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==D&D== It should be no surprise that Neanderthals appeared as an actual [[Dungeons & Dragons]] PC race. ===Basic D&D=== [[File:Brute-Man HW.jpg|right|300px]] The first version, fitting with the Neanderthal's inspiration for [[Frazetta Man]], appeared in the [[Hollow World]] sub-setting for [[Mystara]] in D&D Basic. Here, they were called simply "brute-men", capable of reaching 10th level in their own racial class and 4th level as both [[shaman]]s and as [[wizard|wokani]]. ::Racial Ability Modifiers: +1 Constitution, -1 Intelligence (Minimums of 3s and maximums of 18s in all stats) ::Minimum Ability Scores: Strength 9, Constitution 9 ::Prime Requisite: Strength - Strength 13+ for +5% to XP earned, Strength 16+ for +10% to XP earned ::Save As: [[Cleric]] of equivalent level ::Special Abilities: Never surprised in an Ambush, +1 on Individual Initiative checks, can detect secret doors/traps/hidden construction on a 1-3 of a d6 '''if they are disguised as natural objects'''. ::Cultural Melee Weapons: Hand-Axe, Dagger, Mace, Club, Blackjack, Throwing Hammer, Staff, Spear, Javelin ::Cultural Missile Weapons: Shortbow, Sling ::Cultural Armor: Leather Armor, No Shields ::Shamans can use axe, mace, club, blackjack, hammer, staff, leather armor ::Wokani can use dagger, club and staff Experience Table: Level - XP Required - Hit Dice ::1: 0 XP, 1d8 HD ::2: 1,000 XP, 2d8 HD ::3: 2,000 XP, 3d8 HD ::4: 4,000 XP, 4d8 HD ::5: 8,000 XP, 5d8 HD ::6: 16,000 XP, 6d8 HD ::7: 32,000 XP, 7d8 HD ::8: 64,000 XP, 8d8 HD ::9: 130,000 XP, 9d8 HD ::10: 260,000 XP, 10d8 HD Above 10th level, brute-men gain 1 general skill slot for every 520,000 XP earned. ===3rd Edition=== [[File:Neanderthal frostburn.png|right|200px]] Neanderthals didn't reappear until the 3rd edition splatbook ''Frostburn''. This version of D&D Neanderthal isn't really anything special. Pretty bog-standard "winterlands-dwelling Noble Savage unfortunate primitives" fluff. Big, strong, savage but loyal human-offshoots: what more is there to say, really? Particularly when you take into account the...quality... of other races from similar environmental splats (see: [[Darfellan]], [[Asherati]]). ::+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence ::Medium ::Base Land Speed 30 feet ::Primitive Weapon Mastery (Ex): +1 racial bonus on attack rolls made with the Boloas, Club, Dart, Greatclub, Goad, Harpoon, Iuak, Javelin, Longspear, Quarterstaff, Ritiik, Shortbow, Shortspear, Sling, Spear, Sugliin, Throwing Axe and Tigerskull Club. ::+2 racial bonus on Listen, Spot and Survival checks. ::Climate Tolerant (Ex): Neanderthals do not have to make Fortitude saves in environments between -20 degrees F and 140 degrees F. This does not provide protection from actual fire or cold damage. Neanderthals count as having the Cold Endurance feat for purposes of filling prerequisites. ::Human Blood: For all effects related to race, a Neanderthal is treated as being human. ::Illiteracy: A Neanderthal does not automatically know how to read and write. Must spend 2 skill points to gain the ability to read and write all languages he can speak. ::Favored Class: [[Barbarian]]
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