BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Human (Hugh-man)

The most populous race in the world, humans are spread far and wide over all the realms. Extremely diverse and adaptable, humans can live and even thrive in the most extreme climates.

Basic Information

Genetics and Reproduction

Human pregnancies generally last for an entire year, and pregnancies vary greatly in difficulty for the mother based on region and wealth.

Growth Rate & Stages

Humans age very slowly compared to many races, and while children can be slow to learn comparative to others, their maximum capacity for the amount of skills they can grasp is quite higher than most. Humans are generally considered adults at the age of 15, however local customs vary greatly. Some view their young as adults as soon as they are biologically capable of reproducing, while others won't consider their youth completed until they specific trials, no matter their age.

Ecology and Habitats

While they can seemingly adapt and thrive anywhere, the ideal climate for humanity seems to be a temperate climate, not to warm and not to cold.

Dietary Needs and Habits

Humans need a wide variety of foods in their diet to remain healthy, although they can survive of a small amount of grains. Like many things, a humans diet is heavily influenced by their environment, but unlike many other races dependent on location, the widespread influence humanity means that those dwelling in a river town can still easily enjoy eating fruits grown from across the realm.

Biological Cycle

Instead of changing themselves to survive the world around them, humanity changes the world to make their life much more comfortable, and thus can thrive during all times of the year.

Additional Information

Social Structure

Like most things with humanity, their societal values differ immensely by region. Some human areas are run by kings and queens wielding absolute power, others have democratic elections, and some simply follow the leader who speaks softly while holding the biggest stick.

Uses, Products & Exploitation

A humans versatility and medium length lifespan makes them valued as slaves, and many make up the massive slave market of the world.

Facial characteristics

Human facial characteristics are the most diverse of any race; some humans have round features, others sharp; cheekbones many be high or lower, lips may be thick or thin. Traits are usually genetic, with features mixing, matching, and changing over times and generations.

Geographic Origin and Distribution

Humans are widespread throughout all Nine Realms, and can be found in nearly every established nation and every corner of the world.

Average Intelligence

Like most things, humans vary greatly in their intelligence. While not always well educated, their adaptability means that many humans are able to learn and change regardless of their background.

Perception and Sensory Capabilities

Humans lack extrasensory abilities, and thus must rely on only their sight for use in daylight and torches for the night.

Symbiotic and Parasitic organisms

Humans often domesticate many different types of creatures to live, work, or serve besides them. From common house pets to magical familiars, humans have the most diverse collections of beasts of burden.

Civilization and Culture

Major Organizations

Humans are prolific innovators, and pretty much every organization in the world has some human members. Many humans have risen up to lead kingdoms in the past, with one kingdom still standing the test of time. Known as Welthrone, the Empire of Man, it has become the wealthiest nation in Central Matera and a heavy influencer in world politics.

Beauty Ideals

Human beauty ideals vary from culture to culture, but most see beauty in physical perfection and symmetry.

Gender Ideals

Gender ideals for humanity vary not only by kingdom and realm, but often even from household to household. While not always the case, most human homes lean more towards a male-dominated family.

Courtship Ideals

Courtship ideals vary from realm to realm and culture to culture, but most humans mate with only a single partner and often for life, unless in a position of high power. Do to their innate curiousness and ever-evolving tastes, many struggle to stay faithful, often falling for Elves or the human offshoots of their realm.

Relationship Ideals

While relationships vary from culture to culture, many humans are able to easily make lasting friendships and adapt to other races. They often rely on one another to combat the wild dangers of the world, and thus even those who don't get along can often set aside their differences and work together for a time. However, just as many humans are manipulative and oppressive as those who are open and friendly, and many humans can hold onto generational long grudges and misbelieves, even among their own kind.

Average Technological Level

Humans are among the most industrial races, constantly forging ahead into new technologies, ideas, and techniques, and this ingenuity has help spread humanities influence across the world. Many a crafty and far-out idea as sprung from the mind of a Gnome, only to be fully realized in the hands of a human adapting it into a more feasible plan.

Major Language Groups and Dialects

Humans are capable of speaking a vast amount of languages, but all of them speak a Common dialect in some form.

Common Etiquette Rules

Human etiquette varies from society to society, but most have many laws and rules that humans and other races traveling their lands are expected to follow, with individual cities and families often having additional layers of ideals that are considered proper.

