Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: Elfi alati (o avariel)

Rieccomi! :-)
Questa volta mi servono le statistiche per usare gli elfi alati (o avariel) come PG
A sentire il mio master (JollyRoger), dovrebbero essere su qualche maualozzo dei 
Forgotten Realms.
Per piacere, segnalatemi il manualozzo in questione oppure qualche sito internet 
dove trovo le statistiche in questione
Salut!!
-- 
Jago Martin, Magus
IAFo #171


Il "manualozzo" in questione, che spero tu voglia comprare (almeno la
facciata......) è Races of Faerun, appena uscito in Italia. Naturalemente
presumo che tu stia parlando di 3ed, perchè per AD&D dovresti trovare
Demihuman of the Realm e quello è difficile da trovare.....
-- 
Ivyr-Deol
Thy skin changes country and color,
  and shrivels or swells to a snake's.
Let it brighten and bloat and grow duller,
  we know it, the flames and the flakes.
Red brands on it smitten and bitten,
  round skies where a star is a stain,
and the leaves with thy litanies written,
  our Lady of Pain.

 Demihuman of the Realm e quello è difficile da trovare.....
Ma è uscito in italiano?? :P
-- 
-------------------------------------------------------------------------
  Un Anello per domarli, Un Anello per trovarli,
  Un Anello per ghermirli e nel buio incatenarli.
-------------------------------------------------------------------------
FIDDer #88 as Crandall

Ma è uscito in italiano?? :P
No, no. Io ho detto che è in vendita in Italia, ma non lo hanno ancora
tradotto. Per notizie del genere dovreste chiedere a Fabio Milito Pagliara
se non ricordo male...

 non lo hanno ancora tradotto.
Ho iniziato a tradurre qualche paragrafo, ma prima
dovrò terminare le Marche d'Argento... per tanti
motivi abbiamo accumulato un ritardo pauroso. :-(
--
The Mau
"Che cosa può fare un povero Dungeon Master? Difendersi." 8-)

 Nel mentre in cui sgranocchiavo felicemente una coscia d'halfing  Jago
Martin <clod.gav@TERRA_DI_YARTHtin.it> disse:

Sul sito di GDRitalia dovresti trovare questa scheda (in italiano).
 
