Eastern Humans
Eastern Humans are originally a group of tribes who merged to build cities and towns. As such, they utilize a highly clan-based society.
Medium (0)
Humanoid (0)
Human Subtype
Human Heritage Modifier(0): +2 to any 1 ability score
Normal Speed(0)
Fearless(1): +2 on saves vs Fear.
Skilled(4)
Sprinter(1): +10 feet to speed when charge, run, or withdraw.
Master Tinker(2): +1 Disable Device and K(Engineering), auto prof in any weapon personally crafted.
Linguist Array(2): Common, Milivaran(Eastern Human). High Int can choose any non-secret.
Total(10)
Western Humans
Western Humans grow up in crowded cities, where pestilence and vermin run rampant. The Monarch of the region has recently been strangely silent.
Medium (0)
Humanoid (0)
Human Subtype
Human Heritage Modifier(0): +2 to any 1 ability score
Normal Speed(0)
Bonus Feat(4)
Plagueborn (2): +2 saves vs disease, ingested poison, nausea and sickening.
Swarming(2): Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Linguist Array(2): Common, Grevian(Western Human). High Int can choose any non-secret.
Total(10)
Augment(Juggernaught)
Humans who have augmented themselves with construct bits to improve their combat abilities.
Medium (0)
Humanoid(0)
Human Subtype
Half Construct(7): +2 saves on disease, mind-affecting effects, poison, and exhaustion and fatigue. Cannot be raised or resurrected. Don't breathe, eat, or sleep unless they want to gain some benificial effect.
Paragon Modifiers(-2): +4 Constitution, -2 Int, -2 Wis, -2 Cha
Slow Speed(-1)
Darkvision 60'(2)
Adaptability(1): Skill Focus as a bonus feat.
Natural Armor(2) +1 Natural armor
Spell Resistance, Lesser(2): SR = 6+HD
Light Blindness (-2)
Standard Language Array(1): Common, Milivaran or Grevian; High int choose from Elven, Milivarian or Grevian, Fharil, Dwarven, Gnome, Orc, and Goblin.
Total(10)
Augment(Brainiac)
Humans who have augmented themselves with construct bits and a synthetic brain upgrades to improve their mental abilities.
Medium (0)
Humanoid(0)
Human Subtype
Half Construct(7): +2 saves on disease, mind-affecting effects, poison, and exhaustion and fatigue. Cannot be raised or resurrected. Don't breathe, eat, or sleep unless they want to gain some benificial effect.
Paragon Modifiers(-2): +4 Int, -2 Str, -2 Dex, -2 Con
Normal Speed(0)
Dual Minded(1): +2 to all Will Saves.
Low-Light Vision(1)
Adaptability(1): Skill Focus as a bonus feat.
Linguist Array(2): Common, Milivaran or Grevian. High Int can choose any non-secret.
Total(10)
Fharil
Small Rodent-like creatures that swarm city slums and sewers.
Small Size (0)
Monstrous Humanoid (2): Darkvision 60 ft.
Normal Speed(0)
Normal Abilities(0): +2 Str Con, +2 Wis, -2 Cha
Bite(2): Natural Bite Attack: 1d3
Climb(1): 20 ft climb speed. +8 bonus to climb checks.
Natural Armor(2): +1 Natural Armor
Camouflage (1): +4 Stealth while in marshes or forested areas.
Weapon Familiarity(1): Punching Dagger, Whip
Standard Language Array(1): Common, Fharil; High int choose from Elven, Milivarian, Grevian, Orc, Goblin, Gnoll, and Dwarven.
Total(10)
Necrite
Humans who were killed, and brought back to life after too long being dead.(Raise Dead Mishap)
Medium Size(0)
Humanoid(0)
Human Subtype
Half-Undead Subtype(5): Darkvision 60ft, +2 saves vs disease and mind-affecting. No penalties from energy draining effects(though still die if negative levels > HD. After 24 hours, negative levels are removed without saves. Healed by Positive, healed by negative.
Normal Speed(0)
Mixed Weakness Ability Modifiers(-2): +2 Dex, +2 Con, -2 Dex, -4 Wisdom
Hardy(1)
Shadow Resistance(2): energy resistance 5 Cold and 5 Electricity
Shadow Blending(1): Attacks made against members of this race while they are in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. This is a supernatural ability.
Climb(1): 20ft climb speed, +8 on Climb checks.
Intigrated(1): +1 Bluff, Disguise, K(Local)
Light Sensitivity(-1)
Stalker(1): Perception and Stealth are always class skills.
Standard Language Array(1): Common, Milivaran or Grevian; High int choose from Elven, Milivarian or Grevian, Fharil, Dwarven, Gnome, Orc, and Goblin.
Total(10)
Elvhen
After millenia spent in the wilds, elves have evolved into plant creatures.
Small Size(0)
Plant(8): Low Light Vision, Immune to Mind affecting effects. Immune to Paralysis, poison, polymorph, sleep effects, and stunning. Eat and Breath, but does not need to sleep unless wants to gain benifit from such.
Elf Subtype
Slow Speed(-1)
Mixed Weakness Ability Modifiers(-2): +2 Dex, +2 Cha, -2 Con, -4 Str
Natural Armor(2): +1 Natural Armor
Elven Magic(2)
Standard Language Array(1): Common, Elven; High int choose from Dwarven, Gnome, Goblin, Orc, Milivarian, Grevian, and Fharil.
Total(10)