Qadiran Camel Corps
Level 6Abilities
A camel corps is well-adapted to heat and deserts. They treat environmental heat as if it was one step less severe, and if the camel mounts have eaten and drank their fill, the corps can Subsist for 1 week without needing to attempt Survival checks.
HP 90 (4 segments); Thresholds 60 (3 segments), 30 (2 segments)
Requirements The camel corps is in a desert or similar region
Effect The camel corps Steps, whipping up sand into a short-lived storm that obscures the surrounding region. Until the end of their next turn, the camel corps is Concealed from all creatures more than 15 feet away, and all creatures more than 15 feet away are concealed to the camel corps.
Effects that target only animals or only humanoids may not work on the valkyrie tempest, subject to the GM's discretion.
Adjusting to the angle of the sun, the camel riders draw their shortbows, then launch a ranged attack in the form of an arcing volley. This volley is a 10-foot burst within 60 feet that deals 3d6 piercing damage (DC 21 reflex save). In areas of bright light, such as outside during the day, the targets take a –1 circumstance penalty to the save. When the camel corps is reduced to 2 segments, this area decreases to a 5-foot burst.
Effect: Reflective Arrows (Penalty)
1 to 3
Frequency once per round
Effect The camel corps engages in a coordinated melee attack against each enemy in a 5-foot emanation (DC 21 reflex save). The damage depends on the number of actions.
1 (1d6+1)[slashing|options:area-damage] damage
2 (2d6+7)[slashing|options:area-damage] damage
3 (2d6+11)[slashing|options:area-damage] damage
While moving on land, the Qadiran camel corps ignores the effects of non-magical difficult terrain.
Navigating the deserts of Golarion requires trained individuals and often specialized mounts to keep them safe. The Qadiran camel corps are one such example of those who embark on long patrols, hunt down brigands, and dispatch any natural threats that might trouble travelers.