Art @ Tunacarp |
Minotaur Warrior-Slave
HD-
d10
AC-
Base 12, Max 16
You
are a Minotaur Warrior-Slave. You were born into slavery, much the
same way a calf is born owned by a farmer, you too are born as
property. However unlike cattle, you can fight for your freedom, and
be freed; as long as you offer your first born to your owner. And as
such, minotaur slaves are kept both capable of freedom as well as a
sensible investment for slave owning families. It not wise to take
hope away from something so big and strong and driven.
Most
Minotaur slaves end up in gladiator pits or as personal guards, but
some are loaned out or allowed to venture to enrich their owner. You
begin play at level 1 owned by another party member of at least 5th
level, or from a local power such as a lord or archmage. All of the
treasure you earn does not belong to you, but you gain experience for
returning it the same as other classes do.
As
with all minotaur slaves, you have a septum ring-piercing. It begins
as made of iron or bone, but is replaced by a silver ring at 5th
level and then by gold at 10th
level. Once a Minotaur is freed, they may remove the piercing, but
many keep it in anyway for comfort, or even replace them with magic
rings. Any magic ring power that effects “the hand” the ring is
placed on instead applies to your head if you're wearing the septum
piercing. Also if your nose ring is grabbed or tied with a rope, you
get -2 AC and enemies get +2 to rolls to grapple you, by using it as
leverage.
You
can seek to free yourself from slavery at any point, such as by
killing your master and/or running away. However, doing so will make
you an outcast among free and bound minotaur, as only those Minotaurs
who earned freedom from toil are respected. This is lifted if your
master had especially cruel treatment of you or plotted to keep you
indentured forever. Your master may also free you at any point, such
as when you deliver them a very valuable piece of treasure or perform
some great feat.
Minotaurs
are strong. Add +5 to your Strength rolled on character creation. If you're over 20, your modifier to hit and carrying capacity is counted as +3.
Your minimum HP is 8.
Your minimum HP is 8.
At
level 3, 6, 9, and 10 you get +1 to hit with all weapons and attacks.
At
level 4, 8, and 10 you get +1 damage with all attacks.
At
level 5, you get an extra attack by goring your horns per combat
round. You can only hit one target with it per round, and you can
only attack things that you could feasible reach- you can't use your
gore attack on giant rats unless they were truly gargantuan. The horn
attack does 1d4 damage without equipment bonuses from horn caps.
At
10th
level, you become a Herd-Lord.
Your master is obligated to free you from slavery immediately, and
you gain the respect and adoration of fellow minotaurs, both in
slavery and freed. You are invited to lead and be the lord of a
nomadic group of freed minotaurs out on the great plains. As is traditional; each Minotaur family is endebted to the Herd-Lord and must give you their first born to sell into slavery, even if they were born free. Each minotaur baby or 'family line' you sell into bondage grants you a one time payment of 2000 coins.
You may
also borrow 2d6 enslaved minotaurs at any time by pressuring their
owners, though you will have to pay back the costs of the lost labor
those minotaurs could have provided. You are also free to kill
minotaur slave owners as you wish, though this will put a price on
your head. Doing this will allow you to invoke a slave rebellion in the city or area where you started the uprising.
Additionally,
you gain thick skin and ignore all injury that deals 1 point of
damage.
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