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Flying races?
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<blockquote data-quote="Morgenstern" data-source="post: 927343" data-attributes="member: 5485"><p>Here's a tentative go at doing an ECL +0 flying race (as a power gamer, I'd probably go with a human over this race). I'd fill in the history, personality, etcetera, but such things tend to be pretty campaign specific.</p><p></p><p>Nods to Sean K. Reynolds on the feather fall idea.</p><p></p><p>- - -</p><p><strong>Allarin</strong></p><p> A race of winged humanoids, the Allarin clearly come from human stock. Their own legend speak of the favor of the gods granting their ancestors the gift of flight. Darker tales speak of magical experimentation by the First Lich carried out on slaves who then escaped.</p><p> Allarin resemble humans in most respects, including a wide range of possible skin, hair, and eye coloration. Allarin are typically 1-2 inches shorter than humans, and weigh roughly two-thirds as much as a human of similar height and build. Allarin use the same age categories as humans. Their most noticeable features are the large, feathered wings sprouting from their backs. Folded, they extend some 18 to 24 inches above the Allarin’s shoulders, and run all the way to the ground. Extended, most Allarin have wingspans of over 15 feet.</p><p></p><p><strong>Allarin Racial Traits</strong></p><p></p><p>· Medium-size: As Medium-size creatures, Allarin have no special skill or attack modifiers due to their size.</p><p>· Allarin are considered Small-sized for purposes of all Bullrush, Disarm, Grapple, and Trip attempts. Allarin weigh much less than other creatures of comparable size.</p><p>· Allarin base speed is 20 feet.</p><p>· Wings. Allarin have fully functional wings sprouting from their backs. This provided a variety of benefits, including:</p><p>o Flight. Base speed: 40 feet. Maneuverability: Poor. Taking off requires a full-round action, and you must be able to move in a straight line for 40 feet while doing so. You must have a path at least 20 feet wide to fly through (as if you had a 20 ft. face). You may not fly while carrying a heavy load (see Encumbrance).</p><p>o You may only fly for a maximum number of hours per day equal to 4 + your Con modifier (minimum of 1 hour). If you have the Endurance feat, you may fly for an additional 2 hour each day.</p><p>o If you are carrying a medium load or less, you may fall safely as if under the effects of feather fall (except that this is a non-magical ability). If you are carrying a heavy load, halve any distance fallen for purposes of damage taken. Use of the Jump or Tumble skills to treat a fall as a shorter distance is applied after this effect.</p><p>o You suffer a –1 to AC while flying (as if you size category were Large due to your wingspan).</p><p>o You must make a Concentration check to cast spells while flying as if you were casting defensively. If you attempt to cast on the defensive while flying, the DC is increased by the spell’s level (DC 15 + 2x spell level).</p><p>o You may not wield weapons requiring two hands while flying (including bows). This does not prevent you from wielding a one-handed weapon in each hand.</p><p>o You gain a +4 bonus to Jump checks.</p><p>o All of these abilities are lost if your wings are bound or you are pinned during a grappling attempt.</p><p>· Farsight: All penalties to Spot checks from distance are reduced to one third of normal (round down).</p><p>· The critical multiplier of bludgeoning weapons is increased by x1 when attacking an Allarin. </p><p>· Armor, excluding magical versions, must be specifically tailored to allow for an Allarin’s wings.. The cost of all such armor is increased by 20%, unless manufactured in an Allarin community.</p><p>· Racial Feats: Allarin may take a number of feats to improve their ability to fly or make use of their wings (see below).</p><p>· Automatic Language: Common. Bonus Languages: Auran.</p><p>· Favored Class: Ranger.</p><p></p><p><strong>Racial Feats</strong></p><p></p><p><strong>Aerial Acrobatics</strong></p><p> You are able to spin and twist while airborne.</p><p> Prerequisites: Dex 13+, Allarin Only.