ELF, HALATHRAN (Beast):
The Halathran or Beastial Elves are elven shapechangers who feel comfortable in the guise of common animals. They can take the guise of animals of certain sizes and have vestigal powers from the myriad of animals that they imitate.
ATTRIBUTES: Choose from the below options:
* No Modifiers (+2 Racial Power Points)
* +2 STR but -2 INT and WIS
* +2 DEX but -2 WIS and CHA
* +2 CON but -2 CHA and INT
SIZE: Medium size.
SPEED: Prime base speed is 30 feet.
ELF VISION: Halathran base sight starts as low-light but can be made Darkvision.
PRIME RACIAL ABILITY: Halathran get to choose up to 8 points of racial traits, 10 if they choose not to augment their attributes.
AUTOMATIC LANGUAGES: Common, Elven.
BONUS LANGUAGES: Sylvan
FAVORED CLASS: Ranger. highest level class is not penalized for multi-classing.
FAVORED ALIGNMENT: No particular alignment.
RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.
REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of their nation.
REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to their nation.
HALATHRAN RACIAL POWERS:
Halathran have the mixed ancestry of Elvish and Animal Blood. All Abilities have a point cost. (1, 2, 3 or 4) these are added together to get the Prime's ECL. 1-4 pts the character is a 0 ECL creature. From 5 to 8 he is a +1 ECL creature. In high level campaigns he may be able to take more than 1 ECL.
Those Halathran who choose no Attribute Bonuses Get 2 bonus points to spend on Racial Powers.
1 PT POWERS:
* FEY TOUCHED: (Spells delivered as Touch attacks add +2 DC to their saves)
* ALERTNESS: (+2 Spot and Listen Checks)
Suggested Animal Features: The Halathran has animal ears of the animal type chosen.
* STUBBORNNESS (+2 WILL Save Versus Enchantment and Mind Affecting Spells)
* ANIMAL ANCESTRY: (+2 Reaction Checks with normal and dire animals)
* ANIMAL SPEECH: The Halathran can speak with any chosen animal type (Such as felines, or canids) as a Proficiency in addition to any other languages they know, this is a Bonus Language. This can be taken multiple times, one for each animal type chosen.
Suggested Animal Features: The Halathran has animals features of the animal type chosen such as a snout.
* CLIMBING SKILL: The Halathran can climb trees with alarming skill. They gain the Climb Proficiency at no cost and gain a +2 racial bonus to all Climb Checks and Balance Checks.
Suggested Animal Features: The Halthran will have calluses on both his hands and feet. He will have a wiry build.
* STEALTHY: The Halathran is surprisingly stealthy gains a +2 to Hide and Move Silent checks.
Suggested Animal Features: The Halathran has padded feet.
* NATURALIST: The Halathran has a +2 to Survival and Knowledge: (Nature) Spells.
* ANIMAL MAGETISM: The Halathran has a way with all creatures whether Natural or Fey. They gain a +2 to Handle Animal and Diplomacy checks.
* OMNIVOROUS: In a pinch, the Halathran can eat almost anything including rotting carrion, they Save versus poison and disease with a +2 FORT Bonus if it relates to something they have eaten.
Suggested Animal Features: The Halathran looks through items for any food when hungry. It continually talks of hunger.
* SWIMMER: The Halathran is surprisingly good at swimming, some have been known to swim miles without tiring. He gains a +4 to swim checks.
Suggested Animal Features: The Halathran has strong limbs and lungs.
* ANIMAL TRANSFORMATION (TINY): The Halathran can become a Tiny Animal. A Halathran gains the ability to turn herself into any Tiny animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Halathran level (Minimum 1 hour), or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. This transformation stacks with the druidic Wildshape ability. Each size must be purchased separately by the Halathran.
2 PT POWERS:
* FAERIE BLOOD (Gains Faerie Blood Subtype for the purposes of using items and vulnerabilities. Stacks with Elf Subtype. +2 Save versus Faerie Magic)
* POISON RESISTANT: (+4 Saves versus Poison)
* DEVIOUS: (+2 Sense Motive and Bluff Checks, become Class Skills)
* FAERIE NATURE: (x1 Daily: Calm Animal, Charm Animal, Detect Animals or Plants, even if a non-caster)
* TRICKSTER: (Bluff, Disguise, and Hide are Class Skills or gain a +2 if it is already a skill)
* BRUTISH: The Halathran gains a +2 to all CON and STR Checks but loses 2 to CHA Checks.
Suggested Animal Features: The Halathran has the jaw structure and sharp teeth of a predatory animal.
* BURROW 5' A ROUND (Ex): A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.
Suggested Animal Features: The Halathran's head is very large, taking up to one third of the body's entire length. The structure of the head is well suited for digging. The head acts as a plow, while the powerful neck muscles allow the animal to upturn considerable amounts of soil: it is capable of digging into frozen ground and can upturn massive rocks.
* BITE: The Halathran gains a powerful bite that does 1d6+ STR damage.
Suggested Animal Features: The Halathran has the jaw structure and sharp teeth of a predator.
* MULTIPLE STOMACHS (Ex): The Halathran has more than one stomach that enables them to digest leafy roughage and synthesize poisons better. +2 FORT Saves, +2 Saves against natural Poisons.
Suggested Animal Features: The Halathran's stomach area is a different color than the rest of his body.
* SPRINT (Ex): The Halathran can sprint incredible speeds for CON Mod. number of rounds. Halathran with this ability run at x5 Movement. If they have the Run Feat they move at x6 Movement.
Suggested Animal Features: The Halathran has highly developed thigh muscles.
