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Species: Primitive Human


Size: Large as a large creature, you can wield larger weapons than your Medium counterparts, and its
lifting and carrying limits are double those of a medium creature. You receive a –1 size penalty on
attack rolls and Defense, and a –4 size penalty to Stealth checks. However, you receive a +1 size bonus
to your Combat Maneuver Bonus and Combat Maneuver Defense. ( 3 points)
Statistic adjustments: +6 Str -2 Int -2 Chr
Speeds: 30'
Skill Bonus: +2 Handle Animal +2 Survival +1 Heal
Language:
Special: Scent quality and lowlight vision.
Flaw: Machine Fear (EX): Primitive Human are a primitive race who don't know about technology
higher then fire, and even the most civilized Primitive Human are uneasy around high technology. A
Primitive Human is considered shaken while and for one minute after riding in a vehicle, in a large
artificial structure (such as a skyscraper or castle), or using any firearm. Primitive Humans suffer a -2
penalty on WILL Saves against fear and level checks against Intimidation when confronted by
someone brandishing a high tech weapon, such as a firearm or powered armor.
Primitive Humans can not start the game with any firearm feat or archaic weapons proficiency as they
didn't exist
You are illiterate, unless you spend 2 skill points to learn to read and write a language you
can speak. You must pay for literacy in each chosen language separately.

Species: Medieval Human


Size: Medium
Statistic adjustments: +2 to a single ability score of your choice. (2 points or 3)
Speeds: 30'
Skill Bonus: Bonus Skill: Choose one additional skill, which need not be on your occupation or class
skill lists. You are trained in this skill.: Humans gain an additional 4 skill points at first level and one
additional point whenever they gain a level. (about 1)
+2 racial bonus on Diplomacy, Gather Information and Knowledge (nobility and royalty) checks.
These skills are class skills for all human characters. Humans are a gregarious bunch.
Language: Common
Special: Bonus Feat: Choose one additional feat for which you meet the prerequisite. (2 points) and
archaic weapons proficiency as a bonus feat.
+2 racial bonus on saving throws against fear effects. Medieval Humans are known for their courage,
no matter what the circumstances.
Flaws: Medieval Humans can not start the game with any firearm feat as they didn't exists when these
humans left earth.
You are illiterate, unless you spend 2 skill points to learn to read and write a language you
can speak. You must pay for literacy in each chosen language separately.
Species: Modern Human
Size: Medium
Statistic adjustments: -2 STR, +2 INT, +2 CHA
Speeds: 30'
Skill Bonus: Earth Educated (EX): as natives to the late 18th through the early 21st Century Earth, and
have a better understanding of the physical world, thanks to their early education. Even an ordinary,
average Modern visitor is a mechanical and scientific genius by the standards of medieval humanity.
Modern Humans receive a +2 racial bonus on any two Craft skills of choice, with the exception of
Craft (alchemy). They also receive a +2 racial bonus on Disable Device checks and Knowledge
(architecture and engineering) and Knowledge (earth and life science) checks.
Language: Common
Special: Bonus Feat: Choose one additional feat for which you meet the prerequisite. (2 points) and
Personal firearms proficiency as a bonus feat.
Flaw: Gullible (EX): Since the Modern human is a stranger in an alien land, he lacks some of the
knowledge that its native humans take for granted. The Modern Human suffers a -2 racial penalty on
Sense Motive and Knowledge (local and nobility) checks.

Species: Feral MuksWôks


Size: Large as a large creature, you can wield larger weapons than your Medium counterparts, and its
lifting and carrying limits are double those of a medium creature. You receive a –1 size penalty on
attack rolls and Defense, and a –4 size penalty to Stealth checks. However, you receive a +1 size bonus
to your Combat Maneuver Bonus and Combat Maneuver Defense. ( 3 points)
Statistic adjustments: +2 STR, +2 DEX, -2 INT. Felis Major Anthropomorphs are powerfully built,
graceful hunters, physically superior to humans but not as intelligent as their smaller, trickier Felis
Minor siblings.
Speeds:
Skill Bonus: +2 racial bonus on Survival and Intimidate checks
Language:
Special: scent Bite 1d8 (1 point) Claws 1d6 (2 points)
Flaw:

Species: Tribal MuksWôks


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Special: Claws 1d4 1 point
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Species: Medieval MuksWôks


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