Rogues of Waterdeep (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
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) 	3d6
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==
In many of the worlds cities, travelers must be constantly on guard lest they fall prey to some manner of   formal thieves guild. In Waterdeep, however, the last Recommended Proficiencies None organized thieves guild was swept out of existence in 1300 DR. Since that time, a number of master criminals have sought to forge a new thieves' guild, always to fall before the Lords of Waterdeep in the end. This level of policing has left its mark on all Waterdhavian rogues, who recognize the constant peril of being discovered.selves. Others—those with more extroverted personalities—don unusual garb and often assume flamboyant identities and pseudonyms under which to commit their crimes. Past examples of these folk have included the ebon-clad Stalker and the comely but egotistical Madame Beautiful. The greatest problem this second type of thief suffers from is the need to lead a double life.
==Role-Playing==
The only characteristic that one can describe as universal among Waterdhavian rogues is a minor case of paranoia. This isn't unreasonable, of course, given the history of their treatment by the Lords of Waterdeep. Rogues created with this kit should assume a careful and suspicious attitude at all times. After all, even the most trusted friend might turn out to be an agent of the constabulary.
One is as likely to meet a money-greedy Shylock as a heroic swashbuckler on the streets of Waterdeep. The same person might display both of these character traits in different circumstances. A visitor to Waterdeep should remember that the City of Splendors is awash with people from throughout Faerûn and around Toril.
==Special Abilities==
The City of Splendors fosters a great diversity among its people, even those of the same alignment and class. Nowhere, however, is this divergence so pronounced as among the rogues of the city.
When a player creates a character with this kit, he is entitled to select proficiencies from the Rogue and General groups, but also the player should select one of the other proficiency groups for his character to have ready access to. If the campaign uses the Complete Psionics Handbook, the player may select from the Psionicist group. This expanded choice of proficiencies reflects the great range of experiences a person growing up in Waterdeep is likely to have.
In addition to his encounters with the common folk of Waterdeep, a young rogue is likely to have dealings with others of his kind. It is a unique individual who doesn't find himself taken in hand by a more experienced rogue and taught the intricacies of the thieves' trade. To reflect this training, the player creating a Waterdhavian rogue should select one of the standard thief skills (pick pockets, read languages, etc.) as his area of expertise. Whenever the rogue attempts to use this skill, he receives a 15% bonus (to a maximum 95% chance of success).
==Special Disadvantages==
The great tide of humanity that washes through Waterdeep leaves its mark on every citizen of the city. A person who grows up there has the chance to make friends from all over the world. Unfortunately, the same chance exists to make enemies.
When a player wishes to create a character with this kit, he must create a second persona who is that character's nemesis. The DM is free to dictate any special requirements that will be imposed upon the villainous character, but the player should do the majority of the work involved in creating him.
After the player creates the character, the character is turned over to the Dungeon Master and becomes a regular NPC who frequently torments the PC. There is a 5% chance per level of the PC that his rival appears in any given adventure. The rival should advance in level at roughly the same rate as the PC.
==Quote==
: I kept my back to the door while Honus set to work on the lock. Behind me, I heard the clicks and scrapings of his picks. As always, I was curious about his subtle craft, but I dared not turn away from the darkened hallway. We had left a good many creatures dead or injured in our wake and the odds were far too good that someone—or something—was going to be tracking us. Even Glorin, the imperturbable elf, seemed jittery as he held his bow at the ready. "How much longer?" I whispered to the thief.
: "I'm not sure... this is an amazing lock. I've never seen its better!"
: "Try not to sound so pleased," remarked Glorin. "We're certain to have a whole cadre of Xanathar minions on us any time now. If you don't get that door opened..."
: "I know," mumbled Honus. "It's always up to me to perform delicate work at times of great danger. I'd like to see you try this, even without monsters breathing down your neck."
: As if called by his comment about monsters, a group of orcs suddenly whirled around the corner some fifty feet away and began to charge toward us. They held wickedly curved scimitars in their hands and howled like elf spirits. I dare say that I was stunned by their abrupt appearance, but Glorin responded instantly. Before they had crossed half the distance to us, three of them had fallen to his bow. Another flurry of feathers felled two more, but then they were upon us.
: By then, fortunately, I had recovered my wits. My sword swept back and forth, doing little real damage to the foul creatures, but driving them back slightly. If nothing else, it bought Glorin the time to bring his eleven blade into play—as was always the case when evil humanoids were near, it glowed bright blue in the darkness of the tunnel.
: One of the orc leaders sprang foreward, impaling himself on my blade. Two more followed him, but I took a step back, pulled my sword free of the corpse, and removed their heads with a powerful lateral stroke.
: Thinking better of this attack, the remaining orcs turned and fled. Glorin slipped the blade back into its scabbard and let out a heavy sigh.
: "Got it!" said a satisfied Honus and the door rolled open behind us. I turned my head and forgot about the orcs and other creatures that were certain to come pouring out of the darkness in a few minutes. Never had I seen so much gold or so many gems. If we managed to escape with only a fraction of Xanathar's horde, we'd be set for life.
:: —From the journal of Andreas Vanderslyke