Rjurik Archers Heroes of Battle


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Rjurik archers are perhaps the best archers in the world (aside, of course, from the sidhe). They are similar to the veteran archers of other nations. Though very weak in melee, their ability to project damage at great range makes them very effective in battle. They can fire over the heads of allies.
Veteran archers are presumed to have the Farshot feat.
The elite Rjurik archers are a very formidable group, though it is rare to be able to form a whole unit on such elite archers. Generally they are part of the reason that Rjurik archer units are so effective.

[top]Combatants

Rjurik Archer Recruit 60 per normal unit; Warrior 1; CR ½; Medium humanoid; HD 1d8; hp 4; Init +1; Spd 30 ft; AC 14, touch 11, flat-footed 13; Atk +2 melee (1d8+1/x3, spear) or +3 ranged (1d8/x3, longbow); AL varies; SV Fort +2, Ref +1, Will -1; Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.

Skills and Feats: Climb +2, Jump +2, Listen +1, Spot +1, Point Blank Shot, Weapon Focus (Longbow).

Possessions: leather armor, spear, longbow, 25 arrows
Rjurik Archer 46 per normal unit; Fighter 1; CR 1; Medium humanoid; HD 1d10+2; hp 8; Init +2 Spd 30 ft; AC 15, touch 12, flat-footed 13; Atk +3 melee (1d8+2/x3, spear) or +4 ranged (1d8/x3, longbow); AL varies; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +4, Jump +4, Listen +1, Spot +1, Point Blank Shot, Precise Shot, Weapon Focus (Longbow).

Possessions: leather armor, spear, longbow, 25 arrows
Rjurik Sniper 23 per normal unit; Fighter 2; CR 2; Medium humanoid; HD 2d10+4; hp 13; Init +2 Spd 30 ft; AC 15, touch 12, flat-footed 13; Atk +4 melee (1d8+2/x3, spear) or +6 ranged (1d8+2/x3, longbow); AL varies; SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +5, Jump +5, Listen +1, Spot +1, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow).

Possessions: masterwork leather armor, masterwork buckler, spear, masterwork composite longbow (+2 Str bonus), 25 arrows, rune of cure light wounds
Rjurik Veteran Archer 23 per normal unit; Fighter 3; CR 3; Medium humanoid; HD 3d10+6; hp 20; Init +2 Spd 30 ft; AC 16, touch 12, flat-footed 14; Atk +5 melee (1d8+2/x3, spear) or +7 ranged (1d8+2/x3, composite longbow); AL varies; SV Fort +4, Ref +3, Will +2; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +5, Jump +5, Listen +1, Spot +4, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow).

Possessions: masterwork studded leather armor, masterwork buckler, spear, masterwork composite longbow (+2 Str bonus), 25 arrows, rune of cure light wounds, rune of cat's grace.
Rjurik Elite Archer 15 per normal unit; Fighter 4; CR 4; Medium humanoid; HD 4d10+8; hp 30; Init +3 Spd 30 ft; AC 16, touch 12, flat-footed 14; Atk +6 melee (1d8+2/x3, spear) or +9 ranged (1d8+5/x3, +1 composite longbow); Full Atk +7/+7 ranged (1d8+5/x3, +1 composite longbow); AL varies; SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +6, Jump +6, Listen +1, Spot +5, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow).

Possessions: masterwork studded leather armor, masterwork buckler, spear, masterwork composite longbow (+2 Str bonus), 25 arrows, rune of cure moderate wounds, rune of cat's grace.

[top]Leaders

Rjurik Aristocrat 8 per normal unit; Aristocrat 2; CR 1; Medium humanoid; HD 2d8; hp 8; Init +1 Spd 30 ft; AC 15, touch 11, flat-footed 14; Atk +2 melee (1d6/19-20, short sword) or +4 ranged (1d8/x3, longbow); AL varies; SV Fort +0, Ref +0, Will +3; Str 10, Dex 12, Con 10, Int 8, Wis 10, Cha 13.

Skills and Feats: Climb +6, Jump +6, Knowledge (Nobility) +3, Listen +0, Ride +4, Spot +4, Point Blank Shot, Weapon Focus (Longbow).

Possessions: masterwork chain shirt, masterwork short sword, masterwork longbow, 25 arrows
Rjurik Noble 6 per normal unit; Noble 3; CR 3; Medium humanoid; HD 3d8; hp 12; Init +2 Spd 30 ft; AC 16, touch 12, flat-footed 14; Atk +4 melee (1d6+2/19-20, short sword) or +3 ranged (1d8/x3, longbow); AL varies; SV Fort +1, Ref +3, Will +4; Str 13, Dex 14, Con 10, Int 8, Wis 12, Cha 15.

Skills and Feats: Climb +6, Handle Animal +7, Intimidation +8, Jump +6, Knowledge (Nobility) +3, Listen +1, Ride +5, Spot +7, Far Shot, Point Blank Shot, Precise Shot, Weapon Focus (Longbow).

Possessions: masterwork chain shirt, masterwork short sword, masterwork longbow, 25 arrows

Archery Commander: Allies within 30 feet gain a +1 morale bonus on ranged attacks.
Rjurik Cleric 6 per normal unit; Cleric 3; CR 3; Medium humanoid; HD 3d8+6; hp 23; Init -1 Spd 30 ft; AC 12, touch 9, flat-footed 11; Atk +4 melee (1d8/x3 masterwork spear); SA spells, turn undead 4/day (+1, 2d6+4, 3rd); AL NG; SV Fort +5, Ref +2, Will +5; Str 10, Dex 8, Con 14, Int 13, Wis 15, Cha 12.

