Human SubracesHumanHumans are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their tastes, morals, customs, and habits. Others accuse them of having little respect for history, but it is only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter collective memory than Dwarves, Elves, Gnomes, and Halflings.
Planar and Planetouched CreaturesSix Planetouched creatures and one Planar creature are available to players in Neversummer as Human subraces - although "subrace" may not be an accurate term for them. Planetouched creatures have unusual abilities passed on from distant Planar ancestors – outsiders who for one reason or another had children with the native residents of the plane – and as such have a number of common properties described here. All Planar/Planetouched creatures (Githzerai, Aasimar, Tiefling, and the four types of Genasi) have the following properties:
- Darkvision
- Immunity to Charm Person, Dominate Person, and Hold Person
AasimarCarrying the blood of a celestial, most Aasimar are decidedly good-aligned. They are usually tall, good-looking, and generally pleasant creatures, and may have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. They are rarely found in leadership positions and often live as loners due to their absolute dedication to goodness. Others are less fanatical and fit seamlessly into normal human society.
- Favored Class: Paladin
- Must be Good-aligned
- +2 Wisdom, +2 Charisma
- +2 Listen, +2 Spot
- Acid, cold, and electricity 20% Immunity
- Aasamir Aura: Gives off a bright light, Hide penalties to anyone entering it, and blinds Drow and Tieflings who enter it.
- Darkness Vulnerability: Aasimar are blinded by magical darkness, even with an Ultravision spell active, much in the same way drow and tieflings are blinded by the aasimar's light aura
- Level Adjustment +2
TieflingTwisted, devious and untrustworthy, Tieflings more often than not follow their inherent traits and heed the call to evil. A few defy their nature, but still must fight against popular opinion (if their ancestry is known) or the feeling of otherworldly "wrongness" that seems to follow them wherever they go. Beyond this aura that many find disturbing, many Tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them or even cloven feet – no two Tieflings are the same. In most human societies, they maintain a low profile, operating as thieves, assassins, or spies. Occasionally they rise to a position of power, but when their nature is revealed, they quickly become outcasts.
- Favored Class: Rogue
- Must be Evil-aligned
- +2 Dexterity, +2 Intelligence, -2 Charisma
- +2 Hide, +2 Move Silently
- Cold, fire, and electricity 5/-
- Tiefling Aura: Gives the Tiefling and all his allies within the Aura 20% concealment, and any Aasamir that enter it are blinded by it. However, it makes the Tiefling vulnerable to attacks of opportunity from all opponents, unless the Tiefling has ultravision.
- Level Adjustment +2
GithyankiThe Githyanki, the Children of Gith, are a humanoid race living in the astral plane descended from the escaped thralls that overthrew the planes-spanning empire of the Illithids thousands of years ago under the leadership of a female rebel named Gith. Bred from the beginning of their history to hate the Illithids and any form of slavery or tyranny, Githyanki are a race of warriors, excelling at swordplay and the creation of ornate armor and weapons.
- Favored Class: Fighter
- Must be Evil-aligned
- +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
- +2 Discipline, +2 Taunt
- +2 to all Fortitude saving throws
- SR bonus: Level + 5
- Psionic Assault 1/day all enemies within 10 feet inflicted with 1d6 negative energy damage per 3 levels, the Githyanki is healed by the total damage inflicted.
- Level Adjustment +3
GithzeraiGithzerai are hard-hearted, humanlike people who dwell in the plane of Limbo, secure in the protection of their hidden monasteries. They are taller and thinner than humans, with sharp features, long faces, and eyes of gray or yellow. Severe and serious, Githzerai tend towards somberness both in dress and personality. As a rule, they are close-mouthed, keep their own counsel and trust few outside their own kind. Many Githzerai are Monks; however, Sorcerers, Rogues, and multiclass Githzerai (called Zerths) are also quite common.
- Favored Class: Monk
- Must be Neutral-aligned
- +2 Dexterity, +2 Wisdom, -2 Strength, -2 Intelligence
- +2 Persuade, +2 Taunt
- Spell Resistance: Character level +5
- +4 AC Dodge bonus from Inertial Armor (psychic force)
- Weapon Finesse feat
- Level Adjustment +3
Air GenasiAir Genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch. They care little for their appearance and tend to have wind-tossed hair and much-mended clothes. Their emotions vary quickly between calm reserve and great intensity.
- Favored Class: Wizard
- Must be Neutral-aligned
- +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
- +2 to all Reflex saving throws
- Half damage from electricity-based attacks
- Gust of Wind 1/day as cast by a 5th-level Sorcerer
- Air Genasi Clerics must take Air as one of their clerical domains
- Breathless: Air Genasi are immune to drowning
- Level Adjustment +2
Earth GenasiEarth Genasi are slow to act, ponderous in thought and set in their ways. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features, or eyes like black pits. They favor neutral colors and simple clothing, and while some appear to inadvertently collect dirt on their clothes, others keep a neat and polished appearance.
- Favored Class: Fighter
- Must be Neutral-aligned
- +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma
- +2 to all Fortitude saving throws
- Half damage from all acid-based attacks
- Barkskin 1/day as cast by a 5th-level Druid up to Level 10
- At Level 10, Barkskin increases to Stoneskin plus 3 Natural AC
- At Level 20, Stoneskin increases to Greater Stoneskin plus 5 Natural AC
- At Level 30, the Earth Genasi receives a 30/+10 Damage Reduction and 7 Natural AC
- At Level 40, the Earth Genasi's Damage Reduction is increased to 40/+20 and 9 Natural AC
- Earth Genasi Clerics must take Earth as one of their clerical domains
- Level Adjustment +2
Fire GenasiFire Genasi are hot-blooded and quick to anger, proud and unafraid to take action. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames or eyes that glow when the Genasi is angry. They prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend.
- Favored Class: Sorcerer
- Must be Neutral-aligned
- +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom
- +1 to all saving throws
- Half damage from all fire-based attacks
- Flame Lash 3/day, and scales with level. After Level 3 it deals 3d6 + 1d6 damage per level. The DC also scales, it is 15 + 1 per 2 levels
- Fire Genasi Clerics must take Fire as one of their clerical domains
- Level Adjustment+2
Water GenasiWater genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They are most often neutral. All have one or more traits that reflect their quasi-elemental nature, such as lightly scaled skin, blue-green skin, or hair that waves as if underwater. They dress sparsely, preferring clothing that will not bind when in the water. Water Genasi can harness the moisture in the air to create an aura with a regenerative and magic resistant effect, and in some climates they can even turn the moisture into damage reduction for themselves. The aura is capable of extinguishing fire, although the water aura evaporates in dry, desert climates.
- Favored Class: Monk
- Must be Neutral-aligned
- +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence
- +2 to all Will saving throws
- Half damage from all cold-based attacks
- Water Genasi Clerics must take Water as one of their clerical domains
- Breath Water: Water Genasi are immune to drowning
- Level Adjustment +2