The Bloodsworn

The Bloodsworn are a mercenary company based in the castle of Widow's Watch in Eriabourne. Their schedule can be found here.
== Members ==
The following are currently members of the Bloodsworn.
* Ann Marie - A healer from Orkay who provides aid to the wounded.
*Azuk - A half orc ranger of great strength, skill and determination.
* Bertrand - An old human alchemist and sage.
* Burgod of Quarrystone- A dwarven hunter from the Underdark.
*Carberos - A minotaur monk to whom obedience means everything.
*Casimir - A swashbuckler and bladesinger of reckless disposition.
* Cortis Karano - A dedicated and persuasive evangelist of St Cuthbert.
* Daenavyr - An intelligent and resourceful elven wizard from Ravain.
* Elijah Desain - A skilled and charismatic elven bard from the Eastern Dales.
* Kael - A reformed tomb raider who has spent a year learning the druidic arts.
* Keldin - A zealous dwarven warsmith from Dura.
*Little Ted - A gruff and foul-mouthed halfling barbarian and former pirate.
*Magu - An orcish warrior of great strength and slow intellect.
*Malaqaro - A bookish and reserved wizard from Thane.
* Mikael - A cunning but cowardly assassin from the Western Dales.
* Mirage - A halfling illusionist who uses deception and duplication to confound his foes.
* Mirel the Red - A Thanish mercenary who was formerly a soldier.
*Mycillida - A woods witch from the forests north of Watermeet.
* Peter Andon - A young man who owes a blood debt to the Bloodsworn.
*Prince Sigor Windbeard - The prince of the Ruby Reaches who is learning the ways of war against his will.
*Redmane - A dwarven former pirate who specializes in hurling heavy weapons at his foes.
* Salazar Stormwrack - An old mercenary.
* Spine - A quiet yet talented goblin rogue from southern Eriabourne.
*Talevyn Yencaster - A cleric of Kord from the Eastern Dales who yearns to prove himself.
* Tam the Cautious - A halfling warrior who enemies often underestimate.
* Tasryn Maro - A former lord from the town of Fenmarch in the Grey Marches.
*Torvaggio - A guild wizard from Freehaven, Altea on indefinite leave of absence.
* Vardis Vaden - A former pirate from the Silver Sea and a powerful warlock.
* Wulfric Iron-Breaker - A dwarven nobleman and berserker from the Ironwall mountains
== Former Members ==
The following were members of the Bloodsworn.
* Lia - A human rogue from the Eastern Dales, who was killed by a minotaur zombie.
* Mallarus - A blood magus with the knowledge and skill to create blood golems. Azuk, Salazar and Keldin grew concerned with his evil behaviour and killed him in his quarters.
* Osfryd - A clever and nimble halfling wizard from Eriabourne. He currently inhabits the town of Watermeet, and is still on good terms with the Bloodsworn.
* Renagen - A old ranger from the village of Redwood. He was killed when Astral Stalkers attacked Widow's Watch, but his warning cry allowed his allies to rally and defeat the intruders.
* Odrek Thunderfoot - A dwarven cleric of Moradin, humble and pious. He was killed by a dune stalker in the Elemental Plane of Earth.
== Motives ==
The Bloodsworn are rivals/allies of the Brotherhood of Brenna, with reasonable relations with Tark Stonehand of the Brotherhood. They have declared themselves to be enemies of the Silver Sea Pirates, the mind flayers led by Dulshoon, Cato and his orc tribe, and Dragon King Conrad. Their goals are varied, but include the discovery of a city made of gold, finding arcane secrets, stopping the Church of the True Faith, hunting down evil mind flayers, protecting the village of Redwood, following the guidance of Moradin, and seeking the truth of the World Whale.
== Achievements ==
The following are the Bloodsworns' most noteworthy accomplishments.
