Alavarian (Eldar Mystic)


While Alavarians do not cast spells or have magical powers, through meditation they can enter a state of “awareness” that allows them to perform extraordinary acts and ultimately gain abilities that can only be described as supernatural. While they are known for their skill with the staff and bow, the Alavarians are also not warriors, at least in any conventional sense, but some have been known to be as dangerous in battle as any fighter.

These Eldar Mystics come from all backgrounds and walks of life, however to become one requires great mental focus and elven blood, for these are necessary to enter a state of awareness. To be an Alavarian also requires moral balance and a certain detachment from the everyday world. In addition to their daily meditation, Alavarians live an ascetic life and are known for their simple, often brown or beige, clothing. While an order of sorts exists, there is no strict hierarchy. One normally becomes an Alavarian after serving for a short period of time with a mentor.

Requirements
To qualify to become an Alavarian, a character must fulfill all the following criteria.
Alignment: Neutral
Race: Elf or Half-Elf.
Feats: Iron Will, Skill Focus (any craft skill) or Weapon Focus (short bow, long bow or staff).
Weapons: Proficiency with the short or long bow and staff.
Skills: Concentration 9 ranks, Knowledge (Arcana) 5+ ranks.

Hit Die: d6
Class Skills: The Alavarian’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 3 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Wisdom
1st +0 +0 +0 +0 Meditation, Awareness, Staff Fighting -
2nd +1 +0 +0 +0 Improved Movement +1
3rd +1 +1 +1 +1 Evasion -
4th +2 +1 +1 +1   +1
5th +2 +1 +1 +1 Greater Meditation -
6th +3 +2 +2 +2   +1
7th +3 +2 +2 +2 Transcendence -
8th +4 +2 +2 +2   +1
9th +4 +3 +3 +3 Improved Evasion -
10th +5 +3 +3 +3 Small Step Towards Enlightenment, Timeless Body +1

Weapon and Armor Proficiency: The Alavarian gains no weapon or armor proficiencies.

Meditation: The Alavarian should meditate for at least one uninterrupted hour each day. If they do not meditate, they loose their Awareness, and at higher levels Evasion, Improved Evasion, and Increased Movement class benefits. While meditating they heal 10 hit points. If they meditate more than once in the same day they do not gain additional hit points.

Awareness (Ex): If the Alavarian has meditated in the last 24 hours, she adds one point of her wisdom bonus (if any) for each level of Alvarian, to her attack rolls, skill checks and saving throws, including will saves and skills already modified by wisdom. If the Alavarian is a spell caster, she also adds this bonus to the saving throw DC of her spells. This is in addition to the normal modifier. When attacking with the staff, or firing a bow at a target within 30 feet, the Alavarian adds ½ the Awareness bonus rounded down to the resulting damage.
Additionally, when unarmored and unencumbered, the Alavarian adds this awareness bonus to her AC. This bonus to AC holds even against touch attacks or when the Alavarian is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, when she carries a medium or heavy load, or if she has not meditated in the last 24 hours.
Finally, this bonus is also added to the Alavarian’s hit points. These additional hit points are not the same as temporary hit points, and are subtracted from the Alavarian's hit points if more than 24 hours passes without meditating.

Staff Fighting: The Alavarian can gain the benefits of the Weapon Finesse and Retaliatory Strike feats when using the quarter staff, and can use the quarterstaff to make trip attacks. The Alavarian can drop the quarterstaff to avoid being tripped on their own trip attempt.

Wisdom:At 2nd level the Alavarian’s wisdom is permanently increased by one point. It is increased again at 4th, 6th, 8th, and 10th level.

Increased Movement: At 2nd level, if the Alavarian has meditated in the last 24 hours, their base movement is increased by 10 feet per round.

Evasion (Ex): At 3rd level, an Alavarian gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the Alavarian is wearing light armor or no armor.

Greater Meditation (Ex): Starting at 5th level, if the Alavarian has 12 or more ranks in Concentration, and meditates uninterrupted for more than two hours, they heal 20 hit points instead of 10, gain increased movement of 20 feet around instead of 10 feet for the next 24 hours, and are also immune to natural diseases and poisons for the next 24 hours.

Transcendence (Su): Starting at 7th level, if the Alavarian has 14 or more ranks in Concentration and meditated in the last 24 hours they gain spell resistance equal to one point of their wisdom bonus (if any) per Alavarian level + 15. In order to affect the Alavarian with a spell while they are in this state, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Alavarian’s spell resistance.
In addition they can become ethereal at will, for a total number of hours per day equal to their wisdom bonus (if any) as described in the ethereal jaunt spell.

Improved Evasion (Ex): Upon reaching 9th level the Alavarian takes only half damage on a failed save, and still takes no damage on a successful Reflex saving throw against attacks. A helpless Alavarian does not gain the benefit of improved evasion.

Small Step Towards Enlightenment (Su): At 10th level, if the Alavarian has 17 or more ranks in Concentration, they no longer need meditate to have the benefits of Awareness, Evasion or Transcendence. Their base movement is permanently increased 20 feet a round, and they are immune to natural diseases and poison. They may still meditate once per day to regain hit points

Timeless Body (Ex): Upon attaining 10th level, the Alavarian no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Alavarian must still ultimately take the Great Walk when they enter old age.