The Humans Species in Lords of Kaena | World Anvil
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The Humans

D&D 5E

STANDARD RACIAL TRAITS
  • Ability Score Modifiers: +1 Strength; +1 Dexterity; +1 Constitution; +1 Intelligence; +1 Wisdom; +1 Charisma. OR choose one of (a) Any +2, any other +1 or (b) Any +1, any other +1, any other +1.
  • Size: Medium
  • Speed: 30 Feet
  • Skilled: You gain proficiency in one skill of your choice.
  • Languages: You begin play speaking, reading, and writing Common and one language in which you were raised. You may, if desired, choose one bonus language that you and your DM agree is appropriate.
  • Nature and Nurture: Humans are greatly influenced by the society they were raised in, and develop personal traits influenced by their cultural life experiences and the people around them. You may choose one of the following traits that best represents the inherent nature of your character, or choose one based on the environment your character was most influenced by.
    • Heart of the Sea: Humans born in the Volsunleid are drawn to a life on the sea. You have proficiency in the Perception skill and advantage on Strength checks made to swim.
    • Heart of the Snow: Humans of Tchanovog are born in chilly climes are used to a life in the cold and the dark. You have resistance to Cold damage and advantage on Survival checks in snowy environments.
    • Heart of the Sun: Humans born in the Khayu Valley are accustomed to a life under the harsh sun. You have advantage on Survival checks in desert environments.
    • Innovative: Humans of Avestan and Sinanju have come to shape the world because they are inveterate innovators. You gain proficiency with one type of artisans tools of your choice. When you make a check with these tools, you may roll a d4 and add the number rolled to the skill check.
    • Laconic: Humans of Kynos are steeped in a tradition of social philosophy and public debate. You have proficiency in the Persuasion skill.
    • Pious: The Humans of Edelweiss place great trust in God to protect them. You have proficiency in the Religion skill.
    • Practiced Hunter: Men of the Weald train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. You have proficiency in the Stealth and Survival skills.
    • Social Ties: Men hailing from the Imperium Vulcanalia run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. You have proficiency in the Insight and Persuasion skills.
    • Tribalistic: Humans hailing from Iwisa work exceptionally well with their fellow tribe members. You have advantage on an attack roll against a creature if at least one of member of your tribe is within 5 feet of the creature and the ally isn't incapacitated.
 

PATHFINDER 1E

STANDARD RACIAL TRAITS
  • Ability Score Modifiers: 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.
  • Type: Humans are Humanoid/
  • Base Speed: 30 Feet
  • Languages: Humans begin play speaking Common and the natural language of their homeland. Humans with high Intelligence may choose any additional language.
  • Bonus Feat: Humans may choose any bonus feat at character creation.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
STANDARD GEOGRAPHICAL TRAITS
  • Avestani (Innovative): Humans of Avestan and Sinanju 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 progres
  • Iwisan (Tribalistic): Men hailing from Iwisa 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
  • Khayan (Heart of the Sun): Humans born in the Khayu Valley 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.
  • Tcharnal (Heart of the Snows): Humans of Tchanovog are 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.
  • Volsun (Heart of the Sea): Humans born in the Volsunleid are drawn to the sea. 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.
  • Vulcanic (Social Ties): Men hailing from the Imperium Vulcanalia run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 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).
  • Wealdish (Practiced Hunter): Men of the Weald 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.
  • Weissen (Piety): The Humans of Edelweiss place great trust in God 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.
Scientific Name
Homo Sapien
Origin/Ancestry
Casvali, Kynosian, Leiran
Lifespan
Less than 100 years
Average Height
4'10'' to 6'4''

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