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Blood Oath Archer
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
- Alignment: Lawful Evil
- Base Attack Bonus: +6
- Skills: Intimidate 9 ranks.
- Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow
or shortbow).
- Special: Membership in the Order of the Lily, the Order of
the Skull, or the Order of the Thorn.
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.
- DC 10: The Dark Knights use a specialist group of archers in combat.
- DC 15: Captain Samuval was once a Blood Oath archer, but he bought his way
out of the Knighthood. Their symbol is a fist holding up an arrow dripping in blood.
- DC 20: Members of any of the Dark Knight Orders can become a Blood Oath
archer. Thorn Knights often enchant arrows, and Skull Knights imbue them with unholy
power.
- DC 30: Captain Samuval has recruited many Blood Oath archers to abandon
the Knighthood and join his band of mercenaries. Those that remain have vowed revenge
on the traitors.
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.