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Primitive Human

Pathfinder 1e Primitive Human

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0% found this document useful (0 votes)
42 views2 pages

Primitive Human

Pathfinder 1e Primitive Human

Uploaded by

Mario
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Primitive Human

Early humans were far more primitive than their modern difference between an elf and a goblin; both are a threat to
descendants. While they still had the capacity to create great the clan. They view half-orcs and half-elves with distrust,
works of art and solve complex problems, the reality of their but some have been known to accept such exotic kin into
existence meant that most had to fight for survival on a daily their fold, occasionally even viewing them as superior, thus
basis. As a result, primitive humans devoted more of their placing them in a position of importance.
time to honing the basic skills of to avoid predators and Alignment and Religion: Primitive humans rarely follow
gather food than to higher-minded pursuits. This prevented any set of laws other than those of the tribe, and even these
them from becoming as versatile as modern humans. are often quite flexible. Likewise, codified concepts of
Physical Description: While quite varied in terms of good and evil are somewhat extreme for these simple folk,
height, skin tone, and body types, most primitive humans who often spend most of their time just trying to survive
stand about 6 inches shorter than their modern descendants. in a harsh and unforgiving world. There are exceptions
In addition, most have a great deal of body hair and are of course—some primitive humans strive to help their
generally unkempt. Most have a tan skin complexion due to fellows, and others embrace total barbarism and wanton
an excessive amount of time spent outdoors, gathering food destruction. Most primitive humans have only a simple
and hunting prey. understanding of religion, worshiping the forces of nature
Society: Primitive humans live in small clans ruled over and spirits of the world around them. They are known to
either by the clan’s elders or its most brutal and warlike make offerings and sacrifices to placate their deities and
members. Such clans usually span only a few generations garner their favor.
with members frequently mixing with those from other Adventurers: While most primitive humans stay with
nearby clans. Occasionally a number of clans will band their clans, some set out on their own to explore the world,
together or gather for a large moot, but such unifications are and still others are forced out due to some conflict or
short-lived unless held together by a particularly powerful misdeed. These outcasts sometimes join up with others to
or charismatic leader. improve their chances of survival or to form a group more
Relations: Primitive humans are fearful of most other capable of taking on dangerous challenges.
races, and this fear often drives them to violence when they Male Names: Arn, Bak, Farg, Gon, Merd, Oog, Tral, Ugg.
come in contact with such outsiders. To them, there is little Female Names: Ala, Desa, Fola, Ili, Hoda, Marg, Sus, Ula.

PRIMITIVE HUMAN RACIAL TRAITS


+2 to Strength, Dexterity, or Constitution: Primitive humans are as varied in their physical abilities as
modern humans, though the lack the same mental flexibility.
Medium: Primitive humans are Medium creatures and have no
bonuses or penalties due to their size.
Normal Speed: Primitive humans have a base speed of 30 feet.
Frightened by Magic: Primitive humans are uneasy around
magic, especially spells that have large, impressive effects.
Whenever a primitive human is damaged or affected by a spell or supernatural ability that has an
obvious visual component, the human is shaken for 1 round (subject to GM discretion). A primitive
human that gains the ability to cast spells from a class feature is unaffected by this racial trait.
Primitive Feat: Primitive humans receive Endurance, Fleet, Great Fortitude, Iron Will, Lightning Reflexes,
or Toughness as a bonus feat at 1st level.
Savage Skills: Primitive humans receive a +2 racial bonus on Climb, Survival, and Swim skill checks.
Savage Surge: Once per day, a primitive human can call upon a well of inner savagery. This grants
a +2 bonus to any one Strength-based skill check, Strength check, or weapon damage roll. Using
this ability is a free action, but it must be used before the check or attack roll is made.
Languages: Primitive humans begin play speaking Common. Those with high
Intelligence scores can choose any languages they want (except secret
languages, such as Druidic).
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System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Primitive Human © 2014, Paizo Inc.; Author: Jason Bulmahn.

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