Ruins of Adventure
- Ability Score Adjustment: none
- Class Level Limits: Unlimited
- Multi-Class Options: None. Humans may “Dual-class” (see below).
- Height (M/F): 60 in / 59 in +2d10
- Weight (M/F): 120 lbs / 80 lbs +6d20
- Starting: 11 +1d10 years
- Middle/Old/Venerable: 45 / 60 / 90
- Maximum: 90 + 2d20
- Bonus Languages: Common
- Recommended Languages: Any
- Movement: 12
- Thief Skills:
- Pick Pockets: —
- Open Locks: —
- Find/Remove Traps: —
- Move Silently: —
- Hide in Shadows: —
- Detect Noise: —
- Climb Walls: —
- Read Languages: —
- Special Abilities:
- Humans may reach unlimited levels in any class (except Tinkers—though its possible that some human may one day take up that trade as well).
- Human with a score of 14 or better in the prime requisite(s) of his class may change classes. The character selects one class to begin his adventuring life. He can advance in this class as many levels as he desires before switching to another class; there is no cut-off point beyond which a character cannot switch. However, he must attain at least 2nd level in his current class before changing to another class. There is no limit to the number of classes a character can acquire, but he must have a score of at least 16 in the prime requisites of his new class, and must meet all of the ability and alignment requirements of all of his classes.
After switching to a new class, the character no longer earns experience points in his previous character class and he can no longer advance in level in that class. Once he leaves a class he has finished his studies in it. He starts over in his new class, at 1st level with 0 experience points, but retains the hit dice and hit points that he previously acquired. He gains the abilities, and must abide by all of the restrictions, of the new class. The character uses the combat and saving throw tables appropriate to his new class and level.
This is not to imply that a dual-class human forgets everything he knew before; he still has, at his fingertips, all the knowledge, abilities, and proficiencies of his old class. But if he uses any of his previous class’s abilities during an encounter, he earns only half experience for that encounter. The only values that can be carried over from the previous class without restriction are the character’s Hit Dice and hit points. The character is penalized for using his old attack or saving throw numbers, his old proficiencies, and any special abilities of the old class that are not also abilities of the new class. In addition, the character earns no additional Hit Dice or hit points while advancing in his new class.
Once the Dual-classed character reaches a higher level in his new class than in any previous class, he once again advances in hit dice and may use all of the abilities of his previous class(es) without penalty.
A Dual-classed character is free to select a kit for each of his classes, but may only ever have a single Homeland and, clearly, may only belong to a single religion at any one time. Regardless of how many classes the character changes to, a Dual-classed character only receives bonus proficiency slots for having a high Knowledge score with his first class.
- Special Restrictions:
Background: If you don’t know what a human is and what they look like, you are clearly not sapient enough to play this game…