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AD&D - PHBR10 - The Complete Book of Humanoids (2e)

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Published by Capn_Ragnar, 2023-01-05 00:16:01

AD&D - PHBR10 - The Complete Book of Humanoids (2e)

AD&D - PHBR10 - The Complete Book of Humanoids (2e)

Keywords: Dungeons & Dragons,DnD,AD&D,TSR,TTRPG

CHAPTER

Role-Playing Humanoids

Players who decide to create humanoid char- than its human or demihuman counterpart.
acters should have good role-playing as their Lawful tribes prefer stability and order. They
ultimate goal. Avoid choosing a humanoid
character type by its benefits, hindrances, or organize themselves in all endeavors, setting up
how powerful it can become. Strange human- rules to cover all aspects of life and society. For
oid beliefs, uncivilized habits, the reactions of these tribes to function, there must be an obvious
others, and the clash of human and humanoid and unchanging chain of leader-ship. In lawful
cultures are a few of the many hooks upon evil tribes, there are severe laws and harsh pun-
which a humanoid personality can be hung. ishments. These are not established to provide
Humanoids are best viewed as unusual per- justice, but to preserve the stability of the tribe.
sonas through which character and story
development can take place. Good tribes cherish life. They are more con-
cerned with finding ways to make their tribes
This chapter gives suggestions to help play- prosper than in competing for social positions
ers create humanoid characters that are well- (at least in openly hostile ways). Life is more
rounded and fun to play, with an eye toward positive among these tribes, though not neces-
keeping any "unfair" advantages in check. sarily easier.
Further, some of these suggestions can be used
by the Dungeon Master to restore campaign On the evil side, might makes right and fear
balance if a character gets off track. keeps the masses in line. Change is still sudden
and frequent, but it tends to be violent and
The number of humanoid races given in this deadly in nature. Many evil humanoids are
book require that suggestions be of a general nomads, though some do set up semi-perma-
nature. It is up to the players and the DM to nent settlements when they find a location that
make them work in the context of a particular fills their survival needs and greedy habits,
race of humanoids in a particular campaign Once settled, they quickly deplete the location
setting. Examples are provided, but space limi- of the resources that attracted them. They treat
tations make covering every possible combina- the land and its bounties as they treat each
tion impossible. other — with little respect and as something to
be exploited. When a region no longer suits
Life as a Humanoid their needs (due to their own overindulgences
and uncaring practices), these humanoids
For the majority of humanoids, life is lived in move on in search of new spoils and plunder.
a clan or tribe. These tribes are made up of
loosely-related families which are led by chiefs. Chaotics share a frivolous or capricious
The chiefs are normally the strongest and most nature. Change is often welcome, or and even
able fighters of the group, though some tribes sought out on a daily basis. Few activities are
turn to elders and thinkers for leadership. Life organized beyond the minimum level neces-
in the tribes is hard. The wilderness does not sary to accomplish a given task. Some chaotic
give up sustenance easily, and tribesmen must cultures seem to find even this level of organ-
constantly work to survive. This work could be ization difficult; disagreements and in-fighting
hunting, gathering, fishing, craftworking, often result.
scavenging, mining, farming, raiding, plunder-
ing, or some combination of these, depending On the good side, chaotics like to manage
on the tribal race, alignment, and nature. their own affairs. They may bow to a single
leader, but prefer to do as they please so long
In most cases, a humanoid tribe will be less as they stay within broad behavioral guide-
civilized, less advanced, and less established lines. Even though they love independence
and despise rules, many chaotic and good
humanoids come to love nature and respect its

100 • Chapter Five


bounties. Many form such dose ties with their to their life's 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 tribe's 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 child's parents, and
Tribal Life by reading the signs and omens associated
with a particular child.
All humanoid tribes share a fear of the super-
natural, and anything they do not understand From an early age, a humanoid's role in the
falls into this category. This results in supersti- tribe is set. Most prefer this arrangement, for it
tions which fill their days and nights, and dic- gives them a function and purpose. A select
tate the way in which they conduct their lives. few desire to find their own path, and these
Superstitions serve to reinforce the opinion inevitably are weeded out through violence,
that humanoids are primitive savages, though cast out by decree, or leave of their own accord
few humans get to know them well enough to to make their own lives. These are the outcasts,
see their beliefs in practice. the hermits, and the adventurers. The few that
find their way into human society 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 Social 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 societies. 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 worse, 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
the tribe engages in and eventually moving on For this reason, humanoids find themselves
at a disadvantage. When they leave their tribes

Role-Playing 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-
tion (or even demihuman, for that matter). human town for the first time. What are the
They know it only as something out of tribal strange wooden caves that humans go in and
legends, or from the scary stories told around out of? Why do those humans shake hands? Or
the evening fire, or from the skirmishes their press their lips together? Or give shiny objects
tribe may have had with a town or village in to (me another? And why is that human yelling
the past. They do not know the customs. They because Breeka ate the pig in front of his
do not know the social etiquette. They proba- wooden cave? Breeka, who has never before
bly do not understand many of the "advanced" encountered a human town, finds herself sur-
conveniences that dominate civilized life. rounded by unusual trappings and strange
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 up 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
DM describe the items and practices of civiliza- human or demihuman is probably a mystery
tion. From a humanoid's point of view — cloth- to the humanoid, and to describe encounter
ing, armor, weapons, tools, utensils — scenes accordingly.
everything is strange, wondrous, frightening,
and unknown. The trappings which players nor- Beyond the social disadvantages which
humanoids face when dealing with communi-
mally take for granted should become new and ties beyond their own, there are also racial dis-
criminations to deal with. Because most

