Egyptian Based Sourcebooks

Alynnalizza

First Post
Greetings,

I was hoping the good people here can assist me in finding a good sourcebook that is based in egyptian style and feel. It can be from any edition of D&D. Is there any one product that stands above the others?

Thanks for all the help!
 

log in or register to remove this ad

Well... here is what comes to mind immediately:

1st Edition AD&D
Deities & Demigods has a section on Egyptian mythology. Not much on culture, etc. but the gods and monsters are laid out well.

2nd Editon AD&D
Legends & Lore (renamed Deities & Demigods), same thing as 1st edition.

FR10, Old Empires, by Scott Bennie treats the Egypt / Sumeria / Babylon like areas of the Forgotten Realms.

I3, I4, I5, and the combined I3-I5 modules, the Desert of Desolation series - more of a modern "Arabian Nights" setting, but some elements of the history are egyptian, with the interior of a pyramid used as the adventure site.

"Basic" D&D
In the Hollow World setting, the Kingdom of Nithia is a full treatment of an Egyptian-like setting.

3rd Edition
Gary Gygax' Necropolis is a mega-module that presnts an Egyptian-like setting as part of it.

Testament, by Scott Bennie, treats Egypt, Canaan, Babylon, and Israel in the Mythic age.
 

Avalanche games has Nile Empire: War in Heliopolis. That book has some great concepts and a lot of valuable information about gaming in an Egyptian environment. Unfortunately, the game mechanics the book presents are worthless. Check the reviews on the reviews page.
 

Then there is the fairly new OGL ancients, which is greece and egypt. Don't have it, don't know much about it, but it is out there.
 


I'm running a game that just got co-DM'ed to Egypt, so I've been scrambling to find source material myself. A non-gaming book I got was "The Dictionary of Ancient Egypt" by Ian Shaw and Paul Nicholson, published by Harry N. Abrams Inc. New York or by The British Museum Press, London.

At any rate, feel free to shoot me any questions and I'll see if I could help.
 


Egyptian D20 setting coming out in the near future from *CENSORED* Publishing. I can't say who's publishing it, but you'll recognize them, and the announcement should be coming very soon.

It's written by myself, C. A. Suleiman (author of several Scarred Lands products, the Cairo by Night book for Vampire: The Masquerade, and developer of the Mummy: The Resurrection Players Guide), and Steve Kenson. :)
 

You might also check out the Stargate SG-1 roleplaying game. It's based on the sci-fi TV show of the same name and uses the Spycraft rules. Egyptian mythology and imagery plays a very big part in the show.

Also, http://www.pantheon.org/ has a lot of good information on the egyptian mythology.

http://www.thebanmappingproject.com was mentioned somewhere on this site and takes an amazingly detailed look at the valley of kings.
 

Of the above sources that I have seen, Necropolis (a module by gary gygax for his old game and now done in 3e by Necromancer games) is fairly cool. Some good culture stuff and games mechanics at the back.

Novel "River God" and its sequels are good too.

I have been running a egyptian-themed campagn for around 10yrs (began as a F2F game and now we play as an email game). Always thought of writing a sourcebook on said subject - but now there are too many out there probably.

I am not sure what game system it is but I have also used a book "Mythical Egypt" that has some cool gaoming material. Quite old now :(

Following is the basics of the region of Nyaat - my egyptian-like land on Cellworld. Needs plenty of work, but a sound start ;) I haven't yet filled in all sections/headings, but they are there as this is the template i use for a region (we call Homeland) write-up. If you like, and would want further info on something (eg gods, races etc) then I would be happy to post.

Connors


Nyaat Realm Template Date 19/1/04

QUICK STATS
Capital: Tarkis (lower), Ethop (upper)
Population: 3, 590, 000 (humans 75%, ibisils 10%, harkrinns 8%, elves 6%)
Government: Theocratic monarchy – Pharaoh
Current Rulers: Lower – Pharaoh Nethankh. Upper – Ramas-seti
Symbol/Flag: Blue crown – Lower, Red crown - Upper
Resources: Ale, beer, blank spellbooks, gold, granite, paper, precious stones, pottery
Type: (brief short statement about the area [from realms sheets I have]).
Model Cultures: Ancient Egypt
Alignment: LN, LG, LE, NG
Enemies:
Allies:
Religions: Nyaatan Pantheon, Ancestral Spirits, Sylvan Pantheon.

