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Second edition AD&D new character

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Second edition AD&D new character

The avariel, or winged elves, is a rare race of reclusive elves that dwells high in the mountains or forests away from other civiliza¬ tions. They appear even more delicate than their landbound brethren, their facial features even more chiseled and angular The characteristic of the avariel that is most stunning, however, is their beautiful, soft wings. Although these wings are generally white, avariel have been &een with wings whose colors range to black. The wings are their pride and joy, and an avariel who has lost his wings is intensely pitied by the other avariel, Since elves do not generally accept the pity of others* a wingless avariel of¬ ten leaves the community to find a life elsewhere.

Avariel eyes tend to be a little larger than most elves', although they are the same color that most grey and high elves possess* Their hair is most often white or black* but there have been nu¬ merous exceptions. The avariel have a tendency to adopt a faroff look in their eyes when their immediate attention is not required. They are very much at home in the outdoors* and they appear out of place indoors or underground,

Avariel clothing is most reminiscent of togas, for other types of clothing often snag on their wings* Togas and their like wrap easi¬ ly around the avarid's body and wings.

Combat: To those not bred to aerial combat, the avariel are a confusing opponent* While most humanoids tend to think twodi mens tonally in combat, the avariel think in a third dimension, which they utilize to devastating effect.

They have incredible eyesight* Not only do they have the standard dven infravision, when flying or outdoors they can fo¬ cus their vision to notice details at over a mile away or those ob¬ scured by underlying forest. They use this incredible perception to maximum advantage and thus are excellent scouts.

From a distance* avariel in flight appear as large birds. Thus, while opponents may notice their silhouettes, they usually disre¬ gard them. This has, more than once, resulted in the nearly total elimination of enemy forces, Since the avariel are efficient hunters, they ruthlessly stalk those who have escaped the battle¬ field* more often than not finding and destroying those who would report their presence.

In combat, avariel prefer to use light weapons, for heavier ones inhibit their flight. The Jasso* bola, and sword are their

weapons of choice* and they gain a +1 to hit and damage when using these weapons. Note that the momentum generated by any sword longer than a long sword interferes with flying. For this reason, they use bastard swords and two-handed swords only in foot combat; they do not gain the + 1 bonus. Avariel, unlike oth¬ er elves* have a difficult time using ordinary bows. Their wings interfere with the smooth movements required to fire a bow, and they therefore do not gain the +1 bonus other elves have when using bows.

The strength of the avariel is also their downfall. If they lose more than 50% of their hit points in damage* they become too weak to fly and must continue their battle on ground* Until they lose 75% of their hit points, however, they can still glide for short distances. They can also jump to a height of 10 feet.

Their wings are susceptible to fire, and they bum quickly once set ablaze. Only several weeks of recuperation will restore wings to flying condition. A favorite tactic of their enemies is to launch a fireball into the midst of a group of high-flying avariel and watch them plummet to their deaths. Because of this* avariel are highly suspicious of f ire-using mages - The winged elves will nev¬ er fully trust these individuals* even if they are elves.

Another weakness avariel have is claustrophobia. They can¬ not bear to be in closed places* most especially under the earth. If confined in such a place, avariel must make a Wisdom check eve¬ ry day they are so confined. Failure spells temporary insanity, and Ehe avariel will become violent* catatonic* or panicked. Such insanity lasts until the avariel reaches open air. If the winged elf failed more than four Wisdom checks, he or she has gone perma¬ nently insane. This can only be cured by a heal or remove disease spell.

Winged elves can carry a mass equal to their own body weight before their wings will not support them. Each half of their body weight that they carry reduces their maneuverability class by 1; if they carry more than light encumbrance* their maneuverability becomes Class D.

Avariel can become fighters (not rangers or paladins), mages, and clerics, as well as the multiclass combinations available to

hese three. There are no recorded instances of avariel rogues. For every five avariel in a group, there will be at least one fighter of at least 3rd level. For every 10, there will be a mage of equal level to the fighter. Groups of 20 have a 7th4evel warrior/7thlevel mage leading them, as well as a 6th-level fighter, a 5th-level mage, and a 6th- level deric. This roster also includes the four groups of 5 and the two groups of 10,

Habitat Society: In some areas, the avariel are known as "AJ Karak Elam;' and non-elf races have built mythologies around glimpses of these reclusive beings. To propagate this foolishness P certain mischievous avariel have contacted humans, pretending to be agents of a higher power The older avariel object to this because it leads the humans to search for them, but this ban has not yet stopped any of the younger winged elves. However, as the avariel become more common, the instances of this activity have lessened dramatically.

