Rogues of the Vast (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==
Many view the Vast as a wild and lawless place. Having once been a land of orcs and goblins, it is certainly true that the unexplored caves and forgotten corners of this realm are infested to this day with the fecund descendants of those beasts.
There is, however, a spirit of heroic exploration and daring in the Vast that many might associate with the Dales. With luck, the lowliest beggar can undertake an adventure, discover some ancient treasure horde, and become a respected man about town. No man's past is held against him in these lands unless he takes no steps to improve his condition.
==Description==
Rogues of the Vast tend to favor a dandy sort of garb that makes them stand out from the common man. At the same time, they are careful to avoid garb that will encumber them or reduce their ability to defend themselves. Bright colors, flowing capes, feathered caps, and extravagant frills are the marks of a rogue of the Vast.
==Role-playing==
Rogues of the Vast are noted for a can-do attitude that as often as not gets them into trouble. They are generally brave to the point of foolishness and retain their good spirits even in the shadow of disaster. It has been said that if these adventurers did not invent graveyard humor, they certainly perfected it.
==Special Abilities==
===Calaunt===
The city of Calaunt has been described as a place heavy with the oppressive burden of dark magic. From the massive stone golems that guard the city to the reputed magical treasure hordes of the Merchant Dukes, there is a sort of malaise that hangs over Calaunt and its stoic, almost grim, buildings.
Amid this environment, the colorful rogues of the Vast would certainly be out of place. It is probably why they have taken to wearing the bland, gray capes that give their thieves' guild its name: The Shadowcloaks. When these voluminous mantles are drawn about the wearer, little trace of the flamboyant garb beneath can be seen. All characters created with this kit are members of The Shadowcloaks.
What most people do not realize is that there is more to the shadowcloaks that these rogues wear than meets the eye. Upon joining this order, an ordeal that requires the undertaking of some dangerous mission assigned by the Night Hood (the mysterious leader of the guild), each rogue is gifted with his own shadowcloak.
Shadowcloaks have the same properties as a cloak of elvenkind. Those who wear them can move about almost invisibly as described in the DUNGEON MASTER Guide. However, they also grant the wearer infravision to 90 feet and act as a cloak of protection +2.
It is the duty of every guild member to guard his shadowcloak. Should someone allow his cloak to fall into the hands of an enemy, he must recover it within three days or be expelled from the guild. To keep the secrets of the society safe, of course, expulsion usually involves a knife in the back.
===Procampur===
Procampur is a proud city with a long heritage and a strong army. Long before the institution of Dale-reckoning, Procampur was a powerful city-state, built and sustained by trade but more than able to defend itself when challenged.
Noted for the precision and skill of its craftsmen, Procampur is especially famous for the quality of jewelry manufactured there. Nowhere on Toril can one find better goldsmiths or gem cutters than those who have set up shop in Procampur.
Of course, with so many people skilled at the manufacture of such things, it seems only logical that an equal number of people would practice the art of taking it away from them. These are the rogues of Procampur, the most notorious cat burglars in Faerûn. In game terms this means that Procampur's rogues receive a +15% bonus to their climb walls, open locks, and find remove/traps skills (to a maximum 95% chance of success).
===Tantras===
The majority of thieves and rogues in Tantras are members of the Greyclaws. Those who do not join this organization or come to some understanding with it don't live long. All characters created with this kit are Greyclaws.
The Greyclaws take their name from the unusual weapons they wear in combat. These resemble leather gauntlets with brass knuckles from which razor sharp blades project. They are called greyclaws and are similar to the bagh-nakh worn by certain eastern peoples. In combat these slashing weapons have a speed factor of 2 and cause 1d3 points of damage to a small- or man-sized target. Against larger foes, they inflict only 1d2 points of damage. While they are not generally available for purchase on the open market, a set of greyclaws would probably cost 3 gold pieces. The standard issue ones worn by the Greyclaws weigh only 1 pound.
When one of the Greyclaws makes a backstabbing attack with these weapons, he increases his damage multiplier by one. For example, a 5th-level Greyclaw, who would otherwise have a damage multiplier of x3, causes x4 normal damage.
The members of this guild are also able to use these unusual gauntlets to aid in their climb walls skill. Whenever one of these rogues attempts to use that skill while wearing his greyclaws, he gains a +15% bonus (to a maximum 95% chance of success). Also, the rate at which the rogue can climb is doubled while wearing greyclaws.
===Tsurlagol===
This port is often referred to as "the Gateway to the Unapproachable East" by merchants or as "Pirate's Haven" by the brigands who sail the Inner Sea. Both statements are certainly true.
Many of the rogues who live in Tsurlagol either aspire to or have retired from a career of piracy and smuggling. For this reason, all characters designed with this kit begin play with the seamanship and navigation proficiencies. These are bonus skills and the character need not expend any slots to purchase them. Additional slots can be expended to increase the character's chances of success with these skills.
Rogues from Tsurlagol have all of the normal thief skills except hide in shadows. Such a talent has little use on the high seas. Instead, their mastery of the smuggler's art gives them a unique "thief ability:" hide objects (see box above). The character's chance of success begins at 10%, although additional points can be added according to the rules for distributing the rogue's discretionary points. This skill is unaffected by armor or the character's race.
==Special Disadvantages==
===Calaunt===
The shadowcloak that all new members are issued is a mixed blessing. In addition to the powers that it bestows upon them, it also serves to ensure their loyalty to the guild. The shadowcloak cannot be removed (except to bathe and change clothes) without the blessing of the Night Hood himself. A wish would allow one to be removed, but lesser spells do not work.
