Races of Men

Synthalus
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Synthalus
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Joined: Wed Nov 19, 2014 12:14 pm

Races of Men

#1 Post by Synthalus »

Northman

A hearty and strong barbarian race from
the frozen north, representing various literary
archetypes such as Howard's Cimmerians or
Leiber's Snow Clans. If the optional height
and weight tables are used, increase their
height by two inches and their weight by
ten pounds. They receive a bonus of +1 to
their initially-rolled strength score to a
maximum of 19.
Northmen are experts with the axe, sword
and spear, and receive a bonus of +1 "to hit"
with these weapons in hand to hand
combat.
In youth, Northmen are taught to paint their
faces and bodies with semi-magical
patterns of woad that protect them. While
wearing the paint, a Northman receives a
bonus of +2 to saving throws against aimed
magic items, petrifaction/polymorph, poison
or paralysis, and spells.
A PC Northman may be an assassin,
barbarian, cleric, druid, fighter, ranger, thief,
troubadour or witch. He or she may also
multi-class as a Fighter/thief, cleric/fighter,
cleric/thief, or fighter/witch. Northmen speak their native tongue and
their alignment language. PC Northmen
learn the Common tongue before play
begins; deduct one language from the
maximum number the character is
permitted to learn by virtue of his or her
intelligence. If the character's intelligence is
insufficient to learn Common before play
begins, then he or she still learns it, but
speaks Common poorly and with a thick
accent, and cannot read or write.


Racial Limitations:
Minimum/maximum ability scores (after
adjustment for race); if the ability scores
rolled do not fall within these limits, then the
race of Northman is not a valid choice for
the character:

Strength 8/19
Dexterity 3/18
Constitution 8/18
Intelligence 3/18
Wisdom 3/18
Charisma 3/18


Level limitations:
Barbarian Unlimited
Cavalier N/A
Cleric 4
Druid 7
Fighter Unlimited
Illusionist N/A
Magic user N/A
Paladin N/A
Ranger 11
Thief Unlimited
Witch 6
Attachments
Viking.jpg
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Last edited by Synthalus on Mon Mar 09, 2015 1:41 am, edited 3 times in total.
"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

Synthalus
Ranger
Ranger
Posts: 886
Joined: Wed Nov 19, 2014 12:14 pm

Re: Races of Men

#2 Post by Synthalus »

Southman

An educated and civilised race from the
south, regarded by Northmen as effete and
decadent. They represent literary archetypes
such as Howard's Stygians or Lewis'
Calormenes. They receive a bonus of +1 to
their initially-rolled intelligence score,
allowing a maximum of 19.
Southmen are adept priests and, particularly,
mages. A Southman mage or
illusionist character receives a bonus of +5%
to their chance to understand a previously
unknown spell, and will begin with one
additional spell known (over and above the
four known to characters from other
backgrounds). The Southman may choose
this spell. A PC Southman may be an assassin,
cavalier, cleric, fighter, illusionist, magic user,
thief, troubadour or witch. He or she may
also multi-class as a cleric/assassin, cleric/
cavalier, cleric/fighter, cleric/thief, cleric/
fighter/magic user, fighter/illusionist, fighter/
magic user, fighter/thief, fighter/witch,
fighter/magic user/thief, magic user/thief,
thief/witch, or witch/assassin.
Southmen speak their own language, their
alignment tongue, and as many languages
as their intelligence score permits. PC
Southmen learn the Common tongue
before play begins; deduct one language
from the maximum number the character is
permitted to learn by virtue of his or her
intelligence.


