Criminal (Slaver)
Defense
AC: 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
HP: 30 (4d10+8)
Fort: +8 Ref: +5 Will: +1, +1 vs. fear
Defensive Abilities: bravery +1
Offense
Speed: 30 ft.
Melee: mwk guisarme +9 (2d4+4/×3) or mwk sap +8 (1d6+3 nonlethal) or spiked gauntlet +7 (1d4+3)
Ranged: bolas +7 (1d4+3)
Space: 5 ft. Reach: 5 ft. (10 ft. with guisarme)
Special Attacks: favored enemy (humans +2)
Statistics
Str: 17 Dex: 14 Con: 14 Int: 10 Wis: 12 Cha: 8
Base Atk: +4 CMB: +7 CMD: 19
Feats: Combat Reflexes, Exotic Weapon Proficiency (bolas), Precise Shot, Step Up, Weapon Focus (bolas), Weapon Focus (guisarme)
Skills: Climb +12, Handle Animal +3, Knowledge (geography) +4, Perception +8, Ride +7, Stealth +9, Survival +8 (+9 to follow tracks), Swim +8
SQ: track +1, wild empathy +1
Languages: Common
Combat Gear: feather token (whip), tanglefoot bags (2)
Other Gear: masterwork studded leather, bolas (3), masterwork guisarme, masterwork sap, spiked gauntlet, climber’s kit, drow poison (2 doses), manacles
Description
Human fighter 2/ranger 2
Boon Slavers can provide information on slave-trading routes, major customers, and the likely location of specific enslaved individuals, providing a +2 circumstance bonus on Diplomacy checks to gather information about such topics.
Slavers are the scourge of free societies, sneaking into towns and villages by night and capturing the innocent, spiriting them away to underground slave markets or taking them by ship to mines, plantations, and pleasure palaces across the sea.
Slavers can also be used as riot police, low-level bounty hunters, exotic gladiators, or any kind of guard or soldier who prefers to capture opponents rather than kill them.
Slavers will sometimes employ a pair of prostitutes to inveigle their victims into a compromising position (CR 5) or a pair of street thugs to help overpower victims (CR 5). Slavers might also be found with captured slaves; these slaves could be any of the NPCs in this chapter, such as commoners or aristocrats.
Source: GameMastery Guide, p. 266
