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L L.

D&%g6bns&Dragon
Player's Handbook Rules Supplement

The
Complete
Book of
umanoias
'L
' I
Table of Contents

Introduction ............................ 4
Kulung's Tale ..................................................... 4
satyr ................................................................
%urial .............................................................
53
55
What are Humanoids? ..................................... .4 Swanmay ........................................................ 59
Humanoids in Campaigns ............................... 5 Wemic.............................................................. 60
m e Purpose of This Handbook....................... 5
A Note About Optional Rules ......................... 6 Chapter Three: Humanoid Kits ...................
62
Kit Descriptions ............................................... 62
Chapter One: Humanoid Characters ............
7 warrior Kits ...................................................... 63
Tribal Defender ........................................... ...65
Creating Humanoid Characters ........... 7
Getting Started ................................................ 7 Mine Rowdy................................................... 66
Generating Ability Scores................................. 7 Pit Fighter ....................................................... 67
Humanoid Races ............................................... 8 Sauna1 Paladin ............................................... 69
Groups. Classes. and Kits ................................. 8 Sellsword ........................................................ 70
Multi-Class Characters ................................... 8 Wilderness Protector ..................................... 72
Character Class Maximum Levels ................8 wizard Kits ....................................................... 73
Exceeding Level Limits .................................. 8 Hedge Wizard ................................................ 74
Adding Humanoids to a Campaign ............... 9 Humanoid Scholar ........................................ 75
Campaign Model #1 ........................................ 9 Outlaw Mage ................................................. 76
Campaign Model #2 ...................................... 11 Priest Kits................................. 77
Campaign Model #3...................................... 12 Shaman ........................................................... 78
Campaign Model #4 ...................................... 13 Witch Doctor .................................................. 79
Oracle .............................................................. 80
Chapter "bo: Humanoid Races ................... 15 War Priest ....................................................... 81
Wandering Mystic .........................................
How to Read the Entries................................. 15 82
Aarakocra ....................................................... 16 Rogue Kits ........................................................ 83
Alaghi .............................................................. 18 Scavenger........................................................ 84
Beastman ........................................................ 19 'Ramp .............................................................. 85
Bugbear ........................................................... 21 Tunnel Rat ...................................................... 86
Bullywug. Advanced .................................... 22 Shadow ........................................................... 87
Centaur ........................................................... 24 Humanoid Bard ..............................................
F~mliin............................................................
Giant-kin. Firbolg ..........................................
25
27 Chapter Four:Humanoid Proficiencies .....90
Giant-kin. Voadkyn ....................................... 29 Proficiencies and Specialization .......... 90
Gnoll ................................................................ 31 Nonweapon Proficiencies............................... 92
Gnoll. Wind .................................................... 32 Ading .............................................................. 92
Goblin.............................................................. 35 Alerlness ......................................................... 92
Hobgoblin....................................................... 36 Animal Noise ................................................. 92
Kobold............................................................. 38 Begging ........................................................... 92
Lizard Man ..................................................... 40 Blind-fighting ................................................. 92
Minotaur ......................................................... 42 Chanting ......................................................... 93
Mongrelman................................................ ..A3 Cheesemaking................................................ 93
Ogre. Half-Ogre ............................................. 46 Closequarter Fighting.................................. 93
Ogre Mage ...................................................... 47 Craft Instrument ............................................ 94
Orc. Half- .................................................. 49 Crowd Working ............................................. 94
Pixie ................................................................. 51 Danger Sense.................................................. 94

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2 TableofContents

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Table of Contents

Drinking.......................................................... 94 INDEX TO TABLES


Eating .............................................................
.94 1:Humanoid Group Limits ........... 9,120
Fast-talking..................................................... 95 2 Bonus Levels for Single-Classed
Fortune Tellinp............................................... 95 Humanoids............................................ 9,120
Hiding ............................................................
.95 3 Nonweapon Proficiency Group
Information Gathering ................................. 96 Crossovers ...................................................
Intimidation ................................................. ..96 4:Nonweapon Proficiencies......................... 90
Looting............................................................ 96 5 Personal Superstitions ............................ 108
Natural Fighting ............................................ 96 6 Optional Weapon Breakage .......... 111
Observation ....................................................
97 7 Weapons .................................................... 114
Poetry .............................................................. 97 8: Character Kit Summary ............. 116
Voice Mimicry ................................................ 97 9 Average Height and Weight ...................116
Whistling/Humming ................................... 97 10 Age ............................................................. 117
Wild Fighting ................................................ .97 11:Aging Effect .............................................. 117
Winemaking................................................... 98 12 Racial Ability Requirements ..................118
13 Multi-"Class Combinations .......... 119
Chapter Five: Role-Playing Humanoids ..lo0 1 4 Thieving Skill Racial Adjustments ........118
Life as a Humanoid ....................................... 100 15 Reincarnation Table ................................. 120
Tribal Life...................................................... 101 16 Monstrous Traits ...................................... 121
Social and Racial Disadvantages.................101 17 Bestial Habits ........................................... 121
Humanoid Traits ......................................... 103 18:General Superstitions.............................. 121
Campaign Complications ............. 105 19:Campaign Complications....................... 121
Chapter Six: Superstitions .............
107
A Mysterious World ...................................... 107
CREDITS
Design: Bill Slavicsek
Superstitions in Game T e ~ . . . . ................
. 107 Editing: Jon Pickens
Using Superstitions in Play ............
108 Black and White Art: Doug Chaffee
The Superstitions......................................... 109 Color Art:Doug Chaffee, Sam Rakeland,
Thomas Baa, Clyde Caldwell
Chapter Seven: Anne and A~or...............lll Typography: Tracey Zamagne
h o r Restrictions... ...................................... 111 Production: Paul Hanchette
Weapon Size Restrictions .............................. 111
Weapon Breakage (Optional) ...........
111 TSR Ltd.
Close-quarter Weapons............................... 111 120 Churdr End
Special Humanoid Weapons ............
112
USA. '"E
Humanoid Comparison Chart... .................115
Humanoid Character Sheets....... ................122

3
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Table oFContents
Introduction

Kulungo Talc small protection from the flame.


Am I a monster? It depends on the point of Vipw.
I travel the back roads of human civilization, fob To my own people, lam a weakling, a coward, afail-
lowing a quest I do not always understand. Some ure.To the humans and demihumans who know me,
unseen force, some inner desire, drew me away from I am a tmted companion, a learned associate and a
my tribe and brought me to the towns and cities of friend.To those who refuse to see beyond my appear-
humanity, Does this mean I reject my place as an ance,Iamafoul creature,ahatedenemy,a monsters
ogre mage? I do not think so. Instead, I believe I am I am all these things and none of them. I am Kulung
tryhg to enhance it. the Ogre Mage, the Tribeless OM, the Searcher.
I wander the edges of human settlements, drawn I am the Humanoid, and I walk the perimefer of
like an insect to the brightly burning torch of civi- humanitys blazing flame.
lization. Like an insect, I cannot turn awayfrom the
intense heat. Like an insect, I will be destroyed if I What are Humurolds?
get too close to the flame. I am fascinated, capti-
vated, afraid.
But the fear flows both ways. While I fear the
screaming mobs of humans with their swords and
a
Every AD&D@ ame has them. Most often,
they are under t e control of the Dungeon
Master. When player characters encounter
clubs and sharp-tipped arrows, t h y also fear me. To them, they usually appear in the role of villain
most of them, I am a monster. I look different. I or opponent. They are the humanoids, mon-
sound different. I pray to different gods. Humans sters that have two arms, two hands, at least
are quick to show fear toward that which is differ- two legs, and stand generally upright.
ent. And what they fear, they often destroy. From a distance, within the folds of a hooded
Why did I leave my tribe? The answer is at once cloak, or obscured by deep shadows,
simple and complex. I was not like my tribe mates. I humanoids can be mistaken for humans. Only
rejected the practice of catching and keeping slaves. on closer inspection and in the light of day are
Ifollowed a path that was closer to good than to they immediately seen for what they are. They
evil. I even sought out knowledge and scholarly bear the general shape of humanity, but they
endeavors while my tribe mates reveled in combat -
have startling and often times frightening
and conquest. In shwt, I was different, much differ- - differences. Some are taller or broader than
ent, and humanoids are less tolerant of differences the average human. Others are smaller, frailer.
than even the humans and demihumans whose Many have misshapen features, wicked claws
lands I now m m . and fangs, thick fur or long, dank hair. Human-
I live in humanitys shadow, but I am not a ity is one race,humanoid races are legion.
Y.
shadow of humani Indeed, those@ humans who
I have come to cal friend pmclaim that I am more
human than most of their kind. Sometimes I take
Humanoids have their own cultures, soci-
eties, morals, values, and attitudes. These vary
greatly from the general human experience.
this as a compliment, sometimes afoul curse,for I They are more than humans in funny suits,
have seen the heights that humanity can reach and I or at least they should be in a well-developed
T
have witnessed the dark d ths it can sink to. They
are grand, these humans, ut t h y are also desper-
campaign world. The world looks vastly dif-
ferent through the cruel eyes of a minotaur or
bright center of civilhations w,
ately dangerous. And the greatest danger lies in the
fir it draws me
tozuard its scmlls and books and epic ballads, where
the bulging eyes of a bullywug. It is these dif-
ferences that separate the human from the
-
humanoid and these differences create the
its searing heat can consume me.Perhaps it is bet- greatest challenges and most fun when playing
ter in the shadows, for the darkness offers some a humanoid character.
Humanoids in Campaigns important parts of ongoing campaigns. But
that doesnt mean every player should imme
Humanoids have been a major part of the diately roll u p a humanoid PC. Too many of
A D & P game from the beginning. Who has not these characters will spoil a good thing. We
sent his or her favorite character up against a suggest no more than one humanoid PC be
horde of goblins, a dungeon full of hobgoblins used in an adventuring group at any given
and bugbears, or an ogre of monstrous propor- time. If more than one player wants to try his
tions? And yet, over the years, the same charac- or her hand at running these unique charac-
ter may have received timely help from a flock ters, then they should take turnsbringing their
of screeching aarakocra, been guided to safety humanoid PCs into the game. All of this will
by a herd of noble centaurs, or have been given be discussed detail later in the book.
critical information by a beautiful swanmay.
Now its time for something different. Just as The Purpose of This Handbook
not every thief is a greedy scoundrel and not
every warrior is a dim-witted bully, not every The Complete Book ofHumanoids is designed to
humanoid fits the mold that we have come to provide rules that allow players to create
know over the years. Some decide to leave humanoid player characters. In short, to design
dungeon and lair behind to take up the life of an and role-play their own monsters!
adventurer - though these fellows are rare Every player will use this book in a different
indeed! Not only must such humanoids go way, depending upon a number of factors.
against the norms of the very societies they were Long-time players will turn these pages in
born into (in most cases), but often they find search of new role-playing challenges. Some
prejudice and rejection wherever the spirit of garners will seek out new abilities to increase
adventure leads them. The adventuring human- the power of their characters. Others will look
oid ever stmggles to find acceptance and a place for a way to combine these for a new roleplay-
to fit in, while taking on the quests his spirit ing game experience. It all depends on a
demands. Perhaps the next adventure will bring players interests and experience, the shape of
him to such a place, for it always seems to be just the campaign world in which the adventures
over the next hill and around the next bend. are set, and the interest and commitment of the
This is the drama and tension of which good Dungeon Master.
stories are made - and great role-playing Skilled players seeking new role-playing
game campaigns. By opening a campaign to challenges should read this book carefully.
humanoid player characters, players and Others can use the table of contents to find
Dungeon Masters alike are opening a mysteri- areas of special interest to themselves.
ous box. Ultimately, whats in the box depends At the end of this book, youll find new
on the attitudes of everyone involved. It could humanoid record sheets. These have been
contain a wondrous reward of challenge and designed to help role-play humanoids, while
fun, or it could hold the key to a campaigns providing room for all the pertinent game
destruction. It all depends on how humanoid material. There is also a sheet for creating new
PCs are used. humanoid kits. These sheets may be photo-
This book attempts to show you how to use copied for your personal use.
humanoids in a positive way to add new The back of the book has the tables necessary
dimensions to your role-playing experiences. to create and run humanoid characters. These
With moderation, planning, and the coopera- have been gathered here for convenience and
tion of all involved, humanoid PCs can become ease of use.

Introduction 5
If you need it to create, play or run a human- book are optional. As a player, you should be
oid character, then you'll find it in here. In prepared to abide by your Dungeon Master's
addition to the basics, there are special sections decisions about how to use any of these new
about superstitions, monstrous traits, social rules in the campaign.
and racial disadvantages, personalities, cam- Even if your Dungeon Master decides that
paign models for introducing humanoid char- none of the rules presented here can be used in
acters into your game, and campaign his campaign, much can be learned in the
complications that a Dungeon Master can use pages that follow. Humanoids, after all, are a
to keep a humanoid character in character. part of every A D & P campaign world, and to
know them better is to know your game world
A Note About Optional Rules better. The best way to use this book is to create
a humanoid character and play it in a game.
This book is full of new rules, humanoid kits, Without humanoids, there would be no Kaz"
suggestions on role-playing, new profidencies the Minotaur or Dragonbait" the Saurial or
and spells, and other details concerning the Kulung'" the Ogre Mage.
use of humanoids by the players. This infor- And without The Complete Book of Humanoids,
mation adds to the rules presented in the you won't be able to add your own characters
Player's Handbook. However, this is only a sup- to the ballads of the bards and the tales of the
plement to that volume. All of the rules in this storytellers!

6 lntroductlon
I CHAPTER

Creating Humanold Characters will be for that character to operate in a cam-


paign setting (see Chapter Five: Role-Playing
This chapter includes the basic information Humanoids for more information).
needed to generate a humanoid character. It After youve selected a race and a couple of
explains how to roll ability scores, how to alternates, discuss your choices with your
choose classes and kits, and gives guidelines Dungeon Master. The one you decide to go
on selecting the humanoids racial type. with should be the one that you are both com-
Humanoid characters arent quite the same fortable with and fits easily into your DMs
as the human or demihuman characters youre campaign. You may have to provide your DM
used to playing. They often have different with suggestions on integrating your choice
motivations, different world views, different into the campaign setting. By working together
limitations. Before you decide whether your to come up with clear campaign hooks and
humanoid character is going to be noble and explanations for the humanoid PCs presence,
misunderstood, suspicious and quick to anger, youll be building something you can both live
or some other type, you need to generate and with. In the long run, cooperating on develop
record the characters basic statistics. ing the campaign story will be a rewarding
experience for both the Dungeon Master and
Getting SMed the players.
When choosing a humanoid race to play,
A collection of humanoid races has been keep in mind the following things. You want
gathered in this chapter. These races have been to choose a humanoid race that you like,
selected for their playability and plausibility as because its no fun playing a character you
player characters. You wont find any undead cant stand. Your selection should spark
or spirits among them. There are no monsters plenty of ideas for role-playing the character
that have instant kill powers. With few you want to create. If you have no idea how to
exceptions, all of the humanoids range in size run or role-play the ape-like alaghi, or you
from small to large. Weve included a tiny just hate the thought of playing a lizard man,
humanoid for variety, but none above the large then you should not choose those races.
(7to 12)size. Finally, you want to select a race that will add
Each entry includes background information, positive elements to the story you, the other
roleplaying suggestions, monstrous traits and players and the DM are telling through the
superstitions inherent to the race, minimum role-playing game campaign. A disruptive
and maximum ability scores, racial ability character, like a disruptive player, will spoil
adjustments, class restrictions, and level limits. the fun for everyone involved.
These will be important when you begin gen-
erating ability scores and filling out a character Generating AbUity Scores
sheet.
Take a few moments to look over the selec- After youve selected the humanoid race you
tion of humanoid races. Try to find a race that want to play, its time to create a humanoid
you want to role-play, not just a race that will player character. You can use any of the six
generate a powerful character. The goal of this dice rolling methods described in the Pluyers
book is to show you how to create characters Handbook, provided the method is approved by
that can be role-played powerfully, not how to your DM. If you want to generate a specific
create all-powerful monster PCs.In fact, the character class, and your DM approves, use
more powerful a humanoid PC is, the harder it either method V or VI.

Humanoid Characters 7
Each humanoid race entry in this chapter designed to augment and enhance the charac-
includes ability score modifiers. These are ter class system. Kits do not replace classes.
applied to the numbers you generate when EIP Every character who uses a kit still belongs to a
ating a humanoid character of a particular racial particular character class. Kits add detail to
type. Each humanoid race has its own set of characters after their dass has been selected.
ability minimums and maximums. No ability Kits are entirely optional, though they are
mre can fall below the minimum or rise above recommended. Humanoid characters can be
the maximum without magical or divine aid. created without them, but the kits add detail
If you have your heart set on playing a partic- that might otherwise be missing. Only one
ular humanoid race and you roll ability scorn humanoid kit is allowed per character.
that are too high or too low, your DM has the
option to allow you to use the racial minimum MUM-Class Characters
or maximum for that ability score.
Most humanoids can be multi-claascharactem,
Humanold Races though the combinations available to them
varies depending upon what race a humanoid
Every humanoid race has a maximum experi- is. If you decide to play a multi-class character,
ence level it can reach in a given class group read over the benefits and limitations of such
(see Table 1: Humanoid Level Limits,on page characters as outlined in the PlayersHandbwk.
9). You may want to look this over before As an option, if a character is ineligible to be
deciding which race you want to play. multi- due to low ability scores, and later
Each humanoid race has advantages and dis- has the scores raised to the point of eligibility,
advantages. If the humanoid race you select the DM may allow the character to declare
has a lot of advantages, it will take more expe- immediately for multi-claaa status.
rience points to progress in level. Also, many
advantages are often balanced by monstrous Character C l u s Maxlmum Levels
traits and superstitions, as described in Chap-
ters Five and Six. The maximum levels humanoids can attain
Special Note: Except for swanmays, no depend upon the characters race, as listed on
humanoid can benefit from a raise dead spell. Table 1. Multi-class characters can attain the
As with elves, other methods of reviving a maximum level of each group. Single-classed
slain humanoid must be used. characters with exceptional scores can attain
even higher levels, as listed on Table 2. See
Groups, Classes, and K l b individual race entries for further information
on groups and classes open to humanoids.
All four major character groups (warrior,
wizard, priest, and rogue) can be found among Exceeding Level Llmltr
the humanoid races, though not every charac-
ter group is open to every race. The individual As an optional rule, DMS may allow human-
race entries will list the restrictions, if any, oid characters to advance to any level, but they
which apply. Similarly, the classes within these must earn two, three or even four times the
p u p s may be off limits to certain humanoid amount of experience points normally required
races. for each level. This effect is cumulative with
This book also features character kits for the other experience point multipliers that a
humanoid races. A kit is a specialized role, humanoid race might have.

8 Chapter One
Adding Humanoids to a Campaign Table 1:Humanoid Level Limit8
There are any number of ways to introduce Character Group
humanoid player characters into a campaign. Race Wr Wz Pr Rg
While the method chosen will be determined
by you and your Dungeon Master, this section
Aarakocra 11 - 7 11
has a few models that might make the process 12 - 11 -
easier. Consider these models as adventure
hooks to introduce a newly-created humanoid
player character into the action.
- -
Campaign Model Iy1:
A Mend In Need...
Fremlin
Giant-kin,firbolpr 12
10
- 7 - I
Bright Manefound himselfat the bottom of a deep
pit. The wemic, a cross between lion and human
just as a centaur is a cross between human and
horse, hnd stumbled into the trap while huntingfor Hobgoblin 11 -
food. The pit, which smelled of humans and their Kobold 8 - 9
Lizard Man 12 - 7 - 9 J
-
strange tools, was deep enough to keep Bright Mane
from leaping out, even ifhe hadnt injured his hind Minotaur 7 10
leg in thefall. The sides ofthe pit were too steep to Mongdman .lo 312
climb, and he was quickly running out of ideas.
Soon, he knew, the humans would come to see what 12. - 4 -
O& mage 9 8
they had caught in their pit. Then his exploration of
the world beyond his nations territoy would end OK: 10 - 9 11
-as would his freedom, and perhaps his lifi. Orc,
Pixie
As twilight stretched across the land, Bright
Mane heard the sound of clanking armor approach-
ing. He tensed, tightening his grip on his primitive
spear. He would not give up without a fight! That
was not the way of a warrior of the pride!
What have they caught this time? a gravelly
voice asked. Bright Mane looked up to see a dwarf
peering down at him. Behind the dwarf was a
human, dressed in the polished amm 0fa paladin.
Whatever it is, I wont see it taken as slave by Table 2 Bonus Levels for
those vile predators, the paladin proclaimed. Lets Single-Classed Humanoids
see ifwe can extract it before Barrot and his men
return ,.. Prime Requisite Score Total Bonus Levels
Racial Maximum +1
In this campaign model, the human and Racial Maximum +2
demihuman PCs who have been operating in Racial Maximum +3
the DMs campaign world come to the rescue Use thcpurntMlul numkerlfthc rLnerrquLite b%u@hlndIf
the humrvldd b a human cn%sb~@dlf-orc,Wcp)
of the newly-created humanoid PC. Like the

Humanoid Characters 9
lion with a thorn in its paw, the humanoid is in sensing that the chase had ended and wanting to
some kind of trouble that only the non-human- continue thegame for a while longer. Grellor swung
oid PCs can save him from. They take on the his sword befire him, hoping to keep the monsters at
role of the mouse, who pulls the thorn free and bay. By the look on the lead trolls face, that tactic
earns the respect and favor of the terrible lion. wasnt going to work. He watched as the vile crea-
By saving the humanoid, the other PCs gain a ture tensed, preparing to leap across the remaining
-
companion and perhaps even a friend. space and sink its claws into his tender, tired flesh.
Once saved, the humanoid PC forms a bond What happened next was a confused jumble. The
with his rescuers. He feels he owes them a debt lead troll leaped. Grellor screamed and jumped back,
he can never repay, or at least that he owes plunging over the side of the clijf. He heard another
them a debt which must be paid off through scream over his own, like the cry of a huge bird.
the course of subsequent adventures. Even if Skree-ya! it called, and Grellor felt bony hands
the other PCs protest, the humanoid will not grasp him. He looked up to see a winged humanoid
be swayed from paying back his debt in what- - an aarakocra, he believed it was called -grab
ever way he can think of. He will follow his him. While it could not hold his weight and main-
saviors, protect them, aid them in their quests, tain flight, it could slow their fall toward the water
and seek to return the great favor that they below.
have bestowed upon him. Breeka save human, the aarakocra crowed in
Humanoids can be saved from a variety of broken common as they glided downward. She
situations, including angry mobs, other adven- have wings enough for both of us ,. .
turers, town guards, hostile monsters, natural
disasters, and even other humanoids. A In this model, it is the human or demihuman
humanoid PC who has been rescued will be player characters who are in deadly trouble.
totally devoted to his saviors if he is of the While this model works best on an individual
proper alignment and personality. Even the level (one human/demihuman PC, one
most independent and chaotic humanoids will humanoid E),it can be developed to apply to
see the other player characters as companions an entire player character group.
who will keep them from getting into deadly On an individual level, the human and the
trouble again. humanoid form a bond due to the heroic efforts
of the humanoid character. This bond can start
Campalgn Model #Z: as one of gratitude and a debt to be repaid, but
...Isa Frlend Indeed. it often develops into a long-term adventuring
companionship or even a close personal friend-
The trolls were closing in on Grellor at last, and ship between the human in need of help and
the ranger had nowhere else to run to. He had his humanoid savior.
reached the end of the path. Above him was the On a group level, the humanoid character
steep cliff walls of the mountain pass, below him provides the means for adventurers to get out
was a dizzying drop into oblivion. His only option of a terrible jam. She may know a secret pas-
was to turn and face the trio of trolls, though this sage out of the dungeon, or a hidden pass
would only delay the inevitable. His sword and tir- through goblin territory, or she may even
ing muscles were no longer a match for the regener- charge into battle to save the adventurers fiom
ating monsters. certain doom. In this way, the entire group
The trolls appeared from around the bend, first Owes a debt to the humanoid. They may not all
one with drooling jaws and outstretched talons, become fast friends with their savior, but they
then another, and another. They moved slowly, will show a grudging respect and will feel

~ ~-
Humanoid Characters 11
1

obligated to her. beholden to the humanoid, so they tolerate her


Adventurers get into all sorts of situations presence. As the humanoid shows her
that they might need to be rescued from. A resourcefulness and ability to help over and
trap in a dungeon could leave them all uncon- over again, she will become an important part
scious and dying until the humanoid pulls of their group. Perhaps over several gaming
them to safety. Hordes of monsters could be sessions, she will even become their friend.
closing in and the adventurers must prepare to
fight to the death, when the humanoid shows Campdgn Model 63: 9.
them a way to escape. Or perhaps the human- Hello, Again...
oid leads them to a pool of healing, or to a
much needed cache of supplies, or even inter- Freg the Rogue sat staring into the dying camp-
cedes on behalf of the adventurers to save fire, trying not to think about what his beloved
them from her own people. Dreeya might return as. The woman warrior was
Whatever the situation, a humanoid who struck down in their escape from the Underdark,
helps a group of adventurers out of a life-or- and the only option that had been open to Freg was
death encounter becomes very attached to her to allow the priest ]oun to cast her miracle. Now he
charges. She believes that they will always could only wait.
need her help, that if she leaves them to their Are you certain you have no idea what form
own devices they will simply wind up back in Dreeya will come back in? Freg asked the cleric for
-
trouble again or worse. Because of this, the the tenth time since they had finished dinner.
humanoid decides to accompany them on their Reincarnate is not an exact spell, joun
adventures. For their part, the adventurers feel explained again. She may return as an animal, or

I
12 Chapterone
perhaps even as a humanoid." oid. The character must now cope with life from
Freg jabbed a long stick into the fire, producing a inside a very different body than he was used to.
burst of sparks. "If you knew Resurrection we He must face all of the prejudices directed at that
wouldn't be sitting here waiting to see ..." body without the benefit of growing up in the
The conversation ended abruptly as a sound broke culture it belongs to. A new humanoid character
the stillness beyond the camp. The thief and the introduced through reincarnate may look like a
priest turned in the direction of the noise, trying to bugbear or satyr, but it has all (or at least most) of
make out shapes in the darkness beyond the fire's the knowledge and understanding of the human
glow. They heard it again. Someone or something character it used to be.
was approaching the camp. The reincarnated character recalls the greater
"Dreeya?" Freg called cautiously. "Dreeya, is part of his former life and form. The character
that you?" class of the new incarnation can be anything
"Yes, m y dearest," a voice called back. It was a the player wants, as long as it fits the rules pre-
feminine voice, but it was also very deep and not sented in this book and matches the humanoid
quite human. Freg gulped. race in question.
A dark shadow reached the edge of the camp, hesi- If a humanoid character is being created
tated, then slid into the fire's light. Standing before using the reincarnate spell, it follows these
Freg and Joun, barely able to contain a smile, was a rules: If the character returns as the same class
huge, obviously female, bugbear. as his previous incarnation, the reincarnated
"Dreeya has returned," the bugbear said, fixing humanoid has half his previous levels and hit
Freg with a loving look. "Miss me?" points. If the humanoid returns as a new char-
acter class, his hit points are half his previous
A human or demihuman player character total, but he must begin again at first level.
eventually faces a foe that is stronger, tougher,
and luckier than he is. On such an occasion, the Cnrnpalgn Model 64:
result is often the untimely death of the player "All that Clltten..."
character. Of course, death is not always final
for PCs in a campaign. There are a number of The goblin sat across from Valkira and her com-
methods for rescuing a favorite character from panions, slurping the mug of wine she had offered it
the bony clutches of death. The method which with greedy delight. It drained the contents quickly,
concerns us here is the priest spell, reincarnate. licking the fast drops from the bottom of the mug.
The list of possible incarnations has been Then it belched loudly, licked again, and finally
expanded to include the humanoid races listed dropped the empty mug before turning its unusu-
in this book. Now that there are rules for creat- ally bright eyes upon Valkira.
ing and playing humanoid characters, it makes "Can you really lead us through the passages
sense to provide this method for turning a beneath the Sunset Mountains?" the warrior
dead human or demihuman PC into a live woman asked, watching the goblin closely for signs
humanoid PC. of deception or betrayal.
This method creates a situation that is unlike "Grolip know passages like Grolip know back of
the other methods for introducing a humanoid foot," the goblin boasted easily. "Grolip lead you -
PC into a campaign. While the other methods ifpay is right."
bring an "uncivilized humanoid into the com- "We'll pay what we agreed upon," Valkira assured
pany of human and demihuman adventurers, him. "Half now, half on the other side. Plus, if all
reincarnate places the memories and personalities goes well, we'll give you an additional fifty as a
of deceased humans into the body of a human- bonus."

Humanoid Characters 13
4
1

1
:p
'* '1.

Thegoblin's eyes widened at the promise, and his jobs, including hired muscle, as guides or
fangs protruded in a lopsided grin. "For that, interpreters, and even for some particular skill
Grolip even help you carry your treasure!" or knowledge the humanoid might have. Those
"That's okay," Valkira said quickly. "Just lead us humanoids who make good player characters
through the passages safely." often hire themselves out in order to earn
"You safe with Grolip," the goblin nodded eagerly. money until they can hook up with an adven-
"Grolip know way . . ." turing party that will accept them. Often, the
only legal employment a humanoid can find is
In this campaign model, the adventurers hire as a hireling to adventurers.
the services of a humanoid for a particular During the course of employment, the
adventure and wind u p getting a life-long humanoid will come to enjoy the company of
companion. Perhaps they aren't able to pay the adventurers, perhaps even hooking onto
him right away and he decides to hang around one particular character as a friend. He will
until the money becomes available. Maybe cir- demonstrate his own abilities and worth to the
cumstances turn employers and employee into party as the adventure progresses, and even
partners or even friends. In most cases, what prove his loyalty on more than one occasion.
starts as an honest business arrangement When the time comes to collect his pay and
evolves into something more. The humanoid move on, the humanoid will make excuses to
might be in it for the money in the beginning, stay. He may admit to wanting to stay out of
but circumstances often turn business associ- friendship, or he may pretend that only the
-
ates into boon companions especially in the promise of more wealth keeps him around. In
violent, dangerous realms where adventurers either case, the party gains the skills of the
tend to roam. humanoid character, and the humanoid gains
Humanoids can be hired for any number of the companionship of the adventurers.

14 Chapter One
Basic information on humanoid races can be Alignment. The races typical alignment is
found in the various Monstrous Compendium listed here. The range of PC options is usually
sets. As the humanoids who become player more extensive.
characters are rare examples of their races, the Natural Armor Class. Some humanoid races
information that follows (except for rules have a natural armor class which provides p
material) is intended only as a guideline. What tection without the benefit of artificial armor.
may be true of one member of a humanoid This rating does not include Dexterity bonuses
race may not be true of another. Individual or penalties.
alignments can vary, as can backgrounds, Generally, protection rated at less than or
goals, and motivations. equal to the natural armor class will provide
+1 AC protection. Thus, a lizard man (with a
How to Read the Entrles natural armor class of 5 ) wearing studded
leather armor is AC 4. Should the character
Each entry for a humanoid character type somehow contrive to have a set of plate mail
includes the following elements: constructed, it would give him a base AC 3.
Ability Score Adjustments. These modify Background. This describes the humanoid in
the ability scores when the humanoid is general terms, painting a broad picture of the
selected. They are added to or subtracted from particular race and its members. The player
the scores rolled. The adjusted ability score is should also detail the characters background
entered on your character sheet. in order to fully integrate the character into the
Ability Score Range. This lists the minimum campaign. Such additional details are subject
and maximum ability scores a humanoid char- to the approval of the DM.
acter can have when first created. Scores that Languages. This section lists the languages
exceed the maximum or fail to meet the mini- which are commonly spoken by the members
mum can be adjusted down or up to the limit of a particular race. A character always speaks
only if the DM allows it; otherwise a different his native language. Additional languages
character type must be chosen. may be known. It is highly recommended that
Of course, over time a characters ability all humanoid PCs understand common.
scores may change. Only at the time of a char- If the DM uses the nonweapon proficiency
acters creation must the minimums and maxi- system, additional languages require profi-
mums be adhered to. ciency slots. A humanoid characters native
Note that the maximum Charisma score is that language does not require a slot. Additional
perceived by other races. A rolled score higher languages do (see Chapter Four: Humanoid
than this has its full effect on members of the Proficiencies). If the DM is not using the non-
characters own race. weapon proficiency system, then the human-
Class Restrictions and Level Limits. Which oid characters know a specific number of
classes are open to the humanoid and how far additional languages based upon their Intelli-
the character can advance can be found here. gence scores (see Players Handbook).
Multiclass options are listed on page 119. In Role-Playing Suggestions. This gives a few
general, a humanoid must have scores of 14 in suggestions on how to role-play a member of
the prime requisites of both classes to become a this particular race. The players can use these
multiclass character. suggestions or ignore them as they see fit.
Hit Dice. Humanoid hit dice depend on the Special Advantages. This lists any special
class selected. Any special hit point bonus the advantages benefitting the members of a par-
humanoid receives is listed here. ticular humanoid race.

