Wizards of the Dales (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, elf, half-elf
Ability Requirements 	Intelligence 9,Constitution 12
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) 	1d4+1
Proficiencies 	Proficiencies
Weapon Slots 	1
Additional Slot 	6
Nonproficiency Penalty 	-5
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Wizard
Bonus Proficiencies 	See below
Recommended Proficiencies	Spellcraft
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==Overview==
The Dalelands are noted for the brave and noble adventurers they produce. Wizards from these regions are expected to be no less responsible or intrepid than their warrior counterparts.
==Description==
As they tend to be adventurers and explorers, the wizards of these realms are noted for their casual manner and utilitarian dress. The flowing robes and fanciful dress of court wizards are not generally found among the spellcasters of the Dales. A wizard in flowing robes, with a long beard and wearing a pointed hat, is likely to be looked upon as something of a dandy or a fool. There are exceptions to this, of course. After all, few are the folk who would call the oft-robed Elminster of Shadowdale a fool.
One can expect the typical wizard of the Dalelands to be in comfortable clothes, often liberally sewn with pockets for spell components as well as a stout staff (that may or may not be enchanted) and ready access to a good assortment of traveling supplies.
==Role-playing==
Many of the wizards, whether mages or specialists, that call the Dales home are rugged adventurers who seek to understand the mysteries of the world by experiencing them firsthand. A player running a wizard from the Dales should be willing to take chances and risk all for a good cause.
As a rule, all folk of the Dales, wizards included, are slow to trust strangers. Once they do accept an outsider, however, they are warm and open friends. Prior to that time, a wizard designed with this kit should be slow to rely on those they do not know. As with most folk of the Dales, wizards from these states are known to be steadfast companions and good allies. There are few of the Dales who would abandon a friend in need or give up on a quest that seemed impossible.
==Special Benefits==
Wizards of the Dales each receive a bonus proficiency and a special ability that reflects the land they call home.
===Archendale===
The proud traditions of the folk who live along the banks of the River Arken are not lost upon the wizards nurtured in that lush land. Spellcasters from this region are noted for their love of nature and, in particular, the ferns, flowers, and grasses that prosper along the banks of rivers and shallow streams. Because of this, wizards from Archendale may choose either the fishing or herbalist proficiencies. They need not allocate slots to these skills but can do so to increase their chances of success when using these talents.
===Battledale===
The history of this realm is, as its name suggests, one of warfare and conflict. Unlike the tortured lands of Sessrendale or Tarkhaldale, Battledale has not only survived its conflicts but grown strong from them. Those who live in the shadow of Aencar's castle are proud of their warrior heritage, and even the wizards of this realm have had military training. To reflect this, wizards from Battledale acquire weapon proficiencies as if they were rogues. That is, they begin play with two such skills and acquire a new one with every fourth level of experience. In addition, these characters can employ all "small" weapons normally forbidden to wizard characters.
===Daggerdale===
There is perhaps no surviving state in the Dales with as tragic a history as Daggerdale. Deceived and ruled by the cruel Malyk and his allies in the Zhentarim for many years, this land has felt the hand of tyranny and is not quick to forget that evil caress. The scars of this brutal past are evident in the distrusting, almost paranoid, wizards that come from this land.
Even with Daggerdale back under the rightful rule of Randal Morn, the wizards of that land have retained their ability to think quick under pressure. As such, Daggerdale wizards gain a bonus proficiency in etiquette. This ability once provided them with the means to talk their way out of trouble with Zhentarim agents. Now it serves as a reminder to how they once lived.
Whenever a Daggerdale wizard finds himself facing an authority figure, a successful proficiency check will allow him to say the right things and perform the proper kowtowing to escape the fate that might otherwise be assigned to him. The DM can assign penalties based on the situation, and the player is forewarned that some situations are inescapable.
===Deepingdale===
The folk of Deepingdale seem to get along better with the elves and half-elves of the world than they do with other humans. The mages of Deepingdale are so used to the comings and goings of the fair folk that they seem to have acquired an affinity for the magic of the elves. This is reflected in two ways. Whenever a spellcaster from Deepingdale is required to make a saving throw to escape the effects of a spell cast by any elf race (including the sinister drow), he is entitled to a +2 bonus to his roll. Conversely, any wizard who learned his craft in Deepingdale imposes a -2 penalty on the saving throws made by elves to resist his powers. Against half-elves, this bonus or penalty is halved.
