This rework gives humans (and eventually other races) 12 age categories and is based on gain and loss of traits rather than ability just ability score changes. It allows for a bit more customization and slightly more life-like aging affects... 12 categories seemed to make since and created symmetry with true dragons as an unexpected bonus... Adventuring age before becoming a legal adult for most purposes should require DM approval. Adventuring as an Infant, Toddler, or Venerable character should not be allowed.
Edit: Forgot to mention: Infants and Toddlers are two size categories smaller; children are one or two sizes smaller depending on the individual; and pre-adolescents, adolescents, and pre-teens are one size category smaller than the older categories of their race.
High Magic
0-1.9 |
Infant |
chose one A |
2-3 |
Toddler |
chose one A |
4-6 |
Child |
chose one A or B |
7-9 |
Pre-Adolescent |
chose one A or B |
10-12 |
Adolescent |
choose one B or C |
13-15 |
Post Adolescent
(Legally Adult for Most Purposes) |
choose one B or C |
16-39 |
Adult |
Choose one C |
40-57 |
Middle Age |
choose one C and lose 1 A or Choose one D |
58-70 |
Mature Adult |
choose one C and lose 1 A or Choose one D |
70-75 |
Senior |
lose one A or B and gain a D;
lose an extra A to gain a C |
76-89 |
Elderly |
lose one A or B and gain a D |
90-Max* |
Venerable |
lose one A or B and gain a D |
*Modern/High Fantasy Max age is 70+3d10+1d20
Spoiler: Alternate progression for Modern Settings
Show
0-1.9 |
Infant |
chose one A |
2-3 |
Toddler |
chose one A |
4-7 |
Child |
chose one A |
8-13 |
Preteen |
chose one A or B |
14-16 |
Teen |
choose one B |
17-25 |
Grown (Legally Adult) |
choose one B or C |
26-39 |
Adult |
Choose one C |
40-57 |
Middle Age |
choose one C and lose 1 A or Choose one D |
58-70 |
Mature Adult |
choose one C and lose 1 A or Choose one D |
70-75 |
Senior |
lose one A or B and gain a D;
lose an extra A to gain a C |
76-89 |
Elderly |
lose one A or B and gain a D |
90-Max* |
Venerable |
lose one A or B and gain a D |
Spoiler: Alternate progression for Historical and Low Magic Settings
Show
2-3 |
Toddler |
chose one A |
4-6 |
Child |
chose one A or B |
7-9 |
Pre-Adolescent |
chose one A or B |
10-12 |
Adolescent |
choose one B or C |
13-15 |
Post Adolescent
(Legally Adult for Most Purposes) |
choose one B or C |
16-21 |
Young Adult |
Choose one C |
22-35 |
Adult
(Legally Adult for All Purposes) |
choose one C |
36-40 |
Middle Age |
choose one C and lose 1 A or Choose one D |
41-45 |
Mature Adult |
choose one C and lose 1 A or Choose one D |
46-51 |
Senior |
lose one A or B and gain a D;
lose an extra A to gain a C |
52-+3d12 |
Elderly |
lose one A or B and gain a D |
Spoiler: Class A Traits
Show
• Gain 1 Extra Bonus Language; Languages cost half as much
• -2 int, +2 Wis and Cha
• -2 cha, +2 Int and Wis
• gain a feat that provides a bonus to two skills*; skills always class skills
• -2 con, +2 Dex and Cha
• gain a feat that provides a bonus to a save**; bonus increases every 5th level
• *Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient
• **Great Fortitude, Iron Will, Lightning Reflexes (limit one of these)
Spoiler: Class B Traits
Show
• base speed increases by 10 ft.
• make one skill a permanent class skill
• +2 to one ability score, -2 to another
• +2 to a skill
Spoiler: Class C Traits
Show
• +5 to saves against poison, -2 Wis
• +2 to one ability score, -4 to another
• +1 Intimidate, -2 Diplomacy and Bluff
• +1 Gather Info, -2 Intimidate and Sense Motive
• Gain lowlight vision (or increase its range by 10 ft.) -4 to spot in areas of bright light
• +1 Spot, -2 to Search
• +1 Spot, -2 to Listen
• +1 Search, -2 to Spot
• +2 Initiative, -2 AC
• +2 Concentration, -2 Listen and Spot
• +1 Sense Motive, -2 Intimidate and Diplomacy
Spoiler: Class D Traits
Show
• -4 Ability Score
• -6 one Ability Score, +2 another
• -2 to an ability score you have already taken a hit to from a D list trait
• Reduce HP by 5, gain one fewer HP for subsequent levels
• In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
• +2 bonus on saves against enchantment (compulsion) effects, -6 penalty on initiative checks
• Base speed is halved
• -4 Spot and Listen, +1 Knowledge checks
• -6 Intimidate, +2 Diplomacy
• -6 Listen and Spot, +2 Concentration