~ Humanoidkes 15
-
A

Special Disadvantages. This lists any special


disadvantages that hinder the humanoid.
Monstrous Traits. These are the typical traits
exhibited by the members of this race. Such
traits help distinguish one humanoid race from
another.
Optionally, the DM may require humanoid
characters to take additional monstrous traits,
depending on the number of special advan-
tages the humanoid has (see Chapter Five).
Superstitions (Optional). This section lists
sample superstitions that best fit a particular
humanoid race.
Proficiencies. The entries for weapon and
nonweapon proficiencies list each humanoid
race's initial selections. Unless the DM
approves another proficiency, or a special kit is
taken, PCs of a particular humanoid race must
select their initial proficiencies from their lists
(proficiencies available through humanoid kits Class Restrictions
are listed in Chapter Three). When a new profi- Class Maximum Level
ciency slot is gained by level advancement, the Warrior
new proficiency can be selected from any Fighter 11
weapon or group available to the kit or charac- Ranger
ter class. Paladin
Wizard
Aarakocra Mage
Illusionist
Ability Score Adjustments, The initial abil- Priest
ity scores are modified by a +1 bonus to Dex- Cleric -
terity, and a -1 penalty to Strength and Druid -
Constitution. Shaman 7
Witch Doctor -
Ability Score Range Rogue
Thief 1.
Ability Minimum Maximum Bard -
Strength 3 16
Dexterity 8 18 Hit Dice. Player character aarakocra receive
Constitution 6 16 hit dice by class.
Intelligence 3 18 Alignment. Aarakocra tend toward neutral
Wisdom 3 17 good. PC aarakocra may be of any alignment.
Charisma 3 18 Natural Armor Class. 7.
Background. Aarakocra are a race of intelli-
gent bird-men that live among the highest
mountain peaks. The average aarakocra stands

16 ChapterTwo !

i
about five feet tall and has a wing span of Aarakocra fighters prefer heavy fletched
twenty feet. Halfway along the edge of each javelins when they must go to battle. An
wing is a hand with three human-sized fingers aarakocra can carry up to six javelins in indi-
and an opposable thumb. An elongated fourth vidual sheathes strapped to his chest. While
finger extends the length of the wing and locks flying, he can clutch a javelin in each of his
in place during flight. lower hands, throwing them or stabbing oppo-
The hands cannot grasp while flying, but are nents as necessary. Aarakocra who have left
nearly as useful as human hands when an their home territory and traveled to more civi-
aarakocra is perched and its wings folded lized lands will sometimes wear pieces of stud-
back. Their powerful legs end in four sharp ded leather armor to provide additional
talons that can unlock and fold back to reveal protection. They never carry shields.
another pair of functional hands. Some tribes of aarakocra carry a special
These humanoids have hollow, fragile bones. weapon, called aflight lance. See Chapter
Their faces combine the features of both par- Seven: Arms and Armor, for more details.
rots and eagles. They have gray-black beaks Special Advantages. The bird-men have the
and black eyes. Plumage color varies, but ability to fly, with a movement speed of 36 and
males generally have red, orange, and yellow a maneuverability class of C.
coloration, while females tend toward brown Aarakocra talons cause 1-3points of damage
and gray and can strike twice in a round. Their beaks
Aarakocra live in small tribes which control also cause 1-3 points of damage. They receive
hunting temtories and share a communal nest. no attack penalties for aerial missile fire. When
The eldest male serves as leader, the second using two javelins, an aarakocra can make a
oldest as shaman. diving attack. They must dive at least 200 feet
Languages. Aarakocra, giant eagle, common. to use this special attack. The attacks are usu-
Role-Playing Suggestions. Aarakocra are ally accompanied by a blood-curdling shriek,
reluctant to engage in ground or grappling gain a +4 bonus to the attack rolls, and cause
combat because of their fragile bones. They double damage.
love gems and other shiny objects. Their reli- An aarakocra shaman of 7th level can, with
gious ceremonies are simple affairs involving four other aarakocra, summon a friendly air
whistled hymns. Sunset on the first day of each elemental in three rounds of chanting and aer-
new month is of religious significance. ial dancing. It will perform favors, although it
These bird-men enjoy peace and solitude. will not endanger its life for them.
They love their freedom, and are extremely Special Disadvantages. Aarakocra are very
claustrophobic. Most of them will not enter a claustrophobic. Those who engage in combat
cave, building, or other enclosed area without in enclosed areas (buildings, dungeons, etc.)
a very good reason. receive a -3 penalty to their attack rolls.
Aarakocra PC adventurers must have clear Monstrous Traits. Monstrous speech;
motivations. Some leave on a quest to aid their aarakocra make bird sounds when speaking,
people, others because they do not fit in with even if talking in the common tongue.
the rest of their tribe. Superstitions. Fear of enclosed spaces.
Aarakocra who learn common intersperse Weapon Proficiencies: Dagger, dart, javelin,
the language with their native bird-like sounds. flightlance (if available).
Caws, screeches, and whistles punctuate their Nonweapon Proficiencies: Alertness, animal
broken sentences in typical bird-like fashion noise, danger sense, direction sense, hunting,
(like a parrot mimics human speech). survival (mountains), weather sense, weaving.

Humanoid Races 17
Alaghi
Ability Score Adjustments. The initial abil-
ity scores are modified by a +2 bonus to
Strength and a -2 penalty to Intelligence.
Ability Score Range
Ability Minimum Maximum
Strength 12 19
Dexterity 3 17
Constitution 12 18
Intelligence 3 16
Wisdom 3 16
Charisma 3 16
Class Restrictions
Class Maximum Level
Warrior
Fighter re1 chests, short necks, and wide, flat heads.
Ranger Their short legs are thick,their hands and feet
Paladin are large, and their hair is thick: blond, reddish
Wizard brown, or charcoal gray. They stand about 6
Mage feet tall and weigh over 300 pounds.
Illusionist Most alaghi live as semi-nomadic hunter-
Priest gatherers. Sedentary alaghi set up communi-
Cleric ties of crude huts or large cave complexes.
Druid Alaghi communities are generally mistrusted,
Shaman though some neighbors will trade manufac-
Witch Doctor tured goods for pelts, game, and ore. The rarest
Rogue alaghi are philosophical hermits that are neu-
Thief tral good and have druidic abilities.
Bard The primitive alaghi fashion crude stone
knives, hand axes, and tools, as well as simple
* Int 15+,Wis 12+,Cha 15' alignment neutral wooden javelins. A favorite tactic employed by
good. the alaghi is to hurl missile weapons from hid-
ing, ambushing their opponents.
Hit Dice. Player character alaghi receive hit Languages. Alaghi, common.
dice by class. In addition, they receive 9 bonus Role-Playing Suggestions. These forest
hit points at first level. dwellers tend to be shy and peaceful. The her-
Alignment. Alaghi tend toward true neutral mitic alaghi are curious and helpful to those in
alignment. PC alaghi may be of any alignment. need. They love riddles and games of strategy,
Alaghi druids are neutral good. often seeking competition from willing
Natural Armor Class. 4. humans and demihumans. They especially
Background. Alaghi, distant relations to yeti, enjoy a good game of chess.
are forest-dwelling humanoids. They have bar- Players should pick the alaghi character's

18 ChapterTwo
A

background -nomadic, hermitic, or sedentary. Benstman


Most will probably be nomadic, traveling in
search of adventure as their less heroic kin seek Ability Score Adjustments. The initial abil-
game and wild plants. Nomadic alaghi do not ity scores are modified by a +2 bonus to Dex-
necessarily live in harmony with nature, but they terity, and a penalty of -2 to Charisma.
respect it and know how to use it without
destroying it. Sedentary alaghi are like primitive Ability Score Range
humans, often greedy and raiding to survive.
Hennitic alaghi live in harmony with nature, Ability Minimum Maximum
usually serving as druids and enjoying friendly Strength 6 18/50
relations with their woodland neighbors. Dexterity 6 18
An alaghi deciding to become an adventurer Constitution 6 16
might leave home for a variety of reasons. A Intelligence 3 18
nomad leaves its group to seek knowledge, Wisdom 3 18
treasure, or adventure. A sedentary alaghi Charisma 3 16
grows tired of community life and again takes
up the life of a nomad, eventually hooking up Class Restrictions
with a group of adventurers and finding a new Class Maximum Level
and exciting activity. A hermitic alaghi may Wamor
decide to give up a life of solitude for some Fighter 10
grand cause - one that usually involves con- Ranger 12
cerns of nature and druidic lore. Paladin -
Special Advantages. The alaghi's huge fists Wizard
can inflict 2d6 points of damage. Alaghi can Mage -
move silently as per the thief ability, and they Illusionist -
can hide in natural surroundings.At 1st level, the Priest
base scores are 40% and 35%respectively Each Cleric -
time an experience level is gained, the alaghi Druid -
receives another 5%in each skill. Shaman -
Special Disadvantages. Alaghi take damage Witch Doctor -
as large creatures. Rogue
Monstrous lkaits. Fearsome appearance, Thief 10
punctuate sentences with hisses, hoots, and Bard -
grunts. Sedentary alaghi must suppress the
urge to slay and eat any non-alaghi they meet. Hit Dice. Player character beastmen receive
Superstitions. Fear things which appear to hit dice by class.
them as unnatural, including wizard spells, Alignment. Beastmen tend toward neutral
undead creatures, and metal arms and armor. (good) alignment. PC beastmen may be of any
Weapon Proficiencies: Club, hand axe, alignment.
javelin, knife (all stone weapons). Natural Armor Class.8.
Nonweapon Proficiencies: Animal lore, ani- Background. Beastmen are short, slender
mal noise, direction sense, eating, endurance, humanoids with a fine layer of dark green or
gaming, hiding, hunting, intimidation, natural olive colored fur covering their bodies. An
fighting, survival (forest). inner coat of coarse black fur lies beneath this,
which gives them a natural camouflage ability.

Humanoid Races 19

I
Beastmen can instinctively create patterns of
stripes or spots across their bodies. The col-
oration helps them blend in with shadows of
the forests from which they hail.
In their native forests, beastmen are danger-
ous hunters and adversaries. However, they
seek to avoid combat and even contact with
others unless they must defend themselves or
their tribes. They are experts with spears, stone
axes and knives, bolas, nets, and blowguns.
Some beastmen know how to create a special
poison for their blow gun darts. Those who fail
a saving throw vs. poison at a +4 bonus die in
2d4 rounds. The toxin can only be prepared in
the wild and with the proper ingredients.
Beastman culture is self-sustaining and it
does not discriminate against either sex. The
average beastman has no need or desire to
trade or interact with other races. Of course,
beastmen PCs are not of average stock. They
possess a healthy curiosity to learn and see
new things, though they still hold their own
culture to be the superior one. Beastmen do not believe in magic, ghosts,
Languages. Beastmen, common. spirits, or the supernatural. Only those things
Role-Playing Suggestions. Beastmen seldom which can be seen, touched, tasted, smelled
wear clothing or ornamentation as it interferes and heard exist. Beastmen are not hindenxi by
with their natural camouflage ability and with superstitions.
the use of their language. A beastman who is proficient in herbalism
As the beastman language involves spoken can expend a proficiency slot to develop the
words, hand and body gestures, and even the ability to make beastman blowgun poison.
shifting of fur patterns, all other languages Special Disadvantagea. By nature, beastmen
they may learn are considered simplistic and are nonmagical. They have 80% magic resis-
primitive. This gives beastmen a natural feel- tance, even to beneficial effects. They cannot
ing of superiority over other races. use magical items except for magical weapons,
In the wild, beastmen take on leadership and cannot themselves initiate any special
roles depending upon the circumstances. Tne magical functions of such weapons.
best qualified takes charge as needed. When Monstrous Traits. Appearance, tendency to
working with non-beastmen, they try to con- roar when completing a hunt.
tinue this honored tradition, usually to the cha- Superstitions. None.
grin of their companions. Weapon Proficiencies: Bola, blowgun, hand
Special Advantages. Beastmen can make axe, knife (stone or wooden weapons).
themselves undetected in forest settings, able Nonweapon Proficiencies: Alertness, animal
to hide with 90% chance of success. Opponents lore, animal noise, cooking, fire-building, fish-
who are not aware of the beastmans presence ing, hiding, hunting, rope use, set snares, sur-
suffer a -6 penalty to their surprise rob. vival (forest), tracking, wild fighting.

20 ChapterTwo
Bugbear look of true carnivores. They have light yellow
to yellow brown hides, with thick coarse hair
Ability Score Adjustments. The initial abil- that ranges in color from brown to brick red.
ity scores are modified by a +1 bonus to Bestial eyes of greenish white with red pupils
Strength and a -1 penalty to Intelligence and stare out from savage faces. Wedge-shaped
Charisma. ears rise from the top of their heads, and their
mouths are full of long sharp fangs.
Ability Score Range Bugbears have exceptional sight and hearing,
and they move with amazing stealth. They live
Ability Minimum Maximum in caves and underground lairs. Bugbear
Strength 8 18 females are not given the same opportunities
Dexterity 8 17 and privileges as the males, and a good num-
Constitution 8 18 ber of adventurer bugbears are females look-
Intelligence 3 16 ing for better lives.
Wisdom 3 18 These large humanoids live by plundering
Charisma 3 14 and ambush. They sometimes take slaves, and
are often cruel and mean-spirited. They are
Class Restrictions excellent hunters. They eat anything they kill,
Class Maximum Level including humans and humanoids smaller
Warrior than themselves. Some adventuring bugbears
Fighter 12 leave their lairs because they cannot stand to
Ranger - eat intelligent creatures.
Paladin - A bugbear tribe will have shamans or witch
Wizard doctors of up to 7th level, but not both.
Mage - Languages. Bugbear, goblin, hobgoblin, com-
Illusionist - mon.
Priest RolcPlaying Suggestions. Bugbears speak a
Cleric 8 foul sounding language punctuated by ges-
Druid - tures, grunts, and snarls. They even use these
Shaman 7 bestial habits when talking in common, mak-
Witch Doctor 7 ing other races doubt their intelligence.
Rogue Even the bravest bugbear PC has trouble
Thief 9 breaking away from its tribe. They prefer to
Bard - ambush their foes rather than attack head on.
If outnumbered or overmatched, most will
Hit Dice. Player character bugbears receive retreat to fight another day.
hit dice by class. In addition they receive 3 Adventuring bugbears remain territorial
bonus hit points at first level. even after they leave their lairs. They mentally
Alignment. Bugbears tend toward chaotic mark out territory wherever they go, even
evil. PC bugbears may be of any alignment, when traveling. Anything which comes into
usually neutral (in rare cases good). this space becomes their property (at least in
Natural Armor Class. 10. their own minds), or the property of their new
Background. Bugbears are giant, hairy rela- tribe (their PC companions). They are natural
tives of goblins. They are large, standing about bullies, forcing their wills on weaker compan-
seven feet tall, with muscular frames and the ions. They are an opporhnistic race, prone to

Humanoidkces 21
Bullywug, Advanced
Ability Score Adjustments. The initial abil-
ity scores are modified by a +1 bonus to Dex-
terity and a -1 penalty to Intelligence and
Charisma.
Ability Score Range
Ability Minimum Maximum
Strength 6 18/75
Dexterity 4 18
Constitution 6 18
Intelligence 3 14
Wisdom 6 16
Charisma 3 14

Class Restrictions
Class Maximum Level
Warrior
Fighter 10
Ranger -
temper tantrums and violent outbursts.
-
Bugbears enjoy wine and strong ale often Paladin -
to excess. They are stubborn by nature, finding Wizard
Mage -
it difficult to negotiate or compromise. Greed
courses through their bodies like blood, and Illusionist -
even the most noble bugbear covets glittery, Priest
Cleric -
shiny objects and weapons.
Special Advantages. Bugbears have infravi- Druid -
sion to 60 feet. Their stealth gives opponents a Shaman
-3 penalty to their surprise rolls. Witch Doctor
Special Disadvantages. Bugbears take dam- Rogue
age as large matures. Thief
Monstrous Traits. Monstrous appearance, Bard
snarling language, long sharp claws. I
Superstitions. Always watchful for omens Hit Dice. Player character bullywugs receive
from the gods; afraid of lightning and violent hit dice by class. L
weather changes; seek to keep on the good side Alignment. Bullywugs tend toward chaotic i
of Skiggaret, the bugbear god of fear. evil. PC bullywugs may be of any alignment, I
Weapon Proficiencies: Throwing (footmans)
mace, goblin stick, hand axe, morning star @eat
but most are neutral or (rarely) good.
Natural Annor Class. 6. i
club), spear, warhammer.
Nonweapon Proficiencies: Close-quarter
Background. Bullywugs are bipedal frog-like
amphibians inhabiting swamps, marshes, and
iI
fighting, drinking, eating, hunting, intimida- other dank locations. They are covered with a f
tion, looting, natural fighting, wild fighting. smooth, mottled olive green hide that gives I
I
i

22 ChapterTwo i
i
I
I
them a natural protection. They have the faces
of enormous frogs, characterized by wide
mouths and bulging eyes. Like frogs, their
hands and feet are webbed. They wear no
clothing, but do make use of crude armor,
weapons, and shields.
Bullywugs have learned to cooperate with
each other in order to survive and to work
together when hunting. They are skilled
hunters and fishermen, and can use and build
snares and nets.
These frog-men grow up in a savage society.
Males are dominant, as females are looked
upon as nothing more than egg bearers. Only
leaders and their god are shown any kind of
respect. Bullywug shamans can advance as
high as 7th level, and will always be male.
Bullywugs need to keep their skin moist,
which is why they favor swamps and marshes.
They love treasure, even if the regular benefits remain chaotic, they sometimes shed their evil
of wealth are lost on their society, Coins, jewels natures as they try to find a place for them-
and magical items are hoarded whenever they selves in the outside world.
can be found. Of course, as most other humans and
The average bullywug does not display the humanoids fear and detest bullywugs, life for
greed or lust for power seen in other chaotic adventurer bullywugs is difficult and danger-
races. They rarely fight among themselves, ous. The successful ones will learn to depend
except when a leader grows too old or when on and cooperate with whatever adventuring
the smaller, more savage bullywugs meet their group they can latch onto, for their survival
larger, more advanced cousins. Bullywugs depends on cooperation.
tend to harm their environment, often hunting Adventuring bullywug shamans often take
and fishing an area until its natural resources up service with a new god, for they are usually
are depleted. Most hate humans, attacking fleeing from the wrath of the chaotic evil deity
them on sight. of their race.
Languages. Bullywug, common. Special Advantages. Bullywugs have
Role-Playing Suggestions. Bullywug PCs chameleon abilities that make them 75% unde-
are assumed to be the larger, more intelligent tectable in natural surroundings. This lets
(advanced) bullywugs. These range in size them ambush opponents, whose surprise rolls
from 6 to 7 feet, and are broader than their receive a -2 penalty (-6 if attacked by hop).
smaller relatives. They are more aggressive, Bullywugs employ a hop attack which can
better organized, and better equipped than the carry them up to 30 feet forward and 15 feet
normal bullywugs. upward. A hop attack gives them a +1 bonus
Often it is the females who decide to leave to their attack rolls. If they are using impaling
the lair and take up the life of an adventurer, weapons, these cause double damage.
for the opportunities in their own society are Bullywugs receive swimming as a bonus
extremely limited. While bullywug PCs tend to proficiency.

Humanold Races 23
i

i
double damage, but cannot attack with their
hooves in that same round.
Special Disadvantages. Centaurs take dam-
age as large creatures. They have difficulty
negotiating underground settings.
Monstrous Traits. Appearance.
Superstitions. Fear of dragons and giants,
see omens and portents in nature.
Weapon Proficiencies: Composite long bow,
medium horse lance, greaf club.
Nonweapon Proficiencies: Animal lore, agri-
culture, animal noise, armorer, artistic ability,
bowyer/fletcher, brewing, drinking, eating,
fishing, hunting, leatherworking, natural fight-
ing, running, set snares, survival (forests),
L tracking, weaving, winemaking.

widows and widowers who have lost thei


Fremlin
mates and taken up a life of adventure in order Ability Score Adjustments. The initial abil-
to ease their pain. They are a strong, proud ity scores are modified by a +2 bonus to Dex-
race, easily offended and impulsive. terity, a +1 bonus to Intelligence, and a -3
Centaurs live in balance. They must eat a lot penalty to Strength.
to power their great bodies, and have been
known to over-indulge when it comes to wine Ability Score Range
and ale. Under the influence of alcohol, cen-
taurs display rowdy, boorish, and aggressive Ability Minimum Maximum
behavior. Strength 2 11
Those centaurs deciding to explore the world Dexterity 8 I8
as adventurers usually do so to satisfy an Constitution 4 13
innate curiosity and wanderlust that some- Intelligence 6 18
times becomes a compulsion. They make excel- Wisdom 3 16
lent companions, good fighters, and hardy charisma 3 18
travelers. While they might sometimes offer a
two-legged companion a ride, centaurs do not Class Restrictions
consider themselves pack animals or sources Class Maximum Level
of transportation. In fact, they often become Warrior
insulted if such a role is suggested. They also Fighter -
do not tolerate horse jokes, though otherwise Ranger -
they have good senses of humor. Paladin -
Special Advantages. Centaurs can make Wizard
tluw melee attacks in a round: once with their Mage 10
weapons and twice with their front hooves. Illusionist 10
Hooves cause 1-6 points of damage each.
Centaurs armed with lances can charge for

Humanoldkces 25
I

Priest to fall into hysterical fits of laughter. They have


Cleric large, pointed ears, bat-like wings that give
Druid them the power of flight, and an innate immu-
Shaman nity to nin-magical weapons.
Witch Doctor Fremlins shun clothing and ornamentation,
Rogue believing that they should never hide the won-
Thief 12 derful bodies they were born with. They refuse
Bard to use weapons, and are generally worthless in
combat.
Hit
__.. Dice. Player character fremlins receive These magical creatures live to have fun,
usually at the expense of others. They love
~

hit dice by class:


Alignment. Fremlins tend toward chaotic to play practical jokes, though their humor
neutral, PC fremlins may be of any alignment, tends to be less harmful than that of their
but are usually chaotic neutral. gremlin cousins.
Natural Armor Class. 6. Languages. Gremlin (includes fremlin and
Background, Fremlins are friendly, mostly galltriq, common.
harmless gremlins. Like other gremlins, they Role-Playing Suggestions. Fremlins are
are small, winged goblinoids, only growing to friendly gremlins who tend to be quite harm-
about a foot in height, However, fremlins tend less. These plump magical creatures are usu-
ally whining and lazy, complaining about the
least thing and always seeking a way out of
real work.
Fremlin ulaver characters are tolerable corn-

i
26 ChapterTwo
panions. They usually hook up with a charac-
ter who befriends them or does something to
Want-kin, Firbolg
earn their attention. Those they like receive Ability Score Adjustments. The initial abil-
companionship, those they dislike become the ity scores are modified by a +2 bonus to
targets of their mischievous pranks. Strength and a -2 penalty to Charisma.
Fremlins will stick with an adventuring party
for a time, remaining as long as they are kept Ability Score Range
fed and entertained. While they have some
useful skills and abilities, fremlin PCs are usu- Ability Minimum Maximum
ally played for comic relief. They seldom assist Strength 14 19
in combat, and often they wind up hindering Dexterity 8 15
the efforts of their companions by giving away Constitution 12 18
hiding locations or making other "innocent" Intelligence 8 18
blunders. Wisdom 8 18
These magical creatures are cowards, fleeing charisma 3 14
at the first sign of trouble. They can be annoy-
ing, obnoxious, and easily insulted. Often they Class Restrictions
will disappear for a time, returning just when Class Maximum Level
the m t of their party believes them to be gone Warrior
for good. Apologies sometimes bring them Fighter 12
back earlier, but usually they stay away until Ranger -
they forget whatever it is that made them mad Paladin -
or depressed in the first place. Wizard
Special Advantages. Fremlins are immune to Mage -
attacks made with normal weapons. Oppo- Illusionist -
nents need a +1 weapon or better to hit them. Priest
Fremlins can fly, with a movement speed of Cleric -
12 and a maneuverability class of B. Druid -
Although fremlins rarely fight, they can use Shaman 7
tiny weapons specially scaled to their size. Witch Doctor -
Such weapons must be specially made and Rogue
inflict about one-third normal damage. Thief -
Special Disadvantages. None. Bard -
Monstrous 'kaits. Appearance, size.
Superstitions. Fremlins are afraid of almost Hit Dice. Player character firbolgs receive hit
everything. dice by class. In addition they receive 13bonus
Weapon Proficiencies: Dagger, pixie sword, hit points at first level.
other weapons scaled for their size. Alignment. Firbolgs tend toward neutral or
Nonweapon Proficiencies: Begging, danger chaotic good. PC firbolgs may be of any align-
sense, drinking, eating, fortune telling, gam- ment, but are usually chaotic good.
ing, hiding, readinghriting, set snares, spell- Natural Armor Class. 3.
craft. Background. Firbolgs are the most powerful
of the giant-kin. They look like normal humans
who have grown to a height of 10%feet tall and
weigh over 800 pounds. Stylish firbolgs wear

Hurnanoldkes 27
their hair long and grow long, thick beards.
Their pink skin is very dense and thick, giving
them a low natural armor class. They have
smooth voices of deep bass and thick, rolling
consonants.
These great giant-kin live in remote forests
i
&'
and hills. They distrust most other civilized
races and tend to avoid them whenever possi-
ble. They get along with druids and faerie crea-
tures, including elves. They do not attack or
kill without reason, but they love to engage in
pranks which relieve strangers of their valu-
ables.
They have close-knit communities centered
around the family or clan. Clans exist as gath-
erers or nomads, coming together at least once
a year with other clans to celebrate or make
important decisions.
Firbolgs live off the land, but they also live in
harmony with it. They trade their great expect to give much beyond what is fair.
strength for food with other peaceful folk, sup- Firbolgs can use any large weapons. They
plementing their diet by gathering and hunt- disdain the use of armor and shields. Only the
ing. Few monsters bother firbolgs, and they lesser races need such pmtection.
avoid true giants other than storm giants. They Like all giant-kin, firbolg PCs seem strange
refuse to allow other giant-kin to roam their and aloof to other player characters. Their
temtories. motivations are different than those of smaller
Languages. Firbolg, common, storm giant. folk; for example, they often try to live up to
Role-Playing Suggestions. Firbolgs are the ideals of storm giants, making them seem
extremely confident and quite fearless in most even more strange to lesser folk.
instances. They are a cautious and crafty race, Special Advantages. Firbolgs have magical
and over the years they have learned to dis- powers usable once per day. These develop, in
trust and fear humans and demihumans. They order, at odd-numbered levels, starting at 3rd
are not overly aggressive, preferring to avoid level. The powers are: defect magic, diminution
encounters through hiding and deception. (as double the potion), fools' gold, forget, and
When forced to fight, they employ grand alter self. These cannot be used when the fir-
strategies which utilize the terrain and situa- bolg is engaged in melee combat.
tion around them to best effect. They are taught Firbolgs can use large human weapons (like
to operate as a group, not as individuals, and two-handed swords and halberds) with one
they will carry this trait with them when they hand without penalty.
take up with adventuring groups. When using weapons of their own make
Firbolg PCs usually adventure to gain knowl- (huge double-sized versions of human
edge. They are especially interested in increas- weapons), firbolg can wield them with both
ing their understanding of magic or their hands to inflict double damage.
collection of treasure. They do not ask for Firbolgs can swat away incoming missiles
much from their companions, nor do they with a roll of 6 or better on ld20. With one free

28 ChapterTwo
~~

hand, they can bat away up to two missiles per Glant-kin, Voadkyn
round. Large missiles, such as hurled boulders
or catapult missiles, can be caught if the firbolg Ability Score Adjustments. The initial abil-
wishes. Caught missiles can be hurled back at ity scores are modified by a +I bonus to
opponents on the next round with a -2 penalty Strength, a +2 bonus to Dexterity, a -1 penalty
to the attack roll. to Constitution, and a -2 penalty to Wisdom.
Special Disadvantages. Firbolgs have 15%
magic resistance, even against magic that is Ability Score Range
beneficial.
Firbolgs never wear armor of any sort, nor do Ability Minimum Maximum
they carry shields. Strength 11 18
Firbolgs take damage as large creatures. Dexterity 13 19
When using man-made weapons, firbolg can- Constitution 8 16
not apply their Strength bonuses. Intelligence 11 17
Firbolgs must earn double the experience Wisdom 3 16
points of the base class to advance each level Charisma 3 18
(for a fighter, 2nd level at 4,000,3rd at 8,000,
and so on). Class Restrictions
Firbolg Shamans: Firbolg shamans must Class Maximum Level
earn triple the experience points of the base Warrior
clerical class to advance as shamans. Fighter 11
In addition, firbolg shamans gain additional Ranger 11
innate magical abilities of the illusion/phan- Paladin -
tasm school. At 1st to 5th level, they receive WEard
two 1st level spells at each level. At 6th and 7th Mage 8
levels they receive two 2nd level spells. As Illusionist -
innate abilities, these are randomly deter- Priest
mined, and do not change once they are estab- Cleric -
lished. Each of these illusionist spells can be Druid -
used once per day. Shaman 7
Monstrous Traits. Size. Witch Doctor -
Superstitions. Firbolg have an innate fear of Rogue
human and demihuman mobs. Thief 10
Weapon Proficiencies: Club, halberd, giunt- Bard -
kin halberd, giant-kin two-handed sword, two-
handed sword. Hit Dice. Player character voadkyn receive
Nonweapon Proficiencies: Agriculture, ani- hit dice by class. In addition, they receive 7
mal handling, animal training, blacksmithing, bonus hit points at first level.
cooking, eating, gaming, herbalism, hunting, Alignment. Voadkyn tend toward chaotic
intimidation, reading/writing, set snares, good. PC voadkyn may be of any alignment,
weaponsmithing, weather sense. but are usually chaotic good.
Natural Armor Class. 8.
Background. Voadkyn are also known by the
more common name of wood giants. They are
one of the smallest of the giant-kin races,

Humanoid Races 29
I

oldest legends. They do not make their own


lairs, preferring to live under the stars or to
share a wood elf lair when shelter is needed.
The bond between wood giants and wood
elves extends to the other elven races. Wood
giants tolerate the company of any good elves.
Usually, they do not mix with other intelligent
creatures, except for the occasional treant.
A small number of voadkyn have druid pow-
ers, Voadkyn druids are never found in the
same community with voadkyn shamans.
Voadkyn are flighty and frivolous by nature.
They have a fondness for finely cut gems and
well-crafted magical items. They also love to
eat and drink wine, usually in large amounts.
Languages. Voadkyn, treant, sylvan elf, com-
mon.
Role-Playing Suggestions. Wood giants give
in to sudden whims and rarely take anything
vaguely resembling giant-sized wood elves. seriously. Those that decide to become adven-
They stand about 9%feet tall and weigh turers are mostly in it for the fun they believe
approximately 700 pounds. They have the awaits them and for the treasures they believe
same uhvsical urouortions as humans, which they will earn. They are fun-loving beings.
gives'them a thinier, lighter look than other More serious companions consider them to be
giant-kin. Wood giants have no facial or body irrational, foolish, and even obnoxious. Still,
hair. They have large heads as compared to most believe wood giants to be friendly and
their bodies, and their jaws, chins and mouths enjoyable company.
are especially prominent. Their ears are on a Voadkyn PCs are slightly more ambitious
higher plane than human ears, resting almost than those who remain in the forest, but they
completely above the line of the eyes. still appear to be unmotivated, plodding, even
The skin of a wood giant can be any shade of lazy beings. This temperament makes them
brown mixed with yellow or green. They like slow to anger, but they will fight to defend
to wear leather armor or ring mail, and they themselves or their allies.
carry a special steel-tipped sheath for their Wood giants love to eat, and they always
sword which allows them to use it as a walk- have a sack of nuts and seeds from which to
ing stick. They often disdain footwear, leaving snack. When traveling with other adventurers,
their feet bare, though they do wrap their a wood giant can be heard munching on some
ankles in strips of leather. They dress in loose plant byproduct almost constantly. They eat all
trousers or short kilts stained in forest colors, kinds of vegetables and plants, including
and always wear a leather forearm sheath to leaves and roots that other humanoid races
protect their bow arm. find inedible. They do not eat meat.
Wood giants live in the same forests favored Special Advantages. Wood giants, like elves,
by wood elves, whom they are good friends are 90% resistant to sleep and charm spells.
with. In fact, the two races often co-exist. They They have infravision up to 90 feet.
share a bond that goes back further than the At 7th level, wood giants gain the ability to

30 ChapterTwo
polymorph (self) into any humanoid creature,
from three to 15 feet in height. They cannot
form themselves into another specific person, Ability Score Adjustments. The initial abil-
only into a typical member of the race. ity scores are modified by a +1 bonus to
Voadkyn can move silently in forests, and Strength, and a -1 penalty to Intelligence and
any opponents there suffer a -4 penalty on Charisma.
their surprise rolls. In fact, voadkyn can blend
into forest vegetation so well that only crea- Ability Score Range
tures able to detect invisible objects can see
them. Voadkyn are quick, and can move out of Ability Minimum Maximum
hiding, fire an arrow, and return to their hiding Strength 6 18
place in the same round. Dexterity 5 18
The favorite wood giant weapon, a huge long Constitution 5 18
bow, gives a wood giant a +1 bonus to attack Intelligence 3 14
rolls and a 50% increase in range. The large- Wisdom 3 16
sized arrows for these bows cause ld8 points charisma 3 14
of damage. The voadkyn must be at full size to
use this bow. Class Restrictions
Special Disadvantages. Voadkyn take dam- Class Maximum Level
age as large creatures. They get no attack Warrior
bonus for high strength. Fighter 11
-
Voadkyn warriors use the Paladin XP table.
Monstrous lkaits. Size.
Ranger
Paladin -
Superstitions. Voadkyn dislike enclosed Wizard
spaces. They believe that nights when the stars Mage -
are hidden precede days of ill fortune, and are Illusionist -
reluctant to do much on such days. Priest
Weapon Proficiencies: Giant-kin dagger, giant- Cleric 9
kin long bow, giant-kin mace, two-handed sword. Druid -
Nonweapon Proficiencies: Alertness, animal Shaman 5
lore, animal noise, a n i a t l training (dire Witch Doctor 5
wolves), bowyer/ fletchet, direction sense, Rogue
drinking, eating, fast-talking, gaming, hiding, Thief 11
hunting, set snares, survival (forests), wine- Bard -
making
Hit Dice. Player character gnolls receive hit
dice by class. In addition they receive 2 bonus
hit points at first level.
Alignment. Gnolls tend toward chaotic evil.
PC gnolls may be of any alignment, but are
usually some form of neutral.
Natural Armor Class. 10.
Background. Gnolls are large, evil, hyena-
like humanoids that roam the land in loosely
organized bands. They stand about P i feet tall.