* HORNS / ANTLERS (Ex): The Halathran has horns or antlers that sprout from their head. The type of animal the tribe is from (Antelope, Deer, Bull, Yak, etc...) will determine the color and shape of the horns or antlers. The horns do 1d8 for Medium Halathran.
Suggested Animal Features: The Halathran has large, well-developed Horns or antlers.
* ANIMAL TRANSFORMATION (SMALL): The Halathran can become a Small Animal. A Halathran gains the ability to turn herself into any Small animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per 2 Halathran levels (Minimum 1 hour), or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. This transformation stacks with the druidic Wildshape ability. Each size must be purchased separately by the Halathran.
3 PT POWERS:
* DARKVISION: (60 feet)
* FAERIE SKIN: (DR / 1 Cold Iron)
* HYPER-AWARENESS: Cannot be caught Flat-footed even if Surprised.
* RESILIENT: (Heals 1 HP per hour of rest)
* ELEMENTAL RESISTANCE (Permanent Endure Elements)
* SPIDERWALK: (Gain Spider Climb x1 Daily and Immune to Webs, even if a non-caster)
* FAE CHARM: (Cast Charm Person x3 Daily as Sorceror of Equal Level, even if non-caster)
* LEAP: The Halathran can leap horizontally 1 foot per point of STR he possesses, He may leap 1 foot vertically per 2 points of Strength he possesses, and may double these ranges when a running leap is made. (IE: Standing still, Ar'huak who has a 12 STR may leap a 12' wide chasm, leap 6 feet upwards, and if running make a leap of 24 feet length and 12 foot height!). The Halathran cannot wear any armor heavier than leather to LEAP.
* TRIP: A Halathran that hits with a natural weapon can attempt a trip attack as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails the opponent cannot react to trip the Halathran.
Limitations: The Halathran cannot use weapons, magic, or long distance projectiles. Must have NATURAL WEAPONS.
Suggested Animal Features: The Halathran's jaws, hands, and feet are especially muscular.
* MASTER (EX): The Halathrean is an acknowledged master of stealth, hunting, and survival. They gain a +2 to Climb, Hide, Move Silent, Jump and Balance checks. They can choose to use their DEX scores for STR rolls.
Suggested Animal Features: The Halathran looks extremely feral.
* SCENT (EX): The Halathran has the scent ability (Page 314, MM).
Suggested Animal Features: The Halathran has a snout and stops to check the air often.
* ANIMAL TRANSFORMATION (MEDIUM): The Halathran can become a Medium Animal. A Halathran gains the ability to turn herself into any Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per 3 Halathran levels (Minimum 1 hour), or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. This transformation stacks with the druidic Wildshape ability. Each size must be purchased separately by the Halathran.
4 PT POWERS:
* MASTER BREEDER: (Gains Leadership Feat with normal animals only, even if you don't yet qualify for the Feat). They are insanely Loyal and never fail morale checks when commanded by the Halathran, however, lost animals cannot be replaced until the Halathran Levels Up. In addition, the Halathran cannot gain any special creatures or any other race than normal animals.
* ENTROPIC TOUCH (x3 daily, touch attack causes 1d6 Damage +1 HP per Level of magical damage to Plant-Based Monsters)
* SUMMONER (Cast Summon Animal I (x3 Daily) or Summon Animal III (x1 Daily)
* FAE BLAST (Can sacrifice a Spell to convert it into a raw blast of Faerie Power. 60 foot beam does 1d4 damage per spell level sacrificed. Ranged Touch attack.)
* LESSER PLANEDANCING:
* CLIMB (Ex): The Halathran gains the climb feat due to climbing claws. In a pinch, these claws can do 1d2/1d2 damage + STR. They are considered secondary attacks.
Suggested Animal Features: Three outsplayed fingers with one thumb. The fingers are strong and clawed.
* LIMITED REGENERATION (Ex): The Halathran gains the ability to slowly regrow lost limbs. This takes 20 days minus the Halathran's CON Score. The Halathran cannot reattach limbs and is still vulnerable to normal types of damage. The Halathran is still killed if beheaded.
* TOXIC BITE (Ex): The Halathran has a Diseased Bite:
Red ache | Injury | 15 | 1d3 days | 1d6 Str |
This is an injury-based poison secreted by the Halathran's bite. They are immune to this disease, even if the Halathran possesses the disease himself. Normally, this is used with the Teeth (2 PT) Adaption but a successful bite against any creature without Natural Armor or a DR should do enough harm to break the skin (as a 0-1 Damage Attack) and cause the infection.
Suggested Animal Features: The Halathran has dripping saliva and drools.
* WINTER FUR: The shaggy fur of the Halthran protects her from cold. She gains a 5 DR to Cold Based Damage.
Suggested Animal Features: The Halathran's body has a long furry coat.
* WATER RESERVES (Ex): This Halathran has an Enlarged stomach compartment that can store water to last for several days, allowing him to go 2 or 3 months without a drink. He can then drink up to 20 percent of their body weight (up to 2 gallons; 7.5 liters) in just a few minutes at a waterhole.
Suggested Animal Features: The Halathran's belly can become unnaturally large.
* SAVAGE: The Halthran is more savage and fearsome than others of the Halathran race and can stop even the king of beasts in his fury. +2 STR and he gains a +4 to Intimidate checks if he is angry.
Suggested Animal Features: The Halathran's face looks demonic and furious even when calm. He moves like a predator waiting to strike.
* ANIMAL TRANSFORMATION (LARGE): The Halathran can become a Large Animal. A Halathran gains the ability to turn herself into any Large animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per 4 Halathran levels (Minimum 1 hour), or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. This transformation stacks with the druidic Wildshape ability. Each size must be purchased separately by the Halathran.
