Hume

Humes are the most common race, making up about 40% of the population. They have no special abilities, and have the second shortest life span of any race (roughly 60 years). Despite this, they have managed to set up large Empires and Kingdoms all over the continent and effectively achieved global dominance due to their industrious nature. Humes can be compared with moogles in this regard, and probably have the closest relationship with the moogle than any other race, as seen in many instances when moogles are employed by humes. However, races of all kinds inhabit hume settlements.

## **Standard Racial Traits**

* **Ability Score Racial Traits:** Hume characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
* **Size:** Humes are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type:** Humes are Humanoid creatures with a hume subtype.
* **Base Speed:** Humes have a base speed of 30 feet.
* **Languages:** Humes begin play speaking Common. Humes with high Intelligence scores can choose any languages they want. See the Linguistics skill page for more information about these languages.

### Feat and Skill Racial Traits

* **Bonus Feat:** Humes select one extra feat at 1st level.
* **Curiosity:** Humes naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
* **Integrated:** Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
* **Skilled:** Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.
* **Sociable:** When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

## **Alternate Racial Traits**

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

##### Replaces Bonus Feat

* **Adoptive Parentage:** Humes are sometimes orphaned and adopted by other races. Choose one humanoid race without the hume 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.
* **Awareness:** Humes raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humes. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces the bonus feat.
* **Eye for Talent:** Humes 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.
* **Focused Study:** All humes are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humes gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
* **Military Tradition:** Several hume 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 hume civilization is defined by more than one characteristic. A hume with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
* **Piety:** Humes place great trust in the gods to protect them. Humes 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 hume 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.
* **Unstoppable Magic:** Humes 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.

##### Replaces Bonus Feat, +2 to Ability Score

* **Alchemically Enhanced:** Some humes use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A hume 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.

##### Replaces Bonus Feat, Skilled, +2 to Ability Score

* **Dual Talent:** Some humes are uniquely skilled at maximizing their natural gifts. These humes 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.

##### Replaces Curiosity

* **Distanced:** Some humes found out that curiosity killed the cat, and so aim to better protect themselves against the threats of the world. Humes gain a +4 racial bonus to Acrobatic checks made to move through threatened squares. This racial trait replaces curiosity.

##### Replaces Integrated

* **Background Character:** Humes who stay away from others are more adept at blending in or hiding away rather than fitting in. Humes with this racial trait gain a +1 racial bonus on Disguise, Knowledge (dungeoneering) and Stealth checks. This racial trait replaces integrated.

##### Replaces Skilled

* **Comprehensive Education:** Humes 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 all Knowledge skill checks. This racial trait replaces skilled.
* **Frontier Survivor:** Humes 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.
* **Heart of the Fields:** Humes 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:** Humes 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:** Humes 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:** Humes 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:** Humes 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:** Humes 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:** Humes 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:** Humes 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.
* **Industrious:** Humes are known for their drive and work ethic. Humes 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:** Humes have come to shape the world because they are inveterate innovators. Humes 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:** Humes 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.
* **One of the Multitude:** City-dwelling humes 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.
* **Practiced Hunter:** Members of some hume 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 humes 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.
* **Silver Tongued:** Humes are often adept at subtle manipulation and putting even sworn foes at ease. Humes 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 hume societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humes 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.
* **Wayfarer:** Humes maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humes 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 humes gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.

##### Replaces Sociable

* **Emissary:** Some humes work to make others believe a single statement rather than improve relations. Once per day, humes may roll twice on a single Bluff or Diplomacy check and take the better roll. This racial trait replaces sociable.

## Age, Height and Weight

Table: Hume Starting Ages:

 15

Table: Aging Effects:

 35 years

Table: Height and Weight

 Hume, Male
(5 ft. 0 in.-6 ft. 6 in.)
 Hume, Female
(4 ft. 7 in.-6 ft. 1 in.)
(106 - 160 lbs.)

