HUMAN VARIANTS


There are many nationalities and ethnicities within the world of Seronia. Instead of taking the normal stats when making a human character, you can elect to receive the regional bonuses to reflect your unique upbringing. Some of these traits represent specialized training, while others are bloodline powers or exposure to the unique elements and conditions of their homeland. Each one of these variants replaces the Skilled special quality for a human.


BILADI From a rich, coastal oasis, the Biladi are feared assassins and social manipulators (Arabic/Lebanese)

  • Subterfuge: Bluff is always a class skill for a Biladi, and they gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
  • Urban Camouflage: Stealth is always a class skill for a Biladi, and they gain a +4 racial bonus on Stealth checks while within urban terrain. 

INIX Born on the Isles of Iniquity, the Inix are raised for a harsh life at sea (Marabou)

  • Bravo Training: You get a +2 bonus on initiative checks made while on a ship and deal an additional +1 damage when using light or one-handed weapons on a ship.

  • Hold Breath: You can hold your breath for a number of rounds equal to four times your Constitution score before risking drowning or suffocating.

  • Seaborn: Swim and Acrobatics are always class skills for an Inix.

KOR The mountain people of Kor'dren are as tough and untamed as the lands they inhabit (Scottish/Irish)

  • Toughness: Kor gain Toughness as a bonus feat at 1st level.
  • Ferocity: Once per day, when a Kor is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.
LENG Survivors of a war that destroyed their planet, the Leng have modified themselves with Mi-Go technology (Genetically modified multiracial)
  • Chimeric DNA: Once per day as an immediate action, the people of Leng can apply their character level to one d20 roll, as they undergo genetic recombination.
  • Biotechnician: The people of Leng do not suffer negatives when interacting with Mi-Go technology, and ranks in the Heal skill count as their caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
LEVANTINE After a plague of undeath, the Hagiocratic Levantine took control of the country, while the Aristocratic Levantine have lost much of the power and prestige their names once held (Italian/German)

Hagiocratic

  • Unshakable Faith: Levantine gain a +2 racial bonus on all saving throws against fear effects.
  • Undead Scourge: Levantine gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of undead. In addition, they gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can make such checks untrained.
Aristocratic

  • Lesser Noble:  Your starting money is increased to 900 gp. In addition, Knowledge (Nobility) is always considered a class skill for you.
  • Smoothing Coin: When conversing with another intelligent creature who values wealth, you can spend a number of gold pieces equal to your level × 10 in order to increase a Diplomacy check you just made by +5 before the results are revealed. In addition, using this ability allows you to improve a character's attitude by one additional step (to a maximum of three). 

MASHREKI The Mashreki value magic above all else, and use it to bring ruin to their enemies (Turkish/Indian)

  • Overwhelming Magic: Mashreki gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.
  • Arcane Bloodline: If a Mashreki is a sorcerer with the Arcane or Destined bloodline, he treats its caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give Mashreki early access to level-based powers; it only affects powers that they could already use without this trait.

SAGAZ Religious bandits from the Crescent Coast, the Sagaz are organized by a disposed prince (Habiru)

  • Bandit Training: Perception and Stealth are always a class skill for a sagaz. In addition, they are proficient with bows and the scimitar.
  • Horsemanship: All sagaz start with a free combat trained light horse and a riding saddle at 1st level. In addition, sagaz receive a +4 to Handle Animal checks made to influence horses.

SELVANDAN Descended from heroes, the Selvandan constantly defend freedom and individuality (Panethnicity)

  • Heroic: In campaigns that use the optional hero point system (Pathfinder RPG Advanced Player’s Guide 322), each time a Selvandan gains a level, he gains 2 hero points instead of 1. If a Selvandan takes the Blood of Heroes feat, he gains 3 hero points each level instead of 2.

    or

  • Eternal Hope: Selvandan gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, Selvandan may reroll and use the second result.
  • Education: Selvandan read and speak two additional languages. In addition, they choose two Intelligence, Wisdom or Charisma based skills. Those skills always count as class skills for you.

