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"The dramojh deserve extinction, they should not exist for they are an abomination, and I shall not suffer them to live."- Ru-Marex, Wardancer of the East and Bloody Huntsmen of the Dramojh A Bloody huntsman always wears the hide of the creature it hunts, stained a red so dark as to be near black, by the blood of their chosen prey. They also tend to create traditional designs of their chosen prey using the blood of the creature upon the bloody huntsman’s skin. "Bloody Huntsman" is an acquired template that can be applied to any living creature that has acquired the track feat and has a least 5 ranks in survival. The creature must also have performed a special ritual and has killed at least one of the chosen creature (specific creature not creature type, hereafter referred to as the chosen prey) that has skin and blood, (hereafter referred to as the base creature). The Knights of the Axe (only true knights not just members of the organization). True dragons (earth) (since there are no color types in AE use their subtype). Wild Rodant (domesticated rodant would not be bothered). Sprites (but not other types of fean). The Afflicted of Xyphon's Curse (verrik in the house of the damned and others who have escaped) Armor Class: A Bloody Huntsman gains an armor bonus to Armor Class based on the kind of armor it wears. It also enchants any armor made from its chosen prey that it wears by +1 for every 3 hit dice it possesses (max +5), Attack: The Bloody Huntsman retains all the base creature's attacks and looses all weapon and armor proficiencies, except for those that can be made from the body of its chosen prey (a horn or bone bow, a blade, club, or spear from the creature bones and fangs, hide or scale armor). . These attacks retain the same primary or secondary status they had for the base creature. -All weapons (including natural weapons and unarmed strikes) a bloody huntsmen made from his chosen prey are considered to possess the bane (chosen prey) and keen special quality Damage: A bloody huntsman gains a +2 bonus to damage vs. its chosen prey and gains an additional +2 for every 5 hit dice it possesses (max +12). - upon a successful critical hit against its chosen prey with weapons made from the chosen prey it deals an extra 2d10 points of bane damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 3d10 points of bane damage instead, and if the multiplier is ×4, add an extra 4d10 points of bane damage -All damage dealt by a Bloody Huntsmen's chosen prey weapons bypass its chosen prey's damage reduction. Special Attacks: A bloody huntsman retains all the base creature's special attacks and gains those described here. Poison (Ex): Choose a specific type of injury or contact poison that will harm the chosen creature, once per encounter the bloody huntsman may coat its crafted weapon with this type of poison as a move action. The DC of the poison is normally 10+1/2 the base creature's hit dice + his constitution modifier. Banefear (Su): 30' radius; once aware of a bloody huntsman's presence the chosen prey becomes panicked for 2d4 rounds unless it succeeds at a Will save (DC 10 +1/2 the base creature's hit dice + its charisma modifier) upon a successful save it is shaken. Once it succeeds, it is immune to this creature’s banefear for 24 hours. This is a mind affecting fear effect. Inescapable foe (Ex): A bloody huntsman once per encounter as a swift action can cause a foe to appear in an unoccupied adjacent space if the creature is within line of sight and it knows the creature's truename, unless the subject succeeds at a will save (DC 10 + the base creature's hit dice + its charisma modifier ). This is a truename teleportation effect. Spirit Weapon (Ex): any creature whose truename is known to the bloody huntsmen and is killed or destroyed by the bloody huntsmen's crafted weapon becomes trapped within the weapon as per trap the soul. This is a truename effect. Special Qualities: A blood knight retains all the base creature's special qualities and gains those described here. Ritual Armor of Prey (Ex): the armor present at the bloody hunter's transformation ritual has a number of powers based on its chosen prey, destroy this armor and you destroy the bloody huntsmen. -Vs. its chosen prey this armor is considered fortification 100%, - Resistance 30 against the standard energy or elemental attack normally made by its chosen prey. -Spell resistance if the base creature has spell-like abilities = to 11+ bloody huntsman's CR+ the bloody huntsman's Charisma modifier. -Resistance bonus to saves equal to armors enhancement bonus. Scent (Ex): he gains the scent special quality. Lure the prey (Su): As a swift action, a bloody huntsman can sense the presence of those capable of calling its chosen prey within 100 feet. If it uses a full-round action, the bloody huntsman extends this range to one mile and can determine whether it senses a rune, item, special ability, spell, spell-like ability or potential spellcaster and sense the rank of power (or Hit Dice, whichever is appropriate). If the bloody huntsman concentrates for a full minute, the range extends to 10 miles, and it gets the additional information as well. After a full hour, it can sense these callers at up to 100 miles away, plus the additional information. It often uses these to gather its prey for a long massive hunt. Spell-like abilities: At will: heightened detect creature, heightened creature loresight, 1/day learn truename Abilities: Increase from the base creature as follows: Con +4, Cha+4. Feats: the base creature gains the bonus feats Improved Critical with crafted weapon of the chosen prey, armor proficiency with the crafted armor of the chosen prey, Skills: The bloody huntsmen gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against his chosen prey this bonus increases by 2 for every 5 hit die the base creature possesses (max +12) Climate/Terrain: Any. Organization: Solitary. Challenge Rating: Same as the base creature +1, an additional +1 for every 5 hit die the creature possesses (max +5). Treasure: Same as the base creature, plus weapon and armor. Level Adjustment: +3 |
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