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Unapproachable East.pdf - The Forgotten Realms

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Illustration by Mike Dutton<br />

Crippling Strike (Ex): At 5th level, a Thayan slaver can<br />

sneak attack opponents with such precision that his blows<br />

weaken and hamper them. When the slaver damages an opponent<br />

with a sneak attack, that opponent also takes 1 point<br />

of temporary Strength damage. Ability points lost in this way<br />

return on their own at the rate of 1 point per day for each<br />

damaged ability.<br />

Stunning Blow (Ex): Three times per day, an 8th-level<br />

Thayan slaver may declare a stunning blow before any melee<br />

attack. If the slaver hits, the victim must make a successful<br />

Fortitude save (DC 10 + Thayan slaver class level + Thayan<br />

slaver’s Intelligence modifier) or be stunned for 1 round<br />

(until just before the slaver’s next action). A stunned character<br />

can’t act and loses any Dexterity bonus to<br />

Armor Class. Attackers get a +2 bonus on<br />

attack rolls against a stunned opponent.<br />

THAYAN SLAVER SPELL LIST<br />

Thayan slavers choose their spells from the<br />

following list.<br />

1st level—arcane lock, alarm, burning hands,<br />

change self, command, detect thoughts, knock,<br />

ray of enfeeblement, true strike.<br />

2nd level—alter self, fear, hold person, invisibility,<br />

misdirection, remove paralysis.<br />

3rd level—dominate person, greater command,<br />

hold monster, improved invisibility,<br />

nondetection.<br />

4th level—enervation, locate creature,<br />

mind fog, sequester, veil.<br />

SAMPLE THAYAN SLAVER<br />

Reg Neroz is one of the most infamous<br />

of Thay’s slavers, tirelessly<br />

canvassing the<br />

lands of the Inner Sea<br />

for captives to sell in the<br />

markets of Bezantur and Eltabbar.<br />

His minions engage in wholesale slave raids<br />

that depopulate entire villages, descending on their unwary<br />

prey in small fleets of pirate vessels or at the head of a marauding<br />

band of evil tribesfolk. Reg Neroz avoids becoming<br />

personally embroiled in battles against crusading heroes, preferring<br />

to let his thugs cover his retreat while he slips away<br />

and prepares a stealthy ambush for a later time.<br />

Darkly handsome and surprisingly well-spoken and cultured,<br />

Reg Neroz spends his wealth lavishly to surround himself with<br />

fine things. Despite his impeccable tastes, he is nevertheless a<br />

thoroughly evil man who justifies his foul occupation with<br />

statements such as, “If I don’t sell slaves, someone else will,<br />

and they will be far crueler than I am.” He maintains residences<br />

and strongholds in many lands, all well guarded and<br />

fitted with the luxuries he enjoys so much.<br />

PRESTIGE CLASSES<br />

Thayan Slaver<br />

39<br />

dReg Neroz the Whip: Male human Rog7/Thayan slaver 7;<br />

CR 14; Medium-size humanoid; HD 7d6+7 plus 7d6+7; hp 71;<br />

Init +10 (Dex, Improved Initiative); Spd 30 ft.; AC 27,<br />

touch 19, flat-footed 21; Atk +16/+11 melee (1d6+3/19–20,<br />

+2 short sword) and +15/+10 melee (1d6+1/19–20, sword of<br />

subtlety) or +20 melee (1d6+5/19–20 plus 6d6 and 1 Str,<br />

sword of subtlety used in a single sneak attack) or +17 ranged<br />

(1d8/19–20, masterwork light crossbow); SA Crippling strike,<br />

enervating attack, ruthless beating, sneak attack +6d6; SQ<br />

Break will, evasion, uncanny dodge; AL CE; SV Fort +7,<br />

Ref +18, Will +7; Str 12, Dex 22, Con 12, Int 14, Wis 8,<br />

Cha 13.<br />

Skills and Feats: Appraise +12, Bluff +18, Concentration<br />

+8, Disable Device +12, Escape Artist +16,<br />

Gather Information +11, Hide +23, Intimidate<br />

+18, Listen +16, Move Silently +23, Spot +16,<br />

Use Rope +16; Improved Initiative, Improved<br />

Two-Weapon Fighting, Iron Will, Leadership,<br />

Two-Weapon Fighting, Weapon Finesse.<br />

Spells Prepared (3/3/1, save DC 12 + spell level;<br />

10% spell failure chance): 1st—change self, knock,<br />

ray of enfeeblement; 2nd—hold person, invisibility,<br />

misdirection; 3rd—greater command.<br />

Caster level 7th.<br />

Break Will (Ex): Anytime Reg Neroz wins<br />

an Intimidate check by 10 or more, the opponent<br />

takes 1 point of temporary Wisdom damage.<br />

Crippling Strike (Ex): When Reg Neroz<br />

damages an opponent with a sneak attack, the<br />

opponent also takes 1 point of temporary Strength<br />

damage.<br />

Enervating Attack (Ex): If Reg Neroz studies his<br />

victim for 3 rounds and then makes a sneak attack<br />

with a melee weapon that successfully deals damage,<br />

the sneak attack may paralyze the victim (Fort save<br />

DC 19 negates). If the victim’s saving throw fails,<br />

he is helpless and completely unable to act for<br />

1d6+7 rounds.<br />

Evasion (Ex): If exposed to any attack<br />

that normally allows a character to attempt a<br />

Reflex save for half damage, Reg Naroz takes no<br />

damage with a successful saving throw.<br />

Ruthless Beating (Ex): Reg Neroz takes no penalty for<br />

choosing to deal subdual damage with a melee weapon. He can<br />

use a melee weapon to deal subdual damage in a sneak attack,<br />

at a –2 attack penalty.<br />

Sneak Attack (Ex): If Reg Neroz catches his opponent flatfooted,<br />

he deals +6d6 damage.<br />

Uncanny Dodge (Ex): Reg Neroz retains his Dexterity<br />

bonus to AC regardless of being caught flat-footed or struck<br />

by an invisible attacker. He cannot be flanked (except by a<br />

rogue of 18th level or higher).<br />

Possessions: +4 mithral shirt, sword of subtlety, +2 short<br />

sword, ring of protection +3, cloak of resistance +2, gauntlets<br />

of Dexterity +4, amulet of health +2, masterwork light<br />

crossbow.

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