Wizards of the Dragon Coast (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, elf, half-elf
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) 	2d10﻿
Proficiencies 	Proficiencies
Weapon Slots 	1
Additional Slot 	5
Nonproficiency Penalty 	-4
Nonweapon Slots 	5
Additional Slot 	4
Available Categories 	General, Wizard
Bonus Proficiencies 	Swimming
Recommended Proficiencies	Spellcraft
__TOC__
==Overview==
Just as the cities of the Dragon Coast are proud and independent, so too are its wizards. They view the world from their own perspective, paying little attention to the interests of others. That which is to their advantage, they attend. That which is not, they ignore.
==Description==
The only way to adequately describe the dress and mannerisms of the wizards of the Dragon Coast is to say they are too varied to be described. "Each to his own" is the apparent rule here, with every manner of dress and demeanor being found along the south coasts of the Dragonmere and Sea of Fallen Stars.
If a single distinguishing characteristic were to be found among these folk, it would be that each wizard proudly displays his own mark. Whether this is on an amulet, a sash, or torc varies from person to person. All that is consistent is that each wizard will prominently display his own particular glyph somewhere.
==Role-playing==
Wizards of the Dragon Coast are independent folk. They tend to avoid committing themselves to long adventures unless there is an unusually valuable treasure at the end of the road. The first question from a wizard when presented with a proposition should always be: What's in it for me?
==Special Abilities==
There are three major cities in the region men call the Dragon Coast. These are, from west to east, Elversult, Teziit, and Westgate. Of these, the last is by far the greatest. In addition, the Pirate Isles are often grouped as a part of the Dragon Coast.
The wizards of each city (or isle) are as different and varied as the countless caravans that pass through this region. While all receive the swimming proficiency because of the popularity of water sports among the folk of the Dragon Coast, there are many other differences.
===Elversult===
Long a place of refuge for smugglers and similar thieves, the tide has begun to turn against the criminal element in this prosperous city. These changes affect wizards only slightly, but the long heritage of Elversult has had a more pronounced impact on the members of this class.
Over the years, the wizards of Elversult have been forced to deal with smugglers, privateers, and other shadowy characters on regular occasions. This has resulted in a familiarity with society's darker side that few non-thieves in the Forgotten Realms can match. To reflect this, all wizard characters from Elversult are familiar with the slang and jargon that composes a local thieves' cant.
===Teziit===
As residents of a fast-growing and prosperous town, the folk of Teziit pride themselves on the city they have built and the diversity of its citizenry. New ideas, including religions and ways of doing business, are freely considered when the many travelers that pass through this region introduce them. Those that prosper are embraced by the general population while those that falter are assumed to have been flawed to begin with.
This thoughtful nature is also seen in the wizards that dwell here. They are among the most resourceful and determined folk of the Dragon Coast. As a result, these characters reduce the amount of time and money they must invest in training by 3% per level. Guidelines for training are presented in the DUNGEON MASTER Guide.
===Westgate===
In many parts of the world, the word "trade" is synonymous with the name Westgate. The importance of caravans and merchant shipping is known by all inhabitants of this great city, for it has served to make Westgate a powerful metropolis and has established a reasonably high standard of living for the people who live there.
The great wealth of goods that pass through the city brings with it an influx of cultures and knowledge the likes of which are unknown anywhere else on Toril. For this reason, the wizards of Westgate have the same ability to know "a little bit of everything" that bards do. This ability is somewhat less likely to succeed than that of the typical bard but is otherwise the same as that described in the Player's Handbook. In short, the wizard has a 3% chance per level to know something of the background of any character, object, or place that he encounters.
===The Pirate Isles===
While it would be wrong to say that every inhabitant of the Pirate Isles is a thief, murderer, and corsair, it wouldn't be completely wrong. To reflect this in game terms, wizards from this region are able to freely purchase proficiencies from the Rogue category as well as the General and Wizard groups.
In addition, wizards of the Pirate Isles receive the navigation skill as a bonus proficiency, so they need not expend a slot to purchase the skill. However, they can allocate additional slots to improve their chances of success when using it.
