ELDAR PRESTIGE CLASS

Eldar Exarchs are the master of a particular form of combat.  They personify speed, grace and power.  Some would say they are even a match for the Space Marines.  Exarchs wear special armour which is infused with the spirits of all Exarchs preceding them including the first Warrior-Hero who started the Aspect.  All Exarch suites are the equivalent of 10th level Psyhic Warriors and are intelligent and can communicate with the Exarch.  The Exarch is assumed to have multi-classed while wearing the suite.  Also the Exarch can use the suites skill or his own for skill checks.  If the Eldar does not know the skill but the Exarch Armour does then he may use that skill.  The suite will only allow itself to be warn by Eldar Exarchs of the particular aspect it belongs too.

Howling Banshee Exarch                                                                                                           As the Howling Banshees are the most feared of all Aspect Warriors it is only fitting that their leaders are the most feared of all exarch.  The banshee is a harbinger of woe and death in Eldar mythology, whose cry is said to herald ill fate and can tempt a soul from its spirit stone.  It is fitting, therefore, that perhaps the most feared of all the Aspect Warriors draw their inspiration from this unearthly creature.  A female Aspect, like the banshee of legend, Howling Banshees are fearsome close combat opponents, whose Banshee masks and gleaming power weapons have meant the doom of countless foes over the millennia.

Requirements

Alignment: Any.

Skills: Tumble 5+, Perform (Sing) 3+

Feats: Dodge, Weapon Proficiency (Any Eldar Melee Weapon), Ambidexterity, Mobility

Base Attack Bonus: +6

Stamina Dice: d10 + con

Skill Points: 4+ Int Modifier

Class Skills: As Mercenary.

Special: Must be a female Eldar

Benefits:

LevelBABFortRefWill Special
1+1+0+2+0  Canny Defense
2+2+0+3+0  Precise Strike +1d6
3+3+1+3+1  Enhanced Mobility
4+4+1+4+1  Grace
5+5+2+4+1  Acrobatic Strike
6+6+2+5+2  Precise Strike +2d6
7+7+3+5+2  Elaborate Parry
8+8+3+6+2  Improved Reaction
9+9+4+6+3  Dread
10+10/+1+4+7+3  Banshee Wail

Canny Defense: When not wearing armour, the Banshee may add her Intelligence bonus to her DEX bonus.  If denied her DEX bonus for any reason, the Banshee also loses her INT bonus.

Precise Strike: The Banshee gains the supernatural ability to place her slashes and thrusts precisely to find weak spots in armour and strike critical areas.  When using this ability she may not use her second arm to attack (though she may defend as normal).  Creatures immune to critical hits are also immune to the Banshees Precise Strike.

Enhanced Mobility: When unarmoured, the Banshee gains a +4 to AC when moving into or out of threatened areas for attacks of opportunity.

Grace: The Banshee gains a +2 competence bonus to all Reflex saves.  This only works when the Banshee is wearing no armour.

Acrobatic Attack: The Banshee gets +2 to attack and damage if they jump, swing or drop at least 2.5m (5ft) onto or into an opponent.  Make a jump check, if the result is less than 2.5m then the Banshee can not use this ability.  If it greater than 2.5m then the Banshee may limit her jump to 2.5m and use this ability.  This is a supernatural ability.

Elaborate Parry: If the Banshee decides to fight defensively or use all-out defense in melee combat, she gains an additional +1 dodge bonus to her AC for each Banshee level.  This is an extraordinary ability.

Improved Reaction:  The Banshee can add +2 to her initiative rolls.  This stacks with any other initiative bonus.

Dread: When a Banshee is dressed in her full battle attire her imposing look allows her to generate dread.  Any enemies engaging the Banshee take a -2 morale penalty on all to-hit and saving throws for as long as they are engaging the Banshee.  This is a super-natural ability.

Banshee Wail: The Banshee may use Wail of the Banshee (as per spell, PHB pg. 269) once a day.  DC is the number of Banshee levels + Banshee CHA bonus + 10.

