Wizards of Waterdeep (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human, elf, half-elf
Ability Requirements 	Intelligence 9,Wisdom 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) 	4d6
Proficiencies 	Proficiencies
Weapon Slots 	1
Additional Slot 	6
Nonproficiency Penalty 	-5
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Wizard
Bonus Proficiencies 	Reading/writing
Recommended Proficiencies	Spellcraft
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==Overview==
There is no more cosmopolitan place in all of Faerûn than the City of Splendors. The people who count themselves among the natives of Waterdeep have come from every corner of the world and brought with them the traditions and religions of their original homes. This rich heritage makes the people of Waterdeep unique among all the folk of the Forgotten Realms.
==Description==
Wizards of Waterdeep reflect the great diversity of their environment. They mostly favor the robes and adornments of court wizards. For some, this is an expression of their arrogance, while others wear such garments only as a mark of their chosen profession.
Those of the former bent tend toward either dark and sinister or bright and showy colors. Jewelry and other adornments are not uncommon, especially if they are magical in nature. The same is true of staves, walking sticks, or similar things.
==Role-playing==
The divergent factors of Waterdeep's culture are shown in the personalities of its wizards. These folk, like most of the city's people, long for new experiences and unusual stories. They desire information above all else, and persons playing such characters ought to reflect this in their role-playing. When an opportunity to learn something new or investigate some mystery presents itself, wizards of Waterdeep should act quickly. This is not to say that such characters rush headlong into the sinister Underdark, only that they are more willing to mount expeditions into such realms than other folk.
Such characters should always be played as openminded and accepting. Bigotry and other related emotions are unknown to these folk. While other men might 
fear that which is different and strange, the people of Waterdeep see the unknown as an opportunity for learning and adventure.
==Special Abilities==
The people of Waterdeep are immersed from birth in the countless customs of a hundred different cultures. They know the music and songs of Cormyr and hear the stories of Sembia's heroes. They have a fascination for learning and that which is alien. This makes such characters the best of students. In game terms this is reflected by an increase in the character's ability to master proficiencies and spells, and in the requirement of a 9 or higher Wisdom.
Wizards from Waterdeep begin the game with two extra nonweapon proficiency slots. Such a character has six slots when first created, plus any bonus slots received for a high Intelligence score. As the character advances in experience, he receives an additional slot with every two levels, instead of every three as is normally the case.
The wizards also have an increased chance to learn spells. The normal chance that a wizard has to master any new spell he is presented with is defined by his Intelligence score, as given on Table 4 in the Player's Handbook. When determining his own chance to learn spells, wizards from Waterdeep may add 1 point to their Intelligence score. So a Waterdhavian wizard with a 17 Intelligence has an 85% chance to learn spells, instead of the 75% chance he would normally have.
==Special Disadvantages==
Waterdhavian adventurers are quite possibly the most diverse in terms of their cultural background. Nowhere in the world is one likely to find someone so immersed in the traditions, lore, and knowledge of so many different groups. The great diversity of these experiences, however, has its negative aspects as well.
All characters from Waterdeep suffer a -2 penalty when checking any proficiency. This doesn't reflect a lack of skill, only that such characters know so many different things they tend to have gaps in their knowledge. The minutia that another adventurer might have mastered has been known to slip through the cracks because of the informal nature of the training that most folk in Waterdeep receive.
==Quote== 
: Aurin tapped his staff in a light, staccato pattern on the door. In answer, it glowed brightly and the shapes of three unusual runes became visible on its wooden surface. As the glow faded, a latch clicked and the door drifted open an inch or so.
: "Sorry about the theatrics," he said. "I sealed it up before we left." He allowed his gaze to fall on Honus and smiled, "You never know what a thief might try to break into, 'eh?" We all grinned at the wizard's quip, but Hontis sneered. He pushed forward and gave the door a gentle kick, mumbling something about getting in anyway if he really wanted to.
: As the door swung all the way open, a sudden gust of hot air rushed out. A puff of flame, not very large but intensely hot, swept over us and burned the hair from our exposed flesh. Honus, having been in the front, took the brunt of the blast and rolled backward. The smell of burning flesh was heavy in the air.
: As Dasmius leapt to aid the fallen rogue, I seized my sword. Every movement was painful, for I was also badly burned. Fenix, his dwarven axe at the ready, was by my side. I saw that he too had been badly burnt, but his face showed no sign of the pain I knew he must feel.
: "Put away your weapons, Andreas and Fenix," said the wizard, "it will have no effect upon that."
: "Great!" I snarled, "but just what is that?"
: "If I'm not mistaken," he replied, "we have the honor of standing in the presence of Pyrus, one of the princes of the Plane of Elemental Fire."
: "You are correct, Aurin," came a hissing voice from within the searing column. "It has been far too long since last we spoke, and I believe that you remain obligated to me. The time has come for you to repay your debt."
: Aurin nodded his head and stepped forward. "What is your bidding?" he asked. I was certain that I didn't want to hear the answer.
:: —From the journal of Andreas Vanderslyke