Humans: Alternate Ability Adjustments

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paizo.com #8427647, tj hillman <kakashi-los@hotmail.com>, Nov 16, 2019

HUMANS
Due to their centuries of exploration and their innate adaptability, humans
and their settlements flourish throughout the Pact Worlds and beyond.
Humans born and raised in isolated or unusual locations sometimes develop
different physical and mental traits than those widely considered to be the
norm for their species. Whether through decades of interaction with other
species or adaptation to harsh environments, these differing traits represent
humanity’s constant drive to change and progress.

ALTERNATE ABILITY ADJUSTMENTS generations they develop an immunity to these conditions. Humans
Humans differ greatly as a result of adaptation to living with this racial trait gain a +2 racial bonus to Fortitude saves against
conditions, lineage, and even genetic modifications. The following environmental hazards and radiation effects. In addition, they reduce
ability adjustments can be selected instead of the adjustments of the duration of the sickened and nauseated conditions by 1 round.
+2 to any one ability score found in the Starfinder Core Rulebook. This replaces skilled.

Featherlight CLASS OPTIONS


Humans who were born in the Diaspora, space stations, The following class options reflect human versatility, but any
generation ships, or other low- or zero-gravity conditions character who meets the prerequisites can select these options.
sometimes develop differently. Such humans can be taller and
longer-limbed than normal, with less muscle mass. These humans Mystic Option: Crusader Connection
have ability adjustments of +4 Dexterity and –2 Strength. You serve a good-aligned deity, or you feel a connection to the
ideals of justice, mercy, and righteousness. You are dedicated
Gravity Dweller to defending the weak, and destroying evil and tyranny. This
Humans who have adapted to a high-gravity world develop connection can be taken only by characters of good alignment.
thick musculature over sturdier forms. They spend more of their D Associated Deities: Iomedae, Sarenrae
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lives struggling against harsh conditions than learning how to D Associated Skills: Diplomacy and Mysticism

interact with others. These humans have ability adjustments of D Spells: 1st—reflecting armor, 2nd—shield other, 3rd—haste, 4th—

+2 Strength, +2 Dexterity, and –2 Charisma. death ward, 5th—resistant aegis, 6th—greater resistant armor

ALTERNATE RACIAL TRAITS Weapon Proficiency (Ex) 1st Level

The cultural, genetic, and mystical influences that some humans D Crusaders receive more martial training than most mystics,
are subjected to can produce racial traits different from the norm. focusing on weapons favored by their deities. You gain
proficiency with advanced melee weapons, and at 3rd level
Adopted you gain Weapon Specialization with them. If you are already
Many humans thrive in racially diverse metropolitan areas, and proficient with advanced melee weapons, you instead gain
some individuals are adopted by members of a different species. one bonus combat feat you meet the prerequisites for.
Humans with this racial trait acquire a deep understanding of
their adopted culture and gain a +2 racial bonus to Culture Sworn Protector (Su) 3rd Level

checks to recall knowledge about non-humans and to Disguise D At the start of each turn, you can designate one ally within
checks to appear as a humanoid of another race. 30 feet of you as being under your protection. As a reaction
This replaces skilled. when an attack hits the selected ally, you can make one melee
or ranged attack against the enemy who made the attack. If
Dusk Sight your attack hits, it deals no damage, but that enemy gains the
Humans who live in environments that lack regular exposure to off-target condition until the end of their next turn.
bright natural light, such as the sunset cities of tidally locked
Verces or Aballonian underground compounds, adapt to their Smite Evil (Su) 6th Level

surroundings as best they can. Humans with this racial trait have D Once per day as a move action, you can infuse one weapon
low-light vision and a +2 racial bonus to Perception checks. you touch, granting it the holy weapon fusion. If the weapon
This replaces skilled. scores a critical hit against an evil creature, it applies the
wound critical hit effect in addition to any other critical
Fortified hit effect the weapon has. If the weapon already has the
Small pockets of humanity eke out a life in environments harsh wound critical hit effect, it instead gains the severe wound or
enough to kill others of their species, and over the span of staggered critical hit effect (your choice). The weapon retains

18 THEME AND RACE


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paizo.com #8427647, tj hillman <kakashi-los@hotmail.com>, Nov 16, 2019 15963634
CHARACTER OPERATIONS MANUAL
1
these benefits for 1 minute per mystic level. You can activate to make one attack with a ranged weapon you are wielding
smite evil additional times per day by expending 1 Resolve immediately after the enemy’s attack.
Point each time after the first.
Exploit Cover (Ex) 13th Level
OVERVIEW
Sacred Weapon (Su) 9th Level D When you attempt a Stealth check to hide from an enemy that
D Once per day, you can spend 10 minutes to add one of the can see you, you gain a +4 insight bonus to the check if you can
THEME AND
following weapon fusions to one weapon of your choice: move into improved or total cover. In addition, whenever you
RACE
axiomatic, holy, merciful, or returning. The weapon retains attempt a Stealth check to hide while sniping (Core Rulebook
this fusion for 24 hours or until you use this ability again. 148), the penalty to your Stealth check is only –10.
CLASSES

Divine Protection (Su) 12th Level Ambusher’s Edge (Ex) 17th Level
D You gain a +2 divine bonus to saving throws against fear effects D As a full action, you can make one attack that, in addition FEATS
and against diseases, including magical and supernatural to dealing its normal damage and effects, causes the target
diseases. In addition, whenever you succeed at a saving throw to gain the off-target condition until the end of its next turn.
EQUIPMENT
against a disease, you are cured of that disease. You can also use this ability as a standard action against any
creature that is flat-footed.
Radiant Aura (Su) 15th Level
SPELLS
D As a move action, you can expend 1 Resolve Point to create a
60-foot emanation centered on you that lasts 1 hour. This aura
provides the benefits of your divine protection to creatures of OTHER
RULES
your choice inside the area.

Guardian Angel (Su) 18th Level

D If damage reduces you to 0 Hit Points, even if you


would die, you can expend 3 Resolve Points to stay
alive and conscious with 1 Hit Point. You can use this
ability as a reaction when another creature you can
see drops to 0 Hit Points, expending 3 Resolve Points
to allow that creature to stay alive and conscious with
1 Hit Point. Once you use this ability, you can do so
again only after you rest for 8 hours.

Soldier Option: Ambusher Fighting Style


The ambusher fighting style focuses on stealth, tactical
positioning, and superior reflexes to gain an edge. You must have
Stealth as a class skill to select this fighting style.

Vigilance (Ex) 1st Level


D You watch for danger and respond swiftly. You gain Improved
Initiative as a bonus feat. Whenever you act before an enemy
during the first round of combat, you gain a +1 insight
bonus to weapon attack rolls against that enemy until the
beginning of your next turn.

Cheap Shot (Ex) 5th Level


D When you succeed at a Stealth check to hide opposed
by a target’s Perception check or when you have
improved or total cover against a target, as a full
action you can make one ranged attack against that
target that deals additional damage equal to half
your Dexterity bonus.

Deadly Reflexes (Ex) 9th Level

D When an enemy attacks you before you have


taken any actions in combat, you can use
your quick reflexes to retaliate. As a
reaction, you can spend 1 Resolve Point

RACE OPTIONS 19

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