GENERAL DESCRIPTION/INTRODUCTION/OVERVIEW
(Inc: What region is like. Where it is. What regions/lands border it. Climate. Government. What race is. Where they came from. General broad opening statements. etc)
Nyaat lies along the banks of the life-giving waters of the Ahagin River in northeast Djana. Whilst the soil here is very fertile and papyrus and date palms are common, the surrounding terrain consists of dry desert. It is the largest and most powerful kingdom known to all in that part of the world. Currently, as has occurred infrequently in the past, the kingdom is divided into Upper and Lower Nyaat, each ruled by a separate pharaoh.
Nyaat is a very old kingdom. Its vast history stretches back through three recorded ages each of many hundreds of years long. The hieroglyphics recorded in temples, tombs, and palaces have kept an accurate record of the many pharaohs who have ruled throughout these years. Nyaatans are very proud of the fact they are one of the oldest known civilizations and see themselves as one of the most advanced.
Government: The Pharaoh is the supreme ruler, king and highpriest, of Nyaat. (Currently there are two, each in charge of either Upper or Lower Nyaat). In theory, all Nyaat is his property: the land, the crops, and the people. But a large bureaucracy is set up to run all of this and is overseen by a vizier.
Regions & Lands
Being very insular, Nyaatans are rarely found outside the borders of their own lands. This region applies only to those humans who live in the lands of Nyaat.

The People and Races
Appearance
The humans of Nyaat are rather short, slender, brown-skinned people with brown eyes and black hair. (Take 3” and 15 lbs off final starting heights and weights). As you travel south along the Ahagin they look more like the dark folk of the rest of Djana with darker skins, shorter noses and fuller lips. Several of central and northern Nyaat often display lighter gold-tinged skin tones and thinner lips. This is believed to be the result of Armec ancestors.
Dress often involves thin light-coloured clothing. Many males simply wear a skirt-like wrap around the hips. Females tend towards a full body wrap similar to a light toga. Jewelry is very common and even middle-classes often have at least one gold ornament of some sort. Male priests have clean-shaven scalps, as do male children except for a large ponytail on the side of their head known as the ‘Sidelock of Youth’.
Personality/Philosophy
Varies, but are seen as devout and dutiful.
Alignment/Outlook
Nyaatan culture stresses self-discipline and quiet acceptance of authority. Rulers are expected to be fair in their administration and the common folk give their employers an honest days work. The general tone of Nyaatan culture is self-satisfied, isolationist, intensely conservative, and concerned with material and sensual pleasures of life.)
Races
Ibisils: These ibis headed humanoids have called the Ahagin River home since they were created by Thoth. They are and always have been highly respected members of society, known for their superior intellect and they therefore form much of the scribe class.
Harkrinns: These winged hawk-like beings are known as stalwart and loyal warriors. They are not common along the river and make their homes in the eastern mountains. They have come to Nyaat’s aid many times to help repel invaders and are respected fighters and symbols of Horus.
Elves: Elves are tolerated to say the best. They are regarded as cowardly, trouble-dealing, swindling vagabonds, but they are important to the economy of Nyaat for they take and bring goods to and from distant lands. They are also responsible for teaching Nyaatans to work steel. As such they live in ghettoes and bazaars in several major cities.
Relations with other Races & Regions
Appearance matters little in Nyaatan borders, but Nyaatans do tend to detest all foreigners. The elves are also disliked, but are allowed to conduct business within the kingdom because their trade is very important. Foreigners must put up with ethnic jokes, rude stares, and a general attitude of contempt often mixed with curiosity. Foreigners often view Nyaatans as smug, but their land certainly is to be admired as the land of plenty.
Other races seen include rhinoans (rhinomen) who live on the eastern plains and are highly esteemed as guards due to their great strength, but their gentle nature sees them rarely take up the offer. Wemics (loinmen), often called sphinxes, occasionally wander in from the southern savannas. It is known that they once played an important part in the protection of the kingdom (before the rule of the gnolls who executed them), but are now seen as little more than a curiosity. Gnolls are still found in the wastes and are regarded as enemies. The dark-skinned djanans are seen as savages, except those in southern Nyaat who are considered Nyaatanised. Therans are rarely seen but known to exist in the wilds around Nyaat. Although avoided their survival skills are admired by any whom have had to journey in the desert.