102 • Chapter Five


humans and demihumans see humanoids as Humanoid Traits
little more than monsters, there will be extreme
prejudices directed at them. Humanoids will Humanoids have a number of monstrous
be watched almost constantly when they enter traits. These may be perfectly normal and
a human community — if they are allowed to acceptable in their own society, but in human
enter at all. Many towns and cities will have society they are gross and frightening. These
laws forbidding the entry of humanoids. They traits provide bonuses or penalties to PC actions.
Every humanoid has at least one trait that is
will be stopped at the gates, turned away, or shared by every member of its race (this are
even attacked. Humans fear that a humanoid given in the humanoid's entry in Chapter Two).
has come to scout out the community for The DM may also require humanoid PCs to roll
attack, or seeks to cause some other type of for 1-2 additional monstrous traits, if desired.
trouble. They believe that humanoids eat
humans (and some do), and who wants a mon- Bestial Appetite 1: Humanoid has the appetite of a
ster walking on the streets of town? large beast; must consume twice as much food as a
normal human at every meal or suffer a -1 penalty
Many inns have rules against serving to Strength and Constitution scores.
humanoids. Shops refuse to deal with them.
Local authorities stay close, watching for the Bestial Appetite 2: Humanoid has the appetite of a
least sign of trouble. They have no qualms huge beast; must consume three times as much food
about arresting and locking up humanoids as a normal human at every meal or suffer a -2
that so much as look at a human the wrong penalty to Strength and Constitution scores.
way — and banishment or confinement are the
nicest things they might do to them. Mobs Bestial Appetite 3: Humanoid has the appetite of a
form quickly in the presence of humanoids, gargantuan beast; must consume four times as much
ready to take torch and pitchfork to a monster food as a normal human at every meal or suffer a -3
in order to protect their loved ones. Again, it is penalty to Strength and Constitution scores,
up to the DM to enforce this disadvantage.
Even the most powerful humanoid PC will be Bestial Fear: Humanoid has a beast's natural fear
hard-pressed to find a place to rest or buy sup- of a given thing (PC or DM's choice). In presence of
plies in a hate-filled, fearful town. If a human- this thing, the humanoid must make a save vs. spell
or suffer effects as per a wizard's fear spell.
oid is allowed to operate as any normal PC as
far as NPCs are concerned, then a great role- Bestial Habits: Humanoid has a habit that resem-
playing challenge is lost. bles the behavior of a beast as opposed to the behav-
ior of a civilized person. These cause a -2 penalty to
Another problem facing humanoids in reaction rolls.
human communities deals with the fact that
things are built in human dimensions. Doors Bestial Intelligence 1: Humanoid has a reduced
and rooms are made to accommodate human Intelligence score of -I; maximum 14, minimum 3.
heights and widths. Chairs and beds are made
to hold human weights. Even most transporta- Bestial Intelligence 2: Humanoid has a reduced
tion modes, such as horses and wagons, cannot Intelligence score of -3: maximum 12, minimum 3.
sustain large-sized humanoids. This is not a
problem for the man-sized humanoids, but Bestial Intelligence 3: Humanoid has a reduced
tiny-, small-, and large-sized humanoids must Intelligence score of -5, maximum 9, minimum 2.
learn to live in a human-sized world.
Bestial Odor: A bad smell; -2 penalty to reaction
checks.

Role-Playing Humanoids • 103


Bestial Rage: A monstrous temper; madly attacks Monstrous Dexterity 2: Humanoid has enhanced
nearest character for 1d4 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; +3 bonus to Dexterity score (minimum
10), -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 Strength and Constitution scores. 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 (either taller or wider); +1 bonus 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: H u m a n o i d has great
strange and frightening; -2 penalty to reaction checks, Strength; +1 bonus to Strength score (minimum 6),
-1 penalty to reaction checks.
Monstrous Appearance 2: Humanoid appears
strange and frightening; -4 penalty to reaction checks. Monstrous Strength 2: Humanoid has great
Strength; +3 bonus to Strength score (minimum 10),
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 of taste; +2 save vs. imbibed poisons,
ciency checks (cumulative per 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; +1 bonus to Dexterity score (minimum 6), pain or irritation.
-1 penalty to reaction checks.

104 • Chapter Five


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-
Campaign Complications cued. This complication is often used in con-
junction with another, such as Banished,
Table 19: Campaign Complications in 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 suggestions for 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.
Educational Limitation: The humanoid runs
The campaign complications are divided into into a problem due to a lack of knowledge con-
two groups: wilderness and civilization. When cerning the settlement currently being visited.
humanoid player characters are outside of settle- This could do with reading or language, with a
ments, they will face the types of complications knowledge of laws or customs, or even with
listed on the Wilderness table. In human or demi- understanding the local currency.
human villages, towns, and cities, the complica-
tions they must deal with are those of civilization. Exploitation: An unscrupulous human (or
A brief description of these complications follows. demihuman) takes advantage of the human-
oid while pretending to befriend him.
Adventurers: The humanoid character has Exploitation can be overt: slavery, selling a
become the target of an adventuring party, and humanoid to the battle pits, turning a human-
must somehow find a way to throw them off oid into a carnival sideshow exhibit; or it can
its trail. The reason for the adventurers' inter- be subtle: a swindler's con job, a human trick-
est should be worked into the campaign plot. ing the humanoid into fighting his enemies,
etc.
Arrested: The humanoid is arrested for com-
mitting a crime, for suspicion of a crime, or just Fear: Many humans and demihumans fear
because the local authorities don't like its pres- humanoids. To them, humanoids are nothing
ence. Often, when a humanoid commits a but foul monsters. In this type of complication,
crime, it does not know or understand the local humanoids must deal with people who are
laws and customs, or it has fallen prey to deathly afraid of them.
unscrupulous exploitation.

Role-Playing Humanoids • 105


Humanoids: Other humanoids appear to Rogue: A rogue exploits the humanoid (see
hinder the humanoid character. These can be Exploitation).
members of the original tribe, others of the
same race, or humanoids from a different race. Sentenced to Death: A death sentence is a
If they are from a different race, they could be hard thing to live with, and humanoids often
hostile to the character's racial type. blunder into them. These should be used only
rarely, and they will often become the focus of
Hunters: Hunters cross the humanoid's path. a particular adventure.
They can be searching for that humanoid or for
one of like race (to sell to a battle pit or wizard, Slavers: Slavers, either humanoid or human,
for example) or they could be after other game hunt the humanoid character. If captured, the
entirely and then decide to focus on the character might be sold or taken back to the
humanoid, Hunters might be of any race. slavers' community and put to work.

