Evil / Undead Class : Evil Cultist - Deep Thrall

Among civilizations living along the edges of the great oceans of the world, stories of the kraken are far from myth. Some have witnessed firsthand the destruction these monsters can inflict: they have seen friends and family attacked and dragged beneath the waves by the terrifying krakens. They assume that these poor souls have drowned or were eaten, and more often than not, they are correct. However, in some cases, these supposedly lost individuals have merely been captured by a kraken. They are taken deep beneath the surface, where the kraken has created a watertight series of caves in which humanoids can survive. These humanoids are kept as slaves, to be used for food and amusement by their cruel overlord. Entire generations of slaves have lived in these dark caves, and over time most forget that the surface world exists.

To maintain their "schools," krakens pick out exceptional individuals and provide them with the best food, duties, and comforts. If they prove worthy, these humanoids are then marked by the kraken, which involves wrapping one of its powerful, suckered tentacles across the slave's naked form. This embrace leaves behind wounds that turn into terrible scars. From that moment on, the slave is considered a deep thrall, the servant of the mighty kraken. Through some unknown connection to her master, the deep thrall begins gaining powers.

Deep thralls are chosen to be guards and taskmasters, lording their favored positions over the other slaves. Traitors to their own people, the deep thralls cruelly enforce discipline among the slaves and keep an eye out for troublemakers and for other potential deep thralls. They actively encourage breeding among the slaves, instilling a deep sense of subservience to the kraken. Trapped deep under water, these communities can become seriously inbred, requiring a steady supply of slaves from the surface. Slaves subsist mostly on fish and other seafood, as well as the corpses of their fellow prisoners.

In addition, deep thralls are used as "ambassadors" by the kraken, undertaking missions to the surface to negotiate on behalf of their master. These deep thralls are viewed with utter revulsion by the surface dwellers they negotiate with. However, most would rather bargain and compromise than become the target of an enraged kraken. Deep thralls are also used as spies, saboteurs, and thieves for their masters. They stalk the cities and shorelines close to the kraken's territory, looking for potential food, items that the kraken might want to possess, and threats (like mustered fleets).

Deep thralls usually cloak themselves under dark hoods or use magic to hide their facial scarring. In some seaside communities, however, these individuals pass these scars off as wounds sustained from a "battle with a squid." This is usually enough to fool even the crustiest of seadogs.

Almost any class can become a deep thrall. The kraken chooses characters of different classes, based on the need at any time. Fighters, barbarians, monks, and rangers are chosen if brute strength and intimidation are required. Rogues and bards are picked for infiltration work and information gathering. Wizards and sorcerers are prized for spellcasting ability. Krakens seem to have little use for clerics, considering themselves above the powers of the deities of the surface dwellers, and rarely choose members of this class.

Deep thralls of a single kraken work together in tightly knit groups, coordinating their efforts for the greater good of their master. They are antagonistic, or at least coolly neutral, to deep thralls of other krakens that they might encounter during their missions.

Requirements

To qualify to become a Deep Thrall, a character must fulfill all the following criteria:

Class Skills

The deep thrall's class skills are Bluff, Craft, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Spot, Survival, and Swim.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are Class Features of the deep thrall prestige class.

Weapon and Armor Proficiency: A character gains no new proficiency with any weapons, armor, or shields for taking a level of deep thrall.

Amphibious (Ex): At 1st level, the deep thrall develops gills on the sides of her neck, allowing her to breathe water as well as air. When not in use, these gills are not detectable at a glance (no Spot DC) but can be seen by careful examination (Search DC 10)

Telepathic Link (Su): A deep thrall has a telepathic connection with her patron kraken. The kraken can see through the deep thrall's eyes. The deep thrall cannot see through the eyes of the kraken, although she is constantly aware of the kraken's location and emotional state. The two can communicate telepathically. This ability has a range of up to 500 miles.

Resist Elements (Su): At 2nd level, the deep thrall become accustomed to the chill of the deep, gaining cold resistance 5.

Ability Boost: At 3rd level, the deep thrall's brain and skull begins to expand, increasing her Intelligence score by 2 points.

Malleable Arms (Ex): At 4th level, the deep thrall's arms become incredibly flexible, moving more like tentacles than normal humanoid limbs. The tentacle-arms can be stretched up to 5 additional feet, effectively giving the deep thrall 5 more feet of reach.

Constrict (Ex): At 5th level, if the deep thrall makes a successful grapple attack against Medium-size or smaller opponents, she can constrict. This attack does 1d6 points of damage in addition to her unarmed strike damage.

Kraken Apotheosis (Ex): At 9th level, the deep thrall's connection with her patron kraken has irreversible effects on her body. Her skin becomes rubbery like a squid, and her eyes grow to a huge size. The deep thrall's creature type changes to "monstrous humanoid (aquatic)." This provides the deep thrall with darkvision with a range of 60 feet, if she does not already have it. Any spells or effects that target monstrous humanoids or aquatic creatures affect the deep thrall. This transformation has no effect on the deep thrall's Hit Die type.

Ex-Deep Thralls: When a deep thrall manages to sever the telepathic link with the kraken that she is connected to, or if the kraken is killed, the deep thrall loses a great deal. No longer having access to the awesome intellect of the kraken, the deep thrall loses her ability boost to intelligence, as well as the ability to breathe water. Deep thralls who have attained 4th level retain the use of their malleable arms ability. If the deep thrall has gone through the apotheosis at 5th level, her creature type remains "monstrous humanoid (aquatic)."

It is possible for an ex-deep thrall to regain these abilities if she manages to reestablish a link with a kraken, even if is not the same patron. She must undergo the same scarification ritual, further disfiguring her face. However, few krakens are willing to take back a deep thrall who has betrayed them, although some gladly take in an ex-deep thrall of another kraken, seeing as an advantage to be used against its rival.

Deep ThrallHit Dice: d10
CLBABFortRefWillSpecial
1st+1+2+0+0Amphibious, telepathic link
2nd+2+3+0+0Resist elements (cold)
3rd+3+3+1+1Ability boost (+2 Int)
4th+4+4+1+1Malleable arms
5th+5+4+1+1Constrict, kraken apotheosis

Source: Dragon #300

Older Prestige class adapted to 3.5


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