TheLe
First Post
VIKINGS will be released sometime tonight or tomorrow. I just finished realigning the last chapter -- Chapter 13: Monsters. This chapter is 58 pages long, and I didn't have the patience to count all the oodles of monsters that Vidaar put in.
In the meantime, here's a sample from Chapter 13, page 23 (which I find to be a bit creepy):
In the meantime, here's a sample from Chapter 13, page 23 (which I find to be a bit creepy):
Svartalf
Svartalf, 1st-level warrior
Medium Humanoid (Elf, Extra-planar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 16 (+1 Dex, +4 mithril shirt, +1 natural)
Base Attack/Grapple: +1/+2
Attack: Greatsword + 2 melee (2d6+1, 19-20/x2) or longbow +2 ranged (1d8, 20/x3)
Full attack: Greatsword + 2 melee (2d6+1, 19-20/x2) or longbow +2 ranged (1d8, 20/x3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Darkvision 120 ft., Light Sensitivity, Spell resistance 6, Sunlight Vulnerability, Svartalf traits
Saves: Fortitude +4, Reflex +0, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
Skills: Climb +3, Craft (Weaponsmith) +5, Hide +3, Listen +2, Move Silently +7, Search +1, Spot +2
Feats: Stealthy
Climate/Terrain: Any (Svartalfheim)
Organization: Solitary, pair or troupe (3-10, including a 3rd to 5th level sergeant)
Challenge Rating: 1
Treasure: Standard
Alignment: Often chaotic evil
Level Adjustment: +2.
Svartalfar (“black elves”) or dokkalfar (“dark elves”) are distant cousins of the dwarves; at least they both stem from the same roots: The maggots that formed in Ymir’s corpse at the dawn of time. They are hairy, short (4 ½ ft. on average), stocky; often misshaped, and downright ugly. Their skin and hair are both jet black.
Their world, Svartalfheim, is located underneath the bottom layer of Nidavellir, and consists of a vast maze of tunnels, caverns and dungeons. Several of these tunnels connect Svartalfheim to other worlds.
Like the dwarves svartalfar are great smiths, but they do not have arcane smiths like the dwarves’. When it comes to mundane smithing they are second to none, though. The most advanced svartalf smiths often have levels of the Spirit Smith prestige class (see chapter 2: Prestige Classes), and it is possible that it was they who first developed the secret behind spirit smithing.
Lightfoot is the favored class of svartalfar, but svartalf leaders are often seithmen, usually specializing in the field of earth magic. Their elite smiths are often multiclassed fighters/educated, and are held in the highest regard. Svartalfar never become priests.
The first level warrior presented here had the following statistics before racial adjustments: Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8.
Light Sensitivity (Ex): Svartalfar suffer a -2 penalty to attack rolls, initiative and skill checks when exposed to bright light (such as a Daylight spell).
Spell-like Abilities: 3/day: Darkness, Sleep (DC 10). 1/day: Deep Slumber (DC 12). Casterlevel 1st.
Sunlight Vulnerability (Ex): A svartalf who is exposed to direct sunlight (not just a Daylight spell) must make Fortitude save (DC 19) or be instantly turned to stone. A Stone to Flesh or Break Enchantment spell can return an affected elf to its normal shape.
Skills: Svartalfar have a +2 racial bonus to Listen, Search and Spot checks, and a +4 racial bonus to Move Silently checks. They get a +4 circumstance bonus to Hide checks made in darkness or shadowy illumination because of their black skin and hair.
Svartalfar are master smiths and metalworkers. They have a +4 racial bonus to all Craft checks related to metal, and to all Appraise checks concerning metal items.
Svartalf Society
Little is known of the dark world of Svartalfheim and its even darker inhabitants. It is said to be a cold and desolate place, haunted by flocks of crows and ravens. No sun, moon or stars light the sky there.
The svartalfar live in underground towns, the entrance of which is either well hidden or defended by a stone keep. What they eat to sustain themselves is uncertain, but they are known to make raids into other worlds and often steal cattle and other live stock.
Another thing they tend to steal is human babies, which they raise to be slaves. They also steal the milk from breastfeeding mothers, in order to feed their future slaves. After a visit from the Svartalf, the woman looses her ability to produce milk.
Svartalf Traits
Svartalfar possess the following racial traits:
Abilities: +2 Dexterity, -2 charisma. Svartalfar are agile and quick to react, but nasty by nature.
Medium size.
AC: +1 natural armor.
Ageless: Svartalfar do not age.
Low-light vision. Svartalfar see four times as far as humans in low-light conditions.
Elves are immune to sleep effects, and have a +2 racial bonus to all saves against enchantment spells and effects.
Spell resistance: A svartalf has spell resistance equal to 5 plus his hit dice.
Spell-like abilities: A svartalf can use Darkness and Sleep 3/day, and Deep Slumber 1/day; all at a casterlevel equal to his hit dice.
Racial weapon proficiencies: All svartalfar are proficient with longbows, shortbows, greatswords, longswords and shortswords.
Automatic languages: Elven and Norse. Bonus languages: Dwarven, Giant and Sylvan.
Elves have very good eyes and ears. They have a +2 racial bonus on all Listen, Search and Spot checks. Svartalfar also have a +4 racial bonus to Move Silently checks, and they get a +4 circumstance bonus to Hide checks made in darkness or shadowy illumination. Finally, they have a +4 racial bonus to any Craft checks related to metal, and a +2 racial bonus to all Appraise checks relating to metal items.
Favored Class: Lightfoot.
Level Adjustment: +1.