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Human

Ambitious, driven, pragmatic—a race of heroes, and also a race of villains

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Races: All Races Deva Dragonborn Dwarf Eladrin Elf Githzerai Gnome Goliath Half-Elf Half-Orc Halfling Human Minotaur Shardmind Shifter Tiefling Wilden
Power type: AW at-will · ENC encounter · DLY daily  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Racial Traits

Average Height5´ 6˝–6´ 2˝
Average Weight135–220 lb.
Ability Scores+2 to one ability score of your choice
SizeMedium
Speed6 squares
VisionNormal
LanguagesCommon, choice of one other
Bonus At-Will PowerYou know one extra 1st-level atwill attack power from your class.
Bonus FeatYou gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus SkillYou gain training in one additional skill from your class skill list.
Human Defense Bonuses+1 to Fortitude, Reflex, and Will defenses.

Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly.

Play a human if you want…

Physical Qualities

Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel.

Human attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It’s not unusual for several distinct human cultures to live side by side in a particular area and mingle, so human armor, weaponry, and other items incorporate a variety of designs and motifs.

Humans average life spans of about 75 years, though some venerable members of the race live as long as 90 or more years.

Playing a Human

Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their native resourcefulness to see them through perilous situations.

Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers. Their self-reliance and bravery inclines humans toward martial classes such as fighter, warlord, and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics.

That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of the race. Some tales say the gods worked together to create them, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known, a god killed in the war against the primordials or perhaps assassinated by another deity (Asmodeus and Zehir are often accused of the deed). Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements are diverse places where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples. Most of the human towns that have survived the empire’s fall are fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town for protection.

Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small kingdoms, fiefdoms, and free cities have arisen from Nerath’s ruins, and many of these realms are petty, weak, or isolated. Tensions and misunderstandings among them often precipitate skirmishes, espionage, betrayal, and even open warfare.

Human Characteristics: Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant
Male Names: Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Regdar, Quinn, Samm, Thom, Wil
Female Names: Ana, Cassi, Eliza, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Stasi, Shawna, Zanne

Human Adventurers

Three sample human adventurers are described below.

Brandis is a human fighter, a mercenary who has sold his sword arm to every baronet, duke, and princeling from the mountains to the coast. His armor is practical, lacking any decoration, and his sword is intended only for battle, not as a mark of prestige. He prays daily to the Raven Queen—not out of devotion but because he knows that death is inevitable and he hopes to postpone it as long as possible. He began adventuring after a mission ended in disaster. His soldier companions were all dead, and he was captured by hobgoblins and held for a ransom that no one cared enough to pay. He joined the band of adventurers that slew the hobgoblins. He has since found adventuring both more lucrative and more satisfying than his previous life.

Mari is a human ranger, her eyes always on the horizon. She is driven by a passion for exploration and a love of new places. She dreams of ultimately establishing a new settlement in a place where people can live in peace and freedom. She prays to Avandra for protection in her wandering and to Erathis for help in achieving her dream. She is aware of her life’s contradiction: She is a creature of the wilderness, but her dream is to tame and cultivate it. A part of her wonders whether she would be able to settle in the village she dreams of founding.

Thom is a human wizard, and his one desire is for power. He adventures in search of arcane lore and ancient artifacts that will increase his mastery of magic. He prays to Ioun because he sees knowledge as the key to power, but he is also drawn to Vecna, wondering what power the god of secrets might offer him in exchange for his devotion.

Racial Paragon Path: Adroit Explorer

“Turn back? Now? But we don’t know what’s on the next floor!”

Prerequisite: Human

The unknown has an inexplicable hold on you. Your greatest ambition is to discover, to unearth, to explore. You are the perfect expression of the human tendency to comb the world in search of knowledge and power, infused with an almost superhuman determination. This determination is central to your nature—a drive that propels you to work harder, fight longer, and strive for more than you should be able to attain through your own merits. You are not satisfied until you have achieved complete victory in your endeavors, and you develop powers to help you achieve your goals. Your will only grows stronger when your back is against the wall, and you fight all the harder, making sure you win the day.

Whether you are motivated by a thirst for knowledge of the world’s most ancient civilizations, a hunger for long-lost secrets of arcane power, a drive to conquer and settle the world in the name of Erathis, or a lust for gold and glory, you’re willing to face great danger to achieve your goals. Thanks to your singleminded dedication, you usually manage to escape from danger in one piece, even if you survive only by the skin of your teeth.

Adroit Explorer Path Features

Ambitious Effort (11th level): Choose an encounter attack power of 7th level or lower from your class. You gain that power. If you choose an encounter attack power that you already know, you now have two uses of that power per encounter. At 21st level, you can replace this power with an encounter attack power of 13th level or lower from your class.
Bloody Determination (11th level): The first time you are bloodied during an encounter, you gain a +5 power bonus to your next attack roll before the end of your next turn against the enemy that bloodied you.
Heroic Action (11th level): When you spend an action point to take an extra action, you also gain resist 10 to all damage until the end of your next turn. The resistance increases to 20 at 21st level.
Champion of Humanity (16th level): After each extended rest, you have 2 action points instead of 1.

Adroit Explorer Powers

ENCDestined for GreatnessAdroit Explorer Utility 12No Act PersHealing
Despair is never an option.
Trig You fail a saving throw and you are not dying · Eff You reroll the saving throw with a +4 pwr bonus. In addition, you can spend a healing surge.
DLYBloodied GreatnessAdroit Explorer Attack 20Imm React Pers
Your enemies’ attacks push you over a threshold, and you tap into a fresh reserve of strength. You unleash one of your mightiest attacks, fueled by your pain.
Trig An enemy bloodies you · Eff You use one of your encounter attack powers against the triggering enemy. That power can already be expended, and if it is not, using it through this power doesn’t expend it.