* The slaying of the Monster of Winterhome
* The rescue of Peter Andon from the Rubble City Ruins
* The clearing out of the Lyrian Caverns and the subsequent death of Shulk
* Solving the Boneblade murder mystery in the city of Brenna
* Storming the Valley of Ogres alongside the Brotherhood of Brenna and banishing Kamatu
* Tracking down Squidface through his ally Hobbes and killing Squidface upon the island of Ob
* Discovering the Eye of the Phoenix in the cursed city of Skuldr Fane
* Tracking down and slaying the mind flayer Oobastis in Ironhearth Hall
* Rescuing Queen Dagny Windbeard from the clutches of Blygdagg in the Underdark
*Defeating Geth in the chambers below Coldharbour
*Tracking Junia to Port Tarridian and defeating the cornugon overlord Xygor
== Blood Golems ==
Mallarus could use strange arcane magic involving a blood oath, a heart and a suit of reinforced metal armour to create a blood golem. So far, the only blood golem was created from Lia's corpse, and had bladed arms, reflecting her use of two swords. It once defended the bridge of Widow's Watch from would be attackers, but has since been destroyed. The golems are no longer used by the Bloodsworn
== Bloodsworn Mercenary Prestige Class ==
Requirements:
- Base Attack Bonus+5
- Proficient with battleaxes and greataxes
- Must be a member of the Bloodsworn and have completed a Bloodsworn mission
HD-D10
The Bloodsworn mercenary's class skills are Speech, Clamber, Reckoning, Perception, Search, Intimidate, Survival.
Skill points at each level:2+Int modifier
Attack	Saves Special
+1			+2		+0		+0		Bonded by Blood+1, established reputation+2, Teamwork Style
+2			+3		+0		+0		Esprit de mercenaire+1
+3			+3		+1		+1		Bonded by blood+2, Improved Teamwork Style
+4			+4		+1		+1		Esprit de mercenaire+2
+5			+4		+1		+1		Bonded by blood+3, Greater Teamwork Style, Champion's Feat 
Bonded by Blood - A Bloodsworn mercenary is bound to the other Bloodsworn by the blood pact they have all made. The presence of these bonded allies is a reminder of that connection, which strengthens the Bloodsworn mercenary's courage and volition. The mercenary gains a +1 bonus to will saves against fear effects, enchantments, mind effects and psionics when fighting alongside another Bloodsworn. At 3rd level this increases to +2, and at 5th level it increases to +3.
Teamwork - At first level a Bloodsworn mercenary must select a Teamwork style - Aggressive Teamwork or Defensive Teamwork.
Aggressive Teamwork - A Bloodsworn mercenary with aggressive teamwork has drilled combat maneouvres many times, and knows exactly how to time attacks when co-ordinating with allies. When flanking an enemy with another member of the Bloodsworn, the flanking bonus on the sellaxe's attack increases by 1 (+3 instead of +2). At 3rd level this increase is +2(+4 instead of +2), and at 5th level it increases to +3(+5 instead of +2).
Defensive Teamwork - A Bloodsworn mercenary with defensive teamwork is trained to protect their allies and ensure that no one is left behind. Once per day as a free action, a Bloodsworn mercenary may select a member of the Bloodsworn within 30 feet to protect. This ability functions like the 'shield other' spell except that both the target and the mercenary take 75% of the damage, and the advantages only apply while the target is adjacent to the Bloodsworn mercenary. At 3rd level the defensive bonuses to AC and saves increase by 1 to +2 and both characters take 50% damage of damage directed at the target. At 5th level the bonuses to AC and saves increase by 1 again to +3, and both characters take only 25% of damage directed at the target.
Established Reputation - A Bloodsworn mercenary gains a +2 on speech checks made to negotiate for assistance or payment in Eriabourne or Galliperous.
Esprit de Mercenaire - From 2nd level when fighting alongside other Bloodsworn, all allied Bloodsworn within 30 feet (but not the mercenary himself) gain a +1 morale bonus to weapon damage. At 4th level this bonus increases to +2. Multiple sources of esprit de mercenaire stack.
Champion's Feat - At 5th level a Bloodsworn mercenary must select a Champion's Feat - Rallying Cry, Energetic Rush, or Unleashed Fury.
Rallying Cry - A mercenary with this ability can make a rallying cry as a free action once per day. All Bloodsworn who hear the cry gain d8 temporary hit points, and if they are currently suffering the effects of a failed will save they are allowed another chance to make the save.
Energetic Rush - A mercenary with this ability can gain a burst of energy 1/day as a free action. Their speed increases by 10 feet, they gain a +2 morale bonus against attacks of opportunity provoked by movement, and they deal +2d6 damage on melee attacks if they have moved more than 10 feet earlier in the round. Once the encounter ends they will be exhausted.