AVARIEL
Rarest of the elven races, the avariel, the winged elves, live a
reclusive existence, seldom seen by outsiders. Such is their scarcity
and seclusion, that their status is almost that of legend, and many
believe tales of these winged elves to be little more than myth and wild
fancy.
Personality:
Avariel are a proud people, aloof to the affairs of the world, save when
such concerns impact upon their own lives. Of all the elven races, the
avariel are the most serious-minded, and can even be ruthless when
necessity dictates, but are just as appreciative of beauty, creativity,
and the natural world, but their greatest joy by far, is that of flight.
Even when not soaring through the heavens, they can be seen with a
far-off look in their eyes. Their love of the unbounded sky is matched
only by their discomfort of enclosed spaces, and the avariel suffer from
crippling claustrophobia.
Physical Description: 
Avariel are graceful and striking, standing as tall as most humans,
though they appear even more fine-boned than their landborn elven kin.
Their features are more chiseled, more angular, their eyes larger, and
golden, azure, emerald, or rich hazel. The hollow bones that enable them
to fly make them frail, though their chests and shoulders are strong,
powering their magnificent eagles' wings. Their plumage is usually the
purest of whites, though blacks and greys are known, and their hair is
white, black, or more rarely, gold or silver. Like other elves, they
have no facial or body hair. They prefer simple, loose clothing that
does not impede their wings, usually in pale white, grey, or silver.
Avariel have shorter lifespans than those of other elves, reaching
majority at 50, and seldom living beyond the age of 300. Like other
elves, the avariel do not sleep, instead entering meditative trance for
4 hours per day.
Relations:
Despite an aloofness that can astound even other elves, avariel rarely
exhibit the haughtiness and arrogance many have come to associate with
elvenkind, though they pity all races lacking the ability to fly. They
have little to do with other races, only maintaining cordial, but brief,
contact with other elven settlements within range of their homes. They
reserve their greatest pity for those avariel who are incapable of
flight, whether due to accident, injury, illness, or misfortunate birth.
Unaccepting of pity themselves, such wingless or flightless avariel seek
lives elsewhere, or end their own lives in despair.
Alignment:
Like other elves, the avariel value freedom, and lean towards the
gentler aspects of chaos, and although not quite as deeply respectful of
all life as their ground-dwelling kin, are still good more often than
not.
Avariel Lands: 
Avariel settlements are rare, located in secluded and inaccessible
mountains, their many towers carved into the rock faces and plateaus,
resplendent with many windows, perches, and balconies. Their societies
are commonly composed entirely of avariel dedicated to one of two paths
of life: the path of the warrior, or the path of the aesthete, though a
rare few settlements compose members of both paths. The warriors are not
all combatants, as might be inferred, though many are, but all follow
the philosophy of action, of doing. Aesthetes are the thinkers, those
inclined to study, magic, art, music, and philosophy. There is no
animosity between followers of the different paths, both of whom have
long lineages, and they each support and respect the other to the best
of their abilities. Avariel seldom trade with outsiders other than other
elves, obtaining from them the rare metal implements that they
themselves do not use. Avariel craftsmanship utilizes glass, crystal,
obsidian, and stone almost exclusively, even in the construction of
weapons, and gems and semiprecious stones are used for currency. Those
rare avariel encountered beyond their mountain dwellings are usually
those seeking escape from pity due to their inability to fly, or the
rare avariel gripped by an overpowering wanderlust.
Religion:
The avariel are a deeply religious people, but they owe their greatest
loyalty, not to Corellon Larethian, but Aerdrie Faenya, the winged elven
goddess of the air, the weather, and avians. Although their true origins
are a mystery, the avariel hold that it is her intervention that enables
them to survive, and that they are her favored children. Some avariel
even belief that they were the original elven race, though many more of
their sages speculate that Aerdrie Faenya's hand melded them with their
beloved giant eagles.
Language:
The avariel speak the same lilting and fluid language as other elves,
and some have even devised an intricate sign language based upon this
tongue. Some avariel consider it a source of pride to learn and speak
Auran, the language of all avian creatures, and a rare few learn a
scattering of the languages utilized by those races dwelling in
proximity to them.
Names: 
Avariel pick their own names upon reaching the age of majority, though
closefriends may continue to use the avariel's "child name". Family
names are of vital import to the avariel, whose lineages stretch back
untold centuries, devoted to the path which they have chosen.
Male Names: Aerontar, Daedamai, Peregrane, Raptiir, Sperenshay, and
Talasphir.
Female Names: Aerie, Cassae, Esthaenie, Icaria, Lethri, and Nahlrie.
Family Names: Adongala ("Peacewhisper"), Driiquar ("Airdance"),
Elandinai ("Arrowbreeze"), Kiirquarlani ("Gemsoul"), Silathdiir
("Mountainstone"), and Xilokerym ("Petalsword").
Adventurers: 
Avariel take up adventuring only if gripped by uncontrollable
wanderlust, or seeking a life elsewhere as a result of exile,
