Spoiler (Anzeigen)Descended from the natives of the Vilhon Reach,
these hardy folk have spread to settle most of the western and central
Inner Sea region and much of the Western Heartlands. Chondathans
form the primary racial stock of Altumbel, Cormyr, the southern
Dalelands, the Dragon Coast, the Great Dale, Hlondeth and both
shores of the Vilhon Reach, the Pirate Isles of the Inner Sea, Sembia,
and Sespech. They are slender, tawny-skinned folk with brown hair
that ranges from almost blond to almost black. Most are tall and
have green or brown eyes, but these traits are hardly universal. The
Chondathan domination of central Faerûn came about largely by
virtue of extensive trade and settlement rather than by force of arms.
Many Chondathans are merchants of one sort or another, and they
are not afraid to take risks, travel, or settle new lands.
Volksmerkmale [Human Racial Traits]:+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
(Strength)Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
(Bastard Sword)Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
(Fighter)Klassenfertigkeiten [Fighter]:Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from either fighter bonus feats or combat feats (see the Feats chapter).
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 18th level.
+3 bonus against fearArmor Training (Ex): Starting at 3rd level, a fighter gains added protection from the armor he is wearing. Whenever he is wearing armor, he gains an additional +1 armor bonus to his armor class, reduces the armor check penalty by 1 (to a minimum of 0), and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), a fighter gains even more protection, increasing these bonuses by +1 each time, for a total of +4 to armor class at 15th level, with a –4 reduction to the armor check penalty and a +4 increase to the maximum Dexterity bonus allowed.
Training Bonus: +3 AC Bonus, -3 Armor Check Penalty, +3 Dexterity BonusWeapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or
more groups.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Blades, Heavy (Lvl 5): bastard sword, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.;
+3 to hit, +3 DamageBows (Lvl 13): composite longbow, composite shortbow, longbow and shortbow.
+1 to hit, +1 DamageSpears (Lvl 9): javelin, lance, longspear, shortspear, spear, and trident.
+2 to hit, +2 Damage