Duneimen Game Statistics

Human Racial Traits

All humans have the following standard abilities:

  • Medium Size: As Medium-size creatures, humans have no special bonuses or penalties due to their size.
  • Human base speed is 30 feet.
  • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
  • Attribute Bonus: Humans are quick to adapt to their environment. Due to this each sub-race of humans has a list of special, “human only” attribute modifiers from which they may choose one. These traits may only be taken at character creation and only those that are listed for that sub-race may be chosen. The characters may also optionally use their bonus human feat to buy another one of the attribute modifiers for their sub-race (though not two of the same modifier).
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at first level are added on as a bonus, not multiplied in; see PHB Chapter 4: Skills).
  • Racial Feats: Each race of humans has a list of feats specific to their race that they and they alone have access to. Some are restricted to be being bought using the free human feat upon character creation, while others may be bought with later feats.
  • Racial Skills: Each sub-race of humans has a list of skills specific to their race that they may take as “class-skills” despite whatever class the character takes. If a character did not develop in his own culture he may still take these skills as if they are “class-skills” when he is exposed to them, as it is part of his natural tendencies.
  • Automatic Languages: See PHB P. 12.

Each individual sub-race of humans also has its own special abilities

Verosians:

  • Verosian Attribute Modifiers: The following attribute modifiers are specific to Verosians and one may be taken for free at character creation. They are a restriction to the human attribute bonus in Pathfinder, forcing the character to apply the bonus to a particular attribute possessed by that race.
    • Ronans:
      • Knowledged (+2 to Intelligence)
      • Worldly (+2 Charisma)
      • Healthy (+2 to Constitution)
    • Moariks:
      • Knowledged (+2 to Intelligence)
      • Strong-Willed (+2 to Wisdom)
      • Strong (+2 to Strength)
    • Ganiards:
      • Attractive (+2 Charisma),
      • Strong-Willed (+2 to Wisdom)
      • Agile (+2 Dexterity)
    • J’mir:
      • Agile (+2 Dexterity)
      • Worldly (+2 Charisma)
      • Strong-Willed (+2 to Wisdom)
    • Parthans:
      • Attractive (+2 Charisma),
      • Agile (+2 Dexterity)
      • Strong-Willed (+2 Wisdom)
    • Sorans:
      • Healthy (+2 Constitution)
      • Worldly (+2 Charisma)
      • Strong (+2 Strength)
  • Racial Traits: The following is a list of racial traits from which characters of this sub-race may purchase with starting traits (see Pathfinder rules on traits).
    • Ronans:
      • none
    • Moariks:
      • Master Horseman (+4 racial bonus with riding and animal handling of horses)
    • Ganniards:
      • “Child of Amal” (+4 moral saving throw bonus when faith is relevant).
    • J’mir:
      • Brother/Sister of the Sea (+4 racial bonus with skill checks with swimming, boatmanship or other skills related to the sea)
    • Parthans:
      • Keen Eyed (+1 to hit with all ranged attacks)
    • Soran:
      • Master Horseman (+4 racial bonus with riding and animal handling of horses)
      • Highlander (+4 to Wilderness Lore checks in Highlands, moores, mountains, hills and fields.)
  • Racial Skills: All Verosians have access to the following racial skills: Knowledge (Religions and Histories), Profession
  • Automatic Languages: Verosian. Bonus Languages based on culture:

Ronans: The Gods’ Tongue, Bamorian, Lojar, Duervan, Gelvan, Folkish & Darktongue.
Moariks: The Gods’ Tongue, Gelvan, Duervan, Bamorian & Darktongue.
Ganiards: The Gods’ Tongue, Kamoran, Mikanian, Bamorian, Old Parthan, Folkish & Darktongue.
J’mir: Gelvan, Veldessan, Old Parthan, The Gods’ Tongue.
Parthans: Old Parthan, The God’s Tongue, Duervan, Kamoran, Mikanian, Orcish & Darktongue.
Soran: The Gods’ Tongue, Lojar, Duervan, Sylvan, Bamorian & Darktongue.
Verosians commonly know the languages of those they trade or war with and those they are closest to geographically.