SHARDO The Shardo are islanders whose diverse culture are a result of a millennium of warfare. (Maltese)
  • Il-quċċija: All Shardo go through a birthing ritual that is said to determine their path in life. They double their favored class bonus.

TAMAZGAN The warlike Tamazgan are constantly fighting against savage predators and other tribes (African)
  • Mob Tactics: Up to two Tamazgans can share the same square at the same time. If two 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.
  • Dirty Fighting: Tamazgans gain a +2 dodge bonus to AC against humans and a +2 racial bonus on combat maneuver checks made to perform a dirty trick on humans.
THULITE Masters of the frozen north, the barbaric Thulite bow to only the strongest (Norse/Viking)

  • Acclimated: Thulites are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
  • Berserker Scream: Once per day, as a move action, you may unleash a powerful, bloodthirsty scream of battle lust and fury. Allies within 60 feet who can hear your berserker's cry (including yourself ) are heartened and gain a +1 morale bonus on damage rolls made with melee attacks for a number of rounds equal to half your character level + your Charisma bonus. If you have the ability to rage, you may unleash a berserker's cry as part of the free action to enter a rage (instead of as a separate move action). A creature may be under the effect of only one berserker's cry at a time.
U'NESIAN The superstitious U'nesians are known for their facial tattoos and spiritual take on warfare (Maori)
  • Ritual Tattoos: U'nesians receive a +1 luck bonus to all saving throws.
  • Consume Mana: Once per day, after reducing an enemy to negative hit points or killing them, an U'nesian may attempt a DC 10 Concentration check to heal themselves of 1d4+1 point of damage per level as a move action.
VONYAN The Highborn Lords of the Iron Mountain rule with a fist as cold and strong as the steel they command, while the Lowborn toil away for love of country, family, and personal pride (Russian)

Highborn


  • Ironblood: Once per day, a Vonyan can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
  • Coerce: Vonyans gain a +2 racial bonus on Diplomacy checks made to gather information and Intimidate checks to force an opponent to act friendly towards them.
  • Metallurgy: Vonyans always treat Knowledge (dungeoneering) as a class skill. In addition, Vonyan are treated as 1 level higher when using the powers of the cleric's metal domain, the wizard's metal elemental arcane school, and the oracle’s metal mystery. This trait does not give Vonyans early access to level-based powers; it only affects powers that they could already use without this trait.
Lowborn

  • Destitution: Lowborn Vonyans receive a +2 to one profession of their choice and a +2 to Craft (Alchemy) to create drugs. In addition, a lowborn Vonyan receives the “poor” cost of living benefits each month at no cost (CRB pg. 405).
  • Conditioned: Lowborn Vonyans receive a +2 racial bonus on saves against cold weather and starvation.
  • Irongut: Lowborn Vonyans may drink 1 plus quadruple their Constitution modifier alcoholic drinks before being sickened for 1 hour equal to the number of drinks above this maximum. In addition, lowborn Vonyans are only dealt half the normal damage by drugs and the DC of a drug’s saving throw increases only by 1 every time a lowborn Vonyan takes another dose of that drug while still suffering from ability damage caused by a previous dose.
WEIWU Descendants of Thulite and Yueshi pairings, the Weiwu are the result of a constant war for land (Eurasian)
  • Weapon Familiarity: Weiwu are proficient with the katana and bows.
  • Blood Vengeance: Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian’s rage as a free action on your next turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a barbarian’s rage, except your morale bonus to Strength and Constitution is only +2. In either case, this state lasts for 4 rounds. As with a barbarian’s rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for an additional 4 rounds. This ability does not allow you to enter a rage if you are fatigued and excludes conjured or summoned allies. You can select rage related feats to augment this ability.