Local Authorities: The local authorities (mili- Social Blunder: Due to a lack of understand-
tia, town leaders) take an interest in the human- ing or knowledge concerning social customs,
oid. They may want to keep an eye on the the humanoid makes a blunder. This can be
stranger, hire the humanoid to do a specific task, mild and amusing, or major and unforgiven.
or they harass the humanoid to drive it away. Any action can become a social blunder, from a
humanoid not knowing the proper way to
Mob: An angry mob gathers and comes after respond to a greeting, to the humanoid using a
the humanoid. They could be motivated by tribal greeting (which may frighten, anger, or
something the humanoid did (or is believed to amuse the humans at whom it is directed),
have done), or they could simply band together
out of fear or hatred, Superstition: One of the humanoid's super-
stitions (see Chapter Six) comes into play at an
Monster: The humanoid wanders near a mon- inopportune moment.
ster's lair, and the monster decides it wants the
humanoid for some reason (food, slave, etc.). Trait: A situation develops wherein one of
the humanoid's monstrous traits causes a
Physical Limitation: The humanoid runs into problem.
something in human society which is a hinder-
ance based on its size or body type (steep Travelers: Traveling humans or demihumans
stairs, door or furniture too large or small, etc.) encounter the humanoid and react in one of
several ways: hostile, friendly, suspicious, curi-
Prejudice: The humanoid encounters severe ous, fearful, etc. This is one way to bring the
prejudice or outright hatred. There may not be problems of cultural interaction to a humanoid
specific restrictions or laws, but humans can character in the wilderness.
hinder and abuse humanoids by refusing to
serve them, throwing garbage at them, calling Warrior: A fighter type encounters the human-
them names, cursing them, or simply going oid and decides to test his strength against it,
out of their way to avoid them. banish it, drive it away, or take other ''heroic"
action — usually to the humanoid's dismay.
Restrictions: A restriction or law hinders the
h u m a n o i d . Samples: no humanoid can be Wizard: A mage desires the humanoid. Usu-
served at a particular shop or establishment; ally, wizards need humanoids to get special
no humanoid can enter a particular part of the spell components (which may come from the
city; no humanoid can enter the city itself; no humanoid's dead body!), to help with a magi-
humanoid can talk to citizens, etc, cal ceremony, or to undertake a quest for which
they have unique talents.

106 • Chapter Five


CHAPTER

Superstitions

A Mysterious World just a way of life.
In a world that is often hostile, dangerous
Like the primitive ancestors of humans and
demihumans, most humanoids still embrace and extremely unpredictable, such humanoid
the fears and wonders of the primordial world, superstitions offer some measure of comfort
a world that still exists in its simplest,, most and control. Naming a fear goes far toward
frightening form. To the humanoid, the world conquering it, or at least reducing it to a con-
beyond his fire is unknown. All manner of crete thing that may be fought. When fear
creatures and supernatural beings roam these sweeps over humanoids, their superstitions
unknown regions, waiting to harm the human- provide assurance that they can influence their
oid who wanders too far from the fire's protec- fate with simple, time-honored rituals.
tive glow.
Some rituals require simple actions such as
Even the most civilized humanoid will often gestures. Others need the additional power of
use an elaborate system of safeguards t h a t a physical charm, such as a rabbit's foot or grif-
appear irrational to non-humanoids. For exam- fon's quill. Each charm has its own function; a
ple, a forest kobold of Amn waking on his left humanoid may carry several different types of
side must immediately spit three times or suf- charms to ward off fear or bad luck. These
fer an unlucky day. charms may be worn openly or kept hidden
until needed.
Many humanoid superstitions are outward
manifestations of racial or cultural anxieties, To humanoids, who often feel powerless in
but others have to do with the external powers the face of nature, other races, and even their
of the world — the gods, spirits, and other own kind, superstitions are almost a form of
supernatural beings that populate the cam- personal magic. This magic does not produce
paign world. These powers must be bribed or impressive displays of light and sound, nor
charmed into leaving the humanoid alone, lest does it strike opponents with deadly force.
all manner of bad luck and suffering result. Instead, it helps a humanoid come to terms
with the unknown. Each small ritual, either
Humans and demihumans might consider positive or negative in nature, is repeated over
these practices to be outmoded, primitive, or and over as a form of cause and effect. If kiss-
even absurd, but most humanoids consider ing her sword once helped a female hobgoblin
every such ritual to be of life-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 matter how many years continue her good luck.
he stays away from his tribe. Every supersti-
tion has a legend behind it and comes with a Superstitions in Game Terms
ready-made ritual for attracting beneficial
influences and warding off malevolent ones. All humanoid player characters should have
Thus, many humanoid characters remain per- two or more superstitions that can affect play
fectly at home in their beliefs, 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-
oid race or tribe. (Suitable superstitions are listed
Humans may well be uncomfortable around in the humanoid racial entries in Chapter Two.)
humanoids for any number of reasons, and The second type of superstition is personal. A
many commoner folk definitely find the lat- personal superstition can be selected by the
ter's constant reference to unseen forces player or rolled randomly on Table 18: General

unnerving. To the humanoid, however, it is

Superstitions • 107


Superstitions, located in the table section. ture works, however, the fear generated by a close
call with harmful forces may cause the humanoid
To determine how many personal supersti- to suffer some lesser penalties.
tions a humanoid PC has, first find that charac-
ter's prime requisite on the table below. Select Positive superstition checks are made when
or roll that many more superstitions from the the PC chooses when to call upon the power of
General Superstitions table (as approved by his charm or gesture ritual,
the DM). Of all the PC's superstitions, one may
be positive; the rest must be negative. Negative superstition checks must be made
every time the superstition manifests itself.
Table 5: Personal Superstitions
Penalties and bonuses for superstitions are
Prime Requisite Number of Additional not cumulative. Only one type of penalty or
Score Superstitions bonus can be in effect in any given hour.
9-11 1
12-15 2 Success, Positive Superstition: A humanoid PC
16+ 3 succeeding at a Wisdom check when a positive
superstition manifests will receive a +2 bonus to
Superstitions have two functions. First, they all proficiency and ability checks, and a +1 bonus
provide more hooks for building a humanoid to all attack rolls. These benefits last for one hour
PC's personality, thus providing more fuel for and can only be gained once per day, no matter
good role-playing. Second, they help or hinder how often the superstition manifests itself.
a character in play, giving bonuses or penalties
to dice rolls in encounters in which the super- Failure, Positive Superstition: A humanoid
stition has manifested itself. PC failing a Wisdom check receives no bonus
or penalty. After one hour has passed, if the
Using Superstitions in Play superstition manifests itself, the PC can make a
Wisdom check, at a -4 penalty. If the check fails
A humanoid PC who encounters a manifesta- a second time, the PC can make one f i n a l
tion of a superstition must make a Wisdom attempt an hour later, at a -6 penalty. If this
check at a -2 penalty. (The DM may increase check also fails, the PC cannot try to gain the
the penalty depending on the nature of the benefits of his positive superstition until 24
manifestation. A particularly frightening hours have passed — no matter how often the
superstition combined with a particularly superstition manifests in his presence.
powerful manifestation might have a penalty
as high as -6.) Success or failure of the Wisdom Success, Negative Superstition: A humanoid PC
check determines the effects on the PC,
depending on whether the superstition is posi- making a successful Wisdom check when a nega-
tive or negative. tive superstition manifests receives a -2 penalty
to all proficiency and ability checks, and a -1
Positive superstitions are manifestations of good penalty to all attack rolls, due to the fear a nega-
luck. Using charms or gestures, the humanoid tive superstition generates (failure is much more
receives the benefits of benevolent forces. Negative debilitating). These penalties last for one hour.
superstitions, on the other hand, are manifesta-
tions of bad luck, ill will, and outright malevo- Failure, Negative Superstition: A humanoid
lence. Charms and gestures allow the humanoid PC failing a Wisdom check receives a -4
to ward off these forces. Even if the charm or ges- penalty to all proficiency and ability checks,
and a -2 penalty to all attack rolls. These penal-
ties are in effect for one hour.