  • Favored Class: A Verosian’s favored class can be any with the only limitations being set by their culture:

Ronans: Any except Barbarian, Monk or Druid. Ronans consider themselves to be “civilized” and those classes that seem to revert to a more “primitive” culture do not come naturally to them.
Moarik: Any except Barbarian. Moarik are civilized but are also very open minded. The religions of Druidism and the beliefs of Monks are welcome in their culture.
Ganiards: Any except Druid. Ganniards are not particularly better at or prejudiced against any one class; however, they have never been exposed to the Druidic Religion and their ancient beliefs do not make it likely they would associate with this religion.
J’mir: Any except Barbarian and Druid. The J’mir have never really encountered any barbaric cultures. Druidism did not reach their lands until well after the Ronan Church was established.
Parthans: Any except Wizard, Barbarian or Druid. Parthans despise wizardry, considering it a blasphemy and an attempt to usurp the power of the deities. They also do not have a strong belief in the balance of nature, and have never followed druidism. Last of all, their long history of war has led them to a more refined way of battle, thus barbarians have no place in their society.
Sorans: Any except Monk. Sorans have made room for all casts of people in their culture, but the philosophies of the Monks have never taken root in their culture. The land is far too barbaric and the Knights of Thamor are far too influential for such a new and unique perspective of the world to take hold.
When determining if a multi-class human suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56).

Skarrels:

  • Skarrel Feats: The following attribute modifiers are specific to Skarrels and one may be taken for free at character creation. The free feat gained for being human may also be used to buy another modifier (though not the same one), but only with this free feat: Healthy (+1 Constitution), Muscular (+1 Strength)
  • Racial Skills: All Skarrels have access to the following racial skills: Knowledge (Nature), Wilderness Lore
  • Racial Feats: The following is a list of feats from which characters of this sub-race may purchase with feat. Those that are marked with a * can only be bought with the free human feat at character creation:

Highlander (+4 to Wilderness Lore checks in Highlands, moores, mountains, hills and fields.)
Clan Weapon (+1 to hit with the chosen weapon of the clan, proficiency with this weapon even if it is an exotic weapon)
Bard’s Tongue (+4 to Perform checks with musical arts)
Animal Spirit (The character picks one animal with which he has a natural connection. He gains Wild Empathy with that type of animal and a +4 reaction bonus with all animals of that type or a similar type).

  • Automatic Languages: Lojar. Bonus Languages: Verosian, Sylvan, Duervan, Valderann, Bamorian, Lacertu, Orcish & Darktongue. Skarrels only know the languages of those races that they might come in contact with.
  • Favored Class: Any except Wizard or Monk. When determining if a multi-class Skarrel suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56). Skarrels are a barbaric race of people and wizardry is the work of witches and demons. Even sorcery is feared, though not unheard of. Skarrels have never been exposed to the martial arts or the philosophical ideas of monks and so do not adjust to it easily.

Kamorans:

  • Kamoran Attributes: The following attribute modifiers are specific to Kamorans. One may be taken upon character creation for free, and another may be taken with the free feat gained for being human, and only with this free feat: Attractive (+1 Charisma), Strong-Willed (+1 Wisdom), Muscular (+1 Strength).
  • Kamoran Feats: The following feats are specific to Kamorans. Those marked with a * can only be taken with the free feat gained for being human: *Heat-Natured (+4 to all saves vs. Fire and heat based attacks, but –1 to save vs. Ice and cold based attacks)
  • Racial Skills: All Kamorans have access to the following racial skills: Knowledge (Desert Lore), Speak Language
  • Automatic Languages: Ronan. Bonus Languages: Kamoran, Parthan, Mikanian, Kal-Kamoran, Duervan, Lacertu, Orcish & Darktongue. Kamorans commonly know the languages of the desert races and those who have come to rule over them from time to time.
  • Favored Class: Any. When determining if a multi-class Kamoran suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56). Kamorans have a wide variety of natural skills and talents and a great tolerance for other cultures. This gives them the advantage of being open to any class.

