Warriors of the Island Kingdoms (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Strength 9
Prime Requisite 	Strength
Hit Die Type 	d10
Attack as 	Fighter
Save as 	Fighter
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	4
Additional Slot 	3
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional Slot 	5
Available Categories 	General, Warrior
Bonus Proficiencies 	None
Recommended Proficiencies	None
__TOC__
==Overview==
The term "Island Kingdoms" is a gross generality perpetuated by mainland scholars. The grouping is about as fair and accurate as having a term called "NonWaterdhavian cities". Each island kingdom in the Sea of Swords is unique, and each kingdom's warriors reflect this.
===Lantan===
Lantan is a nation located about a thousand miles south of the Moonshaes. It is renowned up and down the Sword Coast for its merchant trading ships. The ships' maroon sails are distinctive, and tell mariners that expert merchants are in their waters.
The nation of Lantan consists of two islands called Lantan and Suj. Both islands are made up of lush jungles and rocky pinnacles, which contain the aerial homes of the Lantanna.
===The Moonshaes===
The Moonshaes are a chain of islands west of the Sword Coast. The two predominant races are the Northmen, fierce human warriors, and the Ffolk, a more peaceful, nature-oriented people. Both races are accomplished seafarers.
The Northmen are ruled by warlords and value combat and adventure as a way of life. Raiding, fighting, looting, and pillaging are common practices among the Northmen.
The Ffolk emphasize more peaceful pursuits such as farming, fishing, hunting, and trading. Despite these less violent ventures, Ffolk warriors are tough and enough of a match for their Northmen counterparts.
===Nimbral===
This legendary nation is shrouded in mystery, and it is the supposed homeland of mighty wizards and flying ships. Many of the feats ascribed to this land and its natives are pure legend. In any case, these warriors are very rare, and thus should not be considered for use as player characters.
==Description==
===Lantan===
The Lantanna are humans with large green or black eyes and light yellow skin. They are a people of great grace and balance, although this does not prevent some of them from being rather muscular. In fact, they move with a fluidity that often times belies their musculature.
In general, the Lantanna favor shades of yellow in their clothing, which has made more than one ignorant foreigner believe that they walk around unclothed. Warriors wear loose robes, eschewing armor as something too confining. Even helms are rejected, in favor of the traditional wide sun hats favored by all Lantannas.
Lantanna speak in a rapid, melodic fashion, using an accent that some have jokingly called "human elvish."
===The Moonshaes===
The Northmen favor metal armor, heavy fur cloaks, and helmets with large animals' horns mounted on them. Most males grow their hair and beards long, and they braid both when preparing for battle. Northmen warriors, even young ones, are muscular, powerful-looking men.
Warriors of the Ffolk favor leather armor types and tunics of earthy colors, and all their clothing is decorated with embroidered patterns of repeating lines and symbols. The bearing of Ffolk warriors has the quiet, irresistible strength of nature, rather than the violent militancy of the Northmen.
===Nimbral===
Warriors of Nimbral have a proud bearing that speaks of hidden secrets, an almost undefinable, unapproachable demeanor that is nearly as much of a defense as their armor. Their weapons, shields, armor, and helms all shine with dazzling brightness, and great care is taken to keep them in that condition. One is hard pressed to picture a Nimbral warrior getting mired in grit and muck.
Nimbral warrior armor is always metal, at the very least. There are rumors that some powerful warriors possess magical glass armor, but these stories have never been substantiated.
==Role-Playing==
===Lantan===
Warriors of Lantan have a "fight if we must" attitude, as they consider combat as a wasteful and expensive enterprise. They are more disposed towards resolving disputes with soothing words and rounds of drinks at a tavern. Failing at this option, they will not hesitate to fight.
As is the case with all other Lantanna, the warriors dislike travelling too far inland from the Sea of Swords. The sea is their source of life, commerce, and it is a constant comfort to them. They truly dislike being separated from it for too long.
Warriors of Lantan relish the mercantile traditions of their people. They are always on the lookout for a good bargain or a new potential market for Lantanna traders to exploit.
===The Moonshaes===
Northmen warriors are a relatively impolite lot and they are very blunt and straightforward. They often weave battle imagery into their conversations. Northmen have a great martial spirit, making them almost fearless in battle. Simply put, retreat is cowards' talk to their ears. "Live hard, fight hard, die hard" is a steadfast credo of the Northmen.
