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HUMAN

RACIAL FEATURES

+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 Draconic or Druidic).

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ALTERNATE RACIAL FEATURES

​Child of Prophecy: Whether it is fate or some other agency, something looks out for these rare humans. Whenever they roll a “1” on an attack roll or saving throw, they gain a prophecy point. Any time they are about to make an attack roll or saving throw, they can choose to spend a prophecy point on the roll. Each prophecy point grants them a +1 bonus for that roll only; they must announce how many prophecy points they are spending before they make the roll. They can spend as many prophecy points as they wish on a single roll, up to the number currently in their pool. Prophecy points do not expire; the points are lost only when they are used. However, humans can only have a maximum number of prophecy points at any one time equal to 10 + their Hit Dice. This racial trait replaces the bonus feat 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 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 inherent bonus to Constitution, Dexterity, or Strength. This racial trait replaces the bonus feat trait.


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.

RACIAL FEATS
 

Eclectic [Background]

You have a talent for picking up different vocations.

Prerequisite: human.

Benefit: Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which you already have levels, the benefits of this feat are retroactive.

Fast Learner [Background]

You progress gain extra versatility.

Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Improved Improvisation

You are masterful in your improvisation.

Prerequisites: Int 13, Fast Learner, Improvisation, human.

Benefit: Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.

Improvisation

You can figure out how to do almost anything.

Prerequisites: Int 13, Fast Learner, human.

Benefit: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.

Racial Heritage [Background]

The blood of a non-human ancestor flows in your veins.

Prerequisite: human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

FAVORED CLASS BONUSES

Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.

Armorist: Gain +1/8 of a new piece of bound equipment.

Barbarian: Gain +1 point of primal reserve.

Bard: Add a +1/3 bonus to all untrained Knowledge checks.

Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Druid: Add a +1/2 bonus on Influence checks to change a creature’s attitude.

Elementalist: Gain +1/6 of a bonus magic talent.

Eliciter: Gain +1/6 of a bonus emotion.

Fey Adept: Add +1/2 increase the hit points of creatures and objects made using the create reality shadowstuff ability. These hit points are added after the reduction is applied for the creature or item being made with shadowstuff.

Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.

Investigator: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures.

Magus: Gain 1/6 of a bonus combat or magic talent.

Malefactor: Gain 1/6 of a malediction.

Monk: Add +1/4 point to the monk’s ki pool.

Occultist: Increase the occultist’s total number of points of mental focus by 1/2 point.

Oracle: Gain +1/6 of a magic talent.

Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion.

Rogue: The rogue gains +1/6 of a new rogue talent.

Sentinel: Increase the total number of negative hit points you can reach before dying by 2.

Shifter: Add a +1/2 bonus on Influence checks to change a creature’s attitude.

Sorcerer: Gain +1/6 of a magic talent.

Soul Weaver: Gain +1/4 of a new soul you may summon per day for your bound nexus.

Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.

Witch: Gain +1/6 of a bonus magic talent.

Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

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