As among the other elves, the avariel have adapted themselves and their communities to their environments. There is no exclu¬ sion based on gender; females often hold as many, if not more, positions of power within an avariel community.

There are two types of avariel society that are especially com¬ mon no matter what the environment. Both have drawn on as¬ pects of their elven heritage, to the exdusion of others. However, these two types of society are never found far from one another, so that they may more easily communicate.

It seems that many of the avariel have bred themselves for combat. Much of avariel society is based on a warrior code of honor, seeking greater glory for themselves and their allies. Their lives are geared around war and battle, and they answer to their war chiefs. These are the avariel that are feared by the humanoid nations, for they are a deadly foe. They have little of the respect for lives of others that landbound elves have; instead, the avariel live for the fight and the destruction of their opponents. They are a proud, hearty group, and they form eternal friendships with those who eam their trust, Though they care little for the lives of their enemies, they try to live theirs to the fullest.

The other half of avariel society knows little of war. These ava¬ riel have focused mainly on the arts and the intellectual aspects of life rather than the warlike facets. Where the other avariel make much of war and manhood ritual, these avariel rely solely on their brains and diplomatic ability to get by. They are a popula¬ tion of artists and philosophers, creating for the sheer joy of crea¬ tion.

The relations between the two halves of avariel community are perfectly harmonious, and they stay in constant communication. Both respect the other greatly, often trading their youths in cul¬ tural exchange programs. Since their children are often curious about the other aspect of their culture, they are given the chance to participate in that feature for a time, leading to a wellbalanced elf. Strangely, after experiencing the other side of life for a few decades, most avariel are eager to return to their origi¬ nal homes and lead the lives to which they were bom.

Of course, there are more than just these two avariel societies; these are just the most common. There are others that have a more equal footing between the aspects of their societies, others that are better balanced. However, none of these seems to have flourished so well as the warrior/thinker combination. These two have somehow achieved a harmony that makes their civili¬ zations greater than others. The creative and destructive im¬ pulses, when paired, make the avariel a formidable opponent.

The avariel are a particularly religious sect of elves, although they are not fanatical about promoting their beliefs. They wor¬ ship Aerdrie Faenya, the elven goddess of air and weather, al¬ most exclusively. They believe that it is due to her intervention that they are able to survive at all, and they make their obeisance to her accordingly. They also believe that she takes a more direct

involvement in their lives than the gods of other elves. It is due to worship of her that the warrior avariel do not become enamored of law and thus remain elves at heart.

The weapons crafted by avariel are usually of glass or obsidi¬ an, The open forges used by other races to shape metal can singe thetr wingfeathers; the avariel tend to avoid these, Thus, they use furnaces to shape glass into workable, durable weapons. Avariel glassmiths are master crafters. Any metal weapons that the ava¬ riel have are the result of trade with other races or other elves. Glass weapons designed by avariel may occasionally break in combat. (On a natural roll of 1, roil ld6; the weapon shatters on a roll of 1-3.)

Ecology; No one knows whether the avariel are a natural off¬ shoot of the elven line or the result of powerful magitks. There are those who claim that the avariel are the original elves and that the other elves have fallen from this high state. Most, how¬ ever, maintain that the avariel are the result of magic that com¬ bined elves with their beloved giant eagles. Some tew think the avariel are simply the offspring of elves who had icings of flying permanently attached to their backs.

The avariel keep in contact with other elves, but the winged elves tend to be somewhat above the affairs of the world. Noth¬ ing concerns them overmuch, unless it impinges upon them. They usually try to avoid contact with other races, despite the fact that some insist on seeing the world.

