Rogues of the Savage North (Character Kit)

Class Information 	Class Information
Racial Requirements 	Varies
Ability Requirements 	Dexterity 9,Constitution 12
Prime Requisite 	Dexterity
Hit Die Type 	d8
Attack as 	Rogue
Save as 	Rogue
Advance as 	Rogue
Spell Ability? 	No
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	1d6
Proficiencies 	Proficiencies
Weapon Slots 	3
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	3
Additional Slot 	4
Available Categories 	General, Rogue, Warrior
Bonus Proficiencies 	None
Recommended Proficiencies	None
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==Overview==
From one corner of Faerûn to another, the Savage North is known as a land of fierce warriors and uncivilized barbarians. Even the rogues from this region cannot escape the myrmidon's ways. And even the rogues of Silverymoon, one of the most civilized places on the surface of Toril, are not immune to the effects of this harsh climate.
==Description==
The people of the Savage North dress in hides, thick robes, or other less sophisticated garb. Whatever they wear is always chosen for warmth and protection. They are rarely without armor. The only exception to this rule are the citizens of Silverymoon. Although they still favor furs and hides, theirs are much more sophisticated in design and far more stylish.
==Role-playing==
Harsh and unsophisticated are among the most commonly used words to describe these people. They seldom employ the subtle tactics most commonly associated with rogues. The simple pleasures are all these folks want: a warm meal, a safe place to sleep, and a little gold for spending. Folks from more hospitable regions of Toril are soft, weak people to be pitied and avoided... or beaten and robbed.
==Special Abilities==
===The Barbarian Peoples===
This description actually includes not only the Barbarian Peoples but also the inhabitants of the Icewind Dale and Sundabar.
The most obvious talent of these people is a natural ability to survive in the deadly cold of the north. In game terms this takes the form of the fire-building and survival (arctic) proficiencies. These are bonus proficiencies, so the character need not allocate any slots to their purchase. Additional slots can be expended to increase the character's chances of success when using these skills, however.
These characters have become acclimated to conditions of extreme cold. Whenever a rogue from among the Barbarian Peoples must make a saving throw because of any cold-based or ice-based attack, he gains a +2 bonus whether this attack is magical or natural in nature.
===Citadel Adbar===
This dwarven stronghold is a massive, subterranean complex. Once a part of the now defunct kingdom of Delzoun, this great fastness is but an echo of the glory that once was. While rogues are not common among these folk, warriors are by far the most common type of adventurer found in Adbar. All characters created with this kit must be of dwarf stock.
Among the things that mark the rogues of Adbar is their proficiency with stoneworking and other mining skills. These characters begin play with the mining, stonemasonry, and gem cutting skills. These are bonus proficiencies, and no slots need be expended to obtain them. Slots can be allocated to increase the character's skill with these talents, though.
In addition to these abilities, rogues from Citadel Adbar are unusually adept at the traditional skills associated with dwarves. The normal +1 bonus that dwarves receive when battling enemies like orcs, half-orcs, and goblins is doubled to +2 for these characters, as they have become experts in the weaknesses of those creatures.
The dwarf rogues of the Citadel Adbar are more highly skilled at detecting sliding/shifting walls or rooms (discover 5 out of 6 times) and detecting stonework traps, pits, and deadfalls (discover 4 out of 6 times).
===High Forest===
This wild and heavily wooded land is home to druids, treants, and many other sylvan races. Among these, only the elves of the High Forest produce enough rogues to be addressed in this text.
The elves of the High Forest all begin play with the weather sense and survival (woodlands) skills. These are bonus proficiencies, so the character need not allocate any of his proficiency slots to them. Additional slots can be expended to increase the character's chance of success when using these skills.
High Forest rogues are even more stealthy than their peers in the outside world. This is reflected by an increase in the natural ability that all elves have to surprise opponents (as described in the "Races" section of the Player's Handbook). While normal elves impose a -4 penalty to their enemy's surprise rolls, these delicate folk increase that to a -5. If the elf is required to open a door or similar portal to reach his opponents, this penalty is only a -3.
