>[!infobox]+ >#### Human >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Medium| >|**Type**|Humanoid| >|**Subtypes**|Human| >|**RP**|9| > > ##### Age and Longevity >||| >|:-----|:---| >|**Adulthood**|15 years years| >|**Intuitive**|+1d4| >|**Self-Taught**|+1d6| >|**Trained**|+2d6| >|**Middle Age**|35 years| >|**Old**|53 years| >|**Venerable**|70 years| >|**Maximum**|70+2d20 years| > > ##### Height and Weight >|||| >|:-----|:---|:---| >|**Gender**|**Height**|**Weight**| >|**Male**|58+2d10 in.|120+(2d10×5) lbs.| >|**Female**|53+2d10 in.|85+(2d10×5) lbs.| # Human Humans are varied and adaptable; ambitious and relentless; diverse and most importantly numerous. Humanity has created a place for themselves on every corner of the world. Their civilizations run the gamut from vast empires and noble kingdoms to small tribal bands and humble trading enclaves.  ## Physical Description The physical characteristics of humans are as varied as the world's climes. From the dark-skin and black hair of the Raeluth on the Hook Islands to the pale skin and fiery hair of the Karrak on Skaan, humans possess a wide variety of skin colors, body types, and facial features. 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.  ## In Society Human society comprises a multitude of governments, attitudes, and lifestyles. An human from the Tyrennhian Imperium is likely nothing like one from the Dayrin League, and yet may still have the strangest things in common. Humanity is a mass of contradictions and new ideas and furious innovation and barbaric savagery and no one ever seems to know which one of those will manifest itself next.  ## Relations Ylvani and humans generally have a positive relationships. Some sects of humanity and ylvani may quarrel, but for their faults and differences there is generally good feelings. Dwarves are respected for their craftsmanship, but there is a subtle level of contempt for dwarves among human races. They are seen as quarrelsome, gruff, greedy and boorish. Gnomes are a curiosity to humans. A quaint little people who are ultimately of little consequence. Halflings are tolerated, and little more, by human societies, who often push them into slums and “smalltowns" within human settlements.  ## Alignment and Philosophy Humanity is 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. Humans do not tends towards any alignment, not even neutrality. They typically congregate into societies that with specific alignments.  ## Adventures 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. ## Naming Traditions: Human names are as varied as their cultures.  # Racial Traits (9 RP) ### Standard Racial Traits - **Ability Score Racial Traits:** Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. - **Size:** Humans are Medium creatures and thus receive no bonuses or penalties due to their size. - **Base Speed:** Humans have a base speed of 30 feet. - **Languages:** Humans begin play speaking Common and their own national language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. #### Feat and Skill Racial Traits - **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. >[!notes] >##### weakness racial traits >- **Ancestral Mark:** Humans select one of the following ancestral marks: > - Curse of Marlena: The curse of Marlena calls the Varyag to the Sea, binding them to the Covenant. Each day spent on dry land, a Varyag must make a DC 10 Fortitude save. Those who fail become fatigued. Failing this save while fatigued causes exhaustion. Failing while exhausted causes one point of dame to all ability scores. Fatigue, exhaustion and ability damaged cause by the curse cannot be restore naturally, unless the affected creature spends at least 7 days at least 100 miles from dry land. > - Legacy of the Overloads: The people of Corsunarin have suffered greatly at the hands of cruel spellcasters. They take a -2 penalty to saving throws against spells and spell-like abilities. > - Shadow of Narim-Zin:??? > - Ashes of Amangyr: Relieved of the Curse of Marlena, the Miryag as slightly detached from the whims of fate. They do not automatically succeed on saving throws when they roll a natural 20. > - Unworthy of the Harmonium: The people of Zelcor have been held in contempt by empire far greater than they for longer than living memory, and must go to greater lengths to prove themselves. They treat their class level, character level, abilities scores, skill ranks, caster level and base attack bonus as one lower than normal for the purposes of qualifying for feats or prestige classes. >- **Ancestral Legacy:** Humans may select one of the following benefits: > - Educated: Humans with this trait may select any one of the following as a bonus feat: Armor Proficiency, (Light or Medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Skill Focus. > - Knack: Humans with this trait gain a +3 bonus to untrained skill checks, and can use any skill untrained. They also may select 1 skill to add to their list of class skills. > - Ingenuity: Humans who select this trait gain Signature Skill as a bonus feat. > - Talented: Humans who select this trait gain any one of the following as a bonus feat at 1st level: Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Meticulous, Persuasive, Prodigy, Scholar, Self-Sufficient, Stealthy. > - Well Rounded: Humans who select this trait gain one extra skill point, which can be used on any of the following skills: Appraise, Craft, Handle Animal, Linguistics, Perform, Profession, Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility), Lore, Perform, Profession, Sleight of Hand. # Racial Options ## Alternate Racial Traits The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options. - **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. - **Alchemically Enhanced:** Some humans use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A human with this trait gains a +3 racial bonus to Constitution, Dexterity, or Strength. However, the character’s biology is now more susceptible to chemicals, causing her to take a –2 penalty on Fortitude saving throws against poison. This racial trait replaces the +2 bonus to any one ability score and the bonus feat racial trait. PRG:TWoVHD - **Aquatic