Avariel do not lay eggs, contrary to popular speculation. However, like birds they do have hollow bones, making them more fragile than a typical elf. This is the price they pay for their wings for, without hollow bones, they could not fly. Even flying causes some discomfort because it is strenuous exercise to keep so much weight aloft. However, they find the pain a minor incon¬ venience, for the sheer joy of flight is so intoxicating. Each hour of flight, the avariel must make a successful Constitution check. If they fail, they cannot continue to fly for at least half an hour for each two hours of flight previous to the check.

Avariel wings are sought after by mages and evil giants. The mages prefer to use these wings in creating potions and wings of flying , and they will pay huge amounts for any brought to them. The giants, on the other hand, use the avariel s wings as decora¬ tions for headgear. They think it looks particularly fine to have a beautiful pair of wings on their war helmets.

Avariel do not remain in the world as long as most elves. Their typical lifespan is only 300 years because they feel the call of the unknown so much more clearly than other elves. Thus, they tend to act more human than other elves because they know that they have less time than other elves. They take things more seriously and tTy to fit as much living in as possible. This is not to say that they are as frantic as humans, but they do try to accomplish many things before their departure.

With the DM's permission, the avariel may be used as a PC race. Their ability adjustments are -2 Con, due to their hollow bones, and +2 Dex for their speed.

The Avariel originally appeared in DRAGON - Magazine, issue 051. as The Winged FolkThe race has been modified here




The Complete book of Half-elves
Half-Averial
Bola Bonus (5): +1 to attack rolls with the bola.
Bow Bonus (5): +1 to attack rolls with any bow other than crossbow, unless the half-elf has wings. In this case, the bonus applies to crossbows other than heavy crossbows

Enhanced Vision (5): The half-elf may see 50% farther than humans due to his elven heritage.


Flight (15): The half-averial has wings that are smaller than his elven parent, but still large enough to allow
for flight. The PC may fly at MV 12 ©. The half-elf still must rest for 1 hour for every hour spent flying. If encumbered, the rest time is doubled.

Infravision (10): The half-elf has infravision out to 60’.

Lasso Bonus (5): +1 to attack rolls with the lasso.

Secret Doors (5): Because of their acute senses, half-elves are quick to spot concealed doors and hidden
entranceways. Merely passing within 10 feet of a concealed door allows the half-elf a 1 in 6 chance to
notice it. If actively searching, the half-elf’s chances improve to a 2 in 6 chance to find secret doors and a
3 in 6 chance to find concealed doors.

Sword Bonus (5): The half-averial gains a +1 bonus to hit with long and short swords.



Druid kit:
Natural Philosopher
From youth, the unbridled curiosity of Natural Philosophers has lent them a fascination about
everything from the characteristics of plants and animals to the workings of natural forces like
lightning and weather, in addition to the ancient history of the druidic order. Besides the usual ability
score requirements, a druid needs at least Intelligence 15 for this kit.
Role: Xenia, a typical Natural Philosopher, delights in the study of new plants and animals. She
thinks nothing of venturing into a haunted forest to observe a rare circle of toadstools or visiting a
dragon’s den to observe firsthand the miracle of a hatching. She rarely interferes with her subject of
study, preferring to observe and sketch rather than bring home specimens.
Natural Philosophers often undertake adventures out of sheer curiosity. This becomes a good
role for an NPC druid: Xenia (as either a doddering old sage or a brash young student) hires a party
to accompany her on a dangerous scientific expedition to visit a living island spotted in a sahuagin-
controlled ocean. A party also might accompany her to study the ecology of the salamander on the
Elemental Plane of Fire or to check out a rumor that a previously extinct species of giant owl now
lives in the woods by a lich’s castle.
Branch Restrictions: Arctic and jungle druids cannot take this kit, as their harsh home terrain
forces them to devote their time to mere survival, not scientific pursuits.
Weapon Proficiencies: Recommended— staff.
Secondary Skills: Hunter, navigator, scribe.
Nonweapon Proficiencies: Bonus— ancient history. Recommended—(general) artistic ability,
languages (modern), weather sense; (priest) herbalism, languages (ancient), reading/writing; (warrior) animal lore.
Equipment: The druid should spend her initial allotment of gold pieces entirely on equipment,
as she loses any unspent starting money in excess of 1 gp.
Special Benefits: The Natural Philosopher may use weapon proficiency slots for nonweapon
proficiencies. This allows Xenia to devote multiple slots to a single proficiency (such as animal lore,
herbalism, or weather sense), making her an expert in zoology, botany, or meteorology.
Special Hindrances: Remember to reflect in your role-playing the Natural Philosopher’s
insatiable curiosity. For instance, Xenia would rather study a new monster than kill it or run away.
She finds puzzles and riddles irresistible and risks even her life to find the answers.
Wealth Options: 3d6x10 gp.




