Humans

Human female.

"Far and away the most numerous population in the Empire—two out of every five subjects of the Corporeal Throne are among their number—humans nevertheless suffer from a paucity of influence out of proportion with their prevalence. This is generally attributed to a racial predilection for independence and garrulousness: they combine a lack of concern about their future with a worrying tendency to work against one-another."
- Myngot Damen
My Winter Amidst the Paddies
1088 After

 

Neither the strongest nor the smartest, humans enjoy a reputation as the sinew that holds together the Armant Empire. While dwarves are master miners and craftsmen, halflings are peerless farmers, and elves the finest scholars, you will always find them working in the company of humans, who seem able to develop a facility in any task, given enough time and motivation. This fact—combined with their prolific reproduction and a lifespan that nears a century with proper care—has secured them the position of the most populous race in the Empire.

 

Because of this, you will find humans in all strata of society, from the three human families that sit upon the Imperial Hebdomad all the way down to thieves and gutter-runners in the seediest districts of Armant Proper. Indeed, such is their influence in the Empire that they could oust the elven families that administer the country if only they could overcome their petty self-interests. Instead, they are so eager for personal advancement in the moment that they ignore the racial foresight of the longer-lived peoples such as the elves and dwarves. It is this attitude that once caused Ahanra, the head of the elven House of Lyociel, to remark "the only thing a human enjoys more than their own success is another's failure."

 

Despite this, humans enjoy a fairly positive image with the other races, being paradoxically attributed with a penchant for selflessness as individuals that belies their group reputation for egoism. They are also well-regarded for their courage, with many of the great trailblazers who have pushed the Empire's boundaries hailing from this population. Indeed, as large a percentage of the population they compose in Armant Proper, the further into the hinterlands one moves, the greater the concentration of humans becomes. On the furthest fringes of Imperial territory, one can even find small settlements that are essentially purely human; an otherwise unheard of occurrence for any race in the multicultural Empire.

 

 

Contents
  1. Physical Description
  2. Society
  3. Relations
  4. Alignment
  5. Names
  6. Standard Racial Traits
  7. Alternate Racial Traits
  8. Favored Class Options
  9. Gallery

 

 

PHYSICAL DESCRIPTION

One of the most notable aspects of humans is the diversity of their physical appearance. Considered a side-effect of both their large population and their habit of filling every available living space, they run the gamut of skin colors from dark brown to honey gold to creamy white, with an equal diversity of hair and eye colors.

 

Some scholars have posited that modern humans in the Empire are primarily the result of mixing between two groups that had grown distinct from one-another during the Years of the High Throne. They hold that one group possessed darker skin and hair, and were typified by high cheekbones, thin features, and eyes with epicanthic folds, while the other group was paler in all respects, and could be identified by their broader features and shorter, stockier bodies. The two groups were suddenly thrown together during the formation of the Empire, and have produced the great diversity of human appearances since then.

 

SOCIETY

Human male.Within the Empire, humans have a tendency to cleave very closely to whatever groups they identify with, be it their family or an organization to which they have pledged their loyalty. Often, their loyalty to this identity will trump even their loyalty to their race as a whole, which makes it a fine line between passion and zealotry. Human family groups in general are large, with homes full of children and grand-children and even great-grandchildren, and it is not unusual for these extended families to number in the dozens before a household even considers branching.

 

Marriage is often seen as an alliance between two families, and it is rare for humans of any social strata to wed without complex political calculations being taken into account, and arranged marriages are the norm. The exact disposition of the couple—whether the wife moves in with the husband's family or vice-versa—is usually determined by the parents, who will consider the relative standing of each spouse, the wealth and size of both families, and numerous other factors.

 

RELATIONS

Proud and fickle, humans nevertheless are generally well regarded as individuals by the other races, whose attitude can be best summed up by the common saying "one human is a blessing, two humans are an argument." They are seen as reliable (if unremarkable) and most agree that the Empire could not function without humans at all levels of society, doing all the boring little things that keep a civilization running. That being said, this view tends to see humans like parts in a clockwork mechanism; the abilities of an individual human in the role don't matter, only that there is an available human to put there.

 

With a lifespan on the shorter end of the spectrum and no specific natural aptitudes, humans are often perceived as having something to prove to the other races, which they do with their customary zeal, compensating for their shortcomings with a relentless drive in whatever they decide to pursue. Whether they are throwing themselves into learning a craft, performing a job, or just blazing trails, no other race can bring a human's obdurate enthusiasm to a task.

 

Another noteworthy aspect of humans is their fecundity, and not necessarily only within their own race. Humans are noted as the origin of not only half-elves, but of the mixed races who have since established their own populations such as the ifrit and oread. There is even a theory (generally rejected by reputable scholars) that hobgoblins were the result of human-goblin interbreeding. This idea grew out of one of the unique side-effects of the human sex drive: their attraction to other races. While it is almost unheard of for any of the other races to engage in physical relationships outside their species, it has been noted on many occasions that one can find examples of humans pursuing members of the other species (even in seemingly impossible scenarios, such as grippli or ghoran). Perhaps the only thing more surprising than this human predilection is just how often it succeeds with members of other (normally much more reticent) species.

