The Mongol (Samurai Archetype)
Though the Mongol was not born from the samurai tradition, the style of mounted archery and fast striking cavalry was very similar to the Yabusame samurai that flourished during the Kamakura period, at the time of the golden age of Mongol conquest (ca. 13th century). Though formidable swordsmen, the Mongols won their vast empire by firing an endless hail of arrows from the backs of their horses.
The mongol is an archetype of the samurai class.
Weapon and Armor Proficiency
A mongol is proficient with all simple and martial weapons. They are also proficient with light and medium armor, but not with shields or heavy armor.
Far Challenge (Ex)
A mongol can use issue a far challenge as a swift action, choosing one creature within sight to be the target of the challenge. For the duration of the far challenge, when the mongol makes a successful ranged attack with a bow against the target of the challenge, he deals extra damage equal to the mongol’s level. The mongol can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Beginning at 4th level, once per day, the mongol may spend an extra use of his far challenge ability to double the potential extra damage of a single ranged attack during a challenge. The use of this extra challenge must be declared before making an attack roll, but if the attack strikes the target of the challenge, he deals twice his samurai level in extra damage instead of just his samurai level in extra damage. If the attack misses, the use of the challenge is wasted.
For the duration of the challenge, the target of the far challenge gains a +4 bonus on attack rolls made against the mongol. A far challenge remains in effect until the target is dead or unconscious until the target hits the mongol with a melee attack, or until the combat ends. If a far challenge ends because the target hits the mongol with a melee attack, the target is considered to be the subject of a standard samurai challenge.
This ability replaces the standard samurai challenge.
The mongol must belong to the masters of the steppe order (see below).
Mongol Expertise (Ex)
At 3rd level, the mongol gains an unparalleled expertise with bows. Whenever he threatens with a critical hit with a bow, he gains a +2 bonus on the confirmation roll. In addition, he may take fighter only feats, such as weapon specialization. Any levels he has as a fighter stack with his mongol levels for the purpose of determining whether the mongol qualifies for such feats.
This ability replaces weapon expertise.
Bullseye Shot (Ex)
This ability replaces mounted archer.
Canny Barrage (Ex)
At 11th level, the mongol may add his Dexterity bonus to the damage of his arrows versus the target of his challenge. Any creature that is immune to sneak attacks is immune to the additional damage granted by canny barrage, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a canny barrage. This additional damage is precision damage and isn’t multiplied on a critical hit.
This ability replaces honorable stand.
Masters of the Steppe (Samurai Order)
The masters of the steppe value freedom and the open sky They glory in the hunt with the falcon and eagle, but most of all they lust for conquest.
“The Greatest Happiness is to scatter your enemy and drive him before you. To see his cities reduced to ashes. To see those who love him shrouded and in tears. And to gather to your bosom his wives and daughters.” -Genghis Khan
Edicts: The mongols are bound to strictly follow the Yassa. The Yassa demands three things: obedience to the Khan, loyalty to the nomad clans, and the merciless punishment of wrongdoing.
- Mounted Archer: At 2nd level, the penalty a master of the steppe takes when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
- Master Mounted Archer: At 8th level, the penalty a master of the steppe takes when using a ranged weapon while mounted is reduced further: He takes no penalty instead of –4 if his mount is taking a double move, and –2 instead of –8 if his mount is running.
- Supreme Mounted Archer: At 15th level, the penalty a master of the steppe takes when using a ranged weapon while mounted is reduced further and his attacks are more cunning: He gains a +2 bonus on all rolls made to confirm critical hits if his mount is taking a double move, and he takes no penalty instead of –8 if his mount is running.