## Racial Feats

The following feats are available to a hume character who meets the prerequisites.

* **Bestow Luck (Hume)**
	+ *You are extremely lucky and sometimes your allies are as well.*
	+ **Prerequisite(s):** Defiant Luck, Inexplicable Luck, Hume.
	+ **BENEFIT**: You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and hear its benefit as an immediate action.
* **Critical Versatility (Combat, Hume)**
	+ *An open mind and combat training grant versatility to your critical hits.*
	+ **Prerequisite(s):** Fighter level 11th, Hume.
	+ **BENEFIT**: Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat.
* **Dauntless Destiny (Hume)**
	+ *Your ability to avert disaster is impressive.*
	+ **Prerequisite(s):** Cha 13, Fearless Curiosity, Intimidate 10 ranks, Hume.
	+ **BENEFIT**: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
* **Defiant Luck (Hume)**
	+ *You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.*
	+ **Prerequisite(s):** Hume
	+ **BENEFIT**: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
* **Eclectic (Hume)**
	+ *You have a talent for picking up different vocations.*
	+ **Prerequisite(s):** Hume.
	+ **BENEFIT**: Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which you already have levels, the benefits of this feat are retroactive.

* **Fast Learner (Hume)**
	+ *You possess extra versatility.*
	+ **Prerequisite(s):** Int 13, Hume.
	+ **BENEFIT**: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

* **Fearless Curiosity (Hume)**
	+ *Your desire to see and experience the world overrides healthy caution.*
	+ **Prerequisite(s):** Cha 13, Hume.
	+ **BENEFIT**: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.

* **Heroic Will (Hume)**
	+ *Your indomitable will breaks free from mental shackles.*
	+ **Prerequisite(s):** Iron Will, base Will save +4, Hume.
	+ **BENEFIT**: Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you are dominated, controlled, or cannot take an action because of the effect against which you are trying to make a new saving throw, you can make this saving throw at the start of the turn as no action, but on a success, your turn ends. You cannot use this feat to remove instantaneous effects, effects that do not require a Will save, or effects that do not allow a saving throw.

* **Huntmaster (Hume)**
	+ *You are an expert trainer of horses, hounds, falcons, or hunting cats.*
	+ **Prerequisite(s):** Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; Hume.
	+ **BENEFIT**: If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses. You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal. Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.

* **Improved Improvisation (Hume)**
	+ *You are masterful in your improvisation.*
	+ **Prerequisite(s):** Int 13, Fast Learner (Hume), Improvisation (Hume), Hume.
	+ **BENEFIT**: Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.

* **Improvisation (Hume)**
	+ *You can figure out how to do almost anything.*
	+ **Prerequisite(s):** Int 13, Fast Learner (Hume), human.
	+ **BENEFIT**: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.

* **Inexplicable Luck (Hume)**
	+ *Others are often dumfounded by your luck.*
	+ **Prerequisite(s):** Defiant Luck, Hume.
	+ **BENEFIT**: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.

* **Intimidating Confidence (Hume)**
	+ *You have boundless faith in your success.*
	+ **Prerequisite(s):** Cha 13, Fearless Curiosity, Intimidate 5 ranks, Hume.
	+ **BENEFIT**: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a critical hit, as a free action you can make an Intimidate check to demoralize one creature you threaten. If you have the Dazzling Display feat, you can make Intimidate checks to demoralize all creatures you threaten instead. You gain a +2 bonus on this check if your weapon has a ×3 critical modifier, or +4 if it has a ×4 critical modifier.

* **Martial Mastery (Combat, Hume)**
	+ *You further broaden your study of weapons to encompass multiple similar weapons.*
	+ **Prerequisite(s):** Martial Versatility (Hume), fighter level 16th, Hume.
	+ **BENEFIT**: Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.