HumanoldRnces 31
characters are extremely rare, for it is very air-
ficult for them to overcome their chaotic evil
upbringing. Those who reject gnoll society
usually do so out of hatred of the gnolls or to
gain revenge against their race for some real or
imagined wrong.
-4 . Those gnolls who become adventurers often
exhibit evil tendencies. They fight a constant
battle to keep their bestial urges in check, and
to overcome their natural aversion to manual
labor. They find it particularly hard to break
their taste for intelligent creatures, as they are
confirmed carnivores.
Gnoll adventurers will often put up with
races they dont like out of necessity.
Special Advantages. None.
Special Disadvantages. Gnolls take damage
as large creatures.
Monstrous Traits. Appearance, bestial habits.
Superstitions. Revere the phases of the
They are humanoid, but the fine details more moon, avoid bright light.
closely resemble a hyena. The skin of a gnoll is Weapon Proficiencies: Battle axe, long com-
greenish gray that gets darker near its muzzle. posite bow, morning star, two-handed sword,
They have short manes of reddish gray to dull any pole arm.
yellow hair. Nonweapon Proficiencies: Animal training
Gnolls usually live beneath the ground or (hyenodon), close-quarter fighting, hiding,
within abandoned ruins. Underground tribes hunting, observation, tracking, wild fighting.
operate mainly during the night. The strongest
gnolls rule their brothers, using fear and intim-
idation to best advantage. Gnoll females fight
Gnoll, Fllnd
as well as the males, though they rarely get to Ability Score Adjustments. The initial abil-
use the best armor and weapons available to ity scores are modified by a +1 bonus to
the band. Strength and a -1 penalty to Charisma.
Gnoll society uses slaves, and they often
work with other humanoids, including orcs, Ability Score Range
bugbears, and trolls. This works best when the
gnolls and their allies are of similar strength Ability Minimum Maximum
and numbers. If either gains an advantage, the Strength 8 18
other usually becomes food. To a gnoll, hunger Dexterity 6 18
comes before friendship or fear. They dislike Constitution 6 18
goblins, kobolds, giants, humans, demi- Intelligence 3 16
humans, and any type of manual labor. Wisdom 3 16
Languages. Gnoll, flind, troll, orc, hobgoblin, Charisma 3 16
common.
Role-Playing Suggestions. Gnoll player

32 ChapterTwo
Class Restrictions
Class Maximum Level
Warrior
Fighter 12
Ranger
Paladin
Wizard
Mage
Illusionist -
Priest
Cleric 9
Druid -
Shaman 7
Witch Doctor 7
Rogue
Thief 11
Bard -
Hit Dice. Player character flinds receive hit
dice by class.
Alignment. Flinds tend toward lawful evil. larger world. A rare few even become lawful
PC flinds may be of any alignment, but are good.
usually lawful neutral. Flind PCs believe themselves to be very spe-
Natural Armor Class. 10. cial. All of the reverence heaped upon them by
Background. Flinds appear similar to gnolls, the gnolls throughout their lives gives them a
though they are shorter and broader. The aver- sense of worth not displayed often in human-
age flind stands 6%feet tall. They are more oid cultures. They exhibit the same bestial
muscular than regular gnolls, and usually urges as their gnoll cousins, but they can con-
stronger. Short brown and red fur covers their trol them with less difficulty.
bodies, and their ears are more rounded than Special Advantages. A flind can use a flind-
the gnolls. bar to disarm an opponent. A hit requires an
Flinds are looked upon with awe by gnolls, opponent to save vs. wands. A failed save
revered as leaders and heroes by the hyena- means the weapon is entangled and ripped
like humanoids. Otherwise, they have the from the opponent's grasp.
same lifestyle as gnolls, except that they are Special Disadvantages. None
not as chaotic. Flinds tend to get along with Monstrous 'hits. Appearance, bestial habits.
orcs, hobgoblins, bugbears, and ogres, but dis- Superstitions. Like gnolls, finds hold a spe
like and will not cooperate with trolls. cia1 reverence for the moon and its phases.
Languages. Flind, gnoll, orc, hobgoblin, bug- Weapon Proficiencies: Club, flindbar, glaive,
bear, ogre, common. long bow, long sword.
Role-Playing Suggestions. If any type of Nonweapon Proficiencies: Animal lore,
gnoll is likely to become a player character, it is close-quarter fighting, danger sense, direction
the flind. As they are already looked upon as sense, endurance, fortune telling, local history,
heroes by their gnoll cousins, some flinds reject looting, hunting, intimidation, reading/writ-
their evil natures to become heroes in the ing, religion, spellcraft, weaponsmithing.

Humanoid Races 33
"l
I
I

Goblin they walk upright, their arms hang down to


their knees. Their dull, glazed eyes range in
Ability Score Adjustments. The initial abil- color from bright red to gleaming yellow. Their
ity scores are modified by a -1 penalty to speech is harsh and of a higher pitch than
I
Strength and Charisma. humans.
i These humanoids are generally evil in
Ability Score Range nature, and often they are great cowards as
well. They avoid direct confrontations when-
Ability Minimum Maximum ever possible, preferring the safety of
Strength 4 15 ambushes. They use simple, even crude,
Dexterity 4 17 strategies and tactics. They do not believe in
Constitution 5 16 fair fights, for many-on-one works much bet-
Intelligence 3 18 ter than one-on-one to the goblin mindset.
Wisdom 3 18 Goblins live in dank caves and dismal under-
I Charisma 3 12 ground dwellings. They only come above
ground at night or on dark, cloudy days. Gob-
Class Restrictions lins and their lairs carry a foul stench, due to
I
I their lack of sanitation. Their tribes share with
I Class Maximum Level large common areas set aside for eating and
Warrior sleeping. Treasure and property belongs to the
Fighter 10 entire tribe, though the chief and his sub-
I Ranger - chiefs watch over it. Only their leaders have
Paladin - separate living areas.
I
Wizard Females are not afforded the same rights as
Mage males in goblin society, and females never
Illusionist - learn to fight. Their role is to service the males
Priest and care for the young.
Cleric
Druid -9 Each tribe has an exact pecking order, and
every goblin knows his exact place in it. The
Shaman 7 way to move up the social ladder is through
Witch Doctor 7 battle, and goblins constantly fight among
Rogue themselves to improve their station in life.
Thief 12 Tribes regularly take slaves for food and
Bard - labor. They keep their slaves constantly shack-
led and under guard.
Hit Dice. Player character goblins receive hit Goblins take great pleasure in killing. They
dice by class. do not eat much, but they eat almost anything.
Alignment. Goblins tend toward lawful evil. Rats, snakes, humans, and other humanoids
PC goblins may be of any alignment, but are make up the bulk of their diets. When food is
usually lawful neutral. scarce, they will even eat carrion. They hate
Natural Armor Class. 10. most other humanoid races, especially gnomes
Background. Goblins are small humanoids, and dwarves.
growing to a height of about four feet tall. Languages. Goblin, kobold, orc, hobgoblin,
They have flat faces, broad noses, pointed ears, common.
wide mouths, and small, sharp fangs. Though

Humanoid Races 35
privacy. This can lead to amusing - and not
so amusing - situations for goblin PCs and
their companions.
Special Advantages. Goblins have infravi-
sion to 60 feet. They can detect new or
unusual construction in an underground
area 25% of the time (1 or 2 on ld8).
Goblin shamans can reach 7th level and
have access to the spheres of divination,
healing (reversed), protection, and sun
(reversed).
Special Disadvantages. Bright light hurts
goblin eyes, giving them a -1 penalty to their
attack rolls when in bright sunshine.
Monstrous Traits. Appearance, bestial
habits.
Superstitions. Eternal hatred and fear of
gnomes and dwarves, sensitive to unusual
behavior of worgs and wolves, fearful of
Role-Playing Suggestions. Like most ev dreams and visions.
creatures, few goblins ever become adven-
turers. Those that do are unusually rare, for Weapon Proficiencies: Axe, military pick,
the individualistic life of an adventurer is morning star, sling, short sword, spear.
completely foreign to goblin society. Those Nonweapon Proficiencies: Alertness, ani-
few members of the race who display such mal handling, animal training (worg), beg-
tendencies are often killed by their brethren, ging, chanting, close-quarter fighting,
for they are believed to be insane. fast-talking, fortune telling, hiding, hunting,
If they can survive the prejudices and fears information gathering, looting, mining, reli-
of their own people, goblin PCs generally gion, riding (worg), set snares.
reject their own societies. They leave their
lairs and strike out to find fame (of a sort)
and fortune (whatever they can get their
Hobgoblln
hands on). They often fight against such gob- Ability Score Adjustments. The initial abil-
lin practices as slave keeping and maraud- ity scores are modified by a -1 penalty to
ing, working to make up for the atrocities of Charisma.
their people.
Still, you can't take all of the monster out of Ability Score Range
goblin PCs. They do their best to control
their fear and overcome their natural cow- Ability Minimum Maximum
ardice, but few goblin PCs will earn awards Strength 6 18
for bravery. Even the cleanest goblin adven- Dexterity 6 18
turers have trouble eliminating the stench Constitution 5 18
they have grown u p with. It hangs about Intelligence 3 18
them like a shroud. Because of their commu- Wisdom 3 18
nal back-grounds, goblins have no concept of charisma 3 14

36 Chapter Two
Class Restrictions
Class Maximum Level
Warrior
Fighter 11
Ranger -
Paladin -
Wizard
Mage -
Illusionist -
Priest
Cleric 9
Dmid
Shaman
Witch Doctor
Rogue
Thief
Bard
Hit Dice. Player character hobgoblins receive
hit dice by class. The lesser races have only one good purpose to
Alignment. Hobgoblins tend toward lawful the hobgoblin mindset - they make decent
evil. PC hobgoblins may be of any alignment, battle fodder. In mixed groups, hobgoblins
though they are usually lawful neutral. often serve as officers in units of goblins or
Natural Armor Class. 10. ora.
Background. Hobgoblins are stocky Hobgoblins have an extreme hatred of elves.
humanoids with hairy, dark red to dark gray When their opponents consist of mixed races,
hides. The typical hobgoblin is 6%feet tall, has they always seek to destroy elves first.
yellow or dark brown eyes, and sharp yellow Languages. Hobgoblin, orc, goblin, common,
teeth. They favor brightly colored garments, carnivorous ape (rare).
especially outfits of blood red. Role-Playing Suggestions. To hobgoblins,
This fierce race wages a perpetual war against war is almost a religious experience. They fight
other humanoid races. They exist in a military for the glory of battle and to cause carnage, not
society, proud of their status, their fighting to expand territory or right wrongs against
prowess, their battle standards, and the quality them. Their outlook on war is much more pure
of their weapons. War is their way of life, and than that. Conflict and strife are their meat and
to be a warrior is the highest calling a hobgob- drink.
lin can have. Even when different tribes of Hobgoblin PCs are rare in the extreme, but
hobgoblins meet, there will likely be verbal those that do take up the life of adventurers
abuse ( 8 5 % ) or open warfare (15%)unless a usually fall into one of two patterns. The first is
strong leader is present. the hobgoblin pacifist. These individuals
Most hobgoblins dwell in subterranean com- detest war, though they may be extremely
plexes. A few tribes build fortified surface vil- good at its brutal arts. Having grown tired of
lages (about 20%). Hobgoblins consider the constant fighting, they leave their tribes
themselves superior to the lesser races, lord- and seek to find a new life somewhere away
ing over goblins and orcs whenever possible. from their people. Of course, as battle is what

HumanoidRaces 37
I
.
7
they do best, they often find themselves using
their militaristic arts to earn a living. However,
Kobold
at least as an adventurer they only have to Ability Score Adjustments. The initial abil-
fight when absolutely necessary. These type of ity scores are modified by a -1 penalty to
characters will often wait until the last minute Strength and Constitution.
-
before entering a fray not because they are
cowards, but because they grow sick and tired Ability Score Range
of shedding blood.
The second pattern of hobgoblin PCs are Ability Minimum Maximum
those who turn away from the evil of their Strength 3 16
society. They reject the hobgoblin gods and Dexterity 4 18
perhaps even discover the faith of a non-evil Constitution 4 15
deity. These characters seek to make amends Intelligence 3 17
for their old life styles, trying to repair the Wisdom 3 18
damage the hobgoblins have done and con- charisma 3 14
tinue to do in the name of glorious war.
Even the best hobgoblin P C s find it hard to Clasa ResMctions
overcome all of their natural tendencies. Bru- Class Maximum Level
tality, stoicism, courage, and cold-bloodedness Warrior
are always with them, like dark cloaks they can Fighter 8
never shed. Ranger -
Special Advantages. Hobgoblins have infrav- Paladin
ision with a range of 60 feet. Wizard
They can detect new construction, sloping Mage
passages, and shifting walls in underground Illusionist
complexes 40% of the time (1-4 on ld10). Priest
Special Disadvantages. Most other human- Cleric ?
oid and human societies attack hobgoblins on Druid -
sight. Dwarves receive a +1 bonus to attack Shaman 7
rolls against hobgoblins due to racial hatred. Witch Doctor 7
Monstrous 'haits. Appearance. Rogue
Superstitions. Weakness is feared and Thief 12
actively destroyed in hobgoblin society. A Bard -
weapon which breaks during combat is an
extremely bad omen. Hit Dice. Player character kobolds receive hit
Weapon Proficiencies: Long composite bow, dice by class.
morning star, scimitar, spear, whip, any pole Alignment. Kobolds tend toward lawful evil.
arm. PC kobolds may be of any alignment, though
Nonweapon Proficiencies: Armorer, black- they are usually lawful neutral.
smithing, bowyer/fletcher, brewing, chanting, Natural Armor Class. 10.
close-quarter fighting, direction sense, fire- Background. Kobolds are short humanoids,
building, hiding, intimidation, looting, reli- growing to a height of three feet. They have
gion, weaponsmithing, wild fighting. scaly hides of dark brown to rusty black, and
smell awful to anything but another kobold.
The eyes of a kobold glow bright red, and they

38 ChapterTwo
I
c-
ity). Strangers are not trusted, and they have a
particular hatred of brownies, pixies, sprites,
and gnomes. Gnomes, especially, are shown no
quarter, and kobolds will never eat them.
The conquest of land is the ultimate goal of
all kobold tribes. They rejoice in stripping a
land of its resources, and they love to accumu-
late power. As they have a deep hatred of all
other life, they find great delight in killing.
Languages. Kobold, orc, goblin, common.
Role-Playing Suggestions. Kobolds strive to
be taken seriously by the larger races. They
hate jokes directed at their diminutive size and
strength, and seek to make up for their short-
comings through ferocity and tenacity. To
other races, their language sounds like the yap-
ping of small dogs, and few can take them seri-
ously unless they are in large numbers.
Kobold PCs break the model of typical speci-
have two small horns atop their dog-like heads. mens of the race. There are those who reject the
Kobolds are masters of trickery, but they pre- racial hatreds and savage practices of their fel-
fer tactics where they can apply overwhelming lows. Others discover the faith of a kinder god,
odds. They have a racial hatred of gnomes and and seek to learn and spread such faith to oth-
are willing to attack these demihumans on ers. A few have no stomach for fighting and
sight. The only way they will go against bloodshed, and these become rogues who go
humans and other demihumans is if they have adventuring to escape the life they were born
superior numbers - at least two to one, more into.
if they can manage it. They have learned to use Whatever the case, kobold PCs have a harder
swarming attacks, throwing themselves at edge than other character types. They retain
opponents in large waves. their dislike of short jokes, and they are often
Most kobolds are a sadistic, cowardly lot. belligerent, wise-cracking, and pushy, as they
Their lairs and ambush sites are studded with must make up for their small size in whatever
concealed pit traps. They line the bottom of way they can. Even the most pleasant of the
these pits with additional hazards, such as race are a little mean-spirited.
spikes or water traps, hoping to catch and inca- Kobolds, especially kobold rogues, like to
pacitate larger creatures with them. keep in practice with their skills of trickery,
Kobolds set up lairs in dark, damp under- ambushing, and setting traps. Some few take
ground locations and deep in overgrown to inventing, applying their cleverness and
forests. They are good miners, often settling in ingenuity to non-fatal mechanisms.
areas that show mining promise. These Special Advantages. Kobolds can see in the
humanoids set out from their territories to for- dark, u p to 60 feet with their infravision.
age for plants, hunt for meat, and to waylay Unless kobold characters display special capa-
humans and demihumans. They capture vic- bilities, intelligent and powerful opponents are
tims to use as food or to sell into slavery (if likely to attack them last of all.
there is a market for such wares in the vicin- Special Disadvantages. Bright light hinders

HumanoidRnces 39
kobolds, making it difficult for them to arc. Shaman 7
When forced to fight in sunlit conditions or the Witch Doctor -
equivalent, kobolds receive a -1 penalty to Rogue
their attack rolls. Gnomes have a +1 bonus Thief 9
when attacking kobolds. Bard -
Monstrous Traits. Appearance, dog-like
voices, bestial habits. Hit Dice. Player character lizard men receive
Superstitions. Fear of spellcasters, fear and hit dice by class.
hatred of larger races, hatred of gnomes. Alignment. Lizard men tend toward true
Weapon Proficiencies: Club (spiked), hand neutral alignment. PC lizard men may be of
axe, javelin, short sword, spear. any alignment.
Nonweapon Proficiencies: Animal noise, Natural Armor Class. 5.
animal training (giant weasel), animal training Background. Lizard men are the natural
(wild boar), begging, close-quarter fighting, rulers of the swamps they inhabit. These sav-
danger sense, fast-talking, gem cutting, hiding, age, semi-aquatic, reptilian humanoids live
looting, mining, set snares, wild fighting. through scavenging and raiding. The less hos-
tile tribes tend to be fishers and gatherers,
Lizard Man though there seem to be more of the violent,
war-loving tribes scattered across the land.
Ability Score Adjustments. There are no Lizard men grow to heights between six and
adjustments to the basic ability scores. seven feet tall. The average weight of these
humanoids is between 200 and 250 pounds.
Ability Score Range Their coloration ranges from dark green to
gray to brown, and scales cover most of their
Ability Minimum Maximum bodies. Lizard men have three- to four-fwt-
Strength 8 18 long tails, which are not prehensile. Only those
Dexterity 3 18 very familiar with the race can tell the differ-
Constitution 6 18 ence between males and females. They wear
Intelligence 3 17 only the simplest of ornamentation - strings
Wisdom 3 18 of bone and other barbaric items.
Charisma 3 16 Lizard men usually dwell in marshes and
swamps. They live underwater in air-filled
Class Reatrictiona caves, emerging to hunt, forage, and raid
nearby communities - including other lizard
Class Maximum Level man camps. Most tribes have about 150 mem-
Warrior bers, including females and hatchlings. The
Fighter 12 tribes sometimes form loose alliances against
Ranger - common enemies, though these last only as
Paladin - long as the threat is obvious.
Wizard These omnivorous humanoids eat almost
Mage anything. The foulest, most savage tribes crave
Illusionist human flesh. Tales of these savage lizard men
Priest ambushing humans abound, for they seek both
Cleric living and dead flesh to feast upon.
Druid A small number of lizard man tribes have

40 ChapterTwo
I
I
d
evolved to a higher level of civilization, and it
is from these tribes that PC lizard men are
assumed to come. These lizard men live in
crude huts, make and use shields, and have
discovered the benefits of ranged weapons.
They make and use barbed darts and javelins,
use crude clubs in melee, and some have
learned to capture and use the weapons of
humans and demihumans.
Languages. Lizard man, common.
Role-Playing Suggestions. Lizard men are
barbarians. Even those from the advanced
tribes are considered savages by the civilized
world. When a lizard man PC enters a cam-
paign, he faces many of the same problems
which confront barbaric humans - the ways
he knows are not the ways of culture and civi-
lization. The lizard man character has left the
swamps behind, but his savage nature remains.
Perhaps, as a member of an advanced tribe, he
has decided to learn more of the wonders of
the civilized world. Once he has amassed
enough knowledge, he will return to his tribe always go along with adventurers ideals of
to teach them. Or, as a member of a more prim- honor, chivalry, and fairness.
itive tribe, the character has been forcefully As a savage, the lizard man PC is in tune
taken from the swamps and thrust into the with the natural world. This does not mean he
outer world. Now he fights beside adventurers is an avid prqtector of nature (as centaurs, for
until he can find his way home - or just example, are wont to be), but that he under-
because he likes the violence in which his new stands natures signa and can survive in places
companions get involved. others would find inhospitable. Remember
Lizard men are known for their strength, also, lizard men PCs do not understand civi-
their natural cunning, and their alien ways. lization very well. They will often be alarmed,
They should be played as true outsiders -not frightened, or offended by many of its most
only are they from different lands and primi- common featum.
tive cultures, but they are reptilian. Lizard men In combat, lizard man warriors fight as indi-
have a much different outlook on the world viduals. The civilized concepts of cooperation
than mammals. They are born from eggs, they and strict planning are unknown to him, and
spend much of their life in water, and they are he will often find his own course in any battle.
closer to the natural laws of survival than their Against equal or lesser opponents, a lizard
civilized counterparts. They should be played man may charge directly into the fray. When
as alien minds, with alien tastes, and alien per- facing superior opponents, a lizard man may
ceptions. Often, a lizard man will be at odds turn to wily tactics or sheer ferocity. The sav-
with his companions as to the way to proceed. age warrior has a few weaknesses, however.
Eat-or-die is often the basic instinct running He can be distracted by food and simple trea-
through a lizard mans mind, and this does not sures, even in the midst of battle.

HumanoldRaces 41
Special Advantages. Lizard men can move in
water at a rate of 12.They have no movement
Minotaur
or attack penalties when in water, and receive Ability Score Adjustments. The initial abil-
swimming as a bonus proficiency. ity scores are modified by a +2 bonus to
Lizard men can remain under water for long Strength and Constitution, and a -2 penalty to
periods of time before they need to draw air. In Wisdom and Charisma.
game terms, a lizard man can hold his breath
u p to 2 / 3 his Constitution score in rounds Ability Score Range
(rounded up).
Special Disadvantages. Lizard men are fairly Ability Minimum Maximum
slow and clumsy on land, having a base move- Strength 12 20
ment rate of 6. Dexterity 5 14
Lizard men must wet their entire bodies once Constitution 12 20
a day. If they are unable to find adequate Intelligence 5 14
amounts of moisture (a full waterskin is Wisdom 3 16
enough), they begin to lose Constitution at a Charisma 3 16
rate of 3 points per day. If their Constitution
falls to zero, they die from dehydration. Class Restrictions
If food (which could include a fallen friend or Class Maximum Level
foe) or treasure appear during a battle, a lizard Warrior
man must make a successful Wisdom check to Fighter 12
keep his mind on the battle. Failure means he Ranger 8
turns away from the fight to feast or gather Paladin -
spoils. This distraction lasts at least one round. Wizard
Every additional round, the lizard man can Mas I
attempt to break away from the distraction by Illusionist -
making another Wisdom check. Priest
Lizard man warriors start with two weapon Cleric -
proficiencies. Other classes start with one. Druid -
Lizard men with a SPELLJAMMER" origin Shaman -
cannot be multi-classed; however, these start Witch Doctor 7
with the normal number of proficiencies and Rogue
access to more advanced weaponry and armor Thief 10
(armor costs are double standard prices). Bard -
Monstrous 'kaits. Monstrous appearance,
bestial fear, bestial habits. Hit Dice. Player character minotaurs receive
Superstitions. Lizard men fear dry heat and hit dice by class. In addition, they receive 6
locations with dry heat, such as deserts. bonus hit points at first level.
Weapon Proficiencies: Battle axe (stone), Alignment. Minotaurs tend toward chaotic
great club (morning star), barbed dart, javelin. evil. PC minotaurs may be of any alignment.
Nonweapon Proficiencies: Alertness, danger Natural Armor Class. 6.
sense, direction sense, fishing, herbalism, hid- Background. These details are for general
ing, hunting, natural fighting, survival play in the standard campaign worlds. Mino-
(swamps). taurs elsewhere may differ (notably those of
Krynn, the DRAGONLANCE" setting).

42 * ChapterTwo
Though the curse that afflicts some mino-
taurs makes them chaotic, adventuring mino-
taurs usually reject the evil that others of their
kind embrace. However, they value strength,
and may be seduced by the idea that might
makes right. Also, any opportunity to alleviate
their curse is grabbed for, perhaps to the exclu-
sion of reason and safety.
In general, however, they make valuable, if
unpredictable, allies.
Special Advantages. Minotaurs receive a +2
bonus to their surprise rolls. They can track
prey by scent 50% of the time. They are
immune to muze spells and receive a +3 bonus
to their morale scores (including saves vs.
magical fear). They have 60' infravision.
Special Disadvantages. Minotaurs take dam-
I! A age as large creatures.
Monstrous 'Raits. Appearance, bestial habits.
Most minotaurs are either cursed humans or Superstitions. They dislike spell casters.
the offspring of minotaurs and humans. All of Weapon Proficiencies: Flail, great axe (same
these minotaurs are male, very muscular and characteristics as halberd), oaken club.
broad, and very tall (7to 7% feet tall). They Nonweapon Proficiencies: Alertness, animal
have the head of a bull and the body of a noise, blind-fighting, direction sense, drinking,
human male. They usually live in a very primi- eating, hunting, intimidation, natural fighting,
tive fashion, in caves, forests, or ruins. religion, seamanship, tracking, wild fighting.
Minotaurs venerate physical strength above
all else. The strong, they believe, should natu- Mongrelman
rally rule. Surrender is viewed as weakness, so
minotaurs fight (or argue) to the death. They Ability Score Adjustments. The initial abil-
are extremely cunning and have excellent ity scores are modified by a -1 penalty to Intel-
senses. They will attack without fear and ligence and Charisma. The player can add a +1
retreat only if the opponent is obviously bonus to any other ability score, not to exceed
beyond their ability to defeat. the starting maximum.
While many minotaurs are brutal, uncivi-
lized savages, they are not mindless killers. Ability Score Range
Most are ruthless, harsh, and stubborn, but
some are thoughtful and even sophisticated. A Ability Minimum Maximum
few are known for gentleness and kindness. Strength 6 17
Languages. Minotaur, common. Dexterity 6 18
Role-Playing Suggestions. Much of the Constitution 8 18
impetus for role-playing a minotaur can Intelligence 3 17
involve reclaiming a lost human heritage, or Wisdom 3 18
finding some way to fit into the campaign Charisma 2 8
world in a civilized manner.