 

 


Striking Scorpion Exarch                                                                                                                 Only the toughest Eldar can become Striking Scorpions and to be chosen as Exarch is a great honour and takes years of training.  Striking Scorpions are close assault specialists who excel in dense terrain.  They use every nook and crevice to get close to the enemy before springing an attack.  The sting comes in the form of the deadly mandiblaster, used to attack a foe from a few paces away.  Only the toughest Eldar can become Striking Scorpions, as strong physique is needed to wear the heavy armour and swing the chainswords to smash through armour and bone.  Traditional Striking Scorpion weapons include Chainsword, Biting Blade, Scorpion Claw or Shuriken Pistol.  The Scorpion must chose one of the traditional Scorpion weapons to specialise in.

Requirements

Alignment: Any.

Base Attack Bonus: +5

Skills: Move Silently +3, Hide in Shadows +3, Intimidate 4+

Feats: Weapon Proficiency (with weapon of choice), Dodge, Mobility, Combat Reflexes, Expertise, Weapon Focus, Whirlwind Attack, Dex 13+

Stamina Dice: d10 + con

Skill Points: 5+ Int Modifier

Class Skills: As Rogue.

Special: Must be an Eldar.

Benefits:

LevelBABFortRefWill Special
1+1+20+0Scorpion Sting 1/day
2+2+30+0Increased Multiplier 1/day
3+3+3+1+1Superior Weapon Focus
4+4+4+1+1Increased Multiplier 2/day
5+5+4+1+1Superior Combat Reflexes
6+6+5+2+2Increased Multiplier 3/day
7+7+5+2+2Scorpion Critical
8+8+6+2+2Increased Multiplier 4/day
9+9+6+3+3Scorpion Whirlwind
10+10+7+3+3Increased Multiplier 5/day

Note: All these Exarch abilities apply to the chosen weapon only.

Scorpion Sting: When you score a hit with your weapon you may decide, before dice are rolled, to automatically roll the maximum possible damage.  Bonus damage from other feats or abilities like Sneak Attack are not maximised.

Increased Multiplier: You can increase the normal critical threat of your weapon by 1.  So, a weapon with a critical threat of 19~20 maybe increased to 18~20 for one strike.  You must declare the use of this power before any dice are rolled.

Superior Weapon Focus: Stacking with any existing weapon focus or specilisation ability, the Scorpion may add an additional +1 to-hit and damage with his weapon of choice.

Superior Combat Reflexes: The Scorpion may add his Wisdom and Dexterity bonus together to determine the maximum number of attack of opportunities in a round.

Scorpion Critical: Gain the Improved Critical feat for free.  If the character already has this feat he may add +2 to your weapon of choice's threat range for critical hits.

Scorpion Whirlwind: You can make a Whirlwind attack as a standard action instead of a full round action.


Fire Dragon Exarch                                                                                                                      The Exarch of the Fire Dragons has access to the ancient weapon known as a Firepike. This weapon is even more powerful than the normal Fire Dragon Fusion Gun.  The Fire Dragon Aspect is based upon the writhing, sinewy dragon of Eldar Myth; an incarnation of destruction and devastation.  Fire Dragons are experts at close quarter fighting, where their fusion guns and melta bombs can destroy almost any foe, vehicle or fortification, no matter how well armoured.

Requirements

Alignment: Any.

Skills:  Any

Feats: Weapon Focus (Any Eldar Ranged Weapon), Point Blank Shot, Precise Shot

Stamina Dice: d8 + con

Skill Points: 4+ Int Modifier

Class Skills: As Mercenary.

Special: Must be an Eldar.  Must have some prior Psionic ability.

Benefits:   May progress as an Arcane Archer with the following changes (DMG pg.28).

Amour Piercing:  This replaces Enchant Arrow from the Arcane Archer.  All shots made by the Fire Dragon are assumed to have +1 to-hit/damage.

 


 

Wraithguard                                                                                                                               Constructed from wraithbone, Wraithguard are not living warriors, they are constructs which house a spirit stone containing the soul of an Eldar warrior. Armed with Wraithcannons these giants are fearsome opponents.

