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Blood Knight

Blood knights are veritus champions from the world of Volwryn. Originally a cabal of orcish invokers, these champions gave their lives to be reborn in the bodies of crusading humans. With their newfound power, the blood knights went on to become some of the most dangerous champions to travel that world.

Armor Proficiency

Blood knights are proficient with all types of armor (light, medium, and heavy), but not with shields. This alters the veritus champion’s armor and shield proficiencies.

Runeforging (Ex)

Blood knights pay their blood debt with runes specially crafted during their morning ritual. At 1st level, when a blood knight fills his blood debt each morning, he can immediately dedicate 12 of those points to a single two-handed melee weapon or split between two light or one-handed melee weapons he wields. This functions as sheathed in blood, except the bonuses last until the next time the knight fills his blood debt.

As he gains levels, a blood knight can dedicate more of his blood debt to his weapons with runeforging, in the same way a veritus champion improves his weapon through sheathed in blood.

Beginning at 12th level, a blood knight can take 5 minutes to change the enhancement bonuses and weapon properties applied to his weapons using this ability, so long as the resulting total is the same. This time can be spent in conjunction with scourge of volwryn (see below).

This alters blood debt and sheathed in blood.

Bone Shield (Su)

As long as a blood knight has at least 12 points of his blood debt dedicated to his weapons, he gains a shield bonus to his AC equal to half his Constitution bonus (minimum 1) plus the highest enhancement bonus among weapons he wields.

Grip of Death (Su)

At 2nd level, a blood knight gains Improved Drag as a bonus feat. As long as he has at least 12 points of his blood debt dedicated to his weapons, a blood knight can attempt to drag an enemy toward him from up to 30 feet away. The knight doesn’t move when dragging a creature in this way.

At 7th level, the knight gains Greater Drag as a bonus feat.

This replaces Endurance and Die Hard.

Scourge of Volwryn

 At 3rd level, a blood knight can take 5 minutes to tap into the soul of Volwryn from across any planar boundary to transform his power over undeath into something else. When he does, the blood knight becomes his choice of a frost knight or plague knight. He gains those abilities in place of bone shield, boil blood, fetid decay, grasp of death, and dancing weapon.

Boiling Blood (Sp)

At 6th level, a blood knight can convert 12 points of his blood debt as a standard action to cast boiling blood as a spell-like ability.

This replaces waves of blood.

Fetid Decay (Su)

At 9th level, as long as a blood knight has at least 12 points of his blood debt dedicated to his weapons, he can target any creature with boiling blood (even if it doesn’t have blood), and the damage dealt counts as both negative energy and fire (it affects creatures resistant or immune to fire damage normally).

At 13th level, the knight can target one creature per three levels, no two of which may be more than 50 ft. apart.

At 17th level, the knight can use fetid decay a number of times per day equal to his Constitution modifier (minimum 1) without converting blood debt to do so.

This replaces blood burst at the listed levels.

Grasp of Death (Su)

At 11th level, a blood knight can convert points of his blood debt and use a standard action to drag each creature within 30 feet of a creature he can see toward that creature. He makes one drag attempt and applies it to each target. Using this ability costs 6 points of blood debt per creature successfully dragged in this way.

This replaces Survivor.

Dancing Weapon (Su)

At 15th level, a blood knight can convert 4 points of his blood debt as a standard action and release one of the weapons to which he has dedicated points of blood debt to fight for him. This functions as the dancing weapon property, except that it doesn’t count against the total enhancements the knight’s weapon can possess. As part of the same action, the knight can convert up to 6 points instead and release both of the weapons he wields. He can do this once per day at 15th level, twice per day at 18th level, and at will at 20th level.

This replaces blood possession.

Section 15: Copyright Notice

The Book of Many Things Volume 2: Shattered Worlds. © 2019-2020, Samurai Sheepdog; Authors: Kevin Glusing.