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Trinity:Memento Varietas
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===Elar'tryl (Memento Varifoliatus) Progression=== [[Image:Trinity_Memento_elar-tryl.png|right|thumb|''Memento Varifoliatus'', also known as the Elar'tryl]] The ''elar'tryl'' was the first discovered mutation of the elar'in, as the first trainers lived and trained primarily in the fields of southern Sarteri. When it was found that not all elar'in mutated immediately into this form upon maturation, trainers began investigating the phenomenon, and discovered the elar'in's mutagenic properties. In order to qualify for the elar'tryl 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 amongst dense foliage, grasslands, or similar plant-life. '''The Elar'tryl''' '''HD:''' d6. '''Level BAB Fort Ref Will Special''' 1 +1 +2 +0 +0 +2 Str, Leaf Guard, Plant, +2 Natural Armor 2 +2 +3 +0 +0 +2 Con, Razor Leaf 3 +3 +3 +1 +1 Slam (1d10), +4 Natural Armor 4 +4 +4 +1 +1 +2 Str, Camouflage, Synthesis 5 +5 +4 +1 +1 +6 Natural Armor 6 +6 +5 +2 +2 +2 Con, Slam (2d6), Magical Leaf 7 +7 +5 +2 +2 +2 Str, +8 Natural Armor 8 +8 +6 +2 +2 Giga Drain 9 +9 +6 +3 +3 Slam (2d8), +10 Natural Armor 10 +10 +7 +3 +3 +2 Str, +2 Con, Leaf Blade '''Leaf Guard''' : While in strong sunlight, the elar'tryl gets a +8 resistance bonus on saving throws made against status conditions. '''Plant''' : The creature's type becomes plant (augmented magical beast). Due to this, it also gains fire and cold vulnerabilities; however, it only suffers half damage from water, electricity, and earth sources. '''Razor Leaf''' (Technique) [Plant] : The elar'tryl flings its tail leaves at a creature within Close range. As a full-round action, the elar'tryl can throw one tail leaf at 1st level, and an additional one every two levels thereafter, to a maximum of five at 9th level. Attacking with these leaves requires a ranged touch attack for each leaf; these leaves deal 1d6+1 (18-20/x2) points of damage. '''Camouflage''' : An elar'tryl of 4th level or higher can use the Hide skill in any sort of forest or grassland environment, even if the terrain doesn't grant cover or concealment. '''Synthesis''' (Technique) : As a full-round action, the elar'tryl can attempt to derive nourishment from its surroundings. While in strong sunlight, this ability restores 1d8/level hit points; in dim sunlight, 1d6/level; in twilight, 1d4/level; and at night, 1/level. Once this ability is used, it cannot be used again for another 8 hours. '''Magical Leaf''' (Technique) [Plant] : As a standard action, the elar'tryl focuses its energy on a single tail-leaf, which is flung at a target within Close range with unerring accuracy (this effect requires no attack roll). The target takes 1d4/level points of damage. '''Giga Drain''' (Technique) [Plant] : As a full-round action, the elar'tryl can attempt to derive nourishment from a nearby (Close range) creature. The creature may make a Fortitude save to negate the effect; if the save fails, the creature takes 1d6/level points of damage, and the elar'tryl gains half the damage dealt as temporary hit points. Once used, this ability cannot be used again for 2d6 rounds. '''Leaf Blade''' (Technique) [Plant] : As a standard action, the elar'tryl uses its head leaf to attack an adjacent creature. Making the attack is a melee touch attack (crit: 18-20/x3), and deals 1d6/level points of damage. [[category:Trinity]]
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