==Special Disadvantages==
Just as the unique nature of their homes gives the wizards of the Dragon Coast several advantages, so too are they slightly penalized by their heritage.
===Elversult===
Time that must be devoted to mastering the ways of traders is time that cannot be spent studying magic. As a result, wizards of Elversult receive only a 5% bonus to their earned experience points if their Intelligence is high enough to qualify for this reward.
===Teziit===
Though they are quick studies, wizards of Teziit tend to skip aspects of training they find dull or boring. This results in a flawed mastery of their skills. In most cases this doesn't show, but occasionally they are stumped by things others find challenging but not impossible to overcome. This is reflected in a -1 penalty to all proficiency checks the character makes.
===Westgate===
The great wealth of lore and legend the wizards of Westgate are exposed to makes them very knowledgeable individuals. In addition to the beneficial effects it has on the character of the wizards, this continuous barrage of information forces them to master certain skills in order to keep up with the world around them.
As a result, wizards of Westgate must allocate three of their initial nonweapon proficiencies to the mastery of foreign modern languages. The other two slots that the character begins play with must be spent on the purchase of the religion and etiquette skills. Additional slots, whether acquired from a high Intelligence score or through an increase in experience level, can be expended as desired.
===The Pirate Isles===
The Pirate Isles are a lawless and wild place. By most accounts, only the lowest of criminals and the most dangerous of cutthroats make their homes on these rocky outcroppings. Because of this, all wizards from the Pirate Isles must be either chaotic or evil in alignment. (Of course, evil kits are restricted to nonplayer characters.)
Dungeon Masters should also note that inhabitants of the Pirate Isles are constantly harassed by the law enforcers of the Dragon Coast. Whenever a crime occurs along the southern shores of the Sea of Fallen Stars or Dragonmere, travelers from the Pirate Isles are ready suspects. It may well be that more natives of the Pirate Isles have been wrongly convicted and executed than have actually been brought to justice for the crimes they did commit.
==Eleint 15==
: Eleint 15
: We are six days out of port and the crew is uneasy. The sky has grown dark and the winds shift back and forth as if uncertain where they came from or where they shall go. Lightning flashes in the distance, making the sky appear harsh and brittle yet producing no thunder or rain. I don't know what strange fate lies ahead of us, but I cannot help but feel certain that it is not good. I have asked Knolan, the ranger who is traveling with us, and his elf companion Glorin what they make of this strange weather. Neither of them has an answer for me. I suspect that they know more than they are telling me.
: Eleint 16
: As our clocks estimated that the sun had fallen behind the cloudy horizon, the storm broke. At that same instant, a distant shape rose from beneath the waves. So frightful was this thing that even now my hand shakes as I write.
: The first cry of alarm was raised by the elf. His keen eyes seemed unhampered by the thick fog and torrential downpour. Following his outstretched arm, I saw the ghostly Grey Caravel cutting through the waves without the faintest trace of a wake. Her sails were torn and hung like rags from twisted, cracked masts. Great holes had been torn in the hull, but no water seemed to fill the spectral ship!
: As the vessel drew nearer, I strained my eyes and beheld her crew: They wore the typical garb one associates with sailors of the Dragon Coasts, but their clothes were tattered and fluttered wet and limp upon their frames. To my horror, I realized that these tatters covered not men but living skeletons! Their eyes, pinpoints of crimson set in white skulls, seemed to burn into my soul. The Grey Caravel bore down upon us. I called the men to action stations and bade them make ready to repel borders. I braced for the crash...
: Just as it seemed impossible to avoid a collision, the phantom ship faded away! In its wake, only a wind as cold as the grave swept across us.
: Eleint 17
: I have little time to write now. The alarm has just been raised again. The Grey Caravel and the storm that shrouds it have returned. My heart is heavy, for I cannot help but feel that we will not be as lucky as we were yesterday. May the gods protect an old sailor and his crew.
:: — Excerpts from the log of the Scarlet Queen, found adrift near the Dragon Coasts