Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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.