Life and Society
Laws & Customs
Social/class Structure: Obviously at the top is the pharaoh. He is the king, highpriest and champion of Nyaat.
Besides the Pharaoh, the royal court includes; the Vizier (roughly equivalent to a prime minister) the Treasurer and Chancellor of Granaries and Cattle (who work closely together, since most of Nyaat’s wealth is in produce, not coin) the Steward (who runs the Pharaonic estates) the Chamberlain (who runs the palace) and the First Herald (in charge of palace defence). Also included here are; the Highpriest of Nyaat, the Marshal of Pharaoh’s Army and the Grand High Wizard from the government academies. Collectively this group forms the High Council and all major decisions are made by this council. The Nyaatan nobles are the families of these High Councillors and of the Nomarchs. Nyaat is divided into 42 provinces, called nomes, 21 in Upper Nyaat, strung along either side of the Ahagin, and 21 in the lower lands and delta of Lower Nyaat. Each nome is ruled by a nomarch who is the lord of that land. Most magistrates and high-ranking priests and wizards come from noble families. Just below these nobles is the scribe class. They staff the civil service, provide the middle and lower ranks of priests and wizards, and supply the doctors, lawyers, businessmen and embalmers. A rich scribe with powerful friends may be more important than a minor noble. Then come the labourers and craftsmen, followed by the farmers, herdsmen and fishermen, some of whom are free peasants, but others are serfs, tied to their jobs and owned by the nobles and temples (and Pharaoh theoretically) whose lands they work. They are theoretically higher socially than slaves, but a poor farmer might well envy the plump, well-dressed slave of a rich scribe.
Law: All citizens expect to be treated fairly if they acted justly. Nyaatan’s use the term maat to describe their national sense of justice, truth and righteousness. (Upon death one’s soul is weighed against the feather of Ma’at and if it overbalances one is fed to Am-mit the devourer of souls). Therefore there are many laws in place to protect the people. Punishments can be harsh and vary from beatings to slavery and even banishment. Death is only dealt out by the Pharaoh, but remember as the Pharaoh owns everything then most crimes are committed against the pharaoh. Simply moving a boundary stone on a farm is likely to find oneself in slavery serving on the nearby farm. For serious crimes viziers acted as judges, and obviously for great crimes against Nyaat the pharaoh himself with act as judge.
The Dead: Nyaatans go to great lengths to protect and respect their dead. In the distant past, pyramids were built to protect interred Pharaohs, but now they are buried in the well-guarded Sunrise Valley. So obsessed about death, most Nyaatans spend much of their living life preparing for death. More and more protection is required as tomb raiding is rife amongst fringe-dwellers. Again, elves are often blamed for this, but it is more likely they are the last person in the chain of tomb item smuggling. Clerics and wizards are often called upon to place glyphs and wards on the resting places of important people.
Entertainment: Many Nyaatans find enjoyment in their work, especially those employed to create works of art and scribes. Others may enjoy such things as chariot racing which is very popular. Pit fighting is popular in Upper Nyaat and continues in several fringe settlements throughout.
Marriage: Despite Nyaat being a very religious society, marriage is conducted as a private ceremony, not as a religious one. Priests do not reside over the affair, but government officials are required to sign a document detailing the event and any lands ‘owned’ by the couple. Children born are greatly loved and cherished. Many are given protective amulets to wear and all sorts of toys are given (including balls, whip tops, wooden or glazed clay dolls with string wigs and clothes, skittles and wooden or clay models of animals and beasts often with moving parts).
Education: Wealthy children are expected to attend school for at least 10 years. Poorer children are able to go if they can raise the funds, usually through savings or by finding a sponsor. After 10 years of general schooling (learning reading, writing, history, laws and society) one is expected to specialize in a profession, such as scribe, temple guard, alchemist, or wizard. Children of poorer families or those whose families were farmers or had a trade simply continued in that line of work, learning as an apprentice with no need for formal education.
Subsistence/Resources
Crops: During a good year, when the Ahagin is flooded, Nyaat has an abundance of crops. Water is redirected into thousands of irrigation channels and moved over banks with the small crane-like contraption called a shadoof.
