Rogues of Sembia (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, half-elf
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) 	4d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	3
Additional Slot 	4
Available Categories 	General, Rogue
Bonus Proficiencies 	Varies
Recommended Proficiencies	Appraising
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==Overview==
Sembia is a nation of traders, merchants, and businessmen. While the Sembian people are no more or less crooked than their peers in other lands, the reputation of these merchants and rogues is not good. To hear some people tell it, the entire country is packed with thieves, pickpockets, and swindlers.
==Description==
The typical Sembian rogue generally passes himself off as a common trader, seldom appearing to be so prosperous as to arouse suspicion. He avoids dressing in such a way as to imply poverty or need, however. After all, this might lead others to believe that he is an inept trader who can't be trusted to supply quality merchandise. There are exceptions of course, but these are usually undertaken by swindlers and confidence men looking to create a false impression in the minds of their potential victims.
==Role-playing==
Sembian rogues keep careful track of the exact worth of what they own and the precise location of their valuables at all times. Among these folk there is a saying; a price for every thing and everything for a price.
This isn't to say they are all misers and skinflints who will do anything for a sack of gold. Rather, they believe that money is only as good or bad as what you buy with it. Therefore, these folk are more than willing to lend money to their friends in time of need or bankroll the activities of a young rogue out to make a name for himself. (On the other hand, such expenditures are expected to be repaid, often with interest, and anyone who dares to default on their loan runs the risk of a knife in the back.)
==Special Abilities==
===Daerlun===
Lying close to the border of Cormyr, this city has gained much from commerce with that nation over the years. There are many who say that Daerlun would be just as happy to fly the Cormyte flag as that of its current monarch. This may be true, but the rulers of Daerlun deny such rumors adamantly. Still, one has to give credence to the idea when one sees just how much of Daerlun's commerce is conducted using Cormyte coins.
Of all the cities in Sembia, Daerlun has the most "honest" thieves. This is not to say they commit fewer crimes, but rather that they are quite up front about how they make their living. They don't pretend to be merchants or traders, pulling off clever scams and confidence games, or otherwise seeking to bluff people out of their money. They pick pockets, cut purses, and sap the money changer as he locks up his shop—just ask them, they'll tell you.
The ability to lay a sap along the back of a traveler's skull is something of a trademark associated with the thieves of Daerlun. The normal sapping rules are detailed in the Complete Thief's Handbook and also in the next column for ease of reference. Furthermore, whenever a rogue from Daerlun attempts to make such an attack, his great skill in the matter allows him to add his missile attack bonus (as determined by his Dexterity score). So a thief with a 17 Dexterity gains not only his +4 bonus for a backstabbing attack but also a +3 bonus for his great agility.
===Ordulin===
While Ordulin, the capital of Sembia, has its share of thieves, confidence men, and pickpockets, it is best known for its thieves' guild, the Rot Grubs. Unlike many other such organizations, the Rot Grubs have a purpose above and beyond making a profit and protecting its members. The Rot Grubs have vowed to see the current government of Sembia torn down and a "true monarchy" finally brought to power—one which recognizes that government is best run by expedient leaders.
Within the ranks of the Rot Grubs are warriors, wizards, and even priests. The rogues who compose the Rot Grubs have been forced to learn a fair bit of the warrior's
craft to survive. Even from childhood they practice at arms. In game terms this knowledge is reflected in a unique way: The thieves of Ordulin are able to specialize in the use of weapons, just as fighters do. They are the only rogues of Faerûn able to do so. The weapon they opt to specialize in must be a small-sized melee arm, they cannot specialize in the use of a missile or thrown weapon, and they can only specialize in the use of one weapon. Furthermore, a thief of Ordulin can never opt to renounce his specialization in one weapon and then begin practicing in another.
===Saerloon===
The underworld of Saerloon is a great collection of small, medium, and large-sized thieves' guilds. The most famous of these are the Night Knives, who must compete with a great number of other guilds, many of whom are supported by outside interests like the Red Wizards, the Zhentarim, and the Cult of the Dragon.
To survive in this predator-rich environment, the Night Knives have learned the art of concealment. They have become so skilled at this that there are those who say the members of this guild move about the city under cloaks of invisibility spells, revealing themselves only when the time has come to strike. While this is something of an exaggeration, it is not completely untrue. Whenever a rogue attempts to hide in shadows in a city he has knowledge of, he gains a +25% bonus to his skill (to a maximum 95% chance of success). In addition, there is a +2 bonus to the attack roll of any backstabbing attempt the character makes in such a city.
The members of the Night Knives have among their numbers sages who claim to know more about the city of Saerloon than the men who built it or the officials who govern it. There is little doubt this is true. Their knowledge of dark alleys, hidden cul-de-sacs, and the city's rooftops makes it all but impossible to find them when they do not wish to be found. They have passed on this knowledge to other members of their group.
Members of the Night Knives are able to allocate their nonweapon proficiency slots to a skill best called city knowledge. All characters designed with this kit begin play with a city knowledge of Saerloon. This is considered a bonus proficiency and does not require the expenditure of any slots. For the purposes of game use, this proficiency is based on Intelligence and has a check adjustment of +0.
===Selgaunt===
The proud (most would say conceited) nature of Selgaunt's ruling merchant class makes travelers from this city unwelcome in many parts of the world. Such folk never seem to tire of extolling the virtues of their own lives and native land, even to the point of insulting their hosts. Still, for all their arrogance, the merchants (and rogues, though most won't admit it) have made Selgaunt the most prosperous city in Sembia.
Many of the numerous "big money" trades that take place in Selgaunt are paid for with gems rather than gold. The advantages of this type of currency are many, but the most obvious is simply that gems are a great deal easier to transport and guard than coins.