Ranger kit:

Falconer
   Description: The Falconer is an expert in the handling and training of falcons, birds of prey capable of learning an impressive range of tricks and tasks. Under the direction of a skilled Falconer, a falcon can be taught to snatch a coin purse from a victim's belt, bring down game birds in mid-flight, and fight effectively against creatures many times its size. In addition to his expertise as a bird trainer, the Falconer excels as a hunter and outdoorsman.
   Requirements: Standard.
   Primary Terrain: Required: The Falconer must choose a primary terrain where falcons are most commonly found: Desert, Forest, Hill, Mountain, or Plains.
   Role: Many Falconers serve as retainers of kings or nobles. Others freelance as guides and mercenaries. Some stage public performances in rented halls or on street corners, demonstrating their birds' remarkable stunts for appreciative crowds. Regardless of how they make a living, Falconers are held in high regard by most people, who never fail to be impressed by the Falconer's amazing rapport with his birds.
   As falcons are extremely sensitive creatures, most Falconers by necessity must be even-tempered, patient, and self-assured. These traits also make the Falconer a valuable asset to an adventuring party. The Falconer's comrades will usually find him dependable and supportive, though perhaps a bit preoccupied with the needs of his bird. Sometimes falconers will have traits much like their birds--fierce, swift, and observant.
   In combat, the Falconer fights aggressively, he and his falcon generally conducting their attacks against the same opponent. If his falcon and a human companion are both threatened, the Falconer will often choose to defend his falcon. To prevent misunderstandings, an honorable Falconer will make it clear where his loyalties lie before he joins an adventuring party.
   Secondary Skills: Bowyer/Fletcher, Forester, Groom, Hunter, Leather worker, Trader.
   Weapon Proficiencies: Required: A Falconer must take two of his initial weapon proficiency slots in any of the following: bow (any), crossbow (light), dagger, knife, sling, spear. The remaining slots, as well as all subsequent slots, can be used for any weapon of the Falconer's choice.
   Nonweapon Proficiencies: Bonus: Falconry*. Recommended: Alertness*, Bowyer/Fletcher, Endurance, Hunting, Leatherworking, Veterinary Medicine*.
   Armor/Equipment: A Falconer has no special armor or equipment requirements. However, each falcon he trains requires a set of falconry training equipment (see Chapter 7).
   Species Enemy: Any.
   Followers: Unlike other rangers, a Falconer receives an allotment of 3d6 followers, determined at 1st level. The falconer immediately receives a falcon follower at this time, which counts against his allotment. This falcon will be exceptionally strong and able. The DM may use the statistics in the Falconry proficiency description (see Chapter 5) for the initial falcon follower, as well as for any subsequent falcon followers.
  Until 10th level, a Falconer can only have one follower, and that follower must be a falcon. If the falcon follower dies or is otherwise lost, a new falcon follower will arrive in accordance with the guidelines in Chapter 3. The new falcon counts against the 3d6 allotment.
   A Falconer becomes eligible to receive followers other than falcons when he reaches 10th level. At 10th level and beyond, the Falconer may have more than one falcon among his followers, depending on the circumstances of the campaign and decision of the DM.
   Important Note: Remember that a Falconer's follower will be a bird of rare and remarkable characteristics and loyalty. The Falconer can also train lesser birds for himself or others, using the standard training rules.
   Special Benefits:
   Enhanced Training: If a normal falcon has failed to learn a trick or task and become untrainable, the Falconer can try again after gaining a level.