Mikannians:

  • Mikanian Attributes: The following attribute modifiers are specific to Mikanians. One may be taken upon character creation for free, and another may be taken with the free feat gained for being human, and only with this free feat: Commanding (+1 Charisma), Endurable (+1 Constitution).
  • Mikanian Feats: The following feats are specific to Mikanians. Those marked with a * can only be taken with the free feat gained for being human: *Elemental Resistance -all (ignore first points of damage from any elemental attack each round equal to the character’s constitution mod), *Heat-Natured (+4 to all saves vrs. Fire and Heat, but a –1 to all saves vrs. Ice and Cold.)
  • Racial Skills: All Mikanians have access to the following racial skills: Knowledge (Desert Lore), Concentration
  • Automatic Languages: Mikanian. Bonus Languages: Verosian, Kamoran, Duervan, Parthan & Darktongue. Mikanians are tied to the desert and they only know the languages of those who traverse the sands to visit their fair city.
  • Favored Class: Any except Clerics and Paladins. When determining if a multi-class Parthan suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56). Mikanians do not truly worship gods. They are people of philosophy and magic. Sorcery is common in their culture, as well as wizardry. They have monks and most sorts of warriors, but they do not have true religion. Their “gods” are the Genies who do not grant such powers, but instead share secrets and pass their power on through their own bloodlines. Druids and Rangers do exist in their culture though. They are commonly found in the desert, serving the forces of nature that sustain the power of the great expanse of Vas-Meknor.

Ryoshans:

  • Ryoshan Attributes: The following attribute modifiers are specific to Ryoshans. One may be taken upon character creation for free, and another may be taken with the free feat gained for being human, and only with this free feat: Agile (+1 Dexterity), Knowledged (+1 Intelligence).
  • Ryoshan Feats: The following feats are specific to Ryoshans. Those marked with a * can only be taken with the free feat gained for being human:
  • Racial Skills: All Ryoshans have access to the following racial skills: Knowledge (Ryoshan Religion), Perform
  • Automatic Languages: Ryoshan. Bonus Languages: Oni, Korubokuru, Hengayoki, Verosian, Old Parthan & Darktongue. Ryoshans generally know the languages of other great cultures near their realms.
  • Favored Class: Any. When determining if a multi-class Ryoshans suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56). Ryoshans are not particularly better at or prejudiced against any one class than another.

Azurians:

  • Azurian Attributes: The following attribute modifiers are specific to Azurians. One may be taken upon character creation for free, and another may be taken with the free feat gained for being human, and only with this free feat: Muscular (+1 Strength), Endurable (+1 Constitution).
  • Azurian Feats: The following feats are specific to Azurians. Those marked with a * can only be taken with the free feat gained for being human: *Powerful Totem (See the Feat)
  • Racial Skills: All Azuraians have access to the following racial skills: Climb, Handle Animal, Wilderness Lore
  • Automatic Languages: Azurian. Bonus Languages: Verosian, Ogrek, Goblin, Orcish & Darktongue. Azurians commonly know the languages of their enemies and have picked up Verosian since they have had minor contact with explorers from that kingdom.
  • Favored Class: Any except Wizard. When determining if a multi-class Parthan suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56). Azuratan do not trust wizards and have no such beings in their culture.

Valdar:

  • Valdar Attributes: The following attribute modifiers are specific to Valdar. One may be taken upon character creation for free, and another may be taken with the free feat gained for being human, and only with this free feat: Endurable (+1 Constitution), Muscular (+1 Strength).
  • Valdar Feats: The following feats are specific to Valdar. Those marked with a * can only be taken with the free feat gained for being human: *Cold-Natured (+4 to all saves vs. Ice and Cold, but a –1 to all saves vs. Fire and Heat.)
  • Racial Skills: All Velderan have access to the following racial skills: Intuit Direction, Wilderness Lore
  • Automatic Languages: Valdar. Bonus Languages: Lojar, Duervan, Bamorian, Ogre, Goblin, Verosian, Orcish & Darktongue. Valdar commonly know the languages of those races of whom they raid or trade with.
  • Favored Class: Any except Wizard or Monk. When determining if a multi-class Valderann suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56). Valdar do not have organized wizardry nor the philosophical views to support either class. In fact they often fear magic, as Sorcery is the art of the Tröls.
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