Editing
Avariel
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information