Avariel in 3E

Avariel are a species of elf born with wings.  Their entire body structure is designed for flight, for instance, their bone structure is light and somewhat fragile, but they possess greater upper body strength due to the flapping of wings in flight.  They are shy and reclusive, but come off as rather arrogant when visiting with other “landbound” species, including other races of elf.
Avariel Traits:
•	+4 Dex, -4 Con
•	Medium-sized
•	Base speed of 25 ft, fly at a speed of 45 feet with average manuverability.
•	Languages: Most avariel can speak avariel elvish (of course) and Common.  Other common languages are: high elvish, grey elvish, aarakocra, and giant eagle.  Like the drow, avariel employ a complicated form of sign language.
•	Darkvision (60 ft)
•	+4 to Spot checks due to keen eyesight
•	Cannot use any blade longer than a long sword in flight, and they cannot use bows while flying either.
•	For each hour that an avariel is in flight, she must pass a Constitution check (DC 13) or rest a half an hour for every two hours prior to the check.
•	An avariel cannot fly if she has lost more than half her hit points.  She can still glide and jump up to 10 feet, at least until she loses 75% of her hit points.
•	An svariel can carry mass equal to her own body weight and still fly.  Once she is carrying at least half that amount, her manuverability rank drops to Poor.  When flying with a full load, her manuverability is Clumsy.
•	Extreme Claustrophobia: When an avariel enters an enclosed area, like a cave for instance, she must pass a Wisdom check (DC 13) or go insane.  The effects of insanity are up to the DM and range from violence to autism.  These checks are made daily, and four failed checks in a row mean the avariel has gone completely insane.  However, the effects of insanity end (unless the character has failed four checks) once she is brought out into open air.  Only a heal or remove disease can cure an insane avariel.
•	Fighting on the ground is clumsy to an avariel.  When fighting on the ground, avariel suffer a –2 penalty to hit and a –2 penalty to their AC.
•	Avariel can only wear padded, leather, studded leather, or elven mail or steel armor and still be able to fly.  Plus, all armor must be specially made to accommodate the avariel’s wings (½ the armor’s cost increase).
•	Preferred Class: Avariel elves tend toward wizards like other elves, but due to the inherent danger of fire spells to their wings, few avariel wizards cast such spells.

Avariel Skills and Feats:
Avariel have developed some special skills, like glassworking, and special techniques to help overcome their inadequacies on land.

Skills:
Craft (glassworking) (Int) 
This allows the character to create anything from the most basic glass goblet to the msot extravagant vase.  With enough practice, a glassworker can even create durable glass weapons (must have at least 3 ranks in this skill to attempt the creation of a glass weapon).

Feats:
Grab and Drop (General)
This feat allows an avariel to swoop down, grab a foe, fly up, and drop their foe for falling damage.
Prerequisites: Swoop Attack, Dex 13+, Must be an avariel elf character
Benefits: In order to perform this feat, the character must roll a successful attack roll.  With this feat, the character gains a +2 bonus to the roll.  The avariel then flies up 40 feet and drops her foe.  The victim suffers 4d6 points of damage.  Targets of this attack form cannot be larger than what the avariel can carry or be of a form that the character cannot get a hold on.

Ground Combat (General) 
This feat allows an avariel PC to overcome their clumsiness while fighting on the ground.  
Prerequisites: Must be an avariel elf character
Benefit: Choosing this feat negates the to hit and AC penalties inherent with ground combat.

Leap and Hover (General)
This feat allows an avariel to leap up to 10 feet in the air and descend quickly, gaining a quick downswing on the attack.
Prerquesites: +2 base attack bonus.
Benefits: +2 bonus to the attack roll on this form of attack.

Swoop Attack (General)
This feat allows an avariel to make swooping attacks on landbound foes.
Prerequisites: Dex 13+, Must be an avariel elf character.
Benefit: This feat allows an avariel character to make a swooping attack.  The attack grants the character a +1 bonus to hit and damage.  However, it can only be performed every other round with a full round to maneuver.

Wing Buffet (General)
This feat allows an avariel to make an attack with their wings.
Prerequisites: +3 base attack bonus, Must be an avariel elf character.
Benefit: This feat allows an avariel character to strike a foe with her wings.  This attack is made with a +1 bonus to hit and does 1d4 damage.  The attacks (one for each wing) is not modified for Strength or Dexterity, but it can be made in addition to any other attacks the she normally has and is made at the her highest base attack value.  A foe behind her can be targetted with both wings for 2d4 damage.

Avariel Weapons
Avariel have developed weapons that are quite functional for their unique biologies as well as being quite pleasing to the eye.

Weapon	Cost	Damage	Critical	Range Increment	Weight	Type	
Wing Sword	12gp	1d8	19-20/ x2	-	4 lbs	Slashing and
Piercing	
Eagle-claws	7gp	1d3	x2 	-	1	Slashing and Piercing