Human
A man runs, an army charges.
Using every day to make the most of the world around them, every realm feels the influence and grasp of human curiousity.
Physical Description: Bipedal humanoids with subdued features, human skin comes in a range of pinks, tans, and browns, though there's rare cases where humans have vitiligo and have patches of discolouration on their skin. The actual form of the human bears two five-fingered hands and two five-toed plantigrade feet connected to single joint limbs, relatively lack fur or hair on their body but still bear hair on their head in a multitude of warm colours. They bear lips and eyes with white schlera, irises of a multitude of colours, with a single circular pupil in the center of each eye, alongside rounded, relatively small ears, and a pointed, round nose. Their eyelids have a small set of eyelashes and a set of eyebrows above them to help deter water away from their eyes which can act as an irritant.
Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Human society is one of rapid growth, efficiency, and delegating roles downwards to others, though this takes many forms due to their industrious nature. Willing to live in any environment as long as it calls out to them, they can often end up being the workers to do the dirtiest and grittiest occupations in any kingdom or colony. They can spread far and wide in the search of a place to call home and leave a mark on the world, though this can come at a cost due to the intense resource expenditures such dreams have, which has previously resulted in conflict back when human kingdoms barely accepted the presence of others. Humans have formed many cultures throughout history and before it and have taken many forms, even at times becoming the bane of the world when their dreams reached the heavens. Anything between conquerors or foragers as their needs required.
Relations: Humans have had a varying relation with the world throughout time, even at its worst when most considered humans vermin who simply produced more of the dark tar, there have been those who still viewed humans favourably due to their stubbornness and ingenuity. Often being considered greedy or naive due to their often expansion of the world that at times has unearthed many things long lost has resulted in many conflicts with other peoples throughout the world. At the same time their boundless curiousity has resulted in accelerated reseatrch and many scholarly pursuits that has helped advance the world in ways they sometimes never intended. Though one thing many agree on, their most powerful traits are their versatility, individual uniqueness, and compassion. It is not unwise to be weary of the humans who would be most willing to trade their best and most compassionate traits for more tangible power. It is often such that such humans stop being exactly that, and many feel it is somewhat too easy on a cosmic level for a human to trade it all away to become something else.
Beliefs and Religion: Humans are one of the more diverse peoples, and bear no true particular leanings or views as a whole. With most within the brigandine's reaches, most follow the conglomerate church, however humans natural knack to live anywhere no matter how much force is necessary, means there are humans far beyond the brigandine's eyes that have never known the conglomerate church, nor the cultures that live within. These humans have taken to any possible ways of life to continue moving forward, digging into any recesses necessary, and earnign the fervour and favour of whatever beings from beyond will listen; for better or worse.
Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can be commonly found filling any role within an adventuring party.
| Adulthood | Intuitive | Self-Taught | Trained | Middle Age | Old | Venerable | Maximum Age |
|---|---|---|---|---|---|---|---|
| 18 years | +1d4 years
(19 – 22 years) |
+1d6 years
(19 – 24 years) |
+2d6 years
(20 – 30 years) |
40 years | 55 years | 70 years | 70 + 2d20 years |
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 5 ft. 4 in. | +2d8 in.
(5 ft. 6 in. – 6 ft. 8 in.) |
110 lbs. | +(2d8×3 lbs.)
(116 – 158 lbs.) |
| Female | 5 ft. 4 in. | +2d6 in.
(5 ft. 6 in. – 6 ft. 4 in.) |
90 lbs. | +(2d6×3 lbs.)
(96 – 126 lbs.) |
Standard Racial Traits
- Ability Score Racial Traits: Humans gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Type: Humans are humanoids with the human subtype.
- Size: Humans are Medium creatures.
- Base Speed: Humans have a base speed of 30 ft.
- Languages: Humans begin play speaking Brigandine. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- 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.
- Varied Upbringing: Humans gain bonuses where they grew up and gains the appropriate bonus related to their choice. Humans select one of the following:
- Frontierfolk: 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.
- Icelander: 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.
- Mountainfolk: 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.
- Plainsfolk: 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.
- Seafolk: 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.
- Streetrat: 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.
- Tropicsborn: 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.
- Urbanite: 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.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.- Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second choice from the Varied Upbringing racial trait. This replaces the bonus feat racial trait.
