Rogues of the Vilhon Reach (Character Kit)

Class Information 	Class Information
Racial Requirements 	Varies
Ability Requirements 	Dexterity 9
Prime Requisite 	Dexterity
Hit Die Type 	d6
Attack as 	Rogue
Save as 	Rogue
Advance as 	Rogue
Spell Ability? 	No
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	2d6
Proficiencies 	Proficiencies
Weapon Slots 	3
Additional Slot 	4
Nonproficiency Penalty 	﻿-3
Nonweapon Slots 	3
Additional Slot 	4
Available Categories 	General, Rogue
Bonus Proficiencies 	None
Recommended Proficiencies	None
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==Overview==
The various city-states that dot the coasts and islands of the Vilhon Reach have much in common. They are ruled by tyrants or despots who hate the other petty rulers of the other city-states. A clever rogue can play upon the fears and ever-changing alliances of these regions to turn a healthy profit in a short time.
Of course, there's always the risk of choosing the wrong side in any given battle and being killed as a collaborator or spy.
==Description==
The typical rogue of these parts wears nondescript clothing, attempting to vanish into the general populace as much as possible. Cassocks and cannons are among the most popular forms of dress, as cassocks can be lined with hidden pockets, and cannons are not encumbering.
==Role-playing==
The rogues of the Vilhon Reach are noted for their "what's in it for me?" attitude. They are seldom loyal to any cause that can't keep them in food, drink, and comfort for the foreseeable future.
==Special Abilities==
The rogues of the Vilhon Reach are so skillful at predicting the outcome of political struggles, military conflicts, and other contests that they have acquired quite a reputation for soothsaying. This knack gives them an ability similar to the astrology proficiency. It also gives them a -2 bonus to all initiative rolls.
==Special Disadvantages==
The inability of these folk to commit to anything other than a quest for more profits requires that these characters be of chaotic alignment. They can be good, evil, or neutral, as permitted by the DM, but they suffer a -1 penalty to their starting Charisma scores.