During the Faction War, the Mercykillers found themselves in a bad spot.
With Factol Nilesia missing (thought to be mazed, like the other factols),
the factions within the faction split apart into their component parts:
the Sons of Mercy and the Sodkillers. After the war complete, the
bloodthirsty Sodkillers, with their numbers bolstered by a number of criminals
that got out of the prison during the war, found a nitche in Sigil.
They formed the Minders' Guild. They hire themselves out as bodyguards,
mercenaries, and assorted other thug-ish roles. While the group is
mostly neutral as opposed to evil, they all value the power of a show of
force.
Hit Dice: d10
Requirements:
* Base Attack Bonus: +7
* Skill: Innuendo - 4 Ranks
* Skill: Intimidate - 10 Ranks
* Proficency in martial weapons
* Member of Minder's Guild, giving 10% of income to guild, for at least
3 months
Class
Skills:
The class skills of the Minder (with key attribute) are: Appraise (Int),
Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha),
Innuendo (Wis), Intimidate (Cha), Knowledge [local] (Int), Listen (Wis),
Profession (Int), Sense Motive (Wis), and Spot (Wis) . Minders get
4 + Int Modifier skill points per level.
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Class
Features:
The following apply to the Minder prestige class:
Weapon and Armor Proficiency: Minders gain proficiency in
all armors and shields when they gain this prestige class.
Tough Negotiator: Minders gain a +2 competance bonus to Diplomacy
checks when used in negotiating the price of their services. They
are experts at getting the most out of their employment. (Ex)
Skill Focus: At 3rd, 5th, and 9th level, Minders gain a bonus
feat of Skill Focus in any one Minder class skill that the Minder does
not already have a skill focus in.
Sharper's Eye: At 4th level, Minders gain the ability to never be
caught flat-footed. They retain their dexterity bonus to armor class
at all times. (Ex)
Contacts: By the time a Minder reaches 6th level, he will have a
string of contacts across his local area, giving him +2 knowledge bonus
to Sense Motive checks involving his local area, and +2 to all Gather Information
checks about any subject in his home terrain. Other role-playing
advantages usually mean knowing someone in an area to be travelled to that
provide safe harbor if needed (at DM's discression)
Alertness: At 8th level, a Minder gains the Alertness feat if he
does not already have it. If the Minder already has the Alertness
Feat, this provides no additional boon.
Any comments on the above would be appreciated: DUgorek@hotmail.com