108 • Chapter Six


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 Superstitions

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.

Animal/Insect: A specific kind of animal or
insect causes 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 humanoid'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

Superstitions • 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
human's arrow will be fearful in the presence Reptiles: A specific type of reptile causes a
of human archers, humanoid's superstition to take effect. Reptiles
include crocodiles, lizards, and snakes.
Dreams: A specific, recurring dream haunts
or inspires a humanoid. Sickness: The sight of a person or animal
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
fire, foul water, etc.). Specific Location: A specific location or loca-
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 humanoid's 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
become adventurers. Sun: Fear of the sun's rays, of bright sunlight,
of clouds obscuring the sun's good rays.
Magical Items: The humanoid fears a partic-
ular type of magical item. This can be general, Supernatural Beings: A particular kind of
for example a magical wand, or specific, as in a supernatural being (or even a specific super-
magical wand that casts fireballs. natural being) inspires either a positive or neg-
ative superstition.
Monsters: The humanoid fears a particular
type of monster. This superstition can manifest Undead: Either undead in general or a partic-
either when the monster is present or when the ular type of undead creature causes this super-
humanoid sees signs of its passage. As a posi- stition to manifest.
tive superstition, the monster in question can
be the humanoid's patron creature. Visions: A specific vision, which comes to a
humanoid while he is awake, inspires good
Moon: Fear or positive belief in one of the luck or bad when it manifests. Visions can be
stages of the moon (full, half, quarter, new). any image, and either frightening or positive in
nature.
Noise: A noise (which must be specifically
identified) giving either a positive or negative Weapon: A specific type of weapon frightens
manifestation. or inspires the humanoid if it is being wielded
by his opponent.
Plants: A specific type of plant causes the
humanoid's superstition to take effect. A Wilderness: A specific wilderness type scares
humanoid could be afraid of red roses, but or inspires a humanoid. Types include deserts,
inspired by blooming lilies, for example. forests, jungles, swamps, arctic wastes, etc.

110 • Chapter Six


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 Restrictions to h i t and damage rolls). Some humanoids
have bonuses when using weapons of their
Normal armor is often hard to f i t 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
sizes or peculiar body shapes, like centaurs, Likewise, humanoids falling under the tiny
must wear specially-fitted armor or armor of (T) size classifications cannot use large
their own race's construction. While h u m a n or weapons (L). They can wield melee weapons
demihuman armorers can build custom-fitted of medium size (M) in both hands.
armor for a humanoid, time is doubled and
costs are tripled. Close-quarter Weapons

Weapon Breakage (Optional) Close-quarter weapons are used by those who
specialize in close-quarter fighting or who regu-
Humanoids wielding weapons of their larly operate in small, enclosed areas, such as
own make need not check for breakage. underground tunnels. While, in fact, all under-
When large-sized humanoids use human or ground-dwelling humanoids can use these
demihuman weapons, the weapon may weapons, they are preferred by members of the
break under their greater strength and force. mine rowdy and tunnel rat kits. Other
This chance is read directly from the attack humanoids with the close-quarter fighting profi-
roll. Use Table 6 to determine if the weapon ciency can also select from these weapons (as
breaks. Weapon Size refers to the weapon's long as the weapon in question does not violate
size classification. Roll is the number or less the restrictions of a class regarding weapon
on the 1d20 attack roll that will break the choice). Humanoids who are not subterranean-
weapon (excluding strength adjustments), A dwelling cannot choose these weapons initially,
broken weapon becomes useless immedi- but may gain proficiency with them over the
ately upon breaking, A magical weapon course of a campaign. To use a specific close-
receives a saving throw vs. crushing blow to quarter weapon, the humanoid must announce
avoid breaking. its use at the beginning of a combat round. Some
of these weapons are also passive, inflicting
Table 6: Optional Weapon Breakage injury if an opponent gets too close. When used
aggressively, Strength bonuses apply.
Weapon Size Roll
Body spikes: These are short blades fitted to
S 10 a humanoid's armor. An opponent who grabs,
M 5 grapples, or wrestles with a humanoid wear-
L 2 ing body spikes from the spikes each round.
Body spikes can be used aggressively i f the
wearer runs at his opponent. The damage
inflicted by body spikes depends on the size of

Arms and Armor • 111


the wearer: T/S = 1d2, M = 1d3, L = 1d4. The bars are made and used by flinds.
spikes are permanently fitted to the armor and Goblin Stick: A goblin stick is a forked and
cannot be retracted. Spiked armor costs 150%
of the normal armor cost. hooked pole arm, used first by bugbears trying
to catch the smaller goblins. The goblin stick is
Kick-slashers: These are crude blades a wooden staff, six to nine feet long, gripped in
attached to boots or other footwear. The kick- the middle. Each end is tipped with three
slasher slices into opponents when the user wicked blades. One hooked blade is used to
lashes out with his feet. They are not extract hiding creatures. The other blades are
retractable. pointed, sharp, and set at slightly different
angles to poke into the hardest to reach loca-
Punch-cutter: This is a crude blade attached tions. Goblin sticks are made and used by hob-
to open-finger leather gloves. The blade rests goblins, bugbears, and ogres.
on top of the hand, protruding above the
knuckles when the fist is closed. When the Lance, flight: This lance has a 10-foot long
wearer throws a punch, the punch-cutter slices shaft of tough wood with a sharp stone head,
into his opponent. and fletched ends. It is used by flying
humanoids as a shock or impact weapon, The
Special Humanoid Weapons flight lance is hurled at the end of a swooping
attack and can impale the target.
Most weapons made or used by humanoids
can be found in the Player's Handbook. For Giant-kin weapons: Giant-kin weapons,
example, a goblin-made short sword is still a crafted by giant-kin, match their great size and
short sword. What follows are rare and strength. The most common are clubs, daggers,
u n u s u a l weapons rarely found outside of halberds, maces, two-handed swords, and
humanoid cultures: voadkyn long bows.