Humanoid Races 43
Class Restrictions abuse. Most of these reactions are in response
Class Maximum Level to mongrelmen appearances - they look like
Warrior deformed monsters and are treated as such by
Fighter 10 society at large.
Ranger - They work as slaves or serfs, toiling endlessly
Paladin - for cruel and evil masters. Mongrelmen have
Wizard infinite patience and an unswerving belief that
Mage 10 their oppressors will eventually be punished
Illusionist - by outside forces. Because of this belief,
Priest enslaved mongrelmen refuse to rebel against
Cleric 10 their masters, even when the opportunity pre-
Druid - sents itself. Those remaining free often take up
Shaman 7 residence in abandoned ruins or other long-
Witch Doctor - forgotten places.
Rogue Mongrelmen are survivors. To remain alive
Thief -2 and relatively unharmed is their ultimate goal
Bard 8* -they do not seek power or treasure or fame
Can adjust crowd reactions only among own kind. Other like other races. An orderly day-to-day exis-
crowds will =act negatively tence is a mongrelmans perfect state of being.
Patience is the greatest virtue, not the ability to
Hit Dice. Player character mongrelmen
receive hit dice by class. Y
destroy. The are by no means pacifists, but
they will on y fight in self-defense or on the
orders of their masters.
Alignment. Mongrelmen tend toward lawful
neutral. Player character mongrelmen may be Free mongrelmen have a long tradition of art,
of any alignment. music, and literature. Of course, mongrelman
Natural Armor Class. 5. music is an acquired taste, being a bizarre
Background. Mongrelmen combine the worst cacophony of animal songs mixed with mourn-
features of many species, including humans, ful dirges and wails.
orcs, gnolls, ogres, dwarves, hobgoblins, elves, Languages. Common.
bugbears, and bullywugs. No two mongrel- Role-Playing Suggestions. Mongrelmen
men look the same, but all appear as poorly player characters are either escaped slaves
constructed combinations of various human- whose masters finally succumbed to outside
oid races. forces (as the mongrelman knew they would)
Always misshapen and ugly, mongrelmen or free mongrelmen who have been inspired
grow to heights ranging from five to seven feet by some ballad or tale to take up the life of an
tall. In general, they are ashamed of their adventurer. While fighting is not in their
appearance and do their best to keep their bod- blood, mongrelmen make natural thieves
ies hidden from those they encounter. Mon- and a few aspire to become bards or even
grelmen speak common, though they intermix wizards.
intelligible words with grunts, whistles, Even the most outgoing mongrelman is shy,
growls, and gestures. Their names often mimic quiet, and easily embarrassed. The shame that
animal noises. makes them conceal their bodies follows even
Mongrelmen receive no welcome in lawful the most successful adventurer throughout his
and good societies. Among evil and chaotic or her career. They hate what they look like,
groups, they meet with enslavement and and sometimes turn to adventuring in order to

I
44 ChapterTwo
1-

to stay out of the spotlight. They like to avoid


contact with others (except their companions),
and have come to believe that stealing what
they need (but never more than they need) is
perfectly acceptable.
They love art, music, and literature. Most
read everything they can get their hands on.
Often, when their party discovers scrolls or
books, mongrelmen PCs will try to acquire
them instead of seeking magical weapons,
items, or even gold.
Special Advantages. Mongrelmen CM mimic
the sounds made by any monster or creature
they have encountered, though they cannot
imitate special attack forms.
I All mongrelmen, regardless of class, can pick
pockets. They have a base score of 70%, and
receive a 5 % bonus in pickpocket per level,
starting at 5th level.
Mongrelmen can cumoupuge themselves and
their items. It takes one full turn to hide, giving
forget for a time. Of course, most people they them an 80% base chance to go unnoticed.
meet are quick to remind them with a gasp, by Each additional turn spent preparing the cam-
turning away, or by outright insults. ouflage increases the chance by 1%to a maxi-
When speaking in character, players should mum of 95% (after 16 turns). Successfully
punctuate their sentences with grunts, whis- camouflaged stationary persons and items are
tles, and animal noises. Lots of gestures are not noticed unless they are touched or other-
also used by mongrelmen when they talk. wise disturbed. Camouflaged buildings are
Those mongrelmen PCs who believe them- usually unnoticeable farther away than 50 feet,
selves to be artistically inclined should also though this depends on the size and type of
feel free to make up ballads, stones, and songs the structure.
on the spot to entertain their companions - Special Disadvantages. No matter what
the more awful and abstract the song, the more Charisma score a mongrelman has among his
perfect it will be to a mongrelmans ears. own kind, when first meeting strangers of dif-
Mongrelmen are great believers in what will ferent races his Charisma is treated as 1 for
be will be. This makes them infinitely patient reaction adjustments.
and extremely ordered. Those that become Monstrous Ltaits. Appearance, using animal
adventurers may have decided that fate needs a noises when they speak.
little help now and then, but they still hold to Superstitione. Mongrelmen believe strongly
the belief that everything is planned and they in predestination, fear other humanoids (who
cant change it. Of course, most feel that some- hunt them for sport), and fear manifestations
thing good is waiting for them in the future. All of the supernatural.
they have to do is wait patiently for it to arrive. Weapon Proficiencies: Broad sword, club,
Shyness is bred into mongrelmen, and even long sword, short sword, morning star, quar-
those of the race that work as adventurers tend terstaff, blowgun (rare).

t
HumanoldRaccs 45
Nonweapon Proficiencies: Acting, agricul- Hit Dice. Player character ogres and half-
ture, animal handling, animal noise, artistic ogres receive hit dice by class. In addition, they
ability, begging, brewing, chanting, craft receive 4 bonus hit points at first level.
instrument, dancing, disguise, etiquette, for- Alignment. Ogres tend toward chaotic evil
tune telling, herbalism, hiding, information Half-ogres tend toward chaotic neutral. PC
gathering, observation, poetry, reading/writ- ogres and half-ogres may be of any alignment.
ing, religion, spellcraft, ventriloquism, voice Natural Armor Class. Ogres have a natural
mimicry. armor class of 5 . Half-ogres have a natural
armor class of 8.
Background. Ogres are big, ugly humanoids
Ogre, Half-Ogre that stand over nine feet tall. Most are greedy,
Ability Score Adjustments. The initial abil- living by ambushing, raiding, and outright
ity scores are modified as follows: theft. They tend to be ill-tempered beings,
Ogre: +2 Str, +2 Con; -2 Int, -2 Cha nasty and very violent. Dark warty bumps
Halfogre: +1Str, +1Con; -1 Int, -1 Cha cover their dead yellow hides. They have pur-
ple and white eyes, orange or black teeth and
Ability Score Range (Ogre/Half-Ogre) talons, and long, greasy hair that ranges in
Ability Minimum Maximum color from blackish-blue to dark green.
Strength 16/14 20/18 Ogres live by raiding and scavenging. They
Dexterity 2/3 8/12 will eat anything. In the wild, they have a
Constitution 14/14 20/19 fondness for elf, dwarf, and halfling flesh.
Intelligence 2/3 8/12 They use prisoners as slaves or save them for
Wisdom 2/2 9/12 food. They have ravenous natures - they
Charisma 2/2 8/8 covet everything they see. As such, they can
rarely be trusted, and they squabble over trea-
Class Restrictions (OgrelHalf-Ogre) sure even among their own kind.
Class Maximum Level Most ogres are a plague upon humanity.
Wamor They constantly seek gold, gems, jewelry, and
Fighter 12/12 human and demihuman flesh. Few develop
Ranger 4- crafts of their own, and even fewer perform
Paladin 4- any form of productive labor for themselves.
Wizard Half-ogres: These are the offspring of ogre
Mage 4- and human matings. They have much of the
Illusionist 4- strength and size of their ogre heritage, but
also retain much of the native intelligence and
Priest reason of their human side. Half-ogres stand
Cleric 4 4 between seven and eight feet tall, appearing as
Druid -/- huge humans. The skin coloration that marks
Shaman 3/4 ogres is very much subdued in half-ogres:
Witch Doctor 4 4 swarthy skin, lank hair and usually, but not
Rogue always, human eyes.
Thief 4- Languages. Ogre, orc, troll, stone giant, gnoll,
Bard 4- common. Half-ogre player characters will
nearly always have common as their native
language.

46 ChapterTwo
I
I -

their unusual size, they look much like ugly


humans. This makes it easier for them to find a
place in human society, even if they must hide
part of their heritage. Half-ogre PCs should
select a monstrous trait which emerges under
certain circumstances in order to give them the
feel of playing a humanoid character.
Special Advantages. Shamans (both types)
have access to the spheres of combat; divina-
tion, healing, protection, and sun (PCs are not
required to reverse sun spells if they are of
good or neutral alignment).
Special Disadvantages. Ogres and half ogres
take damage as large creatures. They have
attack roll penalties when fighting gnomes and
dwarves. Ogres are -4 against both, half-ogres
are -4 against gnomes and -2 against dwarves.
Monstrous Traits. Size, appearance, bestial
L 1
habits.
Superstitions. Fear of sickness, fear of physi-
cal weakness, fear of the god known as the
Destroyer.
Role-Playing Suggestions. The ogre that Weapon Proficiencies: Club, goblin stick, hal-
becomes an adventurer is very, very rare. It is berd, spear, two-handed sword, voulge.
very difficult for ogres to overcome their Nonweapon Proficiencies: Drinking, eating,
chaotic evil natures and their love for human fire-building, hunting, intimidation, religion,
and demihuman flesh. Those that d o have tracking, wild fighting.
rejected ogre society and morals, becoming
outcasts in their own communities. They have Ogre Mage
turned away from their evil sides, though they
often retain their chaotic natures. Ability Score Adjustments. The initial abil-
Many ogre PCs are kind and gentle -at least ity scores are modified by a +I bonus to
by ogre standards. They befriend or are Strength, and a -2 penalty to Wisdom.
befriended by adventurers (see Chapter One),
and decide to join the "tribe" of their new Ability Score Range
friends. As part of the adventuring tribe, ogre
PCs will do their best to fit in and act like their Ability Minimum Maximum
companions, though mistakes and slip ups are Strength 12 18
bound to occur. They especially have a hard Dexterity 7 18
time containing their avaricious tendencies, Constitution 8 14
wanting every piece of treasure the group Intelligence 8 17
stumbles upon. Wisdom 3 16
Half-Ogres: Half-ogres have an easier time of Charisma 2 14
it, for their monstrous sides are tempered by
human thoughts and emotions. Except for

Humanoidhces 47
Class Restrictions
Class Maximum Level
Warrior
Fighter 9
Ranger -
Paladin -
Wizard
Mage 8
Illusionist -
Priest
Cleric
Druid
Shaman
-
-
-
7
I
i
Witch Doctor
Rogue
Tnief 8 L
Bard -
Hit Dice. Player character ogre magi receive
hit dice by class. In addition they receive 5 Role-Playing Suggestions. Ogre magi that
bonus hit points at first level. become player characters often do so because
Alignment. Ogre magi tend toward lawful of a particular need, or because they are forced
evil. PC ogre magi may be of any lawful align- into it. Those who strike out for a particular
ment. need are often driven by the desire to learn
Natural Annor Class. 4. (usually magic) or to find some special item
Background. Ogre magi have light blue, light that their clan requires. These individuals will
green, or pale brown skin. Ivory horns jut from work with adventurers for as long as it benefits
their foreheads. They are 10%feet tall, with their personal goals. An ogre mage may
black nails, dark eyes with white pupils, and become a forced outcast for some crime against
white teeth and tusks. They favor oriental the clan (be it real or imagined). The ogre mage
clothing, armor, and weapons. must find a way to regain honor and status,
These larger, more intelligent ogre magi live but until then will take up the life of an adven-
in fortified dwellings or caves. They raid for turer. Others are cast out because they fail to
slaves, treasure and food, and are very protec- display the proper attitudes of the ogre magi.
tive of their young. They follow many oriental These individuals might follow good or neu-
traditions, including respect and honor for tral alignments, or seek to change long-stand-
their clans and clan symbols. ing traditions.
Ogre magi are more civilized than their prim- A few ogre magi are kidnapped when they
itive, smaller cousins. This does not make them are very young and raised away from their
less fierce or dangerous, just smarter and more clans. These PCs have little knowledge about
cultured. They prefer to use magic instead of their heritage, but display tendencies which
physical force, and are much more reflective match the people who raised them. In the case
than normal ogres. of those kept as slaves, their adventuring days
Ogre magi shamans are usually female. usually begin when they gain their freedom.
Languages. Ogre magi, ogre, common. While they might be interested in finding their

48 ChapterTwo
clans, these ogre magi usually find themselves
alone and without any culture or society to call
OK,Half-Orc
their own. Ability Score Adjustments. The initial abil-
Special Advantages. Ogre magi develop spe- ity scores are modified as follows:
cial abilities as they gain hit dice: 1) assume Orc: +1Str; -2 Cha
gaseous form once per day (as the potion), fly for Half-Orc: +1Str, +1Con; -2 Cha
12 turns; 2) become invisible at will, charm per-
son once per day; 3) cast sleep once per day, Ability Score Range (OrdHalf-Orc)
regenerate one hit point per round (lost mem- Ability Minimum Maximum
bers must be reattached to regenerate); 4) cause Strength 6/6 18/18
darkness in a 10-foot radius at will; 5) polymorph Dexterity 3/3 17/17
to a human or similar biped creature (4 feet to Constitution 8/13 18/19
12 feet in height), cone of cold once per day (cre- Intelligence 3/3 16/17
ates a 60-foot cone, 20 feet in diameter at the Wisdom 3/3 16/14
far end, that inflicts 8d8 points of damage, save charisma 3/3 12/12
vs. spells for half damage).
Ogre magi are +1 on morale. Class Restrictions (OrdHalf-Orc)
Special Disadvantages. Ogre magi take dam- Class Maximum Level
age as large creatures. Oriental equipment is Warrior
often both rare and expensive. Fighter 10/10*
Ogre magi must earn twice as many XP as a Ranger 4-
human character to advance each level (2nd Paladin 4-
level fighter at 4,000 XP, 3rd at 8,000, etc). Wizard
Monstrous Traits. Size, appearance. Mage -/-
Superstitions. Ogre magi fear losing honor Illusionist -/-
or disgracing their clans. Optionally, the char- Priest
acter can use the Honor system from the &en- Cleric 9/4*
tal Adventures book. Druid -/-
Weapon Proficiencies: Daikyu, katana, nagi- Shaman 6/4"
nata, scimitar, tetsubo, wauakizashi, whip; oriental Witch Doctor 6/4*
versions of the halberd, spear, and trident. Rogue
Nonweapon Proficiencies: Acting, armorer, Thief 11/8*
bowyer/fletcher, etiquette, fortune telling, Bard 4-
poetry, reading/writing, spellcraft, weapon- * Single-classed characters can rise higher
smithing, weaving, wild fighting.
Hit Dice. Player character o m and half-orcs
receive hit dice by class.
Alignment. Orcs tend toward lawful evil,
half-oms tend toward true neutral. PC orcs and
half-oms may be of any alignment.
Natural Armor Class. Orcs and half-orcs
have natural armor classes of 10.
Background. Orcs look like primitive humans
with gray-green skin and coarse hair. They
stoop slightly, have low jutting foreheads,

Humnnold Races 49
snouts, canine-like teeth, and short pointed
ears. The average orc stands between 5%and 6
feet tall, Half orcs have much more human fea-
tures.
Orcs are aggressive humanoids that live in
tribal societies. They band together to hunt and
raid, believing that to survive they must
expand their territory. This need to expand
puts them in a constant state of war with
humans, elves, dwarves, goblins, and even
other orc tribes.
Orc communities are usually found under-
ground (75% likely), but wilderness villages
do exist. These lairs are protected by the best
defenses the orcs can invent or steal. Some of
these communities are built around active
mines. All make use of slave labor.
The orc mentality views aggression as the
natural order. They believe that other races
are inferior to them, and bully weaker crea- Languages. Orc, goblin, hobgoblin, ogre,
tures, Enslaved orcs will rebel at the first common. Half-orcs speak orc and receive com-
opportunity. When allied with others, orcs mon as a bonus language.
are quick to take offense and break agree- Role-Playing Suggestions. Player character
ments. orcs are not as rare as other humanoid races.
To orcs, the greatest challenge they can set The call to battle is not much different than the
for themselves is the test of battle. They call to adventure, and orc heroes sometimes
value territory above all else, though they come to the forefront. If treated with care and
also take great pride in battle experience patience, orc adventurers can become effective
and prowess, wealth, and lots of offspring. partners and allies. Because females have few
Orc society is male dominated; females exist rights in orc society, many of them turn to
to bear young. Though carnivorous, orcs adventuring to escape their lot in life.
prefer game meats or livestock to intelligent A few orcs even attempt to reject their evil
races. natures in order to try to become honorable
Half-Orcs: Half-orcs result from orc unions warriors. While an orc will never become a
with virtually any humanoid or demihuman paladin, some do attain the orcish equivalent
race except elves. These mixed breeds tend to of hoIy warriors. However, those orcs that
favor their orcish parent, though a small num- attempt to fight fair and with honor are sneered
ber can pass for ugly humans. PC half orcs are at and rejected by their own kind. Why fight
assumed to be crossbreeds within the upper face to face, the common orc thinks, when
10% of the mongrel orc-humans that can pass fighting from an advantageous hiding place is
for human. These have the ability to surpass so much more effective?
their orcish heritage, rising beyond the limits a Half-orcs: Half-orcs have an easier time of it
normal orc can reach. However, they have dif- as adventurers, for they are usually free of
ficulty finding a place in either society, as nei- tribal ties. Both heritages reject them, so they
ther culture trusts them. must carve their own destiny out of what life

50 ChapterTwo
I

throws their way. They often flaunt their supe- Ability Score Range
rior ability in the presence of full o m , and tend
to associate with humans who do not care Ability Minimum Maximum
about appearances. Strength 3 14
Half-orcs tend to be serious and brooding. Dexterity 8 19
They seek acceptance and friendship, even Constitution 7 16
though most will have little to do with them. Intelligence 6 18
While most of the h a l f - b d s walk the path of Wisdom 3 16
neutrality, a few do become lawful good. Charisma 3 18
Special Advantages. Orcs (only) are skilled
miners. They can spot new and unusual con- Class Restrictions
structions 35% of the time, and sloping pas- Class Maximum Level
sages 25% of the time. Warrior
Orcs and half orcs have 60-foot infravision. Fighter 7
Half-orc single classed characters with excep- Ranger -
tional ability scores can advance further: Paladin -
Fighter 17th at 21 Strength (2044th; 19-12th; Wizard
18/00--llth). Priests gain one level per point Mage -
of Wisdom up to 7th level. Thieves gain one Illusionist -
level per point of Dexterity up to 11th level. Priest
Special Disadvantages. Orcs fight with a -1 Cleric -
penalty to their attack rolls and morale when Druid -
in direct sunlight. Half-orcs do not have this Shaman -
disadvantage. Witch Doctor -
Monstrous Traits. Appearance. Rogue
Superstitions. Fear of sickness, the weak, the Thief 12
lame, cowards, sunlight. Bard -
Weapon Proficiencies: Battle axe, crossbow,
flail, hand axe, spear, any bow, any pole arm, Hit Dice. Player character pixies receive hit
any sword. dice by class.
Nonweapon Proficiencies: Alertness, Alignment. Pixies are true neutral. FC pixies
armorer, blacksmithing, bowyer/fletcher, car- can be any neutral alignment.
pentry, chanting, close-quarter fighting, hunt- Natural Armor Class. 5.
ing, intimidation, looting, religion, set snares, Background. Pixies are among the most
spellcraft, tracking, weaponsmithing. intelligent and mischievous of the magical
faerie-kind. They dwell in idyllic woodlands,
Pixie taking great delight in harassing travelers with
their pranks and tricks. Fun is the goal for
Ability Score Adjustments. The initial abil- nearly all pixies, and they often define funby
ity scores are modified by a +I bonus to Dex- the merry pranks they pull.
terity and Charisma, and a -1 penalty to Pixies are naturally invisible. When they
Strength and Constitution. make themselves visible, they look like two
and a half foot tall elves, though their pointed
ears are much longer. The silver moth wings
jutting from their backs gives them the ability

t
, HumanoldRaces 51
available, they may even turn their tricks on
their companions. If they see a young maiden,
they must frighten her. If they find a wall, they
must rap upon it. No candle flame is safe in the
presence of a pixie, and no inviting frog pond
or flower field can be ignored.
Pixies may play tricks to teach lessons, greedy
misers and humorless bores are prime targets.
Most often, they play tricks for the sheer fun of
it. They love celebrations and feasts, and are
often considered frivolous by the larger races.
They are graceful, with a love for life. Pixies
loathe evil, saving their most lethal tricks for
foul bandits and wicked monsters. When they
need an item, they have no second thoughts
about borrowing it.
Pixies can be played for comic relief, but their
abilities with weapons makes them more than
simple pranksters. They can become valuable
to fly. They dress in bright colors, often sport- members of any adventuring party.
ing caps and shoes with curled, pointed toes. Special Advantages. Pixies can become visi-
These elfin beings inhabit deep forest caves. ble or polymorph themselves at will. Once per
They dance in moonlit glades, moving to the day they can know alignment.
music of crickets, frogs, and other nocturnal Once per day a pixie can create illusions with
creatures. They live in clans or family units both auditory and visual components, which
that seem to mimic human customs. If they last without concentration until dispelled.
take anything seriously, it is their loyalty to Once per day pixies can touch a creature or
family and community. being and cause confusion (as the spell) if the
They also take great pride in their martial creature fails a saving throw vs. spells. This
skills. They can appear warlike, and they love confusion is permanent unless a remove curse is
to play at adventure as much as they love trick- applied or the pixie dispels it.
ery and celebration. Once per day, pixies can use dispel magic (as
Languages. Pixie, sprite, common. an 8th level mage), dancing lights, and ESP.
Role-Playing Suggestions. Pixie PCs often Opponents who cannot detect invisible
join up with adventurers who display a good objects attack pixies with a -4 penalty. Pixies
sense of humor (especially if they were on the can attack while invisible without penalty.
receiving end of a pixie prank). With childlike Pixies have the ability to fly, with a move-
wonder and a sense of adventure, pixies will ment speed of 12 and a maneuverability of B.
take up sword and bow and follow other char- Special Disadvantages. A dispel magic suc-
acters on important missions and grand quests. cessful against 8th level magic will force a
No matter how serious the quest is, however, pixie to become visible for one round.
pixies always treat it as a game. A pixie requires twice as much XP to advance
Even when on an adventure, they cannot a level as a human of the same class.
refrain from pulling pranks on monsters and Monstrous Traits. Size, invisibility, wings.
other creatures they meet. If no one else is Superstitions. Pixies avoid stagnant, filthy

1
52 Chapter Two
pools of water, seeing them as bad omens or
manifestations of evil.
Weapon Proficiencies: Dagger, pixie bow,
pixie sword.
Nonweapon Proficiencies: Animal lore, ani-
mal noises, bowyer/fletcher, brewing, cheese-
making, direction sense, fast-talking, gaming,
hiding, observation, set snares, ventriloquism,
voice mimicry, weaponsmithmg, winemaking.

Satyr
Ability Score Adjustments. The initial abil-
ity scores are modified by a +I bonus to Dex-
terity and Constitution, and a -1 penalty to
Intelligenceand Charisma.
Ability Score Range
I
Ability Minimum Maximum Hit Dice. Player character satyrs receive hit
Strength 6 18/75 dice by class.
Dexterity 8 18 Alignment. Satyrs are true neutral. PC satyrs
Constitution 7 18 can be any alignment.
Intelligence 3 17 Natural Armor Class. 5.
Wisdom 3 18 Background. The half-human, half-goat
Charisma 3 17 satyrs are a race of pleasure-loving beings.
Like the sylvan locations they dwell in, satyrs
Class Restrictions are personifications of nature, embodiments of
Class Maximum Level all that is wild and carefree.
Warrior Satyrs, also called fauns, have the torso, head
Fighter 11 and arms of a man, and the hind legs of a goat.
Ranger 7 TWOsharp black horns jut through the coarse,
Paladin - curly hair on top of the head.
Wizard Satyrs spend their days and nights in sport.
Mage They love to frolic and play their pipes, and
Illusionist they never miss an opportunity to chase after
Priest wood nymphs or other comely creatures.
Cleric While they can be friendly to strangers, they
Druid usually resent intrusion into their territory.
Shaman They get along best with elves, centaurs, and
Witch Doctor dryads, and occasionally mingle with korred.
Rogue These fun-loving creatures often throw wild
Thief 11 woodland celebrations. During the warmer
Bard - periods of the year, these celebrations can last
all night. They are attended by dryads, cen-

~-
Hurnanoldks 53
taurs, and other woodland creatures. Strangers absurd it is to try to keep a reign on feelings,
who stumble onto such a party will be invited and may even attempt to teach their compan-
to stay if they can supply drink. Satyrs are ions how to loosen up and have fun.
extremely fond of expensive wine. Special Advantages. Because of their ability
Satyrs refuse to confine themselves to an to be very silent and their keen senses, satyrs
organized society. They live in loose colonies, ars surprised only on a roll of 1.
instead, using comfortable caves and hollow In forest settings, satyrs can blend into the
trees as homes. There are no female satyrs. foliage (90% undetectable to creatures who
They do have an affection for human females, cannot see hidden or invisible things).
however, and often seek to charm those that Satyrs have infravision to 60 feet.
catch their fancy, In melee, satyrs can head butt for 2-8 points
Languages. Satyr, sylvan elf, centaur, dryad, of damage instead of using weapons.
korred (rare), common. If a satyr has constructed his own satyr pipe,
Role-Playing Suggestions. Satyrs are an and has devoted a minimum of three profi-
inoffensive race. They just want to have fun. ciency slots to its use (musical instrument,
The rare satyr who becomes an adventurer pipes) he can use its music to either charm or
often does so for the sport of it. When adven- sleep or cause fear to all within 60 feet. All who
turesstop being fun, they return to their wood- hear the pipes must make a successful saving
land homes to find a new party. throw vs. spell or suffer the effect. No profi-
Satyrs do not understand seriousness or vio- ciency check is requiredto use the pipes in this
lence. Though they can fight with the best of manner. A bards singing can nullify the music
them if need be, they are rarely serious. Its of a satyr pipe.
against their nature. They do not like to work Special Disadvantages. Satyrs are very s w
(though they are excellent wine makers), as ceptible to distraction, especially if this comes
their hearts are tuned to play. They are impul- from a female with Charisma 15 or better or
sive, full of animal passions. If they see some- h m an expensive bottle of wine.
thing they like, then they must have it Monstrous Traits. Appearance.
immediately. To want is to get, at least in the Superstitions. Satyrs are uncomfortable in
mind of a typical satyr. aties and beneath the ground, they do not like
They believe themselves to be part of nature, mobs of humans or humanoids, and fear bore
an extension of its wild side. As such, the satyr dom most of all.
-
way is natures way the right way. They are Weapon Proficiencies: Dagger, javelin, long
not thinkers, preferring instead to live in the sword, short sword, short bow, spear.
now. Why contemplate a plan? Just get on with Nonweapon Proficiencies: Acting, alertness,
it, or dont. Thats the satyrs way. Also, satyrs animal lore, artistic ability, bowyer/fletcher,
do not get angry or insulted. Everything is the brewing, cheesemaking, craft instrument
way it is, so why should they be bothered by (satyr pipe), dancing, drinking, eating, fishing,
it? gaming, hiding, hunting, juggling, musical
Satyr PCs will often be unpredictable, as the instrument (satyr pipe), natural fighting,
object of their desire changes from moment to poetry, survival (forest), whistling/humming,
moment, and they are quick to act on their winemaking.
impulses. They understand that humans and
demihumans think differently than they do,
and they can suppress some of their urges.
However, satyrs will be quick to point out how

54 ChapterTwo
bonus hit points at first level and hornheads
receive 4 bonus hit points.
Ability Score Adjustments. The initial abil- Alignment. Saurial characters can be of any
ity scores are modified as follows: alignment.
Bladebuck: +I Wis, +1Cha; -2 Dex Natural Armor Class. Flyers have a natural
Finhead: no bonus or penalty armor class of 6, finheads 5, and bladebacks
Flyer: +2 Dex; -1 Str,-1 Con and hornheads 4.
Hornheud: +I Str,+1 Int; -2 Dex Background. The saurials are a race of lizard
people who come from an alternate Prime
Ability Score Range Material plane. To date they have only
Minimum MaximWll appeared in the Realms, having been kid-
Ability Cbblfnlflmh) (bblfnlflmh) napped and brought there by the evil god
Strength 10/7/3/12 18/18/17/18 Moander. When the god died, the saurials
Dexterity 3/5/7/2 14/18/19/12 decided to make the Realms their home.
Constitution 5/3/3/8 18/18/17/18 Saurials are intelligent bipedal lizards that
Intelligence 3/3/3/7 18/18/18/19 appear to be descended from creatures much
Wisdom 7/3/3/3 18/18/18/18 like dinosaurs. Those in the Realms live in a
Charisma 5/3/3/3 18/18/18/18 single village in the Lost Vale, among the
peaks of the Desertsmouth Mountains east of
Anauroch. Most are still recovering from the
Class Restrictions physical, mental and spiritual anguish they
Maximum Level suffered as Moanders slaves, and few venture
Class (bb/fhmfl/hh) out of the safety of their valley.
Wamor There are many different races of saurials,
Fighter 9/u/9/9 but only four are currently in the Realms.
Ranger -/I2/-/- These are the bladebacks, finheads, flyers, and
Paladin -/12/-/- -
hornheads names given them by the natives
Wizard of the Realms. Their own names are a combi-
Mage 9/9/9/u nation of noises and scents that do not trans-
Illusionist -/-/-/I2 late into human or humanoid speech.
Priest Saurials have brightly colored scales, sharp
Cleric u/9/9/9 claws, and tails. The different races have
Druid 9/9/9/9 much different body shapes. All, however, are
Shaman -/-/-/- roughly humanoid. Bladebacks are tall, stand-
Witch Doctor -/ -/ -/ - ing about seven feet, with stocky frames and
Rogue friendly faces. The name given them comes
Thief 9/9/u/9
. . . from their most prominent physical feature.
Bard -/-/-/- Large, sharp scales jut out along their spines,
extending from the tops of their heads to the
* If ability scores allow an XP bonus, then a 9 maximum end of their almost body-length tails. Fin-
becomes a 10 maximum.These maximumsare theoreti- heads are closest in shape to humans, though
cal based on the small sample available for study.
slightly shorter, standing about five feet tall.
A pronounced fin sweeps from this saurials
Hit Dice. Player character saurials receive hit head, and it has a tail that is a little more than
dice by class. In addition bladebacks receive 2 half the length of its body. Flyers are small,

Humanoldkes 55

I
1
56 ChapterTwo
I - --
averaging just three feet in height. They have hoping the next generation of offspring will
delicate frames, small legs, short tails, and flaps bring joy back to their lives. Only the finhead
of scale-covered skin hanging from each arm. named Dragonbait is known to have taken up
This skin serves as wings, giving these saurials adventuring, but the stories he brings back to
the ability to fly. Hornheads are the largest of the valley on his visits have begun to inspire
the saurials, standing 10 feet tall with tails that other saurials.
stretch longer than their bodies. Sharp horns Young saurials grow quickly, reaching adult
protrude from their heads and the great bony size in about five years. However, they take as
plates at their necks, giving this saurial race its long as humans to mature mentally and
name. All saurials come in shades of green socially, so very young saurial PCs could be
mixed with yellow patterns, while flyers some- played as large children who still have a lot of
times sport red splotches. Rarely, a pure white growing up to do. Perhaps they have run away
saurial is born to one of the races. from the Lost Vale, their heads filled with the
More than one hundred adult saurials live in tales of Dragonbait. Older saurials could leave
the Lost Vale. They consider themselves to be the valley on some quest, to get away from the
of one tribe. Most of the saurials are farmers somber mood that hangs over the community,
and hunters, though a small number of young or could even be from their home plane on a
saurials are becoming adventurers. Saurials mission to find their lost brethren.
think of themselves as saurials first and their
sub-race second. They mate for life, live a long Bladebacks are very social beings. They
time, and both males and females share equally enjoy company, and always find time to social-
in all work. ize. They are the most straight-forward and
Saurial magic-users use memory sticks trusting of the saurial races, but they also
instead of spellbooks. These notched poles understand saurial nature well enough to
function like human spellbooks, though they know the motives and desires of the other
are sometimes mistaken for magical staves by races. Slow to anger, bladebacks become pas-
those unfamiliar with saurial customs. sionate fighters when finally roused to battle.
Languages. Saurials cannot speak any human They have very long memories, which makes
or humanoid language. Their voices are them slow to forgive insults and offenses.
pitched too high for humans to hear, though Bladebacks tend to be leaders and advisors,
the olfactory portion of their own language can and many become priests so they can tend to
be detected. They emit scents which carry their the needs of the community.
emotions, and these can be interpreted by
humans familiar with saurials. Those saurials Finheads tend to be alert, bright, active, curi-
who are PC adventurers usually have some ous and highly emotional. They often become
magical item that allows them to communicate fighters. Most believe in ultimate good and
with their non-sauna1 companions. evil, seeing things in terms of black and white.
Role-Playing Suggestions. As time goes on, -
To finheads, there is one truth they tend to
saurial adventurers like Dragonbait'" will defend that truth with every muscle in their
become more common. The inhabitants of the bodies. New tasks and adventures are greeted
Lost Vale will decide to venture out, and it is enthusiastically. Being impulsive, they often
possible that others from their home plane leap into dangerous situations without fully
may find their ways to the Realms and other understanding what they are up against. Fin-
campaign worlds. heads are the most likely to leave the commu-
Those adults in the Lost Vale are a somber lot, nity to seek out adventure.
Flyers are nervous and skittish. On the Special Advantages. All saurials have infrav-
ground they are clumsy and ill at ease. In the ision to 60 feet.
air, they are graceful and fluid. They are easily If necessary, saurials can use their ancient
irritated and in turn can be very irritating. fighting methods. Bladebacks claw twice (ld4
They are full of nervous energy, constantly on damage each) and swing their razored tails at
the move and bouncing around. They love to rear attackers (ld6). Finheads have claws
talk, constantly chattering about gossip and (ld3/ld3) and their whip tail (ld2). Flyers
any topic that comes to mind. They are nosy, employ their claws and bite (ldZ/ldZ, ld2).
often snooping on companions just so they can Hornheads use claws (ld4/ld4), their tail
keep tabs on everything that is going on. Flyers (2d4), can charge with their horns (2d6).
act as scouts and messengers. All saurials receive a +2 saving throw bonus
Flyers flee when danger presents itself. This against sound-based attacks (such as a harpy
is done almost on reflex, though they will charm or a shout spell).
return if they are needed in a fight. Every flyer Flyers fly at a speed of 24 and have a maneu-
knows in the back of his mind that their com- ver class of C.
panions need them, and they often make u p Special Disadvantages. Saurials do not get
stories wherein they save the day for their percentile ratings for Strength regardless of
larger companions. They love to tell these sto- class. Saurial wizards cannot use other races
ries over and over again - even if they have spell books or scrolls.
no basis in fact. Saurials forced to use non-saurial weapons
suffer a -1 attack penalty.
Hornheads are careful planners and rational Gas- or scent-based attacks, such as poison
thinkers. They never rush into anything. Some- gas and stinking cloud spells, have a greater
times they seem dim-witted because they effect on saurials. They receive a -2 penalty to
speak slowly and always choose their words saving throws against these attacks.
with extreme care. T eir minds, however, are Bladebacks and hornheads take damage as
?,
sharp and quick, and ornheads often take up
science and crafts. They make natural wizards.
large creatures.
If exposed to prolonged cold, saurials fall
For all their size and htrength, they are among into a torpor called cold sleep. They can resist
the most peace-loving of the saurials. They are this for a number of turns equal to their size
not motivated to demonstrate their own (flyers, 3 turns; hornheads 10 turns). Times can
strength and power at every occasion. Because be doubled if they wear insulated clothing.
of their great size, hornheads can often be Warmth revives them one to two hours. More
found eating. They require a lot of vegetation than a day in the cold causes death.
to maintain their strength. Monstrous Traits. Appearance, size, method
of speech.
Many saurials, especially spellcasters, deco- Superstitions. Saurials fear evil gods due to
rate themselves with intricate tattoos which the treatment they e n d u d under Moander.
are carved into their scales or bony plates. Weapon Proficiencies: Any saurial weapons
Though they cannot speak common, some can usable by their class are allowed. Fighters can
understand it. They usually do not announce become proficient in non-saurial weapons.
this fact to everyone, prefemng the advantage Nonweapon Proficiencies: Any usable by
they gain by appearing to be less intelligent their class.
than they really are.

