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Special Note: Except for swanmays, no humanoid can benefit from a raise dead spell. As with elves, other methods of reviving a slain humanoid must be used.

Groups, Classes, and K l b All four major character groups warrior, wizard, priest, and rogue can be found among the humanoid races, though not every character group is open to every race. The individual race entries will list the restrictions, if any, which apply. Similarly, the classes within these p u p s may be off limits to certain humanoid races. This book also features character kits for the humanoid races.

A kit is a specialized role, 8 Chapter One designed to augment and enhance the character class system. Kits do not replace classes.

Every character who uses a kit still belongs to a particular character class. Kits add detail to characters after their dass has been selected. Kits are entirely optional, though they are recommended. Humanoid characters can be created without them, but the kits add detail that might otherwise be missing. Only one humanoid kit is allowed per character. MUM-Class Characters Most humanoids can be multi-claascharactem, though the combinations available to them varies depending upon what race a humanoid is.

As an option, if a character is ineligible to be multidue to low ability scores, and later has the scores raised to the point of eligibility, the DM may allow the character to declare immediately for multi-claaa status. Multi-class characters can attain the maximum level of each group. Single-classed characters with exceptional scores can attain even higher levels, as listed on Table 2.

See individual race entries for further information on groups and classes open to humanoids. Exceeding Level Llmltr As an optional rule, DMS may allow humanoid characters to advance to any level, but they must earn two, three or even four times the amount of experience points normally required for each level.

This effect is cumulative with other experience point multipliers that a humanoid race might have. Adding Humanoids to a Campaign There are any number of ways to introduce humanoid player characters into a campaign. While the method chosen will be determined by you and your Dungeon Master, this section has a few models that might make the process easier. Consider these models as adventure hooks to introduce a newly-created humanoid player character into the action.

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 food. The sides ofthe pit were too steep to climb, and he was quickly running out of ideas. Soon, he knew, the humans would come to see what they had caught in their pit. As twilight stretched across the land, Bright Mane heard the sound of clanking armor approaching. 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! 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. They take on the role of the mouse, who pulls the thorn free and earns the respect and favor of the terrible lion. By saving the humanoid, the other PCs gain a companion and perhaps even a friend.

Once saved, the humanoid PC forms a bond with his rescuers. He feels he owes them a debt he can never repay, or at least that he owes them a debt which must be paid off through the course of subsequent adventures. Even if the other PCs protest, the humanoid will not be swayed from paying back his debt in whatever way he can think of.

He will follow his saviors, protect them, aid them in their quests, and seek to return the great favor that they have bestowed upon him.

Humanoids can be saved from a variety of situations, including angry mobs, other adventurers, town guards, hostile monsters, natural disasters, and even other humanoids. A humanoid PC who has been rescued will be totally devoted to his saviors if he is of the proper alignment and personality. Even the most independent and chaotic humanoids will see the other player characters as companions who will keep them from getting into deadly trouble again.

Isa Frlend Indeed. He had reached the end of the path. Above him was the steep cliff walls of the mountain pass, below him was a dizzying drop into oblivion. His only option was to turn and face the trio of trolls, though this would only delay the inevitable.

His sword and tiring muscles were no longer a match for the regenerating monsters. The trolls appeared from around the bend, first one with drooling jaws and outstretched talons, then another, and another. They moved slowly, sensing that the chase had ended and wanting to continue thegame for a while longer.

Grellor swung his sword befire him, hoping to keep the monsters at bay. He watched as the vile creature tensed, preparing to leap across the remaining space and sink its claws into his tender, tired flesh. What happened next was a confused jumble. The lead troll leaped. Grellor screamed and jumped back, plunging over the side of the clijf. He heard another scream over his own, like the cry of a huge bird. He looked up to see a winged humanoid an aarakocra, he believed it was called -grab him.

While it could not hold his weight and maintain flight, it could slow their fall toward the water below. On an individual level, the human and the humanoid form a bond due to the heroic efforts of the humanoid character. This bond can start as one of gratitude and a debt to be repaid, but it often develops into a long-term adventuring companionship or even a close personal friendship between the human in need of help and his humanoid savior.

On a group level, the humanoid character provides the means for adventurers to get out of a terrible jam. She may know a secret passage out of the dungeon, or a hidden pass through goblin territory, or she may even charge into battle to save the adventurers fiom certain doom.