Unleashed Fury - A mercenary with this ability can focus their strength 1/day as a free action. For the rest of the round, all of their attacks deal maximum damage. At the end of the round, they take 10 damage from the exertion.
== Bloodsworn Illithid Hunter Prestige Class ==
Requirements:
- Base Attack Bonus+5
- Must have killed a mind flayer
- Iron Will
HD-D8
The Bloodsworn sellaxe's class skills are Clamber, Swim, Reckoning, Perception, Search, Survival, Sense Motive.
Skill points at each level: 4+Int modifier
Level	Base
Attack Bonus	Fortitude
Save	Reflex
Save	Will
Save	Special 	Spells
1st 	+1 	+0	+0	+2	Illithidhunter +2, flayer sense 	+1 level of existing class
2nd 	+2 	+0	+0	+3	Brain nausea 	+1 level of existing class
3rd 	+3 	+1	+1	+3	Lucid buffer 	+1 level of existing class
4th 	+4 	+1	+1	+4	Illithidhunter +4 	+1 level of existing class
5th 	+5 	+1	+1	+4	Rudimentary psionics 	+1 level of existing class
6th 	+6 	+2	+2	+5	Cerebral defense 	+1 level of existing class
7th 	+7 	+2	+2	+5	Illithidhunter +6 	+1 level of existing class
8th 	+8 	+2	+2	+6	Breach power resistance 	+1 level of existing class
9th 	+9 	+3	+3	+6	Cerebral immunity 	+1 level of existing class
10th 	+10	+3	+3	+7	Blast feedback, Illithidhunter +8	+1 level of existing class
Weapon and Armor Proficiency: Illithid Hunters are proficient with all simple and martial weapons and with all types of armor.
Spells: An illithid hunter gains additional spells per day and access to new spells as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class, so long as the original class provides full base attack progression (otherwise the illithid slayer gains spell levels on even levels only). She does not, however, gain any other benefit a character of that class would have gained (bonus feats and so on). This essentially means that she adds the level of illithid hunter to the level of whatever spellcasting class the character has to determine spells per day, spells known, and similar things. If a character had more than one spellcasting class before she became a illithid slayer, she must decide to which class she adds the new level of illithid slayer. If the character did not belong to a spellcasting class before taking this prestige class, she does not gain spellcasting levels.
Illithidhunter (Ex): Due to her extensive study of mind flayers and training in the proper techniques for combating them, an illithid gains a +2 bonus on damage rolls and most skill checks against mind flayers. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8.
Flayer Sense (Su): A illithid slayer can sense the presence of mind flayers within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location.
Brain Nausea (Su): At 2nd level, a illithid hunter gains a constant defensive ability somewhat similar to the aversion power. Any creature that attempts to eat the illithid hunter’s brain must succeed on a Will save (DC 15 + illithid hunter’s class level) or become disinclined to do so for 24 hours thereafter. A creature that fails this save may take any action it desires except extracting the illithid hunter’s brain (but does not realize it is being so affected). This ability is active even if the illithid hunter is unconscious, stunned, or otherwise helpless.
Lucid Buffer (Ex): At 3rd level, a illithid hunter becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the illithid hunter is unconscious, stunned, or otherwise helpless.
Rudimentary Psionics (Su): After reaching 5th level, an illithid hunter is able to perform rudimentary tasks using psionics.
Cerebral Defense (Su): After reaching 6th level, a illithid hunter is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by effects that reveal location. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the illithid slayer’s location. In the case of remote viewing or scrying that scans an area a illithid slayer is in, the effect works, but the illithid slayer simply isn’t detected. Remote viewing or scrying attempts that are targeted specifically at a illithid slayer do not work. This ability is active as long as the illithid slayer is awake.
Breach Resistance (Su): A illithid slayer of 8th level or higher can break through the defenses of foes resistant to magic. Each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature temporarily reduces its spell resistance by 1. Unless the creature is slain, its lost resistance returns all at once 12 hours later. This ability is active as long as the illithid slayer is awake.
Cerebral Immunity (Su): On reaching 9th level, a illithid slayer gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the illithid slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a illithid slayer. This ability is active as long as the illithid slayer is awake.
Blast Feedback (Su): At 10th level, if a illithid slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the attacker. Only the original attacker is targeted in the rebound effect. If the original attacker fails a Will saving throw (DC equal to that of the original attack), the attacker is affected normally by the mind blast.
Category:Organisations