50 ChapterTwo
I

Swanmay
Ability Score Adjustments. The initial abil-
ity scores are modified by a +1bonus to Dex-
terity and Wisdom.
Ability Score Range
Ability Minimum* Maximum
Strength 13/9 18
Dexterity 13/9 18
Constitution 14/12 18
Intelligence 9/12 18
Wisdom 14/12 19
Charisma 9/15 18
* The second number is for the druid class. These ability score
minimum include the class minimum.
Class Restrictions
Class Maximum Level
Warrior ing by their garb and equipment much like
Fighter - rangers or druids. When they shift into swan
Ranger 14 form, their equipment remains behind. Thus,
Paladin - swanmays try to hide these items before under-
Wizard going transformation.
Mage - Swanmays belong to a special sorority of
Illusionist - shapechanging rangers and druids. Their abil-
Priest ity to transform into swans at will is granted
Cleric - by the special token they carry (which only
Druid 12 functions for them). This may be feather token,
Shaman - a feathered garment, a signet ring, etc. The
Witch Doctor - token transforms into part of the swans
Rogue plumage or appears on the transformed swans
Thief leg. These magical tokens can be spotted by
Bard use of a detect magic spell.
The swanmay sorority is very secretive. Only
Hit Dice. Player character swanmays receive human females are admitted, usually after
hit dice by class. they have unknowingly preformed a great ser-
Alignment. Swanmays have the alignment of vice for another swanmay. Most retire from
their class, either any good (ranger) or true casual adventuring to devote themselves full
neutral (druid). time to their new responsibilities.
Natural Armor Class. 7. Swanmays live in communal lodges near
Background. Swanmays are human females bodies of water in hidden forests. They hate
who can transform into swans (but they are poachers and others who disturb the natural
not actually swans). In human form, they are order of the land. They dislike brash, noisy
indistinguishable from other people, appear- creatures, ferocious beasts, and monsters of

~ ~~

HumanoldRaces 59
I
L
evil alignment. They are friends and prutectors Wemlc
of the forest folk, though they tend to avoid
other humanoids. Swanmays might approach Ability Score Adjustments. The initial abil-
nature-oriented priests or close adventuring ity scores are modified by a +1 bonus to
companions when they require assistance Strength and a -1 penalty to Dexterity.
against some great evil.
Languages. Sylvan elf, dryad, common. Ability Score Range
Role-Playing Suggestions. Swanmays are
independent protectors of the forests and Ability Minimum Maximum
wildlife. PC swanmays should try to make strength 11 18
sure that their adventuring actively opposes Dexterity 6 17
evil races and monsters that despoil the Constitution 11 18
wildlife and countxyside. Intelligence 3 18
Swanmays rarely, if ever, reveal their true Wisdom 3 18
natures - e v e n to close companions. Even if Charisma 3 18
their natures are known, they will reveal noth-
ing about the sorority they belong to. They Class Restrictions
seek adventures that will ultimately benefit Class Maximum Level
nature, the wetlands, and the forests. Warrior
12
Special Advantages. All special advantages
apply in swan form only. A swanmay can only
Fighter
Ranger -
-
be harmed by +1 weapons or better. Swanmays Paladin
Wizard
have an innate magic resistance of 2% per hit
die. The swanmay can fly at a speed of 19, Mage -
maneuverability class D. Illusionist -
Special Disadvantages. Without their special
tokens, swanmays are trapped in their current
Priest
Cleric
D&d
-
-
form. If the token is stolen, the swanmay can-
not change until it is recovered. If the token is Shaman 7
destroyed, the swanmay must go on a special Witch Doctor 7
quest in order to replace it. Rogue
Monstrous kaits. Transformation ability. Thief -
Superstitions. Swanmays watch nature for Bard 10
signs and omens. Their deep hatred of all
things evil may sometimes approach fear. Hit Dice. Player character wemics receive hit
Weapon Proficiencies: Broad sword, dagger, dice by class. In addition they receive 5 bonus
long bow, long sword, short bow, short sword. hit points at first level.
Nonweapon Proficiencies: Alertness, animal Alignment. Most wemics are neutral. PC
handling, animal lore, animal noise, bowyer/ wemics can be of any alignment.
fletcher, danger sense, direction sense, fire- Natural Armor Class. 6.
building, fishing, hiding, hunting, set snares, Background. Wemics are part human, part
survival (forests, wetlands), swimming, lion, combining the two as centaurs combine
-
Bonus Proficiencies: Ranger tracking, human and horse. The wemics leonine body
-
druid weather sense. has a human torso extending from what would
be a lions neck. Wemics grow to 10 feet long,

60 ChapterTwo

-
1 Tr7 I

reaching heights of six to seven feet when


standing erect.
The leonine body is covered with dusky
golden fur, while the underbelly fur is short
and white. The tip of the tail is a brush of long
black hair, and adult males also have a flowing
mane of long black hair. The face is leonine,
and the eyes are usually golden with slit
pupils. The claws of the forepaws are
retractable, the hind claws are not.
Wemics blend leonine and aboriginal human
cultures in a primitive society. They live in I .
nomadic groups called prides, surviving
through hunting. They know and use fire, and
craft stone weaponry, pottery, and ornaments.
Wemics have human intelligence; if exposed to
more complex skills they can learn, providing
they can overcome their superstitious nature.
Witch doctors and shamans are very impor- I
.. I
tant to wemic soaety, for the primitive hunters
see everything as supernatural. Weather and defeated. They are noble savages, with honor
the changing of day into night are functions of and compassion. Once they alley themselves to
the gods. Everything is personified and alive a p u p or cause, they stick with it to the end.
and magical - the sun, the moon, the clouds, Special Advantages. Wemics can attack with
the rivers. Such is how wemica see the world. both foreleg claws for 1-4 points of damage
Languages. Wemic, common. each. They can also attack with hand-held
Role-Playing Suggestions. Wemics are play- weapons at the same time.
ful and curious as cubs, and they keep these

I
These leonine creatures have powerful leg
traits into adulthood. They are excellent muscles which allow them to leap 10 feet
hunters, trackers, and guides, often hiring upward or 30 feet forward. v
themselves out in exchange for treasure, tools, Special Disadvantages. Wemics take damage
and magical items. This is one way for a wemic as large creatures.
to come into contact with a n adventuring
party. Others are captured as cubs and raised
as servants or slaves. PC wemics can be either
PP
Monstrous Traits. A earance.
Superstitions. All o nature is personified in
the wemics mind, and thus every whisper of
recently freed, or can be free wemics who have
left home to explore the world.
wind and rumble of earth is an omen. Certain ,*
modern items frighten them until they learn
& a

The primitive wemics risk exploitation by what they are. They especially fear obviously
more advanced societies. They are taken as supernatural beings and the undead.
slaves, cheated into servitude, or even tricked Weapon Pmficiencies: Club (stone), javelin,
out of valuable items they do not understand. short sword, spear.
Wemics have a great deal of pride and Nonweapon Proficienciee: Animal noise,
-
courage except against obvious agents of eating, firebuilding, hunting, natural fightin&
the supernatural. If they cannot defeat a foe religion, spellcraft, survival (plains), tracking,
with weapon or claws, then that foe cannot be weaponsmithing, weaving, wild fighting.

~ ~~

HumanoldRaces 61
CHAPTER I

3
I
Humanoid Kits
I

ibis chapter describes the humanoid kits for and females can use the kit, and lists any align-
every class. The use of these kits, while ment requirements that might exist.
optional, is recommended. Table 8:Character Role: This section provides more details on a
Kit Summary provides a quick reference list of characters place in both human and human-
which humanoids and classes are eligible for oid society, It describes how most of the typical
which kits. members of the kit will act. Player characters
9n 11 of the kits in this book are designed for
hu anoids. Because each humanoid race is so
different, the kits are defined in broad terms.
are not required to follow this information to
the letter.
Weapon Proficiencies: Some kits indicate
When matching a humanoid to a kit, be sure to that specific weapon proficiencies must be
add the details from the humanoids entry (in taken when the character is created. These cost
Chapter TWO)to the kit information when set- the usual number of proficiency slots as out-
tin up your character sheet. lined in the Players Handbook. Otherwise, use
dungeon Masters may allow their players to the standard class guidelines.
use kits from the PHBR rules supplements Nonweapon Proficiencies: Some kits also
wi8h their humanoid characters. While this is require certain nonweapon proficiencies.
not recommended when first introducing There are several types of proficiencies that a
humanoid PCs into a campaign, it certainly kit might have. First are bonus proficiencies.
can be explored at a later date. When starting These are free proficiencies requiring no pro-
out, the special kits in this chapter are the best ficiency slots. Second are required proficien-
way to create humanoid player characters. cies. These must be taken and require
proficiency slots. Third are recommended pro-
ficiencies. These are optional and cost the
usual number of slots. Recommended profi-
IGits use the proficiency rules outlined in ciencies are organized by group - general,
Chapter 5 of the Players Handbook. If you are warrior, priest, wizard, and rogue. When a
using kits, then these rules are not optional. Be player selects a proficiency from the groups
S&
I to review them before selecting a human- listed for the characters class, it costs the
oidikit. Unless otherwise noted, all humanoids usual number of slots. Selecting a proficiency
will receive the number of proficiency slots from any other category costs one additional
given to their class according to Table 34 in the slot unless a specific kit states otherwise.
Players Handbook. Table 38 from the chapter of the Players
Handbook on proficiencies has been reprinted
Kw Descriptlons here for convenience.
Note: There are new humanoid proficiencies
Ebch kit begins with a brief overview. This for each group, as well as some important
gives a quick sketch of the type of character it restrictions concerning proficiencies from the
canlbe used to create. Other sections within Players Handbook and the PHBR series (see
each kit include the following: Chapter Four for more information).
Rlequirements: This section lists which Finally, an entry might include forbidden pm-
humanoids are definitely eligible for the kit ficiencies. These cannot be chosen by a charac-
and which ones are not. If a particular race is ter who adopts the kit. Later, if there are
not mentioned, it should only be selected after campaign reasons why a character might
consultation with the Dungeon Master. This acquire a forbidden proficiency, the DM may
section also notes whether or not both males choose whether or not to allow it.

62 ChapterThree

-
Equipment: Restrictions on a kit's use of
weapons and armor are listed here. This limits
the character to the weapons and armor typically
used by other characters employing the Same kit.
Special Benefits: Almost every kit includes a
special advantage that sets its members apart
from members of other kits. These could be
combat benefits, reaction adjustments, or
learning advantages. Many involve a bonus to
encounter reactions (see Table 59 in the
DUNGEON MASTER@ Guide, Chapter 11).
Important Note: All bonuses are expressed
as positive numbers, and penalties as negative
numbers. Thus, if a low number is good for the
character, a bonus is actually subtracted from
the die roll and a penalty is added. Some bene-
fits include individual class awards (see Chap-
ter 8 in the DMG).
Magical Abilities: This section applies only
to priests. It lists spheres of access, special ben-
efits for spell use, and forbidden spells. The
ability (or inability) to turn or command
undead is also noted here.
Special Hindrances: Like benefits, these are
usually unique to each character kit. They
often force or prohibit certain actions.
Wealth Options: A character's starting funds
are explained here. Note that in general
humanoid characters start with considerably
less funds than their human and demihuman
counterparts.
Table 3 Nonweapon Proficiency
Group Crossovers
Character Class Proficiency Groups
Fighter Warrior, General
Paladin Warrior, Priest, General
Ranger Warrior, Wizard, General
Cleric Priest, General
Druid Priest, Warrior, General
Mage Wizard, General
Illusionist Wizard, General
Thief Rogue, General
Bard Rogue, Warrior, Wizard,
General

-~
63
~

Humanoid Klb
64 ChapterThree
Tribal Defender traitors, and outcasts. They are hated, some-
times hunted, and always shunned.
Tribal defenders are the most common Other races are most familiar with humanoid
humanoid warriors. Every humanoid tribe, tribal defenders as opposed to other humanoid
settlement, clan, and family group must be kits, for these are the warriors they most often
protected from the dangers of the world, and find themselves competing with. Reactions to
these proud warriors are the backbone of every tribal defenders depend upon the humanoid
tribe's defense. Some humanoid races organize race in question and the race of those they
true armies or militias, but most simply place meet. Most are hated, especially by those races
their safety in the hands of the strongest, most usually at odds with them.
able-bodied tribe members. Weapon Proficiencies: Members of this kit
Player character tribal defenders have left must spend all of their initial weapon profi-
their tribes for some reason (usually the char- ciency slots on weapons available to their race.
acter's primary motivation). They take with Nonweapon Proficiencies:
them whatever skills they learned while pro- Required Proficiencies: Hunting or agricul-
tecting their tribes, but now they use these ture.
skills to ensure their own survival. Recommended, General: Animal noise, ani-
Requirements: None, other than those listed mal training (tribal guard animal), black-
in the humanoid race entries (for example, smithing, direction sense, fire-building, fishing,
female bugbears would not be tribal defend- leatherworking, mining, observation.
ers, as they do not fight unless absolutely nec- Recommended, Warrior: Bowyer/fletcher,
essary). All humanoid races have tribal endurance, gaming, intimidation, natural
defenders, these can be of any alignment. fighting, set snares, weaponsmithing.
Role: Tribal defenders are humanoids with Recommended, Rogue: Information gather-
fighting skills. All tribe members who are not ing, local history (tribal).
restricted by sexual bias or relegated to other Forbidden: Wild fighting.
tasks (because of abilities or circumstances)are Equipment: Tribal defenders should choose
taught to fight for the tribe. weapons and armor typical of their culture.
Tribal defendersare rarely thinkers. Some are full- Use common sense to decide what would be
time soldiers who protect the tribe and territory. usable and available to adventuring tribal
Others are part-timewamors who take up club and defenders.
spear when danger threatens. The more organized Special Benefits: After long years defending a
the race, the better trained the defender is. A rare particular territory, the character is intimately
few develop heroic abilities after long years of war- familiar with it. The player and his DM should
fare or constant training, as dictated by the charac- determine where the humanoid's original terri-
ter's background history. In most humanoid tribes, tory is located, and any proficiency checks made
tribal defenders can eventually rise to positions of in the area in regards to interacting with the area
power and leadership, since many races have a and its inhabitants receive a +2 bonus.
high regard for martial prowess. Special Hindrances: On the other hand,
Most tribes do not grant special privileges to departed tribal defender PCs are no longer
the tribal defender. These fighters are only welcomed in their original territory. Campaign
doing their part for the survival of the tribe, complication checks should be made more fre-
However, defenders who leave their tribes to quently if they return (see Chapter Five).
chase some crazy dream or quest, or to escape Wealth Options: Tribal defenders begin play
their lot in life, are often considered cowards, with 5d4 x 5 gp.

Humanoid Kits 65

*
where mine rowdies come in.
Rowdies are strong, cruel, and demanding
taskmasters. A rowdy has been given a sacred
duty by his chief or shaman, and that duty is
rk areas. They are tough, intimidak- never taken lightly. When slaves refuse to
ers who are fast to squelch fights, work or threaten to revolt, the mine rowdy
appears to put them back in their place. When
tribal laborers grow lazy, the mine rowdy uses
m u s c l e y d intimidation to motivate them.
When subterranean dangers invade the work
kers are members of the tribe or areas, the rowdy leaps to protect the area, tak-
e tribes thrall. Every mine rowdy is ing his place at the forefront of any defenders
ee and protect that portion under his command.
aced in his care. Any failure can Members of this kit an tough, brave, forceful,
hment, hard labor, or even death. and quick to action. They are used to being in
ine rowdies have usually command, and often throw their weight around
even among their adventuring companions. If a
job has to be done, they take it upon themselves
to make sure the work proceeds. They have
extremely developed work ethics.
Player character rowdies have lost honor and
position in their tribes. They are forced to leave
the lairs they knew behind to make a life in the
larger world. They make useful allies because
of their skills in underground regions and their
fighting prowess.
Weapon Proficienciea: Mine rowdies must
take one bludgeoning weapon and one pierc-
him a traitor and ing weapon as part of their initial weapon pro-
ficiencies.
Nonweapon Proficiencierr:
bor beneath the ground or Required bficiencies: Intimidation.
do. Of those humanoids Recommended, General: Chanting, danger
k, the following may select sense, direction sense (undergrouna), mining.
rs, gnolls, flinds, hobgoblins, Recommended, Warrior: Close-quarter
taurs, orcs, and halfsrcs. Mine fighting, endurance, gaming, survival (under-
ground), wild fighting.
Recommended, Priest: Engineering.
Recommended, Rogue: Appraising
(ore/gems only), gem cutting.
Forbidden: Agriculture, hiding,survival (any
except underground), weather sense. Note:
These proficiencies are forbidden initially, but
may be learned by the mine rowdy, should the
opportunity for learning thesepfiaenaes arise.

66 ChapterThree
Equipment: Rowdies cannot begin play with ity score requirements for this kit.
armor heavier than chain mail (AC 5 ) . They Role: Like cock fighting, humanoid battle
own a footman's pick initially, the symbol of pits are illegal in most human and demihuman
their position in their old tribe. cities, towns and villages. However, that does
Special Benefits: Mine rowdies receive a +1 not stop criminals and others seeking mone-
bonus to all die rolls when brawling (punch- tary gain from engaging in the practice. In
ing, wrestling, or overbearing). large cities and towns, battle pits are hidden in
Special Hindrances: Because of all the time the less-savory areas. In villages, spectators
spent underground, mine rowdies have prob- must wait until a traveling show fighting cir-
lems in wide open spaces, such as under an cus makes the circuit to their area. The audi-
open sky. They suffer a -1 attack penalty when ence bets on each match, and winners of each
forced to fight in such locations. When not in match receive a portion of the purse.
an underground or enclosed area, they make Pit fighters can either be slaves or free,using
all proficiency checks at -1. their talents to make money for themselves
Wealth Options: Because of their time in and their masters. As a slave, the pit fighter
mines, mine rowdies start play fairly well off fights exclusively for the profit of the owner. In
for humanoids, with 4d4 x 10 gp. return, the pit fighter receives food and water,
weapons, training, and the roar of the crowds.
Pit Rghter A free pit fighter enters the pits for personal
wealth and fame. F m pit fighters usually have
Pit fighters are humanoids who have been an "agent" who assists them in return for a cut
trained to put on a good show for paying cue of the profits. These agents are normally
tomers. In every seedy part of every city, human or demihuman, so they can more easily
humans and some demihumans frequent hid- act on the pit fighter's behalf in the towns and
den battle pits where humanoid pit fighters are cities.
matched against each other or some other Some pit fighters use graceful maneuvers,
opponent (probably an animal or captured stunts, and witty banter to put on impressive
monster). Betting takes place at these events, displays. Such skilled pit fighters are valuable
but the real entertainment comes from the to their masters and rarely forced to fight each
stunts employed by the pit fighters. other to the death. Instead, they engage in
Pit fighters who become player characters well-choreographed bouts for the entertain-
have given up the life (if they were slaves) or ment of the audience. When bloodlust takes
have decided to supplement their income by the crowds, pit fighters are pitted against ani-
adventuring (if they were free pit fighters). mals or monsters, where they use their supe-
Even when fighting alongside adventuring rior skills to methodically and with great
companions, pit fighters battle like they are fanfare slice their foes to ribbons.
still in the pits, making fancy moves and play- Pit fighters are among the most urban of
ing with their opponents in anticipation of the humanoid character kits. They have an
roar of the crowd. accepted place in human society, and use their
Requirements: Any humanoid, male or spare time to learn whatever they can (if their
female, except fremlins, can be a pit fighter. masters allow it). Even so, they pick up a lot of
Because of their exotic natures and because of the local culture just because of their proximity
the freedom to excel that this kit allows, many to it. Many pit fighters love to have a good
female humanoids find their way into the bat- time, often spending the money they earn on
tle pits. There are no special alignment or abil- gaming, drink, and entertainment.

HurnanoldKlts 67
Many pit fighters take thei. -..~wy skills the campaign, should the OF =--.--.-.,____2.
Equipment: A pit fighter is limited to chain
adventuring with them. They never battle qui-
etly, rarely go for the quick kill, and often prod mail or lighter armor (AC 5). A shield is also
their companions to compliment them when allowed. A pit fighter also starts play with a
no crowds of spectators are present to lavish weapon of specialization (see below).
praise. Special Benefits: Single-classed pit fighters
Weapon Proficiencies: Members of this kit receive a free weapon specialization in any
must have a basic tribal weapon or a short melee weapon.
sword proficiency. Other weapon slots should Any pit fighter is allowed to specialize in
be filled with exotic melee weapons not nor- more melee weapons after first level by using
mally allowed beginning humanoid characters. additional weapon proficiency slots. In addi-
Nonweapon Proficiencies: tion, any pit fighter can use nonweapon profi-
Bonus Proficiencies: Close-quarter fighting. ciency slots for weapons.
Recommended, General: Acting (stage A pit fighter can take rogue proficiencies
fighting), drinking, eating. without spending an extra penalty slot.
Recommended, Warrior: Endurance, gam- Special Hindrances: As pit fighters are
ing, natural fighting. trained to make combat last, they receive a -2
Recommended, Priest: Reading/writing. penalty to all damage rolls they inflict.
Recommended, Rogue: Crowd working, Wealth Options: Though pit fighters can
jumping, tightrope walking, tumbling. make decent money in the battle pits, they
Forbidden: Hiding, running, wild fighting. often spend it as fast as they earn it. Each
These proficiencies can be learned later during begins play with 3d4 x 10 gp.
I
I
M, Chapter Three
Sauriill Pdadln section on saurials for penalties for the use of
non-saurial weapons.
Saurial paladins are a rare exception to the Nonweapon Proficiencies:
inability of nonhumans to become paladins. Bonus Proficiencies:None.
Saurials come from an alternative setting in Recommended, General: Direction sense,
which they are the equivalent of humans. etiquette, heraldry, riding (land-based).
While many of the abilities of the saurial pal- Recommended, Warrior: Any except wild
adin are like those of human paladins, the sig- fighting.
nificant differences will be detailed here. Recommended, Priest: Ancient history,
Among humanoid races that are of good healing, readingiwriting, religion.
alignment, saurial paladins are respected and Forbidden: Wild fighting. This proficiency
even revered. Among savage lizard man tribes cannot be taken at any time.
they may viewed with awe or hostility. The Equipment: Saurial paladins can purchase
reaction of advanced lizard man tribes will any type of armor or equipment. They must
also vary, but to lesser extremes. The evil also acquire the holy symbol of the power they
humanoid races consider saurial paladins with serve before beginning play
as much malevolence and loathing as they do Special Benefits: Saurial paladins have the
human paladins. following special abilities:
Requirements: Only finhead saurials can +2 bonus to all saving throws;
become saurial paladins. Finhead saurials immune to all diseases;
adopting this kit must meet all of the require- can lay on hands to heal 2 hit points of
ments necessary to become paladins, as given damage per level per day;
in the PlayersHandbook. 9 can cure disease once per 5 levels of experi-
Role: Saurial paladins are respected and ence per week;
honored members of saurial society. They are
noble and heroic, the symbol of all that is good
and true. While many of these holy warriors
remain in saurial territory to help protect it
from the evils of the world, a few decide to
-
take the battle to the enemy crusading to
whatever locations where the forces of evil
hold sway. Saurial paladins are humble ser-
vants of good, quietly doing whatever they
have to in their personal war against evil.
They are not braggarts or boasters (in fact,
they are mute) and few press the tenets of
their beliefs upon those who do not want to
hear. However, in the presence of true evil,
saurial paladins are quick to respond with
whatever force is necessary, often taking bold
chances and fighting against great odds to
achieve their objectives.
Weapon Proficiencies: Saurial paladins are
not restricted in weapon use, but a sword pro-
ficiency must be taken at first level. See then

i
HurnanoldKlts 69
I

can wield holy swords with all the benefits ties not in service to the tribe but to fill their 1
available to paladins; own purses.
instead of being able to detect evil, they have Some sellswords hire into mercenary forces
the innate ability to know alignment up to three
times per day
and are assigned to defend specific areas or
wage war in the name of their employers. i
Special Hindrances: Saurial paladins do not
radiate protection from evil, they cannot turn
Others take on more personal jobs as body-
guards, enforcers, or extra muscle. In all I
undead, and they cannot use clerical spells. All
of the strictures that apply to paladins apply to
saurial paladins, as listed in the Players Hand-
cases, sellswords consider themselves as pro-
fessional soldiers - not as assassins or hired
killers. i i
book. Like all saurials, saurial paladins do not Sellswords might be hired by villages to clear
I
I
speak. out marauding monsters, or by towns and
Wealth Options: Saurial paladins initially cities to guard trade routes, but they are never
receive 4d4 x 5 g p to purchase equipment. really accepted in these places. Instead, they ?
are feared, avoided, and relegated to specific
Sellsword areas as part of the terms of their employment. i
Most people consider humanoid sellswords to !t
Sellswords are the professional warriors of be a necessary evil. They may buy their loyalty,
the humanoid races. They do not fight out of but they never trust them completely, keeping
loyalty, or duty, or even to defend their tribe. one eye on them and one hand on their own !
They fight for money, pure and simple. And swords. Wizards hire sell-swords for a variety
the more money involved, the harder they of functions, and many evil groups will employ
fight. For most of these humanoids, it isnt them as low level leaders, thugs, and added 1
might that makes right - its the weight of muscle. i
their employers purse. However, every sellsword has his or her
Sellsword player characters lose little of their own scruples, with set lines they will not j
mercenary tendencies. They still look for mon- cross no matter how much money is involved. 1

etary compensation for their skills, and some Some will only fight for just causes or against j
even consider themselves hired warriors equals, others will not attack innocents, and a !

1
attached to an adventuring party, as opposed few will not battle members of their own race. i

to a full-share member of the group. While some sages claim every sellsword has a
Requirements: All races and either gender price, most of these humanoids in fact display
(except fremlins) may become sellswords. The specific compunctions (though they may I
character must have a minimum Constitution seem strange and alien to non-humanoid
of 12. A sellsword must have at least a partially minds). I
neutral alignment. Player character sellswords may just be coming I
Role: Humanoid sellswords leave their lairs off a job that turned out well but produced no I
to fight for others in exchange for money or cash, or one that went terribly and in the end all I
other compensation. Some may have originally fees were held back. Maybe they even decided i
I
taken up the role to escape former lives, others not to finish a job because it went against their fi
because their tribes have turned to less violent own particular code of honor, and are now look-
pursuits and the call of battle still rings in their ing for other work. (Of course, the employer they
blood. Now they fight for cash. Many tribes left high and dry may come after them at some
consider sellswords to be traitors to their own point for recompense.) A humanoid sellsword
kind, for they have decided to use their abili- might join an adventuring party for any number
I

70 ChnpterThree I
oris, butthe bottom line (at least at first) Wllderness Protector
whats in it for the sellsword.
apon Proficiencies: All sellswords must Wilderness protectors are the humanoid
rd or spear, as these equivalent of rangers. Some are respected by
are common and easy to acquire even their tribes and work with them, but most are
f times. A third slot is taken up loners who abhor the selfish and destructive
practices of many races and work to counter
such excessive behavior.
Player character wilderness protectors join
up with adventuring p u p s in order to accom-
n the service of oth- plish larger goals or to defeat evil monsters
they cannot hope to best on their own. When
the goals of the group deviate from the wilder-
rvival (same as ness protectors, the humanoid may leave to
carry on his own mission.
Requirements: The following humanoid
races may select the wilderness protector kit:
beastmen, centaurs, voadkyn, minotaurs (rare),
saurials, satyrs, and swanmays. Wilderness
protectors abide by the requirements listed for
the ranger class in the Players Handbook.
Role: Like rangers, wilderness protectors
defend the good and watch over forests and
roficiencies at a later time. woodlands. They are excellent hunters and
woodsmen, living by weapons and wits in the
great outdoors. They are also ecological CN-
saders, near-fanatics who have taken it upon
themselves to be natures soldiers in the war
they believe is being waged against the land.
al Benefits: Sellswords have the ability Wilderness protectors are preservers of life.
They defend nature against obvious threats
while seeking out the secretive, more ominous
dangers that lie in wait. They consider it their
sacred mission to keep the wilderness safe
from those who would exploit or destroy it.
Even those races with an affinity toward
nature believe wilderness protectors to be
fanatics. Most also consider them to be touched
by the gods, and while they will have little to
do with the protectors, they will not hinder
y party with a sellsword as a member them in any way
Wilderness protectors are normally solitary
OrdSbeginwith 5d4 X 5 beings, though they will team up with others
hat remains of the sell- in order to carry on their crusade. To many, the
protectors seem crazed and quick to violence,

72 1 ChaptcrThree

i
but they never raise sword except in defense of life
and nature. However, any slight against nature
receives the same response. They love life and all
its pleasures, living wild and freein the wilderness.
Player character protectors will join adventur-
ing groups for a time, but they always keep their
personal crusade foremost in their minds. They
always try to persuade the group to help them,
often while admonishing or lecturing them on
their environmentally harmful habits. If the mis-
sion of the group ever contradicts or totally
ignores the mission of the protector, he or she will
depart. If the group ever performs deeds that are
directly opposed to the protector's mission, the
protector may be forced to confront them.
Weapon Proficiencies: Any.
Nonweapon Proficiencies:
Bonus Proficiencies:Survival (woodlands),
tracking.
Recommended, General: Animal handling,
animal noise, animal training, direction sense,
hiding, leatherworking, riding (land based),
swimming, weather sense.
Recommended, Warrior: Animal lore,
bowyer/fletcher, fishing, hunting, natural
fighting, set snares, wild fighting.
Recommended, Priest: Healing, herbalism,
local history, religion, spellcraft.
Recommended, Wizard: None.
Recommended, Rogue: None.
Forbidden: Charioteering,seamanship.
Equipment: Wilderness protectors cannot
wear any armor heavier than studded leather.
They cannot retain more equipment or treasure
than they can carry.
Special Benefits: Wilderness protectors have
all the special abilities of rangers as defined in
the Player's Handbook.
Special Hindrances: Wilderness protectors
have all of the limitations of rangers as defined
in the Player's Handbook. In addition, they suf-
fer a 3-point penalty to initial reactions of
NPCs encountered.
Wealth Options: Wilderness protectors start
out poor. Each begins with 3d4 x 5 gp.

Humanoid Klts 73
Hqdge Wizard
oids who have

vide aid in time of need,


that no hedge wizards are
se around them. They are
blamed for general misfortune: bad
soured milk, bad luck.
end their time puttering
usual objects for study,
obscure facts, recording
carrying on mysterious
he humanoids around
hey sometimes disap-
or weeks at a time, only to suddenly

NonweapoA c i e n c i e s :
Bonus Proficiencies: Herbalism.
Required Proficiencies: Reading/writing.
Recommended, General: Agriculture (gar-
While most other humanoids tend to dening), cooking, fire-building, fortune-telling,
ne, there is always a observation.
tonics, elixirs, love Recommended, Warrior: None.
ch the hedge wizard Recommended, Priest: Healing.
will often work with Recommended, Wizard: Languages
(ancient), local history, spellcraft.
ity, for they always require odd com- Recommended, Rogue: Disguise.
Equipment: Hedge wizards can have any
equipment used by standard mages, if it is
available in the hedge wizard's locale.
Special Benefits: A hedge wizard can create
ces and assist with antidote for any poison. Brewing takes up to a
riments. The most day (assuming materials are available). The
brew remains effective for three days per level
of the wizard. Its chance of successfully coun-
lins taking this kit m usually more inter- tering a poison is 25% + 5%per wizard's level.
n having the reputation than in actually At 7th level, the hedge wizard can brew mag-
y real work. They also tend to develop ical potions. The formula for each type of
and fairly useless profiaencies, such as potion must be researched separately, accord-
ing to the guidelines in the Dungeon Muster's
Guide. To make the potion, the hedge wizard
must collect the proper ingredients.