===Neverwinter===
The great craftsmen of Neverwinter are known throughout the world for their artistry and the precision skill with which they work. All these characters begin play with the engineering skill. This is a bonus proficiency and no slots need be allocated to its purchase, but slots can be expended to increase the character's chance of success when using it.
This same affinity for fine mechanisms spills over into the character's work with locks and similar devices. Whenever one of these characters makes a find/remove traps or open locks check, he receives a +25% bonus to his chances of success (to a maximum 95% chance). In addition, the time it requires to attempt these tasks is half that normally taken. So a rogue from Neverwinter requires only ½d10 rounds to attempt either of these tasks.
===Silverymoon===
Of all the cities on Toril, there is none more cosmopolitan than the Gem of the North. Humans, elves, dwarves, and countless other races live in harmony here. The lessons they learn from each other make these folk among the most sophisticated people in the world.
For the rogues of this great city, who seem to have a knack for listening and learning, this has had some tremendous effects. The most important of these is that the skills in all of the proficiency groups are open to them at their listed cost. A rogue from Silverymoon need not allocate an extra slot to purchase skills from any proficiency group. This includes such esoteric categories as the Psionicist group, if such rules are being used in the campaign.
==Special Disadvantages==
===The Barbarian Peoples===
Life in the frozen lands of the North is as harsh as can be imagined. Between the terrible weather, the deadly predators, and the generally primitive nature of the Savage North's cultures, death is a frequent visitor to these people. Still, the Barbarian Peoples are accustomed to these hardships and think little of them. To them, survival in other regions would be a nightmarish impossibility. For example, how anyone can survive in the jungles of Chult is beyond them. The same acclimation that makes these folk more resistant to cold-based and ice-based attacks makes them vulnerable to fire and heat. Whenever such a character is attacked with fire or heat, he suffers a -2 penalty to his saving throws.
The primitive nature of the Barbarian Peoples is seen in their lack of skill with sophisticated technology. This is most obvious in their attempts to find and remove traps or open locks. They suffer a -25% penalty when using these skills.
===Citadel Adbar===
The dwarf rogues of Adbar are not as resistant to magical attacks as their peers. For some reason, the hardy nature of other dwarves has been diluted in these folk. Although no exact cause has been found, the effect is undeniable. Their normal saving throw bonus associated with their Constitution score is reduced by 2. So an Adbarian rogue with a Constitution of 12 has only a +1 bonus, not the usual +3. This penalty does not reduce the bonus to less than 0, however, so it is impossible for a really low Constitution score to result in a saving throw penalty.
This handicap is not the only one associated with these characters. Because they do not have the same exposure to the normal activities that other rogues do, they do not have ready access to the proficiencies of the Rogue group. Therefore, they must allocate an extra slot when purchasing any of these skills.
===High Forest===
The elves of the High Forest are greatly distanced from their kin in other elfish fastnesses. The result of all these miles is that the elves of High Forest are often thought of as a distant off-shoot of the elf race but not a pure example of the fair folk. In game terms this means that all of these characters have a -2 penalty applied to the reaction adjustment and loyalty base rating (as generated by the character's Charisma score) when dealing with elves and similar sylvan folk from other realms.
These folk are less able to receive the training that other rogues take for granted. This means that none of these characters, no matter how high their Dexterity score, are eligible for an increased rate of experience point acquisition.
===Neverwinter===
Although they are experts at the finer points of thieving, the more direct approaches of their trade leave them at something of a loss. Because of this, they never receive more than a x2 damage bonus when making a backstabbing attack. The bonuses to their attack rolls remain unchanged.
===Silverymoon===
The overall aura of truth and justice that pervades this city has an effect upon the rogues of Silverymoon. Most importantly, characters designed with this kit cannot be of evil alignment. Even the most diabolical of Silverymoon's rogues is only neutral.
Although they are exposed to a great variety of people and experiences, the rogues of Silverymoon are still called upon to learn some of life's hardest lessons on their own. Unlike the dark lands of the Zhentil Keep, there are no great schools for assassins, pickpockets, or spies within the magically held borders of Silverymoon. This is especially the case in a city like this one, which is ruled by someone as powerful and as incorruptibly good as the High Lady Alustriel. Because of this, these characters suffer a -10% penalty to every one of their thief skills.