Slaver
(Source: Hand of Shadow)
RequirementsBase Attack Bonus: +5. |
Hit Die: d10.
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Intimidate (Cha), Jump (Str), Knowledge (Shadow), Profession (soldier)
(Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Slavers gain no additional proficiencies with either weapons or armor.
Bully (Ex): Slavers are adept at using their bulk and strength to intimidate anyone smaller than themselves. A 1st-level slaver may opt to use his Strength modifier in addition to or instead of his Charisma modifier when making Intimidate checks.
Flesh Merchant (Ex): Slavers must know what to look for in the living merchandise that they procure and subsequently sell. At 1st level, a slaver gains a bonus to Appraise, Heal, and Sense Motive checks equal to twice his class level when determining the quality of slaves or potential slaves. In this way, he can determine how healthy a slave is, how much he will fetch at market, and how skittish or defiant he is likely to be.
Low Blow (Ex): Some potential slaves, as well as a handful of taken captives, are a little too squirrelly for their own good. Being able to take them down with a single, well-placed blow can be of obvious benefit, especially when time is of the essence. A slaver's skill at landing powerful blows in an opponent's sensitive areas is therefore refined to almost scientific levels.
Starting at 1st level, once per day per class level, a slaver can make a low blow as an unarmed attack against a humanoid or monstrous humanoid wearing light or no armor. If the attack succeeds, the slaver inflicts an additional 1d6 points of nonlethal damage and his foe must succeed at a Fortitude save (DC 10 + 1/2 the slaver's class level + Str modifier), or be nauseated for 1 round per class level of the slaver.
Tools of the Trade (Ex): Slavers require knowledge of special tools and weapons in order to maintain the integrity of their merchandise. At 2nd level, slavers may choose to gain proficiency in one of the following exotic or martial weapons: bola, net, sap, or whip.
At 4th level, the slaver may choose another weapon proficiency feat from the list or may take the Weapon Focus feat in the weapon chosen at 2nd level.
Bonus Feat (Ex): At 3rd level and 5th level, slavers gain a bonus feat that must be selected fromt he following list: Deft Hands, Diehard, Improved Grapple, Power Attack, Self-Sufficient, Stunning Fist, Toughness, or Track. Unlike most bonus feats, the slaver need not meet the prerequisites for a bonus feat, whether it is an ability score, an attack bonus minimum, or another feat.
Keep 'Em Moving (Ex): Moving slaves can be a tricky business, especially when thay are sick, starving, or fatigued; a slave train is only as fast as its slowest captive. At 3rd level, a slaver learns to motivate slaves by threats and force of personality alone, an ability that can also be useful to keep yourself and allies going.
When the slaver, his captives, and his companions perform a forced march, the slaver may attempt a DC 15 Intimidate check every hour in order to keep the group moving. For each extra hour of forced march, the DC of this Intimidate check increases by +2. If the check is successful, everyone in the group gains a morale bonus equal to the number of ranks the slaver possesses in the Intimidate skill to any Constitution checks made to avoid fatigue.
Keep 'Em Working (Ex): Slavers are also called upon to be overseers, and getting companions to fight back against spells is little different than forcing slaves to work under the whip. Five times per day, the slaver may use a full-round action to threaten, cajole, and batter any captives or allies that are under the sway of a mind-affecting effect. Each round that the slaver uses this ability, he may make an Intimidate check. Any creature within 30 feet (including himself) may use the Intimidate check result in place of its saving throw against a mind-affecting effect if, after the saving throw is rolled, the Intimidate check proves to be higher. If a creature within range of this ability is already under the effect of a non-instantaneous mind-affecting effect, it gains another saving throw against the effect each round it hears the slaver's cursing and cajoling, but it must use the slaver's Intimidate check result for the save. This ability has no effect against effects that do not allow saves.
| Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +0 | Bully, flesh merchant, low blow |
| 2nd | +1 | +3 | +0 | +0 | Tools of the trade |
| 3rd | +2 | +3 | +1 | +1 | Bonus feat, keep 'em moving |
| 4th | +3 | +4 | +1 | +1 | Tools of the trade |
| 5th | +3 | +4 | +1 | +1 | Bonus feat, keep 'em working |