Those who leave Calaunt lose 1 hit point per day while wearing the cloak. These points cannot be healed in any fashion except by returning to the city. The Night Hood does not worry about any of his followers fleeing as a result.
Although the shadowcloak grants its wearer infravision, it does so at the cost of hampering the wearer's normal vision. Anyone wearing a shadowcloak suffers a -1 initiative penalty in a well-lighted area (such as places illuminated by a continual light spell) and a -2 penalty in a brightly lighted place (such as areas exposed to direct sunlight).
===Procampur===
As cat burglars, Procampur's rogues are unequalled. They have no taste for combat, however, and are not able to employ the backstabbing skill associated with their peers. They also seldom wear armor because of the effects it has on their skills, although there is no strict prohibition against them doing so.
===Tantras===
Although a skilled user of the greyclaws can wield them very effectively in combat and scamper up walls with catlike agility, there are drawbacks to wearing these gauntlets.
First and foremost, the rogue's skills suffer all of the normal penalties associated with wearing padded or studded leather armor. For example, the rogue's pick pockets skill suffers a -30% penalty while his greyclaws are in place.
In addition, the straps that fasten one's greyclaws into place are not easy to get in and out of. It takes a full round to put them on or take them off. While doing this, the character can neither defend himself nor undertake any action.
Lastly, members of the Greyclaws are less skilled at backstabbing than other rogues when they are forced to wield a weapon other than their greyclaws. Whenever this is the case, their damage multiplier is reduced by one. For example, a 5th-level rogue, who would otherwise inflict x3 damage when backstabbing, inflicts only x2 damage. A rogue of less than 4th level, therefore, has a damage modifier of x1.
===Tsurlagol===
Rogues from Tsurlagol do not attempt to master the hide in shadows ability. Although they receive the hide objects skill instead, there are those who consider this trade-off uneven.
Rogues from Tsurlagol do not attract followers upon reaching 10th level. In addition, their almost nomadic lifestyle limits them to half the normal number of henchmen.
These characters never master the use of scrolls like other rogues do. This is not because of any disability on their part but only a product of their personalities. Mages don't pretend to be pirates, so why should they attempt to pass themselves as mages?
==Optional Skill: Hide Objects==
With this skill, the rogue is able to hide small objects (about the size of a ring or coin) on his person and in his clothing. So well concealed are these objects that a casual search, like a guard's pat-down or frisk, does not reveal them. A more dedicated search requires the character to make a skill check for each hidden object. Success indicates that the object remains undiscovered; otherwise it is found. A skill check need only be made when a search is conducted, not when the object is concealed.
The number of objects that a rogue with the conceal objects skill can hide is equal to half his level, rounded up. This assumes that the character is dressed in normal clothing. Loose robes and other forms of voluminous garb doubles the number of objects that may be hidden (if the DM agrees). Even if stripped naked, however, the character can still hide a few small items. These are generally palmed, kept under the tongue, or clenched in the toes. A stripped character can conceal half the normal number of items.
For example, a 5th-level rogue can hide three things in the folds of his clothing. If he opts to wear a hooded robe, he can hide six things (twice the usual number). If strip searched, he can still manage to hide two things (half his normal allowance, rounded up).
==Quote==
: It all started when I dropped a silver piece—and luckily so. The coin landed on the table, rolled to the edge, and then toppled over and fell to the floor. As I bent forward to pick it up, a black-bladed dagger suddenly embedded itself in the back of my chair, right where my head had been moments before!
: Honus, the only one of our company to be out with me on that rainy night, dove to the floor as I dropped out of my seat. I motioned him toward the door and stood up sharply, upsetting the table as I did so. Another three daggers buried themselves in it, thrown with such force that the tips of the blades protruded from the underside.
: By the time the table had crashed to the floor, I was following Honus out the door and into the rain-washed streets of Calaunt. We heard the sounds of pursuit behind us, but we were more interested in putting some distance between us and our attackers than in turning to see who they were.
: After running for a block, we saw a trio of dark figures emerge from the shadows ahead of us. The merciless rain made it impossible to see them clearly, but they obviously intended to cut us off. Rather than investigating them further, we spun to the side and darted down an alley.
: We ran for fifty or sixty feet, flanked on both sides by featureless brick walls and piles of debris dumped here from first- and second-floor windows. The rain mixed with the run-off from those heaps to create an inch of sewage beneath our feet. "Slippery" doesn't begin to describe it, nor does "malodorous."
: The end of the alley, obscured by the rain and shrouded in darkness, came upon us suddenly. I thought at first that it might be a dead end, but Honus grabbed my sleeve and spun me toward a small door. We dashed to it, swung it open, and sprang into the room beyond.
: "Ah, excellent. Right on time," said a soft, venomous voice. In the dim light I could make out a dozen or so figures, all dressed in identical hooded cloaks made of an unnatural gray fabric. Directly before us stood a tall woman with jet black hair and green eyes. Fear rose within me when I recognized her as Shartana of the Greycloaks.
: "Brothers and sisters," she said to the assemblage, "I present to you the renegade thief Honus and his ally Andreas Vanderslyke. The time has come for them to make amends for their crimes and for the justice of the Greycloaks to be meted out. Prosecutor, let the trial begin.
: I looked around, but there was no sign of a council for the defense.
:: —From the journuls of Andreas Vanderslyke