Coastals

Coastals are the ones that are supposedly more close to the first humans in their ways of life, ones that have created powerful nations across the coastlines of Énelya. They are more civilized than their cousins and live in grand cities, towns and villages. They are sometimes categorized as walking images of neutrality and ones that have come to question the ancient teachings of the elves, even after their many years of collaboration. However, their growing individuality and questioning nature after the Splitting of the Races has also caused many internal conflicts between humans and human nations have traditionally been more numerous and short-lived compared to elven and dwarven kingdoms which have stood for thousands of years.

## Physical description

They are average in their size and bodies, lying somewhere between the higher elves and the shorter dwarves. Humans have more variation in their height and weight compared to other humanoids and it is not uncommon to see both short and large humans. The baseline for humans is around 180 centimeters tall and weighing a little under 80 kilograms, with females normally being a little smaller. Their skintones are also quite variable, ranging from light to dark. They share the rough facial hair and masculinity of the dwarves but also the delicacy and beauty of the elves. Coastals don't usually live over a 100 years in natural conditions.

## Society

Some of the humans greatest nations include the Ashari Principality, the Empire of El Sherdan, the Republic of Tolrania and the Kingdom of Vhenan. Humans hold themselves and the dwarves in high regard and while the elves also had their appreciation in the past, they have begun to question their ways and depictions of history in the world. Humans have always had a curious nature and so many have begun to study the past with care and some have dismissed the tales that the elves have told, wanting to find the truth for themselves. Even though the coastals and other subraces of humans are shorter lived than the elves and dwarves, they are more numerous and have a higher birthrate. That is what has helped them to reach all parts of the known world and the coastal humans are the most common civilized race to see in Énelya.

## Rules

* **Ability Score Modifiers:** Coastals are great at adapting to different professions and are known for being naturally good with words. Coastals gain a +2 bonus to one ability score of their choice and +2 Charisma.
* **Size:** Medium
* **Type:** Humanoid, human
* **Base speed:** 30 feet
* **Languages:** Coastals begin play speaking Common. Coastals with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic and Drow Sign Language).

* **Bonus Feat:** Coastals select one extra feat at 1st level.
* **Skilled:** Coastals gain an additional skill rank at first level and one additional rank whenever they gain a level.
* **Silver-Tongued:** Coastals 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.
* **Weapon Familiarity:** Coastals are proficient with longswords and shortswords. In addition, coastals that begin play speaking Sherdanian treat any weapon with the word "Sherdanian" in its name as a martial weapon.

* **Ethnicity:** Coastals must choose the ethnicity group that their character belongs to. However, some coastals might have been raised in non-human societies not listed here; in those cases, consult your GM. This choice is mostly made for roleplaying reasons as people may view various ethnicities differently.

Choosing to be a Sherdanian adds Sherdanian as a starting language and an additional +2 racial bonus on Diplomacy checks.
Choosing to be a Brecian adds a +2 racial bonus on Swim and Survival checks.
Choosing to be an Easterner adds a +2 racial bonus on Ride and Knowledge (engineering) checks.
Choosing to be a Northerner adds a +2 racial bonus on Survival checks and a +1 racial bonus on Fortitude saving throws.

### Alternate Racial Traits

Coastals have access to all alternate racial traits normally available to humans. Consult your GM before selecting any new options.

## Sherdanian Weapons

#### Quicksword, Sherdanian

**Cost**: 60 gp **Weight:** 4 lbs.
**Damage:** 1d6 (small), 1d8 (medium) **Critical:** 18-20 / x2 **Type:** piercing or slashing
**Category**: one-handed **Proficiency:** exotic
**Weapon Group:** light blades
**Special:** finesse, deadly
*A traditional Sherdanian weapon, the quicksword was originally designed as a dueling weapon for nobles. Quickswords have an exceptionally good grip and a guard that almost covers the entire hand, making its wielder hard to disarm.*
A quicksword gives its user a +2 CMD bonus against disarm attempts.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a quicksword sized for you, even though it isn’t a light weapon.

#### Arbalest, Sherdanian

**Cost**: 300 gp **Weight:** 10 lbs.
**Damage:** 1d10 (small), 1d12 (medium) **Critical:** 19-20 / x2 **Type:** piercing
**Range Increment**: 120 ft.
**Category**: ranged **Proficiency:** exotic
**Weapon Group:** crossbow
*Where as the elves prefer bows and the dwarves prefer firearms, the humans have found themselves favoring crossbows as they are both easy to use and maintain. The arbalest is the pinnacle of crossbow design and coastals have found it especially useful against heavily armored foes and tough monsters.*
**Load:** Loading an arbalest is a full-round action that provokes attacks of opportunity. If your Strength score is less than 13, it takes two full-round actions instead and you take a -2 penalty on attack rolls with it. If you have the Rapid Reload feat with arbalests, loading an arbalest is a move action, or a standard action if your Strength score is not high enough.
You draw an arbalest back with the help of a windlass. Normally, operating an arbalest requires two hands. However, you can shoot, but not load, an arbalest with one hand at a –4 penalty on attack rolls. You can shoot an arbalest with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Arbalests excel at penetrating armor. When performing an attack roll with an arbalest, the target's armor bonus is considered to be 1 point lower than usual (if the target does not have an armor bonus, their natural armor bonus is considered to be 1 point lower instead).
**Special:** Arbalests can come in heavier variants which use reload mechanisms capable of utilizing the user's high strength to reach a stronger draw weight. An arbalest can be made with a high Strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the arbalest. Each point of Strength bonus granted by the arbalest adds 300 gp to its cost and +10% to its weight. If your Strength bonus is lower than the Strength rating of the arbalest, its reload time is increased by one step for each point you lack (free action < move action < standard action < full-round action) and you take an additional -2 penalty on attack rolls with it. Arbalests have a minimum Strength rating of +1.