Advanced Dungeons & Dragons 2nd Edition Wiki
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For other Elves, see Elf (disambiguation).

Attributes[]

Special Advantages: Like birds, the avariel have keen eyesight and are able to see clearly for up to a mile.

Disadvantages:

  • For each hour of flight, a winged elf must successfully make a Constitution check; if the check fails, then the avariel must rest for half an hour per two hours of flight prior to the check.
  • If an avariel loses more than 50% of their hit points they become too weak to fly.
    • They can still glide, however, or jump up to 10', until they loses 75% of their hit points.
  • Avariel can carry mass equal to their own body weight before they are too weak to fly.
    • Each half of their body weight causes their manoeuvrability to drop by 1.
    • Likewise, if they are more than Lightly encumbered, their manoeuvrability drops to D.
  • Avariel are noticeably claustrophobic;
    • When confined, even voluntarily, they must make daily Wisdom checks.
    • A failed wisdom check produces temporary insanity, with behavior ranging from very violent to physical screaming and a temper tantrum (up to the DM's discretion, but should be debilitating to the avariel).
    • This behavior continues until the avariel returns to open air.
    • Four failed Wisdom checks produces permanent insanity, curable only by a heal or remove disease spell.

Racial Adjustment for Thieves[]

PP OL F/RT MS HS DN CW RL
+5% -5% +5% +10% +5% -50%

Avariel Weapon Proficiencies[]

Ground combat[]

(Warrior/2 slots/Dexterity)

This skill concentrates on groundbased fighting, teaching the warrior to overcome natural limitations caused by wings. Knowledge of this proficiency cancels the standard disadvantages for ground fighting for avariel.

Swoop[]

(Warrior/1 slot/Dexterity)

This proficiency represents special training in the swoop maneuver; it provides the attacker a bonus +1 to hit and to damage.

Wing buffet[]

(Warrior/1 slot/Dexterity)

This proficiency is special training in the wing-buffer form of attack; it allows a +1 to attack and damage.

Grab-and-drop[]

(Warrior/1 slot/Strength)

This maneuver gives a +2 to the attacking avariel's attack roll.

Standard Elf Abilities[]

Unless otherwise stated above, each elf has the following abilities:

  • Elves are 90% resistant to sleep- and charm-related spells. Even if they fail a check, they get the save usual for such spells.
  • Elves gain a special bonus to find secret or concealed doors. Passing within 10 feet of a secret door, elves will detect it on a roll of 1 on a 1d6. If they search a 10-foot-square area, elves can find a secret door on a roll of 1 or 2 on a 1d6. Elves find concealed doors on a roll of 1, 2, or 3 on a 1d6.
  • Elves gain a special bonus with bows, excluding crossbows. When firing a bow, an elf gains a +1 to hit. This does not apply to damage unless a specially made bow is used that takes advantage of a Strength bonus.
  • Elves are especially good with short and long swords. Like their abilities with bows, they gain a +1 to hit (but not on damage) when using one of these weapons. This is in addition to any bonuses of the weapon itself.
  • Elves move through forests and other natural terrain silently and almost invisibly. As long as elves are not attacking, they can only be spotted by someone who can spy invisible objects. When elves move through the woods, if they are careful, they will appear only as shadows of the leaves of trees, dancing in the undergrowth. This is of immense value to elves, who can thus gather information about their enemies—enemies who often do not even suspect an elven presence.
  • Finally, elves have the ability to give their enemies a - 4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to —2.
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