Rogues of the Old Empires (Character Kit)

Class Information 	Class Information
Racial Requirements 	﻿Varies
Ability Requirements 	Dexterity 9
Prime Requisite 	Dexterity
Hit Die Type 	d6
Attack as 	Rogue
Save as 	Rogue
Advance as 	Rogue
Spell Ability? 	No
Exceptional Strength? 	Νο
Exceptional Constitution?	No
Starting Cash (x10 gp) 	2d6
Proficiencies 	Proficiencies
Weapon Slots 	3
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	3
Additional Slot 	4
Available Categories 	General, Rogue
Bonus Proficiencies 	Ancient history
Recommended Proficiencies	Nome
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==Overview==
The Grim Empires, as these states are often called by both the inhabitants and outsiders, were once great and noble powers. But the passing of years has left them clinging to their many past glories and living in the dark shadows of what once was.
==Description==
Each of the Old Empires is marked by a unique style of dress. The people of Chessenta commonly dress in long togalike wrap-arounds. In Mulhorand the most popular mode of dress is a loose tunic and ankle-length skirt or half-robe. Within the corrupt confines of Unther the residents don broad belts and knee-length kilt-like skirts that are commonly worn with spartan shirts or tunics.
==Role-playing==
The rogues of the Old Empires recognize that they live in places long past their prime. This tends to give them a bitter, sardonic outlook on life. The rogues of the Old Empires believe they must take what they can now, for the future is far from a certainty.
==Special Abilities==
===Chessenta===
The rogues of Chessenta have a more conservative outlook on life than their peers in Mulhorand or Unther. They fully understand that theirs is a twilight empire, but they are less tied to the glories of the past than the rogues of the other Grim Empires. They are often able to turn to their knowledge of the past for solutions to the problems of the present. This insight takes the form of a    +1 bonus to the character's starting Wisdom score.
===Mulhorand===
The traditions of Mulhorand are rooted in ancient lore and rituals that seem to date back almost to the dawn of time. There are those who say the Mulhorandi were forging their empire even before the elves and dwarves had become civilized. Obviously this isn't true, but it is a popular belief in Mulhorand.
In the land of the Pharaohs, rogues are looked upon with great disfavor, for they are often perceived as grave robbers and defilers of temples. The rogues feel that they would probably be accused of these crimes whether they committed them or not, so they do. It's something of a vicious circle.
Their familiarity with graves and tombs brings with it a knowledge of the dead and undead. An unusual aspect of this is that these characters have mastered the art of turning undead. What is most striking about this is that these people do not use the power of their faith to drive off the walking or spectral dead. Rather, they have mastered certain minor incantations, long forgotten in the rest of the world, that serve the same purpose. In game terms the rogues of Mulhorand turn undead as if they were paladins of the same levels.
==Special Disadvantages==
===Unther===
Most of the servants of Gilgeam (the god-king of Unther) are his dark and evil priests. A more sinister and diabolical clergy would be hard to imagine. The great hatred everyone in Unther feels for these minions of evil is most prominent among the rogues of this city. There is hardly a rogue alive in that nation who has not run afoul of the priesthood at one time or another. Most have witnessed one or more of their friends taken before Gilgeam's Inquisition, never to be seen again.
As might be expected, this hatred extends to priests of other faiths. As a result, all Untherite rogues receive a +2 bonus to their attack and damage rolls when attacking any priest, regardless of his religion.
===Chessenta===
Chessentan rogues hold such a reverence for the past that they often overlook the problems of the present. When confronted with a pressing situation, the character is likely to spend a great deal of time searching his memory for past events that might have a bearing on it. While this might be beneficial in certain circumstances, it has its drawbacks as well. The most obvious drawback is that these characters suffer a +2 penalty to every initiative check they make because they do not always react in a reasonable amount of time.
===Mulhorand===
These characters often find themselves associating with the dead and undead. This frequent exposure has made the rogues of Mulhorand especially vulnerable to the foul art of necromancy. These characters suffer a -4 penalty whenever they must make a saving throw against a spell from the school or sphere of Necromancy.
===Unther===
Of all the Grim Empires, none is more suited to that name than the tortured land of Unther. Struggling under the oppressive fist of the despotic god-king Gilgeam, the people of Unther long for a revolt that may never come.
For the rogues of that city, who long ago learned that the sentence for any violation of Gilgeam's law is a painful death, existence is bleak at best. The air of oppression that hangs over the city rests most heavily on them.
The aura of fatalism that surrounds these characters is readily apparent to anyone in their company. Every NPC associated with an adventuring party that has one or more Untherite rogues has his Morale lowered by 2 points as a result.