WARRIOR-FIGHTER KIT Thrall Description: The slave trade exists in many areas throughout the Realms, including Calimshan, Amn, the Vilhon Reach, the Moonsea, Mulhorand, the Underdark, and of course They. The practice of slavery is open in some areas but in other areas is covert, only done in secret. Many are captured and enslaved every year, but some also manage to escape their torment, entering the free areas of the Realms with few skills or possessions but with a terrible desire to be forever free. Thralls represent these fugitive slaves, appearing most often in areas adjacent to realms that permit slavery. They may have only been enslaved for a relatively short while (a few years perhaps) and may be able to return home, or they may have been born into slavery and have no outside homeland. In all cases, a Thrall is someone who was brought into slavery before reaching adulthood. A Thrall's first priority is to keep his or her freedom. This may mean flight and hiding in disguise for life, or it may mean hunting down and killing everyone who would imprison him or her again. A Thrall is willing to gain new friends and allies but is always wary in case one decides to turn him or her over to former captors, especially if rewards are offered for return of captured slaves. A Thrall is not likely to have any ability to read or write nor any hands-on knowledge of how to save money, conduct a business, buy items in a shop, and so on, as he or she had little or no opportunity to learn about such things earlier in life. A Thrall is often confused and frustrated by life in a free society and might be very intimidated or mistrustful of spellcasters, especially if (as in Thay) such persons were their masters in slavery. Experience is the best teacher in this regard, and by the time a Thrall reaches 3rd level he or she will be able to fit in well in their adopted society. Requirements: Thralls can be of any alignment, though because of their upbringing and the need to 'fend for themselves' and their general mistrust of strong authority figures, lawful Thralls are very rare and most are of chaotic alignment. Thralls have standard Fighter ability scores and can be of any race. Weapons & Armor: Thralls can use any type of weapon, armor, and shield desired, though their choice of weapon proficiencies is severely limited at 1st level (see Special Hindrances). Special Benefits: While there are no advantages at all to being a slave, Thralls have certain special abilities granted to them by virtue of their harsh existence prior to freedom and their incredible desire to remain free. Attacks of Opportunity: As a standard Fighter. Continuous Conditioning: As a standard Fighter. Free Will: Thralls gain a +4 bonus to any and all mind-control or mind- influencing spells (or psionic attacks), as a measure of their self-will and determination not to be controlled, gaining an unmodified save vs. mind- affecting attacks that normally allow no save. In addition, if a Thrall is placed under any form of charm spell, he or she gains new periodic saving throws as if his or her Intelligence was 3 points higher than its actual level, and each periodic save gains his or her usual +4 bonus. A Thrall also gains periodic saves against geas and quest spells as if they were charm person spells. Heroic Fray: As a standard Fighter. Physical Tolerance: As a result of their years of grueling work and punishment during enslavement, a Thrall has a better chance to reduce pain and stress. A Thrall thus gains a +3 bonus to his or her Constitution and Strength ability checks (including all non-weapon proficiencies that depend on these abilities). In addition, a Thrall makes system shock rolls as if his or her Constitution was 3 points higher than its actual level, and his or her Strength-based carrying capacity should be determined as if his or her Strength was 3 points higher. In addition to this enhanced Physical Tolerance, a Thrall can summon and focus his or her willpower once per day and channel it into a sudden burst of energy that raises his or her Strength by 3 points for as many rounds as he or she has levels. This can be used during combat, when attempting to bend bars, lift gates, or open a door, or under any other circumstance when strength is needed. Finally, a Thrall can survive on a minimum of food and water each day, requiring only half the normal amount for a character of his or her race. A free Thrall develops better eating habits, but he or she can survive with little food and water in an emergency. Specialization: As a standard Fighter, except that a Thrall cannot begin with specialization in any weapon. He or she can, however, spend non-weapon proficiency slots to begin play with either Punching or Wrestling specialization or to improve those specializations as he or she advances in level. Style Specialization: As a standard Fighter, except a Thrall cannot select any Style Specialization at 1st level. He or she can only learn Style Specializations as he or she advances in level and gains new proficiency slots. Special Hindrances: Fugitive slaves have little opportunity to learn the use of any sort of weapon before 1st level. Weapons training and practice must be performed in secret and almost always by using a normal tool as a weapon (or sometimes in weapons that a Thrall may have used as a minor overseer of other slaves). Thus, a Thrall gains only a single initial weapon proficiency slot, which must be selected from the following weapons: axe (hatchet), chain, club (any), flail (threshing), gaff/hook, hammer (mallet), ice pick, knife (or razor), net, pick (any except horseman's), quarterstaff, scythe, sickle, or whip. A Thrall will not have had the opportunity to learn any type of weapon specialization or Style Specialization at 1st level, though proficiency slots gained later may be used for this purpose, as well as to gain proficiency in other weapons. A Thrall's general unfamiliarity with weapons and combat (relative to other Fighters) also means that his or her non-proficiency penalty with weapons begins at -4 at first level, decreasing to -3 at 2nd level and then to its normal level of -2 at 3rd level and beyond, as he or she masters the arts of fighting to a greater degree. Likewise, a Thrall cannot select any initial non-weapon proficiencies from the Warrior list, being restricted to General proficiencies. Any non-weapon proficiency slots gained at later levels can be spent as desired. Thralls begin play with basically no money (and only relatively little concept of money and how it works). They are likely to have only rags for clothing, a single weapon, and a ragged sack containing a bit of food and perhaps a few tools or other minor items worth not more than 10 g.p. in total. Finally, Thralls tend to be suspicious of others and do not trust others easily, as always in the back of their minds lurks the suspicion that they are being pursued by their former masters. In actual point of fact, a Thrall may well be hunted by his or her former owner, often using the aid of professional bounty hunters, assassins, and the like. This pursuit can go on for years, until the former owner and anyone else with an interest in the Thrall dies or is distracted by more pressing concerns. The punishment for a Thrall who is caught is nearly always death by torture. How ardent this pursuit is depends entirely on the campaign situation and the DM's prerogative. As a result of this fear of pursuit, Thralls do not generally attempt to make large circles of friends or put themselves forward in social situations. After a lifetime of being forbidden to do or possess anything without the consent of their masters (and living under the threat of anything and everything being taken away in an instant on a whim), Thralls sometimes will purchase fine- quality or brightly colored clothing just to celebrate their independence. Such flirtations with success are generally short-lived, however, as Thralls know all too well the danger of showing off. They normally appear downcast and passive, rarely looking up to meet the eyes of those they encounter, doing what they can to conceal their identity and live a low-key life to avoid attracting any unwanted attention. It would be almost unheard of for a Thrall to build a Stronghold, and even if one did so they would not attract followers to serve them. Bonus Proficiencies: Any one Preferred Proficiency Preferred Proficiencies: Agriculture, Animal Handling, Artistic Ability, Blacksmithing, Brewing, Carpentry, Cooking, Endurance, Etiquette, Fire-building, Fishing, Leatherworking, Mining, Running, Seamstress/Tailor, Singing, Stonemasonry, Survival, Swimming, Weapon Improvisation, Weaving