Humans (9 RP)
- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Random Starting Age
(16 - 19 years)
(16 - 21 years)
(17 - 27 years)
Random Starting Height & Weight
||4 ft. 10 in.
(5 ft - 6 ft. 6 in.)
(130 - 220 lbs.)
||4 ft. 5 in.
(4 ft. 7 in. - 6 ft. 1 in.)
(95 - 185 lbs.)
Humans possess exceptional drive and a great capacity to endure and expand,
and as such are currently the dominant race in the world. Their empires and
nations are vast, sprawling things, and the citizens of these societies carve
names for themselves with the strength of their sword arms and the power of
their spells. Humanity is best characterized by its tumultuousness and diversity,
and human cultures run the gamut from savage but honorable tribes to decadent,
devil-worshiping noble families in the most cosmopolitan cities. Humans' curiosity
and ambition often triumph over their predilection for a sedentary lifestyle,
and many leave their homes to explore the innumerable forgotten corners of
the world or lead mighty armies to conquer their neighbors, simply because
Human society is a strange amalgam of nostalgia and futurism, being enamored
of past glories and wistfully remembered 'golden ages,' yet at the same time
quick to discard tradition and history and strike off into new ventures. Relics
of the past are kept as prized antiques and museum pieces, as humans love to
collect things—not only inanimate relics but also living creatures—to
display for their amusement or to serve by their side. Other races suggest
this behavior is due to a deep-rooted urge to dominate and assert power in
the human psyche, an urge to take, till, or tame the wild things and places
of the world. Those with a more charitable view believe humans are simply collectors
of experiences, and the things they take and keep, whether living, dead, or
never alive, are just tokens to remind themselves of the places they have gone,
the things they have seen, and the deeds they have accomplished. Their present
and future value is just a bonus; their real value is as an ongoing reminder
of the inevitable progress of humanity.
Humans in many places are fascinated by older races and cultures, though at
times they grow frustrated or even contemptuous of ancient and (to their mind)
outmoded traditions. Their attitudes toward other races are thus a curious
mix of exoticism and even fetishism, though usually with a very superficial
level of understanding and appreciation of those cultures, alongside a deeply
rooted arrogance that means most humans have a hard time regarding themselves
as anything other than the default standard of society. Human scholars engaged
in the study of other races—who might be assumed to be the most cosmopolitan
and well versed in their nature and culture—have often proved no better
than the less-learned members of their race when it comes to genuine closing
of the social distance. Humans are gregarious, often friendly, and willing
to mix and interact with others, but their sheer obliviousness to their offhanded
marginalization of others is what so chagrins other races when dealing with
Of course, well-meaning, blundering ignorance and numerical superiority are
not the only things that make other races suspicious of humans. Entirely too
many examples can be found throughout history wherein human xenophobia and
intolerance has led to social isolationism, civil oppression, bloody purges,
inquisitions, mob violence, and open war. Humans are not the only race to hate
what is different among them, but they seem to have a susceptibility to fear-mongering
and suspicion, whether about race, language, religion, class, gender, or another
difference. More moderate human citizens often sit idly by while their more
extreme compatriots dominate the political and cultural conversation, yet there
are also many who stand in opposition to extremists and embody a spirit of
unity across the bounds of difference, transcending barriers and forming alliances
and relationships both large and small across every color, creed, country,
Physical Description: The physical characteristics of humans are as
varied as the world's climes. From the dark-skinned tribesmen of the southern
continents to the pale and barbaric raiders of the northern lands, humans possess
a wide variety of skin colors, body types, and facial features. Generally speaking,
humans' skin color assumes a darker hue the closer to the equator they live.
At the same time, bone structure, hair color and texture, eye color, and a
host of facial and bodily phenotypic characteristics vary immensely from one
locale to another. Cheekbones may be high or broad, noses aquiline or flat,
and lips full or thin; eyes range wildly in hue, some deep set in their sockets,
and others with full epicanthic folds. Appearance is hardly random, of course,
and familial, tribal, or national commonalities often allow the knowledgeable
to identify a human's place of origin on sight, or at least to hazard a good
guess. Humans' origins are also indicated through their traditional styles
of bodily decoration, not only in the clothing or jewelry worn, but also in
elaborate hairstyles, piercing, tattooing, and even scarification.
Society: Human society comprises a multitude of governments, attitudes,
and lifestyles. Though the oldest human cultures trace their histories thousands
of years into the past, when compared to the societies of other races like
elves and dwarves, human society seems to be in a state of constant flux as
empires fragment and new kingdoms subsume the old. In general, humans are known
for their flexibility, ingenuity, and ambition. Other races sometimes envy
humans their seemingly limitless adaptability, not so much biologically speaking
but in their willingness to step beyond the known and press on to whatever
might await them. While many or even most humans as individuals are content
to stay within their comfortable routine, there is a dauntless spirit of discovery
endemic to humans as a species that drives them in striving toward possibilities
beyond every horizon.