   Attuned Follower: Under certain conditions, a Falconer is able to establish an exceptionally strong bond with a falcon follower. The bond enables the falcon to learn more efficiently, and enhances communication between the falcon and the Falconer.
   Whenever a Falconer acquires a new falcon follower, including the falcon he receives at 1st level, the falcon may be trained as a normal follower (see Chapter 3). However, once the Falconer begins to train the falcon (using either the Standard or Alternate method), the falcon cannot become attuned.
   Otherwise, the Falconer can forego training until he attempts to become attuned to the new falcon. The attuning attempt takes six weeks. For at least an hour each day, the Falconer talks to the bird, strokes its feathers, and engages in other nurturing behavior. The bird learns to respond to the Falconer's voice, though the Falconer refrains from teaching it any specific tricks or tasks during this time. (In combat encounters which take place in this period, the falcon will fly to safety at the first sign of trouble, then return to the Falconer's shoulder when all's clear).
   At the end of the six-week period, the Falconer makes a Wisdom check. If the check fails, the attuning attempt has likewise failed. The falcon continues its relationship with the Falconer as a normal follower. The Falconer may begin to train the falcon according to either the Standard or Alternate method described in Chapter 3. The Falconer can't make a second attempt to attune the falcon.
   If the check succeeds, the falcon is attuned. Normally, the Falconer can teach the attuned falcon a task or trick each time he gains a level, at the same time he undergoes his own level training. The Falconer may also use the normal training rule, either the Standard or Alternative method. Training time is half that given in the falconry proficiency (see Chapter 5). Regardless how it is trained, an attuned falcon can learn tricks or tasks in any combination, up to one per level of the falconer. An attuned falcon never becomes untrainable.
   Additionally, once a falcon becomes attuned, it receives a one-time hit point bonus equal to twice the Falconer's level. For example, if a falcon becomes attuned to a 3rd level Falconer, the falcon receives a bonus of 6 hit points. This bonus remains the same, even if the Falconer later advances in level.
   The following benefits apply only to a Falconer and an attuned falcon.
   Fearless Falcon: When fighting on behalf of a Falconer or under a Falconer's direction, an attuned falcon never needs to make a morale check.
   Falcon Species Enemy: An attuned falcon has its own species enemy. When a falcon follower becomes attuned, determine its species enemy, either by rolling on the appropriate table in Chapter 2 (Tables 20-27), or by the DM choosing a particular enemy. The falcon and ranger may share the same species enemy. The falcon has all of the species enemy bonuses and penalties described in Chapter 2.
   Attack Bonus: An attuned falcon receives a +2 bonus to all attack rolls, except when fighting its species enemy (when it receives a +4 bonus).
   Speak With Falcon: A Falconer who reaches 10th level acquires the ability to speak with an attuned falcon follower. The ability is similar to the 2nd level priest spell speak with animals, except it requires no components or casting time, and the Falconer can do so at will.
   Mental Communication: At 15th level, the Falconer can communicate mentally with an attuned falcon follower. Both the Falconer and attuned falcon can send and receive thoughts at will, up to a distance of 100 yards per level of the Falconer. Walls or other physical boundaries have no effect on this ability.
   Special Hindrances: If an attuned falcon dies, or is lost for any other reason, the Falconer succumbs to grief and despair for 1-4 weeks. During this period of mourning, the Falconer makes all attack rolls and ability checks at a -2 penalty. Additionally, during this period, no new followers can be acquired, nor can the Falconer use the animal empathy ability.19:07, Today: Developer rolled 18 using 4d6, dropping the lowest dice only with rolls of 3,6,6,6.

