Nerellian Human Species in Nerele | World Anvil

Nerellian Human

With nearly 300 generations since the world fell into a slow cycle, the Nerellian humans have drifted away from their Ellonian ancestors, not surprising since Ellond no longer counts "human" as a singular race. Nerellian humans found that they were compatible with the mortal servants of the elemental and celestial worlds, and later additions of fey and other outsider blood became mixed in as well. Modern Nerellian humans possess the same basic physical qualities of the ancestors, but most also boast a physical heritage which ties them to their mixed bloodline. A modern Nerellian human may be born with golden glowing eyes, showing celestial heritage; sharp fangs or forked tongue owing to a fiendish heritage; craggy horn-like protrusions for oread blooded; a warm enveloping wind for Sylph blooded; higher than normal body heat for ifrit kin; or a freshly bathed look owing to Undine kinship. Fey-blooded humans (Houri-kin) have an appearance drawn from their Houri mothers (or father), while hag blooded humans are typically categorized as human-like (changelings) rather than human.
 

Appearance


Nerellian humans have a wide range of 'normal' apperances depending upon their dominant bloodline. While two parents of differing bloodlines can have a child together, the child will only pick up traits from their 'dominant bloodline'. Regardless of their bloodline, it is not uncommon among Nerellian humans to have pointed ears of varrying length, a common trait across all of the elemental, celestial, or fey patrons.
Elemental-Kin Bloodlines:
Oread blooded humans tend to have darker skin tones, from nut brown to obsidian black or granite grey, or neutral 'tanned' looking skin with dark freckling. Their eyes have a wide varriance of stone or gem colors being either dull stone colored (rare) or bright gem colors. Oread-kin tend towards darker hair colors, with brunette and black being common, and colors like auburn being a bit more rare. Humans with Ordead blood tend to be of average height with stong healthy builds.
Oread-kin will often inherit physical traits from their parent, with crack-like features where their skin would crease (crows feet, hands, scars) being fairly common features. Rocky protrutions, stone scales, or bits of crystal embedded in the skin are common physical traits. Regardless of physical traits, Oread-kin tend to have thick soles of their feet and often go barefoot. Oread-kin often have a natural scent reminicent of things like clover, sage, or various woody scents.

Ifrit blooded humans tend to have 'olive' or 'bronzed' skin tones, though darker shades are not uncommon either. Ifrit-kin eyes tend towards warmer colorations from light brown to amber colors, blue and green are extremely rare in Ifrit-kin humans. Hair colors typically range from light browns to dirty blonde and even orange-ish colors. Ifrit-kin tend towards tall lean athletic builds.
Ifrit-kin often inherit minor firey physical traits, with glowing eyes or hair being very common, and high body tempeture being fairly universal. Ifrit-kin often have a natural scent reminicint of warm spices like cardamom or cinnamon.

Sylph blooded humans tend to have neutral 'rosey' skin tones, though hints of blue or pale-blue are not uncommon. Much like their elemental patrons, all sylph-kin posses 'milky' eyes of white and blue, though this does not impair their eyesight in the least. Hair color of sylph-kin is commonly shades of white or silver, with some being platinum blondes, or blue tones. Sylph-kin tend to be of average heights and slight builds, often weighing less than would be normal for their size.
Sylph-kin often inherit their elemental patrons supernatural breeze, which seems to alter based on their emotional state. Some sylph-kin inherit their patrons tattoo-like markings which might also glow a soft blue at times. Sylph-kin tend to have a natural scent which is often compaired to a 'fresh breeze', or a 'cold' or 'warm' wind.

Undine blooded humans tend to have pale complexions, with white or porcelain skin tones. Unsuprisingly, dark eyes of blues and greens are the most common amongst undine-kin, some possessing eyes with no whites. Dark hair is exceptionally common for undine-kin, making them very recognisable among their peers, with black and dark blue being most common. Undine-kin tend towards tallish sleek builds.
Undine-kin nearly univerally share one physical trait from their parton, though it varries in each individual. Each undine-kin tends to look wet, though this might be anything from looking like they've worked up a good sweat, walked through a light rain, or just emerged from a bath. While this effect doesn't make the undine-kin any more moist than they would be in any situation, it does tend to make them look more 'clean', or 'fresh'. Some undine-kin may also possess a soft glow to their eyes as an additional physical trait. Undine-kin tend to have a naturally 'clean' scent, often described as smelling like a spring, or a brooke, or some other water scent.

