Humans are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their tastes, morals, customs, and habits. Others accuse them of having little respect for history, but it’s only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter collective memory than dwarves, elves, gnomes, or halflings.
Human lands are home to a mix of people—physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.
Just as readily as they mix with each other, humans mix with members of other races, among which they are known as “everyone’s second-best friends.” Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Description
Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like.
Racial Traits
Ability Adjustment: +2 to the
ability score of their choice. Humans possess a level of diversity that is rare amongst the other peoples of Astora.
Size: Medium.
Speed: Human base land speed is 30 feet.
Type: Humanoid (Human).
Age: Humans have short life spans, reaching adulthood at about age 15 and rarely living to see 100.
Vision: Humans have no special forms of vision.
Special Qualities
Bonus Feat: Humans get an extra feat at first level.
Skilled: Humans gain an additional skill point at first level, and one additional point whenever they gain a level.
Magic Scent: Humans have a nose for magic, able to literally smell its presence around them. The scent is difficult to describe, but can be equated somewhat to what we would call ozone. This sense cannot be used to hone in on the source of the smell, nor does it give any indication of type. The presence of a strongly magical item, or many magical items can be roughly guessed at based on the strength of the scent, but no precise numbers can be given. Magical items in the possession of the player or their companions reduce the efficacy of this ability, but do not outright eliminate it.
Languages
Automatic Languages: Common.
Bonus Languages: Any language (other than secret languages, such as Druidic).
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either
Skill Focus or
Weapon Focus as a bonus feat that is a
Alchemically Enhanced: Some humans use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A human with this trait gains a +3
Racial bonus to
Constitution,
Dexterity, or
Strength. However, the character’s biology is now more susceptible to chemicals, causing them to take a –2 penalty on Fortitude
Saving Throws. This racial trait replaces the +2
Racial bonus to any one ability score.
Aquatic Ancestry: Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a
Racial bonus equal to half their character level on
Swim checks and
Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the
Racial bonus on
Swim checks from this ability becomes +8 or higher, they can always take 10 on
Swim checks, even when threatened or distracted. This racial trait replaces skilled.
Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1
Racial bonus on all
Saving Throws and
Concentration checks. This racial trait replaces humans’ bonus feat.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all
Knowledge skills as class skills, and they gain a +1
Racial bonus on skill checks for any
Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Dimdweller: Whenever characters with this trait benefit from
Concealment or full concealment due to
Darkness or
Shadowy Illumination, they gain a +2
Racial bonus on
Intimidate,
Perception, and
Stealth checks. Humans can take this trait in place of the skilled trait, also gaining
Darkvision to a range of 60 feet.
Dragon Scholar: Dragons have a long history of individual interactions with specific humans, and some humans seek to better understand this relationship. Humans with this trait receive a +2
Racial bonus on
Caster Level checks to overcome a dragon’s
Spell Resistance. In addition, they receive a +3
Racial bonus on
Knowledge (arcana) checks related to creatures of the dragon type. This trait replaces humans’ bonus feat racial trait.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two
Ability Scores and gain a +2
Racial bonus in each of those scores. This racial trait replaces the +2
Racial bonus to any one ability score, the bonus feat, and the skilled traits.
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2
Racial bonus on
Sense Motive checks. In addition, when they acquire an
Animal Companion, bonded mount, cohort, or
Familiar, that creature gains a +2
Racial bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
Fey Magic: The character has a mystic connection to one terrain type, selected from the
Ranger’s favored terrain list. The character selects three 0-level
Druid spells and one 1st-level
Druid spell. If the character has a
Charisma score of 11 or higher, when in the selected terrain, they gain these spells as spell-like abilities that can be cast once per day. The
Caster Level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s
Charisma modifier. These spells are treated as being from a fey source for the purposes of the
Druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills:
Acrobatics,
Bluff,
Climb,
Diplomacy,
Disguise,
Escape Artist,
Fly,
Knowledge (nature),
Perception,
Perform,
Sense Motive,
Sleight of Hand,
Stealth,
Swim, or
Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains
Low-Light Vision. This trait replaces skilled.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain
Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1
Racial bonus on combat maneuver checks and to
CMD, but a –2 penalty on
Stealth checks. This racial trait replaces skilled.
