Sapien
Although these are the humans of this world, they have been influenced by the toxic pollution over generations. Their culture varies and largely depends on where they're living. Many of them joined the Engineers during the apocalyptic Magi-Tech War. They will adapt themselves to any class, although they do view both magic and magi-tech with some suspicion.
Of all the races in the current known world, they are the most likely to survive exposure to the toxic pollution.
Type
- Human (0 RP)
- Abberation (3 RP)
- Medium (0 RP)
- Normal (0 RP)
- Human Heritage: +2 to an ability score of your choice during character creation (0 RP)
- Standard (0 RP)
- Members of this race start with Zomeran (Current Common) plus their native language (if any).
- Bonus languages can be chosen from the list found here.
- Native: Zomeran (Current Common)
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Defense Traits
- Eternal Hope (2 RP)
- Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
- Lifebound (2 RP)
- Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
- Lucky, Greater (4 RP)
- Members of this race gain a +2 racial bonus on all saving throws.
- Plagueborn (1 RP)
- Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
- Poison Resistance (3 RP)
- Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
- Fast Healing (6 RP)
- Members of this race regain 6 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
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Magical Traits
- Envoy (1 RP)
- Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user’s character level.
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Sense Traits
- Dark Vision 60 feet
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Other Traits
- Breathe, Eat, and Sleep (0 RP)