Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
New Race: The Aerlhún
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cheiromancer" data-source="post: 1723984" data-attributes="member: 141"><p>I think that wingless flight (and wild empathy) makes them a little too strong while adventuring in Nénvelya, and the hollow bones penalty makes them a little weak outside Nénvelya. </p><p></p><p>Maybe give them a height limitation: they only fly 5 feet off the ground or something. That should add flavor and a significant benefit (no problem with marshy ground or pits) but makes them vulnerable to ground-based melee attacks. And of course they can move faster while walking than flying.</p><p></p><p>Aerlhún outside of Nénvelya can fly only short distances: how far is based on their jump check and their base ground speed (calculate the distance normally, then double it). Aerlhún ignore the height limitation on distance jumped. Unlike jumps by normal characters, Aerlhún sail slowly through the air for one or more rounds at their flying speed of 20. Modifiers affecting jumping distance (like taking a running start) also affect the distance they can fly. Due to their magical heritage and their hollow bones, Aerlhún, even outside of Nénvelya, take only 1/2 normal falling damage. Furthermore, Fly spells (and similar magic effects) affecting Aerlhún are automatically extended, as per the metamagic feat.</p><p></p><p>I don't know if I would give them a feat chain to duplicate their homeland abilities. It seems to me that if the magic comes from the land, then nothing they personally do could change improve it.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1723984, member: 141"] I think that wingless flight (and wild empathy) makes them a little too strong while adventuring in Nénvelya, and the hollow bones penalty makes them a little weak outside Nénvelya. Maybe give them a height limitation: they only fly 5 feet off the ground or something. That should add flavor and a significant benefit (no problem with marshy ground or pits) but makes them vulnerable to ground-based melee attacks. And of course they can move faster while walking than flying. Aerlhún outside of Nénvelya can fly only short distances: how far is based on their jump check and their base ground speed (calculate the distance normally, then double it). Aerlhún ignore the height limitation on distance jumped. Unlike jumps by normal characters, Aerlhún sail slowly through the air for one or more rounds at their flying speed of 20. Modifiers affecting jumping distance (like taking a running start) also affect the distance they can fly. Due to their magical heritage and their hollow bones, Aerlhún, even outside of Nénvelya, take only 1/2 normal falling damage. Furthermore, Fly spells (and similar magic effects) affecting Aerlhún are automatically extended, as per the metamagic feat. I don't know if I would give them a feat chain to duplicate their homeland abilities. It seems to me that if the magic comes from the land, then nothing they personally do could change improve it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
New Race: The Aerlhún
Top