</p><p> Benefit: You no longer suffer a –1 to AC while flying. You require a path only 10 ft. wide while flying (as if you had a 10 ft. face). You may now begin flying as a move-equivalent action (this does not reduce the distance required, however).</p><p></p><p><strong>Death from on High</strong></p><p> You have trained to use larger weapons while flying</p><p> Prerequisites: Weapon Focus, Allarin Only.</p><p> Benefit: You may use any weapon requiring two hands that you have the Weapon Focus fear for while flying. You do not gain the benefits of the Weapon Focus feat when wielding a weapon with two hand while flying.</p><p> Special: This feat is added to the list of fighter bonus feats for Allarin fighters.</p><p></p><p><strong>Falcon’s Speed</strong></p><p> You are a fast and powerful flier.</p><p> Prerequisites: Str 13+, Allarin Only.</p><p> Benefit: Your flying speed is increased to 50 feet. Further, you require only 20 feet to take off (but may still move up to 40 ft while doing so if you choose).</p><p></p><p><strong>Greater Speed</strong></p><p> You make tremendous speeds look effortless!</p><p> Prerequisites: Falcon’s Speed, Str 15+, Allarin Only.</p><p> Benefit: Your flying speed increases to 60 feet. Further, you may fly for an additional hour each day.</p><p></p><p><strong>Grounded</strong></p><p> You have learned to use your wings to help you remain firmly on the ground – and on your feet.</p><p> Prerequisites: Improved Unarmed Strike, Balance 2+ ranks, Allarin only.</p><p> Benefit: You are considered Medium-sized for purposes of all Bullrush, Disarm, Grapple, and Trip attempts. You gain a +2 racial bonus to all saves to remain on you feet or to avoid falls.</p><p> Special: This feat is added to the list of fighter bonus feats for Allarin fighters.</p><p></p><p><strong>Gull’s Grace</strong></p><p> You can remain aloft for hours.</p><p> Prerequisites: Endurance, Con 13+, Allarin Only.</p><p> Benefit: You may fly for an additional 2 hours each day. Further, you may fly while carrying a heavy load, but your maneuverability decreases by one grade (poor to clumsy, average to poor), and you loose your Dex bonus to AC while doing so.</p><p></p><p><strong>Wind Dance</strong></p><p> You can literally dance through the air.</p><p> Prerequisites: Aerial Acrobatics, Dex 15+, Allarin Only.</p><p> Benefit: Your maneuverability while flying increases to average. Your jumping distance (vertical or horizontal) is not limited by your height (see Jump skill description).</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 927343, member: 5485"] Here's a tentative go at doing an ECL +0 flying race (as a power gamer, I'd probably go with a human over this race). I'd fill in the history, personality, etcetera, but such things tend to be pretty campaign specific. Nods to Sean K. Reynolds on the feather fall idea. - - - [b]Allarin[/b] A race of winged humanoids, the Allarin clearly come from human stock. Their own legend speak of the favor of the gods granting their ancestors the gift of flight. Darker tales speak of magical experimentation by the First Lich carried out on slaves who then escaped. Allarin resemble humans in most respects, including a wide range of possible skin, hair, and eye coloration. Allarin are typically 1-2 inches shorter than humans, and weigh roughly two-thirds as much as a human of similar height and build. Allarin use the same age categories as humans. Their most noticeable features are the large, feathered wings sprouting from their backs. Folded, they extend some 18 to 24 inches above the Allarin’s shoulders, and run all the way to the ground. Extended, most Allarin have wingspans of over 15 feet. [b]Allarin Racial Traits[/b] · Medium-size: As Medium-size creatures, Allarin have no special skill or attack modifiers due to their size. · Allarin are considered Small-sized for purposes of all Bullrush, Disarm, Grapple, and Trip attempts. Allarin weigh much less than other creatures of comparable size. · Allarin base speed is 20 feet. · Wings. Allarin have fully functional wings sprouting from their backs. This provided a variety of benefits, including: o Flight. Base speed: 40 feet. Maneuverability: Poor. Taking off requires a full-round action, and you must be able to move in a straight line for 40 feet while doing so. You must have a path at