In this way, the entire group Owes a debt to the humanoid. Adventurers get into all sorts of situations that they might need to be rescued from. A trap in a dungeon could leave them all unconscious and dying until the humanoid pulls them to safety. Hordes of monsters could be closing in and the adventurers must prepare to fight to the death, when the humanoid shows them a way to escape.

Or perhaps the humanoid leads them to a pool of healing, or to a much needed cache of supplies, or even intercedes on behalf of the adventurers to save them from her own people. Whatever the situation, a humanoid who helps a group of adventurers out of a life-ordeath encounter becomes very attached to her charges. She believes that they will always need her help, that if she leaves them to their own devices they will simply wind up back in trouble again or worse.

Because of this, the humanoid decides to accompany them on their adventures. For their part, the adventurers feel - 12 Chapterone beholden to the humanoid, so they tolerate her presence. As the humanoid shows her resourcefulness and ability to help over and over again, she will become an important part of their group.

Perhaps over several gaming sessions, she will even become their friend. Freg the Rogue sat staring into the dying campfire, trying not to think about what his beloved Dreeya might return as. The woman warrior was struck down in their escape from the Underdark, and the only option that had been open to Freg was to allow the priest ]oun to cast her miracle. Now he could only wait. The thief and the priest turned in the direction of the noise, trying to make out shapes in the darkness beyond the fire's glow.

They heard it again. Someone or something was approaching the camp. It was a feminine voice, but it was also very deep and not quite human. Freg gulped. A dark shadow reached the edge of the camp, hesitated, then slid into the fire's light. Standing before Freg and Joun, barely able to contain a smile, was a huge, obviously female, bugbear. On such an occasion, the result is often the untimely death of the player character. Of course, death is not always final for PCs in a campaign. There are a number of methods for rescuing a favorite character from the bony clutches of death.

The method which concerns us here is the priest spell, reincarnate. The list of possible incarnations has been expanded to include the humanoid races listed in this book. Now that there are rules for creating and playing humanoid characters, it makes sense to provide this method for turning a dead human or demihuman PC into a live humanoid PC. This method creates a situation that is unlike the other methods for introducing a humanoid PC into a campaign.

While the other methods bring an "uncivilized humanoid into the company of human and demihuman adventurers, reincarnate places the memories and personalities of deceased humans into the body of a human- oid.

The character must now cope with life from inside a very different body than he was used to. He must face all of the prejudices directed at that body without the benefit of growing up in the culture it belongs to.

A new humanoid character introduced through reincarnate may look like a bugbear or satyr, but it has all or at least most of the knowledge and understanding of the human character it used to be. The reincarnated character recalls the greater part of his former life and form. The character class of the new incarnation can be anything the player wants, as long as it fits the rules presented in this book and matches the humanoid race in question.

If a humanoid character is being created using the reincarnate spell, it follows these rules: If the character returns as the same class as his previous incarnation, the reincarnated humanoid has half his previous levels and hit points.

If the humanoid returns as a new character class, his hit points are half his previous total, but he must begin again at first level. Cnrnpalgn Model "All that Clltten It drained the contents quickly, licking the fast drops from the bottom of the mug. Then it belched loudly, licked again, and finally dropped the empty mug before turning its unusually bright eyes upon Valkira. Plus, if all goes well, we'll give you an additional fifty as a bonus.

Thegoblin's eyes widened at the promise, and his fangs protruded in a lopsided grin. Perhaps they aren't able to pay him right away and he decides to hang around until the money becomes available. Maybe circumstances turn employers and employee into partners or even friends.

In most cases, what starts as an honest business arrangement evolves into something more. The humanoid might be in it for the money in the beginning, but circumstances often turn business associates into boon companions especially in the violent, dangerous realms where adventurers tend to roam. Humanoids can be hired for any number of - 14 Chapter One jobs, including hired muscle, as guides or interpreters, and even for some particular skill or knowledge the humanoid might have.

Those humanoids who make good player characters often hire themselves out in order to earn money until they can hook up with an adventuring party that will accept them. Often, the only legal employment a humanoid can find is as a hireling to adventurers.

During the course of employment, the humanoid will come to enjoy the company of the adventurers, perhaps even hooking onto one particular character as a friend. He will demonstrate his own abilities and worth to the party as the adventure progresses, and even prove his loyalty on more than one occasion. When the time comes to collect his pay and move on, the humanoid will make excuses to stay. He may admit to wanting to stay out of friendship, or he may pretend that only the promise of more wealth keeps him around.

