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.

 

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