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Post subject: 4.4.07 Avlis Preview -- Slaver Lord  PostPosted: Apr 04, 2007 - 06:41 PM
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The Shaahesk people are known throughout Avlis as the stereotypical slavers. It is true that many shaahesk do indeed capture, trade, and use slaves from any race that can be pressed into service or fetch good coin. Hunting down and capturing good slaves requires a unique set of skills - and a lack of caring about the freedom of others.

Shaahesk who ascend the ranks of the slavers to become the most feared of abductors are given the title Thhesstil Korr, which roughly translates to Slaver Lord. Slaver lords are typically shaahesk who have spent their entire lives in the slaving trade. Often they are ex-adventurers who decided to make some extra money the easy way.

Slaver lords are usually large and scary specimens of the shaahesk race. They need to be very intimidating in order to break the will of slaves and keep other slavers in line. Slaver lords train to become masters at quickly hunting down specific slaves, scaring them into submission, or knocking them out with a sap or other non-lethal weapon.

Hit Die: d10.

Requirements

To qualify to become a slaver lord, a character must fulfill all the following criteria.

Race: Shaahesk.
Base Attack Bonus: +7
Feats: Weapon Focus (Sap)
Skills: Intimidate 8 ranks
Special: Sneak attack +1d6

Class Skills

The slaver lord’s class skills (and the key ability for each skill) are Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Search (Int), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.

Image

Class Features

All of the following are class features of the slaver lord.

Weapon and Armor Proficiency: Slaver lords gain proficiency with all simple weapons.

Paralyzing Intimidation (Su): A slaver lord is able to attempt to paralyze all potential slaves in the immediate area through the sheer terror that his presence inspires. This ability only affects creatures with the humanoid type within 60 feet. The slaver can paralyze a number of Hit Dice equal to his Intimidation skill modifier. Targets with the lowest number of Hit Dice are affected first. Closer targets are affected before farther targets with the same number of Hit Dice.

Each target must succeed at a Will saving throw (DC 10 + slaver lord levels + Cha modifier). Whether or not the save is successful, that creature cannot be affected again by the same slaver lord’s paralyzing intimidation ability for 24 hours. If the Will save is failed, the target is paralyzed for 1 minute (10 rounds). Paralyzed targets are frozen in place. The victim is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

Paralyzing intimidation can be attempted once per day. At 3rd level a slaver lord may use this ability 2 times per day. At 5th level, a slaver lord may use this ability 3 times per day. Paralyzing intimidation is a mind-affecting enchantment (compulsion) effect.

Worth More Alive: The slaver lord learns how to quickly and efficiently use a sap to beat slaves into submission. At 1st level, a slaver lord gains the bonus feat Improved Critical (sap). At 3rd level, a slaver lord gains the bonus feat Greater Weapon Focus (sap).

Nonlethal Force (Ex): Starting at 2nd level, a slaver lord can use a melee weapon that deals lethal damage to deal nonlethal damage instead without taking the usual –4 penalty on his attack roll.

Sneak Attack (Ex): At 3rd level, the slaver lord deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). Slaver lord levels are counted as rogue levels for the purpose of defeating Improved Uncanny Dodge.

Slave Hunter (Ex): At 3rd level, a slaver lord gains Dash as a bonus feat. The slaver no longer takes a –5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a –10 penalty (instead of a –20 penalty) on Hide and Move Silently checks when running. (He takes the normal –20 penalty when attacking.)

Bind Abductee (Ex): At 4th level, a slaver lord is able to use special slaver's knots to bind unconscious victims. If the victim is unconscious due to non-lethal damage (subdued), then the victim may be bound with a full round action. The slaver lord is able to bind up to three targets per day.

Bound creatures cannot equip or unequip any items. Bound victims cannot target creatures for an attack and cannot cast spells with somatic components. They can take only a partial action each turn, have their movement rate reduced by 50%, and suffer a –2 penalty to their AC and Reflex saves.

Binding can only be removed by a successful Dexterity or Strength check (whichever is higher) vs. DC 10 + slaver lord levels + Dex modifier. If an unbound person attempts to assist the abductee by unbinding them, the assistant receives a +2 bonus to the escape check. If the assistant is not in combat, the check gains a +10 bonus. Each attempt to escape a binding requires a full action (1 round). If they wish, bound abductees can attempt to unbind themselves every round until they are free, but if they are attempting to free themselves while being attacked then they are considered flat-footed.

Headsmasher (Ex): When using a sap for non-lethal damage only, slaver lords gain a +2 damage bonus.

Favored Slaves (Ex): At 5th level, slaver lords choose which humanoid race that they prefer to hunt and capture. The slaver gains several benefits versus potential slaves of the favored race.

- Slaver lords gain a +2 bonus to the Paralyzing Intimidation DC for the Will saves of Favored Slaves.

- Slaver lords gain a +2 bonus to all Intimidate checks versus members of the preferred race.

- If using a sap to subdue a potential slave of the favored race, the slaver lord gains an additional +1 bonus to subdual damage rolls. Stacked with Worth More Alive, the bonuses with a sap dealing non-lethal damage versus a favored race will be +2 to hit and +3 damage.

--Designed by IceThorn
 
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