Warriors of the Dragon Coast (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Strength 9
Prime Requisite 	Strength
Hit Die Type 	d10
Attack as 	Fighter
Save as 	Fighter
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	3
Additional Slot 	4
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional Slot 	3
Available Categories 	General, Warrior, Rogue
Bonus Proficiencies 	None
Recommended Proficiencies	Swimming
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==Overview==
Warriors of the cities of the Dragon Coast do not fight for king, country, or even a particular deity. They are hard-nosed pragmatists who fight for themselves and the few associates they trust. They see the wealth passing among organized nations and cities like Waterdeep and Suzail, and it only passes through the trade routes of the Dragon Coast. They just want some of that wealth for themselves as well.
==Description==
Though there is no "set" appearance for warriors of the Dragon Coast, they do take certain measures to make sure that people cannot tell much about them by simply looking at them. Lavish displays of wealth, coats of arms, and other distinguishing stamps of identity are avoided. Most scabbards are deliberately obscured, and usually many smaller weapons are hidden on a warrior's person.
Their capes and cloaks are voluminous, hiding well what lies under them. Dressed in this manner, a warrior never needs to reveal any more about herself than she deems necessary.
==Role-Playing==
Warriors of the Dragon Coast are opportunists, always looking for a way to make money, whether it be by piracy, a mercenary job, employment as guards for caravans, warehouses, or other people, or any other profitable situations. There are always strong sword-arms to be found here, like anywhere else; those from the Dragon Coast, however, aren't as choosy over who they work for or what work they do to earn their pay.
These warriors are suspicious of organized nations and those who profess loyalty to their home nations, cities, or towns. There are few people among the Dragon Coast cities who believe in any causes greater than their own self-interests and profit. The warriors cynically cannot believe that anyone could put a government's interests above their own and they believe that a group of rulers would take their interests to heart even less.
==Special Advantages==
===Elversult===
Able-bodied warriors of Elversult are actively recruited into the Maces of Elversult, the city guard and the heart of its army. Warriors who are or were Maces get scale mail armor, a free mace of either variety, and a free weapon proficiency slot for the respective mace.
Elversult warriors also get a 10% chance per level of knowing where to find a city's smuggling rings or "black market." This ability grows from the strong presence of such smugglers in Elversult.
===The Pirate Isles===
Due to the extreme likelihood that they deal with or serve under pirates, warriors from these isles get a free choice of one of these nonweapon proficiencies: navigation, rope use, seamanship, or swimming.
===Teziir===
Teziir is a city that has never been at war, and has a vast number of religions represented within its walls. As a result, Teziir warriors get the religion nonweapon proficiency free. Also, a Teziir warrior that is or was part of the city's watch gets a 250 experience point bonus for every adventuring session that he survives. See "Special Disadvantages" for why this is so.
===Westgate===
Westgate is the largest and probably the most powerful city on the Dragon Coast. However, the city is under the grip of the Night Masks, a large band of professional assassins, criminals, enforcers, and thieves. As a defense, all warriors of Westgate gain a bonus nonweapon proficiency of blind fighting. A warrior from Westgate also is accustomed to dealing with the Night Masks' intimidation tactics. Therefore, Westgate warriors are harder to interrogate, intimidate, or coerce than other folk. Westgate warriors gain a 20% bonus (or their opponents suffer a -20% penalty) against attempts to interrogate, intimidate, cheat, con, or swindle them.
==Special Disadvantages==
In general, Dragon Coast warriors are not too keen on the laws of other cities or nations. This attitude, combined with the general lawlessness of the area, makes other law enforcers suspicious of folk from the Dragon Coast. Consequently, all Dragon Coast warriors have a 10% greater likelihood of being arrested by a city watch (justly or not!) during a disturbance (tavern brawl, public nuisance, etc). This only applies to cities outside the Dragon Coast.
===Elversult===
Elversult has a reputation for smuggling. When in a non-Dragon Coast city, roll an ability check against city watch officials' Intelligence scores. If they make their check, they recognize the warrior's accent as from Elversult. As a result, they will submit the warrior, his mount, his companions, their mounts, and all their gear to a detailed search for smuggler's contraband. They will also be followed closely by city watch members for their entire stay in a city.
===The Pirate Isles===
While Elversult has the reputation of smuggling, the Isles have a reputation for piracy. As a result, mariners of foreign vessels and merchants from lands bordering the Sea of Fallen Stars increase their fares for any goods and services by 25% for any such "pirates." All known "pirates" are watched (very closely.
===Teziir===
Teziir has possibly the worst city guard in the Realms, since most members are lazy, ineffectual, overweight boors. As a suggested role-playing alternative, the Teziir warrior comes from that watch. Therefore, the warrior uses the THAC0 table for Priests, begins with only two initial weapon proficiency slots, and cannot have exceptional Strength.
===Westgate===
The Night Masks feel that all Westgate natives owe them their income. Therefore, a Westgate warrior always has a Night Mask thief shadowing him anywhere. This foil is always one experience level ahead of the warrior; the Night Mask's job is to steal from the warrior, foil plans, and inevitably to kill or kidnap the warrior and bring him back to Westgate.
The thief will send periodic reports back to the Night Masks, citing the warrior's successes. If the warrior gets rich, the thief attempts break-ins, hires brigands for an ambush, and does whatever it takes to get the Night Masks' "share" of the warrior's income.