YUESHI The Yueshi have a societal tradition of swordsmanship, instilling discipline, honor and duty. (Japanese)

  • Kengeki: Yueshi are trained from birth in swordplay, and as a result are automatically proficient with all swordlike weapons, as covered by the Heavy Blades and Light Blades expanded weapon groups (see UC pg. 45)
ZENOVAN The Zenovans come from a honorable but ruthless plutocracy, trained in commerce and combat (Merovingian)

  • Privateer Training: Swim and Diplomacy are always class skills for a zenovan. In addition, they are proficient with the cutlass and siege weapons.
  • Mercantile Connections: Zenovans start with an adventuring windfall of trade items worth 100 gp. You may add to this windfall with gold you acquire through adventuring, but once you put it in, it remains a part of your windfall thereafter. Your windfall increases by 100 gp at levels 2–5, 500 gp at levels 6–10, 1,000 gp at levels 11–15, and 5,000 gp at levels 16 and up. You may utilize this windfall in any community of village size or larger by requesting an item (mundane or magical). If the item you request is worth less than the community’s gp limit, you gain it within 1d4 hours. If the item exceeds the community’s gp limit but is less than double the limit, you gain the item within 1d4 days. An item more than twice as expensive as a community’s gp limit is unavailable. For as long as you have the item in your possession, your windfall is reduced by the amount of the item’s value. If you lose the item or otherwise cannot return it to the resource pool, the pool permanently decreases by the value of the item. A charged item acquired in this way loses a percentage of its value based on the number of charges used, and when returned to the windfall it reduces the size of the pool an equal amount. You can use your mercantile connections outside of Zenova, but gaining a requested item takes 1 hour longer if below a community’s gp limit or 1 day longer if above.

BIRACIAL HUMANS
You can choose to have your human come from various genetic or cultural backgrounds. This is often represented by a mixed parentage, but can also be due to growing up in a different country because of a childhood event. While some events are tragic (e.g. war, slavery), some can be due to a parent's line of work or desire to expose their child to the world.


The three ethnicities not available for biracial stats are the Shardo, Yueshi, and Leng. The Shardo and Yueshi already have ethnicites that represent biracial offspring from their cultures (being the Inix and Weiwu respectively) and the Leng are not only exceedingly rare, but are a result of mysterious arcane and scientific genetic manipulation.


To create a biracial human, simply choose two different human variants and select one special quality from each. Some variants have bundled special qualities (i.e. the Inix, highborn and lowborn Vonyan) that count as one choice. When making these choices, keep in mind your character's background. Simply moving to Vonya would not give you their Ironblood ability, nor being born Inix and moving to a landlocked country assist in learning Bravo Training.


Here are some various terms for biracial humans in Seronia:


  • Nuhas: From Biladi for “copper,” it can mean any combination of brown skin
  • Bu'jo/Bu'ja: Male and female racial term for a mixed Inix or Tamazgan, typically with colonists or pirates
  • Mestis: Levanese military term for anyone not Levantine, now used to describe mixed ethnicity in their country.
  • Ainoka: Yueshi term for being biracial
  • Mulus: Mashreki term for “mule,” meaning a child born with a foreign or non magic using mother.
  • Rzuvchinet: Highborn Vonyan insult; “rust.” Lowborn shorten this to “Zuvs” and use it in a less disparaging fashion.
  • Mhac'inkor: Kor'dren surname for biracials and bastards; “son of Kor,” used if they have a Kor parent.
  • Alv'ah: Dwarven word for “twain”
  • Peredil: Elvish word for “halfling.” Half elves are called “Ara'dili.”
Biracial Human Variant
Biracial humans lose Skilled. Instead, they gain the following:

  • Marginal Traits: Existing within two different cultures, biracial humans choose any two of the following special qualities based on their background.

