Warriors of the Unapproachable East (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	None
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==Overview==
The Unapproachable East is a geographic area covering a wide variety of nations. The warriors who hail from here are just as diverse, each reflecting the nature of his homeland.
===Aglarond===
This small kingdom is ruled by the mysterious Simbul. It acts as a buffer between Thay and the Sea of Fallen Stars. Aglarond's warriors are few, but they are quite expertly trained. The majority of their warriors are members of the foresters, and the Aglarond warrior kit assumes that the warrior is one of the foresters as well.
===Impiltur===
This nation of united city-states is on the frontier, and its rough-and-ready warriors are the first line of defense. They are also the leaders of exploration along the eastern frontier.
===Rashemen===
Rashemen is a nation of semibarbaric people, a hardy race who are rumored to be either berserkers or witches. The nation borders the territories claimed by the Tuigan hordes as well as the land of Thay. All warriors from Rashemen belong to the standing army, called the Fangs of Rashemen, but their first allegiance is to a specific clan. The Rashemaar warrior kit assumes that the fighter is a clan warrior.
===Thay===
This infamous land of the Red Wizards is known not for its fighters but its wizards. Nevertheless, a small group of warriors has emerged.
==Description==
===Aglarond===
Warriors in Aglarond wear clothing as befits their home region. In Eastern Aglarond, the warriors wear tunics and trousers of bright colors, all embroidered with black threads in nature-related patterns, and they also wear silver or bronze jewelry. People from the Fang, Aglarond's western coastal peninsula, wear dark clothing that fits their dour dispositions. Western Aglarond's warriors wear flamboyant clothing of contrasting colors, much like the typical garb of pirates. Weapons and armor types favored by all of Aglarond's warriors are similar to those used in the Western Heartlands.
===Impiltur===
Warriors of Impiltur favor a tunic with the colors of the nation: dun bordered with crimson. This color scheme is repeated on a warrior's shield, if he has one.
===Rashemen===
Rashemaar warriors are short, muscular humans with the appearance of folk who spend much of their time outdoors, riding and fighting. They favor heavy fur and leather tunics, and typical weapons include a short bow, melee weapon, and light lance. They never use shields of any size.
===Thay===
Thayan warriors favor crimson as their color, probably a reflection of the fact that they are subordinate to the Red Wizards, and often serve them. This red color appears mostly in their cloaks, tunics, leggings, or plumes on their helms. Their general appearances, however, are usually unadorned and remarkably plain. Apparently, the wizards of Thay want no "competition" in terms of outward appearance.
==Role-Playing==
===Aglarond===
The foresters are alert and grim warriors, much like a band of very organized and regimented rangers might be.
They feel more at ease in nature than they do among cities and towns. In general, Aglarond warriors are fanatically devoted to their land. They are hard-working, raucous party-goers on their "time off," and will brook no insult or disrespect towards their nation or the Simbul.
Warriors from the rugged cape called the Fang are a grumbly, surly lot, ever suspicious of strangers. These warriors, in particular, have a severe dislike of elves and half-elves.
===Impiltur===
The warriors of Impiltur have that spark of curiosity and "can do" mentality so often found in adventurers. They are good-natured and friendly, an honest, hard-working breed, but they are also constantly ready and waiting for trouble. An Impiltur warrior makes a fine friend, a valuable ally, and an implacable enemy.
===Rashemen===
The warriors of Rashemen are not often encountered outside their lands. When they are, it is usually because they are on a dajemma, which is a journey to manhood that every male Rashemen native makes.
Whether they are male or female, Rashemaar warriors are a fearless breed, who fight with a savagery and stamina not easily matched. They are hardy brawlers, who enjoy a good strong drink, a bawdy story, making new friends, and topping the evening off with a good old-fashioned tavern brawl.
===Thay===
Nothing is less appreciated in a land where magic is venerated than the art of physical combat and its practitioners. Such is the lot of warriors from Thay. In a land where the Red Wizards and their magic dominate every aspect of life, warriors are definitely regarded as second-best in all things.
This second-class status has produced a breed of warrior that, while loyal to their nation, are sullen, humorless, and rather jealous. And since they cannot take out their frustrations on the Red Wizards, they take them out on strangers.
