Warriors of the Old Empires (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
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 	﻿4
Additional Slot 	3
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	None
Recommended Proficiencies	Riding, land-based
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==Overview==
The Old Empires is an outsiders' term to link three distinct but geographically-linked countries, each with a history far more ancient than many lands west of the Sea of Fallen Stars. The Old Empires consist of Chessenta, Mulhorand, and Unther, the three oldest surviving nations in all of Faerûn. They were old when the Dales were young, and her warriors have remained unchanged through all the millennia.
===Chessenta===
The youngest of the three empires, Chessenta is a fertile land in which Chaos is the most influential ruler. The warriors of Chessenta are a wild, drunken, crazy lot who love to mix politics and warfare. Stability, both political and emotional, is rare.
===Mulhorand===
The most ancient of all empires, hoary Mulhorand is a great old force, one that was even larger in days gone by. Despite its diminished empire, Mulhorand is still powerful, and her warriors do their best to show fealty to their pharaoh while trying to keep peace among the many rival faiths.
===Unther===
The second oldest empire of the Realms is Unther. Like Mulhorand, it was once much larger than it currently is, but unlike Mulhorand, Unther's god-king Gilgeam takes a more direct hand in the day-to-day affairs of running the empire. He has reigned tyrannically over Unther for the past 2,000 years.
Unther is a corrupt, chaotic land, where tyrants and bullies flout the law. Unfortunately, most of those tyrants and bullies happen to be the rulers and enforcers of Gilgeam's cruel dictatorship!
Untherite warriors are split into two factions: those that slavishly obey, venerate, and support Gilgeam and his rule, and those who want to see the god-king overthrown. Both factions, however, agree that a revolution is inevitable.
==Description==
===Chessenta===
Chessentan warriors' garb is as ever changing as the clouds in the sky. Their tendency towards chaos makes them the least predictable warriors; there is no "one look" in Chessenta. Some warriors favor metal armor, while others wear animal hides. Still more favor no armor at all, choosing instead to wear a short toga that is cool and allows for a wider freedom of movement. One consistent feature among all Chessentan warriors' garb is their enjoyment of jewelry, most of it in the form of gold bracelets, choker collars, and arm bracers.
===Mulhorand===
The hotter climate of Mulhorand makes the wearing of armor a difficult feat. Most warriors favor only a light leather kilt and headdress that resembles the style favored by the pharaoh. A light white linen cape is often added as protection from the sun.
Some warriors wear partial leather armor over one arm and shoulder. Shields are uncommon equipment, especially for archers and spearmen.
Warriors of Mulhorand favor kopesh swords, spears, and short bows.
===Unther===
Like Mulhorand, Unther has a hot desert climate. They are fond of shaving off all of their body hair and applying oils and waxes to their skin to make their bodies shine. These oils give the Untherite warriors a distinctive smell, not necessarily an unpleasant one, although it does tend to expose the warriors to many jibes about body odor.
A fearsome tattoo is often found either on an Untherite's shaven head, chest, or right arm; this is especially true for those warriors who have slain some great creature by themselves.
Warriors of Unther wear white linen kilts, refusing armor of any sort. Those warriors currently in the army, though, wear bronze plate mail. Most armor is rejected because it is too hot to wear continuously in the heat or it reminds the warrior of his days in the army. For weaponry, the warriors usually employ spears, daggers, slings, and short swords.
The entire purpose of an Untherite warrior's appearance is to appear to be formidable. The warriors seek a psychological edge over any of their opponents.
==Role-Playing==
===Chessenta===
The Chessentan warrior mirrors his society in the way he lives for the moment. Passion is a very strong trait among Chessentans, and their warriors are no exception. A Chessantan warrior eats, drinks, parties, loves, and fights as if it were his last day of life. Whatever he does, a Chessentan warrior does it to the extreme.
===Mulhorand===
A warrior of Mulhorand always puts his pharaoh's priorities first above all other things. The average Mulhorand warrior is efficient and disciplined, a great believer in order. They are rigid and conservative traditionalists who despise change of any type. Their consistency and loyalty makes them valued fighters.
