Races/Human

Description
Physical Description: Human physical characteristics are generally varied in both facial structure, skin tone, and other features. Generally human’s skin color assumes a darker hue the closer to the equator they live, while other features can vary immensely between locales. That said humans are generally recognizable from the other races, such as Elves and Dwarves, due to their averages of height, weight, ear shape, and other such details that may be much more pronounced or different with the other humanoid races.

Male humans tend to be anywhere from 5 feet to over 6 feet tall, with weights generally ranging from 130 to 220 lbs, with higher variance based on height, build, muscle mass or fat.

Female humans tend to be from 4’ 7” to 6 feet tall, with weights generally ranging from 95 to 185 lbs.

There exists exceptions to these numbers, but this is about on average what one could expect from a randomly selected human.

Society: The average human society is varied, due to being fairly widespread with various cultures and mindsets. Republics, Kingdoms, Theocracies, Magocracies, and even simple tribes exist across the world with varying rules and ideologies across each. Generally speaking humans tend to live in a much more varied state than their longer lived neighbors as with a new set of humans can come a new set of ideologies and values.

On the continent of Algrest human societies are fairly varied due to humans being the most common race of the continent.

Relations: Depending on the society, humans can be highly xenophobic or live in a society generally mixed with the other races. For the most part human societies exist in relative calm with other races, with the odd border dispute.

Type: Humanoid(Human)

Human
Description: You have no special background or origin, or your origins are yet unknown. You exist as a blank slate of possibilities to be had.

Ability Score Modifiers: Humans gain a +2 racial bonus to a single ability score of their choice.

Size: Medium

Base Speed: 30 Feet

Starting Languages: Common

Special Vision Types: None

Trait: Humans may select one extra feat at 1st level to represent their limitless potential.

Kheldzean
Description: Humans from The Empire of Kheldzah tend to be more focused on technical improvements, science, and the might of the Kheldzean army. Their lands are harsh, but rich metal resources. As such their society has been both blessed with the resources to make great leaps forward technologically than their neighboring nations, but have also become fairly militaristic to both survive their harsh lands as well as claim more fertile lands. Kheldzeans seem naturally resistant to magic

Ability Score Modifiers: Kheldzean Humans gain a +2 racial bonus to Constitution and Intelligence, but take a -2 penalty to Charisma

Size: Medium

Base Speed: 30 Feet

Starting Languages: Common

Special Vision Types: None

Trait: Almost all Kheldzeans have had training or served in their military. All Kheldzeans gain proficiency in a single firearm keyword weapon. If they would gain proficiency from another source (such as a feat or class feature), they instead gain a +1 bonus on attack rolls made with firearm keyword weapons.

Augmented Arms (Race)
Prerequisite: Augmented Human, Human(Kheldzean Heritage)

Benefit: Kheldzah had modified your arms, allowing for hidden weaponry. Your arms can integrate any light or one handed weapon (including shields) into them; doing so takes 8 hours of work. If you integrate a shield, it only imparts its strength rating adjustment while deployed. Once completed you can deploy or retract the weapon as a free action. The weapon cannot be removed or disarmed from the arm without being sundered or an additional 8 hours of work. When deployed that hand cannot hold or wield anything else, and you drop anything you were holding before deploying the weapon. When retracted creatures automatically fail perception checks to notice the weapon, though may still notice oddities in your arm (such as seams where the arm would open up), but requires a DC 25 Knowledge(Engineering) check to determine the purpose.

Special: If you possess the improved unarmed strike feat, you may increase the damage die of your unarmed strikes by 1 step, and you may instead install an enhancement gem and seal into the arm instead of a weapon, conferring the bonuses to your unarmed strikes.

Augmented Body (Race)
Prerequisite: Augmented Human, Augmented Arms, Augmented Legs, Human(Kheldzean Heritage)

Benefit: Kheldzah has modified nearly your entire body. Choose either integrated armor, or dermal plating:

Dermal Plating: You've had metal plates put under your skin to make you sturdier without hampering your mobility. You gain a +1 armor bonus, and your body may be enhanced like armor. You lose access to this bonus or any enhancements it possesses when you wear any armor.