In either case, the party gains the skills of the humanoid character, and the humanoid gains the companionship of the adventurers. As the humanoids who become player characters are rare examples of their races, the information that follows except for rules material is intended only as a guideline. What may be true of one member of a humanoid race may not be true of another.

Individual alignments can vary, as can backgrounds, goals, and motivations. How to Read the Entrles Each entry for a humanoid character type includes the following elements: Ability Score Adjustments.

These modify the ability scores when the humanoid is selected. They are added to or subtracted from the scores rolled. The adjusted ability score is entered on your character sheet. Ability Score Range. This lists the minimum and maximum ability scores a humanoid character can have when first created. Scores that exceed the maximum or fail to meet the minimum can be adjusted down or up to the limit only if the DM allows it; otherwise a different character type must be chosen.

Note that the maximum Charisma score is that perceived by other races. Class Restrictions and Level Limits. Which classes are open to the humanoid and how far the character can advance can be found here. Multiclass options are listed on page In general, a humanoid must have scores of 14 in the prime requisites of both classes to become a multiclass character. Hit Dice. Humanoid hit dice depend on the class selected.

Any special hit point bonus the humanoid receives is listed here. The range of PC options is usually more extensive. Natural Armor Class. Some humanoid races have a natural armor class which provides p tection without the benefit of artificial armor. This rating does not include Dexterity bonuses or penalties. Thus, a lizard man with a natural armor class of 5 wearing studded leather armor is AC 4.

Should the character somehow contrive to have a set of plate mail constructed, it would give him a base AC 3. This describes the humanoid in general terms, painting a broad picture of the particular race and its members. Such additional details are subject to the approval of the DM. This section lists the languages which are commonly spoken by the members of a particular race. A character always speaks his native language. Additional languages may be known.

It is highly recommended that all humanoid PCs understand common. If the DM uses the nonweapon proficiency system, additional languages require proficiency slots. Additional languages do see Chapter Four: Humanoid Proficiencies. Role-Playing Suggestions. This gives a few suggestions on how to role-play a member of this particular race. The players can use these suggestions or ignore them as they see fit. Special Advantages. This lists any special advantages benefitting the members of a particular humanoid race.

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 advantages the humanoid has see Chapter Five. Superstitions Optional.

This section lists sample superstitions that best fit a particular humanoid race. 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 are listed in Chapter Three. When a new proficiency slot is gained by level advancement, the new proficiency can be selected from any weapon or group available to the kit or character class.

Bard - Hit Dice. Player character aarakocra receive hit dice by class. Aarakocra tend toward neutral good. PC aarakocra may be of any alignment. Aarakocra are a race of intelligent bird-men that live among the highest mountain peaks. The average aarakocra stands! Halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place during flight.

The hands cannot grasp while flying, but are nearly as useful as human hands when an aarakocra is perched and its wings folded back. Their powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands. These humanoids have hollow, fragile bones. Their faces combine the features of both parrots and eagles. They have gray-black beaks and black eyes.

Plumage color varies, but males generally have red, orange, and yellow coloration, while females tend toward brown and gray Aarakocra live in small tribes which control hunting temtories and share a communal nest. The eldest male serves as leader, the second oldest as shaman. Aarakocra, giant eagle, common. Aarakocra are reluctant to engage in ground or grappling combat because of their fragile bones. They love gems and other shiny objects.

Their religious ceremonies are simple affairs involving whistled hymns. Sunset on the first day of each new month is of religious significance. These bird-men enjoy peace and solitude. They love their freedom, and are extremely claustrophobic.

Most of them will not enter a cave, building, or other enclosed area without a very good reason. Aarakocra PC adventurers must have clear motivations.

Some leave on a quest to aid their people, others because they do not fit in with the rest of their tribe. Aarakocra who learn common intersperse the language with their native bird-like sounds.

Caws, screeches, and whistles punctuate their broken sentences in typical bird-like fashion like a parrot mimics human speech. Aarakocra fighters prefer heavy fletched javelins when they must go to battle. An aarakocra can carry up to six javelins in individual sheathes strapped to his chest.

