Humans are roughly human-like.

Physical Description Humans’ physical features vary. While modern Humans live in a single system, ancient humans were divided into ethnic nations. Skin-tones range from lightly tanned to olive; hair is generally dark but may include brown also, and eye-colors include green, brown, grey (but never blue).

Middle-age males (or older) typically wear neatly trimmed beards. Sages or philosophers may wear long beards. Women often wear symbolic jewelry: rings, amulets, bracelets, etc. Jewelry and other accessories typically include religious icons.

Humans enjoy a special connection to the gods. Unlike the demi-human races, humans’ souls aren’t bound to any particular gods. Humans are free to worship (and commune with) any deity.

All humans worship at least one deity; many serve multiple gods with one being dominant. Joining a temple is one of the most important choices a young human faces. While everyone hopes to see their children or friends join their own temple, there is very little discrimination against other religions. People freely associate with neighbors in other temples.

Temples are places for education, training, spiritual devotion, and meeting people. Most religions have a system of ranks and promotions. Internal politics is about being promoted up the ladder. Each temple has different criteria.

Politics mostly happens in between temples. Each city is ruled by an Assembly, where citizens can debate and vote on important issues. Even if they don’t attend the Assembly, nearly all humans are skilled speakers due to their culture’s focus on speech.

Military and Combat
Driven by zeal, some humans join military orders. These orders are nearly always attached to a religious group, either as a police or guard unit. Occasionally special militias are raised. In these situations, the professional guards will train and command legions of inexperienced, but fanatical, troops. Once the mission is over, those who survive are released back to civilian life.

In combat, humans are driven by faith and zeal rather than tactics. They rely on divine abilities, either in the form of spells and special abilities. When all else fails, they aren’t beyond retreating to regroup, lick their wounds – and seek guidance from the gods.

Standard Racial Traits

  • Ability Score Racial Traits:Humans are devoted and personable, but also soft and fleshy. They gain +2 Wisdom and Charisma, but -2 Constitution.
  • Size: Humans are medium creatures, with no bonuses or penalties due to size.
  • Type:Humans are Humanoids with the Human subtype.
  • Base Speed:Humans have a base speed of 30 feet.
  • Languages:Humans begin play with the Anthropine language. Those with high Intelligence scores may pick other languages.

Feat and Skill Racial Traits

  • Community of All Believers:Humans receive +1 Diplomacy. This increases to +2 when dealing with creatures that are already friendly.
  • Religious Education: Humans gain a bonus feat at level 1. This must be selected from their primary deity’s list of Feats

Magic Racial Traits

  • Divine Focus: +2 to Concentration checks when casting divine spells.
  • Liturgist: Humans +2 to Spellcraft checks to read magic, identify written spells and glyphs, or cast spells from scrolls.

Offense Traits

  • Vocation:Humans may use any tool of their profession as a weapon without taking a non-proficiency penalty on the attack. In addition, they may choose to break their tool to automatically confirm a critical hit. They must have at least 1 rank in the appropriate Profession or Craft to make use of this trait.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Bard: Add +1/2 on contested Diplomacy checks, as well as Bluff checks made as part of a public speech.

  • Cleric:Add 1/4 to the Cleric’s caster level when casting spells granted by a domain.

  • Oracle:Add one spell from the Cleric’s spell list to your spells known. This spell must come from one of your deity’s domains. .

  • Paladin:Add 1/4 to the number of mercies known.


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