The process of Character Creation for Amaran characters are laid out here.

Ability Scores Edit

Character's stats are determined by the point buy system, using 32 point-buy. Most characters have stats ranging from 8 to 18, though some races may have higher or lower stats.

Races Edit

Amar is home to many of the standard races found in the Player's Handbook. In addition, Amar is home to:

  • Blue: A race of small goblinoids with a knack for psionics.
  • Bullywug: A race of amphibious frog-like humanoids.
  • Gnarl: Half-gnolls that mostly inhabit grasslands.
  • Half-Nymph: Graceful fey that have a strong connection to the natural world.
  • Lesser Drow: Dark Elves that have since rejoined with their cousins in worshiping Corellon Larethian.
  • Shadar-Kai: Fey from the plane of shadow.
  • Troll-Kin: A magical cross-breed of trolls and humans.
  • Yuan-Ti Pureblood: A race of serpentine humanoids.
Random Starting Ages
Race Adulthood Simple (Rogue) Moderate (Fighter) Complex (Wizard)
Blue 8 years +1d2 +1d4 +2d4
Bullywug 14 years +1d4 +2d4 +3d4
Gnarl 12 years +1d3 +2d3 +3d3
Half-Nymph 30 years +2d6 +4d6 +6d6
Lesser Drow 110 years +4d6 +6d6 +10d6
Shadar-Kai 25 years +1d6 +2d6 +3d6
Troll-Kin 20 years +1d4 +3d4 +5d4
Yuan-ti Pureblood 15 years +1d6 +2d6 +3d6
Aging Effects
Race Middle Age Old Venerable Maximum Age
Blue 30 years 50 years 70 years +2d10 years
Bullywug 35 years 55 years 75 years +3d10 years
Gnarl 26 years 35 years 42 years +1d10 years
Half-Nymph 75 years 150 years 200 years +6d10 years
Lesser Drow 175 years 263 years 350 years +4d% years
Shadar-Kai 100 years 175 years 250 years +1d% years
Troll-Kin 40 years 65 years 85 years +3d10 years
Yuan-ti Pureblood 50 years 80 years 125 years +4d10 years
Random Height and Weight
Race Base Height Height Modifier Base Weight Weight Modifier
Blue, male 2' 6" +1d8 35 lb. x1 lb.
Blue, female 2' 5" +1d6 30 lb. x1 lb.
Bullywug, male 4' 0" +4d8 120 lb. x(1d6) lb.
Bullywug, female 3' 8" +4d6 95 lb. x(1d4) lb.
Gnarl, male 5' 8" +2d6 150 lb. x(2d6) lb.
Gnarl, female 5' 4" +2d6 135 lb. x(2d4) lb.
Half-Nymph, male 4' 4" +2d6 80 lb. x(1d6) lb.
Half-Nymph, female 4' 4" +2d6 80 lb. x(1d6) lb.
Lesser Drow, male 4' 5" +2d6 85 lb. x(1d6) lb.
Lesser Drow, female 4' 5" +2d6 85 lb. x(1d6) lb.
Shadar-Kai, male 4' 8" +3d4 100 lb. x(2d4) lb.
Shadar-Kai, female 4' 4" +3d4 90 lb. x(2d4) lb.
Troll-Kin, male 5' 6" +2d10 180 lb. x(2d6) lb.
Troll-Kin, female 5' 4" +2d10 165 lb. x(2d6) lb.
Yuan-ti Pureblood, male 5' 4" +2d10 100 lb. x(1d6) lb.
Yuan-ti Pureblood, female 5' 2" +2d10 85 lb. x(1d6) lb.

Classes Edit

Each character chooses either a craft skill, a knowledge skill, perform skill, or a profession skill at first level. You always have maximum skill points in that skill.

There are no cross-class penalties for Amaran characters.


  • Starting at sixth level, while raging, a barbarian can make a full attack after charging.


  • Add Listen, Spot, and Tumble to your list of class skills. Your skill points are equal to 4 + your intelligence modifier per level (x4 at first).
  • Starting at sixth level, a Fighter may take a single five foot step between his attacks when making a full attack.


  • You have a good fortitude save, as a fighter.
  • Your curse ability is usable 1 + your Cha modifier times per day. Using your curse ability is a swift action. If the opponent succeeds on their save against your curse, a use is not expended.
  • Hexblades ignore arcane spell failure while in light or medium armor and while using a light shield or buckler.
  • At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.


  • Your base attack bonus is equal to your level, like a fighter.
  • Starting at sixth level, you may make two attacks as a standard action. When attacking in this way, you take the same penalties as you would when flurrying. At eleventh level, you may attack three times as a standard action, and finally at sixteenth level you may make four attacks as a standard action. This allows the monk to make multiple attacks while charging.


  • Sudden Strike works identically to sneak attack.
  • Ninjas learn a skill trick for which they meet the prerequisites at first level and third level, along with every third level thereafter.


  • Add the following combat styles to the standard ranger choices:
    • Demolisher: At second level, a demolisher ranger gains Power Attack as a bonus feat. At sixth level, a demolisher ranger gains Favored Power Attack as a bonus feat. At 11th level, a demolisher ranger gains Brutal Strike as a bonus feat, and may use the feat with non-bludgeoning two-handed weapons.
    • Einhander: At second level, while fighting with a light or one-handed slashing or piercing weapon and nothing in their off hand, an einhander ranger may use the combat reflexes and combat expertise feats, even if he does not meet the prerequisites. At sixth level, an einhander ranger wielding a light or one-handing slashing or piercing weapon and nothing in their off hand, they gain a +1 dodge bonus to their AC and reflex saves. At 11th level while wielding a light or one-handed slashing or piercing weapon and nothing in their off hand, they may make an extra attack using their highest base attack bonus when using the full attack action.
    • Mage Hunter: At 1st level, you do not select a favored enemy from Table 3-14 in the Player's Handbook. At 5th, 10th, 15th,and 20th level, you can choose favored enemies as normal. You gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). At second level you gain Stand Still as a bonus feat. At sixth level you gain Mage Slayer as a bonus feat. At 11th level you gain Pierce Magical Protection as a bonus feat.
    • Warder: At second level, a warder ranger gains the Shield Specialization feat as a bonus feat. At sixth level, a warder ranger gains Shield Ward as a bonus feat. At 11th level, a warder ranger may apply his shield bonus to a single adjacent ally until the end of his next turn as a swift action, in addition to applying it to his own AC. That ally also gains the benefit of the Shield Ward feat.


  • Intelligence determines the DC to resist your mysteries. Intelligence also determines the highest level mystery you can cast. You gain bonus mysteries based on a higher intelligence just as a wizard gains bonus spells.
  • You no longer have to take mysteries in a given Path in order.
  • Within a category—Apprentice, Initiate, Master—you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.
  • You no longer get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete.
  • You may “swap out” mysteries, just as a sorcerer does spells known. If you “un-complete” a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)
  • Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Int.


  • At first, fifth, tenth, fifteenth, and twentieth level, you gain a heritage feat for which you meet the prerequisites as a bonus feat.