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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)[]

See Athasian Human (Race)


Human (Viking)[]

Source: Races in a Viking Campaign (VC)#Humans

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):

Table 1: Character Gifts

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.

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