===Featherdale===
Few wizards—and few heroes of any type—come from among the folk of Featherdale. This is not because of an absence of magical talent among the populace, only a lack of interest. The children of this region grow up tending the flocks and seeing to other chores that leave little time for the idle fancy of magic. Still, those spellcasters who do step forward from the ranks of the common folk of Featherdale have a natural instinct when it comes to the ways of farming and herding. They receive either the agriculture or animal handling proficiencies automatically (that is, without allocating a nonweapon proficiency slot to it). They can also allocate additional slots to their chosen skill to increase their chances of success when using it.
===Harrowdale===
The folk of Harrowdale are often said to be somewhat dimwitted and set in their ways. This might well be the case with many of the common folk. What some take for a lack of intelligence, however, is often only an introspective personality. This is especially true of the wizards of Harrowdale, who are noted as much for their acumen as their intellect. As a result, all wizards from Harrowdale receive a +2 bonus to their starting Wisdom score. The modified score cannot exceed 18, however.
===The High Dale===
Of all the folk in all the Dales, there are none more well-known or respected than the Flying Archers of High Dale. There is not a child in this land who didn't learn to use a bow as soon as he was strong enough to draw back an arrow. As a result, wizards from High Dale are able to use long and short bows normally in combat. Of course, they must still allocate weapon proficiency slots to them if they are to avoid a penalty to their attack rolls. Further, they can select the bowyer/fletcher proficiency for its normal cost of one slot, just as if they were warriors.
===Mistledale===
Because of Mistledale's sprawling natural landscape, their folk learn to ride horses and drive wagons at a young age. They have a natural affinity for horses of all types except those trained for battle. In game terms, this is evident in that all wizards born in Mistledale (or at least who grow up there) receive either the land-based riding or animal handling proficiency at no cost. They can allocate slots to it to increase their chances of success when using the skill, but they need not expend a slot to receive the base proficiency.
===Scardale===
There are generally two types of wizards in Scardale now that Lashan has vanished and his attempts to dominate the Dales have ended. Although very different in some ways, the wizards are shockingly similar in others. A player who wishes to run a wizard from Scardale should determine which of these groups his character belongs to. Pro-Lashan: First, there are those who worked with
Lashan and sought to help him in his war. They tend to be harsh, bitter folk who feel they were betrayed by Cormyr, the Moonsea, and the other nations Lashan had depended upon for aid.
Anti-Lashan: On the other hand, there are those who did not believe in what Lashan stood for. Whether they opposed him directly or covertly, they used their powerful personalities to persuade others to resist the war effort.
Wizards from Scardale, whether for or against Lashan, have had to exert a great deal of influence lately in order to attain the goals they desired. This has forced them to develop forceful personalities, so they have earned a +2 bonus to their Charisma scores. The character's Charisma cannot be raised above 18 by this bonus, however.
===Shadowdale===
Home to countless adventurers and to that most worthy of individuals, Elminster the Sage, Shadowdale is residence to far more than its share of heroes and, sadly, villains. Of course, the latter tend to keep a very low profile, often passing themselves off as champions of good while in the area. The children of this land grow up hearing tales of epic adventure and learning lore that those in other lands never hear of. It is only natural that children so raised would long to follow in the footsteps of the heroes they worship.
The wizards of Shadowdale have learned much from the countless heroes they grew up around. The cautionary tales these folk pass on, especially those with missing limbs and other proof of the importance of their lessons, tend to remain with a person throughout his life.
To reflect this, players running wizards born and raised in Shadowdale may adjust any two saving throw categories (breath weapon and death spell, for example). Whenever the character is called upon to make a saving throw of his chosen types, he gains a +2 bonus.
===Tasseldale===
There are many who say that Tasseldale is the most cosmopolitan of all the Dales. There are others who point out that such a statement is roughly equivalent to being the smartest kobold in the raiding party—that is, it's no great honor. Still, the folk here take pride in their reputation and make use of their position as a crossroads to keep informed about the news of the world. It is for this reason, many have supposed, that Tasseldale produces more bards than any of the others.
The early exposure the wizards of Tasseldale have to world events does indeed make them more savvy than their peers in the other Dales. Hardly a day passes in this pleasant land when a body doesn't learn something new and fascinating about a faraway place. As a result, the wizards of Tasseldale begin play with two extra nonweapon proficiency slots.
==Special Disadvantages==
Wizards fashioned with this kit must be of lawful alignment. Also, the rugged nature of life in the Dales imposes upon them a minimum Constitution score of 12. Less hardy folk don't have what it takes to become adventuring wizards.