self-imposed or otherwise. Followers of the warrior path make up by far
the majority of those avariel gripped by wanderlust. 
AVARIEL RACIAL TRAITS
· +4 Dexterity, -4 Constitution: Avariel are extremely light and
graceful but their hollow bones make them painfully frail.
· Medium-size: As Medium-size creatures, avariel have no special bonuses
or penalties due to their size.
· Avariel base speed is 25 feet. They can fly at a speed of 45 feet
(average). Avariel cannot fly when wearing Medium or Heavy armor. Custom
fitting for armor purchased outside of avariel settlements has a cost
equal to half the value of the armor itself.
· Low-light Vision: Avariel can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and detail
under these conditions.
· Proficient with either longsword or rapier; proficient with bolas and
lasso. Avariel find that the muscles they use to fly, oppose those used
to fire ordinary bows.
· +4 racial bonus to Spot checks; +2 racial bonus to Listen and Search
checks. An avariel's vision is akin to that of a giant eagle, able to
discern details on objects up to a mile away.
· Avariel may take the Flyby Attack feat (see page 11 of the Monster
Manual) as a General feat; this is not a free bonus feat.
· Claustrophobia: whenever an avariel finds herself enclosed in a small
area for any significant length of time, she must make a Will save (DC
13) or become panicked (-2 morale penalty on all actions; can become
aggressive). Saves are made every day. The panic subsides when the
character is brought out into the open air.
· Avariel find their wings an impediment to motion when on the ground,
suffering a -2 attack penalty and -2 AC penalty as a result. These
penalties can be negated if the avariel takes the Ground Combat feat
(see below).
· Automatic Languages: Common and elven. Bonus Languages: Auran, Avariel
Sign, Draconic, Dwarven, Giant, Goblin, Orc. Avariel commonly know the
languages of their enemies and allies, as well as Draconic, the language
commonly found in ancient tomes of secret knowledge. They have developed
a form of silent communication somewhat similar to the drow sign
language.
· Favored Class: Avariel of the warriors' way have Fighter as their
favored class. Avariel of the aesthetes' way have Wizard as their
favored class. A multiclass avariel's fighter/wizard class does not
count when determining whether she suffers an XP penalty for
multiclassing.
· Level Adjustment: +1. Although no more powerful or weak than most
other elven subraces, the avariel's ability to fly is an extremely
useful ability.
RANDOM STARTING AGE
Race: Avariel 
Adulthood: 50 years
Barbarian/Rogue/Sorcerer: +4d6
Bard/Fighter/Paladin/Ranger: +6d6
Cleric/Druid/Monk/Wizard: +10d6
AGING EFFECTS
Race: Avariel
Middle Age: 140 years
Old: 195 years
Venerable: 250 years
Maximum Age: +4d20 years
RANDOM HEIGHT AND WEIGHT
Avariel, man Base Height: 4'10", Height Modifier +2d10, Base Weight 70
lb., Weight Modifier x (1d6) lb.
Avariel, woman Base Height: 4'5", Height Modifier +2d10, Base Weight 65
lb., Weight Modifier x (1d6) lb.
NEW FEATS
GROUND COMBAT [GENERAL, AVARIEL ONLY]
The avariel trains to fight effectively of the ground.
Prerequisites: Base Attack Bonus +2
Benefit: Due to specialized training, the avariel is able to compensate
for theencumbering effects of her wings when engaging in ground-based
combat, negating the usual avariel penalties for doing so.
Normal: Avariel suffer a -2 penalty to attacks and AC when fighting on
the ground.
IN THE REALMS
The avariel are known to have retreated from Faerun long before the
other elven races,and although a few small communities may remain,
hidden with the clouded peaks of the continent's mountains, the only
known settlement can be found on Mount Sundabar, located in the range
just north of the city of the same name, deep within the Silver Marches.
AVARIEL CHARACTER REGION
Region: Elf, avariel 
Automatic Languages: Elven 
Bonus Languages: Auran, Avariel Sign, Chondathan, Dwarven, Giant,
Illuskan, Orc
Regional Feats: Education, Flyby Attack, Mind Over Body, Strong Soul
Equipment: (A) Longsword* or rapier*, (B) Studded leather*, 3 potions of
cure light wounds, (C) Scrolls of resist elements and shatter
AVARIEL GLASS WEAPONS
Avariel are the undisputed masters of glasswork, using glass, crystal
and obsidian to produce weapons, utensils, and even the studs on their
leather armor. Even the most basic of avariel glass items is stronger
than comparable glass items found anywhere else (Hardness 7, 10 HP/inch
of thickness), and their masterwork items are every bit as strong as
steel. Powerful avariel magicians make extensive use of the glassteel
spell in fortifying their communities, and providing exemplary weapons
for the defenders of their settlements.
Glassteel
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action.
Range: Touch
Target: 10 lbs. of glass or crystal/level
Duration: Permanent 
Saving Throw: None
Spell Resistance: None
The glassteel spell turns normal, nonmagical crystal or glass into a
transparent substance that has the tensile strength and unbreakability
of actual steel (Hardness 10, 30 HP/inch of thickness). Only a
relatively small volume of material can be affected (a maximum weight of
10 pounds per level of experience of the spellcaster ), and it must form
one whole object.
Arcane Material Component: A small piece of glass and a small piece of
steel.
--
"Fly, my Ufo Robot in the sky  
because the adventure's in my mind  
my Ufo Robot in the sky, my Ufo Robot in the sky"
IHGGerD #83
Membro n°1 della Gilda AntiHalfling di Ihggd

 Sul sito di GDRitalia dovresti trovare questa scheda (in italiano).
No, non l'ho trovata. Potresti darmi direttamente l'url alla scheda?
Grazie
