Land Outcast
2011-02-14, 05:48 PM
Taskmaster Thrall (Ogre) Sorcerer 6
Large Aberration
HD 4d8+8 plus 6d4+12 (53 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 18; touch 13; flat-footed 17 (-1 size, +1 Dex, +5 Natural, +3 Insight*)
BAB +6; Grp +13
Attack Mind Scourge* +9 melee (1d4+3 plus 1 Wis and 1 Cha) or Unarmed Strike +8 melee (1d4+3)
Full-Attack Mind Scourge* +9/+4 melee (1d4+3 plus 1 Wis and 1 Cha) or Unarmed Strike +8/+3 melee (1d4+3)
Space 10 ft.; Reach 10 ft. (20 with scourge)
Special Attacks: Death Blast, spells
Special Qualities: Darkvision 60 ft., low-light vision, summon familiar, telepathy 100 ft.
Saves Fort +8 Ref +4 Will +4 (Will +9 controlled) (Will +1 vs. master)
Abilities Str 16, Dex 12, Con 15, Int 8, Wis 6, Cha 17
Skills: (Concentration +11 controlled), Intimidate +16
Feats: Alertness, Exotic Weapon Proficiency (Scourge), Improved Unarmed Strike, Weapon Focus (Scourge)
Environment: Underdark
Organization Work squad (one taskmaster thrall and 20-40 humanoids of CR 1/2) or Company (2-4 taskmaster thralls, each in charge of 20-40 humanoids of CR 1/2) or Entourage (2-4 taskmaster thralls, each in charge of 20-40 humanoids of CR 1/2, and one mind flayer).
Challenge Rating 7
Treasure Thrall Robes & Mind Scourge
Alignment Always True Neutral
Proficiencies: The taskmaster thrall is proficient with all simple weapons and with the greatclub. Furthermore, it is proficient with hide armor
Combat:
Surrogate(Su): A Taskmaster Thrall might be controlled at any time by its master; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses.
If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control) while any spell, effect or condition is affecting the Taskmaster, it afects him instead.
A master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind.
The standard master for a taskmaster thrall is a mind flayer with no class levels, whose stats relevant to the taskmaster thrall are Will +9, Concentration +11, and Cha 17).
Death Blast (Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC 18 or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Spells: CL 6th; DC 13 + lvl; spells per day 6/6+1/5+1/3+1
Level 0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Ray of Frost, Resistance, Touch of Fatigue
Level 1: Chill Touch, Hold Portal, Hypnotism, Obscuring Mist
Level 2: Scorching Ray, Touch of idiocy
Level3: Ray of Exhaustion
*See "The Template" below
**Note that this creature is not meant as a mere example of the Taskmaster Thrall template. Therefore it isn't based off the standard ogre but one with an elite array: Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 15
-------------------------------------------------------------------------
Well, my players have just come out from a Maze (great excuse for a mini-dungeon) guarding an underground cavern being reconditioned by a slave workforce under the surveying view of taskmasters.
Chances are they will confront some normal, cannon fodder thralls (some will beg to be killed, some will just curl into a ball, some will fight while vacantly staring into the nothing). Then one or two of these guys will appear (the area is huge, so they might end up confronting 4 of them, but not simultaneusly), probably accompanied by pseudonatural hounds of some sort.
Basically I wanted imput in their power level, design flaws, etc...
(For the combat record: a debuffer who might be able to hold his own in battle... sort of what I envisioned a magical slavedriver to be).
The Template:
Taskmaster Thrall[/SIZE]
http://www.earthsmightiest.com/images/news/comics/Thrall%20by%20Liam%20Sharp.jpg
Sometimes slave labour has to be directed finely, sometimes a thrall finds a lost memory in the recesses of its mind and must be calmed, sometimes physical operations have to be undertaken under the hated sun or near to some risk deemed too high to allow the regal presence of an Illithid.
That's what taskmasters are for.
“Taskmaster Thrall” is an acquired template that can be added to any large humanoid or giant.
Most of the time Taskmasters are not being directly controlled, but have been under enough conditioning to obey eficiently to the mandates of its master (but not other illithids).
