Born not of a mother or father, but created, elans were once mortal beings. Built by a shadowy council to live as psionically awakened superior life forms, elans are capable of sustaining themselves with nothing but the power of the mind. Elans are no longer true mortals, having been unfettered by a secret ritual that created this new race and reborn anew, with but wisps and fragments of memories of their previous lives. Incapable of breeding, elans expand their numbers by choosing members of other races, most often humans, and transforming them into new elans. This would pose a problem for the continuation of the race, except elans do not die of old age. The secrets of the transformation ritual are typically limited to the elite members of the elan secret society that exists, and they take these secrets to the grave before sharing them with lesser beings. Elans are often chosen for being exceptional in some way: sometimes it is because they excel in physical challenges, other times it is because of their quick wit or sharp intellect, or in some cases a natural ability to work with the psionic arts. But none of the elans could ever be described as normal, mediocre, or standard. While most elans, even those of non-human origin, physically resemble humans, there is usually something that stands out about every elan. (from Dreamscarred Press's Psionics Unleashed, Psionics Expanded)
Traditional Elan Racial Traits
+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Medium: Elans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elans have a base speed of 30 feet.
Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a
psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the
beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point,
an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).
Having a rundown through the ARG we get the following totals.
1 - Ability Score - Human Heritage (since we don't carry the human subtype this needs to cost something but it is less power than flexible for 2 RP)
0 - Medium Size
0 - Normal Speed
0 - Humanoid with aberrant subtype
0 - Aberrant nature. This is likely a 1 RP penalty.
2 - Naturally Psionic - static feat
2 - Resistance (conditional and variable at the same time)
2 - Resilience (conditional, scales with level and availability of points)
1 - Repletion (conditional)
1 - Psionic Aptitude
1 - Languages - Linguist
The elan clocks in at about 10 RP. He has a good mix of abilities that will work well to protect and preserve him if not being very combat focused.
I'd be tempted to add in one more ability like this just round them out a bit.
(2 RP) - Expertise: You may select one skill at character creation that you have some expertise in. You gain a +1 racial bonus in that skill and it is always considered a class skill for you.
Male Elan wilder 5
LG Medium humanoid (aberrant, psionic)
Init +0; Senses Perception -1
AC 10, touch 10, flat-footed 10
Fort +3, Ref +1, Will +3
Defensive Abilities resistance, resilience
Speed 30 ft.
Special Attacks surging euphoria
Psionic Powers Known (ML 5th; concentration +8 [+12 defensive]; 34 PP)
2nd - cleanse body, empathic condition relief
1st - broker, natural healing, offensive prescience
Str 14, Dex 10, Con 14, Int 12, Wis 8, Cha 17
Base Atk +3; CMB +5, CMD 16
Feats Combat Manifestation, Combat Medic, Extra Power Known(B), Psionic Talent(B), Psionic Weapon
Skills Craft (alchemy) +9, Diplomacy +11, Heal +8, Knowledge (psionics) +9, Sense Motive +7; Racial Modifiers +1 Heal
SQ elude attack +1, expertise (Heal), psychic enervation (sickened), repletion, surge bond, wild surge +1
Languages Common, Goblin
Gear +1 leather armour, bleed no more bandages (2),boots of stomping, cloak of human guise, healer's kit, plus 250 gp of additional gear.
Homeland Hinterlands of Kesh
Aeromond lives among the humans of the Steelidun Clan. He provides healing to members of the clan who fall victim to the raids of the hobgoblins that ostensibly control the Hinterlands of Kesh. Aeromond is fluent in goblin and has at times worked as a mediator or negotiator for prisoner exchanges between the humans and the hobgoblins. He doesn't trust the half-cyclops that have newly aligned with the humans and suspects that the half-cyclops may have discovered the influence that the elan have been exerting on on the Steelidun Clan.