Slave - Fugitive (Character Kit)

Class Information 	Class Information
Class Requirements 	Fighter (no multiclassing)
Racial Requirements 	Elf (gold, moon, wild, drow), half-elf (gold, moon, wild, drow), dwarf (gold, shield), gnome (forest, rock), halfling
Ability Requirements 	Strength 9
Prime Requisite 	Strength
Aligments 	Any (rarely lawful, often chaotic)
Social Rank 	Lower class
Hit Die Type 	d10
Attack as 	Warrior
Save as 	Warrior
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	See below
Proficiencies 	Proficiencies
Weapon Slots 	1
Initial Weapons 	See below
Additional WP Slot 	3
Additional Weapons 	Any
Nonproficiency Penalty 	See below
Nonweapon Slots 	4
Additional NWP Slot 	3
Available Categories 	General (gain Warrior category after 1st level)
Bonus Proficiencies 	None
Recommended Proficiencies	Agriculture, animal handling, artistic ability, brewing, carpentry, cooking, etiquette, fishing, leatherworking, mining, running, seamstress/tailor, singing, stonemasonry, survival, swimming, weaving
Secondary Skills 	Farmer, fisher, groom, leather worker, limner/painter, mason, miner, tailor/weaver, woodworker/carpenter
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==Overview==
Thay is the nation most infamous in these days for its practice of slavery, though the slave trade is known to exist in Calimshan, Amn, the Vilhon Reach (Chessenta, Thesk), the Moonsea (Hillsfar, Melvaunt), the Pirate Isles of the Sea of Fallen Stars, Mulhorand, the Underdark, and other countries, often secretly. Some demihumans are captured and enslaved every year, and every year some demihumans escape their tor ment, entering the free areas of the Realms with few skills or possessions except a terrible desire to foreve-more be free.
Fugitive slaves appear in any area adjacent to a realm that permits slavery. The former slave might have been recently captured and thus able to return home, or he might have been born among slaves and thus have no outside homeland.
==Description==
Thayan slaves are generally forbidden to cut their hair, use weapons, wearelaborate or expensive clothing, or own any thing at all; whatever they have can be taken away from them in a second. They normally appear downcast and pas sive, rarely looking up at their supervisors or owners. An ex-slave is likely to have only rags for clothing, a single weapon, and (if lucky) a sack with food, tools, and other minor items. A fugitive slave might cut his hair, buying and wearing the brightest and best clothing possible to show off his new freedom, or he might conceal his identity and live a low-key life to avoid attracting any unwanted attention.
==Roleplaying==
Thayan society and its conditions of slavery are best described in the Spellbound boxed set's Campaign Guide. This material should be studied by anyone running a fugitive slave character, unless the ex-slave is escaping from some other realm. Knowledge of the slave's former masters and "home" is critical to good roleplaying and developing good adventures.
A fugitive slave's first priority is to keep his freedom. This may mean flight and hiding in disguise for life, or it may mean hunting down and killing everyone who would imprison him again. He is willing to gain new friends and allies but is always wary in case one decides to turn him over to his former owner again for any reward offered.
A newly freed slave 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 at a shop, etc., as he was never given the chance to learn this earlier in life. He may be confused and frustrated by his attempts to fit in, and he might be very intimidated by spellcasters if (as in Thay) these beings were his former masters. Experience is the best teacher here, and by 3rd level any former slave is able to blend in nicely with his adopted society.
A demihuman born into slavery might have no knowledge of his racial language or culture. Once free, he might place a priority on learning can be a part of them.
the ways of his people so he, too,
==Special Advantages==
While there are no advantages at all to being a slave (aside from not being dead), fugitive slaves have certain special abilities granted them by virtue of their incredible desire to remain free.
A fugitive slave starts with a +4 bonus to all saving throws vs. wizards' enchantment/charm spells and priests' charm sphere spells, as a measure of his self-will and determination to be uncontrolled.
From his years of grueling enslavement, work, and punishment, a fugitive slave has a better chance to resist pain and stress. Treat his Constitution as being 3 points higher than it actually is when rolling his system shock percentage. Treat his Strength as 3 points higher than it is when determining how much weight he can carry before he slows down (PHB, Table 1, or the optional encumbrance system).
If placed under any form of charm spell, a fugitive slave makes new saving throws against the spell as if his Intellgence was 3 points higher, shortening the time between checks. He gains his +4 bonus vs. enchantment/charm spells on new rolls.
Once per day, a fugitive slave may summon all his willpower and channel it into a sudden burst of energy that raises his Strength by 3 points for as many rounds as he has levels. This may occur during combat, when attempting to bend bars or lift gates, or under any other circumstance when strength is needed.
A fugitive slave can survive on a minimum of food and water each day, half the amount anyone else of his race uses. He quickly develops better eating habits but in emergencies survives with little food.
==Special Disadvantages==
Fugitive slaves had little opportunity to learn the use of any sort of weapon before 1st level. Weapons training and practice must be performed in secret, or else achieved by using a normal tool as a weapon. The DM should evaluate the ex-slave's weapon choice with regard to his work as a slave. A farm slave might learn to use a dagger or knife (for killing and preparing livestock), footman's flail (as a threshing flail), footman's pick (digging tool), hand axe (wood-chopping tool), military fork (as a hay fork), or warhammer. Some weapons could have been used to control other slaves (for example, club, quarterstaff, whip) if the fugitive slave was himself used as a minor overseer. Weapons a slave could not have learned early on include horseman's weapons, lances, pikes, most polearms, large swords, and other military devices. Any weapon can be chosen later as circumstances allow, once the slave has escaped.
As a result, ex-slaves cannot use weapon specialization at 1st level. They also gain a -4 nonproficiency penalty on attack rolls with unfamiliar weapons at 1st level, a -3 on attack rolls at 2nd level, and a -2 penalty from 3rd level on.
A runaway slave may be hunted by his former owner with the aid of bounty hunters, assassins, and other rogues. This hunting can go on for years, until his former owner and anyone else with an interest in him dies. The punishment for escaping slavery is nearly always death.