Eläin

*The Eläin are chimeric creatures whose lineage contains both human blood and the spiritual magic of a pre-human race. From the ferocious, bestial power of a lion to the vulpine allure of a fox, Eläin can look considerably different from one another, but they all share animal and human characteristics. They are not limited to mammals and can take on properties of reptiles and fish.*

**Staff Note: The user who made this race left the server. We have no further information on them beyond what is listed here.**

## **History**

The Eläin’s origins can be traced back to a hidden corner of the world where a group of humans fled in escape of a great war. There, these refugees came into contact with a tribe of intelligent shapeshifting creatures who were greatly in tune with the world’s natural magicks. These spiritual creatures, known as the Taika'Eläin, welcomed the human refugees and eventually produced what most now refer to as Eläin – a blanket classification for any number of species of chimeric creatures. Over time, the varied offshoots began to settle in different regions and naturally adopted different forms – simian, avine, even piscine – according to the creatures which most embodied their strongest characteristics. In addition to their animal-human forms, Eläin are notable for their extremely long lives. Some have been known to live for thousands of years, while others claim to be immortal.

## **Locations**

Eläin can be found in tribes all over the world. There are several tribes that have grown widely in size and are beginning to make connections with outsiders much more readily. Most notably they're found in Anathis in great quantities, with many having expanded west towards Ger'kroz in the Forest of Zha and as far west as Whitestall. They prefer moderate climates in forested areas near large bodies of water, though some can be in the far off cold northern regions near The Withering Gate.

Below is a heatmap of their most prominent congregations. (You can click for the location's information).

## **Society**

With great power comes burdens. Eläin are not exempt from mistreatment due to their powers or appearances and humans often will harm or kill Eläin. The Taika'Eläin did not mean to shelter humans only for foul means to come afoot. There is a very old treaty between specific tribes of Eläin and the humans, which deals with the sharing of natural magic. However in recent decades the Eläin have become increasingly unhappy and uncertain with the way humans are using magic. For instance, extremist groups have begun consolidating power for their own purposes. The Eläin are, understandably, not pleased by this, as these groups often invade their land and capture Eläin.

Elain live about twice as long as Humans do, reaching adulthood by age 18, with a maximum of 200 years of age.

**Table: Random Height and Weight**
(4 ft. 8 in. – 6 ft. 0 in.)
 Female
(4 ft. 6 in. – 5 ft. 6 in.)
(66 – 108 lbs.)

## **Racial Traits**

### **Standard**

**Ability Score Racial Traits (2 RP)**: Eläin are nimble, insightful, confident. They gain +2 Dexterity and  +2 Wisdom and a **choice** of either -2 Strength or -2 Intelligence.

**Type (3 RP)**: Eläin are Outsiders with the native subtype.

**Size (0 RP)**: Eläin are Medium creatures and have no bonuses or penalties due to size.

**Base Speed (0 RP)**: Eläin have a base speed of 30 feet.

**Darkvision (0 RP)**: Eläin can see in the dark up to 60 feet.

**Languages (0 RP)**: Eläin begin play speaking Common and Eläinn. Eläin with high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, Ignan, Sylvan, Terran. See the Linguistics skill page for more information about these languages.

**Shattered Soul (–1 RP)**: Eläin who are killed are exceptionally difficult to return to life. Those who attempt to return a Eläin to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the Eläin’s Hit Dice. If this check fails, the spell fails and the caster can’t return the Eläin to life for the next 24 hours (though the caster can try again after this period).

### **Defense**

**Deathless Spirit (3 RP)**: Eläin gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

### **Advanced**

**Quick Reactions (2 RP)**: Eläin gain Improved Initiative as a bonus feat.

**Bowtrained (4 RP)**: Eläin are trained from birth in archery and as a result are automatically proficient with bows and bow-like weapons (including Longbows, Orc Hornbows, Crossbows, Stonebows, and Dwarven Pelletbows).

**Treespeech(2 RP)**: Eläin can converse with plants as if subject to a continual speak with plants spell.

**Scent (4 RP)**: Eläin gain the scent ability.

**One with Nature (0 RP)**: Eläin can mimic the sound of any animal perfectly.

### **Alternate**

**Kiilash (6 RP):** Some Eläin focus more on their more animalistic side, choosing to forego their training with bows and instead gaining a more adept usage of their appendages. This option can vary wildly from Eläin to Eläin. Below are the list of options that may be chosen. This trait replaces **Bowtrained** and **Treespeech**.

**One** of these options may be selected:

* **Apina**: These Eläin are very Monkey-like, with a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. Apina have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

* **Vuohi**: These Eläin are very Goat-like, with a Gore (1d6) and Hoof (1d4) attack. Whenever an Vuohi charges, it deals 2d6 with its gore plus 1-1/2 times its Strength bonus.

* **Kala'staa**: These Eläin are very fish-like, with a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. Kala'staa are amphibious and can breathe both air and water.

* **Ah’Ma**: These Eläin are wolverine-like. They gain a +2 strength instead of  a +2 dexterity. They gain two claw (1d4) attacks. Additionally once per day, whenever an Ah'Ma takes damage, it flies into a frenzy for 1 minute, gaining a +2 morale bonus to Constitution and Strength, but a –2 penalty to AC.

* **Lintu**: These Eläin are very bird-like with small wings and feathers adorning their bodies. They take no damage from falling. While in midair, Lintu can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. They also gain a Wing (1d4) natural attack.

* **Mate'lija:** These Eläin are reptilian in nature. Mate'lija can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature’s hit points). Mate'lija cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. Mate'lija can only have one creature attached to its tongue at a time. As a swift action, a Mate'lija can move a creature 5 ft closer to them.

**Half-Eläin:** Half-breeds of Eläin and human are not considered true Eläin, but do have some Eläinn blood that grants some form of shapeshifting ability. Half-Eläin are humanoid (Shapechanger) for all purposes (such as humanoid-affecting spells like charm person). Half-Eläin can use Animal Aspect at will with a caster level equal to their hit dice. Half-Eläin are multitalented, they may choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. This trait replaces **Outsider(native)**, **Darkvision**, **Immortal**, **Shattered Soul**, **Deathless Spirit**.

**Muoto'ilija:** Some Eläin hail from a long lost tribe known as the Muoto'ilija. These chameleon-esque humanoids can blend into any crowd by borrowing the appearances of others. No one is ever sure where—or who—They might be. The Muoto'ilija Eläin count as humanoid (Shapechanger) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person). They can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. They also reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). This trait replaces **Quick Reactions**, **Bowtrained**, and **Treespeech**.

## **Favored Class Bonuses**

**Alchemist:** Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.

**Cleric:** Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

**Druid:** Add +1/3 to the druid’s natural armor bonus when using wild shape.

**Fighter:** Add +½ to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC

**Inquisitor:** Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

**Inquisitor:** Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

**Kineticist:** Add 1/3 point of damage to WATER element blasts that deal damage that apply the kineticist’s elemental overflow bonus.

**Rogue:** The rogue gains +1/6 of a new rogue talent.

**Sorcerer:** Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

**Summoner:** Gain 1/6 of a new bonus combat feat.

**Warpriest:** Gain 1/6 of a new bonus combat feat.