Integrated Armor: Your body has been fitted to store armor within. You may integrate a suit of armor with 8 hours of work. Once done you can deploy or retract the armor as a standard action. When retracted the armor does not impart its strength rating requirement. This armor cannot be removed from you without an additional 8 hours of work or if the armor is sundered. Creatures fail to notice the armor while retracted, but may noticed something amiss with your body, requiring a DC 25 Knowledge (Engineering) to determine the purpose.

Augmented Heart (Race)
Prerequisite: Augmented Human, Human(Kheldzean Heritage)

Benefit: In addition, you may roll twice and take the better result on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Survival checks made to continue running; Survival checks made to avoid nonlethal damage from a forced march; Survival checks made to hold your breath; Survival checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments.

Augmented Human (Race)
Prerequisite: Human(Kheldzean Heritage)

Benefit: Kheldzah has outfitted you with implants, starting first with augmented eyes. You gain a +2 bonus on perception checks, and treat the range increment of any ranged weapon you wield as 5 feet longer.

Augmented Legs (Race)
Prerequisite: Augmented Human, Human(Kheldzean Heritage)

Benefit: Kheldzah has modified your legs. You gain a +2 racial bonus on acrobatics checks, and are always treated as having a running start for a jump. In addition Once per day plus an additional time per 5 hit die you possess you may move up to your speed as an immediate action, this movement provokes attacks of opportunity as normal.

Kheldzean Superiority (Race)
Prerequisite: Human(Kheldzean Heritage)

Benefit: Your belief in your Kheldzean heritage is so strong it fills you with greater confidence than most. You gain a +3 racial bonus to intimidate checks made against non-kheldzean creatures, but take a -2 penalty on all bluff and diplomacy skill checks against them.

Kheldzean Supersoldier (Race)
Prerequisite: Human(Kheldzean Heritage), Must be taken at 1st level.

Benefit: You were experimented on to make a genetic supersoldier for the Kheldzah army. While not entirely successful you do have some benefits over a normal human. You gain a +1 racial bonus to natural armor, and a +2 racial bonus to initiative.

Kheldzean Suplex (Race)
Prerequisite: Human(Kheldzean Heritage), Suplex, Base Attack Bonus +6

Benefit: You are trained in the glorious Kheldzean style of hand to hand combat, improving upon the standard suplex, making it far more effective. The extra damage from suplex improves to 1d8 + Strength modifier. Additionally the opponent is stunned rather than dazed on a failed save.

Latent Potential (Race)
Prerequisite: Human(Kheldzean Heritage), Kheldzean Supersoldier

Benefit: You’ve awakened additional power from the experiments performed on you. Your land movement speed is increased by 5 feet, and gain a +1 dodge bonus to AC. In addition you gain a stamina pool with a maximum capacity of 2; if you already possess a stamina pool from class levels or gain a stamina pool, you instead gain an additional 2 points to your maximum stamina per day.

Magic Repellent (Race)
Prerequisite: Human(Kheldzean Heritage)

Benefit: Like many Kheldzeans you are both resistant and unskilled in the ways of magic. You gain spell resistance equal to 10 + your character level. You take a -2 penalty to Knowledge(Arcane) and Concentration checks made to cast spells.

Improved Improvisation (Race)
Prerequisite: Int 13, Human(Human Heritage), Improvisation

Benefit: You gain a +2 bonus on any skill checks made for a skill you have no ranks in. In addition, you may use any “trained only” skill untrained..

Scion of Humanity (Race)
Prerequisite: Human(Human Heritage), Must be taken at 1st level.

Benefit: You have learned to tap into more of your hidden potential as a human. When you gain this feat you may also choose any feat that you qualify for, you gain the chosen feat as a bonus feat.

Special: You may not take this feat if you also have the Mixed Heritage or Mixed Blood feats.

Squire (Race)
Prerequisite: Human(Human Heritage)

Benefit: You spend so long being the squire or gofer for knights and nobility you’ve become quite adept at carrying objects. Treat your strength as 4 higher for the purposes of determining your carrying capacity.

Wizard’s Apprentice (Race)
Prerequisite: Human(Human Heritage)

Benefit: You spent time studying under a wizard or other powerful magic user. You gain a +2 bonus on knowledge(arcane) and concentration skill checks. In addition you gain a single affinity talent of your choice even if you are not a spellcaster and may use its associated ability at-will as a spell-like ability.

Born Leader (Race)
Prerequisite: Human(Any), Tactician, Cha 14

Benefit: Once per day as a standard action you may give an inspirational speech to nearby allies, each ally may take one of the following actions:


 * Move up to 30 feet (provoking as normal).
 * Make a single attack at their highest base attack bonus.
 * Make a new will save to end an ongoing mind-affecting effect.

Special: For every 3 Charisma you possess after 14 you may use this feat one additional time per day.

Defiant Will (Race)
Prerequisite: Iron Will, Human(Any)

Benefit: The bonus to will saving throws from iron will improves by an additional +1. In addition you may expend your daily use of iron will to substitute your will save in place of a single reflex or fortitude saving throw you are about to make. This decision must be made before you roll you save against the effect, and does not allow you to reroll the effect via the use of iron will, or any other feat that would allow you to reroll a fortitude or reflex save; though other effects that allow the reroll of a will save may be used.

Focused Study (Race)
Prerequisite: Human(Any), Skill Focus

Benefit: You may select a single skill, gaining a +2 racial bonus to the selected skill; this may not be the same skill you selected for skill focus. In addition treat your ranks in the chosen skill as 2 higher for the purposes of any Skill feats you have with an associated skill matching your chosen skill (for example you would treat you ranks in acrobatics as 2 higher for the Acrobatic feat as it is both a Skill feat and has the Acrobatics tag).

Human Ingenuity (Race)
Prerequisite: Human(Any)

Benefit: Once per day per 5 hit dice you possess (minimum 1), you may roll twice and take the better result on a single skill check.

Improvisation (Race)
Prerequisite: Human(Any)

Benefit: You may use all untrained skills as if you were trained in them (such as knowledge skills). In addition when using Use Magic Device to activate an item blindly you only cause a mishap from failing by three degrees or more rather than two.

Mostly Human (Race)
Prerequisite: Human(Any), Mixed Blood

Benefit: Despite your mixed heritage, many still mistake you for a full human. You gain a +10 bonus on Disguise checks to disguise your non-human aspects.

Silver Tongued (Race)
Prerequisite: Human(Any)

Benefit: You are adept at manipulation and diplomatic relations. You gain a +2 racial bonus on Diplomacy and Bluff checks. In addition when using Diplomacy to improve a creature’s attitude you can shift a creature up to three steps rather than just two.

City Dweller (Race)
Prerequisite: Human(Any)

Benefit: You’ve spend much time in the cities and have learned from the experience. You gain a +2 racial bonus on diplomacy checks made to gather information within settlements, and a +4 racial bonus on stealth checks made to blend-into and hide in a crowd.

Tactician (Race)
Prerequisite: Human(Any)

Benefit: As a move action you may quickly shout commands to allies within 30 feet, allowing them to spend a reaction to move 5 feet without provoking attacks of opportunity. Each ally that uses this reaction treats their speed as 5 lower for their next turn and may not take a 5 foot step.

Versatile (Race)
Prerequisite: Human(Any) or Beastkin(Bestkin Heritage)

Benefit: You are talented in your ability to pick up new skills while furthering your vocation. You gain an additional skill rank each level. If this feat is taken after 1st level, its benefits are retroactive. In addition you may use all skills designated “trained only” untrained.

Special: You may select this feat more than once, each time gaining an additional skill rank for each level.

Weaponmaster (Race)
Prerequisite: Human(Any)

Benefit: Choose two martial or one exotic weapon when you take this feat; you gain proficiency in the chosen weapon(s).