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== Crackle (ECL4) ==
== Nathaniel Winter III ==
Soulknife 1/Psychic Warrior 1<br/>
The mystics foretold that the evil Nathaniel Winter the first would be reborn, as son to his son, and that the mother would die during the birth. Nathaniel the second was not one to kowtow to mystics, and paid their warnings little heed until he watched his beloved wife perish the very moment that their son was free in the world. Though an ordinary boy, the father kept his emotional distance for fear that another warning the mystics gave him would prove true—that the boy would grow into a man and take back the Winter Empire by force.
NE Medium Duergar [Psionic, Fire]<br/>
 
'''Init''' +0; '''Senses:''' Darkvision 120'; Listen +0; Spot +0<br/>
=== Out of Character ===
'''Aura''' Burn (3 fire to anyone who attacks Crackle in melee)
I'm presuming the Winter Empire to a collection of about a dozen livable islands (and more uninhabited ones) in/near the tundra. Nathaniel the first was an evil tyrant who died and went to hell. He fought his way through hell to gain a chance at redemption as his grandson. He will periodically get flashes of his past life. I'm assuming that Nathaniel the second will be about as evil as the first, and thus will need to be overthrown for Nathaniel the third to gain redemption.
<hr>
 
'''AC:''' 21; '''Touch:''' 11; '''Flat-footed:''' 18<br/>(+8 armor; +2 Shield; +1 deflection)<br/>
+4 vs Giants<br/>
'''HP:''' 00 (1d10+1d8+con+4psiBody)<br/>
'''Fort:''' +0, '''Ref''' +2, '''Will''' +2<br/>
+2 vs Spells<br/>
'''Immune''' Paralysis, phantasms, poison<br/>
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=== Build (ECL4) ===
Barbarian 1/Soulknife 1/Psychic Warrior 1<br/>
N Medium human (Hellbred)<br/>
'''Init''' +0; '''Senses:''' Listen +0; Spot +0
<hr>
'''AC:''' 10; '''Touch:''' 10; '''Flat-footed:''' 10<br/>(+0 dex; )<br/>
'''HP:''' 00 (1d12+1d10+1d8+con+6psiBody)<br/>
'''Fort:''' +1, '''Ref''' +3, '''Will''' +3<br/>
<hr>
<hr>
'''Speed:''' 20'<br/>
'''Speed:''' 40'<br/>
'''Melee:''' Mindblade +1 (1d6+str magic / 19&times;2) <br/>
'''Melee:''' Mindblade +3 (1d6 magic / 19&times;2) <br/>
'''Ranged:''' Attack +2 <br/>
'''Ranged:''' Touch +0 <br/>
Psionic Weapon +2d6 when discharged; +1 vs Orcs/Goblins<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +2; '''Grapple:''' +2<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +1<br/>
+1 when not in sunlight<br/>
<hr>
<hr>
'''Class Spells''' CL1 '''DC''' 11+lvl<br/>
'''Psychic Warrior''' CL1 '''DC''' 10+lvl<br/>
'''Close''' 25' [5] '''Medium''' 110' '''Long''' Far<br/>
'''Close''' 30' [6] '''Medium''' 110' '''Long''' Far<br/>
*'''Power Points''' 4
'''Power Points''' 2
*'''1st (1pp)'''
*'''1st (1pp)'''
**'''Vigor''' 1 min; 5 temp hp for each pp spent
**'''Vigor''' +5 temp hp per 1pp
<hr>
* '''Expansion''' 1/day, Standard, CL3;
* '''Invisibility''' 1/day, Standard, CL3;
* '''Imix’s Wrath (Su):''' 1/day, swift, until end of turn; +4 fire damage on all melee attacks or (caster level) fire damage added to a fire spell.
<hr>
<hr>
'''Abilities'''  
'''Abilities''' Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0 <br/>
<pre>
S: 15 + 1d4
D: 10
C: 15 + 1d4 + 2 racial
I: 10 + 1d4
W: 12
C: 8 - 4 racial
</pre><br/>
*'''Feats'''<br/>
*'''Feats'''<br/>
** 1: Psionic Body (+2 hp per Psi Feat)
** Hu: '''Gentry''' <sup>Arcanis</sup><br/>You gain Ride and Diplomacy as class skills, and you receive a +1 bonus on skill checks with these skills. <span style="color:red">There are other benefits to this feat that aren't appropriate outside of Arcanis. Could additional benefits be written? Perhaps gaining +1 skill point per level like Nimbus of Light?</span>
** S1: WF (Mindblade); Wild Talent (Psionic subtype; 2pp)
** HB: '''Devil's Favor''' <sup>Fiendish Codex II</sup><br/>When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.<br/>Each deviltouched feat selected imposes a –1 circumstance penalty on all Charisma-based skill checks made to interact with good creatures and animals.
** PW1: Psionic Weapon (Str 13; +2d6 dmg)
** 1: '''Psionic Body''' (+2hp per psi feat)
** S1: '''Weapon Focus (Mindblade)'''; '''Wild Talent'''
** PW1: '''Psionic Weapon''' (+2d6 dmg)
** 3: '''Extra Rage'''
*'''Skills'''
** Skill +0
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* 3: Studious <sup>Arcanis</sup> (+1 skill point per level)
  barb: 20+(int*4)
* PW2: Improved Toughness
  soul: 5+int
* 6: Expanded Knowledge (Energy Ray)
  psyw: 3+int
* PW5: Psionic Meditation
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*'''Skills'''
** Skill +0
<hr>
<hr>
'''Items''' Half Plate +1 (1,600 gp); Heavy Steel Shield (20gp); Ring of Protection +1 (2,000gp)
'''Items''' Gear
<hr>
=== Barbarian ===
'''Fast Movement (Ex)''' A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
 
