ELDAR
GUARDIANS
All Eldar, regardless of station
and rank, start their careers as Guardians. Eldar Guardians fulfill the day to
day affairs of Craftworld life. All study dilligently to be accepted into a
special ‘path’ or Eldar way of life. A Guardian is essentially a student who is
able to defend his Craftworld in a moment of war. Eldar are lithe and graceful,
but their slight build leaves them relatively weak. They are intelligent beings
with a strong sense of personality. Though Eldar move normally with respect to
each other, to human eyes they are blindingly fast. Ever since the Fall, eldar
have had to toughen themselves up mentally to resist the Mental Predations of
malicious Warp entities that might gobble up their souls.
Modifiers:
+2Dex,-2Con,+2Wis,+2Int,+2Cha
Speed: Eldar Base Speed
is 40ft (only in medium or light armor.)
Skills: +2 Tumble, +2
Listen, +2 Move Silently (racial)
Feats: Eldar get 2
starting feats. 1 of which must be chosen from the following list:
1) Arcane Heritage
2) Innate Gift
3) Mystic Heritage
4) Lightning Reflexes
Note: The Eldar Character MUST meet
all the prerequisites for the chosen feat.
Special
Shining Souls
Eldar souls have shining presences
in the Warp, and almost every Eldar has a feat that reflects this (heritage
feats). Thus all psykers gets a +4 bonus when trying to detect Eldar using the
"Psychic Sense" ability.
Supernatural Senses
Uncanny dodge. Eldar heroes are
naturally hard to flank/surprise, and thus they recieve this talent for free.
Eldar Paths
The Eldar’s first bonus feat (Level
3) is normally an Eldar path. An Eldar who does not choose a path can stay a
Guardian until Level 6 in which case he must either choose a path or become an
outcast. See ‘Paths’ below.
Level Adjustment: +1.
Eldar are an ancient superior race. Their keen instincts and powerful natural
abilities confer a +1 equivalent character level. A first level Eldar is
equivalent to a second level Human. An Eldar who takes no skill ranks and no
talents, no base attack or save bonuses and hit points equal to 3 + Con
modifier and no other bonuses of any sort except racial ones can be counted as
a Level 0 character. In this way he can be balanced with starting level humans.
At the Eldar’s first level his Class Hit Dice replace his Level 0 hit dice. He
gains skills as a first level character.
ELDAR
PATHS
Starting at 3rd level the Eldar
have a chance to take the Eldar Path feat. Any eldar who has not taken this
feat by 6th level is automatically given the “drifter” occupation and has the Vagabond Eldar rules applied to her.
Feat: Eldar Path
Prerequisites: Eldar
Only, Level 3
Benefit: By gaining this
feat at 3rd level, you are considered an Adult in Eldar society. At this point,
you will speak/commune with your craftworld's Farseer and choose your aspect,
which gives you certain benefits (see Below).
Special: By 6th level
any Guardian is considered learnéd enough to select this as a feat. You can
choose not to take this feat (by running away), however, without this feat, you
are forever considered a Vagabond and a child throughout Eldar society.
CHOICES OF PATH
1) Aspect Warrior
(+2Str, -2Cha, +1 Defense) Upon choosing the warrior path, you must take a will
save (DC = 5 + Class Levels taken since adopting the Warrior Aspect). If you
fail this will save, you are stuck on the Warrior Path (strong/tough/fast), you
become known as an Exarch. You cannot voluntarily fail this check.
Exarch (+1 Defense, +2Str, +2 Con,
-4 Penalty on all social relations checkss):
You can never take levels in any
Spell-casting Class, nor can you ever change your aspect, nor can you use any
psychic device, other than psychic swords and psychically enhanced armor.
However, you will recieve a new name (at the characters choosing) and
eventually, an ancestral set of armor (when you can afford it), of your
choosing.
Also, as an exarch, most eldar
assume that you will choose the most combative way to seek a solution. Thus
they tend to discount anything an exarch says regarding strategy - no matter
how much they respect them in combat situations.
2) Knowledge Seeker (-2
Str, +2 Wis, +2 Int) As an Eldar Seeker, you join the ranks of the Eldar
Artisans and Craftsmen and Healers. You cast spells as a Mystic Psyker.
Special: Peaceful
Existence (see below)
This class is best achieved through
the Dedicated/Smart hero. This class requires you to prepare spells and cast
them.
3) Farseer (+4Int) You
come under the direct apprenticeship of your craftworld's farseer.
Special: Crucial
Existence
This class is best achieved through
the Smart hero. This class requires you to prepare your spells and cast them.
4) Warlock (+4 Cha) You
find within yourself the ability to inflict large amounts of damage upon foes
of the Eldar people. Psychic energy courses through your soul and you act as a
conduit for it, channeling it through yourself. However, this destructive
energy must be controlled, which requires a great deal of discipline. Thus,
everytime you gain a level in this class, you must spend 1 day meditating uninterrupted,
otherwise any new abilities/saves/spells/attacks gained will not apply. This
class is best achieved through the Charismatic Hero class. You do not need to
prepare your spells in this class, but your spell selection is quite limited.
You draw your spells from the arcane/innate psyker list.
VAGABOND ELDAR
You gain +2 Con and +1 Defense and
the "drifter" occupation. This will give you new class skills,
however, you do not get the increase in wealth. Being a homeless Vagabond makes
you tougher to things that Eldar are traditionally weak to.
Drawback: You are
forever considered a child amongst Eldar and thus gain a -4 Penalty on all
social relations checks (diplomacy, sense motive, charm, etc) with other Craftworld
Eldar.
MULTICLASSING ELDAR
An Eldar can choose to change his aspect
from time to time. For instance, a Warrior may grow tired of defending the
community and seek the quiet reassurances of training with the Craftworld's
Farseer. In this case, he must buy a few components (usually incense and a few
sweet-scented powders) and meditate, uninterrupted, for 24hrs. During this
time, he breaks the bonds between himself and his old aspect and opens himself
up to vistas and avenues of spiritual growth. He loses the ability modifiers of
his previous aspect and gains the modifiers of his new aspect. He then gains
levels in the appropriate class and can use its abilities
according to his level in that
class.
Note: Vagabond Eldar do
not face this complex process of changing aspect. They may multiclass freely
without any meditation.