Faerûnian Prestige Class : Thrall of Eltab

The thrall of Eltab has embraced the dark legacies of ancient Narfell. He works to bring the lands once claimed by the Nentyarch of Narfell under the rule of Eltab, in hopes of achieving a position of some power as the demon lord's lieutenant.

Thralls of Eltab often work in small groups, usually led by a demon the group has found and liberated from a binding dating back to the waning days of Narfell. A few thralls of Eltab are solitary individuals, traitors within an organization hated by Eltab who seek to betray their fellows for personal gain. More than a few Red Wizard conjurers have heeded the whispers of Eltab and serve as the demon lord's eyes and ears within the ruling hierarchy of Thay.

Clerics and thaumaturgists are most commonly found as thralls of Eltab, for their spells lend themselves toward working with demons, unlike Nar demonbinders, sorcerers, and wizards, whose spells lean toward binding and commanding demons, a practice Eltab detests. Barbarians, blackguards, fighters, rangers, and rogues also make good thralls of Eltab, for their combat abilities blend naturally with the abilities of this class.

Requirements

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

Class Skills

The thrall of Eltab's class skills are Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (all skills taken individually), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Swim, and Use Rope.

Skill Points at Each Level: 4 + Int modifier.

Class Features

All the following are class features of the thrall of Eltab prestige class.

Weapon and Armor Proficiency: A thrall of Eltab is proficient with all simple and martial weapons, with all types of armor, and with shields.

Bonus Feat or Spells: When a thrall of Eltab attains 1st, 4th, 7th, and 10th level, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class, or else he gains a bonus feat of his choice. If the thrall chooses +1 spellcasting level, he does not gain any other benefit a character of that class would have gained. This essentially means that he adds the new level to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before he became a thrall of Eltab, he must decide to which class he adds the level for purposes of determining spells per day.

A thrall of Eltab is free to choose the bonus feat at one opportunity and the spellcasting level the next time the decision arises, or vice versa. Characters who are not spellcasters must choose the bonus feat.

Bone Spurs (Ex): A 1st-level thrall of Eltab gains a profusion of sharp bone spurs emerging from his skull, which provide a gore attack. If the thrall does not already have this attack form, use the appropriate damage value from the table below. Creatures that have other kinds of gore attacks retain their old damage values or use the appropriate value from the table below, whichever is better.

SizeDamage
Fine-
Diminutive1
Tiny1d2
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6

Scaly Flesh (Ex): A 1st-level thrall of Eltab gains dark red, scaly flesh, which provides a +1 natural armor bonus. At every three levels beyond 1st (4th, 7th, and 10th), this bonus increases by 1. The bonus from scaly flesh stacks with that of natural armor derived from creature type (if the thrall of Eltab is a lizardfolk or troglodyte, for example), but not from magical sources such as an amulet of natural armor.

Touch of Fear (Sp): Three times per day, a 2nd-level thrall of Eltab can produce an effect identical to that of the cause fear spell cast by a 10th-level caster.

Burrow (Ex): A 3rd-level thrall of Eltab can burrow at a speed of 10 feet. If the creature can already burrow, this speed does not stack.

Summon Demon (Sp): A 5th-level thrall of Eltab can summon a demon of 5 HD or less once per day. This functions as a summon monster spell cast by a 15th-level caster. Once per day, a 9th-level thrall of Eltab can summon a demon of 10 HD or less.

Demoncyst Jump (Sp): Once per day, a 6th-level thrall of Eltab can produce an effect identical to that of a teleport spell cast by a 10th-level caster. This ability can be employed only within a demoncyst, and the target must lie within another demoncyst. Off-target results arrive in the desired demoncyst, but not at the desired location. Similar area results lead to a randomly chosen demoncyst, somewhere in eastern Faerûn. Mishaps deposit the thrall of Eltab on the 248th layer of the Abyss.

Death Gaze (Su): At 10th level, a thrall of Eltab gains a gaze attack: death, 30 feet, Fortitude DC 10 + thrall's class level + thrall's Cha bonus negates. The save is Charisma-based. If the target fails its save, it dies.

Thrall of EltabHit Die: d8
CLBABFortRefWillSpecialBonus Feats or Spells
1st+1+2+0+0Bone spurs, scaly flesh +1Bonus feat or +1 level of existing spellcasting class
2nd+2+3+0+0Touch of fear-
3rd+3+3+1+1Burrow-
4th+4+4+1+1Scaly flesh +2Bonus feat or +1 level of existing spellcasting class
5th+4+4+1+1Summon minor demon-
6th+6+5+2+2Vemoncyst jump-
7th+7+5+2+2Scaly flesh +3Bonus feat or +1 level of existing spellcasting class
8th+8+6+2+2Immunity to electricity-
9th+9+6+3+3Summon major demon-
10th+10+7+3+3Death gaze, scaly flesh +4Bonus feat or +1 level of existing spellcasting class

Source: Champions of Ruin


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