Unfortunately, these warriors are also rather arrogant about their capabilities. They always seek out some activities in which they excel, and perform those repeatedly to show their "superior skills."
===Unther===
Warriors from this chaotic society are accustomed to doing whatever they please. In Unther, as long as a warrior pays lip-service to the god-king, he pretty much does what he pleases.
Warriors of Unther are spoiled, arrogant bullies who enjoy making themselves look formidable in order to intimidate others. Since the bulk of Unther's army regulars are little better than poorly trained slaves, it is usually the officers that go on to become freelance adventurers.
==Special Advantages==
===Chessenta===
Chessentans launch themselves into tasks with such inspiring zeal and drive that it is almost frightening. To reflect this single-minded intensity, a Chessentan warrior gains a +1/-1 bonus (whichever is appropriate) to all rolls (attack, damage, initiative, proficiency checks, etc.).
===Mulhorand===
Warriors of Mulhorand are an ordered and disciplined lot. They gain a +1 saving throw against any mind-affecting spells including illusions, charm, fear, friends, hypnotism, etc.
Warriors of Mulhorand see their pharaoh as one of their gods walking among them, and worship him as if he were a deity. For that, they gain a +2 on their saving throws vs spells if the spell is cast by a cleric or priest of a deity not worshiped in Mulhorand. After all, with the divine pharaoh leading them, what other god could do more? It's the hard-nosed, bull-headed mindset of Mulhorand's warriors that comes through for them.
===Unther===
Warriors of Unther begin with the charioteering nonweapon proficiency for free.
Warriors know how to make themselves look more impressive. A warrior of Unther can attempt to intimidate another warrior of a lower level simply by standing up and looking mean. The Untherite warrior makes an ability check using his Charisma. If the check succeeds, the victim is intimidated, and suffers a -1 penalty on attack rolls against the Untherite. If the target NPC fails a Wisdom check, he will either quickly leave in fear, or immediately acquiesce to the intimidating warrior's wishes (within reason).
==Special Disadvantages==
===Chessenta===
Chessentan warriors, despite the intensity that they invest into their tasks, are also a chaotic, almost crazy group of people. It takes them slightly longer to assimilate their experience, so they use the paladin/ranger experience point table for level advancement.
Due to their undisciplined natures, Chessentan warriors cannot be paladins or rangers. Chessentan warriors must have a chaotic alignment, and the majority (70%) are either chaotic good (25%) or chaotic neutral (45%).
===Mulhorand===
Mulhorand warriors must be of a lawful alignment, usually lawful neutral. Even those few who are lawful good cannot become paladins or rangers.
Mulhorand warriors are single-minded, intractable, and not very willing to try new things. As a result, the cost of purchasing any nonweapon proficiency slots outside the Warrior and General groups is tripled rather than doubled.
Due to their rigid beliefs, a warrior of Mulhorand will refuse to be the recipient of any spell effects—beneficial or otherwise—from a cleric, druid, or paladin who represents a faith or power that is not worshiped in Mulhorand. If he believes the person intends to do actual harm to him, the warrior will actively resist with force. In addition, a warrior of Mulhorand cannot worship any deity not followed within Mulhorand.
Because of their acclimation to the hot climate, Mulhorand warriors suffer a -1 to their saving throws against cold-based attacks.
===Unther===
Warriors of Unther cannot be of any lawful alignment, and they must have a minimum Charisma score of 11.
Untherite warriors are such spoiled individuals that they suffer a -3 penalty to all NPC interactions, even within the borders of Unther itself!
Also, since Untherite warriors come from the noble families, they are more tempting targets for thieves, blackmailers, kidnappers, extortionists, and conmen. This is especially true when a warrior of Unther is adventuring in any of the Old Empires or the Vilhon Reach areas, since they tend to stick out in a crowd. There is a 20% chance per day that the Untherite PC and any of his companions will be ambushed or robbed (or both) within these specific regions.
Due to their acclimation to the hot climate, warriors of Unthar suffer a -1 to their saving throws against cold-based attacks.