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T O P I C    R E V I E W
Diffan Posted - 17 Feb 2011 : 05:09:09
AVARIEL

Average Height: 5' 2" - 6' 2"
Average Weight: 110 - 170 lb.

Ability Scores: +2 Dexterity; +2 Intelligence or +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Athletics, +2 Perception
Avariel Weapon Proficiency: You gain proficiency with the longsword and longbow
Fey Origin: Your ancestors were one of the oldest elven races to come to Faerūn, and as such are considered a fey creature for the purposes of effects that relate to creature origin.
Flight: Once per encounter, you can use the Flight power.

Flight; Avariel Racial Power
You spread your feather like wings and take to the skies.
Encounter * Move Action
Effect: you gain fly 6 (clumsy), if you are not standing on solid ground at the end of your movement you glide to the ground without taking damage.


Racial Feats

Born Flyer
Prerequisite: Avariel, Flight racial power; 11th level
Benefit: You may use your Flight power as an at-will ability

Improved Flight
Prerequisite: Avariel, Flight racial power, 11th level
Benefit: Your maneuverability while flying is improved by one category

Play an Avariel if you want...
  • to fly amongst the clouds and attack foes from above.

  • to be a carefree risk-taker that enjoyes aerial combat as well as combining the traditions of skill at arms with magical prowess.

  • [*] to be a member of a race that favors the cleric, ranger, and wizard classes.


I whipped this up using the combination of the Fey'ri statblock that was posted here a while ago and the Elf statblock from the PHB/Essentials. Enjoy!!
13   L A T E S T    R E P L I E S    (Newest First)
Diffan Posted - 20 Feb 2011 : 13:59:54
quote:
Originally posted by Erik Scott de Bie

I like this build, though I think 4e design philosophy would lend itself better to making the Avariel subrace a matter of one or two feats, some alternate skills, and roleplaying notes leveled on a baseline Elf racial build.

(Like what I mentioned about star elves elsewhere!)

Cheers



Yea, I agree.

For those who don't want a whole new Race to use at their table and just add on to the specific flavor. Then I present this feat--

Avariel Flight
You have graceful, feathered wings that allows you to take flight.
Prerequisites: Elf, must have the elven accuracy racial power.
Benefit: You exchange your elven accuracy racial power for the Flight racial power.
Special: You may not select this feat if you already have Wild Elf Luck or Wood Elf Agility.

Flight; Avariel Racial Power
You spread your feather like wings and take to the skies.
Encounter * Move Action
Effect: you gain fly 6 (clumsy), if you are not standing on solid ground at the end of your movement you glide to the ground without taking damage.


This, I think, makes it more balanced and still allows for the Improved Flight and Born Flyer feats listed in the OP.
Erik Scott de Bie Posted - 18 Feb 2011 : 19:22:55
I like this build, though I think 4e design philosophy would lend itself better to making the Avariel subrace a matter of one or two feats, some alternate skills, and roleplaying notes leveled on a baseline Elf racial build.

(Like what I mentioned about star elves elsewhere!)

Cheers
Ayrik Posted - 18 Feb 2011 : 19:08:17
It's glass, magically made unbreakable and strong as steel. Uses best saves of both materials to resist damage. SC points out that glass weapons weigh half as much as normal metal ones (fair enough, density of glass and steel), so they'd make lousy bludgeons. SC suggests glass requires lower temperatures to forge (not quite true, melting points of glass and steel), so glassteel wouldn't resist extreme heat as well as actual steel.

I think 4E rules might note glass blades and edges are exceedingly sharp. Completely inflexible. Subject to shatter and similar spells. Visually impressive when subject to light magics (much like transparent plexi/lexan materials). They might not be perfectly transparent, they could contain impurities (or intentional additives) which give them the appearance of colour-tinted stained glass, opaque, veined, smoked, or frosted glass, crystalline or gemstone glass, etc. Avariel glass smiths, being elfy types, would undoubtedly practice great artistry in the blades they fashion. It might be helpful to consider avariel weapon-grade glass as a different substance than, say, "regular" glassteel windows which protect a cabinet full of scrolls and maps.

It might be helpful to think of glassteel as a superhardened glass (even harder than borosilicate pyrex glassware) or a kind of hard ceramic (like the variety used in sparkplugs) ... these are able to withstand tremendous impact and abuse yet remain unbroken (or only slightly chipped), though they can completely shatter (sometimes explosively) under extreme force.
Diffan Posted - 18 Feb 2011 : 16:03:17
I wonder what sort of properties Glassteel would have using 4E rules??

Since each material has some sort of special ability, I could see these sorts of weapon having a property that makes them harder to spot (Perception skill).

Suggestions?
Ayrik Posted - 17 Feb 2011 : 20:50:46
Yes, SC has manscorpions, though not as a player race. This material was freely released by WotC (though of course they hold full copyright), it predates OGL and has little to do with the scorpionfolk presented in the d20 SRD.
Diffan Posted - 17 Feb 2011 : 18:26:54
quote:
Originally posted by Galuf the Dwarf

Thanks for taking care of that, Diffan. One less headache for me!



You betcha!
Galuf the Dwarf Posted - 17 Feb 2011 : 16:04:10
Thanks for taking care of that, Diffan. One less headache for me!
Fellfire Posted - 17 Feb 2011 : 12:12:53
Thanx, Arik! It appears as if the manscorpion is featured therein as well, wasn't that just being discussed in another thread?
Ayrik Posted - 17 Feb 2011 : 06:26:56
Apparently the wizards have moved their strange floating libraries around again. Current download links are here.

Even older freebies exist, but they're RTF versions of the same material, not as pretty as the PDFs. One archive is here.

Savage Coast is an isolated coastal region, officially set in Mystara, but it can easily be installed into any world (especially easy to do after SpellPlague). It's written for 2E but I think that, with a little work, it would be ideally suited for a 4E campaign. Lots of excellent campaign fluff, red steel, fighting schools, firearms, races and monsters, good stuff. Enjoy.
Ayrik Posted - 17 Feb 2011 : 06:03:42
The avariel of the Savage Coast fashion their weaponry from razor sharp shards of glassteel. It's argued that glazing (glassworking) is safer than redsmithing (red steel forging) because their wing feathers are extremely flammable. I could never quite accept this: a foundry full of molten glass might be lower temperature than a forge full of glowing metal, but both would still easily exceed the ignition and burn temperatures of flesh and feather.

They're also allied with the enduks (winged minotaurs), lol.
Fellfire Posted - 17 Feb 2011 : 05:47:41
Got a link for those Savage Coast articles?

Book One: Orcs Head? I'm not seeing anything in there at first glance, of course it is late and I'm overtired, but I am very interested in Avariel lore and, of course, any magical items used by them.
Diffan Posted - 17 Feb 2011 : 05:42:57
quote:
Originally posted by Arik

Diffan — have you ever read the Avariel entries in the Savage Coast freebies? Nothing new about racial stats, but some good background fluff and unique magics.



No I didn't, but I'll see if they're still obtainable. I was going from the Races of Faerūn book for a little bit of lore they published in there. Thats how I got the +2 Dex; +2 Int or +2 Wis for their stats. Thanks for the source plug though. I'm sure I can pull some 4E conversions with it
Ayrik Posted - 17 Feb 2011 : 05:36:47
Diffan — have you ever read the Avariel entries in the Savage Coast freebies? Nothing new about racial stats, but some good background fluff and unique magics.

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