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Humans: Alternate Ability Adjustments
Humans: Alternate Ability Adjustments
Humans: Alternate Ability Adjustments
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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.
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
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
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.
RACE OPTIONS 19