Pottery: Not only an esteemed trade, pottery manufacture is regarded as a fine art by Nyaatans. Dyes and ground minerals are added to the clay to produce crimson, green, blue and other brilliant colours. The clay is then kneaded into shape on the wheels, which are found in abundance in the Potters’ Courts in most cities. The courts’ immense stone kilns often raise local temperatures to unbearable levels, so potters often operate their kilns during the evening and night. Their works of art are decorated with lustrous glazes and detailed carvings of animals, daily life, astronomical symbols and of course the gods.
Food: All manner of bread loaves are cooked in most households every morning. It is baked in plain conical greased pottery mounds or flattened into round or triangular shapes, often mixed with milk and eggs or nuts and spices and sweetened with honey or layered with date pulp.
Drink: Apart from beer and palm and date wines, which are common, Nyaatans are also adept at producing some of their own unique alcoholic beverages. Pulque is a sweet-tasting drink made from cactus juice. Its manufacture is a closely guarded secret of the nomadic merchant tribes from the west. Asanday is an old recipe that is distilled from papyrus. It is a strong, clear spirit widely available. Raki is another strong spirit drink found in Lower Nyaat.
Bronze: Although the elves have taught the Nyaatans to work steel, most items, including arms and armor are made from bronze. There are two primary reasons for this. The first is the Nyaatans’ reluctance to change. Tradition and history has seen them use bronze for ages and the beautiful colouring of the metal is superior to the dull iron they dig from the eastern hills. Secondly, the iron from the eastern hills is scarce and hard to find. Gold: This is mined in the eastern hills and in the south of the country. Criminals are often sent to work in the mines and conditions are terrible. All gold goes to the pharaoh’s workshops first and is then redistributed.
Wood: Good quality wood is scarce and must be imported, usually form the Near East. Poor Nyaatan wood is made into statues, but they need to be coated with gesso (a mixture of chalk and glue) to make a smooth surface for painting.
Boats: Many kinds of boats were used to ply the Ahagin and its canals, from small ones made of papyrus to large barques made of wood.
Imports: Fine timber, incense, iron, perfume, slaves, spices
Currency
There were once many coins used in previous currencies of Nyaat. Things have simplified in the past 200 years. Gold is now more highly regarded than in the past as a currency because it has become more scarce.
Coin Value Type
Lumen 1gp gold, large round
Silver 1sp silver, small round
Copper 1cp copper, small with hole in the center
Brass 1cp brass, small, no hole, rarely used
Languages & Literacy
Nyaatan is the common language and its written form (often called hieratics) is derived from the ancient hieroglyphics that can be found carved into and painted on monuments the kingdom over. As such scribes, priests, wizards and explorers also learn to read/write hieroglyphics. Other languages known include; Djanan, Elven (often regarded as the secret language of the streets), Auran (spoken by the Harkrinns and the state clergy of Horus), and Felisian, Gnoll, and Draconic allowing conversation with the wild inhabitants of Nyaat’s wastes.
Automatic Languages
Nyaatan.
Bonus Languages
Starting players get # = Int bonus: Djanan, Elven, Auran, Felisian, Gnoll, Draconic.
Names
Most people simply have a given name. Quite often these contain the names, or parts of, of deities. Many others have hyphenated parts added at the end. Only nobles have family names. Many wizards, soldiers and adventurers have a second descriptive name.
Male Names
Egs: Afabu, Ahaptu, Ahes, Amikhat, Aoth, Aptuef, Arkanstras, Asarneb, Asken, Ateneru, Atet, Baenshu, Bakara, Ephut-ki, Fenti, Gebir, Gentab, Habtu, Harkar, Honur, Hosut, Hu, Imshur, Kaanu, Kethoth, Khemi, Khenteb, Khiheru, Mabheri, Marak, Menes, Menka, Narmur, Nebkau, Neferes, Nubit, Parhu, Parthi, Pepi, Qauath, Qenau, Qesab, Ramas, Rameses, Raneb, Roqeb, Sebtef, Sheffi, Shemthra, Smenu, So-Kehur, Taaq, Tangtir, Tchafu, Techar, Thazar-De, Thent, Thesu, Tuthem, Tuthmoses, Uasar, Uaten, Uatreth, Unas, Urhur, Urshab, Utchur, Uteben.
Female Names
Egs: Aftam, Ahunum, Amitha, Apila, Arazima, Artif, Artut-t, Ashshi, Babat, Baitu, Chathi, Falab, Garta, Gemi, Hanhanu, Hatba, Hatchert, Herrit, Kami, Katra, Kaurrit, Kesem, Khenu, Mathit, Meruti, Mesept, Murithi, Nephakhuti, Nephis, Nerera, Nuheb-t, Nulara, Nura, Papait, Penta, Pessafar, Qabtet, Qenti, Rekhita, Resi, Rines, Sarqa, Sasa, Sbeth, Sefris, Serref, Shefa, Sherra, Taankhit, Tastab, Tchafi, Tcharm, Tchasu, Tcheta, Tebabk, Themfi, Thennit, Therit, Thola, Uahiti, Ualpit, Ugam, Umara, Upsha, Uptta, Zolis.
Other Names
Family names: Ankhalab, Anskuld, Fezim, Hahpet, Nathendem, Sepret, Uuthrakt.

