Wizards of the Vast (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, half-elf, elf
Ability Requirements 	Intelligence 9
Prime Requisite 	Intelligence
Hit Die Type 	d4
Attack as 	Wizard
Save as 	Wizard
Advance as 	Wizard
Spell Ability? 	Wizard
Exceptional Strength? 	No
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	5
Nonproficiency Penalty 	-4
Nonweapon Slots 	4
Additional Slot 	4
Available Categories 	General, Wizard
Bonus Proficiencies 	Spellcraft
Recommended Proficiencies	None
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==Overview==
Like the land they call home, wizards of the Vast are majestic and splendid people. To outlanders they often seem larger than life, glamorous, and charismatic. Each new dawn holds within its splendid pallet the promise of a new beginning and fortunes as yet undreamt of.
==Description==
Wizards of the Vast tend to dress in comfortable clothes that are as well-suited to traveling and adventuring as they are to an evening at the palace. They are fond of jewelry and other accessories, but never to the extent they become garish or violate the limits of good taste. In Calaunt it is fashionable for wizards to clearly display their power with glowing gems and the like while those in Tantras often attempt to hide their true profession from the public.
==Role-playing==
Players running wizards of the Vast should recognize the upbeat nature of these folk. Even in defeat, they plan their next adventure and scheme to regain their lost status or wealth.
==Special Abilities==
The Vast is divided into many regions, each of which is characterized by its own unique breed of wizard. Following are descriptions of the special abilities of the most important or interesting of these wizards.
===Calaunt===
Words like "oppressive" and "corrupt" don't even begin to describe the festering wound that is Calaunt. With every passing year its evil masters, the Supreme Scepter Bellas Thanatar and the six Merchant Dukes who support him, grow more and more powerful.
The political decay of this city has infected every rank of its society, even the orders of wizards who study and practice their mysterious art here. It is said that no group of wizards anywhere has a better understanding of the deceitful and corrupting aspects of magic than those of Calaunt. As a result, all spells from the Illusion/Phantasm school cast by wizards of Calaunt impose a -1 penalty to the saving throws made by their targets. If the wizard is an illusionist, this penalty is in addition to the -1 penalty he would normally impose upon his victims.
===Procampur===
The social structure in the city-state of Procampur is as rigid and unchanging as Calaunt is decaying and corrupt. Wizards from this city are trained by their mentors not only in the ways of magic, but in the many codes of conduct that govern life in Procampur.
In game terms, all wizards of Procampur automatically receive the etiquette and heraldry skills as a result of this additional training. They need allocate no slots to receive these proficiencies at the time of character generation, although they can allocate additional slots to increase their chances of success.
===Tantras===
This city is marked by a large dead zone in which magic cannot be employed. It is for this reason that few wizards call Tantras home. Those who do are cunning and have developed a natural sensitivity to magic. Because of this, they are often able to detect the presence of magical auras, just as elves can often notice the location of secret doors. Whenever a wizard of Tantras comes within 10 feet of a magical item or ongoing spell effect, there is a 2-in-6 chance he detects the vibrations of a magical aura. This doesn't mean the wizard knows exactly what is enchanted or the nature of the magic, only that something near him is radiating magic.
==Special Disadvantages==
From the tainted land of Calaunt to the devastated realm of Tantras, various wizards of the Vast are noted for their exceptional abilities. However, they are also remarkable for their unusual handicaps.
===Calaunt===
The corruption and fey magic of Calaunt hangs about its wizards. Animals, and in some cases humans or demihumans, can sense this aura of decay. Domesticated animals, primarily horses and dogs, become skittish and uneasy when a wizard of Calaunt comes within 50 feet of them. If the wizard comes within 25 feet, horses begin to snort and whinny while dogs start to bark and howl. Other animals give out their own cries of alarm.
There is a 5% chance per level of the wizard that humans and demihumans sense something is amiss when a wizard of Calaunt comes within 25 feet of them. This sensation is vague and might be dismissed as nothing more than the jitters, but it does make it difficult for characters of this type to sneak past sentries or hide from search parties.
===Procampur===
The rigid structure of Procampur's society has its detrimental effects as well. Wizards from this city are expected to keep up appearances and otherwise live in the manner their peers expect of them. The result is that the character must devote a portion of his treasure to the giving of gifts, upkeep of a home, or donations to church and state. In game terms this means the character must give up a portion of his wealth equal to 3% per level of experience (60% max.). This fee is paid at the end of every adventuring session and applies to the gold-piece value of all treasure recovered during the game. It is impossible for a character to avoid this expense.
===Tantras===
Because of the difficulty of working magic in and around Tantras, the spellcasting techniques employed by the wizards of that realm are very precise and demanding. To reflect this, the initiative modifiers for all spells cast by wizards of Tantras increase by 1 (no spell cast by a wizard of Tantras has a casting time of 1). Spells with casting times of greater than one round are not affected by this disadvantage.