HUMAN - GENERIC CHARACTER CLASS

Read the concept here.

PRIME REQUISITE
Usually dexterity, but can be any. A score of 13 or more in the prime requisite adds a 5 % bonus to any experience points earned. This increases to 10% if the score is 16 or more.

SAVES AND ATTACKS

  • They have no inherent attack bonus, but can spend skill points to improve that.
  • Normal humans use the following saving throw table: 

Level  Death/Poison Devices  Paralysis/Petrification  Breath Attacks  Save mod vs. Spell DC
1  14  15  16  17  +0
2  13  14  15  16  +1
3  12  14  14  16  +2
4  12  13  13  16  +2
5  11  13  12  15  +3
6  11  12  12  15  +3
7  11  12  11  14  +4
8  10  12  11  14  +4
9  10  12  10  13  +5
10    9  11  10  13  +5
11    9  11    9  12  +6
12    9  10    9  12  +6


HIT DICE

  • 1D4 per level (up to name level), but hit point maximum cannot be higher than at fourth level. 
  • Hit dice can be improved by spending skill points.


PROGRESSION

Level XP Hit Dice Skill Points
1 0 1d4 4 (+modifier)
2 1,200 2d4 +4
3 2,400 3d4 +4
4 4,800 4d4 +4
5 9,600 5d4* +4
6 20,000 6d4* +4
7 40,000 7d4* +4
8 80,000 8d4* +4
9 160,000 9d4* +4
10 280,000 ** +4
11 400,000 ** +4
12 520,000 ** +4


* According to A Darker Age houserules, no hit points are added after 4th level

   (but hit dice are used for recovery)

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