Human

Category:Races
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumult and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Humans’ curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.
Human society is a strange amalgam of nostalgia and futurism, being enamored of past glories and wistfully remembered “golden ages,” yet at the same time quick to discard tradition and history and strike off into new ventures. Relics of the past are kept as prized antiques and museum pieces, as humans love to collect things—not only inanimate relics but also living creatures—to display for their amusement or to serve by their side. Other races suggest this behavior is due to a deep-rooted urge to dominate and assert power in the human psyche, an urge to take, till, or tame the wild things and places of the world. Those with a more charitable view believe humans are simply collectors of experiences, and the things they take and keep, whether living, dead, or never alive, are just tokens to remind themselves of the places they have gone, the things they have seen, and the deeds they have accomplished. Their present and future value is just a bonus; their real value is as an ongoing reminder of the inevitable progress of humanity.
Humans in many places are fascinated by older races and cultures, though at times they grow frustrated or even contemptuous of ancient and (to their mind) outmoded traditions. Their attitudes toward other races are thus a curious mix of exoticism and even fetishism, though usually with a very superficial level of understanding and appreciation of those cultures, alongside a deeply rooted arrogance that means most humans have a hard time regarding themselves as anything other than the default standard of society. Human scholars engaged in the study of other races—who might be assumed to be the most cosmopolitan and well versed in their nature and culture—have often proved no better than the less-learned members of their race when it comes to genuine closing of the social distance. Humans are gregarious, often friendly, and willing to mix and interact with others, but their sheer obliviousness to their off handed marginalization of others is what so chagrins other races when dealing with them.
Of course, well-meaning, blundering ignorance and numerical superiority are not the only things that make other races suspicious of humans. Entirely too many examples can be found throughout history wherein human xenophobia and intolerance has led to social isolationism, civil oppression, bloody purges, inquisitions, mob violence, and open war. Humans are not the only race to hate what is different among them, but they seem to have a susceptibility to fear-mongering and suspicion, whether about race, language, religion, class, gender, or another difference. More moderate human citizens often sit idly by while their more extreme compatriots dominate the political and cultural conversation, yet there are also many who stand in opposition to extremists and embody a spirit of unity across the bounds of difference, transcending barriers and forming alliances and relationships both large and small across every color, creed, country, or species.
== Physical description ==
The physical characteristics of humans are as varied as the world’s climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans’skin color assumes a darker hue the closer to the equator they live. At the same time, bone structure, hair color and texture, eye color, and a host of facial and bodily phenotypic characteristics vary immensely from one locale to another. Cheekbones may be high or broad, noses aquiline or flat, and lips full or thin; eyes range wildly in hue, some deep set in their sockets, and others with full epicanthic folds. Appearance is hardly random, of course, and familial, tribal, or national commonalities often allow the knowledgeable to identify a human’s place of origin on sight, or at least to hazard a good guess. Humans’ origins are also indicated through their traditional styles of bodily decoration, not only in the clothing or jewelry worn, but also in elaborate hairstyles, piercing, tattooing, and even scarification.
== Society ==
Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of other races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition. Other races sometimes envy humans their seemingly limitless adaptability, not so much biologically speaking but in their willingness to step beyond the known and press on to whatever might await them. While many or even most humans as individuals are content to stay within their comfortable routine, there is a dauntless spirit of discovery endemic to humans as a species that drives them in striving toward possibilities beyond every horizon.
=== Relations ===
Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this tendency leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments—but the race’s diversity among its own members also makes many humans quite adept at accepting others for what they are. Humans may become so absorbed in their own affairs that they remain ignorant of the language and culture of others, and some take this ignorance to a hateful extreme of intolerance, oppression, and rarely even extermination of others they perceive as dangerous, strange, or “impure.” Thankfully, while such incidents and movements may taint all of humanity in the eyes of some, they are more often the exception than the rule.
=== Alignment and religion ===
Humanity is perhaps the most diverse of all the common races, with a capacity for both great evil and boundless good. Some humans assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range of gods and religions, lacking other races’ ties to tradition and eager to turn to anyone offering them glory or protection.
=== Adventurers ===
Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.
=== Names ===
* Female: Alerdene, Alinza, Aula, Bach Hien, Belka, Beshkee, Chammady, Chao, Do Quyen, Eshe, Eudomia, Gerda, Hiriko, Ilinica, Indah, Ingirt, Izora, Jalket, Jayazi, Kaede, Kalizama, Kamshi, Lestari, Leyli, Marisan, Me’amesa, Meilin, Mirelinda, Mpaandi, Nalmida, Nanya, Narantuyaa, Ntisi, Pasara, Pontia, Que Xuan, Revhi, Runa, Sahba, Shirin, Shivkah, Sinkitah, Surenchinua, Udara, Umie, Valki, Waajida, Xemne, Xue, Zalika, Zova.
* Male: Aakif, Andrezi, Arasmes, Bahram, Baolo, Barid, Batsaikhan, Belor, Budi, Darvan, Dolok, Eilif, Garidan, Gellius, Hadzi, Hamengku, Harisko, Iacobus, Jaali, Jianguo, Kjell, Kousei, Kronug, Menas, Mitabu, Narsius, Nonek, Pateba, Pratavh, Qorchi, Ragnar, Rubani, Seckor, Shokamb, Shuo, Sunaki, Suryo, Tabansi, Teruawa, Thanh Liem, Toan Hao, Tomorbataar, Tuong Kinh, Ursion, Vachedi, Viorec, Yekskya, Zaiho, Zhen.
