Warriors of the Savage North (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
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 	Survival
Recommended Proficiencies	None
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==Overview==
The Savage North is a catch-all term that actually encompasses quite a large area: the Barbarian Kingdoms, the High Forest, Mirabar, Neverwinter, Luskan, Silverymoon, and all intervening territories.
===The Barbarian Kingdoms===
The Barbarian Kingdoms are a series of petty kingdoms with no overall organization. Here, only the strong survive, and their warriors, the first line of defense for these kingdoms, are humans of great fortitude and might.
===Mirabar===
Mirabar has a reputation as being the mining center of the Sword Coast. Splendid gems, intricately-clever metalwork, and forge bars of the purest metals comes from Mirabar. Unfortunately, some consider the terrain to be ruined by excessive mining. Indeed, the landscape is pockmarked with mines, quarries, and other scars of industry.
Mirabar's population is a mixture of humans and dwarves, and they enjoy a high degree of cooperation and harmony in their mining trades.
===Luskan===
This coastal city is known for its ships with purple sails. Piracy and raiding are the hallmarks of Luskan, and these traditions are gleefully carried out by all her warriors up and down the Sword Coast.
===Neverwinter===
A powerful, friendly city allied with Waterdeep, Neverwinter's warriors are shining examples of grace and civilization in this harsh, wild land.
===Silverymoon===
This city is among the mightiest of cities in the Savage Frontier, and it is ruled by Lady Alustriel. Like Neverwinter, the city is allied with Waterdeep, and Lady Alustriel's native warriors are skilled, well-organized, and brave to a fault.
==Description==
===The Barbarian Kingdoms===
Warriors from the Kingdoms dress and look much like what "civilized" folk think of as barbaric. They wear heavy fur cloaks and boots, horned iron helms, and metal armor decorated with grisly trophies of their past kills. They favor bastard swords, long bows, warhammers, and battle axes. These warriors tend to be a bit on the unkempt and unwashed side.
===Mirabar===
Warriors of Mirabar are practically walking advertisements for their home. They favor any sort of metal armor, most often tastefully decorated with gems and semi-precious stones. Mirabar warriors almost always carry a sword of some sort as their primary weapon. The exceptions to this are the dwarven warriors of Mirabar, who favor hammers and battle axes.
In concession to their cold climate, warriors of Mirabar wear furs and fur cloaks that they have imported from other regions. These, too, are decorated with gem-encrusted clasps.
===Luskan===
Warriors of Luskan are Northmen, but their appearance is more reminiscent of sailors. Their armor tends to be mostly leather and studded leather, and shields are not normally used. Many warriors wear earrings, sometimes as many as four or five on an ear.
Many warriors also wear a swatch of purple cloth, either as a headband, or to be tied around their upper arm or thigh. This "badge" represents the city's purple sails and marks the warrior as a Luskan native.
===Neverwinter===
The garb of Neverwinter warriors tries to combine function and attractiveness, and usually succeeds. Most warriors favor metal armor, a tabard bearing the city's crest, and warm outer gear such as cloaks and hoods. There is a strong floral theme to personal adornments, especially flowers like roses and lilies. Stylized floral icons are also common as shield and armor emblems.
===Silverymoon===
Warriors of Silverymoon favor well-crafted armor, shields with the heraldic device of their families, and some modest adornment of rings, bracelets, amulets, and brooches.
Many warriors of Silverymoon bear themselves in a manner that gets them often confused for warriors from the allegedly more civilized Heartlands. They, more than any others in the Savage North, come closest to resembling the idealized Realms warrior stereotype.
==Special Advantages==
===The Barbarian Kingdoms===
The warrior from the Barbarian Kingdoms gets the endurance nonweapon proficiency at no cost. They are formidable fighters, and gain a +1 to hit when using a battle axe or bastard sword.
===Mirabar===
Coming from a mining and forging area has advantages. Metal armor (chain, plate, splint, scale) costs 20% less than normal, as do metal shields, helms, and melee weapons.