Relations: Humans are fecund, and their drive and numbers often spur
them into contact with other races during bouts of territorial expansion and
colonization. In many cases, this tendency leads to violence and war, yet humans
are also swift to forgive and forge alliances with races who do not try to
match or exceed them in violence. Proud, sometimes to the point of arrogance,
humans might look upon dwarves as miserly drunkards, elves as flighty fops,
halflings as craven thieves, gnomes as twisted maniacs, and half-elves and
half-orcs as embarrassments—but the race's diversity among its own members
also makes many humans quite adept at accepting others for what they are. Humans
may become so absorbed in their own affairs that they remain ignorant of the
language and culture of others, and some take this ignorance to a hateful extreme
of intolerance, oppression, and rarely even extermination of others they perceive
as dangerous, strange, or 'impure.' Thankfully, while such incidents and movements
may taint all of humanity in the eyes of some, they are more often the exception
than the rule.
Alignment and Religion: Humanity is perhaps the most diverse of all
the common races, with a capacity for both great evil and boundless good. Some
humans assemble into vast barbaric hordes, while others build sprawling cities
that cover miles. Taken as a whole, most humans are neutral, yet they generally
tend to congregate in nations and civilizations with specif ic alignments.
Humans also have the widest range of gods and religions, lacking other races'
ties to tradition and eager to turn to anyone offering them glory or protection.
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 fill any role within an adventuring party.
Names: Unlike other races, which generally cleave to specific traditions
and shared histories, humanity's diversity has resulted in a nearly infinite
set of names. The humans of a northern barbarian tribe have much different
names than those hailing from a subtropical nation of sailors and traders.
Even humans who speak the same language may have names that are as varied as
their beliefs and appearances, depending on their origins.
Humans possess an adaptability and expansionist verve, driven by endless fonts of ambition and imagination. Such Traits have allowed them to spread across the face of the world, acclimating to an endless variety of lands and conquering each new frontier. While often perceived as aggressive and destructive by farther-sighted races, most humans seek merely to use what time they're given to live their lives to the fullest. Able negotiators and adaptors, even those peoples who fall beneath humanity's endless march are often assimilated, becoming new resources fueling the race's endless cultural adventurism. Humans demonstrate immense diversity in their physical appearance, with skin ranging from dusky hues to milky pallor, and hair running the gamut from flaxen to ebon. Where they might be found also varies widely, settlers and ambitious human explorers finding their ways into the hearts of the most barren deserts, to the frigid coasts of icy seas, even into the sweltering depths of the earth, all seemingly united in an impossible, endless quest to chart what lies over the next horizon. Human diversity extends to every field of study as well, as their curiosity leads them to unlimited opportunities, endlessly striving for mastery.
Human adventurers specialize in every career, their talent and ambition driving them not just to succeed but to achieve greatness, founding legacies to endure long past their short lifespans.
- Alchemist: Sometimes dismissed as eccentrics and dabblers in dangerous arts, the practical skills of human alchemists always find them employment, if often at a safe distance from their employers.
- Barbarian: From steaming jungles to the desolate steppes, barbarians shun "civilized" society, winning esteem by their toughness, steely confidence, and indomitable prowess. Even in savagery the race's inventiveness shines through, leading human barbarians to often create and master a variety of crude but deadly weapons and fighting styles.
- Bard: Human bards show little inhibition but great artistic range. They often prove intensely curious, collecting stories and histories, building their personal legends while they retell the tales of others.
- Cavalier: Humans form the backbone of many cavalier orders, balancing an aristocratic gentility with dedication to serving their liege and the chivalric ideal, earning the esteem of commoners and nobility alike.
- Cleric: Humans readily believe in ideals larger than themselves and flock to religions great and small. Humans often form personal connections with deities, embodying Traits and forces they idealize.
- Druid: Druidism is regarded by many humans as an "old faith," eternal and as all-encompassing as the world itself. Though some dismiss them as backward hermits standing in the way of progress, druids often garner a measure of both wary respect and suspicious fear.
- Fighter: Human fighters run the gamut of professions— from wanderers and soldiers to swashbucklers and brawlers—but are never people to be trifled with.
- Inquisitor: While capable of faith and trust, humans are equally susceptible to paranoia and suspicion, and entire orders of mostly human inquisitors have earned fame (or infamy) through their purges of dangerous creatures and tenacious witch hunts.
