Difference between revisions of "Human, Agjn'mal"

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- <b>Bonus Feat</b>: Humans select one extra feat at 1st levels.
 
- <b>Bonus Feat</b>: Humans select one extra feat at 1st levels.
  
- <b>Water Child</b>:Agjn’mal are said to have the ocean in their blood. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.
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- <b>Climate Conditioning</b>: The Agjn’mal have adapted stronger resistance to the poisonous flora and other environmental hazards. They gain a +2 racial bonus on saving throws against disease, ingesting poisons, and becoming nauseated or sickened.
  
- <b>Integrated</b>: Agjn’mal tend to assume the role of whatever society they may be in. They gain a +1 bonus on Bluff, Disguise, and Knowledge (Local) checks.
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- <b>Athletic</b>: Agjn’mal gain a +2 bonus on Climb and Swim skill checks. If they have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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- <b>Hold Breath</b>: Agjn’mal can hold their breath for a number of rounds equal to 4 times their Constitution score before risking drowning or suffocating.
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- <b>Craftsman</b>: The Agjn’mal people grow up learning the basics of construction, from ships to buildings. They gain a +2 racial bonus to Craft using wood and stone.
  
 
<b>Languages</b>: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
 
<b>Languages</b>: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Revision as of 15:27, 14 June 2015

Summary

Personality

Relations

Homeland

Religion

Language

Notable Humans

Racial Traits

+2 to One Ability Score: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

- Medium: Humans are Medium creatures and receive 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 levels.

- Climate Conditioning: The Agjn’mal have adapted stronger resistance to the poisonous flora and other environmental hazards. They gain a +2 racial bonus on saving throws against disease, ingesting poisons, and becoming nauseated or sickened.

- Athletic: Agjn’mal gain a +2 bonus on Climb and Swim skill checks. If they have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

- Hold Breath: Agjn’mal can hold their breath for a number of rounds equal to 4 times their Constitution score before risking drowning or suffocating.

- Craftsman: The Agjn’mal people grow up learning the basics of construction, from ships to buildings. They gain a +2 racial bonus to Craft using wood and stone.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).