First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Race:  Human
  The game is designed to prefer humans.  They alone of all the races may be any class (except Tinkers) and advance to the highest levels, unlimited in all classes except those which themselves have class level limits.  Only humans may start as one class and later change to a different class, and, although they are here listed as several different sub-races, they are all humans, and the sub-race affects only the culture from which they sprang and their circumstances as they begin the game.  Unlike other races, humans may only pursue one class at a time, with the exception of those oriental humans who choose to be Ninja; also, humans take no initial modifications to the dice they roll for abilities other than the charisma modification to comeliness.  Humans are considered the norm for all rules; racial adjustments are made for other races to show in what ways they differ from humans.  If racial minimums are observed, they are 3/3/3/3/3/3/-2; if racial maximums are observed, they are 18(00)/18/18/18/18/18/23.

  To change class, the human must abandon his original class entirely, adopting the rules applicable to his new class.  He must have scores of at least fifteen in the principle attribute(s) of the original class, and seventeen in the principle attribute(s) of the new class.  Some changes are not possible because of alignment restrictions on the class.  The character's alignment must be compatible with all classes he practices.  There are a few specific restrictions in addition to this:  a character may not change between sub-classes of the same class; he may only be one fighter, one cavalier, one magic-user, one cleric, and one thief class or sub-class.  Monks are trained from childhood, and so no one can become a Monk; however, a Monk may become another class.  Ninja are born such, unless they marry into the family, and do not quit once they become one.  Barbarians and Oriental Barbarians likewise are born and raised in that culture, and never leave it to become something else.  When changing, the character keeps only his hit points (and levels for purposes of life-draining attacks and natural psionics), but all other abilities become those of an apprentice in the new class (although it is generally recognized that such characters fight on the combat table of the class which gives them the best chance to hit, not for example losing such fighter skills in the change, although the weapons must be limited to the new class).  The character then advances in the new class gaining the appropriate abilities, but gaining no additional hit points until his level in the new class exceeds his level in the old.  Furthermore, until that time, the character may not use any of the abilities of the old class; to do so is to sacrifice all potential experience for all recent activities (e.g., the current adventure).  Once the character exceeds the level of the old class in the new class (or reaches the class maximum if that occurs first), he will begin to increase hit points at the rate appropriate to the new class, and may freely use abilities gained in the old class.  However, restrictions on armor and weapons apply when the character is trying to perform functions peculiar to a class having such restrictions.  Under the rules of MyWorld, barring any other restrictions, a human character may change to a class normally limited to any human sub-race provided he has access to the culture.

  There are four sub-races of humans--Krynn, Occidental, Oriental, and Viking--here described in alphabetical order.

 Krynn Humans can be any class allowed in the Dragonlance Adventures™ rules.  These classes include Cleric, Druid, Holy Order of the Stars, Fighter, Barbarian, Ranger, Cavalier, Paladin, Knight of Solamnia, Magic-user, Illusionist, Wizard of High Sorcery, Thief, and Thief-Acrobat.  Clerics and Druids are nearly powerless within Krynn, as the gods of Krynn control all divine power within its boundaries, and only Holy Orders of the Stars are recognized as clerics to such gods.  However, as spells of the first three levels are gained by practice of the ritual without direct contact with the god, such spells will function within Krynn (MyWorld interpretation inferred from that rule).  Generally, a Cleric or Druid from Krynn will leave the area, and be treated in all respects as an occidental, except in regard for knowledge of cultural background, races and classes.  Cavaliers from Krynn are always in service to a nobleman; Paladins from Krynn are individual knights in the service of a good god (one of the gods of Krynn).  Cavaliers and Paladins may if they desire apply to become Knights of Solamnia at no loss of level if accepted.  Magic-users and Illusionists within the realms of Krynn are regarded as renegade wizards by the Wizards of High Sorcery, and pressured to become Wizards of High Sorcery on pain of death.  Thieves (who are not Kender) and Thief-Acrobats are disdained as criminals throughout Krynn societies.  They otherwise conform to the Occidental sub-race, including rolling for previous skills.

 Occidental Humans may start as any of the standard Players Handbook or Unearthed Arcana classes:  Cavalier, Paladin, Cleric, Druid, Fighter, Ranger, Barbarian, Magic-user, Illusionist, Thief, Thief-acrobat, Assassin, Monk, or Bard.  They may also be Psionicists under the modified (second edition) rules of the Psionics Handbook.  The monk will be treated under the oriental rules, although he will be allowed to equip under either the oriental or occidental money and equipment lists, and will be assumed to have thorough knowledge of oriental culture.  Occidental humans roll on the previous skills table.

 Oriental Humans may start as any class in the Oriental Adventures:  Samurai, Shukenja, Sohei, Oriental Barbarian, Kensai, Bushi, Wu Jen, Monk, or Yakuza.  They may also choose to be double classed, combining the Ninja split class with the Bushi, Sohei, Wu Jen, or Yakuza classes.  Oriental humans (except the monk) are very concerned with ancestry and honor, and much of this is calculated in great detail.  They begin with access to the oriental monetary system and equipment list (although the Monk may be treated as an occidental).  Oriental humans also have access to a variety of useful skills, including martial arts styles and iajutsu, and are at least familiar with and often proficient in the psychic duel.

 Viking Humans can be classes allowed to them by the Viking Campaign Sourcebook(tm):  Fighter, Berserker, Runecaster, Thief, or Bard.  The thief is slightly modified (he cannot find or remove traps, and the ability to open barred doors replaces the ability to open locks), and the bard is modified in the same way, and cannot begin his true bardic studies (and gain druidic spells) without leaving the Viking world to be taught in an occidental milieu.  Viking humans roll on the Viking gifts table.  They begin restricted to the monetary system and equipment lists of the Viking world.  While other classes are available in a Viking campaign, these are always foreigners; therefore, they are always treated as occidentals.  (The one caveat:  if a ranger moves into a Viking milieu and seeks followers, he will attract followers according to that milieu.)

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