least 20 feet wide to fly through (as if you had a 20 ft. face). You may not fly while carrying a heavy load (see Encumbrance). o You may only fly for a maximum number of hours per day equal to 4 + your Con modifier (minimum of 1 hour). If you have the Endurance feat, you may fly for an additional 2 hour each day. o If you are carrying a medium load or less, you may fall safely as if under the effects of feather fall (except that this is a non-magical ability). If you are carrying a heavy load, halve any distance fallen for purposes of damage taken. Use of the Jump or Tumble skills to treat a fall as a shorter distance is applied after this effect. o You suffer a –1 to AC while flying (as if you size category were Large due to your wingspan). o You must make a Concentration check to cast spells while flying as if you were casting defensively. If you attempt to cast on the defensive while flying, the DC is increased by the spell’s level (DC 15 + 2x spell level). o You may not wield weapons requiring two hands while flying (including bows). This does not prevent you from wielding a one-handed weapon in each hand. o You gain a +4 bonus to Jump checks. o All of these abilities are lost if your wings are bound or you are pinned during a grappling attempt. · Farsight: All penalties to Spot checks from distance are reduced to one third of normal (round down). · The critical multiplier of bludgeoning weapons is increased by x1 when attacking an Allarin. · Armor, excluding magical versions, must be specifically tailored to allow for an Allarin’s wings.. The cost of all such armor is increased by 20%, unless manufactured in an Allarin community. · Racial Feats: Allarin may take a number of feats to improve their ability to fly or make use of their wings (see below). · Automatic Language: Common. Bonus Languages: Auran. · Favored Class: Ranger. [b]Racial Feats[/b] [b]Aerial Acrobatics[/b] You are able to spin and twist while airborne. Prerequisites: Dex 13+, Allarin Only. Benefit: You no longer suffer a –1 to AC while flying. You require a path only 10 ft. wide while flying (as if you had a 10 ft. face). You may now begin flying as a move-equivalent action (this does not reduce the distance required, however). [b]Death from on High[/b] You have trained to use larger weapons while flying Prerequisites: Weapon Focus, Allarin Only. Benefit: You may use any weapon requiring two hands that you have the Weapon Focus fear for while flying. You do not gain the benefits of the Weapon Focus feat when wielding a weapon with two hand while flying. Special: This feat is added to the list of fighter bonus feats for Allarin fighters. [b]Falcon’s Speed[/b] You are a fast and powerful flier. Prerequisites: Str 13+, Allarin Only. Benefit: Your flying speed is increased to 50 feet. Further, you require only 20 feet to take off (but may still move up to 40 ft while doing so if you choose). [b]Greater Speed[/b] You make tremendous speeds look effortless! Prerequisites: Falcon’s Speed, Str 15+, Allarin Only. Benefit: Your flying speed increases to 60 feet. Further, you may fly for an additional hour each day. [b]Grounded[/b] You have learned to use your wings to help you remain firmly on the ground – and on your feet. Prerequisites: Improved Unarmed Strike, Balance 2+ ranks, Allarin only. Benefit: You are considered Medium-sized for purposes of all Bullrush, Disarm, Grapple, and Trip attempts. You gain a +2 racial bonus to all saves to remain on you feet or to avoid falls. Special: This feat is added to the list of fighter bonus feats for Allarin fighters. [b]Gull’s Grace[/b] You can remain aloft for hours. Prerequisites: Endurance, Con 13+, Allarin Only. Benefit: You may fly for an additional 2 hours each day. Further, you may fly while carrying a heavy load, but your maneuverability decreases by one grade (poor to clumsy, average to poor), and you loose your Dex bonus to AC while doing so. [b]Wind Dance[/b] You can literally dance through the air. Prerequisites: Aerial Acrobatics, Dex 15+, Allarin Only. Benefit: Your maneuverability while flying increases to average. Your jumping distance (vertical or horizontal) is not limited by your height (see Jump skill description). [/QUOTE]
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