74 9 ChapterThree
Special Hindrances: Hedge wizards are they work with. In fact, some of these humanoids
restricted to the following schools of magic:
abjuration, conjuration, divination, and
enchantment/charm. They can also take either
a
will join an adventurin party just so they can
write down the events w choccur around them.
Others become adventurers to seek out old
illusion/phantasm or necromancy. They can- books and dusty -Us, to explore lost sites, and
not learn spells from forbidden schools. to meet with ancient beings and forgotten cul-
Wealth Options: Hedge wizards start with ttms who can add to their store of knowledge.
(ld4 + I) x 10 gp. Humanoid scholars are usually not violent,
, and few show many passions that are not
Hurmnoid Scholar I related to their pursuit of knowledge and
magic. Most are seen as unopposing and quiet
Humanoid scholars travel the world to study -at least until the first artifact or ancient tome
and learn everything they can about a given is uncovered. Then they become animated, tak-
subject - always magic, though some ing charge of the situation so that the knowl-
humanoids have additional areas of scholarly edge in question falls into their care.
interest. This has given! them spellcasting Weapon Proficiencies: Any weapon nor-
skills, which they use to continue their studies. mally available to wizards.
While humanoid scholars do not have to be at Nonweapon Proficienciee:
odds with their tribes, the nature of their Bonus Proficiencies: Reading/writing
lifestyle takes them out into the world at large. (common), two other (see benefits).
Requirements: This kit is available to the fol- Required Proficiencies: Ancient history or
lowing humanoid races: centaurs, fremlins, local histov.
minotaurs, mongrelmen, ogre magi, and sauri- Recommended, General: Heraldry, lan-
als. It is open to all genders and alignments, but guage (modern), looting (knowledge only),
the scholar must have an Widom of 11or better. poetry, reading/writing.
Role: Humanoid scholars love to search Recommended, Warrior: None.
through ruins, dungeons, and dusty libraries. Recommended, Priest: None.
They spend large amounts of time examining Recommended, Wizard: Ancient history,
books, scrolls and other writings in order to languages (ancient), local history, religion,
add to the wealth of knowledge already filling spellcraft.
their heads. While humanoid scholars may Recommended, Rogue: None.
eventually become good teachers, they spend Forbidden: Blind-fighting, close-quarter
their early years too busy gathering informa- fighting, running, wild fighting.
tion to pass along what they have learned. Equipment: Humanoid scholars use any
Humanoid scholars are rare among their own weapons normally available to wizards.
kind, for few humanoids have the patience or Special Benefits: Humanoid scholars
desire to learn more than they need to know to receive two free nonweapon proficiencies.
survive. Members of this kit are motivated to These must be chosen from the recommended
learn more and more about the world, specific proficiencies.
subjects, and magic in general. They practice Special Hindrances: Except for one profi-
what they learn of spelleraft by becoming ciency, all of the scholars initial proficiencies
magic-users of no small skill. must be spent on skills relating to the pursuit
Some humanoid scholars even decide to of knowledge.
become historians, recording the chronicles of Wealth Options: Humanoid scholars start
their own lives and the lives of the adventurers play with (ld4 + 1)x 10 gp.

Hurnanold Klts 75
I
Outlaw h g e
The outlaw mage is a humanoid who has
learned magic and uses it to profit outside the
law, or at least outside the grasp of the local
ruling authority. By combining a humanoids
natural thieving tendencies with wizard spells,
an outlaw mage can survive and become rich
through illusion, deception, and spellcraft.
Outlaw mages usually engage in one specific
rogue-like activity, either banditry or burglary.
They supplement their physical and stealth
abilities with spellcasting to waylay travelers
or break into guarded locations.
Requirements: This kit is only available to
the following humanoid races: centaurs, frem-
lins, voadkyn, minotaurs, mongrelmen, ogre
magi, and saurials. Outlaw mages can be either
gender, but they must select a non-good align-
ment. Members of this kit must have a mini-
mum Dexterity score of 9.
Role: Outlaw mages rarely operate within
the structure of humanoid tribes. They are lon-
ers who have left the tribe to follow the call of
magic. To supplement their studies, they
learned to rob and steal, and now employ both
magic and rogue-like tricks to survive. Though
they are loners, outlaw mages frequently oper-
ate with others. Like witch doctors, outlaw
mages often advise the leaders of outlaw gangs
-and sometimes they even take charge of
such gangs, leaving the advising to others.
These humanoids are often found in service
to evil wizards and others who walk the darker
paths of society. They sometimes indenture
themselves to such personages in order to
learn more magic. While not all outlaw mages
are specifically evil, all operate outside the
laws of the land -be it human, demihuman,
or humanoid law.
Outlaw mages who join player characters
have not given up a life of crime, they have just
decided to throw in with adventurers in order
to put their talents to more structured use.
Every group of adventurers requires the ser-

76 Chapter Three
I'

vices of thieves and wizards. The outlaw mage


provides both sets of skills in the form of a sin-
gle humanoid character.
Some outlaw mages steal from the rich to
give to the poor (at least a little), while others
engage in robbery to fill their own pockets. No
outlaw mages like to fight, and they are at a
decided disadvantage in physical confronta-
tions. If they cannot win through magic, thiev-
ery or wits, they usually make a strategic
retreat. There will always be another traveler
to rob or a keep to break into, so better to run,
hide, and wait for a better day than to try to
fight a stronger opponent.
Weapon Proficiencies: Outlaw mages can
take any weapon available to wizards.
Nonweapon Proficiencies:
Bonus Proficiencies:Hiding.
Required Proficiencies: reading/writing
(common).
Recommended, General: Acting, begging,
danger sense, fast-talking, looting, riding (land
based).
Recommended, Warrior: None.
Recommended, Priest: None.
Recommended, Wizard: Languages (mod-
ern), reading/writing, spellcraft.
Recommended, Rogue: Appraising, dis-
guise, gaming, reading lips, tightrope walking,
ventriloquism.
Forbidden: Blind-fighting, close-quarter
fighting, natural fighting, wild fighting. Out-
law mages can never learn these proficiencies.
Equipment: Outlaw mages may use any
weapons or equipment available to wizards.
Special Benefits: Outlaw mages may take
rogue proficiencies without spending an extra
slot. Also, the outlaw mage can take thieves'
cant as a language selection.
Special Hindrances: None.
Wealth Options: Outlaw mages receive (ld4
e 1) x 10 gp initially.

I
Humanoid Kits 77

I
turing party to be their new tribe. The rarest
shaman PC is one who has rejeaedthe ways of his
primitive equivalent of priests in their race. These shamans seek to perform their duties,
cultures, shamans are the mediators possibly to a new tribe. Until they can find a tribe
the powers and spirits outside the that needs them and that has similarbeliefs,the3e
They are not as shamans will minister to an adventuring party
a1 or regimented as other priests, and Weapon Proficiencies: Shamans have access
a far more practical, down-to-earth man- to the weapons available to standard priests,
priests are most often identified the and they can also choose tribal weapons.
Nonweapon Proficiencies:
Bonus Proficiencies: Local history.
shaman kit is only avail- Recommended, General: Agriculture, ani-
humanoid races: mal training, fire-building, fishing, fortune
bullywugs, cen- telling, rope use, weather sense, weaving,
winemaking.
Recommended, Warrior: Animal lore,
mountaineering, set snares.
Recommended, Priest: Healing, herbalism,
religion, spellcraft.
Recommended, Wizard None.
Recommended, Rogue: None.
Forbidden: Etiquette, heraldry, reading/
writing. These proficiencies may be learned
during the course of a campaign.
Equipment: Shamans use weapons and
armor typical for their tribe and the powers
served. They can use any clerical magical
items, save scrolls.
Special Benefits: Shamans can learn the heal-
ing and herbalism proficiencies at the cost of
one proficiency slot each.
At 9th level, shamans can cast the reincarna-
tion spell as a 5th level spell.
Magical Abilities: Shamans may only choose
spells from up to three different spheres from
the list given for specialty priests. These
spheres will never change.
Special Hindrances: Shamans use six-sided
dice (d6) when determining their hit points,
em initiation, and have a not eight-sided dice as other clerics.
est goal that must be met before they Shamans cannot hun or control undead.
to their hibe. Still others are the last SUI- Shamans never receive direct access to the
heir tribes. Guilt-ridden because they raise dead or resurrection spells.
Wealth Options: Shamans begin play with
3d6 x 5 gp.

78 ChapterThree
Witch Doctor spells, employing magic tc) defend the tribe
and establish their own power.
Witch doctors are a somewhat rarer version Because humanoicis are impressed, a wed,
of shamans, combining shamanism with magi- and made fearful by magic, witch doctors hold
cal ability. Much of the background and role of positions of great influence in their tribes. They
the witch d o c t o r is identical to that uf t h e often act a s advisors to the chiefs, giving cowl-
shaman, and all shaman abilities, benefits, and seling and support to their lexlers.
restrictions apply t o tlie witch doctor as well. Most primitive humanoids are very supersti-
Generally a tribe will have shamans or witch tious, and sometimes turn against thc witch
doctors, not both. doctor. A witch doctor who cannot regain his
Requirements: The witch doctor kit is only authority must flee or be killed. (This might be
available to the following humanoid races: tlie background for a PC witch doctor.)
bugbears, gnolls, flincls, goblins, hobgoblins, I f a master witch doctor has more than one
kobolds, minotaurs, half-ogres, orcs, half-orcs, apprentice, only one will receive thc mantle of
and wmiics. Witch doctor gender is restricted tribal witch doctor when the master retires or
only by tribal custom, and they can be of any dies. The others are banished or killed to keep
alignment. Witch doctors must have a mini- the harmony of the tribe intact. Other nppren-
mum Intelligence of 9. tices leave when there is no more t h a t the
Role: Witch doctors walk within the twilight master can teach them.
between wizardry and priestly magic. On one Weapon Proficiencies: Witch doctors Ii'ive
hand, they function as shamans for their tribe. access t o the weapons available t o uizcirds,
A t the s a m e time, they make use of wizard m d they can nlso choose tribal wcapons.

Humanoid Kits 79

I
1 onweapon Proficiencies:
Bonus Proficiencies: Local history.
Recommended, General: Agriculture, crowd
w king, danang, singing, winemaking.
Recommended, Wamor: None.
Recommended, Priest: Healing, religion.
*I Recommended, Wizard: Astrology, herbal-
Oracle player characters usually join adven-
turing parties as part of a grand quest for their
deities or to bring the words of their gods to
others who could profit by them.
Requirements: This kit is available to the fol-
lowing humanoid races: alaghi, bugbears, cen-
taurs, gnolls, flinds, goblins, hobgoblins,

i
isd, languages (ancient), spellcraft. kobolds, mongrelmen, half-ogres, orcs, half-
Recommended, Rogue: None. orcs, saurials, and swanmays. Oracles can be
Forbidden: Heraldry, male or female. Their alignment must match
quipment: Witch doctors can use any that of their deity or the pantheon they follow.
w apon with which they can become pro- There are no special ability score requirements.
fit ent. They cannot wear armor of any type. Role: Oracles deliver broad statementsabout the
Th y can use any magical items normally future to followers of their faith (or to anyone else
us ble by wizards. to whom they feel compelled to preach). These
ecial Benefits: Witch doctors have all the humanoids believe that they are receiving visions
spdcial benefits of shamans. from their gods, and they help other followers to
Witch doctors can take wizard proficiencies act on them accordingly. They provide guidance,

f
wi out spending an extra slot.
ecial Hindrances: Witch doctors are lim-
ite to a single school of magic (though they
haye none of the bonuses or penalties of spe-
ciafist wizards).
they interpret omens, and they often assist those
they are compelled to present prophecy to. When
they go on these vision quests, they may just
watch to see how the prophecy comes to pass, or
they may help it to unfold.
witch doctors cast wizard spells like wizards As humanoids are extremely superstitious,

4
of $ne-half their level (round up). Thus, a 5th these clerics take it upon themselves to admin-
1ev)elwitch doctor can cast wizard spells as a ister to their fears and superstitious practices.
3 level wizard. For this reason, oracles are sometimes called
witch doctor cannot gain priest or wizard priests of fear. While it may appear to out-
s 1s outside the chosen spheres and school. siders that they are just taking advantage of
ealth Options: Witch doctors begin play the superstitious tendencies of humanoid
with (ld4 + 1) x 5 gp. tribes, oracles actually serve a legitimate pur-
pose. They counsel humanoids on how best to
Ovle work through their fears, teaching them to lead
productive lives despite the many supersti-
dracles are humanoid clerics or druids who tions that hang over them.
to be the mouthpieces of Of course, they believe that superstitions are
They foretell the future, interpret
omens, and speak to their people
-
real to ignore them is to invite disaster and
the wrath of the spirit world. At times when a
of the gods. Oracles often superstition completely hampers a humanoid,
opposed to a single deity, the oracle reads the signs and omens in order
bribging the words of all to the ears of the to find a way to appease the spirits and break
triqes. They are the keepers of folklore and the paralyzing fear.
mypery, the clerics of fear and superstition. Oracle player characters always speak of
Thdy tend to be isolated even when they are visions and the future. They will allow nothing
part of a community. to be done until they read the signs and por-

80 ChapterThree
tents. While this could get on the nerves of less- W u Mest I
superstitious party members, oracles also bring
with them a number of skills and abilities which War priests are clerics of battle. These
make them very good companions to have humanoids preach a dochine of might as right,
around. In addition, these characters can also administering to the body as much as to the
serve as toole of the DM through which valuable soul. Not only do they bring the faith to the
clues (and red henings)can be passed along. warrior classes, they also fight beside them
Weapon Proficiencies: Oracles must select when they march to war. War plieets are clerics
their weapons from those allowed to priests. with better than average combat skills. They
Nonweapon Proficiencies: burn with the indignation of their violent gods,
Bonus hficiencies: Danger sense. wielding weapon and holy symbol in harmony
* Recommended, General: Chanting, direc- for the faith they believe.
tion sense, observation, weather sense.
* Recommended,Warrior: Survival. they may turn away from the J
When war priests become pla er characters,
deities of their
tribes, but they uickly find new gods to replace
Recommended, Priest: Astrology, read-
ing/writing, religion, spellcraft. them. These gOl . s may be less evil, but they are
Recommended, Wizard: None. no less violent. These priests follow war gods
Recommended, Rogue: Information gather- and only war gods.
ing, ventriloquism. Requirements: This kit is only available to the
following humanoid races: bugbears, gnolls,
Forbidden: None. flinds, goblins, hobgoblins, kobolds, half-,
Equipment: Oracles may use any armor and orc, half-orcs, and saurials. War priests can be
equipment allowed to their class. male or female, and they can be of any align-
Special Benefits: Oracles have the ability to ment. The minimum Strength score r e q W for
receive visions of the future twice per month. members of this kit is 12.
These visions will be true, although they may Role: War priests lead the faithful to battle,
be highly symbolic and open to many interpre- bringing cleric spells to the battlefield along
tations. Other visions may come unbidden, but with their weapons of choice. They are I.espeaed
these may or ma not be true.
Y
Magical Abi ities: Druidic oracles have
access to the standard druidic spheres. Other
among those races which engage in war as a
way of life, and feared among those race8 that
prefer more peaceful solutions.
oracles have following spells. War priests usually attend to the spiritual
Major Access: All, Divination, Protection, needs of warriors, considering others as less
SUn. worthy of their attention. They foretell when the
Minor Access: Charm, Guardian, Healing, gods want their followers to go to war. They
and Necromantic.
Forbidden Spheres: All others.
Oracles can turn or control undead as other
R
prepare the troops with ins irational sermons
and clerical blessings. They "ght alor\gei& W r
followers, bringing the wrath of their gods upon
clerics. their enemies.
Special Hindrances: Oracles will receive no War priests often become adventurers at the
clear visions regarding events in which they bequest of their deity. They often go on long
are fated to play an active role. Using a vision quests as part of their normal duties. Others
for personal gain immediately draws a curse turn away from their gods to take up the other
(in the form of a penalty imposed by the DM). faiths. To prove their loyalty to their new gods,
Wealth Options: Oracles receive 3d6 x 5 gp these war priests may also take up holy quests
initially. at the side of adventuring parties.

Humanold Kits 81
Weapon Proficiencies: War priests wield the
weapon of their war god.
Nonweapon Proficiencies:
Bonus Proficiencies: Wild fighting.
Required Proficiencies: Religion.
Recommended, General: Endurance, intim-
idation, riding (land based).
Recommended, Warrior: Armorer, black-
smithing, blind-fighting, close-quarter fight-
ing, weaponsmithing.
Recommended, Priest: Engineering, heal-
ing, spellcraft.
Recommended, Wizard: None.
Recommended, Rogue: None.
Forbidden: None.
Equipment: War priests may purchase any
equipment they choose, including any armor
and any weapons. They can use any magical
items normally available to priests.
Special Benefits: War priests can acquire tual L es or to accomplish some great task
warrior proficiencies without spending an for their gods. No matter what mission the
extra slot. party may be involved with, a wandering mys-
Magical Abilities: War priests are allowed tic will take every opportunity to find converts
the following spells. to his or her faith.
Major Access: All, Combat, Healing, Pro- Requirements: This kit is available to the fol-
tection. lowing humanoid races: alaghi, bugbears, cen-
Minor Access: Guardian, Necromantic, taurs, gnolls, flinds, goblins, hobgoblins,
Divination, Sun. kobolds, mongrelmen, half-ogres, orcs, half-
Forbidden Spheres: All others. orcs, saurials, and swanmays. This kit is open
War priests can turn or control undead as to all genders and alignments.
other priests. Role: Wandering mystics come in two forms.
Suecial Hindrances: None. The first is a cleric of a particular humanoid
Wealth Options: War priests start play with race who receives a vision to preach to those
3d6 x 5 gp. beyond the limits of the tribe's territory. The
second is a cleric who finds faith not in the
Wanderlng Mystlc gods of his race but in a totally foreign deity.
While this cleric may try to convert his own
Wandering mystics are humanoid clerics tribe, he will quickly decide to find converts in
who leave their tribes to preach to others. They less-hostile locations.
either go in search of converts to their race's Wandering mystics are voices in the wilder-
faith, or, if they have rejected their race's ness, attached to no organized temple or reli-
deities, they seek to bring the tenets of a new gion. They are loners on missions for the gods
religion to those who have not yet heard them. they serve, traveling wherever their faith leads
Player character wandering mystics join up them. A wandering mystic can be a strange
with adventuring parties to serve as their spiri- sight, striding out of the wilderness with

82 ChapterThree
words of inspiration for all who would hear.
While they might sometimes work with those
clerics of their gods who are attached to an
organized religion, more often than not they
are at odds with these clerics. They d o not
believe in the trappings of tradition and regi-
ment. They preach a looser, less confining form
of spiritual worship.
Player character wandering mystics may
appear disheveled, distant, and even crazed.
They follow voices only they can hear and see
sights meant for no other eyes. When they join
with an adventuring party, it is because they
are following the will of their gods.
Weapon Proficiencies: Any weapon nor-
mally available to mystics base priest class can
be selected by the mystic.
Nonweapon Proficiencies:
Bonus Proficiencies: Survival (of choice).
Required Proficiencies: Fire-building.
Recommended, General Agriculture, animal
handling, carpentry, cobbling, cooking, fishing,
leatherworking, pottery, seamstress/ tailor,
stonemasonry,weaving.
Recommended, Warrior: Endurance, sur-
vival.
Recommended, Priest: Healing, herbalism,
local history
Recommended, Wizard: None.
Recommended, Rogue: None.
Forbidden: None.
Equipment: Wandering mystics may use any
weapon or armor available to their base priest
class.
Special Benefits: None.
Magical Abilities: Wandering mystics have
the sphere selection of their base priest class.
They turn undead like their base class.
Special Hindrances: Wandering mystics start
play poor (see Wealth Options).
Wandering mystics suffer a 2-point penalty to
reaction rolls when dealing with religious
NPCs (of any faith, including their own).
Wealth Options: Wandering mystics start
with one weapon and 3d6 gp.

Humanoid Kits 83
Scavenger stench linger gently about him, marking the
scavenger for what he is.
Scavengers combine a number of skills and While a scavenger will be proficient with the
abilities to create a unique humanoid character normal thieving skills, these are rarely used
kit.[They are expert hunters and searchers, able except in the pursuit of salvage. These
to locate salvageable items in all types of wilder- humanoids do not believe in stealing as such
ne89 terrain. They are artists and craftsmen, able (except when haggling for trade, see below),
to fix up what they find (at least as far as surface for they see garbage and the dead as prime
demils are concerned) to sell it at a profit. They treasure to be sought and salvaged. It is not
are cunning and shrewd, crafty peddlers and stealing to take what has been discarded, lost,
traders who can usually get the best price for or forgotten. In fact, scavengers will often fol-
their wares -and perhaps a good bit more. low war parties to pick at the remains of battle
Player character scavengers have never lost the way vultures pick at bones.
thelr desire to poke around garbage and other For all his disheveled appearance, the scav-
discarded goods. Nothing thrills a humanoid enger is a shrewd tradesman. He repairs and
scavenger more than to discover a bright trea- cleans up the treasures he finds, turning worth-
sure beneath a mound of junk. Often, an adven- less junk into desirable wares. When enough
turing scavenger takes u p with other items have accumulated, it's time to go to a vil-
adventurers to secure protection as the hunt lage or town to peddle the wares. Few can get
for ;salvageablewares continues. the better of a scavenger in a trade -this is usu-
qequirements: None. Any humanoid rogue, ally where they make most of their wealth.
regardless of race, can be a scavenger. Scav- While they will sell items of true worth (if they
engers can be of any alignment or gender. do not want to keep them), more often scav-
Qole: Scavengers fill a role similar to that of engers sell junk disguised as treasure. They can
their animal counterparts - they live off the clean and repair weapons and armor to make
remains of others. These remains can be figura- them look like new, but the first real use of these
tive or literal, for scavengers look for salvage- items will reveal them as well-polished garbage
ablp goods among discarded waste and on the that breaks under the least bit of pressure.
bodies of the dead. Weapon Proficiencies: Members of this kit
Scavengers rarely operate as members of a may select any weapons and equipment nor-
humanoid tribe. More often, they are outcasts mally available to thieves.
who turn to picking through the garbage of Nonweapon Proficiencies:
others to survive. Some even team up with Bonus Proficiencies: Looting.
othler outcasts to create scavenger gangs, but Required proficiencies: Appraising.
this is rare. Most scavengers prefer to keep Recommended, General: Artistic ability,
whatever treasures they find for themselves. blacksmithing, carpentry, direction sense, fast-
Soavengers often look like garbage pickers - talking, leatherworking, pottery, riding (land
they are dirty, dusty, grimy, and often have an based), seamstress/tailor, weaving.
unpleasant stench about them. Those just back Recommended, Warrior: Survival (as
from a scavenger hunt might also be sur- appropriate), tracking, weaponsmithing.
rounded by flies and other insects, though Recommended, Priest: None.
mogt other scavengers would hardly notice. Recommended, Wizard: None.
Evan when a scavenger tries to make himself Recommended, Rogue: Ancient history,
prepentable before approaching a village to forgery, gem cutting, local history.
hawk his wares, the telltale signs of dirt and Forbidden: Reading/writing. Scavengers

84 ChapterThree i
I I
L

know the value of books and scrolls, but lack and honest jobs are hard to find. At first, these
the ability to read or write. They can learn this characters turn to begging in order to earn a
proficiency during the course of a campaign. living, and they quickly become very good at
Equipment: Scavengers can purchase and it. But as time passes, they discover that they
use any equipment and armor usable by must sometimes turn to other means to sur-
thieves. In addition, they must spend one- vive. At these times, tramps learn to take what
quarter of their starting funds on trade wares. they require. They consider the coins and items
The money represents all that was involved to they steal to be alms which are rightfully theirs
turn salvaged items into trade goods. -its just that the good people forgot to drop
Special Benefits: When meeting others in these items in their begging bowls.
order to peddle salvaged wares, a scavenger Tramps often set up on a busy street, begging
receives a +2 reaction bonus. for coins from passersby. Tramps may appear
Special Hindrances: In all other situations, a sickly and in need of alms, but they are perfectly
scavengers appearance (and stench) grants able-bodied. To them, begging is a career and an
him a -2 reaction penalty. art, as honorable as any other profession. Using
Wealth Options: Scavengers begin play with disguise and acting skills, a tramp will have one
2d6x5gp. particular identity on one corner, and a com-
pletely different identity on another. They use a
Tramp variety of pity-inducing ploys, fast-talking, and
sad stones to earn the charity of strangers.
While scavengers pick through the garbage These humanoids have excellent observation
of the wilderness, tramps search the waste of skills, and many sell information to those who
civilization. These humanoids are beggars and seek it. Tramps know when n a v people amve
thieves, asking for donations with one hand in their part of the city, they notice any unusual
and stealing a heavy purse with the other. In activity going on, and they quickly spot easy
many ways, tramps resemble scavengers - marks - those who will give generously of
they wear rags and ripped, dirty clothin
smell bad, and they often seem sic lythey
crazed. But tramps live among humans and
t or
their own accord, or with a little help from the
tramp. They are always listening for gossip
and rumors, and they know when important,
demihumans, surviving on generous dona- well-paying members of society are looking for
tions either freely given or secretly taken. particular bits of information.
Tramp player characters often join adventur- When information gathering and begging fail
ing parties for a change of pace. While the to produce enough revenue, tramps wander
streets and alleys have excitements all their the crowds in search of pockets to pick and
own, tramps sometimes yearn for true adven- purses to cut. Some even engage in such activ-
tures. Of course, they must convince the party ity for the fun, excitement and challenge it pro-
that they have skills to offer that will make vides, for street begging can become dreadfully
their inclusion worthwhile. boring after a time. Tramps will not take unnec-
Requirements: Any humanoid rogue can essary risks, preferring challenges that are well
take the tramp kit. within the scope of their abilities. They even
Role: Tramps are humanoid outcasts who turn to shoplifting when a particularly tempt-
wind up in human towns and cities. For a vari- ing item catches their eyes.
ety of reasons, they have left their tribes and As player characters, tramps provide a vari-
come to the cities to find their fortunes. Unfor- ety of skills to an adventuring party. They are
tunately, humanoids are not always welcome, masters of disguise, decent spies, consummate

HumanoMKlts 85
actors, and professional thieves. They are also Tunnel Rat
cowardly, unsavory, and greedy to a fault, but
nobgdys perfect. Tunnel rats come from the ranks of all human-
Weapon Proficiencies: Tramps choose their oid races that dwell beneath the earth. They
twoiinitial weapons from the following selec- serve as advance scouts and explorers for their
tioni club, dagger, dart, knife, sling, and staff. tribes, using whatever skills they can pick up
Noqweapon Proficiencies: to survive the unknowndangers waiting below
$onus Profiaencies: Begging. the ground. The good ones have learned to be
Required Proficiencies: Observation. keen observers and decent fighters, for they
Recommended, General: Acting, alertness, must be able to spot natural and artificial traps
fast-- fortune hiding, voice dmiay before they stumble into them, and they must
Recommended, Warrior: Survival (urban). be able to defend themselves against other
Recommended, Priest:None. subterranean races and the monsters that
Recommended, Wizard: None. dwell below. The bad ones are all dead.
Recommended, Rogue: Appraising, dis- Player character tunnel rats perform the
guise, forgery, gaming, information gathering, same services for adventuring parties as they
juggling, local history, reading lips. did for their tribes. They take the point, using
Rorbidden: None. their skills and abilities to pick a safe path
Equipment: Tramps have very little in the through dungeons and underground tunnels.
way of equipment. They cannot afford to When they encounter dangers, they warn their
appear even marginally well off.At most, they companions and take the necessary steps to
carry a simple bowl and a weapon that can be make the way safe.
hidden beneath their beat-up clothing. When Requirements: Tunnel rats must come from
not engaged in begging or other low-profile the races that live and labor beneath the
activities, tramps can wear any armor and ground. Of those humanoids detailed in this
carry any weapons usable by thieves. book, the following may select this kit: goblins,
Splecial Benefits: Tramps are particularly hobgoblins, kobolds, orcs, and half-ores. There
adept at sizing up potential targets. By making are no special alignment or gender require-
a successful observation proficiency check, a ments. A tunnel rat usually has a lower
t r a q p can accurately determine the subjects strength or Constitution than is typical.
class group. A second check can be made to Role: Tunnel rats serve as bait for the human-
determine the characters level. If this check oid tribes which live and work in subterranean
succeeds, the tramp learns whether the level of areas. At least thats how their fellows view
the abject is less than his own (yes or no). A them. When humanoids find new tunnels to
roll qf 1 on either check reveals exact informa- explore and new mines to dig, or when they
tion.1 If the subject is disguised, a -5 penalty decide to spy on their underground neighbors,
appl@sto both types of check. the first thing they do is select a member of the
Special Hindrances: lYamps suffer a -3 reac- tribe to be bait. Ropes are attached to the bait
tion roll penalty when dealing with characters and it is sent into the unexplored tunnel to
who rarent thieves. search for traps, hostile creatures, and other
Fonevery point of visible AC better than their dangers. If the rope reaches the end of its
natural armor class, tramps suffer a -1 penalty length and nothing bad happens, then the rest
to their begging proficiency checks. of the tribe knows its relatively safe to follow
W d t h Options: Tramps begin play very lit- the bait into the tunnel. Those that survive this
tle mpney, receiving only 2d6 gp, particular job often become quite skilled.

86 ChapterThree
I
~

When this occurs, they $re no longer called Bonus Proficienaes: Close-quarter fighting.
bait. They earn the title of nnel rat. Recommended, General: Alertness, danger
Even successful tunnel ra rarely achieve high sense, direction sense, hiding, navigation (under-
regard in the tribe. They l !re the butt of jokes, ground), rope use,survival (underground).
seen as poor fighters becaqse they do not get to Recommended, Warrior: Endurance.
fight with the rest of the w 'om.They are also Recommended, Priest: None.
considered extremely A b l e , for their job is Recommended, Wizard: None.
to find dangers before the rest of the tribe canbe Recommended, Rogue: Jumping, tightrope
hurt. As finding these dangers often means walking.
rx"
death, all tunnel rats are co idered to be living
on borrowed time. If a tu el rat dies by stum-
bling into a trap, causing a bve-in, or springing
Forbidden: None.
Equipment: Tunnel rats can use and pur-
chase any equipment and armor normally
an ambush, then he has ddne his job. There are available to thieves. They should purchase
no tears, for more bait is Waiting to be tossed basic survival equipment, including ropes,
into the tunnel ahead once a rat falls. pitons, tools, food and water, etc.
The best tunnel rats have a stubborn will to Special Benefits: Tunnel rats receive a +5%
survive. With a little luck and a lot of detenni- bonus to their initial findlremove traps, move
nation, these characters train themselves on silently, and climb w l l s skills.
the job. They learn to s ot and disarm traps,
g
for they believe that is a etter course than sim-
ply stepping into them arid setting them off.
Special Hindrances: Tunnel rats have a -10%
penalty to their pick pocket skill and a -5%
penalty to their read languages skill.
They learn to move with stealth and to keep Wealth Options: Each member of this kit
hidden so that they may gee enemies before begins play with ld6 x 10 gp.
they are seen. They learn (io climb, to hunt, to
fight, to find their way in the most confusing shadow
tunnels, for to do less is to fail at the task their
chiefs have given them. Shadows are humanoid assassins. They have
Of course, some decide that they do not like made their way in the world by killing others
being unappreciated. These individuals leave for profit. While many have private codes, oth-
their tribes in order to find fame and fortune. ers hire themselves out to the highest bidder.
They sell their skills to those who need them, Shadows have a reputation for being compe-
often joining adventuridg parties about to tent, cold-blooded, and extremely efficient.
embark on an underground quest. Thus, when they no longer actively take com-
Tunnel rats are extremely self-sufficient. They missions, they tend to drift into related activi-
are almost supernaturally silent, appearing ties: spying, bounty hunting, and the like.
from the shadows without warning when the Shadow player characters are extremely rare,
rest of their party least expects them. They are but they might join adventuring parties with
not easy to like, and they seldom make good similar interests and goals. They are loners by
friends, but they are invaluable when explor- nature, however, and seldom stay with a p u p
ing the regions below the ehrth. for long.
Weapon Proficiencies: Members of this kit Requirements: Shadows can be of the fol-
must take the short sword proficiency. The lowing races: bugbears, bullywugs, gnolls,
other slot can be filled from the weapons flinds, goblins, hobgoblins, kobolds, lizard
usable by thieves. men, mongrelmen, ogre magi, orcs, or half-
Nonweapon Proficiencies: orcs. Either gender may become shadows. The
I
character must have minimum Strength and Equipment: Shadows can use all types of
Dexterity scores of 12, and a minimum Intelli- deadly equipment, but they are limited to the
gence of 11 to choose this kit. Shadows can be armor types available to other thieves, plus
of any non-good alignment. shields. Shadows do not make use of poison.
Role: Shadows are spies, assassins, and They prefer to eliminate their targets with
enforcers. Most leave their tribes to practice weapon and combat skills.
their profession in the outside world. Shadows Special Benefits: When attacking with sur-
earn their name from the way they live. Most prise, a shadow kills the victim if a hit is scored
are unseen until they strike, maintaining a low and the victim fails a saving throw vs. death;
profile even when not on a job. provided the victim has hit dice less than or
Most assassin guilds have at least one equal to the shadows. Otherwise, damage
humanoid shadow on their rolls. They are equal to a backstab is inflicted.
saved for special assignments and for specific Special Hindrances: All thief abilities except
clients who favor their dark ways. Active backstabbing are rated two levels less than those
shadows are proficient at stealth and killing, of a thief of equal level. This means that all ini-
and spend much of their time honing their tial thief abilities except hew noise have an
fighting skills to a fine edge in anticipation of additional -10% penalty.
the next assignment. Most are cool, calculating Wealth Options: Each shadow begins play
killing machines, and display a frightening with 2d6 x 10 gp. This sum represents all that
lack of emotion when accomplishing their jobs. remains of a shadows last pay.
Player character shadows are nearly always
of neutral alignment and have often retired to Humanold Bard
general adventuring. Those still active as
assassins often see themselves as agents of the Humanoid bards are basically humanoid ver-
forces of justice, the balance, tribal law, or sions of the human and half-elf bard. They fol-
some other principle. They consider the deaths low all of the rules which apply to normal
they cause as justifiable evils, and only take bards, though they have some special differ-
commissions that fall into this category. ences that separate them from the bards every-
Weapon Proficiencies: Shadows may select one knows. Unlike a true bard, who is a
any one-handed weapon, any weapon avail- jack-of-all trades, humanoid bards (with some
able to thieves, plus others appropriate to their exceptions) normally focus on a particular
profession (e.g.:blowgun, etc.). brand of entertainment. Many sing, some
Nmweapon Proficiencies: dance, some act or tumble. A few even create
Bonus Proficiencies: Disguise. and recite poetry. Whiie most humanoid bards
Recommended, General: Acting, alertness, attempt to appeal to their particular audience,
begging, danger sense, hiding observation, some (like mongrelmen bards) labor to create
voice mimicry. art that few other races can appreciate.
Recommended, Warrior: Hunting, intimi- Requirements: Aarakocra, centaurs, flinds,
dation, tracking. monplmen, satyrs, voadkyn, and wemics can
Recommended, Priest: Reading/writing. choose the bard kit. All must have a minimum
Recommended, Wizard: None. Dexterity and Intelligence of 13. Most must
Recommended, Rogue: Blind-fighting, have a minimum Charisma of 15. Mongrelman
closequarter fighting, information gathering, bards must have a minimum Charisma of 15
jumping, tumbling. among their own kind. Humanoid bard align-
Forbidden: None. ment must be at least partially neutral.

