Post by Tabletop Junkie on Feb 8, 2022 23:50:13 GMT -5
Humans possess exceptional drive and a great capacity to endure and expand and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.
Physical Description: The physical characteristics of humans are as varied as the worlds climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking humans’ skin color assumes a darker hue the closer to the equator they live.
Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.
Relations: Humans are fecund and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments but the race’s diversity among its own members also makes humans quite adept at accepting others for they are.
Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races’ ties to tradition and eager to turn to anyone offering them glory or protection.
Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and background and as such can fill any role within an adventuring party.
Starting Age
1. Barbarians, Rogue and Sorcerer
2. Bards, Fighters, Paladins, Rangers
3. Clerics, Druids, Monks and Wizards
Height and Weight
Human Ages
+2 to One Ability Score: Human get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class
Cleric - +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Paladin - +1 to the paladin’s energy resistances to one kind of energy.
Physical Description: The physical characteristics of humans are as varied as the worlds climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking humans’ skin color assumes a darker hue the closer to the equator they live.
Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.
Relations: Humans are fecund and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments but the race’s diversity among its own members also makes humans quite adept at accepting others for they are.
Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races’ ties to tradition and eager to turn to anyone offering them glory or protection.
Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and background and as such can fill any role within an adventuring party.
Starting Age
Adulthood | Intuitive 1 | Self-Taught 2 | Trained 3 |
15 years | +1d4 years | +1d6 years | +2d6 years |
1. Barbarians, Rogue and Sorcerer
2. Bards, Fighters, Paladins, Rangers
3. Clerics, Druids, Monks and Wizards
Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
Male | 4 ft 10 in. | +2d10 in. | 120 lbs. | +(2d10x5 lbs) |
Female | 4 ft 5 in. | +2d10 in. | 85 lbs. | +(2d10x5 lbs) |
Human Ages
Adulthood | Middle Age | Old | Venerable | Maximum Age |
15 years | 35 years | 53 years | 70 years | 70+2d20 years |
- | -1 to Str, Dex, Con and +1 Int, Wis, and Cha. | -2 to Str, Dex, and Con and +1 to Int, Wis, and Cha. | -3 to Str, Dex, and Con and +1 to Int, Wis and Cha. | - |
+2 to One Ability Score: Human get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class
Cleric - +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Paladin - +1 to the paladin’s energy resistances to one kind of energy.