- Monk: Craving peace and the discipline of perfection, human monks often stand apart from society. While many admire monks, only the most dedicated possess the clarity and self-control to master their ways.
- Oracle: Human oracles employ a variety of cultic arts to reveal the essence and outlook of the oracle. What agents these seers might employ in their strange arts varies mildly, often reflecting mysterious truths.
- Paladin: Humans aspiring to heroic ideals, seeking noble ways to defend their people, or merely aspiring to lofty ideas of honor and heroism, often gravitate to the paladin class. Though a difficult and often self-sacrificing road, human paladins charge to the forefront of nearly any crusade against the forces of evil.
- Ranger: Humans challenge themselves to best every kind of prey, leading many to become skilled hunters and trackers of beasts and even deadlier quarries. Over time, many human rangers come to prefer the company of animals to that of people.
- Rogue: Ambitious, sometimes to a fault, human rogues defy all barriers to gain what they desire. Whether as unscrupulous assassins or dashing thieves, few can resist the deceptions and charms of such determined scoundrels.
- Sorcerer: With a long history of commingled bloodlines, humans frequently display latent arcane power. Sometimes denounced as freaks or praised as marvels, sorcerers must rely on their inner strength to survive.
- Summoner: Shaping life and commanding terrors with their every word, human summoners embrace the powers of creation. Eidolons under their command might take a vast variety of shapes, typically being manifestations of their masters' deepest hopes or darkest nightmares.
- Witch: The human lust for mastery over the world sometimes leads down mysterious and potentially dangerous routes, such as that of the reclusive witch.
- Wizard: Many humans seek power, knowledge, and insights into the secrets of creation, leading human wizards to seek out ancient mysteries of arcane lore and new magical innovations. Humans excel both at mastering specific schools of magic and in more universal studies.
Alternate Racial Traits
You can exchange one or several of your character's
normal racial Traits, but of course you cannot exchange the same racial
trait more than once.
As with any alternate or optional rule, you must first
get the permission of your GM to exchange any of your character's normal
racial Traits for those listed here.
- Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race's languages and gain that race's weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either
Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
- Aquatic AncestryHorror Adventures: Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled.
- AwarenessInner Sea Races: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans' bonus feat.
- Comprehensive EducationInner Sea Races: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
- Dimdweller (2 RP)Blood of Shadows: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +1 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
- Draconic Heritage (4 RP)Legacy of Dragons: At times, a human's family history can have a dragon's power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
- Dragon Scholar (4 RP)Legacy of Dragons: Dragons have a long history of individual interactions with specific humans, and some humans seek to better understand this relationship. Humans with this trait receive a +2 racial bonus on caster level checks to overcome a dragon's spell resistance. In addition, they receive a +3 racial bonus on Knowledge (arcana) checks related to creatures of the dragon type. This trait replaces humans' bonus feat racial trait.
- Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
- Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.
- Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain
Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
- Giant AncestryHorror Adventures: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a -2 penalty on Stealth checks. This racial trait replaces skilled.
- Heart of the FeyLegacy of the First World: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
- Heart of the Fields: 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. This racial trait replaces skilled.
- Heart of the Mountains: 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. This racial trait replaces skilled.
- Heart of the Sea: 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, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
- Heart of the Slums: 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. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
- Heart of the Snows: 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. This racial trait replaces skilled.
- Heart of the Streets: 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. This racial trait replaces skilled.
- Heart of the Sun: 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. This racial trait replaces skilled.
- Heart of the Wilderness: 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 and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
- Heroic: Some humans are born heroes. In campaigns that use the optional hero point system (Advanced Player's Guide 322-325), each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
- IndustriousInner Sea Races: Humans are known in the Inner Sea for their drive and work ethic. Humans with this racial trait gain a +1 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
- InnovativeInner Sea Races: Humans have come to shape the face of Golarion because they are inveterate innovators. Humans with this racial trait gain a +1 racial bonus on Knowledge
(arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +1 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
- Institutional MemoryInner Sea Races: Humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces skilled.
- Military TraditionInner Sea Races: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
- Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second 'Heart of the' racial trait. This replaces the bonus feat racial trait.
- One of the MultitudeHeroes of the Street: City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. This racial trait replaces skilled.
- PietyHorror Adventures: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait.
- Poison Minion (4 RP)Blood of Shadows: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character's Hit Dice + the character's Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. . Humans can take this trait in place of skilled.
- Powerful PresenceHeroes of the High Court: Humans with a regal bearing and strong personal magnetism can apply their presence more forcefully than others. A human with this trait treats her Charisma score as 2 points higher for the purpose of meeting feat prerequisites. In addition, humans with this racial trait gain Persuasive as a bonus feat. This racial trait replaces the bonus feat trait.
