Human Alternate Racial Traits
Racial Variants
Half-Elf: Take the 'Otherworldly Grace', 'Elven Focus', and 'Elven Lineage' alternate racial traits.
Full Set Bonus: Gain the Elf subtype and count as an Elf for the purposes of taking racial feats. Gain immunity to magic sleep effects.
Thin and lithe, Half-Elves are children of two worlds often wanted by neither - too long lived for humanity and too short lived for elves, Half-Elves often find solace in the fringes of the world with its remote beasts and exotic locales and drift in and out of lands of man and elf while availing themselves of the benefits of both. Natural adventurers by birth, Half-Elves often find themselves drifting to find a place to call their own, to make a name for themselves, to prove themselves, or any other countless number of reasons that often see them leave in search of the world beyond the horizon.
Half-Orc: Take the 'Halfbreed Ferocity', 'Moment of Inspiration', and 'Tribal Lineage' alternate racial traits.
Full Set Bonus: Gain the Orc subtype and count as an Orc for the purposes of taking racial feats. Gain Intimidating Prowess as a Bonus Feat. You may use STR in place of CHA on intimidate checks if doing so would be beneficial for you.
Fearsome and mighty, Half-Orcs are the perfect blend of savagery and civilization - though they often face suspicion in their day to day lives due to their Orcish heritage when in human lands and are often mocked and derided as halfbloods by their orcish parents, Half-Orcs nonetheless often enjoy pushing back against a world that doubts them at every corner to show all others that they are truly more than the sum of their parts.
Half-Dwarf: Take the 'Dwulvor's Love', 'Rock and Stone', and 'Hardy' alternate racial traits.
Full Set Bonus: Gain the Dwarf subtype and count as a Dwarf for the purposes of taking racial feats. Gain a racial +2 to will saves.
A declining breed in the modern day, Half-Dwarves(Better known as Dirge) are a dying breed with the extinction of the Dwarven People - unnatural at the best of times as a species whose very existence strained even the limits of the notoriously adaptable human genome, the Dirge have largely been welcomed into human lands as pitiful outcasts who were cast out from the Dwarven Homelands with the Dwarves extinction at the hands of the giants. Now, a people without a home, the Dirge have largely resigned themselves to living on as the last relics of a dead people.
Half-Giant: Take the 'Giant Constitution', 'Large-Bodied', and 'Primordial Communion' alternate racial traits.
Full Set Bonus: Gain the Giant subtype and count as a True Giant of your Parental Lineage for the purposes of taking racial feats. Gain Giant as a bonus language and Enlarge Person as a 3/day SLA with a Caster Level equal to your HD.
Ironically perhaps the rarest breed of half-humans, Half-Giants only arise in very specific and exigent circumstances - requiring not only for a Human to mate with a True Giant but for the Human's genes to emerge dominant in the resulting child(An extreme rarity), Half-Giants are a species that many don't even truly know exists; often mistaking them for strange Goliath rather than a truly seperate species. Nonetheless, Half-Giants tend to be rather accepting of the world at large - their existence giving them a uniquely sagelike worldview that often leads them into a nomadic or wandering life dedicated to seeking out their true giant parents who often moved on shortly after or before their birth.
Alternate Racial Traits
Bonus Feat: Gain one extra feat at 1st level. Replaces Elemental Lineage.
As they can be found in each and every corner of the world thanks to their burning curiosity and varied natures, many humans are born with inherently more potential than others - a sign of their extraordinary lineage or past.
Ssarin Pureblood: Gain Detect-Poison as an at-will ability as per the spell. Gain a +2 to your natural armor bonus and as a standard action that provokes Attacks of Opportunity, you can change into or out of a Viper Form, turning into a mundane viper snake. This functions as Beast Shape I, and is an extraordinary ability. You auto-identify all animals and magical beasts that are snakes or considered "Snake-Adjacent"(GM Discretion). Replaces Elemental Lineage.
Though their numbers have been dwindling rapidly ever since the fall of the Tyrant Cao Lu and the subsequent redemption of the Lamia God-Queen as their creation was deemed immoral and outlawed, the Ssarin Purebloods are those humans who trace their roots back to the High Lamia who served the Tyrant Cao-Lu, whose ancestors were living experiments designed to create a more useful servitor race for the ancient Lamia. Though many now seek better lives, most still reject the ways of civilization and live alongside their more snake-like kin deep in the world's jungles.
Dwulvor's Love: Gain Fire Resist 10 and add 2d4 Fire Damage to all natural and manufactured weapon attacks you make that is multiplied on a critical hit. You also add 2 to the DC of all [fire] descriptor spells you cast or fire effects you create. Replaces Sapphire Inheritors.
Though the Dwarves of Corexus and Inara may have since passed into memory with the decline of their species, their legacy lives on within the bodies of their children the Half-Dwarves(Also known as The Dirge) - these Humans, blessed by the Dwarven ancients, find their chests smoldering with sourceless flame that suffuses and permeates their entire being; a flame that protects and empowers them in equal measure.
Giant Constitution: Gain Cold Resist 10 and add 1d4 Cold Damage to all natural and manufactured weapon attacks you make that is multiplied on a critical hit. You also count your STR score as 10 higher for the purposes of determining carrying capacity and lifting weight, and gain either Fortitude of Giants, Will of Giants, or Longshanks as a bonus feat at 1st level ignoring prerequisites. At GM's discretion, the Cold Resist/Damage can be exchanged for a different element to better fit different types of True Giant ancestor. Replaces Sapphire Inheritors.
Whether born from direct unions between Human and Giant or emerging as proof of giant lineage somewhere in the distant past, Half-Giants find themselves inured to an element(Most commonly cold, due to frost giant heritage) and wreathed in it like a shroud. Their bodies, swelling from their unnatural heritage, bulge and grow to make them abnormally large and strong - and infused with a tiny shard of a True Giant Spark.
Halfbreed Ferocity: You gain the ferocity UMR. You gain Deathless Initiate as a Bonus Feat ignoring prerequisites(And functioning with Ferocity instead of Diehard), and gain a Bonus Feat at level 1. Replaces Sapphire Inheritors.
Half-Orc, furious and wild, are often just as vicious or moreso than their full orcish parents - a fact which often makes them pariahs in both the human and orc lands.
Otherworldly Grace: You gain Weapon Finesse as a Bonus Feat at 1st level, and can either choose one non-finesse weapon at character creation that you can thereafter treat as a finesse weapon, or choose a pre-existing finesse weapon that you can thereafter use Dexterity for Damage rolls with instead of Strength. Additionally, you may use Dexterity in Place of Strength for all purposes relating to Composite Bows(Including damage rolls) and Thrown Weapons. Finally, whenever you take an attack of opportunity, you may take a free 5ft step. Replaces Sapphire Inheritors.
Half-Elves, lithe and graceful, often find themselves possessed of a supernatural grace born of a strangely thin and agile body - able to perform incredible feats of flexibility and balance, they often put their nimbleness to use in battle far better than any brute could wield their muscle.
Focused Study: At 1st, 8th, and 16th level, you gain Skill Focus in a skill of your choice as a bonus feat. Replaces Skilled.
Though all humans are skilled, some are less generalistic and more specialized in their studies.
Specialist: Gain any two skills as class skills and gain a racial +2 to them. You may switch one skill with a mental attribute to a physical one, or vice versa. Replaces Skilled.
Though all humans are skilled, some are so specific in their studies they learn of new ways to use their knowledge and technique.
Moment of Inspiration: Channeling your orcish heritage as an immediate action, you can peer into the very near future and add 1d4+1 to any dice roll made by you or another allied creature you can see within 30ft. Once given, this bonus lingers for that specific roll type for 1 minute but does not stack with repeated uses. Replace Skilled.
Half-Orcs, an evenly-tempered blend of civilized and savage, often end up with more useful or perhaps less overtly harmful abilities than those of their full-orcish parents - and their mental ability to peer into the near-future, a byproduct of their orcish blood mixing with their human biology, allows them to guide the actions of themselves and others with well-timed shouts or warnings.
Elven Focus: Any feat that provides a flat bonus on skill checks besides Skill Focus(Such as Alertness, Deceitful, Etc) provides double the listed bonus for you and gives you the benefitted skills as class skills. Gain Skill Focus and a feat that matches the above criteria as bonus feats at 1st Level. Replaces Skilled.
Though Humans tend to diversify their skillsets and devote themselves to countless smaller tasks due to their smaller lives, none can match the dedication of an Elf in mastering his or her favorite skill - and Half-Elves, having inherited parts of their Elven parents' agelessness and focus, often find themselves drawn to focusing in fewer areas to overall better results.