Under the Illithid influence, having whatever spark of power in their blood stirred, most Taskmaster Thralls progress into the Sorcerer class.
Creating a Taskmaster Thrall
Size and Type: Type changes to Aberration.
Special Attacks: A Taskmaster Thrall retains all special attacks of the base creature and also gains the following special attack.
Death Blast(Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC (10 + 1/2 HD + Cha) or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Special Qualities: A Taskmaster Thrall retains all special qualities of the base creature and also gains the following special qualities
Telepathy(Su) 100 ft.
Surrogate(Su): A Taskmaster Thrall is more of a shell to which its Illithid master issues commands and of which ocasionally takes direct control; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses. If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control over an already affected Taskmaster Thrall), any spell, effect or condition affecting it afects him, (a master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind).
Restructuration(Ex): A Taskmaster Thrall's mind has been conveniently reestructurated to suit the master's needs: two feats are changed for Alertness and Exotic Weapon Proficiency (Scourge), and skill points are redistributed as to maximize Intimidate, Listen and Spot skills.
"Maximize" in this context implies assigning the maximum possible skill points to each of those skills, with priority order of Intimidate, Listen, Spot (which can result in no ranks acquired in any of these if skill points available are less than three per HD).
Skills: See Restructuration
Feats: See Restructuration
Abilities: -2 Str, -2 con, -4 wis, +6 cha
Challenge Rating: As base creature +0
Level Adjustment: -
Equipment:
Thrall Robes: These insconpicuous robes offer a great boon in exchange for "loyalty". After creation they must be attuned to a creature designed as the "master" of the threall robes in a four-hour ritual involving the temporary loss of 1 hit point (which is restored when the robes are destroyed).
Thereafter the robes grant to any creature donning them -save for the one designed as master- an insight bonus to AC equal to master's Charisma bonus to a maximum of +5 (usually +3, given the standard mind flayer) and an equal penalty to Will saves against said master.
Faint Abjuration; CL 3rd; Craft Wondrous Item; Price 22,500 gp.
(price based on a +3 bonus... accounting for the wisdom penalty and the variable, possibly lower Charisma scores)
Mind Scourge: Scourge which deals, additionally to 1d4+Str hp damage, 1 Wis and 1 Cha damage; same rules as Whip but deals lethal damage.
[Previous stage]Taskmaster Thrall (Ogre) Sorcerer 6
Large Aberration
HD 4d8+8 plus 6d4+12 (53 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 18; touch 13; flat-footed 17 (-1 size, +1 Dex, +5 Natural, +3 Insight*)
BAB +6; Grp +13
Attack Mind Scourge* +9 melee (1d4+3 plus 1 Wis and 1 Cha) or Fist +8 melee (1d4+3)
Full-Attack Mind Scourge* +9/+4 melee (1d4+3 plus 1 Wis and 1 Cha) or Fist +8/+3 melee (1d4+3)
Space 10 ft.; Reach 10 ft. (20 with scourge)
Special Attacks: Death Blast, spells
Special Qualities: Darkvision 60 ft., low-light vision, telepathy 100 ft.
Saves Fort +8 Ref +4 Will +4 (Will +9 controlled) (Will +1 vs. master)
Abilities Str 16, Dex 12, Con 15, Int 8, Wis 6, Cha 17
Skills: (Concentration +11 controlled), Intimidate +16, (Spellcraft +15 controlled)
Feats: Alertness, Exotic Weapon Proficiency (Scourge), Improved Unarmed Strike, Weapon Focus (Scourge)
Environment: Underdark
Organization 2-4 (with Illithid and 2-4 Slave squads of 20-30 humanoids each)
Challenge Rating 7
Treasure Thrall Robes & Mind Scourge
Alignment Always True Neutral
Combat:
Surrogate(Su): A Taskmaster Thrall might be controlled at any time by its master; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses.
If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control) while any spell, effect or condition is affecting the Taskmaster, it afects him instead.
A master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind.