* **Martial Versatility (Combat, Human)**
	+ *You broaden your study of weapons to encompass multiple similar weapons.*
	+ **Prerequisite(s):** Fighter level 4th, human.
	+ **BENEFIT**: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
	+ **Special:** You may take this feat more than once. Each time it applies to a different feat.

* **Surge of Success (Hume)**
	+ *Your success drives your further actions.*
	+ **Prerequisite(s):** Hume.
	+ **BENEFIT**: When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.

## Racial Archetypes

The following racial archetypes are available to humes:

* Buccaneer (Gunner; Hume)
* Feral Child (Druid; Hume)
* Generalist (Red Mage; Hume)
* Wanderer (Monk; Hume)

## 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.

* **Archer:** Add +1/4 to the archer’s damage rolls with bows and crossbows.
* **Astrologian:** Add one spell known from the astrologian spell list. This spell must be at least one level below the highest spell level the astrologian can cast.
* **Bard:** Add one song from the bard song list to the bard’s songbook. This song must be at least one level below the highest song level he can perform.
* **Beastmaster:** Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
* **Berserker:** Add +1 to the berserker’s base speed. In combat this option has no effect unless the berserker has selected it five times (or another increment of five). This bonus stacks with the berserker’s movement increases.
* **Black Belt:** Gain a +1 bonus to the black belt’s CMD when resisting two combat maneuvers of the black belt’s choice
* **Black Mage:** Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
* **Blue Mage:** Add one spell known from the blue mage spell list. This spell must be at least one level below the highest spell level the blue mage can cast.
* **Chemist:** Add +1/4 to the chemist’s damage rolls with thrown weapons.
* **Chocobo Knight:** Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
* **Cleric:** Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
* **Dancer:** Add +1/4 point to the dancer’s ki pool.
* **Dark Knight:** Add +1 to the dark knight’s holy element resistance (maximum +10).
* **Dragoon:** Add +1/3 to the dragoon’s damage rolls with spears, lances, and polearms.
* **Druid:** Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
* **Engineer:** Add +1 hit point or +1 to one saving throw to the engineer’s automaton. If the engineer ever replaces his automaton, the new automaton gains these bonus hit points or saving throw bonuses.
* **Fencer:** Increase the total number of points in the fencer’s panache pool by 1/4.
* **Fighter:** Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
* **Gambler:** Add +1/6 for a new gambler gambit.
* **Geomancer:** Add one spell known from the geomancer spell list. This spell must be at least one level below the highest spell level the geomancer can cast.
* **Gunbreaker:** Add +1/6 of a new gunbreaker talent.
* **Gunner:** Add +1/4 point to the gunner’s grit points.
* **Holy Knight:** Add +1 to the holy knight’s shadow element resistance (maximum +10).
* **Illusionist:** Add +1/4 point to the veil pool ability.
* **Knight:** Add +1/6 to gain a new knight talent.
* **Medic:** The medic gains +1/6 of a new medical practice.
* **Monk:** Add +1/4 point to the monk’s ki pool.
* **Necromancer:** Add one spell known from the necromancer spell list. This spell must be at least one level below the highest spell level the necromancer can cast.
* **Ninja:** Add +1/4 point to the ninja’s ki pool.
* **Red Mage:** Add +1/4 point to the red mage’s arcane pool.
* **Samurai:** Add +1/6 to the samurai’s known Bushidos.
* **Scholar:** Add one spell from the black mage or white mage spell lists to the scholar’s known spells. The spell must be at least 1 spell level below the highest level the scholar can cast
* **Summoner:** Add +1 hit point or +1 skill rank to the summoner’s avatar.
* **Sword Saint:** Add +1 to the sword saint’s CMD when resisting two combat maneuvers of the character’s choice.
* **Thief:** The thief gains +1/6 of a new thief talent.
* **Time Mage:** Add 1/6 of a temporal talent. (One additional temporal talent for every six times you select this option.)
* **White Mage:** Add one spell known from the white mage spell list. This spell must be at least one level below the highest spell level the white mage can cast.