Difference between revisions of "Trinity:Memento Varietas"

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'''Evolution'''
 
'''Evolution'''
: At 10th level, the elar'in has matured to the point where its genes begin expressing and repressing its innate camouflage. The elar'in may begin taking levels in one of the following race prestige classes, presuming it meets the other prerequisites: elar'wyn, elar'jag, elar'fym, elar'nych, elar'thal, elar'tryl, or elar'glyce. Once a level in one of these prestige classes is taken, the elar'in can no longer take levels in elar'in, or in any other prestige class mentioned here.
+
: At 10th level, the elar'in has matured to the point where its genes begin expressing its innate camouflage. The elar'in may begin taking levels in one of the following race prestige classes, presuming it meets the other prerequisites: elar'wyn, elar'jag, elar'fym, elar'nych, elar'thal, elar'tryl, or elar'glyce. Once a level in one of these prestige classes is taken, the elar'in can no longer take levels in elar'in, or in any other prestige class mentioned here.
  
 
: In addition, the elar'in grows to Small size.  
 
: In addition, the elar'in grows to Small size.  

Revision as of 21:46, 18 September 2007

Memento Varietas, also known as the Elar'in

Known as the elar'in, memento varietas is an unusual animal. Originally bred as a rather small, very fast companion, the elar'in begin exhibiting unusual, plantlike traits. Intrigued by this change, breeders brought specimens of memento varietas to a variety of locales on Sarteri, and found that - dependent upon the creature's surroundings - it would subtly change into a different variation. They found, however, that this change was one-way: once the mutations had begun to take hold, the elar'in is unable to adapt to another environment. Its genes become permanently and irreversibly changed.

Now, it is known that these traits are dormant in every elar'in, genetic holdovers from the large amount of interspecies breeding used to arrive at the end result. The animal adjusts itself to its surrounding terrain, allowing it to blend in - useful for hunting prey - as well as allowing it to survive in possibly hostile environments. Elar'in are prized for their incredible versatility, and their Ronkan name, memento varietas, is indicative of their mutability.

In trainer history, it is known that exceptionally bright and talented trainers were gifted with an elar'in as their first memento - it was thought that the best of the trainers would be able to put these versatile creatures to the greatest advantage. To receive an elar'in as one's initial memento is a great honor.

Base Stats

Elar'in (Memento Varietas)
Tiny Magical Beast
HD: 1d6-1 (5 hp)
Init: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 size, +4 dex)
Base Attack/Grapple: +0/-11
Attack: Slam +4 (1d4-3)
Full Attack: Slam +4 (1d4-3)
Space/Reach: 2.5 ft/0 ft.
Special Attacks: Sneak Attack +1d6
Special Qualities: Adaptability
Saves: Fort -1, Ref +6, Will +0
Abilities: Str 4, Dex 18, Con 8, Int 4, Wis 10, Cha 14, Per 8
Skills: Tumble +8
Feats: Weapon Finesse

Egg Group(s): Class I (Ground)

Level Progression

The Elar'in
HD: d6

Level	BAB		Fort	Ref	Will	Special
1	+0		+0	+2	+0	Sand-attack, Adaptability
2	+1		+0	+3	+0	+2 Dex, Mobility
3	+2		+1	+3	+1	Slam (1d6), Sneak Attack +2d6
4	+3		+1	+4	+1	+2 Dex, Growl
5	+3		+1	+4	+1	Bite
6	+4		+2	+5	+2	+2 Dex, Sneak Attack +3d6
7	+5		+2	+5	+2	Take Down
8	+6/+1		+2	+6	+2	Slam (1d8), +2 Dex, Mobility
9	+6/+1		+3	+6	+3	Sneak Attack +4d6
10	+7/+2		+3	+7	+3	+2 Dex, Double Team, Evolution
11	+8/+3		+3	+7	+3	Yawn
12	+9/+4		+4	+8	+4	+2 Dex, Sneak Attack +5d6
13	+9/+4		+4	+8	+4	Slam (1d10), Tickle
14	+10/+5		+4	+9	+4	+2 Dex, Mobility
15	+11/+6/+1	+5	+9	+5	Sneak Attack +6d6
16	+12/+7/+2	+5	+10	+5	+2 Dex, Endure
17	+12/+7/+2	+5	+10	+5	Agility
18	+13/+8/+3	+6	+11	+6	+2 Dex, Slam (2d6), Sneak Attack +7d6
19	+14/+9/+4	+6	+11	+6	
20	+15/+10/+5	+6	+12	+6	+2 Dex, Mobility

Sneak Attack

This ability functions as the rogue ability.

