Slave Warrior II

​The majority of the noble and merchant houses of Appollonia field a force of armed guards to protect their properties and caravans. A number of these are free mercenaries, but almost all of these forces include fanatical slave warriors - people born into slavery and raised from a very early age to be loyal bodyguards and enforcers. Player-character slave warriors may either be free of their patron houses or may elect to retain some ties with the houses they were born to fight for. The slave warrior is one of the most highly skilled fighters in Appollonia. From early childhood, he has survived a brutal regime of exercise, training, and indoctrination designed to make him into a mindless killing machine who would sacrifice his own life for the sake of his mages (owners). Almost all slave warriors are visibly branded or tattooed with the emblem of their owning houses. They are the only slaves who are ever armed outside the arena. ​  
Role
​The first decision the player of a slave warrior must make is whether or not the PC is still owned by his patron. Enslaved characters represent the elite of Appollonia’s slaves; they are well fed, receive good quarters, and are equipped with the finest gear money can buy. A PC slave warrior who is enslaved is assumed to go adventuring on the orders of his patron and may be recalled at any time for assignment to different duties. Free slave warriors may have simply escaped or have won their freedom through some great act of courage. Of course, escaped characters must always watch for slave hunters.
Freed characters may occasionally be mistaken for escapees and attacked as well. In either case, the free slave warrior no longer has the resources and wealth of a noble or merchant house to aid him. ​  
Distinctive Appearance
None
 
Special Benefits
​Slave warriors are well-known as powerful, single-minded fighters. They gain a +3 reaction bonus with any civilized NPC they encounter, since few people wish to fight a slave warrior.​
​Enslaved slave warriors gain a bonus of +1 to attack rolls, +1 to damage, and a +1 bonus on saving throws when fighting in the direct defense of their patrons. Free characters lose this benefit. ​  
Special Hindrances
​Enslaved characters are not their own masters and must obey the orders of their owners. PC slave warriors are assumed to have earned a great deal of trust and responsibility, but are still required to spend one-third of their time on guard over some activity of their patrons. Characters who desire an extended reprieve from this requirement must demonstrate to their patron that the adventure will bring some tangible reward to the house. The DM should play this to great effect - after all, what’s the use of training an elite bodyguard if you just let him wander off into the Wilds all the time?​
​Free characters have lived as slaves all their lives and suffer a -3 reaction penalty in dealing with non-slave civilized characters.​

​Escaped characters are suspicious and paranoid, and legitimately free characters still carry the social stigma of a slave’s birth. ​

Class
Fighter
 
Attribute Requirements
Strength and Constitution of 13. ​
 
Barred Beliefs
None
 
Race Requirement
None
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
​Choice of spear, crossbow, or pole arm, and also a specialization in an unarmed combat style. The slave warrior receives a bonus proficiency slot which may be used to specialize in any melee weapon. ​
 
Recommended Weapon Proficiencies
None
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
Endurance, Heraldry
 
Recommended Non-Weapon Proficiencies
Animal Handling, Animal Training, Blind-Fighting, Gaming, Riding (Land-Based), Reading Lips
 
Equipment
​A slave warrior receives one set of any nonmetallic armor and a nonmetallic melee weapon of his choice for free. In addition, enslaved characters are completely equipped (including supplies and a mount, if appropriate) by their patron houses at no cost to the characters. There is a 5% chance per level that a character’s patron house supplies him with a metallic weapon of his choice. ​
 
Wealth Options
Enslaved characters begin with only 1d4 x 10 cp, while free characters begin with the normal starting number. Enslaved characters must return 90% of any treasure to their patrons, including any gems, jewelry, or magical items. However, the patrons may often reward such characters for their loyalty. ​
 
Homeland Terrain
None
 
Economic System
​None​

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