Club, great: This may be a long cudgel lov- When using weapons of their own make,
ingly carved from a finely-worked length of giant-kin and other large humanoids suffer
oak, or a crudely fashioned bludgeon. Its none of the penalties associated with the
effects are identical to those of a morning star, smaller human weapons. Most giant-sized
though it may be blunt or spiked. Races using weapons cause more damage than their
these include bugbears, centaurs, and human-made counterparts. Voadkyn long
advanced lizard men. bows have ranges 50% greater than human-
sized longbows.
Dart, lizard man: This is a crude, heavy
throwing dart that is both fletched and barbed. Oriental Weapons: Used principally by ogre
Measuring two to three feet long, it is used by magi and some hobgoblin tribes, most of these
advanced lizard men. It has a range of 30 can be treated as the western counterpart.
yards, and is invariably hurled just before a
charge. Unusual weapons of note include:
Daikyu: A great long composite bow, about
FLindbar: A flindbar is a pair of chain-linked
iron bars. In combat, the bars are spun around seven feet long. The grip is closer to the low
at great speed, striking up to twice in a round. end of the bow, allowing it to be more easily
In addition, flindbars can be used to disarm fired from horseback or when kneeling.
opponents. Each successful hit requires the vic-
tim to save vs. wands. If the saving throw is Katana: An oriental long sword. If worn with
failed, the victim's weapon becomes entangled
in the chain and is torn from his grasp. Flind- the wakizashi (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.

Naginata; An oriental pole arm much like a

112 • Chapter Seven


glaive, preferred by female warriors. It has a arrows cause subjects who fail a saving throw
six to eight foot shaft 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 bound with studded iron strips. restore the subject's memory.
It is often carried by travelers and can serve as
a walking stick. It is typically wielded in two Pixie sword: Resembling tiny elven long
hands, swords, these are of excellent workmanship.
They otherwise perform like daggers.
Pixie weapons: These are weapons that have
been scaled down to match pixie and smaller- Saurial Weapons: Saurials weapons perform
sized wielders. Unless otherwise noted, their much as human-made equivalents. Weapons
maximum damage is usually in the 1d2 to 1d4 of note include the bladeback mace, the bladeback
flail, and the hornhead staff. All saurial weapons
range. are designed for the saurial physiology, having
Pixie bow: Resembling tiny short bows of shorter grips, unusual protrusions/ and barb-
like tips.
elven design, they have half the range of short
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. War arrows inflict damage. Sleep suffer a similar-1 penalty when using non-
arrows render subjects comatose for 1d6 hours
saurial weapons.
if they fail their saving throw vs. spell. Forget

Arms and Armor • 113


Table 7: Weapons

Item Cost Wgt Speed Damage
Club, great (gp) (lbs) Size Type Factor
Dart, barbed S-M L
Flindbar 8 12 M B 7 2d4 1d6+l
Goblin stick 3 1d4 1d4
Lance, flight * 5 sP 4 1d4 1d4
8 7 1d4 1d6
5 6 MB 6 1d6+l 2d6
6
8 LP 2
2
5 LP 2

Close-quarter Weapons * * S P * *
Body spikes S
7** 3 S 1d4+l 1d6+l
Kick-slasher 6*** 1 s S 1d4 1d3
Punch-cutter
** Per foot *** Per hand
* See entry for information

Giant-kin Weapons

bow/ long 125 8 G — 10 — —
arrow 1/12 — G P — 1d8 1d8
3 1d6 1d8
dagger 5 3 GP 12 1d12 2d8

halberd 25 35 G P/S 8 1d8x2 1d6x2

mace 11 12 G B 13 1d10x2 3d6x2

sword, 2-H. 100 35 G S

Oriental Weapons (Ogre Mage)

Daikyu 100 4 L
— LP
arrow, leaf head 3sp/6 — 1d8 1d6
6 MS 4 1d10 1d12
Katana 100 10 7 1d8 1d10
8 Ls 7 1d8 1d8
Naginata 8 3 4 1d8 1d8
LB
Tetsubo 2 SS 4 Special* Special*
— Special* Special*
Wakizashi 50 — Special* Special*
— 1d4+l 1d4+l
Pixie Weapons 50 1 T— 4 1d4 1d3
pixie bow 100/1 — TP
10/6 — TP
forget arrow 1/2 — TP
sleep arrow
war arrow 30 1 Ts
pixie sword

* See entry for information

Saurial Weapons 20 25 L B 9 1d8+l 2d6
16 L B 9 1d8+l 1d8
Bladeback flail 15 20 L B 6 2d6 2d6
Bladeback mace 5 8 MS 6 1d8 1d10
Hornhead staff 17

Finhead broadsword

114 • Chapter Seven


Humanoid Size Comparisons

Fremlin Pixie Flyer Kobold Goblin Aarakotra

Beastman Satyr Finhead Bullywug Swanmay Orc Alaghi Mongrelman Half-orc Human

Hobgoblin Flind Wemic Bladeback Lizard Man Bugbear Gnoll Half-ogre

Minotaur Centaur Ogre Voadkyn Horn Head Ogre Mage Firbold

Appendix • 115


116 • Appendix Table 8: Character Kit Summary Table 9: Humanoid Average Height and Weight

Eligible Eligible Hgt in Inches Wgt in Pounds
Class Races
Kit Race Base* Modifier Base* Modifier
Warrior Fighter All except fremlin Aarakocra
Fighter All except fremlin Alaghi 60/58 1d6 80/70 3d 10
TribalDefender Fighter All except fremlin Beastman
Pit Fighter Fighter Bugbear, gnoll, flind, hobgoblin, minotaur, orc; 66/64 1d12 320/290 4d20
Sellsword half-orc, half ogre Bugbear
Mine Rowdy Ranger* Beastman, centaur, voadkyn, minotaur, Bullywug 55/50 1d12 105/85 3d10
satyr, saurial, swanmay
Wild. Protector Paladin* Saurial finhead Centaur 72/68 2d10 210/180 6d10

Paladin, Saurial Fremlin 58/56 2d8 125/110 5d10
G.kin, firbolg
G.kin, voadkyn 84/80 3d12 1000/960 6d20

Gnoll 12/12 1d6 12/12 2d4
Gnoll flind
Goblin 120/114 1d12 780/740 6d10
Hobgoblin
Wizard Human 108/102 1d12 675/650 6d10
Hedge Wizard Kobold
Any wizard Centaur, fremlin, voadkyn, minotaur, mon- Lizard man 84/80 1d12 180/160 4d10
Humanoid Scholar Any wizard grelman, ogre mage, saurial Minotaur
Any wizard Centaur, fremlin, minotaur, mongrelman, 72/69 1d12 165/145 4d10
Outlaw Mage ogre mage, saurial Mongrelman
Centaur, fremlin, voadkyn, minotaur, mon- Ogre 43/41 1d10 72/68 5d4
grelman, ogre mage, saurial Ogre, half-
Ogre mage 72/68 1d8 150/130 5d10

