Human Racial Traits
- Humanoid (human): Humans are humanoid creatures with the human subtype.
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- Able learner: All skill ranks cost 1 skill point for humans to purchase, even if the skill is cross-class for them. The maximum number of ranks humans can purchase in a cross-class skill remains the same. This ability does not affect the skill point cost to learn a language.
- Automatic Language: Common.
- Bonus Languages: See subraces.
Subraces
Standard
Players Handbook
- 1 extra feat at 1st level.
- Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Sea Kin
Races of Destiny
- Sea kin base swim speed is 30 feet.
- Low-Light Vision: Sea kin can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Escape Artist checks: Sea kin naturally secrete a slippery oil to facilitate swimming. This secretion also makes it easy for them to slip out of restraints.
- Hold Breath (Ex): A sea kin can hold his breath for a number of rounds equal to 8 × his Constitution score before he risks drowning.
- Weapon Familiarity: Sea kin treat tridents and nets as simple weapons.
- Water Dependency: A sea kin must immerse his entire body in water at least once a week or suffer ill effects.
After a week has passed, a sea kin must make a Constitution check every day thereafter (DC 10 + 1 per additional day) or take 1 point of Constitution damage. Once a sea kin immerses his body in water, he immediately regains 1d4 points of Constitution per hour that he remains in water. - Bonus Languages: Aquan, Elven, and Sahuagin.
- Favored Class: Druid. A multiclass sea kin’s druid class does not count when determining whether he takes an experience point penalty for multiclassing.
Underfolk
Races of Destiny
- Darkvision: Underfolk can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and underfolk can function just fine with no light at all.
- +2 racial bonus on Perception checks: Living as underground
hunters for generations has given underfolk keen hearing. - Weapon Familiarity: Underfolk treat light and heavy picks as simple weapons rather than martial weapons.
- Camouflage (Ex): Underfolk can change their skin coloration at will to mimic the surrounding terrain, giving them a +4 racial bonus on Hide checks. In rocky terrain, this bonus increases to +10. This ability works even if an underfolk is viewed with darkvision, although true seeing negates the bonus.
- Light Sensitivity (Ex): Underfolk are dazzled in bright sunlight or within the radius of a daylight spell.
- Bonus Languages: Drow, Dwarven, Gnome, Goblin, and Orc. Underfolk mingle with subterranean races and learn their languages to facilitate interaction.
- Favored Class: Any. When determining whether a multiclass underfolk takes an experience point penalty, his highest-level class does not count