Death Blast (Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC 18 or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Spells: CL 6th; DC 13 + lvl; spells per day 6/6+1/5+1/3+1
Level 0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Ray of Frost, Resistance, Touch of Fatigue
Level 1: Chill Touch, Hold Portal, Hypnotism, Obscuring Mist
Level 2: Scorching Ray, Touch of idiocy
Level3: Ray of Exhaustion
The Template:
[SIZE="5"]
Creating a Taskmaster Thrall
Size and Type: Type changes to Aberration.
Special Attacks: A Taskmaster Thrall retains all special attacks of the base creature and also gains the following special attack.
Death Blast(Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC (10 + 1/2 HD + Cha) or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Special Qualities: A Taskmaster Thrall retains all special qualities of the base creature and also gains the following special qualities
Telepathy(Su) 100 ft.
Surrogate(Su): A Taskmaster Thrall is more of a shell to which its Illithid master issues commands and of which ocasionally takes direct control; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses. If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control over an already affected Taskmaster Thrall), any spell, effect or condition affecting it afects him, (a master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind).
Restructuration(Ex): A Taskmaster Thrall's mind has been conveniently reestructurated to suit the master's needs: two feats are changed for Alertness and Exotic Weapon Proficiency (Scourge), and skill points are redistributed as to maximize Intimidate, Listen and Spot skills.
Skills: See Restructuration
Feats: See Restructuration
Abilities: -2 Str, -2 con, -4 wis, +6 cha
Challenge Rating: As base creature +0
Level Adjustment: -
Equipment:
Thrall Robes: grant an insight bonus to AC equal to master's Charisma bonus (usually +3) and an equal penalty to Will saves against said master.
Mind Scourge: Scourge which deals, additionally to 1d4+Str hp damage, 1 Wis and 1 Cha damage; same rules as Whip but deals lethal damage. Note: I might make the Mind Scourge into a Symbiont.
Comments and imput more than welcome.
Large Aberration
HD 4d8+8 plus 6d4+12 (53 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 18; touch 13; flat-footed 17 (-1 size, +1 Dex, +5 Natural, +3 Insight*)
BAB +6; Grp +13
Attack Mind Scourge* +9 melee (1d4+3 plus 1 Wis and 1 Cha) or Unarmed Strike +8 melee (1d4+3)
Full-Attack Mind Scourge* +9/+4 melee (1d4+3 plus 1 Wis and 1 Cha) or Unarmed Strike +8/+3 melee (1d4+3)
Space 10 ft.; Reach 10 ft. (20 with scourge)
Special Attacks: Death Blast, spells
Special Qualities: Darkvision 60 ft., low-light vision, summon familiar, telepathy 100 ft.
Saves Fort +8 Ref +4 Will +4 (Will +9 controlled) (Will +1 vs. master)
Abilities Str 16, Dex 12, Con 15, Int 8, Wis 6, Cha 17
Skills: (Concentration +11 controlled), Intimidate +16
Feats: Alertness, Exotic Weapon Proficiency (Scourge), Improved Unarmed Strike, Weapon Focus (Scourge)
Environment: Underdark
Organization Work squad (one taskmaster thrall and 20-40 humanoids of CR 1/2) or Company (2-4 taskmaster thralls, each in charge of 20-40 humanoids of CR 1/2) or Entourage (2-4 taskmaster thralls, each in charge of 20-40 humanoids of CR 1/2, and one mind flayer).
Challenge Rating 7
Treasure Thrall Robes & Mind Scourge
Alignment Always True Neutral
Proficiencies: The taskmaster thrall is proficient with all simple weapons and with the greatclub. Furthermore, it is proficient with hide armor
Combat:
Surrogate(Su): A Taskmaster Thrall might be controlled at any time by its master; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses.
If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control) while any spell, effect or condition is affecting the Taskmaster, it afects him instead.
A master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind.
The standard master for a taskmaster thrall is a mind flayer with no class levels, whose stats relevant to the taskmaster thrall are Will +9, Concentration +11, and Cha 17).