Tiefling blooded humans have no specificly inherrited skin, hair, or eye colors, but nearly all tiefling-kin, regardless of looks, tend to be described as 'dark'. Tiefling-kin tend to be of any height or build, with outlandish sizes not being uncommon.
Tiefling-kin, as mentioned above, tend to universally be seen as being 'dark', this description stemming from the tiefling-kins fiendish herritage. This Dark contenance is a supernatural effect that can cause even the most innocent commont to sound a little sinister, but at the same time, attractive tiefling-kin are often described as 'mysterious' or 'smoldering' in contradiction of this contenance. Physical traits are not uncommon to be passed down to a tiefling-kin, even skipping generations, with horns, tails, or fangs being the most common taits. Tiefling-kin tend to have a natural 'human' scent, unlike other Nerellian humans.

Aasimar blooded humans tend to have fair skin, blonde colored hair, bright eyes with a golden ring around the iris, and a 'warm' or 'caring' feeling about them. Though this is the most common look for aasimar-kin, much like tiefling-kin, aasimar-kin have a much more varried look depending on the patrons of their bloodline. Tiefling tend to be of average height and build.
Aasimar-kin tend to inherit a genral air of warmth or caring, but rarly inharit other physical traits of their patrons. Unusual traits possessed by their patrons may pass down to aasimar-kin, but this is also rare. Much like tiefling-kin, aasimar-kin do not have a recognisable natural scent outside of the normal human range.

Houri Kin inherit the physical appearance of their mothers (and rarely, their fathers), making them appear to be 'lesser' versions of their fey-like patrons. Summer-kin tend to be tall and slender with red hair and green eyes. Autumn-kin are typically average in height wirh full-figured bodies (not overweight), dirty-blonde to brown hair, and hazel colored eyes. Winter-kin tend towards slim builds with white hair and blue eyes. Spring-kin mostly have petit athletic bodies youthful looks, blonde hair, and amber to light brown eyes. All houri-kin tend to have an attractive appearance for the area where they live.
Houri-kin possess a few of their patrons supernatural abilities regadless of the specific type they inherit from. Houri-kin tend to have an attractive appearance, which can change slightly over time to match changing desires of their local region, or if they move to a new area, though this proccess takes around a year and is not often noticed by locals. Houri-kin also inherit their patrons odd ability to alter the things they wear over time. The longer a Houri-kin wears a peice of clothing, armor, jewelry, etc; the brighter, more natural, and better fitting it will appear. Even the textures or color may change over time to compliment the kin wearing it; with years of wear making the garment look to be perfectly tailored to the houri-kin. Finally, Houri-kin appear to age slower than other Nerrellian humans. Once they've reached their 'naming day', a houri-kin will appear to age slower, looking to be a teenager until they reach their mid twenties, and a twenty-something until nearly 50. By the age of 70, a houri-kin may appear to be in their early 50's, and most only appear to be 60ish when they pass away from old age.
Similar to their Houri patrons, Houri-kin are about three-quarters female.
 

Demeanor


Though they inherit no underlying personality traits from their patrons, most Nerellian humans fall prey to stereotyping based on bloodlines. Oread-kin are said to be patient and stubborn; Ifrit-kin, passionate or quick tempored; Sylph-kin are often called flighty daydreamers; while Undine-kin are oft seen as quiet and vengeful. The Celestial bloodlines are very often simply seen as extentions of 'good' or 'evil', with Aasimar-kin being seen as happy and kind; and Tiefling-kin getting labeled shifty, creepy, or strange. Houri-kin are generally seen as beeing flirty harlots, or worse.
Each Nerellian human makes their own way through the world, with their individual experiences and develop their personality as a resault. Catagorizing an entire bloodline in such ways is nothing more than they ignorance of the masses; though it can be said that tiefling-kin to tend to be assigned rogueish classes at a much higher rate than others; and Houri-kin usually receive a class which relys on their natural charisma.  