== Traits ==
=== Standard racial traits ===
* Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
* Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
* Base Speed: Humans have a base speed of 30 feet.
* Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Languages page for more information about these languages.
=== Other racial traits ===
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
=== Alternate racial traits ===
* Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
* Alchemically Enhanced: Some humans use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A human with this trait gains a +3 racial bonus to Constitution, Dexterity, or Strength. However, the character’s biology is now more susceptible to chemicals, causing her to take a –2 penalty on Fortitude saving throws against poison. This racial trait replaces the +2 bonus to any one ability score and the bonus feat racial trait.
* Aquatic Ancestry: Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled.
* Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.
* Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
* Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
* Draconic Heritage: At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the skilled racial trait.
* Dragon Scholar: Dragons have a long history of individual interactions with specific humans, and some humans seek to better understand this relationship. Humans with this trait receive a +2 racial bonus on caster level checks to overcome a dragon’s spell resistance. In addition, they receive a +3 racial bonus on Knowledge (arcana) checks related to creatures of the dragon type. This trait replaces humans’ bonus feat racial trait.
* Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
* Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
* Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled.
* Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
* Frontier Survivor: Humans with this trait gain the Technologist feat, which grants them understanding of technological subjects. Additionally, they gain a +2 racial bonus on Survival checks in the ruins of cities. This racial trait replaces skilled.
* Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled.
* Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
* Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
* Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
* Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
* Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
* Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.
* Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
* Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
* Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
* Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
* History of Terrors: Humans with this trait gain a +2 racial bonus on saving throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a fear effect. This racial trait replaces the skilled trait.
* Imposter-Wary: You gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.
* Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
* Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
* Institutional Memory: Humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces skilled.
* Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
* Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait (see above). This replaces the bonus feat racial trait.
* One of the Multitude: City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. This racial trait replaces skilled.
* Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait.
* Poison Minion: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Humans can take this trait in place of skilled.
* Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
* Psychic Defense: Humans from cultures steeped in the occult sometimes train their minds to resist outside influence. They gain a +2 racial bonus on saving throws against psychic spells and spell-like abilities, including those that originate from the psychic magic ability. This racial trait replaces the bonus feat trait.
* Rationalize: Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. Humans with this trait gain a +3 bonus on saving throws against effects that cause sanity damage. This racial trait replaces the bonus feat trait.
* Reptilian Ancestry: Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.
* Self-Made Fate: Some humans build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence develop a knack for defying divine magic. They gain a +2 racial bonus on saving throws against divine spells and spell-like abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype. This racial trait replaces the bonus feat trait.
* Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
* Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
* Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.
* Tribalistic: Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
* Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.
* Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
== Racial subtypes ==
You can combine various alternate racial traits to create subraces or variant races, such as the following.
=== Cosmopolitan ===
Adept as city living, these humans can navigate crowds and fulfill the need for skilled labor in such settlements. Replace the skilled racial trait with heart of the streets and the bonus feat racial trait with focused study.
=== Country folk ===
These humans are suited to life in the countryside. Replace the skilled racial trait with heart of the fields and the bonus feat racial trait with focused study.
=== Gutter rat ===
Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the streets).
=== Imperious human ===
Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trait with eye for talent
=== Trailblazer ===
Adaptive and inventive, these humans must have quick wits and a dose of heroic luck to survive in the lands they settle. Replace the skilled racial trait with heart of the wilderness and the bonus feat racial trait with heroic. At the GM’s discretion, you can swap out the heart of the wilderness racial trait for either heart of the mountains, heart of the sea, heart of the snows, or heart of the sun, depending on the type of terrain these humans are settling
=== Versatile human ===
While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
== Favored class options ==
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
* Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
* Arcanist: Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.
* Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
* Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
* Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
* Brawler: Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.
* Cavalier: Add +1/4 to the cavalier’s banner bonus.
* Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
* Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
* Fighter: Add +1 to the Fighter’s CMD when resisting two combat maneuvers of the character’s choice.
* Gunslinger: Add +1/4 point to the gunslinger’s grit points.
* Hunter: Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
* Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
* Inquisitor: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures.
* Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
* Kineticist: Gain 1/6 of an Extra Wild Talent feat.
* Magus: Add +1/4 point to the magus’ arcane pool.
* Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
* Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2).
* Monk: Add +1/4 point to the monk’s ki pool.
* Occultist: Gain 1/6 of a new focus power.
* Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual.
* Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
* Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).
* Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.
* Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.
* Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
* Rogue: The rogue gains +1/6 of a new rogue talent.
* Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
* Skald: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
* Slayer: Gain 1/6 of a new slayer talent.
* Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
* Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist’s phantom.
* Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.
* Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
* Vigilante: Gain +1/2 on the Disguise bonus provided by seamless guise.
* Warpriest: Gain 1/6 of a new bonus combat feat.
* Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
* Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
== Archetypes and bloodlines ==
The following racial archetypes and bloodline are available to humans:
* Buccaneer (Gunslinger; Human)
* Feral Child (Druid; Human)
* Imperious Bloodline (Sorcerer; Human)
* Wanderer (Monk; Human)
== Feats ==
The following feats are available to a human character who meets the prerequisites.
* Bestow Luck
* Critical Versatility
* Dauntless Destiny
* Defiant Luck
* Eclectic
* Fast Learner
* Fearless Curiosity
* Heroic Will
* Huntmaster
* Improved Improvisation
* Improvisation
* Inexplicable Luck
* Intimidating Confidence
* Martial Mastery
* Martial Versatility
* Racial Heritage
* Surge of Success