Elf, Alfar (4e Race)

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Alfar (Light Elves)[edit]

A race of elves who have grown close to the gods.

Racial Traits
Average Height: 4'10" - 5'6"
Average Weight: 120 - 150 lbs.
Ability Scores: +2 Wisdom, +2 Charisma or Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Heal, +2 Insight
Divine Experience: Religion is always a class skill.
Radiant Gift: When an item or power would let you spend a healing surge without regaining hit points, you regain additional hit points equal to your Wisdom modifier.
Blessed Misfortune: You gain the Blessed Misfortune racial power.


Blessed Misfortune Alfar Racial Power
Your attack may not have hit spot on, but your mistake gives your ally some assistance in keeping from repeating your mistake.
Encounter
Immediate Reaction Close burst 10
Trigger: You miss with an enemy with a ranged or melee attack
Target: One ally in burst
Effect: The ally gains a power bonus to his or her next attack roll against the triggering enemy equal to your Charisma or Intelligence modifier.


The Alfar were once a race of elves who played with arcane magic as if it were toy, which led to arrogance and haughtiness among their people. Eventually, this caused in-fighting amongst their people, and most of their race died out in the resulting war. Those who survived fled to isolated parts of the land and looked to the gods of good for guidance. In exchange for generations of their time, these gods granted them the insight, intelligence, and charisma necessary to avoid conflict with each other. However, when they emerged, they noticed that the land was in a new stage of conflict itself, and decided to put their new skills to use in order to quell this turmoil.

Play an Alfar if you want...

  • to be wise, charismatic, and intelligent.
  • to excel at either divine or arcane magic.
  • to be a member of a race that favors the cleric, invoker, and wizard classes.

Physical Qualities[edit]

Alfar are commonly pale-skinned due to their limited physical activity and general seclusion from the outside world. Alfar are short, even by elven standards, and have elongated ears much like elves and eladrin. Their hair is commonly a pallid blonde, silver, or light-blue, reflecting their enlightened status. Alfar eyes are either light blue or an almost neon green color, and they commonly have symbols reflecting their patron deity tattooed somewhere on their body (commonly the face or arms). An Alfar that becomes physically strong will be more athletic than overly-muscular, although the difference is still apparent. Men are only a few inches taller and a few pounds heavier than women in general and sprout no facial hair.

Playing an Alfar[edit]

As a race, Alfar are almost always good in nature, but certain circumstances can prevent an Alfar from receiving the same upbringing as others, making it very rare, but not impossible, for an Alfar to be unaligned or even evil, although all Alfar have a natural connection to the gods, making them drawn to the divine power source. Alfar rarely get unorganized and are rather neat and tidy in general, preferring order and a calm environment above most else, but, in times of need, they can become very fierce protectors. However, in their quest to stop conflict, they are often pushy and are not above making their opinions and goals known to others.

Alfar Characteristics: Pious, calm, neat, kind, pushy, vocal

Male Names: Alminaar, Athiston, Bello'mas, Cylkas, Erthus, Ghelbad, Lirris, Naffir, Phelnat, Syruduk

Female Names: Aalthina, Beline, Dylaia, Eamala, Elmoase, Himi'nas, Poleia, Salcyi, Thimala

Alfar Adventurers[edit]

Three sample alfar adventurers are described below.

Yrfflar is an alfar invoker who's made a covenant of preservation with Ioun. In her name, he directs forces in the battle against the forces from the Far Realm which threaten the natural world and the Feywilds. While he is very severe and can't handle a joke, many women find his frankness endearing.

Dyrjatt is an alfar wizard dedicated to studying the ways of magic and the gods. He is particularly interested in the power of the Weave and that of Mystra. Power is not a want for him so much as knowledge. But he may find himself consumed by the thirst for it if not for his companions which keep him tethered.

Althea is an alfar cleric of Moradin, god of the arts. She spends her time going about, visiting Moradin's temples, as well as inspecting museums and exhibitions made in his name. Deep down, she has reservations about having left her home to go into the wide world. The forces of Torog intimidate her, and she is not confident in her skills. But in a pinch, her desire to protect is second to none.


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