Human
From Vanathul Wiki
(Redirected from Humans)Human[T] | |
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Type | Humanoid |
Ability Scores | +2 to any one ability score |
External | human |
See human for stats, abilities and traits. Some alternatives based on the setting are also presented below.
Description
Physical description
Varies based on origin. See the regional variant descriptions for further details on common features.
Society
Humanity as a whole is largely community oriented. Seeking to congregate with other humans of similar cultural sensibilities in villages or cities. This enforces their bonds, giving rise to societies and nations. Other races may find themselves drawn to, and even welcomed into human societies, but only if they can assimilate into human culture, or at least conform to it when visiting. Urban gnome variant are an example of one such cohabitating race.
In general human society is highly varied in their cultures. From lawful to chaotic, as well as good to evil. Often ebbing and flowing in their tendencies as the generations go on.
Relations
There is no real standard as to how humans react to other races. They are molded by the societies they live in, and what allies and enemies a human has is determined by them.
See the entries for a region to get an idea of how humans there may react to another race or culture, as well as any notes of relevant racial subtypes.
Age categories
Standard racial traits
- Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Humans have a base speed of 30 feet.
- Languages: Humans begin play speaking a local language to their region of origin. Humans with high Intelligence scores can choose other languages they want (except secret languages, such as Druidic). See the languages page for more information.
- 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.
Common racial trait alternatives
Most SRD traits are available, but read through the available regional variants, and consider trying to find a combination of class, origin and traits that mesh well.
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 each Knowledge skill that they gain as a class skill from their class levels. This racial 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.
Nightwalker Ancestry
Humans with strong Nightwalker ancestry end up having larger builds, and imposing figures. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled.
Heart of the Fey
You 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.
Your ties to the fey may also have other consequeces.
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.
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
You 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.
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; he can use this ability only if he is 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 psychic spells and spell-like abilities, including those that originate from the psychic magic ability. 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.
Silver Tongued
Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 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.
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.
Racial subtypes
See Regional human variants for which traits are common to a given region.