HUMAN VARIANT

AVAILABLE SPECIAL QUALITIES

BILADI

Subterfuge, Urban Camouflage

INIX

Bravo Training, Hold Breath & Seaborn

KOR

Toughness, Ferocity

LEVANTINE

Unshakable Faith, Undead Scourge

MASHREKI

Overwhelming Magic, Arcane Bloodline

SAGAZ

Bandit Training, Horsemanship

SELVANDAN

Education, Eternal Hope

TAMAZGAN

Mob Tactics, Dirty Fighting

THULITE

Acclimated, Berserker Scream

U'NESIAN

Ritual Tattoos, Consume Mana

HIGHBORN VONYAN

Ironblood, Coerce & Metallurgy

LOWBORN VONYAN

Destitution, Conditioned & Irongut

WEIWU

Weapon Familiarity, Blood Vengeance

ZENOVAN

Privateer Training, Mercantile Connections

Table: Human Random Height and Weight


Ethnicity & Gender

Base Height

Height modifier

Base weight

Weight Multiplier

Ethnicity & Gender

Base Height

Height modifier

Base weight

Weight Multiplier

Biladi male

4'10”

2d6

100lbs

X 5lbs

Selvandan male

4'10”

2d10

120lbs

X 5lbs

Biladi female

4'6”

2d6

80lbs

X 5lbs

Selvandan female

4'5”

2d10

85lbs

X 5lbs

Inix male

4'9”

2d8

105lbs

X 5lbs

Tamazgan male

5'0”

2d6

90lbs

X 5lbs

Inix female

4'5”

2d8

75lbs

X 5lbs

Tamazgan female

4'7”

2d6

70lbs

X 5lbs

Kor male

5'0”

2d10

130lbs

X 5lbs

Thulite male

4'11”

2d12

125lbs

X 5lbs

Kor female

4'8”

2d10

90lbs

X 5lbs

Thulite female

4'6”

2d12

85lbs

X 5lbs

Leng male

6'5”

1d12

275lbs

X 5lbs

U'nesian male

5'6”

2d8

195lbs

X 5lbs

Leng female

6'0”

1d12

200lbs

X 5lbs

U'nesian female

4'8”

2d8

100lbs

X 5lbs

Levanite male

4'11”

2d10

105lbs

X 5lbs

Vonyan male

5'0”

2d8

120lbs

X 5lbs

Levanite female

4'7”

2d10

80lbs

X 5lbs

Vonyan female

4'6”

2d8

65lbs

X 5lbs

Mashreki male

5'1”

2d6

100lbs

X 5lbs

Weiwu male

5'0”

2d8

110lbs

X 5lbs

Mashreki female

4'7”

2d6

80lbs

X 5lbs

Weiwu female

4'10”

2d8

80lbs

X 5lbs

Sagaz male

4'11”

2d10

100lbs

X 5lbs

Yueshi male

4'10”

2d6

110lbs

X 5lbs

Sagaz female

4'7”

2d10

75lbs

X 5lbs

Yueshi female

4'8”

2d6

75lbs

X 5lbs

Shardo male

5'0”

2d6

120lbs

X 5lbs

Zenovan male

4'9”

2d10

120lbs

X 5lbs

Shardo female

4'8”

2d6

85lbs

X 5lbs

Zenovan female

4'7”

2d10

65lbs

X 5lbs

BIRACIAL HEIGHT/WEIGHT FORMULA


The easiest way to calculate your mixed parentage is to simply roll for both of your parent's respective ethnicities, then take the average. Players wanting to be more mathematical are advised not to be, but the closest formula would be the following:


Convert the father's height and mother's height into inches (12 inches = one foot) and add both of them together. Divide the sum by twelve, then divide that new number by two. E.g. Your character's father is 6'0 (72 in) and your mother is 5'3 (63 in). 72 + 63 =135. We divide 135 by 12 to get 11.25, then divide 11.25 by 2 to get an average height of 5'6 and 1/4th inch. Weight is a simpler formula: add both of your parent's weights together in pounds and divide by 2 for male or 3.5 for female.


 
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