Adventures


Nerelian humans are the most populace humanoids on Nerele, with a large varriation across the world. Nerellian humans who chose to adventure are usually in it for the coin and experience, with gaining levels being a main focus. It is uncommon to see a 'non-combat' class adventuring, though a few attempt it to try and change their fates, rarely succeeding. Nerellian human adventurers of all types are commonly found in the various guilds, companies, and dojo's of the world, seeking adventure.  

Racial Traits


Ability Score Adjustments
Human characters gain a+2 racial bonus to one ability score based on their bloodline and +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Oread: +2 Con, Oread-kin are hearty and healthy individuals, and tend to be resistant to sickness.
Ifrit: +2 Dex, Ifrit-kin are quick and agile.
Sylph: +2 Dex, Sylph-kin are deft and light on thier feet.
Undine: +2 Wis, Undine-kin are introspective and insightful.
Tiefling: +2 Int, Tiefling-kin are quick witted and fast learners.
Aasimar: +2 Wis, Aasimar-kin are intuative and have a clearity of purpose in life.
Houri: +2 Cha, Houri-kin are charming and gourgeous, they probibly get it from their mothers side.
  Size
Medium: Humans are Medium creatures and thus have no bonuses or penalties due to their size.   Type
Humanoid (human)   Other Racial Traits
Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Destined: Humans are destined for greatness on Nerele, and are more resistant to the dangers of the world. Nerellian Humans gain a +1 racial bonua to their saving throws.
Adventurous: Nerellian humans have a tendancy to explore their homelands and show an eagerness to learn about it. Humans treat Knowledge (local) and Knowledge (Geography) as class skills. If they gain these skills from another source, they instead gain a +1 racial bonus to these skills.
Heritage ability: Nerellian humans gain an ability based on their bloodline (choose 1 ability from the appropriate list).
Heroic strike: Humans of Nerele have the ability to launch an attack which cleaves through the mundane defenses of monsters. 1/combat encounter, the character can initiate a heroic strike as a swift action. This attack deals an additional 1d6 damage (of the same type their attack would normally deal). A heroic strike may be used with any weapon-like attack. Against Monstrous humanoids, humanoids with monster subtypes (goblin, orc, etc), aberrations, outsiders and undead, this is treated as a touch attack.

Oread:
Energy Resistance: Oreads have acid resistance 5.
Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.
Earth Insight: Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature’s ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor.
Oread Gem Magic: Oreads’ proclivity for long spans of study and concentration makes them natural wizards, witches, and oracles. Oreads with this racial trait can augment their earth-related spells and spell-like abilities through the use of precious and semiprecious gemstones as additional material components (see Table: Oread Gem Magic). The gems are destroyed in the process, granting the spell the listed effects in addition to its normal effects unless otherwise noted. Only one instance of oread gem magic can be applied to a spell at a time; excess expended gems do not stack.

Ifrit:
Energy Resistance: Ifrits have fire resistance 5.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Fire Insight ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype.
Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.

Sylph:
Energy Resistance: Sylphs have electricity resistance 5.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Air Insight: Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature’s ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability.
Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed.
Thunderous Resilience: Sylphs with this racial trait gain sonic resistance 5.

Undine:
Energy Resistance: Undines have cold resistance 5.
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Nereid Fascination: Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura’s range to become fascinated with her for a number of rounds equal to 1/2 the undine’s character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine’s level + the undine’s Charisma modifier). This is a supernatural ability.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.

Tiefling:
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
Specific Heritage: Tiefling are varried and may inherit something more uncommon from their patron; choose or roll on the Table: Variant Tiefling Abilities, as well as the physical features to determine a specific heritage.

Aasimar:
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.
Specific Heritage: Aasimar, like tiefling, are varried and may inherit a more specific uncommon trait from their Patron. Roll or choose an alternate trait from the Table: Variant Aasimar Abilities, as well as the physical features to determine their specific heritage.

Houri:
Unlike other bloodlines, Houri-kin Gain their patrons minor supernatural abilities; Ageless Beauty (though they do not share a Houri's long life), cultural adaptaion, and clothing altering abilities. All Houri also gain the 'Hale' racial trait.
Hale: A houri’s nymph ancestry grants her immunity to non-magical diseases.
  Languages: Nerellian humans begin play speaking the major language of the region. Humans with high intelligence may begin play knowing additional languages.
 

Alternate Racial Traits


Heritage Strike: Some humans have a stronger connection to their celestial heritage and inherit their foreberer's strike ability. This racial trait replaces Heroic strike with the character's 'kin' strike.
Alchemically Enhanced: Some humans use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A human with this trait gains a +3 racial bonus to Constitution, Dexterity, or Strength. However, the character’s biology is now more susceptible to chemicals, causing her to take a –2 penalty on Fortitude saving throws against poison. This racial trait replaces the +2 bonus to any one ability score and the Skilled racial trait. Source PRG:TWoVHD
Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ Skilled racial trait. Source PZO9280
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled. Source PZO9280
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the Skilled racial trait.
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces the normal bloodline selection. Source: PZO9456
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the Skilled trait.
Frontier Survivor: Humans with this trait gain the Technologist feat, which grants them understanding of technological subjects. Additionally, they gain a +2 racial bonus on Survival checks in the ruins of cities. This racial trait replaces skilled. Source PRG:TWoVHD
Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. Source PZO9480
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
Heart of the Sea: Humans born near the sea are always drawn to it. 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. This racial trait replaces skilled.
Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Heart of the Snows: Humans 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. This racial trait replaces skilled.
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
Heart of the Sun: Humans born in tropical climates 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. This racial trait replaces skilled.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
History of Terrors: Humans with this trait gain a +2 racial bonus on saving throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a fear effect. This racial trait replaces the skilled trait. Source PRG:TWoVHD
Imposter-Wary: You gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled. Source PZO9480
Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled. Source PZO9280
Innovative: Humans 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 progress. This racial trait replaces skilled. Source PZO9280
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the Skilled trait. Source PZO9280
One of the Multitude: City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. This racial trait replaces skilled. PPC:HotS
Practiced Hunter: Members of some human cultures 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. This racial trait replaces skilled. Source PZO9280
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Social Ties: Some human societies 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). This racial trait replaces skilled. Source PZO9280
Tribalistic: Many humans naturally form into cliques or tribes, and these humans 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, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages. Source PZO9280
Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled. Source PZO9280
 

Favored Class Options


Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Arcanist: Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.
Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.
Cavalier: Add +1/4 to the cavalier’s banner bonus.
Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Fighter: Add +1 to the Fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Gunslinger: Add +1/4 point to the gunslinger’s grit points.
Hunter: Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Inquisitor: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures. Source PZO1135
Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Kineticist: Gain 1/6 of an Extra Wild Talent feat. Source: PZO1132
Magus: Add +1/4 point to the magus’ arcane pool.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day. Source: PZO1132
Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2). Source: PZO1132
Monk: Add +1/4 point to the monk’s ki pool.
Occultist: Gain 1/6 of a new focus power. Source: PZO1132
Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual. Source PZO1135
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).
Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast. Source: PZO1132
Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed. Source PZO1135
Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Rogue: The rogue gains +1/6 of a new rogue talent.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
Slayer: Gain 1/6 of a new slayer talent.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist’s phantom. Source: PZO1132
Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
Vigilante: Gain +1/2 on the Disguise bonus provided by seamless guise. Source PZO1134
Warpriest: Gain 1/6 of a new bonus combat feat.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast. Other classes: As Human.
Oread-Kin with granite skin trait

Ifrit-Kin with Wildfire heart trait

Sylph-kin

Undine-Kin using Neried facination trait

Tiefling-kin caster

A pair of Aasimar-kin paladins

Houri-kin Diva, probibly in her 50's


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