Greater Human
The inheritors of a once-great legacy
Base Racial Traits
Ability Score Modifiers: (+2 to any three scores): While not as perfectly advanced as their ancestors, Greater Humans still possess lingering nanite colonies that can give them a wide variety of physical and mental enhancements. Size: Greater Humans are medium sized creatures, and thus gain no penalties or benefits because of their size. Type: Greater Humans are creatures of the Humanoid type with the Human and Aurelian subtypes. Speed: Greater Humans have a base land speed of 30ft. Vision: Greater Humans, in a unique departure from their ancestors, tend to develop enhanced ocular nerves that grant them EITHER Low-Light Vision and Darkvision 60ft, or Arcane Sight as a constant EX ability(Chosen at Character Creation). Languages: Greater Humans begin play speaking Common and High Human. A Greater Human with high INT can select any non-secret language as a bonus language to represent their varied origins. Forgiven: Greater Humans are born into this world cleansed of the sins of their ancestors, and are each granted the Domain Powers of a domain of their choosing as if they were a cleric of their level. This domain and this racial trait are tied to a God(Who they may know of or not), but does not require them to worship or pray as a cleric to continue to recieve this trait, functioning more as a Warlock Patron(GM Discretion). Cerebral Support Chip: Greater Humans, born with internal nanite colonies inherited from their ancestors that replicate the special magitech brain-grafts pioneered by High Humans, are unnaturally quick to learn new skills and improve existing ones - they gain an additional skill rank every level, and gain Skill Focus as a bonus feat in a skill of their choice at 1st, 8th, and 16th level. Additionally, they gain any two skills of their choice as class skills. Wunderblood: Their bodies having inherited the seething arcane power fostered by their ancestors, Greater Humans are highly magical beings and gain one 1st Level Wizard spell as a 3/day SLA using either their INT or CHA(Chosen at character creation). Additionally, as an immediate action, Greater Humans can disperse a damaging spell or supernatural ability targeting them and divide its damage evenly between themselves and the original caster. If this spell or supernatural ability is a necromancy effect, they can reflect it back upon the caster entirely, and can reflect non-damaging effects. Greater Humans can use this immediate action to instead instantly counterspell any Necromancy Spell that creates undead cast within 60ft of themselves that they are aware of. FOF Implant: While their inherited nanite colonies are unable to replicate Aurelian Palm Sensors, Greater Humans each contain a unique implant constructed within their bodies that allows them to as a standard action that does not provoke Attacks of Opportunity release an invisible "ping" that alerts them to all forms of High Technology(Including Robots and Golems) within one mile of them, activate or inactive. This ping highlights the locations of these objects and creatures within 120ft as per blindsight. This implant also allows them to interface with High Technology and High Human ruins as if they were High Humans themselves, and can have its range increased through the ground the longer the Greater Human spends focusing on a given patch of ground for subterranean facilities. CT2489 Neuroblaster: A horrendous, vile implant recently constructed by their internal nanite colonies under mysterious circumstances, Greater Humans can, by spending one full minute in contact with a creature that perished within the last 24 hours, absorb and transmit their soul into an off-planet storage facility - preventing them from being returned to life short of a wish or miracle effect. Additionally, by spending a full eight hours in ritualistic contact with a corpse that has been dead for no longer than a week, a Greater Human can shunt their intelligence into the corpse and be reborn into it as per reincarnate. If a Greater Human attempts to destroy the soul of a creature while possessing a Neurocam or other technological storage device capable of storing it(GM Discretion), they can place the soul within the held receptacle instead. Forearm Capacitors: Greater Humans, thanks to special diodes built into their forearms, can generate and manipulate electricity in varied and unique ways - they can store an amount of electricity damage dice they take from any sources inside of themselves up to a maximum number of dice equal to their HD, which can be used to power any damaging or especially unique effects they wish to replicate using this ability. Electricity damage dealt to them by themselves does not count, and must be from at least a 1st level spell or similar leveled effect to count. Their capacitors lose charge at a rate of 1 dice per day. Complicated uses of this ability may prompt skill checks or other dice rolls to determine their efficacy, GM Discretion. Symbiotic Nanites: Though their nanite colonies are not as plentiful nor as powerful as those of their ancestors, Greater Humans have accomplished what many of their ancestors could not and have formed a real empathic connection with their internal nanite colonies - Greater Humans can communicate with their internal nanites empathically to get a general readout of their bodily health and can use this connection to wield their nanite colonies outside of their bodies for short periods of time. By directing their internal nanites out through their pores, Greater Humans can direct them in mundane tasks to replicate the effects of Fabricate(auto-succeeding all craft checks) and Minor Creation(Making permanent items), as well as repairing objects and constructs at a variable rate(GM Discretion) at-will. Overusing their nanites in a given 24 period or directing them to do highly complex or work-intensive tasks may deactivate this ability for a varying duration.