While flying, he can clutch a javelin in each of his lower hands, throwing them or stabbing opponents as necessary. Aarakocra who have left their home territory and traveled to more civilized lands will sometimes wear pieces of studded leather armor to provide additional protection. They never carry shields. Some tribes of aarakocra carry a special weapon, called aflight lance. See Chapter Seven: Arms and Armor, for more details.

The bird-men have the ability to fly, with a movement speed of 36 and a maneuverability class of C. Aarakocra talons cause points of damage and can strike twice in a round. Their beaks also cause points of damage.

They receive no attack penalties for aerial missile fire. When using two javelins, an aarakocra can make a diving attack. They must dive at least feet to use this special attack. An aarakocra shaman of 7th level can, with four other aarakocra, summon a friendly air elemental in three rounds of chanting and aerial dancing. It will perform favors, although it will not endanger its life for them. Special Disadvantages. Aarakocra are very claustrophobic. Those who engage in combat in enclosed areas buildings, dungeons, etc.

Monstrous speech; aarakocra make bird sounds when speaking, even if talking in the common tongue. Fear of enclosed spaces. Weapon Proficiencies: Dagger, dart, javelin, flightlance if available. Nonweapon Proficiencies: Alertness, animal noise, danger sense, direction sense, hunting, survival mountains , weather sense, weaving. Player character alaghi receive hit dice by class. In addition, they receive 9 bonus hit points at first level.

Alaghi tend toward true neutral alignment. PC alaghi may be of any alignment. Alaghi druids are neutral good. Alaghi, distant relations to yeti, are forest-dwelling humanoids. They have bar- 18 ChapterTwo re1 chests, short necks, and wide, flat heads.

Their short legs are thick,their hands and feet are large, and their hair is thick: blond, reddish brown, or charcoal gray. They stand about 6 feet tall and weigh over pounds. Most alaghi live as semi-nomadic huntergatherers.

Sedentary alaghi set up communities of crude huts or large cave complexes. Alaghi communities are generally mistrusted, though some neighbors will trade manufactured goods for pelts, game, and ore.

The rarest alaghi are philosophical hermits that are neutral good and have druidic abilities. The primitive alaghi fashion crude stone knives, hand axes, and tools, as well as simple wooden javelins.

A favorite tactic employed by the alaghi is to hurl missile weapons from hiding, ambushing their opponents. Alaghi, common. These forest dwellers tend to be shy and peaceful. The hermitic alaghi are curious and helpful to those in need. They love riddles and games of strategy, often seeking competition from willing humans and demihumans. They especially enjoy a good game of chess. Players should pick the alaghi character's A background -nomadic, hermitic, or sedentary.

Most will probably be nomadic, traveling in search of adventure as their less heroic kin seek game and wild plants. Nomadic alaghi do not necessarily live in harmony with nature, but they respect it and know how to use it without destroying it. Sedentary alaghi are like primitive humans, often greedy and raiding to survive. Hennitic alaghi live in harmony with nature, usually serving as druids and enjoying friendly relations with their woodland neighbors.

An alaghi deciding to become an adventurer might leave home for a variety of reasons. A nomad leaves its group to seek knowledge, treasure, or adventure. A sedentary alaghi grows tired of community life and again takes up the life of a nomad, eventually hooking up with a group of adventurers and finding a new and exciting activity. A hermitic alaghi may decide to give up a life of solitude for some grand cause - one that usually involves concerns of nature and druidic lore.

The alaghi's huge fists can inflict 2d6 points of damage. Alaghi can move silently as per the thief ability, and they can hide in natural surroundings. Alaghi take damage as large creatures. Monstrous lkaits. Fearsome appearance, punctuate sentences with hisses, hoots, and grunts. Sedentary alaghi must suppress the urge to slay and eat any non-alaghi they meet. Fear things which appear to them as unnatural, including wizard spells, undead creatures, and metal arms and armor.

Weapon Proficiencies: Club, hand axe, javelin, knife all stone weapons. Nonweapon Proficiencies: Animal lore, animal noise, direction sense, eating, endurance, gaming, hiding, hunting, intimidation, natural fighting, survival forest. Benstman Ability Score Adjustments. Player character beastmen receive hit dice by class. Beastmen tend toward neutral good alignment. PC beastmen may be of any alignment. Beastmen are short, slender humanoids with a fine layer of dark green or olive colored fur covering their bodies.

