Sylvaroth
First Post
Light Bones
I changed the entry like this:
Light Bones: The Aerlhún have lightweight bones, many of which are hollow like those of a bird, so they are more vulnerable to physical attacks. Therefore, whenever they are hit by a bludgeoning weapon the damage dealt increases by one half.
Fly
In addition I would like to have some comments on this entry for the Fly supernatural ability I would ike to include :
Fly [Su]: Inside the boundaries of Nénvelya the Aerlhún have the ability to fly at a speed of 30 feet (even if wearing medium or heavy armor, or if carrying a medium or heavy load, but they cannot carry aloft weight that would exceed their maximum load.) with average maneuverability.
Flying requires only as much concentration as walking, so they can attack or cast spells as normally. While airborne an Aerlhún can make dive attacks. A dive attack works just like a charge, but the Aerlhún must move a minimum of 30 feet and descend at least 10 feet. Attacks performed while diving deal double damage. An Aerlhún can use the run action while flying, provided he flies in a straight line.
Outside of their realm Aerlhún are able to fly only by undergoing an intensive mental training of their innate magical abilities (represented by a chain of regional feats).
Regional Feats
Those regional feats are the next point on my list. The last feat on the chain should enable the Aerlhún to use his Fly supernatural ability the same way as it works in their home realm (maybe with some restrictions) after they achieved a level it would not appear that unbalancing anymore.
Any suggestions?
I changed the entry like this:
Light Bones: The Aerlhún have lightweight bones, many of which are hollow like those of a bird, so they are more vulnerable to physical attacks. Therefore, whenever they are hit by a bludgeoning weapon the damage dealt increases by one half.
Fly
In addition I would like to have some comments on this entry for the Fly supernatural ability I would ike to include :
Fly [Su]: Inside the boundaries of Nénvelya the Aerlhún have the ability to fly at a speed of 30 feet (even if wearing medium or heavy armor, or if carrying a medium or heavy load, but they cannot carry aloft weight that would exceed their maximum load.) with average maneuverability.
Flying requires only as much concentration as walking, so they can attack or cast spells as normally. While airborne an Aerlhún can make dive attacks. A dive attack works just like a charge, but the Aerlhún must move a minimum of 30 feet and descend at least 10 feet. Attacks performed while diving deal double damage. An Aerlhún can use the run action while flying, provided he flies in a straight line.
Outside of their realm Aerlhún are able to fly only by undergoing an intensive mental training of their innate magical abilities (represented by a chain of regional feats).
Regional Feats
Those regional feats are the next point on my list. The last feat on the chain should enable the Aerlhún to use his Fly supernatural ability the same way as it works in their home realm (maybe with some restrictions) after they achieved a level it would not appear that unbalancing anymore.
Any suggestions?