Basic Information
Anatomy
See Humans.
Biological Traits
See Humans.
Genetics and Reproduction
See Humans.
Growth Rate & Stages
Greater Humans, once they are born, age identically to their descendants and reach adulthood and full maturity around age 20, after which their bodily processes slow down immensely and they begin to age slower. They reach middle age around age 200, become old by around age 325, and become venerable by age 400.
Ecology and Habitats
See Humans.
Dietary Needs and Habits
See Humans.
Biological Cycle
Though their cycle is slower due to their long lives, Greater Humans have an almost identical biological cycle to their descendants. See Humans.
Additional Information
Social Structure
Greater Humans have an almost identical social structure to their descendants, and because they lack a means to identify each other effectively beyond subtle facial characteristics and simple observation or speech as well as their dwindling population, they have no set structure of their own. See Humans.
Facial characteristics
See Humans. However, Greater Humans are only slightly different than their mundane descendants thanks to their sharp, prominent jawlines and facial structures that have a Mediterranean or Roman air to them, but are otherwise identical to their descendants.
Geographic Origin and Distribution
Much like their descendants, Greater Humans have such a great adaptability they can be found almost anywhere across Ea...and with old, rusted nanites drifting through their bodies as relics from their ancestors, they have an unnatural durability and adaptability that lets them thrive in extreme climes as well. See Humans.
Average Intelligence
Taking after their High Human ancestors, Greater Humans are naturally very intelligent and possess an almost instinctual understanding of technology, magic, and the ways of advanced machinery and even more complicated philosophical topics. This intelligence is a remnant of the great intelligence of their ancestors, which once let them build cities of stone that floated through the sky.
Perception and Sensory Capabilities
See Humans.
Civilization and Culture
Naming Traditions
Greater humans have identical naming conventions to normal humans, with only a rare few retaining the slight bend towards Latin and Roman-esque names of the High Humans.
Beauty Ideals
See Humans.
Gender Ideals
See Humans.
Courtship Ideals
See Humans.
Relationship Ideals
See Humans.
Average Technological Level
See Humans.
Common Etiquette Rules
See Humans.
Common Dress Code
See Humans.
Common Customs, Traditions and Rituals
See Humans.
Common Taboos
See Humans.
History
Greater Humans, historically, have been a race that has always been in decline...from the moment the first Greater Human was born after The Fall they were doomed to be a race in decline. Born originally from a union between a High Human and a normal baseline Human that inhabited the surface world, Greater Humans can now only hope to further their own kind by finding more of their own kin to procreate and have children together with. However, with the extinction of the High Humans long ago, they have been dwindling in number ever since and as a result, have been increasingly unable to find others of their kind to continue their species with...in time, they are doomed to disappear entirely.
Now, they blend in with modern humanity as occasional oddities and long-lived paragons as naught but solemn reminders of humanity's former glory...
Interspecies Relations and Assumptions
See Humans.
Alternate Racial Trait List: Greater Humans may take most any alternate trait meant for High humans or humans, but please consult with your GM so the two of you can work out what they replace! NOT YET BUILT.
Racial Feat List: Greater Humans may take most any racial feat meant for High humans or humans, but please consult with your GM before you do so just to be safe! NOT YET BUILT.
Genetic Ancestor(s)
Genetic Descendants
Lifespan
400 Years
Conservation Status
Though they are in danger and dwindling in number rapidly, there are still a paltry number of Greater Humans active in the world...though because of the extinction of their ancestors, the High Humans, they now can only rarely find others of their kind to produce more Greater Human children with and instead generally get with mundane Humans...though these couplings only produce more baseline Humans rather than members of their own kind, 9 times out of 10.
Average Height
1.4 - 2.1 Meters
Average Weight
55 - 90 kg
Average Physique
Greater Humans possess identical physiques to their descendants...a fact which lets them blend in completely unseen with them. See Humans.
Body Tint, Colouring and Marking
Greater Humans have an almost identical body tint and coloring to their descendants. See Humans.
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