The Human

Properties

Attributes: +1 on 2 of choice.

Favored Skills: Any two skills (Only those that can be used untrained or profession and knowledge skills)

Size: Medium

Type: Humanoid

Movement: 9m

Features

Weapon Familiarity: A human receives weapon proficiency with one weapon of choice, if it is a martial weapon it becomes a simple weapon.

Skilled: Humans gain 4 extra skill points at 1st level, and one extra skill point each level thereafter.

Bonus Feat: Humans gain one bonus feat at 1st level.

Racial Powers

Lesser Racial Power: When rolling a natural 20 you may roll an additional d8 instead of an d6 and add it to the result.

Moderate Racial Power: At the sunrise of each day you may choose one of the following bonuses: +2 on a specific skill, +2 on both your favored skills, +2 on caster level checks, +2 on initiative checks or +1 on attack rolls. The bonus lasts until you choose another on the next day.

Greater Racial Power: You receive one luck reroll. As an immediate action you can spend one luck reroll to reroll a check receiving a bonus from your moderate power. You may do so with traditional luck rerolls.

Feats: Bestow Luck, Carpe Noctem, Defiant Luck, Human Edge, Huntmaster, Improvisation

Subraces

Buomann

Attributes: +2 Wisdom

No Need for Words: Buomann do not speak, but they learned how to perform abilities normally without words. Buomanns always cast spells without verbal components.

Feats: None.

Half-Dwarf

Attributes: +2 Constitution

Darkvision: You possess darkvision 18m.

Dwarven Blood: Half-dwarves their armor counts as being one category lighter when determining movement restrictions. Finally they possess a +2 bonus to saving throws versus poisons, diseases and to avoid being tripped or bull rushed while standing on the ground.

Feats: Half Heritage

Half-Elf

Attributes: +2 Charisma or Dexterity

Elven Ancestry: Half-elves are immune to sleep spells and similar magic effects. They also possess low-light vision and a +2 racial bonus to Will saves, which increases to +4 against enchantment spells or effects.

Feats: Half Heritage

Half-Orc

Attributes: +2 Strength

Darkvision: You possess darkvision 18m.

Orcblood: Half-orcs posses a +2 racial bonus to Fortitude saves, which increases to +4 against poison or disease.

Feats: Half Heritage, Headlong Rush, Iron Skin

Highborn

Attributes: +2 Charisma

Nobility: Highborn gain a +2 bonus to all charisma-related checks when dealing with royalty, nobility, or high society (including those of other races such as devils). Additionally aura like abilities of them have 1.5 times its normal range.

Feats: Chivalric Ranks, Hunting Par Force

Hinterlander

Attributes: +2 Constitution

Where I Come From...: Hinterlanders may exist comfortably in bad environments such as affected by endure elements.

Hardened from the elements: They receive +2 on fortitude and +1 on will saves.

Feats: Greenfinger, Primitive Weapon Mastery

Islander

Attributes: +2 Wisdom

Lucky: The islanders are blessed with luck and gain +1 on all saving throws.

Feats: Loyalty

Maenad

Attributes: +2 Charisma

Fury Within: Maenads may use the outburst ability once per day as a swift action.

Outburst: The maenad takes a -2 penalty to intelligence and wisdom while receiving a +2 moral bonus to strength and +1 level for spells and powers with an energy descriptor for up to four rounds.

Feats: Tempestuous Temper

Metropolitain

Attributes: +2 Intelligence

Versality: A metropolitain receives the Practiced Fighter, Cosmopolitain or Academic Knowledge feat.

Browsing: When you are in a urban area, you re-gain 1 use of multi-use abilities, that are normally regained each night, such as spell-like abilities or divine energy. Doing so takes 30 minutes per use.

Feats: None.

Orphan

Attributes: +2 Dexterity

Background: An orphan receives the Cloistered Upbringing or Slim and Shady feat.

Hidden Potential: Once per day, before an enemy rolls a saving throw, increase the saving throw by 2. This DC bonus does not stack with level one feats.

Feats: None.

Saltblood/Seakin

Attributes: +2 Dexterity or Charisma

Fishy things: Saltbloods/Seakins may breathe underwater. They have a 9 m / 30 swim speed, receive +4 on swimming and may speak with aquatic creatures.

What is Dead May Never Die: Once per day, while being helpless the Saltblood may heal 1d6 hitpoints per level + their constitution modifier.

Feats: None.

Soldier

Attributes: +2 Strength

Armed and prepared: Soldiers receive the the Focused Fighter or the Specialized Fighter feat.

Military basics: A soldier has moderate base attack bonus, least a HPR of 6 and may use light armors. Soldiers receive +1 critical hit confirmation rolls when they have good base attack bonus and +1 critical armor class if they have heavy armor proficiency.

Feats: None.

Xeph

Attributes: +2 Dexterity

Quickness: Xeph have the ability to burst, which can be used once per day and improves the Xeph's movement speed by 3 m / 10 feet for three rounds. The ability improves at level 4 giving 6 m / 20 feet move movement speed.

Innate Resistance: All xeph receive +1 on saving throws versus spells, powers and alike effects.

Darkvision: You possess darkvision 18m.

Less Diversive: Unlike other human subraces the Xephs only receive one level one feat.

Feats: Xeph Burst, Extra, Xeph Celerity