'''Rage ([http://www.drinkinganddragons.com/d20final/srd/variant/classes/classFeatureVariants.htm#rageVariantWhirlingFrenzy Whirlwind variant]) (Ex)''' 3/day While in a rage, gain a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
 
While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
 
=== Soulknife ===
'''Mind Blade (Su)''' As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
 
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
 
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
 
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
 
 
<hr>
<hr>
=== Duergar LA +1 ===
=== Hellbred (LA +0) ===
*  +2 Constitution, -4 Charisma
All hellbred share the following racial traits:
* Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
* Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.  
* Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.  
* Darkvision out to 120 feet.
* Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class’s code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin’s code of conduct, though using the weapon to kill another paladin would.
* Immunity to paralysis, phantasms, and poison.
* Hellbound (Su): A devil has a claim on a hellbred’s soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.  
* +2 racial bonus on saves against spells and spell-like effects.
* Devil’s Favor: A hellbred gains Devil’s Favor as a bonus feat for which it does not need to meet the prerequisite. See the new feats section later in this chapter for information on devil-touched feats.
* Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
* Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.  
* Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
**Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a –2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind. At 4 HD, he gains a bonus devil-touched feat. At 14 HD, he gains another bonus devil-touched feat.  
* Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
**<strike>Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a –2 penalty to Constitution. At 6 HD, his darkvision extends to 60 feet. At 9 HD, his darkvision extends to 120 feet. At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell. At 15 HD, he gains telepathy out to 100 feet. (See MM 316 for details.)</strike>
* Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Automatic Languages: Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.  
* +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
* Favored Class: Paladin. A multiclass hellbred’s paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.
* +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
* Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
* Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
* Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
* Favored Class: Fighter.
* Level Adjustment: +1.


=== Imix-Blooded <sup>MM5</sup> LA +1 ===
=== Human (LA +0) ===
“Imix-blooded” is an acquired template that can be added to any evil creature. A creature gains this template through service to Imix, Prince of Evil Fire Elementals. The creature must perform a great deed in the name of Imix, and then, when the signs and omens are promising, stand in a brass cauldron filled with oil and set it alight. If Imix is pleased, he appears and squeezes a single drop of his fiery blood into the cauldron, granting the creature this template.  
*  Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Subtype: An Imixblooded creature gains the fire subtype.  
* Human base land speed is 30 feet.
* Special Actions: An Imix-blooded creature gains the following special action.  
* 1 extra feat at 1st level.
** Imix’s Wrath (Su): An Imixblooded creature is wreathed in flames that don’t harm its equipment. Once per day, as a swift action, an Imix-blooded creature can cause fire to flow from its body over its weapons. All the creature’s melee attacks deal an extra 4 points of fire damage until the end of its turn. If an Imix-blooded creature casts a fire spell while affected by this quality, that spell deals an extra number of points of damage equal to the Imix-blooded creature’s caster level.  
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Special Qualities: An Imix-blooded creature gains the following special qualities.  
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
** Burn (Su): The fires that cloak an Imix-blooded creature lash out to harm those who would dare attack it. Any creature that hits an Imix-blooded foe with a melee attack takes 3 points of fire damage.  
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
** Death Throes (Su): Imix is quick to reward those who follow him, but his fiery anger is legendary. When killed, an Imix-blooded creature explodes in a 30-foot-radius burst that deals fire damage to each creature or object in the area equal to 1d6 × 1/2 the Imix-blooded creature’s Challenge Rating. A successful Ref lex save (DC 10 + 1/2 the Imix-blooded creature’s HD + its Cha modifier) halves this damage.

