The ______'s class skills (and the key ability for each skill) are:
Bluff, Intimidate, Diplomacy, Profession[Slaver], Ride (Dex), Survival (Wis), Swim (Str),
1: Imperial Slaver Training
2: Experienced Slave Owner
3: Resilient I, Extra Slaves Feat
4: Trade Route Memories, Special Slave I
5: Imperial Possessiveness
6: Extra Slaves Feat
7: Special Slave II
8: Resilient II, Dominating Presence
9: Extra Slaves Feat
10: Special Slave III
Life as a Slaver causes one to know many things about slaves and slave law. This bonus can be used a number of times per day equal to his Charisma modifier.
The Slaver can activate this ability and make a Profession[Slaver] skill check, adding half of it to any Appraise, Bluff, Diplomacy, Gather Information, Intimidate, Sense Motive, or Use Rope skill check however this only applies to a roll used against a slave or slave owner who has broken the law, or those who attempt harm on slaves or registered Slave owners.
As one might guess, a Slaver owns slaves and runs a business built on buying, selling, and trading their flesh-covered property. Slavers gain an additional Slave slot, they gain an additional Slave slot every time they gain the Extra Slave Feat, including the free ones provided by this class.
Normal: characters can have 1 slave or slaves equal to thier charisma modifier, whichever is higher
Example: a Character with 18 CHA can have 4 slaves while a Slaver with the same charisma would have 5.
At 3rd level, the imperial slaver's remarkable stamina and determination grants him a +2 resistance bonus to Fortitude saves to remain conscious due to damage.
At 8th level this increases to +4.
In addition to the Imperial Slaver Training, Imperial Slavers usually know quite a bit about the others who work in the same Organization. This knowledge gives an automatic +5 to any Gather Information, Knowledge (Local), or Knowledge (Business) skill check to locate other Imperial Slavers, find trade routes, and other information related to the business of buying and selling living cargo.
Slavers are extremely protective of what they feel belongs to them and the empire as a whole, especially their slaves. This grants the Slavers a bonus to attack and damage whenever living Imperial property comes into danger including free civilians. Anyone threatening to murder, kidnap, or free the Imperial property becomes the target of these combat bonuses.
This bonus is equal to the number of lives in danger (counting any that are being killed, kidnapped, or freed).
This bonus can also be split between Attack and Damage as the Slaver sees fit. So, a bonus of +5 could be spent as a +3 to the Attack roll, and a +2 to the Damage roll.
This ability can only be used a certain amount of times per day, and lasts for 1d4+X rounds, where X is equal to half the number of the character's Slaver levels, rounded up.
With a quick phrase, or a gesture from their hands, the Slaver can command obedience from others. This Charisma-based spell-like ability works as per the Suggestion spell, with the spell's level being equal to the Slaver's class level, rounded down. Any target that successfully resists this ability cannot be targeted with it again for 24 hours. Slaves take an automatic -2 to any attempt to resist this ability. Each time someone fails to resist this ability, they take a -1 penalty to the next attempt to resist it next time.
A slaver can promote his longest-lasting slave to one of many special positions. The slave can either be trained as a fighter and guardian, a totally obedient companion, or a knowledge-keeper for example. Once the slave's path is selected, it cannot be changed, Special Slaves use 2 slots instead of one when sold to regular owners, this training takes multiple scenes to complete before being assigned, and then cannot be used for the same period of time
The types of slaves, and their benefits are:
Weapon Specialist Slave:
This slave is trained to be a fighter and protector of her master and owner by force of arms. She can also help protect the other slaves that the Slaver owns.
Can carry Weapons and Armor provided by their master
Can learn and use Taijutsu Techniques
Battle Mage Slave:
This slave is trained to be a fighter and protector of her master and owner using battle magic. She can also help protect the other slaves that the Slaver owns.
Can learn and use Damaging spells from Chakra Control and Ninjutsu spell spheres.
Can carry and use mage equipment [ Wands, Staves, Mantles, etc]
Willful Follower:
The Willful Follower is a very dedicated slave, and will do everything her owner instructs her to do. This slave cannot be used for combat, but she can be used to spy, dance, sing, cook, or help the Slaver gain entrance to an otherwise locked location. She will not hesitate to obey her owner.
She gains +1 per 8 character levels in the following skills: Appraise, Balance, Bluff, Climb, Any and All Craft Skills, Disable Device, Gather Information, Handle Animal, Heal, Hide, Jump, 2 Knowledges (Slaver's Choice), Listen, Move Silently, Open Lock, Any and All Perform Skills, Search, Sense Motive, Sleight of Hand (Pick Pocket), Spot, Swim, and Use Rope. [list needs to be pathfinderized]
Educated Healer:
Some might assume that a slave well educated in biology is dangerous, but only if she wishes to get away from he who owns her. This slave however is perfectly content to stay with her Slaver like the other Special Slave types, and is therefore at no risk of running away.
She gains +1 per 12 character levels in the following skills: Crafting, Knowledge, and any two Profession skills. Decipher Script, Diplomacy, Gather Information, Sense Motive, and Use Magic Device skills. [list needs to be pathfinderized]
She removes the associated -12 Learn Penalty for Medical Jutsu, Gain +2 to Medical learn & Use checks at level 16, this increases to +4 at level 32. (if you already possess the removal of penalty due to multiclassing this bonus is doubled)
Restriction: None
Any class may take this feat will be moved to feats section later
Increase the number of slaves a character can possess from their charisma modifier by x2, this feat can be taken multiple times, increasing the multiplier by one step.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv