Human
You might...
- Strive to achieve greatness, either in your own right or on behalf of a cause.
- Seek to understand your purpose in the world.
- Cherish your relationships with family and friends.
Others probably
- Respect your flexibility, your adaptability, and—in most cases—your open-mindedness.
- Distrust your intentions, fearing you seek only power or wealth.
- Aren't sure what to expect from you and are hesitant to assume your intentions.
Physical Description
Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.Humans of Cantara
There are four ethnicities of humans in Cantara: the diverse and venturous Thelans, the seafairing Montipalans, the hardy Skaldik, and the nomadic Beladiri.Beladiri (uncommon)
The Beladiri are natives of the open plains, dense forests, and rocky steppe of Aldabaran Island in the center of Cantara. They are clan oriented, semi-nomadic, and spiritual people with a deep connection to the natural world. Most Beladiri settlements are small and are the home of a single clan, while elsewhere multiple clans may assemble a town. The city of Tuala Botaar is host to hundreds of clans, and has frequent trade with outsiders. Most Beladiri stay with their clans and never leave their territory, but the business of many Beladiri traders, wanderers, knacks, and keepers of the wild take them far and wide.Montipalan
Montipalans live amongst the elves in the lush, jungled islands on the north end of Cantara. They may hail from Lamitane, Breakstorm, Soritosi, or any number of small towns, ports, and fishing villages spread across the isles. Being Montipalan, the culture and attitudes of their sea elf neighbors have influenced them greatly. Like the elves they are naturally sea-fairing folk, often brought up on the sea from a young age.Skaldik
Skaldik people are native to the frigid, rocky, unforgiving islands on the south end of Cantara. They hail from one of the many Skaldik Kingdoms, whether it be the main port cities of Baedre or Furlo’s point, or the small farming and fishing villages that spread across the land. Skaldik people live difficult lives making a living in less hospitable lands, but they are proud and strong and respect these traits in others. They are fast to violence, but equally fast to merriment.Thelan
Thelans are the most common humans found on the Cantara Isles, as well as the most diverse. Much of their heritage comes from the survivors of the Consequence, but just as much comes from the explorers, travellers and pilgrims who came to Cantara long after the fact. Their diversity in culture, disposition, and appearance makes them perhaps the greatest image of the Cantaran melting pot, a fact they eagerly and proudly embrace as a part of their identity. Thelans are often seen as very metropolitan folk, thanks to the cities of Freshport, Tyr, Callista, Arna Del Mor, and the Thelan Twins, but just as many Thelans are frontier-folk of the countless farming communities, seaside towns, and way-stops at the edge of civilization.Ancestry Feats
1st Level
Adapted Cantrip - Feat 1
Prerequisites spellcasting class feature
Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition.
Adapted Cantrip leads to Adaptive Adept
Cooperative Nature - Feat 1
The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.General Training - Feat 1
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time.Haughty Obstinacy - Feat 1
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).Natural Ambition - Feat 1
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.Natural Skill - Feat 1
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.Unconventional Weaponry - Feat 1
You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of proficiency, you treat it as a simple weapon.5th Level
Adaptive Adept - Feat 5
Prerequisites Adapted Cantrip; can cast 3rd-level spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-rank spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell options just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-rank spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.
Clever Improviser - Feat 5
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.Clever Improviser leads to Incredible Improvisation
Sense Allies - Feat 5
Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.9th Level
Cooperative Soul - Feat 9
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, when you roll a failure or critical failure to Aid a skill check, you get a success instead.Group Aid - Feat 9
Your upbringing emphasized teamwork, and helping your allies comes naturally to you. After you Aid an ally at a skill check that doesn’t have the attack trait, you can also Aid any other ally who attempts the same skill check for the same purpose that round. You do so as a free action rather than a reaction.Hardy Traveler - Feat 9
There’s no journey too far or burden too heavy when you have friends at your side or hope within your heart. Increase your maximum and encumbered Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel.Incredible Improvisation
- Feat 9
Frequency once per day
Prerequisites Clever Improviser
Trigger You attempt a check u sing a skill you're untrained in
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.
Multitalented - Feat 9
You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn’t take another dedication feat until you take more feats from your current archetype.13th Level
Advanced General Training - Feat 13
Over the long course of your adventuring life, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat’s prerequisites.Special You can select this feat multiple times, choosing a different feat each time.
Bounce Back
- Feat 13
Frequency once per day
Trigger You lose the dying condition
You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.
Stubborn Persistence - Feat 13
Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren’t fatigued. If the fatigued condition has an underlying cause that you don’t address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.17th Level
Heroic Presence
- Feat 17
Traits Emotional, Mental
Frequency once per day
The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-rank zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.
Human Mechanics
Hit Points
8Size
MediumSpeed
25Attribute Boosts
Two free attribute boostsLanguages
Common
Additional languages equal to 1 + your Intelligence modifier (if it's positive).
Traits
Human
Humanoid