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| Balthanon08-25-07, 11:20 AM | This is a feat that I developed for my own campaign and potentially one that I am going to be joining soon. It is modeled after the new Drow Legacy feat in Drow of the Underdark and the Raptoran race. Essentially, I was looking for a way to make Avariel a more playable race from level one without needing to completely revamp the race as a whole. I ended up deciding that mixed breed elves would be the easiest option and after that decided that there was no real reason that half-elves couldn't benefit from the same feat. AVARIEL LEGACY [REGIONAL] The avariel blood in your veins runs true and grants you the wings of your avariel ancestor. Prerequisites: Elf (Snow Eagle Eyrie) or half-elf (Snow Eagle Eyrie) with avariel ancestry. Benefit: You have wings like your avariel ancestor, granting you a limited ability to fly. You gain the following special abilities (reprinted from Races of the Wild.) • Gliding (Ex): An elf or half-elf with avariel ancestry can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. They glide at a speed of 40 feet (average maneuverability). Even if their maneuverability improves, they can’t hover while gliding. An elf or half-elf with avariel ancestry can’t glide while carrying a medium or heavy load. If an elf or half-elf with avariel ancestry becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. They descends in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. • Flight (Ex): When an elf or half-elf with avariel ancestry reaches 5 Hit Dice, they become able to fly at a speed of 40 feet (average maneuverability). They can’t fly while carrying a medium or heavy load or while fatigued or exhausted. An elf or half-elf with avariel ancestry can safely f ly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. They are likewise fatigued after spending a total of more than 10 minutes per day flying. Because they can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, elves or half-elves with avariel ancestry have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. An elf or half-elf with flight can make a dive attack. A dive attack works like a charge, but the elf or half-elf with avariel ancestry must move a minimum of 30 feet and descend at least 10 feet. They can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. An elf or half-elf with flight can use the run action while flying, provided she flies in a straight line. Normal: A half-elf or elf with avariel ancestry normally receives the standard racial traits for their race. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. While I don't think that this is incredibly over powered, I do think a negative would be appropriate for the feat. (Similar to the light sensitivity that Drow Legacy gave.) However, I wasn't sure what would be appropriate for that since avariel, by and large, have all of the advantages of elves and more. |