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Human Racial Characteristics

  • +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

plus one or:

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.

Human Racial Characteristics1
Human player characters are defined by class levels—they do not possess racial hit dice. All human player characters possess the following racial characteristics.

  • +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Heart of the Marsh: Humans born within the Fenian Triarchy suffer no penalties to Acrobatics or Stealth check while in bogs. They can cross hedgerows in just 2 rounds and they may make Survival checks to detect quicksand when charging or running.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Human Racial Characteristics2
Human player characters are defined by class levels—they do not possess racial hit dice. All human characters possess the following racial characteristics.

  • +2 to One Ability Score: Human characters receive a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Humanoid (Human): Humans are humanoids with the human subtype.
  • Medium: Humans are medium creatures with no penalties or bonuses due to size.
  • Normal Speed: Humans have a base speed of 30 ft.
  • Focused Study: At 1st, 8th, and 16th level, humans gain Skill Focus in a skill of their choice as a bonus feat.
  • Multitalented: Humans choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.
  • Skilled: Humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
  • Urbanite: Humans gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages).

Human Racial Characteristics3
Human player characters are defined by class levels—they do not possess racial hit dice. All human characters from the Hinterlands of Kesh possess the following racial characteristics.

  • +2 to one Ability Score: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Humanoid (Human): Humans are humanoid creatures with the human subtype.
  • Medium: Humans are medium creatures with no penalties or bonuses due to size.
  • Normal Speed: Humans have a base speed of 30 ft.
  • Fearless: Humans gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, they may reroll the die and use the second result.
  • Guntrained: Humans gain Exotic Weapon Proficiency (firearms) as a bonus feat at 1st level.
  • Heart of the Plains: Humans gain a +2 racial bonus on Handle Animal and Ride checks, and these are always class skills for them. Furthermore, when using the Handle Animal skill to teach an animal a trick, they increase the maximum number of tricks an animal can learn by 1.
  • Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • Gunslinger: Add +¼ of a grit point to the maximum available.
  • War Mind: Add +1/4 bonus to saves vs. fear.

See Also