Human

Noble, driven, and venturous, Cantaran humans are the product of centuries of persistent survivors and bold voyagers who clawed back civilization in the wake of the Consequence. In the great city-states and wide countrysides of the Isles, these people create lives for themselves and build an affinity for their homes and communities, hard-won in the face of adversity and the dangers of the wild frontier. To be Cantaran isn't to be descended from the blood of old Thela, but is to inhabit and reclaim the world they left behind. As a human, you have been exposed to a wide range of experience, people, and dangers that have taught you much. If you want a character who can be just about anything, you should play a 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 reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters.
 

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.
The Beladiri believe in a spiritual religion called the Akatesh, wherein they turn towards the guidance of their ancestors. Each clan holds its own pantheon of ancestral spirits, members of the clan who were significant figures in their lives and history. The place of a spirit in the Akatesh is never permanent, as new spirits take their place and the old are allowed to rest.
Beladiri have deep tanned skin and dark hair colors. Their eyes are usually grey, brown, or green.
 

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.
Montipalans typically have black or deep-olive colored skin, with dark or sandy hair.
 

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.
The Skaldik are said to have giant’s blood in their veings, as it is rare to find one that is less than 6 feet tall. They have pale skin and anything from blonde, red, to brown hair.
 

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.
Thelans are just as diverse physically as they are culturally; when creating a Thelan don't be afraid to take advantage of their motley nature. Most Thelans have deep tanned skin ranging from honey to bronze, with brown, black, and red hair. Those with more varied bloodlines might have those traits shown in their appearance, such as black skin or sandy hair. Many Thelans also have some amount of elvish blood, particularily those whose ancestors survived the Consequence. This may appear in taller ears or a more slender build.
 
Popular Edicts explore the world, strive for greatness, devote yourself to a moral outlook
Popular Anathema waste what little time you have
 

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.

If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

 

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.
If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial 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.
The preparation you did to help must still apply to the other allies, and you can Aid each ally only once. For example, if you helped lift up an ally to Aid them on an Athletics check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round.
 

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.
If you have the aiuvarin versatile heritage, you don’t need to meet the feat’s ability modifier prerequisites.
   

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

8  

Size

Medium  

Speed

25  

Attribute Boosts

Two free attribute boosts  

Languages

Common

Additional languages equal to 1 + your Intelligence modifier (if it's positive).

 

Traits

Human

Humanoid

Heritages

Skilled Human

Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.  

Versatile Human

Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).  

Skaldik Human

You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).  

Beladiri Human (uncommon)

The Akatesh connects you to your ancestors and allows you to pray for their wisdom. You learn the guidance cantrip, which you can cast as a primal innate spell at will. During your daily preperation you can pray to a member of your Akatesh and choose a skill. For the rest of the day, the target of your guidance gets a +2 status bonus to skill checks using your chosen skill instead of the normal +1.