Common Dress Code

Humans lack the biological advantages many Beastmen and other races might have against the weather and other elements of the world, and thus most must cover nearly all of their bodies with clothing. While often less of an issue in hotter areas, many consider not wearing clothes unclean and often even a crime.

Common Customs, Traditions and Rituals

Humans have innumerable traditions that span from local township to nation wide. From eating meals on certain days to national holidays, the traditions of humanity are as diverse as the race itself.

Common Taboos

Human taboos are established by the society and nation they dwell in, and thus also vary greatly. Some human areas might accept the birth of a Tiefling or Changeling, while others would have the baby killed without hesitation. Others might restrict what clothing or food a certain gender might wear, and some might give the families living in their territory free reign over their own members completely and never interfere with their personal life. Most human socieites prefer incarceration or forced labor as opposed to immediate execution, but punishments generally are based heavily on the individuals crime.

Historical Figures

Humanity is full of legendary figures throughout the ages, as their versatility, adaptability, and their widespread population through the world helps them to leave a lasting impression on the world around them.    Some examples of humans include:   Members of the legendary adventuring group the known of the Band of the Sunlit Sword: the whip-fighter Adros Ghikkuirik, the spirit channeler Haiko, the master chef Cyroc, and its leader, the holy warrior Leon Enos   Members of the infamous and villainous group that brought about The Sundering: the sinister Nameless Monk, and its leader the unholy champion Marath Darkon   Members of the Nenu-Lan guild, The Court of Misfits: the gangster Baru Zya, the draconic sorcerer Chad Vers, the street broker Kerum Zill, the fleshcrafter Tuker Ironmind, and the host for the Nenu-Angras Alien Index, Oliva Twynar   The leader of the legendary Lancirk Pirates, Captain Lancrik   Azareal, a human raveler, and perpetual do-gooder.   The mysterious cult leader known as the Cosmic Lord   The self-proclaimed holy necromancer Nerrovens   Tathallion, the god of Knighthood, as well as his herald, Tyngyr, were once a mortal humans. Rostrom, the newborn god of Destruction, is a genetically modifier human with deity-like power.

Common Myths and Legends

Humans have countless myths, and unlike many other races, worship many different gods, and some worship no gods at all or even actively seek forbidden gods, such as the imprisoned Titans or the maddening Dark Tapestry deities.   Many humans worship a member of the human pantheon, with many worshiping the Ascended deities Tathallion or Rostrom, but are often avid worshippers of one of the Supreme of Main Pantheon deities. Many even practice polytheism, worshiping many different deities simultaneously or when they see the need to worship a specific member of a pantheon.

Interspecies Relations and Assumptions

Humans are a diverse and confusing race, and they have mixed relations with the rest of the species in the world. One city might have an excellent relationship with the elves across the river, while a different city might be in a constant state of war with those same Elves. Some humans might view themselves as superior to other races due to their industrialism, while others might find their lack of specialization a weakness to be overcome. Regardless, all races know that humanity is truly a force to be reckoned with.

Racial Table - Human: Hit Dice: D8; Class Skills: Craft, Profession, Any Three; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +1 +1 +1 Bonus Story Feat, Skilled
2nd +1 +1 +1 +1 Bonus Racial Feat
3rd +2 +2 +2 +2 Bonus General Feat
4th +3 +2 +2 +2 Bonus Combat Feat
5th +3 +3 +3 +3 Bonus Feat, Line of Heroism

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19) +1d6 years (16 - 21) +2d6 years (17 - 27)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, soulblades, and spiritualists.   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.     3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. - 6 ft. 6 in.) 120 lbs. +(2d10x5 lbs.) (130 - 220 lbs.)
Female 4 ft. 5 in. +2d10 in. (4 ft. 7 in. - 6 ft. 1 in.) 85 lbs. +(2d10x5 lbs.) (95 - 185 lbs.)

Human Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
35 years 53 years 70 years 70 + 2d20 years (72 - 110 years)

Random Human Families
% Rolled Parental Status
01-50 Both of your parents are alive
51-70 Only Father is alive
71-90 Only Mother is alive
91-00 Both of your parents are dead
Random Human Siblings
% Rolled # of Siblings
01-40 1d2 Siblings
41-70 1d2 Siblings and 1d2 half-siblings (half-elf, half-orc, half-giant, mongrel, etc.)
71-90 2d4 Siblings
91-00 No siblings
Genetic Ancestor(s)
Lifespan
70 - 110 years
Average Height
Males average between 5' and 6'6", while females average between 4'10" and 6'1".
Average Weight
Males average between 130 - 220 lbs, while females average between 95 and 185 lbs.
Average Physique
Like most things, humans vary greatly in their physique. Humans living in more remote areas or in tribal civilizations are often more physically fit and bulkier in nature, due to a greater need for physical activity, while those who live in more urban areas having smaller physiques, due to less of a need for warriors.
Body Tint, Colouring and Marking
Human skin, hair, and eye color is heavily varied, with certain traits being more common to certain realms. Humans that dwell in more areas filled with more light and heat, such as Ixuil or Usoram tend to have darker skin, while those who lack light tend to have fairer skin.