An inner coat of coarse black fur lies beneath this, which gives them a natural camouflage ability. The coloration helps them blend in with shadows of the forests from which they hail.

In their native forests, beastmen are dangerous 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. 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, common. Beastmen seldom wear clothing or ornamentation as it interferes with their natural camouflage ability and with the use of their language. As the beastman language involves spoken words, hand and body gestures, and even the shifting of fur patterns, all other languages they may learn are considered simplistic and primitive.

This gives beastmen a natural feeling of superiority over other races. In the wild, beastmen take on leadership roles depending upon the circumstances.

Tne best qualified takes charge as needed. When working with non-beastmen, they try to continue this honored tradition, usually to the chagrin of their companions.

Only those things which can be seen, touched, tasted, smelled and heard exist. Beastmen are not hindenxi by superstitions. A beastman who is proficient in herbalism can expend a proficiency slot to develop the ability to make beastman blowgun poison. Special Disadvantagea. By nature, beastmen are nonmagical. They cannot use magical items except for magical weapons, and cannot themselves initiate any special magical functions of such weapons.

Appearance, tendency to roar when completing a hunt. Weapon Proficiencies: Bola, blowgun, hand axe, knife stone or wooden weapons. Nonweapon Proficiencies: Alertness, animal lore, animal noise, cooking, fire-building, fishing, hiding, hunting, rope use, set snares, survival forest , tracking, wild fighting.

Bugbear Ability Score Adjustments. Player character bugbears receive hit dice by class. In addition they receive 3 bonus hit points at first level. Bugbears tend toward chaotic evil. PC bugbears may be of any alignment, usually neutral in rare cases good.

Bugbears are giant, hairy relatives of goblins. They are large, standing about seven feet tall, with muscular frames and the look of true carnivores. They have light yellow to yellow brown hides, with thick coarse hair that ranges in color from brown to brick red. Bestial eyes of greenish white with red pupils stare out from savage faces.

Wedge-shaped ears rise from the top of their heads, and their mouths are full of long sharp fangs. Bugbears have exceptional sight and hearing, and they move with amazing stealth. They live in caves and underground lairs. Bugbear females are not given the same opportunities and privileges as the males, and a good number of adventurer bugbears are females looking for better lives.

These large humanoids live by plundering and ambush. They sometimes take slaves, and are often cruel and mean-spirited. They are excellent hunters. They eat anything they kill, including humans and humanoids smaller than themselves. Some adventuring bugbears leave their lairs because they cannot stand to eat intelligent creatures. A bugbear tribe will have shamans or witch doctors of up to 7th level, but not both. Bugbear, goblin, hobgoblin, common.

RolcPlaying Suggestions. Bugbears speak a foul sounding language punctuated by gestures, grunts, and snarls. They even use these bestial habits when talking in common, making other races doubt their intelligence. Even the bravest bugbear PC has trouble breaking away from its tribe. They prefer to ambush their foes rather than attack head on. If outnumbered or overmatched, most will retreat to fight another day.

Adventuring bugbears remain territorial even after they leave their lairs. They mentally mark out territory wherever they go, even when traveling. Anything which comes into this space becomes their property at least in their own minds , or the property of their new tribe their PC companions.

They are natural bullies, forcing their wills on weaker companions. Bugbears enjoy wine and strong ale often to excess. They are stubborn by nature, finding it difficult to negotiate or compromise. Greed courses through their bodies like blood, and even the most noble bugbear covets glittery, shiny objects and weapons.

Bugbears have infravision to 60 feet. Their stealth gives opponents a -3 penalty to their surprise rolls. Bugbears take damage as large matures.

Monstrous appearance, snarling language, long sharp claws. Always watchful for omens from the gods; afraid of lightning and violent weather changes; seek to keep on the good side of Skiggaret, the bugbear god of fear. Nonweapon Proficiencies: Close-quarter fighting, drinking, eating, hunting, intimidation, looting, natural fighting, wild fighting. Player character bullywugs receive hit dice by class. Bullywugs tend toward chaotic evil. PC bullywugs may be of any alignment, but most are neutral or rarely good.

Natural Annor Class. Bullywugs are bipedal frog-like amphibians inhabiting swamps, marshes, and other dank locations.

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. The races dealt with in this book include:. This website uses cookies to improve your experience while you navigate through the website.

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