Warriors of the Ffolk are slower to provoke, but this is only because they seek to emulate the harmony and peace of nature. They feel strongly connected with nature around them, and respect it greatly, endeavoring to live in harmony with nature and use it, rather than abuse it. However, as friendly as the Ffolk are, the Ffolk can become as potent and enraged a force of destruction as a thunderstorm or a hurricane when such passionate action is called for.
===Nimbral===
The warriors of Nimbral are very close-mouthed about their homeland. They seem to almost enjoy perpetuating the aura of mystery that surrounds them. However, there can be no doubt in anyone's mind that they are reliable, brave, and resourceful warriors despite their secrets.
In some ways, warriors of Nimbral seem too good to be true to many folk. They are polite, articulate, proud of bearing, and level-headed, and the only complaint about them is their secrecy. Some cynics wonder just what it is that they are hiding.
==Special Advantages==
===Lantan===
Lantanna warriors are extremely nimble and well-balanced. Consequently, they gain a +2 bonus to their Dexterity (maximum Dexterity of 19 with this bonus). They also enjoy a +1 bonus to any proficiency check involving a Dexterity-based proficiency.
Each Lantan warrior also starts out with a choice of one of the following nonweapon proficiencies for free: tumbling, swimming, rope use, or navigation.
===The Moonshaes===
Northmen start out with the free nonweapon proficiencies of seamanship and survival. Warriors can also go into a berserker rage once per day, lasting for five rounds. While in this rage, all attacks, damage, and saving throws gain a +1 bonus, and a -1 bonus on initiative rolls.
Ffolk warriors start with the free nonweapon proficiencies of seamanship and a choice of either tracking, animal lore, weather sense, or hunting. Because of their closeness to nature, they also have the druidic ability to pass without trace, three times a day, after they reach 9th level.
===Nimbral===
Nimbral is a land of such exotic magics that even her warriors are capable of learning spells. Thus, Nimbral warriors gain the spellcasting abilities of a bard that is three levels lower than their current experience level. This character's spellcasting is unaffected by the wearing of metal armor, unlike most other spellcasters.
Nimbral warriors get to choose nonweapon proficiencies from the Wizard group in addition to the General and Warrior groups.
==Special Disadvantages==
===Lantan===
All Lantanna warriors share a love of the sea. No warrior will venture more than 150 miles inland at any given time, and he must return to a coastal area within 30 days of when they last saw the sea.
If a Lantan warrior fails to meet the above conditions, he grows listless and despondent. For every 30 days away from the sea, he suffers a cumulative -2 penalty. This penalty applies to attack rolls, damage rolls, saving throws, and any ability checks against Wisdom or Intelligence.
As all Lantanna warriors do not view violence as their
first or best option, they are surprised on a roll of 1-4 on a d10, but only in situations where combat is not immediately evident: a city street, a tavern common room, a quiet pasture, or a peaceful forest.
Lantanna warriors never wear armor. They find it too constricting. At best, the only armor they may use are small or medium shields. The same restriction applies to headgear: Lantanna warriors do not wear helms or helmets, even if they are magical.
The warm climate of Lantan makes its people susceptible to cold. A Lantan warrior suffers an extra hit point of damage per die of cold damage inflicted upon him.
===The Moonshaes===
Northmen warriors must have a minimum Strength and Constitution of 13. They suffer a -2 penalty on saving throws against spells from the Animal and Plant spheres of clerical magic. They also have a -1 penalty on saving throws for all other forms of magic.
Ffolk warriors must have a minimum Constitution of 13. Ffolk warriors worship only one deity: the Earth Mother, a manifestation of Chauntea. No other deity, not even a war deity such as Tempus, gets the Ffolk warrior's veneration. This can cause possible friction among some people of the more polytheistic cultures on the mainland.
===Nimbral===
Nimbral warriors need a minimum Intelligence of 14. Whether they look impressive or they are from legendary Nimbral, these warriors always attract attention. Whenever a warrior of Nimbral enters a village or town, he attracts 4d6 observers within 10+1d10 minutes. This crowd makes it easier for thieves to pick the pockets of the warrior and his cohorts (+10% bonus). In addition, the crowd makes it difficult for anything to be done quietly.
Unscrupulous and power-hungry wizards may also meet and become personal enemies of the warriors, seeking to steal secrets and magic from them. There is a 10% likelihood of this each month with a 5% cumulative chance for each of the warrior's levels. This wizard is always at least twice the level of the warrior when the hostile relationship begins.