Human

Of all the races, humans show the most variety. They’re a young race by the standards of elves and dwarves, but have accomplished much in their short time. Human cities dot the landscape and their kingdoms rule much of the world. Yet for all of their power, they can easily recede into barbarism within a generation. While some strive to make the world a better place, others seek to conquer it, drawing up great hosts to march on their civilized neighbors. While their craftsmanship does not equal that of many other races, humans are skilled at nearly every trade imaginable. Not surprisingly, adventuring is a common occupation, as most humans have an innate curiosity about what lies beyond the next horizon or at the bottom of the nearest dungeon.

Human Racial Traits

+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Alternate Racial Traits

Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 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 racial trait.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a 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 the skilled racial trait.
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 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 the skilled racial trait.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 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 the skilled racial trait.

Favored Class Options

Alchemist: Add one extract formulae from the alchemist’s list to the character’s formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create.
Barbarian: Add a +1/2 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.
Cavalier: Add +1/4 to the cavalier’s banner bonus.
Cleric: Add +1 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.
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.
Magus: Add one spell known from the magus spell list. This spell must be at least one level below the highest spell level the magus can cast.
Monk: Add +1/4 to the monk’s ki pool.
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).
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 human gains +1/6 of a new rogue 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.
Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.
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 he can cast.

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