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  '''Level BAB Fort Ref Will Special'''
 
  '''Level BAB Fort Ref Will Special'''
  1 +0 +0 +2 +0 Sand-attack, Adaptability, Sneak Attack +1d6
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  1 +0 +0 +2 +0 Sand-attack, Adaptability
 
  2 +1 +0 +3 +0 +2 Dex, Mobility
 
  2 +1 +0 +3 +0 +2 Dex, Mobility
 
  3 +2 +1 +3 +1 Slam (1d6), Sneak Attack +2d6
 
  3 +2 +1 +3 +1 Slam (1d6), Sneak Attack +2d6
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  '''Level BAB Fort Ref Will Special'''
 
  '''Level BAB Fort Ref Will Special'''
  1 +0 +0 +1 +2 +2 Cha, Water Absorb, Swim, Aquatic
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  1 +0 +0 +1 +2 +2 Cha, Water Absorb, Swim
 
  2 +1 +0 +2 +3 Water Gun
 
  2 +1 +0 +2 +3 Water Gun
 
  3 +1 +1 +2 +3 +4 Cha, Slam (1d10)
 
  3 +1 +1 +2 +3 +4 Cha, Slam (1d10)
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'''Swim'''
 
'''Swim'''
 
: The elar'wyn gains a Swim speed of 30 ft.
 
: 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]
 
'''Water Gun''' (Technique) [Water]
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'''Camouflage'''
 
'''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.
+
: 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)
 
'''Aqua Ring''' (Technique)
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'''Rain Dance''' (Technique)
 
'''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.
 
: 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.
 
===Elar'nych (Memento Varinfusco) Progression===
 
[[Image:Trinity_Memento_elar-nych.jpg|right|thumb|''Memento Varinfusco'', also known as the Elar'nych]]
 
Discovered by those who brought their elar'ins deep into the caves of southernmost Sarteri, the ''elar'nych'' is an interesting mutation. By spending time in the dark places of the world, the creature seems to absorb darkness; it begins to radiate negative energy, despite being a living being.
 
 
In order to qualify for the elar'nych 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 in darkness, either due to natural conditions or underground.
 
 
'''The Elar'nych'''
 
'''HD:''' d10.
 
 
'''Level BAB Fort Ref Will Special'''
 
1 +1 +1 +1 +2 Dark, +2 Str, +1 Natural Armor, Pursuit
 
2 +2 +2 +2 +3 Bite (1d8), Crunch
 
3 +3 +2 +2 +3 +2 Cha, +3 Natural Armor
 
4 +4 +2 +2 +4 Bite (1d10), Camouflage, Improved Feint
 
5 +5 +3 +3 +4 +2 Str, +5 Natural Armor
 
6 +6 +3 +3 +5 Bite (2d6), Dark Pulse
 
7 +7 +4 +4 +5 +2 Cha, +7 Natural Armor
 
8 +8 +4 +4 +6 Bite (2d8), Thief, Nasty Plot
 
9 +9 +4 +4 +6 +9 Natural Armor
 
10 +10 +5 +5 +7 +2 Str, +2 Cha, Bite (2d10), Night Slash
 
 
'''Dark'''
 
: The elar'nych gains a subtype unique to ''mementos'', the '''dark''' subtype, which indicates a suffusion with negative energy (but is not undead). As a result, the elar'nych gains darkvision of 60 feet, and light sensitivity (elar'nych are dazzled in bright sunlight or within the radius of a ''daylight'' spell).
 
 
: A creature of the dark subtype is immune to mind-affecting effects.
 
 
'''Pursuit''' (Technique) [Dark]
 
: As a standard action, the elar'nych can attack a creature once with its bite attack. If the attack hits, on the creature's next turn, if it is threatened by the elar'nych and tries to move away from the elar'nych, the elar'nych may make an attack of opportunity against the creature. Even if the creature attempts just a 5-foot step, the creature is still subject to an AoO.
 
 
'''Crunch''' (Technique) [Dark]
 
: The elar'nych's bite attack may, instead of causing the creature to lose a partial action on its next turn, weaken the creature's defenses, resulting in a -4 penalty to AC for 1 round/level (unless a successful Fortitude save is made); in addition, half the damage dealt by the bite attack is negative energy damage.
 
 
'''Camouflage'''
 
: An elar'nych of 4th level or higher can use the Hide skill in darkness or dim illumination, even if the terrain doesn't grant cover or concealment.
 
 
'''Improved Feint'''
 
: As per the feat.
 
 
'''Dark Pulse''' (Technique) [Dark]
 
: As a full-round action, the elar'nych emits a high-frequency pulse of negative energy, accompanied by an ultrasonic screech. The pulse deals 1d4/level points of negative energy 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 only be able to take a partial action on its next turn.
 
 
'''Thief''' (Technique)
 
: (Essentially gain a feat from the BoRL - will be added later.)
 
 
'''Nasty Plot''' (Technique) [Dark]
 
: The elar'nych plans its moves ahead of time, allowing it to maximize its capabilities against its foes' weaknesses. As a standard action, the elar'nych can grant itself a +4 profane bonus to Charisma for 1 round/level.
 
 
'''Night Slash''' (Technique) [Dark]
 
: The elar'nych manifests blades of negative energy, which it hurls at a foe. As a standard action, the elar'nych may make a ranged touch attack against a creature within Close range (crit: 18-20/x3). If struck, the creature takes 1d6/level points of negative energy damage.
 
  
 
===Elar'tryl (Memento Varifoliatus) Progression===
 
===Elar'tryl (Memento Varifoliatus) Progression===
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: '''Species:''' Elar'in (Memento Varietas).
 
: '''Species:''' Elar'in (Memento Varietas).
  
: '''Special:''' The creature must have spent at least a week amongst dense foliage, grasslands, or similar plant-life.
+
: '''Special:''' The creature must have spent at least amongst dense foliage, grasslands, or similar plant-life.
  
 
  '''The Elar'tryl'''
 
  '''The Elar'tryl'''
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'''Plant'''
 
'''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.
+
: The creature's type becomes plant (augmented magical beast).
  
 
'''Razor Leaf''' (Technique) [Plant]
 
'''Razor Leaf''' (Technique) [Plant]
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'''Camouflage'''
 
'''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.
+
: 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)
 
'''Synthesis''' (Technique)

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