Heart of the Fey: Humans with this trait gain
Low-Light Vision, gain a +1
Racial bonus on Reflex and Will saves, and treat
Knowledge (nature) and
Perception as class skills. This racial trait replaces skilled.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a
Racial bonus equal to half their character level to any one
Craft or
Profession skill, and once per day they may ignore an effect that would cause them to become
Fatigued or
Exhausted. This racial trait replaces skilled.
Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2
Racial bonus on
Climb checks and
Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2
Racial bonus on
Profession (sailor) and
Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4
Racial bonus on
Concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2
Racial bonus on
Sleight of Hand and
Stealth checks, and a +4
Racial bonus on
Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2
Racial bonus on Fortitude
Saving Throws against the effects of cold climates, on any check or saving throw to avoid slipping and
Falling, and to
CMD against
Trip Combat Maneuvers. This bonus applies on
Acrobatics and
Climb checks made in slippery conditions. This racial trait replaces skilled.
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1
Racial bonus on Reflex saves and a +1
Dodge Bonus to
Armor Class when adjacent to at least two other allies. Crowds do not count as
Difficult Terrain for them. This racial trait replaces skilled.
Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2
Racial bonus on Fortitude
Saving Throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a
Racial bonus equal to half their character level on
Survival checks. They also gain a +5
Racial bonus on
Constitution saves when
Dying and add their character level to Fortitude
Saving Throws made to avoid instant death from hit point loss. This racial trait replaces skilled.
Heroic: Some humans are born heroes. Each time these humans gain a level, they gain 2 hero points instead of 1. If they take the
Blood Of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
History of Terrors: Humans with this trait gain a +2
Racial bonus on
Saving Throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a
Fear effect. This racial trait replaces the skilled trait.
Imposter-Wary: Humans with this trait gain a +2
Racial bonus on
Saving Throws against illusion spells and effects, 1 free rank in
Sense Motive at 1st level, and 1 additional rank in
Sense Motive whenever they gain a level. This racial trait replaces skilled.
Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2
Racial bonus on
Concentration checks and checks with their choice of one
Craft or
Profession skill. This racial trait replaces skilled.
Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2
Racial bonus on
Knowledge (arcana) and
Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2
Racial bonus on
Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
Institutional Memory: Humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4
Racial bonus on
Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces skilled.
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
One of the Multitude: City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1
Racial bonus on
Bluff,
Diplomacy,
Disguise,
Sleight of Hand, and
Stealth checks when within 10 feet of at least two other humanoids. They gain a +1
Racial bonus on attacks of opportunity made while
Flanking. This racial trait replaces skilled.
Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2
Racial bonus on
Knowledge (religion) checks and
Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2
Racial bonus on that roll; they can use this ability only if they are able to speak. This racial trait replaces the bonus feat racial trait.
Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2
Racial bonus on
Stealth and
Survival checks, and
Stealth and
Survival are always class skills for them. This racial trait replaces skilled.
Psychic Defense: Humans from cultures steeped in the occult sometimes train their minds to resist outside influence. They gain a +2
Racial bonus on
Saving Throws against psionic powers and spell-like abilities. This racial trait replaces the bonus feat trait.
Rationalize: Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. Humans with this trait gain a +3 bonus on
Saving Throws against effects that cause sanity damage. This racial trait replaces the bonus feat trait.
Reptilian Ancestry: Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2
Racial bonus on
Saving Throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.
Self-Made Fate: Some humans build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence develop a knack for defying divine magic. They gain a +2
Racial bonus on
Saving Throws against divine spells and spell-like abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype. This racial trait replaces the bonus feat trait.
Shadowhunter: Characters with this trait deal 50% weapon damage to
Incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2
Racial bonus on
Saving Throws to remove
Energy Drain, and recover physical
Ability Damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining
Iron Will as a bonus feat.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2
Racial bonus on
Diplomacy and
Bluff checks. In addition, when they use
Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Social Ties: Some human societies
Run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2
Racial bonus on
Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1
Racial bonus to their
Leadership scores (if they gain the
Leadership feat). This racial trait replaces skilled.
Tribalistic: Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2
Racial bonus on attack rolls and skill checks to use the
Aid Another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high
Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2
Racial bonus on
Caster Level checks against
Spell Resistance. This racial trait replaces the bonus feat trait.
Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2
Racial bonus on
Survival checks to avoid becoming lost,
Knowledge (geography) checks, and
Knowledge (local) checks. Whenever these humans gain a rank in
Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
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