Each of the Dales produces wizards with a unique flavor. To reflect this, the following disadvantages apply to wizards from the various Dales.
===Archendale===
At times, the pride of these noble folk gets in the way of their common sense. This has led to a reputation for arrogance and vanity. Wizards seem to bear the brunt of these hard feelings, for the natural air of mystery that surrounds them makes common folk especially uneasy around spellcasters. Because of this, wizards from Archendale must reduce their Charisma score by 2 points when dealing with folk from outside their Dale.
===Battledale===
The time that a wizard from these regions spends on martial training is, of course, lost from the study of magic. To reflect this, characters from this region must reduce their chance to learn spells by 10%.
===Daggerdale===
The natural paranoia of Daggerdale's folk is both widely known and readily apparent. Their inability to trust others leads others to distrust them. In a sense, then, one might say that much of their suspicion is justified, for those who do not trust such characters may well betray them. To reflect this, the loyalty base and reaction adjustment modifiers established by the character's Charisma score are always penalties, regardless of whether that ability score is high or low.
===Deepingdale===
The magic studied by the wizards of Deepingdale has such a confrontation can easily erupt into a brawl or been greatly influenced by the subjects of the Elven Court. This has resulted in a natural bias in their studies that reduces the effectiveness of their spells when cast at dwarves, gnomes, or other races with a natural resistance to magic. Therefore, creatures who must make a saving throw to escape the effects of a spell receive a +2 bonus against the incantations of a Deepingdale wizard.
===Featherdale===
While it is true that the wizards of Featherdale seem unnaturally sagacious, it is also true they tend to be quiet and rather lacking in presence. To be blunt, they are some of the dullest people a hero would ever want to spend time with. In game terms, such characters suffer a -2 penalty to their starting Charisma score. The modified value cannot fall below 3, however.
===Harrowdale===
The generally easy-going folk of Harrowdale don't see the adventures that others crave as anything worth seeking. They tend to be introspective and generally find understanding of the world by examining what events mean to them personally. They can be somewhat slow to react in a crisis situation. After all, acting in haste can result in unforeseen consequences. To reflect this, these wizards suffer a -1 penalty to their initiative rolls in combat or other dangerous situations.
===The High Dale===
Having been exposed to the bow at an early age, wizards of the High Dale favor it over all other range weapons. Because of this, they cannot be proficient with darts, thrown knives, or other range weapons. They can use these weapons in combat but suffer a nonproficiency penalty when doing so.
===Mistledale===
Having a natural affinity for animals in general and horses in specific, wizards from Mistledale are quick to anger when they see someone mistreating a mount or notice that a horse shows signs of neglect. Whenever this happens, such characters are compelled to confront the owner of the animal with his misdeeds and seek to aid the abused animal.
While this may not seem to be a great disadvantage, such a confrontation can easily erupt into a brawl or worse. More than one wizard from Mistledale has found himself trying to explain to the city watch exactly why he lost his temper and launched a magic missile at one of the town's citizens.
===Scardale===
The same strength of conviction that allows both pro- and anti-Lashan characters to have forceful personalities and exert a great deal of presence when speaking can cause them to appear as fanatics and blind them to compromises and similar solutions. To reflect this, all such characters suffer a -2 penalty to their Wisdom scores. This penalty cannot lower a score to less than 3, however.
===Shadowdale===
While the wizards of Shadowdale have the advantage of hearing countless stories while growing up, they suffer somewhat from the fact that many of these are at least exaggerations and often outright lies. In game terms, this wealth of misinformation can be seen in a character's saving throws. Just as he receives a +2 bonus to two types of saving throws (player's choice), the wizard must also suffer a -2 penalty when checking two other categories of saving throws.
===Tasseldale===
The people of Tasseldale have a natural thirst for knowledge and information which rivals that of even the most inquisitive bard. This curiosity, however, has been the downfall of many adventurers from Tasseldale.
Whenever such a character wishes to avoid investigating a mystery or attempting to solve an intriguing puzzle, he must make an ability check of his Wisdom. Exactly what requires a roll and what doesn't will have to be decided by the DM, but a good rule is simply that a wizard from Tasseldale won't abandon a mystery without a very good cause. This doesn't mean that the first hint of an enigma will send the character racing into the night, only that once he begins an investigation of some sort, the wizard will be dogged and relentless in his efforts to solve it.