhere as a free action. Svartálfar weapons are considered light weapons for a svartálfar, regardless of their size.</p></blockquote><p></p>
[QUOTE="dante58701, post: 2956481, member: 40336"] Svartálfar Medium Fey Hit Dice: 50d6+650 (825 hp) Initiative: +21 (+17 Dex, +4 Improved Initiative) Speed: 40 ft. Armor Class: 52 (+17 Dex, +20 insight, +5 natural armor) Base Attack/Grapple: +25/+30 Attack: +10 keen brilliant energy bastard sword +53 melee (1d10+15/17-20) Full Attack: 2 +10 keen brilliant energy bastard swords +53/+48/+43/+38 melee (1d10+15/17-20) Space/Reach: 5 ft./5 ft. Special Attacks: Gaze, spell-like abilities, svartálfar weapons Special Qualities: Superior two-weapon fighting, DR 15/epic and cold iron, svartálfar traits, immune to poison and disease, low-light vision, SR 61, fast healing 10 Saves: Fort +29, Ref +44, Will +35 Abilities: Str 21, Dex 45, Con 37, Int 35, Wis 23, Cha 49 Skills: Bluff +71, Concentration +33, Craft (any three) +23, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language, Spot +59 Feats: Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (svartálfar weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (svartálfar weapon), Whirlwind Attack Epic Feats: Blinding Speed, Polyglot, Spell Stowaway (heal) Environment: Any Organization: Solitary Challenge Rating: 28 Treasure: Standard Alignment: Any Advancement: None A svartálfar’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Combat Svartálfar Dungeon Crawler (Ex): Svartálfar are entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus on Listen, Spot, and Search checks. Svartálfar Combat Techniques (Ex): A svartálfar fights with a svartálfar weapon in each hand. Because these weapons are extensions of its own body, the svartálfar does not take an attack or damage penalty for attacking with two weapons. Svartálfar Craft (Ex): Svartálfar receive a +2 racial bonus on Appraise checks that are related to stone or metal items, and on Craft checks that are related to stone or metal. Svartálfar Eyes (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A svartálfar can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. svartálfar are immune to their own gaze. The DC is Charisma-based. Svartálfar Magicks (Sp): At will - dancing lights, darkness, detect thoughts, disguise self, displacement, faerie fire, freedom, greater dispel magic, greater invisibility, greater teleport, harm, knock, spell turning, stone shape, water breathing. Caster level 50th; save DC 28 + spell level. The DCs are Charisma-based. Svartálfar Resilience (Ex): Immune to magic sleep spells and effects, +2 racial bonus on Will saves against spells and spell-like abilities, this increases to +4 on Will saves against enchantment spells or effects. Svartálfar Underdweller (Ex): Darkvision out to 120 feet; Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds svartálfar for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Stonecunning (Ex): This ability grants a svartálfar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A svartálfar who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a drow can use the Search skill to find stonework traps as a rogue can. A svartálfar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Svartálfar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Svartálfar Weapons (Su): Each svartálfar carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she shifts from class to class, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but svartálfar can “draw” their weapons from nowhere as a free action. Svartálfar weapons are considered light weapons for a svartálfar, regardless of their size. [/QUOTE]
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