Skills and Feats: Concentration +5, Diplomacy +6, Heal +6 (w/ healer's kit), Knowledge (Religion) +6, Sense Motive +4, Spellcraft +6, Craft Rune, Combat Casting, Lightning Reflexes, Negotiator

Cleric Spells Prepared (caster level 3rd): 0- detect magic, detect poison, guidance, resistance; 1st - bless, entangle, remove fear, shield of faith; 2nd - barkskin, bear's endurance, hold person (DC 14).
Domains: Plant and Earth, Rebuke or command plant or air creatures as an evil cleric rebukes or commands undead.

Possessions: masterwork leather armor, small wooden shield, masterwork spear, 5 runes of cure light wounds, healer's kit.

Protective Commander: Allies within 30 feet gain a +1 morale bonus on saving throws.
Rjurik Druid 6 per normal unit; Druid 4; CR 4; Medium humanoid; HD 4d8+4; hp 20; Init +2 Spd 30 ft; AC 14, touch , 12 flat-footed 12; Atk +4 melee (1d8/x3 masterwork spear); SA spells, druid abilities; AL NG; SV Fort +5, Ref +3, Will +7; Str 10, Dex 14, Con 13, Int 12, Wis 16, Cha 8.

Skills and Feats: Concentration +5, Diplomacy +4, Handle Animal+3, Heal +6 (w/ healer's kit), Knowledge (Nature) +7, Sense Motive +8, Spellcraft +6, Survival +8, Craft Rune, Track

Druid Spells Prepared (5/4/3 Save DC 13+spell level): 0- detect magic, detect poison, guidance, light purify food and drink; 1st - cure light wounds (2), entangle, obscuring mist; 2nd - barkskin, bear's endurance, warp wood.
Possessions: masterwork leather armor, heavy wooden shield, masterwork spear, 5 runes of cure light wounds, rune of neutralize poison, healer's kit.

Protective Commander: Allies within 30 feet gain a +1 morale bonus on saving throws.
Rjurik Ranger 4 per normal unit; Ranger 5; CR 5; Medium humanoid; HD 5d8+5; hp 31; Init +2 Spd 30 ft; AC 17, touch, 13 flat-footed 14; Atk +8 melee (1d8+6/19-20 masterwork longsword) +9 ranged (1d8+2/x3, masterwork composite longbow); SA favored enemy goblins+4 orogs +2; AL NG; SV Fort +5, Ref +7, Will +2; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8.

Skills and Feats: Hide+11, Knowledge (Nature) +8, Listen+10, Move Silently+11, Spot+10, Survival+12, Endurance, Point Blank Shot, Quick Draw, Rapid Shot, Track, Weapon Focus (Longbow)
Combat Style: Archery
Possessions: +1 studded leather armor, masterwork buckler, masterwork longsword, masterwork composite longbow (+2 Str bonus), 25 arrows, 3 runes of cure light wounds.

Druid Spells Prepared (1; save DC12): 1st - entangle

Archery Commander: Allies within 30 feet gain a +1 morale bonus on ranged attacks.
Rjurik Lieutenant 2 per normal unit; Noble 3/Fighter 4; CR 7; Medium humanoid; HD 3d8+4d10; hp 32; Init +2 Spd 30 ft; AC 17, touch 12, flat-footed 15; Atk +9 melee (1d6+2/19-20, short sword) or +9 ranged (1d8+4/x3, masterwork composite longbow); AL varies; SV Fort +5, Ref +2, Will +5; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 15.

Skills and Feats: Climb +8, Handle Animal +7, Intimidation +8, Jump +8, Knowledge (Nobility) +4, Listen +1, Ride +8, Spot +7, Far Shot, Natural Leader, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Weapon Specialization (longbow).

Possessions: +1 chain shirt, masterwork buckler, masterwork short sword, masterwork composite longbow (+2 Str bonus), 25 arrows,

Archery Commander: Allies within 30 feet gain a +1 morale bonus on ranged attacks.
Rjurik Captain 1 per normal unit; Noble 5/Fighter 4; CR 9; Medium humanoid; HD 5d8+4d10; hp 40; Init +2 Spd 30 ft; AC 17, touch 12, flat-footed 15; Atk +11 melee (1d8+3/19-20, short sword) or +11 ranged (1d8+5/x3, masterwork composite longbow); AL varies; SV Fort +5, Ref +2, Will +9; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 16.

Skills and Feats: Climb +8, Handle Animal +8, Intimidation +11, Jump +8, Knowledge (Nobility) +8, Listen +2, Ride +10, Spot +8, Far Shot, Natural Leader, Point Blank Shot, Precise Shot, Rapid Shot, Iron Will, Weapon Focus (Longbow), Weapon Specialization (longbow).

Possessions: +1 chain shirt, masterwork buckler, +1 long sword, +1 composite longbow (+2 Str bonus), 25 arrows, 2 runes of cure moderate wounds

Archery Commander: Allies within 30 feet gain a +1 morale bonus on ranged attacks.
Captains, lieutenants, and some of other other nobles are probabaly connected to the leading houses of the realm and may have bloodlines.

[top]Special

Longbows have a range of 100 ft or two spaces, although a quarter of the unit, and its best archers, have the Far Shot feat and can reach 165 feet, or three spaces with an attack of Missile 2.
Rjurik archers mostly have Precise Shot and so can fire into melee without risk of harming their own allies. However, this requires direct flanking fire, and cannot be used in any kind of volley fire.
Archers move at a tactical speed of 2 because of the encumbrance of their arrows and other gear. After 12 rounds of fire, or if they choose to abandon their arrows, their speed becomes 3.
Archers can be resupplied by baggage train with arrows according to the preparations of the commander. Loss of a baggage train in combat would eliminate this opportunity.

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