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==PC Stats== ===Basic D&D=== ::Ability Score Minimum/Maximum: Strength 15 or 14 (Male/Female)/18(00) or 18(50) (Male/Female, Dexterity 15/18, Constitution 12/18, Intelligence 12/18, Wisdom 12/18, Charisma 13/19 ::Ability Score Adjustments: None Mentioned ::Class & Level Limits: [[Fighter]] 7, [[Cleric]] 7, [[Druid]] 7, [[Wizard|Magic-User]] 7, [[Illusionist]] 11 ::Exceptional Abilities: An Al Karak Elam Fighter, Cleric, Druid or Magic-User can rise to 8th level if their Primary Ability Score (Str for Fighter, Wis for Cleric/Druid, Int for MU) is 17 and to 9th level if it is 18. An Al Karak Elam Illusionist with 18 Int and 18 Dex can reach unlimited levels. ::Multiclass Options: Fighter/Magic-User, Fighter/Illusionist, Fighter/Cleric, Magic-User/Cleric, Magic-User/Druid, Illusionist/Cleric, Illusionist/Druid ::Can fly whilst carrying half of maximum encumberance, but are slowed as if encumbered. ::If carrying max encumberance, can only fly for 1-2 rounds. ::Can speak to eagles, falcons, hawks, owls, griffons, hippogriffs and pegasi. ::An Al Karak Elam that is forced to stay underground or at sea, or which is imprisoned, must make a save vs. magic once per day. On a failed save, they go insane, developing either the Mania, Manic-Depressive, Homicidal Mania, Suicidal Mania, Hebephrenia or Catatonia insanity. ===Advanced D&D=== Keep in mind that Avariel, as elves, retain the "standard" elven abilities, level limits, etc, such as 90% resistance to sleep & charm spells, detect concealed doors, etc. Exceptions are noted. ::Ability Score Minimum/Maximum: Strength 8/18, Dexterity 8/20, Constitution 4/16, Intelligence 8/18, Wisdom 3/18, Charisma 10/18 ::Ability Score Adjustments: +2 Dexterity, -2 Constitution ::Classes Options: Fighter, Mage, Cleric, Thief, Bard, Thief/Mage, Fighter/Mage, Fighter/Thief, Fighter/Mage/Thief, Fighter/Cleric ::Thieving Skill Adjustments: -50% to Climb Walls. ::Infravision 60' ::Keen Eyesight: Avariel can see clearly up to 1 mile away. ::Wings: Avariel can fly with Movement Rate 18 and Manueverability Type C. ::Lost Weapon Skills: Avariel do not possess the standard elven +1 bonus to attacking with swords and bows. ::Clumsy on Land: An avariel's land Movement Rate is 9, and they suffer a -2 penalty to their To Hit rolls and a +2 penalty to their AC when fighting on land, unless they spend 2 proficiency points on the Ground Combat proficiency. At the DM's discretion, they may lose their Dexterity bonus entirely when operating on the ground. ::Painful Flight: Each hour that an avariel has been flying, it must make a Constitution check. On a failure, it must rest for 15 minutes per hour of flight prior to the check. ::Bulky Wings: An avariel cannot fly if its hit point total drops to less than 50%. If its hit points drop down to 25% or less, it also loses its ability to glide and to jump up to 10 feet. ::Weight Limitation: An avariel can only carry mass equal to their own body weight and still be capable of flight, with their maneuverability dropping by 1 for each for each (half body weight) of load carried. ::Claustrophobia: When confined in some fashion, such as being underground, an avariel must make a Wisdom save on each day it is imprisoned. On a failed save, it suffers from some debilitating insanity, as described by the DM. Four failed saves cause the insanity to become permanent until treated with a Heal or Remove Disease spell. ===D&D 3e=== For the 3e Avariel, take the 3e Elf statblock and make the following changes: ::Ability Score modifiers are +4 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom ::Keen Sight (Ex): +4 racial bonus to Spot checks instead of the normal +2. ::+4 racial bonus on Jump checks. ::Replace Elven Weapon Proficiency with Avariel Weapon Proficiency (Proficient with Lasso, Bolas, and either Rapier or Longsword). ::Flight (Ex): Flying Speed of 50 feet with Average Manueverability, but cannot fly if carrying more than a Medium load, wearing Heavy armor, fatigued or exhausted. Wings span 12 feet, so cannot fly in an area without room to open wings. An avariel can "run" whilst flying, so long as they move in a straight line. ::Dive Attack: When flying, an avariel armed with a piercing weapon can make a special charge attack that requires descending a minimum of 30 feet; on a hit, the attack inflicts double damage. ::Shortened Lifespan: Avariel use the [[Gnome]] aging table instead of the [[Elf]] one. ::[[Favored Class]]: [[Cleric]] ::[[Level Adjustment]]: +3 ===D&D 5e=== As a subrace, Avariel are pretty gypped; they get Auran (the Air [[Elemental]] language) as a bonus language and the somewhat standardized "You can Fly 30 feet per round, but you can't fly if wearing Medium or Heavy Armor, or if Encumbered" flight racial trait. They're literally the only elven subrace at this point to ''not'' get a +1 to an ability score... as well as one of only ''two'' races that only get +2 to their ability scores. The other one is the '''[[Kobold]]'''!
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