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Avariel Idea(balenced?)
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<blockquote data-quote="Suldulin" data-source="post: 166499" data-attributes="member: 1976"><p>Avarial</p><p></p><p>[insert flavor text from various sources]</p><p></p><p>[traits<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>+4 to dex -2 to str and con: Avariel are extremely gracefull but because of hollow bones and general fraility save for the muscles needed for flight, they tend to be weak in body</p><p></p><p>Meduim size</p><p></p><p>Avarial base speed is 25 ft.; fly 50 ft (ave)</p><p></p><p>Immunity to magical sleep and a +2 racial saving throw bonus verses Enchantment spells and effects</p><p></p><p>Low-Light vision</p><p></p><p>Proficient with bolas, lassos and longsword or rapier</p><p></p><p>+2 racial bonus on Listen and Search checks, +4 to Spot; Avariel while elven do _not_ gain the normal elven bonuses to detect secret or concealed doors</p><p></p><p>Automatic Languages: Common and Elven. Bonus Languages: Auran, Arvariel Sign/Finger Langague, Draconic, Gnoll, Goblin, Orc, Sylvan</p><p></p><p>Miner Blunt Vulnerablity: because of their hollow bones Avariel take +1 damage per attack with Bludgeoning Damage</p><p></p><p>Minor Fire Vulnerability: because of the Avariels' general fear of fire and their wings being flamable Avariel take +1 Damage per Die of fire Damage</p><p></p><p>Clastrophobia: Avariel have an extreme fear of enclosed spaces and being underground they must make a will save DC 10 upon entering said conditions, if they fail they are shaken, if they succeed they suffer half the effects of being shaken(but are not considered shaken on the fear scale)</p><p>the DC increases by +5 for each Day in such a space, if failed they are considered shaken, or if already shaken become frightened and seek to exit by the quickest route possible, this continues until they become frightened.</p><p>Once frightened they make a save each hour they they are unable to find an exit at +1 DC per hour, or become panicked and suffer -2 temp wisdom damage for each failed save after that until they find a way out or reach 0 wisdom</p><p></p><p>Wingspan: Avariel have a average wingspan of 10 ft, and need at least 15 feet in which to use their wings or they may not fly</p><p></p><p>Weapon limits: Avariel may not use a weapon larger than meduim or a bow while in flight, unless the large weapon is either a double weapon or piercing(weapons with Piercing and another Damage only do Piercing) if they attempt to use a large non-piercing or non-double weapon (and/or they attempt to use a bow) while in flight they can only make one attack and start to fall until they use two move actions and make two dex checks DC 15 (for each move action) to stablize themselves</p><p></p><p>Favored Class: Wizard or Fighter(must be choosen at first level)</p><p></p><p>Armor that they do not start with with, or bought at an avariel city are double priced to be altered</p><p></p><p>thoughts? balenced?</p><p></p><p>[edited for some spelling and grammer errors]</p><p>[edit: added the double price amor thing]</p></blockquote><p></p>
[QUOTE="Suldulin, post: 166499, member: 1976"] Avarial [insert flavor text from various sources] [traits:] +4 to dex -2 to str and con: Avariel are extremely gracefull but because of hollow bones and general fraility save for the muscles needed for flight, they tend to be weak in body Meduim size Avarial base speed is 25 ft.; fly 50 ft (ave) Immunity to magical sleep and a +2 racial saving throw bonus verses Enchantment spells and effects Low-Light vision Proficient with bolas, lassos and longsword or rapier +2 racial bonus on Listen and Search checks, +4 to Spot; Avariel while elven do _not_ gain the normal elven bonuses to detect secret or concealed doors Automatic Languages: Common and Elven. Bonus Languages: Auran, Arvariel Sign/Finger Langague, Draconic, Gnoll, Goblin, Orc, Sylvan Miner Blunt Vulnerablity: because of their hollow bones Avariel take +1 damage per attack with Bludgeoning Damage Minor Fire Vulnerability: because of the Avariels' general fear of fire and their wings being flamable Avariel take +1 Damage per Die of fire Damage Clastrophobia: Avariel have an extreme fear of enclosed spaces and being underground they must make a will save DC 10 upon entering said conditions, if they fail they are shaken, if they succeed they suffer half the effects of being shaken(but are not considered shaken on the fear scale) the DC increases by +5 for each Day in such a space, if failed they are considered shaken, or if already shaken become frightened and seek to exit by the quickest route possible, this continues until they become frightened. Once frightened they make a save each hour they they are unable to find an exit at +1 DC per hour, or become panicked and suffer -2 temp wisdom damage for each failed save after that until they find a way out or reach 0 wisdom Wingspan: Avariel have a average wingspan of 10 ft, and need at least 15 feet in which to use their wings or they may not fly Weapon limits: Avariel may not use a weapon larger than meduim or a bow while in flight, unless the large weapon is either a double weapon or piercing(weapons with Piercing and another Damage only do Piercing) if they attempt to use a large non-piercing or non-double weapon (and/or they attempt to use a bow) while in flight they can only make one attack and start to fall until they use two move actions and make two dex checks DC 15 (for each move action) to stablize themselves Favored Class: Wizard or Fighter(must be choosen at first level) Armor that they do not start with with, or bought at an avariel city are double priced to be altered thoughts? balenced? [edited for some spelling and grammer errors] [edit: added the double price amor thing] [/QUOTE]
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