Human

Type Humanoid (Human)
Ability Score Modifier Humans gain a +2 bonus to any ability score of their choice to represent their varied nature.
Size medium
Speed Humans have a base speed of 30 feet
Language A human begins play speaking Common. A human with a high Intelligence score can pick from any languages they want (except secret languages).

  • Materil: Humans can be tied to any of the Materils. Most are tied to a Materil based on their realm of birth.
  • Bonus Feats: Every time a human gains a racial level, they gain a bonus feat. That feat must be selected from a specific category of feats. A human adds their human racial level to their class levels for the purpose of meeting any level requirements for those feats. At 1st racial level, a human can pick any feat from the Story Feat list. At 2nd racial level, they can pick any feat from the Human racial feat list. At 3rd racial level, they can pick any feat from the General Feat list. At 4th racial level, they can pick any feat from the Combat Feat list. At 5th racial level, they can pick from any feats.
  • Skilled: A human gains an additional skill rank at 1st level and an additional rank at each other level.
  • Line of Heroism: Starting at 5th racial level,1/day, as an immediate action, a human can gain the benefits of any feat that it doesn't possess and that it meets the prerequisites of for 1 minute. They can do this an additional time per day for each 5 hit dice they possess after the 5th, and they keep all feats gained for the entire duration.

Alternate Racial Traits
  • Bekuma Born: Humans born from a Bekuma parent gain Skill Focus (Climb) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Dualox-Born: Humans born from a Dualox parent gains Two-Weapon Fighting as a bonus feat at first level. This trait replaces the Skilled trait.
  • Dwarf-Born: Humans born from a Dwarf parent gain Skill Focus (Craft) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Gnome-Born: Humans born from a Gnome parent gain Skill Focus (Profession) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Half-Briarheart: Humans born from a Briarheart parent gain Skill Focus (Perception) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Half-Edaan: Humans born from a Edaan parent gain Skill Focus (Knowledge: History) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Half-Llanara: Humans born from a Llanara increase the DCs of any sound-based effect or spell they cast by +1. This trait replaces the Bonus Feat trait.
  • Half-Kahala: Humans born from a Kahaligte parent gain Skill Focus (Intimidate) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Half-Tamun: Humans born from a Tamun parent gain Skill Focus (Heal) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Half-Vata: Humans born from a Vataman parent gain Skill Focus (Swim) as a bonus feat at first level. This trait replaces the Skilled trait.
  • Hobbed: Humans born from a Hobgoblin parent gain a +4 racial bonus to Stealth checks. This trait replaces the Skilled trait.
  • Kit-Born: Humans born from a shapeshifted kitsune parent always treat Disguise as a class skill and don’t take the -2 penalty on Disguise checks to disguise themselves as another race.
  • Merfolk-Born: Humans born from a Merfolk parent always treat Swim as a class skill, and gain the Skill Unlocks for Swim as if they were a rogue of a level equal to their hit dice This trait replaces the Skilled trait.
  • Morlock: Some humans retreated underground in the Separation, and devolved into a ravenous degenerative state. Morlocks gain a +2 to their Dexterity, a -4 to their Intelligence, and a -4 to their Charisma. They act as if under a constant nonmagical spider climb spell (gaining a +16 to their Climb checks instead of the normal +8) and can make a single attack at any part of a jump action, and doesn't provoke attacks of opportunity from movement while jumping. This trait replaces the Bonus Feat and Skilled traits, and alters the humans starting ability scores.
  • Synth-Born: Humans born from a Synthopan parent always treat Knowledge (Engineering) and Use Magic Device as class skills. This trait replaces the Skilled trait.
  • Tyrhin Blood: 1/day, a Human born from a Tyrhin parent can choose to reroll a single skill check. They must take the new result, even if it is worse. They must choose to reroll before the result of the first roll is revealed. This trait replaces the Skilled trait.


Comments

Please Login in order to comment!