Rogues of Cormyr (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, half-elf
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? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	2d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	3
Additional Slot 	4
Available Categories 	General, Rogue
Bonus Proficiencies 	Varies
Recommended Proficiencies	None
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==Overview==
The nation of Cormyr is a land of honorable knights, landed lords, and civilized folk who see little need to undertake harrowing adventures or explore the world. Rogues are few and far between in this land. Even those that do appear from time to time are more likely to be swashbucklers than actual thieves or curs.
This is not to say that Cormyr has not given birth to its share of criminals. Some of the world's most infamous smugglers and jewel thieves, for instance, were born and raised in the city of Arabel. Even the most predatory of these, however, has a certain style and panache that makes him a hero to the masses even as he is hunted by the constabulary.
==Description==
The dress of Cormyte rogues reflects their social status. The children of nobles and rich merchants favor silks, fine cotton, and other expensive garments. As they are more heroic than others of their ilk in distant lands, they take no steps to hide themselves and instead tend to wear bright colors, exotic jewelry, and plumed caps. Cormyte rogues favor light, highly ornamented weapons and seldom wear armor, though they are not forbidden to do so.
==Role-playing==
Rogues of Cormyr are noted for their great exploits and daring. When in a tough predicament, one can always count on a Cormyte rogue to crack a joke or notice the humor in the situation. Some call them fools, for they don't seem to know fear or common sense. Still, when
morale is low, there's no better traveling companion than a Cormyte rogue.
==Special Abilities==
===Arabel===
Arabel is a fortified city that some people consider to be Faerûn's largest marketplace. Within the walls of this municipality, a buyer can purchase almost anything his heart desires—for a price.
The rogues of Arabel tend to have ties—informal ones at the least—to the black market. In particular, there is an extensive jewel smuggling trade that operates from within this metropolis. For this reason all rogue characters fashioned with this kit begin play with the gem cutting and appraising proficiencies. They need not expend any slots for the initial purchase of these skills but can do so to increase their chances of success when using them.
Arabel's rogues are skilled burglars. For this reason they gain a +15% bonus to their climb walls and open locks skills (to a maximum 95% chance of success). Their talent in such matters is so widely known that a common saying advises those who have misplaced the key to a safe or lock box to simply carry it through the streets of Arabel. By the time you reach your destination, the parable goes, it will have been opened for you.
===Immersea===
As Cormyr's most famous river port, Immersea is a great crossroads for trade of all sorts. In the past this city has produced a number of privateers who have set sail on the Wyvernwater and other seas in search of new lands, undiscovered treasures, and fame (or infamy). Such individuals have also been known to raid the shipping of Cormyr's adversaries—strictly on their own, of course, and certainly without the consent of the Cormyte crown.
Immersea's rogues begin play with the seamanship, navigation, and rope use proficiencies. They need allocate no slots to purchase these skills but can do so to improve their chances of success with them.
These characters have learned much about shipboard combat. Where the rolling and pitching of a deck might cause another character to miss his mark when making an attack, the rogues of Immersea have managed to turn
such things to their advantage. Because of their skilled sea legs, all such characters gain a +1 bonus to their attack rolls when at sea and gain a +2 bonus to their Armor Class to boot.
===Marsember and Suzail===
These twin metropoli are jewels in the Cormyte crown. Few places on all of Toril are as urban as these great cities. Both are major centers of trade, important sea ports, and have numerous schools and other social institutions. Because of the nature of life in these cities, the rogues who make their homes here have a certain style that lends itself to the acquisition of unique skills and talents.
Because both of these cities must, by virtue of their size and population, have large governments, there is a certain degree of political corruption. This is greater in Marsember, of course, for the ruler of that city is himself weak and of questionable morals. Even Suzail is not exempt from such shortcomings. In both cities the rogues have taken it upon themselves to strike at the corrupt and deficient members of society, so they are able to gather a comfortable amount of wealth while keeping the support of the general public.
To reflect the adoration the common man feels for these charming scoundrels, all rogues from either Marsember or Suzail gain a +2 bonus to their starting Charisma scores. They also tend to attract bands of followers who are eager to help them in their work. This is reflected in a doubling of the maximum number of henchmen that such characters are permitted to retain.
===Waymoot===
Operating from hideouts nestled deep within the King's Forest, Waymoot's rogues have learned much about the ways of the wilderness. These skills translate into natural bonuses to some of their thieving skills. Whenever a Waymoot rogue attempts to move silently, hide in shadows, climb walls, or detect noise in a wilderness environment, he gains a +15% bonus to his chance of success (to a maximum 95% chance of success).
===Wheloon===
The craftsmen of Wheloon are known far and wide for the quality of their work. The attention they pay to fine details and the patience they display while working is mirrored in the great number of thieves who delight in helping themselves to the finished goods.
Because of their eye for detail and natural aplomb, rogues from Wheloon are allowed to make a second attempt at disarming traps or picking locks when their initial roll fails. If this second roll also fails, the character must wait until he has advanced another experience level before he tries again. In the case of traps, a roll of 96-00 on either attempt still indicates that the device has been triggered.
==Special Disadvantages==
===Arabel===
The rogues of Arabel, for all their skill at breaking and entering, lack the combat ability that many of their peers have. As a result, they progress in their THAC0s as wizards do.
===Immersea===
The rogues of Immersea are among Faerûn's most skilled sailors and privateers. In becoming masterful seamen, however, they have forgotten some of the talents their landlocked brethren depend upon. For example, Immersea rogues suffer a -15% penalty when they attempt to hide in shadows, move silently, or detect noise.
===Marsember and Suzail===
The rogues of Marsember and Suzail seldom make their identities known until the moment they strike at a potential victim. They accomplish this in many ways, both with disguises and, in the cases of the more flamboyant souls, by wearing masks, hoods, or veils. As a result, all characters designed with this kit are required to purchase the disguise proficiency. This is not a bonus proficiency, so a slot must be expended for it.
Also, these characters are too focused on the mundane aspects of their craft to master the use of magical scrolls as rogues normally do upon reaching 10th level. This same facet of their personality imposes a -15% penalty on the character's read languages skills.
===Waymoot===
The rogues of Waymoot are certainly masters of the wild. When it comes to setting up ambushes along twisting forest roads or stalking victims in the wilderness, few can match the skill of such characters. In the city, however, they are out of their element. When confronted with locks and traps, something one does not commonly encounter in the King's Forest, they are at a disadvantage. To reflect this, these characters suffer a -20% penalty to any open locks or find/remove traps roll.
===Wheloon===
More than one adventurer has voiced concern and irritation over the fact that Wheloon rogues are often too methodical for their own good. The same patience that makes them better able to pick locks or disarm traps than others causes them to take more time in the actual attempt. As a result, rogues from Wheloon require 2d10 rounds of effort (twice the normal time) to attempt to disarm a trap or pick a lock.