HUMANS
ABILITIES
Each specific abilities can only be bought once. Some abilities are regroupments of specific abilities and
they can be bought more than once but specific abilities whithin can only be bought once each. The number
in parenthesis is the cost in CP of each specific abilities

All Save Bonus(10): +1 to all saving throws.
Attribute Bonus(10): +1 to any one attribute.
Detect Alignment(5): By observing the attitude of an individual during, at least 1 turn, the character can
                                    detect his alignment.
Evasive ability(10): When attacked, the human's natural AC is 8 instead of 10.
HP Bonus(10): +1 HP per HD.
Increased Movement(2): +3 base movement.
Magic Resistance(5): +2 save vs Magic.
Magic Immunity(10): +2% magic immunity per level.
Poison Resistance(5): +2 save vs Poison.
Poison Immunity(10): +2% Poison Immunity per level.
Sleep/Charm Resistance(5): +2 save vs sleep/charm effects.
Sleep/Charm Immunity(10): +2% Sleep/Charm Immunity per level.
Sound Resistance(5): +2 save vs sound base attacks.
Sound immunity(10): +2% Sound base attacks Immunity.
Drain Resistance(5): +2 save vs Drain Energy attacks.
Drain Immunity(10): +2% Drain Energy Immunity per level.
Taunt(5): As the wizard's spell of the same level.
Weapon Bonus(10): +1 to hit with any one weapon.

RESTRICTIONS
Each specific restrictions can only be taken once. Some restrictions are regroupments of specific
restrictions and they can be taken more than once but specific abilities whithin can only be taken once
each. The number in parenthesis is the number of CP each specific abilities gives.

Attribute Malue(5): -1 to any attribute.