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ALFAR

RACIAL TRAITS Average Height: 5'6" - 6'3" Average Weight: 90180 lb. Ability Scores: -1 Constitution Base Movement: 120'/round Vision: Infravision [60'] CULTURAL TRAITS Available Classes: Fighter, Magician, Burglar, Fighter/Magician, Fighter/Burglar, Magician/Burglar Starting Languages: Alfar, Orcish, Common Advantages: Infravision [60'], Natural Archers, Faeriekin, Perceptive Disadvantages: Emphemeral, Faeriekin Alfar are often considered flighty or frivolous, and this is the case when they do not believe a matter to be of import. They concern themselves with the natural beauty around them, dancing and frolicking, playing and singing unless necessity dictates otherwise. Because alfar love nature, they are not fond of ships or mines, but of growing things and the lands under the sky. They do not make friends easily, but friend or enemy is never forgotten. Their humor is clever, as are their songs and poetry. alfar are brave but never foolhardy. They feast, but eat sparingly, drink mead and wine, but seldom become drunk from excesses. While they find well wrought jewelry a pleasure to behold, they are not overly interested in money or gain. Magic fascinates alfar, however, and if they have a weakness it lies in this desire. If alfar tend towards haughtiness and arrogance at times, they are not inclined to regard their friends and associates as anything other than equals. A character of alfar stock can opt to be a fighter, a magician, or a burglar. An alfar character can also be multi-classed, i.e. a fighter/magician, a fighter/burglar, or a magician/burglar. If the character is multi-classed, the following restrictions and strictures apply: Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any burgling or spell casting is restricted to the armor usable by the burglar class. All alfar are able to speak the following languages: alfar and orcish; in addition Alfar characters are able to speak the "common tongue" of menfolk. As alfar are not as sturdy as humans, they deduct 1 from their initial constitution score. Infravision [60']: Alfar have the ability to see into the infro-red spectrum, so they are able to see up to 60' in darkness, noting varying degrees of heat radiation. Natural Archers: When employing a long or short bow, alfar characters gain a bonus of + 1 on their die rolls "to hit". Faeriekin: Alfar characters have a 90% resistance to charm spells. Any spell-causing spells or effects double the duration and incur a -4 penalty on rolls to resist. Perceptive: Secret or concealed doors are difficult to hide from alfar. If actively searching for such doors, alfar characters are 33% (2 in 6)

likely to find o secret door and 50% likely (3 in 6) to discover a concealed portal. Ephemeral: Alfar can not be Raised from Dead or Resurrected through any spell or item short of divine intervention.

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