Post by Stix on Jul 13, 2008 14:07:58 GMT -5
As ubiquitous as their kin on the Prime, humans can simply be found everywhere, in any environment. Humans have carved out civilizations everywhere from the howling caves of Pandemonium to the depths of the plane of Fire. Lacking special racial gifts and abilities, they compensate with determination and the will to achieve and succeed, regardless of circumstances or obstacles.
Strength: 7 to 18 (18/00)
Dexterity: 7 to 18
Constitution: 7 to 18
Intelligence: 7 to 18
Wisdom: 7 to 18
Charisma: 7 to 18
Size: Medium
Movement Rate: 12
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Psionicist
Cleric/Thief
Cleric/Psionicist
Thief/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Psionicist
Fighter/Thief/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Psionicist
Mage/Thief/Psionicist
Cleric/Thief/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid" or "Crusader". 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:
Arcane sight (10): The PC may detect magic by concentration, as per the spell.
Astral walker (30): Once a day, the PC and up to 1 companion per level can enter the astral plane from the first layer of any outer plane. This ability takes one round to enact but works only on the outer planes.
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.
Detect fiend (5): Some stalwart humans are always on guard against the seemingly ever-present fiends. At will, the PC can detect all fiends within 30’ x 10’ path in front of him even if the fiend has assumed a different form. This power takes one round to scan a direction and the PC cannot engage in any other behavior.
Detect scrying (5): Some humans are very sensitive to divination magics directed at them. Once a day, the PC can detect scrying.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Evocation resistance (5): The PC has 30% resistance to invocation/evocation magic.
Experience bonus (10): +5% experience point bonus.
Free actor (10): Once a day, the human can cast free action on himself.
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.
Magic resistance (5/10): Human receives 2% magic resistance for every level possessed. For 10 points, the PC receives a 3% magic resistance per level. This ability cannot be combined with evocation resistance.
Plane lover (5): The PC is enamored of a handful of native races living on the outer planes. The PC gains a +4 modifier to all reactions when dealing with native planar beings who share his alignment.
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.
True seer (10): The human has been gifted with a precious enhanced vision. PC can cast true seeing (priest version) once a day.
Wisdom bonus (20): The PC gains +1 to Wisdom.
Strength: 7 to 18 (18/00)
Dexterity: 7 to 18
Constitution: 7 to 18
Intelligence: 7 to 18
Wisdom: 7 to 18
Charisma: 7 to 18
Size: Medium
Movement Rate: 12
Fighter | Ranger | Paladin | Mage | Specialist | Elementalist | Thaumaturge | Cleric | Druid | Shaman | Monk | Crusader | Thief | Bard | Ninja | Psionicist |
Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited | Unlimited |
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Psionicist
Cleric/Thief
Cleric/Psionicist
Thief/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Psionicist
Fighter/Thief/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Psionicist
Mage/Thief/Psionicist
Cleric/Thief/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid" or "Crusader". 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:
Arcane sight (10): The PC may detect magic by concentration, as per the spell.
Astral walker (30): Once a day, the PC and up to 1 companion per level can enter the astral plane from the first layer of any outer plane. This ability takes one round to enact but works only on the outer planes.
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.
Detect fiend (5): Some stalwart humans are always on guard against the seemingly ever-present fiends. At will, the PC can detect all fiends within 30’ x 10’ path in front of him even if the fiend has assumed a different form. This power takes one round to scan a direction and the PC cannot engage in any other behavior.
Detect scrying (5): Some humans are very sensitive to divination magics directed at them. Once a day, the PC can detect scrying.
Dexterity bonus (20): The PC gains +1 to Dexterity.
Evocation resistance (5): The PC has 30% resistance to invocation/evocation magic.
Experience bonus (10): +5% experience point bonus.
Free actor (10): Once a day, the human can cast free action on himself.
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.
Magic resistance (5/10): Human receives 2% magic resistance for every level possessed. For 10 points, the PC receives a 3% magic resistance per level. This ability cannot be combined with evocation resistance.
Plane lover (5): The PC is enamored of a handful of native races living on the outer planes. The PC gains a +4 modifier to all reactions when dealing with native planar beings who share his alignment.
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.
True seer (10): The human has been gifted with a precious enhanced vision. PC can cast true seeing (priest version) once a day.
Wisdom bonus (20): The PC gains +1 to Wisdom.