Orc 60/59 2d10 140/100 6d10

Orc,half- 32/30 3d4 52/48 5d4

Priest Pixie 60/60 2d12 170/170 3d 10
Shaman Satyr
Witch Doctor Shaman* All except beastman, fremlin, minotaur, pixie, Sr., bladeback 84/80 2d6 450/390 4d20
W. Doctor* satyr, saurial, swanmay Sr., finhead
Oracle Bugbear, gnoll, flind, goblin, hobgoblin, Sr., flyer 60/59 2d12 145/105 4d10
Clerk, druid kobold, minotaur, half-ogre, orc, half-orc,
War Priest Sr., hornhead 96/93 2d12 320/280 3d20
Wandering Mystic Cleric wemic Swanmay
Any priest Alaghi, bugbear, centaur, gnoll, flind, goblin, 84/78 2d6 270/220 6d10
Wemic
hobgoblin, kobold, mongrelman, half-ogre, 114/96 2d6 810/780 4d10

orc, half -orc, saurial swanmay 58/56 1d12 130/90 6d10
Bugbear, gnoll, flind, goblin, hobgoblin,
60/58 1d12 135/95 6d10
kobold, half -ogre, orc, half-orc, saurial
All except aarakocra beastman, bullywug, 24/23 3d6 55/22 4d4
fremlin, firbolg, voadkyn, lizard man, mino-
taur, ogre, ogre mage, pixie, satyr, wemic 55/— 1d10 110/— 4d10

78/76 2d8 550/535 3d20

54/52 2d10 150/140 4d10

32/30 2d4 65/62 2d12

Rogue 107/105 2d6 720/700 4d20
Scavenger
Any thief All except alaghi, centaur, firbolg, ogre, half- —/59 2d10 — /100 6d10
Shadow Thief
ogre, saurial, swanmay, wemic 78/75 3d6 700/670 4d20
Tunnel Rat Thief Bugbear, bullywug, gnoll, flind, goblin, hob-
Bard, Humanoid Bard* goblin, kobold, lizard man, mongrelman, ogre * Females tend to be lighter and shorter than males. Thus, the
base numbers for height and weight are divided into male/female
mage, orc, half-orc values. Note that the modifier still allows for a broad range in each
Goblin, hobgoblin, kobold, orc, half-orc category.
Aarakocra, centaur, flind, mongrelman, satyr,
voadkyn, wemic

* A character with this class must take the matching kit.


Table 10: Age Table 11: Aging Effects

Starting Age Maximum Age Range Average Middle Age* Old Age** Venerable***

Race Base Age Variable (Base+Variable) Maximum Age Race (1/2 Base Max.) (2/3 Base Max.) (Base Max.)
Aarakocra
Alaghi 15 1d4 50 + 2d12 65 Aarakocra 25 years 33 years 50 years
Beastman
Bugbear 15 1d6 75 + 2d20 95 Alaghi 37 years 50 years 75 years
Bullywug
Centaur 13 1d10 80 + 1d20 90 Beastman 40 years 53 years 80 years
Fremlin
G.kin, firbolg 10 1d6 65 + 2d10 75 Bugbear 33 years 44 years 65 years
G.kin, voadkyn
10 1d4 60 + 1d20 70 Bullywug 30 years 40 years 60 years
Gnoll
Gnoll,flind 18 1d4 75 + 2d20 95 Centaur 37 years 50 years 75 years
Goblin
Hobgoblin 20 1d4 125 + 3d20 155 Fremlin 62 years 83 years 125 years
Human
Kobold 40 5d6 200 + 3d100 350 G.kin, firbolg 100 years 133 years 200 years

Lizard man 75 5d6 250 + 2d100 350 G.kin, voadkyn 125 years 167 years 250 years
Minotaur
Mongrelman 7 1d4 33 + 1d4 35 Gnoll 16years 22 years 33 years
Ogre
Ogre, half- 3 1d6 35+1d20 45 Gnoll, flind 17 years 23 years 35 years
Ogre mage
Orc 12 1d6 40+1d20 50 Goblin 20 years 27 years 40 years
Orc, half-
Pixie 14 1d6 50 + 1d20 60 Hobgoblin 25 years 33 years 50 years
Satyr
Sau., bladeback 15 1d4 90 + 2d20 110 Human 45 years 60 years 90 years
Sau., finhead
12 1d4 95 + 2d20 115 Kobold 48 years 62 years 95 years
Sau., flyer
Sau., hornhead 15 1d4 110 + 2d10 120 Lizard man 55 years 73 years 110 years
Swanmay
Wemic 12 3d6 150+ 1d100 200 Minotaur 75 years 100 years 150 years

6 1d4 30 + 1d10 35 Mongrelman 15 years 20 years 30 years

15 1d4 90 + 2d20 110 Ogre 45 years 60 years 90 years

15 1d4 90 + 2d20 110 Ogre, half- 45 years 60 years 90 years

20 1d4 175 + 2d20 195 Ogre mage 82 years 116 years 175 years

10 1d4 35 + 1d10 40 Orc 17 years 23years 35 years

12 1d4 60 + 1d20 70 Orc, half- 30 years 40 years 60years

106 5d6 200 + 2d100 300 Pixie 100 years 133 years 200years

20 3d4 100 + 1d100 150 Satyr 50 years 67 years 100 years

14 1d12 110 + 1d100 160 Sr., bladeback 55 years 73 years 110 years

14 1d12 100 + 1d100 150 Sr., finhead 50 years 67 years 100 years

12 1d10 90 + 1d100 140 Sr., flyer 45years 60 years 90years

14 1d20 125 + 1d100 175 Sr., hornhead 62years 83 years 125 years

Appendix • 117 15 1d12 90 + 2d20 100 Swanmay 45 years 60 years 90 years

12 1d4 70 + 2d20 90 Wemic 35 years 46 years 70 years*

*-1 Str/Con; +1 Int/Wis
**-2 Str/Dex; -1 Con; +1 Wis
***-1 Str/Dex/Con; +1 Int/Wis

Aging effects do not allow characters to exceed racial maximums.


