Humans, Variant (3.5e Race)
From D&D Wiki
Humans are generally neutral to most species, though even the best tend to be somewhat wary of strangers, and at worst, humans can be raving xenophobes. Once they become accustomed to an individual or culture, they tend to adopt a stance that assumes that said culture has always been part of their own. Inclined to fear most creatures, humans tend to panic easily and usually lash out violently at those they feel are responsible. Unlike on other worlds, even the most isolated human hamlet will not be bigoted against other humans because of skin color or appearance; on a world with dozens of non-human species, racism is a pretty dull pastime, while specism is far more interesting.
Humans are usually about 5-6 ft. tall, and weigh about 100-200 lb., with a slight bias towards lesser weights. They have varying skin colors, from pale and tan to true ebony in color, while their hair can be black, red, brown, white, gray, or blond. Humans may have eyes of several shades, including those of blue, green, brown, red, hazel, black, and yellow; spellcasters open have a violet or orange sheen on their irises, which becomes pronounced when casting spells.
Humans have variable relations with other races, colored by their natural tendency to reject strangers. Dwarves are generally accepted in most human cultures, while halflings or gnomes are considered to be too inconsequential to take much notice of. In contrast, reptilian humanoids may attract more positive attention, usually of a curious or interested nature; unless reptilian humanoids make themselves a threat, humans would rather befriend lizardfolk, troglodytes, and the like. Humans generally find elves to be too haughty and arrogant for their tastes, and react to wood elves, drow, and most fey with hostility, if not outright violence. Orcs are almost universally hated, while of the goblinoids, only goblins are tolerated, albeit barely. Ironically, half-humans such as half-elves, half-orcs, or half-dragons are judged by their human heritage, not their other parent's ancestry, and as such attract little hostility for being half-human; this also applies to teiflings, aasimaar, lycanthropes, and the like. Most other species attract no more attention, beneficial or hostile, than they would for any other species.
Humans can be of any alignment, though because they have no cultural, innate, or religious inclination towards one alignment or another, most humans are true neutral.
Humans survive in a wide range of habitats, and can be found in tundra, desert, forest, city or even on the waves.
Being primarily of neutral alignment, most humans pay homage to some form of the Duality, a twinned pair of opposite, yet united entities, who is/are also their creator deity. Humans believe that the Duality created them to help maintain the balance among other species, ensuring they do not flourish too much at the expense of others, a slightly hypocritical sentiment that invariable sets them at odds with nearly everyone else, including other humans. Humans have been known to venerate other deities, as well, most often those of neutral or part-neutral alignment.
Humans speak the Common tongue, as well as one language of their homeland, which could be a regional dialect, or even another species' language, if raised in their lands.
As normal humans, but less likely to acquire non-human names.
- Humanoid (human).
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size
- Human base land speed is 30 ft.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- +1 racial bonus to saves, -3 racial penalty to saves against fear effects: in spite of their physical averageness, humans are surprisingly enduring and adaptable. However, they do not take stress or fear well.
- Mild Xenophobia: Even the friendliest of humans tend to be clannish and wary of strangers, unfamiliar human cultures, and nonhuman species, though not necessarily hostile or even unfriendly. Unless they are acclimated to a particular culture (which applies even to cultural differences among a different species), humans take a -1 penalty on all Bluff, Diplomacy and Gather Information checks against members of a foreign culture. It is faster to acclimate to individuals and families than cultures, but regardless, it should not be easy to overcome this trait for a given society (DM's purview on how long, though no longer than two-three years if honest effort is applied).
- Automatic Languages: Common, Native (either human or predominant non-human cultural language). Bonus Languages: Any (Except for secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
|Middle Age1||Old2||Venerable3||Maximum Age|
|35 years||53 years||70 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 10"||+2d10||120 lb.||× (2d4) lb.|
|Female||4' 5"||+2d10||85 lb.||× (2d4) lb.|