Requirements

Base Attack Bonus: +3

Stamina Dice: d12 + con

Skill Points: 2+ Int Modifier

Class Skills: As previous class.

Special: Must be an Eldar.  Must of died in combat.

Benefits:   The character takes on the type Undead.  The character loses all previous class abilities and skills and has the same statistics as a Wraith per MM pg. 185 with the following changes; May not Create Spawn, remove Daylight Powerlessness.  Their alignment is also changed to Neutral.  These creatures fully obey the commands of a Farseer or Warlock.  The Wraith progresses as a monster until it can satisfy this Prestige Class pre-requisite.

LevelBABFortRefWill Special
1+1+20+0 Recall Feats
2+2+30+0 Recall Class Abilities
3+3+3+1+1 Rediscover
      

Recall Feats: The Wraithguard begins to recall memories of her previous life.  The Wraithguard regains all her previous feats from her previous class assuming she can satisfy the pre-requisites.

Recall Class Abilities: The Wraithguard can now use her previous class class abilities at the same level as that previous class.

Rediscover: At 3rd level the Wraithguard remembers her entire past and is able to once again progress in her previous class levels.  She also gets all the hit points, saving throws and any class abilities of all her previous class or classes.  This applies even if the former class does not allow free-multiclassing.

NB: This is a slight re-working of the Emancipated Spawn Prestige Class from SS.


 

Warp Spider Exarch                                                                                                                       A Warp Spider Exarch leads his squad in the attack. Armed with powerblades he is a formidable opponent.  Warp Spiders are named after the tiny crystalline creatures that roam a crafworld's infinity matrix, purging it of non-Eldar psychic presences.  The Warp Spiders epitomise the aggressive defense of these creatures, using their warp jump generators to materialize next to their foes and attack, slipping away again before the enemy can retaliate.  As Warp Spiders use thier jump generators to travel, they are able to wear bulkier and heavier armour, which could constrict the movements of other eldar.

Requirements

Alignment: Any.

Skills: Knwoledge (Eldar Lore) 5+

Feats: Any

Stamina Dice: d8 + con

Skill Points: 6+ Int Modifier

Class Skills: As Mercenary.

Special: Must be an Eldar.  Must of constructed a basic Warp Spider suite of armour.  The character must pass a DC 20 armour crafting check and spend Cr5000 worth of components.  If the character succeeds he spends 6 weeks creating the armour with a Basic Warp Spider suite of armour.  Basic Warp Spider Suites are equivalent to bulky TL 12 Vacc Suites.  If he fails he loses the Cr5000 investment and 4 weeks. 

Benefits:  I had to make a design decision with the Warp Spiders since most of their abilities are from the armour they wear and not innate to the character.  So I have listed abilities here as if they are part of the character with the one caveat that all these abilities are dependent on the character wearing warp armour.  Without it he loses these abilities.  This makes the armour and intergal part of this Prestige Class.  I decided to make the creation of the armour as part of the class requirements.  As the character increases in this Prestige Class he improves his armour with the abilities listed below.  The character should feel free to add more enhancements as he sees fit (Wraith-bone claws, firing sites, comm-unit etc.)

LevelBABFortRefWill Special
1+1+20+0 Movement +3m
2+2+30+0 Expeditious Retreat
3+3+3+1+1 Blink
4+4+4+1+1 Locate Object
5+5+4+1+1 Dimension Door
6+6+5+2+2 Find the Path
7+7+5+2+2 Dimensional Anchor
8+8+6+2+2 Phase Door
9+9+6+3+3 Etheral Jaunt
10+9+7+3+3 Master of Warp

Level Note: At each level the Character must spend another Cr5,000 worth of components and pass a DC20 Armour Crafting check to actually level.  Failure means a loss of 4 weeks and the Cr5,000 of components.  The Character may try again as soon as he has the components.

Blink, Expeditious Retrieat, Locate Object, Dimension Door, Find the Path, Dimensional Anchor, Ethereal Jaunt and Phase Door: As per spells listed in PHB.

Master of Warp:  As Teleport without Error with the restriction of being limited to a planetary surface.