118 • Appendix Table 12: Racial Ability Requirements Table 14: Thieving Skill Racial Adjustment

Ability Skill

Race Str Dex Con Int Wis Cha Race PP OL F/RT MS HS DN CW RL
3/18 3/17 3/18 -10% — -5% — -5%
Aarakocra 3/16 8/18 6/16 3/16 3/16 3/16 Aarakocra — -5% +15% — -5%
3/17 3/18 3/18 -5% -5% +5% +5% — -10%
Alaghi 12/19 12/18 3/16 Beastman — — +5%
Beastman 6/1850 6/18 3/16 3/18 -5% — +10% + 10% +5% -5% -5%
8/17 6/16 3/14 3/14 Bugbear -5% — — — — -5%
3/16 3/16 — — — +5% — —
Bugbear 8/18 4/18 8/18 6/18 4/18 3/14 Bullywug — — -10% -5% — NA —
Bullywug 6/1875 3/16 6/18 8/18 3/16 3/18 -5% —
8/18 11/17 8/18 3/18 Centaur — -5% — — +10% +5% — -10%
11/18 3/14 3/16 3/14 — — — +5% +5% — -5%
Centaur 11/18 8/15 4/13 3/16 Fremlin +10% — — +5% — — -10%
13/19 12/18 3/18 3/16 3/18 +10% —— — -10%
Fremlin 2/11 8/16 3/18 3/16 3/14 G.kin, voadkyn -5% +5% +5% -10% -10%
5/18 5/18 3/17 3/18 3/16 — — +5% +5% — — -5%
G.kin, firbolg 14/19 6/18 6/18 3/17 3/18 3/12 Gnoll -5% — —— -5%
4/17 5/16 5/14 3/18 3/14 -5% — +10% -15% -5%
G.kin,voadkyn 11/18 6/18 5/18 3/17 3/14 Gnoll flind — -5% — 45% +10% +5% -5% +5%
4/18 4/15 2/8 3/18 — — +5% +5% +5% -15% -10%
Gnoll 6/18 3/18 3/12 3/16 3/16 Goblin +5% — — — +5% +5% -5% -10%
6/18 8/17 3/18 3/16 — — —
Gnoll, flind 8/18 5/14 12/20 3/16 2/9 2/8 Hobgoblin — +5% 45%. +5% -15%
6/18 8/18 3/17 2/12 2/8 45% — —— +5% -5%
Goblin 4/15 2/8 14/20 6/18 2/8 Kobold +5% -10% +5% +5% —
3/12 14/19 3/17 3/16 -5% — — +5% +5% —
Hobgoblin 6/18 7/18 8/14 3/18 3/16 2/14 Lizard Man -5% +5% —— +5% — —
3/17 3/18 3/14 3/12 45% — —
Kobold 3/16 3/17 8/18 3/18 3/16 3/12 Minotaur -5% — +5% +10% — -10% +10%
8/19 13/19 7/19 3/18 — — +5% +5% — -15%
Lizard man 8/18 8/18 7/16 9/18 3/18 Mongrelman* +5% — +5%
3/14 7/18 12/18 7/18 3/17 — -5% -5% +5%
Minotaur 12/20 5/18 5/18 3/18 3/18 5/18 Ogre mage -5% —— +5% +5%
3/18 3/18 3/18
Mongrelman 6/17 7/19 3/18 3/18 Orc -5% — +10% -20%
2/12 3/17 14/18 3/18 -10% -5%
Ogre 16/20 8/18 9/18 Orc, half- -5%
13/18 14/18 12/18 15/18
Ogre, half- 14/18 9/18 12/18 3/18 3/18 Pixie +5%
6/17 11/18
Ogre mage 12/18 Satyr +5%

Orc 6/18 Sr., bladeback —

Orc, half- 6/18 Sr., finhead —

Pixie 3/14 Sr., flyer +5%
Satyr 6/1875
Sr., hornhead -5%

Sr.,bladeback 10/18

Sr., finhead 7/18 * Add a 5% bonus to any one thief ability.

Sr., flyer 3/17

Sr., homhead 12/18

Swanmay, ranger 13/18

Swanmay,druid 9/18

Wemic 11/18


Table 13: Humanoid Multi-Class Combinations

Race Multi-Class Combinations* Race Multi-Class Combinations*

Aarakocra fighter/shaman, fighter/thief Minotaur fighter/thief, fighter/mage
fighter/shaman Mongrelman
Alaghi fighter/thief fighter/shaman, shaman/thief,
Beastman Ogre mage/thief, cleric/mage,
Ogre, half-
Bugbear fighter/shaman, fighter/thief/ Ogre mage cleric/thief
fighter/cleric, cleric/thief fighter/shaman (allowed if
Bullywug fighter/shaman, fighter/thief Orc Wisdom is 9+)
Centaur fighter/mage, fighter/thief, fighter/shaman, fighter/cleric
(allowed if Wisdom is 9+)
ranger/shaman fighter/mage, fighter/shaman,
fighter/thief, mage/thief,
Fremlin mage/thief, illusionist/thief fighter/mage/thief
fighter/shaman
G.kin, firbolg fighter/shaman, fighter/thief,
G.kin, voadkyn fighter/shaman, fighter/thief, shaman/thief
fighter/mage, ranger/mage,
mage/thief, fighter/mage/thief Orc, half fighter/shaman, fighter/thief,
shaman/thief, fighter/cleric,
Gnoll fighter/shaman, fighter/thief, Pixie cleric/thief,
Gnoll, flind fighter/cleric Satyr fighter/thief
Goblin fighter/shaman, fighter/thief, fighter/thief

fighter/cleric Saurial dual-class characters are possible
fighter/shaman, fighter/thief, Swanmay none (dual-class not possible)
fighter/cleric, cleric/thief Wemic fighter/shaman

Hobgoblin fighter/shaman, fighter/thief, * Witchdoctors can be substituted for shamans if the race has
Kobold fighter/cleric witchdoctors. Witchdoctors and shamans will not come from
Lizard man fighter/shaman, fighter/thief, the same community.