Adventurers
Whilst there are many adventurers within Nyaat, few of them are true Nyaatans. There are many wanderers and tomb-robbers from the nomadic tribes and all elves could be considered adventurers, but there are few Nyaatans who take up the mantle to travel and seek adventure. Most are content to work or study to be the best at what they do and believe the need to pit this knowledge against, the gods know what terrors, from the wastes, in tombs or in foreign lands, is a silly vocation for less civilised peoples. However a land as vast as Nyaat does have some heroes who do live the life of adventurer. They are mostly known for their magical might, their ability to thwart foreign enemies, battle the massive monsters of the deserts, or protect important sites and people.
Preferred Classes


Skills and Feats
(common skills/feats)Inc:
Class Skills
(Members of a particular race/region may have some skills treated as class skills, no matter what class they choose)
Craft Skill
(crafts area/race are known for. Possibly grant a +1 racial bonus ‘if ranks are first placed into these skills’)
Gaming Skill
(common uses of this skill for this area/race)
Profession Skill
(professions area/race are good at. Possibly grant a +1 racial bonus ‘if ranks are first placed into these skills’)
Regional/Racial feats
(common feats associated with this area/race, see Magic and Lore for magical feats) NB: feats that can only be taken at first lvl will be called talents. Others require ceremonies (as in Arcana Unearthed).
Combat feats/styles
(common feats, give egs of typical feats soldiers would have)

Equipment
(if race has affinity for certain items. Most listed here could be attained at about 10% less. Common items, favoured items)
All metal items purchased are considered bronze unless otherwise stated. Iron and steel weapons generally cost 150% of the price listed in the PHB, though elves of course, may charge a lot more.
Extra/New Items
(Items that can be purchased from sources other than the PHB)
Barred Items
(Items from PHB that cannot be purchased)
Arms & Armour
(traditions of weapon and armour smithing are some of most distinctive characteristics of a regions/race’s society. Weapon familiarity).
As stated below bronze is the most common form of metal used for the production of arms and armor. Metal armors are very rare however (full suits basically non-existent) due to the very hot climate of Djana. Like in the rest of Djana, shields are common though. Nyaatan shields resemble the shields widely used on Cardan, but the pointed end is at the top of the shield. Common weapons employed by soldiers include; hand axe, battle axe, shortspear, shortbow, maceaxe, swordstaff (glaive), throwing club, throwing spear, sicklesword, scimitar and of course the sacred swrod of Horus, the Khopesh. Of course other weapons exist, such as the elven longswords and longbows and a variety have shown up in the gladiator pits of Upper Nyaat – especially popular at the moment in such bouts are the tortoise-shell blades.
Animals & Pets
Starting Outfit
(bonus items if player chooses Preferred Class and Regional/Racial feat. Choose one. For weapons/armour just state ‘masterwork’ weapon /armour from above’)

Magic and Lore
Magic is commonly practiced in Nyaat, especially in Lower Nyaat where there are many arcane schools including state funded colleges for the different schools of arcane magic. Due to Nyaatans’ obsession and familiarisation with death, Necromancy is not a reviled art here. It is common for wizards and clerics to mess with the life forces of others and create undead guardians. As such Clerics are the most respected members of this very religious society. Wizards and sorcerers follow closely behind.
Psionics: This strange magic is rarely seen in Nyaat despite the wide use of it in the past by the Armecs and current use throughout the rest of Djana. There are rumours of a secret society in central Nyaat that continues to teach these arts from old inscriptions.
Spells
(any new/unique racial/regional spells or changes to spell lists)
Magical Feats
Magic Items
(types of items that this race/region that are liked/desired, often common and/or people are known to be experts at crafting these items. Often 10% cheaper).
Magical charms and talismans are owned by many. In fact talismans are as common as potions – more common away from the Ahagin River. Babies even have protection charms hung around their necks.

Groups
Religion
(pantheons followed, notes on particular racial deities, what pantheon the Religion skill refers to, relations with other religions)
Religion is extremely important to the Nyaatans. There are hundreds of deities and all share a close link with their followers. In times past gods ruled Nyaat itself. The now dead god, Ra would grant godhood to all rulers. With the young Horus now ruling in the afterlife it is known that he lacks the power to make gods out of pharaohs (although a few have claimed the opposite). Clerics run the government and the temples own all of the slaves (which are rented out to others). Due to their strong belief in the afterlife, Nyaatans mummify their dead in the image of the god Osiris who was mummified by his wife Isis and thus given new life. In fact much of a Nyaatans life is spent preparing for death. The priests play a vital role in this process. All embalmers are priests and clerics are required for the funerary rites and often to place protective glyphs and wards on the deceased’s coffin and tomb.
Major Organisations
(who they are, goals, membership, allies/enemies, where based, prestige class used)
The Pharaoh's Army: There is a separate army for each ruler and each wear armbands signifying who they serve; blue for Lower Nyaat and red for Upper. This is a solid organisation for any warrior to belong to. The pay is reasonable and there is the opportunity to be trained in several specialised areas. These disciplines include; heavy, medium and light infantry, light cavalry, charioteering, and archery. Upper Nyaat is also beginning to train an elite group of shock troops, who will stop at nothing to get their quarry.
Along with the army, wizard schools and religious orders are common, large organisations. Many members of these also are a part of the large theocratic bureaucracy that forms the government.
The Dark Children of Set: Whilst the worship of Set is abhorred in Lower Nyaat, many Upper Nyaatans credit the god with many important accomplishments (such as being a main contributor in repelling the gnoll and demon worshipping conquerors 500 years ago) and thus worthy of veneration. The Children are a secret but widespread cult dedicated to Set and the ‘New Way”. They once were a select group of necromancers but now anyone can join their ranks. They covet wealth and sanction tomb raiding and the killing of ‘corrupt’ government officials.
The Sacred Sentinels: This is an ancient order dedicated to the protection of the dead. They are a mysterious group who dress in black, bear strange marks on their faces and often ride black steeds across the desert sands keeping an eye on all known burial sites. They are fanatical in their protection of these sites.
Other Prestige Classes
(ones that are popular, available, and why).

Places
Brief description of many well-known or visited places. May include geographical features, areas [duchies, baronies etc], ruins, sites, cities, towns etc and any famous or familiar local NPCs. (Just what players may know. More detail on DM Region Template)
The Ahagin River: Life revolves around the inundation of the river. When the river basin flood the water is channeled into thousands of irrigation ditches and canals allowing the growth of many crops including the all-important papyrus. To pollute its waters is a crime punishable by death. Unfortunately the river is home to wicked beasts called crocodiles. These man-eaters are killed if possible. The river and its many canals are also the primary means of transport for Nyaat. The Ahagin is always full of boats of many sizes carrying families visiting friends, traders sailing between riverside towns or builders moving great stone blocks and statues form quarries to new temple sites. Wealthy people even are transported to their final resting place on funerary barges, including along canals built that lead right to their tomb.
The Desert: Although the desert provides little in the way of goods, Nyaatans do not view the desert as a barrier to trade and travel; they can go anywhere they want to go by boating up and down the Ahagin. Instead they view the desert as a defense against foreign invasion.

History
(Brief a/c of regional/racial history)
Recent History
(Important events from last few years, broken into years and seasons.)
Current Rumours
(Some adventure hooks and other intrigues. Just small snippets of what players may know. More in DM doc).

Racial Traits
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
 

Remove ads

Top