19:07, Today: Developer rolled 16 using 4d6, dropping the lowest dice only with rolls of 6,4,5,5.

19:07, Today: Developer rolled 15 using 4d6, dropping the lowest dice only with rolls of 5,6,2,4.

19:07, Today: Developer rolled 17 using 4d6, dropping the lowest dice only with rolls of 5,6,6,2.

19:07, Today: Developer rolled 17 using 4d6, dropping the lowest dice only with rolls of 3,5,6,6.

19:07, Today: Developer rolled 15 using 4d6, dropping the lowest dice only with rolls of 3,3,6,6.

19:07, Today: Developer rolled 17 using 4d6, dropping the lowest dice only with rolls of 6,5,6,5.

[7 blank lines suppressed]

Name  :Sanstree Roust        Size  : Medium          THAC0 :
Player:kenderkin             Height: 6'0             No Att:
Race  :Half elf              Weight: 184 lb          Damage:
Class :Ranger/Druid/Mage     Age   : 19              AC    : 6*
Type  :Humanoid              Hair  : brown           HD    : 1
Sex   :Male                  Eyes  : Green           HP Max: 10
Level : 1/1/1                Hand  : ambidextrous    HP Cur: 10
Align :Neutral Good          Move  :   "             XP    :0
----------------------------------------------------------------------------
STR   :16             HT:0     DM:+1    WT:70   MP:195  OD:9       BB:  10%
INT   :16             AL:5     SL:8th   LS:70%   MS:11
WIS   :12             MD:0     SF:0%    BS:5
CON   :17             HP:+3    SS:97%   RS: 98%
DEX   :11             RA:0     MA:0     DA:0
CHA   :14             MH:6     LB:+1    RA:+2
----------------------------------------------------------------------------
SAVES Para/Pois:    Rod/Staff/Wand:    Petrf/Poly:    Breath:    Spell:
+2 vs. fire or electrical attacks.
----------------------------------------------------------------------------
RACIAL/CLASS/SPECIAL ABILITIES:
30% resistance to sleep and all charm-related spells.
Infravision enables them to see up to 60 feet in darkness.
Secret or concealed doors
-passing within 10 feet of a concealed door(roll a 1 on 1d6) of spotting it.
-actively seeking to discover hidden doors
A)(roll a 1 or 2 on 1d6) of spotting a secret door
B)(roll a 1, 2, or 3 on 1d6) of locating a concealed door.

Dual wield without penalty
Tracking
Animal Empathy
Species Enemy (undead) +4 to hit



----------------------------------------------------------------------------
LANGUAGES: Common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll
Druidic (secret)
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MAGIC USER SPELLBOOK

1ST LEVEL  ( 1 /DAY)  [M] Memorised [A] Active [X] Used
[A] <Armor>
[M] <Color Spray>
[ ] <Grease>
[ ] <Protection from Evil>
[ ] <Taunt>

2ND LEVEL  (   /DAY)
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>

----------------------------------------------------------------------------
DRUID SPELLS
Major spheres: all, animal, elemental, healing, plant, and weather
minor sphere:  divination

1ST LEVEL  ( 1 /DAY) [P] Prepared [A]Active   [X] Used
[ ] <Animal Friendship>
[ ] <Bless>
[ ] <Combine>
[ ] <Create Water>
[ ] <Cure Light Wounds>
[ ] <Detect> [ ]Evil [ ]poison [ ]magic [ ] pits/snares
[ ] <Endure cold/heat>
[ ] <Entangle>
[ ] <Faire Fire>
[ ] <Invisibility to Animals>
[ ] <Light>
[ ] <Locate animals/plants>
[ ] <Pass without trace>
[ ] <purify food/drink>
[ ] <Shillelagh>


2ND LEVEL  (   /DAY)
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>

----------------------------------------------------------------------------
RANGER SKILLS         Base   Race Adj   Dex Adj   Total
Move Silently
Hide in Shadows                           -
----------------------------------------------------------------------------
ARMOUR/SHIELD:


----------------------------------------------------------------------------
WEAPONS

# Initial weapons       :
Proficient in           :
Non-proficiency penalty : -
Added proficiency       : 1/  lvls

WEAPON OWNED      THAC0 +/- Net   WT  SF  N/A  S/M   LRG  +/-  (ROF) (S/M/L)
Scimitar


----------------------------------------------------------------------------
MONEY        PP:         GP:         EP:         SP:         CP:
----------------------------------------------------------------------------
EQUIPMENT
Scimitar (2)
Spellbook
Spell Component pouch
Flint and steel
Holy symbol (mistletoe, silver sickle, ceramic bowl)
Backpack


----------------------------------------------------------------------------
MAGIC ITEMS

----------------------------------------------------------------------------
DESCRIPTION



----------------------------------------------------------------------------
BACKGROUND:
This message was last edited by the GM at 22:36, Wed 27 Sept 2023.
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