Rogues of the Empires of the Sands (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 three kingdoms that compose the Empires of the Sands are similar to the distant realms of Zakhara. These are realms of djinnis, magical lamps, and young adventurers on flying carpets.
==Description==
Silks and colorful robes are the trademark of the Empires of the Sands as are embroidered vests, turbans, and thick, curving swords tucked into wide belts.
==Role-playing==
The rogues of the Empires of the Sands are proud and adventurous folk. They love gold and gems as much as anyone else in the world, but they have a special love for magical items. It is said that one of these rogues will let no barrier keep him from a magical item once he vows to have it in his hand.
==Special Abilities==
Rogues from the Empires of the Sands have a natural affinity for languages and magical items. They receive a +15% bonus to attempts to use their read languages skill (to a maximum 95% chance of success).
Rogues of this type are able to employ magical scrolls upon reaching 5th level instead of 10th. In addition, they have only a 20% chance of misreading a scroll instead of the standard 25% chance.
==Special Disadvantages==
These characters are, by their very nature, somewhat rash and reckless. They have a hunger for adventure that makes it difficult for them to avoid attracting attention to themselves. As a result, they suffer a -15% penalty to their hide in shadows and move silently skills.