Human
While humans may not be the most spectacular or gifted race, they're certainly the most numerous; you'd be hard pressed to find a town without any.
Humans exist as a sort of medium for the world; they're not naturally gifted towards any one path or calling, and as such, you'll find them in all sorts of positions and careers: one would as happily slit your throat as the next would be to heal it. Some of have claimed this adaptability is the true strength of humans.
Humans are also prolific mates, and are able to breed with more species than any other without issue. Thus it is not uncommon to see hybrids of species with human blood.
• Natural Darwinism: Humans are intuitively adaptive, and able to learn and grow better than any other species.
○ When rolling to develop a completely new skill via XP expenditure, you can instead offer to the DM to raise the level of die by one (ie, d6 to d8, d10 to d12) to instead roll two, and if either is the natural high, you succeed at developing the skill in full. This cannot be used more than thrice per day.
• Jack of All Trades: Humans may not have an intrinsic calling, but are quite good at pulling success from failure.
○ The player must keep a tally of failures of a specific action. After a failing at least twice in a row, the human may add the tallied failures to their next roll. (ie, the player fails to roll a bluff check 3 times in a row, on their fourth roll, they can add +3 to the roll.) This can only be stored until a new action breaks the chain and resets the tally, at which point the NEW action begins to tally for every failure. (ie, the player fails 3 bluffs in a row and decides to attack, they lose the stored +3, and are now tallying failures based on attacking and can not utilize the +3 from the failed bluffs to add to their attack action.)
• Fierce Loyalty: While humans may not possess any fantastical buffs that other species do, one thing they do not lack in is loyalty to their comrades.
○ Human players may roll for a 'rally call' buff to their entire team. Roll a d20 for success (15 or higher).
§ Pass: The human can take +1 damage in place of their team members for the next round (ie, if everyone in the party was to take 2 damage each, in a team of 4 players, the human would block the attack and take 4 damage). All team members also get +1 to all attacks for the next round IF the human is felled from this damage.
§ Fail: This ability automatically becomes the next ability "It's been an honor."
• It's Been an Honor: When the battle becomes futile, the humans natural loyalty to his comrades peaks, and they lay their life down to ensure the rest of the parties survival.
○ The human rolls a d20
§ 1-10: The human rushes the enemy to distract and allow his party to escape, he does no damage to the enemy, but the team successfully escapes. The human will be downed but not killed. He is out of the game for the next 20 minutes, and will be found battered but not beaten, by his team later.
§ 11-20: The human rushes the enemy to distract and allow his party to escape, he does 2 damage to each enemy, or 5 damage if single enemy. The human takes 5 damage and escapes with his party (even if this fells the human, they are still with the party).
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