Spelljammer
Character Generation
Rule Category:Character Generation
Rule Name:Characteristics - Super Human
STRENGTH

DEXTERITY

DEX 26
  • May learn all of the following skills with a .75 multiple. Note that this bonus only applies for a natural DEX of 26. If the 26 DEX is the result of a magic item or other effect where the stat will revert to 25 or less when the effect or magic item is removed, the character is not eligible for this bonus. This is true for all of the effects where a skill can be learned at a lower cost.
    • Acrobatics
    • Rope Mastery
    • Sleight of Hand
    • Suppleness
  • Does not need to roll to retain balance on narrow footing that is at least 4 inches wide unless there are other factors at play (slippery, windy, etc.).


DEX 27
  • Need not roll for balance when crossing a narrow surface such as a tree trunk over a chasm.
  • Automatically recovers balance after a landing.
  • Multiple for above skills drops to .70.
  • Does not need to roll to retain balance on narrow footing that is at least 3.5 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 28
  • Multiple for above skills drops to .65.
  • Does not need to roll to retain balance on narrow footing that is at least 3 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 29
  • Multiple for above skills drops to .60.
  • Does not need to roll to retain balance on narrow footing that is at least 2.5 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 30
  • Multiple for above skills drops to .50.
  • Does not need to roll to retain balance on narrow footing that is at least 2 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 31
  • Multiple for above skills drops to .45.
  • Does not need to roll to retain balance on narrow footing that is at least 1.5 inches wide unless there are other factors at play (slippery, windy, etc.).

DEX 32
  • Multiple for above skills drops to .40.
  • Does not need to roll to retain balance on narrow footing that is at least 1 inch wide unless there are other factors at play (slippery, windy, etc.).

DEX 33
  • Multiple for above skills drops to .35.
  • Does not need to roll to retain balance on narrow footing that is at least half an inch wide unless there are other factors at play (slippery, windy, etc.).





CONSTITUTION

CON 26
  • Immune to Ghoul paralyzation
  • Immune to seasickness
  • Immune to stench-related effects
  • Recover END and Non-Lethal damage at 1.5 point per minute of rest (after 5 minutes) instead of 1 point per minute.

CON 27
  • Immune to STR drain effects.

CON 28
  • Immune to paralyzation effects
  • Recover END and Non-Lethal damage at 2 points per minute of rest (after 5 minutes).

Special Effects of Super Human Constitution
With a 26 CON, choose one effect from the table below. With a 27 CON, choose two additional effects (3 total). With a 28 CON, choose 3 additional effects (6 total). Where it makes sense, effects can be chosen multiple times. For example, someone with a 28 CON could choose -10% Poison effect 3 times for a total of -30% poison effect, and -10% disease effect 3 times for a total of -30% disease effect. The reduction is calculated after resolving the saving throw. For example, if poison damage is 1 point per minute for 30 minutes, half with a successful save, then it is 1 point per 2 minutes for 15 minutes if the save is made and then is further reduced by this ability (so if -30% poison effect, duration drops another 4.5 minutes and damage also drops accordingly).
  • Poison effect reduced by 20% (includes poison damage and duration).
  • Disease effect reduced by 20% (includes damage and duration).




INTELLIGENCE

Spell Immunities - Those with super-human (26 or higher) Intelligence are immune to some spells, as indicated below:

INT 26
  • Blur
  • Illusion

INT 27
  • Mirror Images
  • Ventriloquism (illusion)
  • Walking Unseen

INT 28
  • Change Self
  • Illusionary Wall
  • Invisibility
  • Project Image

INT 29
  • Confusion
  • Shadow Door
  • Shadowform
  • Wraithcloak

INT 30
  • Blending
  • Phantasmal Force
  • Shadow Magic

INT 31
  • Phantasmal Killer

INT 33
  • Maze




WILLPOWER

Spell Immunities - Those with super-human (26 or higher) Willpower are immune to some spells, as indicated below:

WP 26
  • Immune to:
    • Charm (including Mass Charm and other charm effects)
    • Empathy
    • ESP
    • Hypnotism
    • Question
    • Rulership (Rod of Rulership)
    • Ventriloquism (SOTM)

WP 27
  • Immunte To:
    • Command
    • Confusion
    • Fear (including Mass Fear and other fear effects)
    • Mental Blast (Mind Flayer attack)
    • Walking Unseen

WP 28
  • Immune To:
    • Agony
    • Binding Will
    • Chime of Hunger
    • Control Entity
    • Control Person
    • Mental Bolt (SOTM spell, Telepath discipline)
    • Slow (psionicist version only)

WP 29
  • Immune To:
    • Enchanted Sleep
    • Withdraw

WP 30
  • Immune To Mental Attack

WP 31
  • Immune To Mindreave

WP 32
  • Immune To Telekinetic Rage




MAGICAL APTITUDE

STAT 26
  • The character can buy the skills Spell Energy and Power Perception.
  • The character can assist others in attuning to items. They must remain in the general vicinity of the person they are assisting and spend one spell point every 8 hours. The target will gain a +6 to their chance of attuning.

STAT 27
  • If the character has the skill Spell Energy, they can learn Circles of Protection.
  • If the character is a mage, they can learn GK spells (but not talents or rituals) from another college.




PERCEPTION

PER 27
  • Can make PER rolls when asleep (i.e., if GM calls for people on watch to make PER rolls, a sleeping character with a PER of 27 or higher can also make a PER roll).

PER 28
  • Dark Vision - Can see in normal darkness (outside at night, dark interior room, etc) out to 30 feet and in total darkness (underground) out to 15 feet. Can only make out shapes. Cannot read.
  • Against invisible melee opponents, any PER roll over 2x is treated as 2x (see rules for Invisible Combatant).

PER 29
  • Can sense invisible melee combatants well enough to attack without modifiers.




Other Super-Human Characteristics Effects
Those with super-human characteristics (characteristic scores of 26 or higher) gain the following benefits.


STAT 26
  • Anytime the GM calls for a STAT roll, roll twice and take the best result.
  • Whenever a skill roll is made for the applicable stat, you may ignore the first roll made and roll again. You must take the second roll. The applicable stat must be the only stat that impacts the roll.
  • For stats linked to saves (CON = Normal Save, WP = Mental Save, MA = Magic Save, LUCK = Luck Save), can reroll that save once but must take the second result.

STAT 27
  • Can make PER rolls when asleep (i.e., if GM calls for people on watch to make PER rolls, a sleeping character with a PER of 27 or higher can also make a PER roll).
  • For stats linked to saves (CON = Normal Save, WP = Mental Save, MA = Magic Save, LUCK = Luck Save), roll twice and take the better result.

STAT 28
  • Whenever a skill roll is made for the applicable stat, roll twice and take the best roll.
  • For stats linked to saves (CON = Normal Save, WP = Mental Save, MA = Magic Save, LUCK = Luck Save), roll twice and take the better result. Any result of Failure is treated as Success.

STAT 29


STAT 30

  • Anytime the GM calls for a STAT roll, roll three times and take the best result.

STAT 31
  • Whenever a skill roll is made for the applicable stat, roll three times and take the best roll.

STAT 32


STAT 33


STAT 34


STAT 35
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