88 ChapterThree i
Role: While all humanoid races have enter- Recommended, Wizard: Any, except spell-
tainers and storytellers, only a select few can craft.
produce characters which come close to the Recommended, Rogue: Any
true bard class. These humanoid bards pro- Forbidden: Spellcraft. Humanoid bards
duce beautiful and inspiring ballads and songs never learn this proficiency.
(at least as far as other members of their race is Equipment: Humanoid bards may purchase
concerned), and some even learn to grasp the any type of armor up to and including chain
intricate tastes of other cultures. In their own mail, and any equipment (except shields).
communities, humanoid bards are the keepers Special Benefits: Humanoid bards can influ-
of tribal history, the chroniclers of important ence the reactions of groups of NPCs like true
events, and the ambassadors to other tribes. In bards. NPCs not of the bard's race receive a +3
human society, they are more often entertain- bonus to their saving throw. NPCs of the bard's
ers, tugging a wide variety of emotions out of race have a -2 penalty to their saves.
their audiences in exchange for profit, food, or Members of this kit can inspire and rally their
shelter. companions with heroic songs and tales. This
Even the best humanoid bards are often con- takes four rounds to complete, at the end of
sidered funny by humans and demihumans. which time those who heard the inspiration
Though this pains these artists, they accept (within a IO-foot radius of th humanoid bard)
their lot and try to make the best of it. Once in receive one of the follow$g benefits (as
a rare while they are able to get across a mes- decided by the bard): +I to attack rolls; +I to
sage besides humor, but these flares of bril- saving throws; +2 to morale. Members of the

\
liance which cross over racial boundaries are bard's race receive an additiona +1 bonus. The
fleeting indeed. chosen effect lasts one round p r level of the
Humanoid bards make excellent adventuring bard. Companions who are activ y engaged in
companions, using their entertaining skills to battle cannot be inspired.
brighten moods and inspire confidences. They The humanoid bard can counter opposing
have a variety of proficiencies to call upon, and sound-based attacks. This benefit can be used
while not as versatile 88 true bards, what skills against songs, chants, wails, and magical com-
and abilities they do have make them fairly mands or suggestions. This ability requires
formidable and extremely helpful. intense concentration, as per the bard rules in
Weapon Proficiencies: Humanoid bards are the Player's Handbook.
restricted as to weapons carded by thieves. The humanoid bard has a 5% chance per
Nonweapon Proficiencies: level to identify the general purpose and func-
Bonus Proficiencies: Local history. tion of any magical item.
Required Proficiency: musical instrument Special Hindrances: Humanoid bards do
and one of the following: chanting, dancing, have any spellcasting abilities. When attempt-
juggling, poetry, singing. ing to entertain groups not of their own race,
Recommended, General: Acting, artistic humanoid bards suffer a -3 penalty to all profi-
ability, chanting, craft instrument, crowd ciency checks. Mongrelman bards can only
working, dancing, drinking, eating, etiquette, affect such crowds negatively.
fortune telling, languages (modern), poetry, Wealth Options: Humanoid bards initially
rope use, voice mimicry, whistling/humming. receive 3d6 x 5 gp to purchase equipment.
Recommended, Warrior: Any.
Recommended, Priest: Any, except spell-
craft.
I
Hurnanold Klh 89
Humanoid characters have different profi- Table 4 Nonweapon Proficiency Groups
ciencies available to them than other character
races because of the cultures and societies in General
which they live. In this chapter, all of the profi- Slots Relevant Check
ciencies available to starting humanoids have Proficiency Req'd. Ability Mod.
been gathered into one master table. This table Acting* 1 Cha -1
includes all of the proficiencies listed in the Agriculture 1 Int 0 !
Player's Handbook, as well as selected proficien- Alertness' 1 Wis +1
cies from the other books in the PHBR series.
Those listed in boldface type are new to this
book and are explained in the text.
Italicized proficiencies require the player to
record a specific topic or area covered by the 1 Cha Special
proficiency. For example, if a goblin PC takes
animal training, he must specify a type of ani-
mal, such as a worg. This would be recorded as
Animal Training (Worg). Additional slots can
be used to improve the specified proficiency or
to gain a new area of expertise, like Animal Cobbling 1 Dex 0
Training (Hawk).
Those proficiencies marked with an asterisk
(") are from one of the other PHBR books,
though they might fall under a different group-
ing bhan those listed here. They are explained Danger Sense 2 Wis +1
briefly in thisbook for ease of reference. Direction Sense 1 Wis +1
Important Note: The description given here Drinking C -on 0
for Alertness replaces the description in the
Complete Thief's Handbook.

Proflclcncles and Speclnlizatlon Fire-building


Fishing
As explained in the Player's Handbook, a
weapon proficiency measures a character's
knowledge and training with a specific
weapon. All of the weapons listed on Table 44
of the Player's Handbook are available to all Leatherworking 1 Int 0
humanoid races, unless otherwise stated in the Looting* 1 DeX 0
initial racial weapon proficiencies detailed in
Chapter Two. The new weapons described in
Chapter Seven of this book are also open to
many of the humanoid races. Single-class
humanoid fighters can specialize according to
the rules in the Player's Handbook for weapon Riding, Land-based 1 Wis +3
specialization. Rope Use 1 Dex 0
Seamanship 1 DeX +1

90 Chapter Four
Seamstress/Tailor 1 Dex -1 Musical Instrument 1 DeX -1
Singing 1 Cha 0

Rogue
Slots Relevant Check
Proficiency Reqd. Ability Mod.
Aainp. 1 Cha -1
Ancient History 1 Int -1
Slots Relevant Check
Prcifidency Reqd. Ability Mod.
Animal Lore 1 Int 0
Armorer 2 Int -2 Disguise 1 Cha -1
1 DeX -1

.
Endurance L
Juggling 1 DeX -1
Ga*g 1 Jumping 1 Sb 0

Navigation
Running Con 4 bbling 1 Dex 0
Ventriloquism 1 Int -2
Wizard
Slob Relevant Check
Proficiency Reqd. Abilrty Mod.
Ancient History 1 int -1
Priest Astrology 2 Int 0
Slots IRelevant Check
Proficiency Reqd. 1 Ability Mod.
Ancient History Int -1
AStaolOgy 0
Engfneering 2 -3
&ding/ Writing 1 Int +1
Religion 1 wis 0
Spellcraft 1 lnt -2

Humanold Profldendes 91
~
Ngnwcapon Proflclencies
ew proficiencies and existing proficiencies Begging serves two functions. First, it allows
in the Player's Handbook characters to pose convincingly as beggars
Those not described can (and many humanoids in civilized areas spend
Player's Handbook. some time begging for a living). Success in this
function is automatic and no checks must be
made. Second, it allows the character to earn a
minimal daily income. To use this proficiency
allows a character to skill- to earn money, it must be used in an area where
people are present.
The following modifiers are suggested to the
has both acting and dis- DM as guidelines. They d o not take into
check for either is made account the wealth of a particular locale, just
the population density. Impoverished regions
roficiency checks are required only if the might have greater negative modifiers, as
actpr must portray a particularly difficult role might certain affluent areas with long tradi-
or 1s attempting to "ad lib" without rehearsal. tions or great reputations for stinginess.
Begging Modifiers
'Ilhis proficiency allows a character to instinc- Locale Modifier
tivply notice and recognize signs of a distur- Uninhabited/Wilderness Failure
balhce in the immediate vicinity. This ability Countryside -7
a character's chance of being surprised Hamlet,Village -5
makes a successful proficiency check. Town -2
8
(N te that this replaces the description of this
pr ficiency in the Complete Thief's Handbook.)
City 0
A successful check enables a character to beg
A d m d Nolse for enough money, goods or services to meet
his basic needs (a little food and drink, a place
4 character with this proficiency can imitate to sleep). Begging cannot force PCs to give
made by various animals. A suc- away money. Players are always free to decide
means the character's noise can- how generous their characters are.
from that of the actual
Bllnd-flghting"
See the Player's Handbook for full details on
this proficiency. In general terms, this profi-
ciency reduces the penalty for fighting while
blinded from -4 to -2. It similarly reduces the
ch ks to determine if they also realize the ani-
T
ma noise is an imitation.
penalty for fighting invisible opponents.
Because many humanoids have infravision,
this proficiency is not usually as useful for
humanoids as it is for humans.

92 $0 Chapter Four
Chantlng only when attempting to prepare a truly mag-
nificent wheel of cheese as a special gift or for a
fellow workers or special celebration.
checks are used to
Close-quutcr Fighiing
Humanoids with this proficiency have
learned to fight in the cramped confines of
dungeons and underground lairs. In such loca-
tions, or in other extremely close fighting con-
ditions, characters armed with bludgeoning or
piercing weapons (or their own natural
weapons) receive a +2 bonus to attack rolls.
Slashing weapons cannot be used in close-
Chccsemaklng quarter fighting. This bonus is not cumulative
with wild-fighting.
A successful proficiency check at the start of
combat yields this bonus. Failure means the
humanoid fights normally

Humanoid ProAdencles 93
raft Instrument proficiency check will alter the crowds reac-
tion by two levels (or convinces them to donate
twice as much money to the entertainers as
they normally would).

Danger Sense
This proficiency provides a humanoid char-
a character the acter with a sixth sense which warns of
impending danger. On a successful check, the
character avoids a trap at the last second or
aracters must buy material equal to one realizes that opponents wait to ambush him
ter of the instruments sale value. Wind due to a sudden warning tingle that cannot be
percussion instruments require Id6 days ignored. Characters who make successful
crafting, stringed instruments 2d8 days, and checks spot traps before blundering into them
yboard instruments 3d10 days. Each day of and receive initiative against hidden oppo-
rk requires 10 full hours spent crafting the nents. This proficiency does not work against
trument. If craftsman tools (cost 25 gp, opponents who are out in the open and mak-
ing no attempt to hide their actions. Failure
indicates that the character senses nothing out
of the ordinary and play continues normally.

Ddnklng
This proficiency, and its companion profi-
ciency, Eating, is important to many humanoids,
including centaurs, satyrs, and wemics. A sue
cessful check indicates that the humanoid can
consume up to twice as much as normal at one
sitting. This will allow the humanoid to go
twice as long without drink before beginning to
suffer adverse effects. If alcoholic beverages are
involved, a successful check allows the human-
oid to consume twice as much before advase
+wd Working effects begin to bother him.
Characters with this proficiency are familiar
They are skilled at Mn.3
their behavior Much l i e the drinking proficiency, this profi-
ciency allows the humanoid to store up food.
A successful check indicates that the human-
and fortune tellers, to a m - oid can consume up to twice as much as nor-
mal. This allows the humanoid to go twice as
long without food without suffering any
adverse effects from hunger.

94
I
ChapterFour

I
Fast-talking they are all fake. Humanoids with this skill
employ odd-looking devices, sonorous oratory,
Fast-talk is the art of di traction and conning or other methods to convince others that they
NPCs. If a successful droficiency check is are authentic soothsayers. Common methods
made, the fast-talker weaves a successful scam. include cards, palm reading, counting bumps,
Modifiers are based upoa the Intelligence and casting runes, examining animal entrails, and
Wisdom of the NPC tardet, as shown below. more. Humanoid fortune tellers put on a good
DMs may also introduce1 modifiers according show, then proclaim whatever prediction they
to the difficulty or plaqsibility of what the want. This is done to gain money from the
character is attempting as well as the racial gullible, to impress other humanoids, or even
preferences of the target kracter. to substitute for a true diviner when none are
available. Humanoids are extremely supersti-
Fast-Talking b, odifiera tious, after all, and many tribes are happy to
have the services of a fake when no true
Target's Target's shaman is available. Without the fortune teller,
~

Intelligence Mod. iWisdom Mod. many tribes might be paralyzed by their fear of
3 or less NA : 3 -5 the unknown.
4-5 -3 4-5
~ -3 A successful proficiency check indicates that
6-8 -1 6-8 -1 the target believes the fortune. If it fails, the
9-12 0
~

0 sham is discovered or the fortune is simply not


+t 13-15 +1 believed. Failure for a character trying to con-
16-17
~

+2 +3 vince his tribe of his powers could prove


18 +3 16 +5 deadly -for the fake! The fast-talking modi-
19 +5 19+ NA fiers can be used if the DM desires. Note that
20+ NA PCs are never forced to believe a prediction
regardless of the roll.
Modifiers are cumulative. Targets of Intelli-
gence 3 or less are so dim hat attempts to fast-
E
talk them fail automati ally because they
cannot follow what is beiCg said. Targets with
Intelligence of 20 or mor4 or Wisdom of 19 or
more are impervious to fa$t-talking.

Fortune Telling
~

Many humans and debihumans believe


humanoids have mysterioos powers and abili- Hiding is the ability to instinctively select the
1
ties. While many do hav abilities which are
strange and different, tell ng the future is not
among them (except for the rare shaman or
best hiding place under nearly any condition.
Humanoids who make successful checks can
virtually disappear from view. Success is deter-
witch doctor). However, fdw members of other mined by modifiers based upon the Intelli-
races know this, and that% where the fortune gence of the character being hidden from. This
telling proficiency comes iq. proficiency operates independently of any nat-
With this proficiency, chdracters know a vari- ural camouflage or hiding ability the human-
ety of methods for diviniqg the future - and oid might already have.

Humanoid Proflclendes 95
F

Hiding Modifiera races may want some other type of treasure


(food, magical item, shiny trinket, etch The
Opponent's investment is lost whether or not the desired
Intelligence Modifier information is found.
3 or less -5
4-5 -3
6-8 -1
9-12 0 This proficiency allows characters to bend
13-15 +1 others to their will through fear tactics. NPCs
16-17 +2 who are intimidated are quite likely to do as
18 +3 they are told. They are also very likely to har-
19 +5 bor much resentment against the character that
20+ +7 intimidates them. NPCs will keep their resent-
ment hidden until the first opportunity to
Itrformntlon Gathering avenge their pride arises.
Intimidation can be attempted with either
'Through the use of this proficiency, a human- Strength or Charisma. Strength indicates a
did character can gain information about a spe- threat of immediate bodily injury. Charisma

L
c fic person, place or thing. In appropriate
c rcumstances, a character will be aware of
qajor rumors circulating around a roguish or
uses more subtle threats which need not be
physical in nature.
Player characters are never required to sub-
%

I
manoid area. With a successful check, spe- mit to intimidation.
c 'c information can be gleaned.
/Thefollowing modifiers adjust the check Lootlng
I Characters' reaction adjustments (based on
qharisma) will benefit or penalize the roll, This proficiency represents a knack for grab-
a suming contact with intelligent beings is bing the best loot in the shortest amount of
i volved in the search. time. A successful proficiency check allows a
Thieves' guild members receive a +2 bonus as character to recognize and grab the most valu-
t ey have the resources of the entire guild at able combination of items that is feasible,
t eir disposal. Similarly, outside of towns and given the situational limitsof time and space.
ties, certain humanoid characters may receive
t e same bonus if they have similar contacts
($atyrs and swanmays have woodland crea-
Natural Flghtlng
tures, a goblin may be able to get information This proficiency allows humanoids with nat-
MDm a goblin tribe, etc.). ural weaponry (claws, fangs, tails, etc.) a +1
IWhen outside friendly territory, specific infor- damage bonus on all natural weapon attacks.

% ation suffers at least a -3 penalty,


ony or treasure is required. Any time a pro-
In addition, they receive a free natural attack
beyond normal attacks they are allowed. A

P
f i iency check is required to gather informa-
ti n, the character must make a small
i vestment of money or treasure or suffer an
penalty of -3. Humans prefer
ney, and a total of ldlO gp is typical. Other
successful proficiency check must be made at
the beginning of combat to gain the benefits of
this skill. Failure indicates that the benefits
cannot be used for the duration of the battle.

t-
% -..-,AerFour
I

I-

Observation
I
This proficiency represenfs a characters
exceptionally acute powers of observation.
Whlstling/Hummlng
Characters with this proficiency are excep-
tional whistlers and hummers. They can pro-
DMs may ask for checks (or roll them secretly) duce tunes as captivating as most songs. If a
whenever there is something slightly out of the successful check is made, the character knows
ordinary. Characters with this proficiency have any particular tune in question. If he also has
their chances of finding secret doors increased the animal lore proficiency, he can mimic any
to 2 in 6, and concealed doors to 3 in 6. This bird call he has ever heard.
proficiency covers all the senses. Adventurers also use this proficiency to com-
municate with each other. This type of commu-
Poetry nication is only possible among the characters
who have this proficiency. If two or more char-
This proficiency includes the skills necessary acters with this proficiency make successful
to recite poetry and judge its quality. It also checks, a single concept can be communicated
indicates that a character has a repertoire of between them.
poems memorized for recital at any time. No
check is required for a normal recital. Wlld Flghtlng
If the character can read and write, original
poems can be written. A successful check indi- Characters with this proficiency employ an
cates that the poem is of above average quality. extremely unorthodox and unpredictable
fighting style. Wild fighting is ferocious and
Volce Mimicry deadly, without any grace or discipline. It is
also extremely tiring, as part of its nature is
Voice mimicry is the art of convincingly imi- that it focuses every bit of energy a character
tating the voices of other people. It is a very has into the attack.
demanding skill, requiring intense training The benefits are in the number of attacks the
and practice. character gets and in the amount of damage
A character with voice mimicry can imitate attacks inflict. A wild-fighting character gets
any accent he has heard. Success is automatic one more attack per round than normally enti-
unless confronted by those who speak the tled to. All damage rolls for attacks that hit
mimicked accent (which then requires a check receive a +3 bonus.
with a +2 modifier). However, when wild fighting, a characters
It is more difficult to imitate a specific per- attack rolls also are reduced by 3. Also the
sons voice. Characters can only attempt to attackers armor class is penalized by 3, mak-
imitate voices they have heard. A proficiency ing it easier to hit him.
check must be made to determine if the imita- To use wild fighting, a character must make a
tion is detected. Success is certain if the listener successful proficiency check at the start of
is a stranger to the mimicked character. There combat. A failure means that the character
is no modifier if trying to fool an acquaintance, receives only the penalties of the proficiency
-2 to fool a friend, -5 a close friend, and -7 for and none of the benefits.
extremely close friends and relatives. Wild fighting can only be used twice per day,
as it is extremely tiring. After a battle ends, the

~ ~-
Humanold Roflclendes 97
i

-\\.
Nild fighter must rest for one hour before he Wlnedng
c n again call on the proficiency. Resting
! eans doing nothing but resting or engaging
n This proficiency allows characters to create
in light travel (riding a slow-moving horse, wine from the fermented juice of grapes or
etc.). If the character must walk, he cannot use other plants and fruits well enough to make a
tl+eproficiency until four hours have passed. living at it. The character will always succeed
Without this rest, a tired character suffers a -3 to some extent; proficiency checks are only
penalty to all proficiency checks, a -5 to armor required when attempting to prepare a truly
class, a -5 to THACO,and a -3 from damage magnificent wine as a special gift or for a spe-
rolls. These penalties are in effect until the full aal celebration.
*sting period has elapsed.

96 ChapterFour
I
. .
CHAPTER

than its human or demihuman counterpart.


Lawful tribes p d e r stability and order. They
organize themselves in all endeavors, setting up
rules to cover all aspects of life and society. For
thesetribesto function,thaemustbe an drviovs
and unchanging chain of leadership. In lawful
evil tribes,there are severe lawsand harsh pun-
ishments. These are not established to provide
justice,but to preserve the stability of the t r i i .
Good tribes cherish life. They are more con-
cerned with finding ways to make their tribes
prosper than in competing for social positions
(at least in openly hostile ways). Life is more
positive among these tribes, though not neces-
sarily easier.
On the evil side, might makes right and fear
keeps the masses in line. Change is still sudden
and frequent, but it tends to be violent and
deadly in nature. Many evil humanoids are
nomads, though some do set up semi-perma-
nent settlements when they find a location that
fills their survival needs and greedy habits.
Once settled, they quickly deplete the location
humanoids in a particular campaign of the resource8 that attracted them. They trertt
Examples ax provided, but space limi- the land and its bounties as they treat each
make covering every possible combina- -
other with little respect and as something to
be exploited. When a region no longer suits
their needs (due to their own overindulgences
Ife as a HumanoM and uncaring practices), these humanoids
move on in search of new spoils and plunder.
Chaotics share a frivolous or capricious
nature. Change is often welcome, or and even
sought out on a daily basis. Few activities are
organized beyond the minimum level neces-
sary to accomplish a given task. Some chaotic
cultures seem to find even this level of organ-
ization difficult; disagreements and in-fighting
often result.
On the good side, chaotics like to manage
their own affairs. They may bow to a single
leader, but prefer to do as they please so long
as they stay within broad behavioral guide-
lines. Even though they love independence
and despise rules, many chaotic and good
humanoids come to love nature and respect its

r
'
Chapter Flve

I
bounties. Many form suchclose ties with their to their lifes work.
environments as to become caretakers of a sort. When they near maturity, humanoids ap-
Nature may be used, but never abused. prentice themselves to adults in order to learn
In a chaotic evil tribe, life is even more of a the trades of the tribe. This apprenticeship can
struggle. Not only must tribe members battle be formal, as in the case of orcs, or extremely
the elements, nature and other tribes, they informal where younger tribe members learn
often fight among themselves for positions of through observation and proximity as opposed
leadership and the pick of loot. Life is cheap to specific instruction. In cases where there is
among them, for killing is usually the easiest even a hint of formality, tribal shamans, witch
method of advancement up a tribes social and doctors, and chiefs assign children to specific
political ladder. This may also be true in other trades (hunting, raiding, mining, fighting,etc.).
evil and neutral communities, but such vio- They make their decisions based upon their
lence is usually less random. observations of the children, the needs of the
tribe, the social rank of a childs parents, and
Mbal Llfe by reading the signs and omens associated
with a particular child.
All humanoid tribes share a fear of the super- From an early age, a humanoids role in the
natural, and anything they do not understand tribe is set. Most prefer this arrangement, for it
falls into this category, This results in supersti- ives them a function and purpose. A select
tions which fill their days and nights, and dic- few desire to find their own path, and these
tate the way in which they conduct their lives. inevitably are weeded out through violence,
Superstitions serve to reinforce the opinion cast out by decree, or leave of their own accord
that humanoids are primitive savages, though to make their own lives. These are the outcasts,
few humans get to know them well enough to the hermits, and the adventurers. The few that
see their beliefs in practice. find their way into human soaety are the ones
Tribal life starts in ernest when humanoid we are most concerned with.
children are old enough to understand and
participate in the world around them. Most Soclal and Racial Disadvantages
humanoids relegate different roles and tasks to
males and females, and children are immedi- Humanoids start out with disadvantages in
ately immersed in the social order so that they non-humanoid sodeties. All but the most enlight-
grow to know and embrace it. They receive ened civilizations consider humanoids to be
instruction, usually in informal settings, learn- monsters. Centuries of competition, violence and
ing what they need to survive and prosper by warfare has made humans and humanoids nat-
observing, participating, and some training. ural enemies, striving for the same resources.
The level of training depends on the nature, Truth became legends, and legends bred fears
disposition and societal level of the race in that haunt both sides, filling their heads with
question. During their early years, children truths,half-truths,and lies. But humans are more
spend most of their time with females and numerous, more advanced, more established.
shamans. Here they learn the legends and They are winning the battle of dominion over the
beliefs of their tribe, as well as many of the world. For better or for worn, though there are
social rules they will need in tribal life. Chil- still vast stretches of untamed wilderness, it has
dren begin to work as soon as they are able, at become a human world.
first helping with whatever domestic activities For this reason, humanoids find themselves
the tribe engages in and eventually moving on at a disadvantage. When they leave their tribes

I
I

Role-Playlng Humanoids 101


to find their own path in the world, it mysterious to humanoid characters.
inevitably crosses into human civilization. For example, Breeka the aarakocra enters a
Humanoids are strangers to human civiliza- human town for the first time. What are the
tion (or even demihuman, for that matter). strange wooden caves that humans go in and
They know it only as something out of tribal out of? Why do those humans shake hands? Or
legends, or from the scary stories told around press their lips together? Or give shiny objects
the evening fire, or from the skirmishes their to one another? And why is that human yelling
tribe may have had with a town or village in because Breeka ate the pig in front of his
the past. They do not know the customs. They wooden cave? Breeka, who has never before
do not know the social etiquette. They proba- encountered a human town, finds herself sur-
bly do not understand many of the "advanced rounded by unusual trappings and strange
conveniences that dominate civilized life. practices which she will have to spend time
It is up to players and DMs to work together to getting to understand. While players can role-
stress a humanoid's unfamiliarity with civiliza- play a lack of understanding concerning
tion. In the Same way as a DM describes newly- human social customs, it is u p to the DM to
discovered magical items by their appearance keep in mind that the most obvious thing to a
without giving away any details, so too must a human or demihuman is probably a mystery
DM describe the items and practices of civiliza- to the humanoid, and to describe encounter
tion. From a humanoid's point of view - cloth- scenes accordingly.
ing, armor, weapons, tools, utensils - Beyond the social disadvantages which
everything is strange, wondrous, frightening, humanoids face when dealing with communi-
and unknown. The trappings which players nor- ties beyond their own, there are also racial dis-
mally take for granted should become new and criminations to deal with. Because most

102 Chapter Five


Humanold Tralts
Humanoids have a number of monstrous
when they enter traits. These may be perfectly normal and
a human are allowed to acceptable in their own society, but in human
cities will have society they are gross and frightening. These
humanoids. They traits provide bonuses or penalties to PC actions.
turned away, or Every humanoid has at least one trait that is
shared by every member of its race (this are
given in the humanoid's entry in Chapter W o ) .
The DM may also require humanoid PCs to roll
for 1-2 additional monstrous traits, if desired.
Bestial Appetite 1:Humanoid has the a petite of a
Many inns have rulbs against serving E
large beast; must consume twice as muc food as a
normal human at every meal or suffer a -1 penalty
humanoids. Shops refusf to deal with them.
Local authorities stay clqse, watching for the to Strength and Constitution scores.
least sign of trouble. T have no qualms Bestial Appetite 2 Humanoid has the appetite of a
about arresting and up humanoids huge beast; must consume three times as much food

I
that so much as the wrong as a normal human at every meal or suffer a -2
way -and banishment o confinement are the penalty to Strength and Constitution scores.
nicest things they migh d o to them. Mobs
form quickly in the pres nce of humanoids, Bestial Appetite 3 Humanoid has the appetite of a
ready to take torch and p tchfork to a monster gargantuan beast; must consumefour times as much
in order to protect their loved ones. Again, it is food as a normal human at every meal or suffer a -3
penalty to Strength and Constitution scores.
up to the DM to disadvantage.
Even the most Bestial Fear: Humanoid has a beast's natural fear
of a given thing (PC or DMs choice).In presence of
this thing, the humanoid must make a save vs. spell
oid is allowed to operate bs any normal PC as or suffer effects as per a wizard'sfeur speU.
far as NPCs are concern#, then a great role-
Bestial Habits: Humanoid has a habit that resem-
bles the behavior of a beast as opposed to the behav-
humanoids in ior of a civilized person. These cause a -2 penalty to
reaction rolls.
things are built in
Bestial Intelligence 1:Humanoid has a reduced
InteUigence score of -1; maximum 14,minimum 3.
Bestial Intelligence 2: Humanoid has a reduced
Intelligence score of -3; maximum 12,minimum 3.
problem for the man-siz/ed humanoids, but Bestial Intelligence 3: Humanoid has a reduced
tiny-, small-, and large-si*d humanoids must Intelligence score of -5, maximum 9,minimum 2.
learn to live in a human-sited world.
Bestial Odor: A bad smell; -2 penalty to reaction
checks.

Role-Playing Humanolds 103


Bestial Rage: A monstrous temper; madly attacks Monstrous Dexterity 2: Humanoid has enhanced
nearest character for ld4 rounds if it fails a Wisdom Dexterity; +2 bonus to Dexterity score (minimum 8),
check. The rage should have a specific trigger. -1 penalty to reaction checks.

Bestial Speech:Humanoid has a speech pattern that Monstrous Dexterity 3:Humanoid has enhanced
includes bestial sounds; -2 penalty to reaction checks. Dexterity; t3 bonus to Dexterity score (minimum
lo), -1 penalty to reaction checks.
Bestial Thirst 1:Humanoid has the thirst of a large
beast; must consume twice as much liquid in a day or Monstrous Hearing Humanoid has keen hearing;
suffer a -1 penalty to SEmgth and Constitution 8~01~8. can hear noise as a thief. Base score 25%; +25% at ages
below middle age, +15%at middle age, +0% at old
Bestial Thirst 2: Humanoid has the thirst of a huge age, -15% at venerable age.
beast; must consume three times as much liquid in a
day or suffer a -3 penalty to Strength and Constitu- Monstrous Sight:Humanoid has keen vision; can
tion scores. see to a visibility range 50% greater than a normal
human.
Bestial Thirst 3 Humanoid has the thirst of a gar-
gantuan beast; must consume four times as much Monstrous Size: Humanoid is larger than others of
liquid in a day or suffer a -5 penalty to Strength and his kind (eithertaller or wider); +1bonus to Strength
Constitution scores. score, -3 penalty to reaction checks.
Light Sensitivity:Humanoid is sensitive to bright Monstrous Smell:Humanoid has sensitive sense
light; receives a -1 penalty to all attack rolls made in of smell; +1 on surprise checks, -2 to saving throws
daylight or other bright light conditions. against foul odors.
Monstrous Appearance 1: Humanoid appears Monstrous Strength 1: Humanoid has great
stGange and frightening;-2 penalty to reaction checks. Strength;+I bonus to Strength score (minimum 6),
-1 penalty to reaction checks.
Monstrous Appearance 2:Humanoid appears
strange and frightening;4penalty to reaction checks. Monstrous Strength 2: Humanoid has great
Strength; +3 bonus to Strength score (minimum lo),
Monstrous Appearance 3:Humanoid appears -2 penalty to reaction checks.
strange and frightening;-6 penalty to reaction checks.
Monstrous Strength 3: Humanoid has great
Monstrous Craving: Humanoid sometimes craves Strength; +5 bonus to Strength score (minimum 12),
a particular item (food, drink, or other), chosen -3 penalty to reaction checks.
jointly by the player and DM. When a monstrous
craving occurs (not more than once a week), the Monstrous Taste: Humanoid has a very sensitive
humanoid has a -1 penalty to all ability and profi- sense oftaste; t2 save vs. imbibed poisons.
ciency checks (cumulativeper hour) until the crav-
ing is satisfied. Monstrous Touch: Humanoid has a very sensitive
sense of touch; +5%success chance for delicate
Monstrous Dexterity 1:Humanoid has enhanced manipulations, -2 saving throw against physical
Dexterity; +1bonus to Dexterity score (minimum 6), pain or imitation.
-1 penalty to reaction checks.

