Sa'an Bone Collector
Sa’an Bone Collector
Background: Being in debt to “Old Man Sa’an” is known to be a deadly proposition by all in shelzar. Pay your debts and all is well, shirk on your debts and expect a visit from one of the old man’s bone collectors.
Bone Collectors are known to pay late night visits to those late in paying up when in debt to the Sa’an cartel; many of these poor fools were not even aware that the seemingly small-time street gang he borrowed from or the well-to-do merchant who made him a loan had Sa’an connections let alone being bought, paid for and owned by the old man himself. Such details make no matter; you owe money to the cartel and you will pay – Bone Collectors ensure that this statement is factual.
Bone collectors only visit those who have grown delinquent in their payments, once a bone collector comes calling it is already too late to escape the debt un-scathed. A bone Collector, even one who collects payments in full on his first visit, leaves with a piece of the debtor – a trophy for Old Man Sa’an. Finger or toe bones are most likely choices upon first visits, but after repeated calls arms, legs, ribs or other bones are brought back to the old man, each one representing a further failure to pay and each one more painfully taken than the last. Most Shelzari in debt to the old man will sink to any extreme to ensure the money is ready the next time a Bone Collector shows up.
To qualify to become a Bone Collector a character must fulfill all the following criteria.
Base Attack Bonus: +5
Alignment: Any evil
Feats: Power attack
Skills: Gather information 5 ranks, Heal 2 ranks, Intimidation 5 ranks, Knowledge (local) 3 ranks.
Special: Must be a member of the Shadow-fist clutch of the Sa’an Cartel.
Class Skills: Climb (str), Disable Device (Int), Forgery (Int), Gather information (cha), Hide (dex), Intimidation (cha), knowledge – local (int), Listen (wis), Move silently (dex), Open Lock (dex), Search (int), Sense Motive (Wis), Spot (Wis).
Skill points at each additional level: 4 + Int mod.
|Class Level||Base attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1||+1||+2||+0||+0||Fearsome rep. +2|
|2||+2||+3||+0||+0||Sneak Attack 1d6|
|4||+4||+4||+1||+1||Fearsome rep. +4|
|5||+5||+4||+1||+1||Sneak attack 2d6|
|7||+7||+5||+2||+2||Fearsome rep. +6|
|8||+8||+6||+2||+2||Sneak Attack 3d6|
|10||+10||+3||+7||+3||Killing Strike, Fearsome rep. +8|
Fearsome Rep. (Ex): The Cutthroat may add this number as a competence bonus to any intimidation and gather information rolls made within the city of Shelzar, provided the target is aware who the rogue is and who the rogue represents.
Urban Tracking (Ex): The Cutter gains the Urban Tracking Feat from the Cityscape book.
Summon Weapon (Sp): With the strict Shelzari laws one cannot possess anything but a knife. This ability allows the Cut Throat to summon a single weapon to his hand as a free action; the weapon must be dedicated to the cut throat and must not be in another’s possession.
Killing Stroke (Su): For a number of rounds equal to the Cut throat’s strength modifier he can make his weapons extremely deadly. As a move action the cut throat can improve the critical threat range of his weapon by one and increase the critical multiplier by 1; if a critical hit inflicted while this ability is in affect is also a sneak attack the Cutter may add an extra 3d6 to his sneak attack dice. This can be used once per day.