Pathfinder 2e Humans Extras/Alterations

GM NOTE: Humans are perhaps the most varied of the Ancestries on Valerick, being the most common to crossbreed for one, capable of producing offspring with Tanturs, Elves and Dwarves, as well as having mixed the three geographically distinct groups so much over the generations we see a wide breadth and variety of example for the species.


Humans and their new Heritages, Mechanics in Valerick



Starting Ancestry Hit Points: 8+Constitution Modifier

Size: Medium

Speed: 30 feet

Ability Modifiers: 2 free Boosts of your choice (pick two of the six attributes, and increase each by +2

Languages: Unchanged, though as per standard for how I run games if the racial language of a party member isn't on the standard list for PF2e for you, so long as it narratively makes sense and the GM and the Player are cool with it, its available and on the list.


Heritages (if required)



Koltani Heritage



The Koltani, just like their Mogol cousins, are a hardy people. From the continent of Durol, those humans who's heritage is predominantly Koltani are amongst the biggest of their kind, and the most ferocious and toughest. Koltani Heritage Humans start with the Hardy Trait, meaning whenver they level up should they roll a 1 or a 2 on their die to decide how many Hit Points they would gain on their maximum for the level up, they count it as a three instead.

Koltani Characters also start play Trained with weapons of the Great Weapon family (Zwiehanders for example)

They also start play with both of their Ability Boosts having to go to their Strength and Constitution.

Mogol Heritage



Mogols by comparison to their Koltani cousins, whilst just as tough, and starting play with the Hardy trait as listed on the Koltani, are more nomadic, a skilled but tough people used to the temperate plains and hills of the north eastern regions of the massive continent of Gavis-Lune.

They being play trained with weapons in the Bows weapon group.

They also begin play with both of their Ability Boosts spoken for; +2 to Dexterity and +2 to Constitution.

Renarii Heritage



The Renarii people are much different than their northern and north eastern cousins, however sharing the human routes. The Renarii are a well spoken trade people whom also indulge in piracy at the high seas culturally quite often. They have a knack for sailing, are very comfortable at sea, and unlike many professional sailors of many surprising backgrounds, the Renarii peoples are actually skilled swimmers. They start with a natural swim speed equal to 1/2 their own movement speed.

They begin play trained with weapons in the Firearms group

They begin play with their Ability Boosts assigned, +2 Dexterity, +2 Charisma

(New) Ancestry Feats by Level



Ancestry Feats 1st Level



Relentless

Feat 1



Traits: Dwarf, Common

Source: Adventures in Valerick

Access: Be a Dwarf or a Koltani heritage Human.

The Koltani tribes have long been the dwarves of Suranth's closest allies and this has seen some cultural bleed over and no where is this more apparent than in the common Koltani battle tactics. Much like the dwarves, Koltani fighters are oft compared to an Avalanche and for good reason. You gain +2 to attack and damage rolls if your attacking a target that you dealt damage in the previous round of combat.

Born in the Saddle

Feat 1



Traits: Skill, Mogol, Common

Source: Adventures in Valerick

Access: Be a 1st level Mogol Human.

Mogol humans are natural born riders, learning to ride before they can walk. They gain a permanent bonus of +2 to their Ride (Equine) skill and this increases to +4 at 9th level and +6 at 18th level.

War-monger's Swiftness



Traits: Uncommon, Human, Koltani, Mogol

Source: Adventures in Valerick

Access: Be a Koltani or Mogol Heritage Human

Trained in the ways of war, both the Mogol and Koltani cultures value swiftness and striking first. When rolling their Perception for Initiative, a character with this feat also adds their Dexterity Modifier to the roll as well so long as they weren't surprised.

Well Balanced

Feat 1



Traits: Renarii, Common

Source: Adventures in Valerick

Access: You need to be a Renarii Human

Used to the buck and roll of a deck underneath their feet, Renarii humans are often very well balanced, sound on their feet, and very skilled at keeping their footing. Any attempt by any ability or attack trait action to trip them is at a -2 to that roll. This becomes -4 at 9th level and -6 at 18th level.

Silver or Lead

Feat 1



Traits: Renarii, Uncommon, Mental

Source: Adventures in Valerick

Access: Be a Renarii Heritage Human with at least a 16 Charisma Score.

Silver or Lead, an old saying, as old as sea-faring by some counts, and a phrase that means a great deal. Renarii culture knows the value of that phrase and of embracing it in full. A Renarii character with this feat treats Bribery and Intimidation as the same skill, only needing to put ranks in one of them to increase both of them.

Ancestry Feats 5th level



Stubborn

Feat 5



Traits: Koltani, Uncommon

Source: Adventures in Valerick

Access: Koltani Heritage Humans

The Koltani peoples are also reknowned for their sheer stubborness and force of will. They gain +1/4 their character level as a circumstance bonus to any and all Intelligence, Wisdom and Charisma saving throws.

Ancestry Feats 9th level



Ancestry Feats 13th level



Ancestry Feats 17th level


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