Ancestry:** 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. PZO1135 - **Awareness:** 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. PZO9280 - **Comprehensive Education:** 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. PZO9280 - **Dimdweller (2 RP):** Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 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. PZO9466 - **Draconic Heritage (4 RP):** 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. PZO9470 - **Dragon Scholar (4 RP):** 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. PZO9470 - **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. - **Fey Magic (2 RP):** The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. PZO9456 - **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. - **Frontier Survivor:** Humans with this trait gain the Technologist feat, which grants them understanding of technological subjects. Additionally, they gain a +2 racial bonus on Survival checks in the ruins of cities. This racial trait replaces skilled. PRG:TWoVHD - **Giant Ancestry:** 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. PZO1135 - **Heart of the Fey:** You gain 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. PZO9480 - **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, 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. - **History of Terrors:** Humans with this trait gain a +2 racial bonus on saving throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a fear effect. This racial trait replaces the skilled trait. PRG:TWoVHD - **Imposter-Wary:** You gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled. PZO9480 - **Industrious:** Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled. PZO9280 - **Innovative:** Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 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 +2 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. PZO9280 - **Institutional Memory:** 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. PZO9280 - **Military Tradition:** 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. PZO9280 - **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 Multitude:** 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. PPC:HotS - **Piety:** 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. PZO1135 - **Practiced Hunter:** 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 +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled. PZO9280 - **Psychic Defense:** 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. PZO1135 - **Rationalize:** 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. PZO1135 - **Reptilian Ancestry:** 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. PZO1135 - **Self-Made Fate:** Some humans build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence develop a knack for defying divine magic. They gain a +2 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. PZO9280 - **Shadowhunter (2 RP):** Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 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. PZO9466 - **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. - **Talented:** Humans who select this trait gain any one of the following as a bonus feat at 1st level: Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Meticulous, Persuasive, Prodigy, Scholar, Self-Sufficient, Stealthy. This trait replaces the skilled racial triat. - **Tribalistic:** 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 +2 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. PZO9280 - **Unstoppable Magic:** Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait. PZO9280 - **Wayfarer:** Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 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. PZO9280 ## Favored Class Bonuses 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. - **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. - **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. - **Inquisitor:** Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures. PZO1135 - **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. PZO1132 - **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. PZO1132 - **Mesmerist:** Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2). PZO1132 - **Monk:** Add +1/4 point to the monk’s ki pool. - **Occultist:** Gain 1/6 of a new focus power. PZO1132 - **Occultist:** Add a +1/3 bonus on any skill check attempted as a part of an occult ritual. PZO1135 - **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. PZO1132 - **Psychic:** Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed. PZO1135 - **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. PZO1132 - **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. PZO1134 - **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 Feats The following feats are available to a human character who meets the prerequisites. - Bestow Luck - Critical Versatility - Dauntless Destiny - Defiant Luck - Eclectic - Fast Learner - Fearless Curiosity - Heroic Will - Huntmaster - Improved Improvisation - Improvisation - Inexplicable Luck - Intimidating Confidence - Martial Mastery - Martial Versatility - Planar Heritage - Racial Heritage - Surge of Success # Human offshoots Some races are similar to humans and share a common ancestry, but have traits and abilities that set them apart from humanity. They still retain the human subtype, but have wholly different stat blocks, rather that alternate racial traits. ### [[Bashku|Bashku]] The bashkuar are humans whose connection to the Bash people of Temnia's moon have given them a supernatural aura and abilities related to their clan and their bash progenators. ### Karsan The karsan are humans who have developed an innate resistance to magic, due either to their exposure to the deadlands, a resistance to the arcanophage, or even a survival mechanism against thaumavoric creatures. ### Kurogoth Humans who have spent generations living under the thrall of the Cherekoth, and have been corrupted by their fell magic. Kurogoth are cannibalistic humans with powerful jaws and sharp teeth who revel in cruelty. ### Neanderthal The nomadic wanders of the northernmost reaches of Temnia. ### Zurial ...