- For other Humans, see Human (disambiguation).
Human (Standard)[]
Humans are in the unique position of being able to gain the maximum level in any class.
Dual Class: Requires Ability Score of 15+ in the prime requisites of their first class and Ability Score 17+ in the prime requisites of the new class.
Racial Adjustment for Thieves[]
PP | OL | F/RT | MS | HS | DN | CW | RL |
---|---|---|---|---|---|---|---|
– | – | – | – | – | – | – | – |
Human (Planar)[]
As a DM option, they may be granted minor abilities dependent on their place of birth or other unusual circumstances.
Humans start with Planar Common + other languages purchased as usual.
Otherwise mechanically they are the same as Human (Standard).
Human (Dark Sun)[]
Human (Viking)[]
Mechanically they are the same as Human (Standard) except noted below:
Culture[]
Vikings have different cultural roles based on Sex and Social Class. Those who operate outside the norms will receive societal obstacles. See Other Details (VC) for more details.
Proficiencies[]
Not allowed proficiencies: heraldry, riding, airborne, spellcraft, forgery, charioteering.
Languages[]
Automatically know: Old Norse
Possible to learn: Gaelic (Ireland), Saxon (England), Slavic (Russia), French (Franks), Latin (the Church), Arabic (Moors), Greek (Byzantium)
Gifts[]
Viking Humans have a chance of being granted a gift (1d20):
Die Roll | Gift |
---|---|
1 | Bad Luck |
2 | Blood feud |
3 | Family Outlawed |
4 | Ugly |
5-12 | No Gift |
13 | Courage |
14 | Good Luck |
15 | Handsome |
16 | Inheritance |
17 | Rune Lore |
18 | Second Sight |
19 | Seer |
20 | Title |
See Explanation of Character Gifts for description of the gifts.