Wizards of the Empires of the Sands (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
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?	No
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	1
Additional Slot 	6
Nonproficiency Penalty 	-5
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Wizard
Bonus Proficiencies 	Varies
Recommended Proficiencies	Varies
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==Overview==
Amn Known across Faerûn as the Merchant Kingdom, this land is renowned for its skilled traders and master craftsmen. Even the wizards who come from Amn know more about trade and commerce than the best peddlers in most other nations.
===Calimshan===
The nation of Calimshan is a land of merchants and traders, but it is not a unified state. Internal squabbles between rival merchant princes weaken the overall power of the state, which might otherwise dominate the Empires of the Sands. The wizards of Calimshan understand this chaotic nature as well as the importance placed upon economic matters.
===Tethyr===
The other Empires of the Sands have forged trading empires that span Faerûn, but Tethyr is a nation that has turned inward. Endless warfare between squabbling city-states makes it chaotic and dangerous. The governments of Calimshan and Amn watch for any chance to bring peace to their troubled neighbor—and acquire its land and resources at the same time.
==Description==
===Amn===
The wizards of Amn dress in light-colored robes with turbans covering their heads. They wear wooden sandals on their feet and wrap wide belts around their waists. Usually they have a fair number of gold coins at hand.
Beards are predominant, for the better a man's beard, the more powerful his spirit is believed to be.
===Calimshan===
The wizards of Calimshan, like most other folk from that land, favor silks and other soft fabrics. The typical outfit is a loose-fitting, undecorated shirt, with an ornate vest and occasionally a tightly wrapped turban. Beneath a silk belt or sash, loose-fitting, knee-length pants hang down to glossy, soft leather boots.
===Tethyr===
It is commonly said that only a fool travels far from his home in Tethyr without a dagger in his hand. It's hard to say whether this is true or not, because most of the folk who try to test it are killed.
Most Tethyrians are armed. The traditional weapon of these people is a long, hooked dagger carried in a black sheath that serves as the buckle for a wide, leather belt. This belt gathers a loose robe that is often worn over armor. Wizards do not wear such protection, but tend to wear tunics and a garnache.
==Role-playing==
===Amn===
The wizards of Amn, like any of the folk from the great Merchant Kingdom, are skillful dealers. Every situation is viewed from a profit-and-loss standpoint. If a proposal offers good return with minimal risk, it is considered worthwhile. If it doesn't, then negotiation is in order. Failing that, the proposition is discarded as worthless. Amnian wizards have extremely conservative economic attitudes.
===Calimshan===
Like the wizards of Amn, these spellcasters pay very close attention to the potential profits that an investment of time or effort will bring them. However, they do not see things in the absolute terms their neighbors do. Life in Calimshan is chaotic and these wizards have learned to accept that.
Calishite mages are also heavily influenced by their ancestral traditions that their people immigrated from the Elemental Plane of Air. They are generally very respectful toward natives from this plane, such as djinn.
===Tethyr===
One expects combat when one grows up in Tethyr. Even the wizards of that realm have a great respect for the power of the sword, so they tend to surround themselves with bodyguards and loyal followers.
Tethyrians aren't paranoid. They don't expect every one to betray them or for every encounter to be an ambush. A Tethyrian's promise is taken quite seriously, so there are few acts of betrayal within that nation. One expects one's enemies to attack whenever the opportunity presents itself, but not one's allies.
==Special Abilities==
===Amn===
In addition to the General and Wizard groups, wizards from Amn are free to select proficiencies from the Rogue group. They also receive the appraising skill as a bonus proficiency, so they do not need to allocate slots to receive the skill but can expend additional slots to improve their chance of success when using it.
When the character must expend money, he reduces the amount spent by 25%. This reflects the character's business acumen and trading savvy.
===Calimshan===
In learning to assess the odds for and against success in any given situation, Calimshite wizards have mastered magic that other spellcasters have not.
Calishite wizards gain a bonus proficiency in appraising and etiquette to reflect their calculating business sense and their desire to do exactly what would most profit them in any situation. Because of their familiarity with creatures from the Elemental Plane of Air, they gain a +1 bonus on all saving throws versus attacks from such creatures. This same bonus also applies to all spells cast against them from the Elemental Air school or sphere.
===Tethyr===
Honor in battle and pride in triumph are important aspects of the Tethyrian culture. This is readily apparent in that nation's wizards as well, as all Tethyrian wizards must be of lawful alignment.
Tethyrian wizards have a natural ability to use the spells of the school of Greater Divination, so they are valuable elements of any deal made between rival merchant factions. Wizards on both sides watch the other for signs of betrayal, so such treachery is almost unheard of in this land.
In game terms this is reflected by reducing the level of spells in the Lesser/Greater Divination school. These spells are one level lower than listed in the Player's Handbook or Tome of Magic. For example, magic mirror is normally a 4th-level spell. When a Tethyrian wizard researches, memorizes, or casts it, it is only a 3rd-level spell. No spell can be reduced below 1st level by this special ability.
==Special Disadvantages==
===Amn===
Amn's merchants are noted as being crafty and devious. This makes it difficult for anyone to trust an Amnian, even another Amnian, so the starting Charisma score of these characters is reduced by 2 points.
===Calimshan===
Because of their ties with the Elemental Plane of Air, Calishite wizards suffer a -1 on all saving throws from spells in the Elemental Earth school or sphere. Attacks made by creatures native to the Elemental Plane of Earth are made with a +1 bonus versus such wizards.
Calishite wizards are also viewed as cold and calculating by people from other societies. This equates to a -1 reaction penalty whenever the wizard encounters people from outside Calimshan.
===Tethyr===
Tethyrian wizards devote much time and effort to mastering spells of detection but not those of concealment. In game terms this means that all spells listed under the school of Illusion/Phantasm are one level higher than listed in the Player's Handbook or Tome of Magic. For example, phantasmal force is a 2nd-level spell for Tethyrians. Spells listed as 9th-level are impossible for these wizards to master.