Perhaps stung by the lack of admiration of the Thayan society, the warriors nevertheless have adopted their own code of honor. They have vowed to defend the wizards of Thay—which is indeed the task they most often find themselves assigned—and they have sworn to protect Thay's borders and its rulers. Once a Thayan warrior gives his word of honor, he will die to keep it.
==Special Advantages==
===Aglarond===
As a forester, the warrior of Aglarond is specifically a well-trained ranger with some additional bonuses and limitations. A forester not only starts out with the non weapon proficiency of tracking, but also gets climbing and blind-fighting for free as well.
===Impiltur===
The warriors of Impiltur are always ready for tasks that call for their martial skills. When rolling initiative, a warrior of Impiltur gets a -1 bonus.
Since Impiltur is a frontier nation brimming with potential dangers, every warrior starts the game with one free melee weapon from his family or the person who taught him his fighting skills. The warrior still needs to spend the weapon proficiency slot to wield it.
Warriors of Impiltur can accurately be described as "gutsy". They gain a +1 bonus to their saving throws vs fear. If circumstances exist where no saving throw is allowed against fear or panic effects, warriors of Impiltur get a saving throw without their usual bonus.
===Rashemen===
These semi-barbaric warriors start out with several strong advantages. Each beginning Rashemaar warrior can use her fists as a free weapon proficiency, and they deal 2-4 points of damage with a +1 bonus to attack rolls when using only fists. Rashemaar warriors also get the land-based riding nonweapon proficiency for free.
Each Rashemaar warrior starts off with a heavy fur and leather tunic (Armor Class 6), a choice of a one-handed melee weapon, a short bow, a light lance, and a mountain pony. All of these items are free.
While these are not the elite Fang berserkers, each Rashemaar warrior can enter a mild berserker rage once per day. It lasts for five rounds or until all enemies are slain, whichever comes first. While in this rage, all attack, damage, and saving throw rolls gain a +1 bonus, and a -1 bonus on initiative rolls.
===Thay===
Even though the warriors of Thay do not get the same level of respect and adulation that the Red Wizards do, the latter magic-users recognize the need to keep the warriors happy and well-equipped to increase their usefulness as guards or soldiers. Each warrior of Thay begins his career with 7d4 (x10) gold pieces and a magical +1 item of protection. While the item's standard form is that of a ring of protection, it could also be a magical baldric, brooch, circlet, cloak, earring, or pendant and still have the same defensive effects as a ring of protection.
==Special Disadvantages==
===Aglarond===
The foresters of Aglarond have all the same hindrances of rangers in terms of alignment and limits on possessions. In addition, they are bitter enemies of Thay, and a Thayan will not hesitate to strike at an Aglarond warrior in nearly any situation.
Due to their rarity, no more than one forester can be in an adventuring party at any time.
Aglarond also strictly controls the development of those persons capable of spellcasting. Given these strictures, no forester can learn spells; thus, warriors of Aglarond do not gain the ranger's spell abilities at 8th or higher levels.
===Impiltur===
Most cities in Impiltur suffered disruption during the Tuigan invasion. Trade and economy were crippled. Each warrior begins with only 3d4 (x10) gold pieces.
===Rashemen===
Rashemaar warriors are very rarely seen outside their homeland. Thus, there cannot be more than one Rashemaar in an adventuring party at a time.
Each Fang must have a minimum Constitution and Dexterity of 12, and a Wisdom of 10.
All Rashemaar warriors in general are not particularly well-versed in combat tactics. "Overwhelm a target or foe with sheer numbers and ferocity, then beat it to death" is the way of the Rashemaar warrior. To reflect this, all Rashemaar warriors are handicapped with a +1 penalty on their initiative dice rolls for the initial rounds of combat (11 rounds - the warrior's level).
===Thay===
Thayan warriors share the same stigma and prejudice that Red Wizards of Thay experience outside of their nation. Most folk in the Realms agree that Thayans are not trusted, especially her neighbors. When dealing with NPCs, all reaction rolls are penalized at -2 (-4 with NPCs of Aglarond or Rashemen).
Thayan warriors have been conditioned to digest information like the Red Wizards. Thus, they use the Wizard experience point table to advance.