Blood Rider
(Source: Forge of Shadow)
RequirementsAlignment: Lawful evil or neutral evil. |
|
Hit Die: d10.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge
(warfare) (Int), Knowlegde (religion) (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Blood riders gain exotic weapon proficiency with the Dornish horse spear if they do not already have it. Blood riders are proficient with all simple and martial weapons, all types of armor, and shields.
Deadly Charge (Ex): Once per day at 1st level, when mounted and using the charge action, a blood rider may declare that he is attempting a deadly charge. If his attack hits, he deals triple damage with his melee weapon (or quadruple damage with a Dornish horse spear or lance). The blood rider may use this ability twice per day at 5th level and three times per day at 9th level. This ability supercedes the Spirited Charge feat.
Unstoppable (Su): Aushav's mounted elite use their knowledge of blood rituals to imbue their armor with a protective ability. As they wash the blood of those they have slian from their armor, that blood's life energy grants a warding effect to the blood rider. A blood rider wearing medium or heavy armor adds 1 point of Charisma bonus (if any) per blood rider class level to her armor's armor bonus. For instance, a 2nd-level blood rider with a Charisma score of 16 (+3 bonus) can add +2 to her full plate's armor bonus of +8, for a total bonus of +10.
Blood Magic (Sp): The blood riders wield dark magic begotten of Izrador. Once per day at 2nd level and an additional time per day at every other level there after, the blood rider may employ one of the following spell-like abilites. All abilities have a duration of one minute per blood rider level.
Sanguinary Blade: While this ability is active, the blood rider gains 1 tempory hit point for every 5 points of damage he does in melee. This ability only works when the damage is dealt to creatures with blood; damage dealt to creatures that are immune to sneak attack damage or critical hits do not provide the blood rider with temporary hit points. When the blood rider suffers damage, these hit points are lost first, and in any case disappear after one hour.
Crimson Shield: The blood rider gains damage reduction 3/magic.
Bloodfury: The blood rider gains a +4 profane bonus to Strength.
Beget Terror: While this ability is active, if the blood rider successfullly demoralizes an opponent with the Intimidate skill, the target becomes frightened for a number of rounds equal to the blood rider's Charisma modifier (minimum one) rather than shaken for one round.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +0 | Deadly charge 1/day, unstoppable |
| 2nd | +2 | +3 | +0 | +0 | Blood magic 1/day |
| 3rd | +3 | +3 | +1 | +1 | Bonus feat |
| 4th | +4 | +4 | +1 | +1 | Blood magic 2/day |
| 5th | +5 | +4 | +1 | +1 | Deadly charge 2/day |
| 6th | +6 | +5 | +2 | +2 | Blood magic 3/day |
| 7th | +7 | +5 | +2 | +2 | Bonus feat |
| 8th | +8 | +6 | +2 | +2 | Blood magic 4/day |
| 9th | +9 | +6 | +3 | +3 | Deadly charge 3/day |
| 10th | +10 | +7 | +3 | +3 | Blood magic 5/day |

