Rogues of the Island Kingdoms (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? 	Νο
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	2d6
Proficiencies 	Proficiencies
Weapon Slots 	2
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 Island Kingdoms are a collection of outcroppings that break the surface of the Trackless Sea like struggling plants clawing their way through the topsoil. Home to merchants and pirates alike, they are fascinating and often dangerous places visited only by the most intrepid of travelers.
==Description==
When people think of the Island Kingdoms, they see images of seafaring pirate captains with leather vests, plumed hats, cutlasses, high boots, and wide belts. Whether one refers to the privateers who set sail from the Pirate Isles or the skilful trader based out of the ports of Orlumbor or Lantan, that image is nearly accurate.
The only real difference between the two groups is that the pirates tend to have more scars than the merchants. Of course, since the merchants spend a great deal of time repelling attacks by those same pirates, they have scars of their own.
==Role-playing==
No one who sets sail upon the Trackless Sea would get far without a bold and adventurous spirit. A sense of daring and desire for profits is typical of either the merchants or pirates of this region.
As one might expect, the pirates are a good deal more violent than their trader-cousins. Still, anyone who has tried to swindle a Lantan merchant knows that those folks possess a volatile temper as well. They're just better at keeping it in check.
==Special Abilities==
===Lantan===
The merchants of Lantan are an interesting people. Their culture is peaceful and they do whatever they can to avoid conflict. These high standards do not apply to the goods they trade, however, and the Lantan are more than willing to deal in armaments. It was this island kingdom that introduced the deadly arquebus to the world.
Lantanna rogues are noted for their use of that unusual firearm, even though it is hardly a subtle weapon. If such a character is proficient in the use of the arquebus, he receives a +2 bonus on all attack and damage rolls made with it.
In addition to this bonus, these characters receive twice the normal amount of starting money and can purchase any manner of ocean-going vessel at 75% of the listed price. This discount applies only if the craft is constructed or purchased in Lantan or is from a Lantanna national.
These characters all begin play with the seamanship and appraisal proficiencies. These are bonus skills and the character need not expend any slots to obtain them. Additional slots can be allocated to increase their chances of success with them. They can purchase the naval combat proficiency (see this page) but must allocate an extra slot when doing so since it is in the Warrior group.
===Mintarn, the Pirate Isles, and Ruathym===
Although the most infamous corsairs on the Trackless Sea harbor in the Pirate Isles, the islands of Mintarn and Ruathym are certainly worth noting for their buccaneers. These rogues are known far and wide for their cunning and cruelty.
These characters all begin play with the seamanship, navigation, and rope use proficiencies. In addition, they can purchase the naval combat proficiency without paying the additional slot required for buying skills outside their primary groups.
===The Moonshaes===
Although the people of the Moonshaes are actually divided into two races, the Northmen and the Ffolk, all characters created with this kit are Northmen.
The traditions of naval combat run strong among the Northmen. All characters created with this kit begin play with the seamanship and naval combat proficiencies. These are bonus proficiencies and no slots need be allocated for their purchase. Additional slots can be used to enhance the character's ability with these skills, however.
The harsh conditions under which the Northmen have lived for the past few centuries have hardened even the rogues of that land until they are very nearly as tough as the warriors of many cultures. All characters created with this kit are entitled to the warrior bonuses for exceptional Constitution scores.
==Special Disadvantages==
===Lantan===
The merchants of Lantan are well known for their desire to avoid violence at all costs. In the minds of many enemies, this translates to cowardice. Because of this, any force battling a Lantan-led group gains a +2 bonus on its Morale checks.
===Mintarn, the Pirate Isles, and Ruathym===
The sight of a pirate ship drawing near is more than enough to send shivers down the spine of even the most experienced seaman. Because of the sordid lives they lead and the harsh conditions that they must endure at sea, the sight of many a pirate himself will also do the same. As a result, a character designed with this kit suffers a -2 penalty to his Charisma score when dealing with any character from another area. Among other pirates, of course, there is no effect.
These characters are not noted for their great education or knowledge. To reflect this, all pirates suffer a -25% penalty on any read languages checks they must make.
===The Moonshaes===
The Northmen are thought of as barbarians of the waves by both the pirates and merchants who sail the Trackless Sea. So brutal are these folk that they do not even employ the traditional cutlasses and scimitars of the sailor. The Northmen wield great axes. All characters designed with this kit must allocate at least one weapon proficiency slot to mastering the use of the battle axe and another to the hand axe. (Obviously, this means that these characters are able to use a weapon normally forbidden to characters of the Rogue class.)
These characters are also forbidden to master the use of missile weapons. To fire arrows at an enemy or strike him down with the thunderous fire of an arquebus is hardly fitting to someone with a warrior's blood in him, after all.
These characters suffer a -25% penalty to their read languages skills and are never able to master the use of magical scrolls. Like the use of missile weapons, they just aren't a part of the Northmen's culture.
==Quote==
: The first impact threw me out of my bunk and sent me spawling across the deck. The second lifted me off the deck, but I crashed back down when Mikal lost his grip on the upper berth and fell on top of me. My right arm was wrenched badly by the impact, causing me to cry out in pain. A later examination revealed that it was broken, but at the time I just assumed it was sprained.
: We grabbed our weapons, although I could barely hold mine, and ran onto the deck. I had no idea what to expect and prepared myself for anything... or so I thought.
: As soon as I came through the door that opened onto the deck, a sharp blow fell across my legs. I toppled forward, dropping my sword, and slid several feet across the spray-slick deck. Mikal, who was close on my tail, must have received a similar greeting, for he fetched up at my side.
: The next second, a rugged looking dwarf stepped into view. He looked very much like the typical dwarf one pictures digging in the mines and working the forges of the world, but he wore leather armor and had but one eye. From our vantage point he also looked very tall, and the short sword that he held to Mikal's throat seemed very large.
: "I'd not be movin' if I were ye," he said smugly. We took his advice and soon realized that the majority of the crew was in a similar predicament. Even Fenix, our dwarf companion, was being treated no better than we.
: In less than fifteen minutes the fighting was over and the Scarlet Queen had been taken by the dwarf raiders of Ruathym. They numbered but half of what our crew did, yet so fierce was their attack that we had little choice save to surrender. It took them only six hours to completely empty our hold. They left our provisions and fresh water, but nothing of value remained in our hold. They then proceeded to shred our sails so that we couldn't pursue them when they left. Eight hours after the attack had begun, they set sail again and left us adrift.
: The captain ordered his crew to set about repairing the sails and Knolan began to fashion a splint for my arm. Fenix just shook his head in disgust at the idea of seafaring dwarwes...
:: —From the journal of Andreas Vanderslyke
==New Nonweapon Proficiency==
* Naval Combat (Proficiency)