Warriors of Waterdeep (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 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Local history
Recommended Proficiencies	Etiquette, reading/writing
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==Overview==
Waterdeep is rightfully called the City of Splendors. So many diverse cultures come together here unlike any where else in all the Realms. As a result, the Waterdhavian warrior has been exposed to a wide variety of experiences and cultures. One cannot help but become more refined and well-rounded when living in Waterdeep for any amount of time.
==Description==
Although the plethora of cultures in Waterdeep practically guarantees that no two warriors will be dressed the same, there are certain generalities that can be legitimately ascribed to Waterdhavian warriors.
A true warrior of Waterdeep likes to see and be seen. Most strive for the finest clothing in the latest styles mixed with a martial undercurrent (decorations on armor or weapons). This tells all who see the warrior that he is civilized, successful, and can carry himself well in a fight. A warrior needs not only fight well, but he needs to look good while fighting as well.
Waterdhavian warriors also tend to be better groomed and bathe more often than others around the Savage Frontier. It is no surprise that many noble warriors and swashbucklers are found in Waterdeep.
==Role-Playing==
Waterdeep is a cosmopolitan city, and the true Waterdhavian warrior knows it. Most natives, and certainly the warriors, take pride (some say arrogance) in being from the City of Splendors.
Warriors of this kit know the latest gossip, the newest fashions, the most intriguing new philosophies, as well as the latest word on the accomplishments of other fighters and adventurers in the Realms.
The Waterdhavian fighter also has a jaded, "been there, done that" attitude towards many things, including magic. There is little magic, common or exotic, in the Realms that a native of Waterdeep has not seen a number of times before, given the number of adventurers and wizards throughout the city.
Finally, the Waterdhavian warriors are polite (but not always well-mannered), articulate, well-educated, and very civilized. They tend to look down on those who are not similarly gifted.
==Special Advantages==
A warrior of Waterdeep spends a good amount of time in the city, and therefore gets the local history nonweapon proficiency (applicable only to the Waterdeep area) for free.
In addition, the exposure to so many cultures and ideas makes for quite an expansive base of knowledge. Thus, a warrior of Waterdeep may make a proficiency check to attempt a General or Warrior skill even if he does not have the particular nonweapon proficiency. Alternately, if the Waterdhavian is a paladin or ranger, he can also use this for Priest or Wizard skill groups respectively. When attempting a nonweapon proficiency in which the warrior is not proficient, the proficiency check is rolled, but with a -4 penalty assessed against the appropriate ability score. Note that this penalty is cumulative with the normal modifiers for the appropriate proficiency.
A warrior of Waterdeep may also select any languages no matter how exotic. Waterdhavians will always have at least Common as a language.
Lastly, a warrior of Waterdeep is not subject to the doubled slot cost for learning additional nonweapon proficiencies outside his initial groups. Note that this bonus does not come into play until after the warrior has begun adventuring. Also, the warrior must find someone willing to teach him the proficiency; these skills, while more easily learned, cannot simply be "picked up" without an explanation in a campaign.
==Special Disadvantages==
As they say, "a little knowledge is a dangerous thing," and no one personifies this better than a warrior of Waterdeep. There is no danger in using learned skills, but the "intuitive" proficiencies are dangerous. If a warrior gets a 20 on a nonweapon proficiency roll when attempting to try a skill he does not know, it is not only a failure, it's a potentially catastrophic failure. A failed fire-building attempt may set the warrior himself on fire, while a failed tracking attempt may make the warrior think he's tracking an orc, until he finds it is actually a vampire!
indigenous to the surface Realms, human or otherwise, The Waterdhavian "big city" demeanor is not appreciated by more rural folk. When dealing with NPCs in rustic areas, the Waterdhavian suffers a -2 penalty to reaction rolls. In addition, DMs may extend this penalty when the warrior deals with Harpers.
In addition, Calishites are less than impressed with Waterdeep's extravagant claims. To the average Calishites, their own cities are just as big and splendid, if not more so. When interacting with Calishites, warriors of Waterdeep suffer a -3 penalty to reaction rolls.
Finally, Waterdeep is the gathering area for many of the movers and shakers in the Realms who are on the side of good. In fact, the city is the center of the Lords' Alliance, a trade-based pact which includes cities such as Silverymoon, Neverwinter, and Baldur's Gate and vows to oppose the Zhentarim and other evil groups. Organizations such as the Knights of the Shield, the Shadow Thieves, and the Zhentarim will keep a close eye on Waterdhavian warriors, making the assumption that such a warrior is somehow involved with the Lords' Alliance. This "close eye" can be manifested in the form of a trailing spy, magical surveillance, or even outright capture and interrogation by said groups.
==A Word About Wards==
The kit presented here is a warrior from the more civilized, cultivated, and richer wards of this vast city (North Ward, Sea Ward, Castle Ward). There are wards, however, like Dock Ward and South Ward, where adventurers will find that ruthless traders and thieves, murderers and conmen, and any number of mercenaries can be found here just like any other city.
A warrior from Waterdeep can certainly be from Dock or Southern Ward. In that case, the beginning warrior starts with none of the advantages listed in the above kit. Instead, the warrior has an intimate knowledge of the ward that he is from ("I know these docks like th' back o' me hand!") and one bonus Rogue proficiency (single-slot proficiency only).
Additionally, the warrior "knows someone". This "someone" is an NPC of 1d4+2 levels of any one character class. This NPC can provide a favor (fence goods, sell stolen goods, provide a hideout from the Watch) for the PC once a month. Any favors beyond that require a favor in return. This NPC will never risk her life for the warrior.