During 'the Fall', the degeneration of the Eldar did not go wholly without resistance. Some, the more far-sighted, began to openly criticise the laxity of their fellow citizens, and to warn against the effect of Chaos cults. These people were mostly ignored or else treated as narrow-minded fools and fanatics. Soon the general collapse of society convinced even the most resolute amongst them that there would be no end to the reign of death and depravity. Some decided to leave the Eldar worlds, and settle new planets free of the creeping corruption. They were the ones still untainted by the touch of Chaos, and by now they were few. These Eldar are known as the Exodites. Of all the Eldar race, the Exodites were uniquely far-sighted. Amongst a race naturally indulgent and hedonistic they were reviled as dour fanatics obsessed with misery and self-denial. There were some whose dire premonitions were perhaps yet another form of insanity, simply one more conceit taken to inhuman extremes. Others were genuine survivalists who chose exile over degradation and destruction. In an assortment of spacecraft the Exodites abandoned their homes. Many died in open space. Some reached new worlds only to be slain by marauding Orks or natural predators. Many more survived. Exodite Eldars live a rural life and don't have access to much of the technology that Craftworld Eldars do. This does not mean they do not understand the technology, nor that they can not create it, but they have chosen a simpler life. For example, it is not unusual to see Shuriken Cannons mounted on the back of a Mastadon. Exodite worlds are usually TL 3 or 4 but have access to anything upto TL15 for triple the listed cost and only for natives or trusted associates. This excludes Imperial weapons and armour but does include Eldar armour and weapons. Characters from Exodite worlds may pick any basic PHB (excluding Wizards) character, PH class or the T20 Barbarian class. DRAGON KNIGHT Prestige Class
Dragon Knights are born into the saddle and come from tribes with a long history in taming and riding the great dragons of the Exodite worlds. They form the main warrior caste of the Exodites. Most Dragon Knights are well-schooled in a variety of weapons as they need to not only storm positions on the backs of their dragons but they also need to hold them, and to do this they have to be reasonably adept at using most types of missile weapons. Like all warrior castes, Dragon Knights have their own hierarchy based on merit and honour. This ensures that only the greatest Knights lead any Dragon Knight attack. The best warriors in the tribe move up the ranks to become Dragon Lords. This is a great honour and before it is granted to a Dragon Knight, the individual must perform a heroic act. This can take the form of killing or taming a great dragon, or placing a tribal emblem in a rival's camp. Dragon Knights are one of the main reasons why Exodite worlds have not been overrun by more advanced societies. Dragon fire melts armour as well as any melta-weapon and dragon armour is as powerful as combat armour. The second reason for their continued survival is due to the protection the Craftworlds provide the Exodite worlds. Generally any major incursion, in particular if it is from Chaos will be met no only be Exodite warriors but by the Aspect Warriors of various Craftworlds. Exodite Eldars have access to the Dragon Knight Prestige Class. Requirements Skills: Animal Handling 6+, Knowledge (Dragon Ecology) 4+, Language: Draconic, Ride 8+ Base Attack Bonus: +5 Feats: Mounted Combat Stamina Dice: d10 + Con. Skill Points: 2 + INT modifier. Class Skills: The Dragon Knights class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Medic (Wis), Jump (Str), Knowledge (Nature), Profession (any) (Wis), and Ride (Dex). Special: Must be an Exodite Eldar. Must have a mount. Benefits:
Spell Casting Ability: The Dragon Knight gains divine spellcasting ability and may choose spells from the Druid list. He gets bonus spells based on Wisdom. Chosen Mount: The Dragon Knight can choose any mount that belongs to the Dragon, Dragonkind or Dinosaur family as his chosen mount. The mount must be able and willing to bond and carry the Dragon Knight. The character can use any ability to persuade the mount, but the mount must be willing (dominated beasts do not count). Each dragon sub-type (Chromatic and Metallic) counts as a distinct species. The character must share the same secondary alignment (Good, Neutral or Evil) if the mount has an intelligence above 3 and is not true neutral. The character must spend 3 days bonding and training his mount. After which he gains the benefits listed below.
Empathic Link: The Dragon Knight has an empathic link with his mount. This works the same as the Paladin Mount Link described in the PHB. Mount Proficiency: The Knight gets a +2 competence bonus bonus on any check to avoid being unmounted while riding his chosen mount. Mount Assistance: The Knight can assist her chosen mount he is riding in one of two ways per use of the ability, First, he can use the cooperation and aid another rules to provide a +4 bonus to her mount's AC or on any single attack roll or any skill or ability check the mount attempts. Alternatively, he can proved his mount a +10 competence bonus to speed for 1 full round. Mount assistance is usable once per round and is a standard action for the Knight. Mount Feat: The Dragon Knight allows her chosen mount a bonus feat. This feat is above and beyond the limit the mount normally has. The mount still needs to meet the pre-requisite for the feat. Any appropriate feat can be used (DM's discretion). Mount Healing: The Dragon Knight gains a +4 competence bonus on any Medic/Heal check made on her mount or any creature belonging to the same species. Mount Friendship: The Dragon Knight gains a +4 circumstance bonus on diplomacy and Animal Empathy checks dealing with the same species as his mount. Mount Link: The Dragon Knight can create an Emphatic link with any creature that she can use as a Chosen Mount. She may only have 1 link at a time. The creature must have at least 1+ INT. Mount Luck: The Dragon Knight may confer a Luck bonus (as a free action) to any saving throw made by her Chosen Mount as long as the mount is within 20m. The Luck bonus is equal the the Knights Charisma bonus. Dragon Lord: The Dragon Lord is the mightiest of the Dragon Knights and are listed in the annals of Exodite heroes. While mounted the Dragon Lord gains any immunities, resistances and weaknesses his mount has. For instance a Red Dragon Lord is immune to the breath weapon of Red Dragons and gain all the immunities, spell resistance and weakness his mount has. If the character did not choose a true dragon as a Chosen Mount and he loses his original mount, after a day and a year he automatically gains +15 to any diplomacy checks when attempting to persuade a dragon to be his chosen mount. Check: Typical flying action (takeoff, landing, flying at cruise spells) don't require checks. You can saddle, mount, ride, and dismount without a problem. Mounting or dismounting is a move-equivalent action. As a reference you can use the following table to of DC to determine the kind of maneuvers a Dragon Knight can perform.
*Armour check penalty may apply Stay in Saddle: You can react instantly to try to avoid falling when your mount rears, loops, or puts you head down. When you take damage that may force you to fall, you should roll a concentration check instead. Fight with Mount: If you direct your dragon to attack in battle, you can still make your own attack. Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You cannot attack or cast spells while using your mount as cover. If you fail, you don't get the cover benefit and must make a Stay on Saddle check. Special Manoeuvres: This covers the ability of making the dragon do special manoeuvres such as high speed drop and high velocity turns. Fast Mount or Dismount: You can mount and dismount (provided the dragon is saddled) as a free action. If you fail the check, mounting or dismounting is move equivalent action. Special: A Masterwork Exodite Dragonsaddle adds +2 circumstance bonus to any checks.
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