Warriors of the Vast (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 	None
Recommended Proficiencies	None
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==Overview==
The Vast is well named, a great open land that is a fertile place for adventure. It is also a widely diverse melting pot of peoples, being the former home of orcs, goblins, and dwarves, and the current home for many human immigrants. A breed of warrior has risen from this conglomeration of cultures and peoples, ready to face any challenges the Realms has to offer.
==Description==
Warriors of the Vast dress in a style that epitomizes the adventuring warrior, wearing sturdy and functional armor, well-used weaponry, a heavy cape or cloak, simple utilitarian clothing, and a smattering of jewelry or other adornments. There are few visual clues that distinguish Vast natives from other Realms warriors.
==Role-Playing==
In general terms, Vast warriors are an upbeat, optimistic lot, undaunted by cynical stories of the rough luck of adventurers. This enthusiasm and daring leads many young Vast natives to the warrior's life. When one's worth and drive is placed in gold and great accomplishments, it is little wonder that the age of quests and adventure, the so-called Age of Glorious Fools, continues to this day in the Vast (and beyond).
==Special Advantages==
===Calaunt===
Calaunt is a city of squalor and lawlessness. To survive amid the winding alleys and decaying neighborhoods, Calaunt warriors have adapted. All Calaunt warriors have a rogue's move silently and hide in shadows abilities at a base score of 10% and 5% respectively, modified by Dexterity, race, and armor. At each new level, these warriors have five points to allocate between these two skills.
===Procampur===
Procampur is a powerful, prosperous city. Her affluent warriors start with 6d4 (x10) gold pieces and the bonus nonweapon proficiency of etiquette.
===Tantras===
Tantras is a city with many priests, a light rule, an active thieves' guild, and a large magic-dead zone. It is a haven for adventurers. Warriors from Tantras get two bonus nonweapon proficiencies for any one Realmsian religion and a free language of their choice.
==Special Disadvantages==
===Calaunt===
The stigma of the city follows the warriors. Reactions with non-calaunt NPCs are penalized at -2.
===Procampur===
Procampur's warriors are expected to keep up class appearances. Thus, they must spend an additional 10% markup per level on all goods and services.
===Tantras===
Since the Time of Troubles and the battle of Torm's and Bane's avatars in Tantras, a large portion of the city is enveloped by a dead magic zone. As a result, native warriors have become a bit lax in their guards against magic. Thus, all native warriors get a -1 on all saving throws vs. magic.