Death Blast (Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC 18 or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Spells: CL 6th; DC 13 + lvl; spells per day 6/6+1/5+1/3+1
Level 0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Ray of Frost, Resistance, Touch of Fatigue
Level 1: Chill Touch, Hold Portal, Hypnotism, Obscuring Mist
Level 2: Scorching Ray, Touch of idiocy
Level3: Ray of Exhaustion
*See "The Template" below
**Note that this creature is not meant as a mere example of the Taskmaster Thrall template. Therefore it isn't based off the standard ogre but one with an elite array: Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 15
-------------------------------------------------------------------------
Well, my players have just come out from a Maze (great excuse for a mini-dungeon) guarding an underground cavern being reconditioned by a slave workforce under the surveying view of taskmasters.
Chances are they will confront some normal, cannon fodder thralls (some will beg to be killed, some will just curl into a ball, some will fight while vacantly staring into the nothing). Then one or two of these guys will appear (the area is huge, so they might end up confronting 4 of them, but not simultaneusly), probably accompanied by pseudonatural hounds of some sort.
Basically I wanted imput in their power level, design flaws, etc...
(For the combat record: a debuffer who might be able to hold his own in battle... sort of what I envisioned a magical slavedriver to be).
The Template:
Taskmaster Thrall[/SIZE]
http://www.earthsmightiest.com/images/news/comics/Thrall%20by%20Liam%20Sharp.jpg
Sometimes slave labour has to be directed finely, sometimes a thrall finds a lost memory in the recesses of its mind and must be calmed, sometimes physical operations have to be undertaken under the hated sun or near to some risk deemed too high to allow the regal presence of an Illithid.
That's what taskmasters are for.
“Taskmaster Thrall” is an acquired template that can be added to any large humanoid or giant.
Most of the time Taskmasters are not being directly controlled, but have been under enough conditioning to obey eficiently to the mandates of its master (but not other illithids).
Under the Illithid influence, having whatever spark of power in their blood stirred, most Taskmaster Thralls progress into the Sorcerer class.
Creating a Taskmaster Thrall
Size and Type: Type changes to Aberration.
Special Attacks: A Taskmaster Thrall retains all special attacks of the base creature and also gains the following special attack.
Death Blast(Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC (10 + 1/2 HD + Cha) or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Special Qualities: A Taskmaster Thrall retains all special qualities of the base creature and also gains the following special qualities
Telepathy(Su) 100 ft.
Surrogate(Su): A Taskmaster Thrall is more of a shell to which its Illithid master issues commands and of which ocasionally takes direct control; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses. If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control over an already affected Taskmaster Thrall), any spell, effect or condition affecting it afects him, (a master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind).
Restructuration(Ex): A Taskmaster Thrall's mind has been conveniently reestructurated to suit the master's needs: two feats are changed for Alertness and Exotic Weapon Proficiency (Scourge), and skill points are redistributed as to maximize Intimidate, Listen and Spot skills.
"Maximize" in this context implies assigning the maximum possible skill points to each of those skills, with priority order of Intimidate, Listen, Spot (which can result in no ranks acquired in any of these if skill points available are less than three per HD).
Skills: See Restructuration
Feats: See Restructuration
Abilities: -2 Str, -2 con, -4 wis, +6 cha
Challenge Rating: As base creature +0
Level Adjustment: -
Equipment:
Thrall Robes: These insconpicuous robes offer a great boon in exchange for "loyalty". After creation they must be attuned to a creature designed as the "master" of the threall robes in a four-hour ritual involving the temporary loss of 1 hit point (which is restored when the robes are destroyed).
Thereafter the robes grant to any creature donning them -save for the one designed as master- an insight bonus to AC equal to master's Charisma bonus to a maximum of +5 (usually +3, given the standard mind flayer) and an equal penalty to Will saves against said master.
Faint Abjuration; CL 3rd; Craft Wondrous Item; Price 22,500 gp.
(price based on a +3 bonus... accounting for the wisdom penalty and the variable, possibly lower Charisma scores)
Mind Scourge: Scourge which deals, additionally to 1d4+Str hp damage, 1 Wis and 1 Cha damage; same rules as Whip but deals lethal damage.
