- 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.