Revision as of 21:24, 30 December 2008

Nathaniel Winter III

The mystics foretold that the evil Nathaniel Winter the first would be reborn, as son to his son, and that the mother would die during the birth. Nathaniel the second was not one to kowtow to mystics, and paid their warnings little heed until he watched his beloved wife perish the very moment that their son was free in the world. Though an ordinary boy, the father kept his emotional distance for fear that another warning the mystics gave him would prove true—that the boy would grow into a man and take back the Winter Empire by force.

Out of Character

I'm presuming the Winter Empire to a collection of about a dozen livable islands (and more uninhabited ones) in/near the tundra. Nathaniel the first was an evil tyrant who died and went to hell. He fought his way through hell to gain a chance at redemption as his grandson. He will periodically get flashes of his past life. I'm assuming that Nathaniel the second will be about as evil as the first, and thus will need to be overthrown for Nathaniel the third to gain redemption.


Build (ECL4)

Barbarian 1/Soulknife 1/Psychic Warrior 1
N Medium human (Hellbred)
Init +0; Senses: Listen +0; Spot +0


AC: 10; Touch: 10; Flat-footed: 10
(+0 dex; )
HP: 00 (1d12+1d10+1d8+con+6psiBody)
Fort: +1, Ref +3, Will +3


Speed: 40'
Melee: Mindblade +3 (1d6 magic / 19×2)
Ranged: Touch +0
Space: 5'; Reach: 5'; BAB: +2; Grapple: +2


Psychic Warrior CL1 DC 10+lvl
Close 30' [6] Medium 110' Long Far
Power Points 2

  • 1st (1pp)
    • Vigor +5 temp hp per 1pp

Abilities Str 10 +0 | Dex 10 +0 | Con 10 +0 | Int 10 +0 | Wis 10 +0 | Cha 10 +0

  • Feats
    • Hu: Gentry Arcanis
      You gain Ride and Diplomacy as class skills, and you receive a +1 bonus on skill checks with these skills. There are other benefits to this feat that aren't appropriate outside of Arcanis. Could additional benefits be written? Perhaps gaining +1 skill point per level like Nimbus of Light?
    • HB: Devil's Favor Fiendish Codex II
      When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.
      Each deviltouched feat selected imposes a –1 circumstance penalty on all Charisma-based skill checks made to interact with good creatures and animals.
    • 1: Psionic Body (+2hp per psi feat)
    • S1: Weapon Focus (Mindblade); Wild Talent
    • PW1: Psionic Weapon (+2d6 dmg)
    • 3: Extra Rage
  • Skills
    • Skill +0

Items Gear


Barbarian

Fast Movement (Ex) A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Whirlwind variant) (Ex) 3/day While in a rage, gain a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

Soulknife

Mind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.



Hellbred (LA +0)

All hellbred share the following racial traits:

  • Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.
  • Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.
  • Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class’s code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin’s code of conduct, though using the weapon to kill another paladin would.
  • Hellbound (Su): A devil has a claim on a hellbred’s soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.
  • Devil’s Favor: A hellbred gains Devil’s Favor as a bonus feat for which it does not need to meet the prerequisite. See the new feats section later in this chapter for information on devil-touched feats.
  • Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.
    • Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a –2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind. At 4 HD, he gains a bonus devil-touched feat. At 14 HD, he gains another bonus devil-touched feat.
    • Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a –2 penalty to Constitution. At 6 HD, his darkvision extends to 60 feet. At 9 HD, his darkvision extends to 120 feet. At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell. At 15 HD, he gains telepathy out to 100 feet. (See MM 316 for details.)
  • Automatic Languages: Infernal. Hellbred gain the ability to speak Infernal upon their transformation, but they do not lose the ability to speak languages they previously knew before the Scourging.
  • Favored Class: Paladin. A multiclass hellbred’s paladin class does not count when determining whether he takes an experience point penalty for multiclassing. Furthermore, hellbred paladins can leave that class and return to it without penalty.

Human (LA +0)

  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.