Large-Bodied: You are treated as two sizes category larger for determining your size bonuses to CMB and CMD, and gain one "Improved-" Combat Maneuver feat of your choice as a bonus feat at 1st level. You may use Strength as the primary ability score for up to two skills of your choosing instead of their default ability score. Replaces Skilled.
Their bodies abnormally large, tall, swollen, mutated, or otherwise physically abnormal, Half-Giants are known to possess an impressive bulk that they often wield to great effect.
Rock and Stone: Gain a +4 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You also receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking - this check should, ideally, be made in secret by the GM. Finally, you gain a +4 to your CMD vs Trip and Bull Rush attempts while standing on the ground. Replaces Sixth Sense.
Born with especially potent Dwarven heritage, these Half-Dwarves possess a notably shorter and stouter physiological makeup that allows them to be not only sturdier and harder to budge while standing on the ground, but also possess a sense akin to the Dwarves of yore - allowing them a deep and profound connection with stone that allows them to notice oddities in nearby rock and stone.
Primordial Communion: By spending 10 minutes communing with your fractured True Giant Spark, you can commune with nearby concentrations of the element that best represents your True Giant Heritage(Chosen with this trait is taken). The effect that this replicates may vary depending on the chosen element and may at GM discretion replicate a real spell effect such as Stone Tell, Speak with Plants, and so on, or might function similarly to such an effect for a different source(Such as using Stone Tell to speak with Fire instead of Stone). Replaces Sixth Sense.
Possessing large enough True Giant Sparks that they can learn, with time and training, to use such sparks to commune with the world as their true giant ancestors do, these Half-Giants often find great comfort in the world around them - oftentimes seeking out the environs of their particular True Giant ancestors to better commune with or drive wisdom from.
Faded Lineage: If you have the Arcane bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities, and you use all domain spell and powers of the Knowledge and Magic Domains at +1 caster level. Replaces Elemental Lineage.
With closer ties to the humans of the ancient Aurelian Empire than the Spirit Kings, these Humans have vestiges of the incredibly arcane power their ancestors once wielded burning in their veins.
Vestige of a Wish: You auto-identify all creatures of the Undead type and count as twice your HD when being raised as undead creatures and for effects that control certain amounts of HD worth of undead. If you return as undead in spite of this, you tend to return with sentience more often than not, and if you attempt transformation rituals into undeath you will find it easier than other species(Translating into roughly 10% cheaper cost in raw materials and a higher base chance of success when performing such a ritual). Replaces Elemental Lineage.
Though the memory of their ancestors and their struggles has faded into myth and legend, Humans remain oddly resistant to being raised even long after they have died. Though not outright immune like their ancestors, those who raise the dead find them a bit harder to control than other species.
Ssarin Biology: You gain a +4 on saves vs diseases and poisons. You gain scent out to 30ft(or +20ft to existing scent). Each time you reach the next age category for your race, you roll a 1d100 - if the result of the die is greater than (50 - HD), you gain 1d10 more years in the current age category. Replaces Sixth Sense.
With bodies made supernaturally efficient by the meddling of the Immortal Emperor Cao Lu in the bloodlines of their Ancestors so long ago, these descendents of the servants of Cao Lu find their bodies capable of living longer than normal, resisting diseases and poisons, and often find themselves developing forked snake-tongues to sniff the air with.
Hardy: Gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Replaces Elemental Lineage.
Every bit as sturdy and hardy as the Dwarves of Yore, these Half-Dwarves possess bodies that are naturally resistant against all manner of effects.
Tribal Lineage: Gain one racial trait from an Orcish Tribe of your choosing. You may take the alternate racial trait that replaces your chosen racial trait if you wish. Replaces Elemental Lineage.
Perhaps the best and most potent sign of orcish heritage, many Half-Orcs display similar or even identical mutations to those displayed by their Orcish parent's tribe.
Elven Lineage: Gain one racial trait from either Forest Elf, Desert Elf, Sea Elf, Cloud Elf, or High Elf to represent your Elven Heritage. Replaces Elemental Lineage.
Perhaps the best and most potent sign of elven heritage, many Half-Elves display very clear traits from their Elven Parent's species.
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