 

ALIGNMENT

Humans have no identifiable inclination towards any given alignment, being both chaotic and law-abiding, sinners and saints. What is noted is that they do have a tendency to follow the crowd, with enough exposure to behavior contrary to their beliefs frequently resulting not in rebellion but a subconscious rationalizing and adoption of the conflicting ideals (often while still unironically professing their original morality).

 

NAMES

Given the size of their population, its wide distribution across the Empire, and its historical roots in diverse parent cultures, there is little uniformity in human naming conventions. They will generally have at least a given name and a surname, but groups may include middle names, clan names, patronymics/matronymics, professional names, titles, demonyms, and more.

 

STANDARD RACIAL TRAITS

Ability Score Racial Traits: 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 and receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Imperial. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

 

ALTERNATE RACIAL TRAITS

By sacrificing some of their standard racial traits, characters can instead select alternate traits that reflect the nuances of their upbringing and culture.

 

Adoptive Parentage
Replaces Bonus Feat
Humans are sometimes orphaned and adopted by other races. Choose one PC-eligible race. You start play with that race's languages and gain that race's weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead.

 

Aquatic Ancestory
Replaces Skilled
Humans with undine or merfolk ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted.

 

Awareness
Replaces Bonus Feat
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.

 

Comprehensive Education
Replaces Skilled
In the more rarified levels of Armant Proper, it is not unusual for parents to hire skilled tutors for their children, to help them succeed at Guild entrance tests or the exams to become a government bureaucrat. 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.

 

Dual Talent
Replaces Bonus Feat, Skilled
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick a second ability score and gain a +2 racial bonus to that score as well.

 

Eye for Talent
Replaces Bonus Feat
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.

 

Focused Study
Replaces Bonus Feat
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.

 

Giant Ancestory
Replaces Skilled
Humans with ogre or giant ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks.

 

Heart of the Fey
Replaces Skilled
Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills.

 

Heart of the Fields
Replaces Skilled
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.

 

Heart of the Mountains
Replaces Skilled
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.

 

Heart of the Sea
Replaces Skilled
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.

 

Heart of the Slums
Replaces Skilled
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.

 

Heart of the Snows
Replaces Skilled
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.

 

Heart of the Streets
Replaces Skilled
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.

 

Heart of the Sun
Replaces Skilled
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.

 

Heart of the Wilderness
Replaces Skilled
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.

 

Industrious
Replaces Skilled
Humans are known across the Empire 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.

 

Institutional Memory
Replaces Skilled
In lieu of the long lifespans of many of their fellow races, humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained.

 

Military Tradition
Replaces Bonus Feat
Many human families have a strong martial tradition, raising their children to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons. Alternately, they can select the feat Improved Unarmed Combat.

 

Mixed Heritage
Replaces Bonus Feat
With its predilection towards mingling with other races, human groups are often defined by more than one characteristic. A human with this trait may select a second "Heart of" racial trait.

 

One of the Multitude
Replaces Skilled
As members of the most populous race, 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.

 

Practiced Hunter
Replaces Skilled
Members of settlements on the fringes of the Empire 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.

 

Rationalize
Replaces Bonus Feat
Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. They gain a +3 racial bonus on saving throws against mind-affecting effects.

 

Reptilian Ancestory
Replaces Bonus Feat
Humans with draconic or nagaji ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons.

 

Social Ties
Replaces Skilled
Some human groups 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).

 

Unstoppable Magic
Replaces Bonus Feat
The Empire stands at the historic pinnacle of magical prowess, and the human thirst for exploration helps push the boundaries of what that magic can accomplish. They gain a +2 racial bonus on caster level checks against spell resistance.

 

FAVORED CLASS OPTIONS

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, humans have the option of choosing from a number of other bonuses, depending upon their favored class.  The following options are available to all Humans who have the listed favored class:

 

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.

Barbarian: Add a +1/2 bonus to trap sense.

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.

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 with wild empathy.

Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

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.

Kineticist: Gain +1/6 of an Extra Wild Talent feat.

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.

Monk: Add +1/4 point to the monk's ki pool.

Ninja: The ninja gains +1/6 of a new ninja trick.

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 per energy type).

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.

Samurai: Add +1/4 to the samurai's banner bonus.

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.

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.

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.

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.

 

GALLERY

Presented here are appearances typical of humans across the Armant Empire.

 

Human female. Human male. Human female. Human male.
Human styles of clothing vary greatly depending on their cultural subgroup. Scholars of the Imperial bureacracy are appointed for life. A soldier of the Legion of the Rock, dressed in her Imperial reds. A student of one of the many martial arts academies that abound in the Empire.
Human female. Human male. Human female. Human male.
A medium in service to her family's lineage. Many retired soldiers turn to mercenary work when they have trouble adapting to civilian life. The daughter of a noble house. When accomplished individuals rise out of obscurity, they are often brought into the service of noble houses.
Human female. Human male. Human female. Human male.
An accomplished mercenary can afford the best equipment. A warrior down on his luck. A house guardswoman in her mistress's colors. Beyond the shelter of Inje Bay, the lawless coasts belong to pirates.
  Human female. Human male.  
  A captain in the Imperial navy. Not all bandits are dirty thieves out in the wilderness.