Adaptability

Whenever the elar'in uses a Technique, if its descriptor matches its subtype (such as [water]), then that Technique's effect is increased by 50%, as though affected by the Empower Spell feat. If the Technique would not be able to benefit from the Empower Spell feat, then increase its saving throw DC (if any) by +2.

Sand-attack (Technique)

The elar'in kicks up sand, dirt, or other loose material at an adjacent opponent. The creature must make a Reflex save, or get a -4 circumstance penalty on all attack rolls for 1d4 rounds.

Mobility

As per the feat. The elar'in gains this feat multiple times; the benefit it provides stacks (given that it is a dodge bonus).

Growl (Technique)

The elar'in growls fiercely at an opponent in Close range. Make an Intimidate check, opposed by the target's level check; if the target fails, it suffers a -2 penalty on all of its attack rolls until your next action.

Quick Attack (Technique)

The elar'in strikes with blinding speed. As a standard action, make a normal attack. At the end of your turn, increase your initiative by 4.

Bite (Technique)

The elar'in learns how to use its sharp teeth to its advantage. As a standard action, make a single attack; if you hit, you deal an additional 1d6 points of damage. In addition, if your target fails a Fortitude save, it is restricted to taking a single partial action on its next turn (as though it had been slowed).

Take Down (Technique)

The elar'in runs full-speed at a creature. As a full-round action, you may charge a creature; once the charge attack resolves, you may attempt to bull-rush or trip your target (you cannot choose to not do either, however). As part of that action's resolution, you take 1d6 points of damage.

Double Team (Technique)

The elar'in focuses its energy on evasive maneuvers. The elar'in gains a +4 dodge bonus to AC for 1 round/level.

Evolution

At 10th level, the elar'in has matured to the point where its genes begin expressing its innate camouflage. The elar'in may begin taking levels in one of the following race prestige classes, presuming it meets the other prerequisites: elar'wyn, elar'jag, elar'fym, elar'nych, elar'thal, elar'tryl, or elar'glyce. Once a level in one of these prestige classes is taken, the elar'in can no longer take levels in elar'in, or in any other prestige class mentioned here.
In addition, the elar'in grows to Small size.

Yawn (Technique)

The elar'in yawns innocently, causing a target within Close range to mimic its action. The target is now fatigued (unless it makes a successful Will save); after its next turn, it falls asleep for 1d4 rounds.

Tickle (Technique)

The elar'in brushes its ears and tail gently against an adjacent creature, causing it to lose focus. The creature gets a -2 circumstance penalty to AC and attack rolls for 1d4 rounds; a successful Will save negates this effect.

Endure (Technique)

The elar'in steels itself against blows, gaining 1d4/level temporary hit points. These temporary hit points last 1 round/level.

Agility (Technique)

The elar'in tenses itself, preparing its muscles for a temporary burst of speed and alacrity. It gets a +4 haste bonus to Dexterity for 1 round/level.

Elar'wyn (Memento Variaquas) Progression

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	+2	+0	+2 Cha, Water Absorb, Swim
2	+1	+0	+3	+0	Water Gun
3	+2	+1	+3	+1	+4 Cha, Slam (1d10)
4	+3	+1	+4	+1	Camouflage
5	+3	+1	+4	+1	+2 Cha, +2 Dex, Sneak Attack +1d6
6	+4	+2	+5	+2	Slam (2d6), Aqua Ring
7	+5	+2	+5	+2	+4 Cha,
8	+6	+2	+6	+2	Water Pulse
9	+6	+3	+6	+3	+2 Cha, Slam (2d8)
10	+7	+3	+7	+3	+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.

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.