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> | + | - <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> | + | - <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
Contents
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).