As a result, a large black market has grown up around cutting, setting, and reselling stolen gems. To reflect this, all rogue characters designed with this kit begin play with the gem cutting proficiency. These characters have so keen an eye for gems that even those without the appraising skill can make a routine Intelligence check to estimate the value of jewelled object just as if he had the appraising skill.
Selgauntian rogues who purchase the appraising skill receive a +4 bonus to any proficiency check that involves a jewelled object. Perhaps even better, such characters are not subject to the risks normally associated with rolling a natural 20 when making an appraising check.
===Urmlaspyr===
This bustling port town is located to the south of Daerlun. Many of the commodities that pass through the ports of Urmlaspyr are bound not for the cities of Sembia but for Cormyr and the lands to the west.
There are those who say the merchants of Urmlaspyr never sleep. To do so, after all, would require them to chance missing an important cargo going up for sale on the docks. Even a brief cat nap might cost the merchant hundreds of gold pieces.
Of course, this isn't true, though it does speak well of the almost indefatigable nature of Urmlaspyr's people. The rogues of Urmlaspyr share this characteristic and are noted for their ability to go without sleep during stressful or important situations. While most normal men (including half-elves) must sleep roughly eight hours out of 24, Urmlaspyrians can get by on half that amount.
This same ability carries over to magical effects, such as those brought on by a sleep spell, or physiological shocks like being knocked unconscious. In all cases, the amount of time one of these characters spends asleep (or unconscious) is halved. Further, any saving throws the character makes to resist sleep, either in the form of a spell or because of a sedative, are made with a +2 bonus.
This reduced need for sleep does not mean the character can naturally heal wounds in half the time that others require. It is simply an unusual aspect of the rogue's training and lifestyle.
==Special Disadvantages==
===Daerlun===
Most rogues of Daerlun think of the thieves of neighboring areas as amateurs. Anyone, they will tell you, can smack somebody on the head and make off with their valuables. An artist, on the other hand, will persuade the victim to willingly hand over his money. A real virtuoso will not only do that but receive the heartfelt thanks of his victim as well!
As a result, these rogues tend to ignore the skills needed for straightforward, breaking-and-entering types of activity. In game terms, they suffer a -15% to their open locks, find/remove traps, hide in shadows, and climb walls skills.
===Ordulin===
While they can be nearly as deadly in combat as a warrior, there are some ways in which these characters lag behind their counterparts in other lands. The most pronounced of these is their virtual inability to use missile weapons. So important is their training in melee combat that they must all but renounce the use of bows, crossbows, and the like. While they may use such weapons, they are unable to become proficient with them and always suffer a -3 penalty when using them. They may also never apply their Dexterity missile attack bonus to their missile attacks.
===Saerloon===
To acquire their unmatched knowledge of a given city, rogues spend a fair amount of time in its seamier districts and making contacts in the underworld. While this is going on, of course, the character is also making enemies of the local police and, as an outsider, quite possibly offending whatever thieves' guild might have unofficial jurisdiction of the place.
The result of this unwanted popularity is that a rogue of the Night Knives is quite likely to find himself in trouble when in one of these cities. The Dungeon Master makes a secret city knowledge proficiency check at the start of every day the character spends in a city he has knowledge of. If the check fails, the character's shadowy past has not caught up with him. If the check passes, however, someone has spotted the rogue and recognized him for what he is. This witness will alert the constabulary, a bounty hunter, or possibly the local thieves' guild—whichever is best suited to the needs of the current adventure. It might even be as simple as a surly city guard "not liking the look of him." The Dungeon Master must determine the exact results of this encounter, as they will vary.
In addition, Saerloonian rogues forfeit the ability to master the use of magical scrolls at 10th level as they spend their time researching their own surroundings, not arcane lore.
===Selgaunt===
The people of Selgaunt are a haughty and arrogant people. They are not well-loved in the lands beyond the confines of their city. However, the importance of trade with Selgaunt is so great that even the most irritating of people must be tolerated. Tolerated, however, does not mean accepted, loved, or trusted.
As a result, the loyalty base and reaction adjustment scores (generated by the rogue's Charisma) of a Selgauntan rogue always carry a -3 penalty, unless a charisma would normally impose a worse penalty. If so, the normal loyalty base and reaction adjustment penalties supersede this penalty.
===Urmlaspyr===
The seemingly sleepless rogues of Urmlaspyr are not without their disadvantages. Although they are not aware of it and certainly would deny any allegations to this affect, the reduced amount of sleep they have programmed themselves to get by on takes its toll on their bodies. In game terms this forces them to take a penalty of -1 to the hit points the roll upon gaining a new Hit Die. After 10th level, when no new Hit Dice are gained, this penalty no longer applies to further hit-point gains.
==Sapping Attacks==
When a thief is eligible to make a traditional backstabbing attack (as described in the Players Handbook), he can opt to attempt to knock out his victim instead. To make a sapping attack, the thief must employ a blunt weapon (usually a blackjack or sap, hence the name of the tactic). In addition to all of the normal requirements for a backstabbing attack, the target cannot be more than twice the height of his attacker.
Such an attack is always assumed to be at the back of the target's head. As a result, those without helmets are assumed to have a base Armor Class of 10. While magical AC adjustments may apply to the attack, those for Dexterity and the like are lost because of the nature of the assault.
If the thief's attack roll succeeds, his weapon inflicts its normal damage and the victim is required to make a saving throw vs. petrification. If the save fails, the victim is knocked unconscious for 2d8 rounds. The saving throw is modified by 1 point per difference in the Hit Dice of the attacker and defender, so a high-level attacker has a much better chance of knocking out a low-level victim.