[Previous stage]Taskmaster Thrall (Ogre) Sorcerer 6
Large Aberration
HD 4d8+8 plus 6d4+12 (53 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 18; touch 13; flat-footed 17 (-1 size, +1 Dex, +5 Natural, +3 Insight*)
BAB +6; Grp +13
Attack Mind Scourge* +9 melee (1d4+3 plus 1 Wis and 1 Cha) or Fist +8 melee (1d4+3)
Full-Attack Mind Scourge* +9/+4 melee (1d4+3 plus 1 Wis and 1 Cha) or Fist +8/+3 melee (1d4+3)
Space 10 ft.; Reach 10 ft. (20 with scourge)
Special Attacks: Death Blast, spells
Special Qualities: Darkvision 60 ft., low-light vision, telepathy 100 ft.
Saves Fort +8 Ref +4 Will +4 (Will +9 controlled) (Will +1 vs. master)
Abilities Str 16, Dex 12, Con 15, Int 8, Wis 6, Cha 17
Skills: (Concentration +11 controlled), Intimidate +16, (Spellcraft +15 controlled)
Feats: Alertness, Exotic Weapon Proficiency (Scourge), Improved Unarmed Strike, Weapon Focus (Scourge)
Environment: Underdark
Organization 2-4 (with Illithid and 2-4 Slave squads of 20-30 humanoids each)
Challenge Rating 7
Treasure Thrall Robes & Mind Scourge
Alignment Always True Neutral
Combat:
Surrogate(Su): A Taskmaster Thrall might be controlled at any time by its master; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses.
If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control) while any spell, effect or condition is affecting the Taskmaster, it afects him instead.
A master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind.
Death Blast (Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC 18 or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Spells: CL 6th; DC 13 + lvl; spells per day 6/6+1/5+1/3+1
Level 0: Acid Splash, Daze, Detect Magic, Disrupt Undead, Ray of Frost, Resistance, Touch of Fatigue
Level 1: Chill Touch, Hold Portal, Hypnotism, Obscuring Mist
Level 2: Scorching Ray, Touch of idiocy
Level3: Ray of Exhaustion
The Template:
[SIZE="5"]
Creating a Taskmaster Thrall
Size and Type: Type changes to Aberration.
Special Attacks: A Taskmaster Thrall retains all special attacks of the base creature and also gains the following special attack.
Death Blast(Su): Upon death, the Taskmaster Thrall releases a 40 ft. radius burst of psionic energy, anyone caught in the area must succeed on a Will saving throw of DC (10 + 1/2 HD + Cha) or be stunned for 1d4 rounds. On a succesful save they are just dazed for one round.
Special Qualities: A Taskmaster Thrall retains all special qualities of the base creature and also gains the following special qualities
Telepathy(Su) 100 ft.
Surrogate(Su): A Taskmaster Thrall is more of a shell to which its Illithid master issues commands and of which ocasionally takes direct control; whenever the master takes direct control, Will saves, Intelligence checks, and some skill checks (Bluff, Concentration, Diplomacy, Knowledge, Sense Motive, Spellcraft) are made using the master's bonuses. If any Will save is failed, the master has the option to release control. Should he decide mantain control (or to take direct control over an already affected Taskmaster Thrall), any spell, effect or condition affecting it afects him, (a master is at all times aware of all spells, effects and conditions afecting a Taskmaster Thrall's mind).
Restructuration(Ex): A Taskmaster Thrall's mind has been conveniently reestructurated to suit the master's needs: two feats are changed for Alertness and Exotic Weapon Proficiency (Scourge), and skill points are redistributed as to maximize Intimidate, Listen and Spot skills.
Skills: See Restructuration
Feats: See Restructuration
Abilities: -2 Str, -2 con, -4 wis, +6 cha
Challenge Rating: As base creature +0
Level Adjustment: -
Equipment:
Thrall Robes: grant an insight bonus to AC equal to master's Charisma bonus (usually +3) and an equal penalty to Will saves against said master.
Mind Scourge: Scourge which deals, additionally to 1d4+Str hp damage, 1 Wis and 1 Cha damage; same rules as Whip but deals lethal damage. Note: I might make the Mind Scourge into a Symbiont.
Comments and imput more than welcome.