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: