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.
- 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.
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).
- 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.
- Il-quċċija:
All Shardo go through a birthing ritual that is said to determine
their path in life. They double their favored class bonus.
- 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.
- 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.
- 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.
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.
- 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.
- 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)
- 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 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.