- Practiced HunterInner Sea Races: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +1 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
- Psychic DefenseHorror Adventures: Humans from cultures steeped in the occult sometimes train their minds to resist outside influence. They gain a +2 racial bonus on saving throws against psychic spells and spell-like abilities, including those that originate from the psychic magic ability. This racial trait replaces the bonus feat trait.
- RationalizeHorror Adventures: Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. Humans with this trait gain a +3 bonus on saving throws against effects that cause sanity damage. This racial trait replaces the bonus feat trait.
- Reptilian AncestryHorror Adventures: Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.
- Self-Made FateInner Sea Races: Some humans build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence (mostly people of Bachuan, Druma, Rahado, or Touvette) develop a knack for defying divine magic. They gain a +1 racial bonus on saving throws against divine spells and spell-like abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype. This racial trait replaces the bonus feat trait.
- Shadowhunter (2 RP)Blood of Shadows: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +1 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
- Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
- Social TiesInner Sea Races: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +1 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.
- TribalisticInner Sea Races: Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +1 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
- Unstoppable MagicInner Sea Races: Humans from civilizations built upon advanced magic, such as Geb or Nex, are educated in a variety of ways to accomplish their magical goals. They gain a +1 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.
- WayfarerInner Sea Races: Humans maintain the largest trade networks on Golarion and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +1 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
You can combine various alternate racial traits to create
human subraces or variant races, such as the following.
- Cosmopolitan: Adept as city living, these humans can navigate crowds and fulfill the need for skilled labor in such settlements. Replace the skilled racial trait with heart of the streets and the bonus feat racial trait with focused study.
- Country Folk: These humans are suited to life in the countryside. Replace the skilled racial trait with heart of the fields and the bonus feat racial trait with focused study.
- Gutter Rat: Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the streets).
- Imperious Human: Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trait with eye for talent.
- Trailblazer: Adaptive and inventive, these humans must have quick wits and a dose of heroic luck to survive in the lands they settle. Replace the skilled racial trait with heart of the wilderness and the bonus feat racial trait with heroic. At the GM's discretion, you can swap out the heart of the wilderness racial trait for either heart of the mountains, heart of the sea, heart of the snows, or heart of the sun, depending on the type of terrain these humans are settling.
- Versatile Human: While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Favored Class Alternatives
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, humans have the option of choosing from a number of other bonuses, depending upon their Favored Class. The following options are available to all humans who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
- Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
- Arcanist: Add one spell from the arcanist spell list to the arcanist's spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.
- Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
- Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
- Bloodrager: Increase the bloodrager's total number of bloodrage rounds per day by 1.
- Brawler: Gain a +1 bonus to the brawler's CMD when resisting two combat maneuvers of the brawler's choice.
- Cavalier: Add +1/4 to the cavalier's banner bonus.
- Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
- Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
- Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
- Gunslinger: Add +1/4 point to the gunslinger's grit points.
- Hunter: Add 1 skill rank to the hunter's animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
- Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
- InquisitorHorror Adventures: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures.
- Investigator: Add one extract formula from the investigator's formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
- Kineticist: Gain 1/6 of an Extra Wild Talent feat.
- Magus: Add +1/4 point to the magus' arcane pool.
- Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
- Mesmerist: Increase the mesmerist's towering ego bonus by 1/3 point (to a maximum increase of +2).
- Monk: Add +1/4 point to the monk's ki pool.
- Occultist: Gain 1/6 of a new focus power.
- OccultistHorror Adventures: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual.
- Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
- Paladin: Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
- Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.
- PsychicHorror Adventures: Add a +1/4 bonus to AC when flat- footed, to a maximum of what the psychic's AC would be if not flat-footed.
- Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
- Rogue: The rogue gains +1/6 of a new rogue talent.
- Shaman: Add one spell from the cleric spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
- Skald: Add one spell from the skald's spell list to the skald's known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
- Slayer: Gain 1/6 of a new slayer talent.
- Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
- Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist's phantom.
- Summoner: Add +1 hit point or +1 skill rank to the summoner's eidolon.
- Swashbuckler: Increase the total number of points in the swashbuckler's panache pool by 1/4.
- Vigilante: Gain +1/2 on the Disguise bonus provided by seamless guise.
- Warpriest: Gain 1/6 of a new bonus combat feat.
- Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
- Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
RACIAL ARCHETYPES & BLOODLINES
The following racial bloodline and racial archetypes are available to humans.
Humans have access to the following feats.
Humans have access to the following spells.