Appendix • 119 fighter/cleric, cleric/thief
fighter/shaman, fighter/thief


Table 1: Humanoid Level Limits

Table 15: Reincarnation Table Character Group

Race Wr Wz Pr Rg
Wizard Priest (Druid) Aarakocra —
d100Roll d100 Roll Incarnation Alaghi 11 — 7 —11
01-03 — Aarakocra* 12 11
Alaghi*
04-05 01-02 Badger Beastman 12 — — 10
Bear, black 12 — 8 9
— 03-05 Bear, brown Bugbear 10 — 7 9
— 06-10 Beastman* Bullywug
— 11-13 Boar, wild
Bugbear* Centaur 12 12 14 12
06 14-15 Bullywug* — 10 — 11
— 16-18 Centaur* Fremlin
Dryad Giant-kin, firbolg 12 — 7 —
07-09 — Dwarf
10-11 — Eagle Giant-kin, voadkyn 11 8 7 10
11 — 9 11
— 19-21 Elf Gnoll 12 — 9 11
— 22-23
12-16 — Faun /satyr* Gnoll, flind
10 — 9 12
— 24-26 Fox Goblin

17-21 27-29 Fretnlin* Hobgoblin 11 — 9 11
Giant-kin, firbolg* 8 — 9 12
— 30-32 Giant-kin, voadkyn* Kobold 12 — 7 9
Gnoll*
— 33-34 Gnoll, flind* Lizard man
Gnome
22 35 Goblin* Minotaur 12 8 7 10
2—3 36 Half-elf
37-38 Halfling Mongrelman 10 10 10 12
24-27 — Half-ogre* Ogre 12 — 3 —
28-29 — Half-orc* Ogre, half- 12* — 4 —
Hawk
30-34 — Hobgoblin* Ogre mage 9878
35-37 — Human Orc 10 — 9 11
— Kobold* Orc, half- 10* — 4 8
38-41 — Lizard man* Pixie 7 — — 12
42-46 Lynx
47-48 — Minotaur*
49-51 — Mongrelman* Satyr 11 — — 11
Ogre*
— 39-41 Ogre mage* Sr., bladeback 9 9U9
52-54 — Orc*
55-68 42—-55 Owl,giant Sr., finback U999
69-72 Owl, talking
Pixie* Sr., flyer 99 9U
Pseudodragon
73-75 — /faerie dragon Sr., hornhead 9U9 9
— 56-58 Raccoon Swanmay 14 — 12 —
Sr., bladeback*
76 59-60 Sr., finhead* Wemic 12 — 7 10
77-79 — Sr., flyer*
80-81 — Sr., hornhead*
82 — Stag * See Table 2.
Swan
83-86 — Swanmay*
61-63 Troll
— Wemic*
— 64-65 Wolf
Wolverine
— 66-68 DM's choice
— 69

— 70-71 TSainbgllee-2C: lBaossneuds HLeuvmelasnfooirds

87 — Prime Requisite Score Total Bonus Levels
88 —
89 — Racial Maximum +1 +1 (+1)
90
— 72-76 Racial Maximum +2 +2 (+4)
— 77-78
— 79-80 Racial Maximum +3+ +3 (+7)

91-93 — Use the parenthetical number if the prime
requisite is Strength and if the humanoid is a
94-96 81-82 human crossbreed (half-ogre, half-orc).

— 83-87
— 88-90

97-00 91-00

* Humanoid races available as PCs in this book

120 • Appendix


Table 16: Monstrous Traits 57-58 Monstrous Strength 2 Bestial Habits
59-61 Bestial Appetite 2
D100 Roll Trait 62-64 Bestial Thirst 2 D20
01-05 Bestial Odor 65-67 Roll Beastial Habit
06-09 Bestial Rage 68-69 Bestial Intelligence 2 01 Avaricious
10-12 Monstrous Appearance 1 70-72 Monstrous Dexterity 2 02 Brooding
13-15 Monstrous Strength 1 73-80 Bestial Fear 03 Cheat
16-19 Bestial Appetite 1 BestialHabit
20-22 Bestial Thirst 1 81-84 (roll on Habit Table) 04 Cowardly
23-26 Bestial Intelligence 1 85-87 Bestial Speech 05 Cruel
27-30 Monstrous Dexterity 1 88-90 Monstrous Craving 06 Destructive
31-36 Light Sensitivity 91-92 Monstrous Size 07 Drunkard
37-39 Monstrous Sight Monstrous Appearance 3 08 Egoist
40-42 Monstrous Hearing 93 Monstrous Strength 3 09 Feral
43-46 Monstrous Touch 94 Bestial Appetite 3 10 Filthy
47-50 Monstrous Smell 95 Bestial Thirst 3 11 Greedy
51-53 Monstrous Taste 96 12 Lazy
54-56 Monstrous Appearance 2 97 Bestial Intelligence 3 13 Liar
98-00 Monstrous Dexterity 3 14 Miserly
DM's Choice 15 Rude
16 Suspicious
17 Thief
18 Violent
19 Whiner
20 DM's Choice

TaSbulepe1r8s:tiGtieonnesral D100 Roll Superstition D100 Roll Superstition
32-33 Enclosed Spaces
D100 Roll Superstition 34-35 Evil/Good/Neutral 71-72 Plants
01-03 Air 36-37 Females /Males 73 Priests
04-05 Animal/Insect Eire 74 Reptiles
06-07 Armor 38-40 Rogues
41 Flying 75 Sickness
08-09 Being Alone Future 76-77 Specific Location
10 Blood 42 Gods Stars
43-44 Heat 78-80
11-12 Bright Light 45-46 Heights 81 Storms
13-14 Civilization 47-48 Humanoids Sun
Clouds Humans 82-83 Supernatural Being
15 Cold 49-50 Magic 84 Touch
16-17 Magical Item 85 Undead
Color 51-52 Mobs 86 Visions
18-19 Darkness Modern Technology
20-21 Day 53-56 Monster 87-88 Warriors
22-23 Demihumans 57 89 Water
24-25 Destiny Moon Weakness
Dreams 58-59 Night 90 Weapon
26 Earth 60-61 Noise 91-93 Wilderness
27-28 62-63 Open Spaces Wizards
29-31 94-95 DM's Choice
64 96-97
65-66
67-68 98
69-70 99
100

TabCloem19p:liCcaatmiopnasign D100 Civilization 60-63 Prejudice
Roll Complications 64-68 Fear
D20 Wilderness 01-06 Trait 69-71 Exploitation
Complications 07-12 Superstition 72-75 Captured
Roll 13 Humanoids 76-79
Trait 14-17 Wizard 80-82 Arrested
01-02 Superstition 18-23 Cleric 83-86 Banished
03-04 Monster 24-28 Warrior 87-89 Challenged
05-07 Humanoids 29-35 Rogue 90-93 Slavers
08-10 36-40 Adventurers 94-95 Physical Limitation
11-12 Wizard/Cleric 41-42 Travelers Educational
13-14 Warrior/Rogue 96-98
Adventurers 43-45 Hunters 99 Limitation
15 Travelers 46-49 00 Social Blunder
16-17 Hunters 50-55 Mob Sentenced to Death
DM's Choice 56-59 DM's Choice
18-19 Local Authorities
Restrictions
20

Appendix • 121


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: __________________

© 1993 TSR Inc. All Rights Reserved. TSR, Inc. grants the right to reproduce this sheet for personal use.


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