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Blood Oath Archer

While most Dark Knights prefer to fight one on one, the Blood Oath archers are a division who become masters of the bow. The Blood Oath archers were founded in the Chaos War by Sir Jerod Argentbane. They combine the power of cooperative archery with their dedication to the Blood Oath to form a deadly force.

Hit Die: d10.

Becoming a Blood Oath Archer

The path to becoming a Blood Oath archer is most often taken by Knights of the Lily, though Knights of the Skull or Thorn take this path as well. Most Blood Oath archers are human, though a number of dark elf Knights become Blood Oath archers as well. A demonstration of the Knight's archery skills in the presence of the archer captain is required. If the Knight proves himself, he will be invited to join the Blood Oath archers.

Entry Requirements

Class Skills

The Adjudicator of the Code's class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), and Survival (Wis) See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int Modifier

Class Features

The Blood Oath Archer's class features center around ranged attacks and teamwork. You are deadly with a bow, but even deadlier when you have other archers to lend support.

Blood Oath Archery (Ex): Your skill with a bow is enhanced by the fear you instill in those who witness it. At 1st level, your training and focus provide you with a +1 insight bonus to attack rolls with any longbow or shortbow (including composite bows). This bonus increases to +2 at 3rd level and +3 at 5th level.

In addition, you may attempt to demoralize an opponent (see the Intimidate skill description in the Player's Handbook) as part of any full attack made with a longbow or shortbow. You add the Blood Oath archery bonus to your Intimidate check when attempting to demoralize. This check takes place after yo have made your full attack and affects only the target of your attack.

Ranged Sneak Attack (Ex): At 1st level, you can deal extra damage with a ranged weapon any time your target is denied her Dexterity bonus to AC (whether the target has a Dexterity bonus or not). This extra damage is 1d6 at 1st level and 2d6 at 4th level. This ability functions just like the rogue's sneak attack, and extra damage from this ability stacks with extra damage from other classes with sneak attack as a class feature, but only with a ranged weapon. You may count ranged attacks at targets within 60 feet from you as sneak attacks, which is twice the standard range for a rogue.

Bonus Feat: At 2nd level, and again at 4th level, you gain a bonus feat from the following list: Far Shot, Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot, Weapon Focus (longbow or shortbow), or Weapon Specialization (longbow or shortbow). You must still meet all the prerequisites for the bonus feat, including ability score and base attack minimums.

Co-Operative Volley (Ex): At 2nd level, you learn to benefit from the ranged attacks of allies. As a full round action, you may take aim at a single target with a ranged weapon. On your next turn, you add a circumstance bonus on your ranged attack and damage rolls for that round against the target who made a ranged attack at the target while you were aiming. This bonus may never exceed your class level. If you are attacked and injured during your round of focus, you must make a Concentratin check (DC 10 + damage dealt) or lose focus and the bonus from this ability. Aiming in this fashion does not provoke an attack of opportunity.

Death From Afar (Ex) At 3rd level, you gain the ability to deliver killing blows from a distance. If you study your victim for 3 rounds and then make a sneak attack with a ranged weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an anemy. If the victim of such an attack fails a Fortitude save (DC 10 + the blood oath archer's level + the blood oath archers' Wisdom modifier) against the effect, he dies. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the attack within the next 3 rounds.

If a death from afar attack is attempted and fails (the victim makes his save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death from afar attack. The range at which a death from afar is possible begins at 30 ft. at 3rd level and increases to 60 ft. at 5th level.

Playing a Blood Oath Archer

You are a Blood Oath archer, an elite Knight whose skill with archery has earned you this poisition. Other Knights may look down upon your methods of fighting, but you know that archers are essential to winning battles. As a Blood Oath archer, you are part of a special brotherhood of warriors who put each other before anyone else, including other Dark Knights.

Table 3-4: Blood Oath Archer

Class Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Blood Oath archery +1, ranged sneak attack +1d6
2nd +1 +3 +3 +0 Bonus feat, co-operative volley
3rd +2 +3 +3 +1 Blood Oath archery +2, death from afar 30 ft.
4th +3 +4 +4 +1 Bonus feat, ranged sneak attack +2d6
5th +3 +4 +4 +41 Blood Oath archery +3, death from afar 60 ft.

Combat

As an archer, you focus on ranged attacks. Your ability with ranged attacks is greater than most archers. You can perform ranged sneak attacks, striking foes in vital areas from afar.

Advancement

You were recruited by the captain of the Blood Oath archers to join his wing. You had to prove yourself in a demonstration of archery, one that could have led to your death. As you progress in level, you learn how to work with other archers in the wing to devastating effect. Blood Oath archers eventually learn how to fight from dragonback, often sitting behind a dragonrider.

Resources

Blood Oath archers can call upon the resources of the Dark Knights. They have access to the best fletchers and have what seems like a never-ending supply of arrows. As an elite unit, you are afforded a certain amount of respect. You can requisition supplies, though there are certain limits.

Blood Oath Archers in the World

Blood Oath archers make fearsome foes in mass combat. Their singular unity makes them a difficult opponent to overcome. Their missions are often different from those of other Dark Knights. While they focus on massed ranged attack, they are invaluable while riding dragonback or when observed as snipers for assassination and forward observer roles.

Organization

The Blood Oath archers aid the Dark Knights in siege operations. Far more than just a division of the Knighthood, the Blood Oath archers are a brotherhood. The Blood Oath archers are primarily made up of Lily Knights, though a fair number of Skull and Thorn Knights join their ranks as well, adding their own skills. The Blood Oath archers try to use a variety of talents in order to drive fear into their enemies.

NPC Reactions

Blood Oath archers are a raucous and loud group, easily spotted in a crowd. They often travel in groups, typically talons. They are the best, and they know it. When the Blood Oath archers draw their bows, there is cause for alarm.

Blood Oath Archer Lore

Characters with Knowledge (nobility and royalty), Profession (Siege Engineer), or Gather Information can research the Blood Oath archers to find out more about them.

Blood Oath Archers in the Game

Blood Oath archers make formidable opponents, especially in mass combat situations. Their appearance alone is enough to demoralize their enmies. They can also be assigned to work as snipers, taking out important enemy officials.

Adaptation

Blood Oath archers could be adapted into a mercenary archer company. They could also be customized to suit nearly any evil militant organization, such as the dragonarmies. If you remove the alignment requirement, they could be a group of archers who work with a cell of the Legion of Steel or other good organization.

Encounters

Player characters may meet a group of Blood Oath archers in a tavern in a Dark Knight controlled town. As a boisterous lot, the archers could easily be provoked into a bar fight. Though the archers may not fare well in a brawl, the heroes may be well advised to let them win; a Blood Oath archer with wounded pride is a sly and dangerous enemy. Heroes could also be asked to track down a band of Blood Oath archers who have been harassing merchant travelers along a mountain pass.