Racial Limitations:
Minimum/maximum ability scores (after
adjustment for race); if the ability scores
rolled do not fall within these limits, then the
race of Southman is not a valid choice for
the character:

Strength 3/18
Dexterity 3/18
Constitution 3/18
Intelligence 9/19
Wisdom 3/18
Charisma 3/18

Level limitations:
Assassin 8
Barbarian N/A
Cavalier 7
Cleric 7
Druid N/A
Fighter 6
Illusionist 6
Magic user Unlimited
Paladin N/A
Ranger 11
Thief Unlimited
Witch 7
Attachments
persian.jpg
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"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

Synthalus
Ranger
Ranger
Posts: 886
Joined: Wed Nov 19, 2014 12:14 pm

Re: Races of Men

#3 Post by Synthalus »

Atlantean

A race originating from a remote island or
continent, which in some milieux will have
sunk beneath the waves (or be fated to do
so in future). Atlanteans are a long-lived
race representing literary archetypes such
as Howard's Atlanteans or Tolkein's Dúnedain
and Númenóreans. If the optional
height and weight rules are in play, increase
their height by four inches and their weight
by ten pounds. They receive a bonus of +1
to their initially-generated wisdom and
charisma scores, allowing a maximum of 19
in both characteristics. Atlanteans speak their native tongue and
their alignment language. PC Atlanteans
learn the Common tongue before play
begins; deduct one language from the
maximum number the character is
permitted to learn by virtue of his or her
intelligence.
A PC Atlantean may be a cavalier, cleric,
fighter, illusionist, kung fu monk, magic user,
paladin, ranger, thief, troubadour or witch.
He or she may also multi-class as a
cleric/fighter, cleric/cavalier, cleric/magic
user, fighter/illusionist, fighter/magic user,
fighter/troubadour, fighter/witch, magic
user/thief, thief/witch or troubadour/thief.


Racial Limitations:
Minimum/maximum ability scores (after
adjustment for race); if the ability scores
rolled do not fall within these limits, then the
race of Atlantean is not a valid choice for
the character:

Strength 3/18
Dexterity 5/18
Constitution 3/18
Intelligence 7/18
Wisdom 9/19
Charisma 9/19

Level limitations:
Assassin N/A
Barbarian N/A
Cavalier 6
Cleric 9
Druid N/A
Fighter 7
Illusionist 7
Magic user 7
Paladin 6
Ranger Unlimited
Thief Unlimited
Witch 7
Attachments
Atlanteans.jpg
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"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

Synthalus
Ranger
Ranger
Posts: 886
Joined: Wed Nov 19, 2014 12:14 pm

Re: Races of Men

#4 Post by Synthalus »

Pict

Picts resemble Howard's Picts or
Tolkien's Woses. They are small, swarthy
people of primitive culture. If the optional
height and weight rules are in play, decrease
their height by three inches and their
weight by ten pounds. They receive a bonus
of +1 to their initially-generated constitution
scores, allowing a maximum of 19. All Picts have the innate ability to Hide in
Shadows and Move Quietly. If the Pict is a
thief or assassin, then he or she receives a
bonus of +15% to these skills. If not, he or she
has a 25% ability in each skill, provided he or
she is not wearing metal armour. Picts can
also track as a ranger does. If the Pict is a
ranger, then he or she receives a bonus of
+5% to tracking ability. If not, he or she can
track in outdoor settings only, with base a
25% chance of success.
A PC Pict may be an assassin, barbarian,
druid, fighter, ranger, thief, or witch. The Pict
may multi-class as a barbarian/thief, fighter/
assassin, fighter/thief, fighter/witch, ranger/
thief, ranger/witch or thief/witch.
Picts speak their own tongue, their
alignment tongue, and player character
Picts can speak Common (although many
NPC Picts do not). They can also communicate
via trail-signs and smoke signals.
Picts may learn up to three additional
languages if their intelligence permits.


Racial Limitations:
Minimum/maximum ability scores (after
adjustment for race); if the ability scores
rolled do not fall within these limits, then the
race of Pict is not a valid choice for the
character:
Strength 7/18
Dexterity 6/18
Constitution 8/19
Intelligence 3/18
Wisdom 3/18
Charisma 3/18

Level limitations:
Assassin 6
Barbarian Unlimited
Cavalier N/A
Cleric N/A
Druid 5
Fighter 6
Illusionist N/A
Magic user N/A
Paladin N/A
Ranger 9
Thief Unlimited
Witch 7
Attachments
pictish_warrior.jpg
pictish_warrior.jpg (129.32 KiB) Viewed 723 times
"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

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