Rogues of the Cold Lands (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, half-elf
Ability Requirements 	Dexterity 9,Constitution 12
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) 	2d6
Proficiencies 	Proficiencies
Weapon Slots 	3
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	3
Additional Slot 	4
Available Categories 	General, Rogue
Bonus Proficiencies 	Survival (arctic)
Recommended Proficiencies	None
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==Overview==
The diverse cities of the Cold Lands have much in common. Beyond the harsh demands of the climate, this is a vicious land of dragons, orcs, and monsters.
==Description==
Those who don't dress to meet the rigors of the climate in the Cold Lands don't survive long. Heavy robes, fur or hides, and other cumbersome but warm clothes are the rule here. This does not rule out intricate or elegant costuming but sets the tone that is reflected in the clothing worn in this tortured land.
==Role-playing==
The people of the Cold Lands are sceptical realists. They have seen their cities attacked by countless evils since the dawn of time and see no reason that life in the future should be any better. Many call these people pessimists, but it might be that the word "realist" is more fitting.
==Special Abilities==
Rogues from the Cold Lands are very well adapted to their climate. They have a +2 bonus on any saving throw they must make to escape or lessen the effects of a cold-based or ice-based attack. Any damage they suffer from such attacks is made with a -1 penalty per die rolled.
==Special Disadvantages==
Rogues of the Cold Lands suffer greatly from heat-based or fire-based attacks. Any saving throw made to escape or reduce the effects of attacks like this suffers a -2 penalty. These rogues also suffer an extra point of damage per die rolled from any such attack whether or not they successfully save against it.