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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.
  • Skills: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Racial Feats

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

Racial Archetypes

The following racial archetypes are available to humes:

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.
  • 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.
  • 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.
  • 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.
  • 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 trick.
  • 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.
  • 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 to the knight’s elemental resistance to one kind of element (maximum +10).
  • Medic: The medic gains +1/6 of a new combat medic technique.
  • 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 scholar spell list to the scholar’s spellbook. 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.