Humans

Humans

Humans are one of Eashavar's most populous races. Their success is owed to a combination of their innate wanderlust and a history of forced migrations spurred by the rampages of the Thalgor as they marched to the east. Most Humans follow the Prime Canon, though in olden times they clung to various practices known collectively as the Old Faith. Many nations follow a light syncretism of the Prime Canon and their original Old Faith, such as the worship of Al-Merak by the Gults of the Protectorate-Commonwealth.  

General Information

Rarity: Common. (You may play this race without consulting the DM.)   Physical Description: Humans are quite physically diverse. They typically range from between five and six feet, and weigh between 125 to 250 pounds. Their skin shades can vary without geographic or national boundaries, rendering notions of differences among colored lines a foreign idea. The hair of humans similarly ranges in color from black to blond, and in texture from curly to kinky and straight. Males sport facial hair, while both genders have significant hair across the rest of their bodies. Humans have an uncanncy adaptability, and can be found in all walks of life and environments - though they tend to prefer those with mild weather.   Family Structure: Humans have historically lived with extended families, though urbanization has led to smaller family structures in larger cities, predominantly consisting of just immediate family (parents and children). Family is important to most humans, as titles and wealth are passed down from ancestor to child, and the family name can be a determinor of influence and relations. Close relationships tend to end at the family, with friends typically occupying a less personal role.   Attitude Toward Society: Humans fit comfortably into structured society, as most seem to prefer rigid routines and set roles over the more erratic Fey-like lifestyle. They are efficient at adopting rules and fitting into foreign customs, though they can be stubborn and cling fiercely to their own traditions. On the other hand, humans are among the more rebellious of the mortal races, and when pushed too far, they will fight for their way of life - or to improve it. The dominance of humans on the world stage is a relatively recent phenomenon, and many of them retain an empathy for races across national lines which is unparalleled, even when it is not always reciprocated.   Attitude Toward Gender: Most humans are dimorphic in gender, and most human societies have rigid binaries. Gender roles cement yet more rules into society, and following them is an expected norm, though deviation isn't likely to get you much more than frowns and headshakes in most settlements. Most people have little issue in others changing their gender, so long as they stick to the standard roles it is associated with, but they'll display confusion and distrust towards those outside of the binary.   Attitude Toward Relationships: Humans are predominantly monogamous and monosexual. Homosexuality is no less accepted than heterosexuality, but polysexual orientations tend to confuse, as sexuality and gender roles are thought to strongly intertwine. Binary polysexuality is, however, much more common than serious deviations from gender standards, especially among the more free-spirited urbanites that increasingly grow to dominate societies today.  

Race (5e)

Humans (5e)

ability score increase: +1 Charisma
age: Humans mature around the age of 15, and live to be up to around 80 years old.
Size: Medium
speed: 30ft
Languages:
race features:

Human

Collective Persistence: If another person fails a skill check on a repeatable task, you can roll your own skill check to override theirs without wasting any extra time. You can do this even if you rolled to help them prior.   Adaptive Curiosity: You may gain a single additional cultural trait, representing a culture with which you have a fascination or curiosity, even if you have never lived among it.  

Human - Variant

Staunch Traditions: You may choose any feat, representing training within the traditions of your homeland instead of experiences among another. This trait replaces Adaptive Curiosity from the standard Human racial traits.
 

Ancestry (Pathfinder 2e)

Human feats emphasize their cooperation, adaptability, and curiosity, as well as tinges of magic which surface infrequently within their veins.  

Humans

Hit Points
8
Size
Medium
Speed
25
Ability Boosts
Two free ability boosts
Ability Flaw
None
Traits
Humanoid, Mortal, Human
Languages
Human Common, additional languages equal to 1 + your Intelligence modifier (if it's positive)
Special Abilities
Heritages
Skilled Heritage: Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.   Versatile Heritage: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).   Wintertouched Human: You are adapted to cold and unforgiving winters. This heritage is especially common to the people who populate the regions closest to The Windy Country, whose gales batter its denizens year-round. You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).   Suntouched Human: You are adapted to great heat and dry air. This heritage is especially common to the people who populate the Arberian Desert. You gain heat resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Adapted CantripHuman1spellcasting class featureThrough study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style.
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Through study of multiple magical traditions, you've altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you're a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class's tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Arcane TattoosHuman1-You have tattoos on your body corresponding to one of the schools of magic.
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You have tattoos on your body corresponding to one of the schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will.
Cooperative NatureHuman1-Human society has taught you from a young age to set aside differences and work with others to achieve greatness.
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The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
General TrainingHuman1-Your adaptability manifests in your mastery of a range of useful abilities.
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Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time.
Natural AmbitionHuman1-You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field.
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You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Natural SkillHuman1-Your ingenuity allows you to learn a wide variety of skills.
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Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Unconventional WeaponryHuman1-You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture.
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You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.
Adaptive AdeptHuman5Adapted Cantrip; can cast 3rd-level spellsYou’ve continued adapting your magic to blend your class’s tradition with your adapted tradition.
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You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.
Clever ImproviserHuman5-You’ve learned how to handle situations when you’re out of your depth.
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You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
Ornate TattooHuman5Arcane TattoosYou expand your tattoos to encompass greater magic.
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You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell.
Sense AlliesHuman5-Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others.
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Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
Group AidHuman9-Your upbringing emphasized teamwork and helping your allies comes naturally to you.
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Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn't have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction. The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
Hardy TravelerHuman9-There's no journey too far or burden too heavy when your friends are at your side.
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There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.
Incredible ImprovisationHuman9Clever ImproviserA stroke of brilliance gives you a major advantage with a skill despite your inexperience.
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A stroke of brilliance gives you a major advantage with a skill despite your inexperience. You can use it once per day when you attempt a check using a skill you're untrained in. Gain a +4 circumstance bonus to the triggering skill check.
Virtue-Forged TattoosHuman9Ornate TattooYour tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin.
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Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate arcane spell.
Advanced General TrainingHuman13-Over the course of adventuring, your adaptability has let you pick up numerous useful abilities.
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Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites. Special You can select this feat multiple times, choosing a different feat each time.
Bounce BackHuman13-You recover from near-death experiences with astounding resilience.
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You recover from near-death experiences with astounding resilience. Don't increase the value of your wounded condition due to losing the dying condition. This only works the first time you lose the dying condition in one day.
Stubborn PersistenceHuman13-Humans are renowned for their ability to persist through the most grueling of trials.
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Humans are renowned for their ability to persist through the most grueling of trials. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren't fatigued. If the fatigued condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.
Unconventional ExpertiseHuman13Unconventional Weaponry; trained in the weapon you chose for Unconventional WeaponryYou’ve continued to advance your powers using your unconventional weapon.
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You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.
Heroic PresenceEmotion, Human, Mental17-The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve.
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The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies. You may use it once per day.
You Might...
  • Strive to achieve greatness, either in your own right or on behalf of a cause.
  • Seek to understand your place in the world.
  • Cherish your relationships with family and friends.
  Others Probably...
  • Believe that you can solve a solution to any problem through your adaptability and innovation.
  • Second-guess your intentions, fearing you seek only power or wealth.
  • Can get an easy read on you based on your role in society.