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168<br />
Grip of Torment (Su): By the time the Tormentor reaches<br />
7 th level, he is intimately familiar with the pain and nerve<br />
centres in most humanoid bodies as well as those of far<br />
more exotic and alien beasts. By making a successful<br />
grapple attack on an enemy, the Tormentor can visit horrific<br />
agony upon that enemy merely by touching a few pressure<br />
points and straining a handful of joints. <strong>The</strong> target of the<br />
grip of torment is afterward hampered in all his actions by<br />
the waves of pain shooting through him, inflicting a –4<br />
penalty on all attack rolls, saving throws, ability checks,<br />
skill checks and weapon damage rolls. This penalty lasts<br />
for one round for each point of the Tormentor’s Wisdom<br />
modifier (minimum one round).<br />
Enervating Strike (Ex): Pain can make even the mightiest<br />
foe helpless before the Tormentor. By making only a single<br />
attack for the round and accepting a penalty of –2 on his<br />
attack roll, the Tormentor may attempt an Enervating Strike<br />
against his enemy. If the attack is successful, the target of<br />
the attack may make a Fortitude saving throw (DC 10 + total<br />
damage dealt). If the saving throw is successful, the target<br />
merely takes the damage inflicted by the Tormentor’s attack<br />
and combat continues. If the saving throw fails, however,<br />
the target is overcome by searing pain from the Tormentor’s<br />
perfectly placed attack. This pain is so intense the target<br />
is rendered unable to fight for a duration of one round per<br />
point of the Tormentor’s Wisdom modifier (minimum one<br />
round). <strong>The</strong> target is not considered helpless, and thus is not<br />
subject to coup de grace attempts, but he is unable to attack<br />
or engage in any other action requiring concentration.<br />
Voice of Pain (Sp): This ability is identical to the power<br />
word pain spell (see page 198). <strong>The</strong> Tormentor may use this<br />
ability once per day. For the purposes of determining caster<br />
level, it is considered to be the sum of all the Tormentor’s<br />
spellcasting class levels.<br />
<strong>The</strong> Trickster of Kez’Skul<br />
Trickster of Kez’Skul<br />
Rarely trustworthy and usually deceitful, the Trickster of<br />
Kez’Skul seeks always to embody the most desired traits<br />
of his god.<br />
<strong>The</strong> Trickster prefers to avoid combat where he can or better<br />
yet leaves combat up to unwilling or unwitting proxies, but<br />
he is capable of defending himself. He would rather defeat<br />
his enemies through lies and innuendo however, and views<br />
true victory over a foe as tricking that foe into spelling his<br />
own doom.<br />
<strong>The</strong> Trickster is an expert at the Game of Bones, and is often<br />
sought out by Noble Houses to act as their lieutenant in the<br />
constant cut and thrust of the Sheathed War. <strong>The</strong> Trickster<br />
sees this as the truest test of his abilities, and indeed spends<br />
much of his time playing at the Game of Bones, often taking<br />
on multiple clients without their knowledge and playing<br />
both sides against each other to ensure his own personal<br />
goals are met.<br />
<strong>The</strong> most common character class to take up the path of the<br />
Trickster is, unsurprisingly, the rogue although it is open to<br />
any character who can meet the requirements.<br />
Hit Die: d6<br />
Requirements<br />
Alignment: Any chaotic<br />
Feats: Combat Expertise, Deceitful<br />
Race: <strong>Drow</strong> or drow sub-type<br />
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather<br />
Information 8 ranks<br />
Class Levels Base Attack<br />
Bonus<br />
Fort. Save Ref. Save Will Save Special<br />
1 +0 +0 +2 +0 Worthy Lieutenant I<br />
2 +1 +0 +3 +0 Favour, Prestidigitation<br />
3 +2 +1 +3 +1 Slippery Mind<br />
4 +3 +1 +4 +1 Worthy Lieutenant II, Spread<br />
Information<br />
5 +3 +1 +4 +1 Closed Mind, Favour<br />
6 +4 +2 +5 +2 Improved Feint<br />
7 +5 +2 +5 +2 Worthy Lieutenant III<br />
8 +6 +2 +6 +2<br />
9 +6 +3 +6 +3 Politically Active<br />
10 +7 +3 +7 +3 False Vision