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===Elar'wyn (Memento Variaquas) Progression=== [[Image:Trinity_Memento_elar-wyn.jpg|right|thumb|''Memento Variaquas'', also known as the Elar'wyn]] The ''elar'wyn'' is an aquatic variation of the elar'in, a result of its adaptation to a primarily water-based environment. In order to qualify for the elar'wyn race prestige class, a creature must fulfill the following requirements. : '''Species:''' Elar'in (Memento Varietas). : '''Special:''' The creature must have spent at least a week underwater, in a coastal region, or near a lake or similar large body of water. '''The Elar'wyn''' '''HD:''' d8 '''Level BAB Fort Ref Will Special''' 1 +0 +0 +1 +2 +2 Cha, Water Absorb, Swim, Aquatic 2 +1 +0 +2 +3 Water Gun 3 +1 +1 +2 +3 +4 Cha, Slam (1d10) 4 +2 +1 +2 +4 Camouflage 5 +2 +1 +3 +4 +2 Cha, +2 Dex, Sneak Attack +1d6 6 +3 +2 +3 +5 Slam (2d6), Aqua Ring 7 +3 +2 +4 +5 +4 Cha, 8 +4 +2 +4 +6 Water Pulse 9 +4 +3 +4 +6 +2 Cha, Slam (2d8) 10 +5 +3 +5 +7 +2 Dex, Sneak Attack +2d6, Rain Dance '''Water Absorb''' : While at least partially submerged in water, an elar'wyn gains Fast Healing 2. : An elar'wyn targeted by a [water] effect immediately regains 1d8 hit points, and suffers no other effects. An elar'wyn cannot use its own abilities on itself to gain the benefits of this ability. '''Swim''' : The elar'wyn gains a Swim speed of 30 ft. '''Aquatic''' : The elar'wyn gains the water subtype. Due to this, it also gains electricity vulnerability, as well as plant vulnerability. '''Water Gun''' (Technique) [Water] : As a standard action, the elar'wyn can spout a pressurized jet of water from its mouth at a target within Close range; hitting the target requires a ranged touch attack. The water gun deals 1d6/level points of damage. '''Camouflage''' : An elar'wyn of 4th level or higher can use the Hide skill in any sort of aquatic environment, even if the terrain doesn't grant cover or concealment. '''Aqua Ring''' (Technique) : As a full-round action, the elar'wyn uses its own body moisture to surround itself in swift-moving water, granting it Fast Healing 4 for 1 round/level. This effect does not stack with its Water Absorb ability. '''Water Pulse''' (Technique) [Water] : As a full-round action, the elar'wyn emits a high-frequency pulse of water, accompanied by an ultrasonic screech. The pulse deals 1d4/level points of damage to all creatures within 20 feet; with a Fortitude save halving the damage. In addition, any creatures that fail the Fortitude save must make another Fortitude save, or else be confused (as per the spell) for 1d4 rounds. '''Rain Dance''' (Technique) : As a 1 round action, the elar'wyn coaxes rain from the skies above. This affects a 120-foot radius area, centered on the elar'wyn, and lasts for 2d6 rounds.
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