104 ChapterFlve
I
Optional Rule: For every special advantage a Banished: For inadvertently committing a
humanoid has due to its racial type, it rolls for crime or social blunder in human civilization,
an extra monstrous trait. Additional traits may the humanoid is banished from the settlement
result in cumulative penalties. Thus, an by a local mob, militia, or adventuring party.
aarakocra PC starts with bestial speech, then
rolls for two more traits. Captured: The humanoid is captured by
those hostile to it and must escape or be res-
Campalgn Complications cued. This complication is often used in con-
junction with another, such as Banished,
Table 1 9 Campaign Complicationsin the table Arrested, Slavers, etc.
section lists some of the more common problems
which humanoid PCs face on a daily basis. Challenged: A human or demihuman NPC
These are presented as suggestionsfor Dungeon decides to impress his or her peers by chal-
Masters to draw from when setting up cam- lenging a humanoid PC to a duel or contest.
paigns containing humanoid PCs. All Dungeon
Masters are urged to expand and customize Cleric: A cleric takes an interest in the human-
these tables for their own campaigns. The more oid. This interest can be with an eye to befriend
powerful a humanoid PC is, the more often a or convert the humanoid, or it can be of a nega-
complication should arise. Experienced DMs tive nature - an evil cleric needs the human-
need not use the tables directly, but can use them oid for some foul purpose, or a good cleric
as reminders of the types of problems decides to eradicate the monster.
humanoids face in human civilizations.
The campaign complications are divided into Educational Limitation: The humanoid runs
two groups: wilderness and civilization. When into a probiem due to a lack of knowledge con-
humanoid player characters are outside of settle cerning the settlement currently being visited.
ments, they will face the types of complications This could do with reading or language, with a
listed on the Wilderness table. In human or demi- knowledge of laws or customs, or even with
human villages, towns, and cities, the complica- understanding the local currency.
tions they must deal with are those of avilization.
A brief description of these complications follows. Exploitation: An unscrupulous human (or
demihuman) takes advantage of the human-
Adventurers: The humanoid character has oid while pretending to befriend him.
become the target of an adventuring party, and Exploitation can be overt: slavery, selling a
must somehow find a way to throw them off humanoid to the battle pits, turning a human-
its trail. The reason for the adventurers inter- oid into a carnival sideshow exhibit; or it can
est should be worked into the campaign plot. be subtle: a swindlers con job, a human trick-
ing the humanoid into fighting his enemies,
Arrested: The humanoid is arrested for com- etc.
mitting a crime, for suspicion of a crime, or just
because the local authorities dont like its pres- Fear: Many humans and demihumans fear
ence. Often, when a humanoid commits a humanoids. To them, humanoids are nothing
crime, it does not know or understand the local but foul monsters. In this type of complication,
laws and customs, or it has fallen prey to humanoids must deal with people who are
unscrupulous exploitation. deathly afraid of them.

Role-Playing Humanoids 105


I

Rogue: A rogue exploits the humanoid (see


Exploitation).
Sentenced to Death: A death sentence is a
from a different race. hard thing to live with, and humanoids often
are from a different race, they could be blunder into them. These should be used o d y
to the characters racial type. rarely, and they will often become the focus of
a particular adventure.
Slavers: Slavers, either humanoid or human,
hunt the humanoid character. If captured, the
character might be sold or taken back to the
slavers community and put to work.
Social Blunder: Due to a lack of understand-
Local Authorities: The local authorities (mili- ing or knowledge concerning social customs,
terest in the human- the humanoid makes a blunder. This can be
mild and amusing, or major and unforgiven.
Any action can become a social blunder, from a
humanoid not knowing the proper way to
An angry mob gathers and comes after respond to a greeting, to the humanoid using a
tribal greeting (which may frighten, anger, or
amuse the humans at whom it is directed).
Superstition: One of the humanoids super-
stitions (see Chapter Six)comes into play at an
The humanoid wanders near a mon- inopportune moment.
Trait: A situation develops wherein one of
for some reason (food, slave, etc.). the humanoids monstrous traits causes a
:The humanoid runs into problem.
g in human society which is a hinder- Ravelers: Traveling humans or demihumans
ed on its size or body type (steep encounter the humanoid and react in one of
too large or small, etc.) several ways: hostile, friendly, suspicious, curi-
ous, fearful, etc. This is one way to bring the
problems of cultural interaction to a humanoid
ws, but humans can character in the wilderness.
oids by refusing to Warrioc A fighter type encounters the human-
e them, throwing garbage at them, calling oid and decides to test his strength against it,
m names, cursing them, or simply going banish it, drive it away, or take other heroic
of their way to avoid them. -
action usually to the humanoids dismay.
dions: A restriction or law hinders the Wizard A mage desires the humanoid. Usu-
oid. Samples: no humanoid can be ally, wizards need humanoids to get special
at a particular shop or establishment; spell components (which may come from the
anoid can enter a particular part of the humanoids dead body!), to help with a magi-
. no humanoid can enter the city itself; no cal ceremony, or to undertake a quest for which
anoid can talk to citizens, etc. they have unique talents.

106 Chapter Five


A Mystedous Wodq just a way of life.
In a world that is often hostile, dangerous
Like the primitive ancetors of humans and and extremely unpredictable, such humanoid

I
demihumans, most hum noids still embrace
the fears and wonders of e primordial world,
a world that still exists n its simplest, most
frightening form. To the humanoid, the world
beyond his fire is unknown. All manner of
superstitions offer some measure of comfort
and control. Naming a fear goes far toward
conquering it, or at least reducing it to a con-
crete thing that may be fought. When fear
sweeps over humanoids, their superstitions

i
creatures and supernatur 1 beings roam these provide assurance that they can influence their
unknown regions,waitin to harm the human- fate with simple, time-honored rituals.
oid who wanders too far om the fires protec- Some rituals require simple actions such as
tive glow. gestures. Others need the additional power of
Even the most civilized lhumanoid will often a physical charm, such as a rabbits foot or grif-
use an elaborate systeni of safeguards that fons quill. Each charm has its own function; a

1
appear irrational to non-humanoids. For exam-
ple, a forest kobold of A n waking on his left
side must immediately s it three times or suf-
fer an unlucky day.
humanoid may carry several different types of
charms to ward off fear or bad luck. These
charms may be worn openly or kept hidden
until needed.

Ir
Many humanoid superpitions are outward To humanoids, who often feel powerless in
manifestations of racial or cultural anxieties, the face of nature, other races, and even their
but others have to do wity the external powers own kind, superstitions are almost a form of
of the world - the god ,spirits, and other personal magic. This magic does not produce
supernatural beings tha populate the cam- impressive displays of light and sound, nor
paign world. These powe s must be bribed or does it strike opponents with deadly force.
charmed into leaving the umanoid alone, lest Instead, it helps a humanoid come to terms
all manner of bad luck an suffering result. with the unknown. Each small ritual, either
%
Humans and demihu an8 might consider
these practices to be out oded, primitive, or
even absurd, but most h manoids consider
positive or negative in nature, is repeated over
and over as a form of cause and effect. If kiss-
ing her sword once helped a female hobgoblin
every such ritual to be of 1 fe-and-death impor- defeat an opponent, then she might have per-

?
tance. This belief stays with a humanoid char- manently adopted the kissing ritual in order to
acter his whole life, no ma er how many years continue her good luck.
he stays away from his t be. Every supersti-
tion has a legend behind t and comes with a
ready-made ritual for a tracting beneficial
Superstitlons In Game Terms

1
influences and warding ff malevolent ones. All humanoid player characters should have
Thus,many humanoid ch racters remain per- two or more superstitions that can affect play
fectly at home in their be iefs, always on the during the course of their adventures and cam-
lookout for signs and omens, ever ready with paigns. The first superstition is racial or tribal,
an oft-practiced ward. common to all members of a particular human-
Humans may well be uricomfortable around oid race or tribe.(Suitable superstitionsare listed
!
humanoids for any num er of reasons, and
many commoner folk de initely find the lat-
ters constant referent+ to unseen forces
in the humanoid racial entries in Chapter Two.)
The second type of superstition is personal. A
personal superstition can be selected by the
unnerving. To the humaboid, however, it is player or rolled randomly on Table 1 8 General

Superstitions 107
I

located in the table section. ture works, however, thefeargenerated by a dose


call with harmful forces may cause the humanoid
to suffer some lesser penalties.
Positive superstition checks are made when
superstitions from the the PC chooses when to call upon the power of
table (as approved by his charm or gesture ritual.
Negative superstition checks must be made
every time the superstition manifests itself.

+
I Penalties and bonuses for superstitions are
Tdble 5 Personal Superstitions not cumulative. Only one type of penalty or
I bonus can be in effect in any given hour.
Prime Requisite Number of Additional
Score Superstitions Success, Positive Superstition: A humanoid PC
9-11 1 succeeding at a Wisdom check when a positive
112-15 2 superstition manifests will receive a t2bonus to
116+ 3 all proficiency and ability checks,and a +1bonus
to all attack rob. These benefits last for one hour
$uperstitions have two functions. First, they and can only be gained once per day, no matter
p vide more hooks for building a humanoid how often the superstition manifests itself.
P 's personality, thus providing more fuel for
role-playing. Second, they help or hinder Failure, Positive Superstition: A humanoid
a aracter in play, giving bonuses or penalties PC failing a Wisdom check receives no bonus
to ice rolls in encounters in which the super- or penalty. After one hour has passed, if the
sti 'on has manifested itself. superstition manifests itself, the PC can make a
Uflng Superstltlonr In Play Wisdom check, at a 4penalty. If the check fails
a second time, the PC can make one final
attempt an hour later, at a -6 penalty. If this
humanoid PC who encounters a manifesta- check also fails, the PC cannot try to gain the
of a superstition must make a Wisdom benefits of his positive superstition until 24
at a -2 penalty. (The DM may increase -
hours have passed no matter how often the
depending on the nature of the superstition manifests in his presence.
A particularly frightening
tition combined with a particularly Success, Negative Superstitiom A humanoid PC
ul manifestation might have a penalty making a mcceesful M o m check when a nega-
as -6.) Success or failure of the Wisdom tive superstition manifeats receives a -2 penalty
determines the effects on the PC, to all proficiency and ability checks, and a -1
ing on whether the superstition is posi- penalty to all attack rolls, due to the fear a nega-
tive superstition generates (failure is much more
tions are manifestations of good debilitating).These penalties last for one h m .
s or gestures, the humanoid
es the h e f i t s of benevolent forces. Negative Failure, Negative Superstition: A humanoid
stitions, on the other hand, are manifesta- PC failing a Wisdom check receives a -4
of bad luck, ill will, and outright malevo- penalty to all proficiency and ability checks,
gestures allow the humanoid and a -2 penalty to all attack rolls. These penal-
these forces.Even if the charm or ges- ties are in effect for one hour.

I
Important Note: The superstitions suggested
on Table 18: General Superstitions are pre-
sented in broad categories. They should be
refined to a specific type of manifestation, a
specific ritual for calling upon or warding off
its effects, and an accompanying legend to
make the superstition make sense.
For example, Hegral the female bugbear rolls
a superstition dealing with noise. Her player
decides that the superstition will be negative.
It manifests itself as thunder. Whenever Hegral
hears thunder, she must blink three times and
spin once counterclockwise to ward off its evil
effects. This superstition of thunder relates to
the sound the bugbear God of Fear makes
when passing from the Abyss to the Prime
Material plane in search of a bugbear to carry
Off.

The Superstltlons
The following suggested superstitions can be
used to develop the categories provided on the
General Superstitions table. Dungeon Masters
and players can expand this list and create
their own superstitions, using these as guide-
lines and springboards for other ideas.
Animalhsect: A specific kind of animal or
insect cause8 this superstition to manifest.
Armor: A specific type of armor, worn by an
opponent, frightens or inspires the humanoid.
Cold Sudden chills, fear of ice or snow, fear
or positive belief in icy winds.
Color: Fear of a particular color, manifested
in nature, on clothes, or in some other way.
Demihumans: The humanoid fears a specific
demihuman race. The race is usually deter-
mined by the humanaid's racial preferences
and hatreds.
Destiny: The humanoid has learned of his
particular destiny from an oracle or fortune
teller. Whenever this destiny seems to be

Superstltlons 109
occurring, the humanoid receives either a neg- Priests: Priests of a specific alignment or reli-
ative or positive superstition. For example, a gion frighten or inspire the humanoid.
humanoid who was told she would die by a Reptiles: A specific type of reptile causes a
humans arrow will be fearful in the presence humanoids superstition to take effect. Reptiles
of human archers. include crocodiles, lizards, and snakes.
Dreams: A specific, recurring dream haunts Sickness: The sight of a person or animal
or inspires a humanoid. with a specific type of illness causes the
Elements: Air, earth, fire or water causes humanoid to suffer a negative superstition. If
either fear or hope in a superstitious human- the humanoid himself gets the illness, the
oid. In all cases, the humanoid should pick a effects of the negative superstition last until the
specific manifestation of the element in ques- illness is cured.
tion (swirling air, cracked earth, uncontrolled Specific Location: A specific location or loca-
fire, foul water, etc.). tion type (dark caves, twisted forests, babbling
Gods: Humanoid suffers from a fear of a par- brooks, human villages, etc.) elicits fear in the
ticular god, or looks for signs from a particular humanoid.
god as a manifestation of good luck. Stars: Fear or positive belief in a particular
Heat: Fear of hot flashes, of hot weather, of star or constellation.
temperatures above a certain level. Storms: A specific type of storm causes a
Humanoids: A specific race of humanoids humanoids superstition to take effect. Storms
causes this superstition to manifest. Some can be dust, wind, rain, thunder, lightning, ice,
humanoids are even afraid of others of their sand, hail, snow, etc.
own kind due to the reasons why they left to Sun:Fear of the suns rays, of bright sunlight,
become adventurers. of clouds obscuring the suns good rays.
Magical Items: The humanoid fears a partic- Supernatural Beings: A particular kind of
ular type of magical item. This can be general, supernatural being (or even a specific super-
for example a magical wand, or specific, as in a natural being) inspires either a positive or neg-
magical wand that castsfireballs. ative superstition.
Monsters: The humanoid fears a particular Undead Either undead in general or a partic-
type of monster. This superstition can manifest ular type of undead creature causes this super-
either when the monster is present or when the stition to manifest.
humanoid sees signs of its passage. As a posi- Visions: A specific vision, which comes to a
tive superstition, the monster in question can humanoid while he is awake, inspires good
be the humanoids patron creature. luck or bad when it manifests. Visions can be
Moon: Fear or positive belief in one of the any image, and either frightening or positive in
stages of the moon (full, half, quarter, new). nature.
Noise: A noise (which must be specifically Weapon: A specific type of weapon frightens
identified) giving either a positive or negative or inspires the humanoid if it is being wielded
manifestation. by his opponent.
Plants: A specific type of plant causes the Wilderness: A specific wilderness type scares
humanoids superstition to take effect. A or inspires a humanoid. Qpes include deserts,
humanoid could be afraid of red roses, but forests, jungles, swamps, arctic wastes, etc.
inspired by blooming lilies, for example.

110 Chapter Six


I Arms and Armor

Humanoids make use of whatever equip- Weapon Size Restrictions


ment, arms, and armor they can get their hands
on. Many of the races are natural scavengers, Humanoids of large (L) size generally use
picking up anything they can carry and wield. weapons which also fit into this category. They
Humanoid characters are subject to class cannot use tiny weapons (T), at all. They may
restrictions on weapons. have trouble wielding small and medium
weapons (the DM can assess a -1 to -4 penalty
Armor ResMctlons to hit and damage rolls). Some humanoids
have bonuses when using weapons of their
Normal armor is often hard to fit upon own make (see the individual entries in Chap-
humanoids. While man-sized (M) humanoids ter Two).
can wear human-made armor, those of other Likewise, humanoids falling under the tiny
sizes or peculiar body shapes, like centaurs, (T) size classifications cannot use large
must wear specially-fitted armor or armor of weapons (L). They can wield melee weapons
their own races construction. While human or of medium size (M) in both hands.
demihuman armorers can build custom-fitted
armor for a humanoid, time is doubled and Close-quarter Weapons
costs are tripled.
Closequarter weapons are used by those who
specialize in closequarter fighting or who regu-
larly operate in small, enclosed areas, such as
underground tunnels. While, in fact, all under-
ground-dwelling humanoids can use these
weapons, they are preferred by members of the
mine rowdy and tunnel rat kits. Other
humanoids with the close-quarter fighting profi-
ciency can also select from these weapons (as
long as the weapon in question does not violate
the restrictions of a class regarding weapon
choice). Humanoids who are not subterranean-
dwelling cannot choose these weapons initially,
on the ld20 attac but may gain proficiency with them over the
weapon (excludingstrength course of a campaign. To use a specific close-
quarter weapon, the humanoid must announce
its use at the beginning of a combat round. Some
of these weapons are also passive, inflicting
hjury if an opponent gets too close. when used
aggressively Strength bonuses apply.
Body spikes: These are short blades fitted to
a humanoids armor. An opponent who grabs,
grapples, or wrestles with a humanoid wear-
ing body spikes from the spikes each round.
Body spikes can be used aggressively if the
wearer runs at his opponent. The damage
inflicted by body spikes depends on the size of

Arms and Armor 11 1


i e wearer: T/S = ld2, M = ld3, L = ld4. The
pikes are permanently fitted to the armor and
nnot be retracted. Spiked armor costs 150%
f the normal armor cost.
Kick-slashers: These are crude blades
ttached to boots or other footwear. The kick-
slices into opponents when the user
out with his feet. They are not
bars are made and used by flinds.
Goblin Stick: A goblin stick is a forked and
hooked pole arm, used first by bugbears trying
to catch the smaller goblins. The goblin stick is
a wooden staff, six to nine feet long, gripped in
the middle. Each end is tipped with three
wicked blades. One hooked blade is used to
extract hiding creatures. The other blades are
?m
:; ael pointed, sharp, and set at slightly different
-cutter: This is a crude blade attached angles to poke into the hardest to reach loca-
tp open-finger leather gloves. The blade rests tions. Goblin sticks are made and used by hob-
above the goblins, bugbears, and ogres.
Lance, flight: This lance has a 10-foot long
earer throws a punch, the punch-cutter slices shaft of tough wood with a sharp stone head,
and fletched ends. It is used by flying
humanoids as a shock or impact weapon. The
qpcclnl Humanokl Weapons flight lance is hurled at the end of a swooping
attack and can impale the target.
1 Most weapons made or used by humanoids Giant-kin weapons: Giant-kin weapons,
clan be found in the Player's Handbook. For crafted by giant-kin, match their great size and
p:
e ample, a goblin-made short sword is still a
s ort sword. What follows are rare and
weapons rarely found outside of
strength. The most common are clubs, daggers,
halberds, maces, two-handed swords, and
voadkyn long bows.
manoid cultures: When using weapons of their own make,
giant-kin and other large humanoids suffer
none of the penalties associated with the
smaller human weapons. Most giant-sized
to those of a morning star, weapons cause more damage than their
or spiked. Races using human-made counterparts. Voadkyn long
centaurs, and bows have ranges 50% greater than human-
sized long bows.
Oriental Weapons: Used principally by ogre
magi and some hobgoblin tribes, most of these
can be treated as the western counterpart.
Unusual weapons of note include:
Daikyu: A great long composite bow, about
seven feet long. The grip is closer to the low
end of the bow, allowing it to be more easily
firedfrom horseback or when kneeling.
Katana: An oriental long sword. If worn with
the wukizashi (short sword), it marks the wearer
as one of high social standing. It's a serious
insult for an unprivileged character to wear
both blades together.
Naginnta: An oriental pole arm much like a

i
I
112 Chapterseven
glaive, preferred by female warriors. It has a arrows cause subjects who fail a saving throw
six to eight foot shafl and swordlike blade. vs. spells to suffer a complete loss of memory.
Tetsubo: A wooden rod about four feet long, Only a clerical heal spell or limited wish can
the upper half b o d with studded iron strips. restore the subject's memory.
It is often carried by travelers and can serve as Pixie sword: Resembling tiny elven long
a walking stick. It is typically wielded in two swords, these are of excellent workmanship.
hands. They otherwise perform like daggers.
Pixie weapons: These are weapons that have Saurial Weapons: Saurials weapons perform
been scaled down to match pixie and smaller- much as human-made equivalents. Weapons
sized wielders. Unless otherwise noted, their of note include the bladeback m c e , the bladeback
maximum damage is usually in the ld2 to ld4 flail, and the homhead stufi. All saurial weapons
range. are designed for the saurial physiology, having
Pixie bow: Resembling tiny short bows of shorter grips, unusual protrusions, and barb-
elven design, they have half the range of short like tips.
bows. Pixies using these have a +4 bonus to Non-saurials trying to use saurial weapons
their attack rolls. Pixie arrows come in three suffer a -1 attack penalty. Likewise, saurials
varieties. Wur arrows inflict damage. Sleep suffer a similar -1 penalty when using non-
urrows render subjects comatose for ld6 hours saurial weapons.
if they fail their saving throw vs. spell. Forget

Arms and Armor * 113


1

able 7: Weapons
Speed Damage
[em
lub. meat
Cost
(gp)
wgt
(Ibs) Size me Factor S-M L
8 12 M B 7 2d4 ld6+1
$art,carbed * 5 s P 3 ld4 ld4

ldlOx2 3d6x2
dental Weapons (Ogre Mage)

special-
- Suecjal* Sadnl
sleep a n
war amo
ld4 ld3
I
T
S urial for
enhy Weapons
-tion

1 4 Chapterhen
Humanoid Size Comparisons

f
Fremlln Plxk hycr Kobold Goblln I

d
Human
Beastman Satyr llnhead Bullywug Swanmay Orc Ala8 Mongrelman Ha

c 3

4
Hobgoblln Fllnd Bladeback Llrard Man BugbcG Gnoll Halt-orgc

t
..d
Mlnotaur Joadkyn Horn Head Qrc Magc d

Appendlx 115
TiWe 9: Humanoid Average Hei@ and Wel@
HgtinInrhes
Race Base* Modifier Bad Modifier
TribalDehdeI Fightf3
Pit Fghter
usword
ine Rowd

Wdd. Rotfftor Ranger. Beastman, c<ntaur, voadkyn, minotaur,


satyr.Murialswanmay
Saurialiinhead
G.ldn,voad~- 10S/lM ld12

exCepbeastmm Emdin, minotaur, pixie,


satyr. saudal swarrmay
Bugbear, gnoll, flind, goblin, hobgoblin,
kobold, minotaur, half-oa, orc, half-om,
- o&. half- 84J78 2d6 271112211 6din I
W d
-

Bugbear, gnoll, flind, goblin, hobgoblin,


Sr.;bIadeback 78/76 2d8 550/535 3dza
SI.,finhead
=
* 54/52 150/140 4d10,

Wemic 78/75 3d6 700/670 4d20


,Females tend tobe lighter and shoaer than males. Thus, the
base numbers for height and weight am divided into male/ female
dues. Note that the modifier stiU allows for abroad rangeineach
=%Pv
*A charaderwiththis dass must take the matchingldt.
Tdbk10:- Tdbk 11:A&ag-
StdhgAge MaximumAgeRange Average Middle Age* Old Age** Venerable*"
Race BaseAgeVariable (Base+Variable) MaximumAge Race (u?Base Max.) (U3Base Max.) (Base Max.)
Aarakocra 15 ld4 50 + 2d12 65 Aarakoaa 25 Years myears
Alaghi Id6 75+m 5 Alar 37years 75Y-
Beastman Id10
- rloyears 80 years

20 ld4

MU.,nom
Swanmay
wemic
*-I */Con; +1 Jntm
w-2 str/aex; -1 con;+1 wls
-4 */Dexlcon; +1Int/wis
.
L
L
Aging effectsdo not allow characters to exceed racialmaximums.
c
I
b
mte 12: RaclaI Am Requirements Table 14: Thieving Skill Racial Adjustment I
Ability Skill
Str Dex Con Int W
is Cha Ran PP OL F/RT MS HS DN CW RL
3/16 8/18 i/16 3/18 3/17 3/18 - -5% - +15% - -5%
12/19 3/17 2/18 3/16 3/16 3/16 5% +5% +5% - +5% J;%

is 3/i
1R* ZIP
G.kin,voadkyn -5% -5' - I
G.k 8/15 12/18 8/18 8/18 3/14 Gnoll -5% -5%. -

Hol
i
Kok
Liz

8/14 8/17 3/16 2/14 +5% -5% -


Sr., b 8 c k - +5% +5%

18 _, -6
18 3/18 'Add a 5% bonus toany one thief-

Sr., homhead
Swanmay, ranger
Swanmay, druid
WemiC
Table 13: Hullllndd MuM-clilss CombinaUons
Race Multi-class Combinations* Race Multi-Class Combinations*

fighter/shaman, fighter/thief Minotaur fighter/thief, fighter/mage


fighter/Shaman Mongrrlman fightedshaman,shaman/thief,
fighter/thief mage/thief, deric/mage,
rlerir/thipf
ngnreri S M ~ ,
ngnreri mer,
fighter/cleric, cleric/thief
fi$ter/shaman, fighter/thief
fighterfmage,fighter/thief, (&owed if WAOG is 9;)

Fremlin mage/thief, illusionist/thief


G . h , firbolg fighter/Shaman fighter/shaman, fight(
G.kin, voadkyn fighter/shaman, fighter/thief, Shaman/thief
fighter/mage, mgedmage,
mage/thief, fighter/mage/thief ore, half fighter/shaman, fighter/thief,
shaman/thief, fighter/cleric,
deriC/thief,
I

dual-class charactem are possibl


none fdual-classI-+ -4le)
fighter/shaman
Hobgoblin fighter/shaman, fighter/thief,
fighter/df?IiC * Witchdoctom can be substituted for shamans
&bold fighter/shaman, fighter/thief, witchdoctom. Witchdoctom and shamans will not come from
fighter/deric, deric/thief the same community.
Lizardman fighter/shaman, fightedthief
Table 1: Humanold Level Llmlts
rable 1 5 Relncarnatlon Table Character Group
Race Wr W z Pr Rg
Wizard Priest (Druid) Aarakocra 11 - 7 11
dlW Roll dlW Roll Incamation Alaahi 12 - 11 -
01-03 - Aarakocra*
04-05 01-02 Alaehi*
RidYjirr
Bear, bln
Rear hn

1 Giant-lun,rlrboln 12 - 7 - I

24-26
-
17-21 27-29 --- -1

24-27 ' I
I Oire maze 9 8 7 8 1

47-48 Half+&* I
- ..
Sr.,-bladeback 9 9
~

Sr., finback u 9 9

Lizard m*

2
73-75

* See Table 2.

Table 2: Bonus Levels for


Single-Classed Humanoids
Prime Requisite Score Total Bonus Levels
Racial Maximum +1 +1 (+1)
Racial Maximum +2 +2 (+4)
Racial Maximum +3+ +3 (+7)
Use the parenthetical number if the prime
requisite is Strength and if the humanoid is a
YI-w U M s choice human crossbreed (half-ogre, half-orc).
Humanoid m e a available as Pca in thh book.

120 Appendlx
Table 1 6 Monstrous TraHs 57-58 M0~housStrength2 ~ H a b k s
59-61 Bestial Appetit- 7 D20
D l W Roll mait Roll Beastid Habit
01 Avaricious
01-05 Bestial Odor 02 Broodinn
06-09 BestialRage
Vonstrous Appebr---- '
toMtroush@ 73-80 Bestial Habit
stial Appetite 1 (roll on Habit Table)
Mdntirstl 81-84 Bestialspeed\

I 23-26
27-30
31-36
rreetiaiIntekgenp1

Li . -miitivitv
93
Monstrous stze

Monstrous Shength
94 Bestial Appetite 3

47-50 Monstrous Smell


51-53 Monstrous Taste
54-56 MOM~IDUS Appearance 2

Table 1 8 Gene-' D l W Roll Supentition D l W Roll Supentition


SuperstMona 32-33
34-35
Enclosed Spaces
Evil/Good/Neutral
7l-72
73
Plants
74
D1W Roll Supem
01-03 Air
04-05 Animal/Insect
Armor
m i
3
FlFd
<
<

'aniolu I

27-28 67-68 Noise


69-70 openspaces 100 DM's Choice

Table 1 9 Campal DlW CivUiuHon


Compllcatlons Roll complicatioM 60-63
01-06 ltait 644 Fear
Wildernem 07-12 Suwntition Runlni**.Wnn

01-02 wait
03-04 Sumatition

87-89 Slavers- I

"YJ nunrers
16-17 Travelera 46-49 Mob
16-19 Hunters I nrnl Anthnrit
20 DM's Choice
Humanoid Character Kit Design Sheet
Character Class:
Campaign:
Player:
Dungeon Master:
OVERVIEW:
REQUIREMENTS
ROLE
WEAPON PROFICIENCIES
Required
Recommended:
NONWEAPON PROFICIENCIES
Bonus Proficiencies:
Required Proficiencies:
Recommended, General:
Recommended, Warrior:
Recommended, Priest
Recommended, Wizard:
Recommended, Rogue:
Forbidden:
EQUIPMENT:

SPECIAL BENEFITS

MAGICAL ABILITIES
Major Access:
Minor Access:
Forbidden Spheres:
SPECIAL HINDRANCES

WEALTH OPTIONS
THIEF SKILL BONUSES/PENALTIES
Pick Pockets: Hide in Shadows:
Open Locks: Detect Noise:
Find/Remove Traps: Climb Walls:
Move Silently: Read Languages:
01593 7SR Inc AI1 RiphU Rarncd TSR, Inc pan88 IM mghl IO repmduce !hi8 rhscl For prroMl YPC
Character HUMANOID WARRIOK
Alignment Race
Class Level
Player's Name Clan Religion
Sex Age Ht. Kit
Wt. Hair Eyes
Appearance
MOVEMENT SAVING THROWS
STR Base Rate - PPXdyEe
Poiaon -
DEX
CON
INT
WIS I-- Breath
Weapon
spells
-
-

'I
CHR Mdifier Save

ARMOR Adjusted AC Armor m e (Pieces) HIT POINTS Wounds


surprised -
Shieldless-
Rear
Natural AC -
Defenses

WEAPON COMBAT
Weapon #AT Attack Adjloms Adj THACO Dun (SMIL) Weight S h TJppe Sprd

Ammunition 0000
0 0 0 0 0 0 0 0 0 0 0000
0 0 0 0 0 0 0 0 0 0 0000

Racial AbilitiedSuperstitions
icter HUMANOID WIZARD
sugnment Race
Jass Level
'layer's Name Clan Religion
k X Age Ht. Kit
Nt. Hair Eyes

MOVEMENT
Base Rate
I=,=; SAVING THROWS
Paralyze

Rod, Snff

- Polymorph -

B
ARMOR Adjusted AC
-Armor Type (Pieces)
HIT POINTS Wounds
Surprised
Shieldless-
bar
Natural AC -
kknW

WEAPON COMBAT
werp #AT Atlack A d p q Ad1 THACO D m (SMR) I*nv Wcl&ht siu lype speed

AINnuniIion no00
0 0 0 0 0 0 0 0 0 0 0000
0 0 0 0 0 0 0 0 0 0 0000

h c l l AbiIitiedSupestitions Wizard Abilities


Character HUMANOID PRIEST
Alignment Race
Class Level
Player's Name Clan Religion
Sex Age Ht. Kit
wt. Hair EY-

ABILITIES MOVEMENT SAVING THROWS


STR
DEX
CON
INT
Hw
I- pemfy
Polymorph -1
WIS l- Breath
WMPon -I
CHR
ARMOR Adjusted AC Armor Type (Pieces) Wounds
Surprised -
Shieldless-

Natural AC __
Defenses

WEAPON COMBAT
wupon #AT AtkkAdj/DmgAdj THACO DmlSMnI

Special A t t u h AmmnhlUon 0001


0 0 0 0 0 0 0 0 0 0 0001
0 0 0 0 0 0 0 0 0 0 0001

Racial AbilitiedSupentitions Rlest Abilities


HUMANOID ROGUE
Race
Level
Clan Religion
Ht. Kit
Eyes

t"
4ppe ance
ABILITIES MOVBMBNT SAVING THROWS
STR Base Rate 0 - Pualpe
P h -
DEX
CON

I-
INT
WIS
Math
weapon -
M k d l m e o l u Information
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