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Though now all but destroyed the Black Company of Mercenaries fought as one of the most effective military

units of the North. Their emphasis on close ranks team work and camaraderie makes them one of the most efficient and lowest casualty mercenary groups of all history. Despite being heavily armored many officers and good coordination allowed them to strike with the precision of lighter units. Frequently hiring clerics of Hermod their men, fight longer, harder, and smarter than most others. Sir Nordinheim, Father of Sir Agmund once commented Id sooner face a horde of Frost Giants than General Fargensons men in battle Black Company Elite Level 1 2 3 4 Base Attack Bonus +1 +2 +3 +4 Fort. Ref. Will. +2 +3 +3 +4 +4 +0 +0 +1 +1 +2 +0 +0 +1 +1 +2 Special Improved Shieldmate, Campaign Movement Battlefield Promotion Improved Shield Bash, Armor Mastery (Medium) Hold the Line Armor Mastery (Heavy), Improved Campaign

5 +5 Movement

Class Skills: Bluff, Climb, Craft, Handle Animal, Heal, Hide, Jump, Ride, Swim Entry Requirements. Base Attack Bonus: +5 Skills: Craft (Fortifications, or Woodwork, or Fletching, Armorsmithing, Blacksmithing, and Weaponsmithing) 6 ranks, Ride 8 ranks Skill Points at Level (2+Int Mod) Feats: Shieldmate, Distracting Attack Special: Must train with an Officer with the Black Company of Mercenaries Improved Shieldmate: At 1st Level the Black Company Elite gains Improved Shieldmate as a Bonus Feat Campaign Movement: At 1st Level a Black Company: At 1st Level a Black Company Elite may move at medium load as if they were under light load. Battlefield Promotion: At 2nd level if any ally falls unconscious or dies the Black Company Elite may assume command. They gain the power to assume one of the following auras which affects all allies within 30 feet for the next 24 hours or until the unconscious or fallen ally is revived.

Aura of Control: Allies receive a +5 feet base land speed increase Aura of Anger: Allies receive a +1 moral bonus to all attack and damage rolls Aura of Strength: Allies receive DR 1/Improved Shield Bash: At 3rd level the Black Company Elite receives improved shield bash as a bonus feat. Armor Mastery: At 3rd level the Black Company Elite treats Medium armor as light armor for purposes of movement and may sleep without penalty in medium armor. This improves to heavy armor at 5th level Hold the Line: At 4th level the Black Company Elite may cast Cure Light Wounds as a first level cleric a number of times per day equal to their wisdom modifier (minimum 1) if they succeed in a DC 20 Heal Check Improved Campaign Movement: At 5th level a Black Company Elite may move under heavy load at heavy to max load as if they were under light load.

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