Explorer - Winged Elf (Character Kit)

Class Information 	Class Information
Class Requirements 	Fighter
Racial Requirements 	Elf (winged)
Ability Requirements 	Charisma 13, Constitution 13, Dexterity 11, Intelligence 13, Strength 13, Wisdom 11
Prime Requisite 	Charisma, Intelligence, Strength
Aligments 	Any (most CG; some NG, N, CN)
Social Rank 	Middle class
Hit Die Type 	d10
Attack as 	Warrior
Save as 	Warrior
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	4
Initial Weapons 	Any (see below)
Additional WP Slot 	3
Additional Weapons 	Any (see below)
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional NWP Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Endurance, jumping, hunting, weather sense
Recommended Proficiencies	Animal lore, animal training, artistic ability, blacksmithing, bowyer/fletcher, carpentry, cartography (CRH), direction sense, firebuilding, healing, herbalism, leatherworking, local history, mountaineering, religion, rope use, running, seamstress/tailor, set snares, survival, tracking, weaponsmithing (glass), weaving
Secondary Skills 	Bowyer/fletcher, hunter, leather worker, limner/painter, scribe, tailor/weaver, weaponsmith (glass), woodworker/carpenter
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==Overview==
Recently, a new elf subrace was discovered in Faerûn: the avariel, a winged people only known from a single colony of several hundred individuals that was recently discovered in Sossal, on Mount Sundabar east of the Great Glacier. After contact was made with them by officials from Evermeet, some avariel chose to explore beyond the confines of their realm above the clouds, meeting with other peoples as semi-official diplomats and testing the waters for future trade and alliances. A good bit of adventuring naturally came in the deal.
==Description==
Thanks to their huge, soft wings, avariel cannot be mistaken for any other folk in Faerûn. Wings, which spring from the shoulder blades and have spans of 12–18 feet, are usually white but may also be gray, maroon, brown, black, speckled, or striped. Skin, hair, and eye color are much the same as for moon or gold elves, in every combination and with white or black hair predominating. Their eyes are slightly larger than normal. Avariel stand about 5 feet 9 inches tall on average, with thin, graceful limbs and chiseled, angular facial features. They appear more delicate than other elves despite their height. Togas and other light, wraparound garments are preferred. They use no armor except for rare magical devices, relying on dexterity and ranged attacks to escape harm. Weapons are made from glass or obsidian.
==Roleplaying==
An avariel is generated as per the usual Player's Handbook rules for elf characters, with the following changes: To the initially generated ability scores are added a +1 bonus to Intelligence, a +2 bonus to Dexterity, and a -2 penalty to Constitution. The normal elf resistances to sleep and charm spells, 90-foot infravision, bonuses to surprise opponents, and ability to detect secret and concealed doors are retained. In addition, the avariel has superb vision allowing her to notice distant objects as if they were 100 times closer (as per eyes of the eagle); this gives her a +2 bonus to avoid being surprised by visible opponents outdoors when she is flying. She walks at MV 9 and flies at MV 18 (maneuverability class C). If she carries more than light encumbrance, her maneuverability class falls to D; if she carries more than her own body weight, her wings cannot support her and she must walk. Flight is painful for an avariel. After each hour of flying, a Constitution check is made on 1d20; failure means the avariel must land and cannot fly again for 30 turns for every two hours spent in flight prior to the landing.
On Tables 10 and 11 in the PHB, an avariel uses the height and weight data for humans (though she is thin and light, her wings add the extra weight) but uses ages as a gnome. An avariel automatically has the jumping proficiency. Further information appears in the Introduction of this book.
A winged elf never wears metallic armor or uses a shield, as this weighs her down too much to fly. Leather armor is used instead. Magical devices lowering Armor Class must be small, light in weight, and not able to interfere with the wings (rings, belts, bracers, and necklaces are okay but not cloaks, robes, etc.). Only open-faced helmets are used.
Similarly, the avariel cannot use heavy, long weapons in flight, as these risk striking her wings and are too clumsy to operate properly. As a rule of thumb, any weapon of size L and weighing over 10 lbs. would not appeal to her, unless it was a piercing/thrusting weapon like a spear or trident. The avariel uses large weapons only when on the ground and her wings are folded safely behind her. Flails, whips, and similar flexible weapons are not used because of the risk of damaging her wings. An avariel gains a +1 bonus to attack rolls when using the bola, lasso, broad sword, long sword, or short sword, as these are their favorite weapons.
Long and short bows are used, but one fired in flight takes a -2 penalty to the attack roll. An avariel does not gain a +1 bonus to attack rolls with long and short bows as do other sorts of elves. An avariel can learn to use almost any weapon, but those commonly used in massed ground formations, such as polearms or pikes, are not to their taste.
Avariel do not work with iron or forges, fearing for their wings. They do know how to work glass into very durable weapons using additives to strengthen the glass when melted in a furnace. (Working the molten glass is done at a distance from the furnace using long rods on which tools are mounted.) Avariel swords and bola balare made from heavy glass. If a natural attack roll of 1 is made, a 1d6 roll of 1-3 indicates the weapon has shattered when striking the opponent; only half damage is delivered by the blow.
If a winged elf loses over 50% of her hit points in combat or to illness, she becomes too weak to fly. She immediately glides down to the ground and continues the fight from there. If she loses over 75% of her hit points in flight, however, she falls, unable to slow her descent, and suffers falling damage. The feathers of an avariel's wings are flammable, so a fireball or other area-effect fiery spell is feared by them. No avariel trusts a fire-using wizard.
A winged elf is susceptible to claustrophobia in an enclosed space like a house, cave, or dungeon. In a closed space, an avariel makes a Wisdom check once per day, starting 1–4 hours after confinement. Failure results in temporary insanity; the insane avariel tries to attack everyone around her (1-2 on 1d6), goes catatonic and curls into a ball (3-4 on 1d6), or attempts to escape by any means possible (5-6 on 1d6). This insanity lasts until the avariel reaches open air. If more than four Wisdom checks are failed, the insanity becomes permanent unless cured by a heal spell. The spell remove fear, if applied after temporary insanity has struck, allows a new Wisdom check with a -4 modifier. The cloak of bravery spell, if applied before entering an enclosed space, also applies its saving throw bonus as a negative modifier to Wisdom checks for insanity.
The avariel of Mt. Sundabar belong to a "warrior/thinker" society, as described in The Complete Book of Elves and MONSTROUS COMPENDIUM Annual, Volume Two. Either of these sources should be studied for further information on avariel life.
==Special Advantages==
The benefits of being an avariel are detailed above. Avariel explorers gain no other benefits.
==Special Disadvantages==
Winged elves have been known to the Red Wizards of Thay for several decades. These wizards and their agents now hunt avariel for their wings, which are used to make potions of flying and wings of flying. Some giants in Sossal and on the Great Glacier also hunt avariel for their wings, but the giants use the wings for decorating their helmets. Avariels are in danger of being hunted into extinction.