Warriors of the Shining South (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
Ability Requirements 	Intelligence 12,Strength 9
Prime Requisite 	Intelligence, Strength
Hit Die Type 	d10
Attack as 	Fighters
Save as 	Fighters
Advance as 	Paladin/Ranger
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	3
Additional Slot 	3
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Warrior, Wizard
Bonus Proficiencies 	Spellcraft
Recommended Proficiencies	None
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==Overview==
Of all the nations and regions in the Shining South, Halruaa is the largest and mightiest and most reclusive. Magic permeates every layer of society and insinuates itself in every facet of life. Halruaa is a land of floating castles, flying ships, and magical furnaces. Even the warriors of Halruaa are knowledgeable in the art of magic.
==Description==
The warrior of Halruaa lives in a land of magic and heat. Clothing is light and functional, but it is always brightly colored and adorned with intricate embroidering. The appearance of the clothing is usually amplified by spells, causing any gold embroidery to shine brilliantly, already-bright colors to appear more vibrant, and gems to sparkle and twinkle.
==Role-Playing==
The warriors of Halruaa are as fascinated with magic as the wizards, and they are always seeking out new spells and magical effects. They are suspicious of foreigners, who they feel are out to steal their magic. On the other hand, the warriors are very polite and courteous, almost as if they were obeying a complex set of rituals.
==Special Advantages==
All warriors of Halruaa are trained in both combat and magic. Of course, the warrior's main focus is battle and martial mastery, but one cannot survive in Halruaa without some rudimentary magical talent.
Therefore, a Halruaan warrior uses the standard hit dice and advancement of rangers and paladins, but cannot be either of those classes. He is a fighter with special spellcasting abilities. When the character is created, he is given a spellbook with two 1st-level wizard spells in it—magic missile and read magic.
When a Halruaan warrior reaches fourth level, he gains the ability to cast wizard spells. He uses the bard's spell progression, but he can only cast as many spells as a bard of half his current level (halve the levels and round down). All spell effects are also adjusted to half the warrior's level. For example, a 4th-level Halruaan warrior casts spells like a 2nd-level bard (one 1st-level spell) and a 13th-level warrior casts spells as if he were a 6th-level bard. Warriors of Halruaa are subject to the same restrictions on spellcasting as bards and wizards (memorization, spellbooks, etc.). Finally, these warriors can only cast spells from the Invocation/Evocation school of magic.
Halruaan warriors get the 10% experience point bonus only if both their Intelligence and Strength scores are 16 or higher.
==Special Disadvantages==
Halruaan warriors cannot cast spells in metal armor unless it is magical. They cannot wear metal helmets unless they are magical items. Warriors of Halruaa never use shields.
Due to their magical inclinations, a warrior of Halruaa cannot have exceptional strength (maximum score of 18). As another side-effect of their magical abilities, a warrior of Halruaa uses the paladin/ranger experience point table for level advancement.
It is rare to find Halruaan warriors traveling about the Realms. An adventuring party cannot have more than one such warrior at a time.