Post by Stix on Mar 11, 2009 17:27:27 GMT -5
Humans are the predominant race on Athas. The colors of skin, eyes, and hair vary widely. On Athas, centuries of abusive magic have not only scarred the landscape-they've twisted the essence of human appearance, as well. Many humans look normal, and could pass unnoticed among humans of other worlds. Others, however, have marked alterations to their appearance. Their facial features might be slightly bizarre; a large chin or nose, pointed ears, no facial hair, etc. Their coloration might be subtly different, such as coppery, golden brown, hues of grey, or patchy. The differences may be more physical, such as webbed toes or fingers, longer or shorter limbs, etc.
The children of humans and other races produce the so-called half-races: half-elves and muls. It is important to note, however, that half-giants are a race born of a magical union in the distant past; half-giants can only reproduce with one another.
Humans are generally tolerant of other races. They can easily adapt to situations involving elves or dwarves, and even more exotic races such as half-giants and thri-kreen. Where other, less tolerant races come into contact with one another, humans often serve as diplomatic buffers.
Strength: 7 to 20
Dexterity: 7 to 20
Constitution: 7 to 20
Intelligence: 7 to 20
Wisdom: 7 to 20
Charisma: 7 to 20
Size: Medium
Movement Rate: 12
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Trader
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Trader
Mage/Psionicist
Cleric/Thief
Cleric/Trader
Cleric/Psionicist
Thief/Trader
Thief/Psionicist
Trader/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Trader
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Trader
Fighter/Cleric/Psionicist
Fighter/Thief/Trader
Fighter/Thief/Psionicist
Fighter/Trader/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Trader
Mage/Cleric/Psionicist
Mage/Thief/Trader
Mage/Thief/Psionicist
Mage/Trader/Psionicist
Cleric/Thief/Trader
Cleric/Thief/Psionicist
Cleric/Trader/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Mage" entry can be replaced with "Defiler" or "Preserver". Any "Cleric" entry can be replaced with "Druid" or "Templar". Any "Thief" entry can be replaced with "Bard".)
Male height range: 5' - 6'6"
Female height range: 4'10" - 6'4"
Male weight range: 120 - 280 lbs
Female weight range: 90 - 250 lbs
Starting age range: 16 - 27
Lifespan: 70 years
Humans begin play with 15 Character Points. They may purchase the following racial abilities:
Attack bonus (5): +1 to attack with one weapon of the player’s choice.
Charisma bonus (20): The PC gains +1 to Charisma.
Constitution bonus (20): The PC gains +1 to Constitution.
Damage bonus (5): +1 damage bonus with one weapon of the player’s choice.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Experience bonus (10): +5% experience point bonus.
Hit point bonus (10/15): One additional hit point whenever new hit points (for advancing to a new level) are rolled. For 15 points, the PC instead receives two bonus hit points per level. Can only be taken at character creation.
Intelligence bonus (20): The PC gains +1 to Intelligence.
Secret doors (10): A human may have the ability to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows the character a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, the character’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Strength bonus (20): The PC gains +1 to Strength.
Tough hide (10): A few rare human characters have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, he may add a +1 bonus to his Armor Class.
Wisdom bonus (20): The PC gains +1 to Wisdom.
The children of humans and other races produce the so-called half-races: half-elves and muls. It is important to note, however, that half-giants are a race born of a magical union in the distant past; half-giants can only reproduce with one another.
Humans are generally tolerant of other races. They can easily adapt to situations involving elves or dwarves, and even more exotic races such as half-giants and thri-kreen. Where other, less tolerant races come into contact with one another, humans often serve as diplomatic buffers.
Strength: 7 to 20
Dexterity: 7 to 20
Constitution: 7 to 20
Intelligence: 7 to 20
Wisdom: 7 to 20
Charisma: 7 to 20
Size: Medium
Movement Rate: 12
Fighter | Ranger | Gladiator | Defiler | Preserver | Cleric, Air | Cleric, Earth | Cleric, Fire | Cleric, Water | Druid | Templar | Thief | Bard | Trader | Psionicist |
Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited |
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Trader
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Trader
Mage/Psionicist
Cleric/Thief
Cleric/Trader
Cleric/Psionicist
Thief/Trader
Thief/Psionicist
Trader/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Trader
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Trader
Fighter/Cleric/Psionicist
Fighter/Thief/Trader
Fighter/Thief/Psionicist
Fighter/Trader/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Trader
Mage/Cleric/Psionicist
Mage/Thief/Trader
Mage/Thief/Psionicist
Mage/Trader/Psionicist
Cleric/Thief/Trader
Cleric/Thief/Psionicist
Cleric/Trader/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Mage" entry can be replaced with "Defiler" or "Preserver". Any "Cleric" entry can be replaced with "Druid" or "Templar". Any "Thief" entry can be replaced with "Bard".)
Male height range: 5' - 6'6"
Female height range: 4'10" - 6'4"
Male weight range: 120 - 280 lbs
Female weight range: 90 - 250 lbs
Starting age range: 16 - 27
Lifespan: 70 years
Humans begin play with 15 Character Points. They may purchase the following racial abilities:
Attack bonus (5): +1 to attack with one weapon of the player’s choice.
Charisma bonus (20): The PC gains +1 to Charisma.
Constitution bonus (20): The PC gains +1 to Constitution.
Damage bonus (5): +1 damage bonus with one weapon of the player’s choice.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Experience bonus (10): +5% experience point bonus.
Hit point bonus (10/15): One additional hit point whenever new hit points (for advancing to a new level) are rolled. For 15 points, the PC instead receives two bonus hit points per level. Can only be taken at character creation.
Intelligence bonus (20): The PC gains +1 to Intelligence.
Secret doors (10): A human may have the ability to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows the character a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, the character’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Strength bonus (20): The PC gains +1 to Strength.
Tough hide (10): A few rare human characters have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, he may add a +1 bonus to his Armor Class.
Wisdom bonus (20): The PC gains +1 to Wisdom.