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http://www.dlnexus.com/fan/rules/11042.aspx
HumansD&D 3e (3.0/3.5) Rulesby Jeremy ForbingThe human race, as described in the Player's Handbook, is represented abundantly in all the lands of Krynn. Their natural versatility has allowed them to thrive in all manner of environments, and though the legends say that the god Gilean chose the plains as humankind's domain, they have moved far beyond the limitations of geography and become the dominant race of Ansalon as well the lands beyond it. Subrace: Barbaric HumansPrevious editions of the rules have listed the so called "barbaric" human tribes as a separate race. While they are human in all respects, at the DM's option, each of the five barbaric races (Plains, Ice, Mountain, Desert, and Sea Barbarians) can receive bonuses and penalties specific to their upbringing, as follows: Plains, Ice, Mountain, and Desert: +2 to all Wilderness Lore checks within their homelands, +2 to Intimidation and -2 to all Diplomacy and Gather Information checks to non-barbaric humans. The so-called barbaric races are feared and misunderstood, which hurts their interactions with more civilized humans, although the fear can also work in their favor. Sea: +2 to all Balance and Profession (Sailor) checks, -2 to all Wilderness Lore and Handle Animal checks. Note that, in the case of the dark-skinned sailors of Ergoth (and other regions they've colonized), the term barbaric is a complete misnomer: they are a race of civilized humans whose culture centers around seafaring. In fact, due to the amount of time they spend at sea, they lack familiarity with most wilderness environments and have little need for pets or animals of any kind. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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