Mirabaran warriors can choose one of the following nonweapon proficiencies for free: armorer, blacksmithing, gem cutting, language—Dwarvish, mining, or weaponsmithing.
===Luskan===
Warriors from Luskan automatically gain the swimming and seamanship nonweapon proficiencies.
===Neverwinter===
Warriors of Neverwinter are also craftsmen. Each warrior gets a choice of one of the following nonweapon proficiencies for free: armorer, blacksmithing, bowyer/fletcher, carpentry, gem cutting, leatherworking, pottery, tailor, weaponsmithing, or weaving.
Warriors also start out with an extra 30 gp, a small savings from their time as craftsmen.
===Silverymoon===
Warriors of Silverymoon are well accustomed to magic, since their city is filled with it. All warriors gain a +1 bonus to their saving throws against spells. In addition, Silverymoon is also a city of scholars and study. Each warrior gains one extra initial nonweapon proficiency slot.
==Special Disadvantages==
===The Barbarian Kingdoms===
All warriors must have a minimum Strength and Constitution of 14.
Money is harder to come by. A barbarian PC starts out with a suit of armor, a single melee weapon, and 1d4+5 gold pieces. The most common armor available in the Barbarian Kingdoms is leather. Warriors cannot start out with chain, splint, scale, banded, bronze plate, plate, or brigandine.
Barbarian Kingdom warriors cannot begin their careers with any reading/writing nonweapon proficiency.
Once a year, the Barbarian Kingdom warrior must journey back to his home, and renew an oath of fealty to the leader of his homeland. Those who fail to do so are disgraced, and they will be exiled from the Barbarian Kingdoms forever. If the offending warrior ever returns to the land, all will try to kill him.
Barbarian Kingdom fighters are superstitious and have a paranoid dislike of magic. All saving throws vs magic are done at -2 penalty.
===Mirabar===
All warriors of Mirabar are either humans, dwarves, or gnomes. No other races can be chosen. All warriors must have a minimum Constitution of 12, since a hearty physique needed to survive in the deep mines of the Savage Frontier.
Due to their focus on the mining trades, many natives of Mirabar, including the warriors, are unfamiliar with woodlands lore. Thus, warriors of Mirabar cannot start out with any of the following nonweapon proficiencies: animal lore, hunting, set snares, and tracking. Note that these nonweapon proficiencies can be picked up later in their careers.
Some NPCs that protect or worship nature are less than impressed with Mirabar's haphazard mining tearing up the land. All reactions with such NPCs are penalized at -2 when dealing with such folk.
===Luskan===
The reputation of Luskan precedes the warriors who call it home. Luskanite warriors get a -2 reaction penalty when dealing with NPCs from the Sword Coast, Waterdeep, the Island Kingdoms, and the other cities of the Savage North. This reaction penalty rises to -4 when a Luskanite encounters an NPC from Ruathym, a small pirate island in the northern Sea of Swords and a long-standing enemy of Luskan.
All warriors of Luskan must have a Constitution of at least 13, and a Dexterity of at least 12.
===Neverwinter===
Most Neverwinter warriors went through craftsmen apprenticeships when they were adolescents. As a result, they learned useful trades and their warriors' training was not fully completed. Consequently, all Neverwinter warriors begin with only two weapon proficiencies. When the warriors reach second level, they get the remaining two weapon proficiency slots that they should have had as new warriors.
All Neverwinter warriors must have a minimum Intelligence of 9, and a minimum Constitution of 12.
===Silverymoon===
Silverymoon is renowned as a center of learning and magic, and its ruler, the Harper known as Lady Alustriel, brings the city even more veneration. Unfortunately, there are folk in the Realms who, if they cannot strike at the city or its ruler, will content themselves with striking at its citizens. To make matters worse, Silverymoon is allied with Waterdeep, a city with its own healthy share of enemies. Organizations such as the Cult of the Dragon, the Knights of the Shield, the Shadow Thieves, and the Zhentarim will single out such natives of Silverymoon in combat, with the intent to kill them slowly.
All Silverymoon warriors must have a minimum Intelligence of 12, a Wisdom of 10, and a Constitution of 12.