Pathfinder 2e Humans New Ancestry Feats and Bloodline Traits
Playing a human in an Adventures in Valerick game came with an initial choice. If you made the choice to be a Mixed human, this initial bit before we get to the new Ancestry Feats, and indeed most of the Ancestry Feats listed here are likely not relevant to you as you can only take those with the Mixed Trait. The bloodlines also dictate a change from Mixed Humans. Instead of Jack of all Trades, Master of None, that trait gets replaced for each bloodline as noted below with a different trait;
Koltani Trait, Highland Live: You start play trained in Athletics. If you would be trained in Athletics from a background or any other such thing at Character Creation, you instead become Expert.
Mogol Trait, Born in the Saddle: You start play with a skill called Ride (Equine) and it functions off strength or dexterity, your choice, this choice represents often if you ride with traditional (and arguably cruel) bits and reins where you force the animal with a halter and bit in its jaws that you yank on to control it, as well as saddles and tack, or do you ride bare, blanket, trusting your contact and more subtle loop reins or even hands upon mane and neck to communicate with the creature. You are Trained in this skill.
Renarii Trait. Sea Legs: You are used to walking, balancing and working under the pitch and roll of a ship's deck. You start play trained in Acrobatics. Should a background or any other such thing at character creation cause you to be trained in Acrobatics, this becomes additive and you become Expert.
Traits: Dwarf, Koltani, Common
Source: Adventures in Valerick
Access: Be a Dwarf or a Koltani Bloodline Human.
The Koltani tribes have long been the dwarves of Suranth's closest allies and this has seen some cultural bleed over and no where is this more apparent than in the common Koltani battle tactics. Much like the dwarves, Koltani fighters are oft compared to an Avalanche and for good reason. You gain +2 to attack and damage rolls if your attacking a target that you dealt damage in the previous round of combat.
Traits: Skill, Mogol, Common
Source: Adventures in Valerick
Access: Be a Mogol Bloodline Human.
Mogol humans are natural born riders, learning to ride before they can walk. They do not need to make Ride checks for basic combat actions, and as a Reaction they can choose to roll their Ride check instead of their Mount rolling a Will Save against any effect that would inflict the Frightened (X) condition.
Traits: Uncommon, Mixed
Source: Adventures in Valerick
Access: Be a Mixed Bloodline (so Base PF2e) Human
Humans are perhaps the most warlike and tribal still of any of the Ascended Children, and that aspect is clearly identifiable in an individual with this trait, they seem almost eager for conflict, gaining a permanent bonus to any roll they make for initiative equal to their Dexterity Modifier (so long as it is 0 or more.)
Traits: Renarii, Common
Source: Adventures in Valerick
Access: You need to be a Renarii Bloodline Human
Used to the buck and roll of a deck underneath their feet, Renarii humans are often very well balanced, sound on their feet, and very skilled at keeping their footing. Any attempt by any ability or attack trait action to trip them is at a -2 to that roll. This becomes -4 at 9th level and -6 at 18th level.
Traits: Renarii, Uncommon, Mental
Source: Adventures in Valerick
Access: Be a Renarii Bloodline Human with at least a 16 Charisma Score.
Silver or Lead, an old saying, as old as sea-faring by some counts, and a phrase that means a great deal. Renarii culture knows the value of that phrase and of embracing it in full. A Renarii character with this feat treats Bribery and Intimidation as the same skill, only needing to put ranks in one of them to increase both of them.
Koltani Trait, Highland Live: You start play trained in Athletics. If you would be trained in Athletics from a background or any other such thing at Character Creation, you instead become Expert.
Mogol Trait, Born in the Saddle: You start play with a skill called Ride (Equine) and it functions off strength or dexterity, your choice, this choice represents often if you ride with traditional (and arguably cruel) bits and reins where you force the animal with a halter and bit in its jaws that you yank on to control it, as well as saddles and tack, or do you ride bare, blanket, trusting your contact and more subtle loop reins or even hands upon mane and neck to communicate with the creature. You are Trained in this skill.
Renarii Trait. Sea Legs: You are used to walking, balancing and working under the pitch and roll of a ship's deck. You start play trained in Acrobatics. Should a background or any other such thing at character creation cause you to be trained in Acrobatics, this becomes additive and you become Expert.
(New) Ancestry Feats by Level
Ancestry Feats 1st Level
Relentless
Feat 1
Traits: Dwarf, Koltani, Common
Source: Adventures in Valerick
Access: Be a Dwarf or a Koltani Bloodline Human.
The Koltani tribes have long been the dwarves of Suranth's closest allies and this has seen some cultural bleed over and no where is this more apparent than in the common Koltani battle tactics. Much like the dwarves, Koltani fighters are oft compared to an Avalanche and for good reason. You gain +2 to attack and damage rolls if your attacking a target that you dealt damage in the previous round of combat.
One with the Saddle
Feat 1
Traits: Skill, Mogol, Common
Source: Adventures in Valerick
Access: Be a Mogol Bloodline Human.
Mogol humans are natural born riders, learning to ride before they can walk. They do not need to make Ride checks for basic combat actions, and as a Reaction they can choose to roll their Ride check instead of their Mount rolling a Will Save against any effect that would inflict the Frightened (X) condition.
War-monger's Swiftness
Feat 1
Traits: Uncommon, Mixed
Source: Adventures in Valerick
Access: Be a Mixed Bloodline (so Base PF2e) Human
Humans are perhaps the most warlike and tribal still of any of the Ascended Children, and that aspect is clearly identifiable in an individual with this trait, they seem almost eager for conflict, gaining a permanent bonus to any roll they make for initiative equal to their Dexterity Modifier (so long as it is 0 or more.)
Well Balanced
Feat 1
Traits: Renarii, Common
Source: Adventures in Valerick
Access: You need to be a Renarii Bloodline Human
Used to the buck and roll of a deck underneath their feet, Renarii humans are often very well balanced, sound on their feet, and very skilled at keeping their footing. Any attempt by any ability or attack trait action to trip them is at a -2 to that roll. This becomes -4 at 9th level and -6 at 18th level.
Silver or Lead
Feat 1
Traits: Renarii, Uncommon, Mental
Source: Adventures in Valerick
Access: Be a Renarii Bloodline Human with at least a 16 Charisma Score.
Silver or Lead, an old saying, as old as sea-faring by some counts, and a phrase that means a great deal. Renarii culture knows the value of that phrase and of embracing it in full. A Renarii character with this feat treats Bribery and Intimidation as the same skill, only needing to put ranks in one of them to increase both of them.

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