High Human Alternate Racial Traits in Corexus | World Anvil

High Human Alternate Racial Traits

A list of alternate racial traits available to High Humans

Imperious Dominus: May select any Alternate Racial trait from any Humanoid or Monstrous Humanoid race except Tortles and apply it to themselves. The chosen trait cannot change your size category or ability scores. If it replaces one Racial trait, it replaces Ancient Foe, Dragons. If It replaces two Racial Traits, it replaces both Ancient Foe and Hatred, dragons.   Bullies, Cheats, and Abusers, the High Humans were infamous for being impossible to bargain with. So much so in fact, that it was a normal occurance for them to simply slaughter or capture the opposing party and take what they wanted by force. No matter if the item they wanted was an intrinsic ability to a seperate species, an artifact of the gods, or the firstborn children of an entire village, the High Humans could make it their own, and frequently did. As such, they could hold traits from all walks of life, and rarely had many of their own.
 
Mastery of Life and Death: May reroll 1's and 2's when rolling for HP on level up, and cannot roll or take minimum healing on any dice when taking or giving healing of any kind. Ex: Someone heals you for 2d10, if they roll ones on either dice, they reroll those dice. This Replaces Skilled and Focused Study.   For all their faults, the High Humans came as close as any race has ever come, and perhaps ever will come, to unlocking the truest secrets of mortal life. It was said their magic and technology held sway over their very essences, and they could control the forces of life and death as easy as breathing with their wondrous magic and cities. Some High Humans were said to mutate, perhaps willingly, to become living embodiments of this idea, and possessed bodies much more receptive to healing and hardiness.
 
Faithbane: Gain a racial +2 bonus to saving throws, AC, and any checks against all divine spells, spell-like abilities, and effects; Replaces Internal Nanites and Skilled.   An entire race of nonbelievers, the High Humans believed solely in the wondrous arcane nature of magic, and the natural innovations and creations they could think up and create with their own hands. Pragmatic and godless, the high humans soon became vehement and vitriolic with their nonbelief, and some went so far with their dream of bringing the gods down to the mortal plane so that they might be killed that they became anathema to the very concept of divinity, their beings closed off from the voices of the gods. Their very souls reject divine power, and servants of the divine find them much harder to deal with.
 
Magictech Engineer: Gain a Racial +5 to Spellcraft, Knowledge Arcana, and Knowledge Engineering, one is always a class skill; Replaces Focused Study and Quick reactions.   While all High Humans were outstanding creators, thinkers, and scholars, the Shaper Caste which built the floating cities of the High Humans were a cut above even them. They possessed an innate, supernatural ability to identify the makeup, structure, and flaws of a structure just at a glance, could identify and recollect even the most obscure piece of arcane lore, and could engineer a magic device in the span of mere days which might take a more normal High Human weeks, and fused the very core concepts of magic and more mechanical creations. They were geniuses of their craft, and under the guidance of only their wits and instincts, built and maintained the wondrous technologies of their empire as easy as breathing.
 
Underwars Veteran: Gain hatred and Ancient foe against Aberrations and creatures with the Elf subtype; Replaces Ancient foe and Hatred, dragons.   The High Humans waged several, notoriously bloody wars on the surface for countless reasons, but none stand out more in their long and stories history more than the Underwars. Fought in the massive, sprawling caverns of the mysterious Underdark, the legions of the High Humans, clad in NEMEAN metal and armed to the teeth, fought the drow who called the tunnels home for every bloody inch of ground. These wars ascended beyond a scale of violence most can even comprehend, the infinite foundries and resources of the high humans churning out body after body if it meant advancing the war even an inch closer to victory. Even with the advantage of home terrain, the drow were slaughtered, gutted, and crushed in droves, giving as good as they got until the dead count raised into the millions. The few High Human survivors of this war exited the tunnels of the underdark changed, a burning hatred for all Elfkind as well as their aberration creations smoldering within their chests for the atrocities they witnessed, and committed.
 
Warrior-Mage: Gain a racial +2 bonus on Knowledge(Arcana) checks and gain a +2 to your CMB. Knowledge(Arcana) is always a class skill for you. Replaces Internal Nanites.   Due to having an incredibly high level of accessibility to their race's total knowledge, it wasn't uncommon for High Humans to study the dual disciplines of the Arcane and the Martial, when the knowledge was so readily available to them. These High Humans who devoted time to such a task found themselves familiar with the skills of both worlds, and were valued assets on and off the battlefield.
 
Silver-Tongued Wordsmith: Gain a racial +4 on all Diplomacy and Bluff checks. Upon taking this trait, you may choose to use any other ability score instead of CHA for both of these skill. Once decided, it cannot be changed. You add 1 to the DC of all language-dependent spells you cast. Replaces Quick Reactions.   Though many races in the world of Ea today count many incredibly talented statesmen and speakers amongst their number, it is not exaggeration to say all of them pale in comparison to the wordsmithery of the high humans. Well-versed in politics, rhetoric, debate techniques, and public speaking methods, they were said to be masters of the craft unlike any seen before or since...supposedly, even capable of out-talking a Devil, so silver-tongued were they.
 
Bionic Legs: Your base land speed increases to 45ft. You may, for a number of rounds per day equal to your CONMOD, gain the ability to move on walls and ceilings as if they were ground and passable as normal(Though the GM may dictate them as difficult terrain or impassable, at their discretion). If, at the beginning of your turn, you are out of rounds to use for this trait, you immediately fall and take damage as normal. Replaces Hatred, Dragon.   With a society so hyper-advanced as to produce doomsday weapons and fantastical technology that many in the current era believe to be nothing more than fantasy and true magic, it is little wonder that in their heyday, the High Humans found it a popular pastime to augment their own bodies with robotic and mechanical prosthesis's, turning their arms and legs into veritable powerhouses and wonders of then-modern Magic-Science. Capable of running faster than any other and even running on walls and ceilings, these High Humans, though few have survived until present day, are things of wonder and relics of an age where nothing was impossible.
 
Bionic Arms: Gain a climb speed of 30ft. Gain a +2 on all checks made to initiate and maintain a grapple. Choose one STR based skill, and gain a racial +2 on it. Replaces Ancient Foe, Dragon.   With a society so hyper-advanced as to produce doomsday weapons and fantastical technology that many in the current era believe to be nothing more than fantasy and true magic, it is little wonder that in their heyday, the High Humans found it a popular pastime to augment their own bodies with robotic and mechanical prosthesis's, turning their arms and legs into veritable powerhouses and wonders of then-modern Magic-Science. Capable of amazing feats of strength and of using the power of their new arms to climb up sheer cliff sides with nothing but their own physical might, punching holes in solid stone to create climbing handholds and steps, these high humans were also said to be unparalleled masters of the art of grappling, their piston-like joints and mechanical biceps as unflinching and durable as steel when gripping a foe.
 
Hospitaler: Gain a racial +4 to all Heal checks, and you do not provoke AoO when using Heal checks in combat. You can make heal checks in combat as a free action once per turn. With a DC 25 heal check, you may remove one point of ability damage from a willing target from an ability score of your choice. A willing target can only benefit from this ability a number of times per day equal to THEIR Constitution Modifier. Replaces Focused Study.   Though infamous for their warmongering and cruelty, few in the modern era realize just how advanced and dedicated High Humanity was to the medical arts...and none embody this dedication so much as the legendary "Hospitallers" that once served as battlefield surgeons, doctors, and medics throughout their empire. Capable of working even under the most stressful of conditions, these medicine men use their hyper-advanced knowledge of medicine, biology, and genetics to even repair damage done to their patient's most vital areas, given enough time. Though few can be said to exist these days, they are a rare example of a high human who cares to heal more than they harm.
 
Walking Library: You can make all knowledge skills untrained, and you gain a racial +2 to any 3 knowledge skills of your choice. You count as a well-stocked library for the purposes of others who wish to make knowledge checks untrained, and by consulting you for 1d4 hours, others can make knowledge skills untrained no matter the DC of the check. Replaces skilled.   The former librarians and scholars of their time, these High Humans were said to love lore, knowledge, and were so intensely curious that they had the entire sum of their race's knowledge implanted directly into their brain on hyper-advanced computer chips for them to access at any time. Hyper-intelligent, smart, and in possession of nigh-infinite knowledge, these sagely humans love to learn new things even in the modern era, and can often be found wandering and exploring to discover new things to add to their perfect memories.
 
Environmental Adaptability Nanites: Your body automatically adapts to hostile environments. You automatically adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage. Replaces Internal Nanites or Skilled.   With all the places the High Human Empire went to in the pursuit of warmongering and conquest, it isn't unexpected that they would develop a means to send their soldiers and citizens to the most inhospitable environs. Having altered the nanites that surge through their body from a force dedicated to keeping out poisons into a swarm of nanites that continuously adapt their host to their current environment, these high humans are capable of going to nearly any environment, be it space, the bottom of the ocean, or the heart of a volcano...their bodies actively adapting in real-time to mitigate any damage that may arise from such a place.
 
Metalfriend: You gain Modulo as a bonus language in addition to your starting languages. You become capable of communicating telepathically with all creatures of the [Construct] type within 100ft. If they are mindless constructs, you instead merely get vague impressions of any leftover programming, vestiges of its creator/master, hostility to you or your allies, last directives/commands, or anything else as per GM discretion. If there are other available targets, a hostile construct will ALWAYS prioritize you last and will always go after other enemies first if possible, though will still attack you if no other options are present. A command from the creator/owner made with a DC 20 will save can force the construct to target you as normal(Thus negating this ability on that construct for the next 24 hours.). Replaces Gifted Linguist.   No matter the age, some creatures will always be born who find themselves shunned from their own kin, outcasts, or loners. Even in the empire of high humanity, these loners and outcasts existed...and often, they would become close friends with the robotic constructs that their people so often used throughout their cities and empire. So much so, in fact, that even a mindless construct will recognize a kindred spirit in that creature...of a person isolated and alone, who prefers the company of metal to that of flesh and bone.

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