Upheaval in Zhaltssom
Brief Description: (This is where the race is described in ten words or less.)
Physical Description: (More significant details about the race’s visual appearance.)
Preferred Habitat: (Where does this race prefer to live?)
Culture and Society: (What is considered significant to this race and how do they generally govern themselves?)
History, Myths, and Events: (How long has this race existed? Do they believe in any myths? What events have occurred in the race’s history?)
Relations: (How is this race treated by other races?)
Preferred Classes: (What character classes does this race favor and why?)
As Player Characters: (What do players need to keep in mind when playing a member of this race?)
Racial Statistics: (The significant stuff that actually goes on the character sheet. Heights, weights, ages, and the race’s raw qualities and traits.)
Starting Ages: Between 16 and 27 years
Heights: Between 5’7" and 6’6"
Weights: Between 170 and 250 lbs.
Ability Score Racial Traits: Sunborne human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Sunborne humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Sunborne humans have a base speed of 30 feet.
Languages: Sunborne humans begin play speaking